* New job: The Hero. Obtained at the Wind Shrine with the other Wind jobs. Can use any physical weapons except for swords and katanas. Has the following abilities: o !Power Up (Initial, 20 AP): Casts one of Protect, Shell and Haste on themselves. !Power Up will avoid casting an existing buff, if possible. o Super Armor (50 AP): Starts the battle with Protect and Shell, which are dispellable (via KO or the spell.) o Super Speed (80 AP): Starts the battle with Haste and 2 layers of Blink, which are dispellable (via KO or the spell.) o !Heat Vision (100 AP): Casts Atomic Ray at no MP cost. o Super Strength (250 AP): Greatly increases weapon damage. Cannot be dispelled. o !Ice Breath (400 AP): Casts Snowstorm at no MP cost. * Brave Blade's attack rating is updated from 150 - #escapes to #kills/4, capped at 200. Kills are only counted if you successfully win the fight. * The Flame Rod, Thunder Rod and Frost rod give stat boosts when equipped. +2 Magic for Flame, +2 Agility for Thunder and +1 Magic and Agility for Frost. * Byblos's MP was reduced from 1000 to 200. * General stat changes to several jobs, mainly for flavor purposes. Few of these changes affect the game negatively, and most positively. There are too many to list, so here are the highlights: o White Mages have their vitality buffed 37 to suit their defensive nature, and this stat is passed through !White (scaled, like Magic.) o Time Mages have their agility buffed to 33, making them the fastest mage job. Like White Mages, !Time will pass their Agility stat. o Black Mages and Summoners have their agility dropped to 17 and 15 respectively, making them the two slowest jobs. Despite this, due to the way ATB works, this is not noticeable until about 10 turns pass. o Geomancers have the highest magic score, at 68 magic, along with !Gaia passing this stat. o Dragoons and Dancers have increased magic scores, to 24 and 29 respectively, to highlight their hybrid skill selection. Dancers also have 34 agility, making them one of the speedier jobs. Equip Ribbons will now pass the Dancer's Agility and Magic score, and Lance passes the Dragoon's Magic score. o Chemists have their stats dropped by a nontrivial amount, from 26 to 24 Strength, 27 to 17 Agility, and 30 to 17 Vitality. Although this might be a noticeable nerf, let's be honest. Chemists aren't really going to feel this one. * Gaia is no longer dependent on the user's level. Instead, it just picks one of the four available spells for the terrain equally at random, and in a nod to Final Fantasy III, there is a 2% chance that Shadowflare (the chemist mix) will be cast instead. * Dragoons now innately have the Doublehanded skill (which doubles damage with certain weapons if no secondary item is wielded), and all the spears can be Doublehanded. I think there might be visual glitches in the status screen that doesn't highlight this properly? * Berserkers, due to the fact that they only attack, now have their other ability slots freed up like Mimes. You can equip up to 3 additional abilities on them (although most of them won't be useful! :P) * Red Mages can now learn two extra skills: Black4 and White4, giving them access to a few more useful tools. Their skill progression is now Red1 > Red2 > Red3 > Black4 > White4 > Dualcast. Dualcast's AP cost is reduced to 400 AP to compensate the additional skills. * Fists can be Spellbladed. Yes, now you can have your monks literally punch with fists of fire! * Potions have been increased to heal 100 HP, Hi-Potions heal 800 HP, and Ethers heal 100 MP. * The Dream Harp now has the effect of Whisperwind (straight damage which heals the party) instead of a weak Gravity attack that puts enemies to sleep. * The Gaia Bell uses the Bell damage formula instead of the Axe damage formula (which is more sensible for Geomancers, really) and has a 33% chance of casting Quake (up from 25%.)