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Kira's Final Fantasy Tactics Job Guide every job · how to unlock it · what to keep · my endgame party | |||||||
| Jobs | Job Tree | My Party |
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Hello. My name is Kira, I'm sixteen, and this is a guide to the job system in Final Fantasy Tactics for the PlayStation. My brother Allen bought the game when it came out in January of last year. He got as far as the duel with Wiegraf, the one where you're alone and you can't go back and change your equipment, lost it eleven times, and gave me the disc. I started a new game from the beginning. I've now finished it twice, and I'm partway through a third time with a party of nothing but generic units, just to see if it can be done. I also read every Final Fantasy Tactics thread on the newsgroups, which is where I learned most of what I know beyond what I worked out myself. Where something on this page came from somebody else, I've said so. Where I'm not sure of something, I've left it out. There's enough wrong information about this game going around already. |
| How the Job System Works
1. JP. Every time a unit does something useful in battle, it earns Job Points, or JP, in whatever job it's in right now. You spend JP on the abilities of that job, on the unit's status screen, between battles. 2. Abilities stay learned. This is the important part. Once a unit learns an ability, it keeps it forever, even after it changes to another job. A unit that spent time as a Monk can be a Knight and still have Monk abilities to use. 3. The five slots. Every unit has:
Reaction, support and movement abilities can come from any job the unit has learned them in. That's where all the strategy is. A Ninja with a Samurai's reaction and a Thief's movement is a completely different unit from a plain Ninja. 4. Job levels. As a unit earns JP in a job, its level in that job goes up, from 1 to 8. Job levels are how you unlock new jobs. The job tree page has every requirement. 5. Spillover. When one unit earns JP, the other units in the battle pick up a little JP in that same job too, even if they aren't in it. It doesn't seem like much, but it adds up, and it's why a whole party can unlock things at about the same time. 6. Brave and Faith. Every unit has a Brave number and a Faith number. Brave affects how often reaction abilities go off, among other things. Faith affects magic, both how strong a unit's spells are and how much spells affect it, including healing. A high-Faith Wizard is wonderful. A high-Faith Knight takes a lot of damage from enemy mages. |
| The Twenty Jobs
In roughly the order you'll get them. "Keep" is what I'd learn first and carry around afterward.
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| A Note About the Translation
If you've played it, you know. The English in this game is very strange in places. Some sentences sound like they went through a dictionary twice, some names are spelled more than one way, and a few lines I still can't make sense of after three times through. People on the newsgroups argue about what some scenes were supposed to mean. I don't mind it. The story underneath is the best of any game I've played, about class and war and who gets to write history, and it comes through anyway. You just have to read carefully, which I do. |
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Job Tree · My Endgame Party Visitors: since November 1998 Corrections are welcome, with a source: [email protected] Last updated September 23, 1999 |