Final Fantasy Tactics Job Classes
Jobs | |||
Archer |
Vital Statistics
Prerequisite Classes | Squire Level Two | |||||||
Base Stats | Move | Jump | Speed | Evade | Attack |
Magic |
HP |
MP |
3 | 3 | 8 | 10 | + | Same | Sa | - |
Basic Skillset | Charge | |||||||
Skill Name | Description | Range | Vertical Range | Effect |
MP Used |
Speed |
JP Required |
|
Charge +1 | Attack that increases the damage a weapon does through "charging" the attack. The longer you charge, the stronger the attack power will be. | Depends on weapon. | N/A | 1 | N/A | Variable | 100 | |
Charge +2 | Slightly stronger than Charge +1. | Depends on weapon. | N/A | 1 | N/A | Variable | 150 | |
Charge +3 | Stronger than Charge +2, although it takes roughly the same amount of time to discharge. | Depends on weapon. | N/A | 1 | N/A | Variable | 200 | |
Charge +4 | This is the best of the charge skills as it gives you the best balance of strength and time. Combined with the Short Charge support skill, this is your best bet. | Depends on weapon. | N/A | 1 | N/A | Variable | 250 | |
Charge +5 | Stronger than Charge +4, but it takes slightly longer to discharge. | Depends on weapon. | N/A | 1 | N/A | Variable | 300 | |
Charge +7 | Stronger than Charge +5, but it takes slightly longer to discharge. | Depends on weapon. | N/A | 1 | N/A | Variable | 400 | |
Charge +10 | Stronger than Charge +7, but it takes slightly longer to discharge. | Depends on weapon. | N/A | 1 | N/A | Variable | 600 | |
Charge +20 | Stronger than Charge +10, but it takes slightly longer to discharge. | Depends on weapon. | N/A | 1 | N/A | Variable | 1000 |
Basic Abilities | Skill Type | Skill Name | Description | Trigger |
JP Required |
Movement | Jump +1 | Increases a character's jump elevation by one panel. | N/A | 200 | |
Reaction | Arrow Guard | Increases the character's chances of evading a Bow/Crossbow attack. This is another good skill for the first half of the game, when enemy bow strikes can be very damaging. | Bow/Crossbow Attack | 450 | |
Reaction | Speed Save | When a character takes HP damage, it raises his or her speed by 1. | HP Damage | 800 | |
Support | Concentrate | Makes the enemy unable to evade the character's attacks. If the enemy is within a targeted panel, the attack is sure to succeed. A must have for all Job Classes! | N/A | 400 | |
Support | Equip Crossbow | Allows the character to equip a Crossbow, regardless of job. | N/A | 350 |
Job Description
Archers are the first available units that possess a significant ranged physical attack. They are quite pivotal early in the game when ranged attacks are quite valuable, but later in the game they just don't have the punch that other available classes have.Job Ability Description
The archer's action ability set, charge, is not the greatest, but it does have some use. It allows a character to build up for a powerful attack. Most of the upper-level charge abilities are worthless because they take so much time. Charge +4 is your best bet, finding the right tradeoff between charge time and damage inflicted. Concentrate is a really great support ability and is reasonably cheap. Other than those, most of the archer's abilities are pretty much a waste. Move on to other classes.Jobs | |||
Caves of Narshe: Final Fantasy Tactics
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.