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Part 158
Final Fantasy Tactics

Part 158

Learn about abilities like Bonus AP, Bonus Gil, and Debuff Resistance in Final Fantasy Tactics, including unlock requirements and effects.

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Learn about abilities like Bonus AP, Bonus Gil, and Debuff Resistance in Final Fantasy Tactics, including unlock requirements and effects.

Always Counter

Gives the Counter Ability to all units that lack an R ability. Rank 1 is obtained by completing Negotiation-Teamwork at Master Judicer's difficulty. While useful, by the time you acquire this, you will likely have access to many other R abilities, diminishing its overall utility.

Bonus AP

Increases the amount of Ability Points gained after a quest. Rank 1 grants +20 AP, Rank 2 grants +40 AP, and Rank 3 grants +60 AP. Rank 1 is unlocked by completing Negotiation-Teamwork at Speakers Difficulty, Rank 2 by completing Negotiation-Teamwork at Lectors Difficulty, and Rank 3 by completing Negotiation-Teamwork at Advocates Difficulty. This ability is extremely handy for leveling up new clan members, with Rank 3 potentially tripling the typical 30 AP earned per quest.

Bonus CP

Increases the amount of Clan Points obtained after a quest, generally by 10% at Rank 1, 20% at Rank 2, and 30% at Rank 3. Rank 1 is unlocked by completing General Training I at Trainees Difficulty, Rank 2 by completing General Training I at Professionals Difficulty, and Rank 3 by completing General Training I at Veterans Difficulty. While useful, Clan Points are primarily needed for Auctions and trials, and by the time you can unlock these ranks, you will likely already possess a surplus of CP.

Bonus EXP

Increases the Experience your units gain from battle by 10% at Rank 1, 20% at Rank 2, and 30% at Rank 3. Rank 1 is unlocked by completing Teamwork-Aptitude at Hands of Steel Difficulty, Rank 2 by completing Teamwork-Aptitude at Hands of Gold Difficulty, and Rank 3 by completing Teamwork-Aptitude at Hands of Divinity Difficulty. Experience is relatively easy to obtain in Final Fantasy Tactics, making this ability somewhat less critical.

Bonus Gil

Increases the amount of Gil obtained after completing a battle by 10% at Rank 1, 20% at Rank 2, and 30% at Rank 3. Rank 1 is unlocked by completing Adaptibility-Negotiation at Followers Difficulty, Rank 2 by completing Adaptibility-Negotiation at Compromisers Difficulty, and Rank 3 by completing Adaptibility-Negotiation at Catalysts Difficulty. This is very useful in the early game when Gil can be scarce, but becomes less essential later on, though it can still be beneficial for high-scoring quests or when desperate for funds.

Debuff Resistance

Protects your units against specific debuffs, with higher ranks protecting against more debuffs. Rank 5 includes the effects of Ranks 1 through 4. The specific debuffs protected against are: Rank 1 - Poison, Rank 2 - Blind, Rank 3 - Silence and Blind, Rank 4 - Immobolize and Disable, Rank 5 - Confuse, Charm, and Toad. The ranks are unlocked by completing specific missions: Rank 1 - Aptitude-Adaptibility at Travelers Difficulty, Rank 2 - Teamwork-Aptitude at Hands of Silver Difficulty, Rank 3 - Adaptibility-Negotiation at Outriders Difficulty, Rank 4 - Negotiation-Teamwork at Champions Difficulty, and Rank 5 - General Training II at Legends Difficulty. This privilege is extremely useful when fighting monsters, the primary source of debuffs. While less impactful early on, Rank 5 is highly recommended due to the annoyance and prevalence of Confuse and Charm debuffs.

Empowered Bangaa

Increases the battle capacity of your Bangaa. Rank 1 is unlocked by completing Aptitude I at Grease Monkeys Difficulty. This is not very useful unless you are fielding an exclusively Bangaa clan.

Empowered Gria

Increases the battle capacity of your Gria. Rank 1 is unlocked by completing Teamwork II at Comrades Difficulty. This is not recommended as you are unlikely to field an exclusively Gria clan.

Empowered Humes

Increases the battle capacity of your Humes. Rank 1 is unlocked by completing General Training I at Novice Difficulty. While Humes are common, this privilege is generally not worth the investment.

Empowered Moogles

Increases the battle capacity of your Moogles. Rank 1 is unlocked by completing Adaptibility I at Scouts Difficulty. This is not recommended as you are unlikely to field an exclusively Moogle clan.

Empowered Nu Mous

Increases the battle capacity of your Nu Mous. Rank 1 is unlocked by completing Negotiations I at Hagglers Difficulty. Nu Mous generally lack melee power, making this privilege less desirable.

Empowered Seeqs

Increases the battle capacity of your Seeqs. Rank 1 is unlocked by completing Aptitude II at Craftsman Difficulty. Seeqs are not typically used as a primary assault force, so this privilege is not recommended.

Empowered Viera

Increases the battle capacity of your Viera. Rank 1 is unlocked by completing Teamwork I at Acquaintances Difficulty. Like other empowered privileges, this is generally pointless as you will not rely on a single race for all battles.

Libra

Allows you to see all traps on the map, including those set by the enemy. Rank 1 is unlocked by completing Adaptibility II at Contrivers Difficulty and requires having Final Fantasy Tactics Advance in your GBA Slot when starting the game. This privilege is somewhat useful for avoiding traps that can cause significant HP loss, especially when healers are unavailable.

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