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* DropTheHammer: One of the more physically oriented Viera classes despite their name, bringing maces and hammers to battle.



* DropTheHammer: Their other weapon option, along with [[BrutishCharacterBrutishWeapon axes]].
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Added the requirements for the Master Monk, Cannoneer, and Trickster classes.


A new class for Bangaa, which wields massive cannons to specialize in ranged attacks.

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A new class for Bangaa, which wields massive cannons to specialize in ranged attacks. Unlocked by mastering two Dragoon abilities and completing the mission "The Bangaa Brotherhood".



Another new class for Bangaa, these fighters wield cards to attack from a distance and deal devastating status effects.

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Another new class for Bangaa, these fighters wield cards to attack from a distance and deal devastating status effects. Unlocked by mastering two Master Monk abilities and completing the mission "Sleight of Hand".



Another new class for Bangaa, an evolution of the White Monk delivering even more powerful punches.

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Another new class for Bangaa, an evolution of the White Monk delivering even more powerful punches. Unlocked by mastering two White Monk and two Warrior abilities and completing the mission "Bangbangaa".

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* SituationalDamageAttack: The ''Capture'' ability removes a damaged monster from the battlefield and leaves their soul, allowing their abilities to be used by the Nu Mou ''Morpher'' class, and the ''Oust'' ability can do the same without the benefits, by simply removing damaged monsters from the battlefield.

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* SituationalDamageAttack: The ''Capture'' ability removes a damaged monster from the battlefield and leaves their soul, allowing their abilities to be used by the Nu Mou Mou's ''Morpher'' class, job, and the ''Oust'' ability can do the same without the benefits, by simply removing damaged monsters from the battlefield.



[[caption-width-right:622:]]

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[[caption-width-right:622:]][[caption-width-right:622:[[Series/MightyMorphinPowerRangers "It's morphin' time!'"]]]]



* {{Animorphism}}: Downplayed. Visually, they don't change at all, but they go into a trance of sorts that allows them to use various monster abilities so they'll transform into a monster only when they launch an attack. Even when Nu mou

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* {{Animorphism}}: Downplayed. Visually, they don't change at all, but they go the Morpher only goes into a trance of sorts that and doesn't change at all, but the chosen monster family allows them to use various monster abilities so they'll transform into a monster only when they launch an attack. Even when Nu moubelonging to said family while performing certain abilities.



* ChuckCunninghamSyndrome: This is the only class from this game not to come back for the sequel, ''VideoGame/FinalFantasyTacticsA2''.

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* ChuckCunninghamSyndrome: This is the only class job from this game ''Tactics Advance'' not to come back for the sequel, ''VideoGame/FinalFantasyTacticsA2''.that game's sequel.



* KungFuWizard: Their combo animations shows that Morphers are skilled at both martial arts and magical abilities
* LightningBruiser: Morphers have the highest HP, strength and speed growth for a Nu mou class, they'll also have unmatched stats once they morph into a monster with max stats.
* MagikarpPower: It takes a lot of time and money, but if you maximize a monster's affection and raise a morpher, you'll have a unit that is very fast, very sturdy and very strong! You can get every stat of a monster in the monster bank to be 999 and the Morpher will inherit those stats when morphed!

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* KungFuWizard: Their combo animations shows show that Morphers are skilled at with both martial arts and magical abilities
abilities.
* LightningBruiser: Morphers have The Morpher itself has the highest HP, strength Attack, and speed Speed growth for a Nu mou class, they'll also Mou job.
* MagikarpPower: It takes a lot of time and Gil, but if you raise a monster's affection and maximize their stats to [[{{Cap}} 999]], you'll
have a Morpher that is very fast, very sturdy, and very strong once morphed.
* MasterOfAll: The Morpher is capable of having
unmatched stats once they morph into a monster with max stats.
* MagikarpPower: It takes a lot of time and money, but if you maximize a monster's affection and raise a morpher, you'll have a unit that is very fast, very sturdy and very strong! You can get every stat of a monster in
stats, not to mention the monster bank to be 999 and wide range of abilities from all the Morpher will inherit those stats when morphed!captured monsters.



* MonsterAllies: Downplayed, the monsters captured for morphers don't fight themselves, but the player raises them and their stats so that when a morpher morphs, he takes on the monster's stats and abilities
* SoulPower: Their equippable weapons are ''souls,'' which the monsters evidently lose when captured. Despite this, the monsters are fully sapient and perfectly happy without their "Soul".

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* MonsterAllies: Downplayed, Downplayed; the monsters captured for morphers Morphers don't fight themselves, but the player raises them and can raise both their affection and stats so that when a morpher morphs, he takes on the Morpher can inherit the monster's stats and abilities
abilities when they morph into them.
* SoulPower: Their The Morpher's equippable weapons are ''souls,'' weapon of choice is a ''soul,'' which the monsters monster evidently lose loses when captured. Despite this, the captured monsters are seem fully sapient and perfectly happy without their "Soul"."souls."
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[[WMG:Hume Jobs Debuting in ''A2'']]

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[[WMG:Hume Jobs Debuting debuting in ''A2'']]



[[WMG:Bangaa Jobs Debuting in ''A2'']]

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[[WMG:Bangaa Jobs Debuting debuting in ''A2'']]



A new draconic race exclusive to ''Tactics A2'', never appearing in any other Ivalice game due to being native to the Jylland region. Like the Viera, they are made up of only women, and like the Seeq, they have only four jobs available to them (and one of those, Hunter, is shared with Humes). Despite that, they make for powerful units.

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A new draconic race exclusive to ''Tactics A2'', never appearing in any other Ivalice game -- minus the ''Crystal Defenders'' spin-off -- due to being native to the Jylland region. Like the Viera, they are made up of only women, and like the Seeq, they have only four jobs available to them (and one of those, Hunter, is shared with Humes). Despite that, they make for powerful units.

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* JoustingLance: Dragoons are considered to be Draconic Knights and specialize in spears, the artwork for the class even depicts them with a Knightly Lance.



* JoustingLance: Templar's are orderly knights and are one of the only classes that can use spears.



* ChuckCunninghanSyndrome: This is the only class from this game not to come back for the sequel, ''VideoGame/FinalFantasyTacticsA2''.

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* ChuckCunninghanSyndrome: ChuckCunninghamSyndrome: This is the only class from this game not to come back for the sequel, ''VideoGame/FinalFantasyTacticsA2''.

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* InformedSpecies: Nu Mou are described as dog-like when they have hippo-like noses, rough hairless skin with prominent wrinkles like a rhino or elephant, floppy rabbit-like ears and a long hairy tail that trails across the ground like a Kangaroo. They look more like Elephant hippos or in the case of Babus, chubby rabbits, than dogs.



* {{Animorphism}}: Subverted. Visually, they don't change at all, but they go into a trance of sorts that allows them to use various monster abilities.

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* {{Animorphism}}: Subverted. Downplayed. Visually, they don't change at all, but they go into a trance of sorts that allows them to use various monster abilities.abilities so they'll transform into a monster only when they launch an attack. Even when Nu mou
* BareFistedMonk: Downplayed, but they punch with their souls and can even shoot fireballs with them.
* ChuckCunninghanSyndrome: This is the only class from this game not to come back for the sequel, ''VideoGame/FinalFantasyTacticsA2''.



* KungFuWizard: Their combo animations shows that Morphers are skilled at both martial arts and magical abilities
* LightningBruiser: Morphers have the highest HP, strength and speed growth for a Nu mou class, they'll also have unmatched stats once they morph into a monster with max stats.
* MagikarpPower: It takes a lot of time and money, but if you maximize a monster's affection and raise a morpher, you'll have a unit that is very fast, very sturdy and very strong! You can get every stat of a monster in the monster bank to be 999 and the Morpher will inherit those stats when morphed!



* PutOnABus: This is the only class from this game not to come back for the sequel, ''VideoGame/FinalFantasyTacticsA2''.
* SoulPower: Their equippable weapons are ''souls,'' which the monsters evidently lose when captured.

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* PutOnABus: This is MonsterAllies: Downplayed, the only class from this game not to come back monsters captured for morphers don't fight themselves, but the sequel, ''VideoGame/FinalFantasyTacticsA2''.
player raises them and their stats so that when a morpher morphs, he takes on the monster's stats and abilities
* SoulPower: Their equippable weapons are ''souls,'' which the monsters evidently lose when captured. Despite this, the monsters are fully sapient and perfectly happy without their "Soul".
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* {{BFG}}: Flintlocks wield the same hand cannons as the Bangaa. However, in a Moogle's hands, the cannons are quite large, which is why they [[SurprisinglyRealisticOutcome need a turn to prime them]].

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* {{BFG}}: Flintlocks wield the same hand cannons as the Bangaa. However, in a Moogle's hands, the cannons are quite large, which is why they [[SurprisinglyRealisticOutcome need a turn to prime them]].them.
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Another secondary Seeq class that uses axes in and lightning magic in battle. Unlocked by mastering one Ranger skill and completing the "Lord Grayrl!" mission.

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Another secondary Seeq class that uses axes in and lightning magic in battle. Unlocked by mastering one Ranger skill and completing the "Lord Grayrl!" mission.
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* MeteorSummoningAttack: Meteor, which drops a meteor on its targets. ''A2'' instead gives them Protometeor.

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* MeteorSummoningAttack: Meteor, which drops a meteor on its targets. In ''A2'' it's instead gives them Protometeor.called Protometeor to distinguish it from Exodus' attack.
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Added DiffLines:

* MultiMeleeMaster: They have the highest selection of weapon options in the game, capable of wielding any melee weapon. This gives them the freedom to be more magic focused with maces and wands, or physical attackers with the increased range of spears (normally only Bangaa can equip spears), or anything in between.
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* OneHandedZweihander: Also like Soldiers, they can learn Monkey Grip.

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* OneHandedZweihander: Also like Soldiers, they can learn Monkey Grip. Unlike Soldiers, Bangaa can apply it to broadswords, too.



* HeroesPreferSwords: They can wield broadswords and knightsword, even though their artwork depicts them wielding a sort of bladed staff.

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* HeroesPreferSwords: They can wield broadswords and knightsword, knightswords, even though their artwork depicts them wielding a sort of bladed staff.polearm.



* SoulPower: Their equippable weapons are ''souls''.

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* SoulPower: Their equippable weapons are ''souls''.''souls,'' which the monsters evidently lose when captured.



* DropTheHammer: Their other weapon option, along with [[AnAxeToGrind axes]].

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* DropTheHammer: Their other weapon option, along with [[AnAxeToGrind [[BrutishCharacterBrutishWeapon axes]].
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* DualWielding: They can unlock the Dual Wield support ability, which doubles their attack power by letting them attack twice.

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* DualWielding: They can unlock the Dual Wield support ability, which doubles both their attack power by letting them attack twice.twice and the rate at which they learn skills, by virtue of having two equipped weapons.
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* DoubleUnlock: In order for a Gria to wield shields, she has to either learn Monkey Grip then wield a shield that teaches Shieldbearer, or simply forgo a weapon to wield a shield.
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* OneHandedZweihander: They have access to the Monkey Grip ability, which is necessary for them to wield a shield and learn Shieldbearer to pass on to other jobs or use their ShieldBash skill.
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A Hume-exclusive class, they very much resemble samurai in both attire and choice of weaponry. They're the polar opposite of Paladins in that they're designed to dish out as much damage as possible while taking little in return.

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A Hume-exclusive class, they very much resemble samurai in both attire and choice of weaponry. They're the polar opposite of Paladins in that they're designed to dish out as much damage as possible while taking little in return. Unlocked by mastering three Fighter skills as well as completing "The Eastwatch" mission.



A new class for the Humes, it is a stronger variation of the White Mage that uses High Magick and wears the Cat-Eared Hood typically belonging to the Devout class in previous games.

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A new class for the Humes, it is a stronger variation of the White Mage that uses High Magick and wears the Cat-Eared Hood typically belonging to the Devout class in previous games. Unlocked by mastering four White Mage spells and completing "The Cat's Meow" mission.

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An advanced Hume job. They are powerful fighters capable of DualWielding and taking out foes quickly. They can be seen as the Hume counterpart to the Viera's Assassin job. Unlocked by mastering two Thief skills.

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An advanced Hume job. They are powerful fighters capable of DualWielding and taking out foes quickly. They can be seen as the Hume counterpart to the Viera's Assassin job. Unlocked by mastering two Thief skills.skills in ''Advance'', or four Thief skills in ''A2''.



An advanced Hume job that specializes in taking out different breeds of monsters from afar. They wield greatbows and almost all of their abilities are centered around taking down monsters or Capturing them for use by the Morpher or for rare items. The Viera job Sniper can be seen as their counterpart. Unlocked by mastering two Archer skills.

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An advanced Hume job that specializes in taking out different breeds of monsters from afar. They wield greatbows and almost all of their abilities are centered around taking down monsters or Capturing them for use by the Morpher or for rare items. The Viera job Sniper can be seen as their counterpart. Unlocked by mastering two Archer skills.skills in ''Advance'', or three Archer Skills in ''A2'' for Humes, while becoming a basic job for Gria.



An advanced Hume job that wields sabers and uses abilities learned from monsters in battle. Unlocked by mastering one Black Mage spell and one White Mage spell.

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An advanced Hume job that wields sabers and uses abilities learned from monsters in battle. Unlocked by mastering one Black Mage spell and one White Mage spell.spell in ''Advance'', or one Black Mage spell in ''A2''.



An advanced job available to Humes and Nu Mou using the power of the elements and illusions to attack every enemy on the battlefield, enabling them to stay out of harm's way. Unlocked by mastering five Black Mage spells and three White Mage spells.

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An advanced job available to Humes and Nu Mou using the power of the elements and illusions to attack every enemy on the battlefield, enabling them to stay out of harm's way. Unlocked by mastering five Black Mage spells and three White Mage spells.spells in ''Advance'', or four Black Mage spells and two White Mage spells in ''A2''.



A starter Nu Mou job wielding instruments. They can Control enemy monsters, which makes them useful for teaching abilities to Blue Mages. They have little to no usage on their own, however, and fall off in usefulness later in the game.

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A starter Nu Mou job wielding instruments. They can Control enemy monsters, which makes them useful for teaching abilities to Blue Mages. They have little to no usage on their own, however, and fall off in usefulness later in the game. They require the "Knowing the Beast" mission to be completed before becoming available in ''A2''.



An advanced Nu Mou job that uses powerful magic to alter their opponent or their environment. Unlocked by mastering five Black Mage spells and three White Mage spells in ''Advance'', or four Black Mage spells and two White Mage spells in ''[=A2=]''.

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An advanced Nu Mou job that uses powerful magic to alter their opponent or their environment. Unlocked by mastering five Black Mage spells and three White Mage spells in ''Advance'', or four Black Mage spells and two White Mage spells Illusionist abilities in ''[=A2=]''.''A2''.



An advanced Nu Mou job and a potent spellcaster. With high magic and even fairly high strength for a Nu Mou, they are a force to be reckoned with. Unlocked by mastering three White Mage spells and two Beastmaster skills.

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An advanced Nu Mou job and a potent spellcaster. With high magic and even fairly high strength for a Nu Mou, they are a force to be reckoned with. Unlocked by mastering three White Mage spells and two Beastmaster skills.skills in ''Advance'', or one Beastmaster skill and two White Mage spells in ''A2''.



* LuckilyMyShieldWillProtectMe: They're the Nu Mou job that can wield shields by default, and can pass it on to other jobs through the Shieldbearer support ability.



A new class for the Nu Mou, a powerful magick using class that wields rods.

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A new class for the Nu Mou, a powerful magick using class that wields rods. They require the mastery of two Time Mage spells and the completion of "The Nu Mou Nobles" mission to unlock.



Another new class for Nu Mou that inflicts magickal damage to all units on the field, disregarding whether they are friend or foe.

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Another new class for Nu Mou that inflicts magickal damage to all units on the field, disregarding whether they are friend or foe. They require the mastery of one Sage spell and one Time Mage spell, as well as the "Treasured Tomes" mission to unlock.



An advanced job available to Viera. They specialize in instantly killing enemies and their stats are incomparable (except for their abysmal HP). Unlocked by mastering two Elementalist spells and one Sniper skill.

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An advanced job available to Viera. They specialize in instantly killing enemies and their stats are incomparable (except for their abysmal HP). Unlocked by mastering two Elementalist spells and one Sniper skill.skill in ''Advance'', and additionally the "Veis, Assassin" mission in ''A2''.



An advanced job available to Viera that blends together White Magic, Black Magic, and rapiers. Their ability to use Dualcast makes them invaluable in battle. Unlocked by mastering one Fencer skill.

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An advanced job available to Viera that blends together White Magic, Black Magic, and rapiers. Their ability to use Dualcast makes them invaluable in battle. Unlocked by mastering one Fencer skill.skill in ''Advance'', and one White Mage spell in addition in ''A2''.



An advanced job available to the Viera. They have a wide range of elemental magic skills that also have a chance to inflict a status ailment. Unlocked by mastering one White Mage spell and one Fencer skill.

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An advanced job available to the Viera. They have a wide range of elemental magic skills that also have a chance to inflict a status ailment. Unlocked by mastering one White Mage spell and one Fencer skill.skill in ''Advance'', or two White Mage spells in ''A2''.



** ShockAndAwe: Thunderous Roar deals lightning damage and silences the target, introduced in ''A2'' to replace Elementalshift.



An advanced job available to the Viera. With high magic growths that rival the Nu Mou, Viera Summoners devastate the battlefield with access to a variety of summoned beasts with a wide range. Unlocked by mastering two White Mage spells and two Elementalist spells.

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An advanced job available to the Viera. With high magic growths that rival the Nu Mou, Viera Summoners devastate the battlefield with access to a variety of summoned beasts with a wide range. Unlocked by mastering two White Mage spells and two Elementalist spells.spells in ''Advance'', or just two Elementalist spells in ''A2''.



A new class for the Viera, it focuses on buffing allies and weakening enemies with a variety of status effects. As their name implies, they wear green and wield Green Magic.

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A new class for the Viera, it focuses on buffing allies and weakening enemies with a variety of status effects. As their name implies, they wear green and wield Green Magic. Unlocked by mastering one White Mage spell and completing the "Green Dominion" mission.



A new Viera job that specializes in inflicting status effects onto enemies with their enchanted rapiers using their Blade Arts skill.

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A new Viera job that specializes in inflicting status effects onto enemies with their enchanted rapiers using their Blade Arts skill. Unlocked by mastering two Red Mage spells and completing the "To Be A Spellblade" mission.



* HeroesPreferSwords: Unlike the Fencer and Red Mage, they prefer standard swords instead.



* RoyalRapier: Like the Fencer, this is their weapon of choice.



[[folder:Gunner]]
!!Gunner

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[[folder:Gunner]]
!!Gunner
[[folder:Gunner/Fusilier]]
!!Gunner/Fusilier



A secondary job available to Moogles. They can wield guns for a variety of effects, attacking exclusively at range. They have horrible stat growths but their abilities make up for it. Unlocked by mastering one Animist skill, which also unlocks the Mog Knight.

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A secondary job available to Moogles. They can wield guns for a variety of effects, attacking exclusively at range. They have horrible stat growths but their abilities make up for it. Unlocked by mastering one Animist skill, which also unlocks the Mog Knight.Knight, and additionally require the completion of "The Goug Consortium" mission in ''A2''.



[[folder:Mog Knight]]
!!Mog Knight

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[[folder:Mog Knight/Moogle Knight]]
!!Mog Knight/Moogle Knight



An advanced job available to Moogles. Skilled tricksters, these Moogles can inflict all kinds of status ailments on their opponents. Unlocked by mastering two Thief skills, which also unlocks the Gadgeteer.

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An advanced job available to Moogles. Skilled tricksters, these Moogles can inflict all kinds of status ailments on their opponents. Unlocked by mastering two Thief skills, which also unlocks the Gadgeteer.Gadgeteer in ''Advance'', while they now require two Tinker skills in ''A2''.



[[folder:Gadgeteer]]
!!Gadgeteer

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[[folder:Gadgeteer]]
!!Gadgeteer
[[folder:Gadgeteer/Tinker]]
!!Gadgeteer/Tinker



A new Moogle job, Chocobo Knights have no innate abilities of their own, and instead change their move set depending on what color chocobo they mount. They can, however, wield any non-ranged weapon type.

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A new Moogle job, Chocobo Knights have no innate abilities of their own, and instead change their move set depending on what color chocobo they mount. They can, however, wield any non-ranged weapon type. Unlocked by mastering two Animist skills as well as completing the "Popocho's Chocobos" mission.



Another new Moogle job that can wield hand cannons. Unlike the similar Bangaa job Cannoneer, Flintlocks must "prime" their cannons before using any abilities, though they have powerful support capabilities.

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Another new Moogle job that can wield hand cannons. Unlike the similar Bangaa job Cannoneer, Flintlocks must "prime" their cannons before using any abilities, though they have powerful support capabilities. Unlocked by mastering two Tinker skills and two Fusilier skills, as well as completing the "Of Kupos and Cannons" mission.



A secondary Seeq job specializing in various skills, from support to absorption and dealing heavy damage at the expense of their own health, making them the class in this game most similar to the series' standard Dark Knight.

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A secondary Seeq job specializing in various skills, from support to absorption and dealing heavy damage at the expense of their own health, making them the class in this game most similar to the series' standard Dark Knight. Unlocked by mastering one Berserker skill and completing the "A Lanista's Price" mission.



Another secondary Seeq class that uses axes in and lightning magic in battle.

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Another secondary Seeq class that uses axes in and lightning magic in battle. Unlocked by mastering one Ranger skill and completing the "Lord Grayrl!" mission.



* DropTheHammer: Their other weapon option, along with axes.

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* DropTheHammer: Their other weapon option, along with axes.[[AnAxeToGrind axes]].



A secondary job available to the Gria, which enables them to use GeoEffects depending on the type of terrain on which they're standing.

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A secondary job available to the Gria, which enables them to use GeoEffects depending on the type of terrain on which they're standing. Unlocked by mastering one Hunter skill and the "Geomancer's Way" set of missions.



* SquishyWizard: Averted. Geomancers have the highest magical and physical defense growths of any class in the game, but oddly enough she also has low Magick attack growths.

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* SquishyWizard: Averted. StoneWall: Geomancers have the highest magical and physical defense growths of any class in the game, but and oddly enough she for a magickally inclined job they also has have low Magick attack growths.



Another secondary class available to the Gria, it is generally regarded as an improved version of the Soldier and Warrior jobs, able to deal damage and lower enemy stats.

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Another secondary class available to the Gria, it is generally regarded as an improved version of the Soldier and Warrior jobs, able to deal damage and lower enemy stats. Unlocked by mastering one Hunter skill and completing the "Instrument of Inspiration" mission.



* {{BFS}}: They specialize in wielding broadswords in combat.



* MagicallyIneptFighter: Averted. Despite having no magical abilities of their own, they have the highest Magick growth of all the Gria classes, so any Geomancer would benefit from leveling up as a Raptor.

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* MagicallyIneptFighter: Averted. {{Irony}}: Despite having no magical abilities of their own, they have the highest Magick growth of all the Gria classes, so any Geomancer would benefit from leveling up as a Raptor.Raptor instead.



Another secondary class available to Gria. They specialize in brutal physical damage with their Feralism abilities and wield greatswords.

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Another secondary class available to Gria. They specialize in brutal physical damage with their Feralism abilities and wield greatswords. Unlocked by mastering one Hunter skill, and completing the "Ravager" mission after completing the "A Request" mission.

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Another starter job available to both Humes and Moogles, capable of stealing the enemy's equipment, gil, and even experience points or abilities.

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Another starter job available to both Humes and Moogles, capable of stealing the enemy's equipment, gil, and even experience points or abilities. In ''A2'' they require the mastery of one Soldier ability for Humes, while remaining a starter job for Moogles.



* {{Nerf}}: They received one in between ''Advance'' and ''[=A2=]'', with them no longer being able to rob an enemy blind of their equipment (save accessories) and their abilities.



Another basic class available to both Humes and Viera, specializing in ranged attacks with their bows.

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Another basic class available to both Humes and Viera, specializing in ranged attacks with their bows. In ''A2'' they require the mastery of one Soldier ability for Humes, while remaining a starter job for Viera.



The offensive starter magic class, available to Humes, Nu Mou, and Moogles. They wield powerful elemental magic, even early on in the game.

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The offensive starter magic class, available to Humes, Nu Mou, and Moogles. They wield powerful elemental magic, even early on in the game. In ''A2'' they require the mastery of one White Mage ability for Humes, while remaining a starter job for Moogles and Nu Mou.



* BoringButPractical: Their sole focuse on the three levels of the Fire, Thunder, and Blizzard spells make them fairly boring compared to other mages and their more varied spells, but Black Mages make up for it with excellent magic attack growths compared to the more advanced mages. Even if you plan to move on to more interesting mages, it's always worth the time to gain some levels as a Black Mage first.

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* BoringButPractical: Their sole focuse focus on the three levels of the Fire, Thunder, and Blizzard spells make them fairly boring compared to other mages and their more varied spells, but Black Mages make up for it with excellent magic attack growths compared to the more advanced mages. Even if you plan to move on to more interesting mages, it's always worth the time to gain some levels as a Black Mage first.



The first of the Hume advanced jobs, and the race's physical powerhouse. They wield many useful abilities to overwhelm their foes. Unlocked by mastering two Soldier skills, which also unlocks Paladin.

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The first of the Hume advanced jobs, and the race's physical powerhouse. They wield many useful abilities to overwhelm their foes. Unlocked by mastering two Soldier skills, which also unlocks Paladin.Paladin in ''Advance'', or three Soldier skills plus the "To Be a Fighter" mission in ''A2''.



* AlwaysAccurateAttack: Blitz doubles attack accuracy at the cost of halving power.



* HelmetsAreHardlyHeroic: Averted - they wear half helms, showing most of their face.

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* HelmetsAreHardlyHeroic: Averted - they wear half helms, showing most of their face. [[GameplayAndStorySegregation Ironically, they can't equip helmets, only light armor hats.]]



* PowerfulButInaccurate: Beatdown doubles attack power at the cost of halving accuracy. This isn't an issue against sleeping enemies, however.



An advanced job class available to Humes that can wield knightswords and greatswords, specializing in aiding and defending their allies.

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An advanced job class available to Humes that can wield knightswords and greatswords, specializing in aiding and defending their allies. They require the master of two Soldier abilities in ''Advance'', or three Soldier abilities in ''A2''.



* NonchalantDodge: They can have the Reflex reaction ability, which enables them to dodge all physical attacks.



** StarPower: Stardust, which summons [[DeathFromAbove meteors]], and Star Cross, which directly uses the powers of the stars.

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** StarPower: Stardust, which summons [[DeathFromAbove meteors]], and Star Cross, which directly uses the powers of the stars. They're NonElemental and [[HolyHandGrenade Holy element]] respectively.



* CastingAShadow: Their Lifethread Blade attack works exactly the same as their other elemental blade skills, only it's Dark-elemental.



* BreathWeapon: They have Dragon Breath abilities in the Fire, Bolt, and Ice Breath varieties, as well as the non-elemental [[SuperScream Bangaa Cry]].

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* BreathWeapon: They have Dragon Breath abilities in the [[FireIceLightning Fire, Bolt, and Ice Breath Breath]] varieties, as well as the non-elemental [[SuperScream Bangaa Cry]].



* PowerfulButInaccurate: Jump in ''[=A2=]'' now deals double attack damage at the cost of halved accuracy.



An advanced Nu Mou job that uses powerful magic to alter their opponent or their environment. Unlocked by mastering five Black Mage spells and three White Mage spells.

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An advanced Nu Mou job that uses powerful magic to alter their opponent or their environment. Unlocked by mastering five Black Mage spells and three White Mage spells.spells in ''Advance'', or four Black Mage spells and two White Mage spells in ''[=A2=]''.



* AlchemyIsMagic: Their skill set is essentially another kind of magical ability, though it counts as a "Skill" type ability for Law purposes.



An advanced job available to the Nu Mou and Moogles. They boast the highest magic stat of all the Nu Mou and Moogle jobs along with pretty decent speed.

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An advanced job available to the Nu Mou and Moogles. They boast the highest magic stat of all the Nu Mou and Moogle jobs along with pretty decent speed.speed, and can be unlocked by mastering five Black Mage spells for both races.



* DiscardAndDraw: They lose access to the Gravity spells in ''A2'', but gain access to the Extend and Undo spells that extend the duration of buffs and debuffs and revert a unit's HP and MP back to the previous turn respectively.



* GravityMaster: They can use the Gravity and Graviga spells.

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* GravityMaster: They can use the Gravity and Graviga spells.spells, taking over from the Time Mage.
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[[quoteright:248:https://static.tvtropes.org/pmwiki/pub/images/ta2_humethief.png]]

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[[quoteright:248:https://static.[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/ta2_humethief.png]]
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* LongRangeFighter: Despite their artwork showing them with knives, Hunters exclusively use bows and greatbows. ''A2'' gives them the ability to use knives, but none of their abilities are learned from them. It is an option for Hume Hunters if they find a good enough knife, but Gria Hunters benefit more due to their ability to fly and stay at a long range.

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* LongRangeFighter: Despite their artwork showing them with knives, Hunters exclusively use bows and greatbows. ''A2'' gives them the ability to use knives, but none of their abilities are learned from them. It is an option for Hume Hunters if they find a good enough knife, but Gria Hunters benefit more from bows due to their ability to fly and stay at a long range.
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* WalkingShirtlessScene: Despite wearing a helm and gauntlets, they don't actually wear body armor. [[GamePlayAndStoryIntegration This makes sense since Gladiators are an all-out offensive job with little in the way of defense]].

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* WalkingShirtlessScene: Despite wearing a helm and gauntlets, they don't actually wear body armor. [[GamePlayAndStoryIntegration This makes sense since Gladiators are an all-out offensive job with little armor in the way of defense]].their artwork, even though they can equip chest armor normally.
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* SpinningAttack: Wild Swing has them spinning around to damage surrounding units.

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* SpinningAttack: SpinAttack: Wild Swing has them spinning around to damage surrounding units.

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* WeaponOfXSlaying: They have the Burial ability, which permanently kills undead enemies.

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* WeaponOfXSlaying: TurnUndead: They have the Burial ability, which permanently kills undead enemies.



* CombatMedic: They have Revive, which can restore an unconscious ally back to 1 HP.



* HealThyself: Chakra can restore the user's HP and cleanse debuffs.
* KiAttack: The Aura Blast ability description mentions that they use their ki to deal a ranged attack to units in a small area.



* RoundhouseKick: They have the Roundhouse ability to damage surrounding enemies.



* TurnUndead: Their Exorcism ability can permanently destroy undead, similar to the Archer ability Burial.



* CombatMedic: They can wield offensive and healing abilities, though their only outright healing spell is Cura, making White Mages better healers than them.

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* CombatMedic: They can wield offensive and healing abilities, though their only outright healing spell is Cura, making White Mages better healers than them. However, Bishops have more magic resistance and HP, making them more survivable than White Mages.
* CounterAttack: Like Black Mages, they have access to the Magick Counter reaction ability to throw magic back at their attackers.



* BreakableWeapons: They can use Rend Weapon to break an enemy's weapon, rendering them nearly useless against the Defender.



* HeroicSacrifice: Meltdown knocks out the user to deal damage equivalent to the user's HP to their foe. But combined with the Defender's [[AutoRevive Aura]]...
* InstantDeathRadius: They have two abilities that deal massive damage to their surrounding tiles, making it beneficial for the Defender to get surrounded: Whirl Burst and Mow Down.



* RestingRecovery: If they take damage or suffer from a debilitating status effect, they can use Hibernate to heal it at the cost of going to sleep.



* InASingleBound: They have the classic Jump ability.

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* InASingleBound: They have the classic Jump ability.ability, and a very high Jump stat in general.



* CounterAttack: They can have the Strike Back reaction ability, which lets them avoid physical damage and strike back in turn.



* {{Knockback}}: Their Rush ability damages and knocks the target back.



* SpinningAttack: Wild Swing has them spinning around to damage surrounding units.
* WalkingShirtlessScene: Despite wearing a helm and gauntlets, they don't actually wear body armor. [[GamePlayAndStoryIntegration This makes sense since Gladiators are an all-out offensive job with little in the way of defense]].



* FixedDamageAttack: Lifebreak deals damage equivalent to the amount of HP the user has lost.



* ManaBurn: As professional [[MageKiller Mage Killers]], they have two abilities that directly damage MP.

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* ManaBurn: As professional [[MageKiller Mage Killers]], they have two abilities that directly damage MP.MP, Rasp and Soul Sphere.



* FixedDamageAttack: The Agitate ability deals damage equivalent to the user's lost HP.



* ForcedTransformation: Or perhaps a ''suggested'' transformation. "Suggestion" turns their opponent into a frog.



* VerbalSaltInTheWound: Tricksters weaponize this with their "Traumatize" ability.
-->'''"Traumatize" Description''': "Add injury to insult, damaging debuffed targets. [[StatusEffectPoweredAbility Deals greater damage to targets with more debuffs]]."
* VideoGameStealing: Tricksters have the Mug ability to steal items from their foes.



Viera are a leporine race of mostly women. They are a tricky race because they are the only ones with a third tier of jobs. It is worth the hard work to get those classes, as they are two of the best in the game. Their Totema is Exodus.

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Viera are a leporine race of mostly women. They are a tricky race because they are the only ones with a third tier of jobs.jobs (at least in the first game). It is worth the hard work to get those classes, as they are two of the best in the game. Their Totema is Exodus.
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* GaleForceNoise: Their Sonic Boom abilities does damage over an area with their weapon.

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* GaleForceNoise: GaleForceSound: Their Sonic Boom abilities does damage over an area with their weapon.
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* UniquenessDecay: In ''Tactics Advance'', Humes were the only race with access to the Hunter job. When ''A2'' added the Gria race, they became able to use the Hunter job as well (and do it better thanks to their additional mobility).

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* UniquenessDecay: In ''Tactics Advance'', Humes were the only race with access to the Hunter job. When ''A2'' added the Gria race, they became able to use the Hunter job as well (and do it better thanks to their additional mobility). This ''also'' gave Gria access to the previously Hume-exclusive "Ultima Shot," the ultimate ability of the Humes.
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* UniquenessDecay: In ''Tactics Advance'', Humes were the only race with access to the Hunter job. When ''A2'' added the Gria race, they became able to use the Hunter job as well (and do it better thanks to their additional mobility).

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* GaleForceNoise: Their Sonic Boom abilities does damage over an area with their weapon.
* LockedOutOfTheFight: Their Oust ability can force monsters to leave the battle.
* LongRangeFighter: Despite their artwork showing them with knives, Hunters exclusively use bows and greatbows. ''A2'' gives them the ability to use knives, but none of their abilities are learned from them. It is an option for Hume Hunters if they find a good enough knife, but Gria Hunters benefit more due to their ability to fly and stay at a long range.
* PutOnABus: In ''A2'', Hunters lose the Capture ability, which was used entirely to capture monsters for a Morpher's usage. With Morpher not making a return at all, the Hunter's Capture ability joined them on the bus.



* GlassCannon: Boasts some of the highest displays of single-target damage available to any Hume job, but are tied with Thieves and Mages in their terrible defense and their movement speed isn't anything to write home about either. They're strongest attacks require they get right next to their target too, rendering them useless if they can't catch up.

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* GlassCannon: Boasts some of the highest displays of single-target damage available to any Hume job, but are tied with Thieves and Mages in their terrible defense and their movement speed isn't anything to write home about either. They're Their strongest attacks require they get right next to their target too, rendering them useless if they can't catch up.

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Removed: 120

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* ImpromptuTracheotomy: Aphonia is described as an attack aimed at the target's throat, which inflicts [[PowerNullifier Silence]].



* ThroatChop: Aphonia is described as an attack aimed at the target's throat, which inflicts [[PowerNullifier Silence]].
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* MechanicallyUnusualFighter: A Chocobo Knight's abilities depend entirely on the chocobo they're mounted on, and they are lost of the knight is knocked out or otherwise dismounts. They can wield ''any'' weapon but have horrendous stat growths aside from speed, neither of which matter when they mount their chocobos (but they do retain stat bonuses from their equipment). Furthermore, their job title actually changes depending on what they're mounted on: Red Rider for Red Chocobos, White Rider for White Chocobos, and so on. They also cannot use any secondary A-abilities when mounted.

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* MechanicallyUnusualFighter: A Chocobo Knight's abilities depend entirely on the chocobo they're mounted on, and they are lost of if the knight is knocked out or otherwise dismounts. They can wield ''any'' weapon but have horrendous stat growths aside from speed, neither of which matter when they mount their chocobos (but they do retain stat bonuses from their equipment). Furthermore, their job title actually changes depending on what they're mounted on: Red Rider for Red Chocobos, White Rider for White Chocobos, and so on. They also cannot use any secondary A-abilities when mounted.

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* ForcedTransformation: They can use the Toad spell to transform enemies into toads.

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* ForcedTransformation: They can use the Toad spell to transform enemies into toads. In ''A2'' they have the Transmute ability, which transforms a unit with low HP into a ''consumable item''.



* ItemCaddy: Alchemists are the only job that can naturally use the Item ability, even in addition to another A-Ability.
* MeteorSummoningAttack: Meteor, which drops a meteor on its targets.

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* ItemCaddy: Alchemists are the only job (until Rangers in ''A2'' get it as well) that can naturally use the Item ability, even in addition to another A-Ability.
* ManaBurn: Rasp deals MP damage over an area.
* MeteorSummoningAttack: Meteor, which drops a meteor on its targets. ''A2'' instead gives them Protometeor.



* {{Stripperiffic}}: Their clothing shows off almost the entirety of their legs and thighs, and their tops are sleeveless and low cut.



* KatanasAreJustBetter: One of their weapon options, along with greatbows.

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* KatanasAreJustBetter: One of their weapon options, along with greatbows. Their artwork depicts them with WolverineClaws, which they do not actually use.



* BodyPaint: Elementalists have white paint on their arms and legs, giving them a more "tribal" look.



* ClassyCravat: Spellblades wear a cravat around their necks, giving them a distinguished look.



* BarrierWarrior: When mounted on any chocobo they can use Choco Barrier, which casts Protect and Shell on their target.
* CombatMedic: They can use Choco Cure no matter what type of chocobo they're on. They can use Choco Guard as well if they are on a Brown Chocobo, or Choco Esuna while on a Green Chocobo.



* HorsebackHeroism: Or birdback, more accurately.

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* HorsebackHeroism: Or birdback, more accurately. Giving them a chocobo to mount gives them unparalleled mobility, and Black Chocobos even give them the ability to fly.


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* MechanicallyUnusualFighter: A Chocobo Knight's abilities depend entirely on the chocobo they're mounted on, and they are lost of the knight is knocked out or otherwise dismounts. They can wield ''any'' weapon but have horrendous stat growths aside from speed, neither of which matter when they mount their chocobos (but they do retain stat bonuses from their equipment). Furthermore, their job title actually changes depending on what they're mounted on: Red Rider for Red Chocobos, White Rider for White Chocobos, and so on. They also cannot use any secondary A-abilities when mounted.
* MeteorSummoningAttack: When mounted on a Black Chocobo, they can use Choco Meteor to call down the fearsome Meteor spell.
* PlayingWithFire: Red Chocobos enable them to use Choco Flame, a fire elemental attack.


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* SupportPartyMember: Mounted on a Green, White, or Brown Chocobo gives them mostly supportive abilities, like Choco Barrier and Choco Recharge.

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