Abilities
Movement Abilities
| Name | Description | JP | Job |
| Move +1 | Move up +1 | 200 | Squire |
| Treasure Hunter | Find hidden items after moving | 100 | Chemist |
| Jump +1 | Jump up +1 | 200 | Archer |
| Lifefont | Recover some HP after moving | 300 | Monk |
| Teleport | Move anywhere on field. (May fail if you move too far.) | 600 | Time Mage |
| Levitate | Causes permanent Float | 540 | Time Mage |
| Move +2 | Move up +2 | 520 | Thief |
| Jump +2 | Jump up +2 | 480 | Thief |
| Ignore Weather | Negates all effects of thunder storms | 200 | Mystic |
| Manafont | Recover some MP after moving | 350 | Mystic |
| Ignore Terrain | Negates all move penalties cuased by terrain | 220 | Geomancer |
| Lavawalking | Can move over and stop on lava | 150 | Geomancer |
| Ignore Height | Jump to any height | 150 | Dragoon |
| Waterwalking | Can move over and stop on water | 300 | Samurai |
| Waterwalking | Negates all move penalties caused by water | 420 | Ninja |
| Accrue Exp | Gain 1 EXP per square traveled | 400 | Arithmetician |
| Accrue JP | Gain 2 JP per square traveled | 400 | Arithmetician |
| Jump +3 | Jump up +3 | 1,000 | Dancer Dark Knight |
| Fly | Height becomes inconsequential | 1,200 | Bard Dancer |
| Move +3 | Move up +3 | 1,000 | Bard Dark Knight |
Reaction Abilities
| Name | Description | JP | Job |
| Counter Tackle | Retaliate with a dash attack. | 180 | Squire |
| Auto Potion | Use weakest potion when hit. | 400 | Chemist |
| Parry | Use your weapon evade. | 200 | Knight |
| Adrenaline Rush | Speed Up +1. | 800 | Archer |
| Archer's Bane | Negates bow/crossbow attacks. | 450 | Archer |
| Critical: Recover HP | Recovers some HP when in critical. | 500 | Monk |
| Counter | Retaliate with physical attack. | 300 | Monk |
| First Strike | Attack before your enemy hits you. | 1,200 | Monk |
| Regenerate | Causes Regen when attacked. | 400 | White Mage |
| Magick Counter | Retaliate with identical spell. | 800 | Black mage |
| Critical: Quick | Boosts CT to 100. | 700 | Time Mage |
| Mana Shield | MP is lost instead of HP. | 400 | Time Mage |
| Critical: Recover | Recover some MP when in critical. | 400 | Summoner |
| Vigilance | Causes Defend action command. | 200 | Thief |
| Gil Snapper | Gain Gil for every HP lost. | 200 | Thief |
| Sticky Fingers | Catch and keep thrown items. | 200 | Thief |
| Ear Plug | Negates effects of speechcraft. | 300 | Orator |
| Absorb MP | Recover as much MP as the enemy used. | 250 | Mystic |
| Nature's Wrath | Retaliate with Geomancy. | 300 | Geomancer |
| Dragon Heart | Causes Reraise. | 560 | Lancer |
| Bonecrusher | Counter with damage = to max. HP. | 200 | Samurai |
| Shirahadori | 100% chance of evading physical attacks. | 700 | Samurai |
| Vanish | Casts Invisible on self. | 900 | Ninja |
| Reflexes | Increases evade. | 400 | Ninja |
| Cup of Life | Excess HP is shared with allies. | 200 | Arithmetician |
| Soulbind | Enemy takes half the damage given to you. | 300 | Arithmetician |
| Fury | Phys. Attack Up +1. | 550 | Dancer |
| Bravery Boost | Bravery Up +3. | 500 | Dancer |
| Magick Boost | Mag. Attack Up +1. | 450 | Bard |
| Faith Boost | Faith Up +3. | 500 | Bard |
Support Abilities
| Name | Description | JP | Job |
| Equip Axe | Equip an Axe, regardless of Job. | 170 | Squire |
| Beastmaster | Nearby allied monsters gain abilities. | 200 | Squire |
| Defend | Action command used to lessen damage from attacks. | 50 | Squire |
| JP Boost | Gain 50% more JP in battle. | 250 | Squire |
| Throw Items | Throw items at a range of 4, regardless of job. | 350 | Chemist |
| Safeguard | Equipped items cannot be broken or stolen. | 250 | Chemist |
| Reequip | Action command used to change equipment in battle. | 0 | Chemist |
| Equip Heavy Armor | Equip heavy armor, regardless of Job. | 500 | Knight |
| Equip Shield | Equip a shield, regardless of Job. | 250 | Knight |
| Equip Sword | Equip a sword, regardless of Job. | 400 | Knight |
| Equip Crossbow | Equip a Crossbow, regardless of job. | 350 | Archer |
| Concentration | 100% success rate with Phys. Attacks | 400 | Archer |
| Brawler | Increase damage caused by bare fists by 50%. | 200 | Monk |
| Arcane Defense | Greater resistance to magick attacks. | 400 | White Mage |
| Arcane Strength | Increase magick attack damage by 33%. | 400 | Wizard |
| Swiftness | Charge time is shortened. | 800 | Time Mage |
| Half MP | Use half the MP when casting magick. | 900 | Summoner |
| Poach | Monster is automatically poached when defeated. | 200 | Thief |
| Equip Gun | Equip a gun regardless of Job. | 750 | Orator |
| Tame | Causes Entice on monsters when critical. | 450 | Orator |
| Beast Tongue | Use speechcraft on monsters, regardless of job. | 100 | Orator |
| Defense Boost | Receive 33% less damage from physical attacks. | 400 | Mystic |
| Attack Boost | Increases effectiveness of physical attack damage. | 400 | Geomancer |
| Equip Polearms | Equip a Polearm regardless of job. | 400 | Dragoon |
| Equip Katana | Equip a Katana, regardless of job. | 400 | Samurai |
| Doublehand | Hold weapon with both hands, doubling damage dealt. | 900 | Samurai |
| Dual Wield | Equip two of certain weapons. | 900 | Ninja |
| Exp Boost | Gain 50% more Exp in battle. | 350 | Arithmetician |
| HP Boost | Raises max. HP 20%. | 2000 | Dark Knight |
| Vehemence | Increase damage inflicted and received by 1.5. | 400 | Dark Knight |
CREDIT:
Final Fantasy Tactics
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