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With their aggressive steps, these thewy terpsichoreans would weave forbidden magicks upon themselves and their enemies, producing results rivaling those of even the most powerful sorcerous cants. The popularity of this profession reached it's peak during the Great War, when dancers were common additions to allied army units fighting on the front lines.
Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.
Level | Name | Effect |
---|---|---|
1 | Trance | This is the Dancer's two-hour move; it lowers the TP cost of dances, and reduces the number of 'steps' needed to zero. |
? | Drain Samba | (TP cost, 10) Casts Drain Daze on the enemy. All party members engaged in battle drains the enemy's HP. Drain Samba II costs 25TP. |
? | Aspir Samba | (TP cost, 10) Casts Aspir Daze on the enemy. All party members engaged in battle drains the enemy's MP. Aspir Samba II costs 25TP. |
? | Haste Samba | (TP cost, 35) Casts Haste Daze on the enemy. All party members engaged in battle gain Haste. There is no tier II version of this spell. |
Level | Name | Effect |
---|---|---|
? | Curing Waltz | Curing Waltz: (TP cost, 20) Restores a party member's HP. |
? | Curing Waltz II | (TP cost, 35) Restores a party member's HP. |
? | Curing Waltz III | (TP cost, 50) Restores a party member's HP. |
? | Healing Waltz | (TP cost, 20) Removes one magic-induced ailment from a party member. |
? | Divine Waltz | (TP cost, 40) This Waltz heals party members HP, essentially a Curaga spell. It is unknown how much enmity using any of these curative oves generates. |
Level | Name | Effect |
---|---|---|
? | Spectral Jig | (TP cost, 0) Allows you to evade detection by enemies that detect by either sight or sound. Essentially this casts both Sneak and Invisible on yourself, at zero MP or TP cost. Unlikely to be effective in avoiding detection by mobs with True Sight, however. |
? | Chocobo Jig | (TP cost, 0) Increases the Dancer's movement speed (as in running, not attacking). |
Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.
Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.
Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.
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