Overview Final Fantasy Tactics is a strategy role-playing game that was released by Square Enix (formerly Squaresoft) for the Playstation in January of 1998. While the game is part of the Final Fantasy franchise , its gameplay pays more homage to the tactical RPG Tactics Ogre than any of its brethren. However, the game retains a number of Final Fantasy related features such as chocobos , magic and a job system, incorporating these into the turn-based strategy premise. The game was re-released with an enhanced feature set for the PlayStation Portable in 2007 under the title Final Fantasy Tactics: The War of the Lions .
Gameplay Final Fantasy Tactics' gameplay revolves primarily around the strength of its battle system. Most of the time in game is spent fighting either scripted story-driven battles or random encounters. The rest is devoted to character development, negotiating the world map and following the game's labyrinthine plot.
Battle System Final Fantasy Tactics' battle system takes the familiar traits of the core series' battle mechanics and mixes them with a traditional turn-based-strategy style of gameplay. Battles are fought in 3D isometric environments, with both the player's troop of soldiers and the band of enemies represented by 2D sprites commonly referred to as "units".
World Map Between battles, like most Final Fantasy games, Final Fantasy Tactics provides the player with a world map to traverse. FF Tactics' 2D world map functions more as a menu, as the player does not have active control over the on-screen character. Instead, the character can be moved to any available location on the world map using an icon. There are two primary types of locations on FF Tactics' world map, the first of which is towns. When the player visits a town, he or she has the option to:
Visit the local Tavern, catch up on recent Gossip and possibly undertake an Errand. Stop at the Outfitter to buy and sell weapons, armor and other items. Pass by the Warriors' Guild to recruit new soldiers. Exclusive to certain locations, visit the Poachers' Den to buy poached items at reduced prices. Job System The Job System. Like most Final Fantasy games, there is a unique system in place that determines how your magic, abilites, and stats work. The basis of combat revolves around the Job System, a class-based concept that has you changing jobs, and using said actions of that class on the battlefield, which will yield you Job Points (JP). As you gain JP you will level up your specific class of character, as well as gain the right to unlock new abilities, by expending these points. Familiar character classes from past Final Fantasy games appear in this game as jobs, including Wizards, Priests, Thieves, Lancers, and Summoners. Most new characters start out as either a Squire or a Chemist, and work their way up the proverbial ladder, to unlock new Jobs -- and likewise -- new bone-crushing skills.
Jobs Squire Squire Squire is the base job from which all physical classes grow. While their abilities allow them to perform a wide variety of tasks, they are not particularly adept at any of them. However, every character will want to spend enough time in the job to obtain the JP Boost skill that increases all JP earned by 50%.
Prerequisites: NoneWeapons: Axes, Flails, Knives, SwordsArmor: Hats, ClothesMove/Jump Rate: 4/3Evasion Rate: 5%Active Stats: Phys - C; Mag - D; HP - C; MP - D; Spd - CGrowth Rate: Phys - D; Mag - D; HP - C; MP - F; Spd - FFundaments (job skill)
Name Description Range Area Delay JP Focus Increases physical attack power by 1 until end of battle 0 1 Now 300 Rush Physical attack with high chance of knock-back 1 1 Now 80 Stone Ranged physical attack 4 1 Now 90 Salve Removes Blind, Poison, Silence 1 1 Now 150
Reaction
Name Description Trigger JP Counter Tackle Attacks with Rush regardless of ability Physical attack 180
Support
Name Description JP Equip Axes Equip Axes regardless of Job 170 Beastmaster Grants adjacent friendly monsters within 3H an additional ability 200 Defend Adds the Defend command, doubles evasion rate until next turn 50 JP Boost Increases the amount of JP earned by 50% 250
Movement
Name Description JP Move +1 Increases maximum movement range by 1 200
Chemist Chemist Unlike most Final Fantasy games, Chemists are the only job in Final Fantasy Tactics with the skill to use items. As the base class for all spell-casters, their physical abilities are somewhat lacking. However, their offensive capabilities increase drastically when equipped with guns.
Prerequisites: NoneWeapons: Guns, KnivesArmor: Hats, ClothesMove/Jump Rate: 3/3Evasion Rate: 5%Active Stats: Phys - D; Mag - D; HP - D; MP - D; Spd - CGrowth Rate: Phys - F; Mag - F; HP - D; MP - D; Spd - FInnate Ability: Throw ItemItem (job skill)
Name Description Range Area Delay JP Potion Uses a Potion to restore 30 HP 4 1 Now 30 Hi-Potion Uses a Hi-Potion to restore 70 HP 4 1 Now 200 X-Potion Uses an X-Potion to restore 150 HP 4 1 Now 300 Ether Uses an Ether to restore 20 MP 4 1 Now 300 Hi-Ether Uses a Hi-Ether to restore 50 MP 4 1 Now 400 Elixir Uses an Elixir to fully restore HP and MP 4 1 Now 900 Antidote Uses an Antidote to remove Poison 4 1 Now 70 Eye Drops Uses an Eye Drops to remove Blind 4 1 Now 80 Echo Herbs Uses an Echo Herbs to remove Silence 4 1 Now 120 Maiden's Kiss Uses a Maiden's Kiss to remove Toad 4 1 Now 200 Gold Needle Uses a Gold Needle to remove Stone 4 1 Now 250 Holy Water Uses a Holy Water to remove Undead and Vampire 4 1 Now 400 Remedy Uses a Remedy to remove Blind, Confusion, Oil, Poison, Silence, Sleep, Stone, Toad 4 1 Now 700 Phoenix Down Uses a Phoenix Down to remove KO 4 1 Now 90
Reaction
Name Description Trigger JP Auto-Potion Uses weakest available potion on self HP loss 400
Support
Name Description JP Throw Items Throw items at a range of 4 350 Safeguard Prevents equipped items from being broken or stolen 250 Reequip Adds the Reequip command, change equipment mid-battle 0
Movement
Name Description JP Move-Find Item End movement on specific tiles to discover hidden items 100
Knight Knight Capable of equipping the heavy armor and shields, Knights are extremely durable front-line warriors. Rather than deal damage, they focus on disabling their opponents by selectively destroying crucial equipment and reducing an opponent's key attributes.
Prerequisites: Squire Level 2Weapons: Knight's Swords, SwordsArmor: Shields, Helmets, Armor, RobesMove/Jump Rate: 3/3Evasion Rate: 10%Active Stats: Phys - B; Mag - D; HP - C; MP - C; Spd - CGrowth Rate: Phys - B; Mag - F; HP - B; MP - D; Spd - FArts of War (job skill)
Name Description Range Area Delay JP Rend Helm Destroys target's head equipment Weapon 0 Now 300 Rend Armor Destroys target's body equipment Weapon 0 Now 400 Rend Shield Destroys target's shield Weapon 0 Now 300 Rend Weapon Destroys target's weapon Weapon 0 Now 400 Rend MP Reduces target's MP by 50% of max Weapon 0 Now 250 Rend Speed Reduces target's Speed by 2 until end of battle Weapon 0 Now 250 Rend Power Reduces target's physical attack power by 3 until end of battle Weapon 0 Now 250 Rend Magick Reduces target's magical attack power by 3 until end of battle Weapon 0 Now 250
Reaction
Name Description Trigger JP Parry Blocks physical attacks from the front or sides, rate based on equipped weapon Physical attack 200
Support
Name Description JP Equip Heavy Armor Equip Helms and armor regardless of Job 500 Equip Shields Equip Shields regardless of Job 250 Equip Swords Equip Swords regardless of Job 400
Archer Archer Archers are long-ranged physical attackers that excel when they hold the high-ground. Through their aim skill they are able to increase their damage exponentially. However, the long charging time required can make them hard to use effectively against faster targets.
Prerequisites: Squire Level 2Weapons: Bows, CrossbowsArmor: Hats, ClothesMove/Jump Rate: 3/3Evade Rate: 10%Active Stats: Phys - B; Mag - D; HP - C; Mag - C; Spd - CGrowth Rate: Phys - B; Mag - F; HP - C; MP - D; Spd - FAim (job skill)
Name Description Range Area Delay JP Aim +1 Charges attack to deal additional damage Weapon 1 4 100 Aim +2 Charges attack to deal additional damage Weapon 1 5 150 Aim +3 Charges attack to deal additional damage Weapon 1 6 200 Aim +4 Charges attack to deal additional damage Weapon 1 8 250 Aim +5 Charges attack to deal additional damage Weapon 1 10 300 Aim +7 Charges attack to deal additional damage Weapon 1 14 400 Aim +10 Charges attack to deal additional damage Weapon 1 20 700 Aim +20 Charges attack to deal additional damage Weapon 1 35 1200
Reaction
Name Description Trigger JP Adrenaline Rush Increases speed by 1 until end of battle HP loss 900 Archer's Bane Evades bow and crossbow attack Bow/crossbow attack 450
Support
Name Description JP Equip Crossbows Equip Crossbows regardless of Job 350 Concentrate Enemies are unable to evade your physical attacks 400
Movement
Name Description JP Jump +1 Increases maximum jump height by 1 200
Monk Monk Monks are melee fighters that eschew the armor and heavy weapons of their martial allies. With access to a wide variety of skills including the ability to strike foes from extremely long range and restore MP to multiple allies, they are effective in almost any situation.
Prerequisites: Knight Level 3Weapons: N/AArmor: ClothingMove/Jump Rate: 3/4Evasion Rate: 20%Active Stats: Phys - B; Mag - D; HP - B; MP - C; Spd - BGrowth Rate: Phys - C; Mag - F; HP - B; MP - C; Spd - FInnate Ability: BrawlerMartial Arts (job skill)
Name Description Range Area Speed JP Cyclone Physical attack striking all adjacent targets 0 2 Now 150 Pummel Physical attack 1 1 Now 300 Aurablast Ranged physical attack 3 1 Now 300 Shockwave Ranged physical attack striking all targets in a line 4-way 8 Now 600 Doom Fist Causes Doom status 1 1 Now 300 Purification Removes Berserk, Blind, Confuse, Disable, Immobilize, Poison, Silence, Sleep, Stone, Toad from all adjacent targets 0 2 Now 200 Chakra Restores HP and MP to all adjacent targets 0 2 Now 350 Revive Removes KO status and restores 20% HP 1 1 Now 500
Reaction
Name Description Trigger JP Critical: Recover HP Restores 100% HP HP critical 500 Counter Attacks with Attack command Physical attack 300 First Strike Cancels the enemy's attack and attacks with Attack command Attack command 1300
Support
Name Description JP Brawler Raises unarmed attack strength, effectiveness of Martial Arts skills, success rate of Steal, and strength of Rush and Stone 200
Movement
Name Description JP Lifefont Restores 10% maximum HP when moving at least one tile during a turn 300
White Mage White Mage All but one of the spells in the White Mage's arsenal are dedicated to bolstering allies. While the charge time their spells require can cause them to be trickier to use than a Chemist's potions, the strength of their healing and their ability to target multiple characters simultaneously make White Mage's the best class to bring your party back from the brink of destruction.
Prerequisites: Chemist Level 2Weapons: StavesArmor: Hats, Clothes, RobesMove/Jump Rate: 3/3Evade Rate: 5%Active Stats: Phys - C; Mag - C; HP - D; MP - A; Speed - BGrowth Rate: Phys - C, Mag - F; HP - B; MP - B; Spd - FWhite Magicks (job skill)
Name Description MP Range Area Delay JP Cure Restores HP 6 4 2 4 50 Cura Restores HP 10 4 2 5 180 Curaga Restores HP 16 4 2 7 450 Curaja Restores HP 20 4 2 10 800 Raise Removes KO status and restores 50% HP 10 4 1 4 200 Arise Removes KO status and restores 100% HP 20 4 1 10 600 Reraise Gives Reraise status (automatically raises target if target gains KO status) 16 3 1 7 1000 Regen Gives Regen status (restores 12.5% max HP each turn) 8 3 1 4 350 Protect Gives Protect status (reduces Physical damage by 33%) 6 3 2 4 70 Proteja Gives Protect status 24 3 2 7 600 Shell Gives Shell status (reduces Magical damage by 33%) 6 3 2 4 70 Shellja Gives Shell status 20 3 2 7 600 Wall Gives Wall status (reduces Physical and Magical damage by 33%) 24 3 1 4 400 Esuna Removes Berserk, Blind, Confuse, Disable, Immobilize, Silence, Sleep, Stone, Toad 18 3 2 3 300 Holy Magical attack that deals Holy damage 56 5 1 6 600
Reaction
Name Description Trigger JP Regenerator Gives Regen status HP loss 400
Support
Name Description JP Arcane Defense Reduces magic damage received by 33% and success rate of magic status attacks 400
Black Mage Black Mage Black Mages are the heavy hitters amongst the spell-casting jobs. While their abilities may lack subtlety, their access to a wide variety of elemental damage types make them particularly dangerous in the hands of a mindful commander.
Prerequisites: Chemist Level 2Weapons: RodsArmor: Hats, Clothes, RobesMove/Jump Rate: 3/3Evasion Rate: 5%Active Stats: Phys - D; Mag - B; HP - D; MP - A; Spd - CGrowth Rate: Phys - D; Mag - F; HP - D; MP - A; Spd - FBlack Magicks (job skill)
Name Description MP Range Area Delay JP Fire Magic attack that deals Fire damage 6 4 2 4 50 Fira Magic attack that deals Fire damage 12 4 2 5 200 Firaga Magic attack that deals Fire damage 24 4 2 7 500 Firaja Magic attack that deals Fire damage 48 4 3 10 900 Thunder Magic attack that deals Lightning damage 6 4 2 4 50 Thundara Magic attack that deals Lightning damage 12 4 2 5 200 Thundaga Magic attack that deals Lightning damage 24 4 2 7 500 Thundaja Magic attack that deals Lightning damage 48 4 3 10 900 Blizzard Magic attack that deals Ice damage 6 4 2 4 50 Blizzara Magic attack that deals Ice damage 12 4 2 5 200 Blizzaga Magic attack that deals Ice damage 24 4 2 7 500 Blizzaja Magic attack that deals Ice damage 48 4 3 10 900 Poison Inflicts Poison status 6 4 2 3 150 Toad Inflicts Toad status 12 3 1 5 500 Death Inflicts KO status 24 4 1 10 600 Flare Magic attack 60 5 1 7 1000
Reaction
Name Description Trigger JP Magick Counter Attacks with identical spell regardless of range or ability Magic attack 800
Support
Name Description JP Arcane Strength Increases magic damage and healing by 33%, success rate of magic status attacks, and effectiveness of magic-dependent skills (ie. Geomancy, Iaido etc) 400
Time Mage Time Mage Despite a lack of reliable offensive abilities, the buffs and ailments Time Mages are capable of causing can drastically shift the tide of battle. They are most effective when teamed up with powerful damage-dealers.
Prerequisites: Black Mage Level 3Weapons: StavesArmor: Hats, Clothes, RobesMove/Jump Rate: 3/3Evade Rate: 5%Active Stats: Phys - D; Mag - C; HP - D; MP - A; Spd - CGrowth Rate: Phys - D; Mag - F; HP - D; MP - B; Spd - FTime Magicks (job skill)
Name Description MP Range Area Delay JP Haste Gives Haste status 8 3 2 2 100 Hasteja Gives Haste status 30 3 2 7 600 Slow Inflicts Slow status 8 3 2 2 80 Slowja Inflicts Slow status 30 3 2 7 600 Stop Inflicts Stop status 14 3 2 7 350 Immobilize Inflicts immobilize status 10 3 2 3 100 Float Gives Float status 8 4 2 2 200 Reflect Gives Reflect status 12 4 1 2 300 Quick Grants full CT gauge 24 4 1 4 900 Gravity Deals damage equal to 25% of target's maximum HP 24 4 2 6 250 Graviga Deals damage equal to 50% of target's maximum HP 50 4 2 10 550 Meteor Magic attack 70 4 4 20 1500
Reaction
Name Description Trigger JP Critical: Quick Grants full CT gauge HP critical 800 Mana Shield Damage lowers MP before HP HP loss 400
Support
Name Details JP Swiftness Halves delay before abilities are executed, no effect on Aim, Bardsong, Dance, or Jump 1000
Movement
Name Description JP Teleport Move to any square with a chance of failure that increases based on distance 650 Levitate Permanent Float status 540
Summoner Summoner By calling upon a wide variety of mythical beings, Summoners are capable of causing numerous effects over large areas of the battlefield. Unlike most magic, summons are capable of discerning between friend and foe ensuring that allies are never damaged and enemies are never healed. Unfortunately, this causes their spells to be slower, more costly, and generally less powerful than the more compact spells of their fellow casters.
Prerequisites: Time Mage Level 3Weapons: Rods, StavesArmor: Hats, Clothes, RobesMove/Jump Rate: 3/3Evade Rate: 5%Active Stats: Phys - D; Mag - C; HP - D; MP - A; Spd - DGrowth Rate: Phys - F; Mag - F; HP - D; MP - A; Spd - FSummon (job skill)
Name Description MP Range Area Delay JP Moogle Restores HP to allies 8 4 3 3 110 Shiva Magic attack that deals Ice damage to enemies 24 4 3 7 200 Ramuh Magic attack that deals Lightning damage to enemies 24 4 3 7 200 Ifrit Magic attack that deals Fire damage to enemies 24 4 3 7 200 Titan Magic attack that deals Earth damage to enemies 30 4 3 10 220 Golem Blocks physical damage 40 Allies Allies 4 500 Carbunkle Grants Reflect status to allies 30 4 3 5 350 Bahamut Magic attack that deals damage to enemies 60 4 4 15 1600 Odin Magic attack that deals damage to enemies 50 4 4 13 900 Leviathan Magic attack that deals Water damage to enemies 48 4 4 13 860 Salamander Magic attack that deals Fire damage to enemies 48 4 3 13 860 Silph Inflicts Silence status to enemies 26 4 3 7 400 Faerie Restores HP to allies 28 4 3 7 400 Lich Deals damage equal to 50% of target's maximum HP to enemies 40 4 3 10 600 Cyclops Magic attack that deals damage to enemies 62 4 3 12 1000 Zodiark Magic attack that deals damage to enemies 99 4 4 17 *
*Zodiark can only be learned by being hit by it and surviving
Reaction
Name Description Trigger JP Critical: Recover MP Restores 100% MP HP critical 400
Support
Column Head Column Head JP Halve MP Halves MP cost of abilities 1000
Thief Thief While they are agile and dexterous, Thieves are possibly the least effective of all the jobs in combat. However, with enough perseverance they are capable stripping an opponent bare. This means it is always a good idea to keep at least one party member with the Steal skill active at all times as certain rare items can only be acquired through stealing.
Prerequisites: Archer Level 3Weapons: KnivesArmor: Hats, ClothesMove/Jump Rate: 4/4Evade Rate: 25%Active Stats: Phys - C; Mag - D; HP - D; MP - D; Spd - BGrowth Rate: Phys - C; Mag - F; HP - C; MP - D; Spd - CSteal (job skill)
Name Description Range Area Delay JP Steal Gil Steal gil (speed * level) 1 1 Now 10 Steal Heart Inflicts Charm against monsters or humans of the opposite sex 3 1 Now 150 Steal Helm Steal Helmet 1 1 Now 350 Steal Armor Steal Armor 1 1 Now 450 Steal Shield Steal Shield 1 1 Now 350 Steal Weapon Steal Weapon 1 1 Now 600 Steal Accessory Steal Accessory 1 1 Now 500 Steal Exp Steal Exp (speed + 5) 1 1 Now 250
Reaction
Name Description Trigger JP Vigilance Enters Defense position, doubles evasion rate Attacked by other character 200 Gil Snapper Receive Gil equal to HP lost Attacked by other character 200 Sticky Fingers Block other character's Throw command, adds item to inventory Attacked by Throw command 200
Support
Name Description JP Poach KO'ing a monster with a physical attack causes the corpse to disappear and an item to appear in the Poachers' Den 200
Movement
Name Description JP Move +2 Increases maximum movement range by 1 560 Jump +2 Increases maximum jump height by 1 500
Orator Orator Orators are best used in non-critical encounters for their ability to cause a permanent change in the Bravery and Faith attributes of their allies. The overall ineffectiveness of their other skills, however, causes them to be largely useless in combat despite their ability to equip guns.
Prerequisites: Mystic Level 3Weapons: Guns, KnivesArmor: Hats, Clothes, RobesMove/Jump Rate: 3/3Evade Rate: 5%Active Stats: Phys - D; Mag - D; HP - D; MP - D; Spd - CGrowth Rate: Phys - D; Mag - F; HP - C; MP - F; Spd - FInnate Ability: Beast TongueSpeechcraft (job skill)
Name Description Range Area Delay JP Entice Target becomes a Guest that joins the party after battle 3 1 Now 100 Stall Reduces CT gauge to 0 3 1 Now 100 Praise Increases Bravery by 4 until end of battle* 3 1 Now 200 Intimidate Decreases Bravery by 20 until end of battle* 3 1 Now 200 Preach Increases Faith by 4 until end of battle* 3 1 Now 200 Enlighten Decreases Faith by 20 until end of battle* 3 1 Now 200 Condemn Inflicts Doom status 3 1 Now 500 Beg Receive Gil from enemy 3 1 Now 100 Insult Inflicts Berserk status 3 1 Now 300 Mimic Darlavon Inflicts Sleep status 3 1 Now 300
* For every 4 points of Bravery/Faith gained/lost, 1 is permanent
Reaction
Name Description Trigger JP Earplug Blocks Speechcraft skill Speechcraft skill 300
Support
Name Description JP Equip Guns Equip Guns regardless of job 800 Tame Physical attacks recruit monsters with HP critical 500 Beast Tongue Speechcraft skills work against monsters 100
Mystic Mystic The ultimate debuffers, Mystics have access to the widest variety of ailment-inflicting spells in the game. They can also be surprisingly effective at dispatching enemies at close range when equipped with Poles.
Prerequisites: White Mage Level 3Weapons: Books, Poles, Rods, StavesArmor: Hats, Clothes, RobesMove/Jump Rate: 3/3Evade Rate: 5%Active Stats: Phys - D; Mag - C; HP - D; MP - B; Spd - CGrowth Rate: Phys - D; Mag - F; HP - D; MP - B; Spd - FMystic Arts (job skill)
Name Description MP Range Area Delay JP Umbra Inflicts Blind status 4 4 2 2 100 Empowerment Drains MP equal to 33% of target's maximum MP 2 4 1 2 200 Invigoration Drains HP equal to 25% of target's maximum HP 16 4 1 2 350 Belief Causes Faith status 6 4 1 4 400 Disbelief Causes Atheist status 6 4 1 4 400 Corruption Inflicts Undead status 20 4 1 5 300 Quiescence Inflicts Silence status 16 4 1 3 170 Fervor Inflicts Berserk status 16 4 1 5 400 Trepidation Decreases Bravery by 30 until end of battle* 20 4 1 4 200 Delirium Inflicts Confuse status 20 4 1 5 400 Harmony Removes Faith, Float, Haste, Invisible, Protect, Reflect, Regen, Reraise, Shell 34 4 1 3 800 Hesitation Inflicts Disable status 10 4 2 5 100 Repose Inflicts Sleep status 24 4 2 6 350 Induration Inflicts Stone status 16 4 1 10 600
* For every 4 points of Bravery lost, 1 is permanent
Reaction
Name Description Trigger JP Absorb MP Gain MP equal to cost of spell cast Magic attack 250
Support
Name Description JP Defense Boost Reduces physical damage received by 33% 400
Movement
Name Description JP Ignore Weather Eliminates movement penalty for Marsh, Poisonous Fen, and Swamp tiles during rainstorm and thunderstorm 200 Manafoot Restores 10% maximum MP when moving at least one tile during a turn 350
Geomancer Geomancer Geomancers are melee fighters capable of inflicting damage and a variety of status ailments at long range. Because their skills change depending on where they are standing, a strong sense of position is required to utilize them to maximum effectiveness.
Prerequisites: Monk Level 4Weapons: Axes, SwordsArmor: Hats, Clothes, RobesMove/Jump Rate: 4/3Evade Rate: 10%Active Stats: Phys - C; Mag - C-; HP - C; MP - C; Spd - CGrowth Rate: Phys - B; Mag - F; HP - B; MP - B; Spd - FGeomancy (job skill)
Name Description Range Area Delay JP Sinkhole Magic attack that inflicts Immobilize status 5 2 Now 150 Torrent Magic attack that deals Water damage and inflicts Toad status 5 2 Now 150 Tanglevine Magic attack that inflicts Stop status 5 2 Now 150 Contortion Magic attack that inflicts Stone status 5 2 Now 150 Tremor Magic attack that deals Earth damage and inflicts Confuse status 5 2 Now 150 Wind Slash Magic attack that deals Wind damage and inflicts Disable status 5 2 Now 150 Will-o'-the-Wisp Magic attack that deals Fire damage and inflicts Sleep status 5 2 Now 150 Quicksand Magic attack that deals Water damage and inflicts Doom status 5 2 Now 150 Sandstorm Magic attack that deals Wind damage and inflicts Blind status 5 2 Now 150 Snowstorm Magic attack that deals Ice damage and inflicts Silence status 5 2 Now 150 Wind Blast Magic attack that deals Wind damage and inflicts Slow status 5 2 Now 150 Magma Surge Magic attack that deals Fire damage and inflicts KO status 5 2 Now 150
Name Terrain Type Sinkhole Soil, Wasteland Torrent Canal, Lake, Ocean, River, Waterfall Tanglevine Grassland, Underbrush, Vines Contortion Earthen Wall, Flagstone, Gravel, Gravestone, Stone Wall Tremor Basalt, Stone Outcropping Wind Slash Book, Brick, Bridge, Coffin, Furnishings, Iron, Moss, Tree Will-o'-the-Wisp Carpet, Coffer, Stairs, Wooden Deck, Wooden Floor Quicksand Marsh, Poisonous Fen, Swamp Sandstorm Salt Flat, Sand, Stalactite Snowstorm Snow Wind Blast Chimney, Roof Magma Surge Lava, Machinery
Reaction
Name Description Trigger JP Nature's Wrath Attacks with Geomancy regardless of range or ability Physical attack or Geomancy 300
Support
Name Description JP Attack Boost Increases physical attack damage by 33% 400
Movement
Name Description JP Ignore Terrain Eliminates movement penalty for Water tiles during clear weather 220 Lavawalking Permits movement over and standing on Magma tiles 150
Dragoon Dragoon A staple of the Final Fantasy franchise, Dragoons are heavy-armored polearm specialists. Their key Jump ability allows them to strike at great distance and, with proper timing, inflict incredible damage.
Prerequisites: Thief Level 4Weapons: PolearmsArmor: Shields, Helms, Armor, RobesMove/Jump Rate: 3/4Evade Rate: 10%Active Stats: Phys - B; Mag - F; HP - C; MP - D; Spd - CGrowth Rate: Phys - B; Mag - F; HP - B; MP - D; Spd - FJump (job skill)
Name Description Range Area Delay JP Horizontal Jump 2 Allows Jump to target a distance of up to 2 tiles 2 1 50/Spd 150 Horizontal Jump 3 Allows Jump to target a distance of up to 3 tiles 3 1 50/Spd 350 Horizontal Jump 4 Allows Jump to target a distance of up to 4 tiles 4 1 50/Spd 550 Horizontal Jump 5 Allows Jump to target a distance of up to 5 tiles 5 1 50/Spd 800 Horizontal Jump 8 Allows Jump to target a distance of up to 8 tiles 8 1 50/Spd 1100 Vertical Jump 2 Allows Jump to reach an elevation difference of up to 2 1 1 50/Spd 100 Vertical Jump 3 Allows Jump to reach an elevation difference of up to 3 1 1 50/Spd 250 Vertical Jump 4 Allows Jump to reach an elevation difference of up to 4 1 1 50/Spd 400 Vertical Jump 5 Allows Jump to reach an elevation difference of up to 5 1 1 50/Spd 550 Vertical Jump 6 Allows Jump to reach an elevation difference of up to 6 1 1 50/Spd 700 Vertical Jump 7 Allows Jump to reach an elevation difference of up to 7 1 1 50/Spd 1000 Vertical Jump 8 Allows Jump to reach an elevation difference of up to 8 1 1 50/Spd 1500
Reaction
Name Description Trigger JP Dragonheart Grants Reraise status Physical attack 600
Support
Name Description JP Equip Polearms Equip Polearms regardless of job 400
Movement
Name Description JP Ignore Elevation Jump height is infinite during movement 700
Samurai Samurai Samurai are durable melee warriors with an extraordinary ability. Through their Iaido skill, they are capable of cause powerful effects in a large radius around themselves that intelligently targets only allies or enemies when appropriate. Katanas are the fuel for Iaido abilities, however, and with a chance to shatter on each use, Iaido can become extremely expensive.
Prerequisites: Knight Level 4; Monk Level 5; Dragoon Level 2Weapons: KatanasArmor: Helmets, Armor, RobesMove/Jump Rate: 3/3Evade Rate: 20%Active Stats: Phys - B; Mag - C; HP - D; MP - C; Spd - CGrowth Rate: Phys - B; Mag - F; HP - D; MP - C; Spd - FIaido (job skill)
Name Description Range Area Delay JP Asura Magic attack 0 3 Now 100 Kotetsu Magic attack 0 3 Now 200 Osafune Decreases MP 0 3 Now 300 Murasame Restores HP 0 3 Now 400 Ame-no-Murakumo Magic attack, inflicts Slow status 0 3 Now 500 Kiyomori Grants Protect and Shell status 0 3 Now 600 Muramasa Magic attack, inflicts Confuse and Doom status 0 3 Now 700 Kiku-ichimonji Magic attack 4-way 8 Now 800 Masamune Grants Haste and Regen status 0 3 Now 900 Chirijiraden Magic attack 0 3 Now 1000
Reaction
Name Description Trigger JP Bonecrusher Attacks with a physical attack that does damage equal own max HP HP critical 200 Shirahadori Blocks physical attacks including monsters and Guns Physical attack 700
Support
Name Description JP Equip Katana Equip Katana regardless of job 400 Doublehand Equip one weapon in both hands, increases Attack command and Aim skill damage 900
Movement
Name Description JP Swim Eliminates movement penalty for water tiles, permits movement in water up to a depth of 4, and allows action at any depth 300
Ninja Ninja With their extremely high speed and the ability to wield a weapon in each hand, Ninjas are one of the most offensively dangerous jobs in the game. This prowess, however, is tempered somewhat by the fact that they are incredibly fragile and have a largely ineffective job skill.
Prerequisites: Archer Level 4, Thief level 5, Geomancer Level 2Weapons: Knives, Flails, Ninja BladesArmor: Hats, ClothesMove/Jump Rate: 4/4Evade Rate: 30%Active Stats: Phys - B; Mag - D; HP - D; MP - D; Spd - AGrowth Rate: Phys - B; Mag - F; HP - D; MP - C; Spd - AInnate Ability: Dual WieldThrow (job skill)
Name Description Range Area Delay JP Shuriken Throw Shuriken Move range 1 Now 50 Bomb Throw Bomb Move range 1 Now 70 Knife Throw Knife Move range 1 Now 100 Sword Throw Sword Move range 1 Now 100 Flail Throw Flail Move range 1 Now 100 Katana Throw Katan Move range 1 Now 100 Ninja Blade Throw Ninja Blade Move range 1 Now 100 Axe Throw Axe Move range 1 Now 120 Polearm Throw Polearm Move range 1 Now 100 Pole Throw Pole Move range 1 Now 100 Knight's Sword Throw Knight's Sword Move range 1 Now 100 Book Throw Book Move range 1 Now 100
Reaction
Name Description Trigger JP Vanish Grants Invisibility status Physical attack 1000 Reflexes Doubles all Evade rates N/A 400
Support
Name Description JP Dual Wield Equip a weapon in each hand, striking with both during Attack command 1000
Movement
Name Description JP Waterwalking Permits movement over and standing on Water tiles 420
Arithmetician Arithmetician While Arithmeticians may be ponderously slow, this is only to compensate for their ability to cast any known spell from the White, Black, Time and Mystic schools of magic. Through carefully calculating their targets based on a number of factors, their spells can reach across the screen instantly with no MP cost or delay.
Prerequisites: White Mage Level 5; Black Mage Level 5; Time Mage Level 4; Mystic Level 4Weapons: Books, PolesArmor: Hats, Clothes, RobesMove/Jump Rate: 3/3Evade Rate: 5%Active Stats: Phys - D; Mag - D; HP - D; MP - C; Spd - FGrowth Rate: Phys - F; Mag - F; HP - D; MP - B; Spd - FArithmeticks (job skill)
Name Description Range Area Delay JP CT Spell targets based on CT N/A N/A Now 250 Level Spell targets based on Level N/A N/A Now 350 Exp Spell targets based on Exp N/A N/A Now 200 Height Spell targets based on Height N/A N/A Now 250 Prime Spell targets prime numbers N/A N/A Now 300 Multiple of 5 Spell targets multiples of 5 N/A N/A Now 200 Multiple of 4 Spell targets multiples of 4 N/A N/A Now 400 Multiple of 3 Spell targets multiples of 3 N/A N/A Now 600
Reaction
Name Description Trigger JP Cup of Life Distributes excess healing received to other party members HP gain 200 Soulbind Restores 50% of damage received and deals an equal amount of damage to attacker HP loss 300
Support
Name Description JP Exp Boost Increases the amount of Exp received by 100% 350
Movement
Name Description JP Accrue Exp Grants 1 Exp for every tile moved 400 Accrue JP Grants 2 JP for every tile moved 400
Bard Bard A job unique to male characters, Bards have a wide variety of songs that benefit allies located anywhere on the map. Their only shortcomings lie in the fact that their abilities are not particularly powerful and often times will miss their target.
Prerequisites: Summoner Level 5; Orator Level 5Weapons: InstrumentsArmor: Hats, ClothesMove/Jump Rate: 3/3Evade Rate: 5%Active Stats: Phys - F; Mag - C; HP - F; MP - C; Spd - CGrowth Rate: Phys - F; Mag - F; HP - F; MP - F; Spd - FBardsong (job skill)
Name Description Range Area Delay JP Seraph Song Restores MP; 100% success rate Allies Allies 6 100 Life's Anthem Restores HP; 100% success rate Allies Allies 6 100 Rousing Melody Increases speed by 1 until end of battle; 50% success rate Allies Allies 8 100 Battle Chant Increases physical attack power by 1 until end of battle Allies Allies 8 100 Magickal Refrain Increases magical attack power by 1 until end of battle; 50% success rate Allies Allies 10 100 Nameless Song Grants Haste, Protect, Shell, Regen, or Reraise; 50% success rate Allies Allies 10 100 Finale Grants full CT gauge; 50% success rate Allies Allies 20 100
Reaction
Name Description Trigger JP Magick Boost Increases magical attack power by 1 until end of battle HP loss 500 Faith Boost Increases Faith by 3 until end of battle* Magic effect 400
* For every 4 points of Faith gained, 1 is permanent
Movement
Name Description JP Move +3 Increases maximum movement range by 3 1000 Fly Ignore tile penalties and obstacles while moving 5000
Dancer Dancer The dances this female-only job can perform are capable of targeting every enemy on the map regardless of range. While they are not always successful, with a little luck entire armies can be danced into submission.
Prerequisites: Geomancer Level 5; Dragoon Level 5Weapons: Cloths, KnivesArmor: Hats, ClothesMove/Jump Rate: 3/3Evade Rate: 5%Active Stats: Phys - C; Mag - C; HP - F; MP - D; Spd - CGrowth Rate: Phys - C; Mag - F; HP - F; MP - F; Spd - FDance (job skill)
Name Description Range Area Delay JP Witch Hunt Reduces MP; 100% success rate Enemies Enemies 6 100 Mincing Minuet Reduces HP; 100% success rate Enemies Enemies 6 100 Slow Dance Reduces speed by 1 until end of battle; 50% success rate Enemies Enemies 8 100 Polka Reduces physical attack power by 1 until end of battle; 50% success rate Enemies Enemies 8 100 Heathen Frolick Reduces magical attack power by 1 until end of battle; 50% success rate Enemies Enemies 10 100 Forbidden Dance Inflicts Blind, Confuse, Poison, Silence, Sleep, Slow, Stop, or Toad; 50% success rate Enemies Enemies 10 100 Last Waltz Inflicts empty CT gauge; 50% success rate Enemies Enemies 20 100
Reaction
Name Description Trigger JP Fury Increases physical attack power by 1 until end of battle HP loss 600 Bravery Boost Increases Bravery by 3 until end of battle* Physical attack 700
*For every 4 points of Bravery gained, 1 is permanent
Movement
Name Description JP Jump +3 Increases maximum jump height by 3 1000 Fly Ignore tile penalties and obstacles while moving 5000
Mime Mime One of the strangest jobs to utilize, Mimes are only able to move and use an Attack command on their own turn. However, any time an ally performs an action, the Mime will duplicate it based on their current facing. While this can be incredibly difficult to use effectively, careful planning can practically double a party's effective turns.
Prerequisites: Squire Level 8; Chemist Level 8; Summoner Level 5; Orator Level 5; Geomancer Level 5; Dragoon Level 5Weapons: NoneArmor: NoneMove/Jump Rate: 4/4Evade Rate: 5%Active Stats: Phys - B; Mag - C; HP - B; MP - D; Spd - AGrowth Rate: Phys - A; Mag - B; HP - A; MP - F; Spd - FDark Knight* Dark Knight Modeled after the Fell Knight Gaffgarion , Dark Knights are deadly melee fighters capable of draining their foes. When facing a cluster of enemies, they can sacrifice their health to deal heavy damage over a wide area.
Prerequisites: Knight Mastered; Black Mage Mastered; Geomancer Mastered; Dragoon Level 8; Samurai Level 8; Ninja Level 8; Kill 20 enemiesWeapons: Axes, Fell Swords, Flails, Knight's Swords, SwordsArmor: Shields, Helms, Armor, Clothes, RobesMove/Jump Rate: 3/3Evade Rate: 0%Active Stats: Phys - B; Mag - D; HP - D; MP - C; Spd - CGrowth Rate: Phys - B; Mag - F; HP - D; MP - F; Spd - FDarkness (job skill; sword required)
Name Description Range Area Delay JP Sanguine Sword Drains HP from the target 3 1 500 Infernal Strike Drains MP from the target 3 1 500 Crushing Blow Physical attack that deals elemental damage based on weapon equipped, inflicts Stop status 3 1 300 Abyssal Blade Physical attack that deals elemental damage based on weapon equipped, costs 20% max HP to use 3 Cone 1000 Unholy Sacrifice Magic attack that deals Dark damage, inflicts Slow status, costs 30% max HP to use 0 3 1200
Support
Name Description JP HP Boost Increases max HP by 20% 2000 Vehemence Increases effectiveness of attacks and damage received by 50% 400
Movement
Name Description JP Jump +3 (Male characters) Increases maximum jump height by 3 1000 Move + 3 (Female characters) Increases maximum move range by 3 1000
Onion Knight* Onion Knight Restricted from learning or equipping any job abilities, Onion Knights are melee fighters restricted to using the simple Attack command. While they are able to utilize any weapon or piece of armor, their low initial attributes and inability to earn experience results in what is largely considered a worthless job. Because they do not gain job points, Onion Knights cannot increase their job level through regular means. However, for every 2 job classes a characters masters, their Onion Knight job level increases by one. It is only when 14 jobs have been mastered and the Onion Knight job level has been increased to 8 that the Onion Knight begins to approach any level of effectiveness, with above average stats in every category.
Prerequisites: Squire Level 6, Chemist Level 6Weapons: AllArmor: AllJob Level < 8
Move/Jump Rate: 3/3Evade Rate: 5%Active Stats: Phys - D; Mag - F; HP - F; MP - D; Spd - CGrowth Rate: Phys - F; Mag - F; HP - D; MP - C; Spd - FJob Level 8
Move/Jump Rate: 4/4Evade Rate: 30%Active Stats: Phys - B; Mag - C; HP - B; MP - A; Spd - AGrowth Rate: Phys - A; Mag - B; HP - A; MP - A; Spd - A* Job added in Final Fantasy Tactics: War of the Lions
Primary Player Characters In addition to generic soldiers and monsters that can be recruited by the player, over the course of the campaign a number of unique characters critical to the main storyline will join the party. These characters have a unique job skill with abilities available only to themselves. In the cases of the human characters, these unique jobs replace the Squire job on the job wheel.
Ramza Beoulve The son of a noble lord and a common woman, Ramza and his sister Alma lived a privileged childhood as members of house Beoulve. Having inherited his father's penchant for heroism and passion for justice, he finds himself at odds with his half-brothers after discovering the despicable ways in which they fight to gain power for themselves. Embarking on a quest to discover himself and the truth of the world, he takes his mother's surname Lugria.
Squire
Ramza has a modified Squire job with attributes that gradually improve as the story progresses. Amongst his unique abilities is the spell Ultima which he can only learn by being hit with it and surviving.
Weapons: Flails, Knives, Swords, Knight Swords (Ch.4)Armor: Hats, Clothes, Robes, Shields (Ch.2), Helms (Ch.2), Armor (Ch.2)Move/Jump Rate: 4/3Evade Rate: 10%Active Stats: Phys - C; Mag - C; HP - C; MP - B; Spd - CGrowth Rate: Phys - C; Mag - D; HP - C; MP - B; Spd - DMettle (job skill)
Name Description MP Range Area Delay JP Focus Increases physical attack power by 1 until end of battle -- 0 1 0 300 Rush Physical attack with high chance of knock-back -- 1 1 0 80 Stone Ranged physical attack -- 4 1 0 90 Salve Removes Blind, Poison, Silence -- 1 1 0 150 Tailwind Increases speed by 1 until end of battle -- 3 1 0 200 Chant Heals for 40% of user's max HP, costs 20% max HP to use -- 1 1 0 0 Steel (Ch.2) Increases Bravery by 5 until end of battle* -- 3 1 0 200 Shout (Ch.4) Increases Bravery by 20, and physical and magical attack power by 1 until end of battle -- 0 1 0 500 Ultima (Ch.4) Magic attack 10 4 2 5 **
*For every 4 points of Bravery gained, 1 is permanent
*Ultima can only be learned by being hit by it and surviving
Mustadio Bunansa A talented engineer, Mustadio inadvertently draws the attention of the Baert Trading Company after excavating the Tartarus Zodiac Stone from beneath the machine-city of Goug. Kidnapped alongside his father, he divulges the secret hiding location for what only he knows is a decoy stone. After being rescued by his newfound friend Ramza, the two set off on a journey to discover the truth behind the stone and the motives of those who were willing to kill to obtain it.
Machinist
An expert marksman, Mustadio has the ability to surgically target key points of his enemy's body to limit their ability to act. While he can utilize these talents with any weapon, he is at his best when equipped with a gun, sniping enemies from afar.
Weapons: Guns, KnivesArmor: Hats, ClothesMove/Jump Rate: 3/4Evade Rate: 18%Active Stats: Phys - C; Mag - C; HP - C; MP - D; Spd - BGrowth Rate: Phys - C; Mag - F; HP - C; MP - C; Spd - FAimed Shot (job skill)
Name Description Range Area Delay JP Leg Shot Inflicts Immobilize status Weapon Weapon Now 200 Arm Shot Inflicts Disable status Weapon Weapon Now 300 Seal Evil Inflicts Stone status on undead targets Weapon Weapon Now 200
Agrias Oaks Member of the Lesalian Royal Guard and personal bodyguard to Princess Ovelia, Agrias crosses paths with Ramza numerous times during his early travels. After her betrayal by Cardinal Delacroix, she manages to escape but finds herself on the run from his thugs. A timely encounter with Ramza and his crew allows her to dispatch her pursuers, and the group sets off to rescue the princess from her execution.
Holy Knight
One of the most powerful characters, Agrias's Holy Knight abilities allow her to deal heavy damage over a wide area at range as long as she has a sword equipped. If she doesn't manage to fell her opponents in a single stroke, she also has a chance to inflict a variety of status ailments with her attacks.
Weapons: Knight's Swords, SwordsArmor: Shields, Helms, Armor, RobesMove/Jump Rate: 3/3Evade Rate: 25%Active Stats: Phys - C; Mag - C; HP - B; MP - C; Spd - CGrowth Rate: Phys - C; Mag - F; HP - B; MP - B; Spd - FHoly Sword (job skill; sword required)
Name Description Range Area Delay JP Judgment Blade Physical attack, inflicts Stop status 2 2 Now 0 Cleansing Strike Physical attack, inflicts Doom status 3 1 Now 400 Northswain's Strike Physical attack, inflicts KO status 3 1 Now 500 Hallowed Bolt Physical attack, inflicts Silence status 3 2 Now 700 Divine Ruination Physical attack, inflicts Confuse status 4-way 5 Now 800
Rapha Galthena Children destined to inherit a mystic power, Rapha and her fraternal twin Marach were kidnapped shortly after their birth by the Grand Duke Barrington. Raised to become an assassin, it was many years before Rapha learned the truth of their past and Barrington's destruction of their village. Unable to convince her brother of the truth, she defects to protect her latest target Ramza in hopes that he will help her put an end to Barrington's evil once and for all.
Skyseer
Rapha's Skyseer abilities are unique magic attacks that, unlike regular magic, deal the same damage regardless of her Faith and the Faith of her target. Also unlike regular magic are the multiple random factors that determine how effective her spells are. While most area-of-effect spells strike every tile within their radius once, however her spells strike a random number of tiles a random number of times. She can inflict heavy damage just as easily as she can completely miss her target.
Weapons: Poles, StavesArmor: Hats, Clothes, RobesMove/Jump Rate: 3/3Evade Rate: 10%Active Stats: Phys - C; Mag - C; HP - C; MP - C; Spd - BGrowth Rate: Phys - C; Mag - F; HP - C; MP - B; Spd - FSky Mantra (job skill)
Name Description Range Area Delay JP Heaven's Wrath Magic attack that deals Lightning damage, strikes random tiles 1-10 times 4 2 3 100 Ashura Magic attack that deals Fire damage, strikes random tiles 1-10 times 4 2 4 200 Adamantine Blade Magic attack that deals Wind damage, strikes random tiles 1-10 times 4 2 5 300 Maelstrom Magic attack that deals Water damage, strikes random tiles 1-10 times 4 2 6 400 Celestial Void Magic attack, inflicts Blind, Confuse, Poison, Silence, Sleep, Slow, Toad, strikes random tiles 1-10 times 4 2 5 500 Divinity Magic attack that deals water damage, strikes random tiles 1-10 times 4 2 7 600
Marach Galthena Serving for years as a member of the Khamja assassination team, Marach refused to believe the accusations of evil his twin Rapha levied against their apparent benefactor the Grand Duke Barrington. It is not until Ramza's forces attack Riovanes castle that Marach realizes the truth, overhearing Barrington gloat about raping his sister. After being mortally wounded protecting Rapha, he is mysteriously revived by the Scorpio Zodiac Stone and finds himself honor bound alongside his sister to aid Ramza in his travels.
Netherseer
The opposite of standard magic, Marach's spells grow more powerful the lower the Faith is and his target and himself. While this gives him the potential to do incredible damage, it also makes him difficult to use effectively. This is only exacerbated by the fact that his spells strike randomly within their radius, making every attack with him a gamble.
Weapons: Poles, RodsArmor: Hats, Clothes, RobesMove/Jump Rate: 4/3Evade Rate: 8%Active Stats: Phys - C; Mag - C; HP - C; MP - B; Spd - BGrowth Rate: Phys - C; Mag - F; HP - B; MP - B; Spd - FNether Mantra (job skill)
Name Description Range Area Delay JP Hell's Wrath Magic attack that deals Lightning damage, strikes random tiles 1-10 times 4 2 3 100 Nether Ashura Magic attack that deals Fire damage, strikes random tiles 1-10 times 4 2 4 200 Nether Blade Magic attack that deals Wind damage, strikes random tiles 1-10 times 4 2 5 300 Nether Maelstrom Magic attack that deals Water damage, strikes random tiles 1-10 times 4 2 6 400 Corporeal Void Magic attack, inflicts Blind, Confuse, Poison, Silence, Sleep, Slow, Toad, strikes random tiles 1-10 times 4 2 5 500 Impiety Magic attack that deals Earth damage, strikes random tiles 1-10 times 4 2 7 600
Cidolfus Orlandeau (T.G. Cid) An expert swordsman and brilliant strategist, Orlandeau earned the moniker "Thunder God Cid" for his actions as general during the Fifty Years' War. However, because of his growing distaste for the actions of Duke Goltana, he soon finds himself branded as a traitor and imprisoned. Aided by Ramza's childhood friend Delita as part of a greater plot, his death is faked allowing him to escape prison and follow Ramza on his journey.
Sword Saint
A master in the truest sense, Orlandeau has access to the skills of all the other major swordsmen in Ivalice. Capable of tapping into the abilities of Holy, Divine, and Fell Knights, there's is almost no foe he is incapable of overcoming.
Weapons: Katanas, Knight's Swords, Ninja Blades, SwordsArmor: Shields, Hats, Helms, Armor, Clothes, RobesMove/Jump Rate: 4/3Evade Rate: 12%Active Stats: Phys - B; Mag - C; HP - B; MP - A; Spd - BGrowth Rate: Phys - B; Mag - C; HP - B; MP - B; Spd - DSwordplay (job skill; sword required)
Name Description Range Area Delay JP Judgment Blade Physical attack, inflicts Stop 2 2 Now 0 Cleansing Strike Physical attack, inflicts Doom 3 1 Now 400 Northswain's Strike Physical attack, inflicts KO 3 1 Now 500 Hallowed Bolt Physical attack, inflicts Silence 3 2 Now 700 Divine Ruination Physical attack, inflicts Confuse 4-way 5 Now 800 Crush Armor Physical attack, destroys target's body equipment 3 1 Now 200 Crush Helm Physical attack, destroys target's head equipment 3 1 Now 400 Crush Weapon Physical attack, destroys target's weapon 3 1 Now 500 Crush Accessory Physical attack, destroys target's accessory 3 1 Now 800 Shadowblade Drains HP from the target 3 1 Now 100 Duskblade Drains MP from the target 3 1 Now 500
Meliadoul Tengille Unaware of her father Folmarv's violent posession by a Lucavi, Meliadoul blames Ramza, labeled as a heretic by the Glabados Church, for the death of her younger brother Isilud. However, when Marquis Elmdore reveals his true form, she realizes her mistake and quickly leaps to Ramza's aid. Together they manage to defeat the Lucavi demon Zalera and continue on a quest to end the supernatural threat.
Divine Knight
Meliadoul's Divine Knight abilities allow her surgically destroy her the equipment of her enemies, making her most effective against humans. While she is still capable of dealing damage to characters without equipment, the Safeguard ability renders her attacks useless.
Weapons: Crossbows, Knight's Swords, Polearms, SwordsArmor: Shields, Helms, Armor, Clothes, RobesMove/Jump Rate: 4/3Evade Rate: 10%Active Stats: Phys - B; Mag - C; HP - C; MP - C; Spd - CGrowth Rate: Phys - A; Mag - F; HP - B; MP - D; Spd - FUnyielding Blade (job skill; sword required)
Name Description Range Area Delay JP Crush Armor Physical attack, destroys target's body equipment 3 1 Now 200 Crush Helm Physical attack, destroys target's head equipment 3 1 Now 400 Crush Weapon Physical attack, destroys target's weapon 3 1 Now 500 Crush Accessory Physical attack, destroys target's accessory 3 1 Now 800
Secondary Player Characters At certain key points within the campaign, players will have the opportunity to discover unique characters with their own ancillary storylines. While recruiting these characters is not necessary to advance the plot, the special abilities that they bring the the party make them worth seeking out.
Beowulf Cadmus The former commander of the Lionel Gryphon Knights, Beowulf was stripped of his rank and declared a heretic by Celebrant Bremondt Freitberg who coveted his fiancee, Reis. A curse from the Celebrant meant for Beowulf transformed Reis into a dragon, and as she fled he quickly followed. Tracking her to the mining town of Gollund, Beowulf encounters Ramza and his party on their hunt for the rumored holy dragon. As they are beset by monsters, they are forced to join forces to avoid being overwhelmed.
Templar
Beowulf's Templar abilities function very similar to those of a Mystic, inflicting a variety of powerful status ailments on his target. However, by channeling the magic through his sword, he is able to cast his spells instantly and with greater accuracy.
Weapons: Knight's Swords, Knives, SwordsArmor: Shields, Helms, Armor, Clothes, RobesMove/Jump Rate: 4/3Evade Rate: 14%Active Stats: Phys - B; Mag - C; HP - C; MP - A; Spd - CGrowth Rate: Phys - C; Mag - C; HP - B; MP - B; Spd - FSpellblade (job skill; sword required)
Name Description MP Range Area Delay JP Blind Inflicts Blind status 6 4 1 Now 50 Syphon Drains MP equal to 25% of target's maximum MP 2 4 1 Now 100 Drain Drains HP equal to 25% of target's maximum HP 12 4 1 Now 180 Faith Causes Faith status 10 4 1 Now 200 Doubt Causes Atheist status 10 4 1 Now 200 Zombie Inflicts Undead status 14 4 1 Now 150 Silence Inflicts Silence status 16 4 1 Now 90 Berserk Inflicts Berserk status 16 4 1 Now 200 Chicken Decreases Bravery by 50 until end of battle* 12 4 1 Now 500 Confuse Inflicts Confuse status 14 4 1 Now 200 Dispel Removes Faith, Float, Haste, Invisible, Protect, Reflect, Regen, Reraise, Shell 20 4 1 Now 300 Disable Inflicts Disable status 14 4 1 Now 50 Sleep Inflicts Sleep status 20 4 1 Now 170 Break Inflicts Stone status 24 4 1 Now 300 Vengeance Magic attack, deals damage equal to Beowulf's max HP minus his current HP 20 8 1 Now 600
*For every 4 points of Bravery lost, 1 is permanent
Reis Duelar Fiance to Beowulf Cadmus, Reis was inadvertently transformed into a dragon by a curse cast by a jealous Celebrant Bremondt. As a side effect she lost her memory and, confused and disoriented, she began to wander Ivalice. Her travels eventually led her to the Gollund Coal Mine where she took up residence. With rumors spreading of the mine's holy dragon infestation, Ramza and Beowulf arrive just in time to rescue Reis from the Archaeodaemon Syneugh.
Beowulf is determined to free Reis from her curse and together with Ramza, manages to acquire the Cancer Zodiac Stone. Through the stone's magic she is restored to her original human form and, indebted to Ramza for his aid, she and Beowulf agree to stay with the group to lend their aid whenever possible.
Holy Dragon
As a Holy Dragon, Reis has incredibly high health, mobility, and attack power. Also, unlike other dragons, she has access to breath attacks belonging to all three primary elemental schools.
Move/Jump Rate: 5/3Evade Rate: 5% Active Stats: Phys - A; Mag - A; HP - B; MP - D; Spd - BBreath (monster skill)
Name Description Range Area Delay Ice Breath Magic attack that deals Ice damage 2 1 Now Fire Breath Magic attack that deals Fire damage 2 1 Now Thunder Breath Magic attack that deals Lightning damage 2 1 Now
Dragonkin
Reis retains her incredible draconic strength and powers even after returning to human form. Her inability to utilize standard equipment is offset by her incredibly high stat growth. This allows her to quickly outshine the other characters when she switches to different jobs.
Weapons: BagsArmor: Hair Adornments, Minerva BustierAccessories: Armlets, Lip Rouge, Perfume, RingsMove/Jump Rate: 3/3Evade Rate: 7%Active Stats: Phys - B; Mag - C; HP - B; MP - B; Spd - AGrowth Rate: Phys - A; Mag - A; HP - A; MP - B; Spd - DInnate Abilities: Beastmaster, Dual Wield, TameDragon (job skill)
Name Description Range Area Delay JP Ice Breath Magic attack that deals Ice damage 2 1 Now 0 Fire Breath Magic attack that deals Fire damage 2 1 Now 0 Thunder Breath Magic attack that deals Lightning damage 2 1 Now 0 Dragon's Charm Target dragon or hydra becomes a Guest that joins the party after battle 2 1 Now 300 Dragon's Gift Restores HP to and removes Berserk, Blind, Confuse, Disable, Immobilize, Oil, Silence, Sleep, Stop, Toad from target dragon or hydra, costs HP to use 2 1 Now 300 Dragon's Might Increases target dragon or hydra's Bravery by 5, and physical attack, magical attack, and speed by 2 until the end of battle* 2 1 Now 400 Dragon's Speed Grants full CT gauge to target dragon or hydra 2 1 Now 400 Holy Breath Magic attack that deals Holy damage, strikes random tiles 1-10 times 4 3 Now 900
*For every 4 points of Bravery gained, 1 is permanent
Zodiac System Unique to Final Fantasy Tactics is its implementation of Zodiac signs as a gameplay mechanic. Every character in the game has a Zodiac sign attributed to them, and this affects their ability to interact with other units on the battlefield. A character's Zodiac sign is often critical in determining the amount of damage an attack will cause, the likelihood of success of certain abilities (such as Steal or Time Magicks), and their susceptibility to attacks from other units. Taking Zodiac signs into account is often a crucial aspect of battle in Final Fantasy Tactics, to ensure that maximum damage is dealt to a threat without endangering any weak units unnecessarily.
Story The game is a refreshing break from other RPGs of this era, as the storyline takes a fairly mature turn, although the original version of the game was said to be fairly confusing due to translation issues. Final Fantasy Tactics takes place in the fictional kingdom of Ivalice , which is no stranger to war. The game follows Ramza Beoulve , a young man that is part of a royal bloodline. He shortly finds himself stuck in a family feud after his father's death, and the throne of the kingdom is at stake.
At the center of this plot is not only Ramza, but his childhood friend Delita Hyral . While Ramza was born illegitimately, he was brought up by his noble father. In contrast, Delita and his sister Teta were both lowborn. Despite their differences, Ramza and Delita view each other as equals and remain close due to their outlook on friendship. Things become more complicated, however, as Delita is cast out by the Beoulves, and in response takes his own path, which separates the two friends.
Setting The PSP version features animated cutscenes. The story takes place in the fictional kingdom of Ivalice, located in a peninsula surrounded by sea on the north, west and south, with a headland south of the landmass. Its geography features ranging landscapes, from plains to mountain ranges to deserts and forests. Ivalice is heavily populated by human beings; though, intelligent monsters are sporadically spread throughout. Even though magic is predominant in the land, ruins and artifacts indicate that past populaces had relied on machinery such as airships and robots.
Ivalice is a kingdom of seven territories, united under a monarch. Ivalice's neighbors are the kingdom of Ordalia in the east and Romanda, a military nation to the north. While the three nations share common royal bloodlines, major wars have taken place between them. An influential religious institution known as the Murond Glabados Church heads the dominant faith, centering around a religious figure known as Saint Ajora.
The story takes place after Ivalice ended its war with the two nations in what is known as the Fifty Years War, and is facing economic problems and political strife. Adding to its problems is the recent death of the king, whose heir is only an infant. A regent is needed to rule in place of the prince, and the kingdom is split between Prince Goltana, represented by the Black Lion, and Prince Larg, symbolized by the White Lion. The conflict leads to what is known in the game as the Lion War. Behind this backdrop is a revelation by the game's fictional historian Alazlam J. Durai, who seeks to reveal the story of an unknown character whose role in the Lion War was major but was covered up by the kingdom's church.The setting is based around this character, named by default as Ramza, and revolves around his early life and the future conflicts he faced while the events that changed the kingdom unfold.
Characters Ramza Beoulve Central to the plot of the game are two main characters, Ramza Beoulve and Delita Hyral . The two characters were childhood friends even though both were born of differing social classes. (Ramza as a noble / Delita as a commoner) Both disregarded this fact and grew up together believing in justice and honor as taught by Ramza's father Balbanes. As the story progressed, the two characters faced many conflicts that changed their viewpoints on life. Delita sought to manipulate the upper class to achieve his dreams; while, Ramza believed in justice and honor regardless of name and class.
The game's plot is portrayed through the eyes of Ramza Beoulve (main player character). His exploits in the war introduced him to a number of characters with their own roles and agenda concerning the war and the fictional world Ivalice. The most prominent factions at the beginning of the story are those of Prince Goltana and Prince Larg. Both are nobles that sought to obtain control of the throne by being the guardian to the monarch's young heir and were thus engaged in a war. The story progresses to include characters from the Murond Glabados Church, which have been controlling Ivalice silently and engineering the war in question.
Players are able to recruit generic player characters from towns and customize them using the job system of the Final Fantasy series. Several battles feature friendly A.I. controlled special "Guest" characters which may be recruited depending on the progression of the story. The special characters normally have a unique class initially assigned, but they can still can be customized into the generic classes. Aside from main playable characters, the developers have also incorporated cameo roles from other Squaresoft games. The characters were designed by Akihiko Yoshida , who was also in charge of the illustration and character designs of games such as Tactics Ogre , Final Fantasy Tactics Advance , Final Fantasy XII , and Vagrant Story .
Soundtrack The soundtrack to Final Fantasy Tactics was composed by Hitoshi Sakimoto and Masaharu Iwata . It was released in Japan on June 21, 1997.
FINAL FANTASY TACTICS Original Sound Track FINAL FANTASY TACTICS Original Sound Track Total length: 151:06
Disc 1:
Brand Logo, Title Back 1:09 Backborn Story 1:34 P.R. Movie 0:47 Unit Introductions 3:50 Player Creation 1:45 Prologue Movie 2:52 Chapel 1:00 Enemy Attack 0:59 Trisection 2:37 Cadets 1:57 Attack Team 0:48 Unavoidable Battle 1:45 Mission Complete 0:24 Hero's Theme 1:12 A Chapel 2:33 Meeting with Algus 2:03 World Map 0:53 Shop 0:52 Soldier Office 1:03 Pelt, Bone, and Meat Trader 0:56 Formation Screen 0:57 Brave Story 1:18 Pub 1:01 Data Screen 0:57 Desert Land 2:51 Alma's Theme 1:12 Suspicious Atmosphere 1:53 Decisive Battle 2:22 Cry of Pain 0:55 Remnants 3:05 Anxiety before the Battle 2:02 Tension 1 2:41 Game Over 0:21 Tutorial 2:10 Random Waltz 1:52 Ovelia's Theme 2:41 Apoplexy 4:10 Zalbag, the Holy Knight 2:03 Run Past Through the Plain 1:58 Strategy 2:42 Delita's Theme 1:42 Back Fire 3:01 Disc 2
Memories 1:45 Dycedarg's Theme 1:27 Antipyretic 3:40 Saint Ajora's Theme 2:51 Bloody Excrement 2:46 And I Ran Away 0:28 Espionage 2:25 Advent 3:20 Ovelia's Anxiety 3:41 Under the Stars 3:14 Battle on the Bridge 3:30 The Cardinal's Anger 2:41 In Pursuit 2:33 Shock, Despair 2:19 Saint Ajora's Theme Deluxe 1:10 Cry of Pain 2:40 Requiem 3:13 Terror 1 2:08 The Pervert 3:53 Antidote 3:09 Thunder God Cid's Theme 1:52 Treasure 2:47 Night Attack 2:49 Terror 2 2:02 Ultema, the Nice Body 2:17 Ultema, the Perfect Body 3:26 Final Battle Fanfare 0:17 Epilogue Movie 1:36 Staff Credits 5:38 Reception IGN awarded the game the Editor's Choice Award on 1998, praising the in-game graphics as "amazing" and the battle environments with its extra details as being "extremely well designed". Gamespot has named Final Fantasy Tactics as one of its Greatest Games of All Time—the first Final Fantasy game to be so honored. However, its legacy remains fairly obscure compared to Final Fantasy VII, also released for the PlayStation that year. The game still entered many "best games of all time" lists, receiving 84th place in the "Top 100 Favorite Games of All Time" poll by Japanese magazine Famitsu during March 2006, 19th in a 2005 list by GameFAQs users, 45th in Game Informer's list, 43rd in Electronic Gaming Monthly's, and 38th in IGN's.
The War of the Lions In 2007, a port of Final Fantasy Tactics was released for Sony's PlayStation Portable system. The port, entitled Final Fantasy Tactics: The War of the Lions, includes a number of version-specific features added during the porting process. These include:
A completely new translation featuring several discontinued English words, intended to add to the game's Medieval feel. New cinematic cut-scenes, complete with voice acting. New cameo characters including Final Fantasy XII 's Balthier and Luso from Final Fantasy Tactics A2: Grimoire of the Rift . New side quests, including a dungeon known as Midlight's Deep. Two additional jobs; Dark Knight and Onion Knight. Added multiplayer components, allowing players to team up in new "Rendezvous" co-op missions or take on each other in "Melee" mode. Many JP costs of skills were tweaked - making them more expensive to unlock 16:9 Display
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