Contents [hide] |
Go and speak to Laila in Upper Jeuno (G-7). She'll ask you to bring her a Stardust Pebble.
Speak to Rhea Myuliah next to her and she'll tell you to go and dance in the Southern San d'Oria tavern.
Go to Southern San d'Oria and speak to Valderotaux (K-6).
After you dance (badly) go back to Rheay Myuliah in Upper Jeuno and she'll tell you you can only get a Stardust Pebble from twenty years ago.
Zone out to Batallia Downs and head north to (H-5) to the Cavernous Maw. Once you're done make your way to Jugner Forest (S) and head west towards the big lake. Once there go up the right hand side of the lake to (I-5) and you will find the Glowing Pebbles. Examine it for a cut scene and a key item, Stardust pebble.
Go back to Laila in the present and you can become a dancer!
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. |
5 | 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. |
25 | 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. |
45 | 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 |
---|---|---|
15 | Curing Waltz | Curing Waltz: (TP cost, 20) Restores a party member's HP. |
30 | Curing Waltz II | (TP cost, 35) Restores a party member's HP. |
50 | Curing Waltz III | (TP cost, 50) Restores a party member's HP. |
35 | Healing Waltz | (TP cost, 20) Removes one magic-induced ailment from a party member. |
25 | 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 |
---|---|---|
25 | 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. |
55 | Chocobo Jig | (TP cost, 0) Increases the Dancer's movement speed (as in running, not attacking). |
You connect with a particular dance move, you earn a finishing move. Spend your finishing moves on Flourishes. Here are the various Tier I Flourishes and their effects.
Level | Name | Effect |
---|---|---|
20 | Animated Flourish | Provokes the target. Requires at least one finishing move. |
30 | Desperate Flourish | Weighs down a target with a low success rate. Requires at least one finishing move. |
45 | Violent Flourish | Stuns the target. Requires at least one finishing move. |
? | Flourish II | Here are the various Tier II Flourishes and their effects. |
40 | Reverse Flourish | Converts remaining moves into TP. Requires at least one finishing move. |
50 | Building Flourish | Enhances the potency of the next weapon skill. Requires at least one finishing move. |
60 | Wild Flourish | Readies the target for a skillchain. Requires at least two finishing moves. |
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.
Level | Name | Effect |
---|---|---|
15 | Evasion Bonus | Raise evasion |
20 | Resist Slow | Resist the status effect of Slow |
25 | Subtle Blow | Lowers the TP gained by mobs when you attack them |
30 | Accuracy Bonus | Adds a bonus to your accuracy |
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.
put info here!