The Let's Play Archive

Bravely Default

by Greyarc

Part 144: Let's Learn Jobs: Vampire

Let's Learn Jobs: Vampire



Vampires learn the majority of their skills from monsters and thus take more effort to set up, but properly prepared they can be a fairly versatile all-in-one powerhouse.

Vampires take their main monster-skill-learning gimmick from Final Fantasy's Blue Mages, adding on a specialty for drain attacks.




Job and Job Command icons are of a vampire bat wing and vampire bat in flight, respectively.



Vampires are all-rounders, decent with both magical and physical actions as well as a good range of weaponry.



Blue are support abilities, red are skill abilities.

Level 1 - Genome Ability: Use a monster's ability.
Level 2 - Absorb P. Damage: Recover HP equal to 30% of physical damage taken. (Cost: 1)
Level 3 - Blood Thirst: Attack and restore HP equal to damage done.
Level 4 - Bloodlust: Physical and Magical Attack and Defense increase 25% for each enemy you defeat. (Cost: 1)
Level 5 - Charm: 75% chance to charm enemy target.
Level 6 - Magic Thirst: Attack enemy's MP for 10% of normal attack, recover same amount of own MP.
Level 7 - Monster Ability Up: Genome ability damage raised to 125%. (Cost: 1)
Level 8 - Battle Thirst: Absorb 1 BP from target. (16 MP)
Level 9 - Subvert: 50% chance to charm all enemies. (20 MP)
Level 10 - Self-Restore: Restore all HP at end of battle. (Cost: 1)
Level 11 - Absorb Stats: Absorb selected stat from target. (20 MP)
Level 12 - Drain Attack Up: Drain attack damage increased to 150%. (Cost: 1)
Level 13 - Genome Drain: Allows other jobs to equip the vampire specialty. (Cost: 1)
Level 14 - Rise from Dead: If K.O.'d, 50% chance to recover at end of turn; recovers HP to 25% of max. (Cost: 1)

The drain attacks are nice, but Genome Ability contains the bulk of the vampire's tricks, such as a powerful all-party heal (White Wind, which requires Charming Aero Lanterns), a wide assortment of status effects, and the only way to get -aja spells (extra Nemesis bosses via the Norende minigame).



D's Journal Bestiary entries indicate which abilities can be learned with <>, as shown here with Gastric Juices.



Genome Drain has no use outside of learning new abilities.



Also, only one character with Genome Drain needs to get hit by the ability for everyone to be able to use it forevermore.


This time around, the women and men have completely separate outfits. The men mimic DeRosso's classical taste, with a waistcoat over a formal shirt matched with trousers and a short cape. The women, in contrast, wear what is probably best described as Final Fantasy (Tetsuya Nomura-era) inspired bondage gear. This outfit was one of the major points of censorship in the game, with the black bikini under the belts being replaced by a black leotard for the Western release. The outfit is finished off with a pair of cute animal ears, because why not, you're already doing a goth-bunny-girl thing, just throw it on there.

Speaking personally, I consider it a shame the outfits are limited by gender. Tiz and Ringabel are denied the chance to show off their wild side, and Agnes and Edea would look fantastic in the men's elegant yet cute ensemble.








Vampire magic is so dark and cool