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Final Fantasy Tactics: War of The Lions walkthrough part 5
Posted by Nick24444, 153 days ago 26/02 15:56

--Action Abilities: Swordplay--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Judgment Blade 0 2/* 2/0 Any N Physical attack, causes Stop

Cleansing Strike 0 3/2 1/- Any N Physical attack, causes Doom

Northswain’s Strike 0 3/1 1/- Any N Physical attack, instant KO

Hallowed Bolt 0 3/* 2/1 Any N Physical attack, causes Silence

Divine Ruination 0 4Dir 5/2 Any N Physical attack, causes Confuse

Crush Armor 0 3/* 1/- Any N Physical attack, destroys target’s

armor

Crush Helm 0 3/* 1/- Any N Physical attack, destroys target’s

headgear

Crush Weapon 0 3/* 1/- Any N Physical attack, destroys target’s

weapon

Crush Accessory 0 3/* 1/- Any N Physical attack, destroys target’s

accessory

 

--Action Abilities: Magicks--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Firaga 24RA 7 4/* 2/3 All N Fire magick attack

Thundaga 24RA 7 4/* 2/3 All N Lightning magick attack

Blizzaga 24RA 7 4/* 2/3 All N Ice magick attack

Bioga 24R 6 4/* 3/3 Any N Non-elemental magick attacks, inflicts

instant KO

 

--DESCRIPTION--

Dycedarg has a large selection of sword techniques, though not quite as many as

Orlandeau, since he doesn’t have the two Fell Sword techniques. He also has a

second Magicks command that he lets him cast -ga attack magicks.

 

---THE WROTH-------------------------------------------------------------------

Used By: Adrammelech Movement range : 5

Equippable weapons: None Jump height : 4

Equippable armor: None Physical evade : 19%

Innate ability: Can’t enter water

 

--ABILITIES--

--Action Abilities: Dread--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Petrify 0 6/* 1/- Any N Inflicts Stone (100% hit rate)

Fowlheart 0 5/* 1/- Any N Inflicts Disable (100% hit rate)

Aphony 0 5/* 2/0 Any N Inflicts Silence (100% hit rate)

Befuddle 0 5/* 2/0 Any N Inflicts Confuse (100% hit rate)

 

--Action Abilities: Magicks--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Holy 56RA 6 5/* 1/- Any N Holy magick attack

Firaja 48 10 4/* 3/3 All N Fire magick attack

Thundaja 48 10 4/* 3/3 All N Lightning magick attack

Blizzaja 48 10 4/* 3/3 All N Ice magick attack

Flare 60RA 7 5/1 1 All N Non-elemental magick attack

Graviga 50RA 10 4/* 2/3 Any N Damage = 1/2 of user’s max HP

Bahamut 60 15 4/* 4/3 Foe N "Megaflare": Non-elemental attack

Odin 50 13 4/* 4/3 Foe N "Obliteration": Non-elemental magick

attack

Leviathan 48 13 4/* 4/3 Foe N "Tidal Wave": Water magick attack

Salamander 48 13 4/* 3/2 Foe N "Wyrmfire": Fire magick attack

 

--DESCRIPTION--

Adrammelech has the usual Lucavi status attacks, plus a wealth of magicks

available to conventional jobs. Of his Dread abilities, Befuddle gets used the

most.

 

---DIVINE KNIGHT [LOFFREY]-----------------------------------------------------

Used By: Loffrey Movement range : 4

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, clothes, armor, robes Physical evade : 21%

 

--Action Abilities: Unyielding Blade--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Crush Armor 0 3/* 1/- Any N Physical attack, destroys target’s

armor

Crush Helm 0 3/* 1/- Any N Physical attack, destroys target’s

headgear

Crush Weapon 0 3/* 1/- Any N Physical attack, destroys target’s

weapon

 

Unyielding Blade techniques have a 100% hit rate. However, they cannot be used

unless Loffrey is equipped with a sword, knight’s sword, or fell sword.

 

--Action Abilities: Magicks #--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Delirium # 20RA 5 4/* 1/- Any N Inflicts Confuse status

Induration # 16RA 10 4/* 1/- Any N Inflicts Stone status

Quiescence # 16RA 3 4/* 1/- Any N Inflicts Silence status

 

# Used at Orbonne Monastery only.

 

--DESCRIPTION--

Loffrey’s Divine Knight job is quite similar to Meliadoul’s, except he

exchanges the Crush Accessory ability for a higher evade rate. In your final

encounter with him, he gains a secondary Magicks command that allows him to

cast three Mystic Arts magicks (most likely used only if his weapon is

broken).

 

---DIVINE KNIGHT [FOLMARV]-----------------------------------------------------

Used By: Folmarv Movement range : 4

Equippable weapons: Swords, knight’s swords Jump height : 3

Equippable armor: Shields, helms, clothes, armor, robes Physical evade : 12%

 

--ABILITIES--

--Action Abilities: Unyielding Blade--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Crush Armor * 0 3/* 1/- Any N Physical attack, destroys target’s

armor

Crush Helm 0 3/* 1/- Any N Physical attack, destroys target’s

headgear

Crush Weapon * 0 3/* 1/- Any N Physical attack, destroys target’s

weapon

Crush Accessory 0 3/* 1/- Any N Physical attack, destroys target’s

accessory

 

Unyielding Blade techniques have a 100% hit rate. However, they cannot be used

unless Folmarv is equipped with a sword, knight’s sword, or fell sword.

 

--DESCRIPTION--

Folmarv is even more similar to Meliadoul; his evade rate is just two points

higher.

 

---BRINGER OF ORDER------------------------------------------------------------

Used By: Hashmal Movement range : 5

Equippable weapons: None Jump height : 4

Equippable armor: None Physical evade : 12%

Innate Ability: Can’t enter water

 

--Action Abilities: Dread--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Speedsap 20 3 4/* 2/0 Any N Lowers target’s speed

Bind 0 5/* 2/0 Any N Inflicts Stop (100% hit rate)

Ague 0 5/* 2/0 Any N Inflicts Slow (100% hit rate)

 

--Action Abilities: Planar Magicks--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Meltdown 70 7 4/* 4/3 Any N Fire magick attack

Tornado 70 7 4/* 4/3 Any N Wind magick attack

Quake 70 7 4/* 4/3 Any N Earth magick attack

Meteor 70 20 4/* 4/3 Any N Non-elemental magick attack

 

--DESCRIPTION--

Hashmal wields some very powerful attack magick possessed only by him. He also

likes to cast Bind to inflict Stop. Ague and Speedsap are rarely or never

used.

 

---HIGH SERAPH-----------------------------------------------------------------

Used By: Ultima Movement range : 8

Equippable weapons: None Jump height : 5

Equippable armor: None Physical evade : 11%

 

--Action Abilities: Arcane Magicks--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Ultima (II) 40 10 4/* 3/3 Any N Non-elemental magick attack

 

--Action Abilities: Chaos--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Grand Cross 5 4/* 3/2 Foes N Inflict Stone, Blind, Confuse,

Silence, Berserk, Toad, Poison,

Slow, and/or Sleep (25% chance of

each)

 

--DESCRIPTION--

Ultima’s first form uses Grand Cross, which hits your party with a variety of

status attacks, and a super-powered Ultima spell. (She also uses some physical

attacks.) She has Absorb MP equipped as a Reaction Ability and has an Elmdore-

styled Master Teleportation movement ability.

 

---ARCH SERAPH-----------------------------------------------------------------

Used By: Ultima Movement range : 8

Equippable weapons: None Jump height : 5

Equippable armor: None Physical evade : 10%

 

--Action Abilities: Divine Magicks--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Divine Ultima 50 15 5/* 4/3 Any N Non-elemental magick attack

Grand Cross 5 4/* 3/2 Foes N Inflict Stone, Blind, Confuse,

Silence, Berserk, Toad, Poison,

Slow, and/or Sleep (25% chance of

each)

 

--Action Abilities: Divine Providence--

RNG RAD

MP SPD H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Disempower 7 4/* 3/3 Any N Reduces targets’ MP to 0

Dispelja 7 4/* 3/3 Foes N Removes Float, Reraise, Invisible,

Regen, Protect, Shell, Haste, Faith,

and Reflect

Return 7 4/* 3/3 Foes N Reduces targets’ CT count to 0

 

--DESCRIPTION--

Ultima’s second form retains her Grand Cross status attack spell and adds an

even more powerful Ultima spell. She can also use Dispelja to remove your

status buffs, as well as more physical attacks. Disempower and Return are

rarely cast. This form uses Faith Boost as a reaction ability and can again

teleport across the battlefield.

 

---DARK DRAGON-----------------------------------------------------------------

Used By: Bremondt Movement range : 5

Equippable weapons: none Jump height : 3

Equippable armor: none Physical evade : 5%

 

--Action Abilities: Breath--

RNG RAD

MP TIC H/V H/V TAR LF JP EFFECT

---------------------------------------------------------------

Ice Breath 0 2/2 1/- Any Y 0 Ice attack

Fire Breath 0 2/2 1/- Any Y 0 Fire attack

Thunder Breath 0 2/2 1/- Any Y 0 Lightning attack

 

These three Breath attacks can only target characters in a straight line from

Bremondt, not on a diagonal.

 

--DESCRIPTION--

The Dark Dragon is essentially an "evil" version of Reis’s Holy Dragon form,

only with a Lucavi-sized HP maximum. He has Counter as a Reaction Ability.

 

---SERPENTARIUS----------------------------------------------------------------

Used By: Elidibus Movement range : 4

Equippable weapons: None Jump height : 3

Equippable armor: None Physical evade : 3%

 

--Action Abilities: The Dark--

RNG RAD

MP TIC H/V H/V TAR LF EFFECT

---------------------------------------------------------------

Snakecharm 0 1/2 1/- Any - Non-elemental physical attack

Poisonous Frog 0 4/* 3/1 Any N Inflicts Toad and Poison status (100%

hit rate)

Midgarsomr 10 4/* 3/2 Any N Non-elemental magick attack

Zodiark 99 17 4/* 4/3 Foe N "Darkening Cloud": Non-elemental

magick attack

 

--DESCRIPTION--

Elidibus’s principal attack is the mighty Zodiark summon, which regular

Summoners can learn if they are hit with the summon (and survive). His other

three reptile-themed abilities are unique to him. Poisonous Frog is the one

to watch out for, as it can turn a fairly large group of characters into Frogs

(as well as poisoning them) and has a 100% hit rate.

 

*******************************************************************************

VIII. ABILITY STRATEGIES

*******************************************************************************

 

%%%ABILITY COMBOS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%00abil

 

Here are some combinations of abilities (and equipment) you may find

particularly useful.

 

---Offense-Related-------------------------------------------------------------

 

Arts of War (Knight) + Equip Guns (Orator) or Archer’s bows

------------------------------------------------------

The Rending techniques are a lot more useful when used at a distance! Against

mages, use Rend MP or Rend Magick to cripple their magick right away. And

against close-range fighters, you can use Rend Weapon to destroy their weapon

before they even reach you!

 

Arts of War (Knight) + Dual Wield (Ninja)

------------------------------------------------------

When you have two weapons equipped, you get also two strikes of any Arts of War

ability, making them doubly effective! You get two chances to break an enemy’s

gear, or can decrease their stats twice as fast.

 

Attack Boost (Geomancer) + Holy Sword (Holy Knight) or Swordplay (Sword Saint)

or Unyielding Blade (Divine Knight) or Darkness (Dark Knight)

------------------------------------------------------

Sword techniques are considered physical attacks, so pairing them with Attack

Boost will make them even stronger!

 

Fire Rod + Fire/Fira/Firaga/Firaja (Black Mage)

Ice Rod + Blizzard/Blizzara/Blizzaga/Blizzaja (Black Mage)

Thunder Rod + Thunder/Thundara/Thundaga/Thundaja (Black Mage)

------------------------------------------------------

The Fire, Ice, and Thunder Rods increase the power of the corresponding

elemental magick. So, pick a particular element of magick to focus on and

pair it up with the corresponding rod. Early in the game, this is a great way

to increase the damage your Black Magick can do.

 

Immobilize (Time Mage) or Leg Shot (Machinist) +

Aim (Archer) or Limit (Soldier) or Jump (Dragoon)

------------------------------------------------------

Aim, Limit, or Jump only use Panel targeting, which usually gives the enemy a

chance to move out of the way. But not if the enemy is Immobilized...

 

Corruption (Mystic) + White Magick (White Mage)

------------------------------------------------------

The Corruption ability makes enemies undead, which means they suffer damage

from healing spells. Suddenly, your White Mage’s Cure spells become both a

great defensive tool *and* an offensive weapon ... and Arise works as an

instant KO attack! You can even use Arithmeticks to cause your White Magicks

to hit many targets at once!

 

Geomancy + Move +1 (Squire) or Move +2 (Thief) or Move +3 (Bard/Dark Knight) or

Teleport (Time Mage)

------------------------------------------------------

Since the Geomancy command inflicts different status changes and different

elemental damage depending on where you’re standing, it’s most flexible and

useful if you can get around the battlefield easily. Move +1/2/3 or Teleport

will help in that regard.

 

Barrage (Sky Pirate) + Guns

------------------------------------------------------

Using Barrage with a gun lets you attack two enemies in one turn, as long as

they’re in the same line of fire -- see "Shoot Enemies Next to You" under

Advanced Tactics And Secrets for the skinny.

 

Jump (Dragoon) or Steal (Thief) + Throw (Ninja) +

Ninja Gear, Thief’s Cap or Acacia Hat, Hermes Shoes or Brigand’s Gloves,

Adrenaline Rush (Archer)

------------------------------------------------------

The Jump, Steal, and Throw commands are all more effective when your Speed stat

is high: Throw does more damage, Steal is more likely to succeed, and Jump

attacks activate more quickly. To raise your Speed, you can use any of these

pieces of equipment, and the Archer’s Adrenaline Rush ability also boosts your

Speed when you take damage.

 

Barrage (Sky Pirate) + fell swords or Spellbinder or Nagnarok or Faerie Harp

------------------------------------------------------

Barrage gives you four strikes with a weapon and hence multiple chances to

deal any status ailment that your weapon can inflict. This works with any

weapon, but particularly good useful ones are the fell swords, the Spellbinder

ninja blade (inflicts Disable), the Nagnarok sword (inflicts Toad), and the

Faerie Harp (inflicts Charm).

 

Magick Counter (Black Mage) + Arcane Strength (Black Mage)

------------------------------------------------------

If you’re going to counter it, why not make it stronger?

 

Black Magicks (Black Mage) + Belief (Mystic)

------------------------------------------------------

The Belief magick causes Faith status, which maxes out Faith. Casting it on

your own magick users makes their magick more effective. (Of course, if their

Faith is already high, you won’t see much of a difference.) Or, if you already

have high Faith, you can also cast it on an enemy to make them more

suspectibile to magick damage -- so you can use Belief as a way of softening up

an enemy before a Black Magick attack.

 

Throw (Ninja) + Move +2 (Thief) or Move +3 (Bard/Dark Knight)

------------------------------------------------------

The range of Throw increases when your movement range increases, so adding Move

+2 or Move +3 (or even Move +1!) will extend Throw into a pretty long-range

attack.

 

Soulbind (Arithmetician) + Vehemence (Dark Knight)

------------------------------------------------------

Soulbind returns half the damage you take back to the enemy who inflicted it.

Equipping Vehemence increases the damage you take, and hence causes enemies to

lose a lot of HP by attacking you! (It also helps reduce the HP-loss penalty

from Vehemence!) Just make sure you still have enough HP to survive the

initial attack, before Soulbind kicks in.

 

Graviga (Time Mage) + Climhazzard (Soldier)

------------------------------------------------------

Climhazzard does damage equal to the amount of HP your target has already lost.

Hitting a unit with Graviga will take away half its HP, and Climhazzard will

take off the other half. Of course, you could just cast Graviga twice, but

Climhazzard charges faster and uses no MP. As a one-two punch, you can have

Cloud start charging Climhazzard while the Time Mage is the midst of charging

Graviga.

 

Haste (Time Mage) + Doom Fist (Monk) or Condemn (Orator)

------------------------------------------------------

Doom KOs a unit after it’s received three turns -- so casting Haste on it will

actually speed up its imminent demise! Of course, you’d better make sure the

enemy can’t hurt you too much in the mean time! It’s best used against enemy

White Mages or Chemists (or other defensive units), but this is more a fun

combo than a practical one ;)

 

---Defense-Related-------------------------------------------------------------

 

Mana Shield (Time Mage) + Manafont (Mystic)

------------------------------------------------------

Whenever Mana Shield is triggered, it saves you from taking any actual damage

to your HP as long as you have at least 1 MP left. Of course, a strong attack

may cause you to lose all your MP ... but with Manafont, you can gain back a

little MP just by moving, which is enough to activate your Mana Shield again!

 

Darkness (Dark Knight) + Mana Shield (Time Mage)

-----------------------------------------------------

The strongest Darkness abilities normally consume some of the user’s HP ...

but Mana Shield convers the HP loss into an MP one instead! This essentially

turns them into regular magicks (albeit ones with a hefty MP cost) -- plus, you

can then use Infernal Strike to swipe MP from the enemies and recharge!

 

Dance (Dancer) or Sing (Bard) + Vanish (Ninja)

------------------------------------------------------

The Vanish ability gives you Invisible status whenever you get hit, which means

that enemies can’t target you again until you perform an action. But if you’ve

already entered into a Song or Dance state before Vanish activated, continuing

to perform it does NOT count as a new action, and you can stay invisible while

continuing to hurt the enemies or help your teammates! Switching to a new

song/dance will cause you to lose your Vanish, but you can always regain it if

an enemy attacks you again. And make sure you don’t get caught in the effect

radius of a wide-area attack, which will also remove your Vanish.

 

Revive (Monk) + Chantage

------------------------------------------------------

This combo makes it tough to KO your party. As long as at least one other

character is standing, the character with Chantage can keep coming back and

using Revive to resurrect other characters. Revive costs no MP, so you can use

it as many times as you want. Plus, it activates instantly and has a high

success rate, so you’ve got a great chance of keeping your other characters

alive. Just remember that Chantage won’t help you if every other ally has

already been KOed.

 

Mirror Mail or Reflect (Time Mage) or Reflect Ring

+ Items (Chemist) or Chakra (Monk) or Moogle/Faerie (Summoner)

or Sanguine Sword (Dark Knight) or Orochi

------------------------------------------------------

Reflect keeps almost all magick from hitting a character. This can cause a

problem if you’re trying to use White Magick to heal, but Items, Chakra, the

Moogle and Faerie summons, and Sanguine Sword are all healing abilities that

WON’T be reflected. The HP-draining Orochi ninja blade, found only in Melee

Mode, also works for regaining HP. With one of these abilities, you can hide

behind your Reflect status but keep your characters healed! (This is

particularly useful with the Mirror Mail or Reflect Ring, which give you a

permanent Reflect!)

 

Darkness (Dark Knight) + Lifefont (Monk) or Dragonheart (Dragoon) or

HP Boost (Dark Knight) or Chantage

------------------------------------------------------

Sure, a number of Darkness abilities consume some of your HP ... but if you

equip Lifefont, you can gain a lot of it back as you move around! Or, use

Dragonheart or Chantage to give yourself a Reraise and you can laugh in the

face of death :) Finally, the Dark Knight’s own HP Boost will increase your

HP totals so you have more HP to use.

 

Parry (Knight) + Cloths

------------------------------------------------------

Cloths have a 50% evade rate, so equipping Parry on a Dancer means you can

avoid half of all physical attacks.

 

Steel (Ramza’s Squire job) + Shirahadori (Samurai) on any character

------------------------------------------------------

With a high Bravery, Shirahadori can protect you from virtually all physical

attacks. How to get a high Bravery? Well, Ramza’s Steel ability is a Bravery

booster with a 100% success rate...

 

Reflexes (Ninja) + Featherweave Cloak

------------------------------------------------------

The Reflexes reaction ability doubles your existing evasion rate. Pair it with

a Featherweave Cloak for a 80% physical evade rate and a 40% magick evade rate

-- pretty good! You could also use a shield, but they don’t work against

attacks from behind, and cloaks do.

 

Cursed Ring + Invigoration (Mystic) or Sanguine Sword (Dark Knight) or

Drain (Templar) or Shadowblade (Sword Saint) or Orochi

------------------------------------------------------

The Cursed Ring protects you from enemy drain, Death, and Entice attacks, but

it also makes you undead, so you can’t use most healing abilities to regain HP.

However, you can still drain HP from enemies using Invigoration, Beowulf’s

Drain, Sanguine Sword, Orlandeau’s Shadowblade, or the Orochi ninja blade from

Melee Mode. This gives you a way to heal while keeping the protective powers

of the Cursed Ring. (Chakra and Lifefont also heal you even when you’re

undead, but they don’t restore as much HP.)

 

Vehemence (Dark Knight) + Shirahadori (Samurai) + Aegis Shield or

Escutcheon II

------------------------------------------------------

Vehemence increases your attack power at the cost of increasing the damage you

receive ... but Shirahadori will keep a lot of physical attacks from even

hitting you! Then, to protect against magick, equip an Aegis Shield or

Escutcheon II.

 

Vengeance (Templar/Byblos) or Blade Beam (Soldier)

+ Dragonheart (Dragoon) or Reraise (White Mage)

------------------------------------------------------

Vengeance and Blade Beam both get stronger as the user’s HP decreases, which

means they’re most powerful when the user is near-KO. Of course, this is

normally kind of risky, but you can get some insurance with Dragonheart or the

Reraise magick, which will bring you back after you’re KOed. (Of course, the

Byblos can’t equip Dragonheart, but you *can* cast Reraise on it.)

 

Soulbind (Arithmetician) + Lifefont (Monk) or Reraise (White Mage)

------------------------------------------------------

Soulbind splits the damage you receive with the enemy who inflicted it. This

makes it advantageous for the character with Soulbind to take a lot of damage

... but you’ll still need some way to heal the damage you DO take. Lifefont

will take care of that, or a cast of Reraise will revive the character if he

or she is KOed.

 

Soulbind (Arithmetician) + HP Boost (Dark Knight) or armor/job with high HP

------------------------------------------------------

Since Soulbind requires to take the full force of an attack before half the

damage is diverted back to the enemy, you’ll want to make sure you have enough

HP to survive the original attack.

 

Regenerator (White Mage) + Lifefont (Monk)

------------------------------------------------------

You want HP? You’ve got HP... but if it’s still not enough, throw in Chakra.

 

---Miscellaneous---------------------------------------------------------------

 

Equip Guns (Orator) + Poach (Thief) or Tame (Orator)

------------------------------------------------------

Monsters with low HP tend to run away into a corner, making it hard to catch

up and use the physical attacks you need to Poach or Tame them. So equip a

gun and you’ve got a nice long range :)

 

Summon (Summoner) +

Absorb MP (Mystic) or Manafont (Mystic) or Hi-Ether (Chemist)

------------------------------------------------------

Normally, summons eat up a lot of your MP -- but you can remedy this by

equipping an ability that gets you your MP back quickly.

 

Barrage (Sky Pirate) + Poach (Thief) or Tame (Orator)

------------------------------------------------------

Balthier’s Barrage attack counts as a regular attack, so you can use it as an

easy way of Poaching monsters for items or Taming them onto your side.

 

Teleport (Time Mage) + Germinas Boots or Gaius Caligae

------------------------------------------------------

Whenever you try to Teleport outside of your movement range, there’s a chance

that the Teleport will fail. Of course, one trick is to improve your movement

range by equipping an accessory that boosts your movement range, like the


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