When it comes to magick, Black Mages are the mythril standard -- they have a
lot of MP (second only to Summoner in standard jobs, and third to Summoners
and Beowulf’s Templar job overall), and THE highest magick strength of any job.
Plus, they can equip rods that boost their magick abilities even further, and
their Arcane Strength makes their magick do more damage. In other words, the
magick abilities of other jobs get even stronger when used by a Black Mage --
so a great strategy is to learn spells from other jobs, then turn your
characters into Black Mages. (Or, even better, learn Arithmeticks and then
turn into a Black Mage so you can cast ALL spells at high power!) They’re the
best magick job available.
So, how about Black Mages’ own spells? Well, Black Magick tend to be pretty
useful--especially early in the game, when you have few other abilities that
can attack multiple enemies. Against monsters, you can also use Black Magick
to exploit their elemental weaknesses (check the Monsters section below to see
what they are).
Later in the game, Black Magick isn’t quite as effective since you have other
ways of attacking groups of enemies that don’t consume MP and don’t need to
charge (e.g., sword techniques, Iaido). Plus, the strongest Black Magick
spells take a while charge, although the Time Mage’s Swiftness support ability
is one remedy for this -- or you could use Arithmeticks, which lets you cast
spells without charge time. Note that the -ja spells CANNOT be used with
Arithmeticks, so if you’re using Arithmeticks, you’ll probably want to learn
Flare before the -ja magicks. (On the other hand, -ja spells can’t be
reflected, so even if an enemy has Reflect, you can use -ja spells to still
attack with magick.)
Magick Counter is a decent reaction ability when faced when lots of enemy
mages, but there aren’t really too many situations where this is needed.
The Black Mage job must be Mastered to unlock Dark Knight. You can speed this
process if at least one character has already learned the -ja spells; cast them
on allied Black Mages and they may learn the magicks from being hit with them.
(See "Learning Magick from Being Hit" under Advanced Tactics for more on this
process.)
---TIME MAGE-------------------------------------------------------------------
Required jobs : Black Mage lv. 3
Needed for jobs : Summoner (lv. 3), Arithmetician (lv. 4)
Equippable weapons: Staves Movement range : 3
Equippable armor: Hats, clothes, robes Jump height : 3
Physical evade : 5%
Stats When Active Job:
HP: ** MP: ***** Phys. Atk.: * Mag. Atk.: **** Speed: ***
Stat Growth Rates:
HP: ** MP: **** Phys. Atk.: ** Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Time Magicks--
Damage/success based on user’s: Magick Attack & Faith, plus target’s Faith
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Haste * 8 RA 2 3/* 2/0 Any N 100 Gives Haste status (CT charges
faster)
Hasteja 30 7 3/* 2/3 Any N 600& Gives Haste status
Slow * 8 RA 2 3/* 2/0 Any N 80 Inflicts Slow status (CT charges
slower)
Slowja 30RA 7 3/* 2/3 Any N 600& Inflicts Slow status
Stop * 14RA 7 3/* 2/0 Any N 350 Inflicts Stop status (CT doesn’t
charge)
Immobilize * 10RA 3 3/* 2/1 Any N 100 Inflicts Immobilize status
Float 8 RA 2 4/* 2/1 Any N 200 Gives Float status (see below)
Reflect * 12RA 2 4/* 1 Any N 300 Gives Reflect status
Quick * 24R 4 4/* 1 Any N 900 Fills CT gauge - instant turn!
Gravity 24RA 6 4/* 2/1 Any N 250 Damage = 1/4 of user’s max HP
Graviga * 50RA 10 4/* 2/3 Any N 550 Damage = 1/2 of user’s max HP
Meteor 70 20 4/* 4/3 Any N 1500 Non-elemental magick attack
--Reaction Abilities--
TRIGGER BRV JP EFFECT
----------------------------------------------------------
Critical: Quick * Critical HP Yes 800 Fills CT gauge to 100; instant turn!
Mana Shield * Any HP loss Yes 400 Damage dealt only to MP instead of
HP if MP >0
--Support Abilities--
JP EFFECT
----------------------------------------------------------
Swiftness * 1000 Reduces number of clock ticks needed
to charge up magicks & Limit
--Movement Abilities--
----------------------------------------------------------
Teleport * 650 Teleport to any square when moving
regardless of move range, height,
or obstacles/enemies in the way.
Chance of failure increases with
longer move distance. #
Levitate 540 Permanent Float status (can move
over water as if land, immune to
Earth-elemental attacks, and
increases height by 1)
# Teleport never fails if you teleport only within your regular horizontal move
range. For every additional tile beyond your move range, the chance of failure
increases by 10%. (Teleport always has an infinite vertical range and your Jump
stat has no effect on its failure rate.)
JP to master: 8920
--MY THOUGHTS--
Time Mages mostly play a support role, casting spells to assist allies or keep
the enemies from acting. These abilities can be quite useful, but it’s
probably a good idea to have another ability ready set from another job (e.g.
another magick command) to supplement them with more conventional offense or
defense. The Samurai’s Iaido, if available, is also a good choice since it’s
boosted by the Time Mage’s high magick attack but saves your MP for Time
Magick. Having good magick stats (Magick Attack and Faith) is also important
so that your Hastes and Slows are likely to succeed.
Meteor and the Gravity spells can also be good attack spells, but they can be
somewhat slow, especially Meteor. (Gravity and Graviga are particular useful
against major bosses since they are helpful in cutting down the bosses’ large
HP totals.) Try first casting Immobilize to keep enemies from running out of
your way out of your Meteor. The Time Mage’s own Swiftness support ability
also speeds the charge time of these spells. It’s good for Time Magicks as
well as for Summons and Cloud’s Limit attacks.
A great ability to transfer to other jobs is the Mana Shield reaction ability,
which makes damage go to your MP instead of your HP as long as you have at
least 1 MP. This isn’t so good for magick users since it quickly drains your
MP, but it can be great on physical fighters who weren’t going to use their MP
anyway -- especially if you pair it with Manafont or another ability that lets
you recover MP quickly. Mana Shield is also very helpful in surviving the
Zodiark summon in order to learn it (see Summoner, below).
The Teleport movement ability is also extremely valuable, though isn’t *quite*
as great as it seems. While you can conceivably warp long distances with it,
the further you’re teleporting, the greater the likelihood the teleport will
fail and you’ll end up back where you started, unable to move at all that
turn. However, Teleport still lets you move through enemy units and gives you
an infinite vertical movement range, which completely changes how can you move
around certain maps. For instance, you can teleport right up a castle wall to
attack the Archers up there, or take a shortcut over the side of a cliff. This
can be very helpful in a number of story battles as it lets you get the jump on
range attackers. So just teleport at short ranges and you’ll be fine!
---SUMMONER--------------------------------------------------------------------
Required jobs : Time Mage lv. 3
Needed for jobs : Bard (lv. 5), Mime (lv. 5)
Equippable weapons: Staves, rods Movement range : 3
Equippable armor: Hats, clothes, robes Jump height : 3
Physical evade : 5%
Stats When Active Job:
HP: ** MP: ***** Phys. Atk.: * Mag. Atk.: **** Speed: ***
Stat Growth Rates:
HP: ** MP: ***** Phys. Atk.: * Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Summon--
Damage based on user’s: Magick Attack & Faith, plus target’s Faith
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Moogle 8 3 4/* 3/2 Ally N 110 "Moogle Charm": Restores HP
Shiva 24 7 4/* 3/2 Foe N 200 "Glacial Shards": Ice magick
attack
Ramuh * 24 7 4/* 3/2 Foe N 200 "Judgment Bolt": Lightning magick
attack
Ifrit 24 7 4/* 3/2 Foe N 200 "Infernal Blaze": Fire magick
attack
Titan * 30 10 4/* 3/2 Foe N 220 "Gaia’s Wrath": Earth magick
attack
Golem * 40 4 All allies N 500 "Earthen Wall": Blocks physical
attacks targeting allies until
its HP damage limit is reached
(not effective against monster
attacks)
Carbuncle 30 5 4/* 3/2 Ally N 350 "Ruby Light": Gives Reflect
status
Bahamut 60 15 4/* 4/3 Foe N 1600&"Megaflare": Non-elemental attack
Odin 50 13 4/* 4/3 Foe N 900& "Obliteration": Non-elemental
attack
Leviathan 48 13 4/* 4/3 Foe N 860& "Tidal Wave": Water magick attack
Salamander 48 13 4/* 3/2 Foe N 860& "Wyrmfire": Fire magick attack
Sylph * 26 7 4/* 3/2 Foe N 400 "Whispering Wind": Inflicts
Silence status
Faerie * 28 7 4/* 3/2 Ally N 400 "Fey Light": Restores HP
Lich * 40 10 4/* 3/2 Foe N 600& "Descending Darkness": Dark
attack; does damage equal to
1/2 of target’s maximum HP but
may miss
Cyclops 62 12 4/* 3/2 Foe N 1000&"Climactic Fear": Non-elemental
attack
Zodiark * 99 17 4/* 4/3 Foe N & "Darkening Cloud": Non-elemental
attack
When Summons are used, a special attack name (not just the name of the sword)
is displayed -- these are listed in quotation marks above.
The Zodiark summon cannot be purchased with JP; it must be learned from the
boss on the last floor of the bonus dungeon. See the Midlight’s Deep battle
strategies for more tips on how to learn it.
--Reaction Abilities--
TRIGGER BRV JP EFFECT
----------------------------------------------------------
Critical:Recover MP Critical HP Yes 400 Restores MP to maximum
--Support Abilities--
JP EFFECT
----------------------------------------------------------
Halve MP * 1000 Halves MP cost of abilities
--Movement Abilities--
none
JP to master: 9800
--MY THOUGHTS--
While summons don’t have quite the power in FF Tactics as they do in some other
FF games, they’re still strong. Plus, they have a wide effect radius, and,
unlike Black and White Magick, don’t hurt your teammates or heal the enemies.
The Summon command also offers you a nice mix of both offensive abilities and a
few defensive ones: Moogle and Faerie restore HP, and the very useful Golem
summon blocks all enemy physical attacks for a while. The Lich summon is also
particularly effective against many of the game’s major bosses; it always takes
away half their maximum HP despite their high HP totals.
The disadvantages of Summons are that they take quite a while to charge and
cost a fair amount of MP. The former could be remedied with the Time Mage’s
Swiftness ability, which shortens charge time. MP costs can be dealt with
using the Summoner’s own Halve MP support ability to decrease MP costs, with
equipment that boosts your max MP (all robes, and some hats), or with the
Chemists’s Ethers & Hi-Ethers. There are also some abilities that let you gain
MP from your enemies: The Mystic’s Absorb MP lets you absorb MP from enemy
spells, or you could also pair Summon with Mystic Arts to use Empowerment to
steal enemy’s MP. (Orlandeau’s Duskblade and Beowulf’s Syphon can also steal
MP.) Unfortunately, you can’t equip *both* Swiftness and Halve MP as they use
the same support ability slot, but you could pair Swiftness with MP-boosting
equipment, Items, Empowerment, or Absorb MP.
If you’re trying to master jobs for the purposes of powering up Onion Knight,
note that Summoner isn’t considered Mastered until you learn Zodiark.
---THIEF-----------------------------------------------------------------------
Required jobs : Archer lv. 3
Needed for jobs : Dragoon (lv. 4), Ninja (lv. 5)
Equippable weapons: Knives Movement range : 4
Equippable armor: Hats, clothes Jump height : 4
Physical evade : 25%
Stats When Active Job:
HP: *** MP: * Phys. Atk.: **** Mag. Atk.: * Speed: ****
Stat Growth Rates:
HP: *** MP: ** Phys. Atk.: *** Mag. Atk.: * Speed: ***
--ABILITIES--
--Action Abilities: Steal--
Success based on user’s: Speed
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Steal Gil 0 1/1 1/- Foe - 10 Steal small amount of gil
Steal Heart * 0 3/1 1/- Foe N 150 Inflicts Charm; only effective on
monsters and opposite sex
Steal Helm * 0 1/1 1/- Foe - 350 Steal target’s helmet
Steal Armor * 0 1/1 1/- Foe - 450 Steal target’s armor
Steal Shield * 0 1/1 1/- Foe - 350 Steal target’s shield
Steal Weapon * 0 1/1 1/- Foe - 600 Steal target’s weapon
Steal Accessory 0 1/1 1/- Foe - 500 Steal target’s accessory
Steal EXP 0 1/1 1/- Foe - 250 Steal target’s current EXP
--Reaction Abilities--
TRIGGER BRV JP EFFECT
----------------------------------------------------------
Vigilance Any HP loss Yes 200 Enter into "Defend" state (doubles
evade rates)
Gil Snapper Any HP loss 200 Receive gil equal to HP lost
Sticky Fingers Throw 200 Blocks Ninja’s Throw attack; thrown
item is added to your inventory!
--Support Abilities--
JP EFFECT
----------------------------------------------------------
Poach * 200 Monsters KOed with physical attack
are poached and disappear from the
map; item becomes available at
Poachers’ Den
--Movement Abilities--
JP EFFECT
----------------------------------------------------------
Move +2 * 560 Movement range + 2
Jump +2 500 Jump height + 2
JP to master: 4520
--MY THOUGHTS--
Thieves are poor at magick and only moderately strong physically. But, boy,
are they fast! Their movement range and jump height are both 4, so they can
get across the map quickly.
This job is useful mainly for its abilities. Stealing your opponents’
equipment not only cripples them, but adds items to your inventory--and this is
the best way to get a number of rare items! If you like getting rare items,
you’ll also want Poach; many pieces of equipment can only be obtained through
poaching monsters. (A side note about Poach: this also has the advantage of
removing monsters’ bodies from the map, preventing them from getting revived.)
You could just learn the crucial Steal abilities and then move onto other job.
Ninja, in particular, might be a good to graduate your Thief too, since the
success of Steal is affected by your speed--and Ninjas are even faster than
Thieves!
When Thieves aren’t stealing, they can also fight. Since they can only equip
knives, though, their offense can be somewhat weak on its own. You may want to
use an ability like Equip Axes or Equip Swords to bolster their offense.
If you’re planning on using Steal Heart at all, a female Thief is somewhat more
advantageous to have than a male Thief, as Steal Hearts works on the opposite
gender and there are somewhat more male enemies than female ones.
Move +2 is also a great movement ability and makes characters quite a bit more
mobile. Note that this ability supercedes the Squire’s Move +1 in every way
-- there’s absolutely no trade-off or downside to selecting Move +2 over Move
+1 once you’ve learned +2.
The Thief’s reaction abilities, on the other hand, tend not to be too useful.
Gil Snapper is worthless as the amount of gil you receive from it is so small--
the same goes for Steal Gil. Sticky Fingers is not particularly useful for the
bulk of the game as you won’t fight too many Ninjas, but can be used in the
optional sidequests to harvest rare weapons from high-level enemy Ninjas. So,
again, if you like rare items, Thief is your job :)
---ORATOR----------------------------------------------------------------------
Required jobs : Mystic lv. 3
Needed for jobs : Bard (lv. 5), Mime (lv. 5)
Equippable weapons: Knives, guns Movement range : 3
Equippable armor: Hats, clothes, robes Jump height : 3
Innate ability: Beast Tongue Physical evade : 5%
Stats When Active Job:
HP: *** MP: *** Phys. Atk.: *** Mag. Atk.: ** Speed: ***
Stat Growth Rates:
HP: *** MP: * Phys. Atk.: ** Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Speechcraft--
Success based on user’s: Magick Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Entice * 0 3/3 1/- Foe N 100 Target becomes a guest ally and
joins permanently after battle.
(Does not work on story
characters.)
Stall 0 3/3 1/- Any N 100 Resets target’s CT
Praise 0 3/3 1/- Any N 200 Raises Bravery by 4 #
Intimidate * 0 3/3 1/- Any N 200 Lowers Bravery by 20 &
Preach 0 3/3 1/- Any N 200 Raises Faith by 4 #
Enlighten * 0 3/3 1/- Any N 200 Lowers Faith by 20 &
Condemn 0 3/3 1/- Any N 500 Causes Doom status (enemy is KOed
after 3 turns)
Beg 0 3/3 1/- Foe N 100 Receive gil from enemy
Insult 0 3/3 1/- Any N 300 Causes Berserk status
Mimic Darlavon 0 3/3 2/* Any N 300 Causes Sleep status
Speechcraft abilities cannot target monsters unless the user has the Beast
Tongue ability. Orators have this ability innately, but other jobs will have
to equip it.
# Note: These abilities change Faith or Bravery by 4. 3 points of this change
remains only for the battle, but 1 is permanent.
& Note: These abilities change Faith or Bravery by 20. 5 points of this change
is permanent.
--Reaction Abilities--
TRIGGER BRV JP EFFECT
----------------------------------------------------------
Earplug Speechcraft Yes 300 Cancels Speechcraft ability used on
character
--Support Abilities--
JP EFFECT
----------------------------------------------------------
Equip Guns +* 800 Can equip guns regardless of job
Tame 500 Physical attacks will recruit
monsters if they have critical HP
(< 20% of max)
Beast Tongue +* 100 Can use Speechcraft against monsters
--Movement Abilities--
none
JP to master: 3900
--MY THOUGHTS--
Like Time Mages, Orators play a supplementary role. One of their main purpose
is to recruit enemy units -- if you want to recruit monsters on this team, you
need this job! (To recruit monsters, either use Entice + Beast Tongue, or
equip Tame and hit monsters with a physical attack.)
Equip Guns is the other key Orator ability. While Orators can equip guns
naturally, Equip Guns lets you transfer this ability to other jobs. Having the
long range of a gun is handy for "support" jobs that aren’t going to be on the
front lines.
Finally, the Orator lets you play with Bravery and Faith statistics. Boosting
your Bravery is particularly useful as it increases the strenght of some
attacks and makes your Reaction Ability more likely to activate -- and has no
side effects. However, you can just as easily raise your Bravery with Ramza’s
Steel ability, which also has the advantage that it never misses. Since Faith
controls both the damage you deal with magick and receive from enemy magick, it
can also be advantageous to raise your magick users’ Faith (making them
stronger) and lower everyone else’s Faith (since they won’t be using magick,
decreasing their Faith makes enemy magick less effective). It’s not essential
to tweak your Bravery and Faith like this, but if you DO want to do so, a good
tactic is to do it in a random battle against weaker monsters (e.g. at Mandalia
Plain), where you can use Speechcraft with less enemy interference. A tough
story battle is not a good place to grind Bravery and Faith.
You can safely skip Earplug since you’ll face enemy Orators only very rarely.
---MYSTIC----------------------------------------------------------------------
Required jobs : White Mage lv. 3
Needed for jobs : Orator (lv. 3), Arithmetician (lv. 4)
Equippable weapons: Staves, rods, poles, books Movement range : 3
Equippable armor: Hats, clothes, robes Jump height : 3
Physical evade : 5%
Stats When Active Job:
HP: ** MP: **** Phys. Atk.: * Mag. Atk.: **** Speed: ***
Stat Growth Rates:
HP: ** MP: **** Phys. Atk.: ** Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Mystic Arts--
Success based on user’s: Magick Attack & Faith, plus target’s Faith
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Umbra 4 RA 2 4/* 2/1 Any N 100 Causes Blind status
Empowerment * 2 2 4/* 1/- Any N 200 Drains MP from target to caster;
amount drained is 1/3 of
target’s maximum MP
Invigoration 16 2 4/* 1/- Any N 350 Drains MP from target to caster;
amount drained is 1/4 of
target’s maximum HP
Belief * 6 RA 4 4/* 1/- Any N 400 Causes Faith status (character
has 100 Faith; both character’s
own magick and others’ magick
targeting the character are
maximally effective)
Disbelief * 6 RA 4 4/* 1/- Any N 400 Causes Atheist status (character
cannot use magick but is also
immune to others’ magick)
Corruption 20RA 5 4/* 1/- Any N 300 Causes Undead status
Quiescence 16RA 3 4/* 1/- Any N 170 Causes Silence status
Fervor 16RA 5 4/* 1/- Any N 400 Causes Berserk status
Trepidation * 20RA 4 4/* 1/- Any N 200 Lowers target’s Bravery by 30
Delirium 20RA 5 4/* 1/- Any N 400 Causes Confuse status
Harmony 34 A 3 4/* 1/- Any N 800 Removes Float, Reraise, Regen,
Invisible, Protect, Shell,
Haste, Faith, Reflect
Hesitation * 10RA 5 4/* 2/0 Any N 100 Causes Disable status
Repose 24RA 6 4/* 2/1 Any N 350 Causes Sleep status
Induration 16RA 10 4/* 1/- Any N 600 Causes Stone status
--Reaction Abilities--
TRIGGER BRV JP EFFECT
----------------------------------------------------------
Absorb MP Magick Yes 250 Gain MP equal to MP cost of spell
--Support Abilities--
JP EFFECT
----------------------------------------------------------
Defense Boost * 400 Lowers physical damage received
--Movement Abilities--
JP EFFECT
----------------------------------------------------------
Ignore Weather 200 Move through swamps at normal speed
even if it’s raining; cancels
weather effects on Black Magick
Manafont 350 Restores some MP whenever you move
JP to master: 5970
--MY THOUGHTS--
Mystics specialize in inflicting status conditions on their foes. These spells
often fail, so if you want to use this job, a character with high Faith is
necessary to increase your success rate. In general, though, Mystic is just
not a very useful job. They don’t have much in the way of direct offense or
defense, and their status affliction spells just aren’t useful enough to
compensate for their charge time, MP cost, and success rate. Mustadio and,
later, Beowulf are much more effective at inflicting these kinds of status
conditions.
Defense Boost can be a somewhat useful support ability, however.
---GEOMANCER-------------------------------------------------------------------
Required jobs : Monk lv. 4
Needed for jobs : Ninja (lv. 2), Dancer (lv. 5), Mime (lv. 5),
Dark Knight (lv. 8)
Equippable weapons: Swords, axes Movement range : 4
Equippable armor: Shields, hats, clothes, robes Jump height : 3
Physical evade : 10%
Stats When Active Job:
HP: *** MP: **** Phys. Atk.: **** Mag. Atk.: *** Speed: ***
Stat Growth Rates:
HP: **** MP: **** Phys. Atk.: **** Mag. Atk.: * Speed: *
--ABILITIES--
--Action Abilities: Geomancy--
Damage based on user’s: Physical Attack & Magick Attack
RNG RAD
MP TIC H/V H/V TAR LF JP EFFECT
---------------------------------------------------------------
Sinkhole * 0 5/* 2/0 Any N 150 Non-elemental attack, causes
Immobilize
Torrent 0 5/* 2/0 Any N 150 Water attack, causes Toad
Tanglevine * 0 5/* 2/0 Any N 150 Non-elemental attack, causes Stop
Contortion * 0 5/* 2/0 Any N 150 Non-elemental attack, causes
Stone
Tremor 0 5/* 2/0 Any N 150 Earth attack, causes Confuse
Wind Slash * 0 5/* 2/0 Any N 150 Wind attack, causes Disable
Will-o’-the-Wisp * 0 5/* 2/0 Any N 150 Fire attack, causes Sleep
Quicksand 0 5/* 2/0 Any N 150 Water attack, causes Doom
Sandstorm 0 5/* 2/0 Any N 150 Wind attack, causes Blind
Snowstorm 0 5/* 2/0 Any N 150 Ice attack, causes Silence
Wind Blast 0 5/* 2/0 Any N 150 Wind attack, causes Slow
Magma Surge 0 5/* 2/0 Any N 150 Fire attack, instant KO
All Geomancy abilities do more damage when the user has high physical attack
and magick attack stats, but magick attack increases the damage more than
physical attack.
Note: During battle, only one Geomancy ability is available for use at any
given time. The available ability is determined by the terrain type of the
tile on which the user is standing: