Final Fantasy Tactics - The Ivalice Chronicles Jobs Guide

Final Fantasy Tactics - The Ivalice Chronicles Jobs Guide

Final Fantasy Tactics offers a rich and deep strategy RPG experience, giving you challenging battles to overcome alongside a dramatic and intense story. In order to bring about an end to the War of the Lions, you will need to make sure that your forces are up to the task, taking advantage of the various jobs and abilities at your disposal. With the special jobs unique to some characters, you will have over 30 jobs to pick from and this guide will give you a handle on what jobs do what and what the requirements are to unlock that next powerful new vocation!

In order to unlock stronger jobs, you will need to have reached a high enough level with other jobs. Level 1 jobs are required to change to Level 2, and so on.

Final Fantasy Tactics - The Ivalice Chronicles Job Tree

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 default jobs that everyone will have access to, and are the ones that you can recruit from the various cities' Recruiter offices.

Squire

The Squire is the basis for all of the physical damage units, and its "Focus" action should be learned right away as it is the perfect way to JP grind!

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 is the basis for all of the more magically inclined jobs, and its ability to use items on distant units can prove beneficial even in the late game.

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

With high HP totals and the ability to dish out heavy damage, Knights are great front-line fighters, and their ability to break the enemy's equipment to turn the tide even further in your favor is always good to have in your pocket.

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 it's best to play keep-away and pelt your foes from afar, and the Archers is a great choice for doing just that. Their Aim actions can really make their arrows pack a punch, and the Concentration support ability will be great to snag for anyone you plan to keep a physical 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

Cast devastating magic spells from the safety of behind the frontline, with the ability to hit multiple enemies all at once. Just be careful where you target, though, as your own forces can get caught in the splash zone!

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

The best way to win a fight is to keep your allies alive, and that is precisely what the White Mage will do, thanks to their healing spells. Thanks to their Holy spell, they can also dish out some heavy damage too!

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

Masters of their fists, Monks are physical powerhouses that can not only hit for high damage, but also have the ability to heal themselves and allies, even reviving them using their Martial Arts. These are great units that you can keep using even into the end game.

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

Fast and with large movement areas, what they lack in damage, they make up for in versatility, thanks to their ability to steal the gear off opponents and poach monsters to sell to poachers in cities.

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

A support unit that can manipulate turn orders, the big reason to sink time into the Time Mage job is to unlock the Teleport movement action and Swiftspell support for your magic users.

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 much of a fighter, but what they do offer is an assortment of abilities that can debuff and afflict far-off enemies with various status effects, helping you gain the upper hand!

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

Wielding the powers of the earth itself, the Geomancer is able to tap into the elements of whatever tile they stand on to assault their enemies and afflict various status effects.

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

With their powerful Jump ability that allows them to pounce on unsuspecting enemies, hilly terrain is no challenge for the Dragoon and their mighty spears.

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

With the power of a good argument, the Orator can not only sway an enemy to your side but also inspire your own units, raising their bravery and faith.

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

From Moogles that heal to massive dragons that blast away foes, the Summoner calls in their powerful friends to wreak havoc on the battlefield and support allies.

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

Calling forth the power from the Katana they wield, the Samurai is a solid melee fighter with abilities that can help them out of many situations and even attack from a distance, if you have the right 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

Speedy and wielding two weapons, the Ninja can cover large amounts of ground fast, and their dual-wield ability is great to learn on all your forces that you plan to use melee weapons, Monks included, since it doubles the number of attacks a unit does.

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 makes my brain hurt, and the Arithmetician will hurt your enemies (and possibly allies too) based on different mathematical criteria. This job is banned in a lot of speedruns so it must be really good.

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 inflict status effects and damage on all enemies on the battlefield as long as they dance. A great option for constant damage as long as you can keep them safe.

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

Where the Dancer hurts, the Bards heal. This support role has a full set of abilities that help out your allies, healing them and buffing them for as long as they perform.

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 the strangest class as it can't equip any items or skills, and instead will simply repeat whatever action was taken just before its turn. It can be powerful, but tough to use well.

Requirements: Squire lvl 8, Chemist lvl. 8, Summoner lvl. 5, Orator lvl. 5, Geomancer lvl. 5, Dragoon lvl. 5

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:

In addition to the main jobs that anyone can change into, special characters that join your ranks will have unique classes only available to themselves

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, known as the War of the Lions, contain additional features, characters, and jobs not found anywhere else, including the Ivalice Chronicles. Here is the breakdown of the two extra jobs and characters. 

Onion Knight

While they don't learn any unique abilities themselves, this job will grow in strength for each mastered job that the character has, giving the Onion Knight the highest damage potential 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

Did you ever wish you could play as Gafgarion's class? Well, now you can with the Dark Knight, and all their powerful ranged Dark Sword abilities!

Requirements: Knight lvl. 8, Black  Mage lvl. 8, Dragoon lvl. 8, Samurai lvl. 8, Ninja lvl. 8, Geomancer lvl. 8, Must have killed 20 human enemies (crystal appears)

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)