As a huge fan of strategy RPGs, I can tell you that Final Fantasy Tactics is seriously amazing. It throws you into really challenging battles, but it’s all wrapped up in a super dramatic and intense story. You’re trying to end the War of the Lions, so you *really* need to build a strong team and use all the different jobs and abilities the game gives you. What’s cool is that some characters have unique jobs, but overall, you’ve got over 30 jobs to choose from! This guide is going to help me – and you – figure out what each job does and exactly what I need to do to unlock those powerful new classes!
To get access to more advanced jobs, you’ll first need to level up other jobs. You must reach Level 1 with a job before you can move on to Level 2, and this pattern continues as you progress.
The Jobs
Level 1 Jobs:
Squire
Chemist
Level 2 Jobs:
Knight
Archer
Black Mage
White Mage
Level 3 Jobs:
Monk
Thief
Time Mage
Mystic
Level 4 Jobs:
Geomancer
Dragoon
Orator
Summoner
Level 5 Jobs:
Samurai
Ninja
Arthimatician
Dancer
Bard
Mime
Special Character Jobs:
Ramza
Agrias
Mustadio
Rapha
Marach
Meliadoul
Orlandu
Beowulf
Reis
Cloud
War of the Lions version exclusives:
Onion Knight Job
Dark Knight Job
Balthier
Luso
Level 1 Jobs:
These are the standard jobs available to all players, and you can find candidates for them at the Recruiter offices in each city.
Squire
The Squire serves as the foundation for all characters who deal physical damage, and you should learn its “Focus” action immediately. It’s the most efficient way to earn JP (experience)!
Requirements: Available from the start
Talent: Fundamentals
Gear:
- Weapons: Sword, Dagger, Axe, Flail
- Armor: Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguard, Armlet, Ring, Perfume
Abilities:
- Actions
- Focus (300 JP)
- Rush (80 JP)
- Throw Stone (90 JP)
- Salve (150 JP)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Chemist
The Chemist class forms the foundation for many magic-focused professions, and its skill in applying items to units at a distance remains useful even in the later stages of the game. This ability can prove beneficial.
Requirements: Available from the start
Talent: Item
Gear:
- Weapons: Dagger, Guns
- Armor: Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguard, Armlet, Ring, Perfume
Abilities:
- Innate Ability: Throw Items
- Actions
- Potion (30 JP)
- High Potion (200 JP)
- X-Potion (300 JP)
- Ether (300 JP)
- High Ether (400 JP)
- Elixir (900 JP)
- Antidote (70 JP)
- Eye Drops (80 JP)
- Echo Herbs (120 JP)
- Maiden’s Kiss (200 JP)
- Gold Needle (250 JP)
- Holy Water (400 JP)
- Remedy (700 JP)
- Phoenix Down (90 JP)
- Reactions
- Auto-Potion (400 JP)
- Support
- Throw Item (350 JP)
- Safe Guard (250 JP)
- Reequip (50 JP)
- Movement
- Treasure Hunter (100 JP)
Level 2 Jobs:
Knight
Knights excel as front-line fighters due to their high HP and powerful attacks. Plus, their ability to damage enemy equipment can significantly shift the battle in your favor, making it a valuable asset to have.
Requirements: Squire lvl. 2
Talent: Arts of War
Gear:
- Weapons: Sword, Knight Sword, Shield
- Armor: Armor, Robes
- Helmet: Helm, Hair Adornment
- Accessory: Shoes, Cloak, Armguard, Armlet, Ring, Perfume
Abilities:
- Actions
- Rend Helm (300 JP)
- Rend Shield (300 JP)
- Rend Armor (400 JP)
- Rend Weapon ( JP)
- Rend Speed (250 JP)
- Rend MP (250 JP)
- Rend Power (250 JP)
- Rend Magick (250 JP)
- Reactions
- Parry (200 JP)
- Support
- Equip Heavy Arrmor (500 JP)
- Equip Shields (250 JP)
- Equip Swords (400 JP)
- Movement
- N/A
Archer
Sometimes, keeping your distance and attacking from afar is the smartest strategy, and the Archers are perfect for that. Their Aim actions significantly increase the damage of their arrows, and the Concentration support ability will be very helpful if you’re using a close-combat fighter.
Requirements: Squire lvl. 2
Talent: Aim
Gear:
- Weapons: Bow, Crossbow, Shield
- Armor: Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguard, Armlet, Ring, Perfume
Abilities:
- Actions
- Aim +1 (100 JP)
- Aim +2 (150 JP)
- Aim +3 (200 JP)
- Aim +4 (250 JP)
- Aim +5 (300 JP)
- Aim +7 (400 JP)
- Aim +10 (700 JP)
- Aim +20 (900 JP)
Reactions
- Speed Surge (900 JP)
- Archer’s Bane (450 JP)
- Support
- Equip Crossbows (350 JP)
- Concentration (400 JP)
- Movement
- Jump +1 (200 JP)
Black Mage
Unleash powerful and destructive magic from a safe distance, supporting your allies on the front lines. You can even strike several enemies simultaneously! However, be mindful of your aim – your spells have an area of effect, and friendly troops could accidentally be caught in the blast!
Requirements: Chemist lvl. 2
Talent: Black Magicks
Gear:
- Weapons: Rods
- Armor: Robes, Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Fire (50 JP)
- Fira (200 JP)
- Firaga (500 JP)
- Firaja (900 JP)
- Thunder (50 JP)
- Thundara (200 JP)
- Thundaga (500 JP)
- Thundaja (900 JP)
- Blizzard (50 JP)
- Blizzara (200 JP)
- Blizzaga (500 JP)
- Blizzaja (900 JP)
- Poison (150 JP)
- Toad (500 JP)
- Death (600 JP)
- Flare (1000 JP)
- Reactions
- Magick Counter (800 JP)
- Support
- Magick Boost (400 JP)
- Movement
- N/A
White Mage
Winning a fight is most effectively done by protecting your teammates, and the White Mage excels at this with their healing magic. Plus, their Holy spell allows them to deal significant damage as well!
Requirements: Chemist lvl. 2
Talent: White Magicks
Gear:
- Weapons: Staff
- Armor: Robe, Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Cure (50 JP)
- Cura (180 JP)
- Curaga (450 JP)
- Curaja (800 JP)
- Raise (200 JP)
- Arise (600 JP)
- Reraise (1000 JP)
- Protect (70 JP)
- Protectja (600 JP)
- Shell (70 JP)
- Shellja (600 JP)
- Wall (400 JP)
- Esuna (300 JP)
- Holy (600 JP)
- Reactions
- Regenerate (400 JP)
- Support
- Magick Defense Boost (400 JP)
- Movement
- N/A
Level 3 Jobs:
Monk
Monks are incredibly strong fighters who excel in hand-to-hand combat. They don’t just deal a lot of damage; they can also heal themselves and their teammates. Remarkably, they can even bring allies back to life using their Martial Arts. These versatile units remain effective throughout the entire game, making them a valuable asset.
Requirements: Knight lvl. 3
Talent: Martial Arts
Gear:
- Weapons: N/A
- Armor: Clothing
- Helmet: Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Innate Ability: Brawler
- Actions
- Cyclone (150 JP)
- Pummel (300 JP)
- Aurablast (300 JP)
- Shockwave (600 JP)
- Doom Fist (300 JP)
- Purification (200 JP)
- Chakra (350 JP)
- Revive (500 JP)
- Reactions
- Critical: Recover HP (500 JP)
- Counter (300 JP)
- First Strike (1300 JP)
- Support
- Brawler (200 JP)
- Movement
- Lifefont (300 JP)
Thief
These units are quick and can cover a lot of ground. While they don’t deal much damage, they’re incredibly versatile. They can steal equipment from enemies and capture monsters, then sell them to buyers in towns.
Requirements: Archer lvl 3
Talent: Steal
Gear:
- Weapons: Daggers
- Armor: Clothin
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Steal Gil (10 JP)
- Sleal Heart (150 JP)
- Steal Helm (350 JP)
- Steal Armor (450 JP)
- Steal Shield (350 JP)
- Steal Weapon (600 JP)
- Steal Accesory (500 JP)
- Steal EXP (250 JP)
- Reactions
- Vigilance (200 JP)
- Gil Snapper (200 JP)
- Sticky Fingers (200 JP)
- Support
- Poach (200 JP)
- Movement
- Movement +2 (560 JP)
- Jump +2 (500 JP)
Time Mage
As a gamer, I’ve found the Time Mage class is really worth investing in, not just for its support abilities, but mainly to get the Teleport movement skill. Seriously, being able to zip around the battlefield is a game-changer! Plus, unlocking Swiftspell is huge for boosting my magic users – it lets them cast spells much faster. It’s a support unit that basically lets you mess with when everyone gets their turn, but those two abilities are the real payoff.
Requirements: Black Mage lvl. 3
Talent: Time Magicks
Gear:
- Weapons: Staff
- Armor: Robe, Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Haste (100 JP)
- Hasteja (600 JP)
- Slow (80 JP)
- Slowja (600 JP)
- Stop (350 JP)
- Immobilize (100 JP)
- Float (200 JP)
- Reflect (300 JP)
- Quick (900 JP)
- Gravity (250 JP)
- Graviga (550 JP)
- Meteor (900 JP)
- Reactions
- Critical: Quick (800 JP)
- Mana Shield (400 JP)
- Support
- Swiftspell (1000 JP)
- Movement
- Teleport (3000 JP)
- Levitate (540 JP)
Mystic
The Mystic isn’t known for their combat skills, but they excel at using a variety of abilities to weaken and hinder enemies from a distance. These abilities inflict different status effects, giving you a significant advantage!
Requirements: White Mage lvl. 3
Talent: Mystic Arts
Gear:
- Weapons: Rod, Staff, Book, Poles
- Armor: Clothing, Robes
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Umbra (100 JP)
- Empowerment (200 JP)
- Invigoration (350 JP)
- Belief (400 JP)
- Disbelief (400 JP)
- Corruption (300 JP)
- Quiescence (170 JP)
- Fervor (400 JP)
- Trepidation (200 JP)
- Delirium (400 JP)
- Harmony (800 JP)
- Hesitation (100 JP)
- Repose (350 JP)
- Induration (600 JP)
- Reactions
- Absorb MP (250 JP)
- Support
- Defense Boost (400 JP)
- Movement
- Ignore Weather (200 JP)
- Manafont (350 JP)
Level 4 Jobs:
Geomancer
As a huge fan, I’m so excited about the Geomancer! They’re amazing because they can actually use the power of the ground beneath them. Basically, wherever they’re standing, they can tap into the elements of that tile to attack their enemies and even give them different status effects. It’s a really cool and unique ability – I can’t wait to see it in action! Learn more about the Geomancer here.
Requirements: Monk lvl. 4
Talent: Geomancy
Gear:
- Weapons: Sword, Axe, Shield
- Armor: Clothing, Robes
- Helmet: Hat, Hair Adornments
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Sinkhole (150 JP)
- Torrent (150 JP)
- Tanglevine (150 JP)
- Contortion (150 JP)
- Tremor (150 JP)
- Wind Slash (150 JP)
- Will-o’-the-Wise (150 JP)
- Quicksand (150 JP)
- Sandstorm (150 JP)
- Snowstorm (150 JP)
- Wind Blast (150 JP)
- Magma Surge (150 JP)
- Reactions
- Nature’s Wrath (300 JP)
- Support
- Attack Boost (400 JP)
- Movement
- Ignore Terrain (220 JP)
- Lava Walking (150 JP)
Dragoon
As a huge fan, I’m always amazed by the Dragoon! They’re just incredible with their Jump ability – seriously, they can leap onto enemies before they even know what’s happening. And don’t even get me started on how they handle tough terrain! Hilly areas are nothing to them; they just power through with their awesome spears. It’s a really cool sight to see! Dragoon are truly a force to be reckoned with.
Requirements: Thief lvl. 4
Talent: Jump
Gear:
- Weapons: Polearm, Shields
- Armor: Armor, Robes
- Helmet: Helm, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Horizontal Jump +1 (150 JP)
- Horizontal Jump +2 (350 JP)
- Horizontal Jump +3 (550 JP)
- Horizontal Jump +4 (800 JP)
- Horizontal Jump +5 (1100 JP)
- Vertical Jump +/- 2 (100 JP)
- Vertical Jump +/- 3 (250 JP)
- Vertical Jump +/- 4 (400 JP)
- Vertical Jump +/- 5 (550 JP)
- Vertical Jump +/- 6 (700 JP)
- Vertical Jump +/- 7 (1000 JP)
- Vertical Jump +/- 8 (1500 JP)
- Reactions
- Dragonheart (600 JP)
- Support
- Equip Polearms (400 JP)
- Movement
- Ignore Elevation (700 JP)
Orator
A skilled Orator, using persuasive arguments, can both convince opponents to join your cause and uplift your own troops, boosting their courage and morale.
Requirements: Mystic lvl. 3
Talent: Speechcraft
Gear:
- Weapons: Dagger, Guns
- Armor: Clothing, Robes
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Innate Ability: Beast Tongue
- Actions
- Entice (100 JP)
- Stall (100 JP)
- Praise (200 JP)
- Intimidate (200 JP)
- Preach (200 JP)
- Enlighten (200 JP)
- Condemn (500 JP)
- Defraud (100 JP)
- Insult (300 JP)
- Mimic Darlavon (300 JP)
- Reactions
- Earplugs (300 JP)
- Support
- Equip Guns (800 JP)
- Tame (500 JP)
- Beast Tongue (100 JP)
- Movement
- N/A
Summoner
As a Summoner player, I absolutely love how I can call on a huge range of allies! From the adorable Moogles that heal my team to the incredibly powerful dragons that blast away foes, it’s amazing to have so many options for both dealing damage and supporting my allies on the battlefield. It really lets me wreak havoc and turn the tide of any fight!
Requirements: Time Mage lvl. 3
Talent: Summon
Gear:
- Weapons: Rod, Staff
- Armor: Robe, Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Moogle (110 JP)
- Shiva (200 JP)
- Ramuh (200 JP)
- Ifrit (200 JP)
- Titan (220 JP)
- Golem (500 JP)
- Carbuncle (350 JP)
- Bahamut (1000 JP)
- Odin (900 JP)
- Leviathan (860 JP)
- Salamander (860 JP)
- Sylph (400 JP)
- Faerie (400 JP)
- Lich ( JP)
- Cyclops (1000 JP)
- Zodiac (Learned via the monster Elidibs on the 10th Level of the Deep Dungeon)
- Reactions
- Critical: Recover MP (400 JP)
- Support
- Halve MP (1000 MP)
- Movement
- N/A
Level 5 Jobs:
Samurai
The Samurai is a strong, close-combat fighter who draws power from their Katana. They have skills to get them out of tricky spots and can even strike enemies from afar if you have the appropriate swords equipped.
Requirements: Knight lvl. 4, Monk lvl. 5, Dragoon lvl. 2
Talent: Iaido
Gear:
- Weapons: Katana
- Armor: Armor, Robes
- Helmet: Helm, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Ashura (100 JP)
- Kotetsu (200 JP)
- Bizen Osafune (300 JP)
- Murasame (400 JP)
- Ame-no-Murakumo (500 JP)
- Kiyomori (600 JP)
- Muramasa (700 JP)
- Kiku-ichimonji (800 JP)
- Masamune (900 JP)
- Chirijiraden (1000 JP)
- Reactions
- Bonecrusher (200 JP)
- Shirahadori (700 JP)
- Support
- Equip Katana (400 JP)
- Doublehand (900 JP)
- Movement
- Swim (300 JP)
Ninja
As a big fan, I’ve found the Ninja to be an amazing unit! They’re super fast and can really cover a lot of ground quickly. What I *love* is their ability to wield two weapons – it’s fantastic to train all your melee fighters with this skill, even Monks! It basically doubles the number of attacks a unit can perform, which is a huge advantage in battle.
Requirements: Archer lvl. 4, Thief lvl. 5, Geomancer lvl. 2
Talent: Throw
Gear:
- Weapons: Ninja Blade, Dagger, Flail
- Armor: Hat, Hair Adornments
- Helmet: Clothing
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Innate Ability: Dual Wield
- Actions
- Throw Shuriken (50 JP)
- Throw Bombs (70 JP)
- Throw Daggers (100 JP)
- Throw Swords (100 JP)
- Throw Flails (100 JP)
- Throw Katana (100 JP)
- Throw Ninja Blades (100 JP)
- Throw Axes (120 JP)
- Throw Polearms (100 JP)
- Throw Poles (100 JP)
- Throw Knight’s Swords (100 JP)
- Throw Books (100 JP)
- Reactions
- Vanish (1000 JP)
- Reflexes (400 JP)
- Support
- Dual Wield (1000 JP)
- Movement
- Waterwalking (420 JP)
Arithmetician
Math is tough for me, and the Arithmetician can inflict damage on your opponents (and even your friends!) using various mathematical calculations. This profession is prohibited in many speedruns, suggesting it’s exceptionally powerful.
Requirements: White Mage lvl. 5, Black Mage lvl. 5, Time Mage lvl. 4, Mystic lvl. 4
Talent: Arithmeticks
Gear:
- Weapons: Book, Pole
- Armor: Clothing, Robe
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Target CT (250 JP)
- Target Level (350 JP)
- Target EXP (200 JP)
- Target Elevation (250 JP)
- Prime (300 JP)
- Multiple of 5 (200 JP)
- Multiple of 4 (400 JP)
- Multiple of 3 (600 JP)
- Reactions
- Cup of Life (200 JP)
- Soulbind (300 JP)
- Support
- EXP Boost (350 JP)
- Movement
- Accrue EXP (400 JP)
- Accrue JP (400 JP)
Dancer
Dancers can apply harmful effects and deal damage to all enemies while they are performing their dance. They’re a strong choice for consistent damage, provided you can protect them.
Requirements: Female units only, Geomancer lvl. 5, Dragoon lvl 5
Talent: Dance
Gear:
- Weapons: Cloth, Dagger, Bag
- Armor: Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Witch Hunt (100 JP)
- Minicing Minuet (100 JP)
- Slow Dance (100 JP)
- Polka (100 JP)
- Heathen Frolic (100 JP)
- Forbidden Dance (100 JP)
- Last Waltz (100 JP)
- Reactions
- Strength Surge (600 JP)
- Bravery Surge (700 JP)
- Support
- N/A
- Movement
- Jump +3 (600 JP)
- Fly (900 JP)
Bard
When the Dancer takes damage, the Bards provide recovery. This support role boasts a complete range of abilities focused on aiding teammates, healing them and buffing their performance for the duration of the encounter. Healing and buffs are central to their kit.
Requirements: Male units only, Summoner lvl. 5, Orator lvl. 5
Talent: Bardsong
Gear:
- Weapons: Instruments, Bags
- Armor: Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Seraph Song (100 JP)
- Life’s Anthem (100 JP)
- Rousing Melody (100 JP)
- Battle Chant (100 JP)
- Magickal Refrain (100 JP)
- Nameless Song (100 JP)
- Finale (100 JP)
- Reactions
- Magick Surge (500 JP)
- Faith Surge (700 JP)
- Support
- N/A
- Movement
- Movement +3 (1000 JP)
- Fly (900 JP)
Mime
The Mime is a truly unique class. Unlike other classes, it can’t use any equipment or learn any skills. Instead, it just copies the last action performed before its turn. While it has the potential to be strong, it can be challenging to master. Learn more about the Mime here.
Okay, so if you want to get going with this, here’s what you’ll need in terms of character levels. You’ll need a Squire at level 8, and then a Chemist also at level 8. After that, you’re looking at Summoner, Orator, Geomancer, and Dragoon all at level 5 each. Seems doable, right?
Talent: N/A
Gear:
- Weapons: N/A
- Armor: N/A
- Helmet: N/A
- Accessory: N/A
Abilities:
- Innate Abilities: Concentration, Brawler, Beastmaster
- Actions
- N/A
- Reactions
- N/A
- Support
- N/A
- Movement
- N/A
Special Jobs:
Besides the regular jobs that players can switch to, unique characters who join your team will have special classes that are exclusive to them.
Squire/Gallant Knight (starting in Chapter 4) – Ramza
Talent: Mettle
Gear:
- Weapons: Dagger, Sword, Knight Sword, Flails
- Armor: Armor, Clothing, Robes
- Helmet: Hats
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Innate Ability: Poach
- Actions
- Focus (300 JP)
- Rush (80 JP)
- Throw Stone (90 JP)
- Salve (150 JP)
- Tailwind (200 JP)
- Chant (Learned by default)
- Steel (200 JP)
- Shout (500 JP)
- Ultima (Must be hit with the spell)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Holy Knight – Agrias
Talent: Holy Sword
Gear:
- Weapons: Sword, Knight’s Sword, Shield
- Armor: Armor, Robe
- Helmet: Helm, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Judgment Blade (Learned by default)
- Clensing Strike (400 JP)
- Northswain’s Strike (500 JP)
- Hallowed Bolt (Learned by default)
- Divine Reuination (800 JP)
- Reactions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beast Master (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Machinist – Mustadio
Talent: Aimed Shot
Gear:
- Weapons: Guns
- Armor: Clothing, Robes
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Leg Shot (Learned by default)
- Arm Shot (Learned by default)
- Seal Evil (Learned by default)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Skyseer – Rapha
Talent: Sky Mantra
Gear:
- Weapons: Staff, Pole
- Armor: Clothing, Robes
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Heaven’s Wrath (Learned by default)
- Ashura (200 JP)
- Adamantine Blade (300 JP)
- Maelstrom (400 JP)
- Celestial Void (500 JP)
- Divinity (600 JP)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Netherseer – Marach
Talent: Nether Mantra
Gear:
- Weapons: Staff, Poles
- Armor: Clothing, Robes
- Helmet: Hat, Hair Adornments
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Hell’s Wrath (Learned by default)
- Nether Ashura (200 JP)
- Nether Blade (300 JP)
- Nether Maelstrom (400 JP)
- Corporeal Void (500 JP)
- Impiety (600 JP)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Divine Knight – Meliadoul
Talent: Unyielding Blade
Gear:
- Weapons: Sword, Knight’s Sword, Crossbow, Polearm, Shields
- Armor: Armor, Clothing, Robe
- Helmet: Helm, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Crush Armor (Learned by default)
- Crush Helm (400 JP)
- Crush Weapon (500 JP)
- Crrush Accessory (800 JP)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Sword Saint – Orlandu
Talent: Swordplay
Gear:
- Weapons: Sword, Knight’s Sword, Katana, Ninja Blade, Shields
- Armor: Armor, Clothing, Robe
- Helmet: Helm, Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Judgement Blade (Learned by default)
- Cleansing Strike (Learned by default)
- Norrthswain’s Strike (500 JP)
- Hallowed Bolt (700 JP)
- Divine Ruination (Learned by default)
- Crush Armor (Learned by default)
- Crush Helm (400 JP)
- Crush Weapon (500 JP)
- Crush Accessory (800 JP)
- Duskblade (500 JP)
- Shadowblade (Learned by default)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Templar – Beowulf
Talent: Spellblade
Gear:
- Weapons: Sword, Knight’s Sword, Dagger, Shields
- Armor: Armor, Robe
- Helmet: Helm, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Blind (50 JP)
- Syphon (100 JP)
- Drain (Learned by default)
- Faith (200 JP)
- Doubt (200 JP)
- Zombie (150 JP)
- Silence (Learned by default)
- Berserk (200 JP)
- Chicken (500 JP)
- Confuse (200 JP)
- Dispel (300 JP)
- Disable (50 JP)
- Sleep (170 JP)
- Break (300 JP)
- Vengeance (600 JP)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Dragonkin – Reis
Talent: Dragon
Gear:
- Weapons: Bag
- Armor: N/A
- Helmet: Hair Adornment
- Accessory: Armlet, Rings, Perfumes
Abilities:
- Innate Abilities
- Beast Tongue
- Dual Wield
- Beast Masterr
- Tame
- Actions
- Ice Breath (Learned by default)
- Fire Breath (Learned by default)
- Thunder Breath (Learned by default)
- Dragon’s Charrm (300 JP)
- Dragon’s Gift (300 JP)
- Dragon’s Might (400 JP)
- Dragon’s Speed (400 JP)
- Holy Breath (900 JP)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Ex-SOLIDER – Cloud
Talent: Limit
Gear:
- Weapons: Sword
- Armor: Clothing
- Helmet: Hat, Hair Adornment
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Brave (150 JP)
- Cross Slash (Learned by default)
- Blade Burst (250 JP)
- Ascension (800 JP)
- Meteorain (600 JP)
- Finishing Touch (700 JP)
- Omnislash (1200 JP)
- Cherry Blossom ((1500 JP)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
War of the Lions Version Exclusives
The PSP and Mobile versions of Final Fantasy Tactics, called War of the Lions, have extra content – new characters and jobs – that you won’t find in other versions, even the Ivalice Chronicles games. Here’s a look at the two additional jobs and characters included.
Onion Knight
This job doesn’t teach the character any special skills directly, but its power increases with each other job mastered. This means the Onion Knight can ultimately deal the most damage of any character in the game!
Requirements: Squire lvl. 6, Chemist lvl. 6
Gear:
- Weapons: Any
- Armor: Any
- Helmet: Any
- Accessory: Any
Abilities:
- Actions
- N/A
- Reacions
- N/A
- Support
- N/A
- Movement
- N/A
Dark Knight
Have you ever wanted to play a class like Gafgarion’s? Now you can with the Dark Knight, who boasts powerful, long-range attacks using the Dark Sword!
To begin, you’ll need the following: a Knight, Black Mage, Dragoon, Samurai, Ninja, and Geomancer, all at level 8. Additionally, you must have defeated 20 human enemies-this will cause a crystal to appear.
Gear:
- Weapons: Sword, Knight Sword, Fell Sword, Flails
- Armor: Armor, Robes, Clothing
- Helmet: Helm, Hair Adornment
- Accessory: Shoes, Cloak, Armguard, Armlet, Ring, Perfume
Abilities:
- Actions
- Sanguine Sword (500 JP)
- Infernal Strike (500 JP)
- Crushing Blow (300 JP)
- Abyssal Blade (1000 JP)
- Unholy Sacrifice (1200 JP)
- Reactions
- N/A
- Support
- HP Boost (2000 JP)
- Vehemence (400 JP)
- Movement
- Jump +3 (Male Dark Knights only) (1000 JP)
- Move +3 (Female Dark Knights only) (1000 JP)
Sky Pirate – Balthier
Talent: Piracy
Gear:
- Weapons: Sword, Knight’s Sword, Dagger, Bow, Crossbow, Guns, Polearms, Shields
- Armor: Armor, Clothing, Robes
- Helmet: Helm
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Actions
- Leg Shot (200 JP)
- Arm Shot (300 JP)
- Seal Evil (200 JP)
- Barrage (1200 JP)
- Steal Gil (Learned by default)
- Steal Heart (250 JP)
- Steal Helm (450 JP)
- Steal Armor (550 JP)
- Steal Shield (450 JP)
- Steal Weapon (750 JP)
- Steal Accessory (600 JP)
- Steal EXP (350 JP)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
Game Hunter – Luso
Talent: Huntcraft
Gear:
- Weapons: Dagger, Sword, Knight Sword, Flails
- Armor: Armor, Clothing, Robes
- Helmet: Hats
- Accessory: Shoes, Cloak, Armguards, Armlet, Rings, Perfumes
Abilities:
- Innate Ability: Poach
- Actions
- Focus (300 JP)
- Rush (80 JP)
- Throw Stone (90 JP)
- Salve (150 JP)
- Tailwind (200 JP)
- Chant (Learned by default)
- Steel (200 JP)
- Shout (500 JP)
- Ultima (Must be hit with the spell)
- Reacions
- Counter Tackle (180 JP)
- Support
- Equip Axes (170 JP)
- Beastmaster (200 JP)
- Evasive Stance (50 JP)
- JP Boost (250 JP)
- Movement
- Movement +1 (200 JP)
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2025-09-30 13:21