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Ray Pang

 

 

 

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Final Fantasy Tactics

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Final Fantasy Tactics
Jobs


Jobs, Page 1 : : Jobs, Page 2 : : Jobs, Page 3 : : Jobs, Page 4

There are many jobs that can be learnt in Final Fantasy Tactics, some of them more useful than others. While you might find that other jobs are useful in certain situations, you should find that you will keep on coming back to the same job class again and again.

Squire
Job Requirements: None
Weapons: Knife, Sword, Axe, Hammer
Armour: Hat, Clothes
Action Abilities: Accumulate, Dash, Throw Stone, Heal
Reaction Abilities: Counter Tackle
Support Abilities: Equip Axe, Monster Skill, Defend, Gain JP Up
Movement Abilities: Move +1
Comments: Training day and night to become skillful fighters, they aren't too useful in the beginning. But remember everything takes time.


Chemist
Job Requirements: None
Weapons: Knife, Gun
Armour: Hat, Clothes
Action Abilities: Potion, Hi-Potion, X-Potion, Ether, Hi-Ether, Elixir, Antidote, Eye Drop, Echo Grass, Maiden's Kiss, Soft, Holy Water, Remedy, Phoenix Down
Reaction Abilities: Auto Potion
Support Abilities: Throw Item, Maintenance, Equip Change
Movement Abilities: Move-Find Item
Comments: Attacks with a wide knowledge of various items. A very valuable party member, especially for backup.

 

Knight
Job Requirements: Squire Lv.2
Weapons: Sword, Knight Sword,
Armour: Shield, Helmet, Armor, Robe
Action Abilities: Head Break, Armour Break, Shield Break, Weapon Break, Magic Break, Speed Break, Power Break, Mind Break
Reaction Abilities: Weapon Guard
Support Abilities: Equip Armour, Equip Shield, Equip Sword
Movement Abilities: None
Comments: Physically and Spiritually strong, they learn powerful new techniques by mastering sword skills 

 

Archer
Job Requirements: Squire Lv.2
Weapons: Bow, Crossbow
Armour: Shield, Hat, Clothes
Action Abilities: Charge +1, Charge +2, Charge +3, Charge +4, Charge +5, Charge +7, Charge +10, Charge +20
Reaction Abilities: Speed Save, Arrow Guard
Support Abilities: Equip Crossbow, Concentrate
Movement Abilities: Jump +1
Comments: With Super-Human eyesight, they use bows against long-distance enemies.

 

Monk
Job Requirements: Knight Lv.2
Weapons: None
Armour: None
Action Abilities: Spin Fist, Repeating Fist, Wave Fist, Earth Slash, Secret Fist, Stigma Magic, Chakra, Revive
Reaction Abilities: HP Restore, Counter, Hamedo
Support Abilities: Martial Arts
Movement Abilities: Move-HP UP
Comments: Martial Arts expert who have disciplined their mind and body over years. Their Fists are more deadly than swords.


 

 

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