Libra – A buff that grants more detailed information about foes.Infuse – Fully consume’s the users MP, healing an ally for 10x the amount.Horology – Deals damage to enemies in range based off in-game time.Will miss (and not consume Gil) if the player does not have enough Gil to toss Can do a maximum of 10000 damage, which is split between every enemy in range. Gil Toss – Tosses Gil at foes, dealing damage based off the party’s total remaining HP.First Aid – Restores HP to an all at critical HP.Expose – Reduces foe’s defense by 10% of its current defense.Miss rate is based off user’s remaining MP percentage Charge – Restores the users MP, at a rate of the user’s level x1.5 minus 1.Bonecrusher – Consumes 0 to 99% of the user’s HP to potentially kill an enemy.Addle – Lowers a foe’s magick power by 50% of its current.Achilles – Inflicts a random status effect to a foe.1000 Needles – Deal 1000 damage to a foe.Warmage – Restores MP when dealing magick damage.Spellbreaker – Doubles magick damage, increases healing by 1.5x, and increases chance of landing status effects on foes at critical HP.Serenity – Increases damage dealt by 1.2x and magick healing done by 1.5x when HP is full, and increases chance of landing status effects on foes.Last Stand – Halves physical damage taken when at critical HP.Inquisitor – Restores MP when dealing physical damage.Headsman – Restores MP when dealing fatal damage to a foe.Focus – Increase physical damage dealt by 1.5 when HP is full.Brawler – Increases attack power when unarmed (scales with level and character strength).Adrenaline – Doubles physical damage dealt when at critical health.Remedy Lore 3 – Remedies remove Stop, Doom, and Disease.Remedy Lore 2 – Remedies remove Petrify, Confuse, and Oil.Remedy Lore 1 – Remedies remove Sleep, Sap, Immobilize, Disable.Potion Lore 1/2/3 – Increases Potion effectiveness by 20/30/40% each.Ether Lore 1/2/3 – Increases Ether effectiveness by 10/20/30% each. Channeling – Reduces MP costs by 10%, up to a maximum of 30%.Swiftness – Increases action speed by 10%, up to a maximum of 30%.Magick Lore – Increases magick power by 20%.Battle Lore – Increases attack power by 20%.This is just a list of what some of these licenses do, as well as what the Technicks do (because it can be hard to remember). Job names are abbreviated here to save space. You will unlock your second job board about a quarter into the game, and you will know when it happens.If you’re going for every hunt and Esper, you absolutely have to take Esper allocations into consideration when planning your parties.Swiftness can only stack up to 3 times, and the above License sharing rule still applies.Unlike the original game, Magick and Battle Lores now grant +20% (previously +10%) to their respective stats.Some jobs have a ton to do and some barely have anything to do at all, so plan your combinations with their endgame responsibilities in mind.Battle and Magick Lores (both very important) also share Licenses between jobs, but whether one will unlock the other is based on their LP cost (so unlocking a 30 LP Magick Lore on one board won’t unlock a 70 LP one on another, but if both have 50 LP Magick Lores, unlocking on one will unlock on the other).Licenses that are shared between both of a character’s jobs only need to be unlocked on one job.There are, of course, things to know about that system you need to bear in mind when thinking up parties: As mentioned, whether you’ve played the original game or the IZJS version, the duo classing system in TZA adds some more depth to your character customization.
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