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Blue Mage Final Fantasy Tactics

Concluding Fantasy Tactics A2: Grimoire of the Rift cheats, Easter Eggs, Unlockables, Tips, and Codes for DS. Also see Action Replay Codes for more Final Fantasy Tactics A2: Grimoire of the Rift cheat codes.

Unlockables

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To unlock the Espers listed on the left, complete the corresponding mission listed on the right.

Unlockable How to unlock
Adrammelech The Moorabella Cup
Belias The Camoa Cup
Chaos The Loar Cup
Cuchulainn The Odalia Loving cup
Exodus The Jylland Cup
Famfrit The Goug Cup
Hashmal The Fluorgis Cup
Mateus The Graszton Cup
Shemhazai Of a Feather
Ultima Hunted
Zalera The Last Step
Zeromus The Five Kings
Zodiark A Lasting Peace

Tips

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ane.tresure.
have you e'er seen the tresure chest and pots around the battle field?
if you take youi probably opened one just got something lame similar a potion or an antidote but not all of them have lame things.
if you are lucky and then you canb go a ribbon from one or a madu, the weapon that teaches dual cast to the ruby mage, or even the luminous robe(it teaches the half mp ability).

2.obtaining the sequencer and the peytral.
the sequencer is the sword that can gain power every bit fourth dimension goes on and the peytral too raises defence equally time goes on.
the sword is obtained after you defeat the red male monarch of cinquleur and the peytral is obtained after you defeat the blueish king of cinquleur.

3.using cocobo knight.
after yous get a chocobo knight you need a chocobo so he can ride so since he can use most weapons give him the strongest weapons and when you lot enter a boxing with a chocobo every bit your enemy you weaken the chocobo without killing it so get correct next to it and chose "mountain" and he will get on the chocobo.

4.using a illutionist the right way.
yous need an illutionist with one-half mp and a cannoneer that knows ether shot and shoot the illutionist with ether shot to give him mp and bandage any spell you lot want with that team.

five.the ultimate mooogle knight.
teach the moogle knight ultimate accuse with the materia blade and get a cannoneer to shoot him with ether shot (learned with the brevis) and with that the moogle knight tin hit three time the impairment every turn.

half-dozen.getting frimelda.
frimelda is a zombie paladin that you have to help throught doing some quest.
the quest list starts with the quest "nether the weather" and then "chill in the night" and so "show of strenght" then "hunted" and so on "memories forged" you heal her and she joins youe clan.
she is a paladin with nurse, defend, encompass, and dual wield mastered.

7.getting the course heritor.
the course heritor is a special grade that only adelle tin go.
she gets it after the quest "through another'due south optics".
you have to get to lezaford's cottage and talk to him and after that you lot go to zedlei forest and go to the place that has the red square with the exclamation point.(the quest might demand some more than quest before you tin become the class)

Classes: Summoner (Viera) + Blood-red Mage secondary
Skills: Bloodprice (S), Doublecast (A)
Explanation: Bloodprice uses HP to cast magick instead of MP, and then you become tons of bachelor spells available in the beginning of battles. When she's low on HP, just bandage Double Cure and she's back to full HP once more. Really dearest her, she can kill 3-4 enemy on her first turn in a small map. Equally long equally she can reach them, they're dead for sure.

This combination of classes has MAJOR boosts, it has great range and upclose fighting traits. Plus if you teach it ether/potion shell information technology tin can restore health or give your magician a quick boost so you don't have to wait for mp build upwards. And can exist used as harm takers for your other units as well.

Practice you e'er get those annoying quests where you can't attack, or tin't assail a certain species? There's an easy loophole around it. All you exercise is:

A: Can't attack: Use abilities. they won't count. also works for laws that ban weapons.

B: Can't set on hume, moogle, etc.: if yous can't damage a group, don't. harming means anything that makes it lose hp. If there's just 1 or two of the enemies yous can't assault, make sure you have a counter. it won't count equally a violation. If there's a bunch of enemies in the catagory, I say spiral it and attack anyway (unless you demand training, and these guys are way loftier in level).

Hope information technology helped.

Classes: Ranger (Seeq)
Skills: Mirror Items (A), Camouflage (A), Item Lore (S)
Caption: Mirror Items is basically the aforementioned every bit the Items skillset, but it reverses the items' effects. Potions volition take abroad HP instead of heal HP. Antitoxin poisons instead of cures poison, etc. Item Lore doubles the effect of items on the user. Combined with Mirror Items, Item Lore doubles the outcome of Mirror Items. This can be VERY dangerous if combined with the right items such every bit X-Potion or Phoenix Downward. With Mirror Items X-Potion deals 200 damage. Item Lore makes it 400 damage. That's consistent 400 impairment at 99% accurateness, folks! Cover-up is just an icing on the succulent cake. It makes the Ranger invisible. Turn your Seeq invisible in the showtime turn, motility next to an enemy unnoticed, and BAM! hit them with 400 damage.

Classes: Defender/Gladiator
Skills: Aura(A), Meltdown(A),Strikeback(R)
Explanation: Its pretty cheap but it works quite well. Basically get your defender to primary Aureola and Meltdown-learnt from Lohengrin and Vajra respectively-and so use Aura to gain regen and rerise(revive immediately upon KO. Go upward to the opponent and apply Meltdown-KO'south y'all and inflicts damage equal to your electric current hp-this should hopefully kill the enemy and yous volition dice at the same time, just, thanks to Aureola you will revive. Yous tin repeat this as many times as you want. Strikeback is used simply to finish enemies dealing damage to you and so you tin maximise the damage washed (although information technology just block normal direct attacks).

Classes: Dragoon/Gladiator
Skills: Jump(A),Burn breath(A) Bolt breath(A), Ice breath(A), Ulitma Sword(A), Double manus(Southward), Lancet(A), Dragonheart(R)
Explanation: pretty expert for short, mid, and long altitude enemies. Jump for those far away, the breaths for those merely out of achieve and elemental bonuses, ultima sword for those up close, lancet for when u start to get low on hp, dragon heart just on the off chance it does get KO'd , double hand for an added boost in power with i-h wpns. i believe spears on considered one handed on here.

Classes: Parivir/Fighter
Skills: Current of air Slash (A), Shimmering Bract (A), Skyfury Blade (A), Hoarfrost Blade (A), Lifethread Blade (A), Rush (A), Wild Swing (A), Aura Blast (A), Counter (R), Geomancy (P)
Caption: This combination is very easy to apply, just walk upwardly to your opponent and use an elemental strike. The fighter abilities are simply used to add some range. This combination is VERY deadly when fighting enemies one on one. Information technology kills like crazy and has decent range. I find this combination to be very useful against bosses.

Before each battle, yous'll get to choose with reward y'all want to give your crew (so long equally you don't break the judge'due south rules for that boxing). You should always, always choose an experience heave over whatever other statistical advantage. Y'all'll rarely (if e'er) run across a battle where you should be challenged to the point that you'll need a mild speed or strength boost, for instance, only experience is always a hot commodity that should exist gathered when and where you tin can. Giving yourself an feel boost during each battle will let your characters level up quicker, and ultimately this volition lead to an even stronger party that volition never need statistical advantages in boxing. Continue to repeat this procedure and you'll be working with a actually stiff crew earlier long.

Here are some of the good classes in the game that can make ane hell of a team. Hope this helps.

Paladin/Parivir with mastered Chivalry and Flair, Geomancy, Ribbon-Bearer, and Sequencer/Fallen Angel: I'm sure you all heard a lot about this philharmonic: High ATK and powerful skills from Parivir combined with the hif DEF and great equips from Paladin plus x1.v elemental impairment (when weak to) with Geomancy and debuff-invulnerability from the Ribbon results in i of the well-nigh powerful fighters in the game.

Seer/Illusionist with mastered High Magick and Illusion, Dual Wield, Replenish MP and equipping non elemental Rods: Brand sure he has good DEF and yous take a fast guy to striking him with: Accept the other guy striking him without killing him, then cast away to hit anybody thrice.

Seer/Bluish Mage with White Wind, Angel Whisper, Recharge, Esuna, Raise, Strike Back, Halve MP equipping Ninja Tabi: Pretty much the most powerful healer I can remember of. White Current of air heals an ally's HP past how much is your current HP, and Angel Whisper grants Reraise and Regen. Strike Back permit's you lot go around without getting hit most of the fourth dimension, and Halve MP/Recharge let'southward you heal faster. Plus, Blue Mages have decent equips and Seer's have high RES growth.

Cannoneer/Gladiator with mastered Cannonry and Sparring, Strike Back and Unscarred: Quite powerful, as Unscarred is very useful and Gladiators have skillful ATK. The long-range of the Cannoneer and Ultima Sword will guarantee a hell lot of damage at a safe distance, and with Strike Back, it but ensures that you'll exist there to hurt more. And Ether Cannon ensures more damage from your mages.

Lanista/Ranger with mastered Astutia and Survivalism, Item Lore and Glimmer Counter: I really do not need to explain this just what the heck. The Lanista is but there for good equips, Ranger skills does the rest.

Raptor/Hunter with mastered Devastation and Trapping: This combination is all nearly overpowering the enemy with harm and debuffs. Vitals Shot and the Crushes go manus-in-paw in weakening the enemy before Ultima Shot kills them.

Fusilier/Moogle Knight with mastered Onslaught and Gunmanship and Concentration: Long-range debuffs galore as Concentration also increases debuffing chances before hitting them with an Ultima Charge.

Sage/Arcanist with mastered Sagacity and Arcane Magick, Halve MP and Replenish MP: Either deals massive damage with Scathe, Gigaflare and Ultima Blow to so-and then units or instantly kills tedious, non-immune, tough units. Very versatile and can be used manus-in-mitt with a fast Cannoneer or Flintlock to be able to bandage immediately.

Greenish Mage/Assassin with mastered Assassination, Tranq, Reflex, Halve MP, and Ninja Tabi: Tranq yourself, get around casting Final Jiff on your outset plough. And if MP allows information technology, an Ultima Masher or ii will not injure.

Juggler/Thief with mastered Acrobatics and Thievery, Evade Magick and Concentration, and a Viking/Lanista with mastered Pillaging and Astutia and Gil Snapper, both equipping Ninja Tabi and Brigand's Gloves: Can steal pretty much everything possible to steal from someone in FFTA2 in one case the Juggler hits with Ring Toss. If in that location is zip to steal anymore, Strike! yourselves upwards then hit the guy with a critical for actress money. If you desire, make the Seeq a Viking/Ranger instead, spread some traps, have Vaan Salve everything for loot.

Defender/any other chore with Aura, Meltdown, Bulwark, Counter and Immunity, equipping Orb of Minwu, a KO and Sleep-immuning equip and Ninja Tabi : Basically an eternally exploding Flop. Bandage Aura on yourself, Bulwark your way to the enemy, Meltdown to deal massive damage, have someone heal you, rinse and repeat.

Summoner/Red Mage with mastered Summoning and Red Magick and Claret Cost, equipping Flurry/Thunder/Bonfire Robe, and a Juggler with good RES, Smile Toss and Critical: Quicken: A famous infinite loop in FFTA2. Have the Summoner and the Juggler set up in a fashion that you lot can summon an Esper on the both of you and an enemy and to the summoner and the Juggler lonely . Utilise Doublecast, first cast an Esper that the Summoner can absorb on the 3 of you in such a way that the Juggler goes critical on the first bandage, then cast a healing Esper on the Summoner and the Juggler. Afterward the Juggler Quickens, Grinning Toss to the Summoner to rinse and repeat everything.

early on you can get the assassin skill ultima mash larn it and so go the passive power blood price, and then all you need to do is equip a bow and mash away

yous only need to have half mp on a human and take gotten either the mp channeling or the mp efficiency clan privilege.
next you need to give your hume the half mp technique and in a battle that you lot know you tin can keep the police use either the mp channeling or the mp efficiency clan privilege so you can bandage a spell that tin can cost upward to 40 mp in one turn only it wont cost that much with this technique.

using this you can use ultima shot every turn and completely desinerate your foes in a few turns.

also if you apply this on a seer that also has illutionist commands then you can utilise magic frenzy with the illutionist spells and you lot can magic hiot and melee hitting all your enemies in one plough.

For all those people who accidentally fabricated a Shining Lute instead of a Brilliant Theorbo, only to detect out that you just get Strawood one time and you can already get the Shining Lute from a quest just not the Brilliant Theorbo, practise not despair! There is a fashion to hands get one, and it'south through everyone's favorite human being and adult female every yr, the Luck-Stick Seller and Trader. The Brilliant Theorbo is the Special Prize A of the luck-stick thing, and despite the fact that the prize you lot get seems random, there is really a pattern. Try buying a luck-stick at the 20th of Blackfrost then returning to trade it at the 1st if Goldsun. It works for me every time, and I already got 3 Vivid Theorbo'due south, but still, information technology might be dissimilar for each game. But in the example that it'south the same for both of us, you lot might every bit well try. Hope it helps!

Using this Tip you lot tin can traverse the entire map without letting an enemy movement or attack.
1. you need a Nu Mou with a Quicken Skill and the Halve Mp skill and a juggler with the grinning toss skill.
ii.When it comes the juggler or Mages turn. Repeatedly utilize the Quickening Skill on the other unit of measurement with the Quickening Skill, moving each time.
You can use this to gain MP for the mage. Though it is a chip time consuming.

Classes: Paladin/Seer (Hume)
Skills: Cover (A), Saint Cross (A), Holy Blade (A), Sanctify (A), Reflex (R?)/ Magick Frenzy (A), Blizzara (A), Fira (A), Cura (A), Esuna (A), Ribbon Bearer (S?)
Explanation: The reason I listed so many abilitys is because all of them brand this one of the peak combinations probably out there. With this you lot go practically the Ultimate Mage Knight. Yes, Mage Knight. With this comination you not only accept the abilitity to concur great powerful swords, but you lot tin can deal magick and fighting damage with magick frenzy. The reason I say Mage Knight is because the unit tin now Heal with Magick, Damage with Magick, but tin can employ fighting and holy powers to kill whatsoever enemy. You can attack from far with Magick, movement in and attack with Holy Blade or Sanctify (if its undead), and then Cura yourself. Ultimatly you get possibly immortal. This isnt simply a good combination for side units likewise, it makes for an incredible main combination for Luso or Adelle. Its worth investing some time into.

Get dual wield( from the job ninja weapon proper noun: type:precipitous-edged katanas rank:A) on a charechter and equip the weapon you wish to larn from and if its a one handed weapon so yous tin can learn twice as many abilities.
I know this is obvious simply i promise information technology helps

I found this when I tried to turn my fencer into an asassin.
You simply need to upgrade your fencer with some powerful skills, and at least you lot have to add Nighthawk skill too.
The next step is to turn your fencer into a sniper. Simply add the fencing abilities to substitute the Detail command.
There! With this trick, you should be able to hit a long altitude enemies with fencing skills (except Piercing Blow, you see the clarification is about hitting two enemies in front end, so you cannot add more distance).
And if your enemy has the Archer's Blight skill, just simply attack them with Nighthawk (it doesn't counted equally pointer attack).

Only add the right skill, and the deadly fencing abilities are fix to accident from your greatbow

Classes: Hunter/Archer (Hume)
Skills: Cupid(A), Arm Shot(A), Aim Vitals(A), Ultima Shot(A)
Explanation:Pretty simple, simply keep charming, disabling, dooming (with luck) everyone until you can do the Ultima Shot. I simply beloved to brand the bad guys exercise the dirty work for me. Normally my Time Mage is aroud to Haste/Quicken the Archer. I don't actually need to do much impairment, since the enemies will be doing information technology for me.

Classes: Master Monk (Bangaa) + Gladiator secondary
Skills: Pummel (A), Unscarred (Southward), Strike Back (R), Ultima Sword (A)
Explanation: This is why Master Monk is considered one of the best melee classes in FFTA2. Unscarred is very, very stiff. It increases the character'due south stats considerably as long as his HP is full. Combine that with Strike Back, your HP will ever be full unless the enemy hits you using some activity ability. Even and so, you can always heal your HP back up to regain the advantage of Unscarred. Now here's where the fun is: Pummel. It basically lets your character attack twice, at full power. At full HP, a Master Monk can easily do 150-200 damage attacking from the back each fourth dimension. That's 300-400 damage total. The same with Ultima Sword. From the back, it can do 400+ damage hands. The just drawback is that it requires 32 MP to utilize. Remember, for all of these high damages, Unscarred is required for the stat-increases which makes your Bangaa more powerful.

Race: Hume
Job Philharmonic: Paladin/Parivir
Abilities: Hoarfrost Blade/Shimmering Blade/Skyfury Blade (Parivir A-Abilities), Reflex (Paladin R-Ability) Geomancy (Black Mage S-Ability)
Items: Leveled Sequencer or Fallen Angel (Greatsword)

This combo. is i of the most powerful in the game. The outset reason is because equally you level every bit a Parivir showtime you will have a big set on growth and then as a Paladin yous will have a lot of defense growth, a great matter to take. But that isn't very important because if y'all did non know, the Black Mage ability "Geomancy" (which can be learned with the Sage Robe) weakens your opponents resistence to elemental damage. The Hoarfroat(ice), Shimmering(fire), and Skyfury(thunder) Blade attacks from the Parivir are 1 of the strongest attacks in the game. And so, the extremely strong element attack combined with an opponent weakened element defense as well combined with a paravirs high strength and finally combined with the massive strength of the Sequencer(leveled) or Fallen Angel equals farthermost amounts of impairment.

Race: Hume
Avails: Magick Offense
Primary/Secondary: Seer/Illusionist *
Optional Additions: Dual-Wield (Ninja P-ability), learned through the utilize of a Ragetsu-denbu blade, Replenish MP (Seer R-ability) or Absorb MP (Illusionist R-ability), and Halve MP (Illusionist P-ability)
- Comments: Used properly, the Seer tin can set on each foe up to 3 times per every other plough. When low on MP, the Seer can Recharge xx MP per turn (24 MP gain - 4 MP loss = 20 MP). This means every other turn, you can Magick Frenzy an Illusion cast, assuasive you to strike an enemy target two times; 1 with magick, one with concrete damage. If Dual Wield is equipped, an additional physical strike is calculated with the higher up.

Race: Viera
Assets: Magick Offense, Support
Master/Secondary: Summoner/Blood-red Mage *
Optional Additions: Halve MP (Summoner, Passive), Absorb MP (Green Mage, Reaction), Magick Upwardly (Red Mage, Passive), Blood Price (Spellblade, Passive)
- Comments: This is the most favorable magick build for Vieras. Using the Blood-red Mage's Doublecast, y'all can spam two summons per turn. If you have MP restorative abilities equipped, this'll help you build MP each time you're attacked. If Blood Cost is equipped, all casts are bachelor from your start action. Just exist sure to heal your caster unit every once in a while since Blood Price applies ii times the MP price to your HP.

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Classes: Assasin
Skills: Ultima Masher(A), Claret Price(P)
Explanation: Blood Price Doubles mp but it takes it out of HP. Therefore, you can accept a pycho viera Assasin running around doing 300+ every turn at the cost of 68 HP, which is easily healed with cura.

To recruit the graphic symbol Frimelda, complete the following chain of missions: Under the Weather, A Chill in the Night, Testify of Forcefulness, Hunted, and Memories Forged.

I Practice NOT Take CREDIT FOR THESE, EXCEPT FOR THE Final I!(OBTAINING THE Clan ABILITY LIBRA Power Early on. I Found THIS ON MY Own, AND I AM Not Maxim SOMEONE ELSE DIDN'T FIND THIS BEFORE ME)

Association Abilities-
During the prologue (Luso's summer periodical), yous can answer the three questions in the post-obit orders to unlock different clan abilities from the beginning.

AP Up 1 - Respond B, C, C
Association Up 1 - Answer B, B, C
Evade Up 1 - Answer B, A, A
EXP Up 1 - Answer B, C, B
Gil Up 1 - Respond B, A, C
Lucky i - Answer B, A, B
Power Up one - Answer B, B, B
Nail Up i - Reply B, B, A
Speed Upwards ane - Answer B, C, A
Contributed Past: himynameisminh

Unlockable Classes-
Arcanist - Complete The Nu Mou Nobles quest
Assassin - Complete quest,Veis Assassin
Beastmaster - Complete the quest Knowing the Beast
Cannoneer - Complete Quest: The Bangaa Brotherhood
Dragoon - Complete Kyrra, Dragoon
Fighter - Complete "To be a Fighter"
Flintlock - Consummate "Of Kupos and Cannons"
Fusiler - Consummate the Goug Consortium quest
Dark-green Mage - Complete Green Dominion Quest
Gunner - Complete "The Goug Consortium"
Chief Monk - Complete Banbanga!
Parivir - Complete "The Eastwatch" quest
Raptor - Complete "Musical instrument of Inspiration"
Seer - Complete the Cat'due south Meow quest
Spellblade - Complete "To Be a Spellblade" quest
Contributed By: Joshua10_22, mantendo, LoonyLunatic, Zxela404, MCInfinito3, jdawg123, slxim360, Kev0rk, Lyanwulf

Unlocking clan ability Libra early-
Yous can aquire the clan ability 'Libra' at the start of the game past having a copy of Final Fantasy Tactics Advance in the Slot-2 of your DS, and starting a new game or loading a game.

Easter eggs

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If, late in the game, you accept the mission to catch the Aerodome Prankster, you'll see Vaan from Final Fantasy XII fighting in that battle too. If you're victorious, Penelo (also from Final Fantasy XII) will come out and talk to you.

Blue Mage Final Fantasy Tactics,

Source: https://pulcam.dedyn.io/final-fantasy-tactics-a2/cheats/ds/

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