_____ _             _   _____           _                  
|  ___(_)_ __   __ _| | |  ___|_ _ _ __ | |_ __ _ ___ _   _ 
| |_  | | '_ \ / _` | | | |_ / _` | '_ \| __/ _` / __| | | |
|  _| | | | | | (_| | | |  _| (_| | | | | || (_| \__ \ |_| |
|_|   |_|_| |_|\__,_|_| |_|  \__,_|_| |_|\__\__,_|___/\__, |
                                                      |___/ 
 _____          _   _               _    ____    
|_   _|_ _  ___| |_(_) ___ ___     / \  |___ \ _ 
  | |/ _` |/ __| __| |/ __/ __|   / _ \   __) (_)
  | | (_| | (__| |_| | (__\__ \  / ___ \ / __/ _ 
  |_|\__,_|\___|\__|_|\___|___/ /_/   \_\_____(_)
                                                 
  ____      _                 _                   __   _   _          
 / ___|_ __(_)_ __ ___   ___ (_)_ __ ___    ___  / _| | |_| |__   ___ 
| |  _| '__| | '_ ` _ \ / _ \| | '__/ _ \  / _ \| |_  | __| '_ \ / _ \
| |_| | |  | | | | | | | (_) | | | |  __/ | (_) |  _| | |_| | | |  __/
 \____|_|  |_|_| |_| |_|\___/|_|_|  \___|  \___/|_|    \__|_| |_|\___|
                                                                      
 ____  _  __ _   
|  _ \(_)/ _| |_ 
| |_) | | |_| __|
|  _ 50 Damage
                Dealing >50 damage is forbidden.

Ah, crap. You've got to be kidding me. Dealing more than 50 Damage. The
problem here is that although Florah isn't a monster, the 2 Malboros, the
Great Malboro and the Deadly Nightshade definitely are, and you don't 
want them lingering. This law leaves little room for criticals and decent
attacks, so this is one time that I advocate one thing, BREAK THE LAW.

That would make things a lot easier for you. The Great Malboro is quite
dangerous with Malboro Song, but so is Florah by herself. That Gria is a 
Geomancer, and is quite a handful. Make sure that you take her down as 
fast as you can, if you don't care for the loot.

If you care about the law, you are going to take it is and easy, but if
you decide to break the law, just attack anything in your path. Hunters
are good for law breakers, Sidewinder is a good attack, but if you follow
the law, Wind Attacks and Hunters will certainly deal more than the 50
damage that is allocated in the law.

So it really depends on how your do in the mission, law breaking or 
not. If not, you are going to take a fair amount of damage, so a Healer 
would be more or less a necessity. Finish this however you want, but 
stay away from the Malboros, their breath attacks are foul. 

--==Mission A3-08 ~ Death March II==--

" - The Game Is On! -

 Wanted: Participants for the greatest game in Ivalice! This time, it's the
 second Death March. To the victor go the spoils.

 - Rules of the Game - 
 * Uphold the Law

 Bronkrise Gamer's Guild"

 -------------------------------------------------------------------- 
|        Death March II       | Rank: 28 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Uphold the Law          |
|      --                     | Reward :                             |
| Quest : Death March         |   2770 Gil                           |
|                             |   Lightwing Crystal X 1              |
| Dispatch/Recommended :      |   --                                 |
|      Sage                   |   --                                 |
|      Scholar                |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 15          | Members : 6                          |
|  Adaptability : 15          | Gain 56 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Uphold the Law and Defeat all Foes!
Law Forbidden : Not Moving 1 Tile
                Each unit must move exactly 1 tile before ending its turn

This law is a problem. You can only move a single tile per turn, so you
need some space from the enemy if you want to do this properly. Ranged
abilities can really help here.

You are fighting a Parivir with Wind Slash, Iai Blow and Hoarfrost Blade.
The Soldier is armed with all three Rend Abilities, the Juggler is using
Weapons, Dagger, Smile and Gil Toss. 

The Fusilier uses Blindshot and Silenceshot. The Elementalist uses Fire
Whip, Shining Air and Sliprain. And finally, the Trickster uses Suggestion,
Hypochondria and Traumatize. 

You want to take down the Juggler first, that is because of the Dagger 
and Smile Toss, they aren't going to be helpful for your cause. The next
one is the Elementalist. Fire Whip isn't that nice when your unit is the
one that is disables. The next is the Fusilier or Parivir, they are the
next in debuffs, and then the rest.  

--==Mission A3-09 ~ Ordalia Cup==--

"Clan Tourneys are Under Way!

 The next tourney will be the Ordalia Cup.

 Rules are as follows:
  - Maximum team size: 6
  - Bouts to be won: 5

 Tourney Guild - Rozarria Branch"

 -------------------------------------------------------------------- 
|        Ordalia Cup          | Rank: 37 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Loar Cup             |   4660 Gil                           |
| Month of Bloodfire          |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      Lanista                |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 39          | Members : 6                          |
|  Adaptability : 39          | Gain 74 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Another set of 5 rounds, this is battling the best of Ordalia, so pick your
team and get ready to rock and roll. 

Your Mission Objective : Defeat all foes in the entry bout!
Law Forbidden : Knockback
                Actions that knock the target back are forbidden.

Well, you are starting off this battle fighting the Fyrebird Clan, which 
consists of a Dragoon, Black Mage, Red Chocobo Knight, Ninja, Fighter and
a Summoner. They are all based on the Fire Magick, so you need to make sure
you douse their flames.

Anyway, the Summoner needs to go. Summons deal a great amount of damage to
start off, and fire whip, one one most useful abilities in the game, belongs
to her, so be careful. The Chocobo Knight has the Choco Meteor, which really
decides to cause some damage when it wants to. Take those two out first 
before sending all your forces to take down the rest of the enemy forces. Heal
up and get ready for the next mission.

Your Mission Objective : Defeat all foes in the second bout!
Law Forbidden : Buffs
                Buffs are forbidden.

Your second mission is against the Bedeviled Clan, armed wioth a Master Monk,
Berserker, Fighter, Gladiator, Ravager and a Templar. The first fighter you 
want to take down is the fighter himself. This is because of the Dual Wield
ability that really hampers things. 

This is going to be a mission where you are really going to get a big 
beating, so healers are quite important, they are important overall, but
just don't buff your troops. The enemy are all melee units, so if you can
dish out some damage from a range, that makes it a lot easier on your front
line. 

Make sure your healer is behind in the rear, so they can't get targeted by
the enemy. But after that, make sure your frontline troops are healed 
constantly, you cannot afford a breach. They will nearly always target a 
healer if they can. Well, not against mine. Try targeting a Fighter who
has Dual Wield, who also happens to be a Healer, with Counter as Reaction.

Your Mission Objective : Defeat all foes in the third bout!
Law Forbidden : Solitude
                Ending the turn without a unit in an adjacent tile is
                forbidden.

This mission is perfect if you basically want to keep a tight formation.
A circle formation is quite interesting, with the healer in the middle, or
you can just go crazy and melee your enemy. Make sure that you have Esuna
ready to prevent immobolise abilities.

You are now facing Jytras Pirata, a clan consisting of a Black Mage, Sniper,
Moogle Knight, Thief, White Mage and Defender. Your first target should be
the sniper, because she will have an ability that will instantly kill your
units, which is quite a pain, even if you have a designated healer. The next
one, as always, is the White Mage. The reason being that it will heal the
enemy, and that makes you dish out more damage in order to beat them. 

Their Black Mage is a pain as well, since it can dish out the damage from a 
range, so quickly take it out after the white mage. The rest of the fight
is a melee one, so that isn't too hard to finish, to bring out the swords and
slice and dice the enemy. That finishes that mission.

Your Mission Objective : Defeat all foes in the elimination bout!
Law Forbidden : Not Moving
                Each unit must move at least 1 tile before ending its
                turn.

This is an easy law to follow, you need to move in order to actually do a 
fair amount of damage. You now face Prima Donna again, and again, they have
the same lineup of females, Fencer, Raptor, Spellblade and a Hunter. They
aren't that hard to beat, but they still can do some damage.

Take down Spellblade first, she is the one with the actual abilities, the
rest are rather mundane. With all those abilties, she could hurt someone,
hey, hey? Anyway, take her down, and the Raptor should be next, since she
can dish out the damage.

The Hunter and the Fencer are rather weak. You really don't need to make 
sure they die, make sure that all your forces are at full power for the
last fight, since that is the most important of them all.

Your Mission Objective : Defeat all foes in the final bout!
Law Forbidden : Restoring MP
                Actions that restore MP are forbidden.

The law should be easy to abide by, so this round, you are dealing with
the Eastwatch group, armed with 3 Parivirs, 2 Ninjas and an Assassin. The
problem here is that all the enemy units are extremely tough, and this is
why they are on the final bout.

Target the Ninja with Dual Wield first, that is always the biggest threat,
but after that, where can I start. They are all threats. It is hard to
single out any unit besides the ninja with dual wield since they are all
the same, they hit for heavy damage as well. Just take them all out, and
win this battle. For winning, you get the Tainted Cufflink for your 
troubles if you fight the fight. 

--==Mission A3-10 ~ Wanted: Tonberrion==--

" -WANTED!-

 Wanted: Tonberrion, for possession of a deadly weapon (carving knife) and
 rampant hatred.

 Must be dealt with in four rounds of battle if further losses are to be
 avoided.

 Jylland Defenders of the Peace"

 -------------------------------------------------------------------- 
|     Wanted: Tonberrion      | Rank: 23 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Headhunt                |
|      --                     | Reward :                             |
|      --                     |   3190 Gil                           |
|                             |   Low Arcana X 3                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 15          | Members : 6                          |
|  Adaptability : 15          | Gain 46 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat the tonberrions in 4 rounds!
Law Forbidden : Copycat
                Using the same action as the preceding unit is forbidden.

There are 3 tonberries and a Tonberry king on this battle, and they are 
quite powerful for monsters. However, in order to use their dangerous moves,
they need to stalk the target, and that will mean you have one turn before
they cripple a unit.

They will take half damage from all types of magicks, and will absorb dark
magick, which means your magick users are going to be a white here. Instead,
you need to focus on the physical side, especially Hunters to use Sidewinder,
which is effective against all monsters. A White Mage is also handy, since a
lucky attack from the enemy will pretty much cripple that unit for the battle.

You need to be fast, you only have 4 rounds to finish this. I suggest a Time
Mage/White Mage, so he can use Haste as well as heal your troops if need be.
Ranged units are going to be useful here since the enemy is pretty far away
from the start of the battle. Take them down one by one, or rush and gang
up on the enemy. Use abilities instead of normal attacks due to the Copycat
law. Remember, only stalked units will be targeted, units that aren't stalked
are going to be fine.

--==Mission A3-11 ~ Death March, III==--

" -The Game Is On!-

 Wanted: Participants for the greatest game in Ivalice! This time, it's the 
 final Death March. To the victor go the spoils.

 - Rules of the Game - 
 * Uphold the Law

 Bronkrise Gamer's Guild"

 -------------------------------------------------------------------- 
|      Death March, III       | Rank: 41 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Uphold the Law          |
|      --                     | Reward :                             |
| Quest: Death March, II      |   5030 Gil                           |
|                             |   Gold Chalice X 1                   |
| Dispatch/Recommended :      |   --                                 |
|      Sage                   |   --                                 |
|      Scholar                |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 39          | Members : 6                          |
|  Adaptability : 39          | Gain 82 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Uphold the Law and Defeat all Foes!
Law Forbidden : Not Moving 3 Tiles
                Each unit must move exactly 3 tiles before ending its turn.

Well, this law isn't all that bad, but this is a small arena and you are 
fighting 6 enemy units, so this is one where you need to make sure before
you make a move. 

The enemy Ninja has Throw, Water Veil and Gold Veil, and Counter as well.
The Trickster is armed with Suggesting, Hypochondria and Traumatize. The 
Time Mage uses Haste and Quicken. The Green Mage uses Tranq, Blind and 
Silence. 

The Assassin uses Last Breath, Aphonia and Ague. And finally, the Elementalist
uses Fire Whip, Shining Air and Sliprain. This is one where every target
seems like a good first target.

The Elementalist seems to be a good choice. Disable isn't a nice debuff on
any day of the week so that seems like a good choice. Next, the Assassin, 
because her Last Breath isn't really a good debuff either, because KO isn't
very nice. 

Next, the Trickster, because Poison is painful to work with. Next, the Ninja
and then you have the two remaining, the Time Mage and the Green Mage, and
they can easily be taken out.

If you really want, you can take down the enemy units with physical units 
because they are best at taking down mages. Make sure you move three spaces
to sure than your don't break the law. This is a mission where breaking the
law is definitely not ok. 

--==Mission A3-12 ~ Wanted: Combatants==--

"We have an unexpected opening in the roster of our forthcomingh tourney.
 We do not often invite outsiders, but if the tourney is to go ahead, we 
 must. Combatant with experience in a clan tourney perferred.

 Shadow Tourney Overseer"

 -------------------------------------------------------------------- 
|     Wanted: Combatants      | Rank: 35 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: Death March II       |   5520 Gil                           |
|                             |   Blood-Darkened Bone X 1            |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 44          | Gain 70 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

A simple mission, all you need to do is to send in a White Monk. I'm sure
a Berserker and Glatiator would work, but the White Monk will always be
accepted, so use that. 

--==Mission A3-13 ~ Jylland Cup==--

"Clan Tourneys are Under Way!

 The next tourney will be the Jylland Cup.

 Rules are as follows:
  - Maximum team size: 6
  - Bouts to be won: 7

 Tourney Guild - Ivalice Headquarters"

 -------------------------------------------------------------------- 
|        Jylland Cup          | Rank: 41 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Ordalia Cup          |   6270 Gil                           |
| Month of Coppersun          |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      Lanista                |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 44          | Members : 6                          |
|  Adaptability : 44          | Gain 82 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This is a 7 round fight, so you are going to be fighting the best of the
best, so bring your absolute best fighters, all of them armed with Scion
Summoning Items. Get ready for a hellfight, because that is exactly what
you are going to expect.

Your Mission Objective : Defeat all foes in the entry bout!
Law Forbidden : Dealing < 100 Damage
                Dealing < 100 Damage is forbidden.

The Entry bout requires you to dish out a lot of damage, so that means a
lot of backstabbing for the mission. Here, you start off fighting the 
Arbiters of Death, packing heat in the form of a Sage, Illusionist, Sniper
Hunter, Berserker and a Dragoon. 

Quickly sneak up behind the Sniper and the Hunter, taking out their ranged
element, whilst you deal with the Illusionist before he can get enough MP
to wreck havoc. The Sage has the Gigaflare ability, and depending on your
resistance, you may want to take him down first, or worry about him later, it
is up to you how you deal with them. This is the easy round, if you have
trouble here, you are going to have a lot of trouble for the rest of the
mission.

Your Mission Objective : Defeat all foes in the second bout!
Law Forbidden : Ranged Weapons
                Attacks with bows, greatbows, guns, hand-cannons, and cards
                are forbidden.

In this mission, your ranged weapons are taken away, so you might want to
rebuild your force and rearrange how you attack force if you do have some
ranged units in your force. Anyway, you are facing a new clan called the
Nortyrants, which is based on a Geomancer, Seer, Parivir, Flintlock, Green
Mage and a Trickster. They have a lot of ranged units.

The Parivir and the Seer are the melee attacks, so I suggest that you take
down the Seer. The Parivir can hit for a lot, and given that you are in a 
confined area, running is not an option, so you really need to take them
down before they can dish out too much damage.

The Flintlock and the Trickster, who have extremely long ranges, are less
powerful here, since they can be easily disabled and taken out without a 
short period of time. The Green Mage will try to cause some trouble with
their debuffs, but other than they, the enemy isn't all that powerful, this
is only the second bout.

Your Mission Objective : Defeat all foes in the third bout!
Law Forbidden : HP < or = 20
                Having less than 20 HP is forbidden.

This is an easy law to follow if you have a few healers to play with on 
this level. You are now fighting Prima Donna, and they are the same group of
the Fencer, Hunter, Ravager and the Spellblade.

Like fighting them before, you need to take out the Spellblade and then the
rest of the group since the Spellblade is the one that actually packs any
deadly power, debuffs are quite nasty you see. The Raptor should be next, 
but it is not up to me to dictate how you decide to beat the crap out of your
enemies. This is quite easy, only 4 members to defeat, you aren't so lucky 
from here on in.

Your Mission Objective : Defeat all foes in the fourth bout!
Law Forbidden : Targeting all Units
                Actions targeting all units are forbidden.

This law prevents your illusionist abilities from being used, so with that
out of the picture, you need to work around it. Your are now fighting 
Eastwatch again, armed with the three Parivirs, the 2 Ninjas and the lone
assassin. The same as before, the strategy isn't changed much.

The first target is, as before, the ninja with the Dual Wield ability,
and after that, everyone else. They are all equally dangerous, though the
Parivirs are more capable of dishing out the damage whilst the lone
assassin is far superior to sneak up using her skills, so kill the enemy
on a first come, first serve basis. Kill all of them, and after this
battle, you have passed the halfway point in this battle. 

Your Mission Objective : Defeat all foes in the fifth bout!
Law Forbidden : Back Attack
                Attacking a unit from behind is forbidden.

The fifth round forces you to attack your forces head on since back attacks
are now forbidden. You face the Delite Delta clan, comprised of an Assassin, a
White Mage and a Summoner. It doesn't seem like a fair battle, but when you
see their abilities and strength, it is.

You need to take down the White Mage first, and you can only do so with the
physical attack, magick attacks just get the flick back to you, making it 
harder to defeat the enemy effectively. With the White Mage down, you can
take down the rest of the forces without the enemy healing their forces 
causing you to do more work. 

Your Mission Objective : Defeat all foes in the elimination bout!
Law Forbidden : Ligntning
                Weapons and abilities that use Lightning are forbidden. 

Here, you are denied the ability to use the power of electricity, but you
are now facing House Bowen. With the Assassin, Illusionist, Ravager and
Bowen himself, this is the second last battle that you need to fight.

The Assassin, like before, has to go first before she can cause too much
damage. She will be able to dish out the damage behind your lines so take
her out quickly, and after that, quickly take out the Illusionist before
he can pull off any tricks as well. 

Bowen and the Ravager will be capable of hitting your frontlines hard, so
before the end of the mission, make sure you heal all your forces before
heading into battle, the last one is going to be tough.

Your Mission Objective : Defeat all foes in the final bout!
Law Forbidden : Copycat
                Using the same action as the preceding unit is forbidden.

The law should be easy to follow, so just go ahead and finish this. You
are facing the Hopcroft clan, armed with a Ninja, White Mage, Raptor,
Arcanist, Dragoon and a Black Mage. 

The White Mage has to go, even if you lose one of your units, take down 
the white mage since it will heal their fallen comrades. With the white
mage gone, it makes it a low easier for you to finish this mission. The
Arcanist is another threat. The Arcanist has the ability to take away
50% of your HP in one fell swoop, so take him out quickly.

The Ninja is next, with the ability to inflict Doom, you want him dead 
quickly. You can prevent it somewhat with Reraise, but that wastes time for
your white mage or your healer. The Black Mage is another target, since he
does have the Smile Toss ability, which isn't very helpful for your cause
either. The Raptor and the Dragoon should be last, they are just frontline
units.

At the end of this, you also get the Gift of the Judge-Sal, a nice bonus
and another summoning item. 

--==Mission A3-14 ~ Wanted: Gaitsnipe==--

" -WANTED!-

 Wanted: Gaitsnipe, for poaching offenses, and the assassination of notable
 personages.

 These cold-blooded killers are highly skilled in the use of ranged-
 weaponry.

 Jylland Defenders of the Peace"

 -------------------------------------------------------------------- 
|      Wanted: Gaitsnipe      | Rank: 24 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Headhunt                |
|      --                     | Reward :                             |
| Quest : Wanted: Tonberrion  |   5410 Gil                           |
|                             |   Malboro Wine X 2                   |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Baptiste Hill          |
|  Teamwork     : 18          | Members : 6                          |
|  Adaptability : 18          | Gain 48 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Gaitsnipe!
Law Forbidden : Ranged Weapons
                Attacks with bows, greatbows, guns, hand-cannons, and cards
                are forbidden.

Crap, there goes the element of weakening the enemy. Here, you are facing
Gaitsnipe, a Hunter, a Moogle Flintlock, a Viera Sniper, a Bangaa 
Cannoneer, a Hume Archer and a Moogle Fusilier.

The Hunter has Vitals Shot, which will give you a random debuff. Not nice
at all. However, he can use the rend powers from a range, so be very 
careful. The Archer has a Leg and Arm shot, which can be rather nasty as
well.

The Cannoneer has some rather powerful attacks, but each has a downside of
losing a turn. The sniper is far more dangerous. Armed with Double Shot, 
Beso Toxico and Death Sickle, she is one that you want to take down rather
quickly. The Fusilier has 3 shots that are annoying, Confuse, Blind and
Silence. That would be a prime target. The Flintlock has supportive buffs
for their team.

Be careful of traps as you move. You should take them all down, so what
you need to do is bring a white mage and magick units. They are your
ranged units. Units that can target all are especially useful for your
team. Long range abilities such as Chocobo Rush and Air Render are also
quite useful.

The Closest ranged units to you are the ones that you want to take down.
You should take down the Sniper first, she is the most dangerous threat
with Death Sickle. Then, it is how you want to take them down, however,
make sure they are ganged up upon, that is the easier way for victory.

You need to take them all down, so make sure that you take them down
quick before your own troops are depleted. I find that Stop and Beat Down
make an excellent combination for making sure you don't get damage and
kill the enemy

--==Mission A3-15 ~ Something's Dropped!==--

"One of the mooglewalkers we use for transporting goods has overturned! It
 was full of valuable gemstones, kupo! If someone makes off with the load, 
 we're finished for sure! Bankruptcy, kupo!!! Retrieve the load as soon as 
 you can! Save our house, kupo!

 Moogle Porters"

 -------------------------------------------------------------------- 
|     Something's Dropped!    | Rank: 27 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Item Recovery           |
|      --                     | Reward :                             |
|      --                     |   4820 Gil                           |
|                             |   Tanned Beast Hide X 3              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 18          |                                      |
|  Aptitude     : 0           | Destination : Nazan Mines            |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 54 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Gather all the Gemstones!
Law Forbidden : Reaction Abilities
                Reaction Abilities are forbidden.

Again, another mission where you need to collect all the sparkles, not
just get lucky. This mission is a mix of monsters and units. There are 2
Yellow Flans, and they are quite annoying. The Thief might be a problem
with the juggler skills, which have Molotov Cocktail and Dagger Toss. The
latter is the one you don't want, it pretty much means disable.

The Beastmaster is quite weak, as well as the Hume Thief, since they 
aren't going to do much at all, except steal your stuff. Why the Beastmaster
is beyond me, you can't use any beasts. 

However, there are traps all over the place, so that makes it necessary
for a white mage to be used. Next, there are going to be enemy reinforcements
as well. They will constantly turn up, so as many as you kill, they will
always be more. 

So, kill all that you can, and when you can't be bothered to fight anymore,
collect all the gemstones. You might want a White Mage for the Traps, and
some Magick users against the enemy flans and such. Melee fighters to provide
the force to surge against the enemy troops there. 

Take those that several of the gemstones have traps guarding it, which makes
this mission a pain to finish quickly.

--==Mission A3-16 ~ Hunting Season==--

" -The Game Is On!-

 Wanted: Participants for the greatest game in Ivalice! This time, it's the
 Jylland Hunt. To the victor go the spoils.

 - Rules of the Game -
 * Remove the tag from your quarry to score
 * Time limit: One year

 Bronkise Gamer's Guild"

 -------------------------------------------------------------------- 
|       Hunting Season        | Rank: 46 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   8750 Gil                           |
|                             |   Quality Pelt X 1                   |
| Dispatch/Recommended :      |   White Thread X 1                   |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 22          |                                      |
|  Aptitude     : 0           | Destination : Graszton, Kthili Sands |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 22          | Gain 92 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Every month, you need to head to the location that is designated by the
person who is at the location. When you head to the location, you need to
capture the tag, which means that you need to defeat the target within a
set of time or rounds, and that means you will get the tag. All you need
to do is to collect all the tags that you need, and then it is done. 

**************
**SECTION A4**
**************

--==Mission A4-01 ~ Champions' Cup==--

"Announcing a Special Champions' Cup Clan Tourney!
 
 The Champions' Cup pits the winners of this year's clan tourney with the 
 winners of last year's tourney. Come and see the best of the best in 
 desperate combat!

 Tourney Guild - Ivalice Headquarters"

 -------------------------------------------------------------------- 
|       Champion's Cup        | Rank: 54 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Jylland Cup          |   8510 Gil                           |
| Month of Goldsun            |   Waterwyrd Crystal X 1              |
| Dispatch/Recommended :      |   --                                 |
|      Lanista                |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 54          | Members : 6                          |
|  Adaptability : 54          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all foes in the Special Bout!
Law Forbidden : Dealing < 20 Damage
                Dealing < 20 Damage is forbidden.

This is the last of the cup challenges, and this time, you need to fight
the winner of the last cup, Clan Centurio. This is where you need to bring
the best units, and you are facing a White Monk, Archer, Viking, Soldier,
Green Mage and a White Mage.

They are extremely strong, so you need some tactics to take them out, and
unlike previous cups, this is all or nothing, you need to take them all
out now before it is too late. The first target is the White Mage, not
only for the massive healing powers, he is also armed with sage powers as 
well, so that makes him an express target.

You want to get rid of the Archer before she can put doom on your units
which isn't exactly a nice way to make friends to be sure. Take down the
Archer, and then the Green Mage, because she is also extremely strong. 

You need to take out the enemy before they can take you out, so bring in
a healer to revive your fallen troops, even a soldier than can take a 
hit for the team is necessary, as long as you survive and the other team
doesn't, you win.

--==Mission A4-02 ~ Wanted: Icicle Ark==--

" -WANTED!-

 Wanted: Icicle Ark, for encasing both a manor and its lord in solid ice.

 These masters of ice manupulation are currently confined to the 
 Kthili Sands area. 

 Jylland Defenders of the Peace"

 -------------------------------------------------------------------- 
|      Wanted: Icicle Ark     | Rank: 26 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Headhunt                |
|      --                     | Reward :                             |
| Quest : Wanted: Gaitsnipe   |   3150 Gil                           |
|                             |   Cockatrice Skin X 2                |
| Dispatch/Recommended :      |   Mysidia Alloy X 5                  |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Kthili Sands           |
|  Teamwork     : 20          | Members : 6                          |
|  Adaptability : 20          | Gain 52 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Icicle Ark!
Law Forbidden : Fire
                Weapons and abilities that use fire are forbidden.

This is going to be a pain, since you can't use the element that hurts
the most. Anyway, this is a defeat all foes mission, there are 6 enemies
here that you need to defeat.

The Gladiator is armed with Blizzard Tackle and Ice Breath. The Parivir
is using Water Veil, Unspell, Hoarfrost Blade and Wind Slash. The
Illusionist is using Freezeblink and Deluge and Blood Price. Crap.

The Summoner is using Shiva, Shining Air, Sliprain and Blood Price as
well. Crap. The Scholar is using Rime Bolt Tome, Water and Aero. The 
Black Mage is using Blizzard and Blizzara.

This is going to be annoying since the two enemy units have Blood Price,
meaning that they can cast their spells as long as they have health. So
it is pretty obvious that you need to take down the Illusionist and the 
Summoner pretty quickly. The enemy Scholar is going to build up their MP
reserves for their spells, so you need to quickly take that sucker down
as well.

Next is the Gladiator and the Parivir, and both have a Counter-esque 
reaction attack. They aren't all that powerful, but if you let them get
too close, they will hit you for a fair bit of damage. Round it off with
the enemy Black Mage, since the spells aren't going to be too powerful
since he isn't armed with Blizzaga. 

--==Mission A4-03 ~ Thieves in the Ruins==--

"We've found evidence of trespassing at a ruins site not yet cleared for
 excavation. We suspect grave robbers. If left to their own devices, it 
 could mean the loss of priceless and irreplaceable cultural artifacts.
 Our society would like to request that someone put a stop to this 
 activity at once.

 Naturalist Society"

 -------------------------------------------------------------------- 
|    Thieves in the Ruins     | Rank: 35 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   5460 Gil                           |
|                             |   Aurea Pollen X 2                   |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Kthili Sands           |
|  Teamwork     : 28          | Members : 4                          |
|  Adaptability : 28          | Gain 70 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Opportunity Commands 
                Opportunity Commands are Forbidden.

You have some backup for this mission, so that is the reason that you are
only allowed 4 units here. And guess who that backup is. Not Duelhorn, it
is actaully you're old friends, House Bowen, who decides to give a little
backup for this mission.

You are facing a group of Kthili Surveyors. There are only 4 enemy units
here, 2 Thieves, a Beastmaster and a RockTitan. Wow, that makes is quite
an easy mission. 

The Hume thief has Steal Gil and Limelight as well as Loot Level 4. He also
possesses Throw from the Ninjutsu skill set, Return Fire and Reveal. The
Moogle Thief possesses Steal Gil and Loot Level 4 as well, but also has
Molotov Cocktail and Dagger Toss.

The Rocktitan is only armed with Headbutt and Rain of Stone as well as 
using Counter. And finally, the Beastmaster, who is only using the Beast
Lore of Shelling, which is quite obvious. 

The first one that you want to take down is the Moogle Thief, the skills
from the Juggler skill set are quite dangerous, Molotov Cocktail makes
Berserk and Dagger Toss means Disable. Now after that, take down the Hume
Thief so he can no longer steal items off you. Finally, the Rocktitan
because he can cause some damage, and well, the Beastmaster, he isn't all
that powerful, save him for last. 

--==Mission A4-06 ~ Wanted: Floraxion==--

" -WANTED!-

 Wanted: Floraxion, for 23 counts of violence, and the general spreading
 of mayhem.

 This giant plant is to be considered extremely dangerous.

 Jylland Defenders of the Peace"

 -------------------------------------------------------------------- 
|      Wanted: Floraxion      | Rank: 30 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Headhunt                |
|      --                     | Reward :                             |
| Quest: Wanted: Icicle Ark   |   6760 Gil                           |
|                             |   Putrid Liquid X 4                  |
| Dispatch/Recommended :      |   Malboro Vine X 1                   |
|      --                     |   Malboro Flower X 2                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Baptiste Hill          |
|  Teamwork     : 22          | Members : 6                          |
|  Adaptability : 22          | Gain 60 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Floraxion!
Law Forbidden : Actions by Viera
                Viera may only move and perform basic attacks.

Well, there goes my Summoner/Elementalist. You are fighting a Rafflesia 
as you can guess by giant plant, and 2 Great Malboro. You only need to
take down the Rafflesia to win this mission because it is a Headhunt. 

You might want to take out the Malboro from a distance because getting
too close to the Rafflesia is a problem, because all their cloud attacks
will attack units within a two tile radius of the massive plant. The 
Malboro will be a problem if you try to take down the Rafflesia and they
will debuff you.

Bring Fire users for the Rafflesia and Hunters as well. White Mages with
Esuna is going to be critical if you are going to use melee fights since
they are going to suffer from debuffs. There are a fair amount of traps
around the Rafflesia as well, the Charm variety. There is only a single 
spot where there isn't a trap, its to the right of the plant, and it is
the slope up. 

If anyone is wondering, the Rafflesia has about 1200-1300 HP, which is
why it is currently at ??? at the beginning.

--==Mission A4-08 ~ Wanted: Musicians!==--

"A member of our troupe has been injured and won't be able to perform at 
 the music competition in Fluorgis. We've been preparing so long for this, 
 it would be a shame to miss out now, kupo!

 Please, help us find a replacement in time. We'll need them for no less than
 six days if we're to have enough time to rehearse!

 Pompo, Troupe Leader"

 -------------------------------------------------------------------- 
|     Wanted: Musicians!      | Rank: 26 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Complete Game               |   2420 Gil                           |
|                             |   Hero Tonic X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Aisenfield             |
|  Teamwork     : 15          | Members : 6                          |
|  Adaptability : 15          | Gain 52 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This is more or less a dispatch mission. You need to send off a person who
can carry an instrument, so arm either Hardy the Bard or any Chocobo Knight
with an instrument and off they go, and that should complete the mission
since all you need is an instrument wielder. This will take 6 days, so time
it carefully.

--==Mission A4-10 ~ Wanted: Moogle Rangers==--

" -WANTED!-

 Wanted: The Moogle Rangers, for 245 counts of disrupting the peace, and 1 
 count of trespassing.

 Do not be taken in by the adorable appearance of these five moogles - they
 are to be considered rude and riotous.

 Jylland Defenders of the Peace"

 -------------------------------------------------------------------- 
|   Wanted: Moogle Rangers    | Rank: 32 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Headhunt                |
|      --                     | Reward :                             |
| Quest: Wanted: Floraxion    |   6090 Gil                           |
|                             |   Screamroot X 2                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Sant D'alsa Bluff      |
|  Teamwork     : 33          | Members : 6                          |
|  Adaptability : 33          | Gain 64 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat the Moogle Rangers!
Law Forbidden : Missing
                Missing with an action is forbidden.

You must love that law, don't you. Missing is forbidden. How can you prevent
that 1% missing out of a 99% hit? Well, you can't, unless you manage to STOP
all of them. You've gotta love the beginning, awkward moments. 

Now that's cute, they all have names. Mark I is a Moogle Knight, armed with
Moogle Attack, Moogle Lance and Moogle Rush. Mark II is a Black Mage, who
uses Fira, Blizzara, Thundara and Thundaga. Mark III is a Juggler with Ring
Toss, Molotov Cocktail, Ball Toss and Smile Toss. 

Mark IV is a Chocobo Knight, or a White Rider, using Choco Beak and Choco
Recharge. Quite rare, the White Chocobo is, quite hard to get. And finally,
we get Mark V, a Flintlock with Prime, as standard, and Ether Boost. 

This isn't all that hard, just a bunch of Moogles. First of all, take down the
Black Mage, you really don't want these guys to bash your team up into tiny
little shreds. Next, or even first, the Juggler. Ring Toss isn't all that 
nice to members of your team as well.

Now, with the Knight, Rider and Flintlock left, you need to target the Knight
first since he can dish out the damage. Next, well, the Flintlock and the 
Rider both pretty much suck, so take them out as you please. Bring a White 
Mage to this battle, there are traps around. 

And at the end of the battle. WHAT?

--==Mission A4-11 ~ Red King of Cinquleur==--

"We of Cinquleur seek battle with the strongest of warriors! Defeat me if
 you can, and you shall be rewarded!

 Red King Ruuj of Cinquleur"

 -------------------------------------------------------------------- 
|    Red King of Cinquleur    | Rank: 44 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
|      --                     |   8110 Gil                           |
|                             |   Chocobo Skin X 1                   |
| Dispatch/Recommended :      |   Coeurl Pelt X 1                    |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Baptiste Hill          |
|  Teamwork     : 6           | Members : 6                          |
|  Adaptability : 6           | Gain 88 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Red King Ruuj!
Law Forbidden : Fire, Ice, and Lightning
                Weapons and abilities that use fire, ice, or lightning are
                forbidden.

You are fighting a level 44 unit. But the news is, there is only one of 
them. Thats right, it is a 6 against one fight, but still, you shouldn't
take this quest until your units have a decent level or some good skills.

She has Doublecast and Silence with her Red Magick, and Fire Whip, Sliprain
and Boulder Crush with her elementalist skills. That is where the danger
really is.

Since she is so high up, use ranged weapons to weaken her. Or, sneak a unit
and Mirror Item her to death. She is a hard fight, so have some fast units
to sneak up and quickly beat her. Don't try to debuff her, she is immune
to all debuffs. And there are traps lying around, so bring a White Mage if
you want. 

Winning this battle gets you a new weapon, the Sequencer. 

--==Mission A4-12 ~ Wanted: Tutor==--

"I seek a talented home tutor for my son, for seven days during the summer
 holidays. The successful applicant will have a good attitude, and be willing
 to live in our home for the duration.

 Marianne, House Havemille Head Maid"

 -------------------------------------------------------------------- 
|        Wanted: Tutor        | Rank: 16 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   2520 Gil                           |
|                             |   Mysidia Alloy X 3                  |
| Dispatch/Recommended :      |   White Thread X 2                   |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 13          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 13          | Gain 32 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This is another dispatch for a certain period of time mission. This is a 
relatively easy one, all you need to do is to send in a Scholar from the
Nu Mou race to complete this one. I'm pretty sure only a Scholar would
work, as they are knowledgeable, I hope. 

--==Mission A4-14 ~ Wanted: The Mutadragons==--

" -WANTED!-

 Wanted: The Mutadragons, for multiple counts of violent assault resulting
 in injury and destruction of property.

 These dragons are a rare species, unknown anywhere else. 

 Jylland Defenders of the Peace"

 -------------------------------------------------------------------- 
|   Wanted: The Mutadragons   | Rank: 36 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Headhunt                |
|      --                     | Reward :                             |
| Quest: Wanted: Moogle Ranger|   7490 Gil                           |
|                             |   High Arcana X 1                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 44          | Members : 6                          |
|  Adaptability : 44          | Gain 72 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objectives : Defeat the Mutadragons!
Law Forbidden : Targeting all Units
                Actions targeting all units at once are forbidden. 

Wow, these guys actually talk, and they talk about how they actually equal
the power of Man's sins. A bit religious, but we still need to take them
down anyway.

There are three mutadragons, and they are all as bad as each other. They
are quite powerful, they have some decent abilities, as they are listed in
the Bestiary, with the most powerful probably being the Lightland Warder,
then the Flaresky and finally, the Gaiasea.

If you want to fight using Magick, you need Holy for the Flaresky, Ice for
the Gaiasea and Earth for the Lightland. That means that Elementalists are
going to be important since they can use Earth, Paladains and Master Monks
for Holy and Black Mages for Ice.

The best way, however, is to use either Hunters or any unit with Sidewinder
or any unit with Mirror Items, because although they might have high health,
taking 400 HP away with a single X potion is quite painful for any unit. You
need to take all of them down to finish the mission. There are also traps 
around, so be careful.

At the end of the battle, the Dragons are still alive, and they retreat,
promising that they will return when they regain strength.

--==Mission A4-15 ~ Blue King of Cinquleur==--

"We of Cinquleur seek battle with the strongest of warriors! Defeat me if 
 you can, and you shall be rewarded!

 Blue King Bliu of Cinquleur"

 -------------------------------------------------------------------- 
|   Blue King of Cinquleur    | Rank: 55 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Red King of Cinquleur|   7810 Gil                           |
|                             |   Platinum X 2                       |
| Dispatch/Recommended :      |   Lamia Scale X 2                    |
|      --                     |   Divariwood X 1                     |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 7           | Members : 6                          |
|  Adaptability : 7           | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Blue King Bliu!
Law Forbidden : Using MP
                Actions that consume MP are forbidden.

Well, what a painful law, but that means you need to go in all physical,
or a well placed Stopshot will make life a bit easier, but I digress. 

The enemy is a Blue Mage, he uses Quake and Expose Weakness, which isn't
a really big skill set. You think that's it? He also has Magick Frenzy, 
Counter and Dual Wield. Dual Wield with 2 Light Sabers, aptly so since I
just heard a Star Wars tune.

You really need to take him down fast, so make sure that this guy doesn't
linger any longer than you would like. Debuffs seem like a good idea, 
something like a Stopshot will do wonders here, it is basically giving a
license for free hits. 

This guy is level 55, so odds are, you are going to get a lot of EXP for
this mission, so bring in some underleveled units as some extras or as a
valuable distraction. You get the Peytral armour after this battle as well.

--==Mission A4-16 ~ Wanted: Woodworker==--

"My roof's about to collapse under the weight of all this snow. If I don't 
 shore it up soon, that'll be the end of the whole thing! But the job is
 bigger than I can manage on my own, so I'm gonna need a second pair of hands
 to finish it up. I fugure she'll take about five days to get squared away.

 Bique, Retired Woodworker"

 -------------------------------------------------------------------- 
|     Wanted: Woodworker      | Rank: 16 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   2520 Gil                           |
|                             |   Rose Branch X 4                    |
| Dispatch/Recommended :      |   Quality Hide X 3                   |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 13          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 13          | Gain 32 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

You need to dispatch someone who can carry hammer, that pretty much means 
Green Mage for this mission, though you can use a Viking to do the job, since
the Retired Woodworker is a Viking anyway. They will be gone for 5 days at
most and you should finish this quest.

**************
**SECTION A5**
**************

--==Mission A5-01 ~ Wanted: Magick Weapon==--

"!!!Urgent Request from the Bureau of Defense!!!

 Wanted: An unmanned Magick Weapon, before it has the opportunity to cause 
 further damage.

 The Weapon has four legs and attacks anything that comes within range. Mist 
 readings are off the charts, preventing detailed study. Anyone successful 
 in stopping it will be duly rewarded.

 -Jylland Defenders of the Peace

 -Bureau of Defense"

 -------------------------------------------------------------------- 
|    Wanted: Magick Weapon    | Rank: 96 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Headhunt                |
|      --                     | Reward :                             |
| Quest: The Mutadragons      |   24960 Gil                          |
| Adelle Mastered Hilo        |   Fiend's Blood X 1                  |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 54          | Members : 6                          |
|  Adaptability : 54          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat the Magick Weapon at all costs!
Law Forbidden : Items
                Items are Forbidden

This is the hardest boss in the game. Mountain at least 2000HP, this 
requires the best of the best of your troops. You need to bring in the best
attackers, and a healer, and if you want to defeat this sucker quickly, users
of the Ultima Attacks and Seeqs with Mirror Items and lots of X Potions.

The problem is that this boss can charm and doom your units, so that makes it
a very hard target to approach if you constantly need to knock them back into
line. Getting your healers to whack charmed units as well as having ReRaise
on them ready to go.

Now, to attack this damn thing. You seriously need to be high level to take
this sucker on. What you should bring, besides highly leveled units, are 
strong attackers. If you want to take it from a range, Hunters with Sidewinder
or Ultima Shots is a nice option. 

Melee units, Dual Wield is the way to go, Mirror Items is a definite must 
if you want to take him down quickly. It is a cheap way to win, but you are
facing an uphill battle, so it is your choice if you want to do it this way
or not. 

--==Mission A5-03 ~ Green King of Cinquleur==--

"We of Cinquleur seek battle with the straongest of warriors! Defeat me if
 you can, and you shall be rewarded!

 Green King Verre of Cinquleur"

 -------------------------------------------------------------------- 
|   Green King of Cinquleur   | Rank: 66 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Blue King of         |   13090 Gil                          |
|        Cinquleur            |   Strange Liquid X 2                 |
| Dispatch/Recommended :      |   Great Serpent's Fang X 2           |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Zedlei Forest          |
|  Teamwork     : 8           | Members : 6                          |
|  Adaptability : 8           | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Green King Verre!
Law Forbidden : Restoring HP
                Actions that restore HP are forbidden.

Verre is quite a powerful enemy unit, and she isn't a king. Viera are a 
female race, not a male race. It should be Queen. Anyway, she is a level 66
Green Mage and she isn't a weak enemy.

Alway, she has a Ribbon, which pretty much prevents all debuffs against 
her, Sprint Shoes that make her move faster and Mirror Mail that will give
her the ability to reflect magicks off her, so really, you have to go for a
good old beatdown.

While her Green Mage abilities are lacking, only having Tranq, she does have 
some powerful Assassination abilities in the form of Last Breath, Nightmare 
and Ague. And with Blink Counter while wielding a Hammer, it isn't going to
be nice.

The best way to start the battle is to use ranged units. No magick, so you
need to stick to Cards, Guns, Hand-Cannons and bows. They are going to be
weakening the enemy unit. Then, your melee units can rush in and pound her
to a pulp to win. Or you can just sneak a Seeq in with Mirror Items and that
will make it a very fast fight. 

After this mission, you don't get a nice weapon, you get the Save the Queen
weapon, no special weapon. Well, you can't have it all your way. 

--==Mission A5-04 ~ Wanted: Marksman==--

"We've begun development of a new gun, kupo! But developing and testing are 
 two very different things. We need an experienced marksman to evaluate the
 gun for us. We think five days of testing should be enough, kupo.

 Goug Consortium
 Department of Ranged Mutilation"

 -------------------------------------------------------------------- 
|       Wanted: Marksman      | Rank: 18 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   3630 Gil                           |
|                             |   Wyvern Fang X 4                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 22          |                                      |
|  Aptitude     : 0           | Destination : Kthili Sands           |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 22          | Gain 36 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Again, another easy dispatch mission. You need to dispatch a Fusilier, and a 
Fusilier only, a Flintlock and a Cannoneer cannot do because they use Hand
Cannons and they require someone who uses guns, and that would be the 
Fusilier. You've gotta love the name of the Department though. 

--==Mission A5-07 ~ Black King of Cinquleur==--

"We of Cinquleur seek battle with the strongest of warriors, kupo! Defeat me 
 if you can, kujpo, and you shall be rewarded!

 Black King Nware of Cinquleur"

 -------------------------------------------------------------------- 
|   Black King of Cinquleur   | Rank: 77 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Green King of        |   9820 Gil                           |
|        Cinquleur            |   Wind Sigil X 3                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Galerria Deep      |
|  Teamwork     : 9           | Members : 6                          |
|  Adaptability : 9           | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Black King Nware!
Law Forbidden : Debuffs
                Debuffs are forbidden.

Wow, we face a Moogle Black Mage. Despite his size, he is quite powerful and
you really don't want to get on the wrong side of him. This guy is immune tow
most debuffs, absorbs Ice, Lightning and Fire. He is armed with Firaga, 
Thundaga and Blizzaga, uses Toadsing and is also armed with Reflex.

So, to beat him, you really need to usen physical melee weapons, either
ranged weapons, bludegons or edged weapons, magick is more or less useless
since he absorbs the three main elements, which also happens to make a 
good healer. The best thing about this mage is that you don't have to deal
with the abilities being used against you the entire time, the Ga spells
require 18 MP, so once every two turns,

You really need to move fast, using good evasion units to avoid being the
target of his abilities, and make sure you can cure the Toad debuff, because
that is exactly what Toadsong does. After the battle, you get the Crown
Scepter for this battle. 

--==Mission A5-08 ~ Wanted: Caretaker==--

"I just received word that my grandmother hurt herself, kupo. She needs 
 someone to take care of her, but I won't be able to go for another week. 
 Will you go and see that she's all right until I arrive, kupo?

 Karm"

 -------------------------------------------------------------------- 
|      Wanted: Caretaker      | Rank: 16 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   4100 Gil                           |
|                             |   Clear Sap X 3                      |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 28          |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 28          | Gain 32 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This missions requires you to apparently send a White Mage of the Viera Class,
though I've heard that any Viera would do, but send in the White Mage to be
sure. Better safe than sorry. 

--==Mission A5-09 ~ White King of Cinquleur==--

"We of Cinquleur seek battle with the strongest of warriors! Defeat me if you 
 can, and you shall be rewarded!

 White King Blanch of Cinquleur"

 -------------------------------------------------------------------- 
|   White King of Cinquleur   | Rank: 88 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Black King of        |   13720 Gil                          |
|        Cinquleur            |   Clock Gear X 8                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 11          | Members : 6                          |
|  Adaptability : 11          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat White King Blanch!
Law Forbidden : Missing
                Missing with an action is forbidden.

Another crappy law that you need to deal with, so try to stop him quickly to 
avoid that 1% miss that seems to happen more than just 1% of the time. Quite
interest that. 

Anyway, the White Mage here is actually a Nu Mou, and a powerful one at that.
He is also armed with Scathe, Gigaflare and Bio, and uses Blood Price to 
achieve the means of getting the spells cast even when he doesn't normally
have the ability to use it. 

The best way to deal with this guy, who is Level 88, is to use a fair amount
of ranged units, which is quite useful to deplete his HP. This is one of the
more interesting battles, you will force him to use Blood Price often if you
decide to keep attacking him, since he uses MP Shield. That you mean that 
every turn, he will only have 10 MP to play with, and that isn't a lot of
cast those spells with, so he is going to be Blood Pricing a fair amount of
the time. 

He is also armed with some interesting items, such as the Ninja Tabi, but
what he really lacks is the White Mage skills that you would think that
he would have, he only has Cura and Refresh, which isn't a lot, so you can
easily make him go bye bye quick. 

At the end of this battle, you get a Cheer Staff, and the final battle 
against Cinquleur will be unlocked. And that is one of the hardest missions
in the game. 

--==Mission A5-14 ~ The Five Kings==--

"We of Cinquleur seek battle with Clan !

 Cinquleur"

 -------------------------------------------------------------------- 
|       The Five Kings        | Rank: 99 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Complete Game               |   15440 Gil                          |
| Quest: White King of Cinqul |   Lightwing Crystal X 1              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 54          | Members : 6                          |
|  Adaptability : 54          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : HP < or = 200
                Having less than 200 HP is forbidden.

This is where you need to fight all the kings that you have fought, and this
is an extremely tough battle. You battle a Black, White, Green, Blue and Red
Mage here, and if you thought that taking them down one by one was hard 
enough, this is even harder.

Now, on the targets. The Red Mage and the White Mage take the first spot, 
since the red varient will be able to use Doublecast, and the White Mage is
a pain in the ass because it can heal other units. That is always a pain
in the ass.

Green Mage is going to be next, seeing that there are some nasty debuffs
coming from her. The Black and the Blue Mage top off the rest, they are the
least dangerous of the most dangerous clan you are going to face.

If you want to win here, I suggest that you use the Mirror Items ability
because that is one of the best abilities to counter and defeat them 
quickly without losing all your units. You are going to have to take down
the kings one by one, this is because you simply lack the manpower to take
them on one by one. 

This is hard, I know, but the only way to beat their superior force is to
use superior tactics. That is the only way for an inferior force to defeat
a far superior one. After this hellhole of a battle, you get the 
Condemner's Choker, which is another Scion summoning item. 

**************
**SECTION B1**
**************

--==Mission B1-01 ~ A Step Further==--

"I seek someone to escort me to Targ Wood, providing protect as necessary. I
 am off to work for the Imperial League of Physicians in Rozarria, and I would
 like to visit the places dear to my heart one last time before I leave. Thank
 you.

 Mack, Scholar at Large"

 -------------------------------------------------------------------- 
|       A Step Further        | Rank: 19 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
| Quest : The Next Step       |   4690 Gil                           |
|                             |   Prime Tanned Hide X 6              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 22          |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 22          | Members : 5                          |
|  Adaptability : 0           | Gain 38 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect your Charge and Defeat all Foes!
Law Forbidden : Solitude
                Ending the turn without a unit in an adjacent tile is 
                forbidden.

A crap law, but you still need to go by it. There is a Seer with Cura, Fira
and Esuna and somehow, Blood Price. Time Mage with Slow, Stop and Reflect. 
Black Mage with Fira and Firaga and Geomancy. Green Mage with Oil and Sleep.
Scholar with Thunder and Shadow Tomes and finally, Arcanist with Gravity, 
Lvl. 3 Dark and Shadowflare. 

The most important one to take down is going to be the Time Mage. Stop is 
far to dangerous to leave unattended. Next, the Black Mage, by the time the
Time Mage is down, the Black Mage has the MP to raise all kinds of hell. 

Next, the Arcanist, Gravity isn't something you want to be facing. After 
that, take down the Seer, or you could take him out earlier due to some 
certain conditions, Blood Price being one. Finally, left with the Green Mage
and Scholar, take down the Scholar, and finally the Green Mage due to the
Scholar actually dealing some ability damage.

You want some high resistance units who can hit for physical damage to lead
the frontline due to the fact that you are facing a lot of magick users. 
You need to protect the Scholar so make sure that he stays alive to see
the light. 

--==Mission B1-02 ~ The Last Step==--

" -Trade Requested-

 I will trade my magickal earrings for the Ocktor Tome of Medicine in your
 possession. We will do the deal in Targ Wood.

 Mack, White Mage"

 -------------------------------------------------------------------- 
|       The Last Step         | Rank: 15 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      --                     | Reward :                             |
| Quest: A Step Further       |   4260 Gil                           |
|                             |   Prime Tanned Hide X 1              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 30 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

The final step in the Saga of Mack who is the white mage. For this mighty 
trade, you get the Earrings of the Dead, another Scion summoning items for
the Scion Zalera. This is a good trade, and you get the ability points to 
boot. 

--==Mission B1-03 ~ Sun-Ripened Mayhem==--

"My fields are overrun with cockatrices! I need someone to save my tomatoes!

 I can't offer much in the way of a reward, but I'm desperate - those tomatoes
 are special!

 Oh, and cockatrices spook real easy, so don't bring a whole bunch of folk, or
 they'll just run off and hide.

 Farmer Colt"

 --------------------------------------------------------------------
|     Sun-Ripened Mayhem      | Rank : 7 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   910 Gil                            |
|                             |   Tomato Stalk X 2                   |
| Dispatch/Recommended :      |   Iron Carapace X 3                  |
|      Defender               |   Bitter Sap X 4                     |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 7           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 7           | Members : 4                          |
|  Adaptability : 0           | Gain 14 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Again, you can either dispatch this one, or actually do this quest. I
perfer that you do the quest, because it is more fun, and you get some
good loot as well.

Your Mission Objective : Protect the Tomatoes and Defeat all Foes!
Law Forbidden : Targeting All Units
                Actions targeting all units at once are forbidden.

The law only works if you have an Illusionist or Tinker, but you probably
don't, so don't worry. There are 4 Cockatrices to kill, and there are 3
Deadly Nightshades to protect, the Deadly Nightshade is actually the
tomato, so thats that cleared up. 

Take down the ones with Scurry first, they will be the ones that will move
the fastest, and the ones that will attack the Tomatoes. You only have 4
units on this mission, and 2 entry points, so two units at each point. Or
you can have one unit on one Cockatrice, but that isn't as effective as 
actually ganging up on them.

I might warn you, the Tomatoes will attack the enemy, making them that
much harder to protect. And who would want to eat Nightshade, isn't that
stuff dangerous? Send your mages on the right side of the map, since there
are 2 Nightshades there, and Melee units on the left side, since there is
only 1 Nightshade there. 

--==Mission B1-05 ~ Beetle in a Haystack==--

"I was out walking my pet scarab beetle, Nero, and I lost him! I only
 took my eyes off him for a second, but he managed to scamper off 
 somewhere. A friend of mine gave him to me before he moved away, and
 Nero's all I have to remember him by now.

 Please help me get him back! I polish him real good every day, so his
 shell really shines. Just look for something shiny on the ground and
 you should find him in no time!

 Letty"

 -------------------------------------------------------------------- 
|    Beetle in a Haystack     | Rank : 7 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   690 Gil                            |
|                             |   Ball Moss X 1                      |
| Dispatch/Recommended :      |   Wind Stone X 3                     |
|      --                     |   Pointed Horn X 1                   |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 4           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 14 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Note that this is a mission that can either be solved by dispatch or
battle. I perfer battle, nothing better than free EXP, and more importantly,
free loot, which is VERY IMPORTANT.

Your Mission Objective : Find the Scarab Beetle!
Law Forbidden : Lightning
                Weapons and Abilities to use lightning are forbidden

You start this off facing two axebeak and two wolves. They will keep
on coming in this mission, so really, you need to find the beetle and
not defeat all foes. Defeating all foes does nothing anyway, so you
might as well kill them all, get the loot and finish the mission.

--==Mission B1-06 ~ Wayward Drake==--

"I awoke one morning to find my drake, Goud, missing without a trace. I
 haven't the slightest notion where he might have gone.

 Well, that's not entirely true. I've heard rumour that a drake was
 recently sighted in the Aldanna Range. I need someone to venture there
 and discover whether or not it is my dear Goud. 

 Mr. Grann"

 -------------------------------------------------------------------- 
|       Wayward Drake         | Rank: 15 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   1330 Gil                           |
|                             |   Pointed Horn X 2                   |
| Dispatch/Recommended :      |   Dark Stone X 5                     |
|      Arcanist               |   Dragon Bone X 2                    |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 8           |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 8           | Gain 30 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Weaken Goud and Defeat all Foes!
Law Forbidden : Ice
                Weapons and abilities that use ice are forbidden.

This is a harder mission because they have the high ground, but the 
thing is that they don't have archers or mages to take advantage of this
high ground. You are going to fight a Fire Drake, 2 Thunder Drakes and
1 Werewolf. The Fire Drake is Goud, and the one you want.

Do not kill Goud, weaken him means exactly just that, you want to get
him to HP Critical, but not KO. That means specific damage, and you want
to make down that guy last because you can have your units skip their
turns if need be.

The Werewolf is the one you want to take down first, he probably has
the strongest attack of the enemy forces, then the Thunder Drakes, and
finally, the Fire Drake. Also, let the enemy come towards you in this
mission, there are plenty of traps here. Make sure you bring a white
mage to make sure those traps don't kill you completely, you don't 
want that.

DO NOT KILL GOUD, THAT WILL END THE MISSION IN AN INSTANT FAILURE. 

--==Mission B1-07 ~ The Whites of Its Eyes==--

"My pet's gone and run away again. How many times does this make? I've
 lost count! Her name's Chari, and I saved her from the other bloody orbs
 that picked on her because she was a different colour. You'd think she'd 
 be a bit more grateful, but she just keeps running away. Someone help me
 find her! She has a beautiful white ... coat? It should make her easy to
 tell apart.

 Fes"

 -------------------------------------------------------------------- 
|   The Whites of Its Eyes    | Rank: 21 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
| Quest : The Wayward Drake   |   4920 Gil                           |
|                             |   Crusite Alloy X 3                  |
| Dispatch/Recommended :      |   --                                 |
|      Defender               |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 11          |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 11          | Members : 6                          |
|  Adaptability : 0           | Gain 42 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Chari and Defeat all Foes!
Law Forbidden : Fire, Ice, Lightning
                Weapons and abilities that use fire, ice or lightning
                are forbidden.

This is a relatively simply mission, you need to take down 3 Bloody Orbs
while protecting one, and you have them outranked two to one in terms
of units on the battlefield. You want to keep the white orb alive, and that
means either letting it use Vampire to leech the health it needs or healing
it with a white mage.

Take them on one by one, dealing with those that are the closest to your
units. They are weak to Earth and Holy, but that isn't much help. Just
use some ranged attacks to demolish them or go melee on them and pound them
into the ground.

Other than that, gang up on each of the orbs and take them out. Make sure
that the White Orb lives, if she dies, you fail the mission, like before.

--==Mission B1-08 ~ Flown the Coop==--

"I was taking one of the cockatrices for a walk in the Menagerie grounds
 when it flew into a frenzy and lashed out at me with its beak. Before I
 knew what had happened, it had fluttered over the pen fence and run away.
 This is the second time one of our monsters has gotten away from me in
 recent days, and if Mr. Grann finds out, I won't hear the end of it!
 I need someone to recover the cockatrice before anyone notice it's
 missing. It answers to the name of Okta.

 Keeper Lloyd, Grann's Menagerie"

 -------------------------------------------------------------------- 
|       Flown the Coop        | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest : The Whites of Its   |   4500 Gil                           |
|         Eyes                |   Mind Ceffyl X 6                    |
| Dispatch/Recommended :      |   --                                 |
|      Arcanist               |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 15          | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Weaken Okta and Defeat all Foes!
Law Forbidden : Bladed Weapons
                Attacks with knives, swords, blades, sabers, katanas, axes,
                knightswords, greatswords and broadswords are forbidden.

Look at that, you can't use swords. Well, there goes that chicken drumstick
I was about to deep fry. Anyway, bring all your ranged units, especially 
hunter with Sidewinder to wrap up this mission.

You need to whack Okta into HP critical for the mission part to be done and
kill off the other Cockatrices because we don't want them. There are traps
around, so hunters are your best bet. Magick is also a good idea, provided
that you have a water based attack.

With no melee fighters, you'd hope that the enemy will stay away from you to
ensure that you survive. Let the enemy come to you, take them out, rinse and
repeat. Don't kill Okta, you want it on HP critical, and not dead.

--==Mission B1-09 ~ Prepared with Love==--

"My husband's forgotten his lunch again! After all the work I put into
 making it ... I need someone to take it to him while it's still fresh.

 Chermie"

 -------------------------------------------------------------------- 
|     Prepared with Love      | Rank : 6 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      --                     | Reward :                             |
|      --                     |   350 Gil                            |
|                             |   Cruzle Brass X 6                   |
| Dispatch/Recommended :      |   Coral Fragments X 1                |
|      --                     |   Water Stone X 4                    |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 4           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood, Camoa       |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 12 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

The mission is simple, you need to head to the Targ Wood village of 
Wood village, where she gives you a Chocobo Skin, and you need to send
it to her husband, a soldier unit, in the Camoa area. Poor guy, having
to eat some Chocobo Skin. Must be tough and stringy.

--==Mission B1-10 ~ Foodstuffs: Texture==--

"Foodstuffs njeeded. You will be required to catch specific monsters at a
 specific location. The details are as follows:

 - Must have fluffy white fur.
 - Enough to feed two.
 - To be used as an appetizer, one per serving.

 Too many is no good. Too few is also no good. 

 Poison Tasters Guild "The Iron Stomach""

 -------------------------------------------------------------------- 
|     Foodstuffs: Texture     | Rank : 8 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   620 Gil                            |
|                             |   Animal Bone X 3                    |
| Dispatch/Recommended :      |   Chocobo Skin X 1                   |
|      --                     |   Rat Pelt X 2                       |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 4           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 4           | Gain 16 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Another Dispatch or do it yourself mission. Do it youself, the battle
is fun anyway, you get to kill rabbits.

Your Mission Objective - Procure the Requested Ingredients
Law Forbidden - Fire
                Weapons and abilities that use fire are forbidden.

What you need to do here is that you need to kill 2 Bunnies. You want
the Dreamhare, since it is nice and white, according to the job information
that you have been given. You want exactly two, one is too less and three
is too many.

Also, don't kill the Hoppy Bunnies, they aren't white enough. Take down
the two bunnies and talk to the Bishop to finish this. The bunnies will
attack everyone, even the Bishop, and once a bunny is taken down, another
will replace it straight away. Do that and thats it.

--==Mission B1-11 ~ Foodstuffs: Aroma==--

"Foodstuffs needed. You will be required to catch specific monsters at a
 specific location. The details are as follows:

 - Green and uniquely aromatic
 - Enough to feed two
 - Boil down considerably, so two per serving

 Too many is no good. Too few is also no good.

 Poison Tasters Guild "The Iron Stomach""

 -------------------------------------------------------------------- 
|      Foodstuffs: Aroma      | Rank: 19 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest - Foodstuffs: Texture |   2800 Gil                           |
|                             |   Crusader Tonic X 2                 |
| Dispatch/Recommended :      |   Waltwood X 3                       |
|      --                     |   Kempas X 2                         |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 8           |                                      |
|  Aptitude     : 0           | Destination : Zedlei Forest          |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 8           | Gain 38 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Procure the Requested Ingredients
Law Forbidden : Knockback
                Actions that knock the target back are forbidden.

Someone come and save you if you get a critical in this mission, you
aren't allowed to knockback. Anyway, this time, you are hunting something
green and has a unique smell. That sounds like a Malboro. And you need 
two servings of each, so thats 4 Malboros. You want to kill 4 Malboros.

There are going to be a lot of deadly nightshades and the alraune units
here, but when they die, they are replaced. You can kill as many as you
want, as long as you have 4 dead malboros before you talk to the bishop
in the end. Take down the enemy units sparingly, take them down to 
ensure you get the Malboros. Or you can go full out and take everyone
out. 

Poison is going to be a big problem here. All the enemy units and somehow
inflict poison on your troops and slowly kill them. With the white mages,
they will have a very limited life span.

--==Mission B1-12 ~ Foodstuffs: Appearance==--

"Foodstuffs needed. You will be required to catch specific monsters at a 
 specific location. The details are as follows:

 - Must be yellow and lustrous
 - Enough to feed nine
 - One is enough for three jellies

 Too many is no good. Too few is also no good. 

 Poison Tasters Guild "The Iron Stomach"

 -------------------------------------------------------------------- 
|    Foodstuffs: Appearance   | Rank: 29 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   5920 Gil                           |
|                             |   Waterwyrd Crystal X 1              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 18          |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 18          | Gain 58 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Procure the requested ingredients!
Law Forbidden : Fire, Ice, Lightning
                Weapons and abilities that use fire, ice, or lightning
                are forbidden.

Wow, you can't use the three main magick elements, so either Sidewinder
your way out of that, or a beatdown, or an alternative version of magick
that doesn't breach the three. Although you could break the law and that
would mean you get this mission done faster, although you miss out on the
Law Bonus.

You are going to fight Flans, except that you have a specific mission. You
only want to kill 3 Yellow Flans, and ONLY 3. You don't want any other
type of Jellies, so don't kill them at all. Don't touch them. Just take
the three yellow jellies. However, if the other jellies are causing you
problems, you can eliminate them, as many as you wish. But the three yellow
jelly rule still applies. 

The enemy will keep coming, this is how you get your jellies to appear and
turn up. Just get rid of the enemy to get the yellow flans that you need
so you can then talk to the Bishop and finish this mission. Man, this 
guild is pretty wierd. 

--==Mission B1-14 ~ Our Playground==--

"Some old creeps moved in on our playground! The place with the cool odl well!
 Now my old woman's sayin' it's a good opportunity for me to study and stuff.
 Can you believe it? Someone drive those creeps away!

 Obuta, Camoa Kids Leader"

 -------------------------------------------------------------------- 
|       Our Playground        | Rank : 7 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   700 Gil                            |
|                             |   Insect Husk X 2                    |
| Dispatch/Recommended :      |   Sanative Needle X 6                |
|      --                     |   Wind Stone X 9                     |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 4           | Members : 6                          |
|  Adaptability : 4           | Gain 14 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Ice
                Weapons and Abilities that use ice are forbidden

Wow, a Malboro, a Grenade, Yellow Jelly, Berserker and 2 Rangers. I hate
rangers, unless I'm using my one. Laying traps everywhere. The worst are
the monsters, since they can easily debuff you, and cause some pain, which
you don't really want. 

The Flan and the Grenade need to be taken down first, since they are the
mages that you are going to be facing for the mission. I hate mages, since
they can cause a lot of damage, which is good if you have them, not good
if you don't have them.

The enemy are lowly leveled, around 7 to 9, which means life a lot easier
for you, if you overlevel them that is. Wow, a farming consortium is so
filthy, makes me look at the farming consortiums, hoping they don't do the
same thing, I hope.

--==Mission B1-15 ~ Mushroom Chef==--

"I am a mushroom chef by trade. Know any dish with fungi in it? I cook it.
 So you can imagine why I'd want one of those fabled Baptiste mushrooms. 
 Careful though, there are poisonous mushrooms growing in the same place. 
 I'm sure you'll be fine, of course. Just try them when you're out there
 and you'll know the difference.

 Sawah, Mushroom Chef"

 -------------------------------------------------------------------- 
|        Mushroom Chef        | Rank: 11 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
|      --                     |   980 Gil                            |
|                             |   Aged Linen Thread X 3              |
| Dispatch/Recommended :      |   Cottonflue X 4                     |
|      --                     |   Coeurl Pelt X 3                    |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 6           |                                      |
|  Aptitude     : 0           | Destination : Baptiste Hill          |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 22 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Find a Baptiste Mushroom!
Law Forbidden : Back Attack
                Attacking a unit from behind is forbidden.

That law includes back attacks using all abilities, including Magick.
Attacking the enemy from behind with magick IS FORBIDDEN. Anyway, this is
a simple mission, so you don't need back attack.

You face a Sprite, a Lamia, a Lilith and a Dreamhare. All in their early
teen levels, so it is quite an easy mission. Play with the weaknesses such
as Fire to kill the bunny. Knock out the Spirte since it has slow and 
that can be quite annoying to deal with.

Take down the Lamias and the Liliths before you decide to search the area
for some nice sparkles. Again, it is quite random where the mushroom is,
so either search and hope you are lucky, or take your time and finish
this mission without enemies. 

--==Mission B1-16 ~ Showdown==--

"Clan 

 I beg your assistance! No sooner had we succeeded in tracking down Klesta's
 demesne than Bowen disappeared!

 I fear he has gone to deal with the beast himself. We make haste to 
 intercept him before it is too late, but I wuold ask that you secure for
 us some cloudy sap .. it is a vital piece of our strategy for dealing with
 our flighty foe once and for all.

 Tweigel of House Bowen"

 -------------------------------------------------------------------- 
|          Showdown           | Rank: 24 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      Cloudy Sap             | Reward :                             |
|      --                     |   3030 Gil                           |
|                             |   Cursed Coin X 5                    |
| Dispatch/Recommended :      |   Skull X 2                          |
|      --                     |   Vampyr Fang X 2                    |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 11          | Members : 3                          |
|  Adaptability : 11          | Gain 48 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Klesta!
Law Forbidden : Back Attack
                Attacking a unit from behind is forbidden.

Watch out for Piston Drop, which will damage all the units on the 
battlefield. You will only get 3 units to play around so make sure
that they count.

There are no additional reinforcements visible, but 3 will arrive once
you start the battle. That is useful. You want healers, because you are
going to be taking a beating out there, Hunters, because they can deal
good amounts of damage to Klesta, since he is a monster.

Watch out, he has nearly 1000 HP and with Absorb HP, this is going to 
be a massive fight. However, because this monster is so damn big, it
will actually make it easier for your units. They will nearly always
get a 99% accuracy rate because he is so damn big. Bowen and the 
Illusionist Tweigel will never be killed, so you can depend on them

Once HP for this big bird reaches half, you will see what the Cloudy
Sap was for. It will stay and you will finish this big bird off. Take
the corpse and send it to KFC for Colonel Sanders.

Even the game will thank you for beating Klesta, and you will get a 
random piece of loot for it. I got a nice Demon Feather, what did you
get?

**************
**SECTION B2**
**************

--==Mission B2-01 ~ Wanted: Ughor==--

STORYLINE MISSION

--==Mission B2-03 ~ Throw Down==--

"Clan (Clan Name)

 We are in pursuit of an infamous monster that promises to be quite a 
 handful ... Would you aid us in driving this menace away?

 Bowen of House Bowen"

 --------------------------------------------------------------------
|        Throw Down           | Rank: 14 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
|      --                     |   2870 Gil                           |
|                             |   Zingu Pearl Shell X 3              |
| Dispatch/Recommended :      |   Adamant Alloy X 8                  |
|      --                     |   Green Liquid X 4                   |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Baptiste Hill          |
|  Teamwork     : 6           | Members : 3                          |
|  Adaptability : 6           | Gain 28 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Again, another Dispatch mission, but you can easily transform this into
a more engaging battle. I find battle more fun, and in this case, it
is. And we meet an old friend, Klesta.

Your Mission Objective : Defeat Klesta
Law Forbidden : Harming the Weak 
                Actions that harm a lower level unit are forbidden.

Unless your levels are above Klesta, the level will vary based on your clan's
average level and Luso's level, so it really shouldn't be a problem unless
you have a seriously large level advantage.

You only get to play with 3 units, House Bowen will be sending in some
reinforcements, controlled by the AI, the House will send in a Fighter, a
Gria Ravager, a Nu Mou Illusionist, and if you completed Veis, Assassin
quest, you will see her as well. 

Given that the AI is going to go all out, you need to either take down the
enemy really quick so not too much damage can be done, or have some healers
to heal. Remember that Klesta has a MASSIVE height advantage here, so your
archers aren't going to have a fun time. You are better off bring in mages
to help dish out some damage.

However, that bird has a HELL of a LOT of HP. That is seriously going to 
take some time to whittle down, and given the amount of damage this bird
is going to do, you are going to have a hard time. I heard Colonel Sanders
is looking for new sources of poultry. 

Anyway, Bowen designates you to rear support, but you aren't going to take
that for an answer. Anyway, move up and attack the bird. Note that Bowen
cannot die, nor will the Illusionist in this mission. 

After the battle, you learn more about this bird, and Bowen himself, and it
is rather interesting. Better not spoil it for you. Anyway, once the bird's
health reaches zero, it flies away before Luso can sell it to KFC. 

After this mission, there is another unmarked quest in the area, which is
another battle against Klesta, with the help of Bowen. More EXP and some
loot if you complete this successfully.

--==Mission B2-04 ~ A Fatal Mistake==--

"A local watch hired us to set traps to help them deal with their monster
 problem. Unfortuately, I set my traps in the wrong place.

 If word of my mistake gets out, I'll be in serious trouble. That's why I
 need someone to destroy the traps for me without causing a big stir.

 Esther, New Hire"

 -------------------------------------------------------------------- 
|       A Fatal Mistake       | Rank: 33 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest : It's a Trap         |   4830 Gil                           |
|                             |   Kalos X 4                          |
| Dispatch/Recommended :      |   --                                 |
|      Ranger                 |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : The Galerria Deep      |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 15          | Gain 66 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Destroy the traps in 3 rounds!
Law Forbidden : Targeting all Units
                Actions targeting all units at once are forbidden.

This is a timed mission, you need to knock out a hell of a lot of traps in 
the three round limit that they give you. And don't think of getting the 
enemy onto the traps, they all have Avoid Traps as a passive ability.

You are going to avoid the enemy here, you want to spring the traps and 
not look for a fight. There are Baknamy, Luchorpans and a Tonberry. These
will be dangerous if you ignore them for too long, so you need to bring in
some units with high movement, high speed and high jump won't be a 
disadvantage either. A time mage with Haste is also useful.

Anyway, the Purple traps are Charm Traps, the Green are Leech, the Yellow
are Silence, the Cyan are Sten Needles. This is a speed mission, so move
fast. 

--==Mission B2-05 ~ A Simple Question==--

"What are the Judges, really? My beau, he's in an adjudged clan - saw the
 ceremony of the pact when they were initiating him. They say if you 
 swear, you will never die. But isn't that strange? I mean, it's 
 unnatural. I don't trust it.

 Someone please explain to me what this is all about!

 Millemaila, Concerned for her beau"

 -------------------------------------------------------------------- 
|      A Simple Question      | Rank: 10 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   790 Gil                            |
|                             |   Kuraisle Boxwood X 2               |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 7           | Members : 1                          |
|  Adaptability : 7           | Gain 20 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Another Simple mission, you can either move yourself or send a quick
dispatch to get the mission done. You need to head to the Aldanna Range
and pay another visit to Lezaford, who will give you a nice clan note
for you. Simple mission really.

--==Mission B2-06 ~ Wanted: Gilmunto==--

STORYLINE MISSION

--==Mission B2-08 ~ It's a Trap!==--

"While traveling through the Aldanna Range I mstakenly dropped several
 traps meant for sale. I'm afraid the shock of the drop has likely 
 released their safe mechanisms, making them quite dangerous! Deactivating
 them would be hazardous at this point, so I just need someone to destroy
 them. It's the only way to be sure,

 Esther, New Hire"

 -------------------------------------------------------------------- 
|        It's a Trap!         | Rank: 23 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   2730 Gil                           |
|                             |   Red Geeps X 1                      |
| Dispatch/Recommended :      |   Wyrm Carapace X 1                  |
|      Ranger                 |   Zincatite X 5                      |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 8           |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 8           | Gain 46 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Destroy all the Traps!
Law Forbiden : Targeting All Units
               Actions targeting all units at once are forbidden.

Its an easy mission, step and activate all the traps to finish the
mission, except that there are about 4 Baknamy units that make your
life that much tougher.

They all have Avoid Traps as their passive ability, so the enemy won't
be able to spring them. For the rank of this mission, the enemy levels
are quite low.

The easiest way to finish the mission is to kill all the enemy units
first of all, then spring all the traps. If you decide to spring the 
traps as you go along, make sure there is a healer to ensure that your
units survive to see another day. The enemy are quite weak, take them
down and finish this mission. 

The Yellow traps mean that they are silence gas, which places Silence
on your units, the Blue traps are Sten Needles, which reduces the HP
of your unit by half.

--==Mission B2-09 ~ Wanted: Lang Bros==--

"-WANTED!-

 Wanted: The Lang Brothers, for the injury of 28 members of the Arbiters
 of Death, a clan to which they formerly belonged.

 The eldest is a fierce warrior; the second, a skilled knife-fighter; the
 third, a famed archer; and the youngest brothers, a wielder of magicks.

 Jylland Defenders of the Peace"

 -------------------------------------------------------------------- 
|      Wanted: Lang Bros      | Rank: 15 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest : Wanted: Gilmunto    |   3380 Gil                           |
|                             |   Leestone X 5                       |
| Dispatch/Recommended :      |   Silk Bloom X 2                     |
|      --                     |   Fine Wool X 2                      |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 8           | Members : 6                          |
|  Adaptability : 8           | Gain 30 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Dispatch or DIY, I recommend Dispatch, the EXP and Loot is pretty good
here. 

Your Mission Objective : Defeat the Lang Brothers!
Law Forbidden : Actions by Nu Mou
                Nu Mou may only move and perform basic attacks.

There goes my White Mage and Black Mage in a single shot, the law 
basically kills the Nu Mou off the map, since their physical attacks aren't
that decent, after all, smacks with a staff isn't all that effective. 

There are 4 units here, a Fighter with Air Render, which is hard to
counter on any day of the week, a Thief which can steal your Gil and can
loot your levels, an Archer which can use Blackout, which is never good,
and a Black Mage who has quite a lot of defence for a mage. 

Your first plan of attack is to take down the Mage. That critter can cause
a lot of damage to your units, when bunched up together. Mages are always
the first to die, then Archer. Blackout is not good for anyone on your
team, so take him down. The next two, the two melees, the Fighter and the
Thief, are harder to take down, but ganging up on them should do it for
you. Make sure that you gang up on them, one on one isn't a good way to 
win. 

Another problem with the map are the traps. You probably don't have Libra
as a clan privilege, but it doesn't matter, make sure you have a healer on
your team to keep everyone healthy. This is an easier mission, play this
one by the numbers, you have the advantage, they don't, so don't lose that
advantage of numbers. These guys are a serious threat to society, stabbing
28 people just because some person accidently spilt some drink over a foot.
WTF? 

--==Mission B2-10 ~ Books of Magick==--

"I'm going to fail this year, I know it. I can't fail! Please, could 
 someone exaplin about grimoires to me in really simple terms?

 After that, if they could tell me about the Four Great Spirits, and
 the ... (amended for length)

 Parore, Akademy Student"

 --------------------------------------------------------------------
|      Books of Magick        | Rank: 15 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   2370 Gil                           |
|                             |   Storm Sigil X 2                    |
| Dispatch/Recommended :      |   Water Sigil X 2                    |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 9           | Members : 1                          |
|  Adaptability : 9           | Gain 30 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Head to Lezaford's college if you want to do this without the dispatch,
or just send in the dispatch to finish this mission. Good money, good
rewards, decent clan points for a baby mission. You also get a clan 
note. 

--==Mission B2-11 ~ Now That's a Fire==--

STORYLINE MISSION

--==Mission B2-13 ~ The Ultimate Book==--

"I've been reading some old these of late, and was intrigued by mention of
 the Ultimate Book of Magick. I know its very existence may only be a legend,
 still, if you have any information I would be most eager to hear it.

 Terad, Magickal Historian"

 -------------------------------------------------------------------- 
|      The Ultimate Book      | Rank: 18 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Investigation           |
|      --                     | Reward :                             |
| Quest: Books of Magick      |   5990 Gil                           |
|                             |   Cockatrice Skin x 1                |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 44          | Members : 1                          |
|  Adaptability : 44          | Gain 36 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Another mission where it is meant to be an investigation, but we decide
to pay an old friend a visit. Head to Lezaford's Cottage and be done with
this mission. Why are all investigations really head to a friend's house
for a chat?

--==Mission B2-14 ~ Clan Mates==--

"Looking for a new clan member to round out your roster? Your search is
 ended! The more the merrier, to be sure, but we go one further; providing
 you with a companion chosen to suit your clan's needs. Seek us out in Targ
 Wood. 

 Clan Mates Adventurer's Guild"

 --------------------------------------------------------------------
|         Clan Mates          | Rank : 1 | Fee : 100 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   --                                 |
|                             |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 0 Clan Points                   |
|                             |                                      |
 -------------------------------------------------------------------- 

Head to the forest, and all you need to do is to talk to the Nu Mou and
answer a few questions about what you really desire. Based on the month
it is in the game and the answers to your questions, you will get your
prospective clan member.

You can retry all over again if you aren't happy, but not that there will
only be one sort of candidate per month. Note that you need to accept
someone to finish the mission. You can easily fire them after they are
hired, make sure you pillage their equipment. 

Also, you might not get access to some clan members because you don't
have access to a certain job class. To make sure you have all available
clan mates, make sure you have all your classes unlocked, well as much
as possible. 

Thanks to Antitype, I have the list of how to get exactly the clan mate
that you want.

The First factor is month. Humes are recruited in Blackfrost and Skyfrost.
Bangaa are recruited in Greenfire and Bloodfire.
Nu-Mous are recruited in Rosefire and Coppersun.
Moogles are recruited in Goldsun and Silversun.
Viera are recruited in Ashleaf and Mintleaf.
Seeqs and Gria (share same months) are recruited in Emberleaf and Plumfrost.

The next are the questions. The answer will pretty much determine how 
to get each little class. Note that you need to have unlocked the classes
via the appropriate quests because they are available. 

HUMES

First Answer -> Second Answer -> Third Answer -> Fourth Answer = Class

AAAA = Thief            BAAA = Black Mage
AAAB = Soldier          BAAB = Archer
AABA = Fighter          BABA = Blue Mage
AABB = Paladin          BABB = Hunter
ABAA = Thief            BBAA = Black Mage
ABAB = Soldier          BBAB = White Mage
ABBA = Ninja            BBBA = Illusionist
ABBB = Parivir          BBBB = Seer

BANGAA

AAAA = White Monk       BAAA = Warrior
AAAB = Master Monk      BAAB = Defender
AABA = Gladiator        BABA = Warrior
AABB = White Monk       BABB = Warrior
ABAA = White Monk       BBAA = Cannoneer
ABAB = White Monk       BBAB = Templar
ABBA = Dragoon          BBBA = Bishop
ABBB = Dragoon          BBBB = Trickster

NU-MOU

AAAA = Illusionist      BAAA = White Mage
AAAB = Black Mage       BAAB = White Mage
AABA = Sage             BABA = Alchemist
AABB = Beastmaster      BABB = Beastmaster
ABAA = Arcanist         BBAA = Time Mage
ABAB = Black Mage       BBAB = Time Mage
ABBA = Sage             BBBA = White Mage
ABBB = Scholar          BBBB = Beastmaster

MOOGLE

AAAA = Animist          BAAA = Animist
AAAB = Chocobo Knight   BAAB = Flintlock
AABA = Moogle Knight    BABA = Time Mage
AABB = Animist          BABB = Thief
ABAA = Tinker           BBAA = Fusilier
ABAB = Fusilier         BBAB = Black Mage
ABBA = Black Mage       BBBA = Juggler
ABBB = Moogle Knight    BBBB = Thief

VIERA

AAAA = Archer           BAAA = Assassin
AAAB = Fencer           BAAB = Fencer
AABA = Archer           BABA = Archer
AABB = Spellblade       BABB = Sniper
ABAA = Green Mage       BBAA = Elementalist
ABAB = White Mage       BBAB = White Mage
ABBA = Red Mage         BBBA = Summoner
ABBB = Green Mage       BBBB = White Mage

SEEQ/GRIA (Since they share the same month of recruiting)

AAAA = Raptor           BAAA = Berserker
AAAB = Viking           BAAB = Ravager
AABA = Raptor           BABA = Berserker
AABB = Viking           BABB = Ravager
ABAA = Lanista          BBAA = Ranger
ABAB = Lanista          BBAB = Ranger
ABBA = Geomancer        BBBA = Hunter
ABBB = Geomancer        BBBB = Hunter

Again, thanks to Antitype for this list. 

--==Mission B2-15 ~ For the Cause==--

"Salutations from Carm Mercantile.

 We would like to share with you our experiences protecting endangered 
 monsters. While monsters can be dangerous in their own right, they can also
 be used for food and the making of medicines. Please make a donation to help
 us prevent the overhunting of mosnters, and ensure a prosperous future for
 all.

 "From Shipwrighting to Foodstuffs - 
  We're Carm Mercantile."

 -------------------------------------------------------------------- 
|       For the Cause         | Rank : 5 | Fee : 100 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   --                                 |
|                             |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 7           | Members : 1                          |
|  Adaptability : 7           | Gain 0 Clan Points                   |
|                             |                                      |
 -------------------------------------------------------------------- 

Giving your Gil away for saving the animals. What? They ask for a MINIMUM
donation of 100 Gil? You can give 100 Gil, 1000 Gil or absolutely nothing.
At least give a few gil, since you're the clan that is probably hunting
them to extinction.

--==Mission B2-16 ~ Pearls in the Deep==--

STORYLINE MISSION

**************
**SECTION B3**
**************

--==Mission B3-01 ~ Death March==--

" - The Game Is On -

 Wanted: Participants for the greatest game in Ivalice! This time, it's the
 Death March. To the victor goes the spoils.

 - Rules of the Game - 
 * Uphold the Law

 Bronkrise Gamer's Guild"

 -------------------------------------------------------------------- 
|         Death March         | Rank: 23 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Uphold the Law          |
|      --                     | Reward :                             |
|      --                     |   2440 Gil                           |
|                             |   Dipraeu Bronze X 3                 |
| Dispatch/Recommended :      |   --                                 |
|      Sage                   |   --                                 |
|      Scholar                |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 9           | Members : 6                          |
|  Adaptability : 9           | Gain 46 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Uphold the Law and Defeat all Foes!
Law Forbidden : Not Moving
                Each unit must move at least 1 tile before ending its turn.

This is nice fun mission, you need your team of 6 to beat and defeat the 
other team of 6. There is a Soldier, who has a single Rend skill and Mug.
The Thief has Steal Items and Gil, and Doublehand! But don't worry, he
doesn't actually use it. 

The White Monk has Roundhouse and Air Render, which might be a pain. The
White Mage is armed with Cure and Esuna and finally, the Black Mage is armed
with the three basic ones, as well as Blizzara.

You want to take out the Black Mage first, this is the most annoying unit
that there is on the map. The next one is the White Monk, Air Render is kind
of powerful. And now, you have 4 units left. Those 4 can be killed in any
order, they aren't all that dangerous at all. 

--==Mission B3-03 ~ A Lady's Proposition==--

"I want to fight against a monster and know the thrill of battle for
 myself. Father tells me to put such thoughts from my mind, but I will
 have none of it. Will you fight alongside me? I wait in the Rupie 
 Mountains.

 Syrenead Sie Hyskaris"

 -------------------------------------------------------------------- 
|    A Lady's Proposition     | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   4500 Gil                           |
|                             |   Zodiac Ore X 8                     |
| Dispatch/Recommended :      |   Orichalcum X 1                     |
|      Defender               |   --                                 |
|      Arcanist               |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 11          |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 11          | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Syrenead and Defeat all Foes!
Law Forbidden : Harming the Weak
                Actions that harm a lower level unit are forbidden.

You only need to take one person down, and with 6 members and one
guest, that makes it easy. Wrong. You need to try to keep the law, but
I couldn't. All my units were Level 30-31, so there goes the law bonus
at the end. The Wyrm is an Ivory Wyrm, and he ain't here if it is that
easy.

You're best bet, given that the path between you and the wyrm is full
of traps, and that you are at a serious height disadvantage, is to use
either Gria, Magick or powerful ranged weapons such as cannons. Those
are going to be the best bets that you can use to win.

Syrenead is way ahead, since she is higher up, closer to the wyrm and 
has Leap, which means she can power ahead. However, she has no Green Mage
attacks, so she is going to go melee. You need to make sure that she 
doesn't die.

Run ahead or range the Wyrm to death before it can do too much damage.
Don't worry about the law, odds are, the level is about 23-25 so the 
odds that you will be able to obey the law is pretty low or high 
depending on your level. 

--==Mission B3-04 ~ On the Rampage==--

"There's a monster on a nearby hill and, well, it's completely out of
 control! They say it lost its children, and being a mother I can understand
 how it must feel, but it's causing landslides right and left ... I'm sorry,
 but could someone deal with it?

 Concerned Mother"

 -------------------------------------------------------------------- 
|       On the Rampage        | Rank: 22 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest : For the Cause       |   2700 Gil                           |
|       : Showdown            |   Fiend's Blood X 4                  |
|                             |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 9           | Members : 6                          |
|  Adaptability : 9           | Gain 44 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat the Mamatrice!
Law Forbidden : > 100 Damage
                Dealing > 100 Damage is Forbidden

You are basically fighting a bigger version of Klesta. You need to be him
before you can fight his mother. And the law is simply absurd. That fat
bird has more than 800 HP, and dealing less than that will take a lot of
time and makes it hard for you own units.

The Mamatrice is going to deal a good deal of damage if you move too close
to them, so Hunters with Sidewinder and magick will be the best ability to
use on the enemy. Remember how you hate Klesta? Well his mama is the same, 
they both run away then they are beaten.

--==Mission B3-06 ~ A Lady's Persistance==--

"Father didn't believe I defeated a wyrm in my first battle. Perhaps if
 I capture it and show it to him he will not find it so easy a claim to
 dismiss. Will you assist me?

 I wait in the Rupie Mountains

 Syrenead Sie Hyskaris"

 -------------------------------------------------------------------- 
|     A Lady's Persistance    | Rank: 31 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest : A Lady's Proposition|   5740 Gil                           |
|                             |   Mind Ceffyl X 2                    |
| Dispatch/Recommended :      |   --                                 |
|      Defender               |   --                                 |
|      Arcanist               |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 18          |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 18          | Gain 62 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Syrenead and Defeat all Foes!
Law Forbidden : Harming the Weak
                Actions that harm a lower level unit are forbidden.

Another mission with the Ivory Wyrm. Again, all you need to do is to make
sure that you bring some healers and best of all, a Hunter. Sidewinder is
going to do a world of good here. 

Your mission here is not to kill the enemy. You want the Wyrm on HP Critical
to complete the mission. To make sure that you don't get an accidential 
critical hit, use abilities because their chance of a critical is pretty much
zero. 

You need Hunters, and a White Mage, because not only are you fighting an 
uphill battle, there are traps all over the place, and you don't want them.
Don't worry about the law, the Level of the Wyrm is about 33-35 so if you
overlevel it, there is nothing you can do.

--==Mission B3-08 ~ Unfamiliar Folk==--

"I saw some unfamiliar folk in the Ruins of Delgantua. It's just a 
 feeling, but I don't think they're from around here. I don't think
 they're even from Jylland!

 They looked like thgey were planning something. 
 ... Maybe someone aught inquire further?

 Perna, Professor of Archaeology"

 -------------------------------------------------------------------- 
|       Unfamiliar Folk       | Rank: 24 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Investigation           |
|      --                     | Reward :                             |
|      --                     |   2940 Gil                           |
|                             |   Four-Leaf Clover X 2               |
| Dispatch/Recommended :      |   Platinum X 3                       |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 9           |                                      |
|  Aptitude     : 9           | Destination : The Ruins of Delgantua |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 48 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Actions by Humes
                Humes may only move and perform basic attacks.

Well, there goes the Humes out of your party. Anyway, you are going 
to fight a party of 6, a Moogle with Sheep Count, which basically means
sleep and Catnip, which means berserk. Archer with Blackout, which is
Blind, and 2 Fencer moves, Swarmstrike, which is poison and Shadowstick,
which lowers your speed.

Black Mage will have Blizzard and Blizzara attacks, which can be rather
painful, Warrior will have plenty of rend powers, which certainly isn't
really good for you. The Soldier will be more Paladin than anything but
he has counter, and the Hume Archer will have weak powers.

You want to take down the ranged units first, they have the debuffs and
take down the others as they come close to you. The Warrior will have
some debuffs, and the Soldier has some attack, but the Viera Archer is
the one you want to take down first. Also, bring a White Mage to take
down the enemy debuffs, Esuna is the key. 

--==Mission B3-09 ~ A Lady's Insistance==--

"The wyrm I keep at our home is well behaved and docile, but a group of
 our neighbours have voiced complaint. Such ignorance ...
 
 To appease them, I've resolved to cut off my poor pet's horn - that 
 should make him appear less fearsome. This is easier said than done, 
 however, and I shall require help.

 Syrenead Sie Hyskaris"

 -------------------------------------------------------------------- 
|     A Lady's Insistance     | Rank: 30 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   8510 Gil                           |
|                             |   Beastlord Horn X 2                 |
| Dispatch/Recommended :      |   --                                 |
|      Defender               |   --                                 |
|      Arcanist               |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 28          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 28          | Gain 60 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Syrenead and Weaken the Ivory Wyrm!
Law Forbidden : Attack
                Attacking is Forbidden.

Well, the law doesn't really mean all attacks, just normal attacks,
abilities do not really count so you can use your unit's abilities to
kill the wyrm. 

Your mission is to make the Wyrm on the HP Critical state without
having the Wyrm kill its owner. Thats the whole point of the mission.
Don't worry, the Wyrm won't actually move from its starting position, so
you can easily long range the little Wyrm to death. Get it into the HP
Critical state and that will finish the mission. 

--==Mission B3-11 ~ Duelhorn==--

"There's a forest not too far from where I live and at night I see, well,
 shapes flitting through the trees ... or something. I've gone during the
 day, but no one's there.

 Could someone go and look into it? I get this feeling there're more of 
 them every day...

 Mooshe the Timid"

 -------------------------------------------------------------------- 
|          Duelhorn           | Rank: 26 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest : Unfamiliar Folk     |   4800 Gil                           |
|                             |   Wyrmtwig X 2                       |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Baptiste Hill          |
|  Teamwork     : 11          | Members : 6                          |
|  Adaptability : 11          | Gain 52 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Restoring MP
                Actions that restore MP are forbidden.

Well, this is an interesting assortment of characters that you need to 
beat the living daylights of. There is a Gria Hunter with Sneak Attack,
what is that, well, you don't want to know. There is a Moogle Thief which
is armed with some Mog Knight skills, in particular, Moogle Lance. 

White Mage has some healing powers, and Magick Hammer from Blue Mage for
some reason. The Bangaa Warrior has your basic Warrior skills such as Body
Slam and Bangaa Cry. The Time Mage is armed with Haste, Aero and Water, and
finally, the fencer is armed with the usual in addition to Cupid from the
Archer's kit.

Ok, take down the Gria and Time Mage first. Gria because Sneak Attack from
the back is really nasty, and you don't want that, and the Time Mage because
fast enemy units isn't really a good thing. Next, the Thief, because Moogle
Lancer isn't too nice to take for no reason either.

Well, you have the Fencer to take care of, Cupid isn't a nice debuff on your
troops any day of the week. Finally, the White Mage and the Warrior, the 
order in which they fall isn't really important. Easy battle, go for the
strongest, weaken with ranged attacks, melee units mop up the rest.

--==Mission B3-13 ~ Wanted: Barmaid==--

"To assist with the Great Land Festival in Camoa, we are currently on the
 look out for attractive barmaids. During the month of the festival, you 
 will be provided lodging at the pub. Let's see those applicants!

 Targ Barman"

 -------------------------------------------------------------------- 
|       Wanted: Barmaid       | Rank : 2 | Fee : 100 Gil | Days : 10 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   880 Gil                            |
|                             |   Knot of Rust X 6                   |
| Dispatch/Recommended :      |   Ether X 3                          |
|      --                     |   Phoenix Down X 3                   |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 3           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 3           | Gain 4 Clan Points                   |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Dispatch the right person for the job

All you need to do once you get to the Wood Village at Targ Wood is to
dispatch a member of your team to the festival. You need to send in EITHER
a VIERA or GRIA for the mission, no one else will do, they can't be 
bar maids since they aren't cute enough. Gotta feel for Luso, told that 
a bar maid needs to be someone cuter than him. Ouch!

Your member will be dispatched for 14 days in total, so you need to go
without that member. 

--==Mission B3-14 ~ Making Port==--

"There's a ship coming in to port soon I got a bad feelin about. The
 chief says the paperwork checks out - no problem. No problem with the
 paperwork? That's suspicious right there! You show me a seaman's shipping
 writ, and I'll show you a document not fit for feeding to a goat! Someone
 look into this, would you?

 Anonymous, Graszton Port Authority"

 -------------------------------------------------------------------- 
|        Making Port          | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Investigation           |
|      --                     | Reward :                             |
| Quest : Duelhorn            |   4380 Gil                           |
|                             |   Crusite Alloy X 4                  |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Harming the Opposite Sex
                Actions that harm members of the opposite sex are forbidden.

Given the law that you face here, you need to have a fair amount of female
members. You are facing a Trickster, a Summoner, a Ninja and an Arcanist.

The MALE Ninja isn't all that powerful, armed only with Magick Frenzy from
the Seer class, which is of note. The FEMALE Summoner here is armed with
Shiva, Kirin and Maduin and can counter magick. The Trickster has Charisma
and Traumatize as well as Lancet. Note that besides the look, the Trickster
is male. And finally, the Arcanist. He is armed with Death, Scathe and 
Gigaflare.

You need Adelle, Vieras and Hunters here. 2 Strong male units, and 4 
females will be needed to have a nice balance. You can replace one of the
males with a female, but guess what, there is a simple way to finish this,
break the law.

All you actually need to do is that you need to take down one single unit
first. Aim for the Arcanist or the Ninja, and fully taken them down and
that will actually end the mission. The reason because it is obvious that
the enemy units are highly leveled in comparsion with the Rank. You can
easily bring in all females and take down a single male unit, preferably
the Arcanist since he is the closest. 

As a little spoiler, if you have been following the previous quests in the
Duelhorn, you can guess who those four units are, remember what the previous
advance team said about four leaders who were going to take over. Man, does
this sound like the Red Wings all over again or what?

--==Mission B3-16 ~ Knowing the Beast==--

"Never become attached. The rules on this are clear. But it is not so easy to
 leave one who has fought so long at your side. A dreamhare I had cesorceled 
 lamed its leg and lies wounded in the mountains near Camoa. Will you help me
 rescue the poor creature?

 Ceva, Beastmaster:

 --------------------------------------------------------------------
|      Knowing the Beast      | Rank : 6 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   830 Gil                            |
|                             |   Danbukwood X 4                     |
| Dispatch/Recommended :      |   Skull X 3                          |
|      --                     |   Clock Gear X 5                     |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 4           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 4           | Gain 12 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Guard the Bridge for 4 rounds!
Law Forbidden : Reaction Abilities
                Reaction Abilities are forbidden

You have two wolves here as well as two Baknamy, or Goblins. You need to 
stop the enemy from crossing the bridges here, so you need two sets of 
units. You need two meat tanks, two high HP units capable of taking and giving
damage out, and long range support units, such as mages and archers. 

The point is, you need to protect the land on your side. They can go on the
bridge, but not step on the land where your forces are. And after you kill
the enemy, they keep on coming, so defeating all foes isn't exactly the
easiest solution. 

Kill them, and more wolves will show up. This is great for a few reasons.
First, more experience, and the most important, LOOT. This is great for more
loot for you, and they are on a low enough level to make this a easy
mission.

And at the end of the mission, something imporant has been unlocked for
you. Cappy the Dreamhare suggests that you are ready to learn the art of
Beastmasters. It has now been unlocked. 

**************
**SECTION B4**
**************

--==Mission B4-01 ~ Great Land Festival==--

"It will be Silversun soon, and in Camoa Silversun means the Great Land 
 Festival! We're looking for people to join in the festivities and help
 decorate our town! The work will last for ten days, with lodging and board
 provided! Come one, come all!

 Camoa Great Land Festival Committee"

 --------------------------------------------------------------------
|     Great Land Festival     | Rank : 7 | Fee : 200 Gil | Days : 10 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   320 Gil                            |
|                             |   Knot of Rust X 8                   |
| Dispatch/Recommended :      |   Ether X 4                          |
|      --                     |   Phoenix Down X 4                   |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 4           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 4           | Gain 14 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Dispatch the right person for the job.

All you need to do is to dispatch one member of your clan to the job, it
doesn't really matter which type of clan member you send in, you need
to send in a member, and the member needs to entertain. That means, you have
to send in a Juggler. There is debate whether the Trickster can be used, but
reports suggest that you can. Dancers are also up to debate, but stick with
the Juggler.

--==Mission B4-02 ~ Strong Lady==--

"That old man dressed up as a lady was fighting, ohm and he was strong. Real
 strong! And the clan that lost got dragged off somewheres. I cried a 
 little then, and he gave me a sweet. But I thought I should tell someone
 anyway.

 Crybaby Kocoot"

 -------------------------------------------------------------------- 
|         Strong Lady         | Rank: 30 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest : Making Port         |   5320 Gil                           |
|                             |   Windgod Crystal X 1                |
| Dispatch/Recommended :      |   Mythril X 4                        |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 15          | Members : 6                          |
|  Adaptability : 15          | Gain 60 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat the Night Dancer!
Law Forbidden : Harming the Weak
                Actions that harm a lower level unit are forbidden.

Man, this law sucks, just because my units are a bit above their levels,
I get a broken law. Not fair. Anyway, you are facing 6 Bangaa units, but
this is a defeat mark mission, so you just want the Night Dancer, who is
a Trickster, which is a cross-dressing Bangaa who has an identity crisis.

The White Monks aren't too much of a worry. Armed with Earth Render, 
Snigger and Hypochondria, their main weapon is a shield, which means no
normal attacks. Templar isn't armed with any powerful attacking ability
and a Gladiator who is actally quite decent. The Night Dancer has
Traumatize and Charisma, as well as Lancet. 

Well, the White Monks aren't going to let you pass, so show them why they
should, blow them up. Anyone that wants to cross the bridge, blow them 
up with firepower. Then, attack the Night Dancer to finish this.

Also, if you want to follow the law yet you overpower the enemy, then you
need to use your reaction abilities to hit them hard. That way, they
shouldn't trigger the law and you get your law bonus. If you overlevel it
and actually want to finish this mission, break the law and blow them up.
Kablamo.

The Night Dancer really does have an identity crisis, and is pretty damn
naive. 

--==Mission B4-03 ~ I Want to Forget==--

"I love someone whom I can never have. The very thought haunts me each
 moment I draw breath. It is more than I can bear. And so I wish to quit this
 mortal life. There is a substance known as zombie powder which may grant me
 the relief I so deseperately seek. Please, find this and bring it to me.
 End my suffering.

 Glefein"

 -------------------------------------------------------------------- 
|      I Want to Forget       | Rank: 33 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: I've Been Had, Kupo! |   7880 Gil                           |
|                             |   Crusite Alloy X 5                  |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 18          | Members : 6                          |
|  Adaptability : 18          | Gain 66 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Head into the house where the Witch of the Fens is to start this mission in.
This is where you learn all about what Zombie Powder actually does, and so
you unlock a new area behind the hut. Here, you talk to Ezel, the guy who
gave you the card earlier to prevent the judges disappearing.

And how we have a problem. The Witch tells us to kill the Zombies for the 
Zombie powder, but now Ezel says to kill the Dreamhares for a Draught that
basically wipes the memories of a person. Anyway, lets start this battle
now.

Your Mission Objective : Fulfill the obligations of your quest!
Law Forbidden : Using > or = 20 MP
                Actions that consume 20 or more HP are forbidden.

So, what do you want to do? Get the powder that effectively makes a person a
rotting, animinated corpse or the draught that will make the petitioner forget
all about their loved one? This is a problem. 

Get the ingredients for the item that you would want to obtain. The Zombies 
and the Dreamhares are quite powerful for the rank, leveling at about 38 so
you might want to play with weaknesses. Holy for the Zombies and Fire for the
Dreamhares. If you kill both, you get to Zombie Powder instead. 

This quest is important because it unlocked a new area in Tramdine Fens 
and unlocks quest such as the Storage Shed and Teach a Man to Fish.

--==Mission B4-04 ~ The Goug Consortium==--

"Kupo! Some members of our department went to field-test our latest prototype,
 but they haven't returned, kupo! We need someone to see if they're all right.
 If that gun were to fall into the wrong hands ... well, let's not think of
 that!

 Goug Consortium
 Department of Ranged Mutilation"

 -------------------------------------------------------------------- 
|     The Goug Consortium     | Rank: 17 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   2890 Gil                           |
|                             |   Silver Liquid X 2                  |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Zedlei Forest          |
|  Teamwork     : 9           | Members : 6                          |
|  Adaptability : 9           | Gain 34 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Targeting All Units
                Actions targeting all units at once are forbidden

Your aim here is to kill the 6 Fusiliers here, or Gunners they were used
to be call. The problem is, they have guns, they are fast, and they are
high up, making them early impossible to kill using the melee approach.
You are going to need mages, attackers and healers. 

The problem is that the Gunners have guns that deal different shots to
you. You want to take down the Gunner on the top left, who has Blindshot,
which makes your life a lot more miserable, Charmshot, which really stuffs
up your troops, helping the enemy and all, and the various elemental shots
that can seriously irk you. The Silenceshot will be annoying to your
mages, but no one else.

Never the less, the problem with Guns is that they have a VERY LONG RANGE
that you cannot hope to match with your weapons. Your Mages are going to
be instrumental in the defeat of the enemy. They have decent range, while
archers are going to be useful to knock down their eyesight. Templars are
White Monks are important as well. Their Air Render, extremely accurate and
deals massives amounts of damage in this situation, while Jump will literally
ignore height differences, at the cost of accuracy. 

Killing all 6 of them involves you ganging up on one Moogle at one, to make
sure they stay down, while surviving the onslaught from the enemy firearms.
Phoenix Downs are going to be important here, as well as Cure. Make sure the
enemy with Silenceshot, Charmshot and Blindshot go down first, the elemental
shots, Fire, Ice and Bolt are easily, since they don't give debuffs, just
elemental damage.

At the end of this painful mission, you get the Fusilier skill set for the
Moggle unlocked, and that means, you get to play around with guns, shooting
everyone from a VERY LONG RANGE. 

--==Mission B4-05 ~ Wanted: Sidekick==--

"By the archmage Lezaford and all those great men and women who followed him
 into the annals of history was our world shaped.

 Surely, such potential must exist today no less than it did in the ages of 
 old! Two months is all I ask! Lend me your aid on my journey to find these 
 great people of our time!

 Marcol, Researcher of Future History"

 -------------------------------------------------------------------- 
|      Wanted: Sidekick       | Rank: 14 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   1110 Gil                           |
|                             |   Marriom Heather X 2                |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 7           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 7           | Gain 28 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

All you need to do is to head to the place and send in your Ranger unit. Only
the Ranger unit from the Seeq class will allow you to finish this mission. 
However, they will be gone for about 15 days, which might be a bit costly,
but then again, time is objective isn't it?

--==Mission B4-06 ~ Caravan Cry==--

"Bandits! Bandits in the Kthili Sands!
 Help!

 Griv's Caravan"

 -------------------------------------------------------------------- 
|         Caravan Cry         | Rank: 34 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
| Quest: Strong Lady          |   5410 Gil                           |
|                             |   Four-Leaf Clover X 3               |
| Dispatch/Recommended :      |   Ancient Turtle Shell X 2           |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 18          |                                      |
|  Aptitude     : 0           | Destination : Kthili Sands           |
|  Teamwork     : 18          | Members : 6                          |
|  Adaptability : 0           | Gain 68 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Alys the Ensorceled and Defeat all Foes!
Law Forbidden : Opportunity Commands
                Opportunity Commands are forbidden.

You are going to fight a fair amount of units and this is a protect mission.
There is a Thief with Steal Items, Steal Gil and Leg Shot. Another Thief with
Steal Gil and Loot Level 4, also with Molotov Cocktail and Dagger Toss. 

Alchemist is armed with Flare and Poison, White Mage with Cure, Cura and 
Esuna and finally, the Viking with Thundara, War Cry and Pickpocket. The
unit you are protecting is a Summoner who thinks she can hold off the enemy
with Blind. 

Your team is going to be split up into pairs, so you need to move fast and 
encircle the enemy. Take down the thieves since they are going to move fast
and they are probably the strongest. Then, take down the Viking, because he is
quite dangerous if you let him. Then the Alchemist and then the White Mage. 

Your main priority is to protect the Summoner at all costs, she is the most
important because it is your mission objective. Protect her, heal her if it is
necessary, and repel the enemy. Another Chapter in the Duelhorn saga is done.

--==Mission B4-07 ~ Under the Weather==--

"I'm... not feeling well of late.
 A but under the weather you might say. Could someone bring a potion ... and a
 hi-potion to Tramdine Fens for me?
 Many Thanks.

 Lotice, Friend to no physician"

 -------------------------------------------------------------------- 
|     Under the Weather       | Rank: 11 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      Potion X 1             | Reward :                             |
|      Hi-Potion X 1          |   7880 Gil                           |
|                             |   Silver Liquid X 4                  |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 18          | Members : 1                          |
|  Adaptability : 18          | Gain 22 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Head to the area and go and deliver some potions for the guy. Why would you
need a potion then a High Potion? Why not get a X Potion?

WTF? Undead don't get healed by potions. You've got to be kidding me.
 He can't even tell that he's dead. You've seriously got to be
kidding me. Answer the question that he is dead to finish this up.

--==Mission B4-08 ~ The Eastwatch==--

"Clan 

 The might of your clan is renowned throughout Jylland, We have traveled 
 from a land beyond where the sun rises in hopes of testing that might 
 against our own. Will you face us in battle?

 Zengen, The Eastwatch"

 -------------------------------------------------------------------- 
|        The Eastwatch        | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   3910 Gil                           |
|                             |   Moon Ring X 5                      |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 15          | Members : 6                          |
|  Adaptability : 15          | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Summoning Scions
                Summoning Scions is forbidden.

Well, there goes the easy way to finish any mission, but you are going to
face 3 Parivir, 2 Ninjas and an Assassin in this mission. Now, they 
aren't that easy to take down, but they aren't too hard either.

First, take down the Assassin if you can. It has some time magick up its
sleeve, which might make fighting that much harder. Your second choice
should be the Ninja with the Veil powers. Those two are the ones you want
to take down first.

The last 4, the remaining ninja with Throw, and the 3 Parivirs aren't 
going to be much of a threat. Iai Blow might have a small chance of a 1 hit
KO, but other than that, they can wait. This is a relatively easy mission
if you know what to do.

And if you thought that the loot was crap, the good thing is, you get the
Parivir Job as well from these guys. At least there was a point in the 
battle. 

--==Mission B4-09 ~ Wanted: Shiny Maces==--

"Ngaaa!

 I'm short-handed! Don't have anyone to polish up these maces! You interested?
 If you can so much as hold a mace, you're the right one for the job! Ten days
 or so ought to help me clear out the backlog.

 Chita, Chita's Weapons"

 -------------------------------------------------------------------- 
|     Wanted: Shiny Maces     | Rank : 5 | Fee : 100 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   1110 Gil                           |
|                             |   Aged Turtle Shell X 1              |
| Dispatch/Recommended :      |   Soft Cotton X 2                    |
|      --                     |   Bone Chips X 1                     |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 7           |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 7           | Gain 10 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

All you need to do is send in a person who can use a mace, which means, given
the early stage of the game this is in, you would send in either a Green Mage,
Sage or Alchemist. You need to set it out like a battle, set the only 
available slot to the mace wielder, and start battle, which will send her off.

You need to wait for 10 days, and after then 10 days are over, you get your
dispatch back. You get decent money for this, and it is easy. Note that the
mace wielder doesn't need any experience, just the ability to wield maces. 

--==Mission B4-10 ~ Aid the Serpent==--

"We've been after a certain mark for some time now, but have been foiled in 
 our efforts to stop it. Who better to aid us than everyone's favourite 
 swords-for-hire, Clan ?
 
 Come, fight with us!

 Clan Serpentina"

 -------------------------------------------------------------------- 
|      Aid the Serpent        | Rank: 39 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Headhunt                |
|      --                     | Reward :                             |
| Quest: Caravan Cry          |   5320 Gil                           |
|                             |   Adamantite X 2                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Ruins of Delgantua |
|  Teamwork     : 22          | Members : 6                          |
|  Adaptability : 22          | Gain 78 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat the Mark!
Law Forbidden : Actions by Viera
                Viera may only move and perform basic attacks.

It looks like we meet another of the Duelhorn Four. This time, it is 
everyone's favourite Arcanist, Duke Snakeheart. Well, this is going to be
an interesting fight, and don't forget, this time, you only need to fight
and beat him, no one else. 

Snakeheart is armed with Death, Scathe and Gigaflare which makes him 
quite dangerous. One Black Mage uses Thunder, Thundara and Thundaga as 
well as Pierce, the other Black Mage also has Pierce, but with Blizzard,
Blizzara and Blizzaga. 

The Alchemist uses Flare and Poison and uses Items as well. The White Mage
uses Cura, Esuna and Flare, and finally, the Beastmaster has the Shadow 
Shade Tome from the Scholar class, his beast lore is quite useless.

This is another all Magick team, but guess what, their Defence is pretty
much useless so you need to move in some fast melee hitters that can do
some damage, and have some Resistance. Ranged units such as Fusiliers are
essential here, Stopshot, Silenceshot are useful to make sure the enemy
cannot attack any more. 

Haste on your team cannot hurt, but if you don't want a massive headache,
just go after Snakeheart and take the fool down. This is the lastest 
installment of the Duelhorn invasion. 

--==Mission B4-11 ~ A Chill in the Night==--

"Night after night monsters plague the lands surrounding our homes. Something
 must be done, but I'm too frightened to do anything myself. Please, find the
 source of these monsters and drive them from our lands!

 Tod Hapwell"

 -------------------------------------------------------------------- 
|    A Chill in the Night     | Rank: 19 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: Under the Weather    |   5080 Gil                           |
|                             |   Windslicer Pinion X 1              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 28          |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 28          | Gain 38 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Man, this is the best mission ever. That zombie makes a cameo appearance
that leaves our heroes scratching their heads. We now listen to the story of
one Luc Sardarc, someone we need to find. And we now have the name of the
Zombie, Lotice. It is Frimelda Lotice, someone we soon get to know even more
of. 

--==Mission B4-12 ~ To Be a Spellblade==--

"Magick and steel: two paths seemingly at odds. Yet both heed the spellblade
 and her will. One may not undertake the trial to become a spellblade alone,
 and I would have your fight at my side.

 Hana, Red Mage"

 -------------------------------------------------------------------- 
|      To Be a Spellblade     | Rank: 28 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   8190 Gil                           |
|                             |   Unpurified Ether X 2               |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 18          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 18          | Members : 3                          |
|  Adaptability : 0           | Gain 56 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Hana and Defeat 10 Foes!
Law Forbidden : Actions by Gria
                Gria may only move and perform basic attacks.

You are only allowed three units to play around with, so you might as well
choose your two best fighters, it really doesn't matter that skill they 
use, magick, physical, range, it really doesn't matter. The last, and 
third unit should be a White Mage.

Your Red Made, the one that you are protecting is quite powerful. She is
armed with doublecast, which means she can cast two spells at the same
time. She is also armed with the three basic attacks.

You are going to be facing a variety of Viera, their jobs don't seem to
be changing all that often. Luckily, the enemy only has their ability
set, no secondary, reaction or passive abilities. That makes this fight
that much easier.

The enemy you see first are going to be 1 Fencer, with Swarmstrike of
note. The enemy Assassin has silence and slow. The enemy Green Mage has
silence. That are your starter courses.

The problem in this mission is that the enemy is rather fast. Viera have
very high speeds, meaning that their turns are relatively quick and you
don't have a counter if you don't fight quickly. Soon, a White Mage would
warp in. This is important to take this unit down because the enemy White
Mage means that they can be healed.

Soon, a Red Mage will join the party. She isn't all that important because
all she has it the three basic magick skills. A Fencer will join in as well,
but armed with the basic abilities. Snipers, Archers, basically every basic
Viera class will join the party. Make sure that you protect Hana and keep
her alive.

The 10th unit you will see is the Spellblade, the class you want to obtain.
Armed with Poison, Confusion and Sleep Blade attacks, they is quite a threat,
but you are better off taking down the units that are going to attack next.
I hope you brought some healing units, because you definitely need them.
Did I mention that at the end of this you get the Spellblade job?

--==Mission B4-13 ~ Wanted: Artillery==--

"We seek someone to supplement our ranks for a short time and aid us in 
 our fight against a powerful foe. Our strength is in melee, so we need a 
 recruit to provide artillery support.

 Once the barrage has broken their ranks, we'll move in and mop up what's
 left. Ten days should be enough to finish the campaign.

 Bedeviled, Daemons of Battle"

 -------------------------------------------------------------------- 
|      Wanted: Artillery      | Rank: 12 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   2680 Gil                           |
|                             |   Gemsteel X 5                       |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 15          | Gain 24 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Head to the position indicated and you need someone who can provide some
artillery support. That would be either a Flintlock OR an Cannoneer. Choose
the one you don't want and send them off for 10 days.

--==Mission B4-14 ~ Caravan Cry II==--

"We're under attack in Sant D'alsa Bluff from some mean-looking sorts. Send
 help, quick!

 Pie-Thon Caravan"

 -------------------------------------------------------------------- 
|       Caravan Cry II        | Rank: 45 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   6010 Gil                           |
|                             |   Snowcat Crystal X 1                |
| Dispatch/Recommended :      |   --                                 |
|      Defender               |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 28          |                                      |
|  Aptitude     : 0           | Destination : Sant D'alsa Bluff      |
|  Teamwork     : 28          | Members : 6                          |
|  Adaptability : 0           | Gain 90 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Duke Snakeheart and Defeat all Foes!
Law Forbidden : Non-Elemental Effects
                Use of non-elemental weapons and abilities is forbidden.

What, protect that guy, ah man, this Duelhorn thing is starting to drive
me nuts, first they are good guys, then bad, then good, then neutral and
then they turn out to be space invading aliens. 

Anyway, you face one of the Dukes, the Ninja who has Earth Veil, Oblivion,
Magick Frenzy and Blink Counter. The Night Dancer has Charisma, Traumatize,
Lancet and Ribbon Bearer. Those are the two dukes, and they are joined by
a Seer with Esuna, Sandstorm and Expose Weakness, and finally, a Master
Monk with Withering Strike, Body Slam, Greased Lightning and Counter.

The main target here is the Ninja, all you need to do is to defeat the 
Ninja to win this mission, because he apparently represents all foes. He
problem with him is the high evasion but if you use all six of your units
against him, it shouldn't be a problem. That is the latest in the 
Duelhorn saga, stay tuned for the next episode. Looks like a criminal war
is about to start. 

--==Mission B4-15 ~ Show of Strength==--

"Help! My chocobo corral's been taken over by a ruffian calling himself the
 Swordking and his band of cohorts! Problem is, they're good. Quite good. 
 They claim they've never been bested! I cannot protect my beloved 
 chocobos ...

 Someone help me, please!

 Yew, Chocobo Rancher"

 -------------------------------------------------------------------- 
|      Show of Strength       | Rank: 33 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: A Chill in the Night |   5670 Gil                           |
|                             |   Windgod Crystal X 3                |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 33          | Members : 6                          |
|  Adaptability : 33          | Gain 66 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Ghi and Defeat all Foes!
Law Forbidden : Targeting an Area
                Actions targeting two or more tiles are forbidden.

Well, pretty much all magicks are now forbidden, so that is a little problem,
but you can deal with it. And is this a fair fight or what? Oh man, this is
another quest to deal with Frimelda, so thse guys are such a bunch of stupid
elitists. We'll see about that. And so they fight dirty. 

The Swordking, a Viking, is armed with Thundara, Tsunami and Pickpocket. The
Defender uses Defend and Bulwark and the Templar uses Silence and Haste. What
a seriously pathetic bunch. 

Ghi, the one we are protecting, is a Parivir with Shimmering, Skyfurt and 
Hoarfrost Blade. And don't worry, he will recover on the first turn so this
is going to be easy, 7 against 3, superiority in terms of numbers, blades and
tactics. 

Target the "Swordking" first. He is the easiest to take down. And teach him
that Luso isn't a kid. Then the Defender and finally, the Templar. This is
such an easy fight.

--==Mission B4-16 ~ Lord Grayrl!==--

"You be wanting that rare gem of gems, the noble pearl, eh? Perhaps I might
 part with it for 10 million ... no, 30 million - wait, 50 million! A good 
 price, no? Bwa ha ha!

 Come to the wharf in Graszton. Bring yer money and nothing else ... 'cept 
 maybe a few wheelbarrows to carry it in! Bwah ha!

 Lord Grayrl, Gentleman Trader"

 -------------------------------------------------------------------- 
|         Lord Grayrl!        | Rank: 28 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
|      --                     |   5110 Gil                           |
|                             |   Wyvern Wing X 2                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 22          | Members : 6                          |
|  Adaptability : 22          | Gain 56 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Lord Grayrl!
Law Forbidden : Not Moving 3 Tiles
                Each unit must move exactly 3 tiles before ending its turn.

This is another stupid law, I'm getting a fair few of these lately. Anyway,
you need to move three tiles every turn or else you break the law.

You are facing several units here, and it surely doesn't help that you
start in the middle of the map, where you are basically surrounded. Unlike
the Jedi, you aren't in the middle facing millions of droids, you are only
facing few enemy units. 

The two Vikings have Thunder or Thundara with Pickpocket. Not bad, but the
Thunder might be a problem. The Juggler has Weapon Toss, Ring Toss, Dagger
Toss and something that isn't a toss, Molotov Cocktail, though you still toss
it. 

The Thief can steal Items and Gil, and Cuisine. Finally, the big man himself,
Grayrl, which Thundaga, Strong-arm and Pillage. That is quite a skill set he
has there. 

You want to take down the Juggler first, those skills are extremely dangerous
and you certainly don't want to face this. Ring Toss and Dagger Toss are quite
annoying and downright dangerous. He is the single threat in the enemy team. 
The next is actually the thief. Cuisine is one of the best healers, so make 
sure that he doesn't get a chance to use it. 

Remember, the aim of the mission is to take down Grayrl, so if you want, just
rush and target him with long range units to take him down. After the battle,
you get the extra bonus of the Viking Job as well.

**************
**SECTION B5**
**************

--==Mission B5-01 ~ Wanted: Woodcutter==--

"The Lord of Camoa has decreed that several trees be cut from nearby woods. As
 his personal carpenter, I will oversee your work as you fell the trees. The 
 work should only take two days to complete.

 Coerfantl, Carpenter"

 -------------------------------------------------------------------- 
|     Wanted: Woodcutter      | Rank: 13 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   3630 Gil                           |
|                             |   Lightwing Crystal X 3              |
| Dispatch/Recommended :      |   Wyrmtwig X 2                       |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 22          |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 22          | Gain 26 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Send in someone who can use an axe, which means the Viking Class and the 
Chocobo Knight class with an axe. What the....

--==Mission B5-02 ~ Summons==--

"Clan !

 Exactly what is your relationship to Duelhorn? Show us. We wait in the 
 Bisga Greenlands.

 A Mysterious Organisation"

 -------------------------------------------------------------------- 
|           Summons           | Rank: 40 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Caravan Cry II       |   3330 Gil                           |
|                             |   Spider Silk X 1                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 33          | Members : 6                          |
|  Adaptability : 33          | Gain 80 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Actions by Bangaa
                Bangaa may only move and perform basic attacks.

Well, no Bangaa, so that rules out complete melee fighting. Well, your
spawn points are going to be split, so you might as well make it a 3, 3
split in order to control both the bottom and top areas of the map.

The Soldier uses all three Rends, Power, Magick and Speed, as well as 
Counter. The Master Monk uses Fark Fist, Lifebane and CrossCounter as 
well as Blink Counter. The Black Mage uses Fira, Thundara, Blizzara,
Thundaga and Magick Counter.

The Tinker uses Green Gear, Silver Disc and Gold Moogletron and finally,
the White Mage uses Cura, Curaga and Refresh. Your enemy here is quite
obvious, who else will suspect your clan with Duelhorn.

Anyway, use your top group to take down the enemy Tinker, he is the
most dangerous unit on the map, while your forces on the bottom take
out the Black Mage and the Master Monk. 

After the tinker is down, use your top group to flank behind the 
enemy units here and attack from the side and back, while your bottom
group holds the fort and defends against the enemy. Take all the enemy
units down and complete the mission. The next mission in the Duelhorn
saga isn't all that nice.

--==Mission B5-03 ~ Hunted==--

"A fiend hunts me. Each time I think I've slain it, I turn to find it 
 stalking me once more. I fear I am lost. I seek help in ending my
 nightmare once and for all. I never want to look on this creature again.

 Scared Sleepless"

 -------------------------------------------------------------------- 
|           Hunted            | Rank: 39 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   7370 Gil                           |
|                             |   Firebird Crystal X 2               |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Aisenfield             |
|  Teamwork     : 39          | Members : 3                          |
|  Adaptability : 39          | Gain 78 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Frimelda and Defeat all Foes!
Law Forbidden : Ranged Weapons
                Attack with bows, greatbows, guns, hand-cannons, and cards
                are forbidden.

I hate love plots that go sour. Here, where it is even more complicated, 
you are meant to help Sir Luc Sardarc attack the undead, but when the undead
turns out to be Frimelda, it gets even more complex. Apparently, envy of 
skill kills Frimelda, making her undead, and you need to beat him.

You actually need to kill him, you aren't going to injure him. He uses 
Saint Cross, Holy Blade and War Cry, as well as Blink Counter and Destroyer.
And for this battle, you don't get to choose who you bring into battle,
you need to bring Luso, Adelle and Cid. Just make sure that they don't have
any ranged weapons. The problem here is protect Frimelda, so bring one of
the users that you have Dark Magick. 

You need to beat this guy, but just overlevel him and you'll be fine. He
might be strong, but it is three against one, so it isn't going to be hard to
lose this mission. Surround him, beat him, and if you can, spare a unit to 
gather the urn. You get the Fallen Angel after this battle. Too bad I already
have one. You also get the High Seraph's Plume, another summoning item. 

--==Mission B5-04 ~ Geomancer's Way - Snow==--

"Geomancers bend nature to their will.

 Our society has established a series of trials for prospective geomancers to 
 determine whether they are worthy to share in our knowledge.

 The Trial of Rivening Snow is the third of four trials. When you are ready to
 be tested, come.

 Naturalist Society"

 -------------------------------------------------------------------- 
|    Geomancer's Way - Snow   | Rank: 37 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Geomancer's Way Rain |   4730 Gil                           |
|                             |   Stradivari X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 33          | Members : 6                          |
|  Adaptability : 33          | Gain 74 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Actions that consume 20 or more MP are forbidden.

Well, there are 3 Geomancer's here, with an Ice Drake and a Zahak to top 
things off. They aren't all that hard, but the Geomancers do get their little
extra ability here, the Avanlanche that will be rather painful, so you 
really do want to take them out rather quickly.

Take down the Zahak first, he is weak to Holy so you can use a Paladin to
knock him off his high horse. The Ice Drake is there only as a distraction,
so it shouldn't be too hard to take him down.

The hard part are the Geomancers. You need to rush pass the others and you
need to take them all out. Melee units will have it easy here. If you could
do the last two, this shouldn't be too big a problem. 

--==Mission B5-05 ~ Wanted: Assistant==--

"I need an assistant to assist me in the laboratory with my research, kupo.
 But not the dangerous kind of assisting with explosions and fires, kupo. Oh
 no. I'll only need you for seven days, and you'll only be required to work
 a mere eight hours each day. I'll provide your lunch and afternoon tea, as 
 well as colognes and perfumes to help mask the smell, kupo!

 Malbolabs Alchemical Research"

 -------------------------------------------------------------------- 
|      Wanted: Assistant      | Rank: 22 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   5520 Gil                           |
|                             |   Snowcat Crystal X 1                |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Goug                   |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 44          | Gain 44 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

You can deduct the type of unit you need to send with the name of the company
who is trying to hire you, Alchemical Research, by any chance do they request
an Alchemist? Send one off for seven days and that will complete this mission.

--==Mission B5-06 ~ Three-Point Strategy==--

"A missive containing Duelhorn's strategic plans for the near future has 
 been intercepted.

 - Three-Point Strategy -

 Launch coordinated attacks on Camoa, Graszton, and Moorabella using the 
 confusion this generated to ....... Kh ....... headquarters .....

 *A word from the pub
   Poster Unknown, some sections illegible."

 -------------------------------------------------------------------- 
|    Three-Point Strategy     | Rank: 48 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Summons              |   4920 Gil                           |
|                             |   Wyvern Wing X 1                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Camoa, Graszton, Moora |
|  Teamwork     : 39          | Members : 6                          |
|  Adaptability : 39          | Gain 96 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This is a three battle in three cities mission, that is, you need to head
to all three locations, defeat Duelhorn, and that would complete the
mission. Lets start at Camoa

Battle of Camoa
Your Mission Objective : Defeat the Night Dancer!
Law Forbidden : Harming the Opposite Sex
                Actions that harm members of the opposite sex are forbidden.

Well, in Camoa, you are facing an all Bangaa group, so with the law there,
you might want to use only Bangaa, Humes, Moogles, Seeq and Nu Mous. Not
a bad selection to choose from there. Anyway, you face the Night Dancer, that
female looking Trickster, a Cannoneer, a Bishop, a Master Monk, a Dragoon and
a Defender. Not a bad lineup.

If you are going for the defeat all enemies idea, you want to target and take
down the Cannoneer first. He has exceptionally long range. The Master Monk
should be next, since he does have some powerful abilities to play with, and
that makes him dangerous. The rest you can take down yourself, they aren't all
that hard. Careful, they have A LOT OF DEBUFFS.

However, the reason you want to finish this fast is the Trickster himself. His
card throws are quite powerful and have the range of a cannon. The best 
counter would be to send in extremely high movement units, such as Ninjas, 
and while they go in, use your own ranged units, Fusiliers, Cannoneers and 
Tricksters, to cover the Ninjas and stopshot the other enemies, to give your
melee units a chance to engage the Trickster and defeat him. After you defeat
him, you need to move on to the next battle. Since Graszton is closer, we 
shall head there. 

Battle of Graszton
Your Mission Objective : Defeat Duke Snakeheart!
Law Forbidden : Targeting Self
                Actions targeting user are forbidden.

This is an annoying battle, since you need two healers to ensure that you get
healed here. You fight Duke Snakeheart, the Arcanist, as well as a Time Mage,
an Illusionist, a Black Mage, a Sage and a White Mage. You really need some 
heavy hitters here, and fast ones too. 

The Black Mage and the Sage really need to go, whatever you do, if you aren't
going to take down Snakeheart straight away, the Sage and the Black Mage, and
maybe the Time Mage have to go first. The Illusionist isn't really a big
threat until you give him a long period of time. He needs 4 turns normally,
but he does have Blood Price, so that really puts a target on his head.

Again, you want to finish this fast. There are a lot of magick spells that are
going to be casted so some high resistance users are good here to lead the 
charge against Snakeheart. Once you take care of him, you will take down 
another lord of Duelhorn and that will leave one more to go, the one in 
Moorabella. 

Battle of Moorabella
Your Mission Objective : Defeat Alys the Ensorceled!
Law Forbidden : Actions by Viera
                Viera may only move and perform basic attacks.

In Moorabella, you are going to be fighting Viera here, and you can't use 
their own kind in kind I guess. Anyway, you are fighting Alys, the Summoner,
an Assassin, an Elementalist, a Sniper, a Spellblade and a White Mage as 
well. And they have the high ground, which isn't a good thing at all.

The Sniper and the Assassin are probably the biggest threats that you will
have to face, they will hit from range, and the Elementalist won't really
help either. Those three are their ranged units, so make sure that you get
rid of them, fast. And damn, Penalo is technically a Viera. 

This is one where you don't have to worry about the boss trying to beat
the crap out of you. Alys here will not be able to move at the start, nor
cast spells, since she is so Great, but she isn't. Don't get near her in 
massive groups, her summons are quite deadly. Finish this off, and that 
should be the end of this very long mission. 

--==Mission B5-07 ~ Memories Forged==--

"To Clan Gully:

 A great master of the sword lies upon death's door. I would have you deliver 
 something to them. 

 I await in Nazan Mines"

 -------------------------------------------------------------------- 
|       Memories Forged       | Rank: 42 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      --                     | Reward :                             |
|      --                     |   6620 Gil                           |
|                             |   High Arcana X 1                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Nazan Mines, Kthili    |
|  Teamwork     : 47          | Members : 6                          |
|  Adaptability : 47          | Gain 84 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Head to Nazan Mines first, DO NOT GO TO KTHILI SANDS. NAZAN FIRST!

Your Mission Objective : Investigate the Shining Object!
Law Forbidden : Back Attack
                Attacking a unit from behind is forbidden.

The reason you need to head to Nazan is because you need to recover a nice
shiny item there that seems to be part of your quest. There is no one here
to talk to you, but you need to recover that item, regardless of those
Floating Eyes and the wolves that will try to stop you. 

You might to defeat the Floating Eyes and Wolves so you can get to the 
item unhindered, and by the time you can access this mission, you are going
to be quite powerful anyway, so take them on for an easy mission.

Alternatively, you can bring in a unit with High Movement and High Jump 
stats and recover the item quickly to finish this mission. Don't think that
it means the mission is done, you now need to go to Kthili Sands because
this is a delivery mission.

Kthili Sands

Your Mission Objective : Protect Frimelda and Defeat all Foes!
Law Forbidden : Back Attack
                Attacking a unit from behind is forbidden.

This is a protect mission, and you need to protect a Zombie, so the odds are,
you need a Dark Magick user to protect Frimelda because those 4 Ghouls that
surround her aren't going to be too friendly. 

You want to rush quickly, bringing units that can fight undead and the ability
to make sure that their graves don't remain. The problem is that the other 
undead units will often outmove Frimelda, so by the time you reach the 
location where Frimelda is, she would have taken a bucketload of damage.

The Ghouls aren't all that hard, there are only four of them and there are 7
of you to fight, since Luc is still there, but you need to bring in some nice
Holy users to make sure that the enemy stays down.

I HATE YOU FRIMELDA. She gets attacked by two zombies, placing her in a HP
Critical Status. And what does she do, attack the zombie when it has counter.
Stupid AI. 

At the end of the battle, well, Frimelda will be all back to normal and you
get to use her in your Clan, you can't reject her, and she comes in as the
Paladin class. 

--==Mission B5-08 ~ Geomancer's Way - Mist==--

"Geomancers bend nature to their will.

 Our society has established a series of trials for prospective geomancers to 
 determine whether they are worthy to share in our knowledge.

 The Trial of Seething Mist is the fourth and final trials. When you are ready
 to be tested, come.

 Naturalist Society"

 -------------------------------------------------------------------- 
|    Geomancer's Way - Mist   | Rank: 38 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest:  Geomancer's Way -   |   4850 Gil                           |
|         Snow                |   Mahbeny X 2                        |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 33          | Members : 6                          |
|  Adaptability : 33          | Gain 76 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : HP < or = 100
                Having less than 100 HP is forbidden.

Well, again, you face the same three geomancers, as well as a Toughskin
and a Lamashtu. This is a battle that you want to use magick, because 
you are fighting a battle there the enemy has the advantage of having 
the high ground, and we all know that that isn't a good thing.

Take out the Lamashtu where you are, her debuffs can get very annoying
and will waste a fair amount of time. The Toughskin is next, although
if you have bladed weapon users, you might want to take him out first
since it will use Resonate, which will force you to find someone to
use Esuna to get rid of it.

The Geomancers will have the ability to use the Mist, so you want to
move fast on this mission, you don't have a lot of time if you want to
win with the majority of your troops intact. Just move fast, bring in a
White Mage as a backup just in case you suffer some debuffs. This isn't
such a hard mission.

After this torture, where you have to suffer 4 missions, you will finally
finish the quest to be a Geomancer, and about time. Who invented this 
trial system anyway?

--==Mission B5-10 ~ The Last Duelhorn==--

"Clan Gully,

 Please, stop Maquis. He's taken it upon himself to do everything alone.
 
 I would go, were it not for my wounds... Please, help.
 
 Alys"

 -------------------------------------------------------------------- 
|      The Last Duelhorn      | Rank: 52 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Three-Point Strategy |   5320 Gil                           |
|                             |   Stradivari X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 47          | Members : 6                          |
|  Adaptability : 47          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Maquis the Phantasm!
Law Forbidden : Ranged Weapons
                Atacks with bows, greatbows, guns, hand-cannons, and 
                cards are forbidden.

This is going to be one the of the hardest missions that you are going to
fight. He has Double Wield, and that lets him deal double damage per normal
attack, which makes him dangerous. He also have a variety of veils that 
will debuff you over the course of the battle. And you need to defeat him.

But when the battle starts, he splits himself into 6. That means you need
to defeat all of them. You can't tell which one is real, they are all
real. He will generally go first, so you need to be able to take some 
damage here. Note that he will about at about level 56, so you might want
to overlevel him to ensure a complete victory.

What you want are extremely powerful units. I suggest an Illusionist with
the ability to use Halve MP, and MP efficiency which will allow him to
cast a target all spell every turn, which is extremely useful to your team.
Another method is to tank up and get some really powerful melee units to
dish out some more damage. 

The problem is, they move extremely fast, they have high movement, so you
want to take them out, and fast because they swarm you. I suggest that you
take advantage of back attacks, because you want to take them out. Take them
out one at a time, that would make it a lot easier than a free for all. 
He also has high evasion and Blink Counter. It seriously doesn't get any
harder for now. 

Note that each of the Ninjas will have different abilities. There is one
who can use the Illusionist skill set, be VERY CAREFUL around this one, you
want to take him out quickly. Another has Dual Wield, one has high Evasion,
they are so damn powerful. You really want to make the most of your turns
here. Illusionists, as long as they survive, will damage everyone, which
is always good.

This battle is hard. I had a team on their Level 56ish. I ended up winning
with only two units remaining, I normally have all my units alive. Note this
is hard mode. However, I forgot to bring a White Mage. Make sure that you 
bring one, Arise is a very useful move here. Provided the mage survives. 

--==Mission B5-11 ~ The Way of the Sword==--

"To Clan Gully:

 I would fight the blademaster returned from death's threshold. One on One.
 Come to the ruins in the north."

 -------------------------------------------------------------------- 
|    The Way of the Sword     | Rank: 50 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Memories Forged      |   7880 Gil                           |
|                             |   Putrid Liquid X 1                  |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Ruins of Delgantua |
|  Teamwork     : 51          | Members : 1                          |
|  Adaptability : 51          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : < 20 Damage
                Dealing < 20 Damage is forbidden.

You can only use Frimelda in this battle, so before you start this battle, I
hope that you either make sure Frimelda can heal herself from debuffs and heal
her HP generally. 

You fight Ghi, the Parivir when you were fighting the Swordking, that fat 
Viking of a Seeq. Ghi uses Shimmering Blade, Skyfury Blade, Hoarfrost Blade 
and Bonecrusher. He has a lot of attack and a fair amount of defence, but is
lacking in the Resistance department, so Magick maybe?

You need to beat him quick, a fast array if back attacks will really help, and
maybe some luck boosting items that give more Criticals will be handy since 
that Frimelda does come with Dual Wield. Be careful, that Ghi will back attack
you. I was lucky with a Opportunity Command, so 4 blades in the back. 

The problem is that Ghi will be able to dish out a lot of damage here, so
the need to cure yourself is more than important. This is probably going to be
a test of sheer firepower, so the person who can dish out the most damage here
can win. Just get some lucky criticals and that should mean victory. 

At the end of this battle, you will learn a lot more on why you were able to
find that medicine that you did. 

--==Mission B5-14 ~ Lethean Drought==--

"I must slay a certain monster for the reagents of a potion I require, and 
 seek allies to join me on the hunt.
 
 Maquis"

 -------------------------------------------------------------------- 
|      Lethean Drought        | Rank: 57 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
| Complete Game               |   3940 Gil                           |
| Quest: The Last Duelhorn    |   Aurea Pollen X 1                   |
| Dispatch/Recommended :      |   --                                 |
|      Defender               |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 54          |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range      |
|  Teamwork     : 54          | Members : 6                          |
|  Adaptability : 0           | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Maquis and Defeat all Foes!
Law Forbidden : Copycat
                Using the same action as the preceding unit is forbidden.

Well, Maquis doesn't remember you, after you completely wiped the floor with
him during the last encounter, maybe he is delusional. Anyway, lets start this
mission, and you need to kill, Dreamhares? WHAT!

You need protection from that? Well, anyway, protect the man with your
forces and use your hunters to hunt and kill the bunnies before they piss
you off with their damn charm abilities, because I hate them. Don't make my
units fight against me, argghhhh  

Thanks a lot, I'm missing my ESC key now, where did it go...

--==Mission B5-15 ~ Devil's Pact==--

"I am afflicted with a terrible disease that eats away at my body each day. A 
 kind man named Maquis brings me medicine to slow its effects, but he's begun
 to behave strangely. He's had dealings with the Witch of the Fens, and I 
 think there may be a connection between her and his behaviour. I need someone
 who knows the witch to look into this matter on my behalf.
 
 Cyda"

 -------------------------------------------------------------------- 
|        Devil's Pact         | Rank: 54 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: Lethean Drought      |   3280 Gil                           |
|                             |   Cockatrice Skin X 1                |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 54          |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 54          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Answer the Witch of the Fens!
Law Forbidden : HP < or = 20
                Having less than 20 HP is forbidden.

This is a simple mission, head to the Fens, and what you need to do is to 
go and hunt some bunnies. You need to take down 3 Dreamhares for a potion that
is desperately needed, and you need to get it. 

I mean, how hard can it be to dispatch three rabbits with a group of hunters
armed with the Sidewinder ability? It isn't very hard. I wish they actually
give me a hard mission sometime now, such a high rank for an easy mission. 

--==Mission B5-16 ~ One Last Memory==--

"Maquis cared for me when I was ill. I owe him a debt of kindness that can 
 never be repayed. So when he left with a grim look on his face muttering 
 something about a snake, a great fear took me. I feel I may never see him 
 again. Someone, please, see that he's all right.

 Cyda"

 -------------------------------------------------------------------- 
|      One Last Memory        | Rank: 60 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Devil's Pact         |   2940 Gil                           |
|                             |   Prime Tanned Hide X 1              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Galleria Deep      |
|  Teamwork     : 54          | Members : 6                          |
|  Adaptability : 54          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Duke Snakeheart
Law Forbidden : Back Attack
                Attacking a unit from behind is forbidden.

This is a Duelhorn Civil War. Anyway, you need to target Snakeheart and
him only, since he is your mark, and the bad guy in this situation. He
still is an Arcanist, and he has his cronies to support him. A Defender,
Seer, Flintlock, Scholar and a Parivir support him, so if you want to 
target him, you need to get there fast.

Snakeheart is quite powerful, so you want to rush him and take him down
before he has a chance to take you down. The fact that there are traps all
over the place doesn't help, having something like Awareness really shines
here, get the enemy to stand on those traps. 

You should avoid that Death attack Snakeheart has, so you would need a 
healer should a unit fall. If you want to take down the enemy without losing
all your troops, I suggest that you take down the cronies, it is a far 
safer alternative than losing all your troops. Still, Snakeheart is too
damn powerful, so you need some healers as well. 

**************
**SECTION C1**
**************

--==Mission C1-01 ~ It's a Secret to Everybody==--

"My pet shelling, Titoise, has run away, kupo, and I need someone to find him
 for me! You see, I've been keeping him in secret, kupo. If Mr. Grann finds
 out, this little moogle is going to be in big trouble. Kupo!

 Of that wasn't bad enough, Mr. Grann's daughter, Fes, can't stand 
 shellings. So I'm sure to catch a pom-pom lashing from both of them, kupo!

 Keeper Pirillo, Grann's Menagerie"

 -------------------------------------------------------------------- 
|  It's a Secret to Everybody | Rank: 40 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: Flown the Coop       |   4080 Gil                           |
|                             |   Aqua Galac X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Goug                   |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 44          | Gain 80 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Weaken Titoise and Defeat all Foes!
Law Forbidden : Ice
                Weapons and abilities that use ice are forbidden.

Wow, a rare white Chocobo. This is nice place for a Chocobo Knight, there
is a Red and White Chocobo here to play around with and a nice place to 
capture them. All you need to do is to HP Critical them and mount them. 
Also, the aim of the game is to weaken the mark to HP Critical status. 

The Red Chocobo has Choco Beak and Choco Meteor, and the White Chocobo
has Choco Cure and Choco Recharge. The other turtles have Limit Glove,
Headbutt and Sonic Spin. 

The Mark here is armed with Headbutt, Sonic Spin and Munch. Okay, first 
of all, take down the other targets, starting with the turtles since
they can pack the damage with their slow as moves. Then, the Chocobos
because you really want to make sure that you get Titoise last.

To win the mission, Titoise must be on HP Critical and not dead. Therefore,
when you pay with your attacks, use the rule that since attacks hardly do
the damage that they are supposed to, don't use Sidewinder except for the
first move, and expect a deviation from the listed mark of 20%. Don't rely
on a underhit, always expect you doing more damage, when you don't need to. 

--==Mission C1-02 ~ Hellhound Astray==--

"I was cleaning out Helda's pen - one of our hellhounds - and when I 
 finished she was gone! She must have broken free of her chain, but I know
 who they'll blame!

 Helda's one of Mrs. Zamaree's favourites, and you can be sure that if she 
 finds her missing, there will be, well, hell to pay. I need someone to
 find Helda and bring her back before she's missed!

 Keeper, Leena, Grann's Menagerie"

 -------------------------------------------------------------------- 
|       Hellhound Astray      | Rank: 39 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: It's a Secret to     |   7370 Gil                           |
|        Everybody            |   Gold Chalice X 1                   |
| Dispatch/Recommended :      |   --                                 |
|      Arcanist               |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 33          |                                      |
|  Aptitude     : 0           | Destination : Kthili Sands           |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 33          | Gain 78 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Weaken Helda and Defeat all Foes!
Law Forbidden : Bludgeoning Weapons
                Attacks with rods, staves, poles, knucles, hammers, and
                maces are forbidden.

There are three Worgens and three Hellhounds, and your target is a 
Hellhound, but guess what, Hellhounds are normally purple and your target
is a nice snow shade of white.

The Worgens need to be taken out first, they have the ability to make
sure units Immobolized, which isn't really nice. They are in front of you
and you do need to defeat all foes, so take them down. Careful, there
are damn traps all over the place, the Silence type. 

Again, you need to take down the enemy Hellhounds before you can target
Helda, but the good thing is, weaken means that you need to make sure it 
is on HP Critical. Do not kill the unit, so deal less damage when it 
nears that quarter of full HP mark since that is the HP Critical point.
Defeat everyone else and finish this mission. 

--==Mission C1-03 ~ My Little Carrot==--

"Oh, it's terrible. Simply terrible!

 My poor little Carrot has gone wild all of a sudden and hied off to gods 
 now where! Her eyes ... Oh, her eyes were like unto a malboro's! I hope
 you can bring her back, but if you can't, perhaps you could put her out
 of her misery?

 Mrs. Zamaree, A certain menagerie owner's wife."

 -------------------------------------------------------------------- 
|      My Little Carrot       | Rank: 43 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Hellhound Astray     |   6090 Gil                           |
|                             |   Scarletite X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Zedlei Forest          |
|  Teamwork     : 44          | Members : 6                          |
|  Adaptability : 44          | Gain 86 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Carrot!
Law Forbidden :  < 20 Damage
                 Dealing < 20 Damage is forbidden.

There are 2 Great Malboros, 2 Chocobos, one Red, another Brown, and a 
Tonberry, and not forget your Mark, a Cassie, a stinking, ugly Malboro.
Seeing the monsters that you need to deal with here, best bring some
Wind and Thunder magick users or, even better, Hunters.

You really want to take down the Tonberry really fast. That guy will
certainly stalk one of your units and makes sure that its gets Karma,
999 damage without the ability to miss. Not nice. 

This is a mission where you want to ignore everyone else and concentrate
on the mark, because the amount of debuffs it can inflict on your team is
quite annoying, plus the fact that it can heal and grant REGEN to its 
team. 

As well as Hunters, bring in someone who can see Traps, because there are
a fair amount of these traps around, and they are the nasty type, they
are the Love Potion traps, the Charm traps. Bring Vaan, if you have him,
for some free stuff. Otherwise, concentrate and defeat Carrot. Seriously,
what kind of crap name is carrot?

--==Mission C1-04 ~ An Earnest Multitde==--

"I seek the love of my life! My search has led me through city streets
 and far abroad. I have even taken up the pen, and met four charming ladies
 in my correspondence. Ah, but I've made a mess pof things by scheduling a 
 rendezvous with each of them on the same day! I need someone to meet three
 of the lucky damsels in my steed. Only the dashing need apply - I've a 
 reputation to consider!

 Marnot, Pride of Fluorgis"

 -------------------------------------------------------------------- 
|     An Earnest Multitude    | Rank: 19 | Fee : 300 Gil | Days : 6  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: An Earnest Quandary  |   2540 Gil                           |
|                             |   Hero Tonic X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 28          |                                      |
|  Aptitude     : 0           | Destination : Fluor, Moora, Targ     |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 28          | Gain 38 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This guy is pathetic, seriously, if he is the Pride of Fluorgis, Luso is the
pride of Humanity. 

This mission MUST BE DISPATCHED. You cannot possible complete this quest
without dispatching it. I'll explain why. Lets say we start at Fluorgis.

Day 1 - Quest
Day 2 - Airship
Day 3 - Quest, Moorabella
Day 4 - Zedlei
Day 5 - Baptiste
Day 6 - Camoa. Times Up! 

If we start at Targ Woods, same deal.

Day 1 - Quest
Day 2 - Camoa
Day 3 - Baptiste
Day 4 - Zedlei
Day 5 - Quest, Moorabella
Day 6 - Airship.

So, you actually need 7-8 days to complete this mission. Tricky, ah?

--==Mission C1-05 ~ Foodstuffs: Nutrition==--

"Foodstuffs needed. You will be required to catch specific monsters at a 
 specific location. The details are as follows:

 - Blue, round, feathered, long of tail.
 - Enough to feed sixteen.
 - One eyeball is enough to make soup for four.

 Too many is no good. Too few is also no good. 

 Poison Tasters Guild "The Iron Stomach"

 -------------------------------------------------------------------- 
|    Foodstuffs: Nutrition    | Rank: 27 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest : Foodstuffs:         |   3780 Gil                           |
|                  Appearance |   Demon Feather X 2                  |
| Dispatch/Recommended :      |   Adamantite X 2                     |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 20          |                                      |
|  Aptitude     : 0           | Destination : The Galerria Deep      |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 20          | Gain 54 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Procure the requested ingredients!
Law Forbidden : Copycat
                Using the same action as the preceding units is forbidden.

There are two monsters here, the Ahriman and the Floating Eye. Read the 
mission description carefully, it is blue, well, both of them are, round,
again, both of them, feathers, both, but long tail. Only one unit has 
that, and that is the Floating Eye. We need 4 floating eyes for this mission
to be a success.

The skill sets are the usuaol, but take down as many floating eyes, and get
more to spawn. You need 4 Floating Eyes, but you can kill as many Ahrimans
as you want to make more of the Floating Eyes spawn. When you finish, you
do the usual and speak to the Bishop. 

--==Mission C1-06 ~ Foodstuffs: Bon Appetit==--

"Foodstuffs needed. You will be required to catch specific monsters at a 
 specific location. The details are as follows:

 - Hidden within a treasure chest.
 - Enough to feed ten.
 - One finger per serving.

 Too many is no good. Too few is also no good.

 Poison Tasters Guild "The Iron Stomach"

 -------------------------------------------------------------------- 
|   Foodstuffs: Bon Appetit   | Rank: 40 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: Foodstuff: Nutrition |   8420 Gil                           |
|                             |   Mysidia Alloy X 2                  |
| Dispatch/Recommended :      |   ---                                |
|      --                     |   ---                                |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 33          |                                      |
|  Aptitude     : 0           | Destination: Goug                    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 33          | Gain 80 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Procure the Requested Ingredients
Law Forbidden : Harming the Weak
                Actions that harm a lower level unit are forbidden.

This is a simple mission, what hides inside a treasure chest and has some
fingers? I know, a Mimic. Anyway, there is a battlefield full of treasure 
chests protected by a Zahak, who will come back eventually if you decide
to kill it off. 

What you need to do is to go around the open all the treasure chests,
which is simple enough, and defeat 2, and only two mimics. You can open
all the chests and don't kill more than two, that will maximise your
loot, which isn't all that valuable to be brutally honest. Anyway, take
down the two mimics as requested, and then take to the little padiwan and
finish this mission. That was easy.

--==Mission C1-07 ~ An Earnest Quandary==--

"I seek the love of my life! My search has led me through city streets and 
 far aboard. I have even taken up the pen, and met three charming ladies
 in my correspondence. Ah, but I've made a mess of things by scheduling
 a rendezvous with each of them on the same day! I need someone to meet
 two of the lucky damsels in my stead. Only the dashing need apply - I've
 a reputation to consider!

 Marnot, Pride of Fluorgis"

 -------------------------------------------------------------------- 
|     An Earnest Quandary     | Rank: 14 | Fee : 300 Gil | Days : 6  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest : An Earnest Search   |   1750 Gil                           |
|                             |   Aged Turtle Shell X 4              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Camoa, Graszton        |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 15          | Gain 28 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

If this is the best Fluorgis has got to offer, it is pretty pathetic to be
quite honest. Anyway, head to Camoa and you meet with a Viera White Mage.
You now need to dance, not sing a poem. If I ever see Marnot, I will
personally dual wield two blades up his rear end. Rinse and repeat in
Graszton and that will finish the mission.

--==Mission C1-09 ~ House Bowen's Challenge==--

"Clan 

 You've kept yourselves bust since our last meeting. Care to test your
 sword arm against us in a speed battle? Or have you lost your edge?

 Bowen of House Bowen

 -------------------------------------------------------------------- 
|   House Bowen's Challenge   | Rank: 30 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
| Quest : Showdown            |   4590 Gil                           |
|                             |   Water Sigil X 3                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 4                          |
|  Adaptability : 15          | Gain 60 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Speed Battle vs. House Bowen
Law Forbidden : Targeting Self
                Actions targeting the user are forbidden.

Well, that means that you don't get to use any healing spells on yourself
since the law forbids you from doing so. And man, is that an ugly plant or
what, seriously, what kind of ... thing is this? This Rafflesia is going
to be a pain to bring down. 

This plant is packing over 1000 HP, which is why the number is going to 
appear as ??? at first, there isn't any possible way to represent a 4 
digit number as a three digit number. It actually has about 1200 health to
play around with, but given that Sidewinder and Fire does 100 a pop, this
won't take long. 

The best way to approach this battle is that you do not approach it, by
surrounding it, it will damage you and will give you all sort of debuffs.
Since it is weak to fire, you are going to use fire magicks to blow it
up, and use hunters to Sidewinder it from a distance. That is the magic
word in this battle, distance. The surrounding units means that anything
within 2 tiles of the Rafflesia gets hit.

This is a speed battle, so whoever lands the killing blow will win the
battle. Hinder the enemy if you really need to make sure that you get the
killing blow, or heal the plant if you really need to. 

--==Mission C1-10 ~ Yellow Wings in Trouble==--

"We're at the mercy of some pretty bad customers ... I don't think we're
 going to make it! 

 Help!

 The Yellow Wings"

 -------------------------------------------------------------------- 
|   Yellow Wings in Trouble   | Rank: 55 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
| Theft from the Manor Notice |   12780 Gil                          |
|                             |   Orichalcum X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      Defender               |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 51          |                                      |
|  Aptitude     : 0           | Destination : The Ruins of Delgantua |
|  Teamwork     : 51          | Members : 4                          |
|  Adaptability : 0           | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect the Yellow Wings and Defeat all Foes!
Law Forbidden : Harming the Weak
                Actions that harm a lower level unit are forbidden.

Here, you need to protect the Yellow Wings, you need to make sure that
no one dies, because if someone does die, then you lose the mission, 
plain and simple. Harming the weak is that you don't harm the Yellow
Wings but not Bowen. House Bowen is your enemy by the way. Anyway, they
are about level 54-56 if you want a pointer.

There is a fighter, an illusionist, an assassin and a ravager. You want
to take out the Illusionist first and foremost. The Assassin comes for a
distant second, and Bowen and Loa should be last, they are just there 
for ground pounding support.

The Yellow Wings can hold their own for a short period of time, but you
want to reinforce their position. High movement and high jump will be 
rather useful here to jump the waterfall. Move fast, and take them down
as fast as you can. Friends or foes, if they are against you on the 
battlefield, they are foes. 

--==Mission C1-11 ~ An Earnest Search==--

"I seek the love of my life! My search has lead me through city streets and
 far abroad. I have even taken up the pen, and met two charming ladies in my
 correspondence. Ah, but I've made a mess of things by scheduling a rendezvous
 with each of them on the same day! I need someone to meet one of the lucky 
 damsels in my stead. Only the dashing need apply - I've a reputation to
 consider.

 Marnot, Pride of Fluorgis"

 --------------------------------------------------------------------
|     An Earnest Search       | Rank : 9 | Fee : 200 Gil | Days : 6  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   1050 Gil                           |
|                             |   Damascus X 4                       |
| Dispatch/Recommended :      |   Birch X 1                          |
|      --                     |   Quality Lumber X 5                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 8           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 8           | Gain 18 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

You can dispatch this or actually turn up, so either way is going to be
good, but turning up is actually better since you get to decide on some
fun elements. You need to make a love poem, so go ahead and make one
up, but choose the right option first, the Gria won't be too happy if
you stuff it up. 

--==Mission C1-12 ~ The Nu Mou Nobles==--

"I am called Madreth, clan leader of the Nu Mou Nobles. I seek a king soul
 to fetch a phial of healing water and a shead of recall grass. we wait 
 beneath the lone tree on Baptiste Hill.

 Madreth, Nu Mou Nobles."

 -------------------------------------------------------------------- 
|      The Nu Mou Nobles      | Rank: 12 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Recall Grass X 1       | Reward :                             |
|      Healing Water X 1      |   1680 Gil                           |
|                             |   Body Ceffyl X 3                    |
| Dispatch/Recommended :      |   Soul Ceffyl X 3                    |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 9           |                                      |
|  Aptitude     : 0           | Destination : Baptiste Hill          |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 24 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

All you need are the two ingredients. Recall grass might be harder to
come by, but some quests will provide it early on, so don't fret that
much. Anyway, you get the special job of Arcanist for the Nu Mou class
and the leader gives a stern warning about the Bangaa Brotherhood. 

Also, look at the Seeq. What are they doing, shaking right next to a 
tree.

--==Mission C1-13 ~ Seeding the Harvest==--

" ***** Help Wanted! *****

 It's seeding time again, and each year we lose crops to raiding monsters. We
 seek hardened adventurers to stand between our livelihood and their fiendish
 claws!

 T.K. Corral"

 -------------------------------------------------------------------- 
|     Seeding the Harvest     | Rank: 21 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   9240 Gil                           |
|                             |   Tiny Mushrooms X 2                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 8           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 8           | Gain 42 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat 10 Foes!
Law Forbidden : Knockback
                Actions that knock the target back are forbidden.

There are a variety of foes here, and there is apparently no set pattern
on how they turn up, but you are going to face a variety of Lamias, Malboros,
Antlions and Hoppy Bunnies, and their evolved forms. 

You are best to use magick that will kill the enemy via their weaknesses
or use Hunters and Sidewinder them to death, because they are your best
methods of beating the enemy monsters.

Take down those closest to you, and Lamias first because they will have
a fair amount of debuffs. Make sure a white mage comes along to cure
your team because you are literally going to be surrounded, and you make
a last stand.

Don't move, let the enemy come to you. Just don't bunch up too badly
so the enemy gets to hit 3-5 units in a single attack. 

--==Mission C1-14 ~ A Harvest Hand==--

" ***** Help Wanted! *****

 It's harvest time, and what a year it's been! Our crop is so large, we need
 all the hands we can find to help us bring it in. The more you harvest, the
 greater your reward!

 T. K. Corral"

 -------------------------------------------------------------------- 
|       A Harvest Hand        | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest : Seeding the Harvest |   12830 Gil                          |
|                             |   Healing Water X 2                  |
| Dispatch/Recommended :      |   Insect Husk X 1                    |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 9           | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Gather as much fruit as you can in 4 rounds!
Law Forbidden : Harming the Weak
                Actions that harm a lower level unit are forbidden.

This is a harder mission, so bring your fastest units, and some monster
hunters. This is because you want to harvest as much fruit as you can in
4 turn. The starting monster is the first of your problems, there are many
more to join the battle, regardless of how many you kill. 

You need to gather the fruit, which is done by standing next to a fruit
tree, the one with red dots on it, and using the special command of 
gather when you are there. You need to have some monster hunters for this
mission, as well as healers. 

You are going to be overwhelmed by enemy units, and they aren't going
to bash lightly since they are going to level at you level. The average
level of your clan will be the average level of the enemy monsters. That
is the reason for the Hunters and the Healers. 

You need to wait out the 4 turns in this mission to complete it. Thank
God. This was a pain to finish. Even if you gather all the fruit, you
need to wait out the 4 rounds. It is possible to gather them all as well.
You will get a bonus for gathering, and the more you get, the better. For
all, you get some really good loot. I got a Crusader Tonic, so I assume it
is random.

--==Mission C1-15 ~ The Bangaa Brotherhood==--

"Mocedad's the name, leader of the Bangaa Brotherhood. We're looking to get
 our hands on a fire stone and a piece of zinconium.

 If anyone happens on any they'd be willing to part with, they can find
 us camped along the highroad in the Bisga Greenlands for a time.

 Mocedad, Bangaa Brotherhood"

 -------------------------------------------------------------------- 
|    The Bangaa Brotherhood   | Rank: 19 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Fire Stone X 1         | Reward :                             |
|      Zinconium X 1          |   2020 Gil                           |
|                             |   Sweet Sap X 5                      |
| Dispatch/Recommended :      |   Rat Pelt X 1                       |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 11          |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 38 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Like the Nu Mou Nobles, all you need to do is to get your little items, 
head to the site and deliver the goods. Wow, that Mocedad is a really
weird person, but he does give you the unlock of Cannoneer for the
Bangaa.

Also, again, look at the Seeq. Are they bashing a rock?

--==Mission C1-16 ~ It's the Thought==--

"I've been thinking of getting a gift for my employer. A little treat of 
 sorts-but something healthy. They saw succulent fruit has a number of 
 benefits. But not too many, I hope. If he were any healthier, he would 
 work me to death!

 Tagore, Aspiring Apprentice"

 --------------------------------------------------------------------
|       It's a Thought        | Rank : 7 | Fee : 200 Gil | Days : 4  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Succulent Fruit        | Reward :                             |
|      --                     |   1120 Gil                           |
|                             |   Fire Stone X 5                     |
| Dispatch/Recommended :      |   Whisperweed X 1                    |
|      --                     |   Gun Gear X 2                       |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 7           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 14 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Either dispatch a clan member out or head to Graszton to finish this. You
can easily get one from the Gilmunto mission which you should have done
by now. If not, just wait a bit, there are plenty out there.

**************
**SECTION C2**
**************

--==Mission C2-01 ~ Ruinous Traps==--

"I was sent to remove some old traps, but the local monsters had other 
 ideas. They're very territorial, and don't welcome "interlopers." I was 
 lucky to escape with my life, and I have no intention of going back! It
 should be enough to destroy the traps - will you go in my place?

 Esther, New Hire"

 -------------------------------------------------------------------- 
|        Ruinous Traps        | Rank: 46 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: A Fatal Mistake      |   9450 Gil                           |
|                             |   Windslicer Pinion X 2              |
| Dispatch/Recommended :      |   --                                 |
|      Ranger                 |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 33          |                                      |
|  Aptitude     : 0           | Destination : The Ruins of Delgantua |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 33          | Gain 92 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Uphold the Law and Destroy all Traps!
Law Forbidden : Attack
                Attacking is Forbidden

Well, attacking might be forbidden, but something isn't. Reactions abilities
are not forbidden, and your own abilities are not forbidden. Attack means 
normal attacks, normal melee or ranged attacks, but not abilities that you
may possess. 

There is a Tonberry King. He is the main threat here, he is the biggest
powerhouse here with his annoying abilities, and they will hurt if you don't
take him out. The Baknamys and the Luchorpan by not don't really need me
explaining how to take them out, they are quite easy to take out since they
don't have much power to start off with.

You need to destroy the traps to win this mission, the monsters are just a
nice distraction. There are 4 different traps, but what you want to save
till the end or have a unit to attack next are the purple traps. Those are
charm traps, so you really don't want to be stepping on those without some
backup. 

--==Mission C2-02 ~ Komodo Search==--

"There was an ... incident the other day while I was out making a delivery,
 and the load of potions I was meant to deliver ended up scattered along
 the ground. Will you help me collect them?

 Oh, and ... let's keep this between you and me. The fewer people that know
 about this, the better. 

 Trader for a certain potion manufactory"

 -------------------------------------------------------------------- 
|       Komodo Search         | Rank: 20 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Item Recovery           |
|      --                     | Reward :                             |
| Quest : Komodo Departure    |   3660 Gil                           |
|                             |   Silk Thread X 2                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 9           |                                      |
|  Aptitude     : 0           | Destination : The Galerria Deep      |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 40 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Gather all the Potions!
Law Forbidden : Restoring HP
                Actions that restore HP are forbidden.

You are facing 2 Ice Drakes, 2 Blue Flans and a Wendigo. These are powerful
enemies, but guess what, they are also monsters, making the choice of your
weapons very simple, Hunters and Sidewinder, as well as their magick 
weaknesses.

You want to take down the Wendigo first because that is the strongest in
terms of attack power. The Ice Drakes and the Flans are both powerful with
their ice attacks. You need to prepare yourself against this, so you
need to bring in some Fire and Thunder Magick. Fire is good against the
Ice Flans and the Ice Drakes, but Thunder is good against the Wendigo.

Your job here, however, is to grab the sparkling spark that indicates the
potion and you need to get all of them to finish this mission. And make
sure that little wimpy trader doesn't get killed, just ensure that as well,
as simply as he is.

You even get a little prize for helping out this little crybaby in this
mission. I got a nice Wyrmtwig.

--==Mission C2-03 ~ Komodo Arrival==--

"Finally! We've arrived in Moorabella! I've done it, Celestine! Except ... now
 there 's a problem. Can someone come and help me, please?

 Komodo Trader"

 -------------------------------------------------------------------- 
|       Komodo Arrival        | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Investigation           |
|      --                     | Reward :                             |
| Quest : Komodo Search       |   3330 Gil                           |
|                             |   Holy Stone X 3                     |
| Dispatch/Recommended :      |   Yellow Liquid X 3                  |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 13          |                                      |
|  Aptitude     : 13          | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Targeting all Units
                Actions targeting all units are forbidden.

Urban street fighting! There is a Moggle Black Mage with Blizzard and 
Blizzara, with Geomancy, which makes him a prime target. A Geomancer
with a lot of Geomancy skills, a Time Mage with some evil time magick
against you with Slow and Time, as well as a Lore skill.

The Illusionist can only use Freezeblink, which effects all your units,
hence target all. And the Viera archer has some rather annoying debuffs,
Charm and Blind. You need to kill the Black Mage and the Illusionist
first of all, they will be a serious threat. The Viera Archer and the
Geomancer is next because they are the next dangerous, while the Time
Mage is further back and harder to hit.

The Trader is still weak, so make sure that you bring a healer to ensure
that your units as well as him survive the battle. One thing you also
need here is some range units to blast the enemy to the next century.
Offensive Magick Units are rather pointless since the enemy has rather
high resistance to fight with, so you need sheer brute force unfortunately.

--==Mission C2-04 ~ Shipping Out==--

"We're up to our ears in shipping orders. IUt's getting so bad, I've
 even thought about taking on baknamy! As it is, the freight keeps 
 piling up, and we don't have enough hands to keep it moving. If you
 aren't afraid of a little hard work, we've got a job for you."

 --------------------------------------------------------------------
|        Shipping Out         | Rank: 11 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      --                     | Reward :                             |
|      --                     |   700 Gil                            |
|                             |   Recall Grass X 2                   |
| Dispatch/Recommended :      |   Wool X 1                           |
|      --                     |   Velvet X 2                         |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 7           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood, Graszton    |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 22 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

A simply mission, all you need to do is to head to Targ Wood, take the
package, and take it all the way to Graszton. Simply and you get some
good loot. You need to take that spruce wood a short distance. Easy.

--==Mission C2-05 ~ Komodo Departure==--

"I have to deliver some merchandise, and the road promises to be treacherous.
 Guards needed! 

 Pay: 2200 Gil
 
 The successful applicant will have confidence in their sword arm, be 
 passionate about their work, and love to quaff potions.

 Komodo Potions"

 -------------------------------------------------------------------- 
|      Komodo Departure       | Rank: 16 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   2200 Gil                           |
|                             |   Zodiac Ore X 5                     |
| Dispatch/Recommended :      |   Cruzle Brass X 3                   |
|      Defender               |   Rabbit Tail X 1                    |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 7           |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 7           | Members : 6                          |
|  Adaptability : 0           | Gain 32 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect the Komodo Trader and Defeat all Foes!
Law Forbidden : Targeting an Area
                Actions targeting two or more tiles are forbidden.

This mission is going to be tough. No magick users are basically allowed
to fight, since their attacks will violate the law. That means your
ranged units are going to deal most of the damage.

This guy is basically an idiot. Drinking all the extra potions for no
good reason. WTF, what is this guy. I really hate him, and I'd rather 
kill him for it. The problem is, you are on the ground, they are above,
and there are traps all over the place. You best method of action is
going up, smashing the Archer and the Gunner hiding there, and swoop
down, while your ground for takes the ground route.

You want to defend, if possible. This is because the ground is trap
laden, and it is easier to defend, well, against the 2 Warriors and the
Mog Knight anyway. Don't even think about the trader actually doing
anything. Just because he is a soldier, doesn't mean is has the guts
to do anything, he is like Dayvis, sit around, do nothing. 

You are going to need a fair armount of Phoenix downs here, to save
your troops and that stupid Trader with your potions. Magick being
restricted here is seriously annoying. The Gunner is going to stay
up there and shoot you, so shoot back with archers and your single
tile abilities. The Moogle Knight has the Mog Lance, which is just
like Air Render, and more dangerous. 

--==Mission C2-06 ~ The Forests of Loar==--

"-Annual Wayfarer's Expedition!-

 Visit all the below areas within 6 days and receive a stamp on your 
 wayfarer's log to win valuable prizes. 

 Marsa Wayfarers Association

 List of Destinations:

 - Targ Wood
 - The Bisga Greenlands
 - Zedlei Forest"

 -------------------------------------------------------------------- 
|     The Forests of Loar     | Rank: 15 | Fee : 200 Gil | Days : 6  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
|      --                     |   1750 Gil                           |
|                             |   Faerie Wing X 3                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Targ, Bisga, Zedlei    |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 9           | Gain 30 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

All you need to do is to head to the Locations listed on the quest list,
Targ Wood, Bisga Greenlands and Zedlei Forest. Ran out of room on my
Quest Box. Head to each of the locations, go to each of the markets, and
there is it, complete. Best to take up this mission in either Camoa or
Targ Wood, since the days are limited. All you get is a clan note for your
Primer. Wow, I did it for the Gil to be honest.

--==Mission C2-07 ~ The Lands of Loar==--

"-Annual Wayfarer's Expedition!-

 Visit all the below areas within 5 days and receive a stamp on your 
 wayfarer's log to win valuable prizes.

 Marsa Wayfarers Association

 List of Destination:

 - Baptiste Hill
 - The Bisga Greenlands
 - The Aldanna Range"

 -------------------------------------------------------------------- 
|      The Lands of Loar      | Rank: 16 | Fee : 300 Gil | Days : 5  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
| Quest: The Forests of Loar  |   1750 Gil                           |
|                             |   Fire Stone X 2                     |
| Dispatch/Recommended :      |   Mape Wood X 1                      |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination :Baptiste, Bisga, Aldanna|
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 11          | Gain 32 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This is easier than the last mission, because all you need to do is to
head to the locations and walk into the exclaimation mark. It can be
done within 4 days since all the points, Baptiste, Bisga and Aldanna
are right next to each other. Simple, and you get another Wayfarer's
Log, Brown this time.

--==Mission C2-08 ~ The Towns of Loar==--

"-Annual Wayfarer's Expedition!-

 Visit all the below areas within 7 days and receive a stamp in your
 wayfarer's log to win valuable prizes!

 Marsa Wayfarers Association

 List of Destinations:

 - Camoa
 - Graszton
 - Moorabella

 -------------------------------------------------------------------- 
|      The Towns of Loar      | Rank: 17 | Fee : 300 Gil | Days : 7  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
| Quest: The Lands of Loar    |   1750 Gil                           |
|                             |   Large Feather X 1                  |
| Dispatch/Recommended :      |   Small Feather X 1                  |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination: Camoa, Graszton, Morra'a|
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 15          | Gain 34 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

You start this one by heading to the cities in an orderly fashion. 
Start in either Moorabella and then head to Camoa, and then Graszton or
you can go reverse. Either way, Moorabella and Graszton are the beginning
and end points, while Camoa is always the middle stop. 

--==Mission C2-09 ~ The Genuine Article==--

"Even among wares as fine as Galmia Pepe's there are distinctions. Of late,
 a large number of counterfeit De'vine Ribbons - one of our finest prodicts - 
 have made their way to market.

 The counterfeiters are trying to pass off ribbons from the cassie varient 
 of malboro - a vastly inferior specimen. We must act quickly if we are
 to protect the reputation of our house. Look into the matter with all 
 haste.

 Galmia Pepe, Office of Quality Assurance"

 -------------------------------------------------------------------- 
|     The Genuine Article     | Rank: 17 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   2170 Gil                           |
|                             |   Moon Bloom X 2                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 9           | Members : 6                          |
|  Adaptability : 9           | Gain 34 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Buffs
                Buffs are forbidden.

Why do these laws suck? Anyway, you need to fight 4 thieves in this mission
here. The biggest threat to you is going to be the head thief, the one
with dual wield. The moogle thief has a ranged attack in Moogle Lance. But
all four thieves can do something that you would expect from a thief, actually
stealing items off you. That's the part you need to worry about.

There isn't a game plan here, but you want that Moggle Thief out of the way
so you can pummel them easily with your melee and ranged units. Make sure
that you don't decide to make any buffs on your units, cause there is a law
against that. 

Just defeat them as they come along, and they will slowly get to your troops.
Defeat them, gang up on them easy. Remember, you have 6 members here against
4 lowly thieves. 

--==Mission C2-10 ~ The Root of the Problem==--

"The counterfeiters recently remanded to our custody have divulged the source
 of the fake De'vine Ribbons. We'll find no lasting solution to the problem
 until we've stopped it at the source. Please follow up on this information
 and take such action as you deem appropriate.

 Galmia Pepe, Office of Administration"

 -------------------------------------------------------------------- 
|   The Root of the Problem   | Rank: 21 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest : The Genuine Article |   2980 Gil                           |
|                             |   Black Thread X 2                   |
| Dispatch/Recommended :      |   Battlewyrm Carapace X 5            |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Galerria Deep      |
|  Teamwork     : 11          | Members : 6                          |
|  Adaptability : 11          | Gain 42 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : >100 Damage
                Dealing >100 damage is forbidden.

Unless you seriously overlevel the enemy, the law can be ignored. Hope that
you don't deal normally >60 and get a critical, that will definitely deal
more than 100 damage and you'll be stuffed. Stick to abilities to avoid
that little sticky situation.

Ok, there is a Ninja, Thief, Fighter, Viking, White Monk and another Thief,
of the Moogle or Pom-Pom variety. They don't really have packing firepower
that can wipe out your team, but it is now a fair fight. But you still
have the height advantage here, so make sure that works in your favour.

The biggest threat is the white monk, with his render skills and all, that
is your biggest concern. The Ninja has Veils and the Viking has some Magick
skills, but overall, the enemy isn't that tough. Just hope you don't get
any criticals.

--==Mission C2-11 ~ The Whole Truth==--

"We've exhausted our supply of materials needed to make De'vine Ribbons,
 and we need someone to bring in the latest harvest."

 -------------------------------------------------------------------- 
|       The Whole Truth       | Rank: 22 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest : The Root of the     |   3430 Gil                           |
|         Problem             |   Pearl Moss X 3                     |
| Dispatch/Recommended :      |   Prime Pelt X 1                     |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Zedlei Forest          |
|  Teamwork     : 13          | Members : 6                          |
|  Adaptability : 13          | Gain 44 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Buffs and Debuffs
                Buffs and Debuffs are forbidden.

Holy crap, you are facing six ugly Cassies, the real ugly, girly version
of the Malboro. Also, you have a tough law, no buffs or debuffs. There 
goes my favourite version of debuffs, DOOM! Anyway, if you have the
Sidewinder power, this is the perfect time to bring it out to fire at
will on the enemy.

It really doesn't matter which Malboro to target, you want to take them
out as they come towards you. The problem with facing these foes is that
they have a different set of skills compared to normal Malboros, for instance,
they have their Honeyed Breath and their Cloying Breath, which can seriously
debuff your units.

2 of them should have Love Song, which basically is a healer for their own
Malboros. Sindwinder and Hunters will have an easy mission here, as well
as Bishops and other users of Wind attribute attacks. Charm will seriously
be annoying, so bash your own troops or use Esuna to make sure they stay
on your side, not on the enemy's side.

Love Song serious hampers that you can do since they constantly use it,
while Honeyed Breath has a 100% hit rate, which is seriously annoying, as
does Cloying Breath, which pretty much slows and sleeps your units. Not
cool at all.

--==Mission C2-12 ~ Chita on Weapons - Adepts==--

"Ngaaa!

 I teach the youths one thing, they forget ten others! Teach 'em to focus,
 and then they can't focus on anything else.

 Nothing for it but to keep teaching 'em what I can. If it means breaking
 every bad habit they have one by one, so be it!

 Chita, Chita's Weaponers"

 -------------------------------------------------------------------- 
|  Chita on Weapons - Adepts  | Rank: 39 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
| Quest : Chita on Weapons -  | Reward :                             |
|         Novices             |   5900 Gil                           |
|                             |   Beastlord Horn X 3                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 20          | Gain 78 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Speed Battle vs Chita's Weaponers
Law Forbidden : Bludgeoning Weapons
                Attacks with rods, staves, poles, kunckles, hammers, and
                maces are forbidden.

Another speed battle, and this time, you are fighting the boss of headless
units, the Golem. Too bad he doesn't look like the boulder that he is 
meant to look like, or even made of rock. Anyway, lets begin. 

The Golem is weak to wind damage, so you can easily Shining Air the little
Golem down to the ground. Sidewinder can also help you here. Remember that
this is a speed battle, so hinder the other team so that you are sure that
you get the kill, or heal the golem to ensure that the other team cannot
kill it, and only wound it, making it easier for you to finish this
mission. 

Remember, the other team here consists of two Warriors, Chita, a Gladiator
and thats it. You have them outnumbered, and if you take them on, they will
have a poorer speed growth than you, so you get to move first. Remember, they
are melee units, so if you have some strong tankers, you can block off the
surrounding spots around the Golem. 

--==Mission C2-15 ~ Chita on Weapons - Novices==--

"Ngaaa!

 The youth these days can't wield a weapon to save their lives!

 ... Feh! Nothing for it but to teach 'em myself. 

 Chita, Chita's Weaponers"

 -------------------------------------------------------------------- 
|  Chita on Weapons- Novices  | Rank: 33 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
|      --                     |   4920 Gil                           |
|                             |   Damascus X 4                       |
| Dispatch/Recommended :      |   Coral Fragments X 3                |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Galerria Deep      |
|  Teamwork     : 0           | Members : 4                          |
|  Adaptability : 13          | Gain 66 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Speed Battle vs. Chita's Weaponers
Law Forbidden : Ranged Weapons
                Attack with bows, greatbows, guns, hand-cannons, and cards
                are forbidden.

You are facing a Deathscythe here, and he isn't all that powerful, and 
again, this is a speed battle. This is an easy mission of you have a 
unit with Item Lore. 

Anyway, the Deathscythe is undead, so have a user with Item Lore use a
X Potion on the mark to deal 400 damage, which will pretty much kill it.
This makes sure that you win and don't suffer too much.

Remember, this is a speed battle, so when the mark is on HP critical, heal
the mark if you think that the guests is about to kill it, or kill the 
Weaponers if they are getting too close to the enemy. Easy mission, gang
up and win. 

--==Mission C2-16 ~ Kupoppy Flower==--

"The time has come, kupo, to propose to the one I love! Oh, she's very 
 cultured and ladylike, so I must be a gentleman, kupo.

 I've heard that eating the kupoppy flower makes one more refined and 
 elegant, kupo! Could you get one for me?
 
 Kolulu, Moogle in love"

 -------------------------------------------------------------------- 
|       Kupoppy Flower        | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Item Recovery           |
|      --                     | Reward :                             |
|      --                     |   3400 Gil                           |
|                             |   Tarkov Crystal X 6                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 11          |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 46 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Find a Kupoppy Flower!
Law Forbidden : Knockback
                Actions that knock the target back are forbidden.

Guess the monsters aren't glad that you are to search for a nice single
flower. There are 2 Wolves, 2 Werewolves and a Worgen. They aren't really
powerful at all, but they aren't meant to be underestimated.

The Wolves can Immobilize your troops as well as Silence your magick
users, so they might want to be taken down quickly. The Worgen can summon
some allies to the fight, so if you don't want some more trouble, you can
take him out.

The Werewolves aren't anything special, they are really just brute force
rather than debuff central. You need to fight an uphill battle, literally, 
as well as facing and beating random traps on the map. You might want to
consider magick users because of the massive height difference and fighters
to have an old fashioned melee beatdown.

You need to find that flower, and it is completely random where it is, so
good luck finding it. Remember, the flower, and not the enemies are the 
objective that you need to complete, so look for it. Its in one of the nice
shimmering sparkles that are on the map. 

**************
**SECTION C3**
**************

--==Mission C3-01 ~ Mountain Watch==--

STORYLINE MISSION

--==Mission C3-03 ~ Speed Battle, Kupo!==--

"We're looking for a clan to face us in a fearsome speed battle, kupo! We'll
 find a suitably vicious beast - all you need do is arrive at the appointed 
 place. To battle, kupo!

 Scarface, Lord of the Speed Battle"

 -------------------------------------------------------------------- 
|     Speed Battle, Kupo!     | Rank: 22 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
|      --                     |   12830 Gil                          |
|                             |   Giant's Tanned Hide X 5            |
| Dispatch/Recommended :      |   Tanned Tyrant Hide X 5             |
|      Templar                |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Galerria Deep      |
|  Teamwork     : 20          | Members : 4                          |
|  Adaptability : 20          | Gain 44 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Speed Battle vs Scarface
Law Forbidden : Not Moving
                Each unit must move at least 1 tile before ending its
                turn.

It seems that the mark you are going to face is different for each player,
and the setup of the other team is different as well. There is going to be
2 Baknamy regardless of the mark, and there are traps as well.

If you want to win, and the enemy has the next turn whilst the mark is on low
health, heal the mark to deny the enemy the chance of victory. Whilst it
will not help your effort, you want to win this mission. Also, another cheap
tactic to use in speed battles is when you are left with the mark and the
other team, kill the units in the other team to deny them the chance of
winning.

If you are lucky, the other team will be too busy taking down the enemy
Baknamy in this mission since they are going to be close to one. You should
ignore yours and taken down the enemy mark instead. The enemy will outlevel
you easily, they are leveled at 30, but this is because it is an 8 against
3 fight here, which really isn't fair.

And the reward is seriously good. Look at that gil counter.

--==Mission C3-04 ~ For My Love==--

"The most charming man visits my shop each morning. I think he's interested
 in me, and I want to bake him a special cookie to show him how I feel. Please
 bring me a bat tail so I can bake him a treat he'll never forget!

 Mille, Love-Struck Maiden"

 -------------------------------------------------------------------- 
|         For My Love         | Rank: 16 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Bat Tail X 1           | Reward :                             |
|      --                     |   2140 Gil                           |
|                             |   Gurnat X 3                         |
| Dispatch/Recommended :      |   Gimble Stalk X 2                   |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 13          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 32 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

I swear that lady is really a witch in disguise. Who else would want to 
give something a bat tail in it unless it is poisonous or a nasty love
potion of some kind? Anyway, deliver the bat tail and lets stay away from 
this witch. 

--==Mission C3-05 ~ Monster Poaching==--

"Saw some suspicious fellows the other day, fragging this little monster
 off somewhere ... I wonder if it weren't on o' them endangered monsters?!

 A Carm Mercentile fella was only telling me about 'em the other day. Made
 a donation right there and then, I did! Anyway, that little monster I saw
 matched the description of one of 'em! Maybe someone could go and help?

 A Passerby"

 -------------------------------------------------------------------- 
|      Monster Poaching       | Rank: 36 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: On the Rampage       |   2400 Gil                           |
|                             |   Mind Ceffyl X 3                    |
| Dispatch/Recommended :      |   --                                 |
|      Defender               |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Baptiste Hill          |
|  Teamwork     : 13          | Members : 6                          |
|  Adaptability : 13          | Gain 72 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect the Cluckatrices and Defeat all Foes!
Law Forbidden : Piercing Weapons
                Attacks with Rapiers and Spears are Forbidden.

What an interesting mission. You need to make sure that those little 
birdies don't get sent off to Colonel Sanders, so make sure they don't 
die. Anyway, while you are facing 2 Hellhounds and a Beastmaster, read
the Quest Box carefully. Do not follow the objective blindly, all you
need to do is actually defeat the Beastmaster.

The Beastmaster has Control: Wolf, so the Hellhounds are his, but the 
Beastmaster also has Slow and Haste. The Hellhounds have Summon Pack,
Fangs, one has Chilling Blow, the other Fiery Blow. 

Rush in, defeat the Beastmaster and that will effectively end the 
mission. You might want to bring in a healer to make sure those nice
tender chickens don't get the chop. 

And the end makes the story even more confusing. What are those guys 
doing here? 

--==Mission C3-06 ~ Grounded!==--

STORYLINE MISSION

--==Mission C3-08 ~ Cleaning to Ordalia==--

"Looking for helpers to swab an airship.

 We haven't had the crew to properly clean her for some time now. It would 
 be a shame to put her out of service, si we'll have you cleaning her 
 mid-flight. Oh, and watch out for the rats.

 Jylland Airship Inspection Board"

 -------------------------------------------------------------------- 
|     Cleaning to Ordalia     | Rank: 22 | Fee : 400 Gil | Days : 4  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   180 Gil                            |
|                             |   Fine Wool X 1                      |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 1           | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 44 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Clean the airship within X rounds!
Law Forbidden : Fire
                Weapons and abilities that use fire are forbidden.

The rounds is based on some unknown factor, probably due to the difficulty
that you have set your game on. Or it could be on your level. The higher
the level, the stronger the enemy.

You are going to face some enemy Flan here, or a lot of Mimics on this
mission. You have a problem because you have a period of turns to get
to the other end of the ship since there is crap there as well. In this
mission, you need to ignore all the enemy units and get the ship as 
clean as possible. If you have a large amount of enemy units, run like
crazy.

The enemy will try to kill you, but their futile attempts to kill you will
be futile in a short amount of turns. To give you "more" turns, use either
the Tinker and Red Springs, or use Haste on your units to ensure that you
more fast.

Also increase speed or use jobs that increases movement to give faster
movement distance, or lower the load on your units to increase their
speed so they have more turns. 

--==Mission C3-09 ~ Stuck in the Muck==--

"Ever since my husband passed away, I've been having this recurring dream
 in which he tells me he wants to come home.

 My husband met his end in Tramdine Fens, but his wedding ring was never
 found. Perhaps this is why he cannot find his way? Someone, please recover
 it!

 Widow Maleen"

 -------------------------------------------------------------------- 
|      Stuck in the Muck      | Rank: 26 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Item Recovery           |
|      --                     | Reward :                             |
|      --                     |   4610 Gil                           |
|                             |   Mythril X 2                        |
| Dispatch/Recommended :      |   Spiral Incisor X 3                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 52 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Find the Lost Wedding Ring!
Law Forbidden : Ranged Weapons
                Attacks with bows, greatbows, guns, hand-cannons, and
                cards are forbidden.

You are going to fight 3 Chocobos, a Green, Brown and normal one, as well
as two Great Tortoises and a Spirte. Again, we have plenty of monsters, 
but, hunters and the like are out of the equation, we aren't allowed to
use ranged weapons.

The first one to take out is the Spirte, it can heal their troops and
make their troops faster with supportive time magick. Not nice when they
keep buffing their own troops. Take her own first, Spirtes are the most
annoying monster unit.

Next are the Turtles, they have a lot of HP, and they can dish out a 
fair amount of damage in response. Finally, the Chocobos, they really
can't do much. If you want, this is the perfect time to get a Chocobo
Knight and mount on a free Chocobo.

You are better off with magick users and your typical melee fighters.
Using a different, melee class with Hunting as the secondary set isn't
a bad idea, especially if it has high attack. Anyway, take the Sprite,
and then the turtles, and the rest of the monsters. 

Then, you have plenty of time to search for the wedding ring. If you
don't want to fight, you can easily just avoid all the fighting with quick
units to search all the sparkles for the wedding ring and then finishing
the battle. Honestly, I was expecting the Zombie of the husband to show
up. Shame, I like killing Zombies. 

--==Mission C3-10 ~ Poachers Spotted==--

"They took her away! They took Calea away! I'd been wounded in battle, and
 she went to the woods to pick herbs for a poultice, when she saw them - 
 she saw those endangered monster poachers doing a deal! That's why they took
 her!

 Someone, please help her in my place!

 Leeger, Warrior-in-Training"

 -------------------------------------------------------------------- 
|      Poachers Spotted       | Rank: 40 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: Monster Poaching     |   7880 Gil                           |
|                             |   Kuraisle Boxwood X 2               |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 18          | Members : 6                          |
|  Adaptability : 18          | Gain 80 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Go to Calea!
Law Forbidden : Harming the Weak
                Actions that harm a lower level unit are forbidden.

Well, the odds are, you are going to be overleveling the enemy here, so
what you really need to do is to reach Calea while avoiding the enemy
Floating Eyes. Note that you always need Luso and Cid in this battle, you
cannot remove them. 

There are 4 floating eyes that stand between you and your target that 
you need to reach. All of them have the same abilities, Supersonic Wave,
Death Dive and Gnaw. Two of them will have Counter and Concentration
while the other two will have Critical: Quicken and Reveal.

Use a decoy to take all the damage, but the odds are, the enemy is going 
to be using a lot of Supersonic Waves and sometimes Gnaw. If you have the
Floating Eyes blocking you, if you have a Gria, you can easily fly over
the enemy and save poor Calea. 

The mission will end with you end your turn next to Calea. Once you finish
the wait command, the game will end as one of your units examine to poor
downed Calea. Or does it?

A Seeq will bring in some friends, and you need to start an actual fight
with them. I knew that mission was far too easy to be true. 

Your Mission Objective : Defeat all Foes and keep them away from Calea!
Law Forbidden : Copycat
                Using the same action as the preceding unit is forbidden.

You use the same units as the units you used against the enemy Floating 
Eyes, but the health of your units will not be changed, so you should have
a White Mage with you. Damn, I only brought a White Mage as backup, I am in
some trouble.

The Lanista has Sword of Darkness, Sword of Light and Haunting Vision, and
Blink Counter. The Parivir uses Wind Slash, Iai Blow, Shimmering Blade and
Strike Back. The Seer uses Cura and Esuna, Star Cross and Wild Tornado.

The Master Monk has Pummel, Withering Strike, Lifebane and Cross-Counter.
The Arcanist uses Gravity, Lvl. 3 Dark, Lvl. 5 Haste and Lvl. ? Shadowflare.
And finally, the Assassin uses Shadowbind, Last Breath and Aphonia. 

You might want to take down the Assassin and the Parivir first, they are
probably the most dangerous of the enemy units. Take down the Seer and the
Lanista next, they might be useful to the enemy cause, and finally, take 
down the Arcanist and the Master Monk. You will lose if an enemy unit ends
their turn near to Calea, 3 tile radius. 

After this torture, you finally finish the mission, for real, and that would
be the end of that. Some guy called Horeme joins the fray after the battle
taking that Lanista away. We learn some more on Khamja from Cid, and as a 
nice spoiler...

*SPOILER*

Carm Mercantile is a front for Khamja. Wow. 

*END SPOILER*

I guess this saga isn't over yet. 

--==Mission C3-11 ~ Rumours Ahead==--

STORYLINE MISSION

--==Mission C3-13 ~ Kyrra, Dragoon==--

"There's trouble brewing in Targ Wood!

 Come across a young bangaa run afoul of a band of ne'er-do-wells. Thinking
 I'd be little good against so many, I ran, hoping to find some as might 
 defend him well and proper.

 Ksava, Woodcutter"

 -------------------------------------------------------------------- 
|       Kyrra, Dragoon        | Rank : 7 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   690 Gil                            |
|                             |   Xergis Tin X 3                     |
| Dispatch/Recommended :      |   Wool X 1                           |
|      --                     |   Animal Bone X 3                    |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 4           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 4           | Gain 14 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Kyrra and defeat all Foes!
Law Forbidden : Targeting an Area
                Actions targeting two or more tiles are forbidden.

The law is going to make life hell for your mages, so your are going to 
have to go melee. Lucky, there are only 5 Bangaa to worry about there, and
they are on a low level, about 4 to 6, which makes them much easier. 

The hard part of this is that some units have the power of Air Render, and
that is a pretty strong attack to be reckoned with. Make sure the Monks with
Air Render are taken out first. Use the fences as a means to choke the enemy
to death.

Use your tank units to block the entrances, whilst your archers and support
units backup your fighters. There is also an item chest here as well, but
it is deep in enemy territory, and not worth risking a unit for it. They are
weak, so melee them to death. Don't forget that Kyrra can help you out by
dealing some damage with the spear and Jump ability.

Abd at the end of the mission, you get one extra bonus, the ability to use
the Dragoon Class. 

--==Mission C3-14 ~ Green Dominion==--

"There's talk of a strange group gathering in Targ Wood. They stand in a
 circle chanting of a "green dominion" and something they call a "Njrg". Look
 into this, and see what they're about

 Domis Streetears"

 --------------------------------------------------------------------
|       Green Dominion        | Rank : 2 | Fee : 100 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   370 Gil                            |
|                             |   Xergis Tin X 4                     |
| Dispatch/Recommended :      |   Gikhet Lead X 3                    |
|      --                     |   Birch X 2                          |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 3           | Members : 6                          |
|  Adaptability : 3           | Gain 4 Clan Points                   |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Reaction Abilities
                Reaction Abilities are forbidden

There are several green mages that you need to take care of. The name of the
enemy, Miss Midori, which means Miss Green in Japanese, will signify that
little fact.

There are two chests. There is one to the north east of you, and there is a
pot behind the gathering circle of the green mages. This is a relatively 
easy mission. Only one of them has any magick, so target that one first for
the obvious reason. All the rest will run up to you and slap you. This is an
easy mission because the physical attacks all deal about 6 to 8 damage at
most, so have fun killing baby seals.

This is an important mission as well. You need this mission to unlock the
Green Mage class for your viera class.

--==Mission C3-15 ~ An Unseen Foe==--

"Illegal monster gambling has been going on in Graszton, right on Baron 
 Beltorey's doorstep. It is my belief that this has something to do with 
 the poaching of endangered monsters which we hear so much about of late. If
 you know anything, please tell me.

 Anrias, Reporter of the Truth"

 -------------------------------------------------------------------- 
|       An Unseen Foe         | Rank: 50 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Investigation           |
|      --                     | Reward :                             |
| Quest: Poachers Spotted     |   7880 Gil                           |
|                             |   Waterwyrd Crystal X 1              |
| Dispatch/Recommended :      |   --                                 |
|      Defender               |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 22          | Members : 4                          |
|  Adaptability : 22          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect the 'trices and defeat all foes!
Law Forbidden : Dealing < 20 Damage
                Dealing < 20 Damage is forbidden.

How the hell did they get a massive bird into a pub? Anyway, it doesn't
really matter, PUB FIGHT! Anyway, you fight 3 units, but the reason this
is hard is that you need to protect the trice's especially the Cluckatrice
which only has 200+ health, and a single hit does about 100+. 

You are facing three enemy units here, a Viking with Thunder, Pickpocket
and Strong-arm. The Soldier has Mug Gil and Provoke and finally, the Black
mage has Fira, Blizzara and Thundara, but tends to bash people with his
rod rather than fight. All have Critical: Berserk, and they have either a 
Defence, Attack or Resistance Up.

The problem here is not the enemy, they are pathetic to be honest. The
problem is that you need to defend the birds and the odds are, the enemy
will try to kill the Cluckatrice, which is weak. This is why you need
either high movement or long ranged units, such as Fusiliers to disable
their attacks with Disable, Stop, Immobolize, or something along those
lines. 

The best way to counter them, if you cannot disable them is to lure the
AI to attack you rather than the units you are meant to defend. Let them
back attack you, because it might hurt, but in the end, it is better than
losing the mission. And as a side note, this is the end of the Carm 
Mercantile Saga. 

--==Mission C3-16 ~ Sleepless Nights==--

STORYLINE MISSION

**************
**SECTION C4**
**************

--==Mission C4-01 ~ Veis, Assassin==--

"I am Veis, a warrior pilgrim traveling the world and taking such widsom as
 she will give.

 I have come to Jylland to train for a time with House Bowen, a hunter clan
 of some renown. I request a guide to show me to them.

 Seeker Veis, Assassin"

 --------------------------------------------------------------------
|       Veis, Assassin        | Rank: 13 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
|      --                     |   2280 Gil                           |
|                             |   Bomb Shell X 2                     |
| Dispatch/Recommended :      |   Giant Feather X 1                  |
|      --                     |   Fire Stone X 3                     |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 8           |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 0           | Members : 4                          |
|  Adaptability : 8           | Gain 26 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Speed Battle vs House Bowen
Law Forbidden : Actions by Moogles
                Moogles may only move and perform basic attacks

You are going to take down the Malboro King, and that massive piece of 
crap is going to be hard to take down. Your job here is to land the 
finishing blow to that king. If you can, see if you can steal that little
orb off the King before you kill it. 

The Malboro is easy, but if you want to make sure you are first, take 
down the House Bowen troops because they have a chance to strike. Their
units are strong, but they will help weaken them for you. Don't forget to
look in that chest.

The important thing is that you get the last strike at the Malboro King,
and that will end the mission for the time being. You also get access to
the Assassin Skill since Veis is rather grateful. 

--==Mission C4-02 ~ To Be a Fighter==--

"Who will you find at the front line of any army worth its salt? Fighters,
 and plenty of 'em.

 Prove yourself worthy. Best us in combat, and we'll teach you the ways of the
 sword and fist.

 Jeroge, Mailed Fist Regular"

 --------------------------------------------------------------------
|       To Be a Fighter       | Rank: 14 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   1600 Gil                           |
|                             |   Tiger Hide X 3                     |
| Dispatch/Recommended :      |   Peppergrass X 1                    |
|      --                     |   Ice Stone X 5                      |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 8           | Members : 6                          |
|  Adaptability : 8           | Gain 28 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Restoring MP
                Actions that restore MP are forbidden.

There are 3 fighters here that you need to take care of, one with Air
Render, which is powerful to say the least, and 1 with Bonecrusher, which
is a stronger version of Counter. With the 3 fighters, you have 1 Soldier,
1 Thief and a Bangaa Warrior to contend with. They have a decent level, and
that won't be easy. 

There are also traps, so less movement is advisible. Let the come to
you and hope they sit on some traps on the way in. They might have the
high ground, but you are the defenders, and that is the easier job. Also
remember that the other side don't have any healers, and you should have
some on your side. They don't have magick either, making it harder for
them.

To win, hold the area where you start the mission and let them come to
you. There are several traps that halve the health, so let the enemy
step on these. This allows for your fighters to take the front, and the
mages and archers at the back. Beware of grouping your units, one of the
fighters have Aurablast, and that is a pretty powerful area spell.

With the Chokepoint letting you win rather easily, you should win this
battle and you will get the Fighter unlock.

--==Mission C4-05 ~ Popocho's Chocobos==--

"Kupo! My precious chocobos have all run off! Every last one of them! It
 looks like they've headed for the mountains in the Aldanna Range. I need
 someone to ifnd them before the monsters do, kupo!

 Popocho, Chocobo Knight"

 -------------------------------------------------------------------- 
|      Popocho's Chocobo      | Rank: 27 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   4360 Gil                           |
|                             |   Blood-Darkened Bone X 4            |
| Dispatch/Recommended :      |   Adamantite X 3                     |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 13          |                                      |
|  Aptitude     : 0           | Destination : The Aldanna Range X 3  |
|  Teamwork     : 13          | Members : 4 X 3                      |
|  Adaptability : 0           | Gain 54 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect the Chocobo and Defeat all Foes!
Law Forbidden : > 50 Damage
                Dealing > 50 Damage is forbidden.

This is a three stage battle, as you will see when you finally get to the
Aldanna Range. This is going to be a long mission.

The first round, you are facing two werewolves, a worgen and zaghnal, the
stronger form of the Werewolf. If you plan to save that little Chocobo, you
need to break the law. Or, have an ultra fast moving healer. 

You need to take down all the enemy units around the Chocobo. Odds are, 
that bird seriously is a bird brain, and rather than trying to survive,
it will try to die by attack the enemy units around it. Unless you have a
fair amount of debuffs to slow down the enemy, or an ultra fast healer
that can run up and support the Chocobo, you need to break the law.

You start right behind the Zaghnal, take him out while sending the other
units to form a perimeter around the Chocobo because it that little bird
dies, so does your mission. The law rewards are not going to be all that
important at this point in the game, weaker weapons and some items and
loot. 

The law is something to be obeyed to the point where you think it is
practical. If you can't make the enemy stop moving or have a nice healer
to protect the chocobo, breaking the law to quickly kill the enemy units
is your only option. The best move is to use Hunters to hunt them down
and Wind attacks. Shining Air really does shine here.

Round 2

Your Mission Objective : Protect the Chocobos and Defeat all Foes!
Law Forbidden : Actions by Moogles
                Moogles may only move and perform basic attacks.

Make sure that your Moogles sit out of this one, you don't need to break
this law unnecessarily. Since there are 4 enemy units and you only have
4 units, you need to bring Magick and Ranged units because that would
be the best way to do things.

Again, with the enemy units you are facing, Magick User and Hunters are
the best choices that you have. Each chocobo has a Wendigo and an Ice
Flan attacking it. You can either split your force into two and take
them on, but that could lead to insufficient attack power, or taken them
all on at once with 4 units, but that leads to one chocobo uncovered.

The best solution is that you have a ranged healer, probably a Cannoneer
with the Potion Shell ability, to fire potions at a distance, and that 
would be mighty handy in this mission. Anyway, figure out a quick and
effective tactic, and make it work. 

My suggestion is to have two ranged units in two groups of 2. Each will
target the enemy Wendigo first, because the stupid Chocobo is more likely
than not to attack the Wendigo, for about 40 damage, and thanks to 
Bonecrusher, take about 140-160 in return. The Wendigo needs to be the
first to go.

The Flan isn't as big a problem. It only deals about 60 damage to the
Chocobo with its Blizzard attack, so it is best for the Wendigo to go
down first. Their defence isn't all that great, so ranged physical 
attacks such as bows and melee units abilities are great here.

Round 3

Your Mission Objective : Protect Popocho and his Chocobos!
Law Forbidden : Actions by Humes
                Humes may only move and perform basic attacks.

I hope you have Gria hunters, they are going to be a powerful attack force
in his mission. Humes are more or less useless in this mission and you 
need all the attack power you can get on this mission. 

What you need to encounter is the Zahak, the mega Drake. Only holy attacks
are powerful against it, do use Holy or normal attacks to kill it. The
Ghost will need to be exorcised to ensure that it doesn't really return
or have a phoenix down on the tombstone.

Drakes are going to be annoying with Sleet, which has a chance to Doom your
unit, and that isn't all that great. However, you have a little firepower
on your side, your protected units are going to actually do something
besides trying to commit suicide.

Take down the Ghost first, and exorcise it before it has the chance to
summon some more friends into battle. Then the drakes, which have doom,
and finally the Demon Drake himself. When them down, the mission is over.

Popocho is so happy that you get the Chocobo Knight job for all your
Moogles. All you need to do is to find a HP Critical Chocobo and mount
it with the Chocobo Knight. But more on that later. 

--==Mission C4-06 ~ Of Kupos and Cannons==--

"Strange noises punctuate the night. There's naught but trees and the
 occasional abandoned well for many leagues, yet the din of "kupo"s 
 and firearms is quite overwhelming.

 I can scarcely focus, never mind study, and so I find myself turning to
 frivolous fictions. 

 Predictably, my schoolwork has begun to suffer and my very future is now
 in peril. Please find the cause of this nuisance and put a stop to it!

 Orposi, Sophomore (again)"

 -------------------------------------------------------------------- 
|     Of Kupos and Cannons    | Rank: 22 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Investigation           |
|      --                     | Reward :                             |
|      --                     |   2870 Gil                           |
|                             |   Tyrant Hide X 4                    |
| Dispatch/Recommended :      |   Alraune Drill X 2                  |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 11          |                                      |
|  Aptitude     : 11          | Destination : Camoa                  |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 44 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Survive for 4 Rounds!
Law Forbidden : Debuffs
                Debuffs are forbidden.

You heard the Judge. You are going to be fighting Moogle Flintlocks, the
advanced form of the Fusilier. In fact, they look like the guards standing
outside Buckingham Palace in England all the time. 

Anyway, don't bother trying to kill them all, they just keep coming. You
need to survive for 4 rounds, so either beat their levels of about 22 or
you can use a fair amount of White Mages to keep your clan alive.

You can easily go and clean them up, they have pretty low resistance 
compared with their defence. However, the enemy takes time to prime their
weapons, it takes them one turn before they are able to use their
ballistic abilities. 

After this stupid mission, surviving cannon fire for about 4 rounds or
about 80 turns, you get the Flintlock job since the Moogles can't handle
the onslaught, even if you didn't attack.

--==Mission C4-07 ~ Instruments of Inspiration==--

"This is terrible! A tragedy! A travesty!

 My concertina is nowhere to be found! How can I possibly perform without
 it? I can't!

 I need someone to help me find it! Come with all haste!

 Mayhew, Prima Donna"

 -------------------------------------------------------------------- 
|  Instruments of Inspiration | Rank: 19 | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Item Recovery           |
|      --                     | Reward :                             |
|      --                     |   2350 Gil                           |
|                             |   Hedychium Pollen X 4               |
| Dispatch/Recommended :      |   Leucojam X 3                       |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 11          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 4                          |
|  Adaptability : 0           | Gain 38 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Help Mayhew find her Concertina!
Law Forbidden : Copycat
                Using the same action as the preceding unit is forbidden

This is quite an annoying law, unless you have plenty of abilities that
your units can use, which means it a bit easier. Your main aim is to find
that missing item, which is hidden in the shiny sparkles, as all the
missing items are hidden in these sparkles.

There are 4 Monsters here, 2 Ice Drakes, 1 Lamia and a Bloody Orb. The
first one to be taken out is the Bloody Orb, since it can debuff you
and that could cause some problems. The Lamia and Ice Drake are both the
same, they can dish out damage, but cannot really kill you or anything
seriously like that. 

Don't worry about your allies. Two of them are on Lvl 1, the devotees,
and they will get hit and die pretty quick. The Raptor, Mayhew, is the
only strong one, and at a high level, possibly higher than your own, it
is pretty strong and can handle her own. Kill the monsters and look for 
the concertina, it is easier than just ignoring them, they will kill you
and that isn't what you want at all.

And there is a little bonus that isn't mentioned in the Job description,
you get the Raptor Job unlock for the Gria class. However, you can do this
job before it is even possible to get a Gria. Well, tough luck I guess.

--==Mission C4-08 ~ Loar Airships Grounded==--

"The skies along the shipping lanes to Loar have been teeming with 
 floating eyes. They've even infested the aerodrome. If something isn't
 done, they'll wreck the airships, and could even spill out into the
 town. Stop them before it's too late.

 Jaq, Airship Pilot"

 -------------------------------------------------------------------- 
|    Loar Airships Grounded   | Rank: 24 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   3750 Gil                           |
|                             |   Earthwyrm Crystal X 2              |
| Dispatch/Recommended :      |   Bundle of Needles X 2              |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 13          | Members : 6                          |
|  Adaptability : 13          | Gain 48 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Opportunity Commands
                Opportunity Commands are forbidden.

There are going to be 6 enemy units. There are 2 Floating Eyes, 2 Bloody
Orbs and 2 Ahrimans. Man, this is going to be a pain. The Ahrimans are
armed with Bewitching Glance and Demonic Gaze. The Floating Eyes are
using Gnaw, and one has Wave. And the Bloody Orbs are using Vampire and
Supersonic Wave.

The first enemy unit to take out is the Ahrimans. They are the most 
painful units when their glares and you need to constantly end your turn
without facing them. The next are the Bloody Orbs, it isn't because they
are strong, it is because that the Floating Eyes are weaker.

Holy attack this if you really need to, they aren't all that powerful, 
their levels are around 28 give or take. And no, you won't end up in
Fluorgis at the end of this battle. 

--==Mission C4-09 ~ Treasured Tomes==--

"I'm always seeking to broaden my collection of books, and with it, my
 knowledge.

 Should you come into the possession of the following volumes, please
 contact me. I promise to make it worth your while:

 - Urutan Annals
 - The Arnath Glyphs

 Otach, Scholar"

 -------------------------------------------------------------------- 
|       Treasured Tomes       | Rank: 18 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Urutan Annals X 1      | Reward :                             |
|      The Arnath Glyphs X 1  |   2350 Gil                           |
|                             |   Quince X 4                         |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 18          |                                      |
|  Aptitude     : 0           | Destination : Aisenfield             |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 36 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

An easy mission, you should have those items, if not, look at the bazaar
section and have a glance how to make those items. Simple mission, get 
the books, deliver the goods, and you get access to the Scholar job as
a little bonus.

WTF are those Seek doing? The Berserker looks like he is spinning the
Ranger around and around and around. Easy job unlock, no need for a 
battle.

--==Mission C4-10 ~ Sleight of Hand==--

"Tricksters by nade and trade are we - master of sleight of hand. Beat us
 at our own tricks and the tricks of the trickster trade are yours for the
 trick...er, taking!

 Glackta, Trickster Extraordinaire"

 -------------------------------------------------------------------- 
|       Sleight of Hand       | Rank: 23 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   2790 Gil                           |
|                             |   Earth Sigil X 5                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Nazan Mines            |
|  Teamwork     : 15          | Members : 6                          |
|  Adaptability : 15          | Gain 46 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Receiving Buffs and Debuffs
                Receiving Buffs and Debuffs are forbidden. 

Well, unless you have some abilities that increase the resilience of your
units or have items such as Ribbons which make you immune to debuffs, you
are going to be breaking the law pretty quick since your enemy are going to
be Tricksters with a lot of debuffs to play with.

The Tricksters are quite a problem. Four of the tricksters have 2 skills
from their Sleight of Hand ability, and they have a choice of Snigger, 
Shadow of Doubt and Hypochondria. The leader of the team will have Charisma
and Traumatize instead, as well as Rend Speed. 

Well, there is pretty much no real way of following the law that is in the
least bit practical. All the resilience in the world could not prepare you
for that 1% chance of getting debuffed. Also, the odds that the enemy can
debuff you is quite high.

There isn't a point in targeting one trickster first, they are all the
same, but you might as well target the main one first since he has the 
better skills. After this battle, you get a nice new job, the Trickster
job. Now all your bangaa can be like Gambit. 

--==Mission C4-11 ~ Kidnapping!?==--

"I can't get word to Prima Donna, and I've tried everything! We've got a
 concert coming up, too ... Surely they haven't been kidnapped ... have
 they? Oh, gods, they have! Someone look into this, please!

 Manager, Prima Donna"

 -------------------------------------------------------------------- 
|         Kidnapping!?        | Rank: 30 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Investigation           |
|      --                     | Reward :                             |
| Quest: Instruments of       |   3030 Gil                           |
|        Inspiration          |   Prime Pelt X 3                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 20          |                                      |
|  Aptitude     : 20          | Destination : Fluorgis               |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 60 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all foes before they enter the water!
Law Forbidden : Back Attack
                Attacking a unit from behind is forbidden.

You are actually going to fight Prima Donna, due to another miscommunication.
Seriously, why does everyone have to attack us because they don't listen
to what we have to say? Seriously, this isn't funny. The objective is that
you need to kill everyone, but you cannot let them touch the water, then you
lose. 

There are 6 enemy units here. The Raptor is armed with Soul Crush, the Fencer
is armed with Nighthawk as well as Earth Heal. The Spellblade is armed with 
Poison and Stun Blade, as well as Death Sickle. The Hunter is using Advice, 
with 4 Geomancer skills. And there are two devotees, who are useless.

All you need to do is to defeat all foes. The Hunter definitely needs to go
first, the power of the Geomancer skills will make your life a bit more 
difficult for you if you don't pay attention. The next one to go is probably
the Spellblade, because Death Sickle isn't a skill that you want to be 
experiencing. 

After that, the Raptor and Fencer need to go, because they are leveled with 
your clan. In fact, all the enemy units are leveled with your clans, but the
Devotees aren't, they are still on Level 1 and 2, which makes a 1 hit kill
pretty easy. This is use a copy and paste of the mission where you can fight
Prima Donna. Don't worry about the law, it isn't really a problem, because
you are going to be facing them head on.

--==Mission C4-13 ~ Banbanga!==--

"The Tri-Bangaa Temple welcomes novices seeking guidance in the martial arts.

 Handed down over many hundred years, the martial arts are considered by many
 the pinnacle of melee combat. Temper body and mind as we share with you the 
 secret of these arts.

 Monks of the Tri-Bangaa Temple"

 -------------------------------------------------------------------- 
|          Banbanga!          | Rank: 29 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   5340 Gil                           |
|                             |   Body Ceffyl X 4                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Nazan Mines            |
|  Teamwork     : 22          | Members : 6                          |
|  Adaptability : 22          | Gain 58 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Targeting Self
                Actions targeting the user are forbidden.

You are facing 3 Master Monks and 2 White Monks. Well, they aren't bald,
for a start. Anyway, the White Monks only have Roundhouse and Counter. One
Master Monk is using Dark Fist, Withering Strike, Lifebane and Blink
Counter. Another has Pummel, Dark Fist and Air Render. The last also has
Pummel, Dark Fist and Air Render.

This is an easy mission of you are equal or surpass the level of the 
rank of the quest. First of all, target the 2 Master Monks that have Air
Render, because that is the last thing you want. Next, the final Master
Monk. Then, the White Monks since they aren't all that powerful, no 
decent abilities. 

Targeting Self means that you cannot use heal on yourself, or any 
abilities that target yourself, so be careful if you are one of those 
goody-two shoes who love following the law. You really do need to break
the law when you need to. 

At the end of this mission, you get the Master Monk job to boot, as well
as the loot. 

--==Mission C4-14 ~ The Cat's Meow==--

"I saw it with me own eyes! A white cat as big as a man if it was a goot, it 
 was. Leastwise, I think it were a cat. Prowling about the Rupie Mountains 
 plain as day. Well, strutting about in a place with monsters like that will
 get it eaten alive in no time flat. Will you go and save it?

 Maerwynn, Cat Lover"

 -------------------------------------------------------------------- 
|       The Cat's Meow        | Rank: 28 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   6150 Gil                           |
|                             |   Einherjarium X 3                   |
| Dispatch/Recommended :      |   Orichalcum X 2                     |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 20          |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 20          | Members : 6                          |
|  Adaptability : 0           | Gain 56 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Roye and Defeat all Foes!
Law Forbidden : Ranged Weapons
                Attacks with bows, greatbows, guns, hand-cannons, and cards
                are forbidden.

You call that thing a cat? What was that cat lover thinking about? Ok, lets
not go there. Anyway, there appears to be three enemies here against that 
little Hume Seer. Well, it can't be all that bad, can it?

There is the Zaghnal, with Roar, Slug and Assault. The Wendigo is using 
Bone Shatter, Brute Strength and Helmsplitter. The Wolf has Summon Pack
and Fangs. Well, that looks easy. NOT.

2 more enemies decide to show up, another Wendigo with the same skill set, and
another Wolf with the exact same skill set as the previous wolf. They are all
in their low levels, or around 28, and they aren't happy.

The problem here is that you are pretty far away from the Seer to protect 
him, or her, or whatever. This is the problem. You need fast and strong moving
units to rush to the defence of the Seer to make sure that it doesn't turn 
into Monster Chow. 

Don't forget to dig for the treasure next to the Seer. And at the end of this
slightly disturbing mission, you also get the Seer job for your Humes. 

--==Mission C4-15 ~ The Storage Shed==--

"Help! Someone's in my storage shed! What if it's a thief? I can't go out 
 there alone to check ... someone come with me! 

 Mayhew, Prima Donna"

 -------------------------------------------------------------------- 
|      The Storage Shed       | Rank: 6  | Fee : 200 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Investigation           |
|      --                     | Reward :                             |
|      --                     |   690 Gil                            |
|                             |   High Arcana X 2                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 18          |                                      |
|  Aptitude     : 18          | Destination : Tramdine Fens          |
|  Teamwork     : 0           | Members : 4                          |
|  Adaptability : 0           | Gain 12 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Harming Gria
                Actions that harm gria are forbidden.

Well, there are only four enemies here and they are seriously weak. There is
a Sage, Old Man Boi Boi, the Komodo Trader, and the two devotees. Finally, I
get my sweet revenge against the Trader. Well, this is the easiest mission
because you are easily going to overlevel the enemy, since they are all levels
in single digits.

Old Man Boi Boi is using Water and Aero, the Komodo Trader uses First Aid,
Rend Power and Rend Magick. The Devotee uses Souleater and Sword of Darkness
and finally, the other devotee uses Haste. Not that it will help.

Dispose of the enemy however you want, they aren't powerful in the least,
dying with a single attack. And the gria you can't harm is Mayhew who is from
Prima Donna. Defeat them and move on to bigger and better things. 

**************
**SECTION C5**
**************

--==Mission C5-01 ~ Geomancer's Way - Rain==--

"Geomancers bend nature to their will.

 Our society has established a series of trials for prospective geomancers to 
 determine whether they are worthy to share in our knowledge.

 The Trial of Venomed Rain is the second of four trials. When you are ready to
 be tested, come.

 Naturalist Society"

 -------------------------------------------------------------------- 
|    Geomancer's Way - Rain   | Rank: 36 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest:  Geomancer's Way -   |   4080 Gil                           |
|         Sun                 |   Rainbow Thread X 2                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 33          | Members : 6                          |
|  Adaptability : 33          | Gain 72 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Swimming
                Entering a water tile is forbidden.

You need to fight 3 Geomancers here, as well as the Wendigo and the Nagaraja
monster as well. And you can't enter a water tile, which is rather annoying,
but no real matter. 

What you want to take down quickly are the Geomancers. With the rain falling
down, they will be able to use a nice water spell that does a fair amount of
damage on your troops. Units such as the Fusilier is rather useful to ensure
that you can stop them. 

You also need some melee units to fend off the monsters. So long range, and
melee units are relatively good here to ensure that you can fend off the 
unwanted guests and win this mission. Well, 2 more trials to go until you can
finally get the Geomancer's job. 

--==Mission C5-02 ~ Geomancer's Way - Sun==--

"Geomancers bend nature to their will.

 Our society has established a series of trials for prospective geomancers to 
 determine whether they are worthy to share in our knowledge.

 The Trial of the Sun is the first of four trials. When you are ready to be 
 tested, come.

 Naturalist Society"

 -------------------------------------------------------------------- 
|    Geomancer's Way - Sun    | Rank: 35 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   5460 Gil                           |
|                             |   Cockatrice Skin X 2                |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Kthili Sands           |
|  Teamwork     : 33          | Members : 6                          |
|  Adaptability : 33          | Gain 70 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Reaction Abilities
                Reaction Abilities are forbidden. 

An easy fight, or so you would think. There are 3 Geomancers here to you need
to face, and you get to use 6 units for the battle. But don't forget that 
there is a Hellhound and the Nidhogg that you need to take care of as well.

The Hellhound as the usual skills and the Shadowy Blow. The Nidhogg uses a 
fair amount of Fire and Lightning skills. The Geomancers, well, two of them
have Shining Flare and Nature's Embrace with addition to Artifice's Embrace.
The Third has Shining Flare and Nature's Embrace (which are the default moves
for any Geomancer, they are automatically given), and Life's and Earth's 
Embrace as well.

The problem here are really the Geomancers. You either need to rush and take
them out so they cannot deal a lot of damage to you, because their range is
quite high with their spells, or disable them to make sure that they don't
cast their spells. Berserk, Charm, Disable, Stop and Silence are pretty good
debuffs here to use on them.

Take out the Monsters first if you really cannot deal with them, otherwise,
you should stick to taking out the Geomancers first and then deal with the
monsters becayse they really aren't a threat. And this is the first of four
trials? Man, it is going to take some time to get the Geomancer's Job. 

--==Mission C5-03 ~ Starstruck==--

"We've been so busy with our singing we've entirely neglected our stage 
 combat. Sparring is well and good, but our adoring public wants authenticity 
 - only a proper melee with beasts and blood will do! I'm sure we can handle 
 ourselves, but we are out of practice, so a bodyguard would be welcome. Will 
 no one come to our aid?

 Prima Donna"

 -------------------------------------------------------------------- 
|         Starstruck          | Rank: 47 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: The Storage Shed     |   8670 Gil                           |
|                             |   Wayerwyrd Crystal X 1              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Ruins of Delgantua |
|  Teamwork     : 33          | Members : 3                          |
|  Adaptability : 33          | Gain 94 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Restoring MP
                Actions that restore MP are forbidden. 

Here, you join Prima Donna fighting a Deathscythe a Nidhogg, a Great 
Malboro, a Lamia and a Headless. Not a hard battle considering that you
have 4 Prima Donna units and 3 of your own to fight with.

The Deathscythe uses Doom, Shackle and Daraga, but also has Blood Price. The
Nidhogg has Fire and Ice Breath, the Great Malboro has Eerie Sound Wave, Goo 
and Putrid Breath. The Lamia uses Night, Twister and Hand Slap and finally,
the Headless uses Quake, Bone Shatter and Sunder Earth.

You might want to send someone to target the Lamia, because Night amkes all 
your units fall asleep and you really don't want that to happen. Next, deal
with the Deathscythe, because he isn't all that nice either with his Doom 
power. Since we are taking down debuffs, you want to kill the Great Malboro 
as well. 

The Headless and the Nidhogg are the leftovers, so you can beat them up when
you really want tom because they aren't the most important of targets. 

--==Mission C5-04 ~ Moorabella Nightwatch==--

"A plague of robberies has fallen upon the land! All occur at night and follow
 a similar pattern, indicating that a single group may be responsible. For the
 swift resolution of this case, and the safety of our citizens, we are 
 currently accepting applications to join the Moorabella Nightwatch.

 Jylland Sovereignty Society"

 -------------------------------------------------------------------- 
|    Moorabella Nightwatch    | Rank: 40 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   6620 Gil                           |
|                             |   Aurea Pollen X 1                   |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 44          | Members : 4                          |
|  Adaptability : 44          | Gain 80 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes in Four Rounds!
Law Forbidden : Copycat
                Using the same action as the preceding unit is forbidden.

We are facing a nice set of 4 Baknamy here, well 3 Baknamy and 1 Luchorpan,
and since this is an all monster battle and only allowed 4 units, you 
best choice is to bring magick users and Hunters, the more of the latter
the better. Don't worry about your reinforcements, they are quite useless
here. The look of the owner's face is priceless though.

You really want to kill the enemy fast here since there is a round limit, 
and I not sure if this is random or not, it could be 2 rounds! 4 Monsters in
4 rounds, this requires you to bring in some ranged units, Hunters again
are very useful. 

Take down the Luchorpan first, that seems to be the strongest and the fact
that Mutilate seems to hit more often than not really doesn't seem to help.
The other Baknamy is quite easy to eliminate. This is overall an easy mission,
since you can use ranged units, but make sure you don't get caught using 
Sidewinder twice. 

For those who have speed issues, bring your high movement units. Gria Hunters
seem the best for this since they can fly. If you don't have fast movement, 
use Haste since that will give you more turns in the same period of time. The
spell Leap from the Green Mage will also be pretty good. At the end of the 
battle, you get a scrap of paper. This will be useful later on. Especially
with the other Nightwatches. 

--==Mission C5-05 ~ Ravager==--

"To Clan ,

 Think you're all that? Prive it! I'm waiting in the Galerria Deep!

 Tigrina, Ravager"

 -------------------------------------------------------------------- 
|           Ravager           | Rank: 44 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
|      --                     |   6720 Gil                           |
|                             |   Scarletite X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Galerria Deep      |
|  Teamwork     : 0           | Members : 4                          |
|  Adaptability : 44          | Gain 88 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Speed Battle vs. Tigrina
Law Forbidden : Targeting Distant Units
                Actions targeting units two or more tiles away are forbidden.

Read about the notice that the Flowsand Lord coming back to life again? Well,
this is the mark that we are facing, and he has a LOT OF HP. You have to play
against a Ravager, and she is all by herself. Well, that makes it 4 V 1 V 3.

If you are wondering, there are still Pit Beasts that protect the Flowsand
Lord, which is really a Yowie, and he is weak against Wind. So, you need to
plan this battle accordingly.

The best way of defeating this sucker, while making sure that you win, is to
use 2 Seeqs if you have them, and use Mirror Items. 2 Mirror Items with X 
Potion will pretty much cut the HP in half, this guy has about 1600 HP, so 
that would really mean something.

Raptors with their Wind Attacks and Elementalists with their Wind Attacks are
going to be VERY useful here, since Wind damage is super effective against 
him, dealing double damage. Close range Hunters are also good, they can deal
double their normal damage against this guy. 

Again, it is a speed battle, so make sure that you win this battle. Best to 
leave about 300 HP so you can have a decent crack at it with several units.
Mirror Items is useful here since it will definitely do 400 damage. Heal if
necessary, and make sure you win. Because if you do, you get the Ravager job
for your Gria. 

--==Mission C5-06 ~ A Lanista's Pride==--

"Something horrible has happened: a great affront to my family I cannot let
 stand! Though it's only a few days before the next Prima Donna concert - I've
 never missed one yet - I find myself contemplating selling my tickets and 
 going to face those responsible for said affront!

 In short, I have resolved to confront them, and I need someone to stand 
 witness.

 Viva Prima Donna! - Devotee"

 -------------------------------------------------------------------- 
|      A Lanista's Pride      | Rank: 26 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   3050 Gil                           |
|                             |   Hero Tonic X 4                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 39          |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 39          | Members : 5                          |
|  Adaptability : 0           | Gain 52 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defend the Devotee and Defeat all Foes!
Law Forbidden: Lightning
               Weapons and abilities that use Lightning are forbidden. 

Oh HELL YEAH! I finally get to blow the sweet daylight out of that Editor. 
After that Plumfrost mission, you'd pay dearly for this, you and your 
"strong" Owner as well. They is going to be simple.

Well, a Parivir, Ninja and Assassin joins the fray, and they have pretty
high speed to boot. This does state the fact that they are powerful though,
they are about 10 levels above the rank. 

The Ninja has Dual Wield, Throw, and somehow, somewhat really stupid for a 
physical class, Prominence and Tempest from the Illusionist Class, the 
Assassin has Shadowbind, Aphonia and Ague. And finally, the Parivir is
using Shimmering Blades, Skyfury Blade and Hoarfrost Blade. The Ranger and
the Berserker are too pathetic to mention.

The first to take down is the Assassin, she has a ranged weapon, which really 
makes life a bit difficult for your devotee, who isn't on level 1, he 
acutally has some decent health, but 220 isn't really cutting it. Then, the
Ninja, because he can throw things, and that is quite dangerous, and finally,
the Parivir. The other two, well, they can be taken down with a single hit,
they are that weak. And we get the Lanista job for your Seeq. 

FINALLY, A MISSION WHERE ALL THAT BONGA BUGLE CAN BE TAKEN OUT ON THE EDITOR
AND OWNER. DIE! 

--==Mission C5-08 ~ Goug Nightwatch==-

"A plague of robberies has fallen upon the land! All occur at night and follow
 a similar pattern, indicating that a single group may be responsible. For the
 swift resolution of this case, and the safety of our citizens, we are 
 currently accepting applications to join the Goug Nightwatch.

 Jylland Sovereignty Society"

 -------------------------------------------------------------------- 
|       Goug Nightwatch       | Rank: 41 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   6620 Gil                           |
|                             |   Orichalcum X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Goug                   |
|  Teamwork     : 44          | Members : 4                          |
|  Adaptability : 44          | Gain 82 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes within Four Rounds!
Law Forbidden : Debuffs
                Debuffs are forbidden.

A similar mission to all the other Nightwatches, all you are doing is facing
3 Baknamy units and a Luchorpan unit. This is quite an easy mission, and to
make it even easier, you will get some backup from another group of units to
make sure the job is done.

The Luchorpan and the Baknamy have their usual skill sets, no surprises. All
have Magick Hammer, the Baknamy has Goblin Attack and the Luchorpan has that
Mutilate ability. No surprises. 

However, the Parivir ally, Ninja and Assassin are extremely fast moving units
so the only problem with them ios grbbing all the extra EXP from your units. 
You have 4 rounds, so bring your monster hunters and bag some goblins.

At the end, you get the mystical paper again, and sooner or later, it is 
going to mean something, since you should be getting close. 

--==Mission C5-13 ~ A Lasting Peace==--

"Clan ,

 I wish to speak with you. Would you meet me at the Moorabella Aerodrome?

 Alys"

 -------------------------------------------------------------------- 
|       A Lasting Peace       | Rank: 20 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: One Last Memory      |   7000 Gil                           |
|                             |   Mythril X 1                        |
| Dispatch/Recommended :      |   ---                                |
|      --                     |   ---                                |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination: Moorabella              |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 54          | Gain 40 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Just head to the Aerodrome, and this isn't an indoor battle or anything. This
is just the conclusion of a lot of quests, including the Duelhorn line, and
it seems that that is the end of them, they are leaving, and they aren't going
to come back and disrupt the peace again. 

She leaves you with a present, a Scion Summoning item, the Ring of Precepts.
This is probably the last summoning item you can get, depending on your quest
arrangements. But now, the long line of quests has come to a close. 

--==Mission C5-16 ~ Unplumbed Depths==--

"Came across a curious notice in the pub about a new tunnel discovered in the 
 Neslowe Passage. A little exploration may turn up the treasure the passage 
 is rumoured to hold."

 -------------------------------------------------------------------- 
|      Unplumbed Depths       | Rank: 49 | Fee : --- Gil | Days : -- |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Adelle Mastered Hilo        |   11150 Gil                          |
| Read A New Path at Pub      |   Stormsoul Crystal X 1              |
| Dispatch/Recommended :      |   ---                                |
|      --                     |   ---                                |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Cannot be canceled once accepted     |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination: The Neslowe Passage     |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Get the Treasure!
Law Forbidden : Targeting Self
                Actions targeting the user are forbidden.

This time, you need to change the loadout of your team, you need to bring in
some monster hunters, since you are facing Bloody Orbs, Lamashtu, Bombs and
Golems. There is a treasure chest, and you need to open it to win this mission
and as you can guess, all you need to do to open it is to defeat all the 
enemies in this mission.

The Lamashtu is the most dangerous of the enemies, but besides that, you 
won't need to be too worried about the monsters. Magick will tear holes in
the monster provided that you bring in the correct magick type. Sidewinder
will just demolish the enemy monsters with relative ease.

Once you demolish all the enemy units, you can finish the mission by opening
the treasure chest, grab the weapons, and you will be able to learn the 
Adelaide ability, which is the final Heritor ability, which is one of the 
best classes in the game with completely unlocked. 

**************
**SECTION D1**
**************

--==Mission D1-01 ~ An Earnest Delight==--

"I seek the love of my life! My search has led me through city streets and
 far aboard. I have even taken up the pen, and met five charming ladies 
 in my correspondence. Ah, but I've made a mess of things by scheduling a 
 rendezvous with each of them on the same day! I need someone to meet four
 of the lucky damsels in my stead. Only the dashing need apply - I've a 
 reputation to consider.

 Marnot, Pride of Fluorgis"

 -------------------------------------------------------------------- 
|     An Earnest Delight      | Rank: 25 | Fee : 400 Gil | Days : 6  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: An Earnest Multitude |   2930 Gil                           |
|                             |   Prime Pelt X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Goug, Fens, Zed, Bisga |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 44          | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This one YOU NEED TO DISPATCH. There is no possible way to visit Bisga,
then Zedlei Forest, head into Moorabella, take the airship, head to 
Tramdine Fens and then to Goug to finish this mission. There simply isn't
enough time.

If you really want to get some benefit out of dispatching, you need to
head into the Goug dispatch and complete the mission there. There, all
you need to do is to survive for 2 rounds against being attacks and don't
attack back to finish the mission. Then, head to the pub and dispatch 
the mission for the increased chance to complete it. 

Dispatch this, and it might take you three or four dispatches to actually
complete this mission. I hate Marnot, did I mention that?

--==Mission D1-02 ~ Oh No, Kupo!==--

"I don't know when or how these bombs got in here, but they made a real mess
 of the town, kupo! Our machine got blown to smithereens! Kupo-po! I'd pick
 up the pieces, but I can't see for the tears! Could someone collect what's
 left?

 Sheni, Machinist"

 -------------------------------------------------------------------- 
|        Oh No, Kupo!         | Rank: 39 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Item Recovery           |
|      --                     | Reward :                             |
|      --                     |   7210 Gil                           |
|                             |   Tanned Beast Hide X 2              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 33          |                                      |
|  Aptitude     : 0           | Destination : Goug                   |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 78 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Gather all the Machinery Parts!
Law Forbidden : Harming the Weak
                Actions that harm a lower level unit are forbidden.

There are three Bombs here with Flame Attack and Self-Destruct, the basic 
skill set for the Bomb unit. They somehow mananged to learn Fira as well.
The Grenade has Flame Attack, Spark and instead of Fira, it is Firaga. 

The Worgen is using Screech, Summon Pack and Fangs, and somehow, Shadowy
Blow. Finally, the Headless uses Quake, Bone Shatter, Brute Strength and
Sunder Earth.

This is hard if you want to follow the law. What you want to do then is 
to kill the enemy via your reaction abilities if you overlevel them, which
you probably will. Or, rush to get all the pieces because this is an Item
Recovery mission where you want to get those little sparkles really 
quick before the enemy can kill you. Do it as you see fit. 

--==Mission D1-05 ~ The Bangaa of the Rupies==--

"This rivalry has gone on for many longs years ... high time we finished it
 once and for all! Those cowards in the Nu Mou Nobles have had it coming, and 
 with a little extra muscle from you, we'll see they get it! The battlefield
 will be the Rupie Mountains. Come prepared!

 Mocedad, Bangaa Brotherhood"

 -------------------------------------------------------------------- 
|  The Bangaa of the Rupies   | Rank: 50 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest : The Nu Mou Nobles   |   4970 Gil                           |
|                             |   Earth Sigil X 2                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 20          | Members : 4                          |
|  Adaptability : 20          | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Fire
                Weapons and abilities that use fire are forbidden.

You get to play the mercenary here, you need to defeat the other clan. I
seriously don't see how this is going to end their bloodshed, but whatever
floats their boat I guess. 

The Arcanist is the leader, and he has Drain, Syphpon and Graviga. The
Illusionist has Prominence, Tempest, Freezeblink and Stardust. The White
Mage has Cura and Esuna. The Time Mage uses Slow, Reflect and Stop and
finally, the Black Mage uses Fira, Thundara, Blizzara and Thundaga. 

You are fighting with a Cannoneer armed with Foresight, Mortar and Target,
a Gladiator with Fire Soul, Thunder Assault and Blizzard Tackle and a 
Biship, with Barrier, Water and Aero.

You are all going to be equally leveled, so you have a number advantage
to play with, although you have a little problem of 3 guests that you
cannot control. You need a healer, for starters, and some heavy hitters,
and they need to be fast.

The first problem is going to be the Black Mage and the Arcanist. They are
the biggest worry about their magick is going to be killing a lot of your
units if they are not careful. Those two are going to be the first to be
killed.

The next to die is the Time Mage, he can make your units have their turn a 
lot slower than you would like. Next, the Illusionist, he is later because
he needs the time to get his valuable MP. And finally, the White Mage, he
can smack you in the head with his staff. Don't worry, all Nu Mou have really
bad speed growth, so they will get their turn after yours with any luck. 

--==Mission D1-07 ~ The Rivalry of the Rupies==--

"The Rupie Mountains are ours...but someone apparently forgot to tell those 
 interlopers that! Come and see us stomp out this latest threat to our 
 territory!

 We'll show them-and the world-that we of the Bangaa Brotherhood aren't to 
 be trifled with!
 
 Mocedad, Bangaa Brotherhood"

 -------------------------------------------------------------------- 
|  The Rivalry of the Rupies  | Rank: 59 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Quests Required :           | Quest Type : Escort                  |
| Nu Mous of Rupies X 3       | Reward :                             |
| Bangaa of Rupies X 3        |   10300 Gil                          |
| Read Rupie Mtn Open Note    |   Moon Ring X 2                      |
| Dispatch/Recommended :      |   ---                                |
|      --                     |   ---                                |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 33          |                                      |
|  Aptitude     : 0           | Destination: The Rupie Mountains     |
|  Teamwork     : 33          | Members : 3                          |
|  Adaptability : 0           | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Mocedad and Madreth!
Law Forbidden : Buffs
                Buffs are forbidden.

Well, this mission, you protect Mocedad, the Cannoneer against House Bowen
and you need to protect him. Madreth and his Time Mage come in to help you
out against House Bowen, so bring in three top units, and get in there,
covering the other three units, and healing them when necessary.

House Bowen has the loadout with a Ravager, Fighter, Assassin and the
Illusionist. The Assassin and the Illusionist is the most important target
or targets here. The Assassin can take down your units with her dangerous
death attacks, and the Illusionist will target all the units. However, the
good thing about the enemy Assassin is that she will always seem to use
Vanish, which makes her less dangerous.

If she does, target the Illusionist first, then deal with the Fighter and the
Ravager because they are the frontline units that are capable of damaging the
other leaders, because they are all ranged units, Mocedad is a Cannoneer and
Madreth is an Arcanist.

When you finish this mission, you get a nice bonus. This is the second place
for you to get the Shining Lute, the first is when you try to attract Hardy
into your team. 

--==Mission D1-09 ~ Tree Hugging==--

"Monsters are chewing on the tree where my brother and I used to compare
 heights as children. I fear it will soon die if nothing is done. Could
 someone drive off the monsters for me?

 Celestine, A Good Sister"

 -------------------------------------------------------------------- 
|        Tree Hugging         | Rank: 15 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   3280 Gil                           |
|                             |   Power Fruit X 2                    |
| Dispatch/Recommended :      |   Telaq Flower X 1                   |
|      --                     |   Dirty Wool X 1                     |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 7           |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 7           | Gain 30 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat 10 Foes and keep them from the tree!
Law Forbidden - Restoring MP
                Actions that restore MP are forbidden

You need to make sure that none of the monsters are on a tile next to the
tree, easily done with a unit with Counter standing there, making sure that
no one touches it. 

You start off facing 4 Antlions, but as one falls, another will replace it and
you get the picture. You need to kill 10 of them to make sure that they get
the point that they are no longer welcome. Not only that, after a few turns,
even if you haven't killed on, one will join into the frey.

Although their skills can slow you, gang up on them, don't think that you can
one on one this mission out, you can't. You want to kill them as fast as 
possible, so that your enemy reinforcements don't cause you too much grief.

After a while, the evolved form of the Antlion shows up to party. The Pit
Beast is stronger and more powerful. Just hold the fort for 10 monsters to
win this mission, don't stress out completely. It is easy, divide the team
up to two, and fight. Remember, Sidewinder is a POWERFUL weapon here, the
Hunters will seriously have an advantage.

--==Mission D1-10 ~ The Nu Mous of the Rupies==--

"Our rivalry has gone on many long years ... long enough. I want it to end.
 We must vanquish into shame those musclebound Bangaa Brotherhood goons once
 and for all!

 Seeking warriors with faith in their mental acuity to aid our cause in 
 battle. The battlefield will be the Rupie Mountains.

 Madreth, Nu Mou Nobles"

 -------------------------------------------------------------------- 
|  The Nu Mou of the Rupies   | Rank: 50 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Bangaa of the Rupies |   10640 Gil                          |
|                             |   Earth Sigil X 2                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 20          | Destination : The Rupie Mountains    |
|  Teamwork     : 20          | Members : 6                          |
|  Adaptability : 0           | Gain 99 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective - Defeat all Foes!
Law Forbidden - Items
                Items are forbidden

Well, this time, you are on the other side, you are now siding with the Nu
Mous to fight the Bangaa Brotherhood, and they don't seem to remember you
defeating the side you are currently supporting. Damn, this is some hell of
a confusing rivalry. 

You have an Arcanist, the leader, who can't die, an Illusionist and White Mage
while you are fighting a Cannoneer, a White Monk, a Master Monk, a Bishop and
a Gladiator. 

Given the choice of enemy targets, you want that Gladiator down, but that is
far easier said than done, since he does have a hell of a lot of health. The
Cannoneer should be your first target, not because he is the leader, but he 
extremely long range and is powerful with his cannon attacks.

Given their choice, the Bangaa will attack the Nu Mous first, then they will
head for you. This is evidence when they targeted Madreth 1 HP all the time
when I had 4 units on near full health. Target the Cannoneer, then Gladiator
and Master Monk. The White Monk should be next, and the Bishop last, since
he is quite weak.

The sole reason that you should use a lot of magick users is that they are
more effective against the Bangaa since they are melee units. MP Efficiency
and the Illusionist spells with Halve MP would be extremely useful. MP
Efficiency is even more useful here if you have the Ultima attacks. 

--==Mission D1-13 ~ Memories==--

"Ayeee! I've lost my precious wayfarer's log, the one I used in my youth. 
 It's gone! Gone! How can I go to my grave with this hanging over me.

 Would someone care to give me their wayfarer's log? It might serve well 
 enough to bring back the memeories...

 Old Man Boiboi

 -------------------------------------------------------------------- 
|          Memories           | Rank: 15 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      --                     | Reward :                             |
|      --                     |   140 Gil                            |
|                             |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 1           |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 30 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Head to the location and deliver the logs. The more logs that you have from
The Forests of Loar, the Towns of Loar and the Lands of Loar, the better
the bonus reward item that he will give you. Please note that the Logs will
be removed from your Clan Primer. 

--==Mission D1-14 ~ 'Tis the Season==--

"Tis the season again, the seaon for those horrid mimics to start spawning.

 Oh, I want to get rid of them this year in the worst way, but it will take
 a while to activate my magickal device that should put an end to the 
 infestation. I need someone to hold them off until it gets going!

 Center for Mimic Control Research
 Assistant to the Chief"

 -------------------------------------------------------------------- 
|       'Tis the Season       | Rank: 29 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   6220 Gil                           |
|                             |   Clear Sap X 1                      |
| Dispatch/Recommended :      |   Magick Fruit X 1                   |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : The Neslowe Passage    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 44          | Gain 58 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Buy Time for Four Rounds!
Law Forbidden : HP < or = 20
                Having less than 20 HP is forbidden.

Well this is an extremely easy mission. All you need to do is to not
die for four rounds and you win. The best method of attacking the mimics
is using elemental magick. They are quite weak and take double damage from
all type of elemental magick, which means your Illusionists are going to 
have a field day.

These drop relatively good loot, so this is a nice place to loot the 
enemy as well as the fast that there are going to be unlimited, and I
really do mean this, unlimited mimics. You kill one, another will respawn
in its space, kill 5, five more will spawn in its place. It is a while
before the fourth round comes along, so bring a White Mage is you want
that extra layer of security, but you can easily handle this mission 
without taking too much flak. 

**************
**SECTION D2**
**************

--==Mission D2-01 ~ The Seas of Ordalia==--

"-Annual Wayfarer's Expedition!-

 Visit all the below areas within 6 days and receive a stamp in your 
 wayfarer's log to win valuable prizes!

 Marsa Wayfarers Association

 List of Destinations:
 - Tramdine Fens
 - Aisenfield
 - Sant D'alsa Bluff"

 -------------------------------------------------------------------- 
|     The Seas of Ordalia     | Rank: 18 | Fee : 300 Gil | Days : 6  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
| Quest: The Towns of Loar    |   1750 Gil                           |
|                             |   Earth Sigil X 1                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Tramdine, Sant, Aisen  |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 33          | Gain 36 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This mission should be started only in Fluorgis because it is the best
place to start without losing too much time or fear of stuffing up the
mission. From Fluorgis, head into Sant D'alsa Bluff, then to the marked
location.

From there, head past Fluorgis, and into either Tramdine Fens or Aisenfield
and head to the marked location, and then into the location which you 
haven't visited yet to complete this mission. 

--==Mission D2-02 ~ The Wonders of Ordalia==--

" -Annual Wayfarer's Expedition!-

 Visit all the below areas within 8 days and receive a stamp in your
 wayfarer's log to win valuable prizes!

 Marsa Wayfarers Association

 List of Destinations:
 - Nazan Mines
 - Sant D'alsa Bluff
 - Kthili Sands"

 -------------------------------------------------------------------- 
|    The Wonders of Ordalia   | Rank: 19 | Fee : 300 Gil | Days : 8  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
| Quest: The Seas of Ordalia  |   1750 Gil                           |
|                             |   Cockatrice Skin X 1                |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Nazan, Sant, Kthili    |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 39          | Gain 38 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

An easy enough mission, you should start this one from Fluorgis, or even
Goug, but not from any Loar town (Moorabella, Camoa, Targ Wood) because
of the obvious time restrictions.

Head to Sant D'alsa Bluff first, then Nazan, then Kthili. Easy enough and
you get another Log as well. 

--==Mission D2-03 ~ The Wonders of Loar==--

" -Annual Wayfarer's Expedition!-

 Visit all the below areas within 16 days and receive a stamp in your 
 wayfarer's log to win valuable prizes!

 Marsa Wayfarer's Association

 List of Destinations:
 - Baptiste Hill
 - The Aldanna Range
 - The Rupie Mountains
 - The Ruins of Delgantua"

 -------------------------------------------------------------------- 
|     The Wonders of Loar     | Rank: 20 | Fee : 300 Gil | Days : 16 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
| Quests: The Wonders of      |   1750 Gil                           |
|         Ordalia             |   Wyrmtwig X 1                       |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Bapt, Hill, Ald, Ruins |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 47          | Gain 40 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Damn locations too many. Another easy one, start in Camoa, take Baptiste
Hill straight away, then Aldanna Range, then Rupie Mountains and finally
onwards to the Ruins. Simple and easy.

--==Mission D2-04 ~ The Forgotten Places==--

" -Annual Wayfarer's Expedition!-

 Visit all the below areas within 13 days and receive a stamp in your 
 wayfarer's log to win valuable prizes!

 Marsa Wayfarer's Association

 List of Destinations:
 - The Galerria Deep
 - Nazan Mines
 - The Ruins of Delgantua
 - The Neslowe Passage"

 -------------------------------------------------------------------- 
|    The Forgotten Places     | Rank: 21 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
| Quest: The Wonders of Loar  |   1750 Gil                           |
|                             |   Mind Ceffyl X 1                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Gal, Nazan, Del, Nes   |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 51          | Gain 42 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Another easy location, start in a city, Goug is a good place. Head to Neslowe,
Nazan, airship out, arrive at Moorabella, take the Ruins and then Galerria 
Deep. Done. Don't worry, this is the last such mission that you need to do
so you don't need to worry about moving back and forth to get some stupid log
that you probably don't want to read. 

--==Mission D2-05 ~ Chita on Weapons - Masters==--

"Ngaaa!

 It's just no good! I've sung the praises of focus and determination high 
 and low, but it just doesn't seem to stick!

 Nothing for it but for me to give a lecture to end all lectures!

 Chita, Chita's Weaponers"

 -------------------------------------------------------------------- 
|  Chita on Weapons - Masters | Rank: 49 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Meet Objectives         |
|      --                     | Reward :                             |
| Quest: Chita on Weapons -   |   7550 Gil                           |
|        Adepts               |   Bundle of Needles X 3              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Ruins of Delgantua |
|  Teamwork     : 0           | Members : 4                          |
|  Adaptability : 33          | Gain 98 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Speed Battle vs Chita's Weaponers
Law Forbidden : Piercing Weapons
                Attacks with rapiers and spears are forbidden. 

This is a speed battle, so it is in your best interest to take down that 
Reaver as fast as possible. That thing as a lot of health, and his skills
are going to hurt. He can also rend your armour and your shields, so it 
is best to bring some ranged units to take this sucker down.

He has Evade Magick, which means that it is going to be hard to deal the
Earth damage that this unit is very weak to. The best way to finish this
mission, besides the one hit Mirror Items on this guy, is to sidewinder 
him in the back until he dies. 

Chita is quite powerful, so you don't want him to get the upper hand, you
could just let him take the beating and you waltz in and save the day 
like you should. You know what with Speed Battles, you can just kill the
competition and heal the enemy in order to win. However, once that unit
dips below 400 HP, Mirror Items will solve all problems. 

At the end of this battle, your special gift from Chita is a nice weapon
called the Materia Blade. 

--==Mission D2-06 ~ Bug Hunt==--

"I need someone to catch these really rare antlions for me. They're 
 supposed to be different colours from the other antlions. I never seen
 them myself, but they're supposed to live in the forest, or grasslands,
 or something like that. Oh, and I heard of one being seen near 
 Moorabella once, too.

 Eckt, Bug Collector"

 -------------------------------------------------------------------- 
|          Bug Hunt           | Rank: 30 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   2650 Gil                           |
|                             |   Fire Sigil X 4                     |
| Dispatch/Recommended :      |   Wind Sigil X 3                     |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Zedlei, Bisga, Moora   |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 15          | Gain 60 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

You need to head to all three locations and go hunting for some Antlions.
Lets start at Moorabella.

Your Mission Objective : Defeat all foes except the White Antlion!
Law Forbidden : Lightning
                Weapons and abilities that use lightning are forbidden.

There are two werewolves, 1 Sprite and 2 lamias that you need to take 
care of. They are quite easy, so deal with them as they decide to come
along and face you. Don't bother moving that much. let them come to you.

The enemy Antlion is actually a Pit Beast and has Critical Vanish. Take
down the enemy units and move into the next battle. The monsters here are
weak to Sidewinder, so use that to blow them away. However, Sprite is 
going to be the first to fall, always.

Zedlei Forest
Your Mission Objective : Defeat all foes except the Blue Antlion!
Law Forbidden : Ice
                Weapons and Abilities that use ice are forbidden.

You are fighting 2 Antlions, a Chocobo and a Giant Tortoise, when the 
Blue Pit Beast being a sit out since you really don't want to kill it. 
The enemies aren't all that powerful here but they can be annoying to
fight.

Take down the turtle first, it is the strongest hitter on the enemy
team. Then, if they are sufficiently close enough, take down the enemy
Antlions because they can cause some debuffs for your team. And finally,
the Chocobo, which isn't a big problem at all. Use a Chocobo Knight to
capture it if you want a yellow or normal one. 

The Bisga Greenlands
Your Mission Objective : Defeat all foes except the Green Antlion!
Law Forbidden : Fire
                Weapons and Abilities that use fire are forbidden.

Unlike the previous missions, there is a notable addition of traps, well,
the other could have traps, but I didn't see any. All you are fighting 
here are 4 Antlions, which really aren't that sttong, but they are armed
to the teeth with debuffs.

This is easier since there is only one type of enemies, which makes it 
easier in terms of fighting with the enemy's weakness in mind. They are
weak to wind, so anyone who wields wind is going to do nicely. This should
end the mission if this is the final battle.

--==Mission D2-07 ~ The Show's Not Over==--

"I am a songstress. My voice is my livelihood. I have a series of 
 performances scheduled, but I've come down with a terrible sore throat.
 I cna't possible perform in this condition. I've heard sweet sap can
 soothe the pain. Would you bring me some?

 Teis, Songstress"

 -------------------------------------------------------------------- 
|    The Show's Not Over      | Rank: 17 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Sweet Sap X 1          | Reward :                             |
|      --                     |   2240 Gil                           |
|                             |   Body Ceffyl X 3                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Flourgis               |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 34 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Head to the Aerodrome to deliver the goods. Sweet Sap isn't all that easy
to come buy, but you have the time. Deliver the goods and move on. Easy
mission.

--==Mission D2-08 ~ Fluffy Flier?==--

"I saw someone fly over a volcano the other day! Flitting through the air
 right over the hot flowing lava, they were! My mom says I'm full of it, but
 I know what I saw. Could someone go check it out?

 Uwattyo, Adventurous Boy"

 -------------------------------------------------------------------- 
|        Fluffy Flier?        | Rank: 38 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Investigation           |
|      --                     | Reward :                             |
|      --                     |   5410 Gil                           |
|                             |   Emperor Scale X 1                  |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 44          | Destination : The Neslowe Passage    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 76 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Summoning Scions
                Summoning Scions is forbidden.

This isn't going to be a hard mission, but you do need to deal with a 
monster that is faster than you. There are 3 Sprites, 1 Banshee, a Brown
Chocobo and a Fire Drake.

The Sprites, well, 1 has White Wind, another with the completely random
Lvl. ? Holy Spell while all will be armed with Meteorite. One will also
have some Time Magick, Stop and Undo, so make sure that you take down that 
one first, since Stop isn't exactly the nicest buff in the world.

The Drake, as usual, comes with Fire Breath and Mesmerize. The Banshee
is using Meteorite and Petrifying Rattle. And finally, the Chocobo will
have Choco Cure and Choco Guard.

This is another mission in the volcano, and as such, you really need to 
be quick here since taking your time will let the volcano go KABOOM! After
the third round has ended, it will tremble, dealing damage to all units,
and the longer you take, the more rounds pass, the more damage that you
deal. I didn't exactly leave my units here to see what happens.

Take down the Sprites and the Banshee first, they are fast and far too
dangerous to be fast. Then, left with a Drake and Chocobo, well, do as 
you please. Note that you team is split into two, so make sure you have
some high movement and high jump users for the bottom, since there is a 
lot of jumping, while some decent range is needed at the top.

--==Mission D2-09 ~ Cake: The Recipe==--

"I had a fight with my father the other day, and we haven't spoken a word
 since. I wanted to make up with him by baking one of my special carrot
 cakes for his birthday ... but a monster took all six pages of my recipe!
 Please, someone, get them back for me!

 Lea, Who is in truth fond of her father."

 -------------------------------------------------------------------- 
|       Cake: The Recipe      | Rank: 27 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Item Recovery           |
|      --                     | Reward :                             |
|      --                     |   2590 Gil                           |
|                             |   Windslicer Pinion X 4              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 54 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Gather all the pages of the Recipe!
Law Forbidden : Lightning
                Weapons and abilities that use lightning are forbidden.

Wow, you are going to face an adamantitan, a lilith, 2 cockatrices, a
bloody orb and an axebeak. They aren't hard, just play with the weaknesses
of the units.

Water and Wind are going to be key to winning, as well as your favourite
anti-monster units, Hunters and Sidewinder. Now, you need to start targeting
the most dangerous units first.

The Adamantitan can get very dangerous to your equipped items when he does
get close. You might want to take him down, or take down the Lilith, which
is also quite dangerous with Night, which can put all your troops to 
sleep.

Besides from that, the Bloody Orb, the 2 Cockatrices and the Axebeak isn't
really a threat. The Vampire attack of the Orb isn't very dangerous, and the
Cockatrices just have more health than dealing damage. 

Now, there are traps all over the map, so a White Mage is probably going to
be needed. You need to gather all the pages, and considering that you aren't
able to jump that high, you need to make sure that the enemy is taken care of
since you really need to go the long way around. Ranged units will make this
mission easier, with Fusiliers, Flintlocks and Cannoneers the best choice
that you have. Unless you have Gria units, that would make it easier.

--==Mission D2-10 ~ Cake: The Ingredients==--

"I went collecting ingredients to make my grandmother's special cake, and 
 I've gone and tired myself out completely. Would someone be kind enough
 to procure the final ingredient, a hedychium bloom? 

 Lea, Who is in truth not a good cook"

 -------------------------------------------------------------------- 
|    Cake: The Ingredients    | Rank: 18 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Hedychium X 1          | Reward :                             |
|      --                     |   2240 Gil                           |
| Quest: Cake: The Recipe     |   Goldcap X 4                        |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 54 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Another easy mission that you can do. Head to the location and deliver the
Hedychium flower and thats it. 

--==Mission D2-11 ~ Cake: The Catastrophe==--

"It took me five days, but I finally finished baking my grandmother's 
 special cake - but on my way to deliver it to my father, I was set upon
 by a monster like a great ball of feathers, and it stole the cake, box
 and all! Won't someone please get it back for me?

 Lea, Who is often set upon by monsters"

 -------------------------------------------------------------------- 
|    Cake: The Catastrophe    | Rank: 37 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Cake:The Ingredients |   6830 Gil                           |
|                             |   Godwood X 2                        |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Kthili Sands           |
|  Teamwork     : 39          | Members : 6                          |
|  Adaptability : 39          | Gain 74 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Bladed Weapons 
                Attacks with knives, swords, blades, sabers, katanas, axes
                knightswords, greatswords, and broadswords are forbidden. 

This law makes it a bit tougher, but we are just fighting a bunch of 
monsters, so bring in the archers to shoot them down. Hunters and Magick 
users are going to be important here, since they are going to be the ones
that are going to win your battle.

The Rocktitan uses Headbutt and Rain of Stone. Pit Beasts use Sandstorm,
Suffociate, Cockatrices use Scurry, Peck and Scatter, and finally, the
Axebeak uses Stone Breath, Peck and Wake-Up Call.

A powerful amount of units to fight, but they are too disjointed and they
can be dangerous. There are traps on the battlefield, which makes life a 
but tougher, but nothing a white mage will easily fix. If you plan to 
follow the law, sidewinder these suckers to death and finish this mission.

--==Mission D2-12 ~ One Red Phial==--

"Ever heard the story of the "one red phial of antidote?" Where that guy
 traded one phial of antidote for something, and then traded that and so
 on until he had a chocobo? Well, I decided to give it a go, too!

 I'm up to a bottle of silver liquid now, and I want to trade it for a 
 chunk of Adamantite. C'mon, you know you want it!

 Aerning the Lazy"

 -------------------------------------------------------------------- 
|       One Red Phial         | Rank: 17 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Adamantite X 1         | Reward :                             |
|      --                     |   2240 Gil                           |
|                             |   Clear Sap X 2                      |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 34 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

The famous trade is really the Paperclip trade. Apparently, some guy,
through many trades, traded a paperclip for a house or something. Well,
it was over a long period of time.

Hey, I want my damn Silver Liquid, not some Clear Sap. Maybe Luso traded
the silver liquid for some clear sap later on. Go head and deliver the
Adamantite, though the metal is rarer...

--==Mission D2-13 ~ My Secret Shame==--

"That Killan has done it again! He's thrown my final exam papers out the
 window. If anyone learns the marks I receivedm I'll never be able to show
 my face in the Akademy again.

 I think the papers are still in the forest behind the school. Gather them
 and return them with all haste!

 Udite, Second Year Akademy Student"

 -------------------------------------------------------------------- 
|       My Secret Shame       | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Item Recovery           |
|      --                     | Reward :                             |
|      --                     |   2720 Gil                           |
|                             |   Bat Wing X 5                       |
| Dispatch/Recommended :      |   Wyvern Wing X 1                    |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 13          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Gather Udite's exam papers!
Law Forbidden : Back Attack
                Attacking a unit from behind is forbidden.

There are going to be monsters that are going to hinder your battle to
collect those exam papers. You need to collect all of them, so this
isn't a go and hope you are lucky type mission.

There is a Sprite, 2 Deadly Nightshades, a Hoppy Bunny and a Dreamhare.
You want to target the Sprite first, she has Stop and Slow as well as
Meteorite with her powers, so that makes her a prime target to removal.
Next is the Hoppy Bunny with the various debuffs that it can use on 
your units. Not nice.

Dreamhares and Nightshades take the last place of removal. They are the
weakest and are easy to kill. So, take the Sprite and Hoppy Bunny first
and then worry about everyone else. Take them out and then collect all
the exam papers.

Or rush and collect the exam papers, but where's the fun in that? No
loot to take from the enemy. 

--==Mission D2-14 ~ Maintaining the Balance==--

"The creatures of Tramdine Fends are on the brink of catastrophe! A 
 swell in the number of antlions have driven the native cockatrices into
 decline. If something isn't done, they'll disappear from the fens
 altogether. Please travel to Tramdine Fens and thin the antlion
 population.

 Baran, Society of the Protection of Monsters."

 -------------------------------------------------------------------- 
|   Maintaining the Balance   | Rank: 27 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   4970 Gil                           |
|                             |   Skull X 2                          |
| Dispatch/Recommended :      |   Giant Feather X 1                  |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 18          | Members : 6                          |
|  Adaptability : 18          | Gain 54 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Reaction Abilities
                Reaction abilities are forbidden.

Its ironic that the society of protection wants to kill of something 
they are meant to protect. Anyway, you are facing the standard party of
5 Antlions.

The best form of attack you have come in the form of ranged units. Again,
since you are dealing with monsters here, Hunters are the best form of
attack. Why hunters? Sidewinder. Double damage against Monsters. Thats
double your normal attack. Next are units using Wind attacks. Since they
take double damage, why not use it?

The Antlions are going to be trying to Blind and Poison your troops, but
since you can use ranged units, swat them down before they have a chance
to move close to your troops and attack. Careful, there are traps on the
ground, so be careful. They are mostly Sten Needles.

As for the Law, if you use ranged units, R abilities aren't going to have
much of an effect. But take them off if you have something such as Counter
or anything that blocks damage. That would make sure you get the law 
bonus at the very end. 

--==Mission D2-15 ~ The Natural Order==--

"Natural habitats in the Tramdine Fens are in danger! Cockatrice wattles
 blot out the sun, and they're eating everything in sight!

 We need someone to eradicate those cockatrices. They are a blight upon
 the land.

 Goran, Friends of the Fen"

 -------------------------------------------------------------------- 
|      The Natural Order      | Rank: 29 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: Maintaining the      |   3290 Gil                           |
|        Balance              |   Alraune Drill X 4                  |
| Dispatch/Recommended :      |   Succulent Fruit X 1                |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 20          | Members : 6                          |
|  Adaptability : 20          | Gain 58 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Grouping
                Ending the turn next to another unit is forbidden.

What a crap law. This is a ranged attack battle since you don't want to
be next to another unit, even if the enemy decides to end next to you
while you cannot move your legs. 

Anyway, 5 Cockatrices you are facing here, so bring either water element
users or Hunters with the Sidewinder skill. The Cockatrices aren't all 
that powerful, so spread out your team, with good vantage points, and
snipe them as they head towards you.

Some of the have Wake Up Call, which allows another target to get a turn,
immediately, which isn't all that nice. This is a problem. Target those
Cockatrices that have this skill to ensure that they don't pop up and
frustrate you as you try to kill them. Another has Stone Breath, so make
sure you pop him off too, or else you need to bring a white mage to remove
the Stone debuff. 

--==Mission D2-16 ~ Cilawa the Gluttonous==--

"I've thought up a new formula I'm eager to put to the test. I'll need 
 someone to bring me a fresh rat tail for the mixture.

 Cilawa the Gluttonous"

 -------------------------------------------------------------------- 
|    Cilawa the Gluttonous    | Rank : 5 | Fee : 100 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Rat Tail X 1           | Reward :                             |
|      --                     |   560 Gil                            |
|                             |   Tanned Hide X 3                    |
| Dispatch/Recommended :      |   Ladies' Tresses X 2                |
|      --                     |   Cloudy Sap X 3                     |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 4           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 10 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

It is a delivery mission, all you need to do is to get a Rat's Tail
and deliver it. Rat's Tail is a relatively common loot item, do you'll
bound to walk into one sometime or another. Though why a person will
eat a rat's tail is beyond me. A potion master who eats the ingredients ...
And the idiot eats the rat's tail. 

**************
**SECTION D3**
**************

--==Mission D3-01 ~ Gripped by Fear==--

"You have flown abord an airship? Seen the world from above the clouds
 and felt the cool wind on your face? I too wish to know what it is to
 feel this, but heights terrify me. I seek a companion to accompany me 
 aboard an airship and help keep my fears at bay.

 Arna the Superstitious"

 -------------------------------------------------------------------- 
|       Gripped by Fear       | Rank: 15 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   1330 Gil                           |
|                             |   Spider Silk X 3                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 13          |                                      |
|  Aptitude     : 13          | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 30 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Head to the Moorabella Aerodrome for this mission. It is rather simple
really. Take the first option and after some more dialog, you will 
finish this mission, but you stay in Moorabella? Did she pay for the
return trip?

--==Mission D3-04 ~ I Must Have It!==--

"I've recently taken up crafting figurines in the likeness of monsters and
 fanatastic beasts. No easy getting them to look like the real thing.

 To finish the piece I'm working on, I require a faerie wing. Bring one to
 me, and you'll be well rewarded.

 Maddock, Perfectionist"

 -------------------------------------------------------------------- 
|       I Must Have It!       | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Faerie Wing X 1        | Reward :                             |
|      --                     |   4260 Gil                           |
|                             |   Emperor Scale X 2                  |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Goug                   |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

A simple delivery mission. By the point in the game this is accessible to
you, you should have excess faerie wings. 

--==Mission D3-05 ~ Rude Awakening==--

"I'm not what you call a morning person. I'm always oversleeping and 
 missing my classes. I've heard that malboro draught might help me wake
 up on time. It's made from malboro vine and foul liquid, and the Witch 
 of the Fens is said to know how to prepare it. Once you have the 
 draight, bring it to me in Fluorgis.

 Geldran the Drowsy"

 -------------------------------------------------------------------- 
|       Rude Awakening        | Rank: 18 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Malboro Vine X 1       | Reward :                             |
|      Foul Liquid X 1        |   2350 Gil                           |
|                             |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 9           | Members : 1                          |
|  Adaptability : 9           | Gain 36 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

A simple delivery mission where you need to deliver some foul stuff. Head
to Tramdine Fens to see the witch in that little hut. What a nice pleasant
red mage. I want her on my team. And she doesn't charge a cent. You get a
Putrid Liquid that you need to deliver. And don't sell it for money. But 
is worth a lot. Head to Fluorgis and deliver it. 

--==Mission D3-06 ~ Drowsy Draught==--

"I once had trouble oversleeping and missing my classes, but a certain
 draught I'd rather not recall put an end to that. Oh how I miss those
 mornings spent drowsing in bed! I wish to return to my layabout ways,
 and prim draught is said to be just the thing I need. Please bring a 
 succulent fruit and some sweet sap to the Witch of the Fens and have
 her prepare the draught for me!

 Geldran the Once Drowsy"

 -------------------------------------------------------------------- 
|       Drowsy Draught        | Rank: 20 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Succulent Fruit X 1    | Reward :                             |
|      Sweet Sap X 1          |   2580 Gil                           |
|                             |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
| Quest : Rude Awakening      |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 40 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Again, head to the Witch of the Fens and deliver the goods to her. Man,
she is still as cold as ever, and she gets to insult Luso. Finally, 
someone with the guts to insult him. Anyway, head to Fluorgis and 
finish this mission. Too bad you don't get tempt to run away with a 
free potion. Well, it is clear sap, which isn't all that valuable.

--==Mission D3-07 ~ Teach a Man to Run==--

"The ultimate fisherman needs no rod, line, or hook. All he needs 
 is what he was born with. I am in training to become such a master, but I 
 seem to have attracted something most unfortunate. Somebody help me!

 Enchan, Perspiring Fisherman"

 -------------------------------------------------------------------- 
|     Teach a Man to Run      | Rank: 37 | Fee : 500 Gil | Days : 4  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   5150 Gil                           |
|                             |   Bundle of Needles X 1              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 22          |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 22          | Members : 6                          |
|  Adaptability : 0           | Gain 74 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objectove : Protect Enchan and Defeat all Foes
Law Forbidden : Copycat
                Using the same action as the preceding unit is forbidden.

Enchan is the most hopeless and worthless White Mage I've seen for a long 
period of time, he literally can't do anything, and don't move very far
at all. The bad news is the Rafflesia has about 2000 HP, which isn't very
good, and their abilities will sprout Malboros at will, and a large array
of effects that effect surrounding units.

You really want to bring fire units here. Elementalists with Fire Whip, 
Black Mages with Firaga, anything that will do fire damage, since this 
beast is extremely weak against Fire. Also, any unit that can also inflict
the status effect of Oil at the same time is greatly appreciated, since
oil increases the damage of your fire attacks. You need more firepower 
since it also seems to have Absorb Damage as well. 

If you can, get ranged units, because Ranged units will be able to avoid 
the messy business of melee attacks. Don't worry if Enchan gets debuffed
as a result, he can't do anything, won't move, won't act. Just make sure
that the Malboros don't come along and hurt him, and he will be fine. 
At the end however, after two useless items, you get a RIBBON!

--==Mission D3-09 ~ Cleaning to Loar==--

"Looking for helpers to swab an airship. We haven't had the crew to 
 properly clean her for some time now. It would be a shame to put her
 out of service, so we'll have you cleaning her mid-flight. Oh, and 
 watch out for the rats.

 Jylland Airship Inspection Board"

 -------------------------------------------------------------------- 
|      Cleaning to Loar       | Rank: 22 | Fee : 400 Gil | Days : 4  |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   180 Gil                            |
|                             |   Great Serpant's Fang X 2           |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 1           | Destination : Fluorgis               |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 44 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Clean the airship within X rounds!
Law Forbidden : Lightning
                Weapons and abilities that use lightning are forbidden.

Again, the rounds are not set in stone. You pretty much need three 
rounds to finish this, any less, you might as well restart the mission
because that ain't going to be enough time.

You need to quickly take down the sparkles at the end of the airship,
especially the two on the wings. Haste and High Movement is going to be
necessary in the end. There really isn't much I can do to help you in this
mission.

--==Mission D3-10 ~ Teach a Man to Fish==--

"The ultimate fisherman needs no rod, line, or hook. All he needs is what
 he was born with. I am in training to become such a master, but monsters
 keep intruding on my fishing hole. Someone drive them off!

 Enchan, Aspiring Fisherman"

 -------------------------------------------------------------------- 
|     Teach a Man to Fish     | Rank: 28 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Escort                  |
|      --                     | Reward :                             |
|      --                     |   4260 Gil                           |
|                             |   Screamroot X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      Defender               |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 18          |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 18          | Members : 5                          |
|  Adaptability : 0           | Gain 56 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Protect Enchan and Defeat all Foes!
Law Forbidden : Harming Nu Mou
                Actions that harm nu mou are forbidden. 

Well, this is an interesting mission where you have 5 people to fight 
against a whole swarm of monsters. There is a Nagaraja, 2 Rocktitans, an
Adamantitan, a Hellhound and a Wendigo. To make it worse, the White Mage
really doesn't help and the level of the monsters are about 10 higher than
the rank, but by the time this mission is accessible to you, you should be
able to deal with them.

The Rocktitans and the Adamamtitans aren't going to be easy to kill, so
bring in their weakness, Wind Magick. Be careful since some of them have
Matra Magick and Munch, which effectively eats your weapons and turns it
into crap. 

The Hellhound is rather fast, with high speed, but it isn't anything that 
your units can't take down. The Wendigo isn't something that you haven't
fought before, so nothing is new, except for the Nagaraha, which is probably
new, and you might want to bring in some Holy Element users to make quick
work of that wyrm. Unlucky for the wyrm when facing me, he face a 420 damage
critical after a 160 damage hit. Go Dual Wield. 

This mission is to protect Enchan, the white mage, and you aren't allowed
to hurt him, because as you might have guessed, he is a nu mou. He doesn't
even bother to heal himself, just trying to catch fish with his bare hands. 
Well, good luck with that. Make sure that he doesn't die because he is the
mission, protect this slow moron. 

--==Mission D3-11 ~ Love-Struck==--

"I was developing a love philtre for my studies, but a classmate drank the 
 potion before I could complete it and has come down with a terrible fever. 
 I need someone to ask the Witch of the Fens to make a potion to cool down
 the fever before my classmate's condition grows worst. The ingredients 
 needed are silk bloom and malboro wine. Thanks! (And hurry!)

 Kuleek, Morrabella Magick Akademy."

 -------------------------------------------------------------------- 
|         Love-Struck         | Rank: 23 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Silk Bloom X 1         | Reward :                             |
|      Malboro Wine X 1       |   5920 Gil                           |
|                             |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 22          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 46 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Head to the Tramdine Fens to talk to the Witch of the Fens. She is as creepy
as ever. Take the airship all the way back to Moorabella and deliver the 
potion that you need to. Man, I don't see why we cannot recruit the little
witch to join our clan. Healing Water, seriously...

--==Mission D3-12 ~ All Good Things...==--

"My unfinished love phiultre seems to have taken premature effect, and my 
 classmate has become infatuated with me!

 Though I must confess I am somewhat pleased by this, I am left feeling
 strangely unwholesome.

 I need someone to ask the Witch of the Fens to make an antidote to the
 philtre! The ingredients needed are cactus fruit and malboro wine. Thanks! 
 (And ... don't hurry too much.)

 Kuleek, Moorabella Magick Akademy"

 -------------------------------------------------------------------- 
|      All Good Things...     | Rank: 26 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Cactus Fruit X 1       | Reward :                             |
|      Malboro Wine X 1       |   3260 Gil                           |
|                             |   --                                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
| Quest: Love-Struck          |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 28          |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 40 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Man, I would be happy and wouldn't resort to this type of antidote, but, 
at least some guy has a conscience. Anyway, head to the Tramdine Fens and
talk to the Witch, and she will make an Antidote. Take the airship to 
Moorabella and finish this mission. Makes a nice Aqua Galac. 

--==Mission D3-15 ~ Rancher's Request - Yellow==--

"I'm big on chocobos. So big, I decided to build a chocobo rach. All well and
 good, right? Wrong! I spent so much on the ranch, I didn't have anything left
 to buy chocobos!

 That's why I need you to go out and catch me a wild one. Yellow should do
 just fine.

 Yew, Chocobo Rancher"

 -------------------------------------------------------------------- 
|  Rancher's Request- Yellow  | Rank: 21 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   180 Gil                            |
|                             |   Spiral Vine X 3                    |
| Dispatch/Recommended :      |   Kempas X 3                         |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 13          |                                      |
|  Aptitude     : 0           | Destination : Targ Wood              |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 42 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Deliver a Yellow Chocobo to Yew!

This is an easy mission. You need a chocobo knight to mount a yellow 
chocobo when it is on a HP Critical Status. Move up next to the weak
Chocobo and mount it.

The best and most reliable place to find a Chocobo that is yellow in 
colour is Teamwork II Clan Trial since you are always going to be fighting
yellow chocobos there. 

--==Mission D3-15 ~ Rancher's Request - Black==--

"My ranch is up and running, but with only one chocobo, it seems even emptier
 than before! That's why I'm asking you to catch another wild chocobo for 
 me! A black chocobo would do nicely.

 Yew, Chocobo Rancher"

 -------------------------------------------------------------------- 
|  Rancher's Request - Black  | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
| Quest: Rancher's Request -  |   1750 Gil                           |
|        Yellow               |   Kuraisle Boxwood X 2               |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 15          |                                      |
|  Aptitude     : 0           | Destination : Targ Woods             |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Deliver a Black Chocobo to Yew!

The best place to find a black Chocobo is in the One-Eyed Evil encounter
that you can find in the Galerria Deep area, check the relevant section
in the guide to find out more. 

**************
**SECTION D4**
**************

--==Mission D4-01 ~ Making Music==--

STORYLINE MISSION

--==Mission D4-04 ~ Hors D'oeuvre of the Hour==--

"Haven't tried Culinary Crusade's latest gastronomical triumph, Amarette 
 Malbonara yet? Now's your chance! Just be careful not to burn the ingredients
 when you harvest them. Heat muddles the flavor.

 Grosso, Culinary Crusade"

 -------------------------------------------------------------------- 
|  Hors D'oeuvre of the Hour  | Rank: 41 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   3980 Gil                           |
|                             |   Ancient Turtle Shell X 2           |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 39          |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenland    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 39          | Gain 82 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Uphold the Law and Defeat all Foes!
Law Forbidden : Fire
                Weapons and abilities that use fire are forbidden.

This is an annoying battle, more because of the law and defeat all foes. The
law is annoying if you accidently decide to use a fire attack, so to avoid
this altogether, you should bring only Wind Magick users and Hunters.

You are facing 4 Malboros here, 3 normal Green Stinky Malboros, and the Lord
of Stench, a Malboro King with his pathetic slimy crown. This is going to be
nasty, so bring a White Mage or someone with Esuna to make sure that the 
debuffs doesn't ruin your game. 

All the Malboros have Bad Breath, Goo and Purify. Two will have Counter, one
with Evade Magick. The Malboro King will have Eerie Sound Wave, Malboro Song
and Putrid Breath. 

Because Malboro Song is quite annoying, since it heals and gives Regen, you
really want to take down his highness, the Malboro King first because of the
Regen. Then, you have three Malboros to choose from, they are all the same 
ability wise anyway. Just make sure you don't use fire. You also get a 
Malboro Vine after the battle.

--==Mission D4-06 ~ Seeking the Stone==--

STORYLINE MISSION

--==Mission D4-07 ~ I've Been Had, Kupo!==--

"Kupo!!! I've been had, kupo, had!!!

 "Super Special hammer," my pom-pom! This is just an ungainly lump of iron!
 That alchemist pulled a fast one on me!

 Someone get that ne'er-do-well and take back my 20,000 gil, kupo! His
 name's Nezzel!

 Craftsmoogles' League Foreman"

 -------------------------------------------------------------------- 
|    I've Been Had, Kupo!     | Rank: 32 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
|      --                     |   1960 Gil                           |
|                             |   Kalos X 3                          |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Bisga Greenlands   |
|  Teamwork     : 28          | Members : 6                          |
|  Adaptability : 28          | Gain 64 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Nezzel the Alchemist!
Law Forbidden : Height > or = 10
                Moving to a tile with height of 10 of more is forbidden.

This is how the law goes, you can see the height on the top left hand corner
of the touch screen, where there is a "h" followed by the number. You cannot
exceed the number 10 for this battle. It isn't a problem for this battle
anyway, we have an easy mark. Luso is necessary for this battle, Cid isn't.

Nezzel has Flare, Poison and Toad, as you'd expect, Items as well. The Black
Mage has Fira, Thundara, Blizzara and Blizzaga. The Time Mage has Slow and
Stop, the Green Mage has Blind, Sleep and Silence.

The White Monk has Roundhouse, Air Render and Earth Render, and finally, the
Hume Thief has Steal Gil, and from the Parivir class, Iai Blow and Blade 
Rush.

All you need to do in this mission is to kill the Alchemist, so you might
as well do that, otherwise, you are going to face a very strong Black Mage
who isn't going to be very nice with your troops. Rush and kill the
Alchemist and be done with this, you really don't want to drag this battle
out, because you'd need the high ground, and that is forbidden. 

After the battle, we meet a really old friend, Ezel from the first game. 
He gives you a ward or a card for the protection of your judge. It will
stop anyone from banishing your judge, so it is going to be very handy.

--==Mission D4-08 ~ Beneath the Sands==--

"Need someone to head over to Kthili Sands and look for my treasure. Buried
 it out there a chocobo's age ago, and now I can't remember where it's 
 at. Went looking for it myself, but didn't have any luck. Maybe you'll do
 better.

 Ricard, Former treasure hunter"

 -------------------------------------------------------------------- 
|      Beneath the Sands      | Rank: 40 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Item Recovery           |
|      --                     | Reward :                             |
|      --                     |   6270 Gil                           |
|                             |   Wyvern Wing X 1                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 39          |                                      |
|  Aptitude     : 0           | Destination : Kthili Sands           |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 80 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Find the Buried Treasure!
Law Forbidden : Summoning Scions
                Summoning Scions is forbidden. 

Well, you need to search the sparkles to find the one that you want, so you
either need to do this one fast or make sure that you take out all the 
monsters because they kill your salvage effort. 

There are 2 Antlions, both have Sandstorm, Saliva and Subidence, along
with Bonecrusher. The Brown Chocobo will have Choco Cure, Choco Beak and
Choco Guard. The Yellow Jelly has Merge, Acid and Thundara, but Geomancy is
the problem with him. Finally, the Drake has Lightning, Thunder Breath and
Shockbolt. 

There are 6 sparkles, so if you are really lucky, you might get one in the
very beginning close to your units, and that will end the mission really
quickly, but the sparkle might be the one at the very back. Careful as you
move however, there are plenty of those charm traps around. 

If you are going to fight it out, bring along a White Mage to cure all 
those status effects. Take down the Antlions and Chocobo first because 
their skills might be killer. Take down the rest with the Jelly at the 
top of the list, Geomancy isn't something that you really want. Anyway,
find the sparkle and win this mission. 

--==Mission D4-09 ~ Airship S.O.S.!==--

"No one's noticed yet, but an airship sitting in the dock has been hijacked.
 O don't want to contact the watch and cause a commotion, so I'm posting for
 help here.

 Neah, Accidental Witness"

 -------------------------------------------------------------------- 
|       Airship S.O.S!        | Rank: 19 | Fee : 300 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   2960 Gil                           |
|                             |   Gurnat X 2                         |
| Dispatch/Recommended :      |   Strange Liquid X 4                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Moorabella             |
|  Teamwork     : 15          | Members : 6                          |
|  Adaptability : 15          | Gain 38 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Being Robbed 
                Having gil or items stolen is forbidden. 

Again, another stupid law that you need to deal with. You are facing a
total of 3 thieves and 2 soldiers, all of the hume variety. And don't
worry, these units are pathetic.

The Soldiers are only armed with provoke, which sends your units into a
Berserk debuff, which may be a problem and the thieves only have steal 
gil. To stop the law applying to you, long range kill the enemy thieves
or use Safeguard or the similar clan privilege that gives you safeguard.

This isn't all too hard, and they are on a weak level. They are unlocked
after you get Hurdy, so really, you should outlevel them. Funny, I more
than doubled the rank. 

--==Mission D4-11 ~ Wanted: Sky Pirate Vaan==--

STORYLINE MISSION

--==Mission D4-12 ~ A Small Favour==--

"I require an ether. Bring me one, won't you?

 Master Metallurgist"

 -------------------------------------------------------------------- 
|       A Small Favour        | Rank: 30 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      Ether                  | Reward :                             |
|      --                     |   7880 Gil                           |
|                             |   Wyvern Wing X 1                    |
| Dispatch/Recommended :      |   ---                                |
|      --                     |   ---                                |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination: Tramdine Fens           |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 60 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

This is where you need an Ether and bring it to Tramdine Fens, and all you 
need to do is to follow the note and head to the location designated on
the note, and you need to do this several times to complete this quest.
Read the location, follow the instructions below, and that should finish
off. 

City to the South                => Goug
Sun Begins March Across the Sky  => Nazan Mines
Land where the Sun Sets          => The Ruins of Delgantua
Northern Reaches of Strait       => Zedlei Forest
Island at End of the World       => Zellia, the Forbidden Land

--==Mission D4-14 ~ Ordalia Airships Grounded==--

"A pack of bombs from Sant D'alsa Bluff is posing a threat to the aerodrome.
 If they detonate near even one of the airships moored there, the entire 
 fleet could go up in flames. Destroy them all before it's too late!

 Ash, Airship Pilot"

 -------------------------------------------------------------------- 
|  Ordalia Airships Grounded  | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Location: Fluorgis          |   4610 Gil                           |
|                             |   Strange Liquid X 2                 |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 15          | Members : 6                          |
|  Adaptability : 15          | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Targeting Distant Units
                Actions targeting units two or more tiles away are forbidden.

Well, you are facing two Red Marshmallows, 3 Bombs and a Grenade. What fun. 
And the law pretty much means that you need to go melee on them, now that it
is too hard anyway. You don't have a time limit, so that helps.

What you need to do is to just run up to them and bash the crap out of them
to finish the mission. Given that you needed to ahve completed Odd Places for
this to work, you should be at a high enough level that you can easily take 
care of the Marshmallow even though they take far less damage from physical
attack. Destroy all these units, and that should finish it. 

--==Mission D4-16 ~ A Request==--

STORYLINE MISSION

**************
**SECTION D5**
**************

--==Mission D5-01 ~ Graszton Nightwatch==--

"A plague of robberies gas fallen upon the land! All occur at night and follow
 a similar pattern, indicating that a single group may be responsible. For the
 swift resolution of this case, and the safety of our citizens, we are 
 currently accepting applications to join the Graszton Nightwatch.

 Jylland Sovereignty Society"

 -------------------------------------------------------------------- 
|     Graszton Nightwatch     | Rank: 43 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   6620 Gil                           |
|                             |   Stormsoul Crystal X 1              |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Graszton               |
|  Teamwork     : 44          | Members : 4                          |
|  Adaptability : 44          | Gain 86 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all foes within four rounds!
Law Forbidden : Targeting Distant Units
                Actions targeting units two or more tiles away are forbidden.

This law basically means that you are going to be restricted to melee fights
since any ranged attacks are going to be out of the question. This is going
to be hard for your units though, because the majority of them is going to 
have abilities that go beyond the one tile allocation. Break the law if you
feel that it is necessary to win. 

Again, like all the other Nightwatch missions, there are going to be four
enemy units here, you have 3 Baknamy and 1 Luchorpan to fight here, all with
Magick Hammmer, Baknamys with Goblin attack and the Luchorpan with the 
Mutiliate attack. 

Again, you will have some backup for this mission. Chita's Weaponers, a 
Gladiator and 2 Warriors will join the fray on your side, and the will
pretty much deal with the Baknamy and Luchorpan on their side, and that leaves
your units with 2 Baknamy to deal with.

The best way to stay within the confounds of the law is that you go and 
use a unit with Trapping as a secondary ability set, but is going to be a 
melee fighter in order to use melee Sidewinders. That is the only inventive
way I can find of using Sidewinder. Or, you could just break the law, it is
going to be easier if you do. 

At the end of the mission, depending on which Nightwatch you are playing out
of 5, you will get another message, in crappy handwriting and that means you
need to investigate some more. 

--==Mission D5-02 ~ The Camoa Nightwatch==--

"A plague of robberies gas fallen upon the land! All occur at night and follow
 a similar pattern, indicating that a single group may be responsible. For the
 swift resolution of this case, and the safety of our citizens, we are 
 currently accepting applications to join the Camoa Nightwatch.

 Jylland Sovereignty Society"

 -------------------------------------------------------------------- 
|    The Camoa Nightwatch     | Rank: 38 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   6620 Gil                           |
|                             |   Stradivari X 1                     |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Camoa                  |
|  Teamwork     : 0           | Members : 4                          |
|  Adaptability : 0           | Gain 76 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes within Four Rounds!
Law Forbidden : Targeting Self
                Actions targeting the user are forbidden.

Again, another mission where you need to fight another set of Baknamy and a
Luchorpan, again with their usual skill set. So I'm going to give you the 
same rundown as the other missions. 

Again, like all the other Nightwatch missions, there are going to be four
enemy units here, you have 3 Baknamy and 1 Luchorpan to fight here, all with
Magick Hammmer, Baknamys with Goblin attack and the Luchorpan with the 
Mutiliate attack. 

Again, you will have some backup for this mission. The Camoa Braves is going
to be the ones that are going to provide the backup for this mission. They
will bring in a Warrior, which is the leader, and two White Monks. They
are quite powerful and can handle their own, so you don't need to worry
about them. Still, I thought that I was the owner of the territory. 

The best way to stay within the confounds of the law is that you go and 
use a unit with Trapping as a secondary ability set, but is going to be a 
melee fighter in order to use melee Sidewinders. That is the only inventive
way I can find of using Sidewinder. Or, you could just break the law, it is
going to be easier if you do. You might want to check out that black urn,
there are some nice Brigand Gloves in there. 

At the end of the mission, depending on which Nightwatch you are playing out
of 5, you will get another message, in crappy handwriting and that means you
need to investigate some more. 

--==Mission D5-03 ~ Stowaways==--

"There are murmurings among our passengers that there are ghosts aboard the
 airships. Though understandably concerned, we are yet mindful that rumour is
 not fact. We need someone trustworthy to investigate, and, in the event that
 there is a ghostly infestation, remedy the problem with all haste.

 Jylland Airship Inspection Board"

 -------------------------------------------------------------------- 
|          Stowaways          | Rank: 23 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
|      --                     |   2610 Gil                           |
|                             |   Wyrm Carapace X 4                  |
| Dispatch/Recommended :      |   --                                 |
|      White Monk             |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 15          | Members : 6                          |
|  Adaptability : 15          | Gain 46 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes!
Law Forbidden : Solitude
                Ending the turn without a unit in an adjacent tile is
                forbidden.

Another stupid law. Now you need someone next to you. What is wrong with
the laws in this game. You are facing a mixture of dark and undead units,
so you might want to bring someone with exorcise.

There is a Deathscythe, 2 Ghosts, 2 Ahrimans and a Bloody Orb. They pack
the usual skill sets, so there isn't any surprise here. The Deathscythe
has Doom, Deep Sleep and Shackle. The Ghosts have Sleep and Silence Touch,
one with Flash, the other with Dark. The Ahrimans have Demonic Gaze and 
Bewitching Glance. And the Orb has Parasite and Counter to note.

This is an easy mission somewhat. The enemy is quite weak, so bring in some
heavy hitters. Also, bring in someone with Burial or Exorcise to make sure
that they go down. You might need some Hunters to make sure the undead 
aren't the only ones who need to stay down. 

Take down the Ahrimans first, they are a problem with their gazes and glances
at your team. Next, the Deathscythe because of the Doom ability, then the 
Ghosts because of the various debuffs, and finally, the Bloody Orb for the
completion of the mission. 

After this mission, you end up in Moorabella, so keep that in mind. Free air
trip. 

--==Mission D5-05 ~ Wanted: Devotees!==--

"Wanted: The criminals known as the Devotees!

 - Duo responsible for several acts of theft.
 - Though to be involved in arms deals.
 - Thought to be followers of a certain band of musicians.

 Jylland Sovereignty Society"

 -------------------------------------------------------------------- 
|      Wanted: Devotees!      | Rank: 25 | Fee : 400 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Battle                  |
|      --                     | Reward :                             |
| Quest: ALL 5 NIGHTWATCHES   |   5130 Gil                           |
|                             |   Aurea Pollen X 1                   |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Ruins of Delgantua |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat the Devotees
Law Forbidden : Ranged Weapons
                Attacks with bows, greatbows, guns, hand-cannons, and cards 
                are forbidden.

You must have also finished the Stone with No Name quest as well, that is
important. Anyway, you only need to defeat the two Devotees, and luckily
for you, they aren't too hard, packing a level of one and two for the both
of them, but the dumb bodyguards aren't that weak, leveling at about 40.

You also need to answer some questions, and that are going to be, of course,

Prima Donna Armband
Prima Donna Photograph
Prima Donna Towel
Prima Donna Necklace
Prima Donna Hairpin

These answers are going to be depending on the order in which you completed
the Nightwatch missions, but they are going to be the Prima Donna answers, not
the DNA Hairpin and the Arms deal.

Even though you can take down the enemy Devotees quite easily, you are going
to need to bash your way through the enemy Baknamys and the Luchorpan in order
to get there. They aren't too hard, and they total at three, so that makes it 
easy pickings for your troops. 

The Devotees in this mission won't actually do much, they won't even try to
attack you. Don't bother with the jar by the way, it is a nice touch from an
early mission. There is also a chest here, so grab that as well. 

--==Mission D5-06 ~ Fluorgis Nightwatch==--

"A plague of robberies gas fallen upon the land! All occur at night and follow
 a similar pattern, indicating that a single group may be responsible. For the
 swift resolution of this case, and the safety of our citizens, we are 
 currently accepting applications to join the Fluorgis Nightwatch.

 Jylland Sovereignty Society"

 -------------------------------------------------------------------- 
|     Fluorgis Nightwatch     | Rank: 43 | Fee : 500 Gil | Days : 20 |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Satisfy Petitioner      |
|      --                     | Reward :                             |
|      --                     |   6620 Gil                           |
|                             |   High Arcana X 1                    |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = Yes             |
| Talents (Required) :        | Can be canceled once accepted        |
|  Negotiation  : 44          |                                      |
|  Aptitude     : 0           | Destination : Fluorgis               |
|  Teamwork     : 44          | Members : 4                          |
|  Adaptability : 44          | Gain 86 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat all Foes in Four Rounds!
Law Forbidden : Swimming
                Entering a water tile is forbidden.

This is going to be like all the other nightwatch missions, you are fighting 
4 dumb goblins, 3 Baknamy and 1 Luchorpan. Again, they will all have the 
Magick Hammer ability, the Baknamy will have their Goblin Attack and the 
Luchorpan has the Mutilate ability. 

Again, you only have 4 rounds, but we have a nice bonus. This is a very 
easy fight because House Bowen will join in the fight, bring Bowen, Loa,
Veis and Tweigel. They will provide a lot of firepower, more than enough
to beat the Goblins and back, so you need to provide backup.

The problem here is the law. You cannot even touch a water tile, so if
your route touches water, cancel and redo the route. This is where Flying
units are the bested, Feathered boots are okay as well. At the end of this
battle, like you do in all Nightwatch battles, you will get a scrap piece
of paper, which all leads to a further goal. 

--==Mission D5-08 ~ A Lost Companion==--

"Got a strange letter today at the pub from someone named Gade. Whoever 
 Gade is, it sounds like a friend of his name Shoofa is lost on a "snowy
 plain." I'm pretty sure the letter came to us by accident, but now it's
 got me curious."

 -------------------------------------------------------------------- 
|      A Lost Companion       | Rank: 25 | Fee : N/A     | Days : -- |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Gifted               |   3940 Gil                           |
|                             |   Tiptaptwo                          |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        |                                      |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : The Rupie Mountains    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 50 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Gade!
Law Forbidden : Debuffs
                Debuffs are forbidden.

This is a mission where you need to read a notice at the pub about a Lost
Friend, which is available after you have completed the Gifted mission which
allows Adelle to become a Heritor. 

You need to use Adelle here, Luso isn't necessary. There are 2 Ghosts, both
with their respective touch abilities, 2 Zombies, both having Drain Touch
and Miasma, and finally, Gade, the Wraith with Flash and Wake the Dead, and
some dark magicks to boot.

This assortment of undead monsters should be easy to you because the time you
can access this mission, it is very late in the game, 2 missions before the 
storyline is finished. Therefore, this is going to be easy.

Bring in someone who can either use items or exorcise all the undead monsters
back to the realm of the otherworld. Remember, you need to beat Gade here to 
win this mission, and for someone of his abilities, he is quite weak.

After the mission, you get a special item, a Tiptaptwo, which will give you
the ability to use Viola for the Heritor class, which happens to be the name
of the dead friend in this mission. The next Heritor quest isn't going to be
available until Adelle masters Viola, so quickly master it. 

--==Mission D5-12 ~ Help!==--

"We got a letter today from a man named Wermut, some old guy who hurt himself
 out in the swamp. He wants us to bring him a potion, so let's make sure 
 we've got at least one to spare before heading out there."

 -------------------------------------------------------------------- 
|            Help!            | Rank: 42 | Fee : N/A     | Days : -- |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Delivery                |
|      Potion                 | Reward :                             |
| Quest: A Lost Companion     |   160 Gil                            |
|                             |   Whale Whisker                      |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        |                                      |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Zedlei Forest          |
|  Teamwork     : 0           | Members : 1                          |
|  Adaptability : 0           | Gain 84 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

You need to have mastered the Tiptaptwo ability, Viola, before you will be 
able to undertake this mission. This mission requires you to be able to read
the Send Help letter at the pub, which only arrives when you have mastered
Viola. 

Head to Zedlei Forest, and head into the area. All you need to do is to have
a potion ready and Wermut decides to give you a nice bludgeon weapon, which
is quite powerful in terms of power, and more importantly, ability. 

--==Mission D5-13 ~ Bringer of Doom==--

"Came across a worrying notice in the pub about a creature threatening the 
 town of Goug.

 Hard to know whether this prophet Hilo can be trusted, but it may be a 
 good idea to take a look, just to be on the safe side."

 -------------------------------------------------------------------- 
|       Bringer of Doom       | Rank: 45 | Fee : --- Gil | Days : -- |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Adelle Mastered Elpe        |   10240 Gil                          |
| Read Calamity Cometh at Pub |   Gold Chalice X 1                   |
| Dispatch/Recommended :      |   ---                                |
|      --                     |   ---                                |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        | Cannot be canceled once accepted     |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination: Goug                    |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 90 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat the Smouldering Incubus!
Law Forbidden : Reaction Abilities
                Reaction Abilities are forbidden.

You start this mission getting the new weapon, the Chirijiraden straight
away so you might as well equip it. This is going to be a hard battle since
the enemy is able to attack from a range, so you need to be able to do so
as well.

For this battle, I suggest you bring in healers, and Hunters. Hunters are
needed for their Sidewinder ability, and if you don't have that, you need
to bring in Cannoneers, Flintlocks or Fusilists. These have extremely long
range, and considering that you cannot move next to it, you are going to need
the range.

This is pretty much an artillery battle. Whoever has the stronger artillery
in the end wins. You are using an MLRS rocket system, the enemy is using a
Cannon. Normally, you should win, you have multiple units to target the
enemy, whilst the enemy is only having the chance to attack with one shot.

It will use its Charm and Doom ability all the time, which can target groups
of people, so healers are a must. Without healers, you will be taking fire 
from the enemy's cannon and you are without any rockets. Without rockets, a
MLRS system is practically useless. Hunters shine here, this is an animals
and you might as well make good use of the double damage ability.

--==Mission D5-14 ~ The Shrine of Paling Gods==--

"Came across a worrying notice in the pub about something strange happenings
 at the shrines of the Paling Gods in Tramdine Fens. It sounds like there
 has been a growing number of monster sightings in the area. Might be worth 
 looking into."

 -------------------------------------------------------------------- 
|The Shrine of the Paling Gods| Rank: 38 | Fee : N/A     | Days : -- |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Shrine of Paling Gods|   8650 Gil                           |
|        Notice at Pub        |   Hyakushiki-Masamune X 1            |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        |                                      |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Tramdine Fens          |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 76 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Rekindle the power of the Stones!
Law Forbidden : Harming the Weak
                Actions that harm a lower level unit are forbidden.

This is a mission where you are most likely to break the law if you even
so much as to scratch one of the two malboros, the Great Malboro or 
the Green or Black Chocobo. Therefore, you better not go with the gung-
ho approach, and instead, complete the mission.

What you need to do is to head to each of the pillars and power them up,
and there are three of them to last count. That makes it a relatively 
easy mission, just move fast and you will be able to empower all three
of the stones, and that allows for the completion of another mission.
Where the new weapon comes from, I don't know. 

--==Mission D5-15 ~ The Beast of Aisenfield==--

"Read a tale about a man who possessed a terrible power. Those he knew 
 turned against him, and over time he became a beast. If the story's 
 true, maybe he still stalks Aisenfield?"

 -------------------------------------------------------------------- 
|   The Beast of Aisenfield   | Rank: 36 | Fee : N/A     | Days : -- |
|-----------------------------+--------------------------------------|
| Items (Required) :          | Quest Type : Defeat Mark             |
|      --                     | Reward :                             |
| Quest: Beast of Aisenfield  |   6300 Gil                           |
|        Notice at Pub        |   Nagrarok X 1                       |
| Dispatch/Recommended :      |   --                                 |
|      --                     |   --                                 |
|      --                     |                                      |
|                             | Dispatch Mission ? = No              |
| Talents (Required) :        |                                      |
|  Negotiation  : 0           |                                      |
|  Aptitude     : 0           | Destination : Aisenfield             |
|  Teamwork     : 0           | Members : 6                          |
|  Adaptability : 0           | Gain 62 Clan Points                  |
|                             |                                      |
 -------------------------------------------------------------------- 

Your Mission Objective : Defeat Nesiaam!
Law Forbidden :  100 Damage
                Dealing > 100 Damage is Forbidden.

Ok, here you face a thief with Steal Gil, Loot Lvl. 4, Leg Shot, Arm Shot and
Counter. The Dragoon uses Jump, Lancet and Bangaa Cry, and he also has Counter
as well. The Scholar uses Shadow Shade Tome, Esunaga and Bio, but also has 
Blood Price which is most interesting. 

The Chocobo Knight has no skills for his job, but has Fira, Thundara, Blizzara
as well as Counter and most annoyingly, Geomancy. The Viking uses Thundaga, 
Tsuname and Pickpocket and finally, the Hunter uses Sonic Boom, Advice, Vitals
Shot and Unscarred. 

This isn't a hard mission, but the law might be a bit annoying if you are 
trying to follow the law. You might want to take the Chocobo Knight first 
before Geomancy decides to annoy the hell out of you and try to kill you 
while you are at it.

The Thief is also a problem because Leg Shot and Arm shot will pretty much
disable your troops to attack the enemy, so you might want to take care of
him. Other than that, the rest aren't a problem, they are in fact, quite
weak.

At the end of this mission, you get 3680 Gil, 1 X Crusite Alloy, 1 X Elixir
and 84 Clan Points. Not bad at all. 

********************
**Kthili Surveyors**
********************

"A group that oversees the excavation of ruins in Kthili Sands."

Located - Kthili Sands, Kthili Sands
Unlocked - Unlocked Naturally, during Greenfire

This is a choice of payment of 5000 gil or going into battle. 5000 gil for 
some funding? Sounds fishy to me.

Your Mission Ojbecitve : Defeat all Foes!
Law Forbidden : Being Robbed
                Having gil or items stolen is forbidden.

Yep, its probably the most retarded law in the entire game. Anyway, you are
going to face the standard 6 enemy team here, with 2 Thieves, one Moogle and
the other Hume, a Viking, 2 Axebeaks and a Beastmaster.

The two axebeaks have Scurry and Peck, the Beastmaster having the beast lore 
in, surprise surprise, Cockatrices. The Hume Thief has Steal Items, Steal Gil
and Loot Lvl 4 as well as Throw. The Moogle version has Steal Items and Steal
Gil, with Dagger Toss and Double Hand. And finally, the Viking has Pickpocket
and War Cry, with Sten Needle Traps and Life Bond.

This is an annoying battle since you can't be looted, yet there are three 
thieves running around. If you care about making sure that you don't break the
law, you should knock out the three thieves, the two Thieves and the Viking.
The Axebeaks aren't all that powerful, and all the Beastmaster is actually
going to do is to try to give the Axebeaks an extra turn.

Knock out the thieves, and then the Axebeaks, since they can do some damage,
and finally, knock down the enemy Beastmaster to finish this annoying mission.
You can make this less annoying with Safeguard or the Safeguard clan privilege
that you can use. Also, there are traps, so be careful. 

For victory, you get a nice reward of 2890 Gil, 1 Tomato Stalk, 1 piece of
Sweet Sap, and for the battle, you get a nice piece of Dark Matter. You also
get 60 Clan Points and 30 Ability Points. 

****************
**Making Music**
****************

"Go hunting for some strawood, the best there is for instruments."

Located - The Zegrots Stones, Sant D'alsa Bluff
Unlocked - After the Making Music Quest, before you Craft Item for Hurdy

Your Mission Objective - Defeat all Foes!
Law Forbidden - Items
                Items are forbidden.

Here, you are fighting a Sprite armed with Meteorite, another Sprite with
Meteorite and Counter. A Lilith with Night, Hand Slap and Twister. A Dreamhare
with War Dance and Hip Attack, another Dreamhare with Hip Attack only but has
Blind and Silence and finally, a Banshee with Lvl. ? Holy and Petrifying 
Rattle.

Your standard battle against monsters, you are probably going to use your 
Hunters here to make sure that the enemy stays dead. You might want to get
rid of the Lilith and the Banshee first, since they have some decent attacks,
but the rest are rather weak and easily removed from the battlefield.

After the battle, you will obtain Flutegrass, and this is the only place where
you can obtain this piece of loot. Failure to obtain this here will result
you not obtaining it anywhere and you cannot craft the Shining Lute. You also
get 52 Clan Points, 3080 Gil and 3 pieces of Rainbow Thread. 

*******************
**Master's Reward**
*******************

"Local specialties for the Region Masters of Graszton, Clan "

Located - Formo Block, Zedlei Forest
Unlocked - Become Area Champion of Graszton, via Auctions

Again, another random piece of loot for being the area champion from the
nice locals. You get the Graszton Specialty, which was for me a Battlewyrm
Carapace.

*******************
**Master's Reward**
*******************

"Local specialties for the Region Masters of Camoa, Clan "

Located - The Boulderfall, Baptiste Hill
Unlocked - Become Area Champion of Camoa, via Auctions

Another random piece of loot from the area for being area champ, what nice
locals. I got a shiny piece of Tyrant Hide, what did you get?

********************
**Master's Rewards**
********************

"Local specialties for the Region Masters of Moorabella, Clan "

Located - Gateway to the Past, The Ruins of Delgantua
Unlocked - Become Area Champ of Moorabella, via Auctions

Again, you get some free piece of loot. Take it and enjoy.

*******************
**Master's Reward**
*******************

"Local specialties for the Region Master, Clan "

Located - Gorday Citadel, Nazan Mines
Unlocked - Become Area Champ of Fluorgis

Take some loot and enjoy. You might be lucky, I got rare Ribbon since that
is pretty rare.

*******************
**Master's Reward**
*******************

"Local specialties for the Region Masters of Goug, Clan "

Located - Lava Run, The Neslowe Passage
Unlocked - Become Area Champ of Goug

Again, this is the final piece of loot that you can get for the controlling
of the area.

*****************
**One-Eyed Evil**
*****************

"A monster that dwells deep in the dark. It springs on its prey from the
 shadows."

Located - The Galerria Deep, The Galerria Deep
Unlocked - Naturally Unlocked

Your Mission Objective : Defeat all Foes!
Law Forbidden: Copycat
               Using the same action as the preceding unit is forbidden.

This is a more or less a monster fight. You are facing a Plague, the 
evolved form of the Ahriman, of which there are 2 of. There is a Black 
Chocobo is you want to take that, and a Giant Tortoise. There is also an
out of place Yellow Jelly as well. 

This is an easy battle once you know how to deal with the Ahrimans and the
Plague. You need to end your turn so that your units face a location where
the Ahriman will not face it. That way, you will not be looking directly at
the Ahriman and that will not allow the gaze effects to work.

The important part is to take down the Ahrimans and the Plague first. They
have Roulette, which has a chance to backfire, but you don't want that to
happen to you because that means an automatic KO. Note that it is also a 
Blue Mage skill that you can learn with Reraise. The most important thing
to note is that there are traps all over the place, especially those Sten
Needles.

Take down the Eyes first, then you have the Jelly, Tortoise and the Chocobo
left over, and they can be taken out in any order. Your best move is to use
Hunters and Sidewinder them to death, since Sidewinder is quite a powerful 
attack to use on monsters. Good luck here, because you need it to deal with
Roulette. 

For winning this nasty battle, you get 99 Clan Points, which is quite a 
lot and says something about the rank. You also get 3150 Gil, 3 Dark Stones
and 3 Sturdy Bones, along with the usual 30 Ability Points.

*************
**Open Wide**
*************

"A creature that will eat anything when it's hungry. The stench is revolting."

Located - The Greenhall, Zedlei Forest
Unlocked - Naturally Unlocked

Your Mission Objective : Defeat all foes!
Law Forbidden : Opportunity Commands
                Opportunity Commands are forbidden.

There are 2 Green Chocobos here, a Malboro, a Great Malboro and a Hoppy-Bunny.
Great, another monster battle, as if you don't get enough of these monster
battles already. 

The Great Malboro packs Bad Breath, Goo and Putrid Breath. The Green Malboro
uses Bad Breath, Eerie Sound Wave and Purify. The Green Chocobos use Choco
Cure and Choco Esuna and finally, the Bunny decides to use War Dance, Hip
Attack and Go-Go Dance.

What you really want to do is to take down the Great Malboro and then the
Malboro first. They are the biggest threat there is, their breath does stink
and you don't want the debuffs that they give to your team, no, you really
don't. 

Next, the Bunny, and finally, the Chocobo. You want to bring for this mission,
someone who can use Wind Magicks because that is the best way to take down the
enemy Malboros. A Black Mage user is also a good choice, that would make
Lightning against Chocobos and Fire against the Bunny simple. Or you could
just decide to bring in some Hunters. 

At the end of the battle, you get 4590 Gil, 1 X Dipreau Bronze, 1 X Rabbit 
Pelt, 1 X Malboro Vine, 99 Clan Points and 30 Ability Points. 

***************
**Prima Donna**
***************

"A musical troupe of four women. Off the stage, they're excellent combatants."

Located - Cannol West Barbican, Fluorgis
Unlocked - Beat Prima Donna in Auction, Month of Plumfrost

Wow, they will talk to you and offer you a reward for such a strong showing in
the auction. If you decide to be noble and say that you don't need a reward, 
you get the reward. If you decide to say Gimme, you get a battle instead.

Your Mission Objective : Defeat all Foes!
Law Forbidden : Actions by Nu Mou
                Nu Mou may only move and perform basic attacks.

There are 6 enemy units here. The Raptor is armed with Soul Crush, the Fencer
is armed with Nighthawk as well as Earth Heal. The Spellblade is armed with 
Poison and Stun Blade, as well as Death Sickle. The Hunter is using Advice, 
with 4 Geomancer skills. And there are two devotees, who are useless.

All you need to do is to defeat all foes. The Hunter definitely needs to go
first, the power of the Geomancer skills will make your life a bit more 
difficult for you if you don't pay attention. The next one to go is probably
the Spellblade, because Death Sickle isn't a skill that you want to be 
experiencing. 

After that, the Raptor and Fencer need to go, because they are leveled with 
your clan. In fact, all the enemy units are leveled with your clans, but the
Devotees aren't, they are still on Level 1 and 2, which makes a 1 hit kill
pretty easy. And no Nu Mous for this battle, you'll make do. 

This will end in 58 Clan Points for your clan, 2300 Gil, 2 Wind Stones and 30
Ability points as usual. You get a Eureka Crystal if you decide to head into 
battle and beat people up.

***********************
**Seeker of Slaughter**
***********************

"...?"

Located - Way of Judgment, The Ruins of Delgantua
Unlocked - After the Stone with No Name Quest, During Plumfrost

Well that was interesting. A Seeq will examine Luso and count the amount of
foes that he has currently defeated, or rather, KOed. If you have gotten over
a nice total of 200, you will get 20 Knots of Rust and 5 Dark Matter. I wonder
what that was all about?

********************
**Spirits of Nazan**
********************

"The spirits of those who died in the mines. They cling stubbornly to their
 former lives."

Located - Nazan Mines, Nazan Mines
Unlocked - Naturally Unlocked

Your Mission Objective - Defeat all Foes!
Law Forbidden - Back Attack
                Attacking a unit from behind is forbidden.

Well, you face a nice assortment of undead units, which include 1 Ghost, 2 
Zombies, 1 Ghoul and 2 Tonberries, which reallt isn't undead, but it sort of
counts. This is a part monster part undead battle, so you need to know 
what to bring.

Hunters or any unit with Sidewinder is a good option since even though the 
Undead are undead, they are still monsters, so that is a bonus. Sidewinder is
good against enemy Tonberries as well, so that is a nice bonus. Users of Holy
Attacks and White Mages will have it easy with their ability to damage the
undead via heal.

You might want to kill the Tonberries first, their ability to Stalk might be
a downer, but their Karma attack when they stalk someone has 100% accuracy and
deals a nice 999 damage, which you really don't want. Kill them first. 

Then, kill all the undead, they are easy to kill. Make sure that you bring 
someone who can make sure that their graves disappear so they don't appear 
and revive themselves so you have to fight and defeat them again. 

At the end of the battle, you get 3150 Gil, 1 X Fiend's Blood and 99 Clan
Points. A rather disappointing amount of gil and loot if you ask me. 

********************
**The Camoa Braves**
********************

"A ruthless clan based in Camoa. Bangaa make up the majority of its members."

Located - Adventurer's Rest, Camoa
Unlocked - Control Camoa via Auctions, During Plumfrost

Your Mission Objective - Defeat all Foes!
Law Forbidden - Targeting Adjacent Units
                Actions targeting adjacent tiles are forbidden.

Another clan that wants 5000 gil for passing through the road, how about you
guys taking a hike? And that Bangaa needs to have a shower, look at the 
festive purple crap on his face. And the law is seriously going to annoy you
to high heaven, it basically means no attacks on tiles right next to you, and
that means melee attacks. Looks like archers and mages are going to have a 
good time here.

You are fighting 1 Thief, 2 White Monks, 1 Warrior, 1 Black Mage and 1 Moogle
Thief (first was Hume) in this battle. One of the White Monks have Air Render,
so you really need to fight carefully here. The mage is your first target, 
his magick attack deal MASSIVE amounts of damage. The Hume thief is also 
another good target, since he has Dual Wield, and two blades to match. That 
means whatever damage it says it is going to do, double it.

The Monk with Air Render and Earth Render is going to be a pain, but the
Bangaa are more or less going to go into melee. Don't worry, Counter won't
break the law here. The Thieves, if you let them run around, will steal your
items and your Gil, so don't let them have the chance to do so.

Once you beat this clan of idiots, you get 2330 Gil, 2 Earth Stone, 2 Knots
of Rust, 38 Clan Points and 30 Ability Points. Not bad, but the above team is
a bit better.

*************************
**The Luck-Stick Seller**
*************************

"Pick up a luck-stick of your very own."

Located - Cannol Keep, Fluorgis
Unlocked - Read the Notice on the Luck Stick Seller, During Blackfrost

Well, it costs you 1000 Gil for a luck-stick and you can redeem it during the
month of Goldsun. We'll return to this later, during Goldsun when they 
decide to buy back. 

*************************
**The Luck-Stick Trader**
*************************

"What does fortune hold for you when you trade in your luck-stick."

Located - Cannol Keep, Fluorgis
Unlocked - Read the Notice on the Luck Stick Seller, During Goldsun

Well, this is the time where you redeem your luck stick for prizes. I might 
have a little section up on the possible prizes later. 

****************************
**The Strength of the Wolf**
****************************

"Many a wayfarer has become an unwilling meal to these pack animals."

Located - Caravan Trail, The Bisga Greenlands
Unlocked - Naturally Unlocked

Your Mission Objective : Defeat all Foes!
Law Forbidden : Back Attack
                Attacking a unit from behind is forbidden.

You are going to face 3 Werewolves, 2 Worgen and a Hellhound. This is
another good place for you to practice, but again, there is a problem
here, a massive height disadvantage. However, the enemy units are going to
be melee units, allowing you to easily counter. 

Your first part of this is going to be the Werewolves, they are the closest
to your units, as well as being high in HP and strength. Use wind to your
advantage, and that means Air Render a lot of the time. Given that the
enemy unit is going to be melee units, use your Mages and your Archers to 
dish out most of the damage, that would be the ideal attack.

There are some chests here that you can go and collect, but it is rather out
of the way, which makes life a bit harder. Also, these units have some 
decent strength, so be careful. For finishing this quest, you get 5130 Gil,
1 Blood-Darkened Bone, 1 Bat Tail and 99 Clan Points.

**********************
**The Veluga Pirates**
**********************

"These pirates stalk the seas near Graszton. More brawn than brain."

Located - Vieg Southroad, Graszton
Unlocked - Complete Pirate Attack, During Ashleaf

Your Mission Objective : Defeat Lord Grayrl!
Law Forbidden : Harming Moogles
                Actions that harm moogles are forbidden.

The Pirates will demand 5,000 Gil from you, so offer to pay them 50, and off
to battle we go. They should be thankful that they get 50 Gil, rather than me
beating the living daylights out of them.

You cannot harm Moogles, and there are two, a Tinker and a Moogle Knight. 
There is also a Hunter and 3 Vikings. The Moogle Knight is armed with Moogle 
Guard, Lance and Rush. The Tinker is armed with Green Gear and Silver Disc. 
The Hunter is armed with Advice only. All three Vikings are armed with 
Strongarm, Pickpocket and Thunder. Grayrl is armed with Thundara as well. Some
replace one ability with War Cry. 

This is a painful mission, since you can't take out the tinker and the moogle
knight, so you need to take the route that forces you to fight a Viking and a
Hunter instead. All you need to do is to target Grayrl, he is the main threat
that is here. And he is also your mark. All the enemies are in their early
twenties in terms of level, so that makes it a bit easier. 

For beating this battle, you get a measly 42 Clan Points, 1670 Gil and 1 piece
of Spruce. Also, you get the usual 30 Ability Points. You will also get this
if you give them the 5000 gil, but thats a big waste. 

************
**Wee Evil**
************

"Their small bodies belie their fierce tempers. They make for cunning and
 brutal foes."

Located - Sun-Dappled Trail, Baptiste Hill
Unlocked - Naturally Unlocked

Your Mission Objective : Defeat all Foes!
Law Forbidden : Actions by Moogles
                Moogles may only move and perform basic attacks.

This law is discriminatory, so it must be repealed. Oh well, Moogles will
have to sit out this challenge. There are 2 Hoppy Bunnies, 2 Baknamys, 1
Deadly Nightshade and 1 Luchorpan, the evolved form of the Baknamy.

The problem with this mission is that there are 2 Bunnies that know the
Go-Go Dance, which basically raises the speed, and casts HASTE on their
allies, which will seriously head you underhanded. You can't cast HASTE for
yourself without a Tinker here.

The Bunnies are there to be taken out first, since they are going to cause
some problems with HASTE. The Nightshade is taken out first because it is
easily in range at the beginning. The Baknamy are slow, even with HASTE to
get some moves, so leave them last, but you might want to take them down
faster since they are more dangerous by draling more damage.

The benefit of this clan, even with their haste, is that they don't have 
powerful weapons or armour to make this mission hard. Even with Attack + on
their troops, they don't do much damage, a healer can easily take care of 
this damage without problems. However, they do get more turns than you with
HASTE, so don't be too overconfident.

By beating these monsters, you get 5130 Gil. 4 Ahriman Wings, 2 Cursed
Coins and 3 Gikhet Lead, as well as 99 Clan Points and 30 Ability Points. 
A very good warchest in the end.

**********************
**Where Could He Be?**
**********************

"Vaan's been off at the ruins too long. Could you help me find him?"

Located - Cannol West Barbican, Fluorgis
Unlocked - After An Elegant Encounter

Your Mission Objective : Protect Vaan and Defeat all Foes.
Law Forbidden : Actions by Bangaa
                Bangaa may only move and perform basic attacks.

Now that is a low blow, by anyone's standard. Guess what they said about the
Seeq being cowards was very accurate. And when you start this battle, take a 
look at the level of the enemy you are facing, it is absolutely pathetic. 

Not even level 30 and you are facing a Berserker, a Gladiator, a Beastmaster, 
a Wolf and a Worgen. What a pack of losers, and they think that they can take
on a Sky Pirate way more powerful than them. 

The Berserk uses Scream, Furore, Ground Shaker and Smite of Rage. Also seems
to have Blink Counter. The Gladiator uses Rush, Wild Swing and Thunder 
Assault and also seems to have Counter. The Beastmaster has the Beast Lore of
Wolf as you'd expect.

And the wolves really don't have anything that is worth mentioning so this is
an easy battle. Take down the Berserker and the Gladiator first, they are the
ones that can actually do some damage here. And then the rest when you can
be bothered to do so. 

At the end of this battle, we get a new addition to the Clan, Vaan, except you
cannot turn him away either. More to do with Khamja as well, man, this Khamja
thing is going to be big. Guess Luso really wasn't expecting Vaan to join eh?
Don't worry, he isn't level 28 as he is in battle, he'll mysteriously gained 
some levels. 

****************
**With a Smile**
****************

"A group of smiling travelers stand at the side of the path. Members of a 
 clan?"

Located - Zedlei Forest, Aldanna Range, Aisenfield, Nazan Mines, Ruins of 
          Delgantua
Unlocked - Complete Caravan Cry and Read Duelhorn Notice at Pub

Your Mission Objective : Defeat all Foes!
Law Forbidden : Actions by Bangaa
                Bangaa may only move and perform basic attacks.

Smiling or recruiters? I really can't tell anymore. You really don't have a 
choice but to go into battle since Luso kindly announces your clan name and
that triggers this battle.

There is a Black Mage with Blizzard, Blizzara and Blizzaga. The Time Mage is
using Haste, as well as Water and Aero. The Illusionist is armed with Deluge,
Rockfall and Wild Tornado. Another Black Mage is using Fire, Fira and Firaga
and the final Black Mage uses, you guessed it, Thunder, Thundara and Thundaga.
And to top things off, the White Mage uses Cura and Esuna, and even Flare.

Well, this sect of Duelhorn is a massive Nu Mou Magick clan. This is a problem
for your units if you really don't have high resistance units. And Reflect is
going to be important here, even though some of the enemy units have Pierce. 

The First is going to be the Black Mage, especially the one in front of where
you start, the Ice Black Mage. Make your way to disable and take out if 
possible, the Fire and Thunder Black Mages. When this is taken care of, you
are left with the Illusionist, the Time Mage and the White Mage. 

Take down the Illusionist first because that little critter, by the time you
have knocked out the three Black Mages, should have enough MP to do a lot of 
damage. Then, the Time Mage and finally, the White Mage. 

After this magickal battle, you will get a bonus of 2870 Gil, 3 X Tanned 
Beast Hide, 70 Clan Points and the usual 30 Ability points. 

*********************
**Zedlei Consortium**
*********************

"A collective of barbarous seeq. Known for their strange and unusual crops."

Located - Zedlei Forest, Zedlei Forest
Unlocked - Control Zedlei Forest via Auctions, During Plumfrost

Your Mission Objective - Defeat all Foes!
Law Forbidden - Piercing Wrapons
                Attacks with rapiers and spears are forbidden

You can either fight them, or pay 5000 gil for "cheating" in the previous
auction. Bunch of sore losers, I'll teach you why you shouldn't try to take
my money.

The enemy here are 3 Seeq Rangers, notorious for their traps, 1 Malboro, 1
Grenade and 1 Ice Flan. You are going to go without your Spears and Rapiers,
but you seriously need a single weapon here, magick. The Flan and the Grenade
are dangerous with their own brand of magick, and the Rangers are quite 
dangerous with their annoying traps that they set all over the place.

The Flan's acid is danger, as well as the Malboros Bad Breath, they will 
grate status effects, making your fight that much harder. Stone is the worst
effect that you will get, making sure your unit is out of the fight.

Take down the Monsters first, they are the biggest threat. Given your starting
position in the game, you get going to have your force split into two, each
making sure they have the attack that targets the enemy weakness. Finishing
this mission, you get 3770 Gil, 2 Wind Stone, 1 Handkerchief and 66 Clan 
Points, as well as 30 Ability points. Not a bad quest from a clan demanding
some money off you.

Located - Sage's Grove, Moorabella
Unlocked - Same as Above

Your Mission Objective - Defeat all Foes!
Law Forbidden - Actions by Nu Mous
                Nu mou may only move and perform basic attacks. 

Here, there are 2 Rangers, 1 Berserker, a Malboro, 1 Blue Marshmallow and a 
Deadly Nightshade. This is an interesting battlefield, because you are going 
to be in front of a single row of two units. I hope you have some hunter 
slayers here, because you'll need it.

They will break ranks fairly quickly, so you want to play catch up and smack
them from the back to wipe them out. This is just a manic free for all, no
real strategy is required here to take them all out. 

------------------------------------------------------------------------------
[2.05] Quest to Heritor

After you have completed "Through Another's Eyes" Quest for the story, you
will find that you can get the Heritor job for Adelle. This all starts from
the quest below and I'll take you through all the missions for the completion
of Adelle's skills.

**************
**The Search**
**************

"If she wishes it, I will tell her of the other Gifted One..."

Located - Lezaford's Cottage, The Aldanna Range
Unlocked - After "Through Another's Eyes" Quest Complete

Looks like Lezaford is home. This is important because this is the second 
chat between Lezaford and Adelle about the Gifted One. Lezaford tells Adelle
to search for someone, someone the same as here, but he isn't sure whether he
is alive or not. 

You need to search for Lennart. Sounds familiar? It should, it is the ability
that Adelle had when she was a Heritor, against you, remember? That is the 
first part in the Heritor job.

**********
**Gifted**
**********

"A friend of the great mage, huh... So where is he?"

Located - Overlook Rise, Zedlei Forest
Unlocked - After completing "The Search"

After a nice chat, you need to use Adelle, and Adelle only for a face off 
against the mysterious Lennart. Don't worry, he isn't that powerful.

Your Mission Objective : Defeat Lennart
Law Forbidden : Targeting Distant Units
                Actions targeting units two or more tiles away are forbidden.

Lennart isn't all that hard, his level is in the 20's and he uses the Hunter
skill set, as you can probably see, but the downside is that he also has the
Lennart ability. But given that by this stage, Adelle is going to be at a 
high level, this isn't going to be a problem at all. Just defeat him, so get
him to HP Critical or KO him. 

With this mission done, you will get the Heritor Job unlocked, and you get
the Lennart skill for Adelle straight away, mastered and all. That is the
first of the many abilities. After the battle, you also get 2050 Gil, 1 
Lightwing Crystal and 36 Clan Points. 

********************
**A Lost Companion**
********************

"My friend Shoofa is gone ... gone upon the snowy plain. I must find him. I
 must."

Located - Fields of Dancing Snow, The Rupie Mountains
Unlocked - After Gifted, read the Lost Friend notice at the pub.

For more information, search D5-08 in the mission list. 

**************
**Send Help!**
**************

"I done got myself hurt in the swamp! I tell you, I thought I knew what a pain
 was when my old chocobo gave up the ghost, but this is something else!

 Somebody bring me a potion or something, quick! I hear you Clan Gully folks
 do good work, so how's about helping an old feller out?

 Now if you could send a pretty lass to do the job, well, that'd put the
 frost on my pumpkin. 

 Many thanks,
 Wermut"

Located - Formo Brook, Zedlei Forest
Unlocked - After A Lost Companion, read Send Help notice at pub, mastered the
           Viola ability for Heritor job class.

*********************
**Woman in the Wood**
*********************

"Dark times are these that such a beautiful lady could find herself surrounded
 by such terrible monsters in the woods near Moorabella.

 I thought to rush to her rescue, of course, but ... well, when I came to, I 
 looked around to find myself quite alone. 

 I do hope nothing has befallen her.
 Did I mention these are dark times?"

Located - Sage's Grove, Moorabella
Unlocked - After Send Help!, read the Screaming Beauty notice at the pub,
           mastered the Wermut ability for the Heritor job class. 

***************************
**The Beast of Aisenfield**
***************************

"A man it was, but with a power no man has ever known. Thus was it despised
 and reviled.

 Losing hope in both foolish men and its own cursed self, ut became that 
 which they had dreamt for it:a beast, heartless killer of men, its doom to
 walk under welkin in Aisenfield fir eternity.

 - From "Dielson's Lay"

Located - The Ligress Headland, Aisenfield
Unlocked - After Woman in the Wood, read the Beast of Aisenfield notice at
           the pub, mastered the Ljda ability for the Heritor job class.


Shrine to the Paling Gods

"Is it just me, or are there more monsters in Tramdine Fens now than ever
 before?

 The shrine to the Paling Gods there should keep those things at bay, at
 least during the daylight hours ... unless something has befallen the 
 shrine!?"

Located - Protectors' Walk, Tramdine Fens
Unlocked - After The Beast of Aisenfield, read the Shrine of the Paling Gods
           notice at the pub, mastered the Nesiaam ability for the Heritor
           job class.

-----------------------------------------------------------------------------
[2.06] Mission List

This is basically the list form of the Quest Report for your game. I'll
place down all the missions in the game, FULL CAPS will be for Storyline
missions. I will gradually be complete as I finish more of the game, because
writing seriously slows down the rate I actually work.

There are going to be 100 missions missing. 

*************
**SECTION A**
*************

~~SECTION A1~~

01 - STRANGER IN THE WOODS
02 - Reagent Run
03 - The First Step
04 - The Next Step
05 - ---
06 - A PAW FULL OF FEATHERS
07 - The Perfect Gift
08 - Kids These Days
09 - Watch Your Step
10 - The Trappings of Failure
11 - THE YELLOW WINGS
12 - ---
13 - ---
14 - A Voice from the Well
15 - The Star Seal
16 - YOU SAY TOMATO

~~SECTION A2~~

01 - Camoa Cup
02 - The Sun Seal
03 - The Moon Seal
04 - Wanted: The Cyanwolf
05 - Graszton Cup
06 - The Stone with No Name
07 - The Whom Gods Bow
08 - An Unfamiliar Land
09 - Moorabella Cup
10 - Odd Places
11 - What Was Lost
12 - The Way of the Meek
13 - Fluorgis Cup
14 - The Way of the Timid
15 - Pirate Attack
16 - Wanted: Big Eyes

~~SECTION A3~~

01 - Goug Cup
02 - ---
03 - Wanted: Mirage Bunny
04 - ---
05 - Loar Cup
06 - Wanted: Florah
07 - ---
08 - Death March II
09 - Ordalia Cup
10 - Wanted: Tonberrion
11 - Death March III
12 - Wanted: Combatants
13 - Jylland Cup
14 - Wanted: Gaitsnipe
15 - Something's Dropped
16 - Hunting Season

~~SECTION A4~~

01 - Champions' Cup
02 - Wanted: Icicle Ark
03 - Thieves in the Ruins
04 - ---
05 - ---
06 - Wanted: Floraxion
07 - ---
08 - Wanted: Musicians!
09 - ---
10 - Wanted: Moogle Rangers
11 - Red King of Cinquleur
12 - Wanted: Tutor
13 - ---
14 - Wanted: The Mutadragons
15 - Blue King of Cinquleur
16 - Wanted: Woodworker

~~SECTION A5~~

01 - Wanted: Magick Weapon
02 - ---
03 - Green King of Cinquleur
04 - Wanted: Marksman
05 - ---
06 - ---
07 - Black King of Cinquleur
08 - Wanted: Caretaker
09 - ---
10 - ---
11 - White King of Cinquleur
12 - ---
13 - ---
14 - The Five Kings
15 - ---
16 - ---

*************
**SECTION B**
*************

~~SECTION B1~~

01 - A Step Further
02 - The Last Step
03 - Sun-Ripened Mayhem
04 - ---
05 - Beetle in a Haystack
06 - Wayward Drake
07 - The Whites of Its Eyes
08 - Flown the Coop
09 - Prepared with Love
10 - Foodstuffs: Texture
11 - Foodstuffs: Aroma
12 - Foodstuffs: Appearance
13 - ---
14 - Our Playground
15 - Mushroom Chef
16 - Showdown

~~SECTION B2~~

01 - WANTED: UGHOR
02 - ---
03 - Throw Down
04 - A Fatal Mistake
05 - A Simple Question
06 - WANTED: GILMUNTO
07 - ---
08 - It's a Trap!
09 - Wanted: Lang Bros
10 - Books of Magick
11 - NOW THAT'S A FIRE
12 - ---
13 - The Ultimate Book
14 - Clan Mates
15 - For the Cause
16 - PEARLS IN THE DEEP

~~SECTION B3~~

01 - Death March
02 - ---
03 - A Lady's Proposition
04 - On the Rampage
05 - ---
06 - A Lady's Persistance
07 - ---
08 - Unfamiliar Folk
09 - A Lady's Insistance
10 - ---
11 - Duelhorn
12 - ---
13 - Wanted: Barmaid
14 - Making Port
15 - ---
16 - Knowing the Beast

~~SECTION B4~~

01 - Great Land Festival
02 - Strong Lady
03 - I Want to Forget
04 - The Goug Consortium
05 - Wanted: Sidekick
06 - Caravan Cry
07 - Under the Weather
08 - The Eastwatch
09 - Wanted: Shiny Maces
10 - Aid the Serpent
11 - A Chill in the Night
12 - To Be a Spellblade
13 - Wanted: Artillery
14 - Caravan Cry II
15 - Show of Strength
16 - Lord Grayrl!

~~SECTION B5~~

01 - Wanted: Woodcutter
02 - Summons
03 - Hunted
04 - Geomancer's Way - Snow
05 - Wanted: Assistant
06 - Three-Point Strategy
07 - Memories Forged
08 - Geomancer's Way - Mist
09 - ---
10 - The Last Duelhorn
11 - The Way of the Sword
12 - ---
13 - ---
14 - Lethean Drought
15 - Devil's Pact
16 - One Last Memory

*************
**SECTION C**
*************

~~SECTION C1~~

01 - It's a Secret to Everybody
02 - Hellhound Astray
03 - My Little Carrot
04 - An Earnest Multitude
05 - Foodstuffs: Nutrition
06 - Foodstuffs: Bon Appetit
07 - An Earnest Quandary
08 - ---
09 - House Bowen's Challenge
10 - Yellow Wings in Trouble
11 - An Earnest Search
12 - The Nu Mou Nobles
13 - Seeding the Harvest
14 - A Harvest Hand
15 - The Bangaa Brotherhood
16 - It's the Thought

~~SECTION C2~~

01 - Ruinous Trap
02 - Komodo Search
03 - Komodo Arrival
04 - Shipping Out
05 - Komodo Departure
06 - The Forests of Loar
07 - The Lands of Loar
08 - The Towns of Loar
09 - The Genuine Article
10 - The Root of the Problem
11 - The Whole Truth
12 - Chita on Weapons - Adepts
13 - ---
14 - ---
15 - Chita on Weapons - Novices
16 - Kupoppy Flower

~~SECTION C3~~

01 - MOUNTAIN WATCH
02 - ---
03 - Speed Battle, Kupo!
04 - For My Love
05 - Monster Poaching
06 - GROUNDED!
07 - ---
08 - Cleaning to Ordalia
09 - Stuck in the Muck
10 - Poachers Spotted
11 - RUMOURS AHEAD
12 - ---
13 - Kyrra, Dragoon
14 - Green Dominion
15 - An Unseen Foe
16 - SLEEPLESS NIGHTS

~~SECTION C4~~

01 - Veis, Assassin
02 - To be a Fighter
03 - ---
04 - ---
05 - Popocho's Chocobos
06 - Of Kupos and Cannons
07 - Instruments of Inspiration
08 - Loar Airships Grounded
09 - Treasured Tomes
10 - Sleight of Hand
11 - Kidnapping!?
12 - ---
13 - Banbanga!
14 - The Cat's Meow
15 - The Storage Shed
16 - ---

~~SECTION C5~~

01 - Geomancer's Way - Rain
02 - Geomancer's Way - Sun
03 - Starstruck
04 - Moorabella Nightwatch
05 - Ravager
06 - A Lanista's Pride
07 - ---
08 - Goug Nightwatch
09 - ---
10 - ---
11 - ---
12 - ---
13 - A Lasting Peace
14 - ---
15 - ---
16 - Unplumbed Depths

*************
**SECTION D**
*************

~~SECTION D1~~

01 - An Earnest Delight
02 - Oh No, Kupo!
03 - ---
04 - ---
05 - The Bangaa of the Rupies
06 - ---
07 - The Rivalry of the Rupies
08 - ---
09 - Tree Hugging
10 - The Nu Mou of the Rupies
11 - ---
12 - ---
13 - Memories
14 - 'Tis the Season
15 - ---
16 - ---

~~SECTION D2~~

01 - The Seas of Ordalia
02 - The Wonders of Ordalia
03 - The Wonders of Loar
04 - the Forgotten Places
05 - Chita on Weapons - Adepts
06 - Bug Hunt
07 - The Show's Not Over
08 - Fluffy Flier?
09 - Cake: The Recipe
10 - Cake: The Ingredients
11 - Cake: The Catastrophe
12 - One Red Phial
13 - My Secret Shame
14 - Maintaining the Balance
15 - The Natural Order
16 - Cilawa the Gluttonous

~~SECTION D3~~

01 - Gripped by Fear
02 - ---
03 - ---
04 - I Must Have It!
05 - Rude Awakening
06 - Drowsy Draught
07 - Teach a Man to Run
08 - ---
09 - Cleaning to Loar
10 - Teach a Man to Fish
11 - Love Struck
12 - All Good Things...
13 - ---
14 - ---
15 - Rancher's Request - Yellow
16 - Rancher's Request - Black

~~SECTION D4~~

01 - MAKING MUSIC
02 - ---
03 - ---
04 - Hors D'oeuvre of the Hour
05 - ---
06 - SEEKING THE STONE
07 - I've Been Had, Kupo!
08 - Beneath the Sands
09 - Airship S.O.S!
10 - ---
11 - WANTED: SKY PIRATE VAAN
12 - A Small Favour
13 - ---
14 - Ordalia Airships Grounded
15 - ---
16 - A REQUEST

~~SECTION D5~~

01 - Graszton Nightwatch
02 - The Camoa Nightwatch
03 - Stowaways
04 - ---
05 - Wanted: Devotees!
06 - Fluorgis Nightwatch
07 - ---
08 - A Lost Companion
09 - ---
10 - ---
11 - ---
12 - Help!
13 - Bringer of Doom
14 - The Shrine of the Paling Gods
15 - The Beast of Aisenfield
16 - Woman of the Wood

*************
**SECTION E**
*************

~~SECTION E1~~

01 - Bonga Bugle - Goldsun
02 - Bonga Bugle - Silversun
03 - Bonga Bugle - Ashleaf
04 - Bonga Bugle - Mistleaf
05 - Bonga Bugle - Coppersun
06 - ---
07 - ---
08 - Bonga Bugle - Emberleaf
09 - Bonga Bugle - Rosefire
10 - ---
11 - ---
12 - Bonga Bugle - Plumfrost
13 - Bonga Bugle - Bloodfire
14 - Bonga Bugle - Greenfire
15 - Bonga Bugle - Skyfrost
16 - Bonga Bugle - Blackfrost


~~SECTION E2~~

01 - ---
02 - ---
03 - ---
04 - ---
05 - Survey No. 258
06 - Survey No. 259
07 - Survey No. 260
08 - Survey No. 261
09 - The Finest Blade
10 - A Charm for Luck
11 - Gimme That!
12 - Vim, Vigor, and Go
13 - Plea for Help
14 - A Treasured Heirloom
15 - Picnic Pleasure
16 - Escort Wanted

~~SECTION E3~~

01 - ---
02 - ---
03 - ---
04 - ---
05 - Shaved Ice
06 - Meeting the Quota
07 - Wish Upon a Star
08 - ---
09 - ---
10 - Wanted: Hatchery Worker
11 - Abducted!
12 - Eternal Rivalry
13 - Rancher's Request - Green
14 - Rancher's Request - Brown
15 - Rancher's Request - White
16 - Rancher's Request - Red

~~SECTION E4~~

01 - Devilish Delight
02 - Shelling Out
03 - Flantastic Finish
04 - 
05 - The Honourable Thing
06 - From 'Cross the Sea
07 - Training Wanted
08 - Wall of Flame
09 - 'Cross the Sea
10 - Watching the Watchers
11 - Crying Eyeball
12 - Time to Act
13 - ---
14 - Drawn Bridge
15 - Inspiration or Perspiration?
16 - ---

~~SECTION E5~~

01 - THE DIG
02 - ---
03 - ---
04 - ---
05 - ---
06 - THROUGH ANOTHER'S EYES
07 - ---
08 - A Bride for Montblanc
09 - ---
10 - ---
11 - PIRATE PROBLEMS
12 - Wanted: Friends, Kupo!
13 - ---
14 - ---
15 - A Dashing Duel
16 - THE RITUAL

-----------------------------------------------------------------------------
[3.01] Clan Trials

These clan trials are the same as quests, although they will not be counted in
the quest primer. You will be able to undertake them at any pub, and instead
of costing Gil for the quest fee, you will be charged Clan Points, which are
otherwise useless. These quests can be repeated over and over again, so don't
worry about failure the first time round, but you might as well just reload a 
save.

Once you are where the trial is meant to be held, you will be talking to a 
judge, who will issue a challenge. There are 5 difficulty levels for any
trial, the higher level you attempt, the better the benefit in the end will
be. What the judge says is what you will do, so make sure you read it and 
obey it, because sometimes, breaking a law will end it for you, while 
other times, it will be okay.

It will also provide a source of clan privileges for clan. The system it
works in the trials is the following:

Level 1 - New Clan Privilege
Level 2 - None
Level 3 - Powerup Lvl 1, or Lvl 2 if you already had Lvl 1
Level 4 - None
Level 5 - Powerup Lvl 3 if you had Lvl 2, Lvl 2 if you had Lvl 1, or Lvl 1 
          if you had none of them.

Remember, CLAN TITLE CAN CHANGE, BUT THE BENEFITS OF A RANK WILL NOT BE
CHANGED, THEY ARE STACKED. Therefore, you can be an Orator and a Dab Hands,
your name will be Orator, but you get both the benefits of Orator and Dab
Hands.

*****************************
*Clan Trial - Adaptibility I*
*****************************

Trial    - Adaptibility I
Rank     - 10
Days     - 20
Members  - 6
Location - Camoa
Require  - Adaptibility - 1 Point

Your Objective - Drive off all foes in X Rounds!
Law Forbidden  - Fire, Ice, Lightning
                 Weapons and abilities that use firce, ice, or lightning
                 are forbidden. 

--==Ranks and Objectives==--

Scouts - Drive Away 1 Enemy in 4 Rounds
You Get:
+4 Adaptibility Points
-3 Teamwork Points
Clan Privilege: Empowered Moogles

Observers - Drive Away 1 Enemy in 3 Rounds
You Get:
+7 Adaptibility Points
-4 Teamwork Points

Surveyors - Drive Away 2 Enemies in 4 Rounds
You Get:
+10 Adaptibility Points
-5 Teamwork Points
Clan Privilege: Agility 1 = Agility 2

Imitators - Drive Away 2 Enemies in 3 Rounds
You Get:
+13 Adaptibility Points
-6 Teamwork Points

Mimics - Drive Away 3 Enemies in 3 Rounds
You Get:
+16 Adaptibility Points
-7 Teamwork Points
Clan Privilege: Agility 2 = Agility 3 or Agility 1 = Agility 2

A different mission, you don't really get to bash the crap out of anything
like you normally would. Instead, you want to make then Flan run away by
experimenting with the little flan. The reason fighting is pointless is that
magick is the best against the flan, but you can't use it. Tough.

Watch the flan carefully, and see what they do. What they will do will
pretty much determine exactly what you need to do. The flan can either 
Spin and Jump, Flop Backwards or Spin around. 

If it Spins and then Jumps, use Threaten
If it Flops Backwards, sort of like Hands Up, use Surprise
If it Spins Around, then use Stare

That will pretty much be it. Watch the flan carefully, and after a flan leaves
the battlefield, another will move, and this will happen until all the flans
are outta here. 

******************************
*Clan Trial - Adaptibility II*
******************************

Trial    - Adaptibility II
Rank     - 20
Days     - 20
Members  - 6
Location - Moorabella
Require  - Adaptibility - 20 Points

Your Objective - Drive off all foes in X Rounds
Law Forbidden  - Fire, Ice, Lightning
                 Weapons and abilities that use fire, ice, and lightning are
                 forbidden.

--==Rank and Objectives==--

Contrivers - Drive Away 1 Enemy in 4 Turns
You Get:
+19 Adaptibility Points
-8 Teamwork Points
Quest Prices -2%
Item Prices -2%
Clan Privilege: Libra

Survivalists - Drive Away 1 Enemy in 3 Turns
You Get:
+22 Adaptibility Points
-9 Teamwork Points
Quest Prices -4%
Item Prices -4%

Trailblazers - Drive Away 2 Enemies in 3 Turns
You Get:
+25 Adaptibility Points
-10 Teamwork Points
Quest Prices -6%
Item Prices -6%
Clan Privilege: Agility 1 = Agility 2 or Agility 2 = Agility 3 or 
                Agility 3 = Agility 4

Executors - Drive Away 2 Enemies in 2 Turns
You Get:
+28 Adaptibility Points
-11 Teamwork Points
Quest Prices -8%
Item Prices -8%

Master Improvisers - Drive Away 3 Enemies in 2 Turns
You Get:
+31 Adaptibility Points
-12 Teamwork Points
Quest Prices -10%
Item Prices -10%
Clan Privilege: Agility 1 = Agility 2 or Agility 2 = Agility 3 or 
                Agility 3 = Agility 4 or Agility 4 = Agility 5

There are 3 different enemies here, Red Marshmallows, Ice Flans and Yellow
Jellies. Each of them have their own commands, so you really need to pay
careful attention. 

Red Marshmallows

If it Spins around and then Jumps, use Threaten
If is Flops Backwards, like Hands Up, use Surprise
If it just Spins around, then use Stare

Ice Flans

If it slides around to the sides, use Insult
If it attempts to attack you, Slap it
If it sticks its tongue out at you, try to Eat it

Yellow Jellies

If it decides to bend over, go ahead and Poke it
If it jumps in the air, go and pat it nicely
If it decides to collapse, go ahead and praise it.

It is as easy as the previous mission, all you need to do is to figure out
which one to use in each situation. Just watch the enemy flan carefully to
see that it is going to plan and what counter you need. 

*************************
*Clan Trial - Aptitude I*
*************************

Trial    - Aptitude I
Rank     - 10
Days     - 20
Members  - 3
Location - Targ Woods
Require  - Aptitude - 1 Point

Your Objective - Find the Winning Barrel in # Rounds!
Law Forbidden  - Attack
                 Attacking is Forbidden

--==Rank and Objectives==--

Grease Monkey - Find the Winning Barrel out of 4 in 4 turns
You Get:
+4 Aptitude Points
-3 Negotiation Points
Clan Privilege: Empowered Bangaa

Apprentices - Find the Winning Barrel out of 4 in 3 turns
You Get:
+7 Aptitude Points
-4 Negotiation Points

Machinists - Find the Winning Barrel out of 6 in 4 turns
+10 Aptitude Points
-5 Negotiation Points
Clan Privilege: Power 1 = Power 2

Technicians - Find the Winning Barrel out of 6 in 3 turns
+13 Aptitude Points
-6 Negotiation Points

Dab Hands - Find the Winning Barrel out of 6 in 2 turns
+16 Aptitude Points
-7 Negotiation Points
Clan Privilege: Power 2 = Power 3 or Power 1 = Power 2

This mission is a random pick, you can't have a predetermined answer. This one
you need to save and reload. Sometimes, you might get real lucky, and get it
on your first try, like me, or be unlucky. Movement won't help that much, 
because you want this early on for the Power 3, not later. Use the Speed 1 
privilege if you really need it. 

**************************
*Clan Trial - Aptitude II*
**************************

Trial    - Aptitude II
Rank     - 20
Days     - 20
Members  - 4
Location - Zedlei Forest
Require  - Aptitude - 20 Points

Your Objective - Find the Winning Barrel in # Rounds!
Law Forbidden  - Ice
                Weapons or abilities that use ice are forbidden

--==Rank and Objectives==--

Craftsmen - Find the Winning Barrel out of 4 in 3 Turns. You Face 2 Enemies.
You Get:
+19 Aptitude Points
-8 Negotiation Points
Quest Prices -1%
Item Prices -1%
Clan Privilege: Empowered Seeq

Smiths - Find the Winning Barrel out of 4 in 4 Turns. You Face 3 Enemies.
You Get:
+22 Aptitude Points
-9 Negotiation Points
Quest Prices -2%
Item Prices -2%

Wrights - Find the Winning Barrel out of 6 in 3 Turns. You Face 4 Enemies.
You Get:
+25 Aptitude Points
-10 Negotiation Points
Quest Prices -3%
Item Prices -3%
Clan Privilege: Power 1 = Power 2 or Power 2 = Power 3 or Power 3 = Power 4

Artisans - Find the Winning Barrel out of 6 in 3 Turns. You Face 5 Enemies.
You Get:
+28 Aptitude Points
-11 Negotiation Points
Quest Prices -4%
Item Prices -4%

Master Artificers - Find the Winning Barrel out of 6 in 2 Turns. You Face 5
                    Enemies.
You Get:
+31 Aptitude Points
-12 Negotiation Points
Quest Prices -5%
Item Prices -5%
Clan Privilege: Power 1 = Power 2 or Power 2 = Power 3 or Power 3 = Power 4 or
                Power 4 = Power 5

Again, this mission is a random pick, there are several barrels that you get 
to choose from. The reason for the ice is that the enemy you are facing are 
all Bombs. Just ignore them, they might do a bit more damage if you don't 
fight back, but you really don't want to waste your valuable turns on the 
enemy. Read the Objective, you want the WINNING BARREL. Just reload the game
if you don't get it if you really want to save your CP.

*********************************
*Clan Trial - General Training I*
*********************************

Trial    - General Training I
Rank     - 15
Days     - 20
Members  - 6
Location - Baptiste Hill
Require  - Adaptibility, Aptitude, Negotiation and Teamwork - 1 Point

Your Objective - Defeat all Foes in X Rounds
Law Forbidden  - Missing
                 Missing with an action is forbidden.

--==Rank and Objectives==--

Novices - Defeat 4 Enemies
You Get:
+4 Adaptibility Points
+4 Aptitude Points
+4 Negotiation Points
+4 Teamwork Points
Quest Fees -1%
Item Fees -1%
Clan Privilege: Empowered Hume

Trainees - Defeat 5 Enemies
You Get:
+8 Adaptibility Points
+8 Aptitude Points
+8 Negotiation Points
+8 Teamwork Points
Quest Fees -2%
Item Fees -2%
Clan Privilege: Bonus CP 1

Journeymen - Defeat 6 Enemies
You Get:
+12 Adaptibility Points
+12 Aptitude Points
+12 Negotiation Points
+12 Teamwork Points
Quest Fees -3%
Item Fees -3%
Clan Privilege: Regene

Professionals - Defeat 6 Enemies in 4 Turns
You Get:
+16 Adaptibility Points
+16 Aptitude Points
+16 Negotiation Points
+16 Teamwork Points
Quest Fees -4%
Item Fees -4%
Clan Privilege: Bonus CP 1 = Bonus CP 2 or Bonus CP 1

Veterans - Defeat 6 Enemies in 3 Turns
You Get:
+20 Adaptibility Points
+20 Aptitude Points
+20 Negotiation Points
+20 Teamwork Points
Quest Fees -5%
Item Fees -5%
Clan Privilege: Bonus CP = Bonus CP 2 or Bonus CP 2 = Bonus CP 3 or Bonus CP 1

You are going to have to fight sprites here, and they are relentless. They 
are going to be packing one thing, SLOW! That will seriously hurt you if you
constantly get hit. In fact, that is one of your biggest worries. Your
second worry is Meteorites. Early on, they are going to do some serious
damage, so be VERY CAREFUL.

The law isn't all that helpful either. You cannot miss? Well, at least you
don't need to uphold that law. If you did, you'd be pretty screwed for the
battle, I can tell you that.

Use a lot of area attacks, such as Black Mages, and Aurablast if you have 
access to it. Aurablast is going to be REAL handy here. Other than that,
it is going to be hard. It isn't that uncommon that you end up with a 
single sprite left on low health by the end of Round 3 for Veterans level.
You need some luck on your side, so good luck. Remember, Sidewinder and
Hunters are your friends.

**********************************
*Clan Trial - General Training II*
**********************************

Trial    - General Training II
Rank     - 25
Days     - 20
Members  - 6
Location - Baptiste Hill
Require  - Adaptibility, Aptitude, Negotiation, Teamwork - 40 Points

Your Objective - Defeat all Foes in X Rounds!
Law Forbidden  - > 20 Damage
                 Dealing >20 Damage is forbidden.

--==Rank and Objectives==--

Adepts - Defeat all foes in 4 Turns. 1 Reinforcement after 3 Turns
You Get:
+24 Adaptibility Points 
+24 Aptitude Points 
+24 Negotiation Points
+24 Teamwork Points
Quest Fees -8%
Item Fees -8%
Clan Privilege: Move Up 1

Braves - Defeat all foes in 4 Turns. 2 Reinforcements after 3 Turns
You Get:
+28 Adaptibility Points
+28 Aptitude Points
+28 Negotiation Points
+28 Teamwork Points 
Quest Fees -10%
Item Fees -10%
Clan Privilege: Regen or Regen = Regenera

Heroes - Defeat all foes in 4 Turns. 3 Reinforcements after 3 Turns
You Get:
+32 Adaptibility Points
+32 Aptitude Points
+32 Negotiation Points
+32 Teamwork Points
Quest Fees -12%
Item Fees -12%
Clan Privilege: Regen or Regen = Regenera or Regen = Regenega

Legends - Defeat all foes in 3 Turns. 2 Reinforcements after 2 Turns
You Get:
+36 Adaptibility Points
+36 Aptitude Points
+36 Negotiation Points
+36 Teamwork Points
Quest Fees -14%
Item Fees -14%
Clan Privilege: Debuff Resistance 1 = Debuff Resistance 2 or
                Debuff Resistance 2 = Debuff Resistance 3 or
                Debuff Resistance 3 = Debuff Resistance 4 or
                Debuff Resistance 4 = Debuff Resistance 5 or
                Debuff Resistance 1

Master Adventurers - Defeat all foes in 3 Turns. 3 Reinforcements after 2 
                     Turns
You Get:
+40 Adaptibility Points
+40 Aptitude Points
+40 Negotiation Points
+40 Teamwork Points
Quest Fees -20%
Item Fees -20%
Clan Privilege: Move Up 1 = Move Up 2 or Move Up 1

This is sort of an easy mission. You start off facing an enemy Zaghnal, 
the upgraded version of the Werewolf. This is quite a powerful monster to
face, but if you manage to clear him before the reinforcements turn
up, then you win the mission. Don't follow the law, this will make it 
very hard for you.

The Reinforcements will probably force you to lose the battle, so take
own this sucker fast. Use Mirror Items for a quick clear, or Hunters 
so a good job as well. Break the law, you can't win with the law. 

****************************
*Clan Trial - Negotiation 1*
****************************

Trial    - Negotiation I
Rank     - 10
Days     - 20
Members  - 6
Location - Camoa
Require  - Negotiation - 1 Point

Your Objective - Uphold the Law and Defeat all Foes
Law Forbidden  - Targeting Distant Units
                 Actions targeting units two or more tiles away are forbidden.

--==Ranks and Objectives==--

Hagglers - Defeat 2 Enemies
You Get: 
+3 Negotiation Points
-3 Aptitude Points
Quest Fees -1%
Item Prices -1%
Clan Privilege: Empowered Nu Mou

Intermediaries - Defeat 3 Enemies
You Get:
+6 Negotiation Points
-4 Aptitude Points
Quest Fees -2%
Item Prices -2%

Barterers - Defeat 4 Enemies
You Get:
+9 Negotiation Points
-5 Aptitude Points
Quest Fees -3%
Item Prices -3%
Clan Privilege: Luck 1 = Luck 2

Brokers - Defeat 5 Enemies in 4 Turns
You Get:
+12 Negotiation Points
-6 Aptitude Points
Quest Fees -4%
Item Pirces -4%

Orators - Defeat 6 Enemies in 3 Turns
You Get:
+15 Negotiation Points
-7 Aptitude Points
Quest Fees -5%
Item Prices -5%
Clan Privilege: Luck 1 = Luck 2 or Luck 2 = Luck 3

This is a harder mission. You are going to be facing Dreamhares, the little
fluffy bunnies that aren't so fluffy when they attack. With the law, only
attacks where you are right next to the enemy are allowed.

This however, is coupled in with a smart ability. If you are a magick user,
you are going to have high resistance to Magick. With that, you can easily
take down two units next to you if you target yourself. You will take little 
damage, but shock the enemies. 

The enemy has a massive weakness, the weakness to fire. Burn them up with
your black mages to show them who's boss. However, they have the charm 
ability, and that can seriously cause problems with your troops since they
will make them unable to fight for your side. They can also long range you
to death, while you can't do the same. 

*****************************
*Clan Trial - Negotiation II*
*****************************

Trial    - Negotiation II
Rank     - 20
Days     - 200
Members  - 6
Location - Moorabella
Require  - Negotiation - 20 Points

Your Objective - Uphold the Law and Defeat all Foes!
Law Forbidden  - Grouping
                 Ending the turn next to another unit is forbidden.

--==Rank and Objectives==--

Mediators - Defeat 2 Enemies
You Get:
+18 Negotiation Points
-8 Aptitude Points
Quest Fees -6%
Item Fees -6%
Clan Privilege: Safe Keeping

Counselors - Defeat 3 Enemies
You Get:
+21 Negotiation Points
-9 Aptitude Points
Quest Fees -7%
Item Fees -7%

Conciliators - Defeat 4 Enemies
You Get:
+24 Negotiation Points
-10 Aptitude Points
Quest Fees -8%
Item Fees -8% 
Clan Privilege: Luck 1 = Luck 2 or Luck 2 = Luck 3 or Luck 3 = Luck 4

Arbiters - Defeat 5 Enemies in 4 Turns
You Get:
+27 Negotiation Points
-11 Aptitude Points 
Quest Fees -9%
Item Fees -9%

Master Negotiators - Defeat 6 Enemies in 3 Turns
You Get:
+30 Negotiation Points
-12 Aptitude Points
Quest Fees -10%
Item Fees -10%
Clan Privilege: Luck 1 = Luck 2 or Luck 2 = Luck 3 or Luck 3 = Luck 4 or 
                Luck 4 = Luck 5

This is a tomato battle. All you need to do is to take out all the enemy
Deadly Nightshades to win the battle, and they are quite easy to kill, but
the law is the problem here. You cannot end the turn next to a unit, and
that includes enemy units, so your ranged units are important here.

You want to use melee units that you can ranged abilities, magick users and
range units, in particular, the Hunters with their Sidewinder attacks. Sure,
you can bring melee units where they have Blink Counter, but in the case the
enemy misses, you are in a bit of trouble. Easy mission, well if you seriously
overlevel the enemy anyway. 

*************************
*Clan Trial - Teamwork I*
*************************

Trial    - Teamwork I
Rank     - 10
Days     - 20
Members  - 6
Location - Camoa
Require  - Teamwork - 1 Point

Your Objective - Upload the Law and Defeat all Foes!
Law Forbidden  - Not Using MP
                 Abilities that don't consume MP are forbidden!

--==Rank and Objectives==--

Acquaintances - Defeat 2 Enemies
You Get:
+4 Teamwork Points
-3 Adaptibility Points
Clan Privilege: Empowered Viera

Associates - Defeat 3 Enemies
You Get:
+7 Teamwork Points
-4 Adaptibility Points

Relations - Defeat 4 Enemies
You Get:
+10 Teamwork Points
-5 Adaptibility Points
Clan Privilege: Speed 1 = Speed 2 

Confidantes - Defeat 5 Enemies in 4 Turns
You Get:
+13 Teamwork Points
-6 Adaptibility Points

Old Friends - Defeat 6 Enemies in 3 Turns
You Get:
+16 Teamwork Points
-7 Adaptibility Points
Clan Privilege: Speed 1 = Speed 2 or Speed 2 = Speed 3

This is another speed battle, and you either have to use normal attacks OR
MAGICK because if the ability doesn't use any MP and you use it, you will
get an instant fail. Your enemy here are several Level 10 Mimics. And boy
are they easy to kill.

They are weak against all elements, thats right, all eight elements they
are weak against, making them prime targets for Magick. They are quite 
weak, so you can get just get a level advantage over them and beat the
crap out of them.

They have their Scissors attack, which is basically a Thunder attack on
your troops, so tread carefully. Don't worry, you're melee attacks aren't
banned, so long as you don't use abilities that don't use MP.

**************************
*Clan Trial - Teamwork II*
**************************

Trial    - Teamwork II
Rank     - 20
Days     - 20
Members  - 6
Location - Moorabella
Require  - Teamwork - 20 Points

Your Objective - Upload the Law and Defeat all Foes!
Law Forbidden  - Smash Gauge > or = 60%
                         Having a Smash Gauge which is more than 60% full is
                         forbidden.

--==Rank and Objectives==--

Comrades - Defeat 2 Enemies
You Get:
+19 Teamwork Points
-8 Adaptibility Points
Quest Fees -2%
Item Fees -2%
Clan Privilege: Empowered Gria

Cohorts - Defeat 3 Enemies
You Get: 
+22 Teamwork Points
-9 Adaptibility Points
Quest Fees -4%
Item Fees -4%

Boon Companions - Defeat 4 Enemies
You Get:
+25 Teamwork Points
-10 Adaptibility Points
Quest Fees -4%
Item Fees -4%
Clan Privilege: Speed 1 = Speed 2 or Speed 2 = Speed 3 or Speed 3 = Speed 4

Countrymen - Defeat 5 Enemies in 4 Turns
You Get:
+28 Teamwork Points
-11 Adaptibility Points
Quest Fees -8%
Item Fees -8%

Master Allies - Defeat 6 Enemies in 3 Turns
You Get:
+31 Teamwork Points
-12 Adaptibility Points
Quest Fees -10%
Item Fees -10%
Clan Privilege: Speed 1 = Speed 2 or Speed 2 = Speed 3 or Speed 3 = Speed 4 or
                Speed 4 = Speed 5

A silly law so you want to spread out this battle evenly between your
6 units to ensure that they don't get a massive Smash Gauge, either that
or constantly use summons and have the summon items on all the units. 

Your enemy are chocobos, the yellow type, so this is a good place to 
finish the rancher's request. All these chocobos have Regenerate, so a 
little more damage might be needed. 

The easy part is that there are all monsters, so either use Water on
them, or even better, sidewinder them to their pretty death. Mount a 
HP Critical Chocobo with a Chocobo Knight so that you get a free and
rather weak chocobo for your team. Don't worry, these chocobos are so
stupid. They heal and Barrier my units. I thought this was a battle. 

************************************
*Clan Trial - Aptitude-Adaptibility*
************************************

Trial    - Aptitude-Adaptibility
Rank     - 15
Days     - 20
Members  - 6
Location - The Galerria Deep
Require  - Aptitude, Adaptibility - 10 Points

Your Objective - Gather the Shimmering Lights in X Rounds
Law Forbidden  - Ranged Weapons
                 Attacks with bows, greatbows, guns, hand-cannons, and cards
                 are forbidden. 

--==Rank and Objectives==--

Travelers - Collect 3 lights in 4 Turns, 3 Enemies
You Get:
+7 Aptitude Points
+5 Adaptibility Points
-4 Negotiation Points
-3 Teamwork Points
Clan Privilege: Debuff Resistance 1

Prospectors - Collect 3 lights in 3 Turns, 3 Enemies
You Get:
+13 Aptitude Points
+11 Adaptibility Points
-6 Negotiation Points
-4 Teamwork Points
Clan Privilege: Smash Gauge Bonus 1

Pioneers - Collect 4 lights in 4 Turns, facing 4 Enemies
You Get:
+19 Aptitude Points
+17 Adaptibility Points
-8 Negotiation Points
-5 Teamwork Points
Clan Privilege: Smash Gauge Bonus 1 = Smash Gauge Bonus 2

Voyagers - Collect 4 lights in 3 Turns, facing 4 Enemies
You Get:
+25 Aptitude Points
+23 Adaptibility Points
-10 Negotiation Points
-6 Teamwork Points
Clan Privilege: Smash Gauge Bonus 1 = Smash Gauge Bonus 2 or
                Smash Gauge Bonus 2 = Smash Gauge Bonus 3 or
                Smash Gauge Bonus 1

Master Explorers - Collect 5 lights in 3 Turns, facing 5 Enemies
You Get:
+31 Aptitude Points
+29 Adaptibility Points
-12 Negotiation Points
-7 Teamwork Points 
Clan Privilege: MP Channeling

You really need to have fast movement users here to finish and win this
mission. You need to gather the shimmering lights, but there is a catch. 
After you have caught one of the lights or a round ends, the lights will
be randomised again, so you really need to spread out all your troops and
have some good luck here.

The enemies that you are faacing here are Flan, so you might want to 
complete this mission later on when you can take on such enemies without
suffering too much. Also, the amounts of lights will decrease as your 
capture more and more of them, so by the last light, it can be anywhere,
so spread out your team or suffer the consequences. 

***************************************
*Clan Trial - Adaptibility-Negotiation*
***************************************

Trial    - Adaptibility-Negotiation
Rank     - 15
Days     - 20
Members  - 6
Location - Graszton
Require  - Adaptibility, Negotiation - 10 Points

Your Objective - Upload the Law and Survive X Rounds
Law Forbidden  - Harming the Weak
                 Actions that harm a lower level unit are forbidden.

--==Rank and Objectives==--

Followers - Survive 2 Turns against 4 Monsters
You Get:
+7 Adaptibility Points
+5 Negotiation Points
-4 Teamwork Points
-3 Aptitude Points
Quest Fees -1%
Item Fees -1%
Clan Privilege: Bonus Gil 1

Compromisers - Survive 2 Turns against 6 Monsters
You Get:
+13 Adaptibility Points
+11 Negotiation Points
-6 Teamwork Points 
-4 Aptitude Points
Quest Fees -2%
Item Fees -2%
Clan Privilege: Bonus Gil 1 = Bonus Gil 2 or Bonus Gil 1

Outriders - Survive 3 Turns against 6 Monsters
You Get:
+19 Adaptibility Points
+17 Negotiation Points
-8 Teamwork Points
-5 Aptitude Points
Quest Fees -3%
Item Fees -3%
Clan Privilege: Debuff Resistance 1 = Debuff Resistance 2 or
                Debuff Resistance 2 = Debuff Resistance 3 or
                Debuff Resistance 1

Catalysts - Survive 3 Turns against 6 Monsters
You Get:
+25 Adaptibility Points
+23 Negotiation Points
-10 Teamwork Points
-6 Aptitude Points
Quest Fees -4%
Item Fees -4%
Clan Privilege: Bonus Gil 1 or Bonus Gil 1 = Bonus Gil 2 or
                Bonus Gil 2 = Bonus Gil 3

Master Intercessors - Survive 3 Turns against 6 Monsters
You Get:
+31 Adaptibility Points
+29 Negotiation Points
-12 Teamwork Points
-7 Aptitude Points
Quest Fees -5%
Item Fees -5%
Clan Privilege: Non-Elemental Attacks

This is a problematic mission if you overlevel the enemy, which increases
in level as you choose a higher rank. If you can hurt the enemy, this is a
simple mission, kill all the cockatrices and be done with it.

If you cannot, then all you have to do is to block both the entrances to your
starting position, the entrances that are two tiles wide. Block them with high
HP units that cannot attack back, so you sit there and take the damage, while
the leftover two units sit and heal. This is because you don't want to break
the law. 

***********************************
*Clan Trial - Negotiation-Teamwork*
***********************************

Trial    - Negotiation-Teamwork
Rank     - 15
Days     - 20
Members  - 6
Location - The Bisga Greenlands
Require  - Negotiation, Teamwork - 10 Points

Your Objective - Uphold the Law and Defeat all Foes in X Rounds!
Law Forbidden  - Using MP
                 Actions that consume MP are forbidden.

--==Rank and Objectives==--

Speakers - Defeat 2 foes in 4 turns
You Get:
+7 Negotiation Points
+5 Teamwork Points
-4 Aptitude Points
-3 Adaptibility Points
Quest Fees -2%
Item Fees -2%
Clan Privilege: Bonus AP 1

Lectors - Defeat 3 foes in 4 turns
You Get:
+13 Negotiation Points
+11 Teamwork Points
-6 Aptitude Points
-4 Adaptibility Points
Quest Fees -4%
Item Fees -4%
Clan Privilege: Bonus AP 1 or Bonus AP 1 = Bonus AP 2

Advocates - Defeat 2 foes in 3 turns
You Get:
+19 Negotiation Points
+17 Teamwork Points
-8 Aptitude Points
-5 Adaptibility Points
Quest Fees -6%
Item Fees -6%
Clan Privilege: Bonus AP 1 or Bonus AP 1 = Bonus AP 2 or 
                Bonus AP 2 = Bonus AP 3

Champions - Defeat 3 foes in 3 turns
You Get:
+25 Negotiation Points
+23 Teamwork Points
-10 Aptitude Points
-6 Adaptibility Points
Quest Fees -8%
Item Fees -8%
Clan Privilege: Debuff Resistance 1 = Debuff Resistance 2 or 
                Debuff Resistance 2 = Debuff Resistance 3 or
                Debuff Resistance 3 = Debuff Resistance 4 or
                Debuff Resistance 1

Master Judicers - Defeat 2 foes in 2 turns
You Get:
+31 Negotiation Points
+29 Teamwork Points 
-12 Aptitude Points
-7 Adaptibility Points
Quest Fees -10%
Item Fees -10%
Clan Privilege: Always Counter

This is sort of an easy mission, well if you overlevel the enemy, which is 
about 21. All you need to do is to kill some Tonberries, which isn't a hard
feat, but need to uphold the law, so there are no magick users here.

Elemental attacks do absolutely nothing to the Tonberries, so you need to 
long range them and whilst bombarding the Tonberries, you can easily slip
in your fast melee units to hit the Tonberries. You want to avoid having the
enemy in HP Critical since they have quicken, or you could just slip in a 
Ranger and Mirror Item them both to death. 

********************************
*Clan Trial - Teamwork-Aptitude*
********************************

Trial    - Teamwork-Aptitude
Rank     - 15
Days     - 20
Members  - 6
Location - The Aldanna Range
Require  - Teamwork, Aptitude - 10 Points

Your Objective - Examine the Magick Urn X Times in Y Rounds!
Law Forbidden  - Ranged Weapons
                 Attacks with bows, greatbows, guns, hand-cannons, and cards
                 are forbidden. 

--==Rank and Objectives==--

Hands of Steel - Examine the Urn 4 Times in 4 Rounds, facing 4 foes
You Get:
+7 Teamwork Points
+5 Aptitude Points
-4 Adaptibility Points
-3 Negotiation Points
Quest Fees -1%
Item Fees -1%
Clan Privilege: Bonus EXP 1

Hands of Silver - Examine the Urn 5 Times in 4 Rounds, facing 4 foes
You Get:
+13 Teamwork Points 
+11 Aptitude Points
-6 Adaptibility Points
-4 Negotiation Points
Quest Fees -2%
Item Fees -2%
Clan Privilege: Debuff Resistance 1 = Debuff Resistance 2 or
                Debuff Resistance 1

Hands of Gold - Examine the Urn 6 Times in 4 Rounds, facing 5 foes
You Get:
+19 Teamwork Points 
+17 Aptitude Points
-8 Adaptibility Points
-5 Negotiation Points
Quest Fees -3%
Item Fees -3%
Clan Privilege: Bonus EXP 1 or Bonus EXP 1 = Bonus EXP 2

Hands of Divinity - Examine the Urn 7 Times in 3 Rounds, facing 5 foes
You Get:
+25 Teamwork Points 
+23 Aptitude Points 
-10 Adaptibility Points
-6 Negotiation Points
Quest Fees -4%
Item Fees -4%
Clan Privilege: Bonus EXP 1 or Bonus EXP 1 = Bonus EXP 2 or 
                Bonus EXP 2 = Bonus EXP 3

Master Hands - Examine the Urn 8 Times in 3 Rounds, facing 5 foes
You Get:
+31 Teamwork Points 
+29 Aptitude Points
-12 Adaptibility Points 
-7 Negotiation Points
Quest Fees -5%
Item Fees -5%
Clan Privilege: MP Preservation

This is quite an annoying mission, because those little Ahrimans have the
ability to Confuse you, and guess what, they have Roulette, which is a
very annoying skill. You definitely need a White Mage here, or two, to 
make sure that they have Raise at the ready. That is going to be needed
if those Ahriman use Roulette. 

Again, you need to spread out your units. Once the urn is examined or the
Round ends, the urn decides to disappear and move to a new location, so
that means spreading out your units is key. Have your spread out units
which are on idle, wait, that way, they get their turn sooner than later,
which is rather handy. You may need to reset the game several times since the
jar appear randomly and might hate you. 

------------------------------------------------------------------------------
[3.02] Recruitment

There are two possible ways to recruit new members for your clan, that aren't
special characters. The first is the Clan Mates quest, or through the random
cycle of months where you look for characters. The first is the Clan Mates
quest. Look for my Clan Mates list above for the complete answer to the
quest, thanks to Antitype and his work for the information however.

The second way is by walking into certain locations during certain times of
the year. There will be a random chance of a popup with the description of
Possible Recruit, or something along those lines. This however, does not
determine the class and stats of your recruit, so you can easily play around,
save the game, reload till you get what you desire. 

Also, there are some requirements for some classes. The advanced classes for
each race are not available until you have unlocked the job class via the
missions. Generally, you need to be able to unlock the area, but even 
unlocking the area isn't enough, so continue the story mission some more. 

There are some rules though. You can only recruit 1 Member of each RACE
per YEAR. Therefore, you can only hire 1 Hume a Year, 1 Bangaa a Year and
so forth. There is a maximum of 5 Recruits PER YEAR. Also, since the Seeq
and Gria share months, they count as ONE RACE. Well, this is probably due
to the fact that they both only have 4 classes, and your average class has
at least 8, and there are only 12 months in the year and 12 isn't very
divisible by 7, but it is by 6. 

Gria are unlocked when you have finished the mission that gives access to
Fluorgis. Viera are unlocked when you finished "The Moon Seal", which 
requires "The Star Seal" to be unlocked. The general note is that you need
to advance the story for some classes. For the more advanced classes, read
the section on the job classes below for the requirements you need to unlock
specific classes. 

Below is where you can recruit members and what month you'll need.

Humes - BlackFrost or SkyFrost

Targ Wood         - Soldier, Thief, Black Mage, White Mage, Archer
Galerria Deep     - Paladin, Fighter, Blue Mage, Hunter
Sant D'asla Bluff - Parivir, Ninja, Illusionist, Seer

Bangaa - Greenfire or Bloodfire

Baptiste Hills - Warrior, White Monk, Dragoon, Gladiator, Bishop
Aisenfield     - Defender, Master Monk, Templar, Trickster

Nu-Mou - Rosefire or Coppersun

Graszton    - White Mage, Black Mage, Beastmaster
Morrabelle  - Time Mage, Arcanist, Illusionist, Sage
Nazan Mines - Alchemist, Scholar

Moogle - Goldsun, Silversun

Bisga Greenlands - Animist, Thief, Black Mage
Goug             - Moogle Knight, Fusilier, Tinker, Time Mage
Neslowe Passage  - Chocobo Knight, Juggler, Flintlock

Viera - Ashleaf or Mistleaf

Camoa           - Fencer, Archer, White Mage, Green Mage, Red Mage
Rupie Mountains - Summoner, Elementalist, Assassin, Sniper, Spellblade

Seeq/Gria - Emberleaf, Plumfrost

Seeq

Aldanna Range  - Berserker, Ranger
Tramdine Ruins - Lanista, Viking

Gria

Flourgis      - Hunter, Raptor
Zedlei Forest - Ravager, Geomancer

If you decide to wonder why some of the classes haven't shown up even
though you have advanced the story a good deal as well as unlocked the
location, then your answer is in the quests that unlock the job set.
Unlike the previous game, jobs are unlocked via missions. Many of the
stronger jobs, such as Fighter, Fusilier and Trickster can only be 
unlocked from missions, more as a balance control rather than a nerfing
measure. 

------------------------------------------------------------------------------
[3.03] Clan Privileges

Clan Privileges are little bonuses you get to use during your battle, and will
continue to provide an effect for your clan, so long as you do not break the
law in any way. Once you break the law, you don't get any more bonus.

You will get these little privileges from clan trials. The level of the
trial will determine what you will get. Basically, complete a trial, you
get the rewards for that level BUT NONE OF THE benefits that you get from
the levels below it. So you do need to General Training I five times to get
all the rewards of privileges.

Note that you can only have one version of each privilege at a time, and that
is the highest level of the privilege. Keep that in mind.

--==Agility Up==--

Increase the evasion of all your units and their strike rate at the enemy
units. The effect will be increased with the rank of the privilege. 

Rank 1 - Your Start with this one.
Rank 2 - Complete Adaptibility I at Surveyors Difficulty .
Rank 3 - Complete Adaptibility I at Mimics Difficulty.
Rank 4 - Complete Adaptibility II at Trailblazers Difficulty.
Rank 5 - Complete Adaptibility II at Master Improvisers Difficulty.

* Notes
Useful, but it doesn't really help you stop those annoying 99% misses nor
your 50% hits, but it is useful that the enemy can't hit you as often. Not
very useful in the long run however, since there are FAR better options.

--==Always Counter==--

Gives the Counter Ability to all units that lack an R ability.

Rank 1 - Complete Negotiation-Teamwork at Master Judicer's difficulty.

* Notes
A Useful privilege, but by the time you get this, you will have access to a 
lot of R abilities, so it isn't all that useful.

--==Bonus AP==--

Increase the amount of Ability Points gained after a quest by 20 at Rank 1,
40 at Rank 2 and 60 at Rank 3.

Rank 1 - Complete Negotiation-Teamwork at Speakers Difficulty.
Rank 2 - Complete Negotiation-Teamwork at Lectors Difficulty.
Rank 3 - Complete Negotiation-Teamwork at Advocates Difficulty.

* Notes
An extremely handy ability, especially when you have new clan members you need
to get up to speed. At Rank 3, you could be earning triple what you would get
from your typical quest, which is about 30 Ability Points.

--==Bonus CP==--

Increase the amount of Clan Points that you will obtain after a quest. The
amount will depend on how many Clan Points are issued with the quest, which is
typically double the rank of the quest. It will generally be about 10% at
Rank 1, 20% at Rank 2 and 30% at Rank 3. 

Rank 1 - Complete General Training I at Trainees Difficulty.
Rank 2 - Complete General Training I at Professionals Difficulty.
Rank 3 - Complete General Training I at Veterans Difficulty. 

Again, quite useful, but you only need Clan Points for Auctions and these
trials. But guess what? By the time you should have plenty. Heck, but the
time I got to General Training, I had more than 200 CP, and I didn't even
have auctions enabled yet.

--==Bonus EXP==--

Increases the amount of Experience your units will gain from battle. It will
be increased 10% at Rank 1, 20% at Rank 2 and 30% at Rank 3. 

Rank 1 - Complete Teamwork-Aptitude at Hands of Steel Difficulty.
Rank 2 - Complete Teamwork-Aptitude at Hands of Gold Difficulty.
Rank 3 - Complete Teamwork-Aptitude at Hands of Divinity Difficulty.

* Notes
Useful somewhat, but the problem is, experience is much easier in this game
to obtain. You get about 60 EXP points per battle for your units when 
fighting units equal or higher at your level.

--==Bonus Gil==--

Increases the amount of Gil obtained after you have completed a battle. It
will be at 10% at Rank 1, 20% at Rank 2 and 30% at Rank 3.

Rank 1 - Complete Adaptibility-Negotiation at Followers Difficulty.
Rank 2 - Complete Adaptibility-Negotiation at Compromisers Difficulty.
Rank 3 - Complete Adaptibility-Negotiation at Catalysts Difficulty.

* Notes
Very useful in the beginning where Gil can become an issue, but later on, when
you are able to get this quest, it isn't as useful. However, you can use it
on a big scoring quest or you're desperate for Gil. 

--==Debuff Resistance==--

Protects your units against a specific debuff. The higher the rank, the more
debuffs you can be protected against. Note that the effect of the rank is
stacked, therefore, Rank 5 will contain effects of Rank 1 to Rank 4 as well
as the Rank 5 effect.

Rank 1 = Poison
Rank 2 = Blind
Rank 3 = Silence and Blind
Rank 4 = Immobolize and Disable
Rank 5 = Confuse, Charm and Toad

Rank 1 - Complete Aptitude-Adaptibility at Travelers Difficulty.
Rank 2 - Complete Teamwork-Aptitude at Hands of Silver Difficulty.
Rank 3 - Complete Adaptibility-Negotiation at Outriders Difficulty.
Rank 4 - Complete Negotiation-Teamwork at Champions Difficulty. 
Rank 5 - Complete General Training II at Legends Difficulty. 

* Notes
This is an extremely useful privilege when you are fighting against monsters 
because they are the main cause of Debuffs in the game. While it is rather
pointless at the beginning, Rank 5 is when you should use it since Confuse and
Charm is probably the most annoying debuffs, and the most common in the game.

--==Empowered Bangaa==--

Increases the battle capacity of your Bangaa.

Rank 1 - Complete Aptitude I at Grease Monkeys Difficulty.

* Notes
Not very useful unless you are fighting with a clan full of Bangaa, which I
highly doubt.

--==Empowered Gria==--

Increases the battle capacity of your Gria.

Rank 1 - Complete Teamwork II at Comrades Difficulty.

* Notes
You aren't going to use a clan full of Gria, so don't bother.

--==Empowered Humes==--

Increases the battle capacity of your Humes.

Rank 1 - Complete General Training I at Novice Difficulty. 

* Notes
You might use a fair amount of Humes, but not enough to warrant this skill.

--==Empowered Moogles==--

Increases the battle capacity of your Moogles.

Rank 1 - Complete Adaptibility I at Scouts Difficulty.

* Notes
You aren't going to use an army of fluffy creatures, so don't bother with
this.

--==Empowered Nu Mou==--

Increases the battle capacity of your Nu Mous. 

Rank 1 - Complete Negotiations I at Hagglers Difficulty.

* Notes
Nu Mous lack melee power, so you don't want to be using this skill anytime 
soon.

--==Empowered Seeq==--

Increases the battle capacity of your Seeqs.

Rank 1 - Complete Aptitude II at Craftsman Difficulty.

* Notes
Seeq aren't going to be a full assault force, so don't bother.

--==Empowered Viera==--

Increases the battle capacity of your Viera.

Rank 1 - Complete Teamwork I at Acquaintances Difficulty.

* Notes
Like all empowered privileges, it is pointless since you aren't going to
rely on one class to fight the battle for you. 

--==Libra==--

Allows you to see all the traps on the map, as well as all traps set by the
enemy as well.

Rank 1 - Complete Adaptibility II at Contrivers Difficulty. 
         Have Final Fantasy Tactics Advance in your GBA Slot when starting 
         the game.

* Notes
A pointless, but sometimes useful privilege since you need to avoid some
traps to make sure you don't die. Traps sometimes are used to your advantage,
but you don't want to lose half your HP against a hard boss, and no healers
are allowed do you?

--==Luck==--

Increases the chance of obtaining a Critical Hit, the loot that is dropped by
the enemy and the chance of your units obtaining an opportunity turn. As the
rank increases, the effect increases.

Rank 1 - You Start with this Privilege
Rank 2 - Complete Negotiations I at Barterers Difficulty. 
Rank 3 - Complete Negotiations I at Orators Difficulty.
Rank 4 - Complete Negotiations II at Conciliators Difficulty.
Rank 5 - Complete Negotiations II at Master Negotiators Difficulty.

* Notes
Not useful for your clan if you are planning to win your battle on luck 
alone. In fact, no clan should be fighting if they plan to win on the back
of some criticals and opportunity turns. Sure, they are useful, but you don't
want to depend on them.

--==Move Up==--

Increases the Movement range of your troops, allowing them to move even 
further. Rank 1 allows you to move one extra square, Rank 2 allows two extra
squares.

Rank 1 - Complete General Training II at Adept Difficulty.
Rank 2 - Complete General Training II at Masters Difficulty.

* Notes
Again, not very useful because of one problem. You units need enough speed to
move that far in the first place, and that will be a problem that you will not
need to deal with until your units are at a very high level, or have been as a
Ninja for a prolonged period of time.

--==MP Channeling==--

Increases the amount of MP that you regenerate a turn from 10 MP to 20 MP. 

Rank 1 - Complete Aptitude-Adaptibility at Master Explorers Difficulty.

* Notes
Quite useful if you are planning to run around and blasting the living 
daylights out of anything that decides to move with your long range mages, but
there are other privileges that can be more useful, but if you need to use
mages, it is a good idea to use this one.

--==MP Preservation==--

Reduces the MP cost of all your spells by half.

Rank 1 - Complete Teamwork-Aptitude at Master Hands Difficulty.

* Notes
Again, quite useful, and pretty much the same effect as the last privilege
as long as it is not coupled in with other abilities. Given there are more
abilities that restore MP, this might be a bit more useful overall.

--==Non-Elemental Attacks==--

Removes the element power of every attack. Therefore, Fire will lose its 
Fire trait, Blizzard will lose its Ice element, etc.

Rank 1 - Complete Adaptibility-Negotiation at Master Intercessors Difficulty.

* Notes
Not very useful, not useful in the slightest. One of the major factors that
you are going to play around with is elemental weaknesses. This will pretty
much remove that in one fell swoop. Don't use this with Geomancy, a serious
waste of power.

--==Power Up==--

Improves the damage that your units deal as well as reducing the damage that
you will receive from enemy units. The effects of Power Up increases as Rank
of the privilege increases.

Rank 1 - You start with this Privilege.
Rank 2 - Complete Aptitude I at Machinist Difficulty. 
Rank 3 - Complete Aptitude I at Dab Hands Difficulty. 
Rank 4 - Complete Aptitude II at Wrights Difficulty. 
Rank 5 - Complete Aptitude II at Master Artificers Difficulty.

* Notes
An extremely useful ability that you'd probably be using most of the times. 
It will increase the damage you deal, as well as reducing the damage that
you will receive. Those on hard mode are going to rely on this slightly more
than those without since the enemy is stronger on hard mode. Level 2 will 
pretty much cancel out the effect of Hard Mode. Be aware that there are more
privileges out there.

--==Regene/Regenera/Regenega==--

This will recover a percentage of your health each turn. Rank 1 will 
regenerate 10% of Max HP, Rank 2 will regenerate 12.5% of Max HP while
Rank 3 will regenerate about 16% of Max HP. (About 15.6%)

Rank 1 - Complete General Training I at Journeyman Difficulty.
Rank 2 - Complete General Training II at Braves Difficulty.
Rank 3 - Complete General Training II at Heroes Difficulty.

* Notes
A very useful privilege if you can't be bothered or cannot use a White Mage
in this battle. While it does not seem like a lot, remember that this is
Every Turn, and a Tinker having those right spells pop your way, it will
start to stack up in the end.

--==Safe Keeping==--

This will prevent all your items from being either stolen or destroyed by 
the enemy.

Rank 1 - Complete Negotiations II at Mediators Difficulty.

* Notes
Not very useful, why can't you just kill the enemy that can to this, ie,
Assassins and Thieves before they get near you. 

--==Smash Gauge Bonus==--

This will effective increase the rate in which your Smash Gauge will fill
up during the battle. The higher the Rank, the bigger the increase in which
will be applied to your units.

Rank 1 - Complete Aptitude-Adaptibility at Prospectors Difficulty.
Rank 2 - Complete Aptitude-Adaptibility at Pioneers Difficulty. 
Rank 3 - Complete Aptitude-Adaptibility at Voyagers Difficulty. 

* Notes
A semi-useful privilege, it increases the damage that your Scions will be able
to do, BUT, you again, don't want to rely on these summons to win a battle,
because that isn't a very good way to win.

--==Speed Up==--

This will increase the speed of your units, increasing their turn order and
that is certainly a good thing. The effect increases as rank increases.

Rank 1 - You start with this Privilege.
Rank 2 - Complete Teamwork I at Relations Difficulty.
Rank 3 - Complete Teamwork I at Old Friends Difficulty.
Rank 4 - Complete Teamwork II at Boon Companions Difficulty.
Rank 5 - Complete Teamwork II at Master Allies Difficulty.

* Notes
Rather useful, it will make sure that your units will be faster on the turn
order, and that means that they can strike first. This makes it a toss up 
whether you use Speed or Power because they are probably two of the most
useful privileges. 

------------------------------------------------------------------------------
[3.04] Clan Title

Your Clan Name will have a title underneath it. This name will be given by the
MOST RECENT challenge that you have SUCCESSFULLY complete via the CLAN TRIALS.
Therefore, your most recent clan trial success will determine your Clan
Title. Note that it is pretty much for bragging rights, nothing else. I'll
have a list of the Titles that you can obtain from each trial, so complete the
one that you want.

--==Adaptibility==--

Adaptibility I              Adaptibility II
1 - Scouts                  1 - Contrivers
2 - Observers               2 - Survivalists
3 - Surveyors               3 - Trailblazers
4 - Imitators               4 - Executors
5 - Mimics                  5 - Master Improvisers

--==Aptitude==--

Aptitude I                  Aptitude II
1 - Grease Monkeys          1 - Craftsman
2 - Apprentices             2 - Smiths
3 - Machinists              3 - Wrights
4 - Technicians             4 - Artisans
5 - Dab Hands               5 - Master Artificers

--==General Training==--

General Training I          General Training II
1 - Novices                 1 - Adepts
2 - Trainees                2 - Braves
3 - Journeymen              3 - Heroes
4 - Professionals           4 - Legends
5 - Veterans                5 - Master Adventurers

--==Negotiation==--

Negotiation I               Negotiation II
1 - Hagglers                1 - Mediators
2 - Intermediaries          2 - Counsilors
3 - Barterers               3 - Conciliators
4 - Brokers                 4 - Arbiters
5 - Orators                 5 - Master Negotiators

--==Teamwork==--

Teamwork I                  Teamwork II
1 - Acquaintances           1 - Comrades
2 - Associates              2 - Cohorts
3 - Relations               3 - Boon Companions
4 - Confidantes             4 - Countrymen
5 - Old Friends             5 - Master Allies

--==Mixed Trials==--

Adaptibility-Negotiation    Aptitude-Adaptibility
1 - Followers               1 - Travelers
2 - Compromisers            2 - Prospectors
3 - Outriders               3 - Pioneers
4 - Catalysts               4 - Voyagers
5 - Master Intercessors     5 - Master Explorers

Negotiation-Teamwork        Teamwork-Aptitude
1 - Speakers                1 - Hands of Steel
2 - Lectors                 2 - Hands of Silver
3 - Advocates               3 - Hands of Gold
4 - Champions               4 - Hands of Divinity
5 - Master Judicers         5 - Master Hands

------------------------------------------------------------------------------
[3.05] Clan Auctions

Auctions are the new way to control the areas. This replaces the battle and
dispatch system that was done in the previous game. This method requires you
to head to the different auction houses to bid for these territories. 

Auctions are the only way to obtain control of areas. What benefit does this
have? Well, controlling an area has a fair amount of benefits. First of all,
if you control an area, a rival clan will spring up, ready for battle, and 
these generally provide a LOT of Clan points and a lot of good gil. 

The next thing is that control of an area, in this case, a city, will lower
the quest fees at the pub as well as lowering the cost of items at the shop. 
Loot sold at the shop and items sold at the shop will be given a bonus, 
meaning more gil for your hip-pocket. And finally, controlling the area of
a region will give you some bonuses from glad citizens.

--==Unlocked==--

Auctions are unlocked after the mission "Now That's a Fire" is unlocked by
the storyline, so you need to advance the story before you can actually get
this done. However, here, you can only access Graszton, Camoa and Moorabella.
When you complete the Grounded! mission, you can use the auction houses at
Fluorgis and Goug. 

--==Auctions==--

The first month of every year is auction season. That is, you have 20 days to
go to all five auction houses and bid at all of them. My favourite is that
you start exactly when the auction season starts, therefore, you attend your
first auction on the 1st. My route is heading to Graszton, Camoa, Moorabella,
Fluorgis and then Goug. 

There are several routes that you can take that make it efficient. They are:

Camoa, Graszton, Moorabella, Fluorgis, Goug
Grazston, Camoa, Moorabella, Fluorgis, Goug
Goug, Fluorgis, Moorabella, Camoa, Graszton
Goug, Fluorgis, Moorabella, Graszton, Camoa

The reason that Fluorgis and Moorabella have to be next to each other is that
they require an airship lift at the cost of 300 gil. Be quick, there is no
other way across the ocean. Anyway, time to get onto the auctions themselves.

Entering an auction house during the auction season requires you to pay a 
small entry fee. Note that these auctions are done via clan points. That's
right, you didn't think that all those clan points were to be used in the
Clan Trials did you? Entry fee is 20 CP. 

Each auction house has a few areas that they control. Most have 4, but some
have 3 areas that you can control. Also, each auction has a different speed
and a different limit on how many tokens that you get to bid in the auctions.
More on that later in a more indepth section.

Anyway, each auction itself is in little turns. This is where you decide what
type of token you want to bid, if any, and watch the moves on the other clans
and see what they are up to. At the end of the auction, the clan with the
most coins on the screen wins the auction. In the event of a tie, the reigning
champions will win. If that doesn't occur, the result is random, but more or
less, it will skew towards you. 

A few more things that you need to be aware of is that there is a limit of 
30 coins that can be bidded. The first clan to exceed this, which is quite
stupid, since there is more than one auction, will automatically win the
auction. Also, the reigning champion will get a bonus when they start the
auction with one coin already on the board for them.

--==End of Auctions==--

At the end of the auctions for an auction house, all the bonuses will be added
to the tally. This tally of what you have done, the rounds you've won, the
tokens that you have used, all this will be recorded. These bonuses are listed
below.

Taking part in 20 auctions will get you the token shop. This store allows you
to purchase tokens after you have paid an entry fee and before the first 
auction. This gives you more tokens to play with, but with a fee. 1 1 Coin 
Token costs 5 Clan Points, 2 Coin Tokens cost 10 Clan Points, 3 Coin Tokens
cost 20 Clan Points, and 5 Coin Tokens cost 70 Clan Points. That might seem
like a lot, but given that 4 Coins would be 40, it is actually a discount.

Using a token 10 times will give you one extra token before the first auction
free of charge. Therefore, using 10 2 Coin Tokens will give you one extra two
coin token before the first auction at any auction house. 

Using the Bonus during the auction 20 times will get a free Ribbon. These are
very valuable, so make sure you get this quickly. The value of this will be
shown in battle. Getting all the placed victories will give you items and gil.
And finally, passing the 20 turns gets you 200 Clan Points.

After the bonus is tallied, the items or area controlled by you is going to
be updated. Once you control an entire area, that means, all the area that is
up for grabs in an auction is controlled by you, you are Champion for Life, 
that is, you control the area forever. That means, you get the benefits from
the auction for good. 

When you are Champion for Life, the auction house that you are the Champion
for Life in will instead auction items. These items are pretty decent weapons
that you normally wouldn't obtain until later in the game via the bazaar 
system. You would play the auction like normal, but the prize is the item, not
the land. Also, being Champion will give you one extra coin at the start of 
all auctions.

If you want to get really good items at the start of the game, you can just go
and rest at Lezaford's Hut or the Water Hut for 200 days, walk around for a 
few days and then go again. Quite fun really. 

------------------------------------------------------------------------------
[3.06] Auctions Mk 2

This is a more indepth section for the auction system. First of all, lets go
through the areas that each auction house will control.

Camoa       -  Camoa, Targ Woods, Baptiste Hill

Graszton    -  Graszton, The Bisga Greenlands, Zedlei Forest, 
               The Aldanna Range

Morrabella  -  Moorabella, The Rupie Highlands, The Ruins of Delgantua, 
               The Galerria Deep

Fluorgis    -  Flourgis, Tramdine Fens, Nazan Mines, Sant D'alsa Bluff

Goug        -  Goug, Aisenfield, The Neslowe Passage, Kthili Sands

Now, the next section is ahead.

--==Reading the Moves==--

It is best if you can read the moves of the other team. By doing so, you can
keep ahead by using as few coins as possible, waste as few of those valuable
5 coin and 3 coin tokens. 

No Move Yet - Speech Bubble, talking to their clan mates. Wait for a signal.
Pass        - They will shake their heads and sit down.
1 Coin      - They will stand still and not move.
2 Coins     - They will start walking slowly.
3 Coins     - They will dash forward, rushing somewhere.
5 Coins     - Exclamation mark above their head. Yelling into the air.

This is important, you really need to master this if you want to be good at
the auctions. After all, there is no reason to win the first auction buy 15
coins, only to run out for the next three auctions. Now, to go in depth about 
each auction that you are going to face.

--==Auction House Camoa==--

You start this auction house with the following:
6 X 1-Coin Tokens
5 X 2-Coin Tokens
6 X 3-Coin Tokens

The first auction is Camoa itself.

Turn 1 = 4 Seconds
Turn 2 = 4 Seconds
Turn 3 = 4 Seconds
Turn 4 = 4 Seconds
Turn 5 = 4 Seconds
Turn 6 = 4 Seconds

This is an easy auction, and probably your first one. You are probably going
to face the heaviest competition from either the Yellow Wings or the Camoa
Braves, the latter is probably going to be the one to fight with. Read the
actions, stay one ahead of them to save the tokens for later. The other clans
are going to bid little, so be careful to save your tokens.

The second auction is Targ Woods.

Turn 1 = 3 Seconds
Turn 2 = 3 Seconds, Bonus 1st Place
Turn 3 = 3 Seconds
Turn 4 = 3 Seconds

For being in first place on turn 2, you get a nice 5 Coin token. This is easy
to get in first place by then, use 2 3-Coin tokens to get there. The Yellow
Wings or House Minymum are going to be your competition here, the former more
often than not going to take this down if you don't beat them.

The final auction is Baptiste Hill

Turn 1 = 3 Seconds, Bonus 3rd Place
Turn 2 = 3 Seconds
Turn 3 = 3 Seconds
Turn 4 = 3 Seconds, Bonus 2nd Place
Turn 5 = 3 Seconds
Turn 6 = 3 Seconds
Turn 7 = 3 Seconds

This is going to be one where you get the bonuses if you can and use them, and
waste the rest of your 3 Coiners to win this battle. The team that you are 
going to be fighting against is probably going to be Chita's Weaponers and
the Camoa Braves, though the former is probably going to be more potent since
the latter is weaker from the previous auction, especially the first one.

--==Auction House Graszton==--

You start this auction house with the following:
10 X 1-Coin Tokens
6 X 2-Coin Tokens
6 X 3-Coin Tokens

The first auction is Graszton itself.

Turn 1 = 4 Seconds
Turn 2 = 4 Seconds
Turn 3 = 3 Seconds
Turn 4 = 2 Seconds
Turn 5 = 2 Seconds
Turn 6 = 1.5 Seconds

This is the first auction, probably the first one where you get shorter and
shorter turns. This makes it harder for you, but you need to get the hang of
it. Once it gets to turn 6, its more or less an instant reaction that you 
need to win this one. Grazston Shipping is your biggest rival here, the other
clans aren't going to do much here.

The second auction is the Bisga Greenlands.

Turn 1 = 4 Seconds
Turn 2 = 4 Seconds, Bonus 2nd Place
Turn 3 = 4 Seconds
Turn 4 = 4 Seconds
Turn 5 = 4 Seconds, Bonus 2nd Place
Turn 6 = 4 Seconds

The short turns are gone for now, but you only have 2 bonus chips up for
grabs. You don't want to be first, so drift behind the leader, staying one
coin behind for the first bonus, and one coin behind for the second bonus
and then use one of the 5 coin chips to win the auction. Any clan can win
this one, no specific clan will fight hard.

The third auction is the Aldanna Range.

Turn 1 = 2 Seconds, Bonus 3rd Place
Turn 2 = 2 Seconds, Bonus 2nd Place
Turn 3 = 2 Seconds, Bonus 1st Place

This is the best auction that you can participate in because of the big 
bonuses that you get. This is basically a bonus bonanza. You need to read
the moves carefully to get the bonuses, because all three bonuses for the
next round is very important and guarantees your victory. Any clan will
try to win this one.

The final auction is Zedlei Forest.

Turn 1 = 2 Seconds
Turn 2 = 2 Seconds, Bonus 4th Place
Turn 3 = 2 Seconds
Turn 4 = 2 Seconds, Bonus 1st Place
Turn 5 = 1.5 Seconds
Turn 6 = 1.5 Seconds
Turn 7 = 1.5 Seconds

Your turn is rather short here, so you should forest about the second turn
bonus and use your bonuses from the previous round to get the one in round 4
and clean this mission up. The other clans cannot offer much in the way of a 
fight, but Zedlei Consortium is going to be one to give you some trouble. 

--==Auction House Moorabella==--

You start this auction house with the following:
9 X 1-Coin Tokens
10 X 2-Coin Tokens
8 X 3-Coin Tokens

The first auction is Moorabella itself.

Turn 1 = 4 Seconds
Turn 2 = 4 Seconds
Turn 3 = 4 Seconds
Turn 4 = 4 Seconds
Turn 5 = 4 Seconds, Bonus 4th Place
Turn 6 = 4 Seconds
Turn 7 = 4 Seconds
Turn 8 = 4 Seconds, Bonus 2nd Place

The fifth turn bonus is rather good, but the final turn one is the one you 
should avoid because that means that you lose the battle. This is a hard one
for one reason, the Pirates and the Crusade will want to win this and burst
all your tokens. Read their faces, get the bonus, and use it to stay ahead.
This will deplete their coin reserves as well. 

The second auction is the Galerria Deep.

Turn 1 = 3 Seconds
Turn 2 = 2 Seconds
Turn 3 = 2 Seconds, Bonus 2nd Place
Turn 4 = 1.5 Seconds
Turn 5 = 1.5 Seconds, Bonus 4th Place

Again, avoid the last place bonus because you want to win. Get the second
place bonus, and use it to win the battle. House Prost is probably going to
be a big challenger here, but all clans, except the prior two, are going to
give it their best shot, since the prior two, Pirates and Crusade, are going
to be a little empty on coins.

The third auction is the Rupie Mountains.

Turn 1 = 2 Seconds
Turn 2 = 2 Seconds
Turn 3 = 1.5 Seconds
Turn 4 = 1.5 Seconds, Bonus 3rd Place
Turn 5 = 1 Second
Turn 6 = 0.5 Second

Aim for the bonus if you can. You really need to up your skills here for the 
Turn 6 win because the turns are getting short and shorter, and you need to
look at the picture of all the other clans, and quickly decide what to do. 
Unless the other clans have 5 coin tokens, use a three coin token if you 
are in the lead at turn 5 to win. Otherwise, use the 5 coiner. The Bangaa
Brotherhood and the Nu Mou Nobles are going to be fierce competitors here.

The fourth auction is the Ruins of Delgantua.

Turn 1 = 2 Seconds
Turn 2 = 2 Seconds
Turn 3 = 2 Seconds
Turn 4 = 2 Seconds
Turn 5 = 2 Seconds
Turn 6 = 2 Seconds
Turn 7 = 2 Seconds
Turn 8 = 2 Seconds

This is a basic auction. There are short turns, and there are no bonuses, so
you really need to go all out. Use all your bonuses, use all your 3 coin 
tokens and then the twos. Hopefully, if you played it smart, the other clans
are out of tokens, and you should have some left over to win this one. This
is where the token store really shines and where smart playing comes into
effect.

--==Auction House Fluorgis==--

You start this auction house with the following:
8 X 1-Coin Tokens
8 X 2-Coin Tokens
8 X 3-Coin Tokens

The first auction is Fluorgis itself.

Turn 1 = 4 Seconds
Turn 2 = 2 Seconds
Turn 3 = 2 Seconds
Turn 4 = 1.5 Seconds, Bonus 4th Place
Turn 5 = 1.5 Seconds
Turn 6 = 1.5 Seconds
Turn 7 = 1.5 Seconds

Your first auction is a whole lot rougher. Rough it out a little bit and aim
for the 4th place bonus. Make sure you are only 1 behind from the lead. Odds
are that the other clans will start to bid down, and you can catch up with the
three coins, or at worst, use the 5 coin token. Although you didn't get to 
save the big one, you used some smaller tokens, and that is a good thing, you
don't want to waste the big ones. Everyone will try to win this one, so there
is a lot of competition here.

The second auction is the Tramdine Fens.

Turn 1 = 1 Second
Turn 2 = 1 Second, Bonus 1st Place
Turn 3 = 1 Second, Bonus 2nd Place
Turn 4 = 2 Seconds, Bonus 5th Place
Turn 5 = 1 Second
Turn 6 = 1 Second, Bonus 3rd Place

Ok, you really want the two bonuses here. Get the second and first place
bonuses that you can get because they are the ones that you can achieve. You
can't go from 2nd to 5th without some good luck, and ending on 3rd isn't a 
winning option. Its fast, so make sure you are too. The Jystra groups are
going to be your main opposition here.

The third auction is Sant D'Alsa Bluff.

Turn 1 = 1.5 Seconds, Bonus 5th Place
Turn 2 = 3 Seconds
Turn 3 = 1.5 Seconds
Turn 4 = 2 Seconds
Turn 5 = 1.5 Seconds
Turn 6 = 2 Seconds
Turn 7 = 1 Second, Bonus 1st Place

A hard one, because it is quite hard to get the 5th place bonus, but forget 
about it. Concentrate on the first place bonus at the end because the next
auction is another all out challenge. This is a hard one, but the main 
opposition aren't the Jystra Company, but the Naturalist Society. Make sure
that they don't win this mission.

The final auction is Nazan Mines.

Turn 1 = 1 Second
Turn 2 = 0.5 Second
Turn 3 = 0.5 Second
Turn 4 = 0.5 Second, Bonus 2nd Place
Turn 5 = 0.5 Second
Turn 6 = 0.5 Second
Turn 7 = 0.5 Second

You seriously want the second place bonus, and as always, you just want to be
one coin behind them. Once you get the bonus, you can easily go and get the
the victory by using the bonus, and that will place you above the other clan's
coin total. Remember, although the other clans are desperate for victory, they
are going to be out of one thing, coins. 

--==Auction House Goug==--

You start this auction house with the following:
2 X 1-Coin Tokens
2 X 2-Coin Tokens
2 X 3-Coin Tokens

The first auction is Goug itself.

Turn 1 = 2 Seconds, Bonus 4th Place
Turn 2 = 2 Seconds
Turn 3 = 2 Seconds, Bonus 4th Place
Turn 4 = 1.5 Seconds

You are seriously in need of the token store and need the bonuses because this
auction house is one where coins are going to be hard to come by. Get the 4th
place bonus in the start, either bid 1 or pass. This should get you the bonus
and then use all big coins to win this auction. The Goug Consortium is going 
to be the main threat here.

The second auction is Aisenfield.

Turn 1 = 1.5 Seconds
Turn 2 = 1 Second, Bonus 2nd Place
Turn 3 = 0.5 Second, Bonus 3rd Place
Turn 4 = 0.5 Second, Bonus 1st Place
Turn 5 = 0.5 Second, Bonus 2nd Place
Turn 6 = 1.5 Seconds

A harder mission, but the other clans are out of coins, and that is very good
news. You want to clean up all 4 bonuses to win this mission. You want to 
make sure that you read the moves of the other clans carefully because you 
don't want to blow up all your tokens. Goug will fight, if they have the
tokens.

The third auction is Kthili Sands.

Turn 1 = 3 Seconds, Bonus 5th Place
Turn 2 = 2 Seconds
Turn 3 = 2 Seconds
Turn 4 = 2 Seconds
Turn 5 = 2 Seconds, Bonus 3rd Place
Turn 6 = 1.5 Seconds
Turn 7 = 2 Seconds
Turn 8 = 1.5 Seconds

This is where the sign of the token store leaves its mark because you are 
going to be out of tokens or have a few 5 coin tokens because of the last
round. The other clans should have some left, but you fought them all at
once, twice. Prima Donna is going to be a pain here. Aim for the 3rd place
bonus and hope you win this. 

The final auction is the Neslowe Passage.

Turn 1 = 1.5 Seconds
Turn 2 = 0.5 Second
Turn 3 = 1.5 Seconds, Bonus 3rd Place
Turn 4 = 0.5 Second
Turn 5 = 1.5 Seconds
Turn 6 = 0.5 Second
Turn 7 = 1.5 Seconds
Turn 8 = 0.5 Second

Boy, are you screwed if you are out of tokens. This is where the token store
really shines brightly, it almost blinds you. You need that bonus if you
don't have the token store. If you do, I hope you bought a lot of coins so 
you can easily blitz this auction. However, the only clan that is going to
fight you are the clans that actually have coins left over. This is the last
auction in the game, so it is going to be hard. Pat yourself on the back if
you win.

--==Items==--

When you are master of a region, you pretty much go for items. You are 
bidding for items instead of regions, and the regions stay in your control
so it is all good. My credits go to WiinolikePS3 for all his work on this
list. These are all the prizes that can be won from the auction house.

To get the Grand Prize, you need to win all the auctions that the auction
house has to offer. Thats a fair deal. The other clans bid like they did
before and the structure is the same. Just use the order to look up on how
to win the auction that you are on. 

Once you head to the auction house that deals in items, you can see what 
the items and the grand prize is, and the good part is that you can save
the game before hand, reload until you get the prize pool that you like, so
that makes it more of a rigging contest. And without further ado.

--==Camoa==--

General Prizes:
* Aegis Shield
* Arbalest
* Blood Sword
* Bracers
* Brevis
* Brigand's Gloves
* Carabineer Mail
* Chocobo Shield
* Cinquedea
* Crown Scepter
* Epee-Prisme
* Francisca
* Gastrophetes
* Jambiya
* Kain's Lance
* Mirror Mail
* Orgenix
* Onion Sword
* Reverie Shield
* Samite Coat
* Swordbreaker
* Talwar
* Tiara
* Venus Blade
* White Robe

Grand Prizes:
* Black Hat
* Ever Robe
* Gleisburst
* Judicer's Coat
* Mjolnir
* Ribbon
* Veil of Wiyu
* Zeus Mace

--==Fluorgis==--

General Prizes:
* Ace of Spade
* Adamant Armour
* Bone Armlets
* Cheer Staff
* Eight Fluted Pole
* Elixir
* Empyreal Armband
* Fortune Ring
* Frigid Viol
* Grimoire Stone
* Gupti Apa
* Hanya Mask
* Last Letter
* Luminous Robe
* Manganese Saber
* Marduk
* Master Bow
* Materia Armour
* Materia Blade
* Maximillian Armour
* Morning Star
* Partisan
* Peacemaker
* Six of Diamonds
* Spring Staff
* Templar Shield
* Vitanova
* White Hat
* White Robe
* Winged Boots

Grand Prizes:
* Galmia Frock
* Galmia Shoes
* Golden Skullcap
* Kotetsu
* Lordly Robe
* Shield of the Four
* Staff of the Magi
* Tournesol

--==Goug==--

General Prizes:
* Ayuvir Red
* Beastsword
* Brint Frock
* Claymore
* Dark Matter
* Death Claws
* Dromaeo
* Elixir
* Faerie Harp
* Femme Fatale
* Giot Gun
* Godhand
* Guang Cannon
* Harpe
* Heal Chime
* Heretic Rod
* King of Hearts
* Ligatur
* Longbarrel
* Magic Hands
* Massive Bazooka
* Outsider
* Paraiba Blade
* Reaper's Robe
* Rhomphaia
* Ruby Ear Rings
* Scorpion Tail
* Vigilante
* Wingsong Rapier

Grand Prizes: 
* Angel Ring
* Bomb Arm
* Dragon Whisker
* Ensanguined Shield
* Joker
* Malbow
* Rocket Punch
* Tonberrian

--==Graszton==--

General Prizes: 
* Aegis Shield
* Adamant Blade
* Arbalest
* Barette
* Brigand's Gloves
* Cachusha
* Cat Claw
* Chocobo Shield
* Crescent Bow
* Giant's Helmet
* Golden Axe
* Grimoire Stone
* Hardedge
* Ivory Pole
* Kiku-Ichimonji
* Lilith Rod
* Luabreaker
* Magick Ring
* Magick Robe
* Mandragora
* Masamune
* Max's Oathbow
* Oblige
* Stardust Rod
* Sumihomura
* Trident Bow
* Yoichi Bow
* Zanmato
* Zweihander

Grand Prizes:
* Genji Armour
* Genji Gloves
* Genji Helm
* Genji Shield 
* Ninja Tabi
* Ragetsu-denbu
* Scarab Charm
* Tome of Ending

--==Moorabella==--

General Prizes:
* Artemis Bow
* Black Robe
* Blueleaf Flute
* Bone Plate
* Dark Matter
* Ebon Blade
* Edaroya Scriptures
* Eureka Crystal
* Excalibur
* Gauntlets
* Gokuu Pole
* Golden Amulet
* Greataxe
* Life Crosier
* Lotus Mace
* Madu
* Nirvana
* Orb of Minwu
* Orichalcum Dirk
* Perseus Bow
* Pomegrante Staff
* Save the Queen
* Sledgehammer
* Survivor
* Templar Cloth
* Tiger Fangs
* Vajra
* White Robe

Grand Prizes:
* Diabolique
* Estrella
* Gaius Caligue
* Red Robe
* Sage's Robe
* Seventh Heaven
* Soulsaber
* The Fallen Angel

Remember, if you stuff up the auction, or know that you will stuff up, make
sure that you save the game before hand. It is important that you always 
save before an auction because a single mistake can easily ruin the entire
set of auctions that you can go through. 

Note that what the other clans are going to do is based on your decision 
somewhat. If I mention that the clan is trying to win, that means that they
are going to attempt to beat you. That means, you know what they are going
to do, go all out. Use the bonuses to your advantage and assume for the worst
if you cannot read what the other team is actually trying to do. Read the part
about reading the other team if you are not sure. Note that you will get 
better as you go along, everyone does.

Also, if you want to play for prizes early on where your bazaar isn't as big
as it should be, you can just rest in Lezaford's or the Waterside huts for
time to skip by. Choosing the longest option is 200 days, and that makes it 
close to auction season since there are only 240 days in the year here. 

And thats all for the auction folks. 

------------------------------------------------------------------------------
[4.01] Little Overview

Just a little overview in case you are not familar how these classes and 
abilities will work. AP is going to mean ability points. You automatically
gain these points after a battle and most quests. These are the points that
you need to master an ability provided by a weapon so that you no longer need
to wield that weapon to perform that ability. Read the manual for more info.

Active Abilities is going to mean abilities with that class set. Passive 
means it is always active, and Reaction is basically what will happen when
your unit is targeted in battle. 

------------------------------------------------------------------------------
[4.02] Hume Classes

***********
**SOLDIER**
***********

"Soldiers employ the arts of war to weaken and slow opponents."

Requirements  - None

Soldiers are going to be the staple class that you are going to need to use. 
The good thing the soldier has to offer are the skills that can seriously 
weaken the enemy, but they are often not enough to warrant this as a second
ability. Use it because you need this to unlock the stronger classes. 

--==Arts of War==--

 First Aid - 100 AP (Broadsword) - Active  
"Treats the user's wounds, restoring HP."

It restores the HP of the user, but what is really restored is little. Because
it is an ability, it is useful in removing the user's poison, which will slowly
take away the health of the user. 

 Gauge - 150 AP (Burglar Sword) - Active
"Reveal the target's Lv. 1 Loot and Items."

It is sort of like Peek, it is only useful if you intend to steal items, but 
then again, Gil is vital early game.

 Rend Power - 250 AP (Barong) - Active
"Lower the target's ATTACK, reducing physical damage dealt."

It is a permanent debuff to the enemy, but you are going to be more concerned 
about them hitting you for standing so close. 

 Rend Magick - 250 AP (Buster Sword) - Active
"Lower the target's MAGICK, reducing spell potency."

Very useful, but since the Magick type are weaker to physical damage anyway, 
you might as well just go there and smack them with the sword you're carrying.

 Rend MP - 250 AP (Ancient Sword) - Active
"Deplete the target's MP."

Quite useful later in the game, but again, the user would only need high MP 
for spells, and they are quite weak to physical attacks.

 Provoke - 300 AP (Blood Sword) - Active
"Cause the target to go BERSERK."

Not very useful against your enemies, you might as well make them hit with
less power, but then again, you might as well just kill them.

 Rend Speed - 350 AP (Silver Sword) - Active
"Lowers the target's speed."

Useful to slow down the enemy so they get their turn later, but unless they
are a hard hitter or is seriously annoying, don't bother.

 Mug Gil - 350 AP (Diamond Sword) - Active
"Deal damage and steal gil from the target."

This is a fun one to play with. This deals some decent damage, more or less
like a normal hit, and it also deals a varying amount of gil from the enemy,
useful for your coffers. 

 Shieldbearer - 150 AP (Bronze Shield) - Passive
"Enables the user to equip shields, regardless of their current job."

A useful skill with some classes since they do not have access to any 
defence, and shields will provide some. Mages are most vulnerable and really
need shields to save them. 

 Monkey Grip - 250 AP (Dagriohm) - Passive
"Wield two-handed weapons with one hand."

A useful skill if you want to hold some shield to fight with as well, it can
be used, but there are far better passive abilities out there anyway.

*********
**THIEF**
*********

"Dextrous and nimble, thieves excel at stealing from the unwary and evading
 blows."

Requirements - 1 Soldier Ability

Thieves are quite a useful class, but one of their most powerful and useful
abilities are gone. Steal Abilities seriously quicken the skills you can
learn, but they are seriously quick, and counter is quite useful.

--==Thievery==--

 Loot Level 1 - 100 AP (Scramasax) - Active
"Steal the target's Lvl. 1 Loot."

This basically means you steal all unranked loot. Look at the Loot Item list
for more info.

 Steal Gil - 200 AP (Jackknive) - Active
"Steal the target's gil."

This basically steals a varying amount of Gil off your enemy, and is only
useful if you need the money, otherwise, just don't.

 Steal Items - 200 AP (Kard) - Active
"Steals the target's items."

It steals the items that you can use, such as eye drops, phoenix downs and
holy waters. However, there are some rare items, such as Dark Matter. Note
that you cannot steal their equipment.

 Loot Level 2 - 200 AP (Rondel) - Active
"Steal the target's Lvl. 2 Loot."

This steals their Rank 1, or Level 2 Loot. These are generally worth about
200 to 500 Gil at the shops.

 Loot Level 3 - 300 AP (Swordbreaker) - Active
"Steal the target's Lvl. 3 Loot."

This steals enemy's Rank 2, or Level 3 Loot. These are worth even more gil,
at about 500 to 1000 Gil on average at the shops.

 Loot Level 4 - 400 AP (Cinquedea) - Active
"Steal the target's Lvl. 4 Loot."

This steals the best loot in the game, and generally speaking, the most
valuable loot. They are worth a lot at the shops and used in the best of the
weapons. 

 Steal Limelight - 400 AP (Orichalcum Dirk) - Active
"Steal the target's accumulated Smash Gauge Points."

These are required in Scions and Espers, so this will be covered later. 
However, the more points in the Smash Gauge, the more damage they will
deal, so if you want a quick victory or to end a stalemate, this is the
way to go. 

 Steal Accessory - 550 AP (Jambiya) - Active
"Steal the target's accessory."

This is the only steal option for equipment, this is useful later in the 
game where enemies carry valuables, such as Angel Rings, but this early
on, it isn't all that useful. Equipment would be more valuable."

 Counter - 150 AP (Chainmail) - Reaction
"Counter attack when targeted with an offensive action."

The best way to deal more damage early on, since you basically attack back
when the enemy melee attacks you. Quite useful, but easily surpassed with
Humes.

 Safeguard - 150 AP (Adamant Vest) - Passive
"Prevent's the user's equipment from being stolen or destroyed."

Quite useful when you're facing assassins or other thieves, but you don't
really need to fear them, you can just kill them. Not that useful, but
it is for completion. 

**************
**WHITE MAGE**
**************

"White mages use curing magicks to mend allies' wounds and restore them to
 health."

Requirements - None

Your basic healer, the White Mage is the one that is going to be mending
your wounds from battle. Though they are weaker in terms of White Mages 
compared with their Nu Mou and Viera counterparts with their lower MP
growth. A good support ability, it would make a decent secondary ability
set because of this.

--==White Magick==--

 Cure - 100 AP (White Staff) - Active
"Magickally bind wounds and target's wounds. Restores HP and deals damage to
 undead."

Your basic cure spell, and given that MP now starts on 0, the first healing
spell you can cast. Useful early on in battles.

 Cura - 200 AP (Healing Staff) - Active
"Magickally restore a large amount of HP. Deals damage to undead."

A stronger healing spell, but cannot be cast on the first turn, better in
the middle point in a battle.

 Esuna - 200 AP (Cleansing Staff) - Active
"Magickally purge the target of debuffs."

An essential spell for any white mage, the amount of debuffs in this game
is far greater than the last game. Train it when possible.

 Raise - 200 AP (Staff of Blessings) - Active
"Magickally revive the target, removing KO. Deals damage to undead."

An extremely useful spell if you have actually have followed the law, you
can easily restore your fallen teammates. Great if the enemy giving you a 
hard time.

 Curaga - 300 AP (Spring Staff) - Active
"Magickally restores a great amount of HP. Deals damage to undead."

An extremely powerful heal, this will only be used when you have a lot of 
MP to burn. But if used on your troops, it will save them pretty well.

 Reraise - 400 AP (Cheer Staff) - Active
"Grant RERAISE buff to the target. Automatically grants Raise on them if
 they are KO'd."

Probably one of the best skills of the white mage, it will automatically
restore the unit back to life if they are killed in battle. Saves your 
troops, but once it is used, the buff is removed.

 Arise - 400 AP (Nirvana) - Active
"Magickally revives the target. Removes KO and restores full HP. Deals
 damage to undead."

A better version of raise, it will restore the user to FULL HP when they
have fallen. Shame you can't mix Arise and Reraise together.

 Refresh - 400 AP (Staff of the Magi) - Active
"Magickly cleanse the target of debuffs uneffected by Esuna."

This is the improved nversion of Esuna, it will remove the Attack Down
and Magick Down type debuffs from your own units.

 Turbo MP - 250 AP (White Robe) - Passive
"Spells cost twice their usual MP, but are much more potent."

This is useful for the offensive magick types, but for you healers, this
is far less useful. Double potency for your Cure spells isn't all that
useful, you have stronger versions of cure for that. 

**************
**BLACK MAGE**
**************

"Black mages wield elemental powers of fire, ice and lightning to decimate
 foes."

Requirements - 1 White Mage Ability

While the White Mage heals people, the Black Mage hurts people. They can
use their elemental spells to damage and kill their enemies, but the MP change
as effectively nerfed their powers. A powerful ability set, useful as a 
secondary skill set. 

--==Black Magick==--

 Fire - 100 AP (Rod) - Active
"Hurl a ball of magick, dealing fire damage to the target."

Your basic fire spell, this is the staple for dealing fire damage.

 Blizzard - 100 AP (Rod) - Active
"Pierce the target with a shard of ice, dealing ice damage."

Your basic ice spell, you are going to use this for ice damage.

 Thunder - 100 AP (Rod) - Active
"Call down a bolt of lightning, dealing lightning damage to the target."

Your basic lightning spell, deals lightning damage, but is the coolest 
looking spell.

 Fira - 200 AP (Firewheel Rod) - Active
"An improved version of Fire. Deals even greater fire damage to its target."

Your improved fire spell, but you can't cast it on your first turn without
buffs.

 Bilzzara - 200 AP (Sleet Rod) - Active
"An improved version of Blizzard. Deals even greater ice damage to its 
 target."

Improved ice spell, sounds better as well.

 Thundara - 200 AP (Thunder Rod) - Active
"An improved version of Thunder. Deals even greater thunder damage to its
 target."

The improved Thunder spell.

 Firaga - 300 AP (Flame Rod) - Active
"The greatest Fire magick. Consumes its target in hellfire, dealing massive
 fire damage."

The Best fire spell your mage is going to have access to. 

 Blizzaga - 300 AP (Chill Rod) - Active
"The greatest Blizzard magick. Impales target, dealing massive ice damage."

The best Blizzard skill you are going to get.

 Thundaga - 300 AP (Thor Rod) - Active
"The greatest Thunder magick. Blasts its target with countless bolts, 
 dealing massive thunder damage."

The best Thunder skill you get going to have access to.

 Magick Counter - 400 AP (Samite Coat) - Reaction
"Cast magicks targeting the user back at the caster. Magicks cast in this
 way require MP."

This is a decent skill, but there are problems. Magick users tend to have
high resistance, making the damage quite small, and the MP usage is bad 
because MP is quite valuable, especially early on. 

 Geomancy - 350 AP (Sage's Robe) - Passive
"Lowers resistance to the user's elemental attacks. (Absorb -> Immune ->
 Half -> Normal -> Weak)

This is extremely useful as a passive skill. It basically makes normal
units weak to all spells cast by the user. This is best to make your
enemies, with no weaknesses, with weaknesses. Normally used on units
without weaknesses take greater damage. 

**********
**ARCHER**
**********

"Archers stand out of harm's way, raining arrows upon their foes from afar."

Requirement - 1 Soldier Ability

 Focus - 100 AP (Longbow) - Active
"Muster the user's strength, increasing the next action's ATTACK."

This is somewhat useful, but when you get access to stronger abilities, this
becomes somewhat a waste of a turn. Use it early on when you don't have any
stronger abilities. 

--==Precision==--

 Burial - 200 AP (Silver Bow) - Active
"Bring peace to the undead."

Only useful against undead units, which aren't as common anymore. It will
get rid of them however, unless the other methods.

 Take Aim - 200 AP (Yoichi Bow) - Active
"Take careful aim at the target, increasing chance to hit, but dealing less
 damage."

This is basically damage that never misses. Useful, but it does about half
the damage you'd normally do. I'd take my chances. 

 Leg Shot - 250 AP (Thorn Bow) - Active
"Take aim at the target's leg and IMMOBILIZE it."

Useful against melee opponents, since if they cannot move, they cannot deal
any damage, and they cannot run away either.

 Blackout - 250 AP (Char Bow) - Active
"Loose specially prepared arrows to BLIND the target."

Blind isn't like what is was, it still have an accuracy rate of about 75%
at best, not like the previous 5% chance of landing a blow. Not that useful as
before.

 Lightning Strike - 300 AP (Perseus Bow) - Active
"A blindingly fast attack that does not trigger reaction abilities."

Excellent against those who can attack back and use Archer's Bane, this makes
sure that they take the damage. 

 Arm Shot - 350 AP (Nail Bow) - Active
"Takes aim at the target's arm to DISABLE it."

If you don't want your enemy, who is already in your sights, and prevent them
from doing any damage they could possibly be dealt.

 Cupid - 450 AP (Artemis Bow) - Active
"Pierce the target's heart with a magicked arrow. CHARMS the target."

A very useful way to get an enemy unit to turn on their allies. Support units
will heal you, fighters will fight for you, both will continue to do so until
they are dealt damage. 

 Archer's Bane - 200 AP (Green Beret) - Reaction
"Avoid all bow-based basic attacks."

The best way to avoid enemy arrows, this will always give misses to normal bow
attacks. Later on, you'd want to get abilities that hit back, instead of just
avoiding. 

 Concentration - 250 AP (Target Bow) - Passive
"Focuses the user's thoughts. Increases chance to hit."

A useful one for ranged units, you always want your shots to hit the target. 
You have the Take Aim for nevermiss damage, but this will effect all your
moves, especially when you change jobs. 

***********
**PALADIN**
***********

"Their sturdy defences enable paladins to endure punishing attacks. They also
 possess a variety of abilities to aid their allies."

Requirements - 3 Soldier Abilities

The Paladin is basically the meat tank for your team. They rush to the front
lines to take all the damage for your team, while your other units dish out
the damage to kill the enemy. The Paladin also has Holy Attacks, which make
them best to counter those with Holy Weaknesses but are not undead.

--==Chivalry==--

 Nurse - 100 AP (Defender) - Active
"Attempt to make the user's wound more bearable by restoring HP and removing
 debuffs."

An extremely useful ability, unless they are DISABLED, where they cannot use
their arm. This removes most debuffs and restores a nice amount of HP.
 
 Parley - 100 AP (Barong) - Active
"Compel the foe to flee the battlefield."

I don't like this ability that much, because it is pointless. It is only very
effective when the enemy is on VERY LOW HP, and by that stage, you can easily
slice them with the sword you're carrying, both for loot and EXP. One of the
more useless abilities. 

 Defend - 200 AP (Lionheart) - Active
"Concentrate solely on protecting one's self. Raises DEFENCE and RESISTANCE
 until the user's next action."

It is best used when you are out of range of the enemy, yet you know they are
going to attack before you can get a turn in, this makes the damage that would
be dealt less painful on your HP bar.

 Sanctify - 250 AP (Ogrenix) - Active
"Unleash a flash of holy light, banishing the undead."

Again, by the time you get the Paladin, you already have more effective means
of getting rid of the undead, so it isn't all that useful. 

 Cover - 300 AP (Save the Queen) - Active
"Take all damage directed at the target until the user's next turn."

It will cover less damage since the new battle system means you get your next
turn a lot faster. But if your mages stand to take damage and you are the last
unit to move, this is a much better option because Mages deal a lot more 
damage than a single Paladin can.

 War Cry - 300 AP (Oblige) - Active
"Let out a hastening battle cry, raising RESILIENCE of surrounding units to
 debuffs."

Extremely useful early on your own parties when you are facing a lot of 
monsters or enemies with a lot of debuffs. Resilience to the debuffs is going
to ensure that your units don't get confused, or charmed, or a lot of things.

 Saint Cross - 400 AP (Arch Sword) - Active
"Project a righteous area, dealing holy damage to surrounding units."

Yes, this massive attack is back. Dealing damage around it in a cross shape,
it will deal huge amounts of damage for an area based attack on your enemies. 
Best since your Paladins are great melee fighters and are going to be in close
quarters combat often. 

 Holy Blade - 400 AP (Excalibur) - Active
"Summon a blade of divine light to deal holy damage to the target."

Probably the best attack the Paladin has to offer, it does a LOT of damage to
a target. This ensures that they get a low HP bar at the end of this, 
granted that it actually hits them first.

 Reflex - 350 AP (Genji Armour) - Reaction
"Avoid all basic attacks"

This is a step up from Archer's Bane, it will avoid all normal attacks, that
is, attacks that are not from the abilities section. Note that this doesn't
mean you can't take damage, enemies just need to use their abilities.

 Defence Up - 150 AP (Diamond Armour) - Passive
"Raises DEFENCE. Decreases physical damage received."

This is useful if you have no other useful passive abilities since it will 
make your unit a bit harder to kill. Given that several monsters have attacks
that go through armour, defence is very important. 

***********
**FIGHTER**
***********

"Fighters are masters of the sword who place offence above defence."

Requirement - 3 Soldier Abilities, "To be a Fighter" Quest Complete

An extremely powerful class with exceptional abilities that ensure that your
enemy knows you are here, and here to stay. They have some new abilities that
they get to play with, and they are powerful, especially Aurablast. This is
a very useful secondary set with their powers. 

--==Pugilism==--

 Rush - 100 AP (Sweep Blade) - Active
"Attack with staggering force, knocking the target back."

A useful attack in some situations, this is one of the ways to knock your
opponent back on command. It does normal damage and if possible, knocks your
enemy back. However, if your enemy where to be knocked back off a cliff, it
could be VERY interesting. 

 Beat Down - 250 AP (Shadow Blade) - Active
"An all-out attack that deals heavy damage, but with a reduced chance to hit."

This is best used when your enemy isn't able to avoid your attack, that is,
when they are sleeping. This basically does double the normal damage that
you will normally do, but with about half the accuracy. Useful if you can hit,
not useful if you can't.

 Blitz - 250 AP (Sun Blade) - Active
"Take the measure of the target before attacking. Increases chance to hit
 but deals less damage."

This is the opposite of Beat Down, it does less damage, but nearly guarantees
your sword to land on the enemy. Useful if you require damage to kill the
enemy, but are out of turns and you want him dead, now. 

 Air Render - 250 AP (Atomos Blade) - Active
"Focus the user's ki, sending blades of air tearing through the target."

An extremely powerful ranged attack that will normally do more damage than 
your normal attack would. While it doesn't deal any elemental damage, it will
do a lot of damage, and with decent range, it will certainly make your enemies
think twice.

 Wild Swing - 250 AP (Ogun Blade) - Active
"Spin in a tight circle with weapon outheld, damaging surrounding units."

This is pretty useful if you are surrounded by enemy units, but the problem
is that there is no knock-back. However, if you are willing to take some 
damage, the ability below is far more powerful.

 Aurablast - 350 AP (Kwigon Blade) - Active
"Unleash a detonation of ki, dealing damage to units in a small area."

Dealing damage in a cross formation like a normal magick attack would, this is
EXTREMELY POWERFUL for a melee attack. It is a physical attack and would do a 
lot of damage to weak defence units such as archers and mages. This and Air
Render make the Fighter a class that is one to be reckoned with.

 Air Blast - 350 AP (Air Blade) - Active
"Breathe a rush of air, dealing wind damage to units in a cone in front of the
 user."

A powerful wind attack, this actually does deal some elemental damage. It will
work like the Breath attacks the Dragoon has, except they don't have Wind 
Breath.

 Back Draft - 400 AP (Flametongue) - Active
"Focus the user's ki into a fiery attack, dealing fire damage to the target
 and the user."

A very strong attack, deals a lot of fire damage to the enemy, but it will
deal some damage back to yourself, so make sure you have some healers before
you use this excessively.

 Bonecrusher - 250 AP (Wygar) - Reaction
"Counter attack after taking physical damage. Always deals greater damage 
 than taken."

An advanced form of Counter, this ensures that whatever happens, you will 
deal more damage than you would take. Not particularly useful when you're
dead, but its giving damage to the enemy that is important.

 Doublehand - 250 AP (Venus Blade) - Passive
"Wield one-handed weapons with both hands. Deals additional damage."

A useful passive ability if you aren't going to use a shield or any other
passive ability, dealing more damage to the enemy is always a good thing
if you plan to go melee.

***********
**PARIVIR**
***********

"The Parivir are swift and skillful combatants who finish their foes with
 flair."

Requirements - 4 Fighter Abilities, "The Eastwatch" Quest Complete

This is a new class for the Humes, and they are a powerful class as well. They
have the best physical attacks in the game, but that is coupled with the 
fact that they have the weakest defence, phyiscally, in the game. However,
use of this as a secondary subset is harder because they always require a 
bladed weapon, no bludgeons or bows to use their abilities with. 

--==Flair==--

 Wind Slash - 200 AP (Murasame) - Active
"Engulf the target in a whirlwind. Deals wind damage."

Another useful skill, but doesn't always require a blade to do it, the attack
is quite powerful, but the fighters already have a powerful version of this,
so it isn't necessary. At least it is ranged.

 Blade Rush - 200 AP (Ashura) - Active
"Strike the target with the face of the blade, attempting to IMMOBILIZE 
 them. Requires: Bladed Weapon."

A high chance to hit, but dealing less damage to the enemy, it has a chance to
make sure your enemy doesn't move. Problem is, you need to be next to them to
do this, and doesn't disable their arms, so they can still attack you.

 Iai Blow - 300 AP (Osafune) - Active
"Attack with a swift and deadly swing. Has a small chance of striking a vital
 organ, killing the target. Requires: Bladed Weapon."

This is an interesting attack, it has a small chance of instantly killing the
enemy, regardless of their health bar or level. Interesting, it only has a 
SMALL chance of killing them, not a definite chance. 

 Lifethread Blade - 400 AP (Adazakura) - Active
"Strike repeatedly at the target with a dark-forged blade. Marks the target
 with DOOM. Requires: Bladed Weapon."

A powerful attack that can inflict the DOOM debuff, but one of the few
attacks that are of the Dark element. Doom will make sure that the target
will due soon, if not sooner.

 Skyfury Blade - 400 AP (Kotetsu) - Active
"Strike repeatedly at the target with a lightning-imbued blade. Drives the
 target into a BERSERK rage. Requires: Bladed Weapon."

This is sort of like the above attack, it deals lightning damage to the
enemy, is very powerful, but sends them on BERSERK, which makes them go all
out attack, but not good if you're receiving the damage.

 Hoarfrost Blade - 400 AP (Ama-no-murakumo) - Active
"Strike repeatedly at the target with a frozen blade of ice. SLOWS the 
 target. Requires: Bladed Weapon."

The ice version of these blades attack, this SLOWS the target, which makes
the enemy wait longer before they can get a turn, which is very useful if
they are a fast mover or they are dangerous.

 Shimmering Blade - 400 AP (Nosada) - Active
"Strike repeatedly at the target with a flaming blade to CONFUSE them. Deals
 Fire damage. Requires: Bladed Weapon."

A nice debuff to the enemy, CONFUSE will make the enemy confused whether to 
hit you or their own allies. The enemy is hostile to you anyway, so any chance
that the enemy won't deal damage to you, instead to their allies, it good 
regardless.

 Unburden Sould - 400 AP (Sumihomura) - Active
"Sacrifice the user, completely restoring all allies' HP and curing them of 
 debuffs."

An extremely useful ability, especially if your team is suffering and your
unit is about to be killed by the enemy. That fact use can get your unit 
back, provided you followed the law, makes it very useful for your team. Dish
out a lot of damage, do this, come back, rinse and repeat. 

 Strike Back - 250 AP (Bone Plate) - Reaction
"Avoid all basic attacks and launch a counter attack in return."

This is one of the best reaction abilities you are going to come across. You
get to avoid the attack, don't take damage, and attack back. This is useful
so much that all Humes with this class available should get it,"

 Death Strike - 150 AP (Bracers) - Passive
"Makes the user lucky. Increases the chance to score a critical hit."

The fact that there are more useful passive abilities and that this has been
overridden with the fact that there are privileges that makes all your units
luckier, and you don't want to rely on criticals to win the game. 

*********
**NINJA**
*********

"Powerful swordsmen who can wield two weapons at once and use ninjutsu to
 evoke the power of wood and earth."

Requirements - 4 Thief Abilities

The best part of the Ninja is the Dual Wield ability, the ability to use two
weapons in two hands, or two weapons at once. Place that with the fact that
you can carry this over with other classes, you can have a powerhouse, such as
Parivirs with two powerful swords, attack all at once. The skills of the Ninja
are good debuffs on enemies, so you might want to carry it around. 

--=Ninjutsu==--

 Throw - 100 AP (Kunai) - Active
"Throw a piece of equipment from the party's inventory to deal damage to the
 target."

This is a pathetic skill as usual, why you would waste your valuable equipment
on the enemy is beyond me. You might as well as sell it for some loot. 

 Water Veil - 250 AP (Murasame) - Active
"Deals water damage and SILENCE the target."

A useful attack, since it deals WATER damage, which is not as common as you
would think, and SILENCE is always a good debuff on a spellcaster, since 
they are deadly enough as it is.

 Fire Veil - 250 AP (Ashura) - Active
"Deals fire damage and CONFUSE the target."

A useful debuff on the enemy, CONFUSE can help you dish out some more damage 
since the enemy is confused whether their allies are friends or not. Damage
is always good.

 Earth Veil - 250 AP (Osafune) - Active
"Deals earth damage and SLOWS the target."

Again, another useful debuff since SLOW will make sure your enemy gets their
turns later than they used to. Best on if the enemy is rather fast or can be
a threat to your team. 

 Wood Veil - 250 AP (Kotetsu) - Active
"Damage and IMMOBILIZE the target."

There's no wood damage, but since this is from a range, it can slow down the
enemy and make sure that can't wreak havoc on the front lines.

 Gold Veil - 250 AP (Kiku-ichimonji) - Active
"Damage and BLIND the target."

Your enemy is too fascinated with shiny objects and is too blind to see well.
Not as useful as it could since the BLIND debuff has been nerfed a fair bit in
this game. 

 Unspell - 300 AP (Ama-no-murakumo) - Active
"A chant that quells the target's spirit. Neutralises buffs."

A useful one for the enemy monsters that you are going to face, especially 
since the enemy has so many damn bunnies and their damn buffs. This rids the
enemy of their buffs, making them easier to fight.

 Oblivion - 400 AP (Masamune) - Active
"ADDLE the target with a cloud of poison-laced dust."

While it will not deal much damage to the enemy, the poison is a nice touch
though, since very turn, they will take damage. Use only if you cannot really
kill them, or want to slowly kill them. 

 Critical: Haste - 250 AP (Ninja Gear) - Reaction
"Gain HASTE when user becomes HP Critical."

Useful if you have some healing spell or something along those lines, but
giving yourself more turns when you are Critical is not a good idea, you 
can easily just get killed. Strike Back is far more useful.

 Dual Wield - 990 AP (Rangetsu-denbu) - Passive
"Wield one weapon in each hand. Enable the user to attack twice."

The best passive ability ever, this has two uses. First of all, this is used
to basically deal double damage with two blades instead of one, and the fact
that you can learn two abilities off the weapons at once since you have two
weapons wielded. The main reason people always get their Humes to become 
Ninjas.

***************
**ILLUSIONIST**
***************

"Mages who weave illusion to overcome their foes."

Requirement - 2 White Mage Abilities, 4 Black Mage Abilities

A powerful class, their skills can hit the entire enemy party in a single go,
but they are extremely MP intensive, and with MP starting at zero, it will
disadvantage the illusionist to a large scale. You need someone to restore
their MP, or get abilities to quicken their MP rate to ensure that are an
effective unit.

--==Illusion==--

 Prominence - 250 AP (Firewheel Rod) - Active
"Harness the fires of the sun in a tremendous explosion. Deals fire damage
 to all foes."

The first of the elemental attacks, it does nice fire damage to the enemy.

 Tempest - 250 AP (Thunder Rod) - Active
"Unlease a lightning storm mighty enough to rock the heavens. Deals lightning
 damage to all foes."

The second of the basic elemental attacks, it deals lightning damage to all
foes.

 Freezeblink - 250 AP (Sleet Rod) - Active
"Freeze the water in the air into razor-edged shards. Deals ice damage to all
 foes."

The final basic elemental attack, it deals nice ice damage to the enemy.

 Rockfall - 300 AP (Terre Rod) - Active
"Pummel the foe with a barrage of rocks. Deals earth damage to all foes."

An advanced elemental attack, it dishes out earth damage to all foes. A
fair few monsters have this as Immune or Absorb however.

 Wild Tornado - 300 AP (Thor Rod) - Active
"Buffet foes with a mighty tornado. Deals wind damage to all foes."

Wind damage is common enough, and several enemies have a resistance to it.

 Deluge - 300 AP (Chill Rod) - Active
"Send a torrent of water to scour the battlefield. Deals water damage to 
 all foes."

The final advanced elemental attack, water damage is useful since there are 
a fair few monsters weak against water, and it is not as common as you would
think.

 Stardust - 300 AP (Stardust Rod) - Active
"Call down a shower of meteors from the sky. Deals damage to all foes."

No elemental power, but deals more damage than an elemental illusion as a 
result. 

 Star Cross - 300 AP (Crown Scepter) - Active
"Bathe the battlefield in a divine light. Deals holy damage to all foes."

A powerful power since it will deal holy damage. My only gripe is that
there is no dark power, since all the other elements are covered. 

 Absorb MP - 250 AP (Lordly Robe) - Reaction
"Gain MP equal to the MP cost of offensive magicks that target the user."

A useful power, since resistance is high among magick users. But try to
find a enemy who will target you since it deals such little damage. Useful
in theory, but not in practice. 

 Halve MP - 400 AP (Luminous Robe) - Passive
"Reduces the MP cost of abilities by 50%"

VERY USEFUL. MP is very hard to come by, and the stronger spells require a 
lot of MP to use. This will seriously reduce the amount required, and you
can easily see that it is going to be helpful to you. 

**********
**HUNTER**
**********

"Hunters stalk their prey with powerful bows. They're at their finest when
 fighting monsters and other beasts of the wild."

Requirements - 3 Archer Abilities

The Hunter is the best class when facing enemy monsters, but is also useful
when not facing monsters, with their powerful moves, especially their ULTIMA
MOVE. One class to be respected, or they will show you why.

--==Trapping==--

 Advice - 100 AP (Twin Bow) - Active
"Share the tricks of the hunting trade with the target. Raises chance to score
 a CRITICAL HIT."

Useful when you are starting when you aren't in attack range with your bow on
the enemy, but next to your own units."

 Oust - 150 AP (Windslash Bow) - Active
"Force target monster to flee from the battlefield."

Like Parley, a useless ability. You can force the enemy off the field, but 
the problem is, for it to be effective, they need to be on low health, and
on that rate, you might as well just kill them for the loot and the EXP which
is better.

 Sonic Boom - 200 AP (Cranequin) - Active
"Use the latent power of the user's weapon to send out a shock wave. Damages
 units in a small area."

A useful ability if you are going to target units in a cross shape. Damages
enemies like a mage would, but it will only deal damage to all units the
normal damage you can deal with the bow.

 Hunting - 250 AP (Hunting Bow) - Active
"A well-aimed attack meant to fell the hunter's prey. If the attack kills
 the target, you also obtain loot."

This is a weaker attack, but there is a point to this attack. You get some 
extra loot if you manage to kill the enemy in this manner. But you are 
looking at about 10 damage per shot, so they need to be near death for this
to work.

 Vitals Shot - 300 AP (Elfin Bow) - Active
"Aim for the target's vitals. Inflicts various debuffs."

A useful one for inflicting a debuff, but the problem is that it is too 
random and you cannot control what you will get. 

 Sidewinder - 300 AP (Hades Bow) - Active
"A powerful attack that strikes with whip-like speed. Deals additional 
 damage to monsters."

I liked the previous animination of a sword dropping, but this will do. It
basically deals double your normal damage against monsters, but normal 
damage against non-monster creatures. Good accuracy, good damage.

 Counter Force - 300 AP (Master Bow) - Active
"ADDLE target monster."

Making sure that the monster cannot fight is a good move, but Sidewinder
will kill the enemy, so why don't you do that?

 Ultima Shot - 990 AP (Seventh Heaven) - Active
"Derived from the most powerful of magicks, this is the ultimate hunter
 ability."

Really want to do some damage? Use this on a target, and you will see what
overkill really means. 

 Regenerate - 200 AP (Gaia Gear) - Reaction
"Gain REGEN after taking damage."

Useful as long as your unit doesn't get killed. REGEN is useful, but it only
gives back about 10 HP per go, and there are much better Reaction abilities 
than this.

 Attack Up - 150 AP (Nike Bow) - Passive
"Raises ATTACK. Increases physical damage dealt."

Useful to the point that Regenerate is useful. It will make you stronger, 
yes, but there are many other things that can make your unit better instead,
such as Dual Wield, Geomancy, etc. 

********
**SEER**
********

"With skills to restore magick power, this is among the most potent jobs 
 to which a hume can aspire."

Requirements - 4 White Mage Abilities, "The Cat's Meow" Quest Complete

A mix of the intermediate skills of the Black Mage and the White Mage, they 
are quite useful, but not as useful as a fully fledged Black Mage or White
Mages. Plus, they have a pretty cool attack, listen to them, or they will
smack you with their book.

--==High Magick==--

 Cura - 200 AP (Battle Folio) - Active
"Magickally restore a large amount of HP. Deals damage to undead."

This is the only cure spell that your seer is going to get, so you might
want to make use of it. They don't have access to Cure or Curaga, so be
careful. 

 Esuna - 200 AP (Urutan Annals) - Active
"Magickly purge the target of debuffs."

Not upstanding to the White Mage big brother of this spell, it has many
practical uses on the battlefield and will remove most of the debuffs that
you are going to encounter on the battlefield.

 Raise - 200 AP (Veil of Wiyu) - Active
"Magickally revive the target, removing KO. Deals damage to undead."

Useful if you don't have access to the Re-Raise or Auto-Raise spells, this
is going to make sure your troops don't stay down. Remember that they will
come back on HP Critical and not half or full health.

 Fira - 250 AP (Mage Manual) - Active
"An improved verson of Fire. Deals even greater fire damage to its target."

Their fire offence magick skill, this is the strongest level of Fire you can
use with the Seer.

 Blizzara - 250 AP (The Arnath Glyphs) - Active
"An improved version of Blizzard. Deals even greater ice damage to its 
 target."

Useful because this is the strongest Ice magick spell that your Seer will have
access to. 

 Thundara - 250 AP (Enavia Chronicles) - Active
"An improved version of Thunder. Deals even greater lightning damage to its
 target."

The final magick, this is the strongest Thunder spell you've got, you don't
have Thundaga

 Recharge - 350 AP (Tome of Ending) - Active
"Absorb the latent mist in the air. Restore user's MP."

Very useful first round since you are going to need a lot more MP for your
Seer if he or she is going to use those spells. They aren't very powerful, but
they do suck up more MP than you can regenerate per round, so keep that in
mind.

 Magick Frenzy - 550 AP (Edaroya Scriptures) - Active
"Damage units in a small area with a combination of magick and physical 
 attacks."

Does damage like Fira would, but the difference is that its damage will
target the Defence Stat of the enemy as well as their Resistance Stat. Useful
against enemy Mages and Fighters since they lack one or the other. You can
easily avoid this if you have your Fighters learn some Magick, giving them
a bit more Resistance. 

 Replenish MP - 350 AP (Black Robe) - Reaction
"Gain MP equal to damage taken."

If you run low on MP and like rushing the Seer to the front lines, this is 
quite useful. An uncontrollable Blood Price as it were, but the problem is
that you might need to look at the Health Point bar of the user before ending
him into the front lines.

 Pierce - 200 AP (Red Robe) - Passive
"Spells cast by the user are unaffected by REFLECT."

A pretty pointless ability because it isn't very often that your enemy has the
Buff of REFLECT on their units, and even if they do, your melee fighters will
make sure that they aren't a thorn in your backside.

 Ribbon-Bearer - 300 AP (Orb of Minwu) - Passive
"Enables the user to equip a ribbon, regardless of their current job."

A useful ability if you can get hold of the orb, this allows you to have
a ribbon, which basically prevents a lot of debuffs on your character. Its
use is for those who cannot have a healer on the battlefield, either due to
the law or it simply isn't practical.

*************
**BLUE MAGE**
*************

"These peculiar mages can learn the abilities of beasts and monsters, making
 them their own."

Requirements - 1 Black Mage Ability

Blue Mages again warrent a guide of their own, they have 20 learnable skills,
which I find is rather small, compared to the amount of monsters in the game
and the amount of abilities that would contain overall. Anyway, Blue Mages
need to learn their skills with the Learn Passive ability equipped. Without
the Learn ability on the Passive Slot, the skills that can be learnt by
the mages would not be learnt. 

If you have the complete set of the Blue Mage abilities, you should use them
as a secondary set of abilities, in addition to your job's abilities since
these are EXCELLENT support abilities. They can easily change the battlefield
with a blink of an eye, so make sure these guys are one of the playing cards
in your hand.

To learn these abilities more quickly, you need a Beastmaster. A Beastmaster
can effectively increase the learning rate because you can control the enemy
and force them to do moves that they otherwise won't do. Also, you can use
CHARM on the monsters in hopes that they can buff your own units, but it isn't
as effective as a Beastmaster. Or you can use confuse, but that is totally 
relying on chance, which is not a good thing. 

--==Blue Magick==--

 Magick Hammer - Baknamy - Active
"Smite foe with a mysterious hammer. Deal damage to target's MP."

A useful ability to the Fighter/Mages, those with very little MP to play 
around with. And the thing you've gotta live about this is the great sound
effect of the boink! Sounds great, 

 Bad Breath - Malboro - Active
"Let out a fetid belch to BLIND, SILENCE, and POISON targets in a cone in
 front of the user."

This is quite a useful ability to use on your enemies. This causes a whole
army of debuffs that you can use on your enemy. Blind makes sure that the
enemy can't hit you, Silence means that mages can't do anything, and Poison
means a slow painful death.

 Eerie Sound Wave - Malboro - Active
"Send chills through the target with a focused sound wave. Neutralises buffs."

Quite a useful ability if you have a Tinker and the dice weren't rolling for
you today. Anyway, this is quite useful, because some monsters, such as 
Sprite, have the annoying ability to use Reraise and such and that is a 
buff.

 Dragon Force - Drake - Active
"Unlock the target's true potential. Raises ATTACK and MAGICK."

This is powerful because it raises your attack overall. This makes your
physical and magickal attacks more powerful, and explains why you need a 
beastmaster or a very charmed drake to get this ability.

 Expose Weakness - Drake - Active
"Intimidate the target, lowering its DEFENCE and RESISTANCE."

A nice useful debuff against the enemy, lowering their defence and their 
resistance will effectively make the enemy weak against both physical and 
magickal attacks, which makes your attacks stronger against them.

 White Wind - Sprite - Active
"A healing wind that mends allies' wounds. Restore HP equal to the user's HP."

A very useful move if you have a high amount of HP left and your allies don't
have all that much left for battle. For high HP units, this is going to be a 
very useful healer for a relatively low MP cost. 

 Mighty Guard - Drake - Active
"Envelop the target in a shimmering aura. Raises DEFENCE and RESISTANCE."

At as useful as you would think, the Barrier spell is the same as this since
Protect and Shell pretty much raises Defence and Resistance, which in turn
decreases the damage taken from physical and magickal attacks. 

 Night - Lamia - Active
"Harness the power of the night to send all units into a magickal SLEEP."

This is little problematic because all units includes your own units to 
Sleep. You certainly don't want your own units to sleep because Sleep pretty
much guarantess a 100% hit against your unit. 

 Quake - Headless - Active
"Cause the ground to tremble, dealing earth damage to units in a small area."

It is pretty much the same as the sandstorm move without the ability to blind
your units and you get to target an area. Apparently, it is the only spell 
that can be used in conjunction with Magick Frenzy.

 Roar - Werewolf - Active
"Let out a bestial roar, removing buffs from all units."

This is quite a useful move against your enemies because Roar is such a 
powerful move against all units. It pretty much gets rid of all defensive 
buffs, as well as Prime for your Hand-Cannon users, because that technically
counts as a buff.

 Sandstorm - Antlion - Active
"Summon a sandstorm. Deals earth damage and BLINDS units in a small area."

This is the better version of the Quake ability because Quake does the same 
thing, earth damage to a small area, but it does not have the ability to Blind
the enemy units.

 Screech - Wolf - Active
"Emit a piercing shriek to damage and CONFUSE the target."

When it is used by enemy monsters, it is one to be feared, but remember that 
Confuse is the weaker version of Charm. However, it does deal damage as well,
so you might use it as an offensive move, rather an a pure debuff.

 Self-Destruct - Bomb - Active
"Sacrifice the user, dealing heavy damage to surrounding units."

This, of course, is best used when your unit is in HP Critical move and is
surrounded by two or more units. Also, if you have the ability to resurrect
your fallen units, provided you haven't broken the law, this is a very 
powerful attack move. 

 Unction - Flan - Active
"Cover units in a small area with vicious OIL."

This is a new debuff, and it is only, and only useful for units of you have 
the ability to use Fire moves against the enemy. Oil basically doubles the 
damage taken by affected units if fire magicks are used against them. And the
animation looks cool. 

 War Dance - Dreamhare - Active
"A dance that boosts the morale of units in a small area. Raises ATTACK."

This is a nice opening move because all your units are in a nice bunched area
and best used on your frontline units who can going to be using their swords 
to attack the enemy. 

 Angel Whisper - Sprite - Active
"An angelic voice offers words of encouragement to the target. Restores 
 HP and grants RERAISE."

This would be a very powerful move for your units since Reraise automatically
saves your unit from being KO when they are meant to be. It seems that the 
White Magick for the Blue Mage is more powerful than a dedicated White Mage.

 Limit Glove - Great Tortoise - Active
"Unleash the inner power of the user when HP Critical deaving heavy damage. 
 The user's HP must be in single digits to perform the attack."

A very powerful move in the early levels, but the problem with this move is
that in later battles, you aren't going to be in HP Critical and single 
digits for long, it is hard to get to this stage, but if you get there, 
you are going to unlease a very powerful attack. 

 Matra Magick - Great Tortoise - Active
"Switch the target's HP and MP."

A very powerful move, and if you have the magick to use this, it can be 
used as both a healer and a killer. If you can manage to get your enemy's
MP to really low levels, this ensures a HP Critical state, and if you own
unit has high MP but low HP, switch and that will make sure that they 
will be healed. A very useful move, one of the best that the blue mage has
to offer.

 Roulette - Ahriman - Active
"Randomly KO one unit. Does not distinguish between friend or foe."

This is a really hard move ot use because there is always a chance that the
roulette might backfire and hit yourself instead of hitting the enemy. And
to learn this is a pain, you need to have Reraise on your unit and it needs
to be a target of this, quite hard. 

 Doom - Deathscythe - Active
"Place a curse of DOOM on the target."

A useful move, but Doom means it needs 3 turns to kill the enemy and in 
that time, you can easily Matra Magick the enemy and finish off with a single
smack to the face and that will end it. 

 MP Shield - 450 AP (Mirage Vest) - Reaction
"Damage taken depletes users MP rather than HP. Has no effect when the user
 has no MP."

A very useful ability but considering that MP is much harder to come by, it
makes it harder to use. Also, remember that the damage that is not taken by
the MP will be sent to your HP, so early on, it will probably be a 10 HP
buffer.

 Learning - 100 AP (Blue Saber) - Passive
"Learn the blue magick equivalent of any special monster abilities that target
 the user."

This is extremely important if you want to learn the blue mage abilities. You
need this as a passive ability in order to learn the moves of the enemy 
monsters but you might want a beastmaster to get the buff such as White Wind
that the enemy won't give you freely.

 Immunity - 250 AP (Survival Vest) - Passive
"Neither buffs nor debuffs can be removed from the user."

Not a very useful ability that you have. You are getting replacing it with
learn or even some skills like Geomancy. 

------------------------------------------------------------------------------
[4.03] Moogle Classes

***********
**ANIMIST**
***********

"Animists have learned the secret language of the animals, tapping their 
 primal powers in battle."

Requirements - None

Although they don't have a decent stat growth, they have extremely powerful
support powers that would make even the strongest units think twice about 
fighting you. In fact, these are one of the units that prove that Moogles are
the best support class in the game, period. 

--==Calling==--

 100% Wool - 100 AP (Glass Bell) - Active
"Wraps the unit in soft, fluffy wool. Grants PROTECT and SHELL."

Fairly useful as the first turn move, both shell and protect make sure that
your units get a bit more defence against enemy units than they would have
originally.

 Sheep Count - 150 AP (Hurdy-Gurdy) - Active
"Summon a flock of softly bleating sheep. Lulls units in a small area to
 SLEEP."

A useful power with about 50 to 60% chance of success. This basically makes
at most, 5 units to sleep for about 3 to 5 of their turns, or until a unit
hits them. Useful as an annoyance power, ie, support class.

 Catnip - 200 AP (War Trumpet) - Active
"Bombard the target with catnip, driving it into a BERSERK frenzy."

Useful if the enemy is a mage, it will pretty much send them into a melee
frenzy, which kills off their support power. Works well on healers as well
since they are singlemindedly focuses to attacking you.

 Chocobo Rush - 250 AP (Satyr Flute) - Active
"Send a flock of charging Chocobos to trample anything in their path."

You know how this works, it attacks anything in a straight line for a good
piece of damage. With this, if the enemy decides to stack one behind the
other, make them pay for it.

 Cuisine - 350 AP (Heal Chime) - Active
"Feed the target a hearty meal that sticks to the ribs. Fully restores HP."

You'd wonder why I said the animist as a wonderful support class, well here
it is. The single handedly the best healer in the game, resotres HP, which
at the end part of the game, is increasingly hard to do to full health.

 Tail Wag - 350 AP (Frigid Viol) - Active
"CHARM the target with the wiles of a cute barnyard animal."

CHARM is one of the most annoying debuffs that you can have, so why don't you
use it back on them. CHARM makes the enemy fight for you, which is a pretty 
good thing on any day of the week.

 Friend - 400 AP (Shining Lute) - Active
"Summon an Esper such as Ifrit or Ramuh to aid in battle."

Remember, it isn't a Scion, which are extremely powerful, far more powerful
than an Esper. Basically, the same sort of attack the Summoners have to
fight with. 

 Toadsong - 400 AP (Blueleaf Future) - Active
"This mysterious song transforms the target into a TOAD."

TOAD is an extremely powerful debuff, where the enemy is a toad, and can't 
really attack, except the fact that they can jump for you for a few HP
damage, like 2 HP. Use it if possible.

 Archer's Bane - 200 AP (Green Beret) - Reaction
"Avoid all bow-based basic attacks."

Relatively useful becasuse the animist is going to be facing a lot of arrows
since they are pretty good support and aren't going to be on the front line
a lot. 

*********
**THIEF**
*********

"Dextrous and nimble, thieves excel at stealing from the unwary and evading
 blows."

Requirements - 1 Soldier Ability

Thieves are quite a useful class, but one of their most powerful and useful
abilities are gone. Steal Abilities seriously quicken the skills you can
learn, but they are seriously quick, and counter is quite useful.

--==Thievery==--

 Loot Level 1 - 100 AP (Scramasax) - Active
"Steal the target's Lvl. 1 Loot."

This basically means you steal all unranked loot. Look at the Loot Item list
for more info.

 Steal Gil - 200 AP (Jackknive) - Active
"Steal the target's gil."

This basically steals a varying amount of Gil off your enemy, and is only
useful if you need the money, otherwise, just don't.

 Steal Items - 200 AP (Kard) - Active
"Steals the target's items."

It steals the items that you can use, such as eye drops, phoenix downs and
holy waters. However, there are some rare items, such as Dark Matter. Note
that you cannot steal their equipment.

 Loot Level 2 - 200 AP (Rondel) - Active
"Steal the target's Lvl. 2 Loot."

This steals their Rank 1, or Level 2 Loot. These are generally worth about
200 to 500 Gil at the shops.

 Loot Level 3 - 300 AP (Swordbreaker) - Active
"Steal the target's Lvl. 3 Loot."

This steals enemy's Rank 2, or Level 3 Loot. These are worth even more gil,
at about 500 to 1000 Gil on average at the shops.

 Loot Level 4 - 400 AP (Cinquedea) - Active
"Steal the target's Lvl. 4 Loot."

This steals the best loot in the game, and generally speaking, the most
valuable loot. They are worth a lot at the shops and used in the best of the
weapons. 

 Steal Limelight - 400 AP (Orichalcum Dirk) - Active
"Steal the target's accumulated Smash Gauge Points."

These are required in Scions and Espers, so this will be covered later. 
However, the more points in the Smash Gauge, the more damage they will
deal, so if you want a quick victory or to end a stalemate, this is the
way to go. 

 Steal Accessory - 550 AP (Jambiya) - Active
"Steal the target's accessory."

This is the only steal option for equipment, this is useful later in the 
game where enemies carry valuables, such as Angel Rings, but this early
on, it isn't all that useful. Equipment would be more valuable."

 Counter - 150 AP (Chainmail) - Reaction
"Counter attack when targeted with an offensive action."

The best way to deal more damage early on, since you basically attack back
when the enemy melee attacks you. Quite useful, but easily surpassed with
Humes.

 Safeguard - 150 AP (Adamant Vest) - Passive
"Prevent's the user's equipment from being stolen or destroyed."

Quite useful when you're facing assassins or other thieves, but you don't
really need to fear them, you can just kill them. Not that useful, but
it is for completion. 

**************
**BLACK MAGE**
**************

"Black mages wield elemental powers of fire, ice and lightning to decimate
 foes."

Requirements - 1 White Mage Ability

While the White Mage heals people, the Black Mage hurts people. They can
use their elemental spells to damage and kill their enemies, but the MP change
as effectively nerfed their powers. A powerful ability set, useful as a 
secondary skill set. 

--==Black Magick==--

 Fire - 100 AP (Rod) - Active
"Hurl a ball of magick, dealing fire damage to the target."

Your basic fire spell, this is the staple for dealing fire damage.

 Blizzard - 100 AP (Rod) - Active
"Pierce the target with a shard of ice, dealing ice damage."

Your basic ice spell, you are going to use this for ice damage.

 Thunder - 100 AP (Rod) - Active
"Call down a bolt of lightning, dealing lightning damage to the target."

Your basic lightning spell, deals lightning damage, but is the coolest 
looking spell.

 Fira - 200 AP (Firewheel Rod) - Active
"An improved version of Fire. Deals even greater fire damage to its target."

Your improved fire spell, but you can't cast it on your first turn without
buffs.

 Bilzzara - 200 AP (Sleet Rod) - Active
"An improved version of Blizzard. Deals even greater ice damage to its 
 target."

Improved ice spell, sounds better as well.

 Thundara - 200 AP (Thunder Rod) - Active
"An improved version of Thunder. Deals even greater thunder damage to its
 target."

The improved Thunder spell.

 Firaga - 300 AP (Flame Rod) - Active
"The greatest Fire magick. Consumes its target in hellfire, dealing massive
 fire damage."

The Best fire spell your mage is going to have access to. 

 Blizzaga - 300 AP (Chill Rod) - Active
"The greatest Blizzard magick. Impales target, dealing massive ice damage."

The best Blizzard skill you are going to get.

 Thundaga - 300 AP (Thor Rod) - Active
"The greatest Thunder magick. Blasts its target with countless bolts, 
 dealing massive thunder damage."

The best Thunder skill you get going to have access to.

 Magick Counter - 400 AP (Samite Coat) - Reaction
"Cast magicks targeting the user back at the caster. Magicks cast in this
 way require MP."

This is a decent skill, but there are problems. Magick users tend to have
high resistance, making the damage quite small, and the MP usage is bad 
because MP is quite valuable, especially early on. 

 Geomancy - 350 AP (Sage's Robe) - Passive
"Lowers resistance to the user's elemental attacks. (Absorb -> Immune ->
 Half -> Normal -> Weak)

This is extremely useful as a passive skill. It basically makes normal
units weak to all spells cast by the user. This is best to make your
enemies, with no weaknesses, with weaknesses. Normally used on units
without weaknesses take greater damage. 

*****************
**MOOGLE KNIGHT**
*****************

"The moogle knight stand equals to any hume or bangaa in bravery, if not in
 height."

Requirements - 1 Animist Ability

These Moogle Knights are quite powerful, their Ultima attack that they can
possess. They have quite a few useful abilities, and their stat growth is
nothing to be ashamed of. Make sure that they have some decent speed from 
other classes, they might need it.

--==Onslaught==--

 Moogle Attack - 100 AP (Flametongue) - Active
"A mighty swing that damages and knocks back the target."

Useful, because it does do normal damage, and knocks the enemy back, which
can send them off a cliff and deny them the chance to counter. It won't 
block counters if the enemy is holding a spear, a two tile ranged weapon.

 Moogle Shield - 200 AP (Pearl Blade) - Active
"Invoke an age-old ward to keep the target from harm. Renders the target
 immune to next debuff."

Useful somewhat, but they are better left to the white mages. Debuffs are
easier to cure via Esuna from the White Mages, and they also can cleanse up
to five. But I guess that a unit rushing into the middle of a bunch of 
monsters might need this to survive.

 Moogle Guard - 200 AP (Kwigon Blade) - Active
"Assume a defensive stance until the user's next turn. Raises DEFENCE and
 RESISTANCE."

Useless. Why? Because this practically wastes a turn, and this effect will
only last till the next turn. HP is far more easily healed and one Fire
attack won't do all that much when you can be raised again.

 Moogle Rush - 250 AP (Shadow Blade) - Active
"An all-out attack that deals heavy damage, but with a reduced chance to
 hit."

The same attack as Beatdown that the fighters possess, this deals double
the normal amount of damage that you can deal via a normal melee attack, 
but it reduces the accuracy by half. Best used from behind, but even better
when the enemy is in Stone or Stop. 

 Moogle Lance - 250 AP (Atomos Blade) - Active
"A trademark attack of the moogle knight. Able to strike even distant foes."

The same as the Air Render attack that both the White Monk and the Fighter
possess. More damage than a normal attack, this will probably be the basic
attack for the game for the Moogle Knight because it has decent range and
deals more damage than a normal attack.

 Moogle Aid - 300 AP (Icebrand) - Active
"Enter a state of inner calm, restoring the user's HP and purging debuffs."

The First Aid of the Soldier, it doesn't heal a lot, but removal of debuffs
is quite handy. The only problem is that you cannot use Moogle Aid when 
you have the debuff of Disable. 

 Moogle Disarm - 350 AP (Paraiba Blade) - Active
"Strike a powerful blow, attempting to destroy a piece of the target's  
 equipment."

Useful, and you will hope that it destroys one piece of equipment in 
particular, their weapon. That will pretty much stuff all melee fighters
in the rear end, but not so much the magick users. Still, good damage and
destruction.

 Ultima Charge - 990 AP (Materia Blade) - Active
"Derived from the most powerful of magicks, this is the ultimate onslaught
 ability."

The most powerful Moogle Knight ability, this is a basic way of dealing 
massive amounts of damage. But there is a use for this outside the Moogle
Knight. Have the Onslaught ability as Secondary while using Fusilier or 
Flintlock for really long range damage.

 Critical: Haste - 250 AP (Golden Armour) - Reaction
"Gain HASTE when user becomes HP Critical"

Useful if you want to get out of the area in a rush, this pretty much 
means that your turn is next and you get to run off, get healed, and come
back and dish out some more damage. However, waiting till HP Critical 
might be a long time.

 Shieldbearer - 150 AP (Round Shield) - Passive
"Enables the user to equip shields, regardless of the current job."

Useful if you need a little more armour for some classes, but other 
classes, such as Fusilier cannot bear shields because their weapons are
two handed. 

************
**FUSILIER**
************

"Moogle machinists crafted the first guns; so it is no surprise that
 Moogle Fusiliers fire them with the greatest skill."

Requirements - 1 Animist Skill, "The Goug Consortium" Quest Done

A powerful class for one reason, their guns have EXTREMELY long range.
They have range larger than the Archers and Hunters, and on some of the
smaller, and on medium maps, that can pretty much cover the entire 
battlefield with their gun. They can also deal elemental damage as well 
as debuffs to the enemies. A great class, but their stat growth is a little
to be desired.

--==Gunmanship==--

 Fireshot - 150 AP (Aiot Gun) - Active
"An attack that explodes in a ball of flames on impact. Deals fire damage."

The basic attack of the Fusilier that deals fire damage instead of the 
damage that the gun would normally deal.

 Iceshot - 150 AP (Giot Gun) - Active
"An attack that impales its target on a glacial shard. Deals ice damage."

The basic attack of the Fusilier that decides to dish out ice damage instead
of the damage that the gun would normally deal.

 Boltshot - 150 AP (Riot Gun) - Active
"An attack that sends lightning leaping down at the target. Deals lightning
 damage."

The final basic attack of the Fusilier that decides to deal lightning damage
instead of the damage that the gun would normally deal.

 Blindshot - 200 AP (Silver Cannon) - Active
"An attack that leaves the target in darkness. Damages and BLINDS target."

A useful shot that you can use because Blind pretty much drives down their
accuracy by about 30% at least, which is quite useful. However, the shots
later on a more useful, and more powerful.

 Silenceshot - 200 AP (Lost Gun) - Active
"An attack that paralyzes the target's throat. Damages and SILENCES target."

A more useful shot than Blindshot, and with the long range of the gun, you
can easily target the enemy Mages behind enemy lines to stop their reign
of terror. Silencing your enemy's mages will put a dent in their war effort.

 Confushot - 400 AP (Chaos Rifle) - Active
"A precussive attack that delivers a powerful shock. Damages and CONFUSES
 target."

Confusion is only useful when the enemy is behind melee lines and can only
hard enemy units. The shot below this is more useful, because Confuse still
has a chance to bite you, the shot below doesn't.

 Charmshot - 400 AP (Peacemaker) - Active
"A beguiling attack that robs the target of its senses. Damages and CHARMS
 target."

A more useful shot because the charmed enemy unit, until it is hit, will 
fight for you, healing your units, attacking your enemy's units, or their
allies, until they get hit themselves. Of course, use them until only they
are left.

 Stopshot - 450 AP (Outside) - Active
"An attack that halts the target in its tracks. Damages and STOPS target."

The most useful shot that the Fusilier has, because Stop makes sure that
the enemy doesn't get any more turns for a good while, and they will take
damage from all units, who will have 100% accuracy, even for attacks such
as beatdown. Its hard to miss a unit who doesn't move.

 Concentration - 250 AP (Longbarrel) - Passive
"Focuses the user's thought. Increases chance to hit."

Useful because this makes sure that your shot hits, and makes it easier
to make sure that the debuffs on your enemies will stick to them and makes
sure that when you are Blind, you can hit a little better.

***********
**JUGGLER**
***********

"Mayhem-making Moogles in motley who juggle a variety of implements to dazzle
 and destroy."

Requirements - 2 Tinker Abilities

That scar shows how badass these units are. They are one of the unbalanced and
broken classes, broken meaning they are pretty cheap. Even Mirror Items for
the Seeq isn't that broken, because they have lower accuracy. However, they 
are a decent class, good stat growth, and very useful abilities. 

--==Acrobatics==--

 Gil Toss - 100 AP (Jackknife) - Active
"Pummel the target with gil. Gil used in the attack are gone forever."

WHY THE HECK WOULD YOU WASTE GIL LIKE THIS. The attack is strong in the early
parts of the game, but why would you waste Gil? I'd rather keep them for the
shops and getting more expensive weapons. Too bad this isn't pokemon, could
live with a gambling machine. 

 Weapon Toss - 100 AP (Kris) - Active
"Throw a weapon from the party's inventory at the target."

Again, why would you waste a perfectly good weapon? Even if you have a lot of
them, you can go to the shop and sell them. Only good in the early game, but
then, Gil is hard to come by, so there is no point in wasting it. Foiled by
Sticky Fingers, which allows the user to capture the weapon and keep it. 

 Molotov Cocktail - 250 AP (Khukari) - Active
"Hurl a flaming bottle that explodes in a gout of fire. Deals fire damage 
 and drives target into a BERSERK rage."

Useful on Mages, Berserk sends them all melee. Elemental damage is pretty 
useful, especially in some battles, and well, Berserk should be a debuff. That
is the reason why I think Critical: Berserk is a debuff. Losing control of a 
unit isn't a very good idea.

 Ball Toss - 350 AP (Scramasax) - Active
"Bounce a ball off the target's head. Damages and CONFUSES the target."

A useful ability, Confuse is a pretty good debuff on the enemy, because
even though it might hit your units, there is a chance that it would hit 
your enemies instead, so thats an upside.

 Dagger Toss - 400 AP (Swordbreaker) - Active
"Send a razor-sharp dagger whizzing through the air. Damages and DISABLES the
 target."

One of the best abilities hands down. Why? Because Disable is probably the
best debuff that you can impose on your enemies. They cannot use their
hands, which means no action, which means no attack. This is why the Juggler
is a class to be reckoned with.

 Smile Toss - 450 AP (Orichalcum Dirk) - Active
"Put a smile on the target's face. Target takes the next turn."

There is a reason why the Orichalcum Dirk is so hard to come by, because it
gives this ability. The target takes the next turn, so if you use it on a 
heavy hitter, on the last friendly unit or even a friendly unit, because its
just that useful. One of the most broken abilities in the game. 

 Ring Toss - 450 AP (Cinquedea) - Active
"Throw a ring around the target to STOP it from taking actions."

Useful, STOP makes sure that the enemy cannot move, take turns, and pretty
much gives 100% accuracy to any unit that attacks it. Useful because you 
don't need MP to cast this on. Don't know how a Ring can do this though.

 Sticky Fingers - 250 AP (Brigandine) - Reaction
"Catch items thrown at the user and place them in the party's inventory."

Useful in theory, but in practice, weapons thrown at your units is going to
be slim to zilch. Also, the items that are going to be thrown are quite common
and that means they're aren't worth a lot. Better off with Counter instead.

 Return Fire - 250 AP (Power Sash) - Reaction
"Avoid bow-based enemy attacks and fire an arrow back at the attacker."

Best used in all sorts of maps, since archers are going to be a pain. However,
the problem with this reaction ability is that archers don't deal all that 
damage, their abilities on the other hand, do.

**********
**TINKER**
**********

"One of the many bands of machinist, the tinker wages battle with his 
 clockwork creations."

Requirements - 2 Thief Abilities

The Tinker is a very risky class to play. Why? Because everything will
come down to a coin toss, and that is very risky. There is a 50% chance that
it will hit all enemy units, the other 50% will hit all your units. Some of
the abilities are useful if it effects you. If it doesn't, well, your Blue
Mage with Roar is going to be quite useful.

--==Clockwork==--

 Silver Disk - 250 AP (Metal Knuckles) - Active
"An ingenious contraption that BLINDS its victims. Where it lands, nobody
 knows..."

A useful ability that will Blind all the units on one side or the other. Even
more useful when you can negate this for your units with a Blue Mage.

 Red Spring - 250 AP (Rising Sun) - Active
"An ingenious contraption that casts HASTE. Where it lands, nobody knows..."

This is even more useful, for both sides actually. Haste for your side makes
your units move faster, but on the other side, it can make your units get to
your units faster. Why is this a good thing? If there are traps, you can
effectively don't move your units and let the others head to you, spring traps
which you could spring.

 Green Gear - 250 AP (Poison Knuckles) - Active
"An ingenious contraption that POISONS its victims. Where it lands, nobody
 knows..."

This is quite useful, only if it lands on the enemy that is. Poison will
continiously damage the enemy units, but it is lands on you, make sure you
have Cure and Esuna ready.

 Chroma Gem - 250 AP (Dream Claws) - Active
"An ingenious contraption that puts its victims to SLEEP. Where it lands, 
 nobody knows..."

A very dangerous one to use, because having all your units sleeping gives
the enemy free hits all around. Sleep is useful on your enemy, but there are
some that are better.

 Gold Battery - 250 AP (Cat Claws) - Active
"An ingenious contraption that heals wounds. Where it lands, nobody knows..."

Very useful if you are fighting undead. Healing means it is holy, and well, we
all know that healing the undead with potions and all means damage. Well, good
for you, not when you're fighting the enemy.

 Gold Moogletron - 250 AP (Survivor) - Active
"An ingenious contraption that casts Barrier. Where it lands, nobody knows..."

Again, this is another skill that works for you if it effects your units but
not if it helps the enemy. Again, Blue Mage Roar them to ensure that they, the
enemy, doesn't get buffed.

 Blue Screw - 250 AP (White Fangs) - Active
"An ingenious contraption that casts Dispel. Where it lands, nobody knows..."

You know what Dispel does, it basically removes all buffs from the unit. This 
is useful if you managed to get a rogue coin toss, casted a good buff on the
enemy, and this will clear it. Use it when YOU don't have buffs on yourself.

 Black Ingot - 250 AP (Death Claws) - Active
"An ingenious contraption that DOOMs its victims. Where it land, nobody
 know..."

A very dangerous ability to use because having DOOM on your units gives the
battle a three round limit unless you can remove Doom from your units. 
However, if it effect the enemy, this makes it an excellent ability to have
on your enemy. 

 Regenerate - 200 AP (Gaia Gear) - Reaction
"Gain REGEN after taking damage."

Useful because REGEN means that you gain a bit of health back at the start of
your every turn. Quite useful since it can mean a lot of health restored by
the end of the battle. A very useful Reaction ability.

 MP Shield - 450 AP (Mirage Vest) - Reaction
"Damage	taken depletes MP rather than HP. Has no effect when the user has no
 MP."

Like I said time and time before, MP is much harder to come by in this game, 
so you want to hang on to every little bit of MP that you can because when you
need to use it, you won't have anything to play around with.

 Ribbon-Bearer - 300 AP (Orb of Minwu) - Passive
"Enables the user to equip a ribbon, regardless of their current job."

Useful if you have the ribbons to play with, the Ribbon pretty much an item 
that makes nearly every debuff impossible to be placed on your unit. Like I
said, its only useful if you have the Ribbon, which is quite rare.

*************
**TIME MAGE**
*************

"These accomplished mages can alter space and time."

Requirements - 5 Black Mage Abilities

Time Mages are one of the biggest targets that you can have in the game. They
can make time go faster for your units, and slower for your enemy units. They
can easily make your units deal far more damage than they can easily do 
because they can more time to do so.

--==Time Magick==--

 Extend - 150 AP (Stardust Rod) - Active
"Alter the flow of time, increasing the duration of buffs and debuffs on 
 units on a small area."

This is quite a good spell, believe it or not. Buffs on your own units is
pretty good, but debuffs on your enemies is even better. Immobolise and 
Disable don't last forever, but you can make it last a bit longer, giving
your units more time to blast enemies.

 Haste - 250 AP (Firewheel Rod) - Active
"Hasten the flow of time around the target. Raises SPEED."

Useful since it makes your units faster, and that means that they get their
turn quicker, which means that they can do more damage. This is why it is
the basic spell for all Time Mages.

 Reflect - 250 AP (Thunder Rod) - Active
"Erect an invisible barrier around the target that bounces magicks back at
 their caster."

This is a relatively good spell that you can use if you are facing enemy
mages. This makes the enemy magick spell do nothing to your unit, but send
the exact same spell back to them, at no MP cost to your own units. Useful
only in mage battles.

 Slow - 250 AP (Terre Rod) - Active
"Slow the flow of time around the target. Lowers SPEED."

This is the opposite of Haste, so instead of using it on your own units, you
use this on your enemy. This makes their turns slower, so use it on either 
the fastest units, or on their heavy hitters to ensure that you units live.

 Undo - 300 AP (Crown Scepter) - Active
"Reverse time's flow, reverting target's HP and MP to their value the 
 previous turn."

Useful as a healer and a hurter. It can heal, because if your unit has 
sustained heavy damage and you undo it, their HP goes back as if they 
weren't even battling at all. Hurting when the enemy unit gets healed, so
you hurt them. Also, it is useful for MP gain as well. When you unit has 
used a lot of MP for a big spell, Undo to make their MP back to where it
was so they can do it again.

 Stop - 350 AP (Chill Rod) - Active
"Stop the flow of time around the target. Prevents the unit from taking
 any action."

This would be useful., it is had a higher accuracy rate, better than the
40% or thereabouts it currently has. Anyway, Stop makes the enemy stop 
totally, they cannot move, they can suffer from 100% accuracy for hitting
the enemy, and they can't take any turns. 

 Hastega - 400 AP (Flame Rod) - Active
"An improved version of Haste. Raises the SPEED of all units in a small
 area."

This is better because it is haste on a larger scale. It makes all your
units have their turn sooner than your enemy would like, so use this if
you really want your turn faster, or want to kill the enemy faster.

 Quicken - 400 AP (Thor Rod) - Active
"Slide the target through time. Enables target to take its next turn
 immediately."

You can use the Smile Toss from the Juggler class if you don't want to
use this one, but it is pretty good to use. Why? Because, like I mentioned
for the Juggler class, taking your next turn immediately will allow for 
your units, the heavy hitters, to get their turn for more damage, or your
last moved unit so they get another go. 

 Evade Magick - 250 AP (Magick Robe) - Reaction
"Resist spells that deal damage."

This pretty much means that all the magick attacks, or any move that 
decides to use magick doesn't do any damage to you whatsoever, which is
a nice bonus to have when fighting mages.

 Critical: Quicken - 450 AP (Magus Robe) - Reaction
"Act next when user becomes HP Critical."

Well, this can be used in conjunction with Undo. You can easily undo the
health that you lost before so you won't be on HP critical. Useful since 
that you can act next, you can easily run away and get healed by the 
specialist healers.

******************
**CHOCOBO KNIGHT**
******************

"Chocobo knights harness the innate abilities of their feathered mounts."

Requirements - 2 Animist Abilities, "Popocho's Chocobos" Quest Done

This is a strange class, because you need a monster to have this unit as
effective, in particular, the Chocobo. However, they are probably one of
the weakest and crappiest classes in the game. This is just for looks, not
for battle. They are just a gimmick for the game, not for use. They require
a chocobo to be effective, that will be in its own section later on, and 
they cannot use a secondary ability set. They always will have a command
of get off the Chocobo, and that will ALWAYS be there.

However, there is one single benefit of the Chocobo Knight. They can wield 
almost any weapon, which makes them a pretty good class.

--==Chococraft==--

 Choco Cure - All Chocobos - Active
"Flap wings to stir up a healing wind. Restore HP to surrounding units."

All Chocobos will have this, it is basically a small heal where it will
heal itself and all the units around it, well, the maximum of 4 units
around it.

 Choco Esuna - Green Chocobo - Active
"Flap wings to stir up a cleansing wind. Removes debuffs from surrounding
 units."

Again, it works by cleansing the surrounding units and the caster itself.
This is only available to the Green Chocobo, so it really isn't that useful
since the White Mage will have it as well.

 Choco Flame - Black Chocobo - Active
"Send a ball of flame crashing into the target. Deals fire damage."

Useful since it is an offensive attack, which makes it useful in battle
somewhat. Although there are more abilities out there, this one is going
to be one of the best. Given that this is good, think of the crappy skills
the other Chocobos have. 

 Choco Meteor - Red Chocobo - Active
"Call a meteor from the sky. Damages units in a small area."

Useful attack because it damages a small group of units, which probably
makes this the best chocobo that you can get. Shows how crappy this class
really is. 

 Choco Beak - All Chocobos - Active
"Peck remorselessly at the target."

The basic attack of the Chocobo since it does normal damage. However, if
this is the basic attack, then where are the advanced attacks, because I
don't see any.

 Choco Recharge - White Chocobo - Active
"Flap wings to soothe the target's nerves. Restores MP"

This can be useful in the first round of battle since MP is harder to come
by in this game. Use this early on. This is probably one of the better 
Chocobos, behind Red and Black.

 Choco Guard - Brown Chocobo - Active
"Fill surrounding units with vim and vigor. Grants REGEN and raises DEFENCE
 and RESISTANCE."

Useful in the beginning, Regen isn't all that bad because it is one of the
more useful buffs that your units are going to come by, but any white mage
can cast Shell and such to improve the defence and resistance.

 Choco Barrier - All Chocobos - Active
"Raise a barrier around surrounding units with a rustle of plume and feather.
 Grants PROTECT and SHELL."

A useful ability, that all Chocobos can use. You see, with all these 
craptastic skills, this is the reason why the Chocobo Knight is such a poor
class, except for the Speed growth.

*************
**FLINTLOCK**
*************

"The flintlock support his allies with magickally charged cannon attacks."

Requirements - 2 Tinker Abilities, 2 Fusilier Abilities, "Of Kupo and Cannons"
               Quest Done

This is one of my favourite classes because of the range and the best 
abilities that a support class could ever ask for. Sure, it is annoying that
you need to prime your cannon every time you use it, but it is capable of
healing your units a large distance away, longer than that of your mages, and
deal damage along the way. The best support unit that the Moogles have to 
offer, this class is one to be reckoned with.

--==Ballistics==--

 Prime - 100 AP (Hand Cannon) - Active
"Infuse cannon with MP. Enables ballistics attacks. Requires: Hand-Cannon"

This is the one ability that you need to use before you can use any other 
ability that the Flintlock has to offer. It will cost 10 MP all the time, but
look at the abilities to see if it is worth it.

 Cure Cannon - 250 AP (Omnis Cannon) - Active
"Use the primed cannon to remove debuffs and restore HP to the target. 
 Requires: Hand-Cannon."

This is one of the best support abilities since it is long range healing. You
cure debuffs and heal HP, think of Esuna and Cure put together and this is
pretty much it. This is better than what your mages can do, but this will only
hit one target, so remember that.

 Protect Cannon - 250 AP (Diklum) - Active
"Use the primed cannon to place PROTECT and REGEN on the target. Requires:
 Hand-Cannon."

Another useful skill because REGEN can heal over time. Protect will certainly
protect your target. Like the one before, the target is one, not 5, so make
sure that you pick your target carefully.

 Shell Cannon - 250 AP (Ligatur) - Active
"Use the primed cannon to place SHELL and REGEN on the target. Requires: 
 Hand-Cannon."

Its basically the same as the ability above, except that the Protect has been
replaced by the Shell. It isn't a big deal really, so just choose one or the
other, cause Regen is pretty cool.

 Ether Boost - 350 AP (Massive Bazooka) - Active
"Use the primed cannon to attack the target."

A more powerful version of their normal attack, so if there are no real 
targets on you own team that you can heal, just use this to attack your
enemies.

 Blowback - 400 AP (Dromaeo) - Active
"Sacrifice the user's HP to launch a devastating attack."

This is a nice attack. It does a whole lot more damage to the enemy that the
Ether attack, but it comes at the cost of your own HP. Sort of like the 
Fighter's Back Draft ability, a lot of damage for some HP.

 Teleport Cannon - 450 AP (Guang Cannon) - Active
"Use the primed cannon to teleport the target to a random location. Requires:
 Hand-Cannon."

A useful ability only if your own units are too close for comfort. Although 
you don't get a say where they go off to, if they are being ganged up on the
enemy and suffering from a bit too much damage, then get them out of there so
they don't get KOed from thge enemy.

 Ether Cannon - 500 AP (Brevis) - Active
"Use the primed cannon to restore MP to the target. Requires: Hand-Cannon."

A nice one to have for your mages, and it is pretty useful when you want your
mages to use something nice to blow the enemy up with. Again, if there is 
nothing else your primed cannon can be used on, use this on your mages."

 Blur - 150 AP (Fortune Ring) - Reaction
"Avoid hand-cannon and gun-based basic attacks."

A nice ability that you can use when you are fighting enemy units such as the
Fusilier, the cannoneer and the last type, the Flintlock. Useful, but there
aren't going to be a lot of battle involving these guys.

 Charged Attacks - 150 AP (Supernal Ray) - Passive
"Attacks consume MP, but deal additional damage."

This is actually a good idea for your unit. The reason is that since you gain
10 MP a round, that is exactly how much you need to prime your cannon. You can
use your primed cannon to normal attack without losing the prime status of the
cannon. This makes your MP sitting there idle, so why not use it? It isn't 
such a bad idea, but see if you can do any better. 

------------------------------------------------------------------------------
[4.04] Bangaa Classes

***********
**WARRIOR**
***********

"The warriors is a master of melee combat, wielding one and two-handed swords
 with ease."

Requirements - None

This are the basic class of the Bangaa, and the Bangaa version of the Hume
Soldier. They have decent stat growth, as you can see below, but they aren't
the best class to use overall. Rend Skills and Range are a good combination
though, so this as a secondary class for Cannoneer isn't a bad idea.

--==Arts of War==--

 First Aid - 100 AP (Broadsword) - Active  
"Treats the user's wounds, restoring HP."

It restores the HP of the user, but what is really restored is little. Because
it is an ability, it is useful in removing the user's poison, which will slowly
take away the health of the user. 

 Rend Power - 250 AP (Barong) - Active
"Lower the target's ATTACK, reducing physical damage dealt."

It is a permanent debuff to the enemy, but you are going to be more concerned 
about them hitting you for standing so close. 

 Rend Magick - 250 AP (Buster Sword) - Active
"Lower the target's MAGICK, reducing spell potency."

Very useful, but since the Magick type are weaker to physical damage anyway, 
you might as well just go there and smack them with the sword you're carrying.

 Rend MP - 250 AP (Ancient Sword) - Active
"Deplete the target's MP."

Quite useful later in the game, but again, the user would only need high MP 
for spells, and they are quite weak to physical attacks.

 Lifetap - 300 AP (Restorer) - Active
"Summon a field of energy to snuff out the target's life force. Reduce HP by
 50%"

If you can manage to make this hit the enemy, this is quite a powerful attack,
especially on units such as level bosses, because half of their HP is in 
excess of 500 HP, which might take a while for your normal units to deal out.
Accuracy is quite low however, as you'd expect.

 Greased Lightning - 300 AP (Gale Sword) - Active
"Strike an unexpected blow, negating the target's reaction ability."

This is useful for melee fighters, such as this, when you need to get up close
and personal, without activating the enemy's Bonecrusher ability. Some 
reaction abilities are quite painful to behold, so useful if you are fighting
enemy units.

 Body Slam - 300 AP (Stribog) - Active
"Ram the target with a powerful melee attack. Also deals damage to the user."

You can dish out a lot of damage here, when used correctly, which means, body
slam the enemy from the back. However, it will dish out some damage on your
user, so have a white mage handy to make sure they are healed. 

 Rend Speed - 350 AP (Silver Sword) - Active
"Lowers the target's speed."

Useful to slow down the enemy so they get their turn later, but unless they
are a hard hitter or is seriously annoying, don't bother.

 Shieldbearer - 150 AP (Bronze Shield) - Passive
"Enables the user to equip shields, regardless of their current job."

A useful skill with some classes since they do not have access to any 
defence, and shields will provide some. Mages are most vulnerable and really
need shields to save them. 

 Monkey Grip - 250 AP (Predator) - Passive
"Wield two-handed weapons with one hand."

A useful skill if you want to hold some shield to fight with as well, it can
be used, but there are far better passive abilities out there anyway.

**************
**WHITE MONK**
**************

"White monks eschew the steel of swords, tempering instead their fists and
 bodies."

Requirements - None

These guys are the weaker version of the Hume's Fighter class. They have
some pretty good abilities, Air Render and Aurablast included, as well as 
some more practical abilities, such as Exorcise and Revive. Reflex isn't a 
bad move either.

--==Discipline==--

 Roundhouse - 150 AP (Metal Knuckles) - Active
"A spin attack that damages surrounding units."

A useful ability if you are surrounded by 2 or more units, but the difference
with this, and something like Furore, is that you don't get the knockback 
ability, which might send enemy units over a carefully placed cliff.

 Chakra - 200 AP (Cat Claws) - Active
"Focus the user's ki on the body's chakra points. Restores HP and removes
 debuffs."

A useful ability because removing enemy debuffs, except for disable, since you
can't remove something when you can't move, is useful as always, and some HP
recovery isn't all that bad either. Useful until you manage to make the unit
see a White Mage.

 Exorcise - 250 AP (Rising Sun) - Active
"Use the energy of the life chakra to ward off evil. Destroys undead."

Useful on maps with undead units. I nearly forgot to being exorcise, but 
lucky I had Discipline on my Gladiator. This will allow you to remove the
enemy spirits from battle, with 40% accuracy when they are able to fight, and
a nice 100% when they are in a tombstone. 

 Air Render - 250 AP (Kaiser Knuckles) - Active
"Focus the user's ki, sending blades of air tearing through the target."

A very powerful move, and one that you want to replace your normal attack
because it is quite strong, stronger than normal attacks. This is strong, but
contary to the name, it doesn't deal Wind damage, it does normal damage. This
and Aurablast are going to be your basic attacks.

 Revive - 300 AP (Survivor) - Active
"Send the user's ki to the target, reviving it from KO."

A powerful move when your team starts to dwindle down from combat. Note that
this is only useful when there is a judge, since you cannot revive from KO
when your judge is gone. This remains me to make a Law section in this guide.

 Holy Sign - 300 AP (White Fangs) - Active
"Weave a sacred symbol in the air. Removes buffs from the target."

This is quite useful against buffed enemies obviously, but you know the move
Prime that Flintlocks can use to prime their cannons. They counts as a buff, 
so using this deprimes their gun so to speak. Interesting food for thought.

 Aurablast - 350 AP (Godhand) - Active
"Unleash a detonation of ki, dealing damage to units in a small area."

It has the range of a normal magick attack and the area in which hurts the
enemy is the same, and 5 tile cross shape. This is quite powerful, dishing
out physical damage, and sometimes does more damage than the Air Render
attack. Very useful, which is why the White Monk, and in particular, the 
Fighter is so powerful.

 Earth Render - 350 AP (Tiger Fangs) - Active
"A focused attack that sunders the ground. Deals earth damage in a line
 extending from the user."

The air render that actually does elemental damage, this isn't a bad move
at all, but the range is a little to be desired, but the damage is on par
with their normal attack. 

 Counter - 150 AP (Chainmail) - Reaction
"Counter attack when targeted when an offensive action."

Useful when you don't have stronger reaction abilities, this is going to be
the staple reaction ability until you find another seat-warmer. Strikeback
and Reflex are good choices though.

 Reflex - 350 AP (Ever Robe) - Reaction
"Avoid all basic attacks."

A nice replacement if you don't want to use counter anymore, since this will
avoid all basic attacks, including ranged attacks, but it will not avoid 
attacks that are based on abilities when the unit is next to you. Upgrade
to Strikeback when you can.

***********
**DRAGOON**
***********

"Master of the spear, Dragoons leap high into the air, striking foes with
 deadly force."

Requirements - 2 Warrior Abilities, "Kyrra, Dragoon" Quest Done

This is a nice class, except Jump has been nerfed a fair bit for more 
fairness. Spears are nice weapons to use, they can hit two units at once,
provided that there is a unit behind the target you are hitting. They are
good against enemy wyrms though, but Hunters are for all round killing of
monsters.

--==Dragon Soul==--

 Jump - 150 AP (Javelin) - Active
"Leap into the air and impale the target. Requires: Spear."

This has been nerfed to half the normal accuracy because the amount of 
damage is basically double your normal attack, even more if you have a 
height advantage against the enemy. If you can hit the enemy, there is a 
good chance you've just taken off half of their health.

 Wyrmtamer - 150 AP (Burglar Sword) - Active
"Persuade target dragon to flee the battlefield."

Actually works against all wyrms, and dragons such as Drakes as well. I
don't like this ability, not because it is useless, no, it is good if
you don't want to fight, but fighting is good. Loot is very good because
loot means that you get items to send to the bazaar for some decent new
weapons.

 Wyrmkiller - 200 AP (Blood Sword) - Active
"The best guarded secret of the dragoons. Deals heavy damage to dragons."

Sure, this is useful if there were dragons everywhere, but the fact of the
matter is, there aren't that many dragons. You are as likely to see a dragon
in battle as you would see water on the map. Its there, but not all that 
common. Still, it does do a lot of damage, and might I add that the dragons
have a heck of a lot of health to play around with.

 Lancet - 300 AP (Restorer) - Active
"Use the soul of the wyrm to steal HP from the target."

This is the vampire skill or leech skill. You steal HP from the enemy and
in turn, the damage that it deals is transferred back to your unit. A nice
move generally, because it does as much damage as a normal attack, and the
healing it good if you are a little slim on HP.

 Fire Breath - 300 AP (Lava Spear) - Active
"Breathe flame in a cone in front of the user. Deals fire damage."

This is a nice skill. It deals damage to the unit in front, and the three
units in the second row. Try it out and see, less I resort to crappy ASCII
drawings. Fire damage is a nice touch though.

 Thunder Breath - 300 AP (Gae Bolg) - Active
"Breathe electricity in a cone in front of the user. Deals lightning damage."

The second breath attack, and this time, it is of the lightning varient. 
This is the same as the one above, except that it deals a different form of
elemental damage.

 Ice Breath - 300 AP (Ice Lance) - Active
"Breathe frost in a cone in front of the user. Deals ice damage."

The final breath skill, this one will deal ice damage instead of lightning 
and fire.

 Bangaa Cry - 400 AP (Dragon Whisker) - Active
"Let out a distinctly bangaa shout. Damages and CONFUSES targets in a cone
 in front of the user."

Should be called Confuse Breath for the obvious reason mentioned in the
description. It does normal damage, which is pretty average, and it can 
confuse the target. Confuse might be useful, since there is a chance they
might turn on their team, but something is better than nothing.

 Dragonheart - 500 AP (Vitanova) - Reaction
"Gain RERAISE after taking damage. Only works once per battle."

This is a nice reaction ability, it basically removes the KO off the unit
when they fall, that is, they will be revived. The obvious once per battle
is there, how many times can you have a Dragonheart in a battle? If this is
on the enemy, it might be a bit annoying however.

************
**DEFENDER**
************

"Well protected, defenders stride the battlefield with little fear. They can
 even nullify certain attacks entirely."

Requirements - 2 Gladiator Abilities

Defenders, well, defend I guess. They are no Paladin, but they have decent
defence growth, as their name would imply, and some useful abilities to boot.
They make the excellent decoy or Tank unit, ha, did you get the reference 
there? Anyway, excellent defence, but not much else.

--==Warding==--

 Hibernate - 100 AP (Defender) - Active
"Place the user in a state of restful SLEEP. Removes debuffs but leaves the
 user defenceless."

If you are willing to remove all your debuffs for a free hit from the enemy,
by all means, go ahead and use this. With lots of defence, I doubt HP would
be a major issue. This is quite useful when the debuffs as those such as
Poison and Immobolise.

 Whirl Burst - 200 AP (El-Cid) - Active
"A powerful whirlwind attack. Damages and knocks back surrounding units."

Now thats a proper attack. This will damage surrounding units with a chance
to knock the enemy back. I love knockback, ever since I one the mission with
a knockback off a cliff and killed the enemy White Mage. 

 Defend - 200 AP (Lionheart) - Active
"Concentrate solely to protecting one's self. Raises DEFENCE and RESISTANCE
 until the user's next turn."

This is a pointless ability when you have the ability below this one. This
will increase Defence and Resistance for one turn, but with the ability
below, you don't need to worry about taking any damage whatsoever, because you
cannot take damage. And it lasts one turn as well.

 Bulwark - 300 AP (Save the Queen) - Active
"Protect the user from all damage until its next turn."

A wonderful ability to say the least. If you are about to charge into the 
enemy front lines, this will pretty much block the damage done to your troops.
This effectively acts as a decoy and a meat shield. You can use one single 
unit, 5 ranged units, and with this ability, you still win. Bear in mind that 
POISON still deals damage to you.

 Mow Down - 350 AP (Stribog) - Active
"A powerful attack that damages surrounding units. Leaves the user exhausted,
 lowering EVASION."

This is an interesting attack because it does a fair amount of damage to your
surrounding units, more than Whirl Burst can give you, but lowers your 
Evasion that makes enemy units more likely to hit you as a result. 

 Rend Weapon - 350 AP (Claymore) - Active
"Attempt to destroy the target's weapon with an attack aim at the hands."

I don't see why you can't cut the hands off while you're at it, but this is
useful none the less. This allows you to make your enemy weakened in terms
of physical combat because weapons is the main contributor to attack strength.

 Meltdown - 350 AP (Vajra) - Active
"Sacrifice the user to deal damage equal to their current HP to target."

This is best used in combination with the ability below. This allows you to
do damage equal to your current HP, which is quite useful if you have a lot
of health to play around with. But remember, with restore, you are missing a
unit.

 Critical: Berserk - 150 AP (Gauntlets) - Reaction
"Gain BERSERK when user becomes HP Critical."

This is most useless Critical reaction ability that you have to play with. 
Berserk makes you lose control of the unit, which is bad under any day of
the week, and the fact that they go all melee doesn't help either, because
if someone has counter, goodbye unit.

 Defense Up - 150 AP (Diamond Armour) - Passive
"Raises DEFENCE. Decreasing physical damage received."

Not a bad passive ability to have, this is expected from the defender class
to say the least. More defence means that you take less damage, and the
aim of the defender is to suck up as much damage as you can.

 Tank - 200 AP (Platinum Armour) - Passive
"Enables the user to equip helms and heavy armour, regardless of their
 current job."

This is quite useful if you are going to use a weaker class without the
protection of powerful armour. But generally, the weaker classes are going
to be support classes so they don't need to be in the frontlines, but 
whatever floats your boat I guess. 

*************
**GLADIATOR**
*************

"Gladiators wake the magick that sleeps within the quiet steel of the 
 blade with their sparring techniques."

Requirements - 2 Warrior Abilities

A half copy of the Hume Fighter, these units are pretty powerful if you
don't bother to counter them early in the game. Excellent attack growth
and armed with an Ultima skill, they are powerful if used correctly. Their
skills are quite useful as well, though like I said, half of them come
from the fighter class.

--==Sparring==--

 Rush - 100 AP (Sweep Blade) - Active
"Attack with staggering force, knocking the target back."

A useful attack in some situations, this is one of the ways to knock your
opponent back on command. It does normal damage and if possible, knocks your
enemy back. However, if your enemy where to be knocked back off a cliff, it
could be VERY interesting. 

 Beat Down - 250 AP (Shadow Blade) - Active
"An all-out attack that deals heavy damage, but with a reduced chance to hit."

This is best used when your enemy isn't able to avoid your attack, that is,
when they are sleeping. This basically does double the normal damage that
you will normally do, but with about half the accuracy. Useful if you can hit,
not useful if you can't.

 Blitz - 250 AP (Sun Blade) - Active
"Take the measure of the target before attacking. Increases chance to hit
 but deals less damage."

This is the opposite of Beat Down, it does less damage, but nearly guarantees
your sword to land on the enemy. Useful if you require damage to kill the
enemy, but are out of turns and you want him dead, now. 

 Wild Swing - 250 AP (Ogun Blade) - Active
"Spin in a tight circle with weapon outheld, damaging surrounding units."

This is pretty useful if you are surrounded by enemy units, but the problem
is that there is no knock-back. However, if you are willing to take some 
damage, the ability below is far more powerful.

 Fire Soul - 300 AP (Flametongue) - Active
"Send a ball of flame hurling towards the target. Deals fire damage."

A nice fire attack, this is the first of three such attacks that can deal
elemental damage on the enemy.

 Thunder Assault - 300 AP (Air Blade) - Active
"Strike the target with a bolt of lightning. Deals lightning damage."

Another nice elemental attack, this is the second attack that allows you to
do elemental damage on the enemy.

 Blizzard Tackle - 300 AP (Icebrand) - Active
"Impale the target on a massive shard of ice. Deals ice damage."

The final varient of the blade attacks that dish out elemental damage, this 
is useful in some situations.

 Ultima Sword - 990 AP (Materia Blade) - Active
"Derived from the most powerful of magicks, this is the ultimate sparring
 ability."

This is beyond useful, it is in a realm of its own because of its power. It
does such up quite a bit of MP, but it manages to dish out a lot of damage
to the unlucky foe that is going to suffer this. It would be a shame if this
attack was used on your troops because the unit was under Charm.

 Strike Back - 250 AP (Bone Plate) - Reaction
"Avoid all basic attacks and launch a counter attack in return."

This is one of the best reaction abilities you are going to come across. You
get to avoid the attack, don't take damage, and attack back. It might not do
as much damage as Bonecrusher, but you avoid most attacks and deal damage in
return, what more could you ask for?

 Doublehand - 250 AP (Venus Blade) - Passive
"Wield one-handed weapons with both hands. Deals additional damage."

A useful passive ability if you aren't going to use a shield or any other
passive ability, dealing more damage to the enemy is always a good thing
if you plan to go melee.

***************
**MASTER MONK**
***************

"The martial arts of the master monk are without equal."

Requirements - 2 White Monk Abilities, 2 Warrior Abilities, "Banbanga!"
               Quest Done

A new class, and quite a nice one as well. They have pretty good stat grow
in terms of attack and speed, and the abilities are quite useful in many
situations, making them a choice target and one to take down first in enemy
battles.

--==Martial Arts==--

 Dark Fist - 300 AP (Battle Bamboo) - Active
"Sacrifice HP to deal a blindingly fast attack that pierces the target."

A nice attack to start off the skill set, this does a fair amount of damage
at the cost of some of your own HP. The damage is high, but contary to the
name, it doesn't actually deal any dark damage.

 Inner Focus - 300 AP (Tonfa) - Active
"Manipulate the user's ki to rid the body of impurities. Restores HP and
 removes debuffs.

Did anyone else read the weapon name wrong and thought of Tofu? Anyway, this
is a nice ability, it heals your HP and gets rid of debuffs, well those that
can be removed anyway, try using this when you have Disable, not possible.

 Pummel - 300 AP (Eight-Fluted Pole) - Active
"Attack the target with two consecutive punches."

Anyway want to smack someone in the back with a massive wack? Well, you now
can, do it does twice the normal damage because of the two attacks, but it is
best used behind a user, does more damage that way.

 Rend Armour - 350 AP (Cypress Pole) - Active
"A powerful attack with a chance to destroy the target's armour."

Armour is one of those things that you simply cannot steal anymore, at least
not with thieves, like you used to, so you need to get rid of it. This will
ensure that the enemy without armour is going to have a hard time to survive
without that extra layer of defence.

 Holy Strike - 350 AP (Sanjiegan) - Active
"Focus the wrath of the Gods into a powerful strike. Deals holy damage."

This is a nice attack, because Holy damage is quite hard to come by in this
game, as it is with Dark and Water. Just because it is a holy attack, don't
try to heal with this, please.

 Cross-Counter - 350 AP (Fanatic) - Active
"Use the target's own Counter ability to deal massive damage."

This is quite useful when the enemy actually has counter, which is quite 
common in the early and middle part of the game, and is still common late
in the game as well. This ensures that they take heavy damage for trying
to dish some back.

 Lifebane - 400 AP (Esztam Baton) - Active
"Strike at the target's vitals. Has a chance to DOOM the target."

A nice ability that would be extremely useful if it has a little higher 
chance to inflict the Doom status. Doom means that they get a three round
limit on their head, and on the third round, they instantly die. No
exceptions.

 Withering Strike - 400 AP (Gokuu Pole) - Active
"An attack that deals damage based on the user's current HP. The lower the
 HP, the greater the damage."

This is a nice move because of the fact that the lower your HP, the stronger
this move is, and when this unit takes a poundering, which is pretty much
does a on regular basis, this is quite a powerful move.

 Blink Counter - 250 AP (Bone Armlets) - Reaction
"Counter attack and knock back the attacker after being the target of an
 offensive action."

A nice move, knock back is always a useful ability to have on the battlefield
on any day of the week. This is basically a counter move that is boosted with
the knockback ability.

 Unscarred - 150 AP (Judicer's Coat) - Passive
"Raises ATTACK, DEFENCE, MAGICK, and RESISTANCE when the user has full HP."

This is a pretty much useless skill because it is only useful when you have
full health, and most classes involve your units heading into battle. Damage
is inevitable on any day. 

**********
**BISHOP**
**********

"The bishop is a relatively powerful mage equally skilled in offensive, 
 restorative, and support magicks."

Requirements - 2 White Monk Abilities

No, they can move straight, not just diagonally. The problem with the Bishop
class is that the Bangaa class is primarily a melee fighter class, the Nu Mou
is the magick class. That being said, the Bishop is going to have weaker 
magick abilities because their magick strength has been low throughout the
jobs that is has. The spells are good, but in comparsion with other classes,
they are weak and puny. 

--==Intercession==--

 Pilfer - 150 AP (Cheer Staff) - Active
"Lightly bump the target, stealing a piece of loot in the process."

Aren't these guys meant to be all holy and such, and not steal? Anyway, this
doesn't actually tell you what level loot it is, so it is pretty much 
completely random on the level of the loot you steal, but you are more than
likely to steal low level, weak loot. 

 Aero - 200 AP (Judicer's Staff) - Active
"Envelop units in a small area in a fierce whirlwind. Deals wind damage."

Not a bad attack, this dishes out wind damage in an area of 5 tiles in a 
cross shaped pattern. This is a nice attack, it does some good damage and the
element is slightly rarer than fire, ice and lightning. 

 Cura - 200 AP (Healing Staff) - Active
"Magickally restore a large amount of HP. Deals damage to undead."

This is an improved version of cure, it does heal a nice chunk of health, but
remember that the bishop doesn't have a lot of magick so its more like a cure
to the other classes.

 Water - 200 AP (Spring Staff) - Active
"Drench units in a small area with a burst of water. Deals water damage."

A nice attack because water damage is harder to come by, it isn't a common
element such as ice because of some weird reason only SE knows about. Its a 
nice move, dealing damage to 5 units in a cross pattern.

 Barrier - 200 AP (Pomegranate Staff) - Active
"Surround the target in a defensive magick barrier. Grants PROTECT and SHELL."

A useful ability because it will effectively raises the Defence and the
Resistance of your units. This is perfect to use before you send them into the
frontlines because more defence means less damage.

 Dispel - 300 AP (Staff of Blessings) - Active
"Magickally returns targets to their natural state. Removes buffs from units
 in a small area."

Useful if you are going to fight enemy units that are buffed to make them
stronger. This is useful against Prime as well, because Prime technically 
counts as a buff.

 Holy - 400 AP (Nirvana) - Active
"Call upon the light of heavenly judgement to strike the target. Deals holy
 damage."

This is the proper attack of a bishop. It actually does holy damage, one
that is relatively hard to come by because not every ability does holy damage.
This makes the Bishop a great unit to fight the undead and dark monsters.

 Break - 450 AP (Serpent Staff) - Active
"Turn the target to STONE with a cloud of petrifying gas."

This is an extremely useful ability because of the STONE debuff. This 
basically turns the unit into stone, means that they cannot take their
turns, move, act, fight, anything till they are returned back to normal. It
also ensures that the attacker will get a 100% accuracy rate on the target.

 Magick Counter - 400 AP (Samite Coat) - Reaction
"Cast magicks targeting the user back at the caster. Magicks cast this way
 require MP."

Normally, this isn't a bad ability, but because this class is Bangaa, it is
because the MP rate that Bangaa have isn't something to be proud of. Also,
there are much better reaction abilities for this class.

 Halve MP - 400 AP (Luminous Robe) - Passive
"Reduces the MP cost of abilities by 50%"

This is essential for the bishop because the MP cost of many spells are so
high, and most cannot be cast on the first turn. This ensures that you get the
most out of your bishop, instead of waiting every second turn to get the MP
ready for casting. 

***********
**TEMPLAR**
***********

"Templar knights wield powerful weapons and have a repertoire of potent
 support magicks."

Requirements - 2 Bishop Abilities

These guys are slow, their speed growth is terrible, but there is one thing
that is actually good about them, they are pretty damn powerful. Their 
abilities shine far above the rest, making them a powerful support class
and they get access to spears and Bonecrusher, which will make any attacker
think twice.

--==Sacred Blade==--

 Discipline - 150 AP (Partisan) - Active
"Center the user's thought. Raises ATTACK."

This basically means that on the first turn, you use this to make sure that
you get more damage on the enemy, which is always a good thing. Make sure
you remember to use it though.

 Astra - 200 AP (Save the Queen) - Active
"Render units in a small area immune to debuffs."

If you can use this on the first turn, use it on your starting party and you
can easily target this to Astra 5 units and that will make 5 units immune to
debuffs pretty easily. Best used in fights against monsters, they possess the
most debuffs.

 Silence - 200 AP (Ragnarok) - Active
"Steal the target's voice. SILENCES units in a small area."

Again, this is only useful against enemy mages because they are the ones that
need their voice to cast spells. This is better since it targets a small area
rather than a single unit.

 Rasp - 250 AP (Apocalypse) - Active
"Prey on the mind of your foes. Depletes MP of units in a small area."

Again, something that is only useful against mages, and this time, you are
going to target the big fish, the Illusionists and the Summoners since they
need a lot of MP so they can cast a spell, and without the MP to do so, they
are an expensive waste of space.

 Haste - 250 AP (Lohengrin) - Active
"Hasten the flow of time around the target. Raises SPEED."

This is quite useful for a slow moving unit, especially one with low speed
such as the templar since this will increase speed, which means that it will
increase the rate in which the turns are given to the unit.

 Soul Sphere - 250 AP (Arch Sword) - Active
"Summon a magick field to drain the target's energy. Depletes MP."

This is a stronger version of the Rasp ability, but it drains more energy
than the Rasp ability does. So it is a toss up on which one you want to
use, the high-power single attack or the low-power multiple attack.

 Piercing Cry - 400 AP (Javelin) - Active
"Let out a fearsome roar, lowering the SPEED of surrounding units."

This is extremely useful if you are surrounding by enemy units. If you 
are surrounded by 4 enemies, you are bound to take one of them down
with you. Useful is you really want to deal some damage without fear of
getting paid in kind.

 Lifebreak - 400 AP (Kain's Lance) - Active
"Deal dark damage equal to the amount of HP the user has lost."

This is quite useful when you are HP critical since dark damage is hard to
come by, and when you are in the HP critical stage, you will have lost 
about 90% of your health, and if you and the enemy have both the same HP
stats, or roughly, or below, you could end up killing them. And the best
thing is, you don't sacrifice your unit by doing so.

 Bonecrusher - 250 AP (Dragon Mail) - Reaction
"Counter attack after taking physical damage. Always deal greater damage
 than that taken."

This is the strongest reaction counter ability in the game because not 
only does it counter attack, it will deal damage more than that taken, 
and if they get a lucky critical and you didn't get knocked back, well,
take a fair amount of damage in return.

 Attack Up - 150 AP (Trident) - Passive
"Raises ATTACK. Increases physical damage dealt."

A nice passive ability because it will increase the physical damage that
you deal to enemy units. Useful if you don't need the other passive 
abilities that the other jobs have to offer.

*************
**CANNONEER**
*************

"Cannoneers support the front line with fire from their hand-cannons."

Requirements - 2 Dragoon Abilities, "The Bangaa Brotherhood" Quest Done

Well, these are like the Flintlocks, they use the hand cannon, and they
have extremely long range. Except that they don't need to use prime all
the time, thats there the Flintlock falls down. They instead use prime
to deal more damage, and they have abilities to cure and hurt those you
like and don't like.

--==Cannonry==--

 Buckshot - 150 AP (Omnis Cannon) - Active
"Load cannon with fragmentation shells. Increases damage radius of
 next basic attack. Requires: Hand-Cannon"

This is pretty useful in terms of abilities because this will make your next
basic attack have a large attack radius, and that means that you have a shot
that hits the target, and the 4 surrouding tailes around it. 

 Prime - 150 AP (Diklum) - Active
"Specially prepared shells to deal increased damage. Raises ATTACK bonus
 of next basic attack. Requires: Hand-Cannon"

This one basically means that your next attack, well, basic attack will
deal near double damage for your attack, which is rather handy when you think
the next unit will fall. 

 Foresight - 150 AP (Supernal Ray) - Active
"Organise shells for quick reloading. Raises number of shots fired in next
 basic attack. Requires: Hand-Cannon"

This is a powerful move, it basically means that your next attack will fire
two shots instead of one. This makes sure that al least one attack will hit
its mark, but the problem is that you can make one attack now and one next
turn and that will be the same as useing Foresight.

 Scope - 150 AP (Ligatur) - Active
"Attach a scope to the cannon. Increases ACCURACY of next basic attack.
 Requires: Hand-Cannon"

This is rather pointless unless you have the blind debuff where your 
accuracy is rather low. Normal attacks generally have a 99% hit rate
unless the enemy has better evasion stats or your under the blind debuff.

 Mortar - 200 AP (Massive Bazooka) - Active
"Plant the cannon firmly on the ground before firing. Deals heavy damage,
 but unit cannot move next turn. Requires: Hand-Cannon"

This is actually a good skill to use, regardless of the fact that you
cannot move. This is because your unit has such a large range that the need
to move is minimal. Besides, you can heal your own units in this turn where
you cannot move.

 Target - 250 AP (Dromaeo) - Active
"Take careful aim at the target. Deals heavy damage on next turn. Requires:
 Hand-Cannon."

This is another useful ability, but the problem is that the damage is about
double your normal attack so again, it is like Foresight, you deal more 
damage but you can't attack this turn. The decision is up to you.

 Potion Shell - 300 AP (Hand Cannon) - Active
"Fire a potion-infused shell at the target. Restores HP. Requires: Hand-
 Cannon."

This is useful as a healing move because it is a long range healer. Similar
to the Flintlock move except that you don't have to prime the cannon in
order to heal.

 Ether Shell - 500 AP (Brevis) - Active
"Fire an ether-infused shell at the target. Restores MP. Requires: Hand-
 Cannon."

This is another helpful move because it restores a fair amount of MP 
because this is a very powerful first turn move on your mages to allow
them to cast their powerful attacks on their first turn, provided that
you have the speed to first.

 Blur - 150 AP (Fortune Ring) - Reaction
"Avoid hand-cannon and gun-based basic attacks."

This is not as useful as you would think because there aren't going to be
a lot of enemies that use cannons, the only classes are Cannoneers, Fusiliers,
and Flintlocks.

*************
**TRICKSTER**
*************

"Tricksters spin a web of deception, twisting the flow of battle to their
 advantage."

Requirements - 2 Master Monk Abilities, "Sleight of Hand" Quest Done

This is one of the weirdest classes, how does my blantantly male Bangaa
get a sex change? Well, anyway, this card-throwing class is quite strange,
because like Gambit, they throw cards at their enemies to make them go
away. They are more of a magick type unit, not an attack type unit, so you
need to make them get some high attack before sending them into this class
though. Wonder if they go gambling?

--==Sleight of Hand==--

 Hypochondria - 150 AP (Four of Spades) - Active
"Magickal chant that convinces the target they've come into contact with
 a deadly POISON."

What kind of person believes that they have poison anyway? Well, this is
quite a useful ability, Poison is quite a useful debuff to have on the 
enemy because it is the opposite of Regen, it hurts at the start of each
turn.

 Snigger - 150 AP (Eight of Hearts) - Active
"Laugh snidely at the target, driving them into a BERSERK rage."

This is a useful ability if you do this to a mage since they will go all
melee on them. This is otherwise useless. I don't get it, its pretty
such a debuff, yet you can get this on yourself via Critical: Berserk.

 Shadow of Doubt - 250 AP (Jack of Diamonds) - Active
"Whisper rumours in the target's ear, undermining their confidence. 
 IMMOBOLIZES target."

This is a useful ability, this pretty much makes sure that the enemy unit
stands still and doesn't move from where they are standing. Use this to
ensure they can't fight effectively. 

 Mug - 250 AP (Ace of Spades) - Active
"Attack the target and steal loot from it in the ensuing commotion."

These guys are pretty damn good if they can steal stuff like that. 
Well, unlike Mug before, where it was Gil, you steal a random piece of
loot from the enemy, which is rather handy, since you damage them as well.

 Traumatize - 300 AP (King of Hearts) - Active
"Add injury to insult, damaging debuffed targets. Deals greater damage to
 target with more debuffs."

You can debuff them yourself, so this is rather hard to use turnwise. You
can easily disable them and immobilise them, but you definitely need more
units to make sure that they don't move. Disable and immobilise are neeeded
to make sure they don't do anything. Too much for too little damage.

 Agitate - 400 AP (Queen of Clubs) - Active
"Deal damage equal to the user's lost HP. Damages units in a small area."

A rather powerful attack since if you have lost a lot of HP, that is a
lot of damage there to a small group of units. Make sure that you have lost
a fair amount of HP before using this though.

 Charisma - 400 AP (Two of Clubs) - Active
"CHARM the target with honeyed words."

This is quite useful, because CHARM is a powerful debuff where the enemy 
pretty much fights for you. Well, until you damage them. By using this in
a major battle, it can seriously help you in the long run.

 Suggestion - 450 AP (Six of Diamonds) - Active
"Mutter a curse to transform the target into a TOAD."

If you ever want a debuff that can match STONE in annoyance, Toad is pretty
much up there. This makes the unit into a toad, where they can still move 
and all, but their attacks are like little bumps and they are easily squashed
since they take more damage.

 Absorb Damage - 250 AP (Thief's Cap) - Reaction
"Gain HP equal to 10% of damage taken."

If you ever want your unit to last that little bit longer, then here it is.
You basically get 10% of the damage taken, rounded down to the nearest ten, 
and thats how much health you get. Makes you last about 8% longer in the
long run. Works great with Regen though.

 Ribbon-Bearer - 300 AP (Orb of Minwu) - Passive
"Enables the user to equip a ribbon, regardless of their current job."

This is another useful ability, provided that you have the ribbons to
give your team. They are powerful, well, the ribbons are, because they
prevent most debuffs from effecting your units. 

------------------------------------------------------------------------------
[4.05] Nu Mou Classes

**************
**WHITE MAGE**
**************

"White mages use curing magicks to mend allies' wounds and restore them to
 health."

Requirements - None

Your basic healer, the White Mage is the one that is going to be mending
your wounds from battle. Obviously, they are going to be a necessity on the
battlefield, given that you are going to have to take damage from the enemy
anyway. A good support ability, it would make a decent secondary ability
set because of this.

--==White Magick==--

 Cure - 100 AP (White Staff) - Active
"Magickally bind wounds and target's wounds. Restores HP and deals damage to
 undead."

Your basic cure spell, and given that MP now starts on 0, the first healing
spell you can cast. Useful early on in battles.

 Cura - 200 AP (Healing Staff) - Active
"Magickally restore a large amount of HP. Deals damage to undead."

A stronger healing spell, but cannot be cast on the first turn, better in
the middle point in a battle.

 Esuna - 200 AP (Cleansing Staff) - Active
"Magickally purge the target of debuffs."

An essential spell for any white mage, the amount of debuffs in this game
is far greater than the last game. Train it when possible.

 Raise - 200 AP (Staff of Blessings) - Active
"Magickally revive the target, removing KO. Deals damage to undead."

An extremely useful spell if you have actually have followed the law, you
can easily restore your fallen teammates. Great if the enemy giving you a 
hard time.

 Curaga - 300 AP (Spring Staff) - Active
"Magickally restores a great amount of HP. Deals damage to undead."

An extremely powerful heal, this will only be used when you have a lot of 
MP to burn. But if used on your troops, it will save them pretty well.

 Reraise - 400 AP (Cheer Staff) - Active
"Grant RERAISE buff to the target. Automatically grants Raise on them if
 they are KO'd."

Probably one of the best skills of the white mage, it will automatically
restore the unit back to life if they are killed in battle. Saves your 
troops, but once it is used, the buff is removed.

 Arise - 400 AP (Nirvana) - Active
"Magickally revives the target. Removes KO and restores full HP. Deals
 damage to undead."

A better version of raise, it will restore the user to FULL HP when they
have fallen. Shame you can't mix Arise and Reraise together.

 Refresh - 400 AP (Staff of the Magi) - Active
"Magickly cleanse the target of debuffs uneffected by Esuna."

This is the improved nversion of Esuna, it will remove the Attack Down
and Magick Down type debuffs from your own units.

 Turbo MP - 250 AP (White Robe) - Passive
"Spells cost twice their usual MP, but are much more potent."

This is useful for the offensive magick types, but for you healers, this
is far less useful. Double potency for your Cure spells isn't all that
useful, you have stronger versions of cure for that. 

**************
**BLACK MAGE**
**************

"Black mages wield elemental powers of fire, ice and lightning to decimate
 foes."

Requirements - 1 White Mage Ability

While the White Mage heals people, the Black Mage hurts people. They can
use their elemental spells to damage and kill their enemies, but the MP change
as effectively nerfed their powers. A powerful ability set, useful as a 
secondary skill set. 

--==Black Magick==--

 Fire - 100 AP (Rod) - Active
"Hurl a ball of magick, dealing fire damage to the target."

Your basic fire spell, this is the staple for dealing fire damage.

 Blizzard - 100 AP (Rod) - Active
"Pierce the target with a shard of ice, dealing ice damage."

Your basic ice spell, you are going to use this for ice damage.

 Thunder - 100 AP (Rod) - Active
"Call down a bolt of lightning, dealing lightning damage to the target."

Your basic lightning spell, deals lightning damage, but is the coolest 
looking spell.

 Fira - 200 AP (Firewheel Rod) - Active
"An improved version of Fire. Deals even greater fire damage to its target."

Your improved fire spell, but you can't cast it on your first turn without
buffs.

 Bilzzara - 200 AP (Sleet Rod) - Active
"An improved version of Blizzard. Deals even greater ice damage to its 
 target."

Improved ice spell, sounds better as well.

 Thundara - 200 AP (Thunder Rod) - Active
"An improved version of Thunder. Deals even greater thunder damage to its
 target."

The improved Thunder spell.

 Firaga - 300 AP (Flame Rod) - Active
"The greatest Fire magick. Consumes its target in hellfire, dealing massive
 fire damage."

The Best fire spell your mage is going to have access to. 

 Blizzaga - 300 AP (Chill Rod) - Active
"The greatest Blizzard magick. Impales target, dealing massive ice damage."

The best Blizzard skill you are going to get.

 Thundaga - 300 AP (Thor Rod) - Active
"The greatest Thunder magick. Blasts its target with countless bolts, 
 dealing massive thunder damage."

The best Thunder skill you get going to have access to.

 Magick Counter - 400 AP (Samite Coat) - Reaction
"Cast magicks targeting the user back at the caster. Magicks cast in this
 way require MP."

This is a decent skill, but there are problems. Magick users tend to have
high resistance, making the damage quite small, and the MP usage is bad 
because MP is quite valuable, especially early on. 

 Geomancy - 350 AP (Sage's Robe) - Passive
"Lowers resistance to the user's elemental attacks. (Absorb -> Immune ->
 Half -> Normal -> Weak)

This is extremely useful as a passive skill. It basically makes normal
units weak to all spells cast by the user. This is best to make your
enemies, with no weaknesses, with weaknesses. Normally used on units
without weaknesses take greater damage. 

***************
**BEASTMASTER**
***************

"Beastmasters use their innate gifts of the nu mou to command beasts
 to do their bidding."

Requirements - "Knowing the Beast" Quest Done

These little units are ones that can control enemy monsters. They have
a short range, but they have a pretty good success rate on controlling
the enemy unit. These are essential if you want a successful blue mage
in the game.

--==Beast Lore==--

 Dreamhare - 150 AP (Lamia Harp) - Active
"Take control of dreamhares."

Well, its takes control of dreamhares and their evolved forms.

 Deadly Nightshade - 150 AP (Lamia Harp) - Active
"Take control of Deadly Nightshades."

Well, its takes control of Deadly Nightshades and their evolved forms.

 Baknamy - 150 AP (Demon Bell) - Active
"Take control of Baknamys"

Well, its takes control of Baknamy and their evolved forms.

 Flan - 150 AP (Demon Bell) - Active
"Take control of flans"

Well, its takes control of flan and their evolved forms.

 Lamia - 150 AP (Glass Bell) - Active
"Take control of Lamias"

Well, its takes control of Lamia and their evolved forms.

Wolf - 150 AP (War Trumpet) - Active
"Take control of Wolves"

Well, its takes control of Wolves and their evolved forms.

Shelling - 150 AP (Conch Shell) - Active
"Take control of Shellings"

Well, its takes control of Shellings and their evolved forms.

Drake - 150 AP (Hurdy-Gurdy) - Active
"Take control of Drakes"

Well, its takes control of Drakes and their evolved forms.

Zombie - 150 AP (Black Quena) - Active
"Take control of Zombies"

Well, its takes control of Zombies and their evolved forms.

Ghost - 150 AP (Black Quena) - Active
"Take control of Ghosts"

Well, its takes control of Ghosts and their evolved forms.

Deathscythe - 150 AP (Black Quena) - Active
"Take control of Deathscythes"

Well, its takes control of Deathscythes and their evolved forms.

Headless - 150 AP (Satyr Flute) - Active
"Take control of Headless"

Well, its takes control of Headless and their evolved forms.

Sprite - 150 AP (Faerie Harp) - Active
"Take control of Sprites"

Well, its takes control of Sprites and their evolved forms.

Antlion - 150 AP (Faerie Harp) - Active
"Take control of Antlions"

Well, its takes control of Antlions and their evolved forms.

Malboro - 150 AP (Blueleaf Flute) - Active
"Take control of Malboros"

Well, its takes control of Malboros and their evolved forms.

Cockatrice - 150 AP (Heal Chime) - Active
"Take control of Cockatrices"

Well, its takes control of Cockatrices and their evolved forms.

Behemoth - 150 AP (Shining Lute) - Active
"Take control of Behemoths"

Well, its takes control of Behemoths and their evolved forms.

Werewolf - 150 AP (Frigid Viol) - Active
"Take control of Werewolves"

Well, its takes control of Werewolves and their evolved forms.

Ahriman - 150 AP (Brilliant Theorbo) - Active
"Take control of Ahrimans"

Well, its takes control of Ahrimans and their evolved forms.

Floating Eye - 150 AP (Brilliant Theorbo) - Active
"Take control of Floating Eyes"

Well, its takes control of Floating Eyes and their evolved forms.

 Critical: Haste - 250 AP (Ninja Gear) - Reaction
"Gain HASTE when user becomes HP Critical."

A nice useful ability since Haste means that you get your turn sooner than
later and by the HP Critical stage, you need all the turns you can get to 
get out of there and be healed, or heal yourself.

 Immunity - 250 AP (Survival Vest) - Passive
"Neither buffs nor debuffs can be removed from the user."

A nifty ability that makes sure that your buffs stay on and those that are
not really wanted stay off for a good while.

*************
**TIME MAGE**
*************

"These accomplished mages can alter space and time."

Requirements - 5 Black Mage Abilities

Time Mages are one of the biggest targets that you can have in the game. They
can make time go faster for your units, and slower for your enemy units. They
can easily make your units deal far more damage than they can easily do 
because they can more time to do so.

--==Time Magick==--

 Extend - 150 AP (Stardust Rod) - Active
"Alter the flow of time, increasing the duration of buffs and debuffs on 
 units on a small area."

This is quite a good spell, believe it or not. Buffs on your own units is
pretty good, but debuffs on your enemies is even better. Immobolise and 
Disable don't last forever, but you can make it last a bit longer, giving
your units more time to blast enemies.

 Haste - 250 AP (Firewheel Rod) - Active
"Hasten the flow of time around the target. Raises SPEED."

Useful since it makes your units faster, and that means that they get their
turn quicker, which means that they can do more damage. This is why it is
the basic spell for all Time Mages.

 Reflect - 250 AP (Thunder Rod) - Active
"Erect an invisible barrier around the target that bounces magicks back at
 their caster."

This is a relatively good spell that you can use if you are facing enemy
mages. This makes the enemy magick spell do nothing to your unit, but send
the exact same spell back to them, at no MP cost to your own units. Useful
only in mage battles.

 Slow - 250 AP (Terre Rod) - Active
"Slow the flow of time around the target. Lowers SPEED."

This is the opposite of Haste, so instead of using it on your own units, you
use this on your enemy. This makes their turns slower, so use it on either 
the fastest units, or on their heavy hitters to ensure that you units live.

 Undo - 300 AP (Crown Scepter) - Active
"Reverse time's flow, reverting target's HP and MP to their value the 
 previous turn."

Useful as a healer and a hurter. It can heal, because if your unit has 
sustained heavy damage and you undo it, their HP goes back as if they 
weren't even battling at all. Hurting when the enemy unit gets healed, so
you hurt them. Also, it is useful for MP gain as well. When you unit has 
used a lot of MP for a big spell, Undo to make their MP back to where it
was so they can do it again.

 Stop - 350 AP (Chill Rod) - Active
"Stop the flow of time around the target. Prevents the unit from taking
 any action."

This would be useful., it is had a higher accuracy rate, better than the
40% or thereabouts it currently has. Anyway, Stop makes the enemy stop 
totally, they cannot move, they can suffer from 100% accuracy for hitting
the enemy, and they can't take any turns. 

 Hastega - 400 AP (Flame Rod) - Active
"An improved version of Haste. Raises the SPEED of all units in a small
 area."

This is better because it is haste on a larger scale. It makes all your
units have their turn sooner than your enemy would like, so use this if
you really want your turn faster, or want to kill the enemy faster.

 Quicken - 400 AP (Thor Rod) - Active
"Slide the target through time. Enables target to take its next turn
 immediately."

You can use the Smile Toss from the Juggler class if you don't want to
use this one, but it is pretty good to use. Why? Because, like I mentioned
for the Juggler class, taking your next turn immediately will allow for 
your units, the heavy hitters, to get their turn for more damage, or your
last moved unit so they get another go. 

 Evade Magick - 250 AP (Magick Robe) - Reaction
"Resist spells that deal damage."

This pretty much means that all the magick attacks, or any move that 
decides to use magick doesn't do any damage to you whatsoever, which is
a nice bonus to have when fighting mages.

 Critical: Quicken - 450 AP (Magus Robe) - Reaction
"Act next when user becomes HP Critical."

Well, this can be used in conjunction with Undo. You can easily undo the
health that you lost before so you won't be on HP critical. Useful since 
that you can act next, you can easily run away and get healed by the 
specialist healers.

***************
**ILLUSIONIST**
***************

"Mages who weave illusion to overcome their foes."

Requirement - 2 White Mage Abilities, 4 Black Mage Abilities

A powerful class, their skills can hit the entire enemy party in a single go,
but they are extremely MP intensive, and with MP starting at zero, it will
disadvantage the illusionist to a large scale. You need someone to restore
their MP, or get abilities to quicken their MP rate to ensure that are an
effective unit.

--==Illusion==--

 Prominence - 250 AP (Firewheel Rod) - Active
"Harness the fires of the sun in a tremendous explosion. Deals fire damage
 to all foes."

The first of the elemental attacks, it does nice fire damage to the enemy.

 Tempest - 250 AP (Thunder Rod) - Active
"Unlease a lightning storm mighty enough to rock the heavens. Deals lightning
 damage to all foes."

The second of the basic elemental attacks, it deals lightning damage to all
foes.

 Freezeblink - 250 AP (Sleet Rod) - Active
"Freeze the water in the air into razor-edged shards. Deals ice damage to all
 foes."

The final basic elemental attack, it deals nice ice damage to the enemy.

 Rockfall - 300 AP (Terre Rod) - Active
"Pummel the foe with a barrage of rocks. Deals earth damage to all foes."

An advanced elemental attack, it dishes out earth damage to all foes. A
fair few monsters have this as Immune or Absorb however.

 Wild Tornado - 300 AP (Thor Rod) - Active
"Buffet foes with a mighty tornado. Deals wind damage to all foes."

Wind damage is common enough, and several enemies have a resistance to it.

 Deluge - 300 AP (Chill Rod) - Active
"Send a torrent of water to scour the battlefield. Deals water damage to 
 all foes."

The final advanced elemental attack, water damage is useful since there are 
a fair few monsters weak against water, and it is not as common as you would
think.

 Stardust - 300 AP (Stardust Rod) - Active
"Call down a shower of meteors from the sky. Deals damage to all foes."

No elemental power, but deals more damage than an elemental illusion as a 
result. 

 Star Cross - 300 AP (Crown Scepter) - Active
"Bathe the battlefield in a divine light. Deals holy damage to all foes."

A powerful power since it will deal holy damage. My only gripe is that
there is no dark power, since all the other elements are covered. 

 Absorb MP - 250 AP (Lordly Robe) - Reaction
"Gain MP equal to the MP cost of offensive magicks that target the user."

A useful power, since resistance is high among magick users. But try to
find a enemy who will target you since it deals such little damage. Useful
in theory, but not in practice. 

 Halve MP - 400 AP (Luminous Robe) - Passive
"Reduces the MP cost of abilities by 50%"

VERY USEFUL. MP is very hard to come by, and the stronger spells require a 
lot of MP to use. This will seriously reduce the amount required, and you
can easily see that it is going to be helpful to you. 

*************
**ALCHEMIST**
*************

"A master of transmutation, the alchemist can alter nature at a whim."

Requirements - 2 Illusionist Abilities

Not a bad class, since they always have the Items subset available for use, 
regardless of their secondary ability. Therefore, you can have 2 skills of
two classes, reaction and passive abilities, and Items. Now thats a good
deal. Their abilities are quite powerful as well, though nothing to do with
items.

--==Alchemy==--

 Poison - 150 AP (Druid Mace) - Active
"Distill toxins from the air to POISON the target."

Not a bad ability, because it does have a higher chance to poison than most
abilities that damage the enemy with a chance to poison the ability. Well,
poison is a rather useful debuff anyway.

 Astra - 200 AP (Sage Crosier) - Active
"Render units in a small area immune to debuffs."

This is quite a handy ability when you are fighting enemy monsters. Debuffs
are going to be one of the most annoying aspects of battle because you 
need Esuna or items to cure it. This is handy so that you avoid these 
debuffs.

 Rasp - 200 AP (Energy Mace) - Active
"Prey on the mind of your foes. Depletes MP of units in a small area."

This does some decent damage on enemy MP reserves and if you can manage to
sneak into the enemy back lines and do this on the mages, you can make sure
that the big summons doesn't get to play.

 Transmute - 350 AP (Zeus Mace) - Active
"Transmute a HP Critical unit into a consumable item."

This is an interesting ability, you can make items out of people, which is
also quite disturbing. Basically, you can turn weak enemies into items that
you can move. Try it out, if you dare.

 Flare - 400 AP (Lotus Mace) - Active
"Abruptly rause the temperature of the air surrounding the target, causing
 a violent explosion."

A nice ability where you can dish out a lot of damage against an enemy unit
and it does do a lot of damage. Too bad there isn't one where you can target
a lot of units.

 Protometeor - 400 AP (Scorpion Tail) - Active
"Call a giant meteor from the sky, damaging units in a small area."

This is rather handy, its pretty much the big version of Flare where it can
target several units. And as a bonus, it does look pretty cool. If you know
how much damage a Meteorite that a Sprite does, you know that this is going
to be painful.

 Toad - 450 AP (Mandragora) - Active
"Release a gas that alters the target's biology, turning it into a TOAD."

This is the debuff of making fun of people. You turn the enemy into a Toad,
which basically meansr that they take a hell of a lot more damage that they
used to, attack for 1 damage and move very little. Rather nice to hit a 
toad.

 Magick Up - 150 AP (Life Crosier) - Passive
"Raises MAGICK. Increases magick damage dealt."

A nice ability that increases the damage that your magick does. This is rather
useful for the Nu Mous, since their primary attack is going to involve magick
of some sort.

 Item Lore - 150 AP (Wizard's Hat) - Passive
"Increase the effect potions and other consumables have on the user."

This is a powerful move if you are going to use items. This basically doubles
the healing ability of your potions, which is rather powerful. Healing 400
for the price of 200 is more than useful. Of course, there is a downside of 
not have mirror items.

 Safeguard - 150 AP (Adamant Vest) - Passive
"Prevent the user's equipment from being stolen or destroyed."

A nice ability when you are fighting thieves or any of the classes that want
to destroy any of your equipment. It is useful if you don't want expensive
armour gone. 

************
**ARCANIST**
************

"These archmages practice the forbidden arcane arts."

Requirements - 2 Time Mage Abilities, "The Nu Mou Nobles" Quest Done

This has good MP growth, but their abilities is going to be a pain to use
and it has a pretty high chance of hitting the enemy whilst hitting your
own units as well. Not a good class to use overall, this is taken the Lvl ?
abilities to the extreme.

--==Arcane Magick==--

 Gravity - 250 AP (Force Rod) - Active
"Create a small gravity well around the target. Reduces HP by 25%."

A useful ability that can do some damage against high HP targets, but isn't
going to be all that useful when you get the stronger abilities such as 
Death, or at least Graviga. 

 Lvl. 3 Dark - 250 AP (Flame Rod) - Active
"Deal dark damage to each unit whose level is a multiple of 3."

In case you don't get the multiple part, any level that is complete divisible
by 3, such as 6, 9, 12, 27, are all going to take damage. Odds are, you might
be taking some damage as a result. The dark damage is a nice touch though.

 Lvl. 5 Haste - 250 AP (Lilith Rod) - Active
"Grant HASTE to each unit whose level is a multiple of 5."

Another Lvl ability where you get HASTE if you have a level that is complete
divisible by 5. Given that you know your 5 times tables, this isn't all that
hard to calculate who is going to get haste and who isn't.

 Lvl. ? Shadowflare - 250 AP (Bomb Arm) - Active
"Cast Shadowflare on all units who share the first digit of the caster's 
 level. Deals dark damage."

Not a smart move on any day. Odds are, you are bound to have some units that
have the same first digit on their level as the user, which means that some
of your units are bound to get hit by this. Do you really want to purposely
damage your own units for a bit of damage.

 Drain - 300 AP (Sleet Rod) - Active
"Steal the target's vitality. Transfers HP from the target to the user."

This is a great ability if you want to drain touch the enemy like those undead
units. Useful if you are out of health and need to get some, from somewhere. 
Great if you want some HP.

 Syphon - 300 AP (Terre Rod) - Active
"Syphon MP from the target, converying it to HP for the user."

Wow, if you want more HP, this is a way to annoy a mage and get rewarded for
it. This is useful if you want to attack mages since this does remove some of
their MP, meaning powerful summons will have to wait.

 Graviga - 450 AP (Stardust Rod) - Active
"Create a large gravity well around the target. Reduces HP by 50%."

This is a better gravity spell since it does a bit more damage than the 25%
nonsense. This is the best opening move on an enemy unit since you have
effectively made sure that they are going to be around for 50% less than they
would have been.

 Death - 450 AP (Heretic Rod) - Active
"Sever the target's life thread to KO the target."

If it didn't have such a low accuracy rate, this woulkd be a bit more useful,
but it does KO the target in a single hit, which makes it very effective
if you are fighting an enemy that is on full health and is hard to kill due
to evasion. Hope you hit it though.

 MP Shield - 450 AP (Mirage Vest) - Reaction
"Damage taken depletes MP rather than HP. Has no effect when the user has no
 MP."

This is rather a nonsense ability for the mage. This drains your MP rather 
than HP, but given that this class has a better HP recovery rate than a MP
recovery rate, you might want to try something else.

 Pierce - 200 AP (Red Robe) - Passive
"Spells cast by the user are unaffected by REFLECT."

This is a rather nonsense ability because you are hardly going to encounter
an enemy that will have the REFLECT buff so this skill is pretty much moot. 
Find a better passive skill.

********
**SAGE**
********

"The arts of the sage are rooted in long years of study."

Requirements - 1 Beastmaster Ability, 2 White Mage Abilities

Sages are quite powerful with their maces, well, for a pure magick class 
anyway. They have powerful magick abilities so you might want to stick to
them instead. Also, they get the nice Ultima ability to boot, which is rather
rare since it is a physical attack. 

--==Sagacity==--

 Blind - 150 AP (Druid Mace) - Active
"Conjure a black mist to BLIND the target."

Not all that useful in the long run since the blind debuff has been nerfed
since the last game. It is now 30% accuracy reduced, not the halfway. The
poison from the Alchemist was a better opening move.

 Water - 200 AP (Battle Mace) - Active
"Drench units in a small area with a burst of water. Deals water damage."

A powerful attack because Water damage is so hard to come by in the game. 
Look around for water damage, you'd find ice, but not as much water. It is
also faster to deal damage than the attack below, stupid animation.

 Aero - 200 AP (Energy Mace) - Active
"Envelop units in a small area in a fierce whirlwind. Deals wind damage."

The animation for this is far too long for its own good. Other than that,
it is quite useful. The same as water, hits 5 tiles, and deals wind 
elemental damage instead of water.

 Bio - 200 AP (Mandragora) - Active
"Damage and POISONS units in a small area with tendrils of toxic sludge."

This isn't all that bad, the damage isn't all that weak and the chance of
poison is quite high compared with the other attacks that have poison as a
side effect.

 Esunaga - 350 AP (Life Crosier) - Active
"An enhanced version of Esuna. Purges debuffs from all units in a small 
 area."

If you really want to make sure that the debuff is gone, this is the one
to do is since it will clean up all the debuffs. If this cannot clean it
up, well, nothing can. Too bad the MP cost is rather high.

 Scathe - 450 AP (Morning Star) - Active
"Unleash a column of concentrated magickal energy in a line extending
 from the caster. Deals heavy damage."

This is quite powerful, as it would suggest, but the line damage means that 
you want to line up your targets pretty well. Punish the enemy for using 
single file. Teach them who's boss.

 Gigaflare - 450 AP (Lotus Mace) - Active
"A more powerful version of Flare. Deals heavy damage to units in a small
 area."

This is the powerful version of Flare from the Alchemist class, where it
will do the same as flare, but damage more than a single unit. The heavy
damage stays, but the MP cost doesn't, it has risen. 

 Ultima Blow - 990 AP (Zeus Mace) - Active
"Derived from the most powerful of magicks, this is the ultimate sage
 ability."

A melee move for a magick class. Well, the MP problem isn't going to be a 
problem since there is going to be plenty of it for this class. Since this
class isn't one with very high defence, you might have some trouble heading
into the enemy frontlines.

 Reflex - 350 AP (Ever Robe) - Reaction
"Avoid all basic attacks."

This is the best move that your Nu Mou can have. Reflex makes all basic
attacks moot, and that is the majority of the enemy's attack gone since they
prefer their basic attacks over normal attacks. Come on, a White Mage decides
to staff smack a unit, with Bonecrusher, rather than heal their units.

 Defence Up - 150 AP (Black Garb) - Passive
"Raises DEFENCE. Decreases physical damage received."

Not a bad move for your Nu Mous to have since their defence growth isn't
something to be proud of, compared to the other classes. This makes it easier
to Ultima Blow someone to death. This with Reflex makes it hard for your 
user to get killed.

 Shieldbearer - 150 AP (Round Shield) - Passive
"Enables the user to equip shields, regardless of their current job."

This is an interesting one because it replaces Defence Up since the shield
does give you defence. But then again, a shield is if you have a 1 handed
weapon, which isn't all that useful. You aren't going into a middle of a 
fight for fun are you?

***********
**SCHOLAR**
***********

"Scholars pore over the yellowed pages of ancient tomes in search of the
 lore that is their power. Whole armies have fallen before their might."

Requirements - 1 Sage Ability, 2 Time Mage Abilities, "Treasured Tomes"
               Quest Done

Another class that uses books to hit people on the head. However, the 
problem is that although their abilities similar to the illusionist and
does more damage, they will target foes and friends alike, so it will 
hit your own troops, which is something that you definitely don't want.

--==Lore==--

 Study - 150 AP (Battle Folio) - Active
"Pour over the available information on the target. Reveals the loot and
 items that unit is carrying."

If you have a thief lying in the wings, ready to steal items and leveled loot
from the target, this is a great way of knowing what they have. Or you can
just go ahead and steal the items, and get out, without wasting a turn on
this,

 Force - 200 AP (Tome of Ending) - Active
"Encloses units in a small area inside a protective area. Raises RESILIENCE."

Well, if you don't have Astra here to play around with, resilience makes your
unit a but more immune to debuffs, but Astra is far better. Well, it is your
call on what your secondary ability set is.

 Earth Dragon Tome - 300 AP (Mage Manual) - Active
"Read from the ancient tome to wake the earth dragon. Deals earth damage to
 friend and foe alike."

Unless all your allies have the ability to absorb or are at least immune to
earth damage, why would your purposely damage your own troops?

 Rime Bolt Tome - 300 AP (Urutan Annals) - Active
"Read from the ancient tome to conjure a storm of ice. Deals ice damage to  
 friend and foe alike."

Unless all your allies have the ability to absorb or are at least immune to
ice damage, why would your purposely damage your own troops?

 Thunder Flare Tome - 300 AP (The Arnath Gylphs) - Active
"Read from the ancient tome to rain lightning from the sky. Deals lightning
 damage to friend and foe alike."

Unless all your allies have the ability to absorb or are at least immune to
thunder damage, why would your purposely damage your own troops?

 Natural Selection - 300 AP (Enavia Chronicles) - Active
"Exploit the racial weakness of the target. Deals damage to all units of a
 targeted race."

One of these target all skills that actually have some use on the battlefield
besides look good. This allows you to target a race, and if that race happens
to be the only race the enemy has, well snap. But try to avoid to damage your
own units. 

 Shadow Shade Tome - 300 AP (Veil of Miyu) - Active
"Read from the ancient tome to unleash the powers of darkness. Deals dark
 damage to friend and foe alike."

Unless all your allies have the ability to absorb or are at least immune to
dark damage, why would your purposely damage your own troops?

 Mad Scientist - 350 AP (Edaroya Scriptures) - Active
"Read a mystic incantantion from an ancient tome. Grants target random 
 debuffs."

This is an interesting ability, similar to acid that the flans have since this
means that the enemy gets a debuff, but what? Something useless such as 
Silence, or powerful like Stone. Well, hope your luck holds for this one.

 Spellbound - 150 AP (Tiara) - Passive
"Extends the duration of buffs and debuffs on the user."

Well the extended duration of buffs is a good idea, but not for the debuffs
since no one wants their debuffs to last a bit longer. Well, there are better
passive abilities out there, Defence Up isn't all that bad. 

------------------------------------------------------------------------------
[4.06] Viera Classes

**********
**FENCER**
**********

"Wielding a deadly rapier, the light-footed fencer strikes swift and sure."

Requirements - None

They are the basic class for the Viera, and they are a pretty decent class
as well. Pretty good abilities and decent stat growth, they are the staple
class for Viera because their abilities are required for the stronger classes
that you should want access to. This as a secondary set, in particular for 
ranged units, isn't a bad idea.

--==Fencing==--

 Swarmstrike - 150 AP (Stinger) - Active
"Attack with the speed of a hornet. Damage and POISONS the target."

Your basic ability, this isn't a bad attack, though the damage is a little
less than your basic attack, but given that Poison may result, it isn't that
bad because poison is one of the better debuffs, it deals constant damage to
the enemy.

 Featherblow - 200 AP (Estoc) - Active
"Strike with the grace of a feather on the wind. Has a heightened chance
 to hit, but deals minimal damage."

Like Take Aim, this basically ensure that you hit the enemy with a 99%
hit rate, but deals half the normal amount of damage that you would normally
deal, which isn't a good idea. Normally, unless you are Blind, you don't 
need to use this ability.

 Manastrike - 250 AP (Mage Masher) - Active
"Conjure a magick-charged whirlwind to wither the target. Depletes MP."

This is one that you can use on the mages if you can sneak behind the enemy
lines. Depleting MP makes their mages pretty weak, casting on the basic 
magick spells, but they still hurt, so be careful.

 Piercing Blow - 300 AP (Flamberge) - Active
"Release a focused shock wave. Penetrates the target, damaging any unit 
 behind it as well."

A useful ability if the enemy is bothered to line up their units. This 
makes the attack somewhat like a spear, it can hit to units at one. However,
it does less damage to the second unit and normally has a lower accuracy
rate as well.

 Swallowtail - 300 AP (Djinn Flyssa) - Active
"A graceful spin attack that cuts down surrounding units."

The same as many other abilities of warrior type classes, this is useful
if you are surrounded by two or more units, and damages them. However, you
don't get the knock back ability that some classes get however.

 Nighthawk - 300 AP (Joyeuse) - Active
"Shred the target with the talons of a deadly bird of prey. Able to strike
 even distant foes."

A useful attack, this is the Air Render or the Moogle Lance of the Viera
class. Its got pretty good range and deals damage pretty much equal to your
normal attack on that unit. Pretty cool animination as well. Too bad that 
it doesn't do any elemental damage.

 Checkmate - 300 AP (Gupti Aga) - Active
"A decisive attack that DOOMS the target to an inevitable death."

If it does inflict Doom, it is a really good move on your part. This 
inflicts doom, which means that after the doomed unit takes 3 turns, it
will be killed automatically on the start of their third turn. This is
best used on the strongest units, as long as they can be inflicted by
debuffs.

 Shadowstick - 400 AP (Silver Rapier) - Active
"An attack that takes the target unaware. Lowers SPEED."

A decent attack because it lowers speed, and that means that the target 
gets their turn lower than usual. That will be a good shot if it hits 
because it doesn't consume MP, like the time mage abilities which do.

 Reflex - 350 AP (Ever Robe) - Reaction
"Avoid all basic attacks."

One of the best reaction abilities that because a lot of attacks that are
melee in nature are going to be basic attacks, and you are going to be 
facing a lot of basic attacks given that the fencer is a melee fighter. 
The only thing better than this is something like Strikeback or Bonecrusher,
both are stronger.

 Shieldbearer - 150 AP (Bronze Shield) - Passive
"Enables the user to equip shields, regardless of their current job."

Not bad as a passive ability, it does give a nice defence boost when you
carry a shield, but the problem is that there are a lot of passive abilities
that are available to the Viera class, and they are much better than this
one. This could be a placeholder though, because it is much easier to come
by.

**************
**WHITE MAGE**
**************

"White mages use curing magicks to mend allies' wounds and restore them to
 health."

Requirements - None

Your basic healer, the White Mage is the one that is going to be mending
your wounds from battle. Obviously, they are going to be a necessity on the
battlefield, given that you are going to have to take damage from the enemy
anyway. A good support ability, it would make a decent secondary ability
set because of this.

--==White Magick==--

 Cure - 100 AP (White Staff) - Active
"Magickally bind wounds and target's wounds. Restores HP and deals damage to
 undead."

Your basic cure spell, and given that MP now starts on 0, the first healing
spell you can cast. Useful early on in battles.

 Cura - 200 AP (Healing Staff) - Active
"Magickally restore a large amount of HP. Deals damage to undead."

A stronger healing spell, but cannot be cast on the first turn, better in
the middle point in a battle.

 Esuna - 200 AP (Cleansing Staff) - Active
"Magickally purge the target of debuffs."

An essential spell for any white mage, the amount of debuffs in this game
is far greater than the last game. Train it when possible.

 Raise - 200 AP (Staff of Blessings) - Active
"Magickally revive the target, removing KO. Deals damage to undead."

An extremely useful spell if you have actually have followed the law, you
can easily restore your fallen teammates. Great if the enemy giving you a 
hard time.

 Curaga - 300 AP (Spring Staff) - Active
"Magickally restores a great amount of HP. Deals damage to undead."

An extremely powerful heal, this will only be used when you have a lot of 
MP to burn. But if used on your troops, it will save them pretty well.

 Reraise - 400 AP (Cheer Staff) - Active
"Grant RERAISE buff to the target. Automatically grants Raise on them if
 they are KO'd."

Probably one of the best skills of the white mage, it will automatically
restore the unit back to life if they are killed in battle. Saves your 
troops, but once it is used, the buff is removed.

 Arise - 400 AP (Nirvana) - Active
"Magickally revives the target. Removes KO and restores full HP. Deals
 damage to undead."

A better version of raise, it will restore the user to FULL HP when they
have fallen. Shame you can't mix Arise and Reraise together.

 Refresh - 400 AP (Staff of the Magi) - Active
"Magickly cleanse the target of debuffs uneffected by Esuna."

This is the improved nversion of Esuna, it will remove the Attack Down
and Magick Down type debuffs from your own units.

 Turbo MP - 250 AP (White Robe) - Passive
"Spells cost twice their usual MP, but are much more potent."

This is useful for the offensive magick types, but for you healers, this
is far less useful. Double potency for your Cure spells isn't all that
useful, you have stronger versions of cure for that. 

**************
**GREEN MAGE**
**************

"The green mage lends support on the battlefield, shielding allies and
 crippling foes."

Requirements - 1 White Mage Ability, "Green Dominion" Quest Done

No a bad class, this pretty much as support listed all over it. It doesn't
have any attacking abilities, but they are packed with buffs for your own
team and debuffs for the enemy. Its really not as handy as a Flintlock in
terms of support, but it isn't dreadful either, like the Chocobo Knight. Their
maces aren't that bad to wield either.

--==Green Magick==--

 Protect - 150 AP (Iron Hammer) - Active
"Create an invisible shield around units in a small area. Raises DEFENCE."

A useful ability because defence means that you take less damage from the 
physical attacks, so it is best used on your frontline fighters because they
will be facing the enemy melee units first.

 Shell - 150 AP (War Hammer) - Active
"Surround units in a small area with a veil of divine protection. Raises
 RESISTANCE."

Another useful ability, also to be used on your frontline units, especially
those that are ganging up on enemy units, because raising RESISTANCE means
that you take less damage from magick attacks, which are quite powerful in
this game.

 Blind - 150 AP (Druid Mace) - Active
"Conjure a black mist to BLIND the target."

Not a bad ability, but not all that useful either. Blind used to reduce 
accuracy by half, but now, its more 30% than the previous 50% but I would
still take 30% over 0%. 

 Sleep - 200 AP (Battle Mace) - Active
"Put units in a small area to SLEEP with a powerful gas."

This is useful, because first of all, it can hit up to a maximum of 5 units
with the "small area" and the second reason is that when enemy units are
sleeping, they are basically giving your units a 100% accuracy rate for
attacking units. Beatdown is great to se now. 

 Silence - 200 AP (Energy Mace) - Active
"Steals that target's voice. SILENCES units in a small area."

Only useful against magick users, because Silence means that you cannot cast
any spells. Best used against enemy healers, so they can't do their job, or
against Black Mages to make sure their devastating spells don't get casted.
Bear in mind that when the Silence is lifted, they will have a lot of MP to 
play with.

 Tranq - 200 AP (Sage Crosier) - Active
"Soothe the target's nerve. Raises ACCURACY."

No, I didn't get lazy and not write Tranquility, but this isn't a bad spell,
especially if you have blind units that don't have access to Esuna, or you
want to make sure that your units can hit that pesky thief. It won't help
you land those 99% hits though. Sometimes, 99% hits miss. Well, 1% of the
time anyway. 

 Oil - 250 AP (Sledgehammer) - Active
"Coat the target with a film of black, sticky OIL."

This is a new debuff, that does one thing for elemental magick. Oil makes
the target more susceptible to fire damage, which means, they take more
damage. Since it is probably the most common elemental magick, fire will
be quite useful. Not only can your mages use it, elemental weapons will
still count as fire damage if it is the case.

 Leap - 450 AP (Mandragora) - Active
"Stimulate the muscles in the user's legs. Raises MOVE and JUMP."

One of the best buff spells in the game because this will make the target
have increased movement, that is, they can more further, and they can Jump
higher, which is even better, since there are some maps where height is
going to be a issue, especially those in the Rupie Mountains.

 Evade Magick - 250 AP (Magick Robe) - Reaction
"Resist spells that deal damage."

This pretty much means that all the magick attacks, or any move that 
decides to use magick doesn't do any damage to you whatsoever, which is
a nice bonus to have when fighting mages.

 Absorb MP - 250 AP (Lordly Robe) - Reaction
"Gain MP equal to the MP cost of offensive magicks that target the user."

Not a bad ability if you are facing a lot of enemy mages, this will
seriously boost your MP count. Given that you are going to have a higher
Resistance stat, the MP will be worth the damage that you take. This will
be overtaken by Blood Price though.

 Spellbound - 150 AP (Tiara) - Passive
"Extends the durations of buffs and debuffs on the user."

The debuff thing might be an issue, but not really a problem if you have
Esuna. The extension of the duration of Buffs is a good one though, except
that sooner of later, Shell and Protect will go anyway. Things like Reraise
and Regen won't go away however.

**********
**ARCHER**
**********

"Archers stand out of harm's way, raining arrows upon their foes from afar."

Requirement - 1 Soldier Ability

 Focus - 100 AP (Longbow) - Active
"Muster the user's strength, increasing the next action's ATTACK."

This is somewhat useful, but when you get access to stronger abilities, this
becomes somewhat a waste of a turn. Use it early on when you don't have any
stronger abilities. 

--==Precision==--

 Burial - 200 AP (Silver Bow) - Active
"Bring peace to the undead."

Only useful against undead units, which aren't as common anymore. It will
get rid of them however, unless the other methods.

 Take Aim - 200 AP (Yoichi Bow) - Active
"Take careful aim at the target, increasing chance to hit, but dealing less
 damage."

This is basically damage that never misses. Useful, but it does about half
the damage you'd normally do. I'd take my chances. 

 Leg Shot - 250 AP (Thorn Bow) - Active
"Take aim at the target's leg and IMMOBILIZE it."

Useful against melee opponents, since if they cannot move, they cannot deal
any damage, and they cannot run away either.

 Blackout - 250 AP (Char Bow) - Active
"Loose specially prepared arrows to BLIND the target."

Blind isn't like what is was, it still have an accuracy rate of about 75%
at best, not like the previous 5% chance of landing a blow. Not that useful as
before.

 Lightning Strike - 300 AP (Perseus Bow) - Active
"A blindingly fast attack that does not trigger reaction abilities."

Excellent against those who can attack back and use Archer's Bane, this makes
sure that they take the damage. 

 Arm Shot - 350 AP (Nail Bow) - Active
"Takes aim at the target's arm to DISABLE it."

If you don't want your enemy, who is already in your sights, and prevent them
from doing any damage they could possibly be dealt.

 Cupid - 450 AP (Artemis Bow) - Active
"Pierce the target's heart with a magicked arrow. CHARMS the target."

A very useful way to get an enemy unit to turn on their allies. Support units
will heal you, fighters will fight for you, both will continue to do so until
they are dealt damage. 

 Archer's Bane - 200 AP (Green Beret) - Reaction
"Avoid all bow-based basic attacks."

The best way to avoid enemy arrows, this will always give misses to normal bow
attacks. Later on, you'd want to get abilities that hit back, instead of just
avoiding. 

 Concentration - 250 AP (Target Bow) - Passive
"Focuses the user's thoughts. Increases chance to hit."

A useful one for ranged units, you always want your shots to hit the target. 
You have the Take Aim for nevermiss damage, but this will effect all your
moves, especially when you change jobs. 

****************
**ELEMENTALIST**
****************

"The elementalist calls on the spirits of nature to lend her strength."

Requirements - 2 White Mage Abilities

One of my favourite classes for the Viera because of the abilities that they
have to use. They can use and attack with every kind of elemental magick in
the game, Fire, Water, Ice, Thunder, Wind and Dark. They can't deal any
Holy Damage though. Thats a shame. Their abilities however, are complemented
with below average stat growth. They do not have any reaction or passive 
abilities however, so that is a downside.

--==Elemental Magick==--

 Boulder Crush - 200 AP (Estoc) - Active
"Drop an enormous boulder on the target. Deals earth damage and IMMOBILIZES 
 the target."

A nice ability, and dealing Earth damage is quite a nice touch. What I am 
interested in is the Immobilise ability, because it basically means that the
enemy unit cannot move, and if that unit is a melee unit, they can't really
fight. 

 Earth Heal - 200 AP (Fleuret) - Active
"Harness the energies of leaf and loam to heal the target. Restores HP."

Don't think that this is a Holy attack, it will be an earth heal, as the
name implies. So don't use this on the undead. Well, you could, but don't
bother. This will only heal one unit, the one below doesn't.

 White Flame - 200 AP (Flamberge) - Active
"Summon a divine flame to heal units in a small area."

This is a fire based move, but it heals instead of hurts. This will heal
5 units, but the problem is that this cannot heal with less than 10 MP.
Like Cura, this requires 12 MP to use, and heals 5 units. This is why the
Elementalist is a versitile class, they can hurt and heal.

 Shining Air - 200 AP (Djinn Flyssa) - Active
"Buffet the target with a shining gale. Deals wind damage and BLINDS the
 target."

Wind damage is quite useful, and Blind is a nice touch as well. Use this
if the enemy is weak to Wind, such as the Adamantitan, or else use 
Boulder Crush, because Immobilise is a much better as a debuff on the 
enemy than Blind is.

 Thunderous Roar - 200 AP (Mage Masher) - Active
"Strike the target with a bolt of lightning. Deals lightning damage and
 SILENCES the target."

Another debuff based move, in fact, all the Elementalist skills that are
offensive in nature contain debuffs. Silence is a useful debuff, but only
on mages, which is the target of this attack, and the name indicated on
the weapon. 

 Fire Whip - 250 AP (Scarlet Rapier) - Active
"Hurl a ball of flame at the target. Deals fire damage and DISABLES the
 target."

This is the best ability that the elementalist has in my opinion. Disable
is the strongest buff that you'd normally come by, because it means that
the target cannot use their arms, and that means that they cannot use 
any sort of action, no normal attack, no magick, no abilities and no
items. 

 Sliprain - 250 AP (Silver Rapier) - Active
"Drench the target with driving rain. Deals water damage and SLOWS the
 target."

Not a bad move. Water damage is rarer, and not to be confused by Ice. And
Slow means that their speed drops, and that means that the targeted enemy
unit will get their turn later than they would. I prefer Fire Whip to this
all the time.

 Evil Gaze - 300 AP (Joyeuse) - Active
"Summon the evil that lurks in the shadows. Deals dark damage and CONFUSES
 the target."

Dark damage done by controllable units is rarer that you would think. They
are normally provided by the weapons, not by units. Still, Confuse is more
of a 50/50 skill. It might help you, it might not, but given that the enemy
is fighting against you, any chance that they might turncoat on your enemies
is one that you want.

************
**RED MAGE**
************

"The red mage commands not only white and black magick, but also those
 uniquely her own."

Requirements - 1 Fencer Ability, 1 White Mage Ability

They have one of the best abilities in the game, Doublecast. However, they
suffer from only average stat growth and the fact that their abilities 
mixture of the White Mage, Black Mage and Green Mage abilities. Not only 
that, they only have the basic versions of those abilities, so this isn't a
good class, ability wise. 

--==Red Magick==--

 Cure - 100 AP (Fleuret) - Active
"Magickly bind the target's wounds. Restores HP and deals damage to undead."

The basic cure spell, restores health to a maximum of 5 units in a cross
section. This is basic and doesn't heal much when it comes to fight against
Cura and Curaga. 

 Thunder - 150 AP (Stinger) - Active
"Call down a bolt of lightning, dealing lightning damage to the target."

This is the basic thunder attack that the Red Mage will have access to. The
same as the Black Mage's version.

 Fire - 150 AP (Scarlet Rapier) - Active
"Hurl a ball of magick fire, dealing fire damage to the target."

The same as the Black Mage version of Fire, this is the most advanced fire
spell the Red Mage has.

 Blizzard - 150 AP (Flamberge) - Active
"Pierce target with a shard of ice, dealing ice damage."

The same as the Black Mage version again, this will deal ice damage to the 
target in a cross area. 

 Protect - 150 AP (Djinn Flyssa) - Active
"Create an invisible shield around units in a small area. Raises DEFENCE."

A useful ability because defence means that you take less damage from the 
physical attacks, so it is best used on your frontline fighters because they
will be facing the enemy melee units first.

 Shell - 150 AP (Mage Masher) - Active
"Surround units in a small area with a veil of divine protection. Raises
 RESISTANCE."

Another useful ability, also to be used on your frontline units, especially
those that are ganging up on enemy units, because raising RESISTANCE means
that you take less damage from magick attacks, which are quite powerful in
this game.

 Silence - 200 AP (Silver Rapier) - Active
"Steals that target's voice. SILENCES units in a small area."

Only useful against magick users, because Silence means that you cannot cast
any spells. Best used against enemy healers, so they can't do their job, or
against Black Mages to make sure their devastating spells don't get casted.
Bear in mind that when the Silence is lifted, they will have a lot of MP to 
play with.

 Doublecast - 990 AP (Madu) - Active
"Cast two magicks in a row."

Useful if you have the MP because this allows you to cast both magick spells
at the same time, regardless of what type of magick that it is. However, you
need to MP for both skills, not the MP cost of one. Also, the spells that you
have access to isn't all that powerful. But doublecast ensures that if you
have an enemy on HP Critical, they end up with KO, even if the first one 
misses the enemy. 

 Sticky Fingers - 250 AP (Brigandine) - Reaction
"Catch items thrown at the user and place them in the party's inventory."

Quite a useless ability because the only unit who is going to chuck items at
your characters are the jugglers, and they aren't too common on the 
battlefield. You have much better reaction abilities than this little hunk of
trash.

 Magick Up - 150 AP (Colichemarde) - Passive
"Raises MAGICK. Increases magick dasmage dealt."

This is a much better passive ability because it improves your magick attack
power, and that is a better thing than a weak magick attack. And besides, 
given the weak attacks that this class has, you might as well use this for a
bit more damage. 

**************
**SPELLBLADE**
**************

"Spellblades use their blade arts to damage and afflict foes with assorted
 maladies."

Requirements - 2 Red Mage Abilities, "To be a Spellblade" Quest Done

No, the required quest isn't about pokemon. However, they might be the talk
of the town, but they are some weaknesses. Sure, they have some useful 
abilities, which makes them a great secondary ability set, but their stat
growth isn't one to be proud of. Somewhat like the Parivir for the Hume
class.

--==Blade Arts==--

 Stun Blade - 200 AP (Burglar Sword) - Active
"Attack with a blade that numbs the legs of the target. Damages and 
 IMMOBILIZES the target."

This is quite a useful attack to learn because the fact that the enemy cannot
move. However, while useful from the Elementalist point of view, bear in mind
that the enemy still attack you since you need to be next to the target in 
order to stun it.

 Poison Blade - 200 AP (Blood Sword) - Active
"Attack with a magickally envenomed blade. Damages and POISONS the target."

Not a bad attack, this is sort of like the Swarmstrike for the fencer, it
deals damage to the enemy target and has a chance to Poison them, which will
damage them over a period of time until cured. 

 Sleep Blade - 250 AP (Gale Sword) - Active
"Attack with a Sleep-imbued blade. Damages and puts the target to SLEEP."

A nice ability, it deals damage and has a chance to make the enemy target go
to bed. This allows the next unit to attack it a free hit without a fear of
missing. Not a bad ability, but there are better.

 Oil Blade - 300 AP (Broadsword) - Active
"Attack with an oil-smeared blade. Damages and coats the target with OIL."

Why the Spellblade doesn't heat up the oil is beyond me, Oil is only useful
if you have users of the fire element on your team. Oil basically makes fire
based attacks hurt more, and if you don't have such users, then there is
really no point in using this.

 Confuse Blade - 300 AP (Onion Sword) - Active
"Attack with a magickally befuddling blade. Damages and CONFUSES the target."

Well, what you hope is that the enemy, once it is confused, will not attack
you and attack your enemy instead. This is just wishful thinking however. Too
bad there isn't a Cupid Blade, because that is certaintly more useful.

 Slow Blade - 300 AP (Silver Sword) - Active
"Attack with a slow-imbued blade. Damages and SLOWS the target."

I have no idea how you Slow a blade, but its a good ability nonetheless. This
ensure that you Slow the target, and if you are lucky, you get another hit on
the target to ensure that the target does another debuff on the enemy before
they can run away or hit back.

 Maim Blade - 350 AP (Restorer) - Active
"Attack with a blade that binds the hands of its target. Damages and DISABLES
 the target."

Wow, the irony of the weapon name. You maim instead of restore. Anyway, this 
gives one of the best debuffs that you can give the enemy. If you manage to 
get this on the first go on the enemy, this ensure that they are out of order
for a while, and they cannot battle. Useful to ensure a quick kill.

 Doom Blade - 400 AP (Vitanova) - Active
"Attack with a death-imbued blade. Damages and DOOMS the target."

If you manage to pull this off, you can sleep soundly that the enemy will
die in three turns. If only you could do this to your real enemies. Anyway, 
this, in combination of with the Stun Blade will ensure that your enemy
cannot move and die lonely. 

 Critical: Evasion Up - 200 AP (Cachusha) - Reaction
"Gain EVASION when the user becomes HP Critical."

This is basically the ability to become harder to hit when your unit is HP
Critical. Problem is that they have many chances to hit you when you are HP
Critical and you are basically praying that the enemy misses all the time.
The odds of several 5% misses in a row is statistically slim. 

 Blood Price - 150 AP (Buster Sword) - Passive
"The user expends HP rather than MP when casting spells. The HP Cost is 
 twice the usual MP cost."

This is one of the most useful abilities for any mage. This basically
drains your HP when you are out of MP for casting spells, but the 
difference between your current MP and the spell cost is doubled and
taken out of your HP. Not very useful for this class, but for other
classes, like Summoners, this is very useful. Be careful that this doesn't
get taken to the extreme where your HP is low. 

************
**SUMMONER**
************

"Summoners call powerful Espers from the world of illusion to fight at 
 their side."

Requirements - 2 Elementalist Abilities

This is one of the classes that you want Blood Price for because there 
needs to be quite a lot of MP expended here in order to do a lot of damage
here. They have a high Magick growths stat as you'd expect, and the damage
is quite high, as well as the area in which the damage hits. This class has
a nice range of healing abilities and offensive magicks that makes it one of
the best classes that the Viera have to offer.

--==Summoning Magick==--

 Kirin - 250 AP (Healing Staff) - Active
"Summon the spirit beast Kirin from the world of illusion. Grants REGEN to
 units in a large area."

If you can cast this on the first turn, you want to go this to your starting
team to ensure that they gain HP at the start of their turn. If you can pull
this off at the start, you can easily make your White Mage's job a lot 
easier.

 Unicorn - 250 AP (Cleansing Staff) - Active
"Summon the spirit beast Unicorn from the world of illusion. Restores HP and
 purges debuffs from units in a large area."

Again, this is one that you want to use on your team, for obvious reasons. 
This is quite useful as a team healer, because it pretty much combines Cura's
healing power with Esuna's cleansing ability. This is one that can basically
make your white mage disappear.

 Carbuncle - 250 AP (Pomegranate Staff) - Active
"Summon the spriute Carbuncle from the world of illusion. Grants REFLECT to
 units in a large area."

This makes it a good opening move if you can summon it and use it on your
team. Reflect means that any magick that is cast on your units with Reflect
send the magick back to the caster. Note that it is only for offensive magick,
you don't send cure back at the caster. Good move to have on maps where there
are a lot of mages.

 Ifrit - 300 AP (Staff of Protection) - Active
"Summon the gigas Ifrit from the world of illusion. Deals fire damage to units
 in a large area."

This is the basic fire attack that you can use on your enemies and it does a 
fair amount of damage in an area larger than that of a normal fire attack by
the Black Mage. 

 Shiva - 300 AP (Serpent Staff) - Active
"Summon the gigas Shiva from the world of illusion. Deals ice damage to units
 in a large area."

The basic blizzard attack that damages the a nice large area that puts the
normal Blizzard spell to shame. The name somehow reminds me of the Tom Clancy
novel Rainbow Six, not the computer game.

 Ramuh - 300 AP (Judicer's Staff) - Active
"Summon the gigas Ramuh from the world of illusion. Deals lightning damage to
 units in a large area."

The last various of the previous two attacks, this is the lightning varient of
the large area attack. Again, puts the normal Thunder attack to absolute shame
in terms of areas that it can hit.

 Maduin - 350 AP (Cheer Staff) - Active
"Summon the spirit beast Maduin from the world of illusion. Deals holy damage
 to units in a large area."

Believe it or not, Holy damage is rarer that it should be, because Cure isn't
really a holy attack, it heals anything except for undead. Anyway, this is
like the previous attacks, Ifrit, Shiva and Ramuh except for the fact that the
damage is holy damage.

 Phoenix - 450 AP (Nirvana) - Active
"Summon the spirit beast Phoenix from the world of illusion. Revives and 
 restores HP to units in a large area."

This is one of the best healing abilities in the game. It pretty much revives
your fallen allies, provided that you haven't broken the law as of yet, and
it heals your units with a pretty powerful cure spell. It can easily make
the enemy run away in far, they can turn the odds on you, but not totally.

 Halve MP - 400 AP (Luminous Robe) - Passive
"Reduces the MP cost of abilities by 50%"

This is one of the better passive abilities that you will get your hands on.
If you are planning to use this for the Summoner, there is a problem. You can
use Blood Price to summon a beast such as Phoenix to heal units, including 
your own caster to heal the damage done by Blood Price. Halve MP doesn't mean
you can cast the spells first turn. So really, I would use Blood Price over
Halve MP because you can heal the damage done anyway. 

************
**ASSASSIN**
************

"The finely honed skills of the assassin enable her to strike with deadly 
 force."

Requirements - 2 Elementalist Abilities, 1 Sniper Ability, "Veis, Assassin"
               Quest Done

This is still one of the deadliest games that you can use in the game. Like
the Hume counterpart, the Ninja, this class is damn fast, their speed growth
is through the roof. They have decent abilities, though they have been nerfed
since the first game, because they were a bit broken to say the least. And
their most powerful attack, their Ultima attack, is still here.

--==Assassination==--

 Aphonia - 200 AP (Murasame) - Active
"Aim for the target's throat. SILENCES the target."

A nice starting move for the Assassin, makes the mages on their toes. The
problem with their description is that taking aim for the target's throat 
should mean an instant death, but oh well.

 Ague - 250 AP (Huntsman's Bow) - Active
"Cause a terrible fear to grip the target. SLOWS the target's actions."

A nice attack that makes the enemy slower to move. Give that this is done
with a nice bow, you can easily snipe the enemy into a very slow state 
without fear of being hit and beaten up by enemy units.

 Nightmare - 300 AP (Kiku-Ichimonji) - Active
"Place the target in a magick-induced SLEEP. Occasionally DOOMS the target
 as well."

Wow, I won't sleep easy with that. Sleep is useful, because even as they
are sleep, their turns still get cycled through, and Doom will still work.
So they sleep, and by the time they wake up, they're dead since their 3
turns are completely up. Useful, if it hits and gets Doom as well.

 Shadowbind - 350 AP (Elfin Bow) - Active
"Turn the target's shadow against its master. STOPS targets in its tracks."

How does this work. How do you turn a shadow? Anyway, if you manage to hit
the enemy with this, you can basically strike this target with impunity 
because they cannot strike back and you get 100% accuracy. Make sure you
have units in range to smack this Stopped target.

 Oblivion - 400 AP (Masamune) - Active
"ADDLE the target with a cloud of poison-laced dust."

If the enemy has some dangerous abilities, or even strong ones, make sure you
decide to Addle them to make sure that they forget what they are meant to 
do in battle. This is a very useful ability to use on enemy mages and units
such as Warriors and Fighters because of their melee attacks from their 
ability set can be devastating. 

 Last Breath - 450 AP (Adazakura) - Active
"Strike the target's vitals. Suffocates and KOs the target."

This is extremely powerful, which is why its has been toned down in this game
by making the accuracy to hit the target a bit lower, but if you manage to
stop the enemy target, this ensures an instant KO. Use a time mage to help
you stop the enemy if your assassin cannot stop them.

 Rockseal - 450 AP (Kotetsu) - Active
"Recite an ancient charm, sealing the target in STONE."

This is another powerful debuff, one that is very good on the enemy, but it is
rarer in terms of how many classes have access to this. Stone makes sure that
the enemy doesn't get their turns, they don't get to move, they don't get to
use their abilities or even fight. Useful if you can get this on the enemy.

 Ultima Masher - 990 AP (Zanmato) - Active
"Derived from the most powerful of magicks, this is the ultimate assassination
 ability."

This is a powerful, powerful attack that should be used when you have a clear
shot to deal a lot of damage on the enemy. This does so much damage, you can
even forget about the KO and Doom attacks!

 Return Fire - 150 AP (Power Sash) - Reaction
"Avoid bow-based enemy attacks and fire an arrow back at the attacker."

The upgraded version of Archer's Bane, this will stop the attack and send it
back at the archer who fired it. Useful because archers are quite powerful
and annoying, but how do you catch an arrow, and fire it back?

**********
**SNIPER**
**********

"These elite hunters stalk their prey with immense greatbows."

Requirements - 2 Archer Abilities

The counterpart to the Hume and Gria hunters, these are quite a nice change
to Hunters because they aren't good against monsters, they are good against
anything that decides to draw breath. They can also use some of their 
abilities to great effect, especially Doubleshot.

--==Sharpshooting==--

 Death Sickle - 200 AP (Hades Bow) - Active
"Call the reapers of the dead to DOOM the target."

This is one of the basic attacks that the Sniper has to offer, this will
basically make sure that after 3 turns, the enemy is dead because once their
3rd round begins, the reapers come back and takes their life and KOs them
and that is regardless of their class, abilities and HP.

 Beso Toxico - 250 AP (Cranequin) - Active
"Coat weapon with a deadly poison before attacking. Deals damage and POISONS
 the target."

You can gather from the name of the ability that this is a Poison attack. 
It does a fair amount of damage and poisons the target, which can send the 
enemy unit into low HP over a period of time unless they are healed.

 Vanish - 300 AP (Windslash Bow) - Active
"Conceal one's self from foes. Taking any action will break the effect."

This is quite useful if you want to sneak behind enemy lines and get a few
backshots in. This is extremely useful by using Vanish, sneak behind enemy
lines, and doubleshot a mage in the back, dealing a lot of damage to the
enemy. You can find a lot of uses for vanish, because they can't be targeted
unless the enemy can target invisible targets.

 Doubleshot - 300 AP (Twin Bow) - Active
"Attack when the target is off guard to land two consecutive strikes."

This is quite powerful, because the weapons that your Snipers are going to 
carry deal a lot of damage, and given that you have the ability to sneak
behind the enemy without them being able to do anything about it, you can
easily doubleshot a unit in the back to easily reduce their HP by half. 

 Wallet Shot - 350 AP (Hunting Bow) - Active
"Aim for the target's gil pouch. Successful hits score a large amount of
 gil."

This is quite useful if you are low on the gil count, because this is the
long range version of stealing the enemy's money. Attack from the back will
make sure that you have the highest possible accuracy and taken their money.
Useful if you are quite poor...

 Armour Shot - 350 AP (Elfin Bow) - Active
"Attempt to destroy the target's armour."

Useful when you use this in combination with your melee fighters. By taking
out the enemy armour, this will reduce their Defence at the very least, or
even take down some Resistance, and that will allow your other units to hit
them for more damage. 

 Weapon Shot - 350 AP (Master Bow) - Active
"Attempt to destroy the target's weapon."

Excellent against those who have powerful R abilities such as Bonecrusher to
ensure that they don't attack back with too much damage, and no weapon means
that they have no way to deal a lot of damage to your melee fighters. 

 Marksman's Spite - 400 AP (Max's Oathbow) - Active
"Deal damage and deplete MP equal to the user's lost HP."

This is a problematic ability because in the previous game, this would be a
decent ability because MP started at the top. Now, MP starts at the bottom and
given that the only unit that will need a lot of MP are mages and given that 
they are going to use it straight away, this won't be too useful in removing
MP. You are better off doing a doubleshot in the back anyway.

 Regenerate - 200 AP (Gaia Gear) - Reaction
"Gain REGEN after taking damage."

Unless you have some healing spells from the other classes, this is one of the
better abilities because you gain HP at the start of each turn, and since the
Sniper is more or less a lone wolf, you will be out of reach of healers, 
unless you have good placement, and that makes this good. Pick and choose from
what you have to see if it is good for your unit. 

------------------------------------------------------------------------------
[4.07] Seeq Classes

*************
**BERSERKER**
*************

"These seeq warriors rely on their instincts, attacking with savage blows."

Requirements - None

A powerful attacking class, they have the best stat growth out of all the Seeq
classes, and some useful abilities to boot. Basic class, but if you want a 
very powerful Seeq, this is one to use, but the skills aren't that bad.

--==Savagery==--

 Furore - 200 AP (Kaiser Knuckles) - Active
"A violent attack that damages and knocks back surrounding units."

This deals pretty good damage when you are surrounded, since the damage from
this attack is the same as that dealt from normal attacks. This will get past
reflex, and knocking units off a cliff isn't all that bad either.

 Hone Senses - 200 AP (Survivor) - Active
"Sharpen the user's senses, rasing CRITICAL HIT rate."

Well, if you are out of range of the enemy, this isn't all that bad either 
because critical hits are the only thing that normal attacks are good for, 
double damage.

 Inner Calm - 250 AP (Metal Knuckles) - Active
"Center the user's thoughts, raising EVASION."

Not all that useful since the enemy seems to hit you most of the time, but
if you don't have Hone Senses and can't attack anyone, what else could you
really do?

 Scream - 300 AP (Poison Knuckles) - Active
"Let out a blood curdling scream that removes buffs from surrounding units."

This again, isn't all that useful, unless you are going to remove buffs such
as REGEN. It really doesn't have the capacity to remove the higher end buffs
either. And it doesn't do any damage, so, no go.

 Smite of Rage - 350 AP (Cat Claws) - Active
"Focus the user's rage into a devastating attack. Deals damage and inflicts
 various debuffs."

Dealing damage is always good, but the debuff is kind of random. It does
damage equal to a normal attack, but won't have the chance of critical. A
random debuff can be anything from Blind to Disable, so just hope you get
something good.

 Ground Shaker - 350 AP (Death Claws) - Active
"Smash the ground, sending a shock wave radiating from the unit. Deals earth
 damage."

Well, this will be a powerful attack to use when facing monsters, but the 
attack range isn't all that powerful at all. You really need some good 
positioning here in order to maximum damage.

 Helm Smash - 400 AP (Godhand) - Active
"A fierce attack aimed at the target's head. Deals damage and may destroy
 the target's helm."

Useful if you are facing enemies that use helms because believe it or not,
they actually give defence to the user. And since you cannot steal the helm,
you might as well destroy them.

 Smash - 400 AP (Tiger Fang) - Active
"Launch a focused strike at the target. Deals damage and may destroy the 
 target's accessory."

Accessory means armguards and boots, and given that they might give an
advantage that you might overlook, use this. Dealing damage is always a good
thing however.

 Critical: Berserk - 150 AP (Gauntlets) - Reaction
"Gain BERSERK when user becomes HP Critical."

Berserk isn't exactly a good buff because you lose control of the unit, and
you always want control. No amount of damage is worth losing control of a 
unit. 

 Counter - 150 AP (Headband) - Reaction
"Counter attack when targeted with an offensive action."

Counter is always a good thing, and because Berserkers have decent attack
power, this will make sure that the enemy gets their point in return. 

 Attack Up - 150 AP (Leather Knuckles) - Passive
"Raises ATTACK. Increases physical damage dealt."

A useful buff for your own troops, more damage means that they can do more
harm to the enemy, and might even end the fight early.

 Death Strike - 150 AP (Bracers) - Passive
"Makes the user lucky. Increases chance to score a critical hit."

An extremely useful ability, critical hits can do a lot of damage. Considering
that you can do 100 damage from behind, a critical can do nearly 250 damage 
to enemy troops. Even against strong units, that is a lot of damage.

**********
**RANGER**
**********

"Rangers favour battle in the wild, setting traps to harry the enemy."

Requirements - None

Good speed growth, but the most important is the trap usage and the Mirror
Items, which is probably the most unbalanced skill in the game. You will see
why later. This is the best class to wear and tear the enemy, and this will 
take a toll on the health of their troops.

--==Survivalism==--

 Sten Needle - 150 AP (Zwillblade) - Active
"Set a trap that fires a burst of needles. Deals damage to the unit that 
 springs it.

The damage is actually a large amount. The damage is equal to the current 
health of the unit divided by 2. And guess what, if that means a 400 HP unit
steps on it, thats 200 HP gone down the drain. And that is a good amount of
damage rivalled by Critical Hits. But that is luck, this is skill.

 Awareness - 200 AP (Target Bow) - Active
"Reveals the location of traps and invisible units."

Given that some bosses are invisible when they are HP Critical, this makes
sure that you can fight back. Also, traps are in a lot of maps, so if you
have this skill on maps where I mention that there are traps, use this to
make sure you know where to lure the enemy.

 Silence Gas - 200 AP (Kard) - Active
"Set a trap that releases a choking gas. SILENCES the unit that springs it."

A useful trap against means, but unless you seriously have them cornered, it
is going to be hard to use. I like Sten Needle the best though. Good, but 
useless given that mages tend to be in the rear.

 Life Bond - 250 AP (Thorn Bow) - Active
"Share the user's HP with the target. Restores the target's HP, but damages
 the user."

Think of this as a cure, but it costs HP instead of MP to use. It you are 
dealing with a unit with not a lot of health left and out of range of your
healers, you really have no choice. 

 Leech - 250 AP (Rondel) - Active
"Set a trap filled with leeches. The leeches feed on the MP of the unit that
 springs it."

The problem with this is that the enemy is probably going to like this better
than the Silence Gas. Silence means that they cannot cast spells, but with 
this, they still can.

 Mirror Items - 300 AP (Nail Bow) - Active
"Use items to deliver the opposite of their usual effects."

This is the best ability in the game. This makes the item do the reverse of 
what it is meant to do. So a potion will damage instead of heal. So an 
X Potion is going to deal 400 damage instead of healing 400 damage. This
makes it a cheap source of debuffs and damage. It isn't all that expensive for
an X Potion, so use it. Don't use this skill though, its too cheap and makes
battle pointless.

 Camouflage - 300 AP (Khukari) - Active
"Disguise the unit to blend in to the surrounding terrain. INVISIBLE units
 cannot be the target of enemy attacks."

This is useful on so many levels, because it is so good for sneak attacks and
movement behind enemy lines. The enemy really can't do much as you sneak 
behind their healers and hit them for a lot of damage.

 Love Potion - 350 AP (Tonberrian) - Active
"Set a trap laced with a potent love potion. CHARMS the unit that springs it."

A useful trap, it charms the enemy to fight for you until you damage that 
unit. This is useful if you can pull it off, you basically get an AI guest 
fighting for you until you think it is time to kill the helpful unit.

 Critical: Vanish - 400 AP (Jambiya) - Reaction
"Become INVISIBLE when user becomes HP Critical."

Useful if you can get this because when it does become HP Critical, it can 
easily escape because the enemy cannot target it and escape back to your 
healers and heal. 

 Item Lore - 150 AP (Wizard's Hat) - Passive
"Increase the effect potions and other consumables have on the user."

This is quite useful as a passive ability, but use this if you have no other
passive abilities that you can use. Death strike is a useful one if you 
don't want to use this. This basically doubles the effect of the item, so 
X potions heal for 400 instead of 200. 

***********
**LANISTA**
***********

"Long years fighting in the arena have honed the skills of these swordsmen
 to perfection. They call their closely guarded techniques "astutia".

Requirements - 1 Berserker Ability, "A Lanista's Pride" Quest Complete

A powerful class to use because they can have extreme defensive power and
they are capable of dishing out the damage. Also, they can heal themselves
at the price of others, so it is quite useful to use this class.

--==Astutia==--

 Souleater - 150 AP (Xankbras) - Active
"Sacrifice the user's HP to deal dark damage to the target."

It is basically a drain HP skill to deal some dark damage. Given that not a
lot of units can deal dark damage, this is useful to use. But not a lot of
units are weak to dark damage however.

 Block - 250 AP (Diamond Sword) - Active
"Conjure a magickal shield around units in a small area. Raises DEFENCE."

A useful starting move for your units to ensure that they get a little boost
from enemy attacks. While defence means less physical damage received, it
doesn't meant that you take less magick damage, because that is Resistance.

 Strike - 250 AP (Luabreaker) - Active
"Temporarily grants extensive anatomical knowledge that can be used to 
 carefully target attacks. Raises the CRITICAL HIT chance of units in a 
 small area."

How isn't this useful? More Criticals for a group of units as well. This
makes your strike force much more potent. A greating opening turn move because
Criticals are so damn deadly. Nearly loss a battle because of them.

 Haunting Vision - 300 AP (Dagriohm) - Active
"Show the target a vision from their darkest dream. Deals damage and BLINDS
 the target."

These guys love dealing dark damage to the enemy. The damage from this attack
isn't all that bad, and the Blind effect doesn't hurt either. The damage is
pretty good, compared to your normal attack.

 Sword of Light - 300 AP (Ogrenix) - Active
"Steal the target's magickal energy. Restores MP to the unit."

Well, this isn't all that useful because you aren't going to be using MP all
that much for a Seeq. Although you will need it early on, no one else has much
MP early on, it is pointless. 

 Sword of Darkness - 350 AP (Ancient Sword) - Active
"Steal the target's life force. Restores HP to the unit."

This is more useful, it is leeching the enemy units HP, so it does count as
healing and dishing out damage. Gaining health and dealing damage at the same
time is so much more useful than one or the other.

 Charge - 350 AP (Hardedge) - Active
"Magickally strength the unit for a single rush attack. Deals damage and 
 knocks the target back. May also destroy the target's armour."

A very useful ability to have. Knock back is rather useful, especially if
the enemy is next to a cliff. Damage is damage and destroying armour is 
very good. Why? Because armour is going to be the main source of Defence and
Resistance for any unit. Taking that away removes their defence by a fair
amount, and that means for more damage to the unit.

 Razzle-Dazzle - 450 AP (Vigilante) - Active
"Absorb the life force of surrounding units. Restores HP."

Imagine Sword of Darkness on a larger scale and this is pretty much what
you get in the end. This will damage all the units around you and the amount
of damage you deal is pretty much the amount of health you gain. This is 
more effectively used when you have 4 units around you.

 Blink Counter - 250 AP (Bone Armlets) - Reaction
"Counter attack and knock back the attacker after being the target of an 
 offensive action."

Useful because this is pretty much the best counter that the Seeq have in
the game. There is nothing else that they can do unless you use the Counter
of the Berserker, but knockback is pretty cool.

 Dragonheart - 500 AP (Tournesol) - Reaction
"Gain RERAISE after taking damage. Only works once per battle."

Of course it one works once, because if it works more than that, the battle
won't really end. Anyway, this is quite useful, because even though the
skillset of the Lanista can let you have more HP to play with, you don't 
always make it through the battle.

 Monkey Grip - 250 AP (Oblige) - Passive
"Wield two-handed weapons with one hand."

If you want some extra armour in a shield, then this is the way to get it
unless you really want to wield weaker 1-handed weapons. Again, I believe that
Death Strike and Item Lore are better passive abilities, but that is pretty
much up to you. 

**********
**VIKING**
**********

"These vicious seeq charge into battle brandishing axes and sending lightning
 roaring through the enemy ranks. Vikings can also steal from their foes."

Requirements - 1 Ranger Ability, "Lord Grayl" Quest Done.

Well, these guys have pretty bad stat growth, but they have a mixture of 
abilities of Black Mage and Thief. They can use Thunder magick and steal. But
the small problem when using thunder magick is that you need MP, and this 
class has really poor Stat growth. The Lanista actually has better magick
attack growth.

--==Brutality==--

 Thunder - 100 AP (Battleaxe) - Active
"Call down a bolt of lightning, dealing lightning damage to the target."

The basic thunder spell, it does pretty crap damage for this class, due to the
poor magick attack growth.

 Thundara - 250 AP (Slasher) - Active
"An improved version of Thunder. Deals even greater lightning damage to its
 target."

The second thunder spell, it deals damage, but again, given the poor magick
attack stat growth, it isn't going to do a lot of damage at all.

 Pickpocket - 250 AP (Iron Hammer) - Active
"Deftly steal gil from the target without arousing suspicion."

Pretty useful, it is the same as the Thief's Steal Gil ability. The difference
with this and the Thief's version is that the thief has much better stat 
growth in terms of speed, which this class seriously lacks. 

 Strong-Arm - 250 AP (War Hammer) - Active
"Rough up the target. Deals damage and steals an item."

A much better option, and improved version of Steal Item that the thief has
because you actually deal damage to them. You normally get rubbish, but they 
are quite useful with Mirror Items, but you can steal some good loot, such as
Dark Matter.

 War Cry - 300 AP (Francisca) - Active
"Let out a heartening battle cry, raising RESILIENCE of surrounding units to
 debuffs."

Quite a useful ability because Resilience will make debuffs less common. Also,
given that debuffs are quite common and very annoying, it is a good first turn
move to help prevent those little debuffs.

 Tsunami - 350 (Hammerhead) - Active
"Send a giant wave crashing on units in a large area. Deals water damage and 
 depletes MP. Only usable in water."

Well, given that water maps aren't all that common, they are about, at most, 
40% of the maps in the game, this makes it a extremely useful spell when you
can use it, but if you can't, then this is quite useless. Powerful when you
can use it, useless on total land maps.

 Thundaga - 350 AP (Golden Axe) - Active
"The greatest Thunder attack. Blasts the target with countless bolts, dealing
 massive lightning damage."

An extremely powerful spell, but given that MP starts at ZERO and that you 
only gain 10 MP per turn, and that the Viking isn't the best magick attack
class, only get this if you want completion, because this isn't practical to
use otherwise. 

 Pillage - 350 AP (Sledgehammer) - Active
"Brutilize the target. Deals damage and steals armour."

This is an extremely useful ability because normal units cannot steal armour.
Given that some enemies have VERY RARE armour, some giving extremely useful
buffs, this is well worth the effect to obtain this. One of the best Seeq 
abilities that you will have.

 Absorb Damage - 250 AP (Thief's Cap) - Reaction
"Gain HP equal to 10% of damage taken."

Note that the health gain is the amount of damage dealt, rounded DOWN to the
nearest 10, and 10% of that is what you gain. So 239 damage means you only get
23 HP restored. Anyway, this is a very good reaction ability, because it gives
about 8% more health than your max HP. Reason why it isn't 10% is because your
final blow doesn't give back health.

 Gil Snapper - 300 AP (Chocobo Shield) - Reaction
"Obtain Gil after receiving a critical hit."

You might be sitting for a while for the enemy to give you a critical hit. It
does give some Gil, but it really isn't a lot, and certainly not worth the 
wait for the enemy to critical hit you.

 Safeguard - 150 AP (Iron Armour) - Passive
"Prevents the user's equipment from being stolen or destroyed."

Not that useful, you are more or less going to do the stealing and destroying 
with the Seeq class, so why would you protect your own armour? Still, there 
are going to be better passive abilities out there anyway.

 Doublehand - 250 AP (Greataxe) - Passive
"Wield one-handed weapons with both hands. Deals additional damage."

A useful ability because that means it would greatly increase damage with one
handed axes. If you don't want to use any other the other class's passive 
abilities, you can use this on. 

------------------------------------------------------------------------------
[4.08] Gria Classes

**********
**HUNTER**
**********

"Hunters stalk their prey with powerful bows. They're at their finest when
 fighting monsters and other beasts of the wild."

Requirements - 3 Archer Abilities

The Hunter is the best class when facing enemy monsters, but is also useful
when not facing monsters, with their powerful moves, especially their ULTIMA
MOVE. One class to be respected, or they will show you why.

--==Trapping==--

 Advice - 100 AP (Twin Bow) - Active
"Share the tricks of the hunting trade with the target. Raises chance to score
 a CRITICAL HIT."

Useful when you are starting when you aren't in attack range with your bow on
the enemy, but next to your own units."

 Oust - 150 AP (Windslash Bow) - Active
"Force target monster to flee from the battlefield."

Like Parley, a useless ability. You can force the enemy off the field, but 
the problem is, for it to be effective, they need to be on low health, and
on that rate, you might as well just kill them for the loot and the EXP which
is better.

 Sonic Boom - 200 AP (Cranequin) - Active
"Use the latent power of the user's weapon to send out a shock wave. Damages
 units in a small area."

A useful ability if you are going to target units in a cross shape. Damages
enemies like a mage would, but it will only deal damage to all units the
normal damage you can deal with the bow.

 Hunting - 250 AP (Hunting Bow) - Active
"A well-aimed attack meant to fell the hunter's prey. If the attack kills
 the target, you also obtain loot."

This is a weaker attack, but there is a point to this attack. You get some 
extra loot if you manage to kill the enemy in this manner. But you are 
looking at about 10 damage per shot, so they need to be near death for this
to work.

 Vitals Shot - 300 AP (Elfin Bow) - Active
"Aim for the target's vitals. Inflicts various debuffs."

A useful one for inflicting a debuff, but the problem is that it is too 
random and you cannot control what you will get. 

 Sidewinder - 300 AP (Hades Bow) - Active
"A powerful attack that strikes with whip-like speed. Deals additional 
 damage to monsters."

I liked the previous animination of a sword dropping, but this will do. It
basically deals double your normal damage against monsters, but normal 
damage against non-monster creatures. Good accuracy, good damage.

 Counter Force - 300 AP (Master Bow) - Active
"ADDLE target monster."

Making sure that the monster cannot fight is a good move, but Sidewinder
will kill the enemy, so why don't you do that?

 Ultima Shot - 990 AP (Seventh Heaven) - Active
"Derived from the most powerful of magicks, this is the ultimate hunter
 ability."

Really want to do some damage? Use this on a target, and you will see what
overkill really means. 

 Regenerate - 200 AP (Gaia Gear) - Reaction
"Gain REGEN after taking damage."

Useful as long as your unit doesn't get killed. REGEN is useful, but it only
gives back about 10 HP per go, and there are much better Reaction abilities 
than this.

 Attack Up - 150 AP (Nike Bow) - Passive
"Raises ATTACK. Increases physical damage dealt."

Useful to the point that Regenerate is useful. It will make you stronger, 
yes, but there are many other things that can make your unit better instead,
such as Dual Wield, Geomancy, etc. 

**********
**RAPTOR**
**********

"Mighty warriors whose skills of devastation wear away their enemies' 
 defence."

Requirements - 1 Hunter Ability, "Instruments of Inspiration" Quest Complete

Poor stat growth and a slight boost to the soldier, this isn't exactly the
best class to use. They don't have the speed and strength of the Hunter, but
given that this is the one of the two basic classes, until you advance 
further, you don't have a choice.

--==Devastation==--

 Power Crush - 250 AP (Samson Sword) - Active
"Strike target with a crushing attack. Deals damage and lowers DEFENCE."

Quite useful, because by lowering defence, it makes the enemy more susceptible
to physical attacks, and this even deals damage. Also, is isn't a regular
debuff.

 Mind Crush - 250 AP (Falchion) - Active
"Send target reeling with a powerful blow. Deals damage and lowers 
 RESISTANCE."

The brother to Power Crush, this makes them a better target for your magick
users. Even though it really doesn't do that much to stronger enemies, any 
more damage dealt is better than none.

 Cyclone - 300 AP (El-Cid) - Active
"Consume your foes in a gale of howling wind. Deals wind damage to units in
 a small area."

The difference this attack has to Aurablast is that it actually deals 
elemental damage, when though it isn't all that powerful. The next attack is
a more powerful version, but only to one unit.

 Whirlwind - 300 AP (Claymore) - Active
"Slice target with scything gusts of magickal wind. Deals wind damage and
 CONFUSES target."

A more condensed form of the previous attack, but the fact that it deals out
the CONFUSE debuff is kind of nice. Except that charm is probably better and
Blind would be better than Confuse, since it lasts longer. Think of this as 
Air Render, dealing air damage.

 Bulwark - 300 AP (Vajra) - Active
"Protect the user from all damage until its next turn."

A wonderful ability to say the least. If you are about to charge into the 
enemy front lines, this will pretty much block the damage done to your troops.
This effectively acts as a decoy and a meat shield. You can use one single 
unit, 5 ranged units, and with this ability, you still win. Bear in mind that 
POISON still deals damage to you.

 Speed Crush - 350 AP (Predator) - Active
"A quick, low strike. Deals damage and lowers SPEED."

Useful if you don't want the enemy to have their turn anytime soon. Best used
on the faster units, because the extra damage helps to remove them as well as
removing their Speed, slowing them.

 Soul Crush - 350 AP (Rhomphaia) - Active
"A brutal attack that punishes body and mind. Deals damage and depletes MP."

A useful attack against enemy mages, this deals damage to both stats. Best on
mages because they use MP, which is rather obvious, and deny them the chance
to cast higher level spells.

 Shield Bash - 400 AP (Beastsword) - Active
"Strike target with the user's shield. DISABLES and knocks the target back.
 Requires: Shield"

A useful ability if you really don't want your enemy to fight. Disable is one
of the most powerful debuffs, simply because you can't do anything except to
move. Knocking back is also useful, not to ensure you don't get a counter, but
if they are on a cliff and fall off, well, goodbye to that unit.

 Reflex - 350 AP (Genji Armour) - Reaction
"Avoid all basic attacks."

Given that there are going to be a lot of units using basic attacks, this is 
one of the most useful reaction abilities that you are going to get your hands
on, especially for the Gria class.

 Shieldbearer - 150 AP (Platinum Shield) - Passive
"Enables the user to equip shields, regardless of their current jobs."

Useful if there are no other Passive abilities to use, this will allow the use
of a shield, which will give more defence for your unit.

 Safeguard - 150 AP (Iron Armour) - Passive
"Prevents the user's equipment from being stolen or destroyed."

Quite useful in certain battles, given that the enemy has the power to steal 
or destroy your equipment. Snipers and Adamantitans come into mind straight 
away, with thieves not so far behind.

 Monkey Grip - 250 AP (Stribog) - Passive
"Wield two-handed weapons with one hand."

Useful for the Raptor class, but outside of that class, it is more or less a 
useless passive ability. Safeguard would be a better option, While Attack UP
is better still. 

***********
**RAVAGER**
***********

"Ravagers use brute strength to crush their foes."

Requirements - 1 Hunter Ability, "Ravager" Quest Done

The best Gria class for all round battle, a consistant performer with very 
good stat growth. The longer the battle has dragged on, the better for the
ravager. Best abilities against weak enemies, debuffs enemies, lined up
enemies, fine, good against enemies.

--==Feralism==--

 En Garde - 100 AP (Xankbras) - Active
"Assume a defensive stance. Unit will Counter attacks until next turn."

A powerful defensive move if you do not use any of the reaction abilities
that the Ravager have. Once you have those R abilities, this really becomes
moot.

 Battle Cry - 200 AP (Ancient Sword) - Active
"Let out a fierce cry, rallying the unit to arms. Raises ATTACK but lowers
 DEFENSE."

Extremely powerful if used correctly. Do it first time before rushing into
battle, and out of range of the enemy. But, lowering defence makes it quicker
to be shot down, so bring support such as a white mage.

 Sweeping Spin - 250 AP (Diamond Sword) - Active
"A forceful spin attack that damages surrounding units."

A powerful move if you are cornered by four units. Too bad it doesn't come 
with the ability to knockback enemy units, it would be useful to lure the
units off a cliff.

 Sneak Attack - 300 AP (Dagriohm) - Active
"An attack that deals varying damage based on the facing of the target."

An extremely powerful attack. Do you wonder why people like this class so
much? Try doing this to the enemy with they have their back to your unit. See
how much damage that will do. 

 Tenacity - 300 AP (Hardedge) - Active
"An attack that deals more damage the more debuffs the unit has."

If they do have a lot of debuffs, this would be useful. But, that being said,
if the enemy has a lot of debuffs, they'd be pretty weak already and pretty
much close to death.

 Overpower - 300 AP (Vigilante) - Active
"Strike at the target from the sky. Bypasses reaction abilities."

Pretty useful if the enemy you are facing has extremely high attack and is
armed with something like Bonecrusher or counter.

 Full Assault - 350 AP (Ogrenix) - Active
"An extremely potent attack that gives no quarter. The effort leaves the
 unit in a state of deep SLEEP."

The attack is extremely powerful attack, good accuracy, but the problem is
that there is a sleep after this. However, given that all you need is a little
nudge from your other units to wake the unit up.

 Blast Wave - 350 AP (Zewihander) - Active
"Loose battle's rage from the heavens to the earth. Damages units in a row
 extending from the caster."

Pretty much the same as Chocobo rush, it deals good damage and rounds off the
abilities for the Ravager. Told you it was an extremely good class.

 Bonecrusher - 250 AP (Dragon Mail) - Reaction
"Counter attack after taking physical damage. Always deal greater damage than
 that taken."

Extremely useful given that your Gria is going to be packed with heavy 
firepower to say the least. Its this or Reflex.

 Reflex - 250 AP (Bone Plate) - Reaction
"Avoid all basic attacks and launch a counter attack in return."

The difference between this and Reflex is that Reflex makes sure you don't
take damage, while Bonecrusher does, but odds are, Bonecrusher deals out more
damage back to the enemy. 

 Defense Up - 150 AP (Diamond Armour) - Passive
"Raises DEFENCE. Decreases physical damage received."

Useful for this class given the amount of times you are going to ise Battle 
Cry to pump the Gria up for battle. Quite a powerful boost to have whilst you
are using the Gria class.

 Unscarred - 150 AP (Judicer's Coat) - Passive
"Raises ATTACK, DEFENCE, MAGICK, and RESISTANCE when the user has full HP."

Not as useful as you'd think, because given that the Ravager is going to be a 
frontline unit, it is going to take quite a lot of damage, while dishing out
some, so the odds of having full HP is pretty slim.

 Tank - 200 AP (Platinum Armour) - Passive
"Enables the user to equip helms and heavy armour, regardless of their current
 job."

This would be extremely useful for the weaker classes, such as te Geomancer 
and the Hunter. Its really up to you, but this is useful to make sure that 
your units live to fight another day.

*************
**GEOMANCER**
*************

"Geomancers utilise the power of the terrain and the weather to devastating
 effect."

Requirements - 1 Hunter Ability, "Geomancer's Way" Quest Done

With great defensive stat growth, they are the magick version of the Ravager.
However, all this growth comes at the cost that they will need to use their
effects under certain conditions and certain weather situations. This is a 
hard class to use, but if used correctly, they are quite powerful, not to 
mention that their spells have a large attack range. However, there is irony
in this situation, they can't use Geomancy, the name of their skill.

--==Geomancy==--

 Shining Flare - 0 AP (Already Learnt) - Active
"Focus the scorching heat of the sun on your foes. Deals fire damage to units
 in a small area. Can only be used when the sun is shining.

A useful ability since sunlight is one of the two weather conditions that you
are going to be fighting in. A basic attack that does about the same damage
as Fira. 

 Nature's Embrace - 0 AP (Already Learnt) - Active
"Call upon the power of nature to attack the target. User must be standing on
 natural terrain."

A normal attack that has a decent range. Think of this as the Gria Air Render
that the other classes possess. Natural terrain means land with some grass
on it, something that is natural.

 Venom Squall - 250 AP (Zephyr Pole) - Active
"Turn the rain to a vile toxin as it falls on your foes. Deals water damage 
 and POISON units in a small area. Can only be used when it's raining."

An extremely useful ability when it is raining because Water damage is so hard
to come by normally. Dealing damage and giving poison is pretty good because 
even if they are invisible, they still take damage, and its going to be death
by a million paper cuts.

 Life's Embrace - 250 AP (Iron Pole) - Active
"Call upon the power of the living earth. Deals damage and IMMOBILIZES target.
 User must be standing on grass or the like."

You would think that the name would mean that it would heal people. but it 
deals normal damage, but making sure that the enemy doesn't move is pretty 
good, if they don't move, they can't hurt you.

 Artifice's Embrace - 250 AP (Gokuu Pole) - Active
"Call upon the power of the works of Man. Deals damage and SLOWS target. User
 must be standing on artificial terrain."

Artificial terrain is basically pavement, housing and the like, I'm sure that
you can figure out what isn't natural. Anyway, Slow is quite a useful debuff
on the enemy, it makes sure that they get their turn later, which means you 
have slightly more time before their next move.

 Mist Storm - 250 AP (Fanatic) - Active
"Suppon a tempest of seething Mist. Deals damage and depletes MP of units in a
 small area. Can only be used when the Mist grows thick."

This is normally encountered when facing enemy monsters in random battles and
in some quests. It is heavy in mist when there is yellow wind that keeps 
blowing across the battlefield. Depleting MP is quite useful against enemy
mages, and damage couldn't hurt at all.

 Earth's Embrace - 250 AP (Ivory Pole) - Active
"Call upon the power of soil and stone. Deals damage and DISABLES target. User
 must be standing on barren ground."

Quite a useful attack, and barren ground is quite easy to find because it is
land without anything on it. Just plain dirt. Anyway, disable is another 
useful debuff since even if they move, they can't attack, and not attacking 
pretty much means no damage. Not even counter will work for them.

 Avalanche - 250 AP (Eight-Fluted Pole) - Active
"Ravage foes with a howling snowstorm. Deals ice damage and puts units in a 
 small area to SLEEP. Can only be used when it's snowing."

It isn't very common that it is actually snowing, it will only snow in the
months ending in Frost. However, given that it isn't all that common, and the
damage is about equal to Blizzara, it isn't all that useful, though Sleep can
be, in certain situations. 

 Critical: Evasion Up - 200 AP (Cachusha) - Reaction
"Gain EVASION when user becomes HP Critical."

Useful, but given that Grias can fly, and that this is activated when you are
HP critical, it isn't all that useful. When you are in HP critical, it isn't a
pretty picture, so you might as well get some reaction abilities from the 
Ravager class.

 Magick Counter - 400 AP (Samite Counter) - Reaction
"Cast magicks targeting the user back at the caster. Magicks cast in this way
 require MP."

This is basically the counter of magicks. Given that you use up MP, it is the
case that you don't have the chance to use this very often. Don't forget that
you don't get cure spells you way, nor do you get the choose the caster. Also,
the caster is a magick user, with high Resistance, so your spells won't do 
much. 

 Avoid Traps - 150 AP (Spiked Boots) - Passive
"The user will not spring traps."

Only certain battles will have traps, and this is too wasteful for a full time
slot. You are better off just using a White Mage to heal any damage that you
may take instead. Although the good thing is that traps automatically end your
turn, so you don't lose a turn, BUT, you won't know where the traps are, so
that nails the coffin on this.

 Resistance Up - 150 AP (Magus Robe) - Passive
"Raises RESISTANCE. Decreases magick damage received."

A useful ability because you are going to face spellcasters in the game and 
the fact that they do a lot of damage as well makes this relatively important
until you have a decent Resistance stat of your own. That craps up the Gria
classes. 

------------------------------------------------------------------------------
[4.09] Stat Growth

Now, Stat growth is an important part of the game, since it will pretty much
determine how strong your units are. This part of the guide is meant to help
you understand what the basis job will provide in terms of stats as well as
how they will grow.

You should understand that as your units gain levels, they will grow stronger
in terms of HP, MP, Attack, Defence, Magick Attack, Resistance and Speed. Some
classes will speed up the growth of these stats faster than others. This is
what this part of the guide is here for, to help you understand how to level
your character. 

Now, the highest each stat can actually get up to is about 250, so any
further, which is pretty much impossible, will probably stuff up the game.
Naturally, it is impossible to achieve this without cheat codes. Note that 
this obviously doesn't apply to HP and MP, because that would be a severe
problem.

Another thing to understand is that there is a 33% chance that you get the 
boost that I write. There is however, a 33# chance that you get a little less
and there is a 33% chance that there is a little more than what I state. Of
course, that last 1% is divided into all three situations equally. Note that 
the end number is probably going to end up as a fraction, and the real effect
will kick in when it reaches a whole number. 

Also note that this doesn't take into account the weapons and armour that you
use. Still, it cannot get it that high anyway, so don't worry.

The difference can be measured by the following equation.

 (Growth X 4) + 9
 ----------------
        10

And finally, before we get to the nitty gritty, speed levels differently.
Speed caps at about 37.5. The chance of getting a 0.25 boost is based off
the percentage they will be listed with the class's stat growth. Note that
will will take effect once it reaches a whole number. 

****************
**HUME CLASSES**
****************

There are a fair amount of Hume Classes here, so it might take some reading
to find your class. 

--==Soldier==--

HP            - Base = 90,    Growth = 8
MP            - Base = 15,    Growth = 1
Speed         - Base = 14.25, Growth = 50%
Attack        - Base = 22,    Growth = 2.25
Defence       - Base = 21,    Growth = 2
Magick Attack - Base = 15,    Growth = 1.5
Resistance    - Base = 18,    Growth = 1.75

--==Thief==--

HP            - Base = 83,   Growth = 6
MP            - Base = 15,   Growth = 1
Speed         - Base = 15,   Growth = 70%
Attack        - Base = 19,   Growth = 1.75
Defence       - Base = 18.5, Growth = 1.75
Magick Attack - Base = 19,   Growth = 1.75
Resistance    - Base = 16,   Growth = 2

--==White Mage==--

HP            - Base = 84,    Growth = 6
MP            - Base = 36,    Growth = 4
Speed         - Base = 14.5,  Growth = 52%
Attack        - Base = 16,    Growth = 1.5
Defence       - Base = 18.25, Growth = 1.75
Magick Attack - Base = 21,    Growth = 2
Resistance    - Base = 20,    Growth = 2

--==Black Mage==--

HP            - Base = 79,    Growth = 5
MP            - Base = 39,    Growth = 5
Speed         - Base = 14,    Growth = 46%
Attack        - Base = 15,    Growth = 1.5
Defence       - Base = 17,    Growth = 1.5
Magick Attack - Base = 22.75, Growth = 2.5
Resistance    - Base = 24,    Growth = 2.5

--==Archer==--

HP            - Base = 86,    Growth = 7
MP            - Base = 18,    Growth = 1
Speed         - Base = 14.75, Growth = 55%
Attack        - Base = 18,    Growth = 1.75
Defence       - Base = 18,    Growth = 1.75
Magick Attack - Base = 16,    Growth = 1.5
Resistance    - Base = 19.75, Growth = 1.75

--==Paladin==--

HP            - Base = 88, Growth = 7
MP            - Base = 22, Growth = 2
Speed         - Base = 14, Growth = 48%
Attack        - Base = 20, Growth = 2
Defence       - Base = 23, Growth = 2.5
Magick Attack - Base = 18, Growth = 1.75
Resistance    - Base = 22, Growth = 2.25

--==Fighter==--

HP            - Base = 84,    Growth = 6
MP            - Base = 12,    Growth = 1
Speed         - Base = 14.75, Growth = 53%
Attack        - Base = 23,    Growth = 2.5
Defence       - Base = 21.5,  Growth = 2
Magick Attack - Base = 14,    Growth = 1.25
Resistance    - Base = 17,    Growth = 1.5

--==Parivir==--

HP            - Base = 86,    Growth = 7
MP            - Base = 10,    Growth = 1
Speed         - Base = 15,    Growth = 62%
Attack        - Base = 23.25, Growth = 2.75
Defence       - Base = 17.25, Growth = 1.75
Magick Attack - Base = 17,    Growth = 1.5
Resistance    - Base = 17.25, Growth = 1.25

--==Ninja==--

HP            - Base = 75,    Growth = 5
MP            - Base = 21,    Growth = 2
Speed         - Base = 16.25, Growth = 90%
Attack        - Base = 22,    Growth = 2.25
Defence       - Base = 17,    Growth = 1.5
Magick Attack - Base = 19.25, Growth = 1.75
Resistance    - Base = 19,    Growth = 1.75

--==Illusionist==--

HP            - Base = 76,   Growth = 5
MP            - Base = 38,   Growth = 7
Speed         - Base = 13.5, Growth = 35%
Attack        - Base = 15,   Growth = 1.5
Defence       - Base = 16,   Growth = 1.5
Magick Attack - Base = 23,   Growth = 2.25
Resistance    - Base = 21,   Growth = 2

--==Blue Mage==--

HP            - Base = 84,    Growth = 6
MP            - Base = 30,    Growth = 3
Speed         - Base = 14.25, Growth = 50%
Attack        - Base = 20,    Growth = 2
Defence       - Base = 22,    Growth = 2.25
Magick Attack - Base = 21,    Growth = 2
Resistance    - Base = 23,    Growth = 2.25

--==Hunter==--

HP            - Base = 84,    Growth = 6
MP            - Base = 26,    Growth = 3
Speed         - Base = 15.25, Growth = 65%
Attack        - Base = 21,    Growth = 2
Defence       - Base = 16.5,  Growth = 1.5
Magick Attack - Base = 17,    Growth = 1.75
Resistance    - Base = 21,    Growth = 2

--==Seer==--

HP            - Base = 83,    Growth = 6
MP            - Base = 42,    Growth = 7
Speed         - Base = 13.75, Growth = 50%
Attack        - Base = 15.75, Growth = 1.5
Defence       - Base = 17.75, Growth = 1.75
Magick Attack - Base = 22.5,  Growth = 2
Resistance    - Base = 24.75, Growth = 2.75

--==Sky Pirate==--

HP            - Base = 85,   Growth = 6
MP            - Base = 14,   Growth = 2
Speed         - Base = 15,   Growth = 64%
Attack        - Base = 19,   Growth = 1.75
Defence       - Base = 18.5, Growth = 1.75
Magick Attack - Base = 19,   Growth = 1.75
Resistance    - Base = 18,   Growth = 1.75

--==Heritor==--

HP            - Base = 84,    Growth = 6
MP            - Base = 36,    Growth = 4
Speed         - Base = 15.25, Growth = 62%
Attack        - Base = 20,    Growth = 2
Defence       - Base = 21.5,  Growth = 2
Magick Attack - Base = 21,    Growth = 2
Resistance    - Base = 20,    Growth = 2

--==Agent==-- 

HP            - Base = 86,    Growth = 7
MP            - Base = 12,    Growth = 2
Speed         - Base = 14.75, Growth = 54%
Attack        - Base = 20,    Growth = 2
Defence       - Base = 20.75, Growth = 2
Magick Attack - Base = 17.5,  Growth = 1.5
Resistance    - Base = 18,    Growth = 1.75

*****************
**VIERA CLASSES**
*****************

--==Fencer==--

HP            - Base = 89,    Growth = 8
MP            - Base = 15,    Growth = 1
Speed         - Base = 15.25, Growth = 69%
Attack        - Base = 22.5,  Growth = 2.5
Defence       - Base = 19.5,  Growth = 1.75
Magick Attack - Base = 17.25, Growth = 1.5
Resistance    - Base = 16,    Growth = 1.5

--==White Mage==--

HP            - Base = 81,    Growth = 6
MP            - Base = 36,    Growth = 5
Speed         - Base = 14.75, Growth = 58%
Attack        - Base = 15.75, Growth = 1.5
Defence       - Base = 18,    Growth = 1.75
Magick Attack - Base = 21,    Growth = 2
Resistance    - Base = 20,    Growth = 2

--==Green Mage==--

HP            - Base = 85,    Growth = 6
MP            - Base = 30,    Growth = 3
Speed         - Base = 15.4,  Growth = 86%
Attack        - Base = 18.25, Growth = 1.75
Defence       - Base = 19,    Growth = 1.75
Magick Attack - Base = 17.5,  Growth = 1.5
Resistance    - Base = 17.5,  Growth = 1.75

-==Archer==--

HP            - Base = 86,    Growth = 7
MP            - Base = 19,    Growth = 1
Speed         - Base = 14.25, Growth = 41%
Attack        - Base = 17.5,  Growth = 1.75
Defence       - Base = 18.5,  Growth = 1.75
Magick Attack - Base = 22,    Growth = 2.5
Resistance    - Base = 18.25, Growth = 1.75

--==Elementalist==--

HP            - Base = 80,    Growth = 6
MP            - Base = 28,    Growth = 3
Speed         - Base = 14.25, Growth = 41%
Attack        - Base = 17.5,  Growth = 1.75
Defence       - Base = 18.5,  Growth = 1.75
Magick Attack - Base = 22,    Growth = 2.5
Resistance    - Base = 18.25, Growth = 1.75

--==Red Mage==--

HP            - Base = 83,    Growth = 6
MP            - Base = 28,    Growth = 2
Speed         - Base = 15,    Growth = 62%
Attack        - Base = 20.5,  Growth = 2.25
Defence       - Base = 15.75, Growth = 1.5
Magick Attack - Base = 21.5,  Growth = 2.25
Resistance    - Base = 17.5,  Growth = 1.5

--==Spellblade==--

HP            - Base = 20,    Growth = 5
MP            - Base = 24,    Growth = 2
Speed         - Base = 15,    Growth = 64%
Attack        - Base = 21.25, Growth = 2.25
Defence       - Base = 20,    Growth = 1.75
Magick Attack - Base = 19,    Growth = 1.75
Resistance    - Base = 18.75, Growth = 1.75

--==Summoner==--

HP            - Base = 74,    Growth = 5
MP            - Base = 42,    Growth = 4
Speed         - Base = 14.5,  Growth = 56%
Attack        - Base = 14.75, Growth = 1.5
Defence       - Base = 15.25, Growth = 1.5
Magick Attack - Base = 22.5,  Growth = 2.75
Resistance    - Base = 18.5,  Growth = 2

--==Assassin==--

HP            - Base = 76,    Growth = 5
MP            - Base = 16,    Growth = 1
Speed         - Base = 16.25, Growth = 96%
Attack        - Base = 19.25, Growth = 2
Defence       - Base = 17,    Growth = 1.5
Magick Attack - Base = 17.75, Growth = 1.75
Resistance    - Base = 16.5,  Growth = 1.5

--==Sniper==--

HP            - Base = 80,    Growth = 6
MP            - Base = 18,    Growth = 1
Speed         - Base = 14.5,  Growth = 59%
Attack        - Base = 23.25, Growth = 2.75
Defence       - Base = 16.25, Growth = 1.5
Magick Attack - Base = 18.25, Growth = 1.75
Resistance    - Base = 18,    Growth = 1.75

--==Dancer==--

HP            - Base = 78,    Growth = 6
MP            - Base = 48,    Growth = 6
Speed         - Base = 14.5,  Growth = 58%
Attack        - Base = 16,    Growth = 1.5
Defence       - Base = 15,    Growth = 1.5
Magick Attack - Base = 21.75, Growth = 2
Resistance    - Base = 20,    Growth = 2

******************
**BANGAA CLASSES**
******************

--==Warrior==--

HP            - Base = 96,    Growth = 9
MP            - Base = 10,    Growth = 2
Speed         - Base = 14.25, Growth = 50%
Attack        - Base = 21.75, Growth = 2.25
Defence       - Base = 22,    Growth = 2
Magick Attack - Base = 14.5,  Growth = 1.5
Resistance    - Base = 16.5,  Growth = 1.5

--==White Monk==--

HP            - Base = 82,    Growth = 6
MP            - Base = 12,    Growth = 2
Speed         - Base = 15,    Growth = 61%
Attack        - Base = 22.25, Growth = 2.25
Defence       - Base = 17.5,  Growth = 1.75
Magick Attack - Base = 17.5,  Growth = 1.75
Resistance    - Base = 17,    Growth = 1.5

--==Dragoon==--

HP            - Base = 90,    Growth = 8
MP            - Base = 6,     Growth = 1
Speed         - Base = 15,    Growth = 62%
Attack        - Base = 24.25, Growth = 2.75
Defence       - Base = 22.5,  Growth = 2.25
Magick Attack - Base = 13.25, Growth = 1.25
Resistance    - Base = 15.5,  Growth = 1.25

--==Defender==--

HP            - Base = 90,   Growth = 8
MP            - Base = 8,    Growth = 1
Speed         - Base = 14,   Growth = 45%
Attack        - Base = 21,   Growth = 2
Defence       - Base = 24.5, Growth = 2.75
Magick Attack - Base = 15,   Growth = 1.5
Resistance    - Base = 19.5, Growth = 1.75

--==Gladiator==--

HP            - Base = 92,    Growth = 8
MP            - Base = 18,    Growth = 2
Speed         - Base = 14.5,  Growth = 55%
Attack        - Base = 24.75, Growth = 3
Defence       - Base = 22.5,  Growth = 2
Magick Attack - Base = 14.25, Growth = 1.5
Resistance    - Base = 16,    Growth = 1.5

--==Master Monk==--

HP            - Base = 81,    Growth = 6
MP            - Base = 14,    Growth = 3
Speed         - Base = 15.25, Growth = 71%
Attack        - Base = 23.75, Growth = 2.75
Defence       - Base = 19.5,  Growth = 2
Magick Attack - Base = 19,    Growth = 2
Resistance    - Base = 19,    Growth = 1.75

--==Bishop==--

HP            - Base = 80,    Growth = 6
MP            - Base = 28,    Growth = 5
Speed         - Base = 13.75, Growth = 39%
Attack        - Base = 16.25, Growth = 1.5
Defence       - Base = 17.25, Growth = 1.5
Magick Attack - Base = 20.5,  Growth = 2.25
Resistance    - Base = 21.5,  Growth = 2

--==Templar==--

HP            - Base = 92,    Growth = 7
MP            - Base = 20,    Growth = 3
Speed         - Base = 13.25, Growth = 34%
Attack        - Base = 21.5,  Growth = 2.25
Defence       - Base = 23.5,  Growth = 2.5
Magick Attack - Base = 18.75, Growth = 1.75
Resistance    - Base = 20,    Growth = 1.75

--==Cannoneer==--

HP            - Base = 85,    Growth = 7
MP            - Base = 19,    Growth = 3
Speed         - Base = 14.75, Growth = 57%
Attack        - Base = 19,    Growth = 1.75
Defence       - Base = 17.75, Growth = 1.75
Magick Attack - Base = 16.25, Growth = 1.75
Resistance    - Base = 17,    Growth = 1.75

--==Trickster==--

HP            - Base = 80,    Growth = 5
MP            - Base = 7,     Growth = 1
Speed         - Base = 16,    Growth = 88%
Attack        - Base = 17.75, Growth = 1.75
Defence       - Base = 18.25, Growth = 1.75
Magick Attack - Base = 22.25, Growth = 2.5
Resistance    - Base = 18.5,  Growth = 1.86

******************
**NU MOU CLASSES**
******************

--==White Mage==--

HP            - Base = 79,    Growth = 5
MP            - Base = 36,    Growth = 6
Speed         - Base = 14.5,  Growth = 52%
Attack        - Base = 21,    Growth = 1.5
Defence       - Base = 18.25, Growth = 1.75
Magick Attack - Base = 21,    Growth = 2
Resistance    - Base = 20,    Growth = 2.25

--==Black Mage==--

HP            - Base = 77,    Growth = 5
MP            - Base = 34,    Growth = 6
Speed         - Base = 14.75, Growth = 60%
Attack        - Base = 15,    Growth = 1.5
Defence       - Base = 17,    Growth = 1.5
Magick Attack - Base = 22.75, Growth = 2.75
Resistance    - Base = 24,    Growth = 2.5

--==Beastmaster==--

HP            - Base = 88,    Growth = 7
MP            - Base = 19,    Growth = 2
Speed         - Base = 14.75, Growth = 60%
Attack        - Base = 22.75, Growth = 2.5
Defence       - Base = 21.5,  Growth = 2
Magick Attack - Base = 17.25, Growth = 1.5
Resistance    - Base = 18,    Growth = 1.75

--==Time Mage==--

HP            - Base = 78,    Growth = 5
MP            - Base = 38,    Growth = 6
Speed         - Base = 14.25, Growth = 50%
Attack        - Base = 14.75, Growth = 1.25
Defence       - Base = 15.25, Growth = 1.5
Magick Attack - Base = 22.25, Growth = 2.5
Resistance    - Base = 24,    Growth = 2.5

--==Illusionist==--

HP            - Base = 76,    Growth = 5
MP            - Base = 42,    Growth = 7
Speed         - Base = 18.5,  Growth = 35%
Attack        - Base = 15,    Growth = 1.5
Defence       - Base = 15.75, Growth = 1.5
Magick Attack - Base = 23,    Growth = 2.25
Resistance    - Base = 21,    Growth = 2.25

--==Alchemist==--

HP            - Base = 81,    Growth = 6
MP            - Base = 44,    Growth = 7
Speed         - Base = 14.5,  Growth = 54%
Attack        - Base = 17.75, Growth = 1.75
Defence       - Base = 16,    Growth = 1.5
Magick Attack - Base = 22.5,  Growth = 2.5
Resistance    - Base = 24.75, Growth = 2.75

--==Arcanist==--

HP            - Base = 74,    Growth = 5
MP            - Base = 48,    Growth = 8
Speed         - Base = 13.25, Growth = 34%
Attack        - Base = 14.45, Growth = 1.25
Defence       - Base = 15,    Growth = 1.5
Magick Attack - Base = 21.75, Growth = 2
Resistance    - Base = 18.5,  Growth = 1.75

--==Sage==--

HP            - Base = 84,    Growth = 7
MP            - Base = 32,    Growth = 4
Speed         - Base = 14,    Growth = 48%
Attack        - Base = 19.75, Growth = 2
Defence       - Base = 18.25, Growth = 1.75
Magick Attack - Base = 22.25, Growth = 2.25
Resistance    - Base = 19.25, Growth = 2

--==Scholar==--

HP            - Base = 85,    Growth = 7
MP            - Base = 24,    Growth = 3
Speed         - Base = 14.5,  Growth = 58%
Attack        - Base = 22,    Growth = 2.5
Defence       - Base = 19.25, Growth = 1.75
Magick Attack - Base = 19.5,  Growth = 1.75
Resistance    - Base = 17.75, Growth = 1.75

******************
**MOOGLE CLASSES**
******************

--==Animist==--

HP            - Base = 85,    Growth = 7
MP            - Base = 22,    Growth = 2
Speed         - Base = 15,    Growth = 56%
Attack        - Base = 20.25, Growth = 2
Defence       - Base = 22,    Growth = 2.25
Magick Attack - Base = 17.5,  Growth = 1.75
Resistance    - Base = 20,    Growth = 2

--==Thief==--

HP            - Base = 83,   Growth = 6
MP            - Base = 15,   Growth = 1
Speed         - Base = 15.5, Growth = 70%
Attack        - Base = 19,   Growth = 1.75
Defence       - Base = 18.5, Growth = 1.75
Magick Attack - Base = 19,   Growth = 1.75
Resistance    - Base = 16,   Growth = 1.5

--==Black Mage==--

HP            - Base = 77,    Growth = 5
MP            - Base = 34,    Growth = 6
Speed         - Base = 14,    Growth = 46%
Attack        - Base = 15,    Growth = 1.5
Defence       - Base = 17,    Growth = 1.5
Magick Attack - Base = 22.75, Growth = 2.5
Resistance    - Base = 24,    Growth = 2.5

--==Moogle Knight==--

HP            - Base = 88,    Growth = 7
MP            - Base = 28,    Growth = 3
Speed         - Base = 19,    Growth = 48%
Attack        - Base = 22,    Growth = 2.5
Defence       - Base = 22.75, Growth = 2.75
Magick Attack - Base = 18,    Growth = 1.5
Resistance    - Base = 21,    Growth = 2.25

--==Fusilier==--

HP            - Base = 85,    Growth = 6
MP            - Base = 12,    Growth = 1
Speed         - Base = 14.75, Growth = 54%
Attack        - Base = 20,    Growth = 2
Defence       - Base = 20.75, Growth = 2
Magick Attack - Base = 17.5,  Growth = 1.5
Resistance    - Base = 18,    Growth = 1.75

--==Juggler==--

HP            - Base = 81,   Growth = 6
MP            - Base = 18,   Growth = 1
Speed         - Base = 16,   Growth = 74%
Attack        - Base = 20.5, Growth = 2.25
Defence       - Base = 21,   Growth = 2.25
Magick Attack - Base = 18,   Growth = 1.75
Resistance    - Base = 17,   Growth = 1.5

--==Tinker==--

HP            - Base = 82,    Growth = 7
MP            - Base = 24,    Growth = 2
Speed         - Base = 18.75, Growth = 45%
Attack        - Base = 21,    Growth = 2.25
Defence       - Base = 21.5,  Growth = 2.25
Magick Attack - Base = 20.5,  Growth = 2
Resistance    - Base = 24.5,  Growth = 2.75

--==Time Mage==--

HP            - Base = 78,    Growth = 5
MP            - Base = 38,    Growth = 6
Speed         - Base = 16.25, Growth = 50%
Attack        - Base = 14.75, Growth = 1.25
Defence       - Base = 15.25, Growth = 1.5
Magick Attack - Base = 22.25, Growth = 2.5
Resistance    - Base = 24,    Growth = 2.5

--==Chocobo Rider==--

HP            - Base = 74,    Growth = 5
MP            - Base = 9,     Growth = 1
Speed         - Base = 16.25, Growth = 99%
Attack        - Base = 16.25, Growth = 1.5
Defence       - Base = 18,    Growth = 1.75
Magick Attack - Base = 16.25, Growth = 1.5
Resistance    - Base = 16.25, Growth = 1.75

--==Flintlock==--

HP            - Base = 76,   Growth = 5
MP            - Base = 33,   Growth = 5
Speed         - Base = 14.5, Growth = 52%
Attack        - Base = 21,   Growth = 2
Defence       - Base = 18,   Growth = 1.75
Magick Attack - Base = 19.5, Growth = 1.75
Resistance    - Base = 19,   Growth = 1.75

--==Bard==--

HP            - Base = 74,    Growth = 6
MP            - Base = 32,    Growth = 5
Speed         - Base = 14,    Growth = 48%
Attack        - Base = 17.5,  Growth = 1.5
Defence       - Base = 14.5,  Growth = 1.5
Magick Attack - Base = 22.25, Growth = 2.25
Resistance    - Base = 19.25, Growth = 2

****************
**SEEQ CLASSES**
****************

--==Berserker==--

HP            - Base = 94,    Growth = 7
MP            - Base = 4,     Growth = 1
Speed         - Base = 14,    Growth = 48%
Attack        - Base = 22.75, Growth = 2.75
Defence       - Base = 17.25, Growth = 1.5
Magick Attack - Base = 15.25, Growth = 1.5
Resistance    - Base = 14.75, Growth = 1.5

--==Ranger==--

HP            - Base = 86,    Growth = 7
MP            - Base = 10,    Growth = 1
Speed         - Base = 15.75, Growth = 68%
Attack        - Base = 19.5,  Growth = 2.75
Defence       - Base = 20.5,  Growth = 1.5
Magick Attack - Base = 18,    Growth = 1.5
Resistance    - Base = 21.5,  Growth = 1.5

--==Lanista==--

HP            - Base = 88,    Growth = 7
MP            - Base = 19,    Growth = 2
Speed         - Base = 15.75, Growth = 68%
Attack        - Base = 19.5,  Growth = 2
Defence       - Base = 20.5,  Growth = 2
Magick Attack - Base = 18,    Growth = 1.75
Resistance    - Base = 21.5,  Growth = 2.25

--==Viking==--

HP            - Base = 90,    Growth = 7
MP            - Base = 22,    Growth = 3
Speed         - Base = 14.75, Growth = 54%
Attack        - Base = 21.5,  Growth = 2.25
Defence       - Base = 21,    Growth = 2.25
Magick Attack - Base = 18.5,  Growth = 1.75
Resistance    - Base = 16,    Growth = 1.5

****************
**GRIA CLASSES**
****************

--==Hunter==--

HP            - Base = 84,    Growth = 6
MP            - Base = 23,    Growth = 3
Speed         - Base = 15.25, Growth = 65%
Attack        - Base = 21,    Growth = 2
Defence       - Base = 15.5,  Growth = 1.5
Magick Attack - Base = 17,    Growth = 1.75
Resistance    - Base = 21,    Growth = 2

--==Raptor==--

HP            - Base = 90,    Growth = 7
MP            - Base = 26,    Growth = 3
Speed         - Base = 15.25, Growth = 65%
Attack        - Base = 21,    Growth = 2
Defence       - Base = 16.5,  Growth = 1.5
Magick Attack - Base = 17,    Growth = 1.75
Resistance    - Base = 21,    Growth = 2

--==Ravager==--

HP            - Base = 94,   Growth = 7
MP            - Base = 18,   Growth = 2
Speed         - Base = 14.5, Growth = 50%
Attack        - Base = 23,   Growth = 2.5
Defence       - Base = 22,   Growth = 2.25
Magick Attack - Base = 15.5, Growth = 1.5
Resistance    - Base = 15.5, Growth = 1.5

--==Geomancer==--

HP            - Base = 82,    Growth = 6
MP            - Base = 36,    Growth = 5
Speed         - Base = 14.75, Growth = 52%
Attack        - Base = 19.75, Growth = 1.75
Defence       - Base = 22.5,  Growth = 2.75
Magick Attack - Base = 19,    Growth = 1.75
Resistance    - Base = 22.5,  Growth = 2.75

------------------------------------------------------------------------------
[5.01] Notices

Notices are basically information in the game universe. It will pretty much
give some storyline information, wanted posters, information about clans you
deal with etc. 

POSSIBLE SPOILERS!

************
**Articles**
************

--==An Invitation from Duelhorn==--

" -Notice to all Clan Members!-

 Crime syndicate Duelhorn has been swallowing up smaller clans right and 
 left to fuel their ongoing expansion.

 Clans have been approached and asked if they wish to join Duelhorn, only
 to be strong-armed into joining when they refused.

 Though their recruitment techniques may be harsh, apparently their 
 treatment of member clans is quite evenhanded, and there have been no 
 reports of unrest among the ranks.

 Still, this is ample cause for any clan member to be wary of Duelhorn's 
 activities.

 Consider this a warning!"

--==A Run from the Park==--

"Where else can you meet all variety of creatures with no consequences but
 Grann's Menagerie? So went the literature, but recently a spate of escapes
 from the park has raised concerned for visitor safety.

 Fears continue to mount, with a significant proportion of the park's 
 escapees having a run riot, to the very great detriment of several properties
 in the area.

 Park head Mr. Grann has acknowledged the facts of the situation, citing 
 abnormal stress on the monsters as a contributing factor to rise in escapes.

 Probably causes of stress include any extremity of treatment, such as 
 abandonment or, still worse, the administration of excessive affection. Park 
 workers and the Grann family have been strenly cautioned by the Society for 
 the Protection of Monsters."

--==A Theft from the Manor==--

"Several items of jewelry and art were stolen the other day from the 
 residence of Baron Popple, the so-called "wheat king" of Camoa. Blame 
 for the theft has been placed on the band known as the Yellow Wings, 
 currently fugitives from the law.

 Baron Popple has allegedly hired an elite headhunter clan to find them
 and retrieve his stolen goods."

--==Betting House Busted!==--

"-The Jylland Free Press: Special Issue-

 Shady Group Behing Poaching of Endagered Monsters: Our Investigation
 Continues!

 My continuing inquirt into the group behind the poaching of endangered 
 monsters has revealed a stunning truth!

 It turns out there's more to the endangered monster in question, the
 cluckatrice, than we previously suspected!

 Apparently, the clukatrice's wild demeanor when angered made it perfectly
 suited for cock fighting ... a sport which the mysterious group or should I
 say "syndicate" behind the cluckatrices' capture has been promoting in
 secret!

 Fans come to see the games, the the syndicate reaps the profits from the
 betting booths.

 Even more surprising is the clientele at these illicit bouts. Not only do
 upstanding gentlemen knights of Graszton and the nobles of Moorabella 
 attend, but crowds have come from the merchant families of Eastern
 Jylland, and there have even been sightings of ambassadors from the far
 and distant empire of Rozarria in attendance.

 I cannot hide my abject amazement that there exists, today, an organisation
 capable of carrying out such a large-scale underground gambling operation.

 I would like to continue my reportage and uncover the true face of this
 shadowy organisation, but now that the cast is under the jurisdiction of 
 the Jylland Defenders of the Peace, I, along with my faithful readers, can
 but await their announcement.

 So, in lieu of more truth-finding and truth-revealing, I will leave you
 with a thought.

 "Khamja, Khamja makes a brave boy weep, cry too much and they'll come 
 while you sleep."

 What child of our generation did not grow up knowing this rhyme? Yet few
 know that Khamja was in fact a crime syndicate that terrorized our land 
 more than a hundred years ago.

 I believe it is no exaggeration to say that the group behind this recent
 spate of criminal activities is no less a treat to our way of life than 
 Khamja was in our ancestor's day. Gods protect us all!

 Anrias, Reporter of the Truth, signing off."

--==Carm Mercantile: Major Mess==--

"-The Jylland Free Press: Special Issue-

 Graszton Mega-House Carm Mercantile's Big-Time Blunder!

 Only recently, Carm Mercantile began their campaign to perserve endangered
 monsters, which has apparently fueled interest in hunting one rare breed!

 The name of this endangered monster is the cluckatrice: a white-feathered,
 red-wattled bird creature.

 As it so happens, the flavoursome, nutritious flesh of this bird has made it 
 widely popular, and the meat now fetches a handsome price at market. 

 The adult cluckatrice's large-than-hume size made it even more of an
 attractive target among those in the know, as one full-grown bird could 
 supply a sizeable quantity of meat. Further publicity on the bird as a 
 result of Carm Mercantile's misguided efforts only served to raise public
 awareness of the creatures, and hunting is now at a fever pitch.

 Soon after the monster preservation campaign began, suspicious characters
 began popping up, looking for cluckatrices wherever they might roam - a clear
 sign that something was amiss. While the poachers certainly bear ultimate 
 responsibility for their immoral deeds, Carm Mercantile must also bear blame
 for not having foreseen this rather morbid turn of events.

 Anrias, Reporter of the Truth."

--==Carm Mercantile: We Meant Well==--

" -The Jylland Free Press: Special Issue-

 Graszton Mega-House Carm Mercantile: An Ongoing Sega of Shame!

 We recently looked into Carm Mercantile's ill-considered campaign to protect
 endangered monsters.

 Carm Mercantile have admitted that poaching continues unabated, but have 
 expressed hope that this is a temporary state of affairs prompted by the 
 spread of the story. "We at Carm Mercentile would like to stress that the 
 purpose of our campaign was the raise awareness of the plight of endangered
 monsters, certainly not to encourage their further endangering," a House
 Carm spokesperson stated late last week.

 If nothing else, this campaign and resulting story certainly has raised 
 awareness of endangered monsters. Though whether this will ultimately be to
 the monsters' betterment or detriment is a matter for time to tell.

 Anrias, Reporter of the Truth"

--==Duelhorn==--

"The foreign crime syndicate Duelhorn has been spotted making inroads in 
 Jylland of late.

 From the large number of reports, we can assume a great many operatives
 are now at large in Jylland, though there has been no clear consensus as
 to what business has brought them thither. What could they want, and how
 could this mean anything but trouble?

--==Duelhorn on the Prowl==--

" -Notice to all Clan Members!-

 We have received reports that Duelhorn is stepping up its recruitment 
 activities. While its aim appears to remain the gathering of more clans under
 their central command, their means have gone from strong-arm to outright 
 violent.

 However, other reports suggest that this surge in activity is not offical 
 Duelhorn policy, but rahter the result of actions taken by a group of 
 extremists within the Duelhorn organisation. 

 Whoever's authority they are working on, they have already been successful
 large number of clans into Duelhorn, and we can only expect the syndicate's
 power to grown even more in coming months.

 We advise continued caution when dealing with anyone you suspect to be an 
 agent of Duelhorn."

--==Duelhorn Suffers Setbacks==--

"Duelhorn, in the midst of a massive expansion, has suffered setbacks frmo 
 attacks in Western Jylland.

 The identity of ther attackers is unknown. They have left no scrap of
 information that might shed light on their methods or motives. It is not
 even entirely clear that the attacks have been the work of a single 
 group. The Jylland Defenders of Peace have been mobolized, but for time
 being, are well behind the perpetrators in their investigation.

 Should these attacks continue at this level of calculated ferocity, it is
 only a matter of time before Duelhorn falters and fails.

 Rumours persist that the wave of attacks was prompted by an incident 
 in Graszton several days before, in which Duelhorn members set off on a
 rampage which resulted in the destruction of several town buildings.

 Perhaps they incurred someone, or something's wrath? Only time and 
 continued investigation can hope to tell."

--==Jylland Free Press: Internal Memo==--

"-The Jylland Free Press: Internal Memo-

 All departments take note: the following personnel are due for immediate
 transfer.

 Frestomis - moving from Sales to Editorial.
 Claile - moving from the Heritage Dept. to Reporting.
 Anrias - moving from Reporting to the Arts Dept. 
 Further personnel will be moving from P.R. to 

 (The memo is torn at this point.)

--==Lang Means Trouble==--

"The four Lang Brothers, members of the Moorabella region guild, the Arbiters
 of Death, fled after seriously wounding an astounding twenty-eight of their
 clanmates.

 "Those Lang Brothers were trouble from the start, everyone knew it. Just one 
 look in those cold, cruel eyes and you'd know it too," one surviving clan
 member told us on conditions of anonymity.

 The Defenders of the Peace have posted a mark for the capture of these four
 dangerous criminals. 

 Those aspiring to the challenge should note that the Arbiters of Death are a 
 battle-hardened clan. That four could wound so many is a testament to just 
 how adept these Lang Brothers are at the business of battle.

 Beware!"

--==Mr. Ocktor Recognized==--

"Mr. Ocktor, having developed countless new medicines and applications, has 
 been recognised by the Ivalice Herbalists Association for his contributions.

 Mr. Ocktor has developed tinctures for treating the most intractable 
 aliments, worked in several areas of medicine, and through his innovations,
 saved many lives.

 Rumours have now surfaced that the Rozarrian Imperial League of Physicans,
 located in the capital, have shown interest in working with Mr. Ocktor in
 the future."

--==Poachers in the Shadows==--

" -The Jylland Free Press: Special Issue-

 Graszton Mega-House Carm Mercantile: The Shameful Saga Continues!

 News flash! A mysterious group is behind the recent poaching of endangered
 monsters!

 This reporter, having spotted a clan capturing endangered monsters in the
 Galerria Deep, followed the poachers only to witness them passing their 
 catch off to a mysterious group of traders in the pre-dawn light of the 
 Bisga Greenlands in exchange for a sizeable quantity of gil.

 This reporter would have inquired further as to the identity of the traders,
 but the palpable whiff of danger that came wafting from them would have
 discouraged a berserker with a death wish.

 No everyday monster traffickers, these!

 Though this reporter did not see what transpired next, it is safe to say
 that this confirms the presence of at least one organisation paying good gil
 for endangered monsters, made popular by Carm Mercantile's perservation
 campaign.

 As a reporter of the truth, I, Anrias, vow to get to the bottom to these
 shady dealings, and expose the identity of these traders in contraband once
 and for all!

 Anrias, Reporter of the Truth"

--==Open Rivalry==--

"Word is that the Bangaa Brotherhood and Nu Mou Nobles are at it again up in
 the Rupie Mountains!

 Perhaps rumours of a growing desire to end the conflict once and for all 
 are true, for both sides have been openly recruiting mercenaries in the 
 pubs of late."

--==The Blade Biter's Blade==--

"They've done it! No one has ever managed to liberate one of those ancienbt
 swords lodged in the preternaturally hard shell of a blade biter ... until
 now!

 The sword was immediately offered to renowned metallurgist Mr. Steeling, yet
 the strength of the metal was such that nothing could be done to it.

 It had been hoped that other weapons and armour could make benefit of that 
 incredible strength, yet these proved to be nothing but empty dreams.

 The sword in question now inhabits a [place of honour on the wall in Mr.
 Steeling's manor."

--==The Kthili Sands Stealers==--

"The unthinkable has happened. The Kthili Sands Surveyors are no more - 
 destroyed by forces unknown.

 Yet in the wake of this astonishing indicent, an even more astonishing truth
 has come to light: the organisation known as the Kthili Sands Surveyors were
 nothing more than a front for illegal trade in currencies and artifacts, and
 many of their dig sites were unauthorized - their "unearthed" artifacts 
 stolen!

 The Surveyors were common thieves. 

 No more. No less."

**********
**Essays**
**********

--==Concerning Grimoires==--

"We often hear stories about such-and-such grimoire, but in truth, any and all
 books of magick can rightly claim the name "grimoire."

 Say, for instance, the tome a young mage might consult to learn the 
 intricacies of casting the magick "fire." This, too, is a grimoire.

 So we see, grimoires are everywhere. A part of daily life in this Ivalice. So
 prevalent have they become, we cease to call them by their proper name, and
 instead treat them much as we might treat a manual of cooking mushrooms, or a
 book of fanciful illustrations for children.

 ... Yet there exists a magickal tome to which the name of grimoire still 
 rightfully, nay, unquestionably belongs."

--==Concerning Judges==--

"The history of Judges and the law began several hundred years ago here, in
 Jylland.

 There is a place in Jylland called the Wellspring of Magick, and it is this
 source of power that feeds the near immortal magickal constructs we call
 Judges.

 While the Judges and their laws hold sway over all Jylland, it is the way
 of this magick that, for one to benefit from its effects, one must swear an
 oath to the Judges to uphold their laws.

 It is thought this is intended to prevent misuse of the Judges, and is at
 all times an entirely voluntary oath. Only those who desire its benefits 
 need swear. 

 As we can see, there is nothing in the structure of laws that cannot be
 expanded by our modern theory of magick."

--==Concerning Scions==--

"There are worlds within our world of Ivalice that we cannot touch or know
 as know our own bed, home, or town.

 The Netherworld, the Empyreal Plain, the World of Illusion ... these are
 together known as otherworlds, unseen by eye; untouched by hand.

 The order of creatures known as scions hails from these otherworlds. They
 are found in many places, in many lands, and they count among their number
 emissaries of the gods, protector spirits, and even great doers of evil.

 Through the otherworlds are not normally accessible from Ivalice, if certain
 requirements are met, it is possible to give otherworldly power a physical
 manifestation in our world. This is most commonly seen in the pact made by
 the summoner who calls down an Esper to fight for them.

 From the legend of a great made in the far eastern realms who sundered a 
 magickal seal, thus receiving a scion as a servant, it would seem that they,
 too, operate by these same principles.

 In Jylland, it has been discovered that the summoning of scions is possible
 with the use of a particular magickal device. However, it is certain that
 the power manifested through this means is only an echo of the scion's 
 true power. To evoke the true power of a scion, it would be necessary to 
 harmonize onesolf to the scion's being, fusing not only one's purpose with
 the scion, but one's own body and mind."

--==Origin of the Judges==--

"That the existance of Judges is unique to Jylland can be ascertained by 
 looking at both their role and their roots.

 A Judge is a magickal creature - a golem, if you will - made solely for
 the purpose for forming contracts of law.

 The Judges and their laws were first conceived hundreds of years ago, by
 the court mages of Archduke Beaudonis who then ruled all of western 
 Jylland.

 His goals were nothing less than the adjudication of war. With the Judges
 in direct control of combat, profitless battles could be avoided, and peace
 preserved.

 However, the people of his day rebelled against the strong arm of the Judge's
 law, until it was decided that the Judges' laws would be upheld and their 
 benefits received only by those who wished to swear the Judge-oath-and so it
 remains to this day.

--==The Beast of Aisenfield==--

"A man it was, but with a power no man has ever known. Thus was it despised
 and reviled.

 Losing hope in both foolish men and its own cursed self, ut became that 
 which they had dreamt for it:a beast, heartless killer of men, its doom to
 walk under welkin in Aisenfield fir eternity.

 - From "Dielson's Lay"

--==The Legend of the Dragons==--

"Listen now to this tale of a time long past.

 It so happened that once upon a time, a great horde of creatures descended 
 upon the peaceful peopple of Jylland.

 The creatures sought to make a land for themselves and so they leveled 
 forests, dirtied waters, and took the live of countless men and animals.

 Then, one day, a piercing sound rolled across the land, and a blinding light
 came down from the heavens above.

 The light burned the creatures where they stood, leaving naught but ash
 behind.

 When the sound and light had faded, three great dragons were seen wheeling
 high in the sky overhead, surveying the land below.

 When they saw that none of the creatures remained, off they flew to the 
 Aldanna Range, never to be seen in the skies again. 

 The people gave thanks to these three deagons, worshipping them as protector
 spirits sent by the gods themselves."

--==The Mutadragons==--

"Whispers 'neath the eaves! Three dragons have reared their fearsome heads in 
 the vicinity of the Aldanna Range, and they're attacking town and traveler
 alike! Such lack of subtlety is sure to earn them mark status shortly.

 Mention of three dragons in the Aldannas might recall stories of the
 protector dragons of old, yet their only similarity here is their number.

 These are base, feral creatures with naught but menace on their minds.

 Perhaps the thick Mist of the region is what drove these typically reclusive
 wyrms to violence??

 - Domis Streetears"

--==The Rivalry of the Rupies==--

"Nestled in the Rupie Mountains lie two villages, at odds with each other for
 many years. One is inhabited by the scaled bangaa, the other by the shaggy
 mountain nu mou. The villages are rivals in all things. 

 Nowhere is their rivalry more raw than in the battle between the villages'
 elite clans: the Bangaa Brotherhood, and the Nu Mou Nobles.

 This battle, fought in fits and starts over years, has come to be known as
 the Rivalry of the Rupies, and many visitors to Jylland travel to the
 mountains just to witness it."

--==The Ultimate Book of Magick==--

"The ultimate book of magick - The Gran Grimoire.

 Who crafted it, and when? This is not known to us. We do not even know if the
 Grand Grimoire is a single weighty tome, or a roomful of such tomes. Either 
 is equally possible. 

 According to writings on the Gran Grimoire, he who possesses this book has 
 power enough to shape the very fabric of the world. Yet, with the mere
 existence of the book now passed into legend, the truth can no longer be
 known."

***********
**Letters**
***********

--==A Giant Metallic Kupo==--

"Thanks for gathering those machina scraps for me, kupo!

 Finally, my years of research in lost technologies are going to pay off, 
 kupo!

 Bring the metal giants back, that's what I'm about, kupo. And thanks to you
 gathering those scraps, I've finished my repairs!

 Yes, my metal giant ... though don't get me wrong, he's not really all that
 big. He's about, well, about my height, kupo.

 He's not completely finished. I've got him walking a bit, and carrying 
 light loads though, kupo!

 Yes, everything so far's gone with nary a hitch ... so far.

 Kupo-po ... I made some modifications, and thought I had it all figured out,
 but when I hit the switch ... nothing. To be honest, I'm at wit's end, kupo!

 Maybe it's the manufactured magicite, I'm thinking. Yes, I'm sure the 
 natural variety's the way to go, kupo! Either that or something involving
 quickenings ...? What to do! Kupo-po..."

--==A Lost Friend==--

"My friend Shoofa is gone ... gone upon the snowy plain. I must find him. I
 must.

 Gade"

--==Hijack Hijinx==--

"You know that airship hijacking the other day? Turns out that was some kind
 of exercise to train staff how to deal with possible airship attacks. 

 The airship terminal workers payed the roles of hijacker, victim, and 
 rescue team. Just, the rescue team was late in getting there.

 I'd just arrived in town and, well, I was completely fooled. I thought the
 airship was under attack!

 Well, at least they finished their practice, so no harm done, right?
 Right?

 Neah"

--==Komodo Trader Letter==--

"To all members of Clan :
 I am in your debt

 After you helped me, I delivered everything where it needed to go, and my 
 house gave me a bonus for my efforts!

 My little sister Celestine is thrilled, just thrilled. 

 Now to grow a bit taller ...  then I'll be a real big brother, to her, you
 know? I wish ...

 Komodo Trader"

--==Kupoppies==--

"Thanks for the kupoppies the other day. I made a tincture and swallowed it 
 down just before reaching Fluorgis, and lo and behold, O was talking just 
 like her in moments.

 It's still unclear to me precisely what quality of her speech is supposed
 by some to differentiate her as "special" and "grown-up," however ... 
 Evidently, the same can be said of her, as she severed all ties with me the
 moment I opened my mouth.

 It's not your fault, really. The blame is mine for relying on such a crutch.
 I merely thought to relay to you the outcome of things with this letter, 
 kupo.

 ...Kupo!?

 Finally! The tincture's worn off! I'm back to normal ... and maybe it's for
 the best.

 Maybe she'll think so too! I'm off to try again! Wish me luck, kupo!

 Kolulu"

--==Lamia In My Backyard==--

"Thank you so much for investigating my gardens. I hear that the source of 
 the noise was nothing other than a lamia singing?

 Thanks to you, I can rest easily and undisturbed at night.

 By the by, in the days after your investigation, several of my neighbours
 came to tell me that the strange headaches they'd been suffering had abated
 quite miraculously! Perhaps the lamia's song was troubling more than my 
 beauty sleep?

 Perhaps since I only recently moved here, I had not been exposed to the song
 long enough to develop the migraines my neighbours complained of, and for 
 that, I am quite grateful.

 Yours,
 Lacado"

--==Making Up==--

"Thank you so much for getting me my cake back the other day.

 On my father's birthday, I summoned up what courage I had and, bringing him 
 my homemade carrot cake, I spoke to him at last.

 I was ... shy at first. But as we talked, it became easier until I could
 hardly remember that we had been fighting.

 It seems strange to me now that we ever had a falling out. Why was I
 fighting with my father, anyway?

 Was it because he ate all may favourite malboro jelly?

 Or maybe because he left the corral door open on eday when I had told time 
 and time again to be careful, and my favourite chocobo got away?

 ... Well, all that's past us now, isn't it?
 And I have you to thank.

 Thank you, thank you so much!
 Lea"

--==Medicinal Marvel==--

"Thanks so much for the cactus fruit the other day.

 The medicine worked, and the boy was brought back from death's doorstep and
 restored to full health.

 Much to my surprise, the boy hailed from a wealthy family, and they were
 quite generous in showing me their gratitude.

 Though this was truly unexpected, I've resolved to make the most of it by
 traveling to Morrabella, there to refine my skills in magickal medicine.

 Mack Ocktor"

--==Meena's Letter==--

"To my dear Riddim 'cross the sea,

 From Meena in Goug.

 * To the porter of this package:

 This package contains a very, very important present. Please try not to bend
 it too much. Oh, and sorry if it's a little raw smelling."

--==No Philtre Required==--

"It's me! Kuleek from the Akademy?
 Thanks for the help with that love philtre!

 Actually ... the experiment was a failure.

 It turns out someone had told her about how I'd say with her when she was
 in the grip of the fever ... and that's why she fell in love with me!

 It had nothing to do with the philtre at all! Failure has never tasted so
 sweet!"

--==Picnic Plans Changed==--

"I am writing to thank you once again for scouting out our proposed picnic
 location the other day.

 Thanks to your findings, we decided to chance our picnic from a spelunking 
 tour of Nazan Mines to a manufactory tour of Goug.

 Though I had wished to expose the children to the unique and remarkable 
 beauty of the mines, safety must always come first.

 On our tour, I was able to introduce my students to the fascination of a
 large scale manufactory and the stoic beauty of the exhaust pipe arrangements
 we saw there.

 In short, you may rest assured that your assistance has been to the very 
 great benefit of a number of young minds.

 Thil"

--==Rasgow's Letter==--

"I was wrong.
 That was no spirit whispering from beyond the grave, but my friends, calling
 to me. I ... will not be saved. This I know.

 All I wish now is that no one else should hear this sad voice. Please, rid 
 the mine of its spirits. Let its rock walls and vaulted halls sleep in 
 peace.

 Give the spirits their freedom, for I will be joining their number soon."

--==Riddim's Letter==--

"To my fair Meena 'cross the sea,

 From Riddim in Camoa.

 * To the porter of this package:

 This package contains a very, very important letter and present. I know it's
 a little on the stuffed side, but please try not to rip it."

--==Send Help!==--

"I done got myself hurt in the swamp! I tell you, I thought I knew what a pain
 was when my old chocobo gave up the ghost, but this is something else!

 Somebody bring me a potion or something, quick! I hear you Clan Gully folks
 do good work, so how's about helping an old feller out?

 Now if you could send a pretty lass to do the job, well, that'd put the
 frost on my pumpkin. 

 Many thanks,
 Wermut"

--==Sending Unknown==--

"Cid, long time no talk.

 It sounds like you and yours have been dealing with Duelhorn recently. It 
 seems Khamja has their eyes on your clan's connection to Duelhorn, no less.

 Speaking of Duelhorn, a certain Dewk Snakeheart made a real mess of things 
 at a Khamja betting stand just the other day. You can be sure neither 
 Duelhorn nor Khamja will let this go without getting more deeply ... 
 involved, shall we say.

 Knowing you, you'd never entertain the notion of joining forces with 
 Duelhorn, but not everyone shares my faith.

 Khamja too has grown, and there are many in its ranks that have never even 
 heard the name "Cid."

 I only wanted to warn you that Khamja will move on this, and soon. Be 
 careful.

 Don't give me more cause to worry about you, hmm?"

--==Thanks from Obuta==--

"Hey, thanks for getting our well back for us! It sure sucked not having a 
 place to play. 

 Course now, our moms have taken over the place, and they're always telling
 us to stop horsing around and study our lessons. Bah!

 Now we need someone to drive off our moms!

--==What's Really Important==--

"I thank you for your watchful eyes and strong arms in Targ Wood. I owe my
 life to your dutiful protection!

 Still, the whole affair came as quite a shock.

 I've given this a great deal of thought, and I've decided to put off going
 to Rozarria, and quit my research laboratory in Moorabella. It's really the
 only option.

 Mack Ocktor"

********
**Logs**
********

--==The Luck-Stick==--

"An Incantation for Happiness

 Happiness in joy.

 Happiness in sadness.

 Happiness in hope.

 Happiness in worry.

 Happiness in thinking.

 Happiness in feeling.

 Happiness together.

 Happiness alone.

 It means I'm alive.

 It means you're alive.

 Happiness in living."

--==Wayfarer's Log, Blue==--

"-The Seas of Ordalia - Wayfarer's Log-

 Visit all the below areas within the designated time limit and receive a
 stamp in your wayfarer's log to win valuable prizes!

 List of Destinations:
 *Logged* Tramdine Fens
 *Logged* Aisenfield
 *Logged* Sant D'alsa Bluff

 --------
 The Well-Informed Wayfarer
 
 The waters of the Mirhelian Sea to the south of Aisenfield are a tad salty
 when compared to those of the Sea of Ewhol to the west. Perhaps the warmer
 climes in the south have something to do with this?

 - Marsa Wayfarer's Association"

--==Wayfarer's Log, Brown==--

"-The Lands of Loar - Wayfarer's Log-

 Visit all the below areas within the designated time limit and receive a
 stamp in your wayfarer's log to win valuable prizes!

 List of Destinations:
 *Logged* Baptiste Hill
 *Logged* The Bisga Greenlands
 *Logged* The Aldanna Range

 --------
 The Well-Informed Wayfarer

 Local authortiies have recently stepped up efforts to ensure the safe passage
 of travelers along the Vieg Highroad that runs between the Bisga Greenlands
 and Graszton. 
 Surely good news for any wayfarer.

 - Marsa Wayfarers Association"

--==Wayfarer's Log, Copper==--

" -The Wonders of Ordalia - Wayfarer's Log-

 Visit all the below areas within the designated time limit and receive a
 stamp in your wayfarer's log to win valuable prizes!

 List of Destination:
 *Logged* Nazan Mines
 *Logged* Sant D'alsa Bluff
 *Logged* Kthili Sands

 --------
 The Well-Informed Wayfarer

 Did you know that not only magicite, but many rare and valuable gemstones can
 found in Nazan Mines? Valuable, but their price pales in comparison of that 
 of the magicite, making it hardly worth the time it takes to mine them.

 - Marsa Wayfarers Association"

--==Wayfarer's Log, Gold==--

" -The Forgotten Places - Wayfarer's Log-

 Visit all the below areas within the designated time limit and receive a
 stamp in your wayfarer's log to win valuable prizes!

 List of Destinations: 
 *Logged* The Galerria Deep
 *Logged* Nazan Mines
 *Logged* The Ruins of Dalgantua
 *Logged* The Neslowe Passage

 --------
 The Well-Informed Wayfarer

 Many are the touring groups of curiosity seekers drawn to the Ruins of 
 Dalgantua. Sadly for them, the dereliction of much of the site is such that
 the ruins are often closed to the public for essential repairs.

 - Mrasa Wayfarers Association"

--==Wayfarer's Log, Green==--

" -The Forests of Lar - Wayfarer's Log-

 Visit all the below areas within the designated time limit and receive a 
 stamp in your wayfarer's log to win valuable prizes!

 List of Destinations: 
 *Logged* Targ Wood
 *Logged* The Bisga Greenlands
 *Logged* Zedlei Forest

 --------
 The Well-Informed Wayfarer

 If you venture to Targ Wood, be sure to try the freshly picked mushroom stew
 they eat there. Naught compares to those steaming mounds of fungi in
 creamy sauce. Mmm-mm!

 - Marsa Wayfarers Association"

--==Wayfarer's Log, Ochre==--

" -The Towns of Loar - Wayfarer's Log-

 Visit all the below areas within the designated time limit and receive a 
 stamp in your wayfarer's log to win valuable prizes!

 List of Destinations: 
 *Logged* Camoa
 *Logged* Graszton
 *Logged* Moorabella

 --------
 The Well-Informed Wayfarer

 Reighlard Forest - a proud stand of virgin wodd that sprawls across the 
 plains of Moorabella.

 Shame that the general public is only allowed into the outskirts. Beyond 
 that is protected woodland.

 - Marsa Wayfarers Association"

--==Wayfarer's Log, Silver==--

" -The Wonders of Loar, Wayfarer's Log-

 Visit all the below areas within the designated time limit and receive a 
 stamp in your wayfarer's log to win valuable prizes!

 List of Destinations:
 *Logged* Baptiste Hill
 *Logged* The Aldanna Range
 *Logged* The Rupie Mountains
 *Logged* The Ruins of Delgantua

 --------
 The Well-Informed Wayfarer

 Many strange and rare flora can be found on the slopes of the Aldanna Range.

 The mountains' secret? Many are common species that have mutated in the Mist 
 that swirls across the range.

 - Marsa Wayfarers Association"

***********
**Notices**
***********

--==A Growing Problem==--

"Oh kupo! Have you heard? A giant plant thing is going berserk out on 
 Baptiste Hill and no traveler is safe, kupo!

 Kupo-po... I was supposed to pass that way, but how can I now? I can't, 
 that's how!

 Anyway, I've posted a mark so it should only be a matter of time."

--==Bad Clan Rising==--

"A band of lowlifes has taken to advertising false gemstones to attract gem
 dealers and other people of means, then forcibly divesting them of their
 wealth!

 Why, they're even using the pubs to spread this misinformation! The nerve!"

--==Bombs Away==--

"Everyone in Fluorgis knows that the fiery Mt. Llavina is a breeding place 
 for bombs.

 While naturalists are uncertain as to why bombs form there in such numbers,
 the phenomenon is thought to have something to do with the site's unique 
 combination of underground magma and high Mist concentration.

 Concerning the incursion of bombs into the aerodrome area, the leading
 theory is that they encountered an airship en route, decided it was prey,
 and followed it to port."

--==Carm Mercantile: Who We Are==--

"-Carm Mercantile House Report-

 We're a youthful house, in operation for what some might consider a scant
 twenty years since our beginnings wrighting ships in the port town of
 Graszton.

 Yet, our youthfulness has been our strength. We have honed our techniques,
 built up an impressive list of clients and successes, and since our entry
 into the comestible freight business ten years past, our support has grown
 among all the people of the regions we serve, making us one of the largest
 mercantile houses in all Jylland. 

 We look forward to continuing to support the growth and prosperity of 
 Jylland as we expand our oprtations to accommodate future demand.

 -NOTICE-

 To commemorate our first twenty years, we have started a new branch of
 House operations dedicated to a recently growing concern: the protection and
 preservation of endangered monsters.*

 We will be releasing a report on our progress shortly.

 *Endangered monster: Any monster that, due to its being a source of valuable
 or otherwise efficacious materials, has been hunted to the brink of 
 extinction.

 While monsters were previously considered to exist for the sole purpose of
 felling, it has become clear that the removal of certain monsters from their
 habitat has caused irreversible damage to the food chain, resulting in 
 considerably weakened ecological systems. Hence, the need for their
 perservation."

--==Chita's Weaponsmiths==--

"-Workshop Report: Chita's Weaponers-

 A workshop located in the Aldanna Range, where Mastersmith Chita and his
 apprentices foil daily to produce new weapons to arm our stalwart knights.

 In the workshop, the air rings with the sound of metal on metal, and
 occasionally Mastersmith Chita's booming voice. When asked, one 
 apprentice said of his master: "He is more fiery than the forge, has lungs
 bigger than the bellows, and is sharper than our finest blade."

 Yet, in contrast to his own heroic proportions, Chita's blades are delicate,
 refined works of art. Even their superlative beauty, however, cannot outshine
 their terrifying effectiveness on the battlefield - the latter quality being
 the one which has won them so many admirers.

 Truly, the arms of Chita's Weaponers shine across all of Ivalice.

--==Cinquleur==--

"Know you the mage clan Cinquleur?

 Oh, they're a rare lot: arrogant, heavy-handed, wanting nothing more than to
 find the strong ... and fight them.

 That said, they bite with as much ferocity as they bark.

 Quite a few clans snapped and took their challenge, only to be reduced to
 sobbing, defeated losers on the tourney field...

 You ask me, I'd steer well clear of them. Unless, of course, you're sure you 
 can win.

 - Domius Streetears"

--==Concerning Luck-Sticks==--

"Did you know that the luck-stick seller who comes in Blackfrost and the luck-
 stick trader who comes in Goldsun are two different people?
 
 It's true! The one in Blackfrost's an old man, and the one in Goldsun's an
 old woman!

 You'd never know it to look at 'em, though! ... Makes a fella wonder how
 exactly they're related. Not that it's any of my business, mind you.

 - Domis Streetears"

--==Crying Wolf==--

"Wolf-like creatures of a kind never seen before are running rampant in the
 hills around Camoa! A mark has been posted in hopes that there is someone 
 who can deal with this menace before more lives are lost. Those who have 
 faith in their sword arm, come to our aid!

 - Camoa Bureau of Safety."

--==Don't Get Lost==--

"In the dark and distant past, the winding reaches of the Neslowe Passage were
 once used as a shipping lane for goods going to and from the Clockwork City
 of Goug.

 Countless shafts crisscross the passage depths, yet no map exists that 
 captures their intricacies, and several unknown ways are said to exist.

 There are rumours of a great treasure sleeping in one of those darkened 
 corridors, yet many who have gone in search of it have never been seen again.
 Gallant gold-seekers be warned!"

--==Fluffy and Pink==--

"Heard about those fluffy pink flowers?
 Seems like everyone wants one these days, eh?

 I believe it was called the prima petal, or the like.

 Looks pretty, and makes all sorts of other things right pretty too. Quite
 popular with the lasses, I hear. Oh, they used to grow all over the place but
 now you'd be lucky to find one in a season, if that.

 That said, I hear they've been spotted up Targ Wood way. Haven't seem 'em
 myself, though, so go at yer own risk."

--==Headhunter Friese==--

"It's been several years now since the lady headhunter Friese made her name
 known among the clans,

 Slayer of countless marks, the beauty with which she worked her sword-edge
 earned her the title of Blademaiden Friese - and a position of honour next
 to Blademaster Frimelda as one of Jylland's most celebrated women warriors.

 While little is known about Friese the woman, it is true she often travelled
 with several companions, making it likely she was a member of a clan.

 In her heyday, new tales of her derring-do sprang up in the taverns with 
 every new moon, but of late, the bards sing little of her conquests. Even the
 streetears have stopped whispering her name.

 One wonders what she is doing now, and where."

--==House Bowen==--

"What other elite group of headhunters would do anything - provided there's 
 gil on the table - but House Bowen?

 What other clan has brought in more than four hundred marks. That along 
 would qualify them as one of Ivalice's top-tier teams - and that's not even
 taking into account the high demand their services as escorts for 
 important personages, sellswords for padding out forces during regional 
 conflicts, and gods-know-what goings-on taking place behind drawn curtains.

 Their leader, Bowen, is not only a fearsome combatant, but a cool-headed
 thinker as well, who takes on even the smallest request with the utmost
 care and caution. 

 Yet Bowen is also known as someone who would lay down his life to save a 
 comrade. The fervent loyalty this inspires is one of the secrets to House
 Bowen's success."

--==House on Ice==--

"The prepetrators in the malicious encasement in ice of a Fluorgis merchant
 manse and said manse's inhabitants have been located and contained.

 Due to the remarkable durability of the ice - ten days from the date of the
 incident, and it remains entirely unmelted - we were able to closely
 examine the scene, leading us to conclude that the prepetrators were indeed
 several in number, and possessing of an incredible capacity for creating
 and manipulating large quantities of ice.

 Knowing that to lose them in the cold, western reaches of Jylland would be
 to lose them forever, the Defenders came out in force to stop them in the
 east. We were successful in containing them within the Kthili Sands.

 Though their motives are still unclear, what is clear is that this 
 opportunity to bring them to justice must not be missed.

 - Jylland Defenders of the Peace"

--==Klesta Comes==--

"The crushatrice is known for its especially violent temperament, but one in
 particular makes all the rest look like docile hens.

 Adventurers in the know call it Klesta, and its anme evokes fear deep in the
 cockles of their hearts.

 Klesta is mean, real mean. It attacks people, animals, anything that gets in
 its way.

 Surely, someone would have dealt with this scourge a long time ago, were it
 not so nefariously resilient.

 Many are the hunters who claim to have taken the beast to death's door only
 to have it escape at the last moment, only to return a day or two later
 fully restored to health!

 And those hunters were the best of the best. The rest that tried to take on
 this fell beast, well ... it's still alive, isn't it."

--==Our Hate==--

"So many years, I have hated.

 Hated them, hated you, hated until I grew weary of hating.

 How many of my comrades have fallen? Gone to a place whence they shall never
 return?

 Their hatred is mine,
 Once more, I pick up my knife.
 I'm coming for you.
 (Poster Unknown)"

--==Prima Donna==--

"The four-woman clan Prima Donna have bene garnering much attention in Jylland
 of late, and they've got the looks, incredible singing talent, and enchanting
 coordinated dance moves to hold it,

 They count admirers among men, women, young, and old alike - some so fervent
 in their enthusiastic support, they will travel wherever Prima Donna go, 
 showing up in the crowds at every event. Yet Prima Donna seem to welcome 
 this, and the attention they lavish upon their most devoted fans has won
 them still more admirers.

 What one must not forget is, while Prima Donna have seen such success on the
 stage, and clearly take their performances very seriously, they also
 operate as a fully fledged clan, and boost accomplishments in this theatre 
 which are no less impressive.

 But this tribute to their enchanting qualities falls short of the real thing.
 How can cold words on a page compare to the majesty that is Prima Donna? I
 only hope I have given my readers enough cause to investigate this
 phenomenon themselves, perhaps at a local stage near you.

 The Jylland Free Press - Arts Section"

--==Screaming Beauty==--

"Dark times are these that such a beautiful lady could find herself surrounded
 by such terrible monsters in the woods near Moorabella.

 I thought to rush to her rescue, of course, but ... well, when I came to, I 
 looked around to find myself quite alone. 

 I do hope nothing has befallen her.
 Did I mention these are dark times?"

--==Spirits in the Sky==--

"Mebbe you've heard this one already, but they say there's ghosts a-floatin'
 in the sky ... right around where them airships be flyin'. 

 *hic*
 
 People're saying' that, long time ago, back when we had all them airships
 up 'n' disappearin', why them's what disappeared've come back now as ghosts.

 *hic*

 Well, soon's I hard that story, I got meself a ticket and took a ride on 
 one o' them ships. Had me nose pressed against the window the whole time, I
 reckon, and guess what? I saw one! A gen-u-wine bone fide haunt!!!

 *hic*

 Oh, it was a specter o' death, lemme tell you. Went away in the blink of an
 eye, but as sure as I love my drink, that was a ghost. And if there's one 
 thing I know, it's spirits.

 Gonra the Drinker"

--==The Bonga Bugle==--

"When people want their monthly dose of the goods on places to go, people to
 know, and goings-on in society both high and low, they turn to the Bonga 
 Bugle.

 Though their coverage is unparalleled in its breadth and depth, rumours 
 persist that the Head Editor of the Bugle has been passing on his own work
 by posting bills at the local pub ..."

--==The Eyes Have It==--

"Countless accounts have come in of large numbers of floating eyes suddenly
 appearing without warning.

 The rumours as to why these eyes are forming are as many as the eyes
 themselves. Some say it's due to a special material being used for airship
 propulsion.

 Other say it's a side effect of large scale magicite excavation. Opinions
 are thick upon the ground, yet facts are few and far between.

 Concerning the incursion of floating eyes into the aerodrome area, the 
 leading theory is that they encountered an airship en route, decided it was 
 prey, and followed it to port."

--==The Hills are Alive==--

"It was all dark outside, and ma says I'm supposed to be in bed, but I'm not,
 and I look out at the Aldanna Range, yeah? And there's all these eyes and 
 they're looking at me.

 *gulp*

 But I told ma, and she says they posted a bill for a mark, so I shouldn't
 worry.

 I'm not worried.
 But who're Bill and Mark?

 Little Obu, Age 5"

--==The Kthili Surveyors==--

"Did you know they're still finding old ruins and hardened bones from ancient
 times out in Kthili Sands?

 There are several groups working out there, excavating and doing surveys, 
 including the Akedemy, but the team with the most dig sites and the most
 unearthed artifacts is without a doubt the Kthili Sand Surveyors."

--==The Luck-Stick Seller==--

"It's that time of year again! Yes, the old luck-stick seller is making
 his rounds once more.

 He shows up every year in Fluorgis, right around Blackfrostm and then just
 seems to wander off...

 If you catch sight of him, be sure to buy yourself a luck-stick! Never know
 when you might get another chance!"

--==The Luck-Stick Trader==--

"It's that time of year again! Yes, the old luck-stick trader is making her
 rounds once more.

 She shows up every year in Fluorgis, right around Goldsun, and then just
 seems to wander off...

 If you've some luck-sticks knocking around when she comes, be sure to go and
 see her!

 You can swap those things for some really great stuff, you know!"

--==The Moogle Rangers (1)==--

"Kupo!!!

 So what if they're cute? They're squatting on my land! They've made a mess of
 the garden, and there's no way in the Otherworld I'll ever get those pumpkins
 growing again ...

 Kupo-po...

 If you can't beat 'em, join 'em, right? 
 Oh, I asked, but they said "You pom-pom's not fluffy enough! Sorry, kupo!"
 Can you believe it? I can't!

 What am I supposed to do?
 
 Perplexed Moogle"

--==The Moogle Rangers (2)==--

"Strange things are afoot! When I heard a sieable number of Fluorgis's fairer
 residents were off to Sant D'alsa Bluff en mass, well, I thought that the end
 had come at last.

 Imagine my surprise when I discovered that they were not abandoning our fine
 city, but instead flocking to a particular house in the Bluff where the five
 moogles known as the Moogle Rangers have taken up residence ... in the 
 garden.

 While the Moogle Rangers have not been known to partake in violent acts, 
 reports have shown that they do nothing to discourage the considerable 
 donations of gil, jewelry, and consumables given them by their smitten fans."

 Some Moogle Ranger ehtnusiasts have raided family fortunes, and even sunk 
 to thievery to fund their worship of these diminutive giants. 

 Others have been attacked by monsters en route to see the rangers, causing 
 problems of a different sort.

 Meanwhile, the fab five are headless to calls of "enough", or, indeed, the 
 three eviction notices already served them.

 With the situation coming to a head, we can only conclude that the Moogle
 Rangers' intent is malicious, and a mark request has already been issued for
 their pernicious pom-poms. 

 Dolowat, Chief Director, Fluorgis Assembly"

--==The Mother-Lord==--

"Honour to the brave adventurer who vanquished the monster known as the Lord
 of the Flowsand that long plagued the Galerria Deep.

 That came to pass but recently, yet now we hear whisperings that the beast
 has returned... How can this be?

 The reports say that the beast is bigger this time, no less. What if, they
 say, what if it is the lord's mother?"

--==The Mysterious Tower==--

"My grandma told me once that, somewhere near Graszton, there was this 
 mysterious tower that only appeared when the moon is shining.

 Oh, the stories she told of the tower!

 There were creatures strange and fantastic, and a great treasure at the
 top!

 She told me a story of a famous knight who ventured in there once, too, 
 but I forget how that one went.

 Luma, Town Gossip"

--==The Shrine of the Paling Gods==--

"Is it just me, or are there more monsters in Tramdine Fens now than ever
 before?

 The shrine to the Paling Gods there should keep those things at bay, at
 least during the daylight hours ... unless something has befallen the 
 shrine!?

--==That Pretty Man==--

"There was this guy, except he kinda looked like a lady, and he saved the 
 village!

 See, it happened at night. There was this incredible noise, and the house 
 next door collapsed.

 That's when I saw him ... or her, helping the people inside!

 My friend, he seed it with his own eyes! He was one of 'em what got 
 saved! And the pretty guy even gave him some candy! Of course, he ate the 
 candy so there's no proof of that...

 So I hear that it was some Duelhorn folks who wrecked our town, and I guess
 that guy was one of them? But I heard him er... her shouting something about
 not sacrificing the townspeople, and he sounded pretty angry. That means he
 was helping us, right?

 Crybaby Kocott"

--==The Seeker of Slaughter==--

"You know the Seeker of Slaughter?

 He's a trader in ... things. Thing is, nobody knows what those "things" are.

 What's more, you don't have to trade him anything for 'em. Just information.
 Information about battles fought, battles won, battles lost...

 He shows up ion some ruins somewhere, every year around Plumfrost.

 Not very specific, I know ... but hey, you get what you pay for.

 - Domis Streetears"

--==Tired of Your Title?==--

"An Important Notice from The Wizard D'Tidle:

 I'm sure there are some of you out there with titles won through clan trials
 that you frankly just don't need.

 Well, you've come to the right place - that is, you will have come to the
 right place when you come to see me. I can get rid of those titles so fast,
 you'll never know you had them!

 Of course, you lose the benefits of said titles as well, so give it some
 thought beforehand."

--==Trouble in Jylland==--

"Heard what everyone in Jylland is whispering? A burglar of exceptional skill
 has been hitting shop after shop across the realm.

 Restaurants, armouries, clotheries, no place is safe...

 This is nothing new to me ... but when I heard that the burglar is a monster!

 Oh, worry not. A bill will be posted soon enough.

 - Domis Streetears"

--==Wielders of the Cannon==--

"A whisper on the streets: more information is sought about a headhunting
 clan said to use strange weapons called "mage cannons," to do their violent
 work. Rumours abounds, yet none have seen this clan or their armaments,
 leaving us with naught but conjecture.

 Perhaps they lurk in the shadows, or perhaps they are nothing but a rumour.
 Either way, if you hear something, you will let us know?

 - Domis Streetears"

*********
**Seals**
*********

--==The Moon Seal==--

"An ensorcelled seal, inscribed with a moon pattern, and protected by strong
 magickal wards.

 Though it is said that the ancients worked it to keep something at bay, the
 truth of the matter has been lost in the sands of time."

--==The Star Seal==--

"An ensorcelled seal, inscribed with a star pattern, and protected by strong
 magickal wards.

 Though it is said that the ancients worked it to keep something at bay, the
 truth of the matter has been lost in the sands of time."

--==The Sun Seal==--

"An ensorcelled seal, inscribed with a sun pattern, and protected by strong
 magickal wards.

 Though it is said that the ancients worked it to keep something at bay, 
 the truth of the matter has been lost in the sands of time."

*********
**Tomes**
*********

--==The Ocktor Tome of Medicine==--

"House Ocktor has produced physicans for generations now, and their 
 accomplishments in the realm of the curing arts are innumberable.

 A collection of their techniques, "The Ocktor Tome of Medicine," has been
 called the godsbook of the profession, and there have bene no lock of 
 aspirants to glorym both principled and unprincipled, who have sought
 to claim it.

 Sadly, those who envied House Ocktor were legion. In time, they drove the
 family out of the medical profession with tarnished name, and so was the book
 of arts lost to the knowledge of man.

 That is, until Mack Ocktor, twelfth in the House Ocktor line, discovered the
 book in a hidden passageway beneath the ruins of the Ocktor Manse. The book
 is currently in his possession, its secrets once again the property of the
 family that first committed them to paper. 

------------------------------------------------------------------------------
[5.02] Rumours

Rumours are little of snippets of information that will help your gameplay.
It will teach you how the new systems and features in the game work, and it
is important that you read these. 

POSSIBLE SPOILERS

--==Loot Wanted!==--

"Attention Traders!

 Traders at the bazaar seek loot both common and rare. In exchange: unique
 arms and armour, to be made available for purchase through your local
 shopkeeper.

 Interested parties should visit their nearest shop without delay. Don't let
 the spoils of war go to waste!

 - Shopkeepers' Guild"

--==New to the Hunt==--

"There's a lot for a new hunter to wrap his head around, but at the end of
 the day, you won't quest long before you find yourself in battle.

 Luckily, the more you fight, the more experience you gain and the more
 abilities you learn, so you go into each new battle a little better prepared
 than the last. What doesn't kill you makes you stronger, eh?

 - Barman's Tip"

--==The Sights of Jylland==--

"Soaring mountains and desolate tracts of desert - you'll find all this and
 more in Jylland, the vast region that spands the continents of Loar and 
 Ordalla.

 When planning a trip, it's important to note that the Jylland calendar uses
 unique names for the months makje up the typical 240-day year.

 Greenfire, Bloodfire, and Rosefire are the spring months. The eastern skies
 glow bright in their predawn light.

 Coppersun, Goldsun, and Silversun, the summer months, are renowned for their
 brillant skies.

 Ashleaf, Mistleaf, and Emberleaf are the mothns of autumn. The turning
 leaves burn amber and gold in the dying light.

 Plumfrost, Blackfrost, and Skyfrost are the winter months, when fields of 
 snow shinie brillantly beneath the clear morning sun.

 - The Sights of Jylland, Excerpt"

--==Two Gil to Rub Together==--

"Gil may make the world go round, but I ain't seen much come round my way.
 Questing and adventuring are all well and good if you're in a clan, but 
 where does that leave me?

 Thgouht I'd try my hand at these clan trials, since I heard they don't cost
 a bloke gil. Turns out you need bleedin' clan points for 'em!

 Aye, it's a clan's world and don't let no one tell you different. Time I
 found one to join, eh?

 - Layabout Seeq"

--==The Voice of Experience==--

"We learn by doing. Experience is the key to growing more powerful. Everyone
 you bring with you onto the battlefield will gain experience for their 
 contribution. The greater the contribution, the greater the experience
 earned.

 - Barman's Tip"

--==Master of the Trade==--

"Unlike experience, everyone in your clan gains ability points whether they
 participate in battle or not.

 Ability points enable you to master the abilities imbued in equipment. Once
 mastered, you'll be able to use these abilities even if you switch 
 equipment.

 If you've mastered all the abilities conveyed by a piece of equipment, best
 equip something new so those points don't go to waste.

 - Barman's Tip"

--==Abilities==--

"You can't use any abilities until you've readied them - even using items in 
 the heat of battle require preparation. Now, most abilities fall into one of
 three flavours, action, reaction, and passive.

 Action abilities let you act in battle. You can attack without readying any
 action abilities, but not much else.

 On the other hand, reaction abilities trigger automatically when someone else
 does something to you.

 Finally, passive abilities are always around, helping you out. Some might let
 you use equipment you normally won't be able to, or boost the damage you 
 deal.

 Choose your abilities well, all even the toughest tussle's as easy as 
 wyrdhare pie.

 - Barman's Tip"

--==Go Prepared==--

"You need every advantage to succeed on the battlefield. Your equipment could
 spell the difference between victory and defeat. 

 To be sure, the strength of your weapons and armour is important. But their
 true power lies in the abilities they possess. Simply readying a piece
 imbued with an ability allows you to use that ability. Why, wear it long
 enough and you'll even master the ability.

 For the adventurer seeking ever more obscure abilities, having a variety
 of equipment at the ready is essential. Will your equipment lead -you- to
 victory?

 - Your Local Shopkeeper"

--==Lawbreaker!==--

"I hadn't set foot on a battlefield since I don't know when. There was so much
 going through my mind I'd completely forgotten items were forbidden and I 
 drank an ether. Well, there went our judge in one gulp!

 That's when things went from bad to worse. My mates were dropping left and
 right, and I couldn't even use a phoenix down or magick to raise them.

 At that point, there wasn't much the rest of us could do but turn and run. We
 took the quest again and it went well enough the second time, but my 
 clanmates still haven't forgiven me.

 - Rusty Hunter"

--==Teamwork==--

"Our clan leader likes everything to go by the book. We check the enemies'
 weaknesses, what magicks they're using, and then launch a coordinated attack.
 It's all about efficiency with her.

 Which is fine, except that she's an assassin, and assassins move fast. 
 Sometimes I think she forgets not all of us -can- dash about the battlefield.
 I have to keep a close eye on her just to keep up. Maybe it's time I got a 
 new job to put some spring back in my step.

 - Disgruntled Clan Member"

--==Itinerant Black Mage==--

"I perfer traveling alone, kupo. I can go where I want, when I want. But 
 that's not always easy for a black mage.

 Preparing for battle takes tremendous concentration. That means starting out
 each battle with no Mist to use for magick. Having to wait before casting
 my first spell can be scary, kupo!

 And that's not the worst part. It's much easier to end up surrounded when
 you're on your own. Fending off attacks from the front is hard enough, but
 what's to keep some footpad from sneaking up behind me and clubbing me on
 the pom-pom? That hurts, kupo!

 At least you can rest after a battle. I was in a tournament just the other
 day that involved a series of back-to-back melees. I had to drink an elixir
 just to stay on my feet, kupo! Lucky I had one handy, elixirs don't grow on
 trees!

 - Lonely Black Mage"

--==Introductory Magick Studies==--

"It is not enough to know the eight elements: Fire, Ice, Lightning, Water,
 Earth, Wind, Holy and Dark. One must also know the subject's resistance, or
 lack thereof, to these elements.

 Some beasts have weaknesses to specific elements, taking greater damage from 
 attacks of a certain nature. Others show resistance but are not wholly
 immune, these taking half the damage one might usually expect. Still others
 demonstrate perfect immunity, shrugging off even the mightiest of magicks.
 Finally there are those so in tune with a given element that they feed on
 its power, using that power to restore themselves.

 - Notes of a First Year Akademy Student"

--==Was that a ... Chocobo?==--

"You know the old chocobo pasture out in Muskmallow Field? Well, the other day
 I saw me a chocobo thereabouts what had a pom-pom on its head. I ain't see
 the likes of that before.

 I suppose there might've been a moogle-a-ridin' on its back, but who's to
 say?

 - Word About Town"

--==New Recruit==--

"You can't ravel far without bumping into someone looking to join a clan.

 But did you know that it's not just -where- you go but -when- that determines
 which race you're most likely to bump into?

 - Seek out humes walking Targ Wood at the turn of the new year.

 - As spring approaches, you'll find many a bangaa wandering Baptiste Hill.

 - Nu Mou seking to join the ranks of a clan show up near Graszton between
   spring and early summer.

 - The soft chirping chatter of moogles come to the Bisga Greenlands at the
   height of summer.

 - The viera gather quietly in the woods near Camoa as the leaves turn in
   autumn.

 Now you know where to go when you're looking to fill out that clan roster.

 - Pub Patron"

--==Trials and Tributes==--

"I've heard some say that earnin' a prestigious title through them clan
 trials brings out people looking to join up.

 Can't say as I'm surprised. A choice between joinin' a famous clan and one
 you never heard of ain't no choice at all.

 - Barman's Tip"

--==Trials and Privilege==--

"Looking to make a name for your clan? You might try the clan trials.

 Yeah, it'll cost you a few clan points, but what do you have to lose? Pass
 the trial, and you'll improve your clan talents. What's more, you can earn 
 new clan privileges.

 There's no other way to get new privileges. Ask me, that alone's worth the
 price of entry.

 - Pub Patron"

--==Word to the Wise==--

"So you've done a quest or two and think you know what you're about, eh? 
 Well, you may not know everything just yet. Let me give you a few pointers
 to see you stay in one piece.

 First is mimics. Who isn't taken in by the promise of untold riches that
 magicked urn or chest might hold? Well, mimics take advantage of that desire
 for all things golden, springing out to take eager adventurers unawares. So
 don't go pokin' around unless you're ready for a fight.

 Second is traps. Without a keen eye and the proper skill, you won't know 
 where they are until it's too late. But with the right preparation you
 can avoid traps, even use them to your advantage by luring enemies into 
 them.

 Third, if you have trouble remembering the first two and worst comes to 
 worst, you can always use a phoenix down to bring someone back to their
 feet.

 Take care in choosing the spot to revive them, though, or you'll be
 right back where you started.

 - Barman's Tip"

--==This is the Way!==--

"Once you've got a clan with more than a few members you can rely on, you
 can dispatch them to take care of quests while you tend to other more
 pressing matters.

 You can dispatch them straight from the pub, or make the quest and dispatch
 them later. Makes no difference.

 If you're sending peopple off on a quest they're likely to get battle in,
 make sure they're equipped good and proper first. They'll only get 
 experience for completing the quest, no for the battle. But they'll get 
 ability points, same as always.

 - Barman's Tip"

--==Intermediate Magick Studies==--

"Afflictions and Ailments

 There are a great number of debilitating magicks at the mage's disposal.
 Learning their various effects is the first step toward mastering them.

 KO
 The victim is unconscious and can neither move nor act.

 Stone
 The victim has been turned to solid stone and can neither move nor act.

 Toad
 The victim has been turned into a toad and can only move.

 Berserk
 The victim loses all control and mindlessly strikes out at his foes.

 Charm
 The victim mistakes friend for foe, attacking his allies.

 Confuse
 The vctim acts erratically, attack friend and foe alike.

 Poison
 Poison courses through the victim's body, slowly depleting his health.

 Blind
 The victim cannot see and has difficulty landing physical attacks.

 Silence
 The victim cannot speak, preventing the use of magick.

 Sleep
 The victim is in a magicked sleep and can neither move nor act.

 Immobolize
 The victim cannot move.

 Disable
 The victim cannot acy.

 Addle
 The victim forgets all knowledge of abilities.

 Slow
 The flow of time is slowed for the victim, increasing the delay between 
 actions.

 Stop
 The flow of time is stopped for the victim, preventing him from moving
 or acting.

 Oil
 A flammable oil covers the victim, rendering him vulnerable to fire-based
 attacks.

 - the Forgetful Mage, Excerpt"

--==Clan Talents==--

"Talents are one measure of a clan's success. It's important to know what
 each one means.

 Negotiation - how well you work with people.

 Aptitude - how handy you are with machinery.

 Teamwork - how well you work with your fellow clan members.

 Adaptability - how well you deal with changing situations.

 The higher your clan is rated, the better. Some petitioners won't even let 
 you accept their quests if they don't think you're talented enough to get
 the job done.

 - Lemme, Swordsman"

--==Roadblock==--

"When you're hurrying from one place to the next, the last thing you need is
 to come across a road that's been blocked off. But sooner or later it 
 happens, and there's no sense getting in a huff over it.

 Times like that, I pass a few days walking back and forth, taking in the
 scenery - what else can you do? The road's usually open by the time I 
 come back.

 - Patient Traveler"

--==The Road Less Traveled==--

"There are as many ways to travel as there are travelers. Even so, there are 
 two broad groups into which most would fit: those who think getting there is
 half the fun, or those who only thing about getting there.

 To be sure, there are many joys to be had by traveling from one location to
 the next, stopping to smell the proverbial roses.

 But when time is of the essence, it can be best to dispense with the details
 and travel by area. Which you choose is up to you.

 - Traveler's Almanac"

--==Trinkets of Summoning==--

"Trinkers of baubles that can summon mighty scions to do their possessor's 
 bidding?

 I have hard such as these exist. Yes, powerful artifacts that can claim 
 victory for their bearer when all hope seems lost.

 The power to call on creatures of myth and legend is no trivial one. One
 must be worthy of such power, or one will succumb to it.

 - Traveler from the East"

--==Advanced Magick Studies==--

"The Lesser Undead

 The dark hills and woods of the land abound with all manner of undead fiend.
 Zombies and ghosts are two of the more common, if not more deadly, variety.

 Both zombie and ghost are possessed of the ability to rise after being
 struck down, but only ghosts can teleport where they will, attacking their
 quarry from all sides.

 Cunning and luck are need in equal measure to defeat a group of the 
 creatures, as they must all be defeated at the same time in order that rites
 might be performed to prevent their rising agian.

 Those with knowledge of burial might inter a corpse during battle, and
 placing a phoenix down on the remains will likewise release the spirit to
 eternal rest.

 All would be wise to employ curative magicks and the holy healing powers of 
 potions and the like when facing these minions of the dark.

 - Bestiary of Creatures Fantastic and Rare"

--==The Highest Bidder==--

"Everyone knows that, these days, clans use the auction house to stake out
 their turf. But few remember how it came to be so.

 Back in the day, clans would battle on another to settle their claims. Well, 
 you don't need much of an imagination to know how that tune went. It
 was bleedin' chaos. 

 Walking wounded everywhere - bad for the peace. So the auction houses were
 set up to put an end to all that. Gave the clans a way to flex their muscle
 without lettin' blood.

 The authority of auction houses is recognised across Jylland, so clans that
 earn champion status over an area have tremendous influence.

 Manage to claim all the areas in a region, and a clan becomes the region
 master. Not every day that happens, though. Been years since the last time.
 Always a bid deal when it does!

 - Pub Patron"

--==Tells==--

"What enough auctions, and you start to learn how to read people's "tells":
 movements that give away what they're planning to do.

 When they're about to play a 5-coin token, they let out a cry.

 When they're about to play a 3-coin token, they strike a defensive posture.

 When they're about to play a 2-coin token, they walk back and forth.

 When they're aobut to play a 1-coin token, they get very pushy.

 When they're about to pass, they shake their head.

 If you can learn to read your opponents, you'll be sitting with the high 
 rollers in no time. Not everyone has a tell though, so don't rely on
 it too much. That's what keeps things interesting. Am I right?

 - Auction Aficionado"

--==Speed Battles==--

"Heard of speed battles, I wager. Don't know who thought 'em up, but it's not
 every battle you can win without laying a finger on your opponent.

 The rules are simple enough: the side that lands the killing blow on the mark
 wins. But just 'cause the rules are simple don't mean the battles are.

 More like than not, the mark in question's a beast foul enough to curdle the
 blood of even a seasoned hunter. Take on one of their ilk, and you take your
 life in your hands.

 - Domis Streetears Guild"

--==Passive Aggression==--

"Don't let their name fool you. Passive abilities can play a very active role
 in battle. Here are some of my personal favourites:

 Dual Wield
 A powerful ability that enables you to equip two one-handed weapons. Just
 remember that you can't dual wield polearms, claws, rapiers, or spears.

 Monkey Grip
 Enables you to equip a two-handed weapon with only one hand, freeing the
 other to hold a shield. Won't work with bows, crossbows, or hand-cannons,
 naturally.

 Doublehand
 Holding a one-handed weapon in both hands will let you put more powerful 
 behind the swing. Not much point when it comes to gloves or guns, though.

 - Barman's Tip"

--==Hale Yellows==--

"Racing chocobos begin and end with the yellow. Why? They're the easiest
 to look after, that's why!

 Must be that Choco Cure of theirs. Practically take care of themselves.

 I go out at least once a year to wrangle some wild yellows. Where? Where
 they always is!

 Targ Wood during Greenfire. Goug during Ashleaf and Skyfrost. You wouldn't
 believe the size of the herds around Goug during autumn!

 - Musings of a Chocobo Wrangler"

--==Chocobo Chivalry==--

"The job of a chocobo knight is like no other. They're able to mount 
 weakened chocobos and use the chocobo's inborn abilities.

 Pretty useful, eh? Only catch is, they have to concentrate so hard on
 controlling the chocobo, they can't use any abilties of their own.

 'Course, once they dismount, they can use abilities same as anyone else.
 But wild chocobos will bolt the first chance they get, and what's a 
 chocobo knight without a chocobo?

 Unless you're switching to a better mount, you had better think twice
 before letting your current one get away.

 - Job Connoisseur"

--==Slipping Time==--

"There are places in Jylland that aren't ... right. Not fully connected
 to our world, you might say. Step in, and in the span of a breath, a 
 month has passed. A frightful thought, that.

 Still, you could put a place like that to use, if you had a mind to.

 - Pub Patron"

--==More New Recruits==--

"Remember what I said about finding recruits from different races in 
 different seasons? Well, I've figured out a few more things to go along
 with it.

 'Round year end, the more rotund adventurers come out in the Aldanna
 Range. And if it's winged companions you're after, make for Flourgis.

 If that doesn't help you find the right person for your clan, I don't
 know what will.

 - Pub Patron"

--==Fiery Reds==--

"Once you've ridden a red chocobo, there's no going back. With fire in their
 eyes, fire in their hearts, and fire in their Choco Meteor, there's no need
 to ask why!

 But mounts this fine don't come cheap. You'll need deep pockets to count
 even one red in your stable. That is, unless you know where to look!

 Head over to Kthili Sands during the month of Ashlead. You won't have any
 trouble catching a wild red of your own!

 - Musings of a Chocobo Rider"

--==Incomparable Blacks==--

"If you ask me, nothing compares to a black choboco. Nothing! Soaring through
 the air, raining Choco Flame down from about ... what more could you ask for?

 My dearest and I each have one - both caught in the wild of course. He caught
 his two years past, during Plumfrost in the Rupie Mountains. I caught mine
 just this year, in Greenfire near the Galerria deep.

 - Musings of a Chocobo Rider"

--==Old Greens==--

"I'm a chocobo knight, newly knighted, kupo! I haven't been riding long. But I
 have the most wonderful green chocobo!

 Her Choco Esuna saved an ailing friend just the other day. She is starting to
 look a little patchy on the plumage front, though. Kupo...

 I -could- try to find a perkier one in Zedlei Forest - they like it there in
 Greenfire.

 But let's be honest, I wouldn't part with this one for the world!

 - Musings of a Chocobo Rider"

--==Plucky Browns==--

"1st of Greenfire

 Setout for Aldanna Range today. Brown chocobo is in season. Must make best 
 use of opportunity to study this most aggressive variety of the bird in its
 natural habitat. 

 Of particular interest is so-called Choco Guard ability used to defend 
 against predators. Also said to possess a truly singular scent.

 - Chocobo Scholar's Journal, Excerpt"

--==Shining Whites==--

"Have you ever seen a white chocobo? They're quite rare, kupo. I once saw one
 in the snows of northern Kerwon, but I've heard they live in the Rupie 
 Mountains of Jylland, too. There's a flurry of sightings every year in the 
 month of Greenfire. 

 They say the breed in Jylland can draw Mist from the air to restore 
 magickal energy ... What I wouldn't give to see one just once, kupo!

 - Chocobo Aficionado"

------------------------------------------------------------------------------
[6.01] The Bazaar

The Bazaar is a place where you can mix up your loot to make some decent
weapons. This is handy all over the game, especially in the beginning, since
there is a serious lack of weapons. Late in the game, this will unlock many
weapons. This is basically the cooking pot of the game. You need to mix some
metal or bones or flora or Magicite loot together to get the items. The
more items, the higher the letter you get, starting from E all the way to
the Excellent A's. 

Below is the category of the recipe, as well as what you need and the end
result. There are a lot of recipes here. 

--==Apprentice Weapons==--

Weapons used by Apprentice Fighters (Metal + Flora)

No D, C, B or A

E) Gihket Lead + Faren Pollen = Broadsword


--==Arms of the IceLord==--

Equipment imbued with powerful frost magicks (Magicite + Metal + Cloth)

No B or A

E) Zinconium + Ice Stone + Dirty Wool = Sleet Rod
D) Ice Stone + Zincatite + Aged Linen Thread = Flurry Robe
C) Ice Sigil + Leestone + Fine Wool = Chill Rod


--==Arms of the FireLord==--

Armor and weapons that burn with magick fire.
(Magicite + Metal + Bone)
No E or A

D) Zinconium + Fire Stone + Iron Caparace = Firewheel Rod
C) Fire Sigil + Leestone + Wyrm Carapace = Flame Rod
C) Fire Stone + Zincatite + Bomb Shell = Blaze Robe
B) Fire Sigil + Mysidia Alloy + Ancient Turtle Shell = Lotus Mace
B) Fire Sigil + Cursed Coin + Great Serpant's Fang = Flame Shield


--==Astrologer's Aid==--

Painstakingly carved constellations adorn this equipment.
(Magicite + Metal + Bone)

No E, D or A

C) Tarkov Crystal + Adamantite + Star Fragments = Stardust Rod
B) Low Arcana + Zodiac Ore + Star Fragments = Empyreal Armband / Star Armlet


--==Battle-Hardened Armour==--

Many a swordsman has gone to battle clad in one of these armours. That so many
return is all you need know of their quality (Metal + Skin + Flora)

E) Clock Gear + Tanned Hide + Ladie's Tresses = Chainmail
D) Gikhet Lead + Prime Tanned Hide + Moon Bloom = Brigandine
C) Orichalcum + Pink Tail + Leucojum = Wygar
B) Mysidia Alloy + Prime Tanned Hide + Magick Fruit = Rubber Suit
A) Einherjarium + Pink Tail + Aurea Pollen = Templar Cloth


--==Battle-Hardened Staves==--

(Flora + Wood + Philtre)
No E, D, C or B

A) Four-Leaf Clover + Gurnat + Hero's Tonic = Cheer Staff


--==Battle-Tested Bracers==--

Bracers so well crafted, you'll think of them as a second skin. 
(Metal + Skin + Bone)

No E or D

C) Zincatite + Quality Hide + Dragon Bone = Bracers
B) Platinum + Tanned Tyrant Hide + Wyrm Carapace = Gauntlets
A) Gemsteel + Tanned Beast Hide + Blood-Darkened Bone = Bone Armlets


--==Battle-Tested Swords==--

Though the design of these swords might not be cutting-edge, rest assured
the blades are. (Magicite + Metal + Bone)

No A

E) Tarkov Crystal + Zinconium + Dragon Bone = Lionheart
D) Body Ceffyl + Platinum + Zingu Pearl = Ragnarok Knightsword
C) Soul Ceffyl + Platinum + Cod Scale = Lohengrin Knightsword
B) Tarkov Crystal + Platinum + Cod Scale = Arch Sword


--==Battle Gear==--

Equipment made for battle and battle alone (Magicite + Metal + Skin)

No C, B or A

E) Wind Stone + Dipraeu Bronze + Rat Pelt = Battle Boots
D) Tarkov Crystal + Cursed Coin + Quality Pelt = Battle Bamboo


--==Bauble==--

A stylish accessory for the lady adventurer who has everything. 
(Magicite + Skin + Bone)

No E, D, C or A

B) Tarkov Crystal + Coeurl Pelt + Blood-Darkened Bone = Scarab Charm


--==Black-Stained Armour==--

A smith's hands are always strong, but seldom clean (Metal + Philtre + Cloth)

No E or A

D) Dipraeu Bronze + Green Liquid + Silk Thread = Platemail
C) Adamant Alloy + Malboro Wine + Superior Silk Thead = Carbineer Mail / 
   Carbini Mail
B) Adamantite + Silver Liquid + White Thread = Dragon Mail


--==Black Vestments==--

These striking armours are darker than a moonless night 
(Magicite + Skin + Cloth)

No E, D or A

C) Mind Ceffyl + Quality Pelt + Black Thread = Black Robe
B) Darklord Crystal + Prime Tanned Hide + Black Thread = Black Hat


--==Blood-Red Gem==--

This accessory is set with precious red gemstones. (Magicite + Metal + Skin)

No E, D, B or A

C) Body Ceffyl + Zodiac Ore + Pink Tail = Ruby Earring


--==Bronze Armour==--

Handy-Looking Bronze Armour (Metal + Flora)

No D, C, B or A

E) Gikhet Lead + Cactus Fruit = Bronze Armour

--==Bulky Robes==--

Long-hemmed robes tailored from thick cloth (Magicite + Skin + Cloth)

No C

E) Tarkov Crystal + Rabbit Pelt + Silk Thread = Silken Robe
D) Earth Stone + Coeurl Pelt + Soft Cotton = Chameleon Robe / Mistle Robe
B) Storm Sigil + Prime Pelt + Rainbow Thread = Luminous Robe / Light Robe
A) High Arcana + Pink Tail + Rainbow Thread = Lordly Robe


--==Colossal Sword==--

Few can heft this gigantic sword. (Metal + Skin + Flora)

No D, C, B or A

E) Cruzle Brass + Chocobo Skin + Nepenthis = Samson Sword


--==Cracked Staves==--

Cracks run through the grips of these formidable staves. 
(Magicite + Timber + Philtre)

No E or D

C) Mind Ceffyl + Divariwood + Strange Liquid = Serpant Staff / Snake Staff
B) Fire Sigil + Pagoda Wood + Fiend's Blood = Pomegranate Staff
A) Lightwing Crystal + Mahbeny + Crusader Tonic = Nirvana Staff


--==Crystal Gear==--

(Metal + Philtre + Cloth)

No E, D or C

B) Mysidia Alloy + Crusader Tonic + Windslicer Pinion = Materia Armour
A) Mythril + Hero Tonic + Demon Feather = Materia Blade


--==Cursed Armour==--

A disquieting pall hangs over these armours (Bone + Philtre + Cloth)

No E, D or C

B) Skull + Fiend's Blood + Demon Feather = Reaper's Robe
A) Blood-Darkened Bone + Fiend's Blood + Demon Feather = Ensanguined Shield


--==Dog-Eared Cards==--

Magick cards to trump your foes on the battlefield. (Skin + Flora + Philtre)

E) Rat Tail + Recall Grass + Yellow Liquid = Four of Spades
D) Giant's Tanned Gide + Onion + Silver Liquid = Eight of Hearts
C) Cockatrice Skin + Magick Fruit + Yellow Liquid = Jack of Diamonds
C) Prime Pelt + Hedychium + Silver Liquid = Queen of Clubs
C) Prime Tanned Hide + Malboro Flower + Clear Sap = King of Hearts
C) Pink Tail + Onion + Unpurified Ether = Ace of Spades
B) Tanned Beast Hide + Malboro Flower + Putrid Liquid = Six of Diamonds
B) Cockatrice Skin + Screamroot + Strange Liquid = Two of Clubs
A) Cockatrice Skin + Aurea Pollen + Fiend's Blood = Joker


--==Exotic Armour==--

Armour wrought by the art of distant lands (Skin + Bone + Timber)

No E or D

C) Tyrant Hide + Aged Turtle Shell + Wyrmtwig = Genji Gloves
C) Tanned Beast Hide + Coral Fragments + Godwood = Genji Helm
B) Tanned Beast Hide + Ancient Turtle Shell + Wyrmtwig = Genji Shield
A) Prime Tanned Hide + Beastlord Horn + Kuraisle Boxwood = Genji Armour


--==Faded Caps==--

These capes have lost some of their original colour (Magicite + Skin + Cloth)

No A

E) Fire Stone + Rabbit Pelt + Wool = Circlet
D) Soul Ceffyl + Tanned Hide + Velvet = Wizard's Hat
C) Dark Stone + Tanned Tyrant Hide + Windslicer Pinion = Thief's Cap
B) Storm Sigil + Quality Pelt + Rainbow Thread = Tiara


--==Faerie Set==--

Arms reumoured to be crafted by woodland spirits (Bone + Timber + Cloth)

Not E, D or C

B) Airaune Drill + Mahbeny + Faerie Wing = Faerie Harp
A) Star Fragments + Stradivari + Faerie Wing = Faerie Shoes


--==Feathered Boots==--

Boots so light you'll find yourself checking to see if you're still wearing
them. (Magicite + Skin + Cloth)

Not E, D or B

C) Windgod Crystal + Rabbit Tail + Bat Wing = Winged Boots
A) Windgod Crystal + Prime Tanned Hide + Windslicer Pinion = Galmia Boots


--==Fencing Foils==--

The narrow blades of these foils bend like a whip when swung 
(Magicite + Metal + Timber)

E) Sanative Needle + Earth Stone + Birch = Estoc
D) Sanative Needle + Ice Stone + Moonwood = Flamberge
C) Body Ceffyl + Einherjarium + Kempas = Gupti Apa
B) Snowcat Crystal + Moon Ring + Mahbeny = Madu
A) Firebird Crystal + Bundle of Needles + Kuraisle Boxwood = Femme Fatale


--==Flash of Dawn==--

These weapons shine with a brilliant light. (Magicite + Metal + Bone)

No C, B or A

E) Soul Ceffyl + Cruzle Brass + Bomb Shell = Sun Blade
D) Fire Stone + Adamant Alloy + Bomb Shell = Rising Sun


--==Flower of the Sun==--

The hilt of this elegant sword is wrought in the likeness of a sunflower.
(Magicite + Metal + Bone)

No E, D, C or B

A) High Arcana + Scarletite + Emperor scale = Tournesol Greatsword

--==Forgotten Firearms==--

These heavyn firearms have fallen out of fashion in recent years
(Metal + Bone + Philtre)

E) Clock Gear + Iron Carapace + Cloudy Sap = Omnis Cannon
D) Clock Gear + Sturdy Bone + Foul Liquid = Supernal Ray
D) Clock Gear + Battlewyrm Carapace + Yellow Liquid = Ligatur
D) Clock Gear + Dragon Bone + Bitter Sap = Diklum
C) Clock Gear + Coral Fragments + Sweep Sap = Massive Bazooka
C) Clock Gear + Aged Turtle Shell + Fiend's Blood = Brevis
B) Clock Gear + Skull + Putrid Liquid = Dromaeo
B) Clock Gear + Great Serpant's Fang + Fiend's Blood = Guang Cannon
A) Bundle of Needles + Ancient Turtle Shell + Strange Liquid = Rocket Punch


--==Formidable Flora==--

(Metal + Flora + Philtre)
No E, D or B

C) Gemsteel + Onion + Crusader Tonic = Onion Sword
A) Mysidia Alloy + Screamroot + Clear Sap = Mandragora


--==Gift of Stone==--

Equipment beautiful and deadly to behold (Metal + Bone + Philtre)

No B or A

E) Zinconium + Pointed Horn + Bitter Sap = Diamond Sword
D) Adamant Alloy + Zingu Pearl + Bitter Sap = Diamond Helm
C) Dipraeu Bronze + Battlewyrm Carapace + Sweep Sap = Diamond Armour


--==Gilt Accessories==--

These accessories gleam with gold. (Magicite + Metal + Flora)

No E or A

D) Tarkov Crystal + Crusite Alloy + Pearl Moss = Gold Hairpin
C) Low Arcana + Crusite Alloy + Hedychium Pollen = Golden Amulet
B) Mind Ceffyl + Moon Ring + Goldcap = Golden Skullcap / Acacia Hat


--==Gilt Armour==--

The beauty of these golden armours would make even a bloodraged berserker
catch his breath. (Metal + Skin + Flora)

No E, C or A

D) Dipraeu Bronze + Tyrant Hide + Tomato Stalk = Golden Armour
B) Gemsteel + Prime Tanned Hide + Goldcap = Golden Axe


--==Grab Bag==--

An assortment of mystery weapons. Who knows what you'll get? 
(Metal + Timber + Cloth)

No A

E) Cruzle Brass + Agathis + Ahriman Wing = Tonfa
E) Zincatite + Cottonflue + Soft Cotton = Conch Shell
D) Platinum + Aged Linen Thread + Birch = Kwigon Blade
D) Dipraeu Bronze + Cottonflue + Superior Silk Thread = Oblige Greatsword
C) Damascus + Rose Branch + Bat Wing = Satyr Flute
C) Damascus + Wyrmtwig + Windslicer Pinion = Fanatic Pole
B) Gemsteel + Qunice + Spider Silk = Perseus Bow


--==Greatbows==--

Lavishly decorated bows of unsurpassed size (Magicite + Timber + Cloth)

No B

E) Wind Stone + Danbukwood + Ahriman Wing = Cranequin
D) Water Sigil + Agathis + Silk Thread = Hunting Bow
D) Wind Sigil + Kuraisle Boxwood + Faerie Wing = Elfin Bow / Fey Bow
C) Wind Sigil + Pagoda Wood + Bat Wing = Marduk
A) Lightwing Crystal + Kuraisle Boxwood + Windslicer Pinion = Seventh Heaven


--==Greatswords==--

It's impossible to lift these imposing swords with only one hand, much less
swing them (Metal + Bone + Timber)

E) Cruzle Brass + Animal Bone + Waltwood = Barong
E) Xergis Tin + Insect Husk + Birch = Xankbras
D) Sanative Needle + Pointed Horn + Spruce = Ancient Sword
D) Gikhet Lead + Iron Carapace + Mape Wood = Dagriohm
C) Zodiac Ore + Skull + Quality Lumber = Zweihander
C) Zodiac Ore + Zingu Pearl + Pagoda Wood = Ogrenix
B) Orichalcum + Emperor Scale + Kuraisle Boxwood = Vigilante
A) Scarletite + Beastlord Horn + Godwood = Master Sword


--==Grime-Stained Gloves==--

Grit and metal shavings cover the surface of these gloves 
(Magicite + Metal + Skin)

E) Zinconium + Earth Stone + Wolf Pelt = Metal Kunckles
D) Xergis Tin + Bat Tail + Dark Stone = Poison Kunckles
C) Adamant Alloy + Storm Stone + Giant's Tanned Hide = Kaiser Kunckles
B) Stormsoul Crystal + Bundle of Needles + Cockatrice Skin = Magick Hands
A) Waterwyrd Crystal + Gold Chalice + Tanned Beast Hide = Gleisburst / 
   Greaseburst Knuckles


--==Hair Adornments==--

(Bone + Flora + Timber)

No E, D or A

C) Coral Fragments + Four-Leaf Clover + Pagoda Wood = Cachusha
B) Airaune Drill + Kalos + Gurnat = Barette


--==Hallowed Arms==--

The names of the gods have been spoken over these weapons, cleansing them of
evil (Magicite + Timber + Philtre)

No E or B

D) Holy Stone + Waltwood + Healing Water = Healing Staff
D) Holy Stone + Waltwood + Crusader Tonic = Cleansing Staff
C) Waterwyrd Crystal + Rose Branch + Unpurified Ether = Life Crosier
A) Lightwing Crystal + Godwood + Hero Tonic = Zeus Mace


--==Heavy Bows==--

These large bows are taller than men, and almost as heavy 
(Metal + Bone + Timber)

No E

D) Damascus + Sturdy Bone + Danbukwood = Twin Bow
C) Zodiac Ore + Gimble Stalk + Kuraisle Boxwood = Master Bow
B) Zincatite + Alraune Drill + Quality Lumber = Gastrophetes / Gastra Bow
A) Mysidia Alloy + Blood-Darkened Bone + Wyrmtwig = Max's Oathbow


--==Heavy Maces==--

Sturdy Maces, befitting a powerful mage (Magicite + Metal + Flora)

No E

D) Dark Stone + Zinconium + Succulent Fruit = Energy Mace
C) Fire Stone + Zinconium + Whisperweed = Druid Mace
B) Windgod Crystal + Mysidia Alloy + Kalos = Morning Star
A) Wing Sigil + Crusite Alloy + Aurea Pollen = Scorpion Tail

--==Heavy Swords==--

Swinging one of these huge, heavy swords is like swinging a sheet of solid
iron (Magicite + Metal + Skin)

E) Wind Stone + Zinconium + Rat Pelt = Falchion
E) Earth Stone + Gihket Lead + Wolf Pelt = Predator
D) Wind Stone + Zodiac Ore + Tanned Hide = Stribog
D) Water Stone + Zodiac Ore + Coeurl Pelt = El-Cid
C) Tarkov Crystal + Adamantite + Tanned Beast Hide = Claymore
C) Earth Sigil + Zodiac Ore + Giant's Tanned Hide = Beastsword
B) High Arcana + Adamantite + Tanned Beast Hide = Rhomphaia
A) Waterwyrd Crystal + Scarletite + Prime Pelt = Estrella / Estreledge


--==Hurdy's Request==--

The instrument Hurdy asked you to bring him. (Flora + Timber)

No E, D or C

B) Spiral Vine + Strawood = Brilliant Theorbo
A) Flutegrass + Strawood = Shining Lute

--==Ill-Tuned Instruments==--

These instruments are all slightly out of tune (Metal + Bone + Timber)

No C or A

E) Gikhet Lead + Skull + Danbukwood = Demon Bell
D) Cruzle Brass + Skull + Moonwood = Glass Bell
D) Trusty Frying Pan + Aged Turtle Shell + Mape Wood = War Trumpet
B) Einherjarium + Star Fragments + Kempas = Frigid Viol


--==Iron Armour==--

Armour that places function before form (Metal + Bone)

No C, B or A

E) Trusty Frying Pan + Turtle Shell = Iron Helm
D) Trusty Frying Pan + Zingu Pearl Shell = Iron Armour


--==Lethal Blades==--

One glance at these razor-shape blades is all it takes to measure their
quality (Magicite + Metal + Bone)

No A

E) Wind Stone + Gikhet Lead + Animal Bone = Sweep Blade
D) Water Stone + Xergis Tin + Gimble Stalk = Ogun Blade
D) Water Stone + Cruzle Brass + Zingu Pearl Shell = Pearl Blade
C) Storm Stone + Zodiac Ore + Lamia Scale = Paraiba Blade
B) Darklord Crystal + Crusite Alloy + Vampyr Fang = Ebon Blade


--==Light Blades==--

Well-made knives rely not on the strength of their welder, but on his skill
(Metal + Bone + Philtre)

No B

E) Xergis Tin + Insect Husk + Malboro Wine = Rondel / Rondell Dagger
D) Damascus + Bomb Shell + Foul Liquid = Khukuri
C) Orichalcum + Alraune Drill + Bitter Sap = Orichalcum Dirk
A) Scarletite + Wyvern Fang + Putrid Liquid = Tonberrian


--==Maelstrom's Might==--

Watch these weapons long enough and you'll see a spark of lightning shoot 
along the surface (Magicite + Flora + Timber)

No D, B or A

E) Storm Stone + Recall Grass + Waltwood = Judicer's Staff
C) Storm Stone + Spiral Vine + Divariwood = Nike Bow


--==Magicked Protectives==--

The magick in these pieces enhances the natural abilities of the mage who 
wears them (Magicite + Flora + Cloth)

No D or A

E) Tarkov Crystal + Tiny Mushrooms + Soft Cotton = Magus Robe
C) Mind Ceffyl + Four-Leaf Clover + Small Feather = Magick Ring
B) Darklord Crystal + Magic Fruit + Bat Wing = Magick Robe


--==Malodorous Bow==--

A splendid bow, really, if you can get past the stench. 
(Flora + Timber + Philtre)

No E, D, C or B

A) Malboro Vine + Godwood + Malboro Wine = Malbow


--==Mark of the Goddess==--

Goddesses in ancient days were said to favour these armours 
(Magicite + Metal + Flora)

No E or A

D) Holy Stone + Mysidia Alloy + Pearl Moss = Save the Queen
C) Mind Ceffyl + Gemsteel + Moon Bloom = Artemis Bow
B) High Arcana + Dipraeu Bronze + Spiral Vine = High Arcana


--==Mirrored Gear==--

This polished equipment relfects even the faintest light 
(Magicite + Metal + Cloth)

No E or A

D) Storm Sigil + Zincatite + Faerie Wing = Epee-prisme / Epeprism
C) Storm Sigil + Platinum + Windslicer Pinion = Mirror Mail
B) Mind Ceffyl + Gemsteel + Rainbow Thread = Mirage Vest


--==Moldy Tomes==--

These old books smell faintly of mold (Flora + Timber + Philtre)

E) Succulent Fruit + Waltwood + Foul Liquid = Mage Manual
E) Silk Bloon + Cottonflue + Foul Liquid = Battle Folio
D) Ladie's Tresses + Quality Lumber + Foul Liquid = Urutan Annals
D) Marriom Heather + Quality Lumber + Malboro Wine = The Arnath Glyphs
C) Tiny Mushrooms + Kempas + Strange Liquid = Enavia Chronicles
C) Hedychium Pollen + Kempas + Yellow Liquid = Veil of Wiyu
B) Kalos + Quince + Strange Liquid = Tome of Ending
A) Screamroot + Stradivari + Putrid Liquid = Edaroya Scriptures


--==Mystic Arms==--

Words honouring the gods ornament these blessed arms 
(Magicite + Metal + Timber)

No E, D or B

C) Soul Ceffyl + Platinum + Diviriwood = Staff of Blessings
A) Lightwing Crystal + Mythril + Wyrmtwig = Angel Ring


--==Night's Embrace==--

The spirits of darkness stir in these jet-black pieces 
(Magicite + Metal + Bone)

E) Dark Stone + Zinconium + Skull = Apocalypse Knightsword
D) Dark Stone + Zincatite + Skull = Black Quena
C) Dark Stone + Crusite Alloy + Blood-Darkened Bone = Bone Plate
B) Darklord Crystal + Adamantite + Vampyr Fang = Death Claws
A) Darklord Crystal + Mythril + Vampyr Fang = Heretic Rod


--==Ornamented Blades==--

An instrument of death need not look the part. (Metal + Bone + Philtre)

No B or A

E) Sanative Needle + Lamia Scale + Fresh Water = Stinger
D) Sanative Needle + Molting + Fresh Water = Fleuret
C) Sanative Needle + Sturdy Bone +  Aqua Galac = Mage Masher
C) Trusty Frying Pan + Zingu Pearl + Aqua Galac = Joyeuse


--==Ornamented Bows==--

The sensuous curve of these bows is to die for. (Bone + Flora + Timber)

E) Molting + Sturdy Vine + Mape Wood = Longbow
E) Animal Bone + Sturdy Vine + Red Geeps = Char Bow
D) Sturdy Bone + Spiral Vine + Kepmas = Thorn Bow
C) Spiral Incisor + Malboro Vine + Gurnat = Nail Bow
B) Aged Turtle Shell + Spiral Vine + Quince = Yoichi Bow
B) Great Serpant's Fang + Suspect Mushroom + Kuraisle Boxwood = Target Bow
A) Beastlord Horn + Aurea Pollen + Mahbeny = Crescent Bow


--==Ornamented Spears==--

These elegant spears serve as well on the parade ground as the battleground
(Metal + Bone + Cloth)

E) Xergis Tin + Animal Bone + Wool = Javelin
D) Dipraeu Bronze + Wyrm Carapace + Velvet = Partisan Spear
C) Crusite Alloy + Vampyr Fang + Black Thread = Kain's Lance
B) Moon Ring + Cod Scale + Wyvern Wing = Trident
A) Einherjarium + Wyvern Fang + Wyvern Wing = Dragon Whisker


--==Ounce of Prevention==--

Accessories enchanted with magicks to ward against ill health. 
(Magicite + Philtre + Cloth)

No E, D, C or A

B) Low Arcana + Crusader Tonic + Rainbow Thread = Orb of Minwu / Minwu Gem


--==Power Within==--

These pieces tap the inner strength of their owner. (Magicite + Metal + Skin)

No E, D or B

C) Mind Ceffyl + Damascus + Tanned Tyrant Hide = Colichemarde
A) Stormsoul Crystal + Platinum + Prime Pelt = Judicer's Coat / Judge Coat


--==Pride of the Templar==--

Only select members of the templar are chosen to wield these long, elegant
blades. (Magicite + Metal + Philtre)

No E, D or B

C) High Arcana + Mysidia Alloy + Crusader Tonic = Excalibur Knightsword
A) Lightwing Crystal + Mythril + Hero Tonic = The Fallen Angel Knightsword


--==Pugilist's Gear==--

Equipment used by Career Fighters (Metal + Skin + Flora)

No A

E) Trusty Frying Pan + Rabbit Tail + Power Fruit = Headband
D) Damascus + Prime Pelt + Pearl Moss = Jujitsu Gi / Judo Robe
C) Mysidia Alloy + Giant's Tanned Hide + Onion = Power Sash
B) Adamantite + Tanned Beast Hide + Kalos = Tiger Fangs


--==Rimebound Gear==--

A thin layer of frost covers these weapons and armour 
(Magicite + Metal + Bone)

No A

E) Ice Stone + Sanative Needle + Fury Fragments = Ice Lance
D) Ice Stone + Adamant Alloy + Molting = Icebrand
C) Ice Stone + Zodiac Ore + Vampyr Fang = Ice Shield
B) Ice Stone + Mythril + Blood-Darkened Bone = White Fangs Knuckles


--==Roadworn Boots==--

Adventurers have long favoured these sturdy boots (Magicite + Skin + Cloth)

No E

D) Fire Stone + Wolf Pelt + Fine Wool = Spiked Boots
C) Wind Sigil + Rabbit Tail + Superior Silk Thread = Sprint Shoes / Dash Boots
B) Earthwyrm Crystal + Tyrant Hide + Spider Silk = Germinas Boots
A) Stormsoul Crystal + Tanned Beast Hide + Demon Feather = Gaius Caligae / 
   Caligula


--==Rust-Stained Guns==--

Rust mars the barrel of these guns, but the imperfection is only 
superficial (Magicite + Metal + Philtre)

No A

E) Wind Stone + Sanative Needle + Cloudy Sap = Aiot Gun
D) Storm Stone + Clock Gear + Green Liquid = Riot Gun
D) Wind Stone + Gun Gear + Yellow Liquid = Lost Gun
C) Ice Sigil + Gun Gear + Foul Liquid = Giot Gun
B) Fire Sigil + Moon Ring + Strange Liquid = Longbarrel
B) Earth Sigil + Moon Ring + Silver Liquid = Peacemaker
B) Ice Sigil + Moon Ring + Clear Sap = Outsider
B) Earth Stone + Gun Gear + Silver Liquid = Chaos Rifle


--==Rust-Stained Helms==--

"The mirror finish of his helm flahsed as he charged, and I could not help 
but smile - another noble fresh from the Akademy." (Metal + Bone + Philtre)

No C or A

E) Adamant Alloy + Crooked Fang + Green Liquid = Barbut
D) Adamant Alloy + Bone Chips + Malboro Wine = Close Helmet
B) Crusite Alloy + Blood-Darkened Bone + Strange Liquid = Hanya Mask
B) Crusite Alloy + Beastlord Horn + Foul Liquid = Giant's Helmet / Parade Helm


--==Sacred Arms==--

Swords bestowed with the blessing of the divine (Magicite + Metal + Philtre)

No E or D

C) Holy Stone + Crusite Alloy + Clear Sap = Vitanova Sword
C) Holy Stone + Adamantite + Unpurified Ether = Godhand Knuckles
B) Holy Stone + Gold Chalice + Sweet Sap = Heal Chime
B) Lightwing Crystal + Gemsteel + Strange Liquid = Ama-no-murakumo Katana
A) Lightwing Crystal + Bundle of Needles + Aqua Galac = Zanmato Katana


--==Sage's Bequest==--

Arms accorded the wisest of men (Magicite + Metal + Timber)

No E or D

C) Holy Stone + Leestone + Rose Branch = Sage Crosier
B) High Arcana + Gold Chalice + Godwood = Staff of the Magi
A) High Arcana + Gold Chalice + Stradivari = Sage's Robe


--==Seal of the Templar==--

This equipment prominently bears the templar seal (Magicite + Metal + Bone)

No E, D or A

C) Low Arcana + Dipraeu Bronze + Wyrm Carapace = Maximilian Armour
B) Holy Stone + Mythril + Star Fragments = Templar Shield


--==Sharp-Edged Katana==--

These keen Blades are masterfully forged (Magicite + Metal + Flora)

E) Earth Stone + Xergis Tin + Prima Petal = Kunai
D) Fire Stone + Xergis Tin + Suspect Mushroom = Ashura
D) Water Sigil + Zincatite + Leucojam = Osafune
C) Body Ceffyl + Moonring + Goldcap = Kotetsu
C) Earth Sigil + Einherjarium + Hedychium Pollen = Kiku-ichimonji
C) Wind Sigil + Adamantite + Spiral Vine = Nosada
B) Earth Sigil + Moon Ring + Kalos = Adazakura
B) Fire Sigil + Crusite Alloy + Goldcap = Sumihomura
A) Low Arcana + Gun Gear + Screamroot = Ragetsu-denbu


--==Shattered Claws==--

Once broken, these claws have been repaired to function like new.
(Metal + Skin + Philtre)

No E, C or A

D) Zincatite + Giant's Tanned Hide + Cloudy sap = Dream Claws
B) Mythril + Quality Hide + Sweet Sap = Cat Claws


--==Sign of the Guardian==--

Gear ideal for shoring up your defences (Magicite + Metal + Bone)

No A

E) Water Stone + Cruzle Brass + Coral Fragments = Staff of Protection
E) Tarkov Crystal + Zinconium + Turtle Shell = Armguards
D) Wind Stone + Zinconium + Fury Fragments = Defender
C) Body Ceffyl + Dipraeu Bronze + Battlewyrm Carapace = Fortune Ring
B) Body Ceffyl + Damascus + Beastlord Horn = Crown Scepter / Princess Rod


--==Silver Death==--

Weapons and Armour cast with large quantities of Silver 
(Magicite + Metal + Bone)

No A

E) Ice Sigil + Platinum + Insect Husk = Silver Sword
D) Wind Stone + Zincatite + Wyrm Carapace = Silver Bow
C) Dark Stone + Clock Gear + Zingu Pearl Shell = Silver Cannon
C) Holy Stone + Trusty Frying Pan + Mirror Scale = Silver Rapier
B) Mind Ceffyl + Crusite Alloy + Alraune Drill = Silver Coat / Samite Coat


--==Silver-Sheened Armour==--

Beautifully polished pieces of metal armour. (Metal + Flora + Philtre)

No E or A

D) Platinum + Peppergrass + Green Liquid = Platinum Helm
C) Platinum + Leucojam + Silver Liquid = Platinum Shield
B) Platinum + Hedychium + Yellow Liquid = Platinum Armour


--==Smallswords==--

Conveniently Sized Short Swords (Metal + Bone + Flora)

No A

E) Gihket Lead + Animal Bone + Cactus Fruit = Kard
E) Xergis Tin + Pointed Horn + Ball Moss = Scramasax
D) Gikhet Lead + Sturdy Bone + Tomato Stalk = Kris Knife
C) Zincatite + Blood-Darkened Bone + Hedychium Pollen = Zwillblade
C) Damascus + Spiral Incisor + Kalos = Cinquedea
B) Crusite Alloy + Spiral Incisor + Four-Leaf Clover = Jambiya


--==Solid Hammers==-

These hammers boast Massive Heads (Metal + Timber + Philtre)

No A

E) Xergis Tin + Spruce + Fresh Water = Iron Hammer
D) Cruzle Brass + Cottonflue + Cloudy Sap = War Hammer
C) Cursed Coin + Gurnat + Yellow Liquid = Sledgehammer
B) Scarletite + Quince + Unpurified Ether = Mjolnir


--==Soot-Stained Shields==--

Straight from the forge, these shields still bear the mark of the fire which
bore them (Metal + Skin + Bone)

E) Cruzle Brass + Quality Pelt + Lamia Scale = Round Shield
D) Gemsteel + Tanned Tyrant Hide + Spiral Incisor = Ageis Shield
C) Damascus + Chocobo Skin + Alraune Drill = Chocobo Shield
B) Adamantite + Pink Tail + Ancient Turtle Shell = Shield of the Four
A) Scarletite + Tyrant Hide + Wyvern Fang = Reverie Shield


--==Stealth Set==--

Equipment that enables the user to pass unseen (Skin + Bone + Cloth)

No D or A

E) Bat Tail + Molting + Large Feather = Shadow Blade
C) Quality Hide + Emperor Scale + Giant Feather = Black Garb / Dark Gear
C) Rabbit Tail + Emperor Scale + Faerie Wing = Ninja Gear
B) Rabbit Tail + Battlewyrm Carapace + Windslicer Pinion = Brigand's Gloves / 
   Thief Armlets
B) Prime Tanned Hide + Wyvern Fang + Demon Feather = Ninja Tabi


--==Steel of the Living Flame==--

The metal of these weapons is warm to the touch (Magicite + Metal + Bone)

No C or B

E) Soul Ceffyl + Xergis Tin + Bomb Shell = Venus Blade
E) Soul Ceffyl + Sanative Needle + Bomb Shell = Scarlet Rapier
D) Fire Stone + Cruzle Brass + Animal Bone = Lava Spear
D) Fire Stone + Cruzle Brass + Zingu Pearl = Flametongue Sword
A) Firebird Crystal + Moon Ring + Vampyr Fang = Soulsaber


--==Storm-Forged Armaments==--

Arms and armour infused with lightning magick. (Magicite + Metal + Flora)

No E or A

D) Storm Stone + Zinconium + Sturdy Vine = Thunder Rod
C) Storm Stone + Leestone + Silk Bloom = Thunder Robe
B) Storm Sigil + Leestone + Kalos = Thor Rod


--==Strength of Earth==--

Arms imbued with powerful earth magicks (Magicite + Timber + Cloth)

No A

E) Earth Stone + Spruce + Aged Linen Thread = Huntsman's Bow
D) Earth Stone + Agathis + Spider Silk = Terre Rod
C) Earth Sigil + Rose Branch + Fine Wool = Gaia Gear
B) Earth Sigil + Gurnat + Wyvern Wing = Arbalast


--==Sundry Sabers==--

The blades of these swords curve gracefully backward 
(Magicite + Metal + Flora)

No E

D) Earth Stone + Dipraeu Bronze + Hedychium = Shamshir Saber
C) Water Sigil + Gemsteel + Suspect Mushroom = Harpe Saber
B) Ice Steel + Gemsteel + Four-Leaf Clover = Manganese Saber
A) Earth Sigil + Adamantite + Aurea Pollen = Talway Saber


--==Survival Set==--

Rugged equipment designed to see its owner through the most hard fought
battles (Metal + Skin + Flora)

No A

E) Gihket Lead + Snake Skin + Tiny Mushrooms = Jackknife
D) Cursed Coin + Tiger Hide + Malboro Vine = Green Beret
C) Gun Gear + Tiger Hide + Power Fruit = Survival Vest
B) Bundle of Needles + Prime Pelt + Tomato Stalk = Survivor Knuckles


--==Swords of Destruction==--

Some swords are forged to keep the peace, others to shatter it
(Metal + Bone + Timber)

No B or A

E) Zodiac Ore + Great Serpant's Fang + Danbukwood = Hardedge
D) Adamant Alloy + Sturdy Bone + Moonwood = Swordbreaker
C) Gemsteel + Mirror Scale + Red Geeps = Luabreaker


--==Tempting Fate==--

Most would think carefull before wielding weapons of such ill omen.
(Magicite + Metal + Bone)

No E or B

D) Dark Stone + Clock Gear + Blood-Darkened Bone = Hades Bow
C) Dark Stone + Cursed Coin + Spiral Incisor = Blood Sword
A) Darklord Crystal + Gold Chalice + Vampyr Fang = Diabolique


--==The Drowned==--

The surface of these weapons is slich with moisture 
(Magicite + Metal + Philtre)

No B or A

E) Water Stone + Xergis Tin + Healing Water = Murasame Katana
D) Water Stone + Dipraeu Bronze + Healing Water = Aqua Saber
C) Water Sigil + Moon Ring + Healing Water = Spring Staff


--==Threadbare Clothes==--

(Magicite + Skin + Cloth)

No E, D, C or B

A) Lightwing Crystal + Prime Tanned Hide + Wyvern Wing = Ever Robe / Onlyone

--==Thunder's Cry==--

These weapons emit a sound like a Thunderclap when swung througn the air.
(Magicite + Metal + Flora)

No B or A

E) Soul Ceffyl + Gihket Lead + Faren Pollen = Atomos Blade
D) Storm Stone + Cruzle Brass + Telaq Flower = Gae Bolg
C) Storm Sigil + Zodiac Ore + Hedychium = Vajra


--==Time-Tested Rods==--

These old rods have proven their use time and again. 
(Magicite + Metal + Flora)

No E or C

D) Body Ceffyl + Leestone + Marriom Heather = Force Rod
B) Mind Ceffyl + Mysidia Alloy + Magick Fruit = Lilith Rod
A) Fire Sigil + Moon Ring + Magick Fruit = Bomb Arm


--==Trendy Clothes==--

(Skin + Bone + Philtre)

No E, D, C or B

A) Prime Pelt + Emperor Scale + Putrid Liquid = Galmia Frock
A) Prime Tanned Hide + Emperor Scale + Putrid Liquid = Brint Frock


--==Turquoise Trappings==--

The subtle shades of blue and green in these weapons are a delight to behold
(Magicite + Metal + Philtre)

No C, D or A

E) Water Stone + Trusty Frying Pan + Fresh Water = Blue Saber
B) Water Sigil + Mysidia Alloy + Unpurified Ether = Blueleaf Flute / Aona 
   Flute


--==Uncommon Poles==--

An array of poles seldom seen for sale in a run-of-the-mill smithy.
(Magicite + Metal + Timber)

No A

E) Soul Ceffyl + Leestone + Spruce = Cypress Pole
E) Storm Stone + Leestone + Pagoda Wood = Sanjiegun
D) Earth Sigil + Leestone + Waltwood = Iron Pole
D) Wing Sigil + Zincatite + Mape Wood = Zephyr Pole
C) Body Ceffyl + Leestone + Quality Lumber = Gokuu Pole
C) Ming Ceffyl + Leestone + Divariwood = Esztam Baton
B) Ice Sigil + Mythril + Agathis = Ivory Pole
B) Storm Sigil + Gold Chalice + Red Geeps = Eight-fluted Pole


--==Uncommon Swords==--

An array of swords seldom seen for sale in a run-of-the-mill smithy 
(Magicite + Metal + Bone)

No C or A

E) Earth Stone + Xergis Tin + Crooked Fang = Buster Sword
D) Earth Stone + Xergis Tin + Dragon Bone = Burglar Sword
B) Holy Stone + Orichalcum + Wyrm Carapace = Restorer


--==Unyielding Strength==--

Impossibly strong, years may pass before the slightest scratch blemishes the
surface of this fine equipment (Magicite + Metal + Skin)

No E or C

D) Earth Stone + Adamant Alloy + Rat Tail = Adamant Vest
B) Body Ceffyl + Adamantite + Cockatrice Skin = Adamant Blade
A) Earthwyrm Crystal + Adamantite + Pink Tail = Adamant Armour


--==Vermillion Vestments==--

Turn heads with this striking set of red finery (Magicite + Metal + Cloth)

No E or D

C) Wind Sigil + Cursed Coin + Large Feather = Red Shoes
B) Fire Stone + Einherjarium + Rainbow Thread = Red Robe
A) Firebird Crystal + Orichalcum + Spider Silk = Ayvuir Red


--==Voice of the Wind==--

Raise these weapons in battle and the wind will surely be at your back 
(Magicite + Metal + Cloth)

No B

E) Wind Stone + Cruzle Brass + Small Feather = Windslash Bow
D) Wind Stone + Cursed Coin + Ahriman Wing = Djinn Flyssa Rapier
D) Wind Stone + Dipraeu Bronze + Giant Feather = Air Blade
C) Wing Sigil + Damascus + Bat Wing = Gale Sword
A) Windgod Crystal + Mysidia Alloy + Wyvern Wing = Wingsong Rapier


--==Whetted Axes==--

Axes sharpened to deadly perfection (Metal + Skin + Bone)

No E or A

D) Gihket Lead + Rat Pelt + Mirror Scale = Broadaxe
C) Adamant Alloy + Coeurl Pelt + Great Serpant's Fang = Hammerhead
C) Adamant Alloy + Tiger Hide + Battlewyrm Carapace = Slasher
B) Leestone + Rabbit Pelt + Spiral Incisor = Francisca
B) Gemsteel + Cockatrice Skin + Gimble Stalk = Greataxe

--==White Vestments==--

(Magicite + Bone + Cloth)

No E or D

C) Mind Ceffyl + Zingu Pearl + White Thread = White Robe
B) Lightwing Crystal + Star Fragments + White Thread = White Hat
A) Snowcat Crystal + Wyvern Fang + Wyvern Wing = Last Letter Rapier


--==Work of the Master==--

(Metal + Philtre + Cloth)

No E, D, C or A

B) Moon Ring + Clear Sap + Spider Silk = Masamune

------------------------------------------------------------------------------
[6.02] Loot

There are many pieces of loot for you to gather in this game, all can be 
sold off for money and used in the Bazaar. However, there are types of loot
as well, since they fall into categories as well. Also, the appearance of the
loot you are after depends on the rank. Lower rank, or those with no rank are
easy to find, Rank 3 units are far too hard.

The higher the level of your enemy, the more likely that the loot that will
be dropped by the enemy is higher level loot. Therefore, it becomes more
and more likely to the end of the game to get some real good loot. Remember,
not all loot need be used in recipes, you can easily go and sell off the loot
at the store for some Gil, but by this stage, you pretty much have the game
set, all you need are those elusive ingredients for those final weapons in
the game. This is used in combination of the bazaar, and the value of each
loot. 

--==Adamant Alloy==--

"An alloy made from adamant ore; used in the forging of many kinds of armour
 and weapons."

Type     : Metals
Sells For: 500 Gil (Rank 1)

--==Adamantite==--

"This beautiful greenish-hued ore is obtained from fossilized remains of an
 adamantoise."

Type     : Metals
Sells For: 1200 Gil (Rank 2)

--==Agathis==--

"Wood from the fast-growing agathis tree. Its reasonable price has contributed
 to its widespread use."

Type     : Timber
Sells For: 300 Gil (Rank 1)

--==Aged Linen Thread==--

"This linen thread has yellowed slightly in the sun, A little worn and easily
 broken."

Type     : Cloth
Sells For: 25 Gil

--==Aged Turtle Shell==--

"This nicely weathered shell has great value among curio aficionados."

Type     : Bones
Sells For: 400 Gil (Rank 1)

--==Ahriman Wing==--

"A wing wrenched from an ahriman. One of many base materials used in alchemy."

Type     : Cloth
Sells For: 55 Gil

--==Alraune Drill==--

"The red drill found atop the head of an alraune. Naturally harvested drills
 fetch a high price."

Type     : Bones
Sells For: 1200 Gil (Rank 2)

--==Ancient Turtle Shell==--

"This shell is only harvested when properly aged. A favourite material among
 certain craftsmen."

Type     : Bones
Sells For: 2000 Gil (Rank 3)

--==Animal Bone==--

"A bone from an unknown animal. Used in the working of divinatory magicks."

Type     : Bones
Sells For: 40 Gil

--==Aqua Galac==--

"This water is rich in minerals. Can cause indigestion in those not accustomed
 to drinking it."

Type     : Philtre
Sells For: 1200 Gil (Rank 2)

--==Aurea Pollen==--

"A pollen used since antiquity for various alchemical properties. Liquefies
 when it comes into contact with metal. 

Type     : Flora
Sells For: 2000 Gil (Rank 3)

--==Ball Moss==--

"This moss grows naturally into a fuzzy green ball shape. Staring at it gives
 you a fuzzy warm feeling."

Type     : Flora
Sells For: 40 Gil

--==Bat Tail==--

"The tail of a speckled bat. Shunned as a bringer of bad luck."

Type     : Skins
Sells For: 20 Gil

--==Bat Wing==--

"White fur covers this bat wing. Highly valued for use in works of art, though
 many find the results rather creepy."

Type     : Cloth
Sells For: 350 Gil (Rank 1)

--==Battlewyrm Carapace==--

"The carapace of a winged dragon. Lighter than metal, this material is often 
 used for fashioning armour."

Type     : Bones
Sells For: 350 Gil (Rank 1)

--==Beastlord Horn==--

"A giant, perfectly straight horn. The sign of a king among beasts."

Type     : Bones
Sells For: 2500 Gil (Rank 3)

--==Birch==--

"A dense, dark wood. Known for its high quality, and resistance to the 
 ravages of heat and moisture."

Type     : Timber
Sells For: 60 Gil

--==Bitter Sap==--

"Pinpricks of light sparkle from within this milky white liquid. Often used 
 as a fuel on account of its high oil content."

Type     : Philtre
Sells For: 200 Gil (Rank 1)

--==Black Thread==--

"A thread infused with black magick. Wrapped around staves and rods to enhance
 their magickal capabilities."

Type     : Cloth
Sells For: 450 Gil (Rank 1)

--==Blood-Darkened Bone==--

"The bone of one who spent her days awash in the blood of others. Used in 
 alchemy and for the working of curses."

Type     : Bones
Sells For: 1000 Gil (Rank 2)

--==Body Ceffyl==--

"This crystal is suffused with raw power. Said to furfill the wishes of its 
 owner."

Type     : Magicite
Sells For: 1800 Gil (Rank 2)

--==Bomb Shell==--

"The molted skin of a bomb grown to maturity. It is still faintly warm to the
 touch."

Type     : Bones
Sells for: 60 Gil

--==Bone Chips==--

"The fragmented shards of moonster bones. Touch them lightly and they will
 crumble."

Type     : Bones
Sells For: 20 Gil

--==Bundle of Needles==--

"A bundle of one thousand sharp needles. If you don't trust its provenance,
 you're welcome to count."

Type     : Metals
Sells For: 2500 Gil (Rank 3)

--==Cactus Fruit==--

"Thorns cover the skin of this fruit. Once cut open, however, it is a lush,
 slightly sweet treat for the palate."

Type     : Flora
Sells For: 50 Gil

--==Chocobo Skin==--

"The skin of a chocobo. Some find the scent mildly offensive."

Type     : Skins
Sells For: 50 Gil

--==Clear Sap==--

"A colourless water-like liquid. It tastes slightly sweet to the tongue."

Type     : Philtre
Sells For: 1000 Gil (Rank 2)

--==Clock Gear==--

"A vital part of any timepiece. Its considerable size makes it suitable for a 
 large clock."

Type     : Metals
Sells For: 70 Gil

--==Cloudy Sap==--

"This liquid has clouded to a brownish colour and congealed to the consistancy
 of gelatin. Some use this in place of more traditional glue."

Type     : Philtre
Sells For: 25 Gil

--==Cockatrice Skin==--

"This bumpy, warted skin looks terrible, but is quite well suited for 
 tailoring and other crafts."

Type     : Skins
Sells For: 1000 Gil (Rank 2)

--==Cod Scale==--

"These brown, speckled scales are used in a surprising number of goods."

Type     : Bones
Sells For: 300 Gil (Rank 1)

--==Coeurl Pelt==--

"This spotted hide provides excellent protection against cold weather,  
 though it tears easily.

Type     : Skins
Sells For: 400 Gil (Rank 1)

--==Coral Fragments==--

"A piece from a coral found in the Sea of Ewohl. Too brittle to be much use
 for crafting."

Type     : Bones
Sells For: 350 Gil (Rank 1)

--==Cottonflue==--

"This dry, brittle wood burns long, making it popular for use in campfires."

Type     : Timber
Sells For: 65 Gil

--==Crooked Fang==--

"This fang is hooked like a claw. Once it bites into flesh, it's hard to get 
 it back out again."

Type     : Bones
Sells For: 40 Gil

--==Crusader Tonic==--

"Drinking this tonic gives the imbiber temporary superhuman strength. Use
 caution: an overdose is fatal."

Type     : Philtre
Sells For: 1200 Gil (Rank 2)

--==Crusite Alloy==--

"A sacred alloy, smelted by spirits in hidden klins. Only those who are pure 
 of heart are granted its use."

Type     : Metals
Sells For: 1200 Gil (Rank 2)

--==Cruzle Brass==--

"A bright golden-coloured alloy. Often used as an inexpensive substitute for
 gold."

Type     : Metals
Sells For: 80 Gil

--==Cursed Coin==--

"An age-worn coin such as this must surely have a value to a collecter, yet it
 brings nothing but unhappiness to those who possess it."

Type     : Metals
Sells For: 480 Gil (Rank 1)

--==Damascus==--

"This metal is immediately recognizable by the unique pattern of striations on
 its surface. Often used in the forging of weapons and armour."

Type     : Metals
Sells For: 500 Gil (Rank 1)

--==Danbukwood==--

"This cut danbuk timber is excellent for use in crafting weapons and armour."

Type     : Timber
Sells For: 65 Gil

--==Dark Stone==--

"A stone imbued with dark magicks. The black bioteches covering it are 
 disturbing to behold."

Type     : Magicite
Sells For: 600 Gil (Rank 1)

--==Darklord Crystal==--

"Legend says that a great spirit of darkness lies trapped inside this crystal.
 Do not look upon the pulsating shadow within overlong."

Type     : Magicite
Sells For: 5000 Gil (Rank 3)

--==Demon Feather==--

"These unpleasant looking feathers sprout from the back of demons. Men have
 gone mad just looking at the way they bob and bristly in the wind."

Type     : Cloth
Sells For: 2500 Gil (Rank 3)

--==Dirty Wool==--

"This wool was badly soiled during shearing. It is still useful for stuffing 
 linings and other places where it will not be visible."

Type     : Cloth
Sells For: 20 Gil

--==Divariwood==--

"A rigid hardwood. Gives off a unique fragrance when soaked in water."

Type     : Timber
Sells For: 400 Gil (Rank 1)

--==Dragon Bone==--

"The bone of an adult dragon. It's too large to be easily carried."

Type     : Bones
Sells For: 300 Gil (Rank 1)

--==Earth Sigil==--

"Powerful magicks transformed an earth spirit into this crystal. How 
 fascinating that something so small could hold the power of a landslide."

Type     : Magicite
Sells For: 1500 Gil (Rank 2)

--==Earth Stone==--

"A stone imbued with earth magicks. It's quite heavy, despite its small size."

Type     : Magicite
Sells For: 120 Gil

--==Earthwyrm Crystal==--

"Legend says that a great spirit of the earth lies trapped inside this 
 crystal. Peer within, and you will see nothing but endlessly swirling sand."

Type     : Magicite
Sells For: 3000 Gil (Rank 3)

--==Einherjarium==--

"This metal contains veins of potentized skystone. Often used in the wrighting
 of airships."

Type     : Metals
Sells For: 2800 Gil (Rank 3)

--==Emperor Scale==--

"The fallen scale from an ancient dragon's back. The mere sight of it is 
 enough to drive away weaker beasts."

Type     : Bones
Sells For: 2500 Gil (Rank 3)

--==Faerie Wing==--

"A wing plucked from a faerie. Dissolves like sugar when placed in water."

Type     : Cloth
Sells For: 60 Gil

--==Faren Pollen==--

"This purple pollen is extremely poisonous. Sometimes called the "dark dust."

Type     : Flora
Sells For: 20 Gil

--==Fiend's Blood==--

"This dark red soup boils and bubbles. It is said that those who drink deep 
 turn into beasts."

Type     : Philtre
Sells For: 2500 Gil (Rank 3)

--==Fine Wool==--

"This top quality wool is as soft as down. Touch it once and you'll never go
 back to the cheap stuff."

Type     : Cloth
Sells For: 400 Gil (Rank 1)

--==Fire Sigil==--

"Powerful magicks transformed a fire spirit into this crystal. How fascinating
 that something so small could hold the power of a wildfire."

Type     : Magicite
Sells For: 1500 Gil (Rank 2)

--==Fire Stone==--

"A stone imbued with fire magicks. It's slight warm to the touch."

Type     : Magicite
Sells For: 600 Gil (Rank 1)

--==Firebird Crystal==--

"Legend says that a great spirit of fire lies trapped inside this crystal. 
 Touch it, and you will feel the heat of the blaze within."

Type     : Magicite
Sells For: 3000 Gil (Rank 3)

--==Flutegrass==--

"The hollow reeds of this plant are perfect for making into flutes. The 
 resulting instruments are known for heir clear and vibrant tone."

Type     : Flora
Sells For: Cannot be Sold (Rank 3)

--==Foul Liquid==--

"This liquid is harvested from a malboro's mouth. Anything exposed to it rots
 in a matter of moments."

Type     : Philtre
Sells For: 200 Gil (Rank 1)

--==Four-Leaf Clover==--

"These small green sprigs are said to bring big luck. They're rather hard to
 find, however."

Type     : Flora
Sells For: 1200 Gil (Rank 2)

--==Fresh Water==--

"As pure as it gets. Commonly used for mixing tonics and in alchemy."

Type     : Philtre
Sells For: 10 Gil

--==Fury Fragments==--

"This stone fragment has a striking red colour. Said to lead its bearer to 
 victory in battle."

Type     : Bones
Sells For: 65 Gil

--==Gemsteel==--

"This alloy can only be worked by magick, though many a fine hammer has been
 ruined by stubborn smiths who believed otherwise."

Type     : Metals
Sells For: 1200 Gil (Rank 2)

--==Giant Feather==--

"This feather is along as a moogle is tall. Its rigid rachis make it suitable
 for use in reinforcing weapons."

Type     : Cloth
Sells For: 45 Gil

--==Giant's Tanned Hide==--

"The techniques for tanning these large hides have been passed down by the 
 giants for centuries. The finished product is a bit tough."

Type     : Skins
Sells For: 400 Gil (Rank 1)

--==Gikhet Lead==--

"An extremely malleable metal. Many fine pieces are sculpted in gikhet lead."

Type     : Metals
Sells For: 70 Gil

--==Gimble Stalk==--

"The tip of this drill is slightly rounded. A popular crafting tool for 
 children."

Type     : Bones
Sells For: 50 Gil 

--==Godwood==--

"This wood was thought to have come from a tree that grew in the realm of the
 gods. This entire piece emits a holy aura."

Type     : Timber
Sells For: 2800 Gil (Rank 3)

--==Gold Chalice==--

"A gorgeous vessel wrought from the purest gold. Gentlemen and ladies who do
 not faint at its beauty will surely faint at the price."

Type     : Metals
Sells For: 2500 Gil (Rank 3)

--==Goldcap==--

"The spores of this marvelous fungus consist largely of gold. Sprouting once 
 in a decade, a sighting is a true event."

Type     : Flora
Sells For: 800 Gil (Rank 2)

--==Great Serpant's Fang==--

"This fang is said to have the poewr to drive off evil. Often hung over 
 doorways."

Type     : Bones
Sells For: 300 Gil (Rank 1)

--==Green Liquid==--

"This sludgy, viscous green liquid emits a cloying stench that assaults the
 nostrils."

Type     : Philtre
Sells For: 35 Gil

--==Gun Gear==--

"This gear-wheel dampens kickback when the firearm is discharged. It's crafted
 from a durable adamant alloy."

Type     : Metals
Sells For: 300 Gil (Rank 1)

--==Gurnat==--

"Cut gurnat lumber like this has been used for many years in home building."

Type     : Timber
Sells For: 1200 Gil (Rank 2)

--==Healing Water==--

"This bluish-green drink is made from a blend of a dozen medicinal herbs. 
 Refreshment guaranteed."

Type     : Philtre
Sells For: 400 Gil (Rank 1)

--==Hedychium==--

"This blue flower glows faintly at night. Its sweet nectar is a favourite of
 children."

Type     : Flora
Sells For: 250 Gil (Rank 1)

--==Hedychium Pollen==--

"This pollen gives off a faint blue glow which is known to brighten during 
 spells of cold weather."

Type     : Flora
Sells For: 200 Gil (Rank 1)

--==Hero Tonic==--

"This tonic temporarily heightens combat prowess. However, the side effects 
 can be severe, and sometimes even fatal."

Type     : Philtre
Sells For: 2800 Gil (Rank 3)

--==High Arcana==--

"This gemstone contains the soul of a monster. Another arcana gem can be seen
 within it"

Type     : Magicite
Sells For: 6000 Gil (Rank 3)

--==Holy Stone==--

"A stone imbued with holy magicks. Calms a troubled heart with a single 
 touch."

Type     : Magicite
Sells For: 600 Gil (Rank 1)

--==Ice Sigil==--

"Powerful magicks transformed an ice spirit into this crystal. How 
 fascinating that something so small could hold the power of an avalanche."

Type     : Magicite
Sells For: 1500 Gil (Rank 2)

--==Ice Stone==--

"A stone imbued with ice magicks. It's as cold as the substance from which it
 takes its name.

Type     : Magicite
Sells For: 600 Gil (Rank 1)

--==Insect Husk==--

"An insect shell so hard, it seems to be almost metal. The price of these 
 shells differ depending on pattern and colouration."

Type     : Bones
Sells For: 60 Gil

--==Iron Carapace==--

"This monster molting is rich in iron and other trace minerals. The moltings 
 are pulverised, then made into various alloys."

Type     : Bones
Sells For: 60 Gil

--==Kalos==--

"This pungent smelling flower blooms in a large, bright red ring of colour. 
 The petals are used for making dye."

Type     : Flora
Sells For: 800 Gil (Rank 2)

--==Kempas==--

"This lumber has a slightly reddish gleam to it. Used in many handsome crafts
 for home and table."

Type     : Timber
Sells For: 300 Gil (Rank 1)

--==Kuraisle Boxwood==--

"A beautiful wood with a remarkable luster. A rare strain of the same tree is 
 highly toxic."

Type     : Timber
Sells For: 1000 Gil (Rank 2)

--==Ladie's Tresses==--

"The tendrils of this plant wind around in a tight spiral. Small doses can 
 restore on'e get-up-and-go."

Type     : Flora
Sells For: 35 Gil

--==Lamia Scale==--

"A smooth, white scale, Surprisingly beautiful, these are used to make a 
 variety of accessories."

Type     : Bones
Sells For: 60 Gil

--==Large Feather==--

"A long and lovely bird feather. Price varies depending on shape and
 coloration."

Type     : Cloth
Sells For: 35 Gil

--==Leestone==--

"This ore is used as a base material for alchemy. Its properties change with
 the time of day."

Type     : Metals
Sells For: 500 Gil (Rank 1)

--==Leucojum==--

"A pure-white, many-petaled flower. These turn a light purple when picked."

Type     : Flora
Sells For: 250 Gil (Rank 1)

--==Lightwing Crystal==--

"Legend says that a holy spirit lies trapped inside this crystal. Gentle 
 lights flickers from deep within."

Type     : Magicite
Sells For: 5000 Gil (Rank 3)

--==Low Arcana==--

"This gemstone contains the soul of a monster. Its shape and hue are truly
 unique."

Type     : Magicite
Sells For: 700 Gil (Rank 1)

--==Magick Fruit==--

"This fruit is said to enhance magickal ability, though many complain of its
 bitterness."

Type     : Flora
Sells For: 800 Gil (Rank 2)

--==Mahbeny==--

"This strange wood emits a wan light. Used in the magking of magickal 
 artifacts."

Type     : Timber
Sells For: 2500 Gil (Rank 3)

--==Malboro Flower==--

"It takes many years for these yellow flowers to bloom. A good thing, as their
 fragrance is almost too sickly sweet to bear."

Type     : Flora
Sells For: 1000 Gil (Rank 2)

--==Malboro Vine==--

"This malboro tendril was dried in the sun, removing much of its scent. Used
 as a material in basket weaving and other handcrafts."

Type     : Flora
Sells For: 55 Gil

--==Malboro Wine==--

"A single pickled malboro tendril floats at the bottom of this bottle of wine. 
 Please, drink responsibly."

Type     : Philtre
Sells For: 350 Gil (Rank 1)

--==Mape Wood==--

"This cut mape lumber exudes a sweet sap known to attract all manner of 
 insects."

Tyle     : Timber
Sells For: 65

--==Marriom Heather==--

"These small flowers tenaciously cling to whatever soil they can find. Low to
 the ground, they are often mistaken for moss."

Type     : Flora
Sells For: 35 Gil

--==Mind Ceffyl==--

"This crystal is suffused with raw knowledge. The entire world can be seen in
 the swirling mists within it."

Type     : Magicite
Sells For: 1800 Gil (Rank 2)

--==Mirror Scale==--

"This glass-like scale is so clear as to be almost transparent. Hold it in the
 sunlight and it sparkles with reflected brilliance."

Type     : Bones
Sells For: 300 Gil (Rank 1)

--==Molting==--

"The molted skin of a red dirtsnake. Ground into a powder for concocting 
 tinctures and the like."

Type     : Bones
Sells For: 30 Gil

--==Moon Bloom==--

"Thus flower shaped like a moth's wings is the base ingredient for the mixing
 of elixirs. Blooms only in place where the soil is just so.

Type     : Flora
Sells For: 300 Gil (Rank 1)

--==Moon Ring==--

"A metal ring that resonates with the phases of the moon. It is said the 
 goddess protector of earth once wore it."

Type     : Metals
Sells For: 1000 Gil (Rank 2)

--==Moonwood==--

"This cute moontree lumber is soft and easy to work."

Type     : Timber
Sells For: 65 Gil

--==Mysidia Alloy==--

"A magickal alloy from ancient Mysidia. Few remain who know the methods for
 smelting it."

Type     : Metals
Sells For: 1200 Gil (Rank 2)

--==Mythril==--

"This mysterious ore is rich in magickal energy. It is known to become 
 poisonous when exposed to certain alchemical processes."

Type     : Metals
Sells For: 2800 Gil (Rank 3)

--==Nepenthis==--

"Many are the hapless adventurers who wander aimlessly having eaten of this
 herb, never knowing who they were, or how they came to be this way."

Type     : Flora
Sells For: 40 Gil

--==Onion==--

"A thin, brown skin covers this round blub. A bit harsh when eaten raw."

Type     : Flora
Sells For: 300 Gil (Rank 1)

--==Orichalcum==--

"This metal has the strange property of becoming solid only at certain times 
 of the day. Smiths call it the phantom meteal, and treat it with utmost 
 care."

Type     : Metals
Sells For: 2800 Gil (Rank 3)

--==Pagoda Wood==--

"This cut pagoda lumber is often chopped into chips, which are then placed in
 bags as protective charms."

Type     : Timber
Sells For: 350 Gil (Rank 1)

--==Pearl Moss==--

"A vartity of lightmoss that grows in damp places. Useful for making poultices
 when properly dried."

Type     : Flora
Sells For: 250 Gil (Rank 1)

--==Peppergrass==--

"A green leaf that gives off a refreshing scent. Makes an excellent garnish 
 for meat dishes."

Type     : Flora
Sells For: 30 Gil

--==Pink Tail==--

"A mysterious pink tail. Highly treasured as a token of good luck - which is 
 exactly what you need to come by one of these."

Type     : Skins
Sells For: 1000 Gil (Rank 2)

--==Platinum==--

"This rare metal has a brilliant silver luster. Its beauty has made it 
 popular for use in decorative pieces."

Type     : Metals
Sells For: 500 Gil (Rank 1)

--==Pointed Horn==--

"This beast's horn tapers to a very sharp point. Almost entirely hollow; 
 despite its size, it's quite light."

Type     : Bones
Sells For: 50 Gil

--==Power Fruit==--

"This fruit is said to enhance physical strength. So sweet, only the merest
 morsel may be eaten in one sitting."

Type     : Flora
Sells For: 55 Gil

--==Prima Petal==--

"These heart-shaped flower petals are dempened and worn on the skin in some
 cultures to attract happiness and good fortune."

Type     : Flora
Sells For: 35 Gil

--==Prime Pelt==--

"A beautiful, lustrous, high-quality pelt. Used for wall-hangings in the homes
 of the wealthy."

Type     : Skins
Sells For: 1000 Gil (Rank 2)

--==Prime Tanned Hide==--

"Trappers know: prime skins make prime hides. Use for all manners of crafts."

Type     : Skins
Sells For: 1200 Gil (Rank 2)

--==Putrid Liquid==--

"The foulest, most odorous liquid known. It is said the smell is enough to 
 wake the dead."

Type     : Philtre
Sells For: 2800 Gil (Rank 3)

--==Quality Lumber==--

"This wood emts a faint magickal aura. Used in fashioning magickal wands and
 other trappings of the mage's craft."

Type     : Timber
Sells For: 350 Gil (Rank 1)

--==Quality Pelt==--

"A long-haired pelt. Many travelers wear these in place of a tailored cape."

Type     : Skins
Sells For: 350 Gil (Rank 1)

--==Quince==--

"This wood cut from quince lumber is often used to decorate the halls of 
 castles and palaces."

Type     : Timber
Sells For: 1000 Gil (Rank 2)

--==Rabbit Pelt==--

"This pelt is light and soft to the touch. Used for fringes and to otherwise 
 accent clothing."

Type     : Skins
Sells For: 40 Gil

--==Rabbit Tail==--

"The tail of a long-eared rabbit. Thought by many to bring good luck, though
 rabbits tend to disagree."

Type     : Skins
Sells For: 250 Gil (Rank 1)

--==Rainbow Thread==--

"Pigments from seven flowering grasses are used to dye this costly thread. 
 Imitations are easily spotted as cheaper dyes run in water."

Type     : Cloth
Sells For: 1000 Gil (Rank 2)

--==Rat Pelt==--

"These skins are small, but very pliable. Their humble price makes them  
 popular trade goods in many lands."

Type     : Skins
Sells For: 20 Gil

--==Rat Tail==--

"The long tail of a desert rat. Thought to bring good luck, provided one isn't
 a rat."

Type     : Skins
Sells For: 20 Gil

--==Recall Grass==--

"A plant made from grafted echo grass and nepenthis. The only known cure for
 nepenthis induced amenesia.

Type     : Flora
Sells For: 40 Gil

--==Red Geeps==--

"The narrow grain of this wood makes it ideal for whittling, and popular with
 carpenters."

Type     : Timber
Sells For: 350 Gil (Rank 1)

--==Rose Branch==--

"This rare wood bears a faint rose fragrance. Its knotty grain makes it very 
 difficult to work, but extremely beautiful when carved by a master."

Type     : Timber
Sells For: 350 Gil (Rank 1)

--==Sanative Needle==--

"A small needle treated with a medicinal extract. Careful not to price
 yourself, or you'll go numb."

Type     : Metals
Sells For: 60 Gil

--==Scarletite==--

"A metal made only with the blessing of the gods. The secrets of its smelting
 are unknown to mortals."

Type     : Metals
Sells For: 2800 Gil (Rank 3)

--==Screamroot==--

"The roots of this plant look like tiny dolls carelessly dropped in dirt. Rip 
 them up and they give a bloodcurling scream."

Type     : Flora
Sells For: 2500 Gil (Rank 3)

--==Skull==--

"A skull of unknown provenance. Not a bad decoration for a mage's den, if you
 can stand the insistent chattering of the teeth."

Type     : Bones
Sells For: 300 Gil (Rank 1)

--==Silk Bloom==--

"A small pure-white flower used in the mixing of elixirs. Attention is
 required for harvesting as the flowers only boom for a short period.

Type     : Flora
Sells For: 35 Gil

--==Silk Thread==--

"This thread is made from the unwoven cocoons of the silkworm. Its beauty is 
 unparalleled, yet it is somewhat susceptible to heat and water damage."

Type     : Cloth
Sells For: 40 Gil

--==Silver Liquid==--

"A rare metallic liquid. Gives off noxious fumes when mixed with any other 
 metal save iron."

Type     : Philtre
Sells For: 960 Gil (Rank 2)

--==Small Feather==--

"A bird feather about the size of a man's palm. Often struk into caps or 
 sewn onto shirt cuffs."

Type     : Cloth
Sells For: 25 Gil

--==Snake Skin==--

"The patterns on this skin are as brillantly coloured as they are intricate.
 Used for making bags and shoes."

Type     : Skins
Sells For: 20 Gil

--==Snowcat Crystal==--

"Legends says that a great spirit of ice lies trapped inside this crystal. 
 Turn it upside down and watch snow form a blizzard within."

Type     : Magicite
Sells For: 3000 Gil (Rank 3)

--==Soft Cotton==--

"This cotton feels soft to the touch. The low price makes it easily accessible
 to even those with modest incomes."

Type     : Cloth
Sells For: 40 Gil

--==Soul Ceffyl==--

"This crystal reflects not the body, but the soul. Use it with care - not all
 who look can live with what they've seen."

Type     : Magicite
Sells For: 150 Gil

--==Spider Silk==--

"This sticky thread is useful for catching flies and other pests. It is 
 impossible to keep the slender threads from sticking to each other, however."

Type     : Cloth
Sells For: 800 Gil (Rank 2)

--==Spiral Incisor==--

"This giant fang is shaped a little like a corkscrew. Strong enough to pierce
 metal."

Type     : Bones
Sells For: 800 Gil (Rank 2)

--==Spruce==--

"A plentiful wood in colder climes. Paper can be made from the bark."

Type     : Timber
Sells For: 65 Gil

--==Star Fragments==--

"This chunk of rock sparkles and shines. Said to be a fragment of a fallen
 star."

Type     : Bones
Sells For: 1200 Gil (Rank 2)(

--==Storm Sigil==--

"Powerful magicks transformed a storm spirit into this crystal. How
 fascinating that something so small could hold the power of a lightning 
 bolt."

Type     : Magicite
Sells For: 1500 Gil (Rank 2)

--==Storm Stone==--

"A stone imbued with storm magicks. It gloes with a faint, intermittent 
 light."

Type     : Magicite
Sells For: 600 Gil

--==Stormsoul Crystal==--

"Legend says that a great spirit of the storm lies trapped inside this 
 crystal. Violent flashes of lightning arc through its depths."

Type     : Magicite
Sells For: 3000 Gil (Rank 3)

--==Stradivari==--

"A compound of strawood and divariwood. Soft and easy to carve, this is the
 ideal material for making musical instruments."

Type     : Timber
Sells For: 2800 Gil (Rank 3)

--==Strawood==--

"A light, flexable wood. White in colour, with a very fine grain."

Type     : Timber
Sells For: Cannot be Sold (Rank 3)

--==Strange Liquid==--

"This odd liquid gives off a bracing odor that tickles the nose and stings
 the eyes. In the right amounts, it can melt metals."

Type     : Philtre
Sells For: 800 Gil (Rank 2)

--==Sturdy Bone==--

"A hard, well-formed bone. Craftsmen are devised to purify the bone with 
 holy water before carving."

Type     : Bones
Sells For: 250 Gil (Rank 1)

--==Sturdy Vine==--

"A fat child could swing from this vine and still not break it. Always good to
 have one of these handy."

Type     : Flora
Sells For: 45 Gil

--==Succulent Fruit==--

"This thick-skinned, bitter fruit is much better served warm."

Type     : Flora
Sells For: 55 Gil

--==Superior Silk Thread==--

"This light crimson silk is taken from the pupa of the timeworm. Much beloved
 of kings since antiquity."

Type     : Cloth
Sells For: 450 Gil (Rank 1)

--==Suspect Mushrooms==--

"This mushroom looks like trouble. None yet have been fool enough to test it
 and see if it actually is poisonous."

Type     : Flora
Sells For: 800 Gil (Rank 2)

--==Sweet Sap==--

"This light amber liquid is seet like honey. Boiled down, it makes syrup and
 candles."

Type     : Philtre
Sells For: 800 Gil (Rank 2)

--==Tanned Hide==--

"An expertly tanned hide. Curing in the sun gives these hides a fine luster."

Type     : Skins
Sells For: 30 Gil

--==Tanned Beast Hide==--

"The tanned hide of a behemoth. Its bright purple coloration fetches a high
 price at market."

Type     : Skins
Sells For: 1200 Gil (Rank 2)

--==Tanned Tyrant Hide==--

"The tanned hide of a giant lizard. The tanning process removes some of its
 natural oils, making it susceptible to water damage."

Type     : Skins
Sells For: 400 Gil (Rank 1)

-==Tarkov Crystal==--

"A crystal said to have once been the property of renowned psychic Tarkov. 
 Used to focus the mind. 

Type     : Magicite
Sells For: 700 Gil (Rank 1)

--==Telaq Flower==--

"This beautiful flower is sometimes called the shybloom for its tendancy to 
 grow in the dark recesses of caves. Wilts in direct sunlight."

Type     : Flora
Sells For: 35 Gil

--==Tiger Hide==--

"This pelt is smooth to the touch. Easily obtained, and always popular at 
 market."

Type     : Skins
Sells For: 50 Gil

--==Tiny Mushrooms==--

"This white mushroom grows in shady places. Its rubbery texture has earned it 
 more than a few fans among gourmands."

Type     : Flora
Sells For: 20 Gil

--==Tomato Stalk==--

"Eating too many of these stalks induces a kind of ennui."

Type     : Flora
Sells For: 200 Gil (Rank 1)

--==Trusty Frying Pan==--

"No surer means is there to reduce any foodstuff to a heap of black char
 than to cook it with this frying pan."

Type     : Metals
Sells For: 30 Gil

--==Turtle Shell==--

"A smooth, curved turtle shell. Skill diligence are required to preserve its
 strength during crafting."

Type     : Bones
Sells For: 60 Gil

--==Tyrant Hide==--

"These rugged hides are tough to damage. They make excellent armour, if you 
 can figure out how to cut them to size."

Type     : Skins
Sells For: 400 Gil (Rank 1)

--==Unpurified Ether==--

"A scintillating liquid, lighter than air itself. Under light, it sparkles
 with all the colours of the rainbow."

Type     : Philtre
Sells For: 1000 Gil (Rank 2)

--==Vampyr Fang==--

"The fang of a blood-sucking bat. Even removed, it quickly absorbs blood, 
 turning a bright red."

Type     : Bones
Sells For: 1000 Gil (Rank 2)

--==Velvet==--

"A fabric valued by all who love fine clothes that just feel great. Known for
 its rich sheen."

Type     : Cloth
Sells For: 400 Gil (Rank 1)

--==Waltwood==--

"This cut raw waltwood lumber is naturally impregnated with tar, making it
 highly resistant to water damage."

Type     : Timber
Sells For: 65 Gil

--==Water Sigil==--

"Powerful magicks transformed a water spirit into this crystal. How
 fascinating that something so small could hold the power of a tidal wave."

Type     : Magicite
Sells For: 1500 Gil (Rank 2)

--==Water Stone==--

"A stone imbued with water magicks. It gushes water when shattered."

Type     : Magicite
Sells For: 120 Gil

--==Waterwyrd Crystal==--

"Legend says that a graet spirit of the water lies trapped inside this 
 crystal. Hold it in your hand, and you will feel a raging current swirl
 within."

Type     : Magicite
Sells For: 3000 Gil (Rank 3)

--==Whisperweed==--

"Strange tubes in the stalk of this plant can carry the faintest noice 
 across long distances. Increasingly rare of late."

Type     : Flora
Sells For: 40 Gil

--==White Thread==--

"A thread infused with white magick. Sewn into robes and hats to enhance their
 magickal capabilities."

Type     : Cloth
Sells For: 450 Gil (Rank 1)

--==Wind Sigil==--

"Powerful magicks transformed a wind spirit into this crystal. How fascinating
 that something so small could hold the power of a hurricane."

Type     : Magicite
Sells For: 1500 Gil (Rank 2)

--==Wind Stone==--

"A stone imbued with wind magicks. Hold it to your ear and hear the howling 
 of the wind."

Type     : Magicite
Sells For: 120 Gil

--==Windgod Crystal==--

"Legend says that a great spirit of the wind lies trapped inside this 
 crystal. Put your ear to it, and you will hear the howling of an endless
 gale."

Type     : Magicite
Sells For: 3000 Gil (Rank 3)

--==Windslicer Pinion==--

"A steel-grey quill, so thin on one edge it resembles a blade. Snap it 
 quickly through the air, and it will make a cracking noise like a whip."

Type     : Cloth
Sells For: 1000 Gil (Rank 2)

--==Wolf Pelt==--

"This short-haired pelt wicks away heat. Highly treasured in hot climes."

Type     : Skins
Sells For: 45 Gil

--==Wool==--

"This wool feels great on the skin, and breathes well. Used to make blankets
 and clothing."

Type     : Cloth
Sells For: 40 Gil

--==Wyrm Carapace==--

"Together with scales, this thick carapace provides great protetion for a 
 dragon. Its retains its strength even after several blows."

Type     : Bones
Sells For: 1000 Gil (Rank 2)

--==Wyrmtwig==--

"This twig is kept as a ward against evil for its peculiar shape, like that of
 a dragon soaring to the sky."

Type     : Timber
Sells For: 1000 Gil (Rank 2)

--==Wyvern Fang==--

"These keen fangs are resilient enough to withstand the wyvern's fiery 
 breath."

Type     : Bones
Sells For: 2500 Gil (Rank 3)

--==Wyvern Wing==--

"A wing from the giant dragons that whell through the sky. Said to provide 
 protection to travelers when mounted atop an airship."

Type     : Cloth
Sells For: 2500 Gil (Rank 3)

--==Xergis Tin==--

"This metal sounds a clear tone when struck. Popular for use in musical
 instruments."

Type     : Metals
Sells For: 80 Gil

--==Yellow Liquid==--

"This yellowish liquid bubbles and foams. Its colour fades with exposure to
 air."

Type     : Philtre
Sells For: 200 (Rank 1)

--==Zincatite==--

"This metal possesses a faint magickal aura. Used to coat magickal artifacts."

Type     : Metals
Sells For: 400 Gil (Rank 1)

--==Zinconium==--

"A flimsy metal, it crumbles at the slightest impact. Used primarily in alloys
 with other, sturdier metals."

Type     : Metals
Sells For: 80 Gil

--==Zingu Pearl==--

"This pearl glows with a soft light. Those who deal in gemstones and other 
 precious materials call it the "One Life."

Type     : Bones
Sells For: 550 Gil (Rank 1)

--==Zingu Pearl Shell==--

"Zingu pearls are found in these fua shells. Used in making shell cameos."

Type     : Bones
Sells For: 55 Gil

--==Zodiac Ore==--

"The star-like patterns seen in this rare ore have been compared to the signs
 of the zodiac. Its hardness makes it difficult to smith."

Type     : Metals
Sells For: 500 (Rank 1)

------------------------------------------------------------------------------
[6.03] Usable Items

These items are accessible from the Items menu command that you can give to 
all your units.

--==Potion==--

"A magick concoction that eases pain and heals wounds in the blink of an eye."

Cost at Shops - 30 Gil
Sells at Shops - 15 Gil
Effect - Heals 30 HP to your units. Does damage to undead.
Mirror - Deals 30 HP Damage.

--==Hi-Potion==--

"A potion mixed for greater strength."

Cost at Shops - 100 Gil
Sells at Shops - 50 Gil
Effect - Heals 100 HP to your units. Does damage to undead.
Mirror - Deals 100 HP Damage.

--==X-Potion==--

"The highest concentration potion available."

Cost at Shops - 300 Gil
Sells at Shops - 150 Gil
Effect - Heals 200 HP to your units. Does damage to undead.
Mirror - Deals 200 HP Damage.

--==Ether==--

"This tincture restores lost magickal power."

Cost at Shops - 800 Gil
Sells at Shops - 400 Gil
Effect - Restore 30 MP to your unit.
Mirror - Depletes 30 MP from a unit.

--==Elixir==--

"This miraculous tincture completely restores both health and magickal power 
 to the drinker."

Cost at Shops - 1500 Gil
Sells at Shops - 750 Gil
Effect - Restores your unit to full HP and full MP. 
Mirror - Reduce target's HP and MP to single digits.

--==Phoenix Down==--

"A magick feather with the power to revive those at death's door."

Cost at Shops - 200 Gil
Sells at Shops - 100 Gil
Effect - Revived a KO'ed Character. Will exorcise undead units,
Mirror - KO Target

--==Echo Herbs==--

"A soothing tonic for the voiceless."

Cost at Shops - 50 Gil
Sells at Shops - 25 Gil
Effect - Removes the Silence Debuff.
Effect - Silences Target

--==Maiden's Kiss==--

"A fruity concoction that works better than its namesake, or at least, doesn't
 require convincing the maiden."

Cost at Shops - 100 Gil
Sells at Shops - 50 Gil
Effect - Removes the Toad Debuff.
Mirror - Toads the Target

--==Gold Needle==--

"This magick needle breaks the enchantments that turn flesh into stone."

Cost at Shops - 100 Gil
Sells at Shops - 50 Gil
Effect - Removes the Stone Debuff.
Mirror - Stones the Target

--==Holy Water==--

"This sanctified water is most efficacious in increasing resistance to 
 debuffs, with no ill side effects."

Cost at Shops - 80 Gil
Sells at Shops - 40 Gil
Effect - Raises the Unit's Resilience, which decreases the Chance of Debuffs.
Mirror - Reduces Resilience of target

--==Antidote==--

"A tonic that works through the skin, drawing out and neutralizing toxins 
 within the body."

Cost at Shops - 50 Gil
Sells at Shops - 25 Gil
Effect - Removes the Poison Debuff.
Mirror - Poisons the target

--==Eye Drops==--

"A medicine that lifts the veil of darkness covering eyes afflicted with
 blindness."

Cost at Shops - 50 Gil
Sells at Shops - 25 Gil
Effect - Removes the Blind Debuff.
Mirror - Blinds the target

--==Bandage==--

"These strips of treated linen restore feeling to paralyzed limbs."

Cost at Shops - 100 Gil
Sells at Shops - 50 Gil
Effect - Removes Disable and Immobolize Debuffs.
Mirror - Disables and Immobolize the target

--==Remedy==--

"A tincture that cures what ails you."

Cost at Shops - 800 Gil
Sells at Shops - 400 Gil
Effect - Removes all Debuffs from the unit.
Mirror - Debuffs the target

--==Handkerchief==--

"This absorptive cloth is ideal for cleaning up spilt oil."

Cost at Shops - 100 Gil
Sells at Shops - 50 Gil
Effect - Removes the Oil Debuff. 
Mirror - Oils up the target

--==Knot of Rust==--

"A fused ball of metalworking detritus. Useful as a thrown weapon, or a
 doorstop."

Cost at Shops - N/A
Sells at Shops - 10 Gil
Effect - Deals damage to a single enemy unit.
Mirror - Heals HP to a target

--==Eureka Crystal==--

"A crystalline fragment discovered in the forbidden reaches of Eureka. Its
 power heals wounds and improves combat performance."

Cost at Shops - N/A
Sells at Shops - 2500 Gil
Effect - Completely restores the unit's HP and increases Attack and Defence.
Mirror - Significant damages target's HP and decreases Attack and Defence

--==Grimoire Stone==--

"This spellstone once graced the cover of a grimoire scribed by a witch in
 ancient times. Known to both restore and augment magickal power."

Cost at Shops - N/A
Sells at Shops - 2500 Gil
Effect - Completely restore the unit's MP and increases Magick and Resistance.
Mirror - Depletes MP and decreases Magick and Resistance of all enemies

--==Dark Matter==--

"A mysterious black substance with no more form than mist. What's it for? Why,
 throwing at enemies, of course."

Cost at Shops - N/A
Sells at Shops - 2500 Gil
Effect - This deals damage to all enemy units. 
Mirror - Restores HP to all allies

------------------------------------------------------------------------------
[6.04] Edged Weapons

--==Knives==--

All knives are going to be one-handed by the way. 

**********
**Dagger**
**********

"A simple, easy-to-use knife."

 -------------------------------------------------------------- 
|      Statistics       |  Abilities Provided  |  Equipped By  |
|-----------------------+----------------------+---------------|
|                       |                      |               |
|  Element - None       | None                 | Thief         |
|  Movement       :     |                      | Juggler       |
|  Jump           :     |                      | Hunter        |
|  Evasion        : 2   |                      | Chocobo Knight|
|  Speed          :     |                      | Ranger        |
|  Weapon Attack  : 20  |                      | Dancer        |
|  Weapon Defence :     |                      | Heritor       |
|  Magick Attack  :     |                      |               |
|  Resistance     :     |                      |               |
|                       |                      |               |
 -------------------------------------------------------------- 

Cost at Shops : 80 Gil
Sells at Shops : 40 Gil
Bazaar Recipe : None