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
- 1The Green Mage class focuses entirely on support, lacking offensive capabilities but providing valuable buffs for your allies and debuffs for enemies.
- 2Its 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
- 1Archers 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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