QuickNavigation - FF Odyssey Final Fantasy Tactics Jobs
(Last updated on 11/25/2008)

 

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Final Fantasy Tactics - Job List

Squire

Default Job in the game and can equip swords and armor. Pretty solid to use as a basic job and has a few useful skills here and there. There are no prerequisites to use this job and can be used by any character in the game. Here are the abilities of the Squire Job Class:

- Accumulate (300 JP)
- Dash (80 JP)
- Throw Stone (80 JP)
- Heal (150 JP)
- Counter Tackle (180 JP)
- Equip Axe (170 JP)
- Monster Skill (200 JP)
- Defend (50 JP)
- Gained JP up (200 JP)
- Move +1 (200 JP)

Some good abilities to use are Move +1, which increases your characters movement range and Accumulate, which raises your character’s attack power and you gain Job points as well. Counter Tackle is a nice starting ability to have and gained JP up is a very useful ability early on if you want to gain JP quicker.

Chemist

Default Job class and no prerequisites needed to be able to use Chemists. They can equip light armor and as a result, don’t have very much HP. Attack-wise, they are ok but equipping them with guns provides them with excellent range. Great for using healing items and good to have in most situations. Here are the abilities to learn:

- Potion
- Hi-Potion
- X-Potion
- Ether
- Hi-Ether
- Elixir
- Antidote
- Eye Drop
- Echo Grass
- Maiden’s Kiss
- Soft
- Holy Water
- Remedy
- Phoenix Down
- Auto-Potion
- Throw Item
- Maintenance
- Equip Change
- Move-Find Item

This is definitely one of the more useful classes in the game and while they don’t excel in battle, they are great for most situations, same can be said about the abilities leaned. Learning auto-potion is great if you just have a good supply of X-potions only and it certainly helps in longer and more difficult battles. Chemists can use such important items like a Phoenix down to revive and dead character. A basic Job that every character should learn.

Knight

To use the Knight Job Class you need to have a level 2 Squire as a prerequisite and while they don’t have great range in movement, they can wield heavy armor and swords and have very high HP stats. Can use the “Battle Skill” command with their swords. Here are the abilities to learn in the Knight Class:

- Head Break (300 JP)
- Armor Break (400 JP)
- Shield Break (300 JP)
- Weapon Break (400 JP)
- Magic Break (250 JP)
- Speed Break (250 JP)
- Power Break (250 JP)
- Mind Break (250 JP)
- Weapon Guard (200 JP)
- Equip Armor (500 JP)
- Equip Shield (250 JP)
- Equip Sword (250 JP)

The Knight Class is very well-balanced overall and while the abilities aren’t usually entirely that useful, what makes the Knight Class so great is when you have a Knight that is equipped with great armor and has good reaction abilities. This makes the Knight very good against physical attacks but it’s main weaknesses fall in terms of defending against Magic. Very good for close combat.

Archer

To use the Archer Job Class, you will need to have a level 2 Squire as a prerequisite and are great for long-range attacks. Good for versatility and against enemies that are far away. They can use bows and crossbows and can equip relatively light armor. Low HP but deadly from far range. Here are the abilities that you can learn when using the Archer Class:

- Charge +1 (100 JP)
- Charge +2 (150 JP)
- Charge +3 (200 JP)
- Charge +4 (250 JP)
- Charge +5 (300 JP)
- Charge +10 (600 JP)
- Charge +20 (1000 JP)
- Speed Save (800 JP)
- Arrow Guard (450 JP)
- Equip Crossbow (350 JP)
- Concentrate (400 JP)
- Jump +1 (200 JP)

The Archer is very useful to use early on in the game but not necessarily as useful as the game progresses on, however. While bows are generally not very powerful, if you learn the right abilities, Archers can have good speed and excellent range of ranged attacks. The charge abilities enable your character to raise their attack power and can be useful to use for just about any Job Class.

Monk

Before you can use the Monk Class, you will need to have a level 2 Knight as a prerequisite and have some useful “Punch Art” skills. They can’t equip a weapon and use their bare fists for attacking and can equip simple armor. Here are the abilities that they can learn throughout the game:

- Spin Fist (150 JP)
- Repeating Fist (300 JP)
- Wave Fist (300 JP)
- Earth Slash (600 JP)
- Secret Fist (300 JP)
- Stigma Magic (200 JP)
- Chakra (350 JP)
- Revive (500 JP)
- HP Restore (500 JP)
- Counter (300 JP)
- Hamedo (1200 JP)
- Martial Arts (200 JP)
- Move HP up (300 JP)

The Monk has some very useful Job Classes and can heal as well as have some long-range attacks too. Some very useful abilities that are good for other classes like Squires or Knights is the Counter ability and some of their healing abilities can prove useful in certain classes and situations too. One of the big weaknesses of Monks is that their HP tends to be quite low due to the fact they can’t equip much armor but otherwise they are one of the more useful classes in the entire game as far as abilities go.

Thief

The prerequisite to using the Thief class is to have a level 2 Archer and thieves are great for stealing useful items and have some other useful abilities too. A mastered thief can be deadly as far as speed and abilities go and can nab useful items and equipment from enemies. They are not that bad at physical attacks although their HP isn’t entirely that great. Here are the known abilities to learn by using the Thief class:

- Gil Taking (10 JP)
- Steal Heart (150 JP)
- Steal Helmet (350 JP)
- Steal Armor (450 JP)
- Steal Shield (350 JP)
- Steal Weapon (600 JP)
- Steal Accessory (500 JP)
- Steal EXP (250 JP)
- Caution (200 JP)
- Gilgame Heart (200 JP)
- Catch (200 JP)
- Secret Hunt (200 JP)
- Move +2 (520 JP)
- Jump +2 (480 JP)

This class is good for stealing rare equipment and items that you couldn’t find elsewhere. Move +2 is a good ability to use and the Secret Hunt is great for removing unwanted enemies from the battlefield. It’s main weakness is that it’s attack power isn’t that great and has quite low HP since it can only equip very light armor. Decent class to use however but don’t expect thieves to do that well in battle as far as attacking goes.

Geomancer

To use this class, you need to have at least a level 3 Monk and Geomancers are light soldiers that have a good variety of unique spells and attacks. They can equip swords and axes as weapons and equip light armor like clothes, robes and hats. Geomancers are known to have mysterious geographical powers from the earth. Good movement range however. They can use the follow abilities:

- Pitfall (150 JP)
- Water Ball (150 JP)
- Hell Ivy (150 JP)
- Carve Model (150 JP)
- Local Quake (150 JP)
- Kamaitachi (150 JP)
- Demon Fire (150 JP)
- Quicksand (150 JP)
- Sand Storm (150 JP)
- Blizzard (150 JP)
- Gusty Wind (150 JP)
- Lava Ball (150 JP)
- Counter Flood (300 JP)
- Attack UP (400 JP)
- Any ground (220 JP)
- Move on Lava (150 JP)

Overall, Geomancers make a good class to use and are well-balanced. They have a decent attack and defense and they can use some useful abilities to aid them in battle. Most often, they are known to inflict status ailments on enemies which can prove to be useful at times. Great for all kinds of terrain like swamps and deserts, etc. Their support abilities are quite good and enable your characters to be able to work effectively on any kind of terrain.

Lancer

You need to have a level 3 Thief to be able to use this class and Lancers have the ability to use Jump attacks using their spear and are one of the better and more stronger classes to use in this game. They can equip spears and lances and can equip heavy armor, just like Knights. HP-wise, they are well off and can attack from a further distance than Knights. The Jump command is useful for avoiding attacks and spells from other enemies for a few turns. Here are the abilities to learn when you are a Lancer:

- Level Jump 2 (150 JP)
- Level Jump 3 (300 JP)
- Level Jump 4 (450 JP)
- Level Jump 5 (600 JP)
- Level Jump 8 (900 JP)
- Vertical Jump 2 (100 JP)
- Vertical Jump 3 (200 JP)
- Vertical Jump 4 (300 JP)
- Vertical Jump 5 (400 JP)
- Vertical Jump 6 (500 JP)
- Vertical Jump 7 (600 JP)
- Vertical Jump 8 (900 JP)
- Dragon Spirit (560 JP)
- Equip Spear (400 JP)
- Ignore Height (700 JP)

Lancers are better than Knights in the fact that their attack is slightly better and they have more useful abilities than the Knight class. They can equip the same heavy armor that Knights can and if you learn the level 8 Jump abilities then you can Jump to any Square on the grid within that range, which is useful to avoid enemy spells and attacks. The only real downfall of the Lancer class is that if an enemy moves out of the target range for a Jump attack, it will miss. Besides this, Lancers tend to be overall more versatile than Knights.

Dancer

Only female characters can use this Job and you will need a level 4 Lancer and a level 4 Geomancer to be able to use this Job class. Mainly used to distract and charm opposing enemies. Can equip ribbons too. Here are the abilities to learn as a Dancer:

- Witch Hunt (100 JP)
- Wiznaibus (100 JP)
- Slow Dance (100 JP)
- Polka Polka (100 JP)
- Disillusion (100 JP)
- Nameless Dance (100 JP)
- Last Dance (100 JP)
- A Save (550 JP)
- Brave up (500 JP)
- Jump +3 (1000 JP)
- Fly (1200 JP)

As far as the actual Dances go, they are very weak and practically useless and some tend to miss very often. I guess the only real useful things about this class is that some of the reaction and support abilities are quite helpful but otherwise, avoid this class at all costs.

Priest

A level 2 Chemist is needed to use this Job and is an expert at using White and holy magic for defensive and sometimes offensive purposes. Has quite low HP but it’s spells can prove to be very useful at times. Like the typical White Mage in past FF games, a Priest can cure allies and revive them too and can equip robes and staffs. Here are the abilities that you can learn:

- Cure (50 JP)
- Cure 2 (180 JP)
- Cure 3 (400 JP)
- Cure 4 (700 JP)
- Raise (180 JP)
- Raise 2 (500 JP)
- Reraise (800 JP)
- Regen (300 JP)
- Protect (70 JP)
- Protect 2 (500 JP)
- Shell (70 JP)
- Shell 2 (500 JP)
- Wall (380 JP)
- Esuna (280 JP)
- Holy (600 JP)
- Regenerator (400 JP)
- Magic Defend UP (400 JP)

The Priest is great for a healing and defensive unit in your party. Holy makes a very good offensive spell that works extremely well against undead enemies but a Priest is usually better off strictly for healing and defensive purposes. If you want sheer magic attack power, then the Black Mage and Summoner is a better bet. A good alternative to a Chemist as far as healing goes.

Wizard

Like a Priest, you will need a level 2 Chemist to use this Job Class and can deal damage to enemies using elemental spells. In terms of HP, a Wizard isn’t that great but they can equip robes and rods as equipment and weapons. Here are the spells and abilities that you can learn while becoming a Wizard:

- Fire (50 JP)
- Fire 2 (200 JP)
- Fire 3 (480 JP)
- Fire 4 (850 JP)
- Bolt (50 JP)
- Bolt 2 (200 JP)
- Bolt 3 (480 JP)
- Bolt 4 (850 JP)
- Ice (50 JP)
- Ice 2 (200 JP)
- Ice 3 (480 JP)
- Ice 4 (850 JP)
- Poison (150 JP)
- Frog (500 JP)
- Death (600 JP)
- Flare (900 JP)
- Counter Magic (800 JP)
- Magic Attack UP (400 JP)

The Wizard is a great class to use for attack magic spells and all of the abilities learned in this class prove to be fairly useful. The Wizard class has the highest magic attack power rating out of any other Job class and while the spells lack in variety, if you want to use magic for purely attacking, then this is a great class to use.

Oracle

You need a level 2 Priest as a prerequisite to use this Job class and can control elements of life through manipulation and by Yin Yang magic. They can equip rods, staff, sticks and dictionaries as weapons and can equip robes, much like a Priest or a Wizard can. These are the abilities to learn:

- Blind (100 JP)
- Spell Absorb (200 JP)
- Life Drain (350 JP)
- Pray Faith (400 JP)
- Doubt Faith (400 JP)
- Zombie (300 JP)
- Silence Song (170 JP)
- Blind Rage (400 JP)
- Foxbird (200 JP)
- Confusion Song (400 JP)
- Dispel Magic (700 JP)
- Paralyze (100 JP)
- Sleep (350 JP)
- Petrify (600 JP)
- Absorb used MP (250 JP)
- Defense UP (400 JP)
- Any Weather (200 JP)
- Move-MP UP (350 JP)

The Oracle is a useful class to use and while you won’t expect to kill very many enemies due to their low attack power, an Oracle can help make defeating enemies easier by slowing them down with spells like Paralyze and Petrify for example. Good for causing enemies to be less effective against your party.

Time Mage

A level 2 Wizard is required to use this class and is very useful to speed up your party among all other things. Time Mages are masters of Time and Space and they can equip robes and staffs, much like what Priests can equip. They can also stop enemies dead in their tracks. These are the abilities to learn:

- Haste (100 JP)
- Haste 2 (550 JP)
- Slow (80 JP)
- Slow 2 (520 JP)
- Stop (330 JP)
- Don’t Move (100 JP)
- Float (200 JP)
- Reflect (300 JP)
- Quick (800 JP)
- Demi (250 JP)
- Demi 2 (550 JP)
- Meteor (1500 JP)
- Critical Quick (700 JP)
- MP Switch (400 JP)
- Short Charge (800 JP)
- Teleport (600 JP)
- Float (540 JP)

Time Mages are good to use to affect the speed of units during battle. It’s physical attack power is very weak though but if you successfully cast Meteor, then it can do a lot of damage. Some of it’s abilities are very useful and the Short Charge ability is almost a must for Wizards and Summoners. Good class to use but don’t rely on attack, mainly Time Mages are used to affect space and time.

Mediator

To use this class, you will need to have a level 2 Oracle as a prerequisite and is good for inviting and persuading monsters to join up with your party. Can equip the same equipment as Chemists and equipping Mediators with guns can result in good long-range attacks. Here are the abilities that you can learn:

- Invitation (100 JP)
- Persuade (100 JP)
- Praise (200 JP)
- Threaten (200 JP)
- Preach (200 JP)
- Solution (200 JP)
- Death Sentence (500 JP)
- Negotiate (100 JP)
- Insult (300 JP)
- Mimic Daravon (300 JP)
- Finger Guard (300 JP)
- Equip Gun (750 JP)
- Train (450 JP)
- Monster Talk (100 JP)

The Mediator is good for getting enemies to join your party and it’s the only way to get some rare items from poaching and so on. It’s abilities are pretty useful and the Equip gun ability is really good once you get the elemental guns later on in the game.

Summoner

A level 2 Time Mage is a requirement needed to be able to use this job and it’s very useful in many different ways. Summoners can call on the power of great monsters like Ifrit and Shiva to unleash a very powerful spell against a group of enemies. While Summoners don’t have much HP and a long charge time, their spells are very powerful. Here are the abilities that it can learn:

- Moogle (110 JP)
- Shiva (200 JP)
- Ramuh (200 JP)
- Ifrit (200 JP)
- Titan (220 JP)
- Golem (500 JP)
- Carbunkle (350 JP)
- Bahamut (1200 JP)
- Odin (900 JP)
- Leviathian (850 JP)
- Salamander (820 JP)
- Silf (400 JP)
- Fairy (460 JP)
- Lich (600 JP)
- Cyclops (1000 JP)
- Zodiac (N/A)
- MP Restore (400 JP)
- Half of MP (900 JP)

Summoners have the ability to cast some of the most powerful spells in the entire game and have some good support magic summons with good variety, besides the typical elemental-attack summons like Ifrit and Shiva. Great versatility and variety in magic.

Bard

Only male characters can use this job and you will need a level 4 Mediator and a level 4 Summoner to use this Job class. Sings songs as a form of defending and helping allies as well as for attacks. Can equip a harp as a weapon and simple armor so Bards tend to have very low HP. Here are the abilities that it can learn:

- Angel Song (100 JP)
- Life Song (100 JP)
- Cheer Song (100 JP)
- Battle Song (100 JP)
- Magic Song (100 JP)
- Nameless Song (100 JP)
- Last Song (100 JP)
- MA Save (450 JP)
- Face Up (500 JP)
- Move +3 (1000 JP)
- Fly (1200 JP)

The Bard isn’t a very useful class in my opinion but some useful songs and abilities to learn are Move +3, Nameless and Last songs and that’s just about it. The other songs that the Bard can do are quite weak and it’s attributes are almost identical to the Dancer class. I strongly suggest that you don’t bother learning the other abilities besides the ones that I mentioned like Move +3, etc.

Samurai

There are a lot of prerequisites needed to use this Job such as a level 3 Knight, Level 4 Monk and a Level 2 Lancer. This class is great for a good variety of different sword skills and attacks and have a pretty good evasion rate for physical attacks. Here are the variety of abilities that it can learn:

- Asura Knife (100 JP)
- Koutetsu (180 JP)
- Bizen Boat (260 JP)
- Murasame (340 JP)
- Heaven’s Cloud (420 JP)
- Kiyomori (500 JP)
- Muramasa (580 JP)
- Kikuichimoji (660 JP)
- Masamune (740 JP)
- Chirijiraden (820 JP)
- Meatbone Slash (200 JP)
- Blade Grasp (700 JP)
- Equip Knife (400 JP)
- Two Hands (900 JP)
- Walk on Water (300 JP)

Samurais are a good class to use with great strength and good defense as well. Their abilities have a good amount of variety and they can use two hands to wield their sword, causing further attack power. It is strongly suggested that you keep extra Katanas in stock as they tend to break rather easily. One of the more versatile classes in the game.

Ninja

Like the Samurai, there are a lot of prerequisite Jobs needed to use the Ninja class. You will need a level 3 Archer, Level 4 Thief and a Level 2 Geomancer to use this Job. Ninjas are good characters to use and can attack using two weapons, instead of one. Can also throw items and can use them as a basis of attacking too. Great physical evasion rate. Here are the abilities to learn in this class:

- Shuriken (50 JP)
- Ball (70 JP)
- Knife (100 JP)
- Sword (100 JP)
- Hammer (100 JP)
- Katana (100 JP)
- Ninja Sword (100 JP)
- Axe (120 JP)
- Spear (100 JP)
- Stick (100 JP)
- Knight Sword (100 JP)
- Dictionary (100 JP)
- Sunken State (900 JP)
- Abandon (400 JP)
- Two Swords (900 JP)
- Move in Water (420 JP)

Ninjas have excellent attack power as they have the ability to use two weapons in battle instead of one. They have a very good speed rating and are good at long distance. Its main weakness is that its lack of armor would mean that it has very low HP so this is one factor that you should watch out for. It’s best to equip your Ninjas with mantles as it relies a lot on evade as far as defense goes. Still, a very good class to use otherwise with the throw command.

Calculator

As prerequisites, you will need a Level 4 Priest, Level 4 Wizard, Level 3 Oracle, Level 3 Time Mage. Calculators take a long time to learn spells and abilities to become effective but once you do that, they are easily the best Job class in the game. Great for using spells and may help long charging spells. The only real problem is that it takes a long time to learn all the abilities. Here are the abilities to learn:

- CT (250 JP)
- Level (350 JP)
- Exp (200 JP)
- Height (250 JP)
- Prime Number (300 JP)
- 5 (200 JP)
- 4 (400 JP)
- 3 (600 JP)
- Distribute (200 JP)
- Damage Split (300 JP)
- Gained EXP up (350 JP)
- Move-get Exp (400 JP)
- Move-get JP (360 JP)

Damage Split is probably one of the most useful abilities for the Calculator Job Class and the Gained Exp UP ability is very useful, since it doubles the amount of EXP you normally receive, good for quick levelling up.

Mime

You will need to have a Level 8 Squire, Level 8 Chemist, Level 4 Geomancer, Level 4 Lancer, Level 4 Mediator and a Level 4 Summoner to use the Mime Job Class. Mimes can’t equip any weapons or armor and they can mimic an ally’s action. Mimics have no known abilities to use or learn however but they just mimic your party’s actions.

 
 

 

 

   
   
Contents  
Back to FF T Main  
   
 Squire
Chemist
Knight
Archer
Monk
Thief
Geomancer
 
Lancer
Dancer
Priest
Wizard
Oracle
Time Mage
Mediator
Summoner
Bard
Samurai
Ninja
Calculator
Mime
 
 
 
 
 
 
 
 
 
 
 
 
 
   
   
   
   
   
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