Final Fantasy Tactics
GAME » on June 20, 1997
Final Fantasy Tactics is an isometric turn-based strategy game with RPG elements set in the world of Ivalice. It follows the plight of Ramza Beoulve on his quest to obtain the 12 Zodiac Brave stones and stop the corrupt Church of Glabados from unleashing an ancient evil.


Overview

Final Fantasy Tactics is a strategy role-playing game that was released by Square Enix (Company) (formerly Squaresoft) for the PlayStation (Platform) 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 (Platform) 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

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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

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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, they have access to a number of useful passive skills, including JP Boost and Move +1, that make it worthwhile for any character regardless of how they plan to eventually specialize.

  • Prerequisites: None
  • Weapons: Axes, Flails, Knives, Swords
  • Armor: Hats, Clothes
  • Move/Jump Rate: 4/3
  • Evasion Rate: 5%
  • Active Stats: Phys - C; Mag - D; HP - C; MP - D; Spd - C
  • Growth Rate: Phys - D; Mag - D; HP - C; MP - F; Spd - F

Fundaments (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

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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: None
  • Weapons: Guns, Knives
  • Armor: Hats, Clothes
  • Move/Jump Rate: 3/3
  • Evasion Rate: 5%
  • Active Stats: Phys - D; Mag - D; HP - D; MP - D; Spd - C
  • Growth Rate: Phys - F; Mag - F; HP - D; MP - D; Spd - F
  • Innate Ability: Throw Item

Item (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

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Knight

Capable of equipping the heavy armor and shields, Knights are extremely durable front-line warriors that fare well on the front-lines. 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 2
  • Weapons: Knight's Swords, Swords
  • Armor: Shields, Helmets, Armor, Robes
  • Move/Jump Rate: 3/3
  • Evasion Rate: 10%
  • Active Stats: Phys - B; Mag - D; HP - C; MP - C; Spd - C
  • Growth Rate: Phys - B; Mag - F; HP - B; MP - D; Spd - F

Arts 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

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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 2
  • Weapons: Bows, Crossbows
  • Armor: Hats, Clothes
  • Move/Jump Rate: 3/3
  • Evade Rate: 10%
  • Active Stats: Phys - B; Mag - D; HP - C; Mag - C; Spd - C
  • Growth Rate: Phys - B; Mag - F; HP - C; MP - D; Spd - F

Aim (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

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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 3
  • Weapons: N/A
  • Armor: Clothing
  • Move/Jump Rate: 3/4
  • Evasion Rate: 20%
  • Active Stats: Phys - B; Mag - D; HP - B; MP - C; Spd - B
  • Growth Rate: Phys - C; Mag - F; HP - B; MP - C; Spd - F
  • Innate Ability: Brawler

Martial 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

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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 2
  • Weapons: Staves
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 5%
  • Active Stats: Phys - C; Mag - C; HP - D; MP - A; Speed - B
  • Growth Rate: Phys - C, Mag - F; HP - B; MP - B; Spd - F

White 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

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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 2
  • Weapons: Rods
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 3/3
  • Evasion Rate: 5%
  • Active Stats: Phys - D; Mag - B; HP - D; MP - A; Spd - C
  • Growth Rate: Phys - D; Mag - F; HP - D; MP - A; Spd - F

Black 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

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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 3
  • Weapons: Staves
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 5%
  • Active Stats: Phys - D; Mag - C; HP - D; MP - A; Spd - C
  • Growth Rate: Phys - D; Mag - F; HP - D; MP - B; Spd - F

Time 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

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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 3
  • Weapons: Rods, Staves
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 5%
  • Active Stats: Phys - D; Mag - C; HP - D; MP - A; Spd - D
  • Growth Rate: Phys - F; Mag - F; HP - D; MP - A; Spd - F

Summon (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

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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 3
  • Weapons: Knives
  • Armor: Hats, Clothes
  • Move/Jump Rate: 4/4
  • Evade Rate: 25%
  • Active Stats: Phys - C; Mag - D; HP - D; MP - D; Spd - B
  • Growth Rate: Phys - C; Mag - F; HP - C; MP - D; Spd - C

Steal (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

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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 3
  • Weapons: Guns, Knives
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 5%
  • Active Stats: Phys - D; Mag - D; HP - D; MP - D; Spd - C
  • Growth Rate: Phys - D; Mag - F; HP - C; MP - F; Spd - F
  • Innate Ability: Beast Tongue

Speechcraft (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

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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 3
  • Weapons: Books, Poles, Rods, Staves
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 5%
  • Active Stats: Phys - D; Mag - C; HP - D; MP - B; Spd - C
  • Growth Rate: Phys - D; Mag - F; HP - D; MP - B; Spd - F

Mystic 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

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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 4
  • Weapons: Axes, Swords
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 4/3
  • Evade Rate: 10%
  • Active Stats: Phys - C; Mag - C-; HP - C; MP - C; Spd - C
  • Growth Rate: Phys - B; Mag - F; HP - B; MP - B; Spd - F

Geomancy (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

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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 inflict incredible damage. With proper timing, they are even able to avoid powerful attacks from their enemies.

  • Prerequisites: Thief Level 4
  • Weapons: Polearms
  • Armor: Shields, Helms, Armor, Robes
  • Move/Jump Rate: 3/4
  • Evade Rate: 10%
  • Active Stats: Phys - B; Mag - F; HP - C; MP - D; Spd - C
  • Growth Rate: Phys - B; Mag - F; HP - B; MP - D; Spd - F

Jump (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

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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 2
  • Weapons: Katanas
  • Armor: Helmets, Armor, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 20%
  • Active Stats: Phys - B; Mag - C; HP - D; MP - C; Spd - C
  • Growth Rate: Phys - B; Mag - F; HP - D; MP - C; Spd - F

Iaido (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

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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 2
  • Weapons: Knives, Flails, Ninja Blades
  • Armor: Hats, Clothes
  • Move/Jump Rate: 4/4
  • Evade Rate: 30%
  • Active Stats: Phys - B; Mag - D; HP - D; MP - D; Spd - A
  • Growth Rate: Phys - B; Mag - F; HP - D; MP - C; Spd - A
  • Innate Ability: Dual Wield

Throw (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

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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 4
  • Weapons: Books, Poles
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 5%
  • Active Stats: Phys - D; Mag - D; HP - D; MP - C; Spd - F
  • Growth Rate: Phys - F; Mag - F; HP - D; MP - B; Spd - F

Arithmeticks (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

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Bard

A job unique to male characters, Bards have a wide variety of songs that benefit allies located anywhere on the map. With the right combination of songs and a little luck, they can dramatically enhance the efficacy of their team. Their only shortcomings lie in the fact that their abilities are slow to build and often times will miss their target.

  • Prerequisites: Summoner Level 5; Orator Level 5
  • Weapons: Instruments
  • Armor: Hats, Clothes
  • Move/Jump Rate: 3/3
  • Evade Rate: 5%
  • Active Stats: Phys - F; Mag - C; HP - F; MP - C; Spd - C
  • Growth Rate: Phys - F; Mag - F; HP - F; MP - F; Spd - F

Bardsong (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

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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 5
  • Weapons: Cloths, Knives
  • Armor: Hats, Clothes
  • Move/Jump Rate: 3/3
  • Evade Rate: 5%
  • Active Stats: Phys - C; Mag - C; HP - F; MP - D; Spd - C
  • Growth Rate: Phys - C; Mag - F; HP - F; MP - F; Spd - F

Dance (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

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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 5
  • Weapons: None
  • Armor: None
  • Move/Jump Rate: 4/4
  • Evade Rate: 5%
  • Active Stats: Phys - B; Mag - C; HP - B; MP - D; Spd - A
  • Growth Rate: Phys - A; Mag - B; HP - A; MP - F; Spd - F

Dark Knight*

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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 enemies
  • Weapons: Axes, Fell Swords, Flails, Knight's Swords, Swords
  • Armor: Shields, Helms, Armor, Clothes, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 0%
  • Active Stats: Phys - B; Mag - D; HP - D; MP - C; Spd - C
  • Growth Rate: Phys - B; Mag - F; HP - D; MP - F; Spd - F

Darkness (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*

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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 6
  • Weapons: All
  • Armor: All

Job Level < 8

  • Move/Jump Rate: 3/3
  • Evade Rate: 5%
  • Active Stats: Phys - D; Mag - F; HP - F; MP - D; Spd - C
  • Growth Rate: Phys - F; Mag - F; HP - D; MP - C; Spd - F

Job Level 8

  • Move/Jump Rate: 4/4
  • Evade Rate: 30%
  • Active Stats: Phys - B; Mag - C; HP - B; MP - A; Spd - A
  • Growth 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: 4/3
  • Evade Rate: 10%
  • Active Stats: Phys - C; Mag - C; HP - C; MP - B; Spd - C
  • Growth Rate: Phys - C; Mag - D; HP - C; MP - B; Spd - D

Mettle (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 knockback -- 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, Knives
  • Armor: Hats, Clothes
  • Move/Jump Rate: 3/4
  • Evade Rate: 18%
  • Active Stats: Phys - C; Mag - C; HP - C; MP - D; Spd - B
  • Growth Rate: Phys - C; Mag - F; HP - C; MP - C; Spd - F

Aimed 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, Swords
  • Armor: Shields, Helms, Armor, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 25%
  • Active Stats: Phys - C; Mag - C; HP - B; MP - C; Spd - C
  • Growth Rate: Phys - C; Mag - F; HP - B; MP - B; Spd - F

Holy 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, Staves
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 3/3
  • Evade Rate: 10%
  • Active Stats: Phys - C; Mag - C; HP - C; MP - C; Spd - B
  • Growth Rate: Phys - C; Mag - F; HP - C; MP - B; Spd - F

Sky 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, Rods
  • Armor: Hats, Clothes, Robes
  • Move/Jump Rate: 4/3
  • Evade Rate: 8%
  • Active Stats: Phys - C; Mag - C; HP - C; MP - B; Spd - B
  • Growth Rate: Phys - C; Mag - F; HP - B; MP - B; Spd - F

Nether 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, Swords
  • Armor: Shields, Hats, Helms, Armor, Clothes, Robes
  • Move/Jump Rate: 4/3
  • Evade Rate: 12%
  • Active Stats: Phys - B; Mag - C; HP - B; MP - A; Spd - B
  • Growth Rate: Phys - B; Mag - C; HP - B; MP - B; Spd - D

Swordplay (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 possession 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, Swords
  • Armor: Shields, Helms, Armor, Clothes, Robes
  • Move/Jump Rate: 4/3
  • Evade Rate: 10%
  • Active Stats: Phys - B; Mag - C; HP - C; MP - C; Spd - C
  • Growth Rate: Phys - A; Mag - F; HP - B; MP - D; Spd - F

Unyielding 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, Swords
  • Armor: Shields, Helms, Armor, Clothes, Robes
  • Move/Jump Rate: 4/3
  • Evade Rate: 14%
  • Active Stats: Phys - B; Mag - C; HP - C; MP - A; Spd - C
  • Growth Rate: Phys - C; Mag - C; HP - B; MP - B; Spd - F

Spellblade (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: 5/3
  • Evade Rate: 5%
  • Active Stats: Phys - A; Mag - A; HP - B; MP - D; Spd - B

Breath (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: Bags
  • Armor: Hair Adornments, Minerva Bustier
  • Accessories: Armlets, Lip Rouge, Perfume, Rings
  • Move/Jump Rate: 3/3
  • Evade Rate: 7%
  • Active Stats: Phys - B; Mag - C; HP - B; MP - B; Spd - A
  • Growth Rate: Phys - A; Mag - A; HP - A; MP - B; Spd - D
  • Innate Abilities: Beastmaster, Dual Wield, Tame

Dragon (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 (Location), 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

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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

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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 (Person), who was also in charge of the illustration and character designs of games such as Tactics Ogre, Final Fantasy Tactics Advance (Game), Final Fantasy XII (Game), and Vagrant Story (Game).


Soundtrack

The soundtrack to Final Fantasy Tactics was composed by Hitoshi Sakimoto (Person) and Masaharu Iwata (Person). It was released in Japan on June 21, 1997.


FINAL FANTASY TACTICS Original Soundtrack

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FINAL FANTASY TACTICS Original Soundtrack

Total length: 151:06

Disc 1:

  1. Brand Logo, Title Back 1:09
  2. Backborn Story 1:34
  3. P.R. Movie 0:47
  4. Unit Introductions 3:50
  5. Player Creation 1:45
  6. Prologue Movie 2:52
  7. Chapel 1:00
  8. Enemy Attack 0:59
  9. Trisection 2:37
  10. Cadets 1:57
  11. Attack Team 0:48
  12. Unavoidable Battle 1:45
  13. Mission Complete 0:24
  14. Hero's Theme 1:12
  15. A Chapel 2:33
  16. Meeting with Algus 2:03
  17. World Map 0:53
  18. Shop 0:52
  19. Soldier Office 1:03
  20. Pelt, Bone, and Meat Trader 0:56
  21. Formation Screen 0:57
  22. Brave Story 1:18
  23. Pub 1:01
  24. Data Screen 0:57
  25. Desert Land 2:51
  26. Alma's Theme 1:12
  27. Suspicious Atmosphere 1:53
  28. Decisive Battle 2:22
  29. Cry of Pain 0:55
  30. Remnants 3:05
  31. Anxiety before the Battle 2:02
  32. Tension 1 2:41
  33. Game Over 0:21
  34. Tutorial 2:10
  35. Random Waltz 1:52
  36. Ovelia's Theme 2:41
  37. Apoplexy 4:10
  38. Zalbag, the Holy Knight 2:03
  39. Run Past Through the Plain 1:58
  40. Strategy 2:42
  41. Delita's Theme 1:42
  42. Back Fire 3:01

Disc 2

  1. Memories 1:45
  2. Dycedarg's Theme 1:27
  3. Antipyretic 3:40
  4. Saint Ajora's Theme 2:51
  5. Bloody Excrement 2:46
  6. And I Ran Away 0:28
  7. Espionage 2:25
  8. Advent 3:20
  9. Ovelia's Anxiety 3:41
  10. Under the Stars 3:14
  11. Battle on the Bridge 3:30
  12. The Cardinal's Anger 2:41
  13. In Pursuit 2:33
  14. Shock, Despair 2:19
  15. Saint Ajora's Theme Deluxe 1:10
  16. Cry of Pain 2:40
  17. Requiem 3:13
  18. Terror 1 2:08
  19. The Pervert 3:53
  20. Antidote 3:09
  21. Thunder God Cid's Theme 1:52
  22. Treasure 2:47
  23. Night Attack 2:49
  24. Terror 2 2:02
  25. Ultema, the Nice Body 2:17
  26. Ultema, the Perfect Body 3:26
  27. Final Battle Fanfare 0:17
  28. Epilogue Movie 1:36
  29. 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 (Game)'s Balthier (Character) and Luso (Character) 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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