The tactically based game of the FF series has a decent-sized cast of characters. Even worse, when the game was ported to the PSP as War of the Lions, quite a few names were changed. We're going with the PSP versions, but we'll list the original PS1 names as well.
Ramza Beoulve/Ramza Lugria
The protagonist of the story, Ramza lived the comfortable life of a noble sequestered in Eagrose Castle as the youngest son of the famous Knight Gallant Barbaneth Beoulve and his commoner paramour. Like his trueborn brothers Ramza was sent (along with his peasant friend Delita) to the illustrious Gariland Military Academy to follow in his father's footsteps to become a knight of the Northern Sky. After the disaster at Fort Ziekden, Ramza spends the next few years as a mercenary and learns how the world works but retains his purity and will.
- Almighty Janitor: Ramza saves the world from an Eldritch Abomination and alters the course of history, yet technically (in-story) never rose above the rank of squire. The game drives this point further home: each new chapter has a new Squire ability exclusive to Ramza alone.
- Always Save the Girl: "I'm saving Agrias! Geronimo!"
- Belated Happy Ending: Ramza was known as a heretic in the annals of history... until these records came to light.
- Beware the Honest Ones: He turns against the Order of the Northern Sky in the battle of Ziekden Fortress because Tietra was shot dead by them. Later in the game, he turns against Gaffgarion to save Ovelia from him (and unknowingly, from Dycedarg). He basically spends the whole game surprising everyone with how far he's willing to go just to defend what he considers right. Barbaneth would be proud of him.
- Big Brother Instinct: Saving his little sister Alma drives him for the entire second half of the game.
- Big Damn Heroes: Ramza is actually quite bad at this. He is either much too late to do anything, or happens to be in the right place at the right time by accident. Or he needs the rescuing.
- Boring, but Practical: Ramza's upgraded Squire skillset lacks the awesome abilities of characters like Agrias or Gaffgarion, but comes with come amazing instant and perfect-accuracy buffing skills later in the game as well as the mighty Ultima spell. The game's versatile job system can take this even further, give Ramza Chemist abilities and Throw Item in his Squire class and you have a ludicrously effective support unit that can heal and buff characters with perfect accuracy from a distance while being very good at staying alive (due to Ramza being able to use shields and having high health) and fighting back if necessary. While this is a very dull way to use Ramza it's very easy to set up from the start of the game and remains effective for the rest of it. It also saves space in the party by combining Ramza and a healer into one unit so you can have more options to make a party.
- But Now I Must Go: Word of God states that Ramza managed to live in the ending and have other adventures, just not in Ivalice. note
- Cast from Hit Points: Chant is an unusual case of a healing spell that fits this trope; Ramza gives up x HP, his target is healed 2x HP. No, he can't target himself.
- Dark Is Not Evil: In chapters 2 and 3 he wears dark purple, heavy armor platings on his torso, elbows and shoulders with two spikes on each shoulder protector, over a black leather turtle-neck fabric which covers the wrists of his brown leather gloves over white gauntlets. He is still the single most unambiguously heroic character in the game.
- Did You Just Punch Out Cthulhu?: Ramza and his team murder their way up the demon hierarchy until they reach High Seraph Ultima and kick her ass too.
- Dismissing a Compliment: Ramza is clearly uncomfortable receiving praise from his brothers, which Zalbag even notes. Even when his allies praise him later on, Ramza still is uncomfortable with it.
- Doomed Moral Victor: Although he survived, Ramza was branded a heretic for the rest of his life. The game's framing device is the first time history revealed him to be a hero.
- Expository Hairstyle Change: He loses the ponytail between chapters 1 and 2, signifying his abandonment of the life of a noble after the disaster of Fort Ziekden.
- Gameplay and Story Integration: Ramza is the only unique character whose default class is not only generic but a starter class, specifically the squire. Narratively, he never rose above the rank of squire considering he deserted at the end of the first act. He does gain skills as a squire that no other units can get however (at least until War of the Lions came out and added Luso, whose default class is basically Ramza's plus being able to poach natively.)
- Gameplay and Story Segregation: Ramza draws a sword on Belias regardless of whether Ramza is in a sword-wielding class or not.
- Generation Xerox: Ramza embodies the noble qualities long-prized by House Beoulve more than either of his older brothers, and follows in his father Barbaneth's footsteps rather admirably - not only is he an unflinchingly noble individual, he's also a total Badass Normal on the battlefield. In addition to that, however, it is strongly implied that he and Alma are descendants of either Germonique, the man who betrayed Dark Messiah Ajora Glabados centuries ago - presumably coming from their mother's side of the family or Vaan who defeated Ultima and her ilk near twelve centuries previous.
- Hair of Gold, Heart of Gold: Ramza may be an exile and a heretic hunted by the church, but in reality he is truly heroic, rushing to the aid of those that need help. And he doesn't need a title.
- Hello, [Insert Name Here]: Subverted, at least in the PSP version; the game has the player enter their name and date of birth (on the Solar Calendar, converted to Zodiac Calendar for them) at the start of a new save, which then become Ramza's name and Zodiac. However, the voice-acted cutscenes in the PSP version refer to Ramza by name, and a Ramza fought in Rendezvous is invariably a Capricorn.
- The Hero: His role as such was kept secret for a long while, but he's the true hero of the War of the Lions.
- The Heretic: He's declared one by the Church of Glabados after discovering the Church's plot to seize the throne and killing Cardinal Delacroix in self-defense as a result. This doesn't say anything about his own beliefs, though. The cutscene where Delita finds Ramza praying in a church implies that he still has faith of some kind, and he's the only character whose natural faith can be raised above 95 without fear of him abandoning your team.
- Heroic Bastard: It's implied if not stated (except in the PSP version) that he and Alma are illegitimate - some European nobility in Real Life would've opposed remarrying even after death, particularly if it were to a commoner, which their mother was. While most characters dance around it for one reason or another, Cardinal Delacroix does explicitly state that Ramza is a bastard, and to his face no less. Zalbaag at one point also puts down Ramza's commoner blood, but he later regrets it especially since he finds evidence that Ramza was correct about his accusations against their brother Dycedarg, said accusations being why Zalbaag verbally attacked Ramza.
- Hero with Bad Publicity: Ramza goes down in history as a criminal and heretic but he's the most noble character in the game.
- Heroic Lineage: Archangel Altima speculates during the final battle that Ramza is descended from the one who defeated them many years ago. If so, it makes Ramza's actions a form of History Repeats.
- Iconic Outfit: Ramza's Act 1 outfit tends to be the one he has in other media that he appears in. His Act 2/3 outfit sometimes appears, but not often (it was his alternate skin in Dissidia NT, for instance). His Act 4 armor almost never shows up outside of the game (indeed, in the War of the Lions edition, it doesn't even appear in the new cutscenes, he will be in his Act 2/3 armor in Act 4).
- Irony: Think about it. Delita tried to save his sister but failed, causing him to seek power at any cost. Ramza, too, wishes to save his sister but actually succeeds. Despite being a dick, Delita becomes a hero in the annals of history while Ramza becomes a heretic. The kicker? Delita is aware of this.
- Also Ramza was just a bastard, but he embodies the principles and ideals of nobility more than his "pure-blooded" brothers. Heck, his eldest brother killed their father.
- Informed Attribute: Promotional materials mention Ramza often felt beneath his brothers because of his mother being a commoner but this never comes up in the game where his common roots are rarely mentioned.
- Jack-of-All-Stats: Like most Final Fantasy heroes, Ramza has good stats everywhere and with a good equipment list he is able to use. Due to this, Ramza can use almost every single class and have no side effects at all.
- Last Disc Magic: He and Alma (and Luso in the port) are the only ones who are capable of learning Ultima.
- Leitmotif: The aptly named, Hero Theme/Stargazer
- Little Hero, Big War: The War of the Lions is not Ramza's story; his operations are primarily behind the scenes, and while he has a decisive effect on the war, that's mainly because his enemies include several of the power players.
- Nice Guy: Considering just how much the world tries to corrupt him and how he clings to his ideals, converting even many enemies on the way and empathising with those not on his side... yeah, he's this, if only by comparison.
- Noble Fugitive: He's a noble from House Beoulve, but became a heretic after killing Cúchulainn, who was possessing Cardinal Alphonse Delacroix.
- No Good Deed Goes Unpunished: Just about every good deed Ramza does in game is used against him, such as saving Argath.
- Nom de Mom: After rejecting the name Beoulve, he starts going by his mother's surname "Lugria". Not that you could tell in-game.
- The Only One: Just try to dismiss him from your roster. It might almost be a Lampshade Hanging.Ramza: "I'm a Beoulve! Nothing happens without me!"
- and later on...
- The Power of Love: His familial love for Alma (and hers for him) allows her to break Ajora's control over her body.
- Red Oni: In spades. First off, he's the more emotionally-driven between himself and Delita, being far more prone to outbursts and less prone to strategic reason so much as the concepts of honour and integrity. Second, he's Red to both Alma's Blue, given how well she's able to manipulate him by playing on his emotions (though Alma herself is also passionate, just not to the point of charging in like an overly-righteous hero), and to Zalbaag's as well. Finally, he is - along with older brother Zalbaag - the more emotional side to Dycedarg's level-headed nature.
- Required Party Member: Since the story is supposed to follow Ramza's actions in being the "true hero" of the War of the Lions he must be in the party for all storyline battles. However random encounters don't require him to be present.
- The Scapegoat: In-Universe. Once the war ends, Ramza ends up going down in history as a heretic by most of the world and is blamed for a large amount of the issues that followed.
- Sheltered Aristocrat: Ramza grew up in priviledge and his resulting naïveté shows during the very beginning of the game. He quickly grows out of it, and if he didn't abandon his title of nobility along the way, he'd easily qualify for The Wise Prince.
- Shoot the Dog: Being forced to kill Milleuda Folles in Chapter One.
- Short Hair with Tail: Hard to notice in his sprite, but official artwork and War of the Lions' CGI cutscenes reveal he rocks the rat-tail hairdo... as a Beoulve.
- Status Buff: His unique version of the Squire job adds plenty of these in addition to the standard Focus. Tailwind increases his target's Speed by 1 point, and Steel increases the target's Bravery by 5 points. In the last chapter, he adds Shout, which increases Ramza's own Speed, Physical Attack, and Magick Attack by 1 and his Bravery by 10.
- Throwing Your Sword Always Works: In the sidequest cutscene which introduces Luso, Ramza throws his sword to save him in the nick of time - although the monster dodges, it provides a much-needed distraction to lead into the battle ahead.
- Un-person: At the end of the game's story, the Church of Glabados destroys all evidence of Ramza's existence as punishment for murdering several high-ranking church officials and to conceal the Lucavi's existence from the public. This trope is subverted 400 years later after the historian Arazlam Durai published the Durai Papers, which contained a true account of the War of the Lions.
- Wide-Eyed Idealist: Good graces of the High Seraph, yes. He starts the game with ideals that could make successful, grown peacemakers weep. Worse, he hold on to these ideals even when he starts taking mercenary work. By the end he's a more mature version than most, but he still qualifies by a mile.
- Youngest Child Wins: He's not the youngest Beoulve child (That would be Alma), but he's the only son in the family who inherited Barbaneth' noble character, lived through the events of the game and got a happy ending.
Ramza's little sister, she spent much of her youth in a convent (the same one, coincidentally, as Ovelia) only recently returning to Eagrose where she became close with Delita's younger sister Tietra. Over the course of the story, she plays a supporting role, sometimes accompanying you, sometimes forcing herself into the party for the sake of her friends, and sometimes a Distressed Damsel.
- Blue Blood: Like her brothers, she's of noble blood, being the child of Barnabeth Beoulve.
- Blue Oni: To Ramza's Red. Not to say she's not genial, but she uses reason in her arguments a lot more than Ramza does and doesn't let her feelings rule her head when the chips are down.
- For example, when Isilud was mortally wounded by his possessed father Folmarv, she pushed back her own insecurities to comfort him in his last moments, telling him that Ramza had killed Belias so that Isilud might pass on peacefully.
- Cast from Hit Points: Her Cleric skillset includes Chant, which works the same as it does for Ramza.
- The Chick: Possibly the only allied female character who actually acts feminine.
- Demonic Possession: At the tail end of the game, Ultima is successfully invoked in Alma's body. Alma quickly gets her to piss off.
- Distressed Damsel: Gets kidnapped in Orbonne Monastery near the start of the third chapter, and changes villainous captors until the final battle.
- Generation Xerox: Not only is she - like her brother - unflinchingly good-hearted and kind (just like their father), it is also strongly implied that she and Ramza are descendants of Germonique, the man who betrayed Dark Messiah Ajora Glabados centuries ago - presumably coming from their mother's side of the family.
- Guest-Star Party Member: She never officially joins your party, but she's a central character anyway and it's justified by her role in the plot. She participates in battle directly on a couple occasions, but only as a guest.
- Hair of Gold, Heart of Gold: She is not courageously heroic like her brother, but she is one of the few characters who are truly good-hearted, kind and want nothing but peace.
- Healing Hands: Thanks to her class, Cleric. She has the same Chant spell as Ramza and Delita, and her Healing Staff heals whoever it strikes. Aegis also adds Regen and Reraise, among other buffs, to its target.
- Heroic Bastard: Just like Ramza, she was born from a commoner mother, and thus is Dycedarg and Zalbaag's half-sister (though Ramza's full sister).
- Heroic Resolve: That's what allowed her to shake off Ultima's attempt to possess her.
- Last Disc Magic: She and her brother (And Luso in the port) are the only ones who are capable of learning Ultima.
- MacGuffin Super Person: Because she's a perfect host for Ultima, Folmarv wastes no time in kidnapping her to further his plans.
- Nice Girl: She's a real sweetheart, and loves her brother.
- The Power of Love: Her familial love for Ramza (and his for her) allows her to break Ajora's control over her body.
- Support Party Member: Unless one of the demons in the final battle hits her with Ultima (and she survives the blast), Alma has no offensive capabilities. She's even equipped with a Healing Staff so that her melee attack heals instead of damaging. However, she has the best buff in the game and a powerful status effect cure.
- White Magician Girl: Aegis bestows Reraise/Regen/Protect/Shell/Haste, Dispelna cures just about every negative status effect in the game, and Chant heals her target for double her HP sacrifice.
A steadfast Holy Knight assigned to protect Princess Ovelia. After the Princess is kidnapped, Agrias goes on a quest to rescue her.
- Amazon Brigade: Perhaps not a brigade, but she has two lady knights with her at the beginning and she brings them along when she joins your party permanently. (There was actually a third woman who stumbled into the monastery, critically wounded to warn of the attack at the beginning, but we don't see her afterwards)
- Body Guard Babes: She and her platoon of Lionsguard female knights.
- Braids of Action: She wears her long blonde hair in a braid running down her back.
- Deadpan Snarker: Has some good moments of snark early on.
- Fire-Forged Friends: She had no reason to trust Ramza at first, yet he constantly proves his virtue to her by fighting for what's right and just. By the time she learns that he's a Beoulve, it doesn't matter to her what his name was and she follows him out of respect for his virtues.
- Guest-Star Party Member: Until she can join the team permanently.
- Hair of Gold, Heart of Gold: Though a woman, Agrias fits the connotations associated with males, as her knightly vows and honor take center stage.
- Knight In Shining Armour: As close as one can be in the setting. Agrias is one of the few completely noble characters in the game.
- Lady of War: Fits for sure, being a Action Girl who speaks just like any seasoned warrior would.
- The Lancer: Once she joins the group for sure, she's usually the one who supports Ramza on his choices. Her straightforward Holy Sword skillset also compliments his buff-focused Mettle rather nicely.
- Lightning Bruiser: With her good speed, health, and Holy Knight skills, Agrias is one of the best characters in the game. While she lacks a high attack stat, she can easily boost it with things like Attack Up, or other skills, and can easily stay strong the entire game.
- Magic Knight: Her "Holy Knight" skillset looks magickal... but is physical-based. However, she does start off invoking this trope with Black Magick as her default secondary skillset, and due to her gender, she has a high Faith stat by default, which lets her make good use of it. In fact, her best strength is being this; combine her Holy Knight class skills with skills from other classes like White Mage, and she can avert being left behind.
- Odd Friendship: Despite their difference in station, Agrias and Ovelia are truly good friends who understand each other surprisingly well.
- Overshadowed by Awesome: Cid has all her skills and more, though he is acquired much later in the game. Agrias does avert Can't Catch Up however thanks to her high Faith stat making her an incredibly good Magic Knight, something Cid lacks. She can also equip powerful female-only accessories that Cid cannot. Lastly, while Cid does learn all skills from the various Knight characters, Agrias has the best ones anyways.
- The Paladin: Agrias fits many elements of these. She's a warrior who fights for what is right, seeks to aid those who need it, and even fights using what is considered "Holy" attacks. Since she is female, she also has a high magick stat as well, which means she can serve as an excellent Combat Medic if the player dips into White Mage with her, making her as much of a traditional Final Fantasy Paladin as possible.
- Sugar-and-Ice Personality: Stern and a bit cold, but a friendly person who is very attached to those who earn her loyalty.
- Undying Loyalty: The PSP version in particular goes to great lengths in showing how loyal Agrias is to Ovelia. After seeing Ramza in action and how truly heroic he is, she also becomes loyal to him.
An engineer who gets caught up in the War of the Lions because he and his father discovered one of the Zodiac Stones. After resolving his issues with the Baert Trading Company, he decides to join Ramza's group out of gratitude. In the PSP version, he is revealed to have a crush on Agrias.
- Artificial Brilliance: The Machinist AI is absolutely genius, with priority given to disabling long-range hard-hitting units and then to taking out undead with Seal Evil if purchased.
- All Love Is Unrequited: He has a crush on Agrias, but she doesn't feel the same.
- Butt-Monkey: Watch the scene where Construct 8 beats him up. And the "Gift of the Magi" scene, where he's revealed to have a crush on Agrias that she doesn't seem to return. Mustadio's a very decent and pleasant sort, yet despite that and his talents, it seems the universe doesn't always favour him.
- Combat Pragmatist: His core ability is to snipe enemies' arms (to keep them from attacking) and legs (to keep them from moving). This works even on monsters that don't have arms and legs.
- Crutch Character: An odd case of this trope. He comes with a Romandan Pistol (firearms possess EPIC range) several fights before you can purchase guns for your own party, with Arm Shot (causes Disable) purchased and enough JP for either Leg Shot (causes Immobilize) or Seal Evil (causes Petrify on undead). The only thing stopping him from single-handedly fending off the fight he first appears in is the sheer number of enemies; the next fight has two Summoners that Mustadio prioritizes, and the fight after that has exactly one enemy that is not undead. As the story continues on, enemies start to acquire Contractual Boss Immunity, which limits Mustadio's usefulness against the main targets... but the number of fights that involve one boss on its own fighting the party can be counted on one hand, so Mustadio maintains his usefulnss.
- The Engineer: His unique class which focuses entirely on the handling of firearms.
- Friendly Sniper: The only guns in this era of Ivalice are pistols, so he doesn't use the trope's usual weapon, but with gun range compared to bow or crossbow range, he qualifies. And on the friendly side, the worst he ever does to anyone who doesn't deserve a shot (and a few people who do) is snark at them.
- Gadgeteer Genius: Machinists are people who work on the machines of Saint Ajora, and Mustadio is making fine progress in his trade throughout the game.
- Generation Xerox: Following in the footsteps of his father, the mechanist Besrudio Bunansa.
- Good Guns, Bad Guns: He uses Good guns. Contrasted with Barich, a Templar Knight who uses Bad guns.
- Guest-Star Party Member: Until he can join the party permanently.
- The Gunslinger: The Machinist skillset is referred to as "Aimed Shot", and it is one of only three job classes that can equip guns.
- Improbable Aiming Skills: His skills all revolved around this. He can shot an enemies arm and prevent them from fighting, or their legs to prevent them from running. And ghosts? He can seal them away with his shots!
- Required Party Member: Notably needed for several missions throughout Chapter 4; most specifically, to recruit most of the optional party members.
- Overshadowed by Awesome: In the port, Balthier thoroughly outclasses him, though is acquired much later.
- The Smart Guy: He's a Machinist, and able to fix a robot from the days of Saint Ajora; read 1200 years ago.
- Turn Undead: His Seal Evil skill will petrify any undead target it hits, with a much higher accuracy rating than his other aimed shots.
Cidolfus Orlandu (Orlandeau)
A Count serving under Duke Goltana, and stepfather to Olan Durai. Said to be the only one who Barbaneth completely trusted. He was accused by Delita of plotting with Church officials to overthrow Goltana, and was imprisoned. When Cid was rescued by Ramza, Delita murdered Goltana and an imposter dressed up like Cid, framing him. Also known as "Thunder God Cid".
- All Your Powers Combined: He has every otherwise-unique sword technique used by anyone else in the game.
- Aristocrats Are Evil: Subverted. He seems to be the only member of Goltana's staff who cares about what the war is doing to the people of Ivalice.
- BFS: His default class, Sword Saint, uses Knightswords. They're like swords, but... bigger.
- The Big Guy: Being the biggest powerhouse you can get in the game.
- Cool Sword: He starts off with Excalibur, a brutal golden knight's sword. He can also wield any sword, katana, or ninja blade, effectively giving him his choice of the game's entire selection of Cool Swords.
- Cool Old Guy: Pushing sixty, but still kicks more ass than the younger generation.
- Dark Is Not Evil: Wielding Gaffgarion's Fell Sword skills doesn't do anything to make him mean.
- Death Faked for You: Cid's look-alike purposely gets kidnapped and executed so Cid will not be persecuted.
- Light Is Good: He possesses Agrias's Holy Sword skills and is very much a good guy.
- Master of All: This is one of the main reasons why he is considered to be such a Game-Breaker: since his Holy Swordsman class is essentially three classes' worth of attacks rolled into one (three very good classes, at that), he can easily exploit enemy weaknesses regardless of situation and has the stats to back it up. If you put even the slightest effort into leveling him up, he can solo most maps.
- Number Two: To Duke Goltanna of the Southern Sky, until he gets framed for treachery and sentenced to execution.
- Royals Who Actually Do Something: He's a count, but also a tough-as-hell war vet from the Fifty Years War.
- Red Baron: "Thunder God Cid" (or "T.G. Cid" for short).
- Weaksauce Weakness: As powerful as he is in conventional combat, Cid has almost no resistance to Status Effects and, being male, can only equip accessories that make him immune to some of them, not all. The status effects he is vulnerable to include the ones that can One-Hit Kill him or, worse, cause him to FaceHeel Turn and apply his incredible damage output to you.
- You Remind Me of X: Tells Ramza that he is just like his father Barbaneth, who was Cid's good friend back in the day.
Rapha Galthena (Rafa)
A young girl who, with her brother Marach, was trained as an assassin by Duke Barrington after their parents were killed. (Yes, by him. What did you expect?) At first assigned to deal with Ramza & Co, she's the first to make the HeelFace Turn and come over to the party.
- Ambiguously Brown: Dark skinned and dark haired, her attire makes her look Middle Eastern. She's from a "distant land". note
- Death Seeker: In fairness, Elmdore had just stolen her chance for revenge against the man who killed her people and brother, and she likely felt that she didn't have anything left to live for. Once her brother is revived by the Zodiac Stone, she's relieved of her death wish and offers to join Ramza's party.
- Doomed Hometown: Barrington killed her parents and burned down her home village. She had her doubts about him for a good while (due to being brought up more cruelly than Marach), but his sexual abuse of her cemented her certainty.
- Status Effects: One of her Sky Mantra abilities, Celestial Void, has a chance to inflict a wide assortment of these.
- Guest-Star Party Member: Before she can join the party permanently.
- HeelFace Turn: She'd been working from Duke Barrington as an assassin, had just figured out that he'd killed her parents, and turned face. She'd just gone on the run when she first encountered Ramza.
- Meaningful Name: "Rapha" is a homophone of a Hebrew word which means "healing/to heal." Her wish is heard from the Zodiac Stone, which heals her brother Marach from a fatal bullet wound. This is notably the only time a Zodiac Stone is seen doing something of this nature in-story.
- Rape as Backstory: It's implied that Duke Barrington has been sexually abusing her since he destroyed their hometown. It gets even worse when you remember that she's only thirteen.
- The War of the Lions retranslation amps this up, but at the same time essentially confirms that he had not forced himself upon her (though he outright states he would eventually).
- Roaring Rampage of Revenge: When Marach takes the bullet for her, she's all set to kill Barrington for it... only for Elmdore to pop up out of nowhere and throw Barrington off a bridge (or rather, in this case, a roof). She then turns her pent-up anger on him, Celia, and Lettie.
- Tyke-Bomb: She was originally taken in by Barrington as a child specifically to be used as an assassin with her innate Sky Mantra abilities.
- You Killed My Father: And mother and everyone in her entire village. She finally demands this truth of Barrington in the climax of Chapter Three, and responds accordingly when he confesses.
Marach Galthena (Malak)
Rapha's older brother. Continues to serve Barrington until Rapha finally confronts him (Barrington) and he (Barrington) shoots her, leading to another Taking the Bullet moment. After that battle is concluded, the siblings join your party.
- Ambiguously Brown: Like his sister, brown haired and tan skinned.
- Back from the Dead: He dies trying to save his sister, but is revived by a Zodiac Stone.
- Doomed Hometown: Barrington killed his parents and burned down his home village. Unlike Rapha, he refused to even consider it until the truth stares at him in the face.
- HeelFace Turn: When he catches Rapha confronting Barrington about what he's done and hears the Duke confirm it... let's just say it took a bullet to stop him from destroying the Duke himself.
- My Master, Right or Wrong: Mostly because Barrington's been like a father to him; but once he finally realises how bad the man is, he turns on him.
- Locked Out of the Loop: Subverted in that Rapha did tell him Barrington's been basically raping her, he just didn't believe her until it hits him in the face.
- Spanner in the Works: Under Barrington's orders, he threatened to derail the Church's plans by taking Isilud and the kidnapped Alma to Riovanes. Ironically, this indirectly led to the decimation of Barrington's forces and eventual death of the man himself, the demon Belias's defeat at Ramza's hands... and Folmarv discovering that Alma was a suitable host for Ultima. Um, oops?
- Taking the Bullet: Literally, as he dives in front of Rapha as Barrington shoots her.
- Tyke-Bomb: He was originally taken in by Barrington as a child, specifically to be used as an assassin with his innate Nether Mantra abilities.
- Unwitting Pawn: He continued to work for Barrington, and was very reluctant to hear ill of him until he overheard Barrington confess to not only killing everyone in their home village but raping Rapha.
The daughter of the leader of the Knights Templar, she at first opposes the party because she believes that Ramza killed her brother, Isilud. Fortunately she comes to her senses upon seeing the Lucavi with her own eyes, realising that her daddy had willingly turned himself into a demon. Last name spelled "Tingel" on the PS1.
- Amazon Brigade: In the battle against her in Bervenia Free City, you'll notice her entire team is made up of women.
- Anti-Villain: She starts off sincerely believing that Ramza killed her brother for selfish ends, and acting accordingly.
- Big Sister Instinct: Isilud was her little brother, and learning that he was killed is what causes her to antagonize Ramza the first time they meet.
- Guest-Star Party Member: Directly before she joins for real.
- HeelFace Turn: Once she sees the Lucavi with her own eyes, she makes amends with Ramza as soon as they have time to breathe.
- Incorruptible Pure Pureness: Was given the Libra stone by Folmarv with the intention of turning her into a Lucavi. But as with her brother Isilud the demon inside couldn't call out to her because her heart was too pure.
- In the Hood: She wears a green cloak with the hood always on.
- Lightning Bruiser: Compared to Agrias, Meliadoul hits harder.
- Locked Out of the Loop: She's one of the few Knights Templar who isn't aware of the whole Lucavi thing, and is rightly horrified when she finds out.
- Overshadowed by Awesome: Like Agrias, Cid learns all of her abilities and more, but unlike Agrias, Meliadoul is recruited after Cid, eliminating any niche she may have had by having those skills earlier in the game. Worse, in the PS1 original her sword techs didn't work on monsters, making her nearly useless in a lot of random encounter battles.
- Roaring Rampage of Revenge: When she learns that her brother is dead and that Ramza is the top suspect, she enters one of these and aims it at Ramza. When she finds out what really happened, she aims it at the one who's really responsible.
- Useless Useful Spell: In the original release, her skills don't work on enemies lacking equipment - in other words, every non-human enemy in the game, plus anyone she's already hit four times. Thankfully, this was fixed in the War of the Lions release.
- You Killed My Father: She believes that Ramza killed her brother, and tries to exact the same price from him. Eventually she realizes that it was actually the work of her father.
A Squire in Gaffgarion's employ, and Ramza's associate in mercenary work. When Ramza chooses to go after Ovelia, he tags along.
- Flat Character: A generic unit who pretty much exists to make it clear that Gaffgarion and Ramza aren't just a two-man team.
- The Generic Guy: Not only is he a bland-named generic unit, he joins as the default class for newly-recruited generic units. Without getting any dialogue, he's left with this trope, and everything about his personality is inferred from the context in which it happens.
- HeelFace Turn: After Gaffgarion's betrayal, he chooses to join up with Ramza and company, although it's up to the player on whether to allow it.
- The Medic: During the opening battle at the start of the game, he serves as the healer. When he joins for proper at the start of Chapter 2, he's got enough progression in Chemist to access Black/White Mage.
- Punch-Clock Villain: Considering how he quickly sided with Ramza and co when Galgarion betrayed them, he can be presumed to be one of these.
- Who Names Their Kid "Dude"?: A 'lad' is an archaic term for a "young man". Given his characterization, it's possible this naming was completely intentional.note
Lavian & Alicia
Two Lionsguard knights under Agrias's command, assigned to the defence of Princess Ovelia. They join Ramza's party along with Agrias.
- Amazon Brigade: They and an unnamed third Knight fight alongside Agrias in defending Lady Ovelia. That was a full party of ladies before
- Bodyguard Babes: Lionsguard certified Bodyguard Babes defending a princess.
- Flat Character: A pair of generic units who exist to establish Agrias is a high-ranking member of the Lionsguard.
- The Generic Guy: Agrias mentions in War of the Lions that they're horrible at keeping secrets, but beyond that, they're just a pair of generic units.
- Required Party Member: To get the "Gift of the Magi" cutscene in War of the Lions and the useful item associated with it, you need to keep them both in your party.
- The Voiceless: Neither of them say a peep outside of quotes shared by generic characters.
A Chocobo originally belonging to Wiegraf Folles. Found a year later by Ramza's party, they join him in gratitude for being rescued from monsters.
- Early-Bird Cameo: Puns aside, he's first encountered during the Chapter 1 battle against Wiegraf, and when he goes down, he gets the Guest 'permanent circling birdies' rather than a countdown to crystallization. Early in Chapter 2 you then get a chance to save him from wild goblins.
- HeelFace Turn: Boco is first encountered as an enemy during the first battle against Wiegraf's team. He later joins you after you save him from Goblins.
- Lethal Joke Character: Like most monsters, chocobos have a fixed, limited moveset that means most players are like to either save Boco for the Bravery bonus or kill him for the experience bonus. However, Choco Cure is an area-of-effect non-Faith-based healing ability. With the number of herd-hitting enemies, a low-Faith party could certainly use a bird or two to serve as The Medic.
- Optional Party Member: You can choose to make saving him a priority, but if you don't you're quite free to kill him for experience.
- Shout-Out Theme Naming: Naturally, to Bartz' Chocobo of the same name.
- Team Pet: Serves as sort of a tutorial on keeping monsters as pets and using them in battles.
A member of The Knights Templar ("Temple Knights" in the PSX version) who fell in love with a hot young woman and is currently in search of her.
- Bait-and-Switch: At first, it's implied that the quest that Beowulf wants to join you on is to kill the Holy Dragon. It's only near the end of the dungeon that Beowulf reveals his intention is to save it or rather, her instead.
- Boring, but Practical: One of his innate skills is absurdly powerful against the final boss. He also has the "Chicken" debuff which is really useful for picking up rare items in the Bonus Dungeon.
- Defector from Decadence: He used to be a member of the Church of Glabados but defected due to his superior growing jealous of the fact that Beowulf garnered the love of Reis over him, and so marked him as a heretic. Even more important, given how he thanks Ramza for rescuing Reis by shoving the Aquarius auracite in his hands, means that he wasn't any Knight Templar, but one of the New Zodiac Braves. The same group of which Isilud, Meliadoul, Folmarv / Vormav and Wiegraf were part of. This tidbit is only revealed in the Chronicle option, but it shows how deep in the "decadence" part of this trope he was in, and still had none of it.
- Desperation Attack: His Shock/Vengeance deals more damage the lower Beowulf's health is, has the highest range of his attacks and is the only one that always works making a nearly dead or freshly revived Beowulf a very powerful unit.
- Lightning Bruiser: He's a bit faster and tougher than your average knight.
- Magic Knight: His Spellblade skillset is nearly a mirror of the Mystic's, just channeled through a sword, and his Templar class allows him to wear armour.
- Optional Party Member: Requires completing a hard-to-find sidequest to actually become a full party member.
A dragonyes, you read that rightwhom you can recruit. Her Dark and Troubled Past with Beowulf is fleshed out further in the PSP port: a jealous rival tried to Murder the Hypotenuse by turning him (Beowulf) into a dragon, but Reis Took The Bullet for him. In all versions of the game, you can revert her into human form.
- Ascended Extra: War of the Lions added a sidequest that gave Reis a backstory and explained how she become a dragon.
- Baleful Polymorph: She was turned into a holy dragon by a curse.
- The Beastmaster: Has Beast Tongue as an innate ability in her default class, and her skill set revolves around taming and buffing dragons.
- "Blind Idiot" Translation: Her "Dragon Breath" ability was translated as "Dragon Bracelet."
- Breath Weapon: Her attacks include breathing fire, ice, lightning, and holy power. They can be used even when she isn't a dragon.
- Crippling Overspecialization: Her "Dragon('s)" skills only work on dragons and are useless on any other unit. So unless you've got a dragon lying around in your party half her skills do nothing. Thankfully one of her skills allows you to recruit a dragon unit without fail if you should ever encounter one.
- Defeat Equals Friendship: One of her natural abilities, Tame, lets her recruit monsters into the party by critically injuring them.
- Dual Wielding: She can do this in her Dragonkin class, but it's not obvious, as the only weapons she can use at all are purses, which are two-handed (she can punch twice, though, or use a different weapon if she has the appropriate support ability.)
- Empathic Healer: She can forfeit her own HP to heal another, and cure status effects.
- Fire, Ice, Lightning: Can use dragon-breath attacks of these elements as a Holy Dragon, and still has them when you turn her back into a Dragonkin.
- Lethal Joke Character: Most of Reis skills only works on dragon enemies, and she can only use female-exclusive gear (which means a two-handed, random-damage weapon, headgear that provides status immunity at the cost of decent defense points, and no body armour); however, her Dragonkin class has better stat growth than Orlandeau's Sword Saint, including very high HP, and her Holy Breath skill is a One-Hit Kill if Reis has the Tynar Rouge equipped (which not only boost Holy-elemental attacks, but also grants permanent Protect, Shell and Haste status, making body armors obsolete).
- Optional Party Member: Twice, even. If you undertake the quest to restore her, you have to let her into the party again. Justified given you're inviting her in two separate forms.
- Thrice even in the PSP version, where the in the new sidequest to rescue her apparently Beowulf and Reis had left your party to live in Lionel, Beowulf recruits you and fights as a guest, and by the end of it you're prompted to recruit Beowulf and Reis yet again. Beoweulf even says that he's returning the favor by fighting with you. The amusing Gameplay and Story Segregation implication here is that if you didn't hear the rumor that activates the sidequest, Beowulf and Reis never decide to live happily no matter how many times you step into Lionel.
- Speaks Fluent Animal: Her innate ability Beast Tongue allows her to use Speechcraft commands on other monsters.
Construct 8 (Worker 8)
A robot of some sort, who joins the party after you figure out which of your collection of Plot Coupons powers him. His introduction is a notorious Funny Moment (mostly due to being one of few humourous scenes in the entire game), and after his activation he swears his loyalty to Ramza.
- Anti-Magic: Due to having zero Faith and innate Atheist* , magick cannot affect him, no exceptions. He's also incapable of using magick, but being a monster means that's not exceptionally abnormal.
- Cast from Hit Points: Each of his four special moves causes him to take a small amount of damage.
- Chest Blaster: He has this move where his torso opens up to reveal three cannons and he fires some kind of energy attack at an enemy.
- Energy Weapon: He can shoot them with the "Dispose" skill; they have very high range and are powerful to boot.
- Mighty Glacier: He has incredible strength, but he has very low speed and limited movement. Fortunately his "Dispose" attack has great range to make up for it.
- Optional Party Member: You have to have Mustadio in your party and find a Zodiac stone by doing a Treasure Hunt job in order to get him.
- Shout-Out: To the Iron Man/Iron Giant type of enemy seen in numerous Final Fantasy installments, though instead of a BFS, he has Frickin' Laser Beams.
- This Is a Drill: He has one move where he turns his arm into a drill.
- This Looks Like a Job for Aquaman: As strong and tough as he is, his low speed can potentially make it difficult using him over a faster unit. Unless you are in a battle with a Lucavi, then his immunity to magick lets him pretty much guarantee your victory.
- Useless Useful Spell: He has the ignore terrain and ignore weather abilities which allow the user to walk over water and wetlands like they are solid ground. But you'll never know this unless you check the game's code, because as a machine he cannot enter water or wetlands.
A monster that will join your party after defeating Zodiark/Elidibus at the end of the Deep Dungeon.
- Cast from Hit Points: Energize, which heals an ally for double the amount of HP Byblos loses when casting the spell.
- Desperation Attack: Has one like Beowulf but it has shorter range and doesn't consume MP.
- Enemy Mine: Teams up with you to take down Elidibus and a pack of Reavers (monsters that are simply Palette Swaps of Byblos). Presumably, given the time-frame during with the Byblos can be recruited, it joins with you to fight the Lucavi - though whether this is true - and if it is, then why - is never properly explained.
- Optional Party Member: It's recruitable after finishing the Bonus Dungeon, but only if the fight ends with him alive.
- Shout-Out: Byblos was originally a boss in Final Fantasy V.
A cameo character imported from Final Fantasy VII (which had just come out at the time of the PS1 release). He is accidentally summoned into Ivalice by Mustadio's father and then disappears until later, where he runs into a flower girl mysteriously named Aerith. If you help protect her from a group of thugs, he'll join your party.
- Awesome, but Impractical: The skillset of his Soldier class is called Limit, which is exactly what it sounds like - all of his Limit Breaks from Final Fantasy VII, plus a welcome-to-Ivalice bonus. The downside is, they function as an unpleasant cross between magick and an Archer's Aim; they target a tile rather than a unit and they have a charge time, and each Limit is slower than the previous. Most of them are on a comparable scale to Black and White Magicks, but Omnislash and Cherry Blossom are as slow as Bahamut and Meteor, respectively; without being able to target a unit, you'll be hard-pressed to hit an enemy without fencing it in with your other party members. Oh, and they can only be used if you find the materia blade, which can only be obtained in one map, is on a high point that requires higher than default jump to reach, AND needs the chemist's treasure find skill, meaning there's nothing specific that clues you in to the fact that the sword is on that particular panel. And to top it off, the sword is weaker than most endgame longswords, including one that you can simply purchase from one town.
- Fire, Ice, Lightning: Cherry Blossom, a new Limit introduced for Tactics, hits the target with flame, frost, and thunder in succession at an incredible damage rate.
- Lethal Joke Character: He's basically a Squire with magick that can't lock on, and is often dismissed as such. However, his Limits do not use MP and have 100% accuracy if there's a target in range. In particular, Finishing Touch is a status-inflicting skill with the speed of -ra level magick, which will inflict Petrify, Stop, or KO as long as the enemy is not immune to all three.
- Muscles Are Meaningless: Cloud's Limit skills calculate damage using either his MA or his/the target's remaining HP. Climhazzard in particular is a OHKO if used on a target that is down to 50% HP or less.
- Mythology Gag: Cloud can equip the three Ribbon-type headgears, equipment normally only accessible to women, likely as a reference to the famous crossdressing scene from his game of origin.
- Nerf: The rather obscene damage multipliers Limit skills use seem to have been dialed down a bit for the re-release.
- Overrated and Underleveled: Only on a meta level, as he's unknown in the story itself. However, as Cloud is the most well-known Final Fantasy character, anyone expecting the frontal-assault monster from other media is going to find themselves disappointed when they discover he's a Lethal Joke Character who starts at Lv. 1.
- Simultaneous Arcs: It's implied from Cloud's broken dialogue that his time in Ivalice takes place between his fall into the Lifestream from the North Crater and before he washes up on Mideel in Final Fantasy VII.
- Squishy Wizard: What Cloud ends up being for a while, until he's leveled up (the Soldier class gains stats on par with Ramza's Squire class, but can only equip Hats and Clothes). And despite appearances, Limit attacks are magickal, with unusually straightforward damage formulas based on remaining HP or Cloud's MA.
- Useless Useful Spell: If you don't restrict yourself to the faster Limits or have your other units fence in your target, this trope ensues.
Real name Ffamran mied Bunansa, Balthier was added to the PSP port as a second cameo, dropping in from Final Fantasy XII.
- Big Damn Heroes: Balthier saves Ramza in his introductory cutscene.
- Damned by Faint Praise: When a bunch of brutes set a trap for them, he accuses them of selling him short by calling him a thief rather than a sky pirate. From a storyline perspective, he's indicating that he's got bigger designs than common brigandry. From a gameplay perspective, his Plunder abilities are overall more like to be successful than the Thief's Steal abilities.
- Dynamic Entry: Makes his entrance by shooting a bunch of bounty hunters who were attacking Ramza.
- The Gunslinger: Like in his home game. Guns are his preferred weapons.
- Lightning Bruiser: He can equip armor, has decent strength and is as fast as a ninja.
- Optional Party Member: He's only recruitable via sidequest in the PSP port.
The main character of Final Fantasy Tactics A2, Luso only appears in the PSP port.
- Idiot Hero: In his introductory cutscene, he breaks his sword against a giant monster. Excused by his inexperience and age (after all, he is from a non-magickal world).
- Jack-of-All-Stats: His Game Hunter job is pretty much the same as Ramaza's enhanced Squire job, with the same exact stats, the same equipment options, and his Huntcraft skillset has all the same skills as Ramza's Guts/Mettle. The only difference is Game Hunter has the Poach/Secret Hunt skill innately, but Luso does not get the female MA bonus like Ramza does, so he can't use magic as well as Ramza can.
- Nice Hat
- Optional Party Member: He's only recruitable via sidequest in the PSP port.
- Tagalong Kid: Pretty much lampshaded when he joins Ramza's party, too! Not that Ramza minds, of course.
Like his good friend Ramza, Delita started off as a good natured cadet, ready to make Ivalice a better place. He wasn't as naive as Ramza, and he wasn't a member of nobility. He and his sister were looked down upon by Ramza's friends, and his sister's death at Fort Zeakden showed him how corrupt nobility were. Delita decided then and there that he would become king. He winds up joining all the major sides of the conflict, secretly manipulating them into destroying each other. He even manipulates Ramza into killing off Delita's uncontrollable opponents (who tend to be Lucavi).
Part of this plan involves rescuing Princess Ovelia, wooing her, and marrying his way into the throne. While this is successful, he may have actually fallen in love with her. Once Ramza ends the War of the Lions, Delita becomes King and Ivalice enters a brief golden era.
On the anniversary of their first encounter, Delita brings a bouquet of flowers to Queen Ovelia. Ovelia, paranoid that he manipulated her, their love was false and she has since expended her usefulness (and let's be honest, she may be entirely justified in this belief), lashes out at him with a dagger. He is stabbed, but manages to counter-stab her in self-defense (Word of God confirms she survived the stabbing, but died at a later date of unknown circumstances leaving Delita to rule alone). As he lays in front of her, Delita wonders if it was truly worth it.
- Aloof Ally: Technically he and Ramza are still working together, but Delita is not above using his best friend to achieve what he wants.
- Ambiguously Brown: Emphasis on ambiguous. In his character portrait and concept art (like the one seen here), his skin is not much darker than Ramza's, but his world map sprite is noticeably darker than everyone besides Rapha and Marach.
- Ambiguous Situation: How much DID Delita care for others? Did he hold affection for Ramza and Ovelia, or were they simply pawns to him? In the epilogue, Ovelia has come to the latter conclusion, and attempts to kill Delita before he gets the chance to kill her. Self-fulfilling prophecy or not, he does use apparently lethal force right away (though Word of God said she survived), though its quite clear he did so in self-defense. He does seem depressed about his situation afterwards, leaving it possible that he truly did care for them, or instead comes to a realization as he thinks he might be dying.
- And Now for Someone Completely Different: The War of the Lions edition adds two battles where you play as him defending Ovelia against attackers. Also serves of A Taste of Power with the access of all five Holy Sword skills and enough power to actually be a One-Man Army.
- Artificial Brilliance: During the fight in the Dorter slums, there are three Archers on the enemy team: one with a longbow (which gets a longer range at higher altitudes) on the highest rooftop, one with a crossbow on a lower rooftop, and one at ground level who seems to have forgotten his weapon. Delita and Argath will immediately climb after the bowman (Defending all the way, if they have the ability), corner him, and slice the daylights out of him.
- Beat Them at Their Own Game: After Tietra's death, decides that the only way to truly make a change in the world is to do this to the nobles.
- Byronic Hero: At best. He begins as a compassionate individual who only wanted to do the right thing for his country, but the death of his sister at the hands of a corrupt and uncaring aristocracy shattered his worldviews. He then goes on to become a scheming manipulator himself, playing the various factions of Ivalice against one another to rise through the ranks and become king, throwing many lives away in the name of his ambition to become the very thing he grew to resent.
- The Chessmaster: Everyone in Ivalice turns out to be either his pawn or a pawn he knocks down. Ovelia does not react well once she has some time to stew over this.
- Cynicism Catalyst: The unjust death of his little sister Tietra is ultimately the reason for everything he does after Part 1.
- Deuteragonist: The game is almost as much his story as it is Ramza's.
- Double Agent: More like a triple agent. He plays almost everyone in his quest to become king.
- Enemy Mine: He never opposes Ramza directly, but neither does he help him save for several conflicts during the main plot.
- Expy: To Vyce from Tactics Ogre due to being a childhood friend of the hero with slicked-back dark hair. He also secretly resents the hero. Even more so to the Chaos-route version of Vyse who tried to play different factions against each other. The difference is, Delita succeeds.
- Fake Ultimate Hero: 400 years after the War of the Lions, Delita is remembered as a Working-Class Hero who elevated himself as king of Ivalice while Ramza is, at best, relegated to a mere footnote in the history books with his only noteworthy trait being a heretic. In truth, Delita was a Manipulative Bastard who callously used many people in his quest to become king, be they noble, commoner or otherwise. The Church of Glabados, fearing the possibility of the Lucavi's existence being brought to light, redacted the history of the War to portray Delita as the hero and Ramza, arguably the true hero of the War, as a vile heretic to be forgotten.
- For Want of a Nail: When Ramza and Delita are first introduced, the only thing that separates them mechanically and storywise is that Ramza is a bastard while Delita was common born. Both are squires, are brave and honorable, and have younger sisters. Unfortunately, Tietra, as a commoner, wasn't worth anything to Argath. After her death, Delita and Ramza went on very different paths
- Guest-Star Party Member: For the entirety of Chapter One, and during several storyline battles after that.
- Heroic BSoD: Holding his dead sister, Delita is too grief stricken to notice or hear the ensuing explosion about to engulf him. When Ramza asks him about it later, Delita replies that she saved him.
- Hero of Another Story: Zigzagged. To the citizens of Ivalice, Delita is a figure of great repute, and everyone knows his name and what he did, whereas Ramza Beoulve was an obscure third son who disappeared into the Lion War and was never heard from again. But Final Fantasy Tactics focuses on Ramza, and on the ancient conspiracy he saved the world from, while Delita's Famed in Story adventures are reduced to highlights.
- He Who Fights Monsters: In his quest to change Ivalice for the death of his sister, Delita becomes very much the same type of person that led to the death of his sister; someone who callously throws lives away.
- Historical Hero Upgrade: To a debatable extent, but definitely there. Despite causing massive deaths and playing both sides of the war like a damn fiddle, Delita is remembered by Ivalice as a hero. In fairness, he did preside over a long peace afterwards and helped knit the realm together, partially because of his success at using the war to get rid of those who would oppose him. Any Well-Intentioned Extremist who manages to do good in the world gets this trope to a certain extent, and Delita is no exception.
- He left the Order of the Northern Sky after Tietra's death feeling like a black sheep in the noble Beoulve house. He ended up as the leader of the black sheep (or rather, Blackram) division of the Order of the Southern Sky.
- Also, in his few playable appearances after joining the Order of the Southern Sky (and his corresponding class change), his default weapon is the "Save The Queen" greatsword. Guess who ends up killing (or in light of the Word of God above, severly injuring) the queen (albeit in self-defense) in the epilogue?
- Lonely at the Top: Implied that this is how he feels in the end. After manipulating or killing virtually anyone close to him, Delita ends up alone.
- Meaningful Name: Somewhat obscured by Spell My Name with an "S", but another way to anglicize Delita's family name is "Heylel" - a Hebrew name usually translated as "Lucifer."
- Manipulative Bastard: Certainly, though he's a much less cruel and callous version than most. He manipulates everyone, including Ramza, into helping him get into into power while getting all of the corrupt people offed, whom he also manipulated.
- It comes back to bite him in the end. Ovelia, who had seen him manipulate and throw aside basically everyone, including his childhood friend, feels that it won't be long before he betrays her too, and thus stabs him making him stab her back in self defense. In the end, Delita has no one left he can trust.
- Pet the Dog: While it's ambiguous whether he loved Ovelia or not, he wasn't incapable of compassion even towards the end. Not only did he fake Cid's death so that Orlandeau could aid Ramza, he also spared Valmafra and allowed her to escape with Orran, despite that she'd been sent in by the Church to end him if he stepped out of line.
- Self-Made Man: He and his sister were poor and he had to work to where he got.
- Spanner in the Works: Many of the noble's plans might have worked if not for him
- Was It Really Worth It?: In the end, with Princess Ovelia wounded at his feet, all he can do is question what Ramza possibly got from his actions, realizing that he hates the position he worked so hard to finally gain.
- Who Needs Enemies?: Once he and Ramza part ways at the end of Chapter 1, he's not really Ramza's ally so much as he... informs Ramza which of his enemies Ramza might be interested in striking down.
- Xanatos Speed Chess: He's only one of several sides in the conflict, and manages to come out on top.
Princess Ovelia Atkascha
The princess of Ivalice, she is the daughter of King Denamda II and the half-sister of King Ondoria by a different mother. Due to their difference in age, she was adopted as the King's daughter after the death of his second son. After the birth of Prince Orinus, however, she was brought up by Duke Larg and sent to a monastery, where she met Alma Beoulve. Following this, she was later sent to study at Orbonne Monastery, to study under the elder Simon Penn-Lachish.
When the events of the game truly begin, Ovelia falls under the threat of becoming a political tool for the corrupt Ivalician nobility.
- Break the Cutie: Ovelia never hurt anyone, but life does its damndest to find ways to make her suffer. Then in a paranoid rage Ovelia attacks Delita with a knife, Delita stabs her retaliation.
- Distressed Damsel: The game starts with her being captured.
- Expy: Of Catiua from Tactics Ogre, both being princesses who are the key to ruling their war torn kingdoms. However, with Ovelia maybe being a random girl who was raised as Ovelia while Catiua is a Heroic Bastard who was adopted and raised as a commoner also makes Ovelia a Foil to Catiua. And ultimately, Catiua (in the good ending) becomes a beloved Queen while Ovelia becomes paranoid that her husband Delita plans to dispose of her and stabs him, getting stabbed and likely killed in return.
- Guest-Star Party Member: For several battles during Chapter Two. She has no offensive abilities but has some very strong supportive and healing magick. She also functions as a guest during the And Now for Someone Completely Different battles in the remake where Delita is playable.
- Hair of Gold, Heart of Gold: A stereotypical virtuous princess, though her innocence is used to manipulate her.
- Heroic BSoD: When Folmarv informs her that she's not the original Princess Ovelia, but a commoner raised up for that purpose.
- Nice Girl: She is absolutely pure-hearted, and would be hard-pressed to hurt anyone. Unfortunately, she's in Ivalice. And that presses her hard enough.
- Proper Lady: Of course an Ojou is proper. Hair of Gold, Heart of Gold hightlights it.
- Puppet King: What was intended for her by Goltanna. She eventually comes to fear Delita has the same interests, and things go badly when she acts on this belief.
- Rags to Royalty: According to Folmarv, she isn't the original Princess Ovelia, but a common girl adopted into nobility for use as a political tool.
The stepson of Cidolfus Orlandeau, Orran (Olan in the PS1 version) is an Astrologist who crosses paths with Ramza multiple times, during which the two aid one another. Despite his affiliation with the Southern Sky, Orran aims to do what is right and so investigates the Church of Glabados and the Lions War in order to seek out the truth.
- Ambiguously Brown: One of very few dark haired characters in the game, and his skin is paler than Rapha and Marach's, but darker than most other characters.
- Badass Bookworm: Galaxy Stop inflicts Don't Move, Don't Act, and Stop. And targets every enemy on the map. And has no MP cost! He'd be even more of a Game-Breaker than his infamously broken stepfather, if it weren't for him being a one-battle-only guest.
- Deadpan Snarker: In his introduction, just after being chased out of a building full of brigands.Orator: It don't do to have strangers sticking their noses in our little hideaway.Orran: Then mayhap you might hang a signboard above the door, so we would know this place for a den of thieves!
- Doomed Moral Victor: Although he's burned at the stake for writing the Durai Papers, his descendant Arazlam finally publishes them and clears Ramza (and Orran's) names.
- Foil: He's somewhere in the middle between Ramza and Delita - sometimes he acts as the go-between for the two of them.
- Guest-Star Party Member: For just one battle, though.
- Immune to Fate: His "Astrologist" class enables him to manipulate fate during the course of battle.
- Minor Major Character: Doesn't appear all that much, but he has a very important role in the plot.
- Screw the Rules, I'm Doing What's Right!: His decision to compose and (attempt at) publish the Durai Papers.
- Secret Keeper: If Ramza and Alma really were alive and appeared to him, this might have been their reason.
- He's also one of the only people who knew that Cid and Valmafra were alive, and the circumstances in which Delita faked their deaths.
- Spanner in the Works: If it weren't for him the truth about the Church and Ramza would never have been revealed. It does cost him his life but - as with Simon - the effect is implied to change the world for the better once the truth is finally revealed.
- Star Power: Implied, as he's an "astrologist".
- Time Stands Still: He Astrologist class gives him only a single unique spell... but it's Galaxy Stop / Celestial Stasis, which inflicts Stop, Immobilize and Disable on every single enemy on the board, for free.
Argath Thadalfus (Algus Sadalfas)
A young cadet from a noble family, he joins Ramza and Delita after they rescue him from the Death Corps/Corpse Brigade. Argath has an extreme dislike for those of common birth, and wonders why Ramza continues to hang out with Delita and Tietra. When it's clear Delita and Argath are not going to get along Ramza throws Argath out.
At Fort Zeakden, Argath breaks up a hostage situation by shooting and killing the hostage, Tietra. An enraged Delita and Ramza fight him there and take him down, after which the ensuing explosion seals his fate.
- Artificial Brilliance: During the fight in the Dorter slums, there are three Archers on the enemy team: one with a longbow (which gets a longer range at higher altitudes) on the highest rooftop, one with a crossbow on a lower rooftop, and one at ground level who seems to have forgotten his weapon. Argath and Delita will immediately climb after the bowman (Defending all the way, if they have the ability), corner him, and slice the daylights out of him.
- Back from the Dead: In War of the Lions, he is revived by the Lucavi as a Deathknight, which is basically an undead version of Gaffgarion's Fell Knight.
- Breakout Villain: Despite being a Hate Sink, Argath became one of the most popular characters in Tactics for just how blatantly hateable he is. In the War of the Lions edition of the game, he is brought back to life in chapter 4 just so you can kill him again, and he even appears as the final boss of the first stage of the Ivalice raid in Final Fantasy XIV so you can kill him yet again.
- Climax Boss: The final boss of Chapter One. Symbolically, fighting him is about bringing home everything you're supposed to hate about the nobility into the forefront.
- Combat Pragmatist: His shooting through Tietra to reach Gragoroth aside, his allies during the final boss fight with him are composed of male Knights and female Black Mages. On average, males have a higher default Bravery stat (which determines the probability of reaction abilities and a few other physical-oriented nuances), and females have a higher default Faith stat (which determines the potency of all human-cast magick). He also fights at range with a crossbow designed to blind its target, and has Auto-Potion to partially recover from whatever attacks manage to get past his range and shield.
- Freudian Excuse: He tells Ramza and Delita that his family was as powerful as the Beoulves before the 50 Years War, where his grandfather was captured and betrayed his comrades to save his life - he didn't get two steps out the enemy fortress before a squire killed him with an arrow. One soldier escaped and revealed his grandfather's treachery, leaving Argath's family's reputation in tatters (which is why he's a servant of Elmdore) and him wanting to restore their honor. Plus, there's this exchange when Ramza fights Hell Knight Argath in Chapter 4:Ramza: So, your soul is bartered as well. Your grandsire would be proud.Argath: How dare you! You, pampered and coddled from your earliest days! What do you know of our affairs? Of being made to toil for another's pleasure, near without reward? Being tred upon even by peasant filth, struggling endlessly to rise back to your feet - what do you know of this? I'll purge this kingdom of all who once dared look down on me! There is no place in the world for the meager!
- Guest-Star Party Member: For much of Chapter One.
- Hate Sink: Argath Thadalfus is easily the most reviled character in FFT, and may also be the most hated FF character period - but damn if it isn't goddamn fun to kick his pretentious little arse when you get the chance to do so. While at first he might look like he was going to have his sympathetic traits such as his Freudian Excuse, in a quick moment he shows extreme manner of bigotry and prejudice against commoners that his otherwise sympathetic traits are quickly swept under the rug and he became the character the players are supposed to hate just like how they don't like classism or Aristocrats Are Evil (or extreme Jerkass in his case), even in the presence of more rightfully despicable characters like Dycedarg or Folmarv, Argath stands out as the most hated of all and the developers know it. War of the Lions adds a storyline fight where he comes back as a Deathknight. You can still kick his ass. Not to mention you have the sweet, sweet knowledge that once you kill Argath in those battles, he's going straight to Hell.
- Complains about how he's been mistreated by those of the privileged elite even though he mistreated Delita and the main reason why he's dead. He also complains that Ramza saving him was because he wanted to use him for his own gain, but once Ramza lets him join the party, he becomes a butt-kisser until Ramza kicks him out, essentially doing to Ramza what he thought Ramza was going to do to him.
- As the quote under Freudian Excuse shows, he hates being seemingly taking advantage of because his grandfather made a stupid choice that was not his fault. Yet he sees nothing wrong with inflicting the same fate to commoners for no reason because he is "above them".
- I Want My Mommy!: After being resurrected as an undead and getting killed a second time, Argath's last act is to cry out for his mother.
- Impoverished Patrician: A rare unsympathetic example. His family name was dishonoured by his grandfather's cowardice, leaving his family in a state described as worse than that of commoners. Unfortunately, it doesn't change the way he acts in the slightest.
- Jerkass: Saying the line "Animals have no god!" to a member of a group fighting for the rights of war veterans simply because they are commoners really shows what kind of person he is. While he didn't seem very bad when he first appeared, he's always had a low opinion of low-born commoners, particularly due to his Freudian Excuse. This rears its ugly head during the fight with Milleuda - outright calling her and her fellow commoners "chattel" to their faces - and culminates in advising Ramza to not count on his brothers to prioritise rescuing Tietra because of her commoner status (with Delita in earshot).
- Jerkass Has a Point: Unpleasant as he is, he does have a point. Ramza's brother ultimately gave the order to fire through Teitra; if Argath didn't obey, he'd probably be executed for it. During his mid-battle rant he points out exactly how the system is set up, that Ramza would be used if he didn't suspect everyone. Ramza immediately calls him out on this however, as even if he does have a point, it does not excuse his actions nor remove him of his involvement in the system.
- Karmic Death: Argath kills Teitra and acts like he just swatted a fly. It's strongly implied that Delita is canonically the one who sent him to hell for it.
- Kick Them While They Are Down: His method of interrogation is to kick a Corpse Brigade soldier repeatedly while calling him an honourless "maggot". Later, he tries to goad Ramza into killing Milleuda when she's beaten.
- Morton's Fork: No matter how Ramza reacts to him being threatened by the Corpse Brigade, Argath thinks ill of him for it. If Ramza chooses to save his life, he accuses it of being so Ramza can use him; if defeating the Brigade is the main intent (with the intent of preventing them from having the chance to kill him, mind), he accuses Ramza of prioritizing his family name over a man's life.
- Shoot the Hostage: After Gragoroth takes Tietra hostage, he shoots her with a crossbow on Zalbaag's command.
- Small Role, Big Impact: He doesn't do much of anything other than being a fellow cadet to Ramza and Delita while showing just how bad nobles treat and view commoners. The moment he kills Tietra, it changes Ramza and Delita's view on class differences and the world forever and completely changes how they act.
- Smug Snake: He will always remind Ramza on how commoners are nothing but scum and that only nobles have the god given right to rule over them. Even when Delita and Ramza turn against him in the finale of the 1st chapter, he still acts like his way of thinking is the only way things will work.
- Starter Villain: He's essentially the final boss of the first chapter, though he is a minor player in the setting as a whole.
- Title Drop: Gives one for the title of the first part of the game, The Meager, in a speech that sums up the theme of the chapter.
- Ungrateful Bastard: Played according to Argath's personal bias - he shows gratitude towards Ramza for saving him and rescuing the Marquis, but doesn't extend this towards Delita, who is equally responsible for helping him (and maybe more so, depending on the option you choose in the battle). He also repays Delita by murdering his little sister and treating it as though he stepped on an ant. Even his apparent gratitude towards Ramza may be interpreted as sycophantic sucking up.
Goffard Gaffgarion (Gaff Gafgarion)
A one-time officer of the Eastern Sky during the Fifty Years' War, he was discharged for his use of barbaric tactics. Takes Ramza under his wing as a mercenary, during which time they are assigned the task of escorting the Princess. When she is kidnapped, Gafgarion initially refuses to search for her as it was not covered in their initial contract, but acquiesces to Ramza's desire to search for her and Delita. One of the few people to know Ramza's identity as a Beoulve before the pseudo-Reveal. (The audience already knows his identity but the present company didn't.)
In actuality he is an agent of Dycedarg, who appears from time to time to guide events and to try and convince Ramza to abandon his path and return to his brother's side. Is eventually defeated and slain by Ramza.
- Black Knight: Is in the unique Dark/Fell Knight class and is fought as a powerful boss character throughout chapter 2.
- Casting a Shadow: His Shadowblade (Night Sword in the PS1 version) is dark elemental and can absorb the target's HP equal to the damage dealt.
- Dark Is Evil: Morally ambiguous, actually, and that's putting it lightly. The man does seem interested enough in Ramza's welfare that he puts up with Ramza's painstaking idealism, but at the same time he's damn ruthless.
- The Dreaded: In the first fight of Chapter 2, the leader of the mercenaries hired to stop your team freaks out when he realizes he'll have to fight Gaffgarion, complaining that he's not being paid enough for this.
- Duel Boss: Downplayed. While the battle does start out with Ramza facing him alone, it is possible to have a magick user use a spell on the other side of the gate to hit him. Ramza can also pull the lever to open the gate so his allies can get inside and aid him directly.
- Even Evil Has Loved Ones: It's implied that he does care about Ramza to an extent (more than Ramza's own brother, even) - in the fight at Golgollada Gallows, Gaffgarion lies and tells Ramza that Dycedarg still wants him to come home in a last-ditch attempt to get Ramza to switch sides so Gaffgarion won't have to kill him, when in fact Dycedarg has callously written him off.
- Even Evil Has Standards: Subverted. While Gaffgarion doesn't exactly like committing cruel deeds, he still does so out of efficiency (as in the first battle). While he doesn't like what his employers are doing, he's shut off access to his own inherent morals to the point that he can do anything so long as he's compensated. It can be said that the only thing he believes to be 'good' and 'reliable' in the world is money, hence why he commits barbarity. When rebuffed, Gafgarion reaffirms that he has no problem with doing the job, though he did find Dycedarg's lack of feeling over the matter curious.
- Evil Mentor: He takes Ramza in as a fellow mercenary and teaches him how cruel the world can be while one must also be as ruthless to survive. Ramza's sense of justice and righteousness has him reject those ideals.
- Foil: Acts as one to Ramza's idealism when Delita is otherwise occupied. In their battles, if both are alive they will argue at length over idealism vs. cynicism.
- In the overall structure of the story, he's right at the Cynical end of the Sliding Scale of Idealism vs. Cynicism; Ramza's all the way on the other side, however ...
- Guest-Star Party Member: He joins Ramza in the game's first battle and in a few more battles at the start of chapter 2.
- I'm Cold... So Cold...: He utters this in the War of the Lions version upon dying.
- Life Drain: His most iconic ability, Shadowblade (Night Sword in the PS1 version), drains a massive amount of health from his target.
- Mana Drain: Duskblade (if you ever get the chance to have him learn it) deals damage to the targets MP and replenishes Gaffgarion equivalently.
- Only in It for the Money: The very reason he became a mercenary in the first place.
- Punch-Clock Villain: He doesn't really care about the larger political situation, and (obliquely) indicates that he thinks Dycedarg and Cardinal Delacroix are horrible people, to the point where one of them has to remind him to watch his tongue. Doesn't keep him from accepting their money, though.
- Recurring Boss: Fought three times during Chapter Two.
- Repetitive Name: His pre-War of the Lions name, Gaff Gafgarion.
- Shell-Shocked Veteran: Based on what players are told about the Fifty Years' War and some of the things he says to Ramza, it's almost a given that he saw some pretty messed up stuff during his military service.
- Silly Rabbit, Idealism Is for Kids!: In both the boss fights with him near the end of chapter 2, he and Ramza have extended arguments over Ramza's idealism.
The eldest of the Beoulve children and the lord of Eagrose Castle, which he took over after his father, Barbaneth Beoulve's, passing. He acts as one of the primary advisers to Duke Larg - his longtime friend since childhood - and is the one who orchestrates many of The White Lion's actions. At the beginning of the game, he comes across as a stern man but seems to genuinely care for his younger brothers and sister. However, he soon reveals himself to be very ruthless, and his actions towards the Corpse Brigade (such as corrupting Gustav Margriff to kidnap Marquis Elmdore) dishonour the Beoulve name - facts Ramza at first refuses to believe, but must confront when it culminates in him letting Tietra die at Ziekden rather than compromise, disillusioning Ramza greatly.
As the War of the Lions begins, Dycedarg plots with Larg to seize the throne of Ivalice. Ramza later suspects - and Zalbaag discovers for himself - that Dycedarg is probably the biggest monster in Ivalice - he murdered his own father purely for his own ambition, and later killed Larg when he got the chance. When confronted over these deeds, Ramza and Zalbaag fight and kill him, resulting in him merging with Adrammelech, one of the Lucavi. After disposing of Zalbaag, he turns his attentions on Ramza and is killed, sundering the Beoulve line and forever ending their influence within the nobility.
- Aloof Big Brother: He's quite cordial, even towards his family and more so than even Zalbaag.
- Ambition Is Evil: When you decide to kill even your longtime friend for power once the opportunity arises, then you know this trope is in play.
- Aristocrats Are Evil: Not so much "evil" as "Morally Ambiguous", as despite some of his actions he nonetheless carries a number of admirable qualities. This is what leads to Ramza trying to seek him out again for assistance at the beginning of Chapter Three. And then it turns out that yes - he plays this trope straight. Very straight!
- Asshole Victim: From his point of view his father was this, since he refused to claim the throne when the opportunity arose.His due I granted him, no more and no less.
- Blue Oni: To both Ramza and Zalbaag's Red - his speech is emphasised by rationale and a controlled temperament, as can be seen in his cordial manner and cool-headedness. Said rationality is, incidentally, shared by his half-sister Alma. Can't be a coincidence that both are suitable Lucavi hosts, now - can it?
- Demonic Possession: Contracts with and is possessed by the Lucavi Adrammelach.
- Dirty Coward: He fights against Zalbaag backed-up with five knights. Fortunately Ramza arrives in the nick of time to even the odds.
- Elemental Powers: As a Rune Knight, he has four high-level elemental powers.
- Emergency Transformation: Turns into Adrammelech after being mortally wounded during his battle against Ramza and Zalbaag.
- The Heavy: He is the villain responsible for most of the problems that start the plot.
- Humans Are the Real Monsters: Uniquely, his personality doesn't seem to change at all after contracting with Adrammelach. He's every bit as evil as any demon.
- Hypocrite: Has the gall to call Ramza a traitor despite having murdered his own father and his liege lord. Also, see Well-Intentioned Extremist below.
- Kick the Dog: Allowing Zalbaag and Argath to take whatever measure was necessary to end the Corpse Brigade, which led to Tietra's death.
- Magic Knight: His Rune Knight job gives him the Swordplay command of the Sword Saint which has access to both the Holy Knight's Holy Sword commands and the Divine Knights Unyielding Blade, but also the Magicks command of the Sorcerer's giving him access to -ga level magick.
- Mission Control: He's the one handing Ramza his assignments for much of Chapter 1.
- Moral Myopia: Dycedarg makes several quotes that are very self-contradicting of his character."What purpose do laws serve when even those who would enforce them choose not to pay them heed?""Is your intent to live up to your name - or to drag it with you through the mire?""To coddle them is to do them disservice, Your Grace. They need learn integrity.""Tietra is as a sister to me. I would never turn my back on her."
- Royals Who Actually Do Something: Though some of his actions are rather questionable to the Nth degree, in fact, he's still a very competent warrior, leader and diplomat - it was largely due to his effort that the peace treaties with Ordallia went so well.
- The Plan: He excels at concocting all sorts of schemes, which makes him valuable to Duke Larg. Of course, he's being used by Lord Folmarv.
- Power Hair: That fluff is bigger than his own head! The man in charge of the Beoulve's loyal certainly has the hair to declare it.
- Self-Made Orphan: It turns out he had his father poisoned.
- The Starscream: Poisons and then fatally stabs Duke Larg, intending to have the Beoulves rule Ivalice.
- Well-Intentioned Extremist: Played with. Paints himself as this once you battle him. His dialogue implies that he wants to maintain the aristocracy, with the Beoulve family at the helm, but as meritocracy, citing how Larg was entirely dependent on others to advance his own cause. At this point in the plot however we've seen him and his agents: kill his own father, kidnap a nobleman, kill a hostage (his half-sister best-friend), kill his Duke, kill his own brother and start a very bloody battle that was entirely avoidable and ultimately weakened his own position. By proxy he also tried to kill the Princess, his half-brother and a few sworn knights. Much of this was accomplished by, you guessed it, other people. Kinda detracts from his argument. He really only wants power, making him a Not-So-Well-Intentioned Extremist.
Zalbaag Beoulve (Zalbag)
Like Ramza, Zalbaag is noble and good-hearted, but is also dedicated to protecting his house and the White Lion through and through. This leads to him ordering Argath to shoot Tietra down in order to stop Gragoroth, an action which disillusions Ramza towards his brother immensely. Similarly, Zalbaag initially distrusts Ramza for his defection and, in a moment of anger, puts it down to his brother's commoner blood, though they later make amends.
When Ramza suspects that Dycedarg was responsible for Barbaneth/Balbanes' degrading health, Zalbaag investigates and learns Ramza is right. He goes to arrest Dycedarg (Ramza shows up to help) but after initially defeating him, Dycedarg transforms into Adrammelech and blasts Zalbaag in one strike (Or perhaps teleports him away for Hashmal to deal with?). Later, Ramza encounters Hashmal while exploring the family tomb. Hashmal stalls for time (and messes with Ramza) by bringing Zalbaag back as a vampire. Zalbaag announces that he cannot control himself and begs Ramza to kill him before he escapes and harms innocent lives.
- Big Brother Instinct: During the attack on Eagrose, Alma screams for his help. Zalbaag arrives from inside the castle not a second later, pries Alma loose from the Corpse Brigade member trying to take her, and one-shots him with a single sword blow. At which point Gragoroth decides continuing the operation isn't worth the trouble and hightails it out of there.
- Came Back Wrong: The Lucavi resurrect him as a vampire and sics him on Ramza.
- The Captain: As the direct commander of the Order of the Northern Sky.
- Dropped a Bridge on Him: He's unceremoniously killed by Adrammelech seconds after he shows up.
- Exact Eavesdropping: On his older brother Dycedarg where he learns Dycedarg poisoned their father.
- Fatal Flaw: Zalbaag's seeming classism led to him viewing Tietra as a necessary sacrifice to stop the Corpse Brigade, even though it earned him Delita's ire and Ramza's distrust - it appears to be his one major flaw which keeps him from being on par with Ramza in terms of honour, though he does express some regret about it much later on.
- Guest-Star Party Member: Fighting alongside Ramza in the battle against Dycedarg.
- I Cannot Self-Terminate: Begs Ramza to kill him after Folmarv revives him as an undead.
- I Did What I Had to Do: How he justifies himself after ordering Argath to shoot through Tietra, considering her sacrifice necessary.
- Kick the Dog: Ordering Argath to shoot through Tietra, who was essentially Zalbaag's surrogate little sister. Ramza calls him out on it when next they meet.
- Knight Templar: He's not an asshole like his brother, but he is willing to go far, enough to have an innocent teenage girl shot through to stop the Corpse Brigade.
- Mercy Kill: Subjected to this by Ramza, when he's brought back as a zombie.
- Our Vampires Are Different: Although Dycedarg vaporized him, Hashmal brought Zalbaag back to life as a vampire, conscious but unable to control his body
- Vampiric Draining: After Hashmal turns him into a vampire, his Item command is replaced with the Vampire command which has him bite and drink enemy blood to restore his own HP.
- Reasonable Authority Figure: He is pretty angry Ramza would suggest Dycedarg poisoned their father without proof. But he doesn't dismiss it out of hand and looks for evidence. Also, despite his morally questionable actions in "Chapter One", he's practically a saint compared to some of the fine gentlemen sitting on high seats of power in Ivalice.
- Blue Oni: To Ramza, most of the time.
- Red Oni: To Dycedarg, most definitely.
- Shoot the Hostage: Tells Argath to shoot through Tietra and get rid of Golagros/Gragoroth.
- Spell My Name with an "S": The original translation was "Zalbag", while the PSP rerelease opted for "Zalbaag" with an extra 'a'. Considering how minor the spelling change is, it doesn't catch as much flak as the other ones.
Duke Bestrald Larg
Liege lord of Gallione, Duke Larg is the brother of Queen Louveria and uncle to Prince Orinus. He's also a childhood friend of Dycedarg Beoulve, who is his most trusted advisor. He plots to have Princess Ovelia, his brother-in-law's adopted daughter, eliminated so that he might become regent through Prince Orinus.
- Aristocrats Are Evil: Though opinion varies on whether he or Duke Goltanna is worse.
- Bitch in Sheep's Clothing: He was at first very polite towards Ramza and Delita, commending them for their deeds and being very genial. Then by the end of Chapter One, his true colours were revealed.
- Et Tu, Brute?: He's eliminated by his own close friend Dycedarg, once-and-for-all cementing Dycedarg as irredeemable even without the Zodiac Stones.
- Even Evil Has Standards: He was shocked and horrified when Dycedarg revealed his treachery, and called him out on murdering his own father for power's sake.
- Evil Uncle: To Orinus, and to Ovelia (though for the latter, it's only by adoption).
- Manipulative Bastard: His and Dycedarg's plans for power involved, among other things, weakening and then destroying the Corpse Brigade in among the worst ways possible.
- Secret Keeper: He's one of the only people who knows that that Dycedarg poisoned his father Lord Barbaneth.
Duke Druksmald Goltanna
Ruler of Zeltennia, Duke Goltanna is the younger cousin of King Ondoria. Under his command are T.G. 'Thunder God' Cidolfas Orlandeau, a hero of the Fifty Years' War, and his agent Delita Heiral. He plots to depose Prince Orinus as heir, setting Princess Ovelia as Queen so that he might use her as a Puppet King and rule as regent.
- 0% Approval Rating: According to Delita, nobody mourned him.
- Adipose Rex: He's got quite an unsightly amount of weight.
- Aristocrats Are Evil: Though opinion varies on whether he or Duke Larg is worse.
- Asshole Victim: Between his willingness to starve his people to continue the war and the callousness he shows to his own subordinates, his death definitely has shades of this.
- Bad Boss: Doesn't give a rat's ass about the people's well-being, and was perfectly willing to send thousands of soldiers to certain death if it meant defeating Larg.
- Evil Uncle: To Ovelia and Orinus, though he's technically their second-cousin-once-removed (and for the former, only through adoption anyway).
- General Ripper: At least a borderline case, given that he wanted to destroy the Northern Sky at Fort Besselat even if he needed to order his men to march through the water Ramza had released through the Bethla Sluice and risk heavy casualties.
- Impaled with Extreme Prejudice: How he meets his end, thanks to Delita.
- Karmic Death: Considers commoners to be insects beneath his notice, to the point that he's infuriated when Orlandeau shows concern for them. He's killed by Delita, a commoner.
- Manipulative Bastard: He knows full well that Ovelia isn't really royalty, but a commoner used to replace the real Ovelia. It doesn't really matter to him, so long as he can use her to rule over Ivalice.
- Unwitting Pawn: Twice over - he's being used by the Lucavi to cause the deaths needed to advance their plans, and he's being used by Delita to maneuver his way to the throne.
- You Have Outlived Your Usefulness: Killed by Delita when the Lions War finally came to a fairly definitive end. Delita had always needed him eventually out of the way so that when he married Ovelia, he would become King and obtain ultimate power over Ivalice.
King Ondoria Atkascha III
The ruler of Ivalice when the game begins, Ondoria was regarded as a weak-willed man unlike his predecessor, and his poor leadership led, in part, to Ivalice's defeat during the Fifty Years War. He had two children with Queen Louveria - both sons - who each died at a young age. Not long after adopting his half-sister Ovelia as his daughter and possible heir, his wife bore him a son, Prince Orinus, which created conflict in the debate of a future heir for Ivalice.
When his already-poor health began to decline, the succession issue arose. His death sparked the War of the Lions.
- The Ghost: Character portrait aside, he never actually appears in the game proper.
- Inadequate Inheritor: The War of the Lions, and most of the problems that occur in the game, are directly or indirectly the result of his failure to live up to the standard set by his father.
Queen Louveria Atkascha
The wife of King Ondoria. After her husband's death, she plots with her brother - Duke Larg - to secure their control over the throne.
- The Ghost: Character portrait aside, she never actually appears in the game proper. Her actions are revealed over the course of the game in the Chronicle.
- God Save Us from the Queen!: She's one of many schemers whose plot to expand her power base in Ivalice leads to the War of the Lions. Her tyrannical behavior is what prompts many nobles to oppose her appointment of Larg as the Regent and side with Goltanna, going so far as accusing her son is not the King's actual son but product of an affair to justify removing her from the throne.
- Outliving One's Offspring: Before having Orinus, she had two baby sons with Ondoria, who both mysteriously died which many suspect her sons were poisoned by her rivals.
Prince Orinus Atkascha
- The Ghost: Character portrait aside, he never actually appears in the game proper.
- Mama's Baby, Papa's Maybe: This trope is part of the reason that starts the War of the Lions. Goltanna's supporters accused the Queen of having an affair with someone which therefore means Orinus is not King Ondoria's son, giving them a perfect excuse to put Ovelia on the throne while Goltanna himself ruling the kingdom as her Regent.
- Puppet King: What was intended for him by Larg.
Marquis Messam Elmdore de Limberry
A silver-haired noble and the liege lord of Limberry, Marquis Elmdore was a great hero of the Fifty Years War who fought fearlessly against his Ordallian opposition. Amongst his allies and friend he was called "The Silver Prince", but to his enemies he was "The Silver Ogre" - both due to his skill and tenacity. A devout member of the Church of Glabados, he was well-liked by the people of his territory despite his position.
When the Corpse Brigade's rebellion began to cause trouble, Elmdore was formally invited by Duke Bestrald Larg and Lord Dycedarg Beoulve to discuss options - unaware that this was a plot orchestrated by the Gallione nobles to weaken the Brigade from within, and was kidnapped by Gustav Margriff. His rescue - at the hands of Ramza Beoulve, Delita Heiral and his own manservant Argath Thadalfus - led to his being indebted to Larg and Beoulve.
When the War of the Lions broke out, Elmdore was mortally wounded in the Battle of Lesalia. Because he was holding the Gemini auracite, he became the host to the demon Zalera. Joining his Lucavi allies at Riovanes, he fought Ramza Beoulve briefly before goading him to Limberry to continue their conflict. There he fought Ramza for a time before becoming Zalera, but was defeated due to a joint effort between Ramza and Meliadoul Tengille, and killed for good.
- Badass in Distress: Saving him from the Corpse Brigade is one of the first things Ramza accomplishes in the story.
- Bishōnen: As to be expected from a Sephiroth expy.
- Deal with the Devil: Mortally wounded during the Battle of Lesalia, he was clinging to the Gemini auracite and made a deal with Zalera to survive, thus becoming a Lucavi host.
- Expy: Invokes a certain other silver-haired Bishōnen who started with good publicity and praise as a hero of his country. Up to and including his near-death experience, gaining supernatural powers and becoming psychotically evil. As well as a certain katana and a certain suit of armor.
- Flat Character: Not much is known about his personality prior to merging with the Lucavi demon Zalera.
- Necromancer: He's strongly associated with undeath. The lake surrounding his castle is haunted by vengeful spirits, he summons a variety of undead opponents during his last battle, and in the port he revived Argath as a zombie.
- One-Winged Angel: Transforms into Zalera when Ramza corners him.
- Red Baron: "The Silver Prince" to his allies; "The Silver Demon" to his enemies.
- Unwitting Pawn: His kidnapping by the Corpse Brigade was part of Dycedarg and Larg's plans.
Grand Duke Gerrith Barrington
The ruler of Riovanes, Barrington is the adoptive father of Rapha and Marach, assassins under his command who he raised after their hometown was destroyed (by him, of course). His forces briefly opposed Ramza during Chapter 3 before Rapha defected, and after his killing of Marach, he was offed from behind by Zalera (found to be possessing Marquis Elmdore at the time).
- Abusive Parents: To Rapha and Marach.
- Aristocrats Are Evil: For a minor villain, he even puts both Larg and Goltana to shame with his sheer depravity.
- Bait-and-Switch Boss: Just as it looks like you're about to take him on, Lettie throws him off a roof.
- Big Bad Wannabe: To his credit, Barrington realizes very quickly that the War of the Lions is just a sideshow to the real plot (the Lucavi invasion) and tries to form an alliance with the Knights Templar. However, he has absolutely nothing to offer them.
- Bitch in Sheep's Clothing: For Marach, who was shocked to realise just how evil this guy is.
- Disney Villain Death: Dies by being throws him off his castle roof.
- Dropped a Bridge on Him: A very satisfying one, too - getting thrown off his own castle roof.
- Evil Gloating: He taunts Rapha about his destruction of her village and his sexual abuse of her. Didn't think to make sure Marach wasn't listening before he did, though.
- Evil Mentor: To Rapha and Marach, who he trained as assassins from a young age.
- Nice Job Fixing It, Villain!: Marach was in denial about Barrington's villainy... until he heard the Duke boasting about it.
- Red Baron: He's known as the "King of the Forge" for his extensive investment in firearms and combatants, including mages and assassins.
- The Unfought: In fairness, his enormous girth makes it unlikely he'd have been a tough opponent, although since he was wielding a gun he might've been a challenge.
A wise and kind elder who oversees the Orbonne Monastery. He looks after Alma and Ovelia at various points in the game. It later turns out that he's dedicated his life to translating the Germonique Scriptures.
- Defector from Decadence: Member of the church but does not join the Church in their questionable acts.
- Good Shepherd: The only unambiguously-good member of the Church shown.
- Innocent Bystander: There was no reason for Isilud to kill him besides maybe being in the way.
- Minor Major Character: Not a major player, but he is important in revealing the truth in the Germonique Scriptures.
- Nice Guy: A very kind and wise man indeed, and the only shown member of the Church to be unambiguously good.
- Parental Substitute: To Ovelia, given he practically raised her during her time at the convent. He also treats Ramza and Alma like his own, as well.
- Small Role, Big Impact: His research of the Scriptures reveals the truth about Saint Ajora's lack of divinity.
- Spanner in the Works: If he hadn't retired to Orbonne due to his greater interest in reading old texts (as opposed to passing the Church's judgement), he would never have translated the Scriptures of Germonique, which revealed the truth about Ajora to Ramza and which was eventually revealed to the world by Arazlam Durai, exposing the long-lived lies of the Church of Glabados.
High Confessor Marcel Funebris (Marge Funeral)
The High Confessor of Ivalice, and elderly leader of the Church of Glabados. He does not appear very often in the game, but plays an active part in the plot of the story. He pits the White and Black Lions against one another during the game, thinking he is the mastermind. Of course, there is another behind him.
- Alas, Poor Villain: You wouldn't expect it considering all the crap he pulled during the Lions War, but when he lays dying and finds himself at Ramza's mercy, the fact that he simply asks the "heretic" to stop the true villains must count for something.
- Beard of Evil: Well, he's evil and he has a beard. Actually he's got a long grey wizard's beard, which according to Good Hair, Evil Hair actually ranks as one of the 'goodest' beards.
- Big Bad: Subverted. As the man behind the Zodiac Braves and the Lion War, Ramza spends some time thinking he's this. Ramza's not wrong, exactly, but it's more complicated than that.
- Big Bad Wannabe: He thinks he's running the Lion War, and to a certain extent he is, but Folmarv is a lot more powerful and dangerous, and the civil war between the nobility is a sideshow to the real events of the game.
- The Chessmaster: His plan was to instigate war between the Nobles. The war would drag on and weaken both sides while the peasants would grow to loathe the nobles more and more, and eventually they would unite behind the Church, who would then use superior military might to force the nobles to sue for peace. He recreated the Zodiac Braves to inspire the faith of the peasants. Pity he didn't know that the Zodiac Stones channeled demons, or that Folmarv was a Dragon with an Agenda...
- Evil Old Folks: He's knowingly responsible for a lot of deaths, and he's in his 80s.
- Meaningful Name: Averted. His name in the PS version was Marge Funeral, which would have been a fitting name for someone responsible for as many deaths as he was if it weren't a translation error.
- Minor Major Character: Only makes one on-screen appearance, but his offscreen actions drive a lot of the plot.
- Sinister Minister: Presumably, given his agenda, though he's never seen preaching.
- The Unfought: Loffrey takes him down before Ramza ever gets to fight him.
- Well-Intentioned Extremist: Probably perceives (or at least mentally justifies) his actions as such, as his long term plan is to take power away from the Knights and end the war that's killing everyone. He certainly wasn't in the know about the demons.
- You Have Outlived Your Usefulness: Once Ramza gets too close, Folmarv decides it's better to just torture him for the location of the portal to the Necrohol, and then has Loffrey execute him.
Cardinal Alphonse Delacroix
Cardinal of the Church of Glabados in Ivalice and the lord sovereign of Lionel Castle, Delacroix is the second-in-command of the Church and a war veteran of the Fifty Years War. During Chapter Two, the party comes to him for assistance with protecting Ovelia due to the Church's neutrality from the matters of nobles, and he kindly offers his support. Unbeknownst to the party at the time, the Church has its own plans and Delacroix - as a high-ranking lord - is privy to them. Such plans include hiring the Baert Company to hinder Mustadio back in Gulg, kidnapping Ovelia, and trying to have Agrias eliminated so that she is removed from the princess's side.
It eventually turns out that Delacroix is the human host of one of the Lucavi demons - Cúchulainn, the Impure. Killing him sets Ramza's ultimate fate for the historic records and sets in motion the true plot behind the events of the story.
- Bitch in Sheep's Clothing: He seems very nice when you first meet him, agreeing to take Princess Ovelia into his care and send people to help Mustadio's father. Then Ramza and Mustadio get to Goug, and it turns out this guy is in league with Duke Larg.
- Climax Boss: As Cúchulainn, he serves as the climactic boss of chapter 2 - the first Lucavi, and the first "real" boss you fight, with powers far beyond anything you've encountered before.
- Demonic Possession: By a Lucavi, although it seems to be willing.
- Fat Bastard: Delacroix is noticeably heavyset, and the Lucavi possessing him is the rotund, gluttonous Cúchulainn; both of them are horrible people working to cause war and suffering to advance their goals.
- The Lost Lenore: It's implied through his detailed character bio in-game that Delacroix turned to the power of the Lucavi because he couldn't handle the grief of losing his wife.
- Meaningful Name: "De la Croix" is French for "of the Cross", while "Alphonse" means "eager" or "noble". Therefore, his name means "Noble of the Cross", fitting his position as a Cardinal.
- Not-So-Well-Intentioned Extremist: When you meet him at the end of Chapter 2, he gives a speech of this nature to try and convince you that his goal is to make the world a better place regardless of cost. When Ramza shoots him down, he immediately turns into a Lucavi, revealing that it was all a lie and his real goals are far more horrific.
- One-Winged Angel: Doesn't even try to fight in his own body, he goes straight for releasing the Lucavi.
- Sinister Minister: Although he presents himself as a kindly priest disinterested in politics, then tries to present himself as a Well-Intentioned Extremist focused on the greater good once that's exposed, his real self bargains with demons for power and wants to plunge the world into an age of darkness.
- Wham Shot: His transformation into Cúchulainn, the Impure, which comes almost out of nowhere; it's the first hint you get of what's really going on. Up until that point it seemed like he was a Well-Intentioned Extremist at best or a politically-corrupt Cardinal seeking power at worst, and the overarching plot seemed to be about purely human power-struggles. Nope, he's struck a literal Deal with the Devil for power, and his transformation hints at who's really running things behind the scenes.
- You Have Failed Me: Knifes Ludovich Baert for failing to recover the Zodiac Stones in Gulg.
Confessor Zalmour Lucianada
A Confessor in the employ of the Church of Glabados. He comes into conflict with Ramza after he kills Delacroix and becomes a heretic.
- Anti-Villain: He really does believe that Ramza is a deadly murderous heretic and wants to bring him to justice.
- Cool Old Guy: Or he would be, if he wasn't trying to kill you. Unlike many members of the Church, he doesn't actually come across as evil and is really only doing his job. Ramza even expresses regret and reluctance at having to fight him.
- Face Death with Dignity: Spends his last breath praying that someone or something finishes the job he failed to do.
- Inspector Javert: Zalmour is completely out of the loop with regards to the Lucavi, but he knows Ramza killed the Cardinal.
- Judge, Jury, and Executioner: His job as a Confessor - it's noted that to be so much as accused by him is essentially a death sentence.
- Kangaroo Court: Tries Ramza in absentia for the death of Cardinal Delacroix. Even before then, it's made clear that being accused of heresy by Zalmour is as good as getting convicted.
- Knight Templar: Ironically not his profession, but he does his (fundamentally good) job with fanatical ruthlessness...
- The Medic: One of the reasons this guy is such a pain to fight is because he's loaded with white magic skill and can heal his henchmen almost as fast as you damage them. In some fights he'll even cast Life2 on them once they've fallen. He also has automatic regen and Move-->HP for himself, so damage done to him tends not to stick.
- Squishy Wizard: Averted. His job class is Celebrant, which is basically a White Mage with access to some better weapons - and much better base hitpoints. He doesn't have much raw defense, but between his hitpoints and numerous healing abilities he can take quite a beating before he runs out of MP.
- Recurring Boss: Fought 3 times.
A young sorceress and an agent of the Church of Glabados, she was sent to accompany Delita Heiral and assist him during his infiltration of the Order of the Southern Sky. Apparently loyal to him by accompanying him on all his missions, she nonetheless develops a great degree of respect for him during their time working together.
- Action Survivor: One of few named characters not to be shown dead by the end of the game.
- Double Agent: The Church assigns her to help Delita, but also to spy on him and make sure he's not working against them.
- Faking the Dead: Delita faked her death and allowed her and Orran to escape at the climax of the war
- The Mole: Along with Delita. And to Delita as well, as she was ordered to kill him if he actually joined the Black Lion or betrayed the Church (though she ultimately couldn't bring herself to do so).
- Tongue Trauma: Delita is implied to have cut her tongue.
The Knights Templar
Associated Tropes represented by multiple members:
- Demonic Possession: Most of them, although Isilud was too good of heart and whichever demon would have been behind the Pisces stone couldn't possess him.
- The Man Behind the Man: Folmarv being an example of when the Man Behind The Man is masquerading as someone lower in the evil hierarchy.
- Recurring Boss: In fact, Isilud is the only one you fight once!
The leader of the Knights Templar branch of the church. He makes occasional appearances throughout the first half of the game, but does not become important until later in the story. His children, Isilud and Meliadoul, serve under him. He is actually possessed by Hashmal, the second-in-command of the Lucavi.
- Abusive Parents: Tried to get both of his kids possessed by Lucavi.
- Archnemesis Dad: To Meliadoul, once she realizes he's a Lucavi and killed Isilud.
- Chekhov's Gunman: His debut appearance is rather low-key, as a man hiring a group of mercenaries to kill Ramza and his allies (while he was under Gaffgarion's employ). Then he returned near the end of Chapter Two and proved he's more important than we originally thought.
- The Chessmaster: Plays everybody, from the Church to the Orders of the Northern and Southern Skies.
- Cowardly Boss: Infamously so... he tends to teleport away whenever he's weakened in battle.
- Demonic Possession: Courtesy of Hashmal. Unlike most other Lucavi, however, he's already been long past possessed by the time the game starts.
- The Dragon: You spend a lot of the game thinking he's this to Marcel Funebris, but he's really the dragon to Ultima.
- Eviler Than Thou: His boss is, while a wicked Sinister Minister, a Well-Intentioned Extremist ultimately trying to make Ivalice a better place. Folmarv is the commander of the demonic Lucavi. He proves to be The Starscream and trivially casts down Marcel.
- Evil Old Folks: Though he's not that old - just 49 - he's still middle-aged, and thus older than most adversaries fought in-game.
- The Heavy: He is the one orchestrating the events of the game. Although he is technically the second-in-command of the Lucavi, he is the acting leader in the absense of Ultima, who isn't around to do anything until the end.
- Knight Templar: Besides it being his occupation, he seems a strong adherent of this. Heck, his Lucavi title upon merging with Hashmal - "Bringer Of Order" - is really blatant!)
- The Man Behind the Man: He manipulated everyone for the Lucavi's ends, and is the other man (aside from Dycedarg) responsible for most of the game's events.
- Manipulative Bastard: Not only does he manipulate pretty much everyone he interacts with, but he's manipulating pretty much everyone through his manipulation of Marcel Funebris.
- Not Worth Killing: He manipulates Ramza to his benefit a couple of times, only to ignore him when he is of no use and does not spare much effort to get rid of him. This comes to bite him in the ass at the end, as it turns the guy whos been carving a path through hordes of demon corpses is actually dangerous.
- Offing the Offspring: During the Battle at Riovanes, he transforms into Hashmal and, when Isilud tries to stop him, murders him. He later tries to do the same to Meliadoul.
- One-Winged Angel: Transforms into Hashmal when Ramza catches up to him in the Airship Graveyard.
- The Starscream: When he reveals his true nature to Funebris, followed by Loffrey killing the old man.
- Villains Act, Heroes React: He drives the plot forward but Ramza never initiates battle against him, only follows in his wake.
- Would Hurt a Child: He would have killed Alma had she not been Ultima's host. Even then, he has no problem punching her in the guts.
Wiegraf starts off as the founder and leader of the Death Corps/Corpse Brigade, a paramilitary organised formed from disgruntled war veterans of the Fifty Years War. The group was founded as a an effort to revolt against the nobility until their demands for compensation - regarding their sacrifices during the conflict - are met and addressed. However, although Wiegraf is an honourable man with high morals and standards, his opposition, the nobility, is not, with their plots throwing wrenches into his plans and eventually bringing down his forces. When he learns that Ramza killed his sister Miluda in battle, he swears revenge but fails to defeat Ramza, though before departing to continue his attempt at stopping Dycedarg and Larg he warns Ramza of the futility of his idealism.
A year later, a more jaded Wiegraf is hired by the Church, who convince him that despite their methods being different they both want the same goal - peace for Ivalice. During this time, Wiegraf eventually lays a trap for Ramza by travelling to Orbonne Monastery with Isilud Tengille to kidnap Ramza's sister, luring Ramza to his location. Ramza proves quite capable and defeats him a second time. As he lies wounded - possibly mortally - Wiegraf's Zodiac Stone speaks to him, offering him vast amounts of power. Not realising the true nature of the stones, Wiegraf accepts and becomes possessed by the Lucavi Belias, losing his humanity and now wanting nothing more than to torture and kill Ramza For the Evulz. At Riovanes castle, Wiegraf ambushes Ramza and duels him alone. After his third defeat, he drops his Gameface and becomes Belias. Joined by his allies, Ramza defeats and kills Belias, ending the Lucavi and putting Wiegraf's restless soul to peace at last.
- Alas, Poor Villain: Wiegraf's steady fall from grace is quite sad to witness, and then he accepts a Deal with the Devil, completely destroying the just man he once was.
- Amazon Brigade: His backup for two of his three fights is composed solely of women.
- Anti-Villain: Starts off as this in Chapter 1, being a commoner who wants commoners to not be treated like trash by stuck-up nobles like Argath. Then the church enlists him as an Unwitting Pawn, and it just gets worse from there.
- Arch-Enemy: He's Ramza's most commonly-recurring, dedicated and personal adversary.
- "Blind Idiot" Translation: Wiegraf's name was almost certainly supposed to be Wiglaf, since his first sprite is almost identical to Beowulf's sprite, and Wiglaf is a major character in Beowulf. However, Wiegraf was kept for War of the Lions.
- Cynicism Catalyst: Milleuda's death was his Start of Darkness, though it wasn't until about a year later that he actually fell to the Dark Side.
- The Dark Side Will Make You Forget: Once he is possessed by Belias, he quits caring about Milleuda's death and only wants "to hear the screams of humans."
- Deal with the Devil: As he lies dying, the Zodiac stone offers to save his life for a price. He accepts, and is possessed by Belias.
- Duel Boss: Fights Ramza one-on-one during the Riovanes Castle series of battles.
- FaceHeel Turn: He was never on your side, but he was definitely a "Face" until he joined the Church.
- Fallen Hero: Like Delita, his sister's death completely changed him. Unlike Delita, this change was for the worse, going from a noble man to a Lucavi host.
- The Fettered: In his first appearance, he purges Gustav and lets the Marquis go because he will not resort to kidnapping; he wants to force the Crown to pay the Corpse Brigade their rightful due, not just pay them a ransom and be done.
- That only makes seeing just how far Wiegraf has fallen even harder; in Chapter 3, he has Isilud kidnap Alma, Ramza's sister.
- Foil: To Ramza, but even more so to Delita - he has a younger sister who perishes, leading to his working at gaining revenge and in the process muddying the moral-waters (he's also, like Delita, common-born). Wiegraf's purpose is to provide a unique perspective that contrasts both younger men (partly from being their senior and more jaded to begin with), and he's a major antagonistic force to Ramza for much of the game.
- Hero Antagonist: As leader of the Corpse Brigade, he's far more honorable than his noble adversaries and probably morally superior to Ramza, all in all. He leads a group of veterans in a rebellion to receive their proper due, but even then will not resort to kidnapping and ransom. Sadly, after his defeat, his morality gradually slips downhill.
- Jumping Off the Slippery Slope: He started to compromise some of his ideals by joining the Church's efforts, and then abandoned them completely when he gave himself to Lucavi. Ramza calls him out on this.
- La Résistance: Leader of the Corpse Brigade, a veterans' army rebelling against the Crown to win their due.
- One-Winged Angel: During the final battle against him, he transforms into Belias after taking enough damage; only then does the rest of your selected party join the fray.
- Recurring Boss: With four fights against him in total, Wiegraf is FFT's best example of this trope.
- Starter Villain: Subverted - he looks like he'll be dealt with during Chapter One, but he survives beyond that point and becomes a major adversary later on.
- Worthy Opponent: To Ramza - who comes to recognize it further down the line, having reflected on Wiegraf's dedication to his ideals. Sadly, Wiegraf's disillusionment eventually led to him defying those same principles, and when he finally fell under Lucavi possession, to put his soul to rest, Ramza had to kill him outright.
- Wiegraf himself regards Ramza as this, specifically warning his troops not to underestimate Ramza during their second encounter, having lost to him a year prior.
Isilud Tengille (Izlude Tingel)
Meliadoul's little brother and Folmarv's son, he's a member of the Knights Templar branch of the Church like his father and sister. He's sent to kidnap Alma at Orbonne Monastery and succeeds, taking her to Riovanes. There, he witnesses his father transform into a demon before his eyes, after which he attempts to fight back. He is mortally wounded by Hashmal, after which Alma is discovered to be a suitable host for Ultima and is taken by Folmarv.
- Abusive Parents: We don't know what his relationship with his father Folmarv was before the Zodiac Stones got involved, but we do see Folmarv bash him across the face for making a mistake.
- HeelFace Door-Slam: Right in the grey area between this and a proper HeelFace Turn actually. When he realizes that his father is possessed by a demon, he actually tries to stop him and is killed for his effort.
- Incorruptible Pure Pureness: Was given the Pisces stone by Folmarv with the intention of turning him into a Lucavi, but his heart was too pure for the demon inside to call out to him.
- Kick the Dog: He does kill Simon ruthlessly.
- Let Them Die Happy: Alma lets him pass away peacefully, telling him she saw Ramza slay the demon Hashmal.
- Obliviously Evil: As one of the Knights Templar, he genuinely thinks he's on the right side of things, right up until he finds out about the Lucavi the hard way.
- Unwitting Pawn: Hadn't been taught about the whole demonic possession aspect of being a Knight Templar yet.
- Well-Intentioned Extremist: Unlike his brethren he honestly believes the Zodiac stones to be holy relics and truly believes his actions are for the betterment of the country.
Loffrey Wodring (Rofel)
A cowled Templar skilled in both swordplay and magicks. He appears to be the primary negotiator for the Templars, recruiting Wiegraf and passing the Capricorn Stone to Dycedarg.
- Deal with the Devil: Heavily implied, either with a demon like Celia and Lettie, or the Time God Zomal.
- The Dragon: Though not the penultimate boss, he is physically the strongest and for many players the most challenging boss of the end game.
- Kick the Dog: His brutal impaling of Funebris.
Cletienne Duroi (Kletian Drowa)
Another member of the Knights Templar. Despite wearing armor he's not a swordsman but the most powerful magician in the game. He is a close associate of Folmarv's.
- Awesome, but Impractical: His Sorceror job class. Having access to every magic in the game sounds great, but magic is rather underpowered in FFT and while Folmarv and Loffrey decimate you with their Unyielding Blade skills, Cletienne will spend most of his time charging a magic spell that does a fraction of the damage either of them do at will if he actually manages to cast it.
- Ascended Extra: In the original, he did nothing but accompany Folmarv and Loffrey in a couple battles. In War of the Lions, he gets a battle to himself and enough dialogue to show a little bit of personality.
- Cutscene Power to the Max: In the cutscene before his battle, he freezes Ramza in place with "a time magick of (his) own fabrication", and only Meliadoul's intervention saves Ramza. Nowhere else does he display this kind of power.
- Dark Is Evil: Aside from being one of the few dark haired characters in the game and unambiguously evil, during the last battle against him he can cast Dark Holy.
- Evil Genius: In comparison to Folmarv and Loffrey, Cletienne is entirely a spellcaster. Morever, his unique class, Sorcerer, has access to all magic - white, black, time, and grey.
- Hidden Agenda Villain: When Meliadoul asks him why he's aiding Folmarv, he chuckles and says his reasons are his own. Since he doesn't play host to any Lucavi and plays such a small role, we never do find out what his deal is.
- The Stoic: In most of his dialogue, whether he's threatening Ramza's life or asking Meliadoul why she betrayed the Templars, he's eloquent, calm and soft-spoken.
- You Have Outlived Your Usefulness: In the Necrohol, Folmarv decides to order Cletienne to stay behind and guard the portal to slow down Ramza, with no particular expectation that Cletienne will do more than slow him down.
Barich Fendsor (Balk Fenzol)
Another member of the Knights Templar.
- Abnormal Ammo: Wields the guns that fire elemental magic rather than bullets, which specific one depends on the battle.
- Back from the Dead: Ramza kills him in the Bedsa Desert, or so he thinks, but Barich shows up alive and well in Mullonde.
- Evil Counterpart: To Mustadio - they're both Engineers/Machinists.
- Gadgeteer Genius: He rigs up a device that spews poisonous fungus spores over a battlefield, debilitating both sides and allowing both Prince Larg and Duke Goltanna to be killed.
- Villainous Widow's Peak: Both his character portrait and his sprite have one.
A group of demonic beings who exist in another realm beyond Ivalice. They can only take form in the physical world via the Zodiac Stones; if a stone happens to be under the possession of someone who's about to die, the Lucavi associated with the stone offers them life and power. Should they accept, the Lucavi possesses the individual, effectively merging the two together, with their human host losing all their humanity in the process.
Their ultimate goal is the revival of their master, Ultima. Once she is back, the Lucavi will be able to freely come and go as they please, without the need for the Zodiac Stones or human hosts. In order to accomplish this, they masterminded the War of the Lions, as the ritual for her revival requires an enormous amount of bloodshed.
Associated Tropes common to multiple Lucavi:
- Ambiguous Situation:
- How much of the original host's personality remains after they are possessed by a Lucavi? On one hand, there is Wiegraf, who retains some morals even as a Templar until he is possessed by Belias, at which point he just becomes an out and out sadist with nothing remaining of his original personality, making one wonder if it's really him or just Belias. On the other hand, when Dycedarg is possessed by Adrammelech, he retains his personality completely and continues to talk to Ramza as Dycedarg. It is hard to say how much the others were affected as Elmdore only has a few short scenes before his offscreen death and resurrection and Folmarv was possessed long before he appears in the story, so it's impossible to know how much control a lucavi has over its host.
- Are they the Espers from Final Fantasy XII? Some of their names and forms were Retconned between games.
- Demonic Possession: How they're able to manifest in the living world. Final Fantasy Tactics A2 delved a bit further in lore behind Espers, stating that while they could be summoned, this would only manifest a fraction of their power. Only through Demonic Possession could they invoke their true power.
- Evil vs. Evil: The lore of Final Fantasy XII is full of stories about their struggles for power with the Occuria. Unfortunately, while the Occuria were cruel, hateful tyrants the Lucavi really aren't any better.
- Expy: The Lucavi are extremely similar to the Apostles from Berserk. They both arise from a magical artifact that prompts the user to make a pact with demons, typically in a situation whether their life is at stake or just an extreme emotional nadir. This ends up corrupting the person in question, more often than not turning them into a hideous monster and losing most if not all of their humanity.
- Gratuitous Iambic Pentameter: In the War of the Lions translation, most Lucavi speak this way when transformed, although their hosts rarely do.
- The Man Behind the Man: They are the ones responsible for the War of the Lions, manipulating everything behind the scenes for their own purposes.
- Obviously Evil: All of them (except for Ultima's first form) have rather frightening appearances, their entrances are marked by ghoulish Evil Laugh that sounds like malicious spirits. They're also all cruel, bloodthirsty and violent creatures whose only goal seems to be causing havoc and inflicting pain on humans, if Belias' speech about loving the sound of human screams is any indication. The only exception is Elidibus, who prefers to mind his own business.
- One-Winged Angel: The Lucavi possess human hosts to manifest in the living world, but transform into their true forms to do battle.
- Outside-Context Problem: For about the first half of the game, the story appears to be a politically-driven drama where the corrupt nobility of Ivalice cause the kingdom to descend into civil war. Then these guys appear, and it becomes clear that there is something far more demonic and otherworldly unfolding behind the scene of the Lion War.
- Weaksauce Weakness: Save Ultima, none of them can enter water (though only Belias and Zalera are encountered in maps with water to begin with). Also, their high HP means they are incredibly succeptible to Gravity magick and other percentage-based attacks.
- Western Zodiac: They are associated with the Zodiac Stones and the respective signs. In the game proper, only the Scorpio, Aries, Gemini, Capricorn, Leo, Virgo and Serpentarius Lucavi appear, however.
Host: Saint Ajora Glabados, Alma Beoulve
Associated with the Virgo auracite, she is the leader (and only seen female member) of the Lucavi who commanded their forces during the original conflict for control over Ivalice centuries ago. She was, unbeknownst to most, acting through Ajora Glabados as her host body. Now, the only host suitable to resurrect Ajora - and by extension, Ultima - is Ramza Beoulve's little sister, Alma. She is the sixth and last Lucavi which Ramza is forced to fight.
In anticipation of her return, Hashmal brings Alma to the correct spot in Mullonde in order to resurrect Ultima, intending to fulfill all the remaining requirements for her return... only Ramza is close by and beats Hashmal's ass silly. Hashmal promptly sacrifices himself to provide just enough fuel to resurrect Ajora in Alma's body. Ramza and Alma apply The Power of Love and Alma rejects Ajora, but Ultima is still strong enough to get her own body. No matter, Ramza and Alma take her out.
- Ambiguous Gender: The earliest known incarnation of this demon was in Ajora, who was male, at least in the historical texts (and according to https://tvtropes.org/pmwiki/posts.php?discussion=13134600500A05419700&page=19#comment-460. The second was Alma, a girl. Ultima's first form is of a very feminine demon, but the second form is a huge, winged, skeletal thing whose sex can't possibly be discerned.
- Big Bad: The leader of the demonic Lucavi and the reason why Ivalice is being torn to shred by the War of the Lions.
- Final Boss: The final enemy encountered in the game, long past the Point of No Return.
- Divinely Appearing Demons: In her first form, she looks relatively angelic minus the outfit, certainly much less frightening than the other Lucavi. Averted with the second form however.
- Hot as Hell: She is a devil, and wears the attire (a red leotard looking thing) you'd expect a hot devil girl to wear. However, her body is a blonde haired angelic one.
- Light Is Not Good: Ultima's first form is distinctly angelic. Bear in mind this is the leader of the demons you've been fencing a path through the whole game, and she needed the War of the Lions to run for a year just to be around.
- Load-Bearing Boss: Of a sort - Ultima causes the infamous explosion which (may have) killed your entire party by accident, in an attempt to stop you.
- One-Winged Angel: The Big Bad does this in a Final Fantasy game? But of course! Kind of noteworthy in that Ultima's initial One-Winged Angel form has its own One-Winged Angel form.
- Red Baron: "The High Seraph."
Host: Folmarv Tengille
Associated with the Leo auracite, he is the leonine second-in-command of the Lucavi and the 5th (and penultimate) Lucavi Ramza must face. With his superior currently incapacitated, Hashmal is the current commander of the Lucavi's demonic forces, and so assumes responsibility for their overall plans.
- Animal Motifs: His form resembles that of a lion.
- The Chessmaster: To an incredible extent, as he's manipulating the Church that is manipulating the Nobles that are manipulating the Knights that are manipulating the 50 year war.
- The Dragon: To Ultima. With her out of the picture for most of the story, he leads the Lucavi in her place, working to bring about his master's resurrection.
- Glass Cannon: He is fast (the fastest story boss naturally actually, Barich 2 has the same speed but does so with a Thief Hat) and will often charge a Meteor over your team's head before you can even act. His Meteor is capable of one-shotting most characters that aren't very high levelled, but it also tends to leave him open to several midcharge hits in the face, and if he isn't killed by those before the Meteor could go off, he is prone to having it redirected over his own head when it does. It doesn't help that he actually has less HP than Adrammelech.
- The Heavy: With Ultima out of commission Hashmal's been forced to enforce her law until she is found and resurrected. As such, he is the biggest and most active antagonist in the plot.
- The Man Behind the Man: He's basically manipulating almost everyone, including Funerbis, for the Lucavi's ends.
- Red Baron: "The Bringer of Order."
- Sacrificial Revival Spell: When he fails to provide the bloodshed required for Ajora's resurrection, Hashmal kills himself and uses his own life to resurrect her (admittedly, he'd already been defeated by Ramza's group, but still...). For an SD sprite, it's rather gory too; he impales himself on his own oversized claws.
- Status Effects: His Dread commands can inflict Stop, Slow, or a Speed decrease.
Host: Alphonse Delacroix
Associated with the Scorpio auracite, Cúchulainn was the 1st Lucavi demon that Ramza Beoulve was forced to fight, bringing to his attention the true nature of the conflict behind the War of the Lions.
- Belly Mouth: The mouth on his face is sewn shut, to boot.
- Call a Pegasus a "Hippogriff": Cú Chulainn was not a fat demon associated with gluttony.
- Climax Boss: He's the final boss of Chapter Two, and his sudden appearance marks the point in the story that there is something far more sinister than some ambitious politicians at work here.
- Fat Bastard: His One-Winged Angel form is morbidly obese.
- Gradual Grinder: By Lucavi standards his damage capability is rather low (Bio3 can do maybe 100 damage to a neutral compatibility unit with good Faith), but he is perfectly capable of killing his opponents via a boatload of Status Effects (every single attack he performs except for his physical carries a status of some sort), often inflicted on multiple units at once.
- Loves the Sound of Screaming: As evidenced in his above quote. The PS1 version spells it out more clearly."Now let me hear your death cries, and your tormented screams of anguish!"
- Red Baron: "The Impure"
- Scary Scorpions: Though he doesn't quite look it, his auracite (Scorpio) and his poison-based powers invoke scorpions. In FFXII, he produces a scorpion tail for his attacks.
- Status Effects: His Befoul moveset has nine different attacks with only three names between them, and every one of them inflicts a different status effect. His Dread moveset also has a few statuses to inflict.
- Wake-Up Call Boss: You'll probably lose a few party members when the fight heats up - especially since his favorite attack is the hard-to-counter Condemn.
Host: Wiegraf Folles
Associated with the Aries auracite, Belias was the 2nd Lucavi demon Ramza Beoulve fought against. With the form of a bipedal ram, he emerges when decieving a dying Wiegraf into entering a contract with him, after which he possesses him. Ramza faces him later at Riovannes, where after defeating Wiegraf, Belias emerges to fight Ramza only to be defeated and killed.
- Animal Motifs: Rams, quite obviously.
- Climax Boss: The fights against him begins the narrative climax of Chapter Three forward.
- The Dark Side Will Make You Forget: He either doesn't remember or doesn't understand Wiegraf's human emotions, and so they no longer concern him.
- Loves the Sound of Screaming: He even gives a speech about it to Ramza, mostly to prove that Wiegraf Folles' does not influence his nature.
- Mighty Glacier: Despite being faced one entire chapter later than Cúchulainn, he actually has one less speed. His attacks are also some of the most painful ones you'll see from an enemy, with his Cyclops easily capable of dealing 200 or more damage to most units, and even when he is silenced, his melee attacks are no joke either.
- Multi-Armed and Dangerous: Has 4 arms.
- Red Baron: "The Gigas".
- Status Effects: Has access to Dread commands that inflict Silence, Petrify, or Confuse.
- Summon Magic: He starts the battle out by summoning (usually) Cyclops.
Host: Messam Elmdore
Associated with the Gemini auracite, Zalera was the 3rd Lucavi Demon which Ramza Beoulve faced. He first appeared at Riovannes possessing Marquis Elmdore, before being confronted properly at Limberry. Out of all the demons, Zalera was the demon pre
- Bait-and-Switch Boss: When it looks like you'll be fighting Barrington, Elmdore/Zalera and his minions pop in from behind and off him before fighting you. They provide a tougher challenge than the Duke ever could have, too.
- Bat Out of Hell: Granted he's not really bat-shaped, but...
- Climax Boss: In his human form as Elmdore, he's the final boss of Chapter Three.
- Recurring Boss: If you include the fights with him in his human body, as Marquis Elmdore, then he's fought three times.
- Red Baron: "The Death Seraph"
- Significant Anagram: His name is an anagram of the demon "Azrael", known as the demon of death.
- Status Effects: Aside from the standard Lucavi status skillset he also brings a secondary full of status spells just because.
Host: Dycedarg Beoulve
Associated with the Capricorn auracite, Adrammelech confronts Ramza in Eagrose Castle, after merging with Dycedarg Beoulve. Notably, he seemed to have not taken possession of his host in the least, but rather joined with him (given that he espouses his human host's philosophies with a touch of Lucavi-flavoured evil). He is the 4th Lucavi that Ramza fights.
- Animal Motifs: He's a large, demonic goat.
- Climax Boss: The fight with him is the crisis-point of Chapter Four - with his death, both Zalbaag and Dycedarg are gone and the Beoulve line is shattered.
- Red Baron: "The Wroth"
- Small Name, Big Ego: When he appears, the first thing he does is dispose of all his allies and try to fight Ramza & Co. by himself. Honestly, there's just no excuse for such arrogance - even Belias summoned several lesser demons to help him, while Zalera initially attempted a healthy retreat once Ramza killed his minions.
- Squishy Wizard: Well, not so much on the squishy part, but he is very big on spellcasting. He has Holy, Flare, Firaja, Blizzaja, Thundaja, Graviga, Bahamut, Odin, Salamander, and Leviathan. That's pretty much some of the strongest spells in the game. He lacks the MA to truly do them justice, though, but his Bahamut can still hurt a bundle to a very wide area.
- Taken for Granite: His "Petrify" spell.
- Weaksauce Weakness: He is an almost entirely spell-driven entity... that is vulnerable to Silence and can't do much to a low-Faith party.
Zodiark (Elidibus)Associated with the Serpentarius auracite, this Lucavi doesn't care for the acts of his brethren and prefers to mind his own business. He can be fought optionally to optain his Zodiac Stone.
Curiously, despite Zodiark being the name of the associated Esper in Final Fantasy XII, here it - for unknown reasons - actually manifests as the Lucavi's summon, while the demon inhabits the body of Elidibus, a Fifty Years War hero and maintains the host's name instead. This might be due to the unique nature of his body even compared to other Lucavi and Lucavi possession, and/or perhaps as a result of the seemingly-symbiotic relationship between host and demon.
- Bonus Boss: You can finish the game without even realizing the Brutal Bonus Level he inhabits exists, let alone his existence.
- Damage-Sponge Boss: He has almost as much HP as the Final Boss's second form.
- Fallen Hero: Elidibus was a great hero of the Fifty Years War, now a demon thanks to the Serpentarius auracite.
- Mighty Glacier: Has the highest damage dealing potential, but there are generic enemies in chapter 2 that are faster than this guy.
- Permanently Missable Content: The "Zodiark" Summon, which can only be obtained by people who are hit by it during this battle. Kill him before you learn it, and you're boned.note
- Red Baron: "The Legendary Wizard".
- The Sixth Ranger: To the Lucavi, though he prefers to mind his own business.
- Summon Magic: Not only is he the only way to learn the Zodiark summon, he also summons the recurring summon Midgardsormr, which you can't learn.
The former head of the Beoulve family and ruler of Eagrose, Barbaneth is the father of Dycedarg, Zalbaag, Ramza and Alma. Well-recognised for his valiant efforts during the Fifty Years War, he commanded the Order of the Northern Sky and was awarded the title of "Knight Gallant" for his work in the line of duty. In the days leading toward the end of the war, he fell gravely ill, but was able to survive until the peace negotiations were leaned toward's Ivalice's favour.
- Face Death with Dignity: Loads of so-called "heroes" could learn a lot about how to conduct themselves in the face of death.
- Minor Major Character: He only appears during one flashback after his death, but he played a very crucial role in the establishment of the plot events as they are.
- Nice to the Waiter: He doesn't appear to hold any prejudice against commoners, has two children by a commoner woman who he fully acknowledges as his own, and asks his sons to look after Delita.
- Posthumous Character: He's long dead by the time the game begins, and only appears in a flashback.
- Reasonable Authority Figure: He was just as noble as his youngest son, and is remembered as an honorable man.
- Royals Who Actually Do Something: He's said to be in the same league as T.G. Cid, and maybe even a little bit stronger - his ability on the battlefield was so feared that his enemies sued for peace when he gave them a chance.
Saint Ajora Glabados
The founder of the Church of Glabados. He performed several miracles and was considered a messiah by the cult that would eventually become the primary religion of modern Ivalice. The Pharic Church and Holy Ydoran Empire, which was in power at the time, was afraid of his growing influence, beliving he was a spy and a rabble-rouser. They had him hunted down and killed. Shortly thereafter, the capital of the Fara Church was hit with a massive tidal wave and sank. Considering it a miracle, the Church of Glabados was developed.
Ajora also happens to be the host for the leader of the demonic Lucavi, biding his time for a resurrection and return to Ivalice. This will require many, many sacrifices so the Lucavi manipulate the world leaders into constant strife and war. Ajora also needs the correct body to possess, and Alma Beoluve happens to be the lucky victim.
- Ambiguous Gender: The fanbase is still unsure about Ajora's preferred gender. The Germonic Scriptures state Ajora was male, yet when he returns he takes the form of the obviously female Ultima. A number of theories are bandied about. Ajora and Ultima may be two distinct entities, with Ajora being male and Ultima being female. It could be that Ajora was forced to masquerade as male to acquire the following s/he did. Or it may simply be the male-dominated Corrupt Church recording Ajora as male to better suit their ends. The fact that Ajora is referred to as male in Tactics and female in Final Fantasy XII has not helped matters.
- For even more Mind Screw, the Ajora referred to in Final Fantasy XII isn't even the same one, because this Ajora was born almost a century after that game's events. Meaning that Ajora has possibly been reincarning who knows how many times. Your brain has our permission to explode, now. It should be noted the text describing Ajora in XII was mistranslated in the Eng version.
- According to Word of God translated here, within context of FFT alone with no regard for later games set in Ivalice Ajora was a man who reincarnated as a woman (Alma). Matsuno in the same source refused to comment on the XII lore for Ajora, perhaps rooting in him leaving the game's development before completion. Interestingly, concept art for Ajora labels the false saint female as seen here.
- Ascend to a Higher Plane of Existence: Given his status, this is a belief of many of his followers. Assuming he did ascend, it sure wasn't in the way most thought...
- Crystal Dragon Jesus: Thinly veiled of one. Has a religion that worships him is biggest evidence.
- Expy: Who do you think? Subverted in that he was actually an ordinary human being... who happened to become possessed by Ultima, the Lucavi leader.
- Gender Bender: If Ajora was male, then becoming Ultima resulted in this. Definitely so when he possessed Alma Beoulve and created a second body exactly like hers.
- Hair of Gold, Heart of Gold: According to the secret portrait of him found in the game. He is described as a kind and noble saviour...whereas in reality he was possessed by a demonic entity.
- Posthumous Character: At first. However, Ajora is waiting in the wings until his eventual revival.
- Superpowered Evil Side: Just as prominent as the debate over Ajora's gender is the debate over whether s/he and Ultima are separate beings or are the same entity. Compared to the other Lucavi, Ultima blurs the lines between host and demon. The other Lucavi only need a warm body and an active Zodiac stone to manifest in the physical world; Ultima a near-perfect copy of Ajora's body to do so, in addition to the Virgo auracite. That said, Ajora being physical embodiment of Ultima herself makes the "multiple reincarnations" theory mentioned above seem slightly more plausible.
One of the disciples of Saint Ajora Glabados, Germonique is famed as the man who betrayed Ajora to the Holy Ydoran Empire, something close to 1200 years ago. He was the author of the Germonique Scriptures, which told the story of Ajora Glabados from his own perspective - texts banned by the Church of Glabados due to their percieved heresy.
- Expy: Of Judas Iscariot, who betrayed Christ. Though there is a major difference in that Germonique's motives for treachery were unambiguously more noble.
- Generation Xerox: There is some strong hinting that Ramza and Alma are in fact descendants of Germonique, presumably on their mother's side.
- Historical Villain Upgrade: As a side effect of Ajora getting a major case of Historical Hero Upgrade, Germonique's actions are portrayed as a foul treachery rather than the exposure of the Lucavi that they were.
- Posthumous Character: He lives more than 1200 years ago and a Hume, obviously long gone.
Tietra Heiral (Teta)
She is Delita's younger sister, and a good friend of Alma. Due to her commoner status, she is ostracized at school. But as she attends such a prestigious school, the Death Corps/Corpse Brigade find her an easy target to take hostage. As part of his Last Stand, Golagros/Gragoroth holds her in front of Fort Zeakden, packed with explosives and ready to blow if his demands are not met.
Argath solves this dilemma by shooting Tietra dead, then shooting Golagros. After the ensuing battle, Delita holds Tietra in his arms right in front of Fort Zeakden as it explodes.
She was never seen again.
- Bulletproof Human Shield: Apparently she blocked the explosion at Fort Zeakden from doing much to Delita.
- Cynicism Catalyst: Her death, for her brother Delita - had she never died, he never would have walked the path he chose.
- Innocent Bystander: The poor girl was completely innocent, yet was kidnapped by the Corpse Brigade and unceremoniously killed off by Argath (and Zalbaag, who gave the order).
- Killed Off for Real: She cannot be resurrected at Fort Zeakden. The storyline can't continue if she lives, seeing as this is the defining moment when Delita decides to become a powerful and influential king.
- Kill the Cutie: A cute and innocent girl who was killed by Argath (and Zalbaag, who gave the order) just for being in the wrong place at the wrong time.
- Plot-Triggering Death: While a good deal of the story was already in the making, Tietra's death was crucial in defining the kind of men Ramza and Delita became and the actions they took throughout the War of the Lions. Had she lived, the story would have turned out much differently.
- Sacrificial Lamb: Like Mileuda before her. Tietra was a cute and kind girl, which makes her death all the more painful; and also serves as the turning point for Ramza and Delita's lives, while also showing how callous many nobles are.
- Small Role, Big Impact: She has only a few scenes, even fewer lines, and doesn't make it out of the first chapter alive. But her death is what triggers both Delita and Ramza into abandoning their stations and walking the paths that would lead the former into becoming king and the latter into fighting the Lucavi.
Wiegraf's younger sister and a commander in the Corpse Brigade, Milleuda seemed to be particularly spiteful and untrusting of the nobility, more so than her brother. After her first encounter with Ramza, the presence of Argath pretty much squandered Ramza's chances of convincing her that not all nobles are corrupt and heartless. In their second encounter, she refused to lay down arms despite Ramza and Delita's pleas, forcing them to kill her to proceed further. In turn, Wiegraf swears revenge against Ramza.
- Alas, Poor Villain: Ramza and Delita both feel that she is justified in her situation, and Argath is pretty much the only reason they can't come to a peaceful agreement after their first encounter.
- Freudian Excuse: Her hatred of nobles stems from the constant mistreatment she and her friends have recieved at their hands, particularly the lack of acknowledgement they recieved for fighting and dying for Ivalice during the Fifty Years War.
- Hero Antagonist: She and her soldiers just as sympathetic as Ramza and Delita and more than the the Northern Sky's commanders.
- Recurring Boss: Fought twice, in two successive plotline battles, during Chapter One.
- Sacrificial Lamb: The first of many. She is one of several tragic casualties of war, and her death sends her brother off the deep end.
- Woobie, Destroyer of Worlds: This is essentially what Milleuda is trying to be. Ramza and Delita respond to this and ask her for a truce. She refuses, and is slain at your hands.
- Worthy Opponent: The second time they fight, Ramza tries very hard to convince her to lay down arms. To his credit, she did admit that perhaps he and his were innocent of any wrongdoing to the common people, but almost-sadly noted that bearing the name Beoulve made them natural enemies.
The ClassesSee also Final Fantasy Recurring Jobs.
Note: In the lists below, Job/Ability names and their Prerequisites are always listed with the original game first, and then that of the PSP port.
- Body Armor as Hit Points: Gaining levels gives your units a couple of ticks of HP and MP which varies with the Job they have levelled up in, but otherwise their maximum HP and MP are very much extremely gear-dependent at least until the post-game.
- Good Old Fisticuffs: All Jobs barring the Monk have an option to go fight unarmed, but it's generally not recommended - they won't do much damage with their fists alone unless they have the Monk's Martial Arts/Brawler Support skill equipped, have innate high Physical Attack or a way to raise it even higher.
- Guys Smash, Girls Shoot: With the physical-oriented Dancer being female-exclusive and the magickal-oriented Bard being male-exclusive, the game subtly encourages you to invert this trope. With that being said, however, the player is free to play the trope straight, avert it, invert it or do any combination thereof.
- Handbag of Hurt: Purses, a Female-only weapon type that can be equipped by all Jobs (except the Mime).
- Magical Accessory: Each Job is allowed to equip one of your choosing, which can drastically affect how well they do in battle. Also, how else can you explain things such as Perfumes granting their wearers buffs like "Always: Reraise, Regen", Boots that allow their wearer to "Float" and Gloves that give them "Haste"?
- Mechanically Unusual Class: Several Jobs have more versatility than "hit the enemy For Massive Damage". For example, Thieves, Mystics and Time Mages have key abilities which can directly affect an enemy unit, such as leaving them respectively suffering from a lack of gear and from a select choice of status debuffs.
- Min-Maxing: Each Job has different growth rates attached to them; A unit who has levelled up quite a lot as a Monk may find themselves having that much more HP compared to a unit who has done so as a Black Mage. In the game, on certain battlefield maps, are the rare Degenerator traps which lowers your units' current level by 1 whenever they are stepped upon. A truly dedicated min-maxer will drop back their units down to level 1 in those maps while they are in Jobs that minimizes their stat losses (such as the Bard/Dancer) and then later on allow them to gain their levels back in different Jobs that increases their desired stats (such as the Ninja).
- One Stat to Rule Them All: The Speed stat for all Jobs (as higher Speed equals more turns and better action economy), Bravery (which also rules their Reaction ability's proc chance) and Physical Attack for melee-oriented Jobs (for better damage), with Faith, MP and Magick Attack for magick-oriented Jobs (for more chances to fire off extremely powerful spells).
- Only Six Faces: Generic units (like Ramza's fellow cadets) may have randomized names, but they all share the same portraits and sprites both as males and females in all Jobs. To avoid confusion, human enemies in the story or random encounters on the world map tend to have different color schemes to tell you who's who.
- The Red Mage: Take any caster class, then give them the secondary Job Command of any other caster class and you'll have this trope. Or take a melee class, give them Arithmeticks plus whatever abilities you'd love for them to use from the caster classes and you'll have Final Fantasy's traditional version of it.
- Sword and Sorcerer: The average party composition starting from the beginning of the game to the end of it will most likely have 2 or 3 tank/melee characters backed up by 1 or 2 magic casters (unless Arithmeticks is being taken advantage of), with pure melee or magic teams rarely used unless they are prepared enough.
The most basic melee-oriented Job, but required to access the others, Squires have a varied set of abilities that not only carries the early game, but also occasionally has utility throughout the course of Ramza's journey. They can use knives, swords, axes and flails in battle.
- An Axe to Grind: 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.
- Boring, but Practical: The Squire is not a flashy Job, but it is fairly flexible in what it can do early on, making it decent to invest your time, effort and JP in it, as it has some good Support abilities which includes the nigh-essential and invaluable Gain JP UP/JP Boost. Ramza's own unique variation of the Squire Job deliberately invokes this as well; it gets buffed with a few new and special abilities over the course of the game, and his version is also able to equip much better gear compared to the regular Squire.
- Want a Squire to deal more damage than they currently can in a battle? Let them use Accumulate/Focus until they can deal damage numbering in the hundreds! Fortunately, while the Physical Attack boost they get always fades after each battle, the ability itself gives them a decent amount of EXP and JP per use, so before long you'll have yourself a high-level and JP-rich character at your disposal without too much effort.
- The Squire's Movement ability, Move +1, allows anyone equipped with it to move further by an additional square. It's not much in the grand scheme of things, and there are better versions of it, but in the early game it's still quite the tremendous boost as it allows you to position your units with it far more easily.
- Can't Catch Up: The Squire is one of two Jobs that is readily available to everyone at the start of the game. Yet, at the same time, the Squire's main role is to provide a foot in the door towards the better physical Jobs, so it's actual offensive role is unable to keep up with the other Jobs preceding it. Save Ramza, you'll only invest in your units being Squires because of the great abilities it has, not because it is quite offensively good.
- Close-Range Combatant: Half of the Squire's Job Command abilities requires them to be right next to their targets, with the other half either being used for distant foes or for greatly improving themselves right before engaging their foes in combat.
- Counter-Attack: Their Reaction ability, Counter Tackle, allows them a chance to deal a moderate amount of damage back to their attackers after being hit in melee, the value of which scales off of their Physical Attack.
- Defend Command: Squires can use the aptly named Defend Support ability to lessen the amount of damage they'll take from attacks, while reducing the likelihood they'll get hit with said attacks until it's their turn again.
- Epic Flail: Squires are one of the few Jobs who can use flails, which deals inconsistent damage like axes do.
- Heroes Prefer Swords: Squires are better off left wielding swords, compared to them using axes and flails.
- Knife Nut: Squires can also make good use of knives. With the right kind of knife equipped, such as the Assassin's Dagger or the Zorlin Shape/Zwill Straightblade, they can continue to maintain their utility.
- Level Grinding: The Squire's Throw Stone/Stone ability deals little damage and hits targets from a good few squares away, which means that stoning your best tank unit while keeping their health up is one of the best ways to level up your weaker units and give them JP while they're at it.
- As an added bonus, you can grind for easy levels and JP from as early as the second battle of the game. There's a lot of guides on how to pull this off too, so if you really want to, just look them up at your leisure.
- The Medic: In a very limited capacity. Generic Squires can only use Heal/Salve to cure themselves or their teammates of three status debuffs - Blind, Silence and Poison - while Ramza, Delita and Luso can also use Wish/Chant to heal others at the cost of some of their HP instead.
- Never Bareheaded: Male Squires wear hoods over their heads, while female Squires wear a headband covering their forehead.
- Not Completely Useless: Their Basic Skill/Fundaments (or Guts/Mettle for Ramza and Delita) Job Command has a plethora of weak damage-dealing abilities... that all have a reasonable chance to send a victim reeling back a square. It's also hard to pin a Squire down too, and, if an enemy happens to be on a ledge next to a long drop, a Squire is the best one suited to knocking them off of it.
- Status Buff: Squires can use Accumulate/Focus to steadily increase their Physical Attack by 1, which they can repeatedly do until it caps at 99. Meanwhile, Ramza and Luso can use Yell/Tailwind, Steel/Cheer Up and Shout/Scream to individually boost Speed by 1, Bravery by 5 or all three (including Magick Attack by 1) with their respective values. There's a reason why Ramza and Luso plus to a lesser extent generics equipped with the Squire Job Command are considered overpowered later on in the game - give them enough time to use the appropriate abilities, and they can end up one-shotting enemies. Doubly so for Monks who are using it.
- Super Empowering: The Squire's Monster Skill/Beastmaster Support ability, which when equipped on a unit gives all of your monsters who are within 3 squares of that unit an extra ability to use, one that depends on the genus of the monsters in question* .
- Adventure Archaeologist: The Chemist's Movement ability, Move-Find Item/Treasure Hunter, allows your units to discover items hidden in the ground on certain spots of the battlefield. But unfortunately, in order to make a unit with the ability be far more successful with finding an extremely valuable item from said spots, that unit in question needs to have low Bravery, around 10 to 14.
- Anti-Armor: Inverted. One of the Chemist's Support abilities, Maintenance/Safeguard, completely prevents enemy Knights and Thieves from respectively breaking or stealing their equipment. It's not as useful on the Chemists themselves unless they have powerful or unique gear equipped on them, but other classes can get so much more mileage out of this ability, more so whenever they're fighting said enemy Knights and Thieves.
- Awesome Backpack: Male Chemists wear one; Female Chemists on the other hand wear an Awesome Fannypack. It's where they're keeping the items from your inventory, all of which are ready to be thrown away at a moment's notice. Though why they aren't already bursting at the seams is simply a mystery in of itself.
- Back from the Dead: Chemists who have learned how to use Phoenix Downs can do this to their allies and even their enemies should you wish it - just so as long as they haven't been turned into crystals or treasure chests yet, because at that point there's nothing you can do to bring the fallen back from permanent death.
- Boring, but Practical: Being a Chemist is all about using (and throwing) restorative items. It's not a very flashy Job, but you can't deny it's usefulness and viability. It later gets shades of Simple, yet Awesome when guns start appearing, as it is one of the few Jobs that can naturally use them. Especially when magickal guns start appearing - it's hard to say no to a gun that can shoot lightning spells anyway, but then again your Chemists will need to have high Faith so they can get the most out of them.
- What a Chemist can do to provide support to their teammates in battle is limited by the number and types of items you have in your inventory, so be both willing and prepared to spend quite the fortune in Gil from simply buying restoratives from shops. And besides, you never know when that one extra Potion, Antidote or Phoenix Down you bought might come in handy.
- Bottomless Magazines: While gun-wielding Chemists can only fire off one shot per turn, they somehow have an infinite amount of ammo available on hand - meaning they can shoot your enemies as many times as you want without you ever worrying about them running out of shot.
- Glass Cannon: Chemists become this once they gain access to guns, particularly ones of the magickal kind. With the right equipment and abilities equipped, they can gun down an enemy all by their lonesome without frequently needing to move away. That being said, however, whenever they do need to move? Move them, else they'll find themselves lying face down on the ground dead.
- Good Thing You Can Heal: Their Reaction ability, Auto-Potion, allows them to automatically use the weakest type of Potion in your inventory to heal themselves whenever it successfully procs - as a downside, though, this means you can potentially run out of Potions before you even realize it, as well as be forced to buy more. You also can't override how it works, but there's absolutely nothing stopping you from selling all your weaker Potions and buying X-Potions instead.
- The Gunslinger: As Chemists are able to wield guns, doing so is a much superior option compared to making them use knives, where their lack of proficiency in close-quarter combat can quickly see them getting killed.
- Instant Armor: One of their Support abilities, Equip Change/Reequip, provides them the option to change any or all of their equipment during their turn. As before, it's not as useful on the Chemists themselves, but on the other Jobs? It can make all the difference in the world. And on a related but difficult note, there's nothing like killing an enemy with their own weapon which one of your Thieves happened to have stolen for you earlier.
- Knife Nut: For much of the early game, Chemists are forced to rely on their knives to be able 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 heavy armor nor can they wield much better weaponry.
- Magikarp Power: They start the early game with very limited options, lacking strong offensive abilities, weapons and usage outside of being a stepping stone for the magick-focused Jobs. However, once guns become available, Chemists suddenly become very useful ranged damage dealers, and their ability to heal themselves and others via the use of items sometimes instantly makes them quicker and more practical than, say... a White Mage. 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 Medics before your eyes.
- The Medic: Chemists are a more literal example. One of their main strengths lies in being able to immediately throw out various healing items towards their teammates in battle, all without needing to waste time and MP in casting a powerful spell to achieve the same results. This makes them quite good early on, and even solid in the late game thanks to being able to heal others so quickly and efficiently. It's not uncommon, by the time Chapter 3 rolls around, that one of your party members might still be one at that point, if only out of necessity.
- Never Bareheaded: Male Chemists wear a puffy, forwards-drooping cap, while female Chemists wear a simple yet elegant headdress. In game, they can equip hats which also boosts their stats.
- Revive Kills Zombie: Chemists can make quick work of Undead-type enemies. Simply throw at them healing items and the occasional Phoenix Down like you would to your wounded or dead units, and all those pesky Undead will be out of action before you know it. Just make sure to replenish your stock of items afterwards.
- Status Effects: The other main strength Chemists have is that they can easily counteract most of the debuffs in the game by throwing anyone afflicted the item they need to be cured of them, which 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:
- Baleful Polymorph: They can transform Toads back into their true forms with Maiden's Kisses.
- Interface Screw: Those who have been Confused will find themselves snapping out of it with a Remedy.
- Forced Sleep: Those who have been forcibly put to Sleep will find themselves waking up with a Remedy.
- Man on Fire: Those who have been doused in Oil will no longer find themselves vulnerable to Fire-based attacks, again with a Remedy.
- Power Nullifier: They can return the voices of those who have lost them to Silence with Echo Grasses/Echo Herbs.
- Taken for Granite: They can reverse the Stone/Petrify debuff with Softs/Gold Needles.
- Temporary Blindness: They can use Eye Drop/Eye Drops on those who have been turned Blind.
- Universal Poison: They can use Antidotes on those who have been afflicted with Poison.
- Zombify the Living: They can use Holy Waters to remove the Undead and Vampire status debuffs on characters afflicted with them, though this won't work on enemies who are already Undead.
One of two Jobs that can naturally equip heavy armor, Knights are both excellent damage dealers and tanks who also have the power to destroy the enemy's equipment and debilitate their stats. They can use swords, knight swords and shields in battle.
- Anti-Armor: Knights can turn enemies near-harmless by directly targeting their equipment through their Battle Skill/Arts of War Job Command, which is one of their main strengths. By making them destroy the enemy's equipment, not only are you noticeably lowering their wearers' offensive and defensive capabilities, you are also depriving them of gear that are giving them an edge while simultaneously leaving them more vulnerable to further attacks - on top of sabotaging their stats such as their HP and MP by a considerably large margin.
- Anti-Magic: They can also damage the enemy's MP and magickal capabilities through their abilities. Get a Knight to an enemy caster and they can stop them from harassing your units or supporting their teammates.
- Badass Cape: Knights always wear a long cape attached to their armor, and in order to easily distinguish themselves from one another, Knights aligned to different factions wear colored capes that denote their allegiances, such as white and blue for you, green for the Death Corps/Corpse Brigade and red for Lionel.
- BFS: The Knight is the only normal Job (besides the PSP-exclusive Dark Knight) that can use the powerful knight swords, which are much larger, more hard-hitting and often provides beneficial status effects to their wielders. Pair up a Knight with either the Samurai's Two Hands/Doublehand, the Ninja's Two Swords/Dual Wield or even the Geomancer's Attack UP/Attack Boost Support ability, and there won't be a lot of enemies left who wouldn't fall to one equipped with both within a few decisive strikes.
- Boring, but Practical: Abilities aside, Knights are fully dedicated melee fighters with little to no variety in their set of skills and capabilities. At best, all you'll be doing with them would be making them trudge into combat to finish off your wounded or dying enemies. At worst, you'll find yourself still moving them forward while your enemies have already engaged your party and are doing so from more tactically advantageous positions.
- Can't Catch Up: It's not as apparent as it is the case with the Squire class, but as the game progresses into the later chapters, Knights will find it harder to keep up and remain useful as battles become more difficult to survive and enemies become more adept at blocking or evading their attacks, owing to their low Speed stat. They also lack any sort of long-ranged abilities. Granted, what abilities they do have are powerful in their own right, but generally their strengths won't outweigh their weaknesses, which are explored in the tropes below.
- Close-Range Combatant: Knights can only attack at close ranges, which is the leading cause of them falling behind as the game progresses and more Jobs are unlocked. Though that's not to say they aren't good at it - a Knight will simply continue to hit hard with the proper equipment and keep reliably blocking or evading a lot of physical attacks most other classes can merely hope to block or evade. But spells, on the other hand...
- Crippling Overspecialization: Knights are trained to hold their own against other melee-oriented classes, and they're quite skilled at it. But, should they ever be pitted against magick-oriented or more agile classes? They won't seem that skilled when they're being rained upon with spells, arrows and bullets, given that they can't even fight back until they're close enough to their attackers - if they haven't already died by that point, that is.
- And because all of their abilities are purely melee-based, outside of their second Job Command that you can assign anything to, Knights have nothing to use against enemies who have the advantage of range. This gets more pronounced in the later chapters: they'll still tank attacks, sure enough, but it's highly likely that by the time they'll get into a position to actually fight back they'll already be close to dying by then.
- But that's only if you don't give them a good Movement ability, like the Time Mage's Teleport.
- Crutch Character: The Knight's high HP and Physical Attack makes it a good choice of Job in the earlier chapters, but, as the battlefields get more complex and your enemies become more numerous and evasive, it's short range and wanting mobility will eventually catch up to it. Not helping it's case is the fact it has very situational but useful offensive abilities, and that the Job is mainly useful for the Support abilities it provides.
- Heavy Armor Class: Knights are able to pass on the ability to Equip Armor/Equip Heavy Armor to the other classes, as they are typically the ones who wear it the most. Their choice of armor also prevents them from getting killed as easily compared to the other classes, who at most wear lighter forms of armor than they do.
- Heroes Prefer Swords: Knights can pass on the ability to Equip Sword/s to other classes, as they are more suited to wield a sword compared to the others. And more so with the knight swords too, as them wielding the other type of sword won't prevent them from using a shield in tandem with it, never leaving them vulnerable.
- Luckily, My Shield Will Protect Me: The Knight also happens to be the only Job who can pass on the ability to Equip Shield/s to the other classes. Any unit equipped with a shield will find their chances of survival on the battlefield greatly increased, as the shield they're wielding will also boost their chances of blocking or evading enemy attacks, hereby making them less likely to get hit often. Unless they're being attacked from behind or the sides, of course, in which case you need to be paying attention to the direction your units are facing.
- Mighty Glacier: Although Knights have high HP and their use of shields means they'll often block or evade attacks, their low base Speed and Move stats makes it hard for them to arrive on the frontlines in time unless their teammates are supporting them from behind. But once they're on the frontlines, however, they can and will stand their ground reasonably well... at least up until your enemies start getting a bit too strong to handle.
- Certain Movement abilities on the other hand, can possibly alleviate their Glacier-ness by leaps and bounds, although their low Speed will still remain somewhat of an issue.
- No-Sell: Any enemy who is equipped with the Chemist's Maintenance/Safeguard Support ability is completely immune to the Knight's Break/Rend abilities that affect their equipment, meaning a Knight character you've built up to destroy enemy gear will be pretty much put out by their inability to do so once they'll encounter a unit with it. Luckily, that ability doesn't extend it's protection towards normal and debilitating attacks.
- Powerful, but Inaccurate: The Knight's Job Command is essentially this. Their Break/Rend abilities all have a decent chance to hit their opponents, but that's just it - "a decent chance" usually means around a 20-70% (give or take an extra 5%) success rate of landing their attacks, so don't let the high likelihood of their abilities connecting trick you into taking up a false sense of confidence. Unless you're fairly certain about debilitating your enemies, you're usually better off letting your Knights attack them normally most of the time.
- Reflexive Response: The Knight's Reaction ability, Weapon Guard/Parry, is this. It triggers only when the character equipped with this ability is about to be physically attacked, where they'll then automatically and immediately block the incoming strike with their own weapon, although it won't always successfully proc.
- Status Effects: The other main strength the Knight Job has - barring it's aforementioned power to destroy the enemy's equipment - is it's power to also debilitate a few of the enemy's stats, which nonetheless can easily turn the tide of any battle in your favor. Here are the abilities that allows it to do so:
- Magic Break/Rend MP directly damages MP, which can potentially prevent enemy spells from being cast.
- Speed Break/Rend Speed reduces Speed by 2, delaying the enemy from taking their turns more often.
- Power Break/Rend Power reduces Physical Attack by 3, weakening the power of the enemy's strikes.
- Mind Break/Rend Magick reduces Magickal Attack by 3, weakening the bite of all the enemy's spells.
The first ranged class in the game, Archers not only can rain death from above, they can also charge up their attacks to deal more damage. They can use bows, crossbows and shields in battle, though they will only equip the latter should they wield a crossbow.
- Annoying Arrows: Unfortunately, most bows and crossbows Archers have access to do not have great stopping power, though there do exist some rare bows that can do massive damage. Nonetheless, shoot enough arrows into a target and they'll eventually go down or be easier to finish off by your other characters.
- Awesome, but Impractical: The Archer's Job Command, Charge/Aim, allows for long-duration attacks that are usually not worth the increased damage, as the trade-off is sometimes lowered accuracy (which bows and crossbows are already in want for) and progressively longer waits for the charged attacks to be fired off.
- Badass Cape: It's not easily seen on their sprite, but in their artwork male Archers have a short shoulder-length half-cape covering their bow-arm, presumably to protect it from the elements and from attacks.
- Boring, but Practical: The Archer's purpose is to harass and weaken distant enemy units using their bow or crossbow while remaining out of their retaliatory range, which is literally what they'll be doing during a battle. Their Job Command is even more of the same, despite allowing them to do deal more damage than usual.
- Bows Versus Crossbows: Archers can choose between using a bow or a crossbow as their weapon, though what they'll use all boils down to your personal preferences, as there are some differences between the two. A bowman can't shoot their arrows farther than a crossbowman's bolts can, and arrows tend to arc when shot whereas bolts just fly straight to their targets. The former also requires the use of both hands while the latter frees up the left hand to allow the use of a shield, and bows gain bonus range while on elevated terrain unlike crossbows whose range remains the same at any elevation. Lastly, both suffer from minor accuracy penalties in adverse weather and during night time, although which weapon type comes off as far worse while they're under such conditions depends on the circumstances themselves.
- In any case, Archers can pass on the ability to Equip Crossbows to other classes, given that they are the only normal Job that can naturally use them. Try it out on classes that suffer in melee, like the Chemist for example, and you might be surprised at how well it synergizes with their pre-existing Job Commands.
- Can't Catch Up: An Archer is admittedly an unarguably good addition to your party during the early game, by allowing you to pick off your enemies from range or by softening them up for your others units to deal with. But as you progress through the story, you'll find that enemies will begin dodging your arrows more often than you'd like, followed shortly by them soon appearing with high HP, better gear and more dangerous skills to boot. There's also it's bland and boring Job Command to consider, which many feel is not worth using at all. You'll be better off using mages by then, though they can still be of use provided that you use them wisely.
- Charged Attack: The main gimmick of their offensive abilities, as explored above. Archers can spend a period of time charging up an attack that in return does more damage as a consequence, though not without risk.
- Crippling Overspecialization: The polar opposite of the Knight, Archers are trained to only deal with distant foes, and so can't do anything to enemies that have already surrounded them save for somehow escaping, which nonetheless does nothing to solve the glaring issue at hand. Aim also lacks abilities dedicated to close-quarters combat, which means that barring an Archer's secondary Job Command, they literally have no real means to fend off their attackers in melee aside from indirectly targeting them.
- Difficult, but Awesome: What makes the Archer's Aim generally unreliable is that it targets the tile an enemy unit is standing on, not the unit itself, so if the one you're aiming at moves before your Archer can get their shot off, you're not shooting anything but air. Making the most of an Aim attack involves checking the turn list before you act, so you know how long you can afford to charge. Otherwise, you could fence in your enemies with your other units so that they'll still be there when your Archer finally shoots, but this also risks the not so feasible outcome of them escaping anyway and killing your units as they do.
- Fragile Speedster: Archers are fast, but can't take a lot of hits as they are meant to stay in the back to support their teammates. Any Archer forced into melee is as good as dead if they don't try to disengage, so pay close attention to your Archers to ensure that they won't get caught in such a situation, or you're in for a bad time.
- I Have the High Ground: Archers using bows gain an increased attack range whenever they're standing on elevated terrain. They also tend to have better sight of enemies from on top of said locations, which in turn can potentially boost the power and accuracy of their attacks thanks to being on such a good vantage point.
- The Archer's Movement ability, Jump +1, helps them in that regard by making those areas easier to climb.
- Improbable Aiming Skills: One of the Archer's Support abilities, Concentrate, allows anyone equipped with it to ignore their target's Evasion stat when they attack normally, although it won't always guarantee it will hit. The accuracy of certain special physical abilities are also unfortunately unaffected by it as well.
- Long-Range Fighter: Of course, as all Archers are pretty much unable to hit anyone within 2-3 squares of themselves with their bows and crossbows, unless you do some clever aiming on your part. They can only make a difference when they have a range and height advantage too, so it's for the best that you put your Archers in such places. And don't hesitate to make them retreat should the enemy approach to attack them.
- Luckily, My Shield Will Protect Me: Archers armed with crossbows can equip a shield to make up for their lack of bonus range gained while standing on elevated terrain, though how good their chances of survival are with one equipped on their person is quite dependent on the quality of the shield in question.
- Never Bareheaded: Inverted. Both male and female Archers visually go without any headgear on their character portraits and sprites, although they can wear hats in-game.
- No "Arc" in "Archery": Crossbows play the trope straight as already mentioned above, with their bolts flying straight to the targeted tile, while bows avert it, with arrows being shot into the air before descending towards their targets. This gives bows the range advantage when firing from high ground, though at the expense of not being able to reliably shoot anything within two tiles* .
- Super Reflexes: One of the Archer's Reaction abilities, Speed Save/Adrenaline Rush, increases their Speed by 1 whenever they take damage, which can possibly allow them to take multiple turns in a row after tanking enough hits. That possibility, of course, operates under the assumption that they have survived the attacks they took damage from... and that the ability successfully proc'ed for every single time they got hurt.
- The Archer's other Reaction ability, Arrow Guard/Archer's Bane, gives them a chance - which is based on their Bravery - to dodge arrows, although the ability will only work against arrows and nothing else.
- Weak, but Skilled: Archers start off dealing little damage, but once you begin investing in good weaponry and armor for them and on top of using their Aim Job Command wisely, expect to see them deal medium to heavy damage to your enemies every few turns without needing to retreat or fearing their reprisal. While opening up the turn order list every now and then takes some getting used to, when you do get the hang of it? Oh boy. Enemy units will drop like flies before you know it.
Valued for their healing and support spells, White Mages use their beneficial magicks to mend wounds, shield others from harm and revive their recently deceased allies before it's too late. They can use staves in battle.
- Anti-Magic: Downplayed. Their Support ability, Magic DefendUP/Arcane Defense, allows those equipped with it to take around 33% less damage from spells and lessens their chances to get hit by them. It's perfect for whenever you engage enemy mages, and it's quite effective on Jobs weak to magick, such as the Knight.
- Auto-Revive: The White Mage's Reraise spell can grant this to their allies, automatically returning them to life upon their death but in exchange for leaving them vulnerable with little HP. It's a spell that's best cast early on your units who are about to engage the enemy in battle, as it'll spare your White Mages from spending some of their turns and MP from later reviving and healing them to a fighting fit state should they get killed in action.
- Back from the Dead: White Mages can revive fallen units through the use of their Raise, Raise 2/Arise, and Reraise spells. Raise gets them back on their feet at half HP, Raise 2/Arise resurrects them at full HP and Reraise wakes them up from their dirt nap at one-tenth of their max HP once their CT count reaches 100.
- Barrier Warrior: White Mages can cast Protect (and Protect 2/Protectja), Shell (and Shell 2/Shellja) and Wall upon units to grant them increased defenses against physical and/or magickal attacks, in short making them take less damage from enemies for as long as the buffs remain active or until they've been forcibly dispelled.
- Crutch Character: White Mages are incredibly potent in the early game, largely due to healing your wounded units much better than Chemists can. They also have more abilities to support your units with. Sadly, as you progress through the game, they tend to become less effective because of the longer casting times of their stronger spells and the increased MP costs to use said spells, limitations Chemists happily ignore through their instant use of items. Nonetheless, they'll still remain a viable addition to your party in the late game.
- Difficult, but Awesome: What holds back the White Mages from shining in the early game are their limited MP pools, their lack of MP recovery outside of their second Job Command or other abilities and their much longer casting times for their far stronger spells. For the most part, it's all fairly manageable albeit a little tedious to endure without having such alternative options, as you are forced to carefully decide which of your wounded units urgently needs healing during a tough battle lest they run out of MP and therefore become useless at a crucial moment. When managed wisely, however, White Mages can be the decisive factor in winning a battle.
- But should you equip them with the right gear and abilities, such as the Summoner's Half of MP/Halve MP and the Mystic's Move-MP UP/Manafont, you'll have yourself self-sufficient healers capable of supporting your units for a whole encounter without ever needing to drink a single Ether. Of course, it'll take you some time and effort to get to that point, but once you've built them up properly? Your White Mages can become a force multiplier of their own, even if all they'll do is heal and support your other units with their spells.
- Dispel Magic: The White Mage's Esuna spell is this. It is capable of removing most of the status debuffs in the game that can be inflicted upon your units, while leaving alone what status buffs that are already upon them.
- Gradual Regeneration: The White Mage's Reaction ability, Regenerator/Regenerate, gives anyone equipped with it the chance to have the Regen buff automatically applied upon themselves whenever they are struck by any kind of attack. It allows them to recover a small fraction of their maximum HP at the end of their turn.
- They can also directly apply the Regen buff to others by casting the eponymous spell upon them.
- Healer Signs On Early: Everyone in the starting roster of the first fight of the game can potentially gain just enough levels in Chemist to have the White Mage Job unlocked by the end of it, just so as long as there's one taking part in it. The end result? You're likely to have two different healing classes by your second fight.
- Healing Hands: Their Cure, Cure 2/Cura, Cure 3/Curaga and Cure 4/Curaja spells replenishes the lost HP of your wounded units, with progressively stronger potency, greater MP costs and longer casting times for each successive tier. Be sure to use the appropriately tiered Cure spell in regards to healing your wounded units.
- Holy Hand Grenade: The White Mage, despite being a Job that mainly specializes in support, has access to one brilliantly powerful offensive spell called Holy. Holy summons forth a great beam of blinding divine light from the skies to strike down upon a target of your choosing. It is incredibly effective against Undead-type enemies, though unfortunately it has a limited number of uses since it costs a hefty amount of MP per cast.
- Oh, and it has a very lengthy animation upon casting. Do not combine this spell with Arithmeticks unless you don't mind watching the light show, or have something to preoccupy yourself with in the meantime.
- Irony: Ramza and company are later denounced as heretics, yet that hasn't stopped any of them from still calling upon the powers of the divine for their own benefit.
- Magic Staff: A staff is a White Mage's Weapon of Choice, mostly as a means to boost their Magickal Attack and occasionally as a means of self-defense should things take a turn for the worse. After all, if your White Mages bludgeon a nearby threat enough times, that threat will eventually stop being one.
- The Medic: White Mages essentially serve as one, given that most of their abilities are based around healing, shielding and reviving their teammates. They excel at it too, though you have to be very mindful of their MP expenditure in return unless your White Mages have a reliable way to restore their own MP on hand.
- Never Bareheaded: Zig-zagged. As per Final Fantasy tradition, a White Mage's robes comes with a white hood. In-game, females wear theirs up, while males wear theirs down.
- Revive Kills Zombie: Their Cure and Raise spells can damage Undead-type enemies, and their Raise 2/Arise spell is capable of outright killing them (again) on the spot if it successfully connects.
- Squishy Wizard: While White Mages make for powerful healers and provide amazing support to your other units, they're still quite physically frail. A hit or three from an enemy is usually enough to kill them, so it'll be in your best interests to keep them out of harm's way as much as possible in every battle you bring them into.
- Status Buff: White Mages are able to grant a few to their allies, namely in the form of Protect, Shell, Regen and Reraise. All of the four buffs remain useful even into the late game, and are not to be underestimated.
- White Mage: Of course.
Feared for their knowledge of offensive magicks that cripple, harm or outright kill their targets, Black Mages use their repertoire of spells to bring ruination upon their enemies on the battlefield. They can use rods in battle.
- Awesome, but Impractical: Their Tier 4/'ja' spells cannot be used as a Math Skill/in Arithmeticks, are sadly not Friendly Fireproof and usually take too long to be cast for them to be worth the wait. Additionally, unless you absolutely need something to die sooner rather than later, it's generally more MP-efficient for all of your Black Mages to stick to using their Tier 1 or 2 spells if you don't have Ethers or another way to replenish their MP.
- Badass Cape: Their high-collared cape, which covers up half of their character portrait and sprite in-game.
- Baleful Polymorph: Their Toad spell can turn their target into a harmless and defenseless frog.
- Black Mage: As is the case with the White Mage, of course.
- Boring, but Practical: As fun as it is to make them cast the most powerful spells they know on their enemies, Black Mages are better off casting their Tier 1 or 2 spells most of the time in battle, only ever bringing out the big guns when you're reasonably sure that they can cast it in time. Said spells are also cost-efficient - until you can find a way to reliably restore their MP on demand, it's the superior option to stick to, as it means that the Black Mages can easily dish out reasonable amounts of damage worth their weight in MP used up.
- Can't Catch Up: For most of the early game, Black Mages serve as damage dealers capable of attacking your enemies from afar. However, as the game progresses they begin lagging behind in terms of effectiveness as your enemies start becoming sturdier and less likelier to get hit by spells. MP is also quite hard to replenish as it means one of your units has to sacrifice an ability slot, an item and/or a turn to do so. Therefore, by the time they have learned enough abilities to become effective or be considered as such, players are likely to have either treated them as obsolete or not at all worth all the hassle to continue using as is.
- Counter-Attack: The Black Mage's Reaction ability, Counter Magic/Magick Counter, enables them a chance to cast the offensive spell they were hit with back at the enemy who cast it upon them, although they need to survive the enemy caster's spell first before they can do so.
- Crutch Character: Black Mages, like the White Mages, are powerful in the early game, thanks to their use of spells that deals magickal damage during a point in the game where not a lot of your enemies have gotten high resistances to it yet. Their Tier 1 spells also cost negligible MP to cast, and are quick to be unleashed upon enemies within a few turns. Unfortunately, their stronger spells take a lot of JP to learn, meaning that you're going to be stuck with a caster class that can only use their basic spells until they can do otherwise... which also brings along it's own slew of problems, as their new spells are often costlier to use MP-wise.
- However, their problems can be all averted anyhow, though it will still take a lot of time, effort and JP on your part to make the most out of your Black Mages. As always, giving them the best possible gear and abilities can more than make up for most of the cons of using them in battle instead of a different Job.
- Difficult, but Awesome: Black Mages share a lot of the same issues as the White Mages have, such as their low MP pools and lack of MP recovery outside of their second Job Command or other abilities, especially their much longer casting times for their own far stronger spells. But unlike the White Mages' case, it's more difficult for them to manage as the main way for the Black Mages to deal damage is to cast their spells, all of which costs them their MP. Even so, by wisely determining which spell to use and when to cast them, Black Mages can also serve as a decisive factor in winning a battle as well, much like their White opposites can.
- And again, much like their White opposites, they can also equip better gear and abilities that can boost their effectiveness in battle. A 108 Gems/Japa Mala on a Black Mage with Arcane Strength can dish out heavy damage even with their Tier 1 spells - alternatively, a Black Mage with the Time Mage's Short Charge/Swiftness and the Mystic's Move-MP UP/Manafont can become a walking artillery barrage.
- The Faceless: As per Final Fantasy tradition, the only thing you can see on a Black Mage's face is their glowing yellow eyes, and they display them prominently thanks to their completely shadowed faces.
- Fire, Ice, Lightning: Black Mages have four Tiers of spells for each element. Each Tier is five points slower to cast and costs more MP than the last, but in exchange, have increased power to make up for the drawbacks.
- Friendly Fire: Black Mages tend to indirectly cause this to their teammates. Thanks to how the enemy's AI works, it's normal to see a hostile unit a Black Mage has targeted casually stand next to a friendly unit so that by the time their spell is finally being cast, both of them will get hit by it as a means of Taking You with Me.
- Glass Cannon: For all of the damage they can bring to bear upon their enemies, the Black Mages can't take much damage themselves thanks to their physical frailty and equipment set. Like the White Mages, they are usually able to take a hit or three before they get downed, so it's for the best that you put your Black Mages in positions close enough to the fighting or in places where they can be easily defended by your other units.
- Magic Enhancement: Their Support ability, Magic AttackUp/Arcane Strength, increases the sheer strength and accuracy of their spells by 33%, on top of boosting the success rate of status effect-inducing spells for the same amount. Anyone equipped with this ability will find that their spells are more powerful than before.
- Magic Staff: Black Mages wield rods to help boost their Magickal Attack or proficiency with one of the types of elemental spells they can cast. And depending on the rods in question, Black Mages can also whack their enemies with them to possibly unleash the elemental spell/status effect imbued within upon their targets.
- Necessary Drawback: Their strongest spells all take a lot of time and MP to cast, during which the Black Mages are unable to do much other than move away from danger. The game wouldn't be as challenging as it is now if you were able to spam the spells you'd want your Black Mages to cast on every turn, anyway.
- Non-Elemental: Their Flare spell is this. It is one of the strongest spells available to the Black Mages, and while it costs them a hefty 60 MP to cast every single time, it can easily empty their enemies' HP bars from full to zero. Of course, like most of the powerful spells they can learn, it also takes them some time to cast.
- One-Hit Kill: Their Death spell. Oddly enough, it doesn't only put the "Death" status on enemies like it does in most Final Fantasy games; it also deals damage equal to the target's max HP before inflicting the status. This isn't clear in-game unless the target has MP Switch/Mana Shield as a Reaction ability - they will still take MP damage equal to their max HP as usual, but will then keel over, indicating that the KO status has taken effect.
- Robe and Wizard Hat: Black Mages sport their iconic outfit here, but this time it includes poofy and striped colored pants plus a pair of leather gloves and boots. And what Nice Hats the Black Mages all wear!
- Squishy Wizard: The most fragile out of all the caster classes in the game, yet one of the most powerful amongst them. It helps that Black Mages can learn how to cast the Death and Flare spells on enemies.
- Universal Poison: Their Poison spell. It inflicts the Poison status debuff upon a target, and is generally used to remove the Regen status or deal some steady Damage Over Time on an enemy that's close to death.
- Weaksauce Weakness: Any enemy with the Reflect status buff on them is the natural counter to a Black Mage - most of their spells will simply not land on their target until the buff goes away or is forcibly dispelled.
Monks are so attuned to their Chi that their fists become deadly weapons and they can attack multiple enemies up close or from afar. Can only use their bare hands in battle; equipping a weapon on a Monk would be pointless.
- Bare-Fisted Monk: The Monk class is all about this, with a character becoming deadly even when not equipped with any weapon. The Brawler ability allows any other class to do the same.
- Crutch Character: When first unlocked, Monks are powerful and versatile units who combine solid damage output with a variety of useful spells. However, enemies eventually start hitting too hard for the defenseless monks to be able to tank, and their damage begins to wane as the more powerful units and classes become available. They are strong once you mix and match support skills from other classes, but they don't dominate as much as they did early on.
- Dishing Out Dirt: Their Earth Slash/Shockwave attack deals moderate earth damage in a straight line at long distances.
- Healing Hands: Chakra, which heals both HP and MP, giving Monks additional synergy with caster classes; Stigma Magic/Purification, which removes most Status Effects; and Revive, which brings characters back from the dead and gives better healing than Phoenix Downs.
- Lightning Bruiser: Already a fairly speedy class, but give the high-Speed, high-Movement Ninja the ability to use Martial Arts/Brawler like a Monk and watch your enemies fall before you like chaff.
- Kamehame Hadoken: Wave First/Aurablast, though in the animation it looks more like the enemy is being struck by a concentrated pocket of air.
- Rapid-Fire Fisticuffs: The Rapid Fist/Pummel ability looks like it came straight out of Fist of the North Star. (Appropriate, since the two opposing armies are those of the Northern Star and Southern Cross.)
- Sexy Backless Outfit: Female Monks wear what appear to be backless leotards.
- Walking Shirtless Scene: Male Monks are always shirtless.
Thieves use their speed to their advantage by evading attacks and stealing equipment that are either prohibitively expensive or outright unavailable in shops, simultaneously providing the party with gear and denying said gear from the enemy. Can use knives in battle.
- Barehanded Blade Block: The Catch/Sticky Fingers reaction ability allows Thieves to not take damage from, and subsequently pocket, anything thrown at them by ninjas, including swords. Combined with the Ninja ability Throw, this can result in Catch and Return.
- The Casanova: The ability that charms people is called "Steal Heart", implying this trope is in effect.
- Charm Person: Steal Heart, which only works on humans of the opposite sex and monsters (which are considered neutral).
- Fragile Speedster: Has low HP, so if they can't evade an attack, they'll be in dire straits.
- Knife Nut: As usual, thieves wield daggers as their weapon of choice.
- Nemean Skinning: The Support ability Secret Hunt/Poach reaps a bonus reward from the target, which can be purchased at Poachers' Dens come Chapter 3.
- Video Game Stealing: In addition to being able to rob enemies naked, Thieves can also steal money, combat experience, and even hearts.
Mystics tap into the spirit world in order to inflict all sorts of Status Effects on the enemy. Can use poles, rods, staves, and books in battle.
- Carry a Big Stick: Poles, which have 2-tile ranges.
- Dirty Coward: The spell Foxbird/Trepidation lowers enemy Brave, and transforms them into a chicken if dropped low enough.
- Dispel Magic: Dispel Magic/Harmony.
- Life Drain: Appropriately enough, the spell Life Drain/Invigoration. There's also the MP draining version of the spell, Spell Absorb/Empowerment
- Magic Knight: Their pole weapons scale off their Magic Attack allowing them to deal surprisingly high damage at close range.
Time Mages tap into the very fabric of the universe in order to manipulate the flow of battle to their advantage. Can use staves in battle.
- Awesome, but Impractical: The Meteor spell. It is very powerful, but costs a lot of MP, is very slow and — unlike summons — is not Friendly Fireproof, making it very easy to kill your own units along with your target.
- Attack Reflector: The spell Reflect.
- Cast from Hit Points: Inverted Trope in MP Switch/Mana Shield reaction ability, in which damage that would have resulted in HP loss depletes MP instead. With the Move-MP Up/Mana Font Movement ability (learned by Oracles) equipped, this renders a character immortal to most conventional means of killing.
- Colony Drop: The spell Meteor. Careful using it since it does not distinguish allies from enemies like summons.
- Extra Turn: The spell Quick, which fills the target's CT bar if successful and their turn will come up as soon as possible (characters will full CT bars and higher base speeds will still get to go first).
- Gravity Master: The usual gravity spells, plus Float, which lets enchanted characters move on all terrains.
- Nice Hat: Conical and emblazoned with a star.
- Percent Damage Attack: The spells Demi/Gravity and Demi 2/Graviga deal 25% and 50% of the target's maximum HP, respectively.
- Status Effects: Can inflict Don't Move and Stop.
- Time Master: Befitting their name, they can use spells to make allies faster, slow enemies down and stop them outright.
Geomancers call upon the powers of the ground beneath their feet to battle on their behalf; the effects of the spell in question depends on what terrain they are standing on. Can use swords and axes in battle.
- An Axe to Grind: The only other class besides Squire that can use them.
- Bare Your Midriff: Male Geomancers.
- Cherry Tapping: Geomancy is not the most powerful skill in the game. However, it has very long range, is instant, doesn't cost any MP, and can cause status effects; a Geomancer who knows all their spells can always be causing damage no matter where they are.
- Geo Effects: The main gimmick of the class is that their attacks use the terrain to cause different effects.
- Lightning Bruiser: They are very mobile and start off with good strength but it becomes very high strength when they learn Attack Up/Boost.
- Magic Knight: Unlike most versions Geomancers here have good strength with access to swords and axes along with their good magick. Slap on a secondary magick command and you're all set. (What they don't have is access to armor.)
- Status Effects: And which status depends on the terrain you're standing on.
- Walk on Water: Variant — Any Ground/Ignore Terrain allows movement through swampy ground without being poisoned, and Move On Lava/Lava Walking allows you to ignore the damaging effects of lava.
Dragoons leap high into the air and stab their opponents, doing extra damage if specifically equipped with spears. Can use spears in battle.
- Awesome, but Impractical: Two separate examples.
- The ability Ignore Height is pretty cool, but only useful on a select few maps to begin with and made further impractical by the Dragoon's slow movement of only 3 squares.
- Dragoons themselves have terrible stat growth, and if you rely heavily on Dragoons you'll end up underpowered for the end game.
- Back from the Dead: Dragoon can learn Dragon Spirit/Dragonheart which allows a Dragoon to return to life after getting knocked out.
- Boring, but Practical: The Jump command. Damage equivalent to a Knight's, but at range? Will spam Jump again please and thank you.
- Blade on a Stick: A Dragoon just isn't a Dragoon without a polearm.
- Fake Difficulty:
- Jump is the only non-instant skill in the game that you cannot check the turn order to see when it will land, meaning you essentially have to guesstimate the timing and hope that your target doesn't get their turn before you land. Naturally, the AI knows exactly when ''they'' will land and will be successful every time they jump.
- Jump is 2x the jumper's speed, so it's possible to manually calculate the landing time, which is why the computer is not technically a cheating bastard here. It's a rather annoying hassle though. One rule of thumb that nearly always works is to only use Jump against a target whose CT is currenly 50 or below.
- Goomba Stomp: The animation for Jump implies this, though of course there's also a big pointy spear involved.
- In a Single Bound: Their Ignore Elevation skill allows them to jump to any height within their move range.
- Mighty Glacier: Their spears have attack power equal to the best swords in the game and they can wear plate armor, but they only have 3 square of movement.
- Nice Hat: A helmet evocative of a dragon's skull.
Orators use their silk tongues to boost team morale, strike fear into the hearts of the enemy, or simply talk them to death. Can use guns and knives in battle.
- HeelFace Turn: Invitation/Entice can induce this in enemy units.
- I Shall Taunt You: Insult, which puts the enemy into Berserk status if successful.
- Nice Hat: Looks like a pillow with tassels.
- Outgrown Such Silly Superstitions: Solution/Enlighten, which lowers Faith values.
- Status Effects: Can inflict quite a few.
- Super Empowering: Orators can raise ally Faith and Brave values (or, if you're feeling cheeky, raise enemy Faith values before dropping a spell on them, as damage scales with the target's Faith as well as the user's).
- Talking the Monster to Death: Literally and figuratively.
- The Gunslinger: Can use guns as weapons which like the Chemist lets them get around their bad strength and is preferable to using daggers.
- Your Mind Makes It Real: Condemn inflicts Doom on the target by convincing them that they are about to die.
Summoners call forth the power of Espers to help allies or hurt enemies. Can use rods and staves in battle.
- Elite Tweak: Summons may range into impractical for their high MP cost and charge times but you can cast a very strong and slow summon on one of your units (since summons don't damage friendly units) and have that unit carry it to the enemy rather than put your slow and squishy Summoner in bone crunching combat.
- Friendly Fireproof: Summon is one of only two abilities to safely distinguish friend from foe, the other being Iaido.
- Glass Cannon: Summons are the most devastating magick in the game, and distinguish between friend and foe, but Summoners are both slow and fragile so be careful where you place them.
- The Red Mage: Lots of powerful elemental and non elemental attacks but they also have a few healing and support summons like Fairy and Golem.
- Summon Bigger Fish: Of course.
- Taking the Bullet: The summon Golem blocks physical damage for the party, but this protection doesn't last forever.
Samurai mark the start of more complicated classes; it requires levels in Knight and its derivative, but also in the Archer-descended Dragoon. In addition to attacking with their blades, Samurai can draw spirits from said blade for various effects. Can use katanas in battle.
- Barehanded Blade Block: The Bladegrasp/Shirahadori, which also grants Arrow Catch and Bullet Catch thanks to Good Bad Bugs.
- Breakable Weapons: Using the Iaido ability has a chance of breaking the weapon in the inventory.
- Friendly Fireproof: Iaido abilities won't harm the Samurai's allies.
- Glass Cannon: Even though they can equip armor their HP will remain on the same level as most non-armor units. Their skills are still very useful at dealing heavy damage to crowds.
- Katanas Are Just Better: When they can cast area-of-effect spells that distinguish friend from foe, they are!
- Samurai Ponytail: Appropriately female Samurai sport these along with a Martial Arts Headband.
- Too Awesome to Use: Samurai's special ability is to draw out power from katanas to create various AoE effects that can either heal/buff allies or hurt/debuff enemies. Each katana in the game has a different effect. This would be pretty cool, except there is a chance that the move will destroy whatever katana you are using. Needless to say, you are not very likely to risk the one-chance-to-steal Masamune or the buried-in-the-Bonus Dungeon Chirijiraden no matter how nice the effects are, because you can't get replacements.
- Walk on Water: Available as a Movement ability.
Ninjas are the masters of assassination, able to use two weapons at once and throw things at the enemy. Can use knives, ninja blades, and flails in battle.
- Boring, but Practical: Ninjas can throw almost anything at their opponents but you'll probably stick to bombs and shurikens for their low price and good damage.
- Dual Wielding: Innate to Ninjas, available as a Support ability.
- Glass Cannon: The fastest class in the game, able to dish out heavy damage up close with their dual weapons, but they are very frail, relying on their evasion ability to survive.
- Invisibility: Ninjas have the reaction skill "Vanish", easily one of the best skills in the game. Your ninja becomes invisible to enemies and it only ends when you attack. There is no The All-Seeing A.I., so enemies will ignore your ninja until the ninja stabs them in the back. The only way for enemies to attack an invisible ninja is by accident (such as blasting a different character with an AoE attack).
- Super Reflexes: Has the highest Evasion of any job, and also can learn a Reaction ability that raises Evasion.
- Throw-Away Guns: Actually, averted. Guns are the only weapon that a Ninja can't throw.
- Throw Down the Bomblet: They come in three flavors; fire, lightning and water. The water bomb is particularly useful due to water elemental attacks being scarce and sometimes impractical.
- Throw the Book at Them & Throwing Your Sword Always Works: Any weapon in the game can be thrown with the ability unlocked.
Dancers can hit every enemy on the field with their dances, damaging or debilitating them. Can use knives and cloths in battle.
- Bare Your Midriff
- Dance Battler
- Death by a Thousand Cuts: Wiznaibus/Mincing Minuet usually does piddling damage, but activates two and a half times as fast as most unboosted units move. A Dancer or two performing a Mincing Minuet from the start of the battle can leave the enemy team crippled over time.
- Flight: Somehow they are able to learn the ability to fly.
- Full-Contact Magic: Inverted. Dances have physically-based effects, but can hit from anywhere on the field.
- Level Grinding: Dances activate at a pace independent of the user's Speed, making them useful for levelling slower classes.
- Luck-Based Mission: Aside from HP/MP damage, the chance of a dance taking effect is 50%, no alterations.
- Improbable Weapon User: Cloths, which are snapped at enemies like towels.
- Status Effects: The Forbidden Dance attempts to inflict Blind, Confuse, Silence, Toad, Poison, Slow, Stop, and Sleep, at the same time.
Bards can assist all allies on the field with their magickal songs, healing them or boosting their abilities. Can use harps in battle.
- Brown Note: Harps do damage by being played.
- Extra Turn: Finale immediately fills up all units' CT gauges.
- Flight: Just like Dancers they can learn how to fly. It makes even less sense than dancers learning it.
- Level Grinding: Songs activate at a pace independent of the user's Speed, making them useful for levelling slower classes.
- Luck-Based Mission: Aside from the HP/MP healing, the chance of a song taking effect is 50%, no alterations.
- Magic Music: Healing and status buffs from anywhere on the field, applied with Magick Attack from a job accessed through levelling multiple mage jobs.
- Status Buff: The Nameless Song attempts to bestow Reraise, Regen, Protect, Shell, and Haste, at the same time.
Though extremely slow to get a turn, once they do get that turn Arithmeticians are the game's equivalent to weapons of mass destruction. Carpet bomb the enemy with power spells, turn them all into weaklings, make your own party virtually immortal... Arithmeticks can do all that, and more. Can use poles and books in battle.
- All Your Powers Combined: Can use the list of all the non-Summoner spells that they had learned before (except a scant few high tier spells in the White, Black, and Time Mage schools) and use them almost instantly. An Arithmetician with Summon (or a Summoner with Arithmeticks) has access to every magickal effect in the game except Quick and Meteor.
- Difficult, but Awesome: They are slow as molasses, which has the added effect of making them very difficult to train. To be functional on the battlefield, they need to know all of their abilities and have a good repertoire of spells from other classes. They're also prone to causing friendly fire easily if you're not careful. But if you're willing to take the time to work with them and do some careful planning in combat, Arithmeticks can nuke everything.
- Mad Mathematician: A player who doesn't know what they're doing is going to end up with this trope if they try and use Arithmeticks blindly.
- Medium Aware: While Height is definitely observable in-game, Arithmeticians are somehow also able to see ally and enemy levels, experience, and even CT.
- Mighty Glacier: Oh, how very slow they are (base speed 4, the lowest in the game), but oh, how very, very mighty. (Or, use Bard/Dancer to grind JP and then tack Arithmeticks on one of the other caster jobs.)
- Mundane Made Awesome: This is a Job that exploits the power of math.
- Perfect-Play A.I.: With all of the variables learned, the AI can unleash utter hell upon everything, knowing exactly what to do for maximum damage output against it's opponents without accidentally hurting its allies. Luckily, you can make this work to your advantage by setting your own Arithmetician to AI mode. After that, you can basically sit back and watch as your enemies get annihilated.
- Total Party Kill: Can potentially do this to your enemies under the right conditions with with a strong spell like Holy or Flare. Though if misused you can end up doing this to your own party in the process.
The Mime can take no actions on their own, but will mimic all (generic) ally actions, doubling the action economy. They have no innate usable equipment at all, but do have several innate abilities.
- Bare-Fisted Monk: The Mime has innate Brawler, giving them Bravery-boosted physical attacks to compensate for their lack of equipment.
- Faceless Goons: Female Mimes seem to be evoking this look, as she wears a kitsune mask over her head.
- Heroic Mime: 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.)
- Improbable Aiming Skills: The Mime has innate Concentration, which guarantees their attacks will connect if there's something for them to connect with.
- Power Copying
- Super Empowering: The Mime has innate Beastmaster, which will unlock the hidden abilities your ally monsters have.
Can use swords, fell swords, knight swords, and flails in battle.
- Awesome, but Impractical: Dark Knights are very strong thanks to their abilities being safely able to be used from slightly longer distances, on top of being stronger offensively then a Knight would be. However the amount of grinding needed to unlock the class renders it more or less useless except for the final bosses and the optional content. It does at least serve as a good end game class for Ramza however.
- BFS: Fell swords are basically dark versions of Knight Swords and actually require both hands to use them.
- Bragging Rights Reward: By the time you can unlock this class, you probably don't need it.
- The Faceless: All we see from the helmet are two glowing eyes, a la the Wizard.
- Cast from Hit Points:
- Casting a Shadow
- Magic Knight: Oddly enough, it isn't this despite mastering Black Mage being a requirement. It is a class that relies only on your physical strength. In fact, it is possible to gimp your Dark Knight if you start out with mastering Black Mage early on, as many of your levels will be gained with Black Mage stat growths which are not useful for Dark Knight at all, so it is recommended to max out Black Mage last and get your physical classes finished first to take advantage of their growths while you are leveling the fastest.
Can use any weapon in battle but are unable to use abilities.
- Badass Normal:Being unable to use any abilities they count as this.
- Bragging Rights Reward: Though simple enough to unlock (simply get Squire and Chemist to level 8), by the time you unlock the Onion Knight's full potential, you DEFINITELY don't need it as you must master every other class in the game to do this, aside from Squire, Chemist, Dark Knight, and Mime.
- Foil: To the Mime; both have unbelievable stats, and require multiple mastered jobs to use (or in the Onion Knight's case, to use effectively). A Mime cannot equip anything, but can do almost everything; an Onion Knight can equip everything, but nearly cannot do anything.
- Jack-of-All-Trades: Who gradually moves from Master of None to Renaissance Man.
- Magikarp Power: Laughably weak until you start mastering Jobs and getting Onion equipment.
- The Computer Is a Cheating Bastard: 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.
- When All You Have is a Hammer : In this case when all you have (at max level) are massive stats, the strongest equipment in the game and only the attack command the only thing to do is, well, attack with impunity.
- Wholesome Crossdresser: Male Onion Knights are allowed to equip female-exclusive equipment.