Ivalice Illusion: Let's Play Final Fantasy Tactics Advance!
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 Monsters and Medicine
- Main Character (Amiah) [Human SLD]
- Montblanc [Moogle BLK]
- Human SLD (Eugene)
- Bangaa MNK (Alexey)
- Nu-Mou WHT (Cliffor)
- Viera ARC (Elma)
- Soldier (Human) / Warrior (Bangaa): These two are basically the same job. Both job classes can use Swords, but Soldiers can also use Greatswords. Warriors, however, get to use Broadswords instead. They are basically the same weapon group, but enough job classes exist that use them that a split was apparently necessary. Many of their abilities reduce the opponent's stats; among the most useful of these is Speedbreak, which is available from very early on.
- Archer (Human and Viera): Archers are, well, archers. They use Bows, which generally have a range of about 5-6 panels (although I think there's one that has Range 7). One of their most useful abilities is Concentrate, which gives a passive bonus to hit rate and is super-broken, although unavailable until late in the game. Sadly, this does not stop your enemies from getting it.
- Thief (Human and Moogle): Thieves steal stuff. They can eventually learn to steal gil, shields, accessories, EXP, JP, armor, weapons, hats , abilities, and basically anything you'd care to name. Except shoes. Mizer would love it in Ivalice. Thieves use Knives, which are fairly weak, with one or two glaring exceptions.
- Black Mage (Human, Nu-Mou, and Moogle): They go around casting attack magic at stuff. Black Mages use rods, which why would you even consider smacking someone with one? Seriously?
- White Mage (Human, Nu-Mou, and Viera): They heal people. They also get Protect, Shell, and other life-preserving buffs. White Mages use staves, which are only slightly more powerful than rods.
- White Monk (Bangaa): They punch people. They can also learn to punch people from a distance, as well as a few support moves that don't require MP. Since they punch people, they use fist weapons, which usually take the form of claws.
- Fencer (Viera): Fencers are rather quick on their feet and gain new and unique ways to attack people with a really thin sword. Said "really thin swords" are Rapiers, which are otherwise only used by caster classes. My personal favorite Fencer skill is the ranged attack Nighthawk.
- Beastmaster (Nu-Mou): Beastmasters have the unique ability to command monsters in combat. This would be really, really neat if you fought monsters more often, but most battles you'll be up against other clans, making them too situational. However, good things happen if you stick with one (or if you have another unit with a specific job class.)
- Animist (Moogle): Animists use nature and animals and whatnot to do stuff. Their abilities can be downright infuriating, and not just because one of them causes Berserk. The real nuisances (or blessings, if you're using them) are Chocobo Rush and Cuisine.
- [Location: Giza Plains]
- [Laws: [Fire / Ice] [R1]]
- Despite the fact that these are monsters, which logically should not have money, a Thief can still steal money from them, and in fact, can do so multiple times! This continues throughout the entire game.
- If you manipulate the law to forbid Fight, the monsters will run away from you. This makes your White Mage basically useless for the battle, since you WILL want him or her learning Cure.
- 40 AP
- 600 Gil
- Map Symbol: Lutia Pass
- Action or "A-Abilities": Stuff you do in combat. A-Abilities are grouped according to what class learns them. Units must have their own job's ability set equipped, but can also equip a second one, which can be "Item"* . A-Abilities are almost exclusively learned from weapons.
- Reaction or "R-Abilities": These abilities activate when something is done to you in combat. The simplest, and by many accounts most useful one is Counter, which responds to attacks with attacks. R-Abilities are usually learned from armor, but there are a few exceptions. R-Abilities are also not affected by the law, which can be abuseable.
- Support or "S-Abilities": Support Abilities are passive bonuses in combat. They can allow units to equip items they normally couldn't or increase their general effectiveness. S-Abilities are usually learned from armor, but at least two are learned from weapons.
- Combo or "C-Abilities": Comboes use JP to deliver a series of successive blows to an enemy unit all at once. Only the unit that actually uses the Combo command requires JP; the other units just tag along. C-Abilities can only be learned from Mythril weapons, which can only be obtained as a random clan battle reward.
Wonderful job so far, if I do say so myself. Personally, I never considered myself good at this game; while I excelled in "War Of The Lions" and "Tactics Ogre", in which the actions of an individual determined its growth, I felt that I always had to grind for AP just to make a decent party. By the way, if I may be permitted to ask, do you have any grand plans for how you make the map of Ivalice? I think I remember good things happening if you make certain patterns, but that can be tricky without some kind of guide to reference.
I don't have much of a plan for that, but I think I at least want the Mindu Gem and Zeus Mace.
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