Dragoon

Overview

The Dragoon job gives your character the ability to use punishing piercing attacks from a long range. Dragoons embody the possibly quixotic ideal of a "long-range melee fighter," and balance between agile movement and powerful strength. Dragoons are mostly a physical job, but they maintain a magickal side. Their bonuses are entirely physical: to Evasion and to Accuracy. They tend to be a long-range job, but this is not exclusive — dragoons are quite well engineered to shift into the front row if they need to. Their role is generally a direct-damage role, but they gain many spells that enhance their party.

Dragoon Statistics

Base Statistics

Dragoons can enhance their already-boosted Evasion and Accuracy with a high Dexterity, which often makes them the most dexterous of the heavily-armored jobs. A high Dexterity also helps to mitigate the high Delay of their signature ability. Still, because their role is primarily damaging, many dragoons will invest in Strength over Dexterity. Given some of their magickal and support abilities, Dragoons may also choose to invest in Charisma or Intelligence.

Dragoon Training

Skill: Athletics
Weapon: Spear
Armor: Mail
Accessory: Helm
Job Tree: Soldier or Samurai

Job Statistics

Lancer.jpg
Physical
Score Base Level Up
HP 20 + CON +5
Accuracy 2 +1
Evasion 12 +1
Stamina 0 +1
Weapon Power 1d10 +1
Magickal
Score Base Level Up
MP 10 + CHA +5
Casting +0 +1
Dodge 10 +1
Willpower 0 +1
Magick Power 1d6 +1

Job Table

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

Level
Dragon
HP (CON) MP (CHA) ACC (AGI) CST (SOR) EVA (AGI) DOD (MND) STA (VIT) WIL (MND) WPW (VIG) MPW (SOR)
Level 1
Features: Reach, Lancet; Limit Break: Super Jump; Dragon: Jump
20 10 +3 +1 13 11 1 1 1d10+1 1d6+1
Level 2
.
25 15 +4 +2 14 12 2 2 1d10+2 1d6+2
Level 3
Dragon: Levitate
30 20 +5 +3 15 13 3 3 1d10+3 1d6+3
Level 4
.
35 25 +6 +4 16 14 4 4 1d10+4 1d6+4
Level 5
Dragon: Bravery
40 30 +7 +5 17 15 5 5 1d10+5 1d6+5
Level 6
Dragon: High Jump
45 35 +8 +6 18 16 6 6 1d10+6 1d6+6
Level 7
Dragon: Faith
50 40 +9 +7 19 17 7 7 1d10+7 1d6+7
Level 8
Dragon: Levija
55 45 +10 +8 20 18 8 8 1d10+8 1d6+8
Level 9
Dragon: Dragon Breath
60 50 +11 +9 21 19 9 9 1d10+9 1d6+9
Level 10
.
65 55 +12 +10 22 20 10 10 1d10+10 1d6+10
Level 11
Dragon: Dragon Jump, Dragonheart
70 60 +13 +11 23 21 11 11 1d10+11 1d6+11
Level 12
.
75 65 +14 +12 24 22 12 12 1d10+12 1d6+12
Level 13
.
80 70 +15 +13 25 23 13 13 1d10+13 1d6+13
Level 14
Dragon: Holy Dragon Breath
85 75 +16 +14 26 24 14 14 1d10+14 1d6+14
Level 15
Dragon: Bangaa Cry
90 80 +17 +15 27 25 15 15 1d10+15 1d6+15

Dragoon Features

These are attack, defense, and limit break options for a Dragoon:

Long Reach

Long Reach
You can deal full damage to or from the back row, if you take a Delay of 5.

Lancet

Lancet
When you deal damage, you can choose to halve that damage. In exchange, you heal an amount equal to that damage, divided evenly between HP and MP.

Super Jump

Super Jump
LIMIT BREAK!
You can leap up into the sky, and remain there for four rounds. While up there, you cannot be targeted, but you can still attack, dealing 4 x Weapon Power damage each round.

Dragon

"Dragon" is the job ability of Dragoons. Most Dragon abilities are Spells, but the most famous is a Tech.

Jump

Level 1, 7 MP + Delay 10, Targets One Enemy
~Tech~

Jump
You leap into the air, and cannot be targeted. On your next turn, you land, dealing 2 x (Weapon Power) damage. The turn you land on, you also loose.

High Jump

Level 6, 17 MP + Delay 15, Targets One Enemy
~Tech~

High Jump
You leap into the air, and cannot be targeted. You can choose loose your next turn instead of landing, but you must land on the turn following that. When you land, you deal 3 x (Weapon Power) damage. The turn you land on, you also loose.

Dragon Jump

Level 6, 17 MP + Delay 20, Targets One Enemy
~Tech~

Dragon Jump
You leap into the air, and cannot be targeted. You can choose loose your next turn or two instead of landing, but your third turn after jumping, you must land. When you land, you deal 4 x (Weapon Power) damage. The turn you land on, you also loose.

Levitate

Level 3, 11 MP, Targets One Ally
~Spell, Float~

Levitate
Heals One-Half (Magick Power) HP and bestows the Float enhancement.

Levija

Level 8, 21 MP, Targets All Allies
~Spell, Float~

Levija
Heals One-Half (Magick Power) HP and bestows the Float enhancement.

Bravery

Level 5, 15 MP, Targets One Ally
~Spell, Bravery~

Bravery
Heals One-Half (Magick Power) HP and bestows Bravery.

Faith

Level 7, 19 MP, Targets One Ally
~Spell, Faith~

Faith
Heals (Magick Power) MP and bestows Faith.

Dragon Breath

Level 9, 23 MP, Targets All Enemies
~Tech, Fire~

Dragon Breath
Deals Magick Power Fire damage to all enemies.

Holy Dragon Breath

Level 14, 33 MP, Targets All Enemies
~Tech, Holy~

Dragon Breath
Deals 2 x (Magick Power) Holy damage to all enemies.

Dragonheart

Level 11, 27 MP, Targets One Ally
~Spell, Reraise~

Dragonheart
Heals 2 x (Magick Power) HP and bestows Reraise.

Reis's Wind

Level 13, 31 MP, Targets All Allies
~Spell, Regen~

Reis's Wind
Heals 2 x (Magick Power) HP and bestows Regen.

Bangaa Cry

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

Bangaa Cry
Causes InstantKO. If the enemy is immune to that ailment, it instead takes 3 x (Weapon Power) damage.

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