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Final Fantasy Tactics - Abilities |
These abilities, while representative of the job classes from which they originate, can be set regardless of which job your character is currently training in.
When purchasing skills, it is important to keep in mind that JP is better spent on these types of abilities than on action skills in the job classes in which you do not plan to train your characters. Furthermore, certain reaction, support and movement
abilities are must-haves in some situations and liabilities in others. When entering a battle, try to consider not only the different combinations of action abilities available to you, but also how to make the most strategic use of the reaction, support
and movement skills at your disposal.
Abilities List 
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There are a wide variety of reaction skills to help defend and protect your characters from enemy attacks. Although their effects vary from defensive saves and counterattacks to last-minute restorative spells, they all have one thing in common:
their execution is based partly on luck and partly on experience. Just because an attack is supposed to trigger them does not mean it will all the time.
| Name |
Description |
Trigger |
JP |
Job Origination |
Counter Tackle |
Counters a physical attack with a Dash attack's body blow. Indispensable in the beginning stages of the game but not in the middle to latter parts. |
Physical attack |
180 |
Squire |
Auto Potion |
When the character receives any form of HP damage, he or she uses the lowest-level potion available. This is an effective way to heal your characters without using an AT during the beginning and middle parts of the game, especially when primed with Hi-Potions and X-Potions. However, it can be expensive, because characters equipped with this can—and will—use potions indiscriminately. |
HP damage |
400 |
Chemist |
Weapon Guard |
Allows the character to parry an attack with an equipped weapon. The low JP rate makes this a good buy for magic users and warriors alike. Effective against all weapons (including bows and guns). |
Weapon attack |
200 |
Knight |
Speed Save |
When the character takes HP damage, it raises his/her Speed by 1. |
HP damage |
800 |
Archer |
Arrow Guard |
Increases the character's chances of evading a bow/crossbow attack. This is another good skill for the first half of the game, when enemy bow strikes can be very damaging. |
Bow/crossbow attack |
450 |
Archer |
HP Restore |
Restores HP to the character when an attack brings him/her down to critical levels. |
Critical status |
500 |
Monk |
Counter |
The character counters an enemy's physical attack with one of his/her own. This is a slightly stronger version of Counter Tackle. |
Physical attack |
300 |
Monk |
Hamedo |
Gives the character a chance to attack before being attacked. This is invariably fatal when triggered. However, the enemy character must attack within weapon range for it to be effective. |
Physical attack |
1200 |
Monk |
Regenerator |
An attack causes the character to receive Regen status, gradually restoring his/her HP. Adds: Regen |
HP damage |
400 |
Priest |
Counter Magic |
The character counters with the same magic attack he/she receives. |
Magic effect |
800 |
Wizard |
Critical Quick |
The character's AT is elevated to the next position when his/her HP totals fall within critical levels. |
Critical status |
700 |
Time Mage |
MP Switch |
The character loses MP instead of HP when attacked. This is good for job classes and action ability combinations that do not make use of MP. |
HP damage |
400 |
Time Mage |
MP Restore |
Like HP Restore, an attack that leaves the character in critical condition but causes full restoration of MP. It comes in handy when using Wizards and Summoners, as they use a substantial amount of MP with their magical attacks. |
Critical status |
400 |
Summoner |
Caution |
Receiving an enemy's attack causes the character to take up a defensive position that halves all damage. It lasts until the character's next AT. Adds: Defense |
HP damage |
200 |
Thief |
Gilgame Heart |
The character receives (from the enemy) the same amount of Gil as HP damage incurred. |
HP damage |
200 |
Thief |
Catch |
The character can catch and keep items thrown across the battlefield. It is possible to pick up rare items as well. |
Throw |
200 |
Thief |
Finger Guard |
The character plugs his/her ears to dodge Talk Skill (word-based) attacks. |
Word skills |
300 |
Mediator |
Absorb Used MP |
Restores character's MP by the same amount that the enemy used to cast its spell. |
MP effect |
250 |
Oracle |
Counter Flood |
The character counters a physical attack by invoking the appropriate geomancy effect. |
Geomancy, physical attack |
300 |
Geomancer |
Dragon Spirit |
When a character receives HP damage, that character casts the Reraise status. |
Physical attack |
560 |
Lancer |
Meatbone Slash |
When critical, it allows the character to damage the target in the amount of his/her max HP. Its weakness is that it does not work if the character is defeated before hitting the critical stage. |
Critical status |
200 |
Samurai |
Blade Grasp |
Allows the character to evade physical attacks other than bow/crossbow attacks. The higher the character's Brave points, the higher the evasion percentage. |
Physical attack |
700 |
Samurai |
Sunken State |
The character hides and becomes invisible once he/she receives HP damage. Adds: Invisible |
HP damage |
900 |
Ninja |
Abandon |
Raises the character's evade percentage, allowing him/her to dodge attacks more easily. This works with all physical attacks and some magic attacks. |
Enemy attack |
400 |
Ninja |
Distribute |
When the character's HP is maxed, he/she shares any excess HP with his/her allies. |
HP restore |
200 |
Calculator |
Damage Split |
Damage received is shifted from the character to the enemy unit. |
HP damage |
300 |
Calculator |
A Save |
Raises the character's physical attack power when attacked by the enemy. This works best on characters with low attack power. However, because it is part of the Dancer's abilities, it is available only to female characters. |
HP damage |
550 |
Dancer |
Brave Up |
This raises the character's Brave level when attacked by the enemy. However, because this is part of the Dancer's abilities, it is available only to female characters. |
Physical attack |
500 |
Dancer |
MA Save |
Raises the character's magic attack power when he/she takes HP damage. Because it is among the Bard's skills, it is only available to male characters. |
HP damage |
450 |
Bard |
Faith (Face) Up |
Raises the character's Faith level when he/she is hit with a magical spell. This ability has its good and bad points. It raises magical power, but it also makes the character more susceptible to enemy magic. Because it is among the Bard's skills, it is available only to male characters. |
Magic effect |
500 |
Bard |
Support abilities range from skills that allow your characters to equip weapons and powers from other job classes to bonuses that improve their accuracy, shorten their charge times, and halve the required MP for spells. There is a lot to choose from,
and in almost every case you will be flipping coins to decide among the more helpful ones!
| Name |
Description |
JP |
Job Origination |
Equip Axe |
Allows the character to equip an axe, regardless of job class. |
170 |
Squire |
Monster Skill |
The character can target friendly monsters within a range of three panels, helping them acquire new abilities. If you are fond of using monsters in battle, this skill is very helpful. |
200 |
Squire |
Defend |
The character defends and prepares for an attack. Activated by choosing the Defend command on the Action Menu. |
50 |
Squire |
Gained JP Up |
Increases the amount of JP earned in battle. A must-have for the beginning and middle stages of a character's development. |
250 |
Squire |
Throw Item |
Makes a character able to throw items over an extended range, even if he/she is not a Chemist. |
350 |
Chemist |
Maintenance |
Makes equipped items immune to break techniques. Another must-have, especially when the character possesses powerful and/or rare items. |
250 |
Chemist |
Equip Change |
Allows the character to change equipment, even in battle. Activated by selecting the Equip Change action command. |
0 |
Chemist |
Equip Armor |
Allows the character to equip heavy armor, regardless of Job Class. Excellent if you are fond of magic users or warriors, such as the Monk and Ninja, who cannot wear armor. |
500 |
Knight |
Equip Shield |
Allows the character to equip a shield, regardless of job class. |
250 |
Knight |
Equip Sword |
Allows the character to equip a sword, regardless of job class. Great for characters, such as Agrias and Orlandu, when training in a job class that does not allow them to equip a sword and use their special sword skills. |
400 |
Knight |
Equip Crossbow |
Allows the character to equip a crossbow, regardless of job. |
350 |
Archer |
Concentrate |
Makes the enemy unable to evade the character's attacks. If the enemy is within a targeted panel, the attack is sure to succeed. A must have for all job classes. |
400 |
Archer |
Martial Arts |
Character gains the bare-handed fighting strength of a Monk, regardless of job class. |
200 |
Monk |
Magic Defend Up |
Lessens damage caused by enemy magic attacks. |
400 |
Priest |
Magic Attack Up |
Increases the damage a character's magic attacks will inflict. |
400 |
Wizard |
Short Charge |
Increases a character's CT speed, halving the time it takes him/her to cast spells, and so on. A must-have for the magically inclined. |
800 |
Time Mage |
Half of MP |
Halves the MP used when casting a spell. Especially useful for characters who can a lot of expensive magic spells. |
900 |
Summoner |
Secret Hunt |
This ability allows you to "poach" the pelts of monsters you have killed. Once poached, you can take them to fur shops where they will be made into items. This is the only way to procure some of the game's rarer items, such as perfume and ribbons. |
200 |
Thief |
Equip Gun |
Allows the character to equip a gun, regardless of job class. Useful, especially once you have picked up one of the powerful spell guns. |
750 |
Mediator |
Train |
When an enemy reaches terminal status, the character can persuade it to become an ally. |
450 |
Mediator |
Monster Talk |
Allows a character to speak with monsters, even if he/she is not a Mediator. |
100 |
Mediator |
Defense Up |
Lessens damage incurred from physical attacks caused. |
400 |
Oracle |
Attack Up |
Increases damage a character's physical attacks caused. |
400 |
Geomancer |
Equip Spear |
Allows the character to equip a spear, regardless of job class. |
400 |
Lancer |
Equip Knife |
Allows the character to equip a katana, regardless of job class. |
400 |
Samurai |
Two Hands |
Allows the character to hold his/her weapon with both hands, increasing its attack power. |
900 |
Samurai |
Two Swords |
The character can use a weapon in each hand, even if he/she is not a Ninja. Double attacks increase the amount of damage possible. Definitely a must-have! |
900 |
Ninja |
Gained Exp Up |
Increases the experience points a character earns by 1.5. Good for increasing characters' experience levels. |
350 |
Calculator |
Movement abilities do as their names imply. They can up your movement and jump radius, help you find important items as you traverse the battlefield, or simply make your journey a little easier.
| Name |
Description |
JP |
Job Origination |
Move +1 |
Increases the character's movement range by one panel. |
200 |
Squire |
Move—Find Item |
Allows the character to find any hidden items on the destination panel. This skill is the only way for characters to find hidden items, making it a must-have. |
100 |
Chemist |
Jump +1 |
Increases a character's jump elevation by one panel. |
200 |
Archer |
Move—HP Up |
Allows the character to recover a small amount of HP as he/she moves around the battlefield. |
300 |
Monk |
Teleport |
Allows the character to move to any space on the battlefield instantly. However, the farther the destination panel, the greater the chance of failure. Take care to stay within a reasonable movement radius. |
600 |
Time Mage |
Float |
Allows the character to float 1 panel above ground. Identical to the effect of Feather Boots. |
540 |
Time Mage |
Move +2 |
Increases the character's movement range by two panels. |
520 |
Thief |
Jump +2 |
Increases a character's jump elevation by two panels. |
480 |
Thief |
Any Weather |
Allows the character to walk over swamps, marshes and poison marshes, regardless of climate. |
200 |
Oracle |
Move—MP Up |
The character recovers MP as he/she moves. It is similar to Move—HP Up. |
350 |
Oracle |
Any Ground |
The character can walk easily over watery terrain such as rivers. |
220 |
Geomancer |
Move on Lava |
Allows the character to move and walk over volcanic terrain. However, only one battle map features molten lava, so this skill is basically useless. |
150 |
Geomancer |
Ignore Height |
Allows the character to jump to any height, regardless of jumping ability. A must-have for battles requiring you to climb to the tops of buildings, and so on. |
700 |
Lancer |
Walk on Water |
Allows the character to walk or stop on the surface of water. |
300 |
Samurai |
Move in Water |
The character can move or stop on water. |
420 |
Ninja |
Move—Get Experience |
The character gains experience points as he/she moves around. |
400 |
Calculator |
Move—Get JP |
The character gains a small amount of job points as he/she moves around. |
400 |
Calculator |
Jump +3 |
Increases the character's jump elevation by 3 panels. It is restricted to female characters. |
1000 |
Dancer |
Fly |
The character can leap over enemies and obstacles while moving. It is good for reaching panels blocked by other units or quirks in the terrain. |
1200 |
Bard/Dancer |
Move +3 |
Increases the character's movement range by 3 panels. It is restricted to male characters. |
1000 |
Bard |
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