Learn about Time Mage abilities in Final Fantasy Tactics, including Extend, Haste, Slow, Stop, and Quicken.
Requirements: 5 Black Mage Abilities
Walkthrough
- 1The Time Mage job in Final Fantasy Tactics is a powerful class that can alter the flow of time.
- 2Time Mages can make time go faster for your units and slower for enemy units, enabling your party to deal significantly more damage.
Tips
- Consider using abilities like Blue Mage Roar to prevent enemies from benefiting from beneficial effects.
- When facing enemy mages, the Reflect spell can be invaluable, bouncing their magical attacks back at them without costing you MP.
- The Stop spell, despite its moderate accuracy, can completely incapacitate enemies, leaving them vulnerable to your attacks.
- Hastega is a superior version of Haste, affecting all units in a small area to hasten their turns.
- Quicken allows a target unit to take its next turn immediately, similar to the Juggler's Smile Toss, enabling powerful offensive turns.
Time Magick Abilities:
- Extend - 150 AP (Stardust Rod) - Active: Alters the flow of time, increasing the duration of buffs and debuffs on units in a small area. This is useful for extending beneficial buffs on your allies or prolonging debilitating debuffs on your enemies, such as Immobilize and Disable.
- Haste - 250 AP (Firewheel Rod) - Active: Hastens the flow of time around the target, raising their SPEED. This is a fundamental spell for Time Mages, allowing your units to act more frequently and deal more damage.
- Reflect - 250 AP (Thunder Rod) - Active: Erects an invisible barrier around the target that bounces magicks back at their caster. This is particularly effective against enemy mages, negating their spells and returning them to sender at no MP cost.
- Slow - 250 AP (Terre Rod) - Active: Slows the flow of time around the target, lowering their SPEED. Use this on the enemy's fastest units or heaviest hitters to give your party more survivability.
- Undo - 300 AP (Crown Scepter) - Active: Reverts the target's HP and MP to their values from the previous turn. This can be used to heal your units by restoring their HP, or to hurt enemies by reverting any healing they received. It can also restore your unit's MP, allowing them to cast powerful spells again.
- Stop - 350 AP (Chill Rod) - Active: Stops the flow of time around the target, preventing the unit from taking any action. While its accuracy is around 40%, a successful Stop leaves the enemy completely vulnerable to 100% accurate attacks and unable to act.
- Hastega - 400 AP (Flame Rod) - Active: An improved version of Haste that raises the SPEED of all units in a small area. This is ideal for accelerating your entire party's turn order.
- Quicken - 400 AP (Thor Rod) - Active: Slides the target through time, enabling them to take their next turn immediately. This allows key units to act twice in quick succession, maximizing damage output or follow-up actions.
- Evade Magick - 250 AP (Magick Robe) - Reaction: Grants resistance to spells that deal damage, meaning magical attacks will do no damage to you.
- Critical: Quicken - 450 AP (Magus Robe) - Reaction: Allows the user to act next when they become incapacitated.
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