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* TheArcher: First an Archer, then a Sniper.
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* TheQuietOne: Mewt usually quotes "..." during the beginning. [[IncrediblyLamePun Guess Mewt is sort of a Mute.]]

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* TheQuietOne: Mewt usually quotes "..." during the beginning. [[IncrediblyLamePun [[{{Pun}} Guess Mewt is sort of a Mute.]]
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* BunnyEarsLawyer: He is described by some as an "eccentric loony," but he is also a genius who is (in)famous for the development of Anti-Laws.

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The Jobs page has been combined with the jobs from ''VideoGame/FinalFantasyTacticsA2'' and can be found [[Characters/FinalFantasyTacticsAdvanceAndA2Jobs here]].




!!Jobs
[[folder: Hume Jobs]]
!!Soldier
One of the starter Hume jobs and the race's basic melee unit. They use Battle Tech to heal themselves or alter the stats of their opponents. They are a basic job that is more useful in the early game before getting outclassed.
----
* CombatMedic: Soldiers can use the First Aid ability to restore a little HP and cure many StatusEffects, though it can only be used on themselves.
* DrawAggro: Soldiers have access to the Provoke ability.
* HeroesPreferSwords: Soldiers can equip swords and [[{{BFS}} greatswords]].
* OneHandedZweihander: Soldiers can learn the Monkey Grip skill, which lets them use two-handed greatswords in one hand.

!!Thief
Another starter job available to both Humes and Moogles, capable of stealing the enemy's equipment, gil, and even experience points or abilities.
----
* CounterAttack: Thieves can learn the basic Counter ability.
* IntangibleTheft: They are capable of stealing JP and even abilities.
* JackOfAllStats: Thieves have fairly balanced and average stats all around, except for speed, which is above-average.

!!Archer
Another basic class available to both Humes and Viera, specializing in ranged attacks with their bows.
----
* CharmPerson: They have the Cupid ability, which charms enemies.

!!White Mage
One of the basic magic classes available to Humes, Viera, and Nu Mou, wielding spells used for aiding allies and harming undead.
----
* WhiteMagic: Their magic includes the Cure line of spells, the status-clearing Esuna, the reviving Life, Full-Life and [[AutoRevive Auto-Life]], and Protect/Shell.

!!Black Mage
The offensive starter magic class, available to Humes, Nu Mou, and Moogles. They wield powerful elemental magic, even early on in the game.
----
* BoringButPractical: Their sole focuse on the three levels of the Fire, Thunder, and Blizzard spells make them fairly boring compared to other mages and their more varied spells, but Black Mages make up for it with excellent magic attack growths compared to the more advanced mages. Even if you plan to move on to more interesting mages, it's always worth the time to gain some levels as a Black Mage first.
* FireIceLightning: Their only abilities are part of the Fire, Thunder, and Blizzard lines of spells.
* SquishyWizard: Black Mages of all three races have high magic power but low defenses, with Humes being slightly faster while Nu Mou are more superior in every other way.

!!Fighter
The first of the Hume advanced jobs, and the race's physical powerhouse. They wield many useful abilities to overwhelm their foes. Unlocked by mastering two Soldier skills, which also unlocks Paladin.
----
* BlowYouAway: Air Render, which attacks enemies at a distance, and Air Blast, which strikes enemies in a cone in front of the user.
* CounterAttack: They have access to both Bonecrusher and Strikeback as reaction abilities; they're less versatile than the basic Counter (both only activate for purely physical attacks), but Bonecrusher deals increased damage and Strikeback outright negates the triggering attack.
* HelmetsAreHardlyHeroic: Averted - they wear half helms, showing most of their face.
* HeroesPreferSwords: They can only wield blades in combat.
* MightyGlacier: They are not particularly fast, so enemies like Ninjas can overwhelm their defenses.
* PlayingWithFire: Backdraft does high fire elemental damage while damaging the user.

!!Paladin
An advanced job class available to Humes that can wield knightswords and greatswords, specializing in aiding and defending their allies.
----
* CombatMedic: They have the Nurse ability, which is like the Soldier's First Aid but also affects adjacent tiles.
* HeroesPreferSwords: They have access to knightswords, which have the potential to be the most powerful weapons in the game. They can also use two-handed [[{{BFS}} greatswords]].
* HolyHandGrenade: They can use Saint Cross and Holy Blade to deal high holy damage.
* StoneWall: Defensively powerful, but they have the lowest speed in the game, tied with the Templar, Sage, and Nu Mou Illusionists.
* TakingTheBullet: They retain the Paladin's traditional Cover ability from elsewhere in the series.
* TalkingTheMonsterToDeath: They can use Parley, which convinces foes to leave the battlefield.

!!Ninja
An advanced Hume job. They are powerful fighters capable of DualWielding and taking out foes quickly. They can be seen as the Hume counterpart to the Viera's Assassin job. Unlocked by mastering two Thief skills.
----
* CherryTapping: Their Veil skills should be considered less as attacks and more as just debuff skills that happen to do a small amount of damage.
* DualWielding: They can unlock the Dual Wield support ability, which doubles their attack power by letting them attack twice.
* LightningBruiser: They strike fast and hit hard, and have the highest speed growth of all the Hume classes.
* MagicKnight: Their action abilities mostly inflict [[ElementalPowers elemental damage]], albeit themed around the Chinese Elements instead of the usual ones.
** DishingOutDirt: Earth Veil damages the target and inflicts slow.
** ExtraOreDinary: Metal Veil, though it does not deal "metal elemental" damage and instead inflicts blind.
** GreenThumb: Wood Veil, though it does not deal "wooden elemental" damage and instead immobilizes the target.
** MakingASplash: Water Veil damages and silences the target.
** PlayingWithFire: Fire Veil damages and confuses the target.
* StatusBuffDispell: Unspell, which removes positive status effects on the target.

!!Hunter
An advanced Hume job that specializes in taking out different breeds of monsters from afar. They wield greatbows and almost all of their abilities are centered around taking down monsters or Capturing them for use by the Morpher or for rare items. The Viera job Sniper can be seen as their counterpart. Unlocked by mastering two Archer skills.
----
* FinishingMove: The ''Hunting'' ability automatically grants the maximum of 10 Judge Points if it KO's a target.
* TapOnTheHead: The Addle ability removes a monster's ability to use active or reactive abilities, leaving only their [[GoodOldFisticuffs unarmed attacks]].
* SituationalDamageAttack: The ''Capture'' ability removes a damaged monster from the battlefield and leaves their soul, allowing their abilities to be used by the Nu Mou ''Morpher'' class, and the ''Oust'' ability can do the same without the benefits, by simply removing damaged monsters from the battlefield.
* SphereOfPower: They can wield the Humes' ultimate ability, ''Ultima Shot''.
* StatusBuff: The ''Advice'' skill grants a critical hit buff to the ally's next standard attack.
* StatusEffects: The ''Aim: Vitals'' ability applies a randomly chosen debuff, disabling either hands, legs, eyes, or silencing foes.
* WeaponOfXSlaying: ''Sidewinder'' deals double damage to monstrous opponents, and normal damage to those of playable races.

!!Blue Mage
An advanced Hume job that wields sabers and uses abilities learned from monsters in battle. Unlocked by mastering one Black Mage spell and one White Mage spell.
----
* BreathWeapon: Guard-Off and the series' iconic Bad Breath.
* CombatMedic: In addition to their offensive spells they also get access to Mighty Guard, White Wind, and Angel Whisper.
* JackOfAllTrades: Their spells give them a wide variety of uses in battle, ranging from supportive buffs to healing to devastating attacks.
* MagicKnight: The abilities they can learn range from the physical Goblin Punch to magical abilities like Mighty Guard or Twister.
* PowerCopying: They learn monster abilities by having the ability used on them.
* PoisonousPerson: Poison Claw deals damage and inflicts poison. Bad Breath inflects a whole slew of StatusEffects -- poison is just ''one'' of them.
* SuaveSabre: Despite their art showing that they wield staves, Blue Mages can only wield curved sabers.

!!Illusionist
An advanced job available to Humes and Nu Mou using the power of the elements to attack every enemy on the battlefield, enabling them to stay out of harm's way. Unlocked by mastering five Black Mage spells and three White Mage spells.
----
* AwesomeButImpractical: Illusionists can hit every enemy at once, which is awesome, but all of their spells cost a minimum of ''32 MP''. Which can be raised up to an ''even higher'' '''64 MP''' if one opts to take the Turbo MP passive (greatly increased potency and accuracy at the cost of doubled MP cost). Generally, using a Hume Illusionist absolutely requires a purely magical build from the start.
* ElementalPowers: The undisputed champion of this, as they have a spell to cover every single element in the game except for dark, and even a non elemental one for good measure.
** AnIcePerson: Freezeblink.
** BlowYouAway: Wild Tornado.
** DishingOutDirt: Soil Evidence.
** MakingASplash: Deluge.
** PlayingWithFire: Prominence.
** ShockAndAwe: Tempest.
** StarPower: Stardust, which summons [[DeathFromAbove meteors]], and Star Cross, which directly uses the powers of the stars.
* MasterOfIllusion: Their magical attacks, called Phantasm Skill, are all considered illusions.
* SquishyWizard: They have low HP and defenses, but it doesn't matter as much because they can attack every foe on the field from any position. They have the highest magic growth of all the Hume jobs, and while Humes are slightly faster, Nu Mou are generally superior even if they are tied for one of the slowest jobs.

[[/folder]]
[[folder: Bangaa Jobs]]
!!Warrior
A starter physical Bangaa job, similar to the Hume Soldier in terms of stats but with a slightly different move set.
----
* CombatMedic: Like Soldiers, they can use First Aid.
* OneHandedZweihander: Also like Soldiers, they can learn Monkey Grip.
* PercentDamageAttack: Warriors can learn the Downsize skill, which can halve the target's HP.
* UnblockableAttack: Warriors can use the Greased Lightning skill, which ignores reaction abilities like {{Counter Attack}}s or [[ManaShield MP>Damage]]

!!White Monk
The other starter Bangaa job, specializing in hand-to-hand combat. They are the only class aside from Archers that can kill off undead for good.
----
* BlowYouAway: They share Air Render with Hume Fighters.
* DishingOutDirt: Earth Render attacks targets at a distance in a straight line from the user.
* GlassCannon: They have high strength, magic power, and speed, but low stats in everything else.
* PowerFist: They can wield knuckles to damage their enemies.
* StatusBuffDispel: Holy Sign, which neutralizes status enhancements.
* WarriorMonk: The White Monk is based around this concept, as they are meant to be priestly hand-to-hand fighters.

!!Bishop
An advanced Bangaa job and the only job available to Bangaa that can use magic. They focus on healing, defensive, and offensive magic. Unlocked by mastering two White Monk skills, which also unlocks the Templar.
----
* BarrierWarrior: They have the Barrier spell, which raises physical and magical defense.
* CombatMedic: They can wield offensive and healing abilities, though their only outright healing spell is Cura, making White Mages better healers than them.
* ElementalPowers:
** BlowYouAway: Aero.
** HolyHandGrenade: Holy.
** MakingASplash: Water.
* StatusBuffDispel: They have the Dispel ability.
* TakenForGranite: They can cast Break, which petrifies enemies.

!!Defender
An advanced job for Bangaa specializing in defensive abilities. It makes them similar to the Hume Paladins, but while Paladins focus on helping their party, Defenders are focused on themselves. Unlocked by mastering two Warrior abilities, which also unlocks the Dragoon and Gladiator.
----
* AutoRevive: They have the Aura ability, which bestows Auto-Life and Auto-Regen on them.
* HeroesPreferSwords: They can wield broadswords and knightswords.
* NighInvulnerable: They have Expert Guard, which nullifies all HP and MP damage for one turn.
* StoneWall: They have high HP, attack, and defense, but not much else.

!!Dragoon
An advanced Bangaa job and another series staple. These fighters wield spears and are capable of leaping high to impale their enemies from above.
----
* AutoRevive: Their Dragonheart ability casts Auto-Life on them when they take any damage at all. Dragoons with Dragonheart are extremely difficult to put down unless you can wipe them out in a single attack or have a way to [[StatusBuffDispel dispel it]].
* BreathWeapon: They have Dragon Breath abilities in the Fire, Bolt, and Ice Breath varieties, as well as the non-elemental [[MakeMeWannaShout Bangaa Cry]].
* InASingleBound: They have the classic Jump ability.
* LifeDrain: Lancet absorbs HP from the target.
* MakeMeWannaShout: Bangaa Cry, which deals non-elemental damage.
* TalkingTheMonsterToDeath: Wyrmtamer can convince a dragon to leave the battlefield.
* WeaponOfXSlaying: Wyrmkiller does increased damage to dragons.

!!Gladiator
An advanced Bangaa job and wielder of powerful "spellswords," used to devastate enemies with elemental damage.
----
* HelmetsAreHardlyHeroic: Averted, they wear helms that completely obscure their faces.
* HeroesPreferSwords: They can wield blades.
* SpellBlade: They have [[PlayingWithFire Fire Sword]], [[ShockAndAwe Bolt Sword]], and [[AnIcePerson Ice Sword]].
* SphereOfPower: They can use the Bangaa's ultimate attack, Ultima Sword.

!!Templar
An advanced Bangaa job that combines powerful support magic mixed with their usage of lances.
----
* AntiDebuff: Templars can learn the Astra spell, which gives targets a one-use shield against status conditions.
* MageKiller: Arguably the best in the game at taking down enemy mages, thanks to Rasp and Soul Sphere, which deal damage to MP, as well as Silence. Astra allows them to confer one-time status ailment protection and Haste can increase their speed; along with lances for extra reach, they can easily take down squishy mages.
* ManaBurn: As professional [[MageKiller Mage Killers]], they have two abilities that directly damage MP.
[[/folder]]
[[folder: Nu Mou Jobs]]
!!Beastmaster
A starter Nu Mou job wielding instruments. They can Control enemy monsters, which makes them useful for teaching abilities to Blue Mages. They have little to no usage on their own, however, and fall off in usefulness later in the game.
----
* TheBeastmaster: Control lets them tame enemy monsters, but only until the Beastmaster's next turn, requiring them to use Control again.
* MusicalAssassin: They wield bells, trumpets, and other musical instruments in battle.
* WhipOfDominance: {{Downplayed|Trope}}. The Beastmaster job wields a whip in their artwork, but in the game itself, whips are not available in any form, although a whip icon is what appears above their heads when they're controlling a monster.

!!White Mage
One of the starter jobs available to Nu Mou. The same tropes apply as they do for Humes.

!!Black Mage
One of the starter jobs available to Nu Mou. The same tropes apply as they do for Humes.

!!Alchemist
An advanced Nu Mou job that uses powerful magic to alter their opponent or their environment. Unlocked by mastering five Black Mage spells and three White Mage spells.
----
* AntiDebuff: Alchemists can learn the Astra spell, which gives targets a one-use shield against status conditions.
* DeathFromAbove: Meteor, which drops a meteor on its targets.
* ForcedTransformation: They can use the Toad spell to transform enemies into toads.
* HavingABlast: Flare.
* ItemCaddy: Alchemists are the only job that can naturally use the Item ability, even in addition to another A-Ability.
* PoisonousPerson: Poison inflicts poison to an area.
* RobeAndWizardHat: They have a cool hat with an evil eye crested on the front.

!!Illusionist
A secondary job available to Nu Mou. The same tropes apply as they do for Humes.

!!Morpher
An advanced job for Nu Mou that allows them to take the form of monsters currently held in the Monster Bank and captured by Hunters. When morphed, they can use the monster's abilities in battle, and the effectiveness of their skills and stats depends on the monster currently held in the bank. Unlocked by mastering five Beastmaster skills.
----
* MechanicallyUnusualClass: A lot of time, money, and effort are required to build a Morpher; first, a Hunter needs to capture monsters, then the player must spend time raising them in the Monster Bank. When trained fully, they are capable of dealing some of the highest damage in the game, hitting a wide variety of status effects, and generally being among the most versatile of units. MagikarpPower is a bit at play here as well.
* PutOnABus: This is the only class from this game not to come back for the sequel, ''VideoGame/FinalFantasyTacticsA2''.
* SoulPower: Their equippable weapons are ''souls''.

!!Sage
An advanced Nu Mou job and a potent spellcaster. With high magic and even fairly high strength for a Nu Mou, they are a force to be reckoned with. Unlocked by mastering three White Mage spells and two Beastmaster skills.
----
* CarryABigStick: They can wield maces, [[BadassBookworm which they swing with surprising effectiveness]].
* ElementalPowers: They have access to the [[BlowYouAway Aero]] and [[MakingASplash Water]] spells.
* HavingABlast: Giga Flare, a more powerful version of the Flare spell.
* MightyGlacier: While powerful and fairly resilient, they are tied for the slowest speed in the game.
* PoisonousPerson: Bio inflicts damage and poisons targets in an area.
* SphereOfPower: They can use Ultima Blow, the ultimate ability of the Nu Mou race.

!!Time Mage
An advanced job available to the Nu Mou and Moogles. They boast the highest magic stat of all the Nu Mou and Moogle jobs along with pretty decent speed.
----
* AttackReflector: They can cast Reflect, which bounces magic back at the caster.
* ExtraTurn: Quicken, a spell which makes the target act next.
* GravityMaster: They have access to Quarter, which reduces enemy HP by 1/4, and Demi, which reduces enemy HP by 1/2.
* SupportPartyMember: They have no direct damage spells of their own, but their high magic power can be put to good use by taking Sage or Black Mage skills as a secondary.
* TimeMaster: They can wield time magic such as Haste, Slow, and Stop.
[[/folder]]
[[folder: Viera Jobs]]
Viera are a tricky race because they are the only ones with a third tier of jobs. It is worth the hard work to get those classes, as they are two of the best in the game.

!!Fencer
One of the starter Viera jobs. A physically-oriented job, they wield rapiers for damaging their foes along with a few tricks up their sleeves.
----
* ArmorPiercingAttack: Piercethrough, which can strike a target and the one behind them.
* PoisonousPerson: Swarmstrike deals somewhat less damage than normal, but also inflicts poison.
* RoyalRapier: Their weapon of choice.
* TimeDelayedDeath: Checkmate, which inflicts Doom.

!!White Mage
One of the starter jobs available to Viera. The same tropes apply as they do for Humes.

!!Archer
One of the starter jobs available to Viera. The same tropes apply as they do for Humes.

!!Assassin
An advanced job available to Viera. They specialize in instantly killing enemies and their stats are incomparable (except for their abysmal HP). Unlocked by mastering two Elementalist spells and one Sniper skill.
----
* CatchAndReturn: Their Return Fire reaction ability lets them catch arrows shot at them and throw them back.
* GlassCannon: Strong, fast, and deadly - except that they have awful HP growths.
* KatanasAreJustBetter: One of their weapon options, along with greatbows.
* OneHitKO: Last Breath.
* SphereOfPower: Assassins can use Ultima Masher, the ultimate attack of the Viera.
* TakenForGranite: Rockseal.

!!Sniper
An advanced job of the Viera, and considered their powerhouse. Specializes in ranged attacks with a greatbow and weakening enemies by targeting their weapons, armor, or wallet. Unlocked by mastering two Archer skills.
----
* {{Invisibility}}: They can use Conceal, which makes them invisible until their next action.
* PoisonousPerson: Beso Toxico, which inflicts poison.
* TimeDelayedDeath: Death Sickle, which can inflict Doom.

!!Red Mage
An advanced job available to Viera that blends together White Magic, Black Magic, and rapiers. Their ability to use Dualcast makes them invaluable in battle. Unlocked by mastering one Fencer skill.
----
* FireIceLightning: They wield the first level version of all three elements.
* MagicKnight: Aside from their useful spells, they also have surprisingly decent attack power with their rapiers.
* MagikarpPower: They're decent attackers, until they learn Dualcast, then they become fantastically powerful and versatile for nearly any other job they use (especially the Summoner).
* TheRedMage: Obviously - their marriage of magic and swordplay makes them versatile and useful in any fight.
* StatusEffects: They can cast [[PoisonousPerson Poison]] and Sleep.

!!Elementalist
An advanced job available to the Viera. They have a wide range of elemental magic skills that also have a chance to inflict a status ailment. Unlocked by mastering one White Mage spell and one Fencer skill.
----
* ElementalPowers:
** BlowYouAway: Shining Air, which deals wind damage and inflicts blindness.
** CastingAShadow: Evil Gaze, which deals dark damage and inflicts confusion.
** DishingOutDirt: Heavy Dust deals damage and immobilizes. Also, Earth Heal draws upon the power of the earth to heal a single target.
** MakingASplash: Sliprain deals water damage and slows a target.
** PlayingWithFire: Fire Whip deals fire damage and disables the target.
* {{Foil}}: They are a slightly more magic-oriented version of the Red Mage. They are also similar to a Hume Ninja as far as their elemental attacks go.
* HealItWithFire: White Flame heals multiple targets with a pure white flame.
* JackOfAllTrades: They are well-rounded magical attackers with some healing capabilities, with an even spread of stats. However, this makes them [[MasterOfNone fairly average]].
* NatureHero: The origin of their spells.
* ReviveKillsZombie: One of the few aversions in the franchise thanks to their healing spells being aligned with elements other than holy.
* StatusEffects: Their offensive spells inflict status conditions in addition to dealing damage.

!!Summoner
An advanced job available to the Viera. With high magic growths that rival the Nu Mou, Viera Summoners devastate the battlefield with access to a variety of summoned beasts with a wide range. Unlocked by mastering two White Mage spells and two Elementalist spells.
----
* CombatMedic: With Unicorn, [[HealingFactor Kirin]], [[AttackReflector Carbuncle]], and Phoenix, they can provide all the healing and support a party would need.
* DifficultButAwesome: Their summons are some of the strongest spells in the game, and cover both offensive and supportive roles with wide areas of effect. The large AOE of their spells can make it a little difficult to properly target only enemies with attacks or allies with support skills, but it is very much worth the effort to strategize around that.
* ElementalPowers:
** AnIcePerson: Shiva.
** HolyHandGrenade: Madeen.
** PlayingWithFire: Ifrit, but Phoenix also damages enemies with fire in addition to reviving allies.
** ShockAndAwe: Ramuh.
* SummonMagic: They can summon many of the series' staple creatures for all kinds of magical effects.

[[/folder]]
[[folder: Moogle Jobs]]
!!Animist
A starter Moogle job. Animists are fighters who borrow aid from animals. They are quirky fighters but they have useful support abilities.
----
* AnimalStampede: They can summon a herd of chocobos with Chocobo Rush to stampede their targets.
* BarrierWarrior: 100% Wool casts Protect and Shell on the user.
* CharmPerson: Tail Wag can inflict Charm.
* ForcedTransformation: Frogsong can turn a target into a frog.
* FriendToAllLivingThings: The Animist's shtick, in which they use the power of animals to cast all sorts of spells. Though it is averted hard with Cuisine, which cooks an animal to fully restore a party member's HP.
* MusicalAssassin: They wield instruments as their primary weapons.
* StatusEffects: Sheep Count, which inflicts Sleep, and Catnip, which can inflict Berserk.
* UselessUsefulSpell: They can use Friend, which can [[SummonMagic summon]] any beast available to the Summoners. However, the effect is entirely random, so you have a chance of harming your allies or healing your enemies.

!!Black Mage
One of the starter jobs available to Moogles. The same tropes apply as they do for Humes.

!!Thief
One of the starter jobs available to Moogles. The same tropes apply as they do for Humes.

!!Gunner
A secondary job available to Moogles. They can wield guns for a variety of effects, attacking exclusively at range. They have horrible stat growths but their abilities make up for it. Unlocked by mastering one Animist skill, which also unlocks the Mog Knight.
----
* CharmPerson: Charmshot.
* FireIceLightning: Fireshot, Iceshot, and Boltshot.
* TheGunslinger: They wield guns as their weapon of choice.
* LongRangeFighter: Exclusively fights at long range, with higher range than bows.
* StatusEffects: Confushot, Blindshot, Silenshot, and Stopshot inflict Confuse, Blind, Silence, and Stop, respectively.
* WeakButSkilled: Gunners have overall terrible stats, but they make up for it with incredibly versatile attacks and ''absurd'' range, being able to fire off Ultima Charge from far away.

!!Mog Knight
A secondary job available to Moogles. Mog Knights are the pure powerhouses of the Moogles, with a nice array of abilities that give them the upper hand. They can be seen as the Moogle counterpart to the Humes' fighter.
----
* AntiDebuff: Mog Shield grants an ally the Astra condition, which will block the next status condition they suffer.
* KnightlySwordAndShield: They can wield swords and shields in battle. One ability of theirs is Mog Shield, which prevents one status ailment.
* {{Lunacy}}: Mog Aid uses the moon's power to restore HP.
* MightyGlacier: High attack and defense, but low speed.
* SphereOfPower: They can use Ultima Charge, the ultimate ability of the Moogles.

!!Time Mage
One of the secondary jobs available to Moogles. The same tropes apply as they do for Nu Mou.

!!Juggler
An advanced job available to Moogles. Skilled tricksters, these Moogles can inflict all kinds of status ailments on their opponents. Unlocked by mastering two Thief skills, which also unlocks the Gadgeteer.
----
* DeviousDaggers: Their primary weapon. In addition, they can use their Throwing Dagger ability to damage and inflict disable.
* LightningBruiser: Jugglers boast excellent speed, great defense for a Moogle job, and decent attack, but the rest of their stats are mediocre or low.
* ExtraTurn: Smile grants one to an ally by allowing them to act next.
* MolotovCocktail: Firebomb, which hurls one and induces a berserker rage on the target.
* RingsOfDeath: They can throw a Ring to inflict Stop.

!!Gadgeteer
An advanced job available to Moogles. Gadgeteers rely on tricks held within Pandora's Box to inflict status ailments on ''every'' enemy on the field... or every ally.
----
* BarrierWarrior: Yellow Spring can cast Barrier on every enemy or every ally.
* CombatMedic: Gold Battery can heal the whole party's HP or the HP of all enemies.
* GadgeteerGenius: They can wield a variety of screws, gears, and springs from their boxes to inflict a wide variety of status ailments.
* LethalJokeCharacter: There's a 50% chance they can inflict their deadly status ailments on their own party, which makes people wary of using them. However, if the player equips their whole party with gear to protect them from said status ailments, it makes them immune to the Gadgeteer's failings, allowing them to use their abilities with impunity. If a party is protected against Doom, the Gadgeteer can then use Black Ingot to inflict Doom on the entire enemy party, ending the battle in three turns.
* MightyGlacier: They have decent magic resistance, high HP, and the best defense of the Moogles, making them the closest thing Moogles have to a tank.
* PoisonousPerson: Green Gear can inflict poison on every enemy or every ally.
* StatusBuffDispel: Blue Screw can cast Dispel on every enemy or every ally.
* WolverineClaws: Their weapon of choice.
[[/folder]]

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Adding to some Zero Context Examples


* HeroesPreferSwords: Or giant transparent geometrical bludgeons.

to:

* HeroesPreferSwords: Or giant transparent geometrical bludgeons. While Soldier is his default class, he can change to any of them.



* ActionGirl: Along with other [[OneGenderRace Viera]].

to:

* ActionGirl: Along with other [[OneGenderRace Viera]]. Ritz in particular generally uses MagicKnight classes and gets up close and personal with her foes.



* HeterosexualLifePartners: With Shara.

to:

* HeterosexualLifePartners: With Shara.Shara, as they spend most of their screen time together and Shara is her NumberTwo in the clan.



* ThrowingOffTheDisability: In Ivalice, crippled Doned could walk. [[spoiler:Official artwork seems to have him and Marche standing in a photo together in the real world.]]

to:

* ThrowingOffTheDisability: In Ivalice, crippled Doned could walk. [[spoiler:Official artwork seems to have him and Marche standing in a photo together in the real world.world, implying that he may recover at some point.]]



* BlackMage: His default class.

to:

* BlackMage: His default class.class, though like Marche he can become any class. But Montblanc makes a decent mage, so it's recommended to keep him in one of the magic classes. He is also portrayed this way in his other appearances.



* HeterosexualLifePartners: With Ritz.

to:

* HeterosexualLifePartners: With Ritz, almost all of Shara's screen time is shared with Ritz.



* SatelliteCharacter: Almost all of her screen time is with Ritz. It makes sense, as she is Ritz's Ivalician partner like Montblanc is to Marche and Babus is to Mewt. However, she does get a couple of quests devoted entirely to her in the post-game, [[spoiler:leading to her recruitment to Clan Nutsy]].



* StockingFiller: Only on one leg.

to:

* StockingFiller: Only She wears a stocking only on one leg.



* BattleButler: Essentially his relationship to Mewt.

to:

* BattleButler: Essentially his relationship to Mewt.Mewt; his job is to protect Mewt and ensure all of his needs are met.



* CarryABigStick: He wields maces.

to:

* CarryABigStick: He wields maces.maces, and can actually hit hard with them for a nu mou.



* {{Foil}}: To Ezel.

to:

* {{Foil}}: To Ezel. Both are powerful nu mou mages and somewhat rivals to each other. Babus, however, is entirely devoted to the crown while Ezel opposes them and their harsh laws at every turn.



* GadgeteerGenius: He's of the Gadgeteer class.

to:

* GadgeteerGenius: He's of the Gadgeteer class.class, though he is never actually usable in battle nor does he join the clan.



* {{Foil}}: To Babus.

to:

* {{Foil}}: To Babus. Both are powerful nu mou mages and consider each other rivals. However, Ezel is a crafty merchant who came up with the anti-laws to subvert the crown's harsh laws at every turn, while Babus is a devoted servant of the prince.



* DispelMagic: Unspell.




to:

* StatusBuffDispell: Unspell, which removes positive status effects on the target.
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%%[[folder:Madam Kiri]]
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[[folder:Marche Radiuju

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[[folder:Marche RadiujuRadiuju]]

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[[folder:Residents of St. Ivalice]]

to:

[[folder:Residents !!Residents of St. Ivalice]]Ivalice
[[folder:Marche Radiuju




to:

[[/folder]]

[[folder:Ritz Malheur]]




to:

[[/folder]]

[[folder:Mewt Randell]]




to:

[[/folder]]

[[folder:Doned Radiuju]]




to:

[[/folder]]

[[folder:Cid Randell]]



[[folder:Residents of Ivalice]]

to:

[[folder:Residents !!Residents of Ivalice]]Ivalice
[[folder:Montblanc]]



* BreakoutCharacter: Montblanc's popularity assured that he would return in the sequel and in XII.

to:

* BreakoutCharacter: Montblanc's popularity assured that he would return in the sequel and in XII.''XII''.




to:

[[/folder]]

[[folder:Shara]]




to:

[[/folder]]

[[folder:Babus Swain]]




to:

[[/folder]]

[[folder:Nono]]




to:

[[/folder]]

[[folder:Ezel Berbier]]




to:

[[/folder]]

[[folder:Queen Remedi]]




to:

[[/folder]]

[[folder:Llednar Twem]]



[[folder:Radio Edition Exclusive Characters]]

to:

[[folder:Radio !!Radio Edition Exclusive Characters]]Characters



!!Madam Kiri
->Voiced by: Kiri Segawa

to:

!!Madam %%[[folder:Madam Kiri]]
%%!!Madam
Kiri
->Voiced %%->Voiced by: Kiri Segawa
Segawa

[[folder:The Moogle Knight]]


Added DiffLines:

!!Jobs
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* MeaningfulName: His name sounds incredibly similar to the German word "Marchen" meaning "fairy tale", the very foundation of Ivalice itself. In addition, Hans Christian Anderson's final, unpolished manuscript was called Marchen Meines Lebens, The Fairy Tale of My Life, fitting considering the fact that a fairy tale can be considered a ''[[StealthPun fantasy]]''.

to:

* MeaningfulName: His name sounds incredibly similar to the German word "Marchen" meaning "fairy tale", the very foundation of Ivalice itself. In addition, Hans Christian Anderson's final, unpolished manuscript was called Marchen "Marchen Meines Lebens, The Lebens" (The Fairy Tale of My Life, Life), fitting considering the fact that a fairy tale can be considered a ''[[StealthPun fantasy]]''.
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Blade On A Stick is a disambig


* BladeOnAStick: They can wield spears in battle.



* BladeOnAStick: Templars can wield spears.
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* WhipOfDominance: {{Downplayed|Trope}}. The Beastmaster job wields a whip in their artwork, but in the game itself, whips are not available in any form, although a whip icon is what appears above their heads.

to:

* WhipOfDominance: {{Downplayed|Trope}}. The Beastmaster job wields a whip in their artwork, but in the game itself, whips are not available in any form, although a whip icon is what appears above their heads.
heads when they're controlling a monster.
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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


* WhipItGood: Shown in their character art, and when they are controlling a monster they hold the whip above their heads.

to:

* WhipItGood: Shown WhipOfDominance: {{Downplayed|Trope}}. The Beastmaster job wields a whip in their character art, and when they artwork, but in the game itself, whips are controlling not available in any form, although a monster they hold the whip icon is what appears above their heads.
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* ShortHairWithTail: Like with [[VideoGame/FinalFantasyTactics Ramza]], he sports short hair with a long ponytail.
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* TheResenter: [[spoiler:Towards Doned due to the kid getting more attention from his parents. Marche understood that Doned needed to be looked after frequently due to his illness, but he still felt resentment since he didn't get much attention. Marche eventually confesses his resentment to Donned, causing the kid to break down in immense guilt after he realizes that he was being incredibly selfish while Marche had to stand by and watch.]]

to:

* TheResenter: [[spoiler:Towards Doned Doned, his younger brother. Marche doesn't outright resent his brother due to the kid getting more attention from his parents. Marche understood understanding that Doned needed to be looked after frequently due to the extra attention because of his illness, but he was still felt resentment since he didn't get upset that his mother had to focus so much attention. on Doned, that she never really had time for him. Once they end up in Ivalice, and Doned claims Marche eventually confesses never had to worry because his resentment to Donned, life was good before, Marche tells him how he really felt, causing the kid Doned to break down in immense guilt after he realizes that realize he was being incredibly selfish while Marche had to stand for thinking only he was impacted by his illness, and watch.the two reconcile in the end.]]
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Bare Your Midriff is now a disambig


* BareYourMidriff: Like many other Viera.

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