Dancer

Overview

With the Dancer job, your character gains the ability to engage their enemies in deadly magickal dances that slowly wither their health and hit points. The mystic patterns of a dancer entwine with nature's ley lines to create effects that canvass all foes equally. Dancers don't pack a damage punch, and many of their abilities come a bit later than usual, but they often have the capacity to completely cripple the enemy party all at once. Dancers are a mildly magickal job, and are unusually defensive for such jobs, gaining bonuses to Dodge and Evasion due to their mystic movements. They are a long-range job that specializes in spells, but are able to stand in the front row for some time because of their higher defenses. Dancers are largely support units, weakening enemy forces so that others can hone in on them.

Dancer Statistics

Base Statistics

A high Dexterity and Wisdom help a Dancer to enhance their already impressive defenses, but a dancer may invest in a high Charisma as well: the effects of their dances end very suddenly, so a high Charisma will keep them in the debilitating game for longer. A good Intelligence may also give them the edge on hitting, but since dancers tend to affect great crowds of enemies, they're often likely to hit at least one or two.

Dancer Training

Dancer1.jpg

Skill: Persuasion
Weapon: Unarmed
Armor: Robe
Accessory: Shoe
Job Tree: Minstrel or Mystic

Job Statistics

Physical
Score Base Level Up
HP 10 + CON +5
Accuracy 0 +1
Evasion 12 +1
Stamina 0 +1
Weapon Power 1d6 +1
Magickal
Score Base Level Up
MP 20 + CHA +5
Casting +0 +1
Dodge 12 +1
Willpower 0 +1
Magick Power 1d10 +1

Job Table

The table below summarizes the unmodified stats at every level for the Astrologer. It does not include any modifiers from equipment or high base statistics (and so is likely to be higher for you).

Level
Dance
HP (CON) MP (CHA) ACC (AGI) CST (SOR) EVA (AGI) DOD (MND) STA (VIT) WIL (MND) WPW (VIG) MPW (SOR)
Level 1
Features: Witch Hunt, Flirt; Limit Break: Sword Dance; Dance: Mincing Minuet
10 20 +1 +1 13 13 1 1 1d6+1 1d10+1
Level 2
.
15 25 +2 +2 14 14 2 2 1d6+2 1d10+2
Level 3
Dance: Dark Dance
20 30 +3 +3 15 15 3 3 1d6+3 1d10+3
Level 4
.
25 35 +4 +4 16 16 4 4 1d6+4 1d10+4
Level 5
Dance: Sleepy Shuffle
30 40 +5 +5 17 17 5 5 1d6+5 1d10+5
Level 6
Dance: Jitterbug
35 45 +6 +6 18 18 6 6 1d6+6 1d10+6
Level 7
Dance: Temptation Tango

Astrology: A|| 40 || 50 || +7 || +7 || 19 || 19 || 7 || 7 || 1d6+7 || 1d10+7 ||

Level 8
Dance: Slow Dance
45 55 +8 +8 20 20 8 8 1d6+8 1d10+8
Level 9
Dance: Blade Dance
50 60 +9 +9 21 21 9 9 1d6+9 1d10+9
Level 10
Dance: Samba of Silence
55 65 +10 +10 22 22 10 10 1d6+10 1d10+10
Level 11
Dance: Aspir Samba, Hypnotic Dance
60 70 +11 +11 23 23 11 11 1d6+11 1d10+11
Level 12
Dance: Dirty Dancing
65 75 +12 +12 24 24 12 12 1d6+12 1d10+12
Level 13
Dance: Brakedance, Step it Up
70 80 +13 +13 25 25 13 13 1d6+13 1d10+13
Level 14
Dance: Sword Dance
75 85 +14 +14 26 26 14 14 1d6+14 1d10+14
Level 15
Dance: Last Waltz, Danse Macabre
80 90 +15 +15 27 27 15 15 1d6+15 1d10+15

Dancer Features

These are attack, defense, and limit break options for an astrologer:

Witch Hunt

Witch Hunt
When you make a basic attack, you can choose to take a Delay of 5 to make the damage MP damage instead of HP damage.

Flirt

Flirt
When you use the Defend option, you can cause one enemy to not target you on its turn. If you do this, you gain no other benefits for using the Defend option (you do not heal hp or mp, and you do not gain speed).

Forbidden Dance

Forbidden Dance
LIMIT BREAK!
You can use four of your Dance abilities at once, each one at 4 x (Magick Power).

Dance

"Dance" is the job ability of Dancers. Most Dance abilities are spells. Dances usually target all enemies with an ailment, but don't deal major damage.

Mincing Minuet

Level 1, 7 MP, Targets All Enemies
~Spell~

Mincing Minuet
Deals One-Half (Magick Power) damage to all enemies.

Jitterbug

Level 6, 17 MP, Targets All Enemies
~Spell, Drain~

Jitterbug
Deals One-Half (Magick Power) damage to all enemies; your party members each heal an amount equal to the damage dealt.

Aspir Samba

Level 11, 10 MP, Targets All Enemies
~Spell, Drain~

Aspir Samba
Deals (Magick Power) damage to all enemies; your party members each recover MP equal to the damage dealt.

Dark Dance

Level 3, 11 MP, Targets All Enemies
~Spell, Umbra~

Dark Dance
Inflicts the Umbra ailment until the end of their next turn. Enemies immune to that ailment take One-Half (Magick Power) damage instead.

Slow Dance

Level 8, 21 MP, Targets All Enemies
~Spell, Slow~

Slow Dance
Deals One-Half (Magick Power) damage and inflicts the Slow ailment until the end of their next turn. Enemies immune to that ailment take (Magick Power) damage instead.

Brakedance

Level 13, 31 MP, Targets All Enemies
~Spell, Stop~

Slow Dance
Deals (Magick Power) damage and inflicts the Stop ailment until the end of their next turn. Enemies immune to that ailment take 2 x (Magick Power) damage instead.

Sleepy Shuffle

Level 5, 15 MP, Targets All Enemies
~Spell, Sleep~

Sleepy Shuffle
Inflicts the Sleep ailment until the end of their next turn. Enemies immune to that ailment take One-Half (Magick Power) damage instead.

Samba of Silence

Level 10, 25 MP, Targets All Enemies
~Spell, Seal~

Samba of Silence
Deals One-Half (Magick Power) damage and inflicts the Seal ailment until the end of their next turn. Enemies immune to that ailment take (Magick Power) damage instead.

Last Waltz

Level 15, 35 MP, Targets All Enemies
~Spell, InstantKO~

Samba of Silence
Inflicts InstantKO. Enemies immune to that ailment take 2 x (Magick Power) damage instead.

Temptation Tango

Level 7, 19 MP, Targets All Enemies
~Spell, Confuse~

Temptation Tango
Deals One-Half (Magick Power) damage and inflicts the Confuse ailment until the end of their next turn. Enemies immune to that ailment take (Magick Power) damage instead.

Dirty Dancing

Level 12, 29 MP, Targets All Enemies
~Spell~

Dirty Dancing
Deals (Magick Power) damage and the next hit against the target is an automatic critical.

Blade Dance

Level 9, 23 MP, Targets One Enemy
~Tech~

Blade Dance
Deals 2 x (Weapon Power) damage to the target.

Sword Dance

Level 14, 33 MP, Targets One Enemy
~Tech~

Sword Dance
Deals 3 x (Weapon Power) damage to the target.

Hypnotic Dance

Level 11, 27 MP, Targets All Enemies
~Spell, Disable~

Hypnotic Dance
Deals (Weapon Power) damage to the target and inflicts the Disable ailment.

Step It Up

Level 13, 31 MP, Targets All Enemies
~Spell~

Steps
Deals (Magick Power) damage to all enemies and increases the caster's Evasion and Dodge by an amount equal to the damage dealt.

Danse Macabre

Level 15, 35 MP, Targets All Enemies
~Spell, Zombie~

Danse Macabre
Inflicts the Zombie ailment. Enemies immune to that ailment take 2 x (Magick Power) damage instead.

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