Dragoon
April 4, 2017
15:32
The good news: All around solid heavy class, transfers over a solid free MP Drain to mages, has a solid unique weapon class.  Can fight in the back row freely by using !Jump
The bad news: Not really all that special in any area
Strength
+18
Agility
+5
Vitality
+15
Magic
-12
Hands
Daggers
Spears
Armor
Heavy Headgear
Heavy Armor
Medium Armor
Heavy Accessories
Command
!Jump
Abilities
Level
AP
Ability
Innate
Equip Stats
Description
1
50 for SNES/GBA; 10 for iOS
!Jump
No
Removes the user from combat for a turn, then returns them on their next turn to perform an Attack on the target.  This attack deals full damage regardless of row, has a base 100% hit rate regardless of weapon accuracy, cannot critical, and won't trigger "on attack" effects (e.g. Mage Masher's silence).  Its damage multiplier will be doubled if the user is wielding a Spear.
While in midair via Jump, a Dragoon cannot be commanded and will not be affected by anything - from enemies OR from allies.  Proper timing can let you avoid certain parts of enemy AI routines that could be super dangerous… failed timing means you'll miss healing from allies.  Take care of yourself.
Though damage from the back row is useful, most other classes can't take advantage of the doubled damage multiplier from the Spear, meaning this is mostly limited to very specific tactical uses of avoiding certain predictable attacks.
Dancers with Man Eater are an exception.
2
150
!Lance
No
!Lance casts a 0-MP spell on use at a single target, which deals two 'separate' drains - one a Magic Power 45 HP Drain, the other a Magic Power 4 MP Drain.  Now, unfortunately, the Dragoon themself has a pitiful Magic stat normally, making this pretty weak.  The good news, however, is that this works AMAZINGLY on a magic class, since their much higher Magic (and actual use for MP) basically turns this into a far-earlier-access Osmose spell and infinite MP engine!
...just remember not to use it on undead.
3
400
Equip Spears
No
Strength +18
Allows any class to use Spears.  Spears are a fairly solid, if not terribly remarkable weapon type, barring the final couple spears.  Situational value.
Success Strategy
Learn when and where to use !Jump.  Remember, Jump deals full damage from the back row - something the Dragoon is uniquely able to do among classes equipped with Heavy Armor, meaning their physical survivability is through the roof.  If you're not on a Natural challenge and have classes that use MP, make sure to pass them Lancet and reap the benefits.
Special Equipment
Spears are, functionally, identical to Swords.  The only differences is that while Spears can NOT be Double Gripped or affected by !Magic Sword, and that they deal 2x damage when using the !Jump command.
Weapon
Attack Power
Where to find
Notes
Mythril Spear
30
Bought: Act 1, Karnak
Trident
38
Bought: Act 1, Jacole
Does Thunder elemental damage
Javelin
55
Steal: Act 1, Quicksand Desert, Sand Bear
Steal: Act 3, Desert south of Pirate's Cave, Sand Bear
Strength +1 while equipped
Only obtainable at a relevant point if you have a Thief
Spear
25
Steal: Act 2, Exdeath's Castle (First Visit), Jail Bear
Speed +1 while equipped
Wind Spear
44
Bought: Act 2, Regole/Bal/Quelb
Does Wind elemental damage
Gungnir
54
Bought: Act 2, Surgate
Partisan
62
Found: Act 2, Exdeath's Castle (Final Visit)
Bought: Act 3, Mirage
Holy Spear
109
Found: Act 3, Legendary Weapon
Strength +3 while equipped
Does Holy elemental damage
Dragoon Spear
119
Steal: Interdimensional Rift, Castle, Jura Avis (the monster Alte Roite morphs into)
Steal: Interdimensional Rift, Void, CrysDragon
Steal: Interdimensional Rift, Neo Exdeath (Top Part)
Against Dragons, doubles attack power and ignores defense
You can steal it from Neo Exdeath, but the only ones that get to keep it are the GBA players (It will persist after the credits on your file!)