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* CastFromHitPoints:
* CastingAShadow

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* CastFromHitPoints:
CastFromHitPoints: Abyssal Blade and Unholy Sacrifice expend HP to cause damage over an area.
* CastingAShadowCastingAShadow: The Fell Swords they can equip are Dark-elemental.

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Removed: 183

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* AsianFoxSpirit: The female Mime wears a fox mask that brings to mind the shapeshifting powers of kitsunes.



* DittoFighter: They automatically mimic every action performed by a teammate, although this is tricky to use since they can end up hitting empty spaces. Careful positioning is required for their effective use.



* HeroicMime: Literally, when one fights on your side anyway. (Though a Mime can still trigger spell incantations and will have dialogue with you in the Formation menu.)



* PowerCopying
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* MagikarpPower: Chemists start the game with limited options, lacking strong offensive abilities, weapons, and usage outside of being a healer or a stepping stone for the magick-oriented Jobs. However, once guns become available, Chemists suddenly become very useful ranged damage dealers, and their ability to heal themselves and others via their instant use of items sometimes makes them quicker and more practical than, say... a White Mage. So equip them with the best available gear, buy what items they need so they can shine, give them a good Support ability, and they'll quickly transform into powerful {{Combat Medic}}s before your eyes.

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* MagikarpPower: Chemists start the game with limited options, lacking strong offensive abilities, weapons, and usage outside of being a healer or a stepping stone for the magick-oriented Jobs. However, once guns become available, Chemists suddenly become very useful ranged damage dealers, and their ability to heal themselves and others via their instant use of items sometimes makes them quicker and more practical than, say... a White Mage. So equip them with the best available gear, buy what items they need so they can shine, give them a good Support ability, and they'll quickly transform into powerful {{Combat Medic}}s before your eyes. They're also one of the quickest and easiest ways to restore other people's MP, which isn't very useful early on when you only have access to inexpensive spells anyway, but which becomes increasingly powerful if you want to have the rest of your party throwing out top-tier spells every turn.
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* CultureChopSuey: The male Chemist's costume is based on traveling medicine sellers from [[JidaiGeki feudal Japan]], whereas the female outfit appears more European, possibly [[YodelLand Swiss]] or [[LandOfTulipsAndWindmills Dutch]].
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* SummonBiggerFish: Of course.

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* SummonBiggerFish: SummonMagic: Of course.



* TheComputerIsACheatingBastard: Infuriatingly computer controlled Onion Knights in some of the bonus battles are fully decked out with abilities even though your Onion Knights can't equip any.

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* TheComputerIsACheatingBastard: Infuriatingly computer controlled Infuriatingly, computer-controlled Onion Knights in some of the bonus battles are fully decked out with abilities even though your Onion Knights can't equip any.

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Do not subbullet tropes


* AntiDebuff: One main strength Chemists have is that they can easily counteract most of the debuffs in the game by throwing to afflicted allies the item they need to be cured of them, which can range from the simple Antidote to the {{Panacea}}-like Remedy. Here's a list of what they'll use if they need to remove said debuffs:
** InterfaceScrew: Those who have been Confused will find themselves snapping out of it with a Remedy.
** ForcedSleep: Those who have been forcibly put to Sleep will find themselves waking up with a Remedy.
** ForcedTransformation: They can transform Toads back into their original forms with Maiden's Kisses.
** ManOnFire: Those who have been doused in Oil will no longer find themselves vulnerable to all kinds of Fire-based attacks, [[RuleOfThree again with a Remedy.]]
** PowerNullifier: They can return the voices which were lost to Silence with Echo Grasses/Herbs.
** TakenForGranite: They can undo the debilitating effect of Stone with Softs/Gold Needles.
** TemporaryBlindness: They can use Eye Drop/s to cure the sight of those who have suddenly gone Blind.
** UniversalPoison: They can use Antidotes to cure those who are suffering from the effects of Poison.
** ZombifyTheLiving: They can use Holy Waters to cure those who have turned Undead or into a Vampire.

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* AntiDebuff: One main strength Chemists have is that they can easily counteract most of the debuffs in the game by throwing to afflicted allies the item they need to be cured of them, which can range from the simple Antidote to the {{Panacea}}-like Remedy. Here's a list of what they'll use if they need to remove said debuffs:\n** InterfaceScrew: Those who have been Confused will find themselves snapping out of it with a Remedy.\n** ForcedSleep: Those who have been forcibly put to Sleep will find themselves waking up with a Remedy.\n** ForcedTransformation: They can transform Toads back into their original forms with Maiden's Kisses.\n** ManOnFire: Those who have been doused in Oil will no longer find themselves vulnerable to all kinds of Fire-based attacks, [[RuleOfThree again with a Remedy.]]\n** PowerNullifier: They can return the voices which were lost to Silence with Echo Grasses/Herbs.\n** TakenForGranite: They can undo the debilitating effect of Stone with Softs/Gold Needles.\n** TemporaryBlindness: They can use Eye Drop/s to cure the sight of those who have suddenly gone Blind.\n** UniversalPoison: They can use Antidotes to cure those who are suffering from the effects of Poison. \n** ZombifyTheLiving: They can use Holy Waters to cure those who have turned Undead or into a Vampire.
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Blade On A Stick is a disambig


* BladeOnAStick: A Dragoon just isn't a Dragoon without a polearm.

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** The Archer's Movement ability, Jump +1, helps them in that regard by making those areas easier to climb.



** The Archer's Movement ability, Jump +1, helps them in that regard by making those areas easier to climb.

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Bare Your Midriff is now a disambig


* BareYourMidriff: Male Geomancers.



* BareYourMidriff
* DanceBattler

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* BareYourMidriff
*
%%* DanceBattler

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Being cut per TRS


* GiantWaistRibbon: Both male and female Mystics wear a red one as part of their ensemble, with the latter having a much larger and more noticeable ribbon tied around theirs.
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* ArbitraryMinimumRange: Archers are unable to shoot enemy units who are within 2-3 tiles of their current position, though they can use a trick to get around this limitation of theirs which is detailed further down.

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* ArbitraryMinimumRange: ArbitraryWeaponRange: Archers are unable to shoot enemy units who are within 2-3 tiles of their current position, though they can use a trick to get around this limitation of theirs which is detailed further down.

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Carry A Big Stick is for big brutish stick, not for martial arts-style stick/pole.


* CarryABigStick: The Mystic is the first Job to have access to poles, a weapon type whose damage dealt is calculated by multiplying their wielders' Magick Attack and their equipped pole's Weapon Attack together. Pole-wielding units with high Magick Attack stats can easily catch up to or exceed a physical-oriented Job's damage output, although that's only possible for as long as they have a high-quality one equipped on them. Also, due to the length of the poles they can wield, they can attack enemy units from at least a tile away.


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* MartialArtsStaff: The Mystic is the first Job to have access to poles, a weapon type whose damage dealt is calculated by multiplying their wielders' Magick Attack and their equipped pole's Weapon Attack together. Pole-wielding units with high Magick Attack stats can easily catch up to or exceed a physical-oriented Job's damage output, although that's only possible for as long as they have a high-quality one equipped on them. Also, due to the length of the poles they can wield, they can attack enemy units from at least a tile away.
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* MagicStaff: A staff is a White Mage's WeaponOfChoice, mainly as a means to boost their Magick Attack, or otherwise, as a means of self-defense should things take a drastic turn for the worse. After all, if your White Mages bludgeon a nearby threat enough times while surviving it, that threat will eventually stop being one.

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* MagicStaff: A staff is a White Mage's WeaponOfChoice, weapon, mainly as a means to boost their Magick Attack, or otherwise, as a means of self-defense should things take a drastic turn for the worse. After all, if your White Mages bludgeon a nearby threat enough times while surviving it, that threat will eventually stop being one.



* DeviousDaggers: As per usual in the ''Franchise/FinalFantasy'' series, Thieves are sneaky characters who can do VideoGameStealing, and prefer to wield knives as their WeaponOfChoice.

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* DeviousDaggers: As per usual in the ''Franchise/FinalFantasy'' series, Thieves are sneaky characters who can do VideoGameStealing, and prefer to wield knives as their WeaponOfChoice.weapons.

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Just minor corrections.


* DeviousDaggers: Squires can make good use of knives. With the right knife equipped on them - such as the Assassin's Dagger or the Zorlin Shape/Zwill Straightblade - they can easily wreak havoc upon their enemies.



\* KnockbackSlide: The Squire's Dash/Rush, Throw Stone/Stone and Counter Tackle abilities all have a good chance of pushing their unfortunate targets a tile away from their user, but that's only for as long as there's an empty, traversable tile behind the affected unit - which just means they can't be knocked into other units or be forced up a tile. A canny player can even nudge enemies into traps or hazardous terrain using them, although both are rather few and far in-between on most battlefields.

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\* * KnockbackSlide: The Squire's Dash/Rush, Throw Stone/Stone and Counter Tackle abilities all have a good chance of pushing their unfortunate targets a tile away from their user, but that's only for as long as there's an empty, traversable tile behind the affected unit - which just means they can't be knocked into other units or be forced up a tile. A canny player can even nudge enemies into traps or hazardous terrain using them, although both are rather few and far in-between on most battlefields.



** ForcedTransformation: They can transform Toads back into their original forms with Maiden's Kisses.


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** ForcedTransformation: They can transform Toads back into their original forms with Maiden's Kisses.


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* DeviousDaggers: For much of the early game, Chemists are forced to rely on their knives just to have a fairly decent chance of fighting back when engaged in melee. Just don't expect them to survive for long, however. As a reminder, they don't have access to good Armor and Helmets, nor can they wield much better Weapons.


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* DramaticHighPerching: Thieves can scale high areas with ease using their Jump +2 Movement ability, which can potentially allow them to escape from danger whenever they find themselves being backed into a corner.
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An Axe To Grind is no longer a trope


* AnAxeToGrind: Squires get the most use out of axes early in the game, although it should be noted that the damage they can deal with them is inconsistent at best. They can also pass on their ability to Equip Axes to the other Jobs as well, which can be helpful on a Job that deals little physical damage like the White Mage.



* AnAxeToGrind: The only other class besides Squire that can use them.

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dewicking Knife Nut per TRS


* KnifeNut: They can also make good use of knives. With the right kind of knife equipped on them - such as the Assassin's Dagger or the Zorlin Shape/Zwill Straightblade - Squires can wreak havoc upon their enemies.
* KnockbackSlide: The Squire's Dash/Rush, Throw Stone/Stone and Counter Tackle abilities all have a good chance of pushing their unfortunate targets a tile away from their user, but that's only for as long as there's an empty, traversable tile behind the affected unit - which just means they can't be knocked into other units or be forced up a tile. A canny player can even nudge enemies into traps or hazardous terrain using them, although both are rather few and far in-between on most battlefields.

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* KnifeNut: They can also make good use of knives. With the right kind of knife equipped on them - such as the Assassin's Dagger or the Zorlin Shape/Zwill Straightblade - Squires can wreak havoc upon their enemies.
*
\* KnockbackSlide: The Squire's Dash/Rush, Throw Stone/Stone and Counter Tackle abilities all have a good chance of pushing their unfortunate targets a tile away from their user, but that's only for as long as there's an empty, traversable tile behind the affected unit - which just means they can't be knocked into other units or be forced up a tile. A canny player can even nudge enemies into traps or hazardous terrain using them, although both are rather few and far in-between on most battlefields.



* KnifeNut: For much of the early game, Chemists are forced to rely on their knives just to have a fairly decent chance of fighting back when forced to engage in melee. Just don't expect them to survive for long, however. As a reminder, they don't have access to good Armor and Helmets, nor can they wield much better Weapons.



* DeviousDaggers: As per usual in the ''Franchise/FinalFantasy'' series, Thieves are sneaky characters who can do VideoGameStealing, and prefer to wield knives as their WeaponOfChoice.



* KnifeNut: As per usual in the ''Franchise/FinalFantasy'' series, Thieves prefer to wield knives as their WeaponOfChoice.
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Added DiffLines:

To return to the main character index, [[Characters/FinalFantasyTactics click here]].

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