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Part 183
Final Fantasy Tactics

Part 183

Explore the abilities of Part 183 in Final Fantasy Tactics, including Haste, Soul Sphere, Piercing Cry, Lifebreak, Bonecrusher, Attack Up, and Cannoneer skills like Buckshot and Prime.

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Explore the abilities of Part 183 in Final Fantasy Tactics, including Haste, Soul Sphere, Piercing Cry, Lifebreak, Bonecrusher, Attack Up, and Cannoneer skills like Buckshot and Prime.

Abilities:

  1. Haste - 250 AP (Lohengrin) - Active: Hastens time for the target, raising SPEED. Useful for slow units to increase turn frequency.
  2. Soul Sphere - 250 AP (Arch Sword) - Active: Summons a magick field to drain MP from the target. A stronger MP-draining alternative to Rasp.
  3. Piercing Cry - 400 AP (Javelin) - Active: Unleashes a roar that lowers the SPEED of surrounding units. Effective when surrounded by enemies.
  4. Lifebreak - 400 AP (Kain's Lance) - Active: Deals dark damage equal to the user's lost HP. Potent when the user is at critical HP.
  5. Bonecrusher - 250 AP (Dragon Mail) - Reaction: Counters physical damage with an attack that deals more damage than received. The strongest reaction counter.
  6. Attack Up - 150 AP (Trident) - Passive: Increases ATTACK, boosting physical damage dealt. A solid choice if other job passives aren't needed.

Cannoneer Job:

Requirements: 2 Dragoon Abilities, "The Bangaa Brotherhood" Quest Done. Cannoneers support with long-range hand-cannons, offering abilities to heal and damage.

Cannonry Abilities:

  1. Buckshot - 150 AP (Omnis Cannon) - Active: Loads fragmentation shells, increasing the damage radius of the next basic attack. Requires: Hand-Cannon.
  2. Prime - 150 AP (Diklum) - Active: Uses specially prepared shells to increase the ATTACK bonus of the next basic attack. Requires: Hand-Cannon.
  3. Foresight - 150 AP (Supernal Ray) - Active: Organizes shells for quick reloading, raising the number of shots fired in the next basic attack to two. Requires: Hand-Cannon.
  4. Scope - 150 AP (Ligatur) - Active: Attaches a scope to the cannon, increasing the ACCURACY of the next basic attack. Useful against the blind debuff or high evasion. Requires: Hand-Cannon.
  5. Mortar - 200 AP (Massive Bazooka) - Active: Plants the cannon for a heavy damage attack, but the unit cannot move next turn. Requires: Hand-Cannon.
  6. Target - 250 AP (Dromaeo) - Active: Takes careful aim for heavy damage on the next turn, dealing approximately double normal attack damage. Unit cannot attack this turn. Requires: Hand-Cannon.
  7. Potion Shell - 300 AP (Hand Cannon) - Active: Fires a potion-infused shell to restore HP at long range. Requires: Hand-Cannon.
  8. Ether Shell - 500 AP (Brevis) - Active: Fires an ether-infused shell to restore a significant amount of MP. Useful for mages to cast powerful spells early. Requires: Hand-Cannon.
  9. Blur - 150 AP (Fortune Ring) - Reaction: Avoids hand-cannon and gun-based basic attacks. Less useful due to limited enemy classes using these weapons.

Trickster Job:

Requirements: 2 Master Monk Abilities. Tricksters use deception to control the flow of battle.

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