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Characters / Final Fantasy Tactics A2

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A list of characters from Final Fantasy Tactics A2. Some spoilers are unmarked.

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    Playable Characters 

Luso Clemens
The protagonist of the game, an orphan raised by his aunt and a troublemaker in school. He gets put in detention the day before summer vacation and finds a strange book in the library, which naturally transports him to Ivalice. Unlike Marche, Luso is much more adventurous and not especially eager to get back home, which is handy because he needs to fill his Grimoire end-to-end in order to return.
  • BFS: In the artwork. It's basically identical to Marche's, although unlike his Luso never actually gets his hands on it.
  • Book Dumb: Averted; It's stated at the beginning of the game he isn't a particularly bad student, just a troublemaker. His Naïve Newcomer status has more to do with him coming from another world than him actually being stupid.
  • Character Development: If you pay attention to the things he says during sidequests, he gets much more sure of himself as time goes on.
  • The Hero: He starts off as naive but eager, becomes the clan leader, and helps numerous people in Ivalice—both his good friends and quest-givers.
  • Heroes Prefer Swords: According to his official art and basic equipment.
  • Why Did It Have to Be Snakes?: Ghosts. Even in random encounters, his standard dialogue is replaced with "H-hey, that wasn't a ghost, was it?"
  • Would Hit a Girl: He smacks Adelle back when she smacks him.
  • Year Inside, Hour Outside: Luso literally can spend years—without aging—in Ivalice, but he wakes up in the library as though he'd just nodded off at the desk.

The leader of Clan Gully. When Luso lands in the middle of their hunt, Cid offers him the clan's protection so the kid won't be killed by a giant chicken-bowling ball hybrid. Cid is competent, world-wise, and good-natured, but he hasn't always been an innocuous clan leader.
  • Berserk Button: Played for Laughs. Don't steal an alraune drill from him when he was going to buy behemoth steak from the money it would fetch on the market.
  • Big Brother Mentor: Towards Luso and Clan Gully in general.
  • Crutch Character: Appears as such in a few early missions. By the time he joins for real, he's just a Bangaa (job wise) with no unique abilities that can't gain easy JP or EXP via dispatch, and unlike Luso/Adelle, is not forced for any missions.
  • Death Is Not Permanent: In-story version. He swore himself to a Judge right after getting shot for leaving Khamja.
  • Dark and Troubled Past: Used to be a member of Khamja. It comes back to haunt shoot him, literally.
  • Defector from Decadence: Perhaps not that decadent per se, but he decided that the power that came with Khamja wasn't worth their methods.
  • The Lancer: He's much more mature and savvy than Luso.
  • Quickly Demoted Leader: Hands over the reins to Luso after getting shot, and is more-or-less an adviser after he recovers.
  • Resignations Not Accepted: Finds this out about Khamja the hard way.
  • Seldom-Seen Species: Cid is a Revjagi. His race barely shows up in the game, as the sole other members of his race are auction clerks.
  • The Worf Effect: Combined with the aforementioned demotion to show how dangerous Khamja is.

Adelle the Cat / Adelaide
A notorious hunter with a reputation as a loner. She poaches a kill from Clan Gully, falls into a trap set by Cid and Luso later, and soon after that forces her way into the clan in the hope of more profitable ventures. Needless to say, it's a rocky relationship.
  • Action Girl: Starts as a Thief, a Fragile Speedster class that is good at combat. She's also been surviving by her wits for some years in a place that's full of monsters and ruffians.
  • A Fool and His New Money Are Soon Parted: Deliberately. She spends whatever she gets right away, as Cid and Luso discover when they try to get their rightful pay for the alraune drill—she'd rather enjoy herself now than save for later.
  • The Ageless: She isn't old yet, but being a Gifted, she has biological immortality.
  • All Take and No Give: Her dealings with Clan Gully at first.
  • Anti-Hero: She starts out as an Nominal Hero who joins Clan Gully only for her personal gain. After her Character Development, she is more of a Pragmatic Hero.
  • Blessed with Suck: How she views being a Gifted. As time goes on, she confronts this issue.
  • Brainwashed and Crazy: During one battle, thanks to Illua. Leading to...
  • Broken Bird: She doesn't look like it, but for all her snarks and tease, the girl has issues.
  • Cat Girl: Downplayed — she has a feline theme to her outfit, but no physical traits. Note the ribbon cat-ear-like ribbon, the tail, and the paw-print symbol on her knees. Her nickname is also "Adelle the Cat".
  • Character Development: At the end of the game, she makes a remark about what "the old her" would have thought of the situation.
  • Cry Cute: Near the ending, when she realizes Luso will have to go back to his own world soon.
  • Defeat Means Friendship: A very strange variant. The first time she meets with Clan Gully, she offers them her services, only to double-cross them at the last minute. Later, she attempts to do it again, only to end up double-crossed by them. After this, she decided it was more profitable to just stick with them for a while, and basically forced them to include her in their clan.
  • Defrosting Ice Queen: Initially joined Clan Gully only for profit, but eventually genuinely befriends them.
  • Doomed Hometown: They all died of a plague. Adelle, as a Gifted, survived.
  • Duel Boss: With Lennart, the first Gifted she encounters.
  • Exact Words: When they learn the history of Frimelda and Luc Sardac, and that Luc is the one who put out the bounty on Frimelda, Adelle suggests they fulfill his request to "never look on this creature again" by killing him.
  • The Fashionista: If she doesn't spend her takings on dessert, it's on fancy clothes.
  • Fragile Speedster: Starts out as a Thief with an above average speed growth unique to her, but as her default class would imply she's not taking too many hits. On the same token, she won't have to.
  • Freudian Excuse: Her hometown was ravaged by a plague, and she was the only survivor due to her Gift. Fearing she would end up outliving and as such losing any people she would come to befriend, she chose to be concerned only with her own affairs.
  • The Gift: She has special powers, though it's never stated what the source is.
  • Sticky Fingers: Starts with the Thief class and nabs some loot from Clan Gully.
  • Super Empowering: On the receiving end; once she embraces her Gift, her questline consists in meeting other Gifted who grant her their own Gifted abilities, typically by givin her their own weapons.
  • 10-Minute Retirement: She leaves your clan out of the blue towards the end of the main storyline (right after the mission at Goug), partly because of the fight against Neukhia's hand, and partly because of her nature as a Gifted, but not without robbing Cid of his gils beforehand. Thanksfully, she comes back after you defeat her brainwashed self in the following storyline mission.

Montblanc's younger brother and a Moogle bard who enlists Clan Gully's help in procuring materials for a splendid new musical instrument. He repays them by giving his services to Clan Gully and composes a song about Luso.
  • Ascended Extra: Hurdy was just an unimportant Moogle Sibling in Final Fantasy XII. Here, he becomes an important playable character complete with a sweet-looking appearance makeover.
  • The Heart: He's not initially geared for physical combat and is much more concerned with the emotional state of the clan than loot and things.
  • Magic Music: Mostly healing and status buffs.

    Secret Playable Characters 

Frimelda Lotice
A former Blademaster who roamed Jylland with her partner Luc Sardac. She was renowned for her swordfighting skills. Unfortunately, she seems to be in less than stellar condition these days.
  • Action Girl: A powerful female Paladin, famous as one of the most skilled fighters in Jylland.
  • And Then John Was a Zombie: Initially this is a literal question; she really doesn't know that she's a zombie.
  • Back from the Dead: She kind of died, but she just turned into a zombie.
  • Battle Couple: Used to be partner and lover with Luc Sardac. That is, until he poisoned her out of jealousy.
  • Because You Were Nice to Me: Twice. First, she joins Clan Gully out of gratitude for them supporting her and helping her return to her human self. Second, Ghi Yelghi gives his life to help cure her from undeath out of gratitude for her saving him years ago.
  • The Big Guy: A very powerful physical attacker and defender.
  • Determinator: Subconsciously. She refused to die and remained in the world as a zombie.
  • Driven by Envy: Not herself, obviously, but it turns out Luc Sardac poisoned her because he could not surpass her skill with the blade.
  • Dual Wielding: With swords. Yes, she does in fact start out with this skill, hence the Badass classification.
  • Duel Boss: Against Ghi Yelghi.
  • Knight Errant: This used to be her job.
  • Incorruptible Pure Pureness: Even as a zombie, she manages to retain both her intelligence and her morality.
  • Master Swordsman: Famous for her skills with swords. This was both Luc Sardac's motivations for killing her and Ghi Yelghi's motivation for curing her.
  • The Paladin: Her default job, and a very powerful one right off the bat.
  • Optional Party Member: Her quest line isn't part of the main story.
  • Revive Kills Zombie: Her first quest is asking for a few potions from the party, being still unaware just what she's become and thinking she just needs those to recover from her illness. Needless to say, this trope disagrees and leads to her figuring out what happened to her.
  • Unexplained Recovery: Averted. She does recover, but it takes a whole quest line for it to happen.

The same fellow from Final Fantasy XII and its sequel. Vaan and Penelo return here as a sky pirate pair and have several encounters with Clan Gully before joining it.
  • Bag of Spilling: In story Vaan and Penelo are implied to be far more powerful than the other characters from their previous adventures.
  • Chronic Hero Syndrome: Despite his sticky fingers, Vaan is still going out of his way to help those in need. Namely the Baron of Jylland who was being targeted by Khamja .
  • Cool Airship: Though we don't get to see the Galbana in action this time around, Vaan has a model of it on his belt.
  • The Dreaded: To the point people disguise as him to take advantage of his notoriety.
  • Kleptomaniac Hero: His moveset is centered around his status as one.
  • Lethal Joke Character: His trap-disabling ability can come in handy on specific missions, and if you've successfully stolen a lot of items, his Life of Crime ability can be devastating.
  • Magikarp Power: His Life of Crime ability does damage that scales based on the amount of times he's successfully stolen in his lifetime, which has no cap, which means eventually you can have Vaan steal enough times that this move will hit the 999 damage cap.
  • The Rival: To Luso, until he joins the clan.
  • Sinister Scimitar: His starting weapon and in the artwork to the right.
  • Sky Pirate: His exclusive job class.
  • Sharp-Dressed Man: He's wearing a shirt this time. Many players consider this an improvement from his Final Fantasy XII attire.

Vaan's partner as a sky pirate, who as usual has to keep him grounded (so to speak) in the land of common sense and rationality. She eventually joins the clan along with Vaan.
  • Bag of Spilling: In story Vaan and Penelo are implied to be far more powerful then the other characters from their previous adventures.
  • Bare Your Midriff: Along with some oddly open looking baggy shorts.
  • Combat Medic: Starts out with quite a few White Magic spells already learned.
  • Dance Battler: Has the exclusive job class "Dancer".

Al-Cid Margrace
The man from Rozarria. His behavior towards the player characters is markedly different in this game than in Final Fantasy XII. He uses Luso and Clan Gully mainly as couriers. Everything is on a need-to-know basis, and Luso isn't on that list.
  • The Casanova: Not only does he flirt with every single attractive girl he meets in-game (including Adelle and Penelo), but his entire skillset is based around this.
  • Overrated and Underleveled: You can't get him until after you beat the game, and even when you do, most of his abilities are useless or not very useful unless you have a lot of female units on the field. He can't even change jobs. As the only unit with this restriction, this shoots his usefulness in the clan straight to the bottom. A pity; a Hume who wields guns could've been so useful.
  • The Computer Is a Cheating Bastard: When you fight him in one mission, he has the computer-only "Impervious" Support ability that makes him immune to all status. When he joins you, he doesn't have this ability any more. Indeed, he can't learn any Support abilities, thanks to his inability to class change.

A good-natured moogle traveller. He left Clan Centurio in order to search for the Gigas Pendant.

    Non-Playable Characters 

A very ancient old Rev who lives in a cottage up in the mountains and knows a lot about most everything.

Ezel Berbier
An eccentric Nu Mou inventor and scientist who charges ridiculous prices for his merchandise.
  • Funetik Aksent: Unlike the original game.
  • Honest John's Dealership: Subverted. He charges outrageous prices and the stuff may appear to be junk at first blush, but the card he sells Luso keeps Illua from disabling the clan's Judge.
  • Irony: Spent the first game inventing cards to undermine Judges and the Law. Here, he sells Luso the aforementioned Judge-saving card.

Mr. Randell
The school's librarian. Yes, his first name is Mewt.
  • Cassandra Truth: Averted in the ending. He believes Luso's story about being transported to Ivalice, telling him how he too had gone there years ago.
  • Hot Librarian: Getting a haircut between age 12 and 22 helped a lot.


The Big Bad of the game and the leader of the crime syndicate Khamja. Like Luso, she possesses a Grimoire. She has a grudge against Cid, but her motivations and goals are unclear.
  • Artifact of Doom: Her Grimoire, a mirror image of Luso's, which she uses to summon the Neukhia when she completes it.
  • Authority Equals Asskicking: She is the leader of Khamja, after all.
  • Black Magic: She wields various forms of dark magic in her battles against Clan Gully.
  • Dimension Lord: This is her goal.
  • Don't You Dare Pity Me!: Averted. Before dying, Illua asked Cid to pity her because "Power is all I am".
  • Evil Counterpart: To Luso. Likewise, her Grimoire can be considered the Evil Counterpart to Luso's.
  • Faux Affably Evil: She even invites Clan Gully to witness her final attempt to open the Rift and summon a horrible demon out of it.
  • Femme Fatalons: Has long blue fingernails.
  • Iron Lady: She never suffers a breakdown even once. Probably due to the fact the endgame outright states that even if she is defeated, Khamja is so vast and ingrained in the Ivalice underworld it will never be stopped and she knows it.
  • Katanas Are Just Better: Her weapon of choice is a massive ornate katana.
  • Knight of Cerebus: The game's lighthearted tone completely vanishes every time she appears. Justified, as she is the leader of a crime syndicate who employs assassins to do her bidding. She tries to have Cid killed several times, is fond of using poisons against people who oppose her, and doesn't bat an eye when one of her best underling, Ewen, is killed before her eyes, merely considering that she lost a "pawn".
  • Lightning Bruiser: You better be prepared, as Illua won't pull any punches in your fights against her. Her unique class, Nightshade, grants her formidable stats and access to devastating abilities: Saber is a self-buff raising her Attack and Accuracy (which will make it difficult to avoid her other abilities), Time Blade deals massive damage and can inflict Stop to your unit, and Dimensional Rift is similar to Gravity, except it will make you lose 75% of your current health points, and it has an area of effect as big as summons. She is also immune to debuffs and to normal attacks, thanks to the Reflex skill.
  • Magic Knight: Has the exclusive job "Nightshade" combines fast and powerful attacks, akin to a Parivir, with devastating black and time magics.
  • Makeup Is Evil: Wears blue make-up and is depicted as evil and vain, thinking of herself as The Hero of a story.
  • Might Makes Right: She subscribes to this philosophy, claiming that the world needs powerful beings. As she considers herself to be powerful, she deems herself worthy of ruling over others.
  • "Not So Different" Remark: After her first defeat, she claims that Cid and herself are no different, with both of them seeking power. Cid calmly rebuffs her, saying that power through destruction doesn't interest him.
  • Not So Stoic: She acts collected, high and mighty, but she is genuinely surprised to see Luso in possession of a grimoire similar to her own. She immediately attempts to destroy it, but the grimoire easily repels her sword strike and throws her against the wall.
  • Red Eyes, Take Warning: In her final confrontation with Clan Gully Illua channels the power of the Neukhia, gaining red eyes in the process.
  • We Used to Be Friends: If Cid comes along to the final battle, he and Illua will briefly allude to having fought side-by-side in numerous adventures. When Cid left Khamja, he asked Illua to come with him - an offer she declined in pursuit of power.
  • Wrong Genre Savvy: She has a Grimoire and thinks she is the hero of the story. And calls Clan Gully the chorus, except one usually doesn't try to kill the chorus even in Greek Tragedy....

Illua's right-hand man. He's sent out to do her dirty work and occasionally observes during certain quests, alerting you to the fact that Khamja has a hand in this.
  • The Dragon: Falls between this and Elite Mook.
  • Establishing Character Moment: To Khamja as a whole; his first two appearances respectively involve him shooting Cid to establish the group has a past history with him, and then trying to force Luso into selling him his judge, establishing Khamja as a criminal organization and the main antagonistic force.
  • Hoist by His Own Petard: During the second battle with Khamja, Illua disables the Judges to ensure Clan Gully won't benefit protection; turns out it works for Khamja as well, meaning Ewen will die for real if you defeat him this time. Not that Illua cares.
  • Killed Off for Real: There are plenty of battles where he can appear in, but if he's killed in any of your battles with him, he'll never appear again; presumably, he wasn't under a Judge's protection.
  • Ninja: His class is officially "Nightfall," but it's basically the same.
  • Slouch of Villainy: Right in the artwork.
  • Underestimating Badassery: During his first battle with Clan Gully, he assumes Luso won't be a threat once his Judge disabled. Luso wastes no time in proving him wrong.
  • We Have Reserves: If you kill him in battle, Illua is slightly miffed over losing a "pawn."


Some kind of semi-solid purple... entity... from another dimension. Nobody who knows about it wants it in Ivalice for very, very good reason.
  • Blob Monster: It's made mostly of some kind of purple slime. It's also big enough to walk around on.
  • Final Boss Preview: You face one of its hands alone early in the story.
  • Puzzle Boss: The first battle allows you to activate switches on the map to damage it, but this is pointless, as any party that can clear the previous fight is more than able to just kick its ass the old fashioned way, and it's even quicker that way too.
  • Oh, Crap!: A resounding this from Clan Gully when they meet it.

    Rival Clans 


Khamja is a crime syndicate that operates out of Graszton, and the main antagonistic force of the game. Officially, they build and sell ships. This is a from for a great many illegal activities committed across Jylland. Illua is their leader, Ewen is a high-ranking member and Cid is a former member.

  • Awakening the Sleeping Giant: In the Duelhorn questline. The Duelhorn's invasion of Jylland was going all smoothly, until the point where Duke Snakeheart decided to threaten Khamja. Then they started treating them seriously, and the Duelhorn ended up slowly but surely crushed.
  • Dark Is Evil: They have access to two unique job, respectively named Nightfall and Nightshade. They also happen to be the main antagonist Clan of the game.
  • Evil Poacher: Poaching is one of their operations. They use Carm Mercantile to identify rare monsters, though most of the latter's members are unaware of this.
  • Kick the Dog: Their actions on-screen include trying to force Clans into selling them their Judges, killing members who try to leave and making profit from poaching endangered species.
  • Mob War: Between them and Duelhorn. Khamja wins.
  • Power Nullifier: Their leaders know a spell to temporarly disable a Judge, forcing you to fight them without your privilieges or the ability to raise defeated party members.
  • Replacement Goldfish: Horeme the Dragoon is this for Ewen after he dies.
  • Resignations Not Accepted: Cid found this out the hard way.
  • The Unfought: It's possible to go the whole game without ever seeing Horeme, and even if he is seen, he only ever appears to bail out other Khamja members and never fights Clan Gully.
  • Villain with Good Publicity: They are using the Karm Society, an organisation devoted to the protection of endangered species, as a cover.
  • We Are Everywhere: According to Maquis, they control all of Jylland.


Duelhorn is a crime syndicate from an unspecified distant land that seeks to extend its grip over Jylland. Technically, they are not a clan at first, calling themselves a "war-band," but acclimate to Jylland's culture pretty rapidly. Over the course of the game, rivalry with the much more villainous Khamja for control over Jylland leads them into an Enemy Mine situation with Clan Gully.

  • Anti-Villain: All except for Duke Snakeheart. Alys does not like harming innocents, and Maquis is motivated by a desire to one day end war. Even The Night Dancer gives candy to a crying kid who witnessed him fight another clan to force them to work for Duelhorn. The Night Dancer also seems to be looking for a challenge more than anything, and otherwise can be as kind and helpful as Alys to innocents.
  • Blood Knight: Duke Snakeheart deliberately reveals Duelhorn's plans to Clan Gully right after he and the other Four Bosses get off the boat just to provoke them into a battle for the fun of it. He also provokes Khamja so he can fight them, which costs Duelhorn their turf war with them.
  • Camp Gay: The Night Dancer. Note that it's more than him cross-dressing and acting flamboyantly: he can be affected by Al-Cid's special abilities that only work on women normally.
  • Confusion Fu: Duelhorn mooks tend to rely heavily on secondary abilities that don't match the class they look like, tripping up inattentive players. This is probably meant to show that their homeland has different methods of fighting that don't quite match what Jylland is used to.
  • Enemy Mine: They will side with and occasionally call for Clan Gully's aid against Khamja, but they are still enemies in the end.
  • Equal-Opportunity Evil: Each member of Duelhorn is from a different race: Marquis is a hume, Alys is a viera, the Night Dancer is a bangaa and Duke Snakeheart is a nu mou.
  • Expy: Duke Snakeheart seems very similar to Kefka in personality and also has similar eye markings.
  • Gameplay and Story Segregation: Alys the Ensorceled claims that battling with several status ailments strengthens her magical power. This is false, and none of her abilities actually benefit from this. The first time you fight alongside her, the enemies think she's lost it.
  • I Fight for the Strongest Side!: Subverted, villainous version. After the Four Bosses arrive, they split up and run around beating up smaller, weaker clans to force them to work for Duelhorn. Oddly enough, they seem to treat their forced converts pretty well afterwards, and none seems to grumble too much, so this trope is in play for their recruits.
  • Me's a Crowd: Maquis can create copies of himself during battles. He does so when you try to stop him from going on a suidical charge against Khamja. In fact, this capability is why he is know as the Phantasm.
  • Names to Run Away from Really Fast: "Snakeheart".
  • Smug Snake: Duke Snakeheart. Out of all the leaders in the Duelhorn clan, Snakeheart fits the mold of this trope. He acts like everything goes according to plan and how he will never be beaten. Once he drops his facade and reveals that he was working to dismantle his clan against his fellow leaders so he can take over, he gets even more arrogant until you actually kill him, to which he uses his dying breath wondering why he is getting so cold.
  • The Starscream: Duke Snakeheart, to the rest of Duelhorn.
  • The Syndicate: Unlike Khamja, though, they are willing to operate in the open using legitimate means to conquer Jylland as well, like the auction house system.
  • Token Evil Teammate: Duke Snakeheart.
  • Utopia Justifies the Means: Maquis the Phantasm. Alys has similar views.
  • Villainous Crossdresser: The Night Dancer. The "Laws" for missions involving him seem to be in place only to trip people up on it. Appropriately, his class is "Trickster". This may be slightly subverted, as the clan "The Night Dancer" is in pulls a Heel–Face Turn, turning him into a Wholesome Crossdresser instead.
  • Would Not Shoot a Civilian: Except for Duke Snakeheart.

House Bowen

A small, elite clan of four pursuing Klestia, the monster you encounter in your first battle, led by a Fighter named Bowen. You help them pursue their vengeance against the beast and also introduce them to Veis, an assassin who wishes to join them, teaching you her class in the process.

Prima Donna

A clan/band of four Idol Singers — two Viera and two Gria. They have a large, popular following and even have two perpetual Fanboys following them around. They also happen to be pretty skilled warriors.

  • Action Girl: Every single one. During the Bonga Bugle mission where you try to interview them, thugs show up to try to kidnap the band. The editor promises that his assistants will protect them, but they counter that he's the one who most needs protection and attack the thugs first.
  • Beauty Mark: Valentyne.
  • Beast Man: Aluette and Valentyne are Viera.
  • Emotionless Girl: Lili, if her flat expression is any indication.
  • Hot-Blooded: Mayhew.
  • Little Bit Beastly: Mayhew and Lili are Gria.
  • Luck-Based Mission: The "Kidnapped!?" mission revolves around trying to keep them out of water that their two fliers can close on in two turns, one of which you'll need just to get in range of them. You better hope your lock-down powers don't miss.
  • Meaningful Name: Subverted. They're pretty personable and nice. Only Lili lacks a friendly smile in her portrait.
  • Musical Assassin: Averted. There is a Spoony Bard class in the game, but none of them have its powers.
  • Not What It Looks Like: Clan Gully gets this from Prima Donna in one mission. The four have skipped off to go take a bath, but forgot to tell their manager, who hired Clan Gully to find and rescue them from kidnappers. When the two groups meet, they mistake Clan Gully's motives.

Veluga Pirates

A minor, all-Seeq clan based around Grazston who are Exactly What It Says on the Tin. You butt heads with them a few times over the game, and their leader, Lord Grayrl, will teach you the Viking class after one encounter.

  • An Axe to Grind: As Vikings, some of this clan's members use axes.
  • Bandit Mook: Most of their units that aren't Vikings are Thieves.
  • Blatant Lies: Lord Grayrl will promise to stop his pirating ways if you spare his life. He doesn't.
  • Dirty Coward: Lord Grayrl, once beaten.
  • Drop the Hammer: Vikings also use hammers.
  • Dumb Muscle: Lord Grayrl, who can't remember just how much money he's trying to extort out of you and keeps upping the numbers, even after you've beaten him.
  • Greed: Lord Grayrl's sole motivation, though he sucks a making demands.
  • Horny Vikings: The clan that can teach your Seeqs the Viking class if you beat them.
  • Shock and Awe: The Vikings in the clan can use Thunder spells of varying levels.

Zedlei Consortium

A minor, all-Seeq clan based out of Zedlei forest who raise malboros and flans for the "produce" they can gather from them.

  • The Beastmaster: Battles with them always include "Zedlei Produce" monsters.
  • Blob Monster: They always have at least one flan in their battle team.
  • Breath Weapon: When they have malboros on their battle.
  • The Brute: They are generally rude, greedy, and not all that bright.
  • Elemental Powers: Their Flan have Black Magic spells of the appropriate element.
  • Invisibility: The Rangers can have this as a reaction ability at low health.
  • Legitimate Businessmen's Social Club: For a supposed "agricultural collective," they sure do love to cause trouble.
  • Sore Loser: Most of the times you fight them, it's because they're peeved about losing the Auction to you.
  • Trap Master: Their Rangers have access the abilitys that allow them to set traps and walk over said traps unharmed.

Bangaa Brotherhood & Nu Mou Nobles

Two rival clans from neighboring villages in the Rupee Mountains that have had a violent feud for years and years. Both sides will post bills requesting aid in settling the score once and for all, and both sides pride their strengths (physical and mental, respectively) while denigrating their opponents corresponding weakness. The leaders of both factions will teach their jobs to you (Arcanist and Cannoneer) when you answer a bill requesting supplies.

  • Blow You Away: The Bangaa Brotherhood's Bishop has Aero.
  • Casting a Shadow: As an Arcanist, Madreth has Dark spells.
  • Dumb Muscle: What Madreth of the NMN accuses Mocedad of being. When you speak to him, he doesn't seem all that bad, though, especially compared to some of the dumber Seeq thugs in this game.
  • Escort Mission: Their last quest has you protecting their leaders against House Bowen.
  • Enemy Mine: They band together when someone hires House Bowen to drive them out of the Rupie Mountains. They decide they'd rather end the feud after the battle.
  • Feuding Families: Apparently, they've fought over 100 battles so far.
  • Fire, Ice, Lightning: The Nu Mou Nobles have a Black Mage. The Bangaa Brotherhood has a Gladiator.
  • Making a Splash: The Bangaa Brotherhood's Bishop knows the Water spell.
  • Ki Manipulation: The Brotherhood has a White Monk when you fight against them.
  • Know-Nothing Know-It-All: Mocedad of the Bangaa Brotherhood accuses the Nu Mou Nobles of being these.
  • Meaningful Name: Mocedad is Spanish for adolescence and youth, which reflects his brash attitude. Madreth resembles madurez (and would be written the same way in Japanese), which reflects his more calm and wise attitude.
    • This names, by the way, were changed in the Spanish version of the game.
  • The Medic: The Brotherhood has a Bishop and the Nobles have a White Mage.
  • Shoulder Cannon: Mocedad uses hand-cannons, which have a pretty good range.
  • Time Master: The Nobles have a Time Mage.

Yellow Wings

A clan that acts more like bandits than anything else.

  • Bandit Mook: One of their members is a thief.
  • Enemy Mine: You get hired by them at one point to defend them from pursuers. It turns out that the pursuers are your friends from House Bowen, and they are fleeing because they stole something.
  • The Highwayman: They will block a road in Camoa and demand a toll to pass until you beat them. Many other clans will do this too, but this is more or less explicitly this clan's "hat," and you have to fight them early in the main storyline.
  • Small Name, Big Ego: They're offended to find out that Clan Gully has never heard of them.
  • Starter Villain: They are one of the first clans you face at the beginning of the game, and while they do come back, they are definitely not the strongest of your opponents.

Kthili Surveyors

A clan of profiteering tomb-raiders posing as legitimate archaeologists in the Kthili Sands area. You run into them a few times either in the act of stealing or in the act of fleeing from justice a few times.

  • Adventure Archaeologist: Subverted. They pose as researchers but make secret, illegal digs for goods to sell when no one is looking. In other words, they play this trope in a world that takes a much dimmer view on this sort of behavior than the trope's heyday.
  • Bandit Mook: They are pretty much all members of the Thief job or monsters.
  • Fake Charity: Like other rival clans, you can encounter them in their home turf and face the choice of paying 5,000 gil or fighting them. However, unlike most other clans that act outright as The Highwayman, the Surveyors instead ask for a charitable donation for research. If you pay up, they seem pleasantly surprised that you were such a sucker; if you don't, then they jump you.
  • Killed Off for Real: One of the rumors you can pick up in the game reveals that the entire clan was annihilated.
  • Multi-Mook Melee: There is a mission where you have to pick up some spilled gems before they can steal them all. They make no real effort to get the gems first, but you face an unlimited steam of replacement mooks, so there's not much point in fighting them.

Chita's Weaponers

An all-Bangaa clan of blacksmiths. They are just as good at using their weapons as they are at crafting them.

Graszton Seaways

A clan of sailors operating out of Graszton.

  • An Ice Person: Their Beastmaster knows Blizzard and Blizzara.
  • BFS: Their Warrior wields one.
  • Bandit Mook: One of their members is a Thief.
  • The Beastmaster: They have one, but since they never fight alongside monsters, he acts as a spellcaster instead.
  • The Berserker: One of their members is one.
  • Blow You Away: The White Monk knows Aero.
  • Charm Person: The Archer knows Cupid.
  • Dishing Out Dirt: The White Monk also knows Earth Render.
  • Instrument of Murder: Their Beastmaster has one.
  • Making a Splash: The White Monk also has the Water spell.
  • Shock and Awe: The Thief knows Thunder and Thundara.
  • Squishy Wizard: Averted. Their spellcasters have moderate to high defense stats.
  • Sore Loser: They demand that you apologize for being too noisy if you beat them in an auction. If you don't, they fight you. Unlike other clans, however, they're pretty content to just let you be in peace after you do so.

The Gifted

A group of people that possess supernatural abilities. They are not a formal clan; very few of them actually work together, and the exact number of them is unknown. Several are encountered during the Heritor quest line.
  • The Ageless: Gifted people don't age and are immune to disease.
  • Charm Person: Ldja's power is to do this to both people and monsters. She uses it on a group of monsters that were about to attack her to test Adelle's worthiness of wielding her weapon.
  • Combat Clairvoyance: Hilo uses it to tell the party how to fight the Magick Weapon.
  • Duel Boss: Lennart, with Adelle.
  • Friend to All Living Things: Ldja is able to communicate with monsters.
  • Green-Eyed Monster: Gade sought ever greater power in hopes of surpassing a companion of his named Viola. His search continues on in undeath until Adelle comes along to put him out of his misery.
  • Heroic Sacrifice: Elpe sacrificed herself, turning her body into magical stones in order to keep monster attacks at bay. Her skill invokes this, sacrificing the user's life to revive and fully heal all other allies.
  • Infinity +1 Sword: Many of them possess (or possessed) the strongest weapon in several types (specifically, the strongest knife, sword, blade, knightsword, katana, and pole). One is given after each Heritor mission, and they all teach an ability for that class.
  • Non-Elemental: All of the skills named after them. Even Wermut, which has the animation of a water-element spell, is non-elemental.
  • Posthumous Character: Viola and Elpe. According to Shoofa, Viola was even killed by her own powers and Adelle risks the same fate. Subverted with Gade, whose quest for greater power lasted beyond his death.
  • Powers as Programs: Gifted and learn the abilities of other Gifted by wielding their weapons.
  • Seers: Hilo has the ability to see likely futures and hires Adelle to prevent his vision of Goug's destruction by a giant robot.
  • Scatterbrained Senior: Wermut tries to pass himself off as this.
  • Superpowerful Genetics: Downplayed. Lezaford states that the Gifted are born into their powers and agelessness, but the places where they grew up are also a factor.
  • Telepathy: They're all capable of it with others of their kind.
  • Who Wants to Live Forever?: Lennart refuses to make friends or join clans for this reason.
  • With Great Power Comes Great Insanity:
    • Nesiaam Was Once a Man, but became corrupted by his powers and turned into a monster.
    • Gade, one of Viola's friends, seemed to have this happen to him by proxy. Viola died because of her powers, and Gade became obsessed with seeking out the source of them. His obsession was so strong that it continued into the afterlife, and he became a vengeful spirit who continues to look for it.

    New Classes 


A Hume-exclusive class, they very much resemble samurai in both attire and choice of weaponry. They're the polar opposite of Paladins in that they're designed to dish out as much damage as possible while taking little in return.
  • Fire, Ice, Lightning: Wields all three.
  • Glass Cannon: Boasts some of the highest displays of single-target damage available to any Hume job, but are tied with Thieves and Mages in their terrible defense and their movement speed isn't anything to write home about either. They're strongest attacks require they get right next to their target too, rendering them useless if they can't catch up.
  • Heroic Sacrifice: Their Unburden Soul skill KOs the user to revive all party members and restore them to full health while eliminating all statuses.
  • Iaijutsu Practitioner: The way they sheath their swords after swinging them in their skill animations along with their Iai Blow skill points to this.
  • Katanas Are Just Better
  • One-Hit Kill: Has a change to inflict this with Iai Blow.
  • Razor Wind: Wind Slash.
  • Samurai: All in but name.


A new class for the Humes, it is a stronger variation of the White Mage that uses High Magick and wears the Cat-Eared Hood typically belonging to the Devout class in previous games.
  • Hat of Power: The Seer that teaches you how to do the job insists that the cat-eared hood is what allows Seers to use their Magicks. The item description for a hat of the same appearance admits it would probably work just as well without the ears, but then nobody would wear them.
  • The Red Mage: They can wield offensive and curative magic in equal measure, and with their "Magick Frenzy" ability they can cast a spell and then whack their enemy with a book.
  • Throw the Book at Them: They can wield tomes as weapons and even use them to strike their foes with Magick Frenzy.

Green Mage

A new class for the Viera, it focuses on buffing allies and weakening enemies with a variety of status effects. As their name implies, they wear green and wield Green Magic.
  • Barrier Warrior: Can use both Protect and Shell magicks.
  • Drop the Hammer: One of the more physically oriented Viera classes despite their name, bringing maces and hammers to battle.
  • Fragile Speedster: As per usual to this race, they have especially high Speed growth (second only to Assassins for Viera classes), but lack the armor to take many hits in battle.
  • Non-Indicative Name: Contrary to their title, Green Mages have absolutely horrendous magick growth for a wizard class, which thankfully is not necessary since they lack offensively oriented attacks.
  • Support Party Member: Very lacking in the offensive or the defensive department but instead shine by improving the power of their teammates and leaving their enemies vulnerable.


A new Viera job that specializes in inflicting status effects onto enemies with their enchanted rapiers using their Blade Arts skill.
  • Cast from Hit Points: One of their support abilities is Blood Price, which allows the caster to sacrifice HP instead of MP for their spells.
  • Magic Knight: Their abilities count as magickal attacks and must be cast at close range because of their rapiers. If used as a sub-skill on a bow-using class, however, that range restriction is lifted.
  • Poisonous Person: Poison Blade.
  • Royal Rapier: Like the Fencer, this is their weapon of choice.
  • Spell Blade: As their name implies, they enchant their rapiers to deal all kinds of Status Effects along with damage.


A new class for Bangaa, which wields massive cannons to specialize in ranged attacks.
  • Charged Attack: Wields a variety of stackable buffs that can augment their next standard attack, increasing its power, accuracy and area of effect.
  • Combat Medic: They can use Potion Shell or Ether Shell to restore HP and MP.
  • Long-Range Fighter: The only non-Moogle gun-using class.


Another new class for Bangaa, these fighters wield cards to attack from a distance and deal devastating status effects.
  • Charm Person: Charisma inflicts Charm.
  • Death Dealer: They wield cards in battle, and they are the only job in the game capable of it.
  • Fragile Speedster: The only Bangaa class that can be considered this, they have great speed and magick growths.
  • Induced Hypochondria: Their aptly-named Hypochondria ability convinces the target that they've been poisoned and makes it true.
  • Squishy Wizard: Interstingly, their stat growths set them up to be a much stronger yet frailer mage than a Bishop, but they have no offensive Magick in their own skillset to natively make use of that.
  • Your Mind Makes It Real: Seemingly the basis of the Trickster's abilities, since they deal status effects by convincing their enemies that they suffer from them.

Master Monk

Another new class for Bangaa, an evolution of the White Monk delivering even more powerful punches.
  • Bare-Fisted Monk: Has the unique passive class feature of having the highest unarmed attack bonus of any other class in the game.
  • Carry a Big Stick: Can equip poles as their weapons, but all but one actually lowers their attack compared to just fighting unarmed.


A new class for the Nu Mou, a powerful magick using class that wields rods.


Another new class for Nu Mou that inflicts magickal damage to all units on the field, disregarding whether they are friend or foe.
  • Mad Scientist: The name of one of their abilities, which grants the target a random buff.

Chocobo Knight

A new Moogle job, Chocobo Knights have no innate abilities of their own, and instead change their move set depending on what color chocobo they mount. They can, however, wield any non-ranged weapon type.
  • Fragile Speedster: Sports the single highest speed growth rate in the entire game at 99% but have mediocre growths across the board in everything else, forcing them to focus more on the supportive capabilities they have more than the combat capabilities.
  • Horseback Heroism: Or birdback, more accurately.
  • Logical Weakness: As an enemy unit, Chocobos are weak to lightning, holy and water. Those weaknesses don't go away as a mount, so a chocobo rider will also be weak to lightning, holy and water unless they overwrite that with resistant gear.
  • The Red Mage: Depending on the color of the Chocobo, Chocobo Knights can potentially wield a range of physical, magickal and supportive abilities.


Another new Moogle job that can wield hand cannons. Unlike the similar Bangaa job Cannoneer, Flintlocks must "prime" their cannons before using any abilities, though they have powerful support capabilities.
  • Weaksauce Weakness: "Prime" counts as a buff, so if they prime their cannons and an enemy unit dispels them, the Flintlock has essentially wasted their turn.


One of the primary Seeq jobs, focusing on dealing massive damage and destroying the target's armor.
  • Glass Cannon: They have excellent Attack, Speed, and devastating attacks, but it doesn't take much to take them down.
  • Ground Punch: One of their abilities does this and attacks enemies at a range.
  • Make Me Wanna Shout: Scream removes buffs from surrounding units.
  • Non-Indicative Name: Despite their name, only one of their abilities inflicts Berserk on them, and it's a support ability.
  • Wolverine Claws: Their weapon type is primarily this and knuckles.


Another primary Seeq job, this fighter focuses on laying traps and using items to harry their enemies.
  • Crutch Character: One of the best ways to use them, especially early game, is to make use of their Mirror Item ability which reverses the effects of different items. Suddenly those Hi-Potions that heal lots of HP can be used to devastating effect.
  • Item Caddy: Like Alchemists, they can also use items normally in battles.
  • Knife Nut: Their main weapons are knives and daggers, though they can also use bows.
  • Trap Master: Their primary focus in battles is setting various traps on different tiles.


A secondary Seeq job specializing in various skills, from support to absorption and dealing heavy damage at the expense of their own health, making them the class in this game most similar to the series' standard Dark Knight.
  • Cast from Hit Points: They have the Dark Knight's signature Souleater ability, which reduces the user's HP to deal damage to enemies.
  • Life Drain: Razzle-Dazzle absorbs the life force of surrounding units to restore the user's HP. Sword of Darkness does the same to a single target.
  • Mana Drain: Sword of Light absorbs MP from a single target.
  • One-Handed Zweihänder: By equipping the Monkey Grip support ability they can wield two handed weapons with one hand.
  • Spikes of Villainy: Kind of - they have a single spike that they wear on their head and otherwise don't wear clothes besides pants, like most Seeqs.


Another secondary Seeq class that uses axes in and lightning magic in battle.
  • An Axe to Grind: They wield axes as their primary weapon, though their art shows them wielding a sword.
  • Drop the Hammer: Their other weapon option, along with axes.
  • Geo Effects: Tsunami requires the user to be standing on a water tile.
  • Magic Knight: The only Seeq class that can wield magick.
  • Making a Splash: Their Tsunami ability deals water damage, but it is only useable if they are standing in water.
  • Shock and Awe: They have access to the Thunder, Thundara, and Thundaga spells.
  • Video Game Stealing: They are able to steal gil (with Plunderer), items (Strong-Arm), and equipment (with Pillage), the latter two of which also deal damage.


A secondary job available to the Gria, which enables them to use Geo Effects depending on the type of terrain on which they're standing.
  • Geo Effects: All of their abilities rely on them standing on different types of terrain.
  • Elemental Powers: They have access to several different elemental spells.
    • An Ice Person: Avalanche, which deals ice damage and puts targets to sleep. Can only be used when it's snowing.
    • Dishing Out Dirt: Stone's Embrace, which deals earth damage and disables the target.
    • Green Thumb: Life's Embrace, which calls upon the power of living earth to immobilize targets.
    • Making a Splash: Venom Squall, which deals water damage and poisons enemies. Can only be used when it's raining.
    • Mana Burn: Mist Storm deals damage to the target's mana and can only be used when the Mist runs thick.
    • Non-Elemental: Nature's Embrace, which requires the user to be standing on any natural terrain, damages targets. Artifice's Embrace deals damage and slows the target but requires the user to be standing on any man-made terrain.
    • Playing with Fire: Shining Flare, which deals fire damage and can only be used when the sun is shining.
  • Squishy Wizard: Averted. Geomancers have the highest magick and defense growths of any class in the game. Furthermore, they are the only Gria class with access to magick.


Another secondary class available to the Gria, it is generally regarded as an improved version of the Soldier and Warrior jobs.
  • Blow You Away: Cyclone deals wind damage to multiple targets. Whirlwind does the same but also inflicts Confuse.
  • Shield Bash: Shield Bash attacks enemies with their equipped shield, dealing damage, knocking them back, and inflicting Disable. Oddly, they learn this from a two-handed sword, which keeps them from wielding a shield.


Another secondary class available to Gria. They specialize in brutal physical damage with their Feralism abilities and wield greatswords.
  • Back Stab: They can use Sneak Attack, which deals extra damage from behind the target - much easier for a Gria who naturally has the ability to fly.
  • BFS: Their weapon of choice.
  • Counter-Attack: En Garde puts them in a counter stance where they will counter any physical damage directed at them.
  • Spin Attack: Sweeping Spin, which damages multiple targets.



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