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Part 191
Final Fantasy Tactics

Part 191

Learn about the Green Mage and Archer abilities in Final Fantasy Tactics, including Protect, Shell, Blind, and Focus.

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Learn about the Green Mage and Archer abilities in Final Fantasy Tactics, including Protect, Shell, Blind, and Focus.

Requirements: 1 White Mage Ability, "Green Dominion" Quest Done

Walkthrough
  1. 1
    The Green Mage class focuses entirely on support, lacking offensive capabilities but providing valuable buffs for your allies and debuffs for enemies.
  2. 2
    Its maces are decent weapons.

Green Magick:

  • Protect - 150 AP (Iron Hammer) - Active: Creates an invisible shield that raises DEFENCE, reducing physical damage. Best used on frontline fighters.
  • Shell - 150 AP (War Hammer) - Active: Surrounds units with a veil of divine protection that raises RESISTANCE, reducing magick damage. Also best used on frontline units.
  • Blind - 150 AP (Druid Mace) - Active: Conjures a black mist to BLIND the target, reducing accuracy by approximately 30%.
  • Sleep - 200 AP (Battle Mace) - Active: Puts units in a small area to SLEEP with a powerful gas, allowing for guaranteed hits on sleeping enemies. Can affect up to 5 units.
  • Silence - 200 AP (Energy Mace) - Active: Steals the target's voice, SILENCING units in a small area. Useful against magick users, especially enemy healers and Black Mages.
  • Tranq - 200 AP (Sage Crosier) - Active: Soothes nerves, raising ACCURACY. Useful for units affected by Blind or to ensure hits on evasive targets.
  • Oil - 250 AP (Sledgehammer) - Active: Coats the target with a film of black, sticky OIL, making them more susceptible to fire damage.
  • Leap - 450 AP (Mandragora) - Active: Stimulates leg muscles, raising MOVE and JUMP. Excellent for increasing mobility and reaching higher ground.
  • Evade Magick - 250 AP (Magick Robe) - Reaction: Grants resistance to spells that deal damage.
  • Absorb MP - 250 AP (Lordly Robe) - Reaction: Grants MP equal to the MP cost of offensive magicks that target the user.
  • Spellbound - 150 AP (Tiara) - Passive: Extends the durations of buffs and debuffs on the user.

Requirements: 1 Soldier Ability

Walkthrough
  1. 1
    Archers are positioned out of harm's way, attacking foes from a distance with arrows.

Archer Abilities:

  • Focus - 100 AP (Longbow) - Active: Musters strength to increase the next action's ATTACK. Useful early on before stronger abilities are available.
  • Burial - 200 AP (Silver Bow) - Active: Brings peace to the undead, effective against undead units.
  • Take Aim - 200 AP (Yoichi Bow) - Active: Takes careful aim, increasing chance to hit but dealing less damage (approximately half).
  • Leg Shot - 250 AP (Thorn Bow) - Active: Aims at the target's leg to IMMOBILIZE it, preventing movement. Useful against melee opponents.
  • Blackout - 250 AP (Char Bow) - Active: Fires specially prepared arrows to BLIND the target, reducing accuracy.
Tips
  • Green Magick's Blind ability reduces accuracy by about 30%.
  • Sleep can affect up to 5 units and guarantees hits on sleeping enemies.
  • Silence is most effective against enemy magick users.
  • Oil enhances susceptibility to fire damage.
  • Leap significantly increases movement and jump capabilities.
  • Evade Magick negates damage from magickal attacks.
  • Absorb MP can significantly boost your MP when facing enemy mages.
  • Spellbound extends buff durations, which is beneficial for spells like Reraise and Regen.
  • Focus is best used early in the game when stronger abilities are not yet available.
  • Leg Shot is effective for immobilizing melee enemies.
  • Blackout's Blind effect is less potent than in previous iterations but still reduces accuracy.

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