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Part 187
Final Fantasy Tactics

Part 187

Explore the Alchemist and Arcanist job abilities in Final Fantasy Tactics A2. Learn about powerful spells like Flare, Protometeor, and Toad, plus passive buffs and reactions.

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Explore the Alchemist and Arcanist job abilities in Final Fantasy Tactics A2. Learn about powerful spells like Flare, Protometeor, and Toad, plus passive buffs and reactions.

Abilities:

  1. Tempest - 250 AP (Thunder Rod) - Active: Unleashes a lightning storm dealing lightning damage to all foes.
  2. Freezeblink - 250 AP (Sleet Rod) - Active: Freezes water into shards, dealing ice damage to all foes.
  3. Rockfall - 300 AP (Terre Rod) - Active: Hurls rocks, dealing earth damage to all foes. Be aware of monster immunities or absorbs.
  4. Wild Tornado - 300 AP (Thor Rod) - Active: Creates a tornado dealing wind damage to all foes. Several enemies resist wind damage.
  5. Deluge - 300 AP (Chill Rod) - Active: Sends a torrent of water dealing water damage to all foes. Useful against water-weak monsters.
  6. Stardust - 300 AP (Stardust Rod) - Active: Calls down meteors dealing non-elemental damage to all foes, more than elemental illusions.
  7. Star Cross - 300 AP (Crown Scepter) - Active: Bathes the battlefield in divine light, dealing holy damage to all foes.
  8. Absorb MP - 250 AP (Lordly Robe) - Reaction: Gain MP equal to the MP cost of offensive magicks that target the user. Useful if enemies target you.
  9. Halve MP - 400 AP (Luminous Robe) - Passive: Reduces the MP cost of abilities by 50%. Very useful for conserving MP.

ALCHEMIST

A master of transmutation, the alchemist can alter nature at a whim.

Requirements: 2 Illusionist Abilities.

The Alchemist class always has the Items subset available, allowing for two skills from other classes plus reaction and passive abilities.

  • Poison - 150 AP (Druid Mace) - Active: Distills toxins to POISON the target. Has a higher chance to poison than most abilities.
  • Astra - 200 AP (Sage Crosier) - Active: Renders units in a small area immune to debuffs. Handy for avoiding annoying status effects.
  • Rasp - 200 AP (Energy Mace) - Active: Depletes MP of units in a small area. Effective against enemy mages to prevent powerful summons.
  • Transmute - 350 AP (Zeus Mace) - Active: Transmutes a HP Critical unit into a consumable item. Allows creation of items from weak enemies.
  • Flare - 400 AP (Lotus Mace) - Active: Causes a violent explosion around the target, dealing significant damage to a single unit.
  • Protometeor - 400 AP (Scorpion Tail) - Active: Calls a giant meteor damaging units in a small area. Similar to Flare but with an area of effect.
  • Toad - 450 AP (Mandragora) - Active: Releases gas that turns the target into a TOAD, significantly increasing damage taken and reducing attack power and movement.
  • Magick Up - 150 AP (Life Crosier) - Passive: Raises MAGICK, increasing magick damage dealt. Useful for magic-focused races like Nu Mou.
  • Item Lore - 150 AP (Wizard's Hat) - Passive: Increases the effect of potions and other consumables on the user, effectively doubling healing.
  • Safeguard - 150 AP (Adamant Vest) - Passive: Prevents the user's equipment from being stolen or destroyed. Useful against thieves and equipment-destroying classes.

ARCANIST

These archmages practice the forbidden arcane arts.

Requirements: 2 Time Mage Abilities, "The Nu Mou Nobles" Quest Done.

This class has good MP growth.

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