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A comprehensive guide to each of the 12 classes in TZA, along with License and Technick explanations for proper party planning.

Final Fantasy XII: The Zodiac Age Job Classes Guide

A comprehensive guide to each of the 12 classes in TZA, along with License and Technick explanations for proper party planning.
This article is over 7 years old and may contain outdated information

Final Fantasy 12: The Zodiac Age‘s job classes can be overwhelming to start whether you played the original release back in 2006, played the Japan-only International Zodiac Job System (IZJS) version, or are completely new to the game

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If you played the original game, The Zodiac Age brings a host of job classes to mull over and decide between. If you played IZJS, this version brings the new duo classing system to give your parties even more flexibility. If you’ve never played at all before, you’re in for a whole new world of confusion.

This guide will give you an overview of what each class does and is good at, along with a list of the licenses they have available. Licenses are your primary source of character customization in FF12, and with the job classes, it’s important to know who grants what before making your job decisions.

There are several sections to this guide. There is one for each job, listing out the licenses it receives as well as optional ones from Quickenings and Espers (only one character to an Esper!). Past that we have a table with all the Espers and what they give each class, and lastly a key to what many Licenses mean as well as what the Technicks do. Links to any and all are found below.

Archer      Black Mage      Bushi

Foebreaker      Knight      Machinist

Monk      Red Battlemage      Shikari

Time Battlemage      Uhlan      White Mage

Esper license chart

License key

Technick key     Character stats     Other guide links

Things to Know About TZA’s Job System

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. There are, of course, things to know about that system you need to bear in mind when thinking up parties:

  1. Licenses that are shared between both of a character’s jobs only need to be unlocked on one job
  2. 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)
  3. 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
  4. Unlike the original game, Magick and Battle Lores now grant +20% (previously +10%) to their respective stats
  5. Swiftness can only stack up to 3 times, and the above License sharing rule still applies
  6. If you’re going for every hunt and Esper, you absolutely have to take Esper allocations into consideration when planning your parties
  7. You will unlock your second job board about a quarter into the game, and you will know when it happens

Archer

Every RPG needs some sort of archer class, and the one found here in Final Fantasy 12 is exactly what you’d expect: A light armor-wearing Technick user with some very useful passives for other classes.

Archer has a full 3 Swiftness licenses in its repertoire, some very handy potion and remedy lores all three each and a number of passive licenses granting MP regeneration.

With only 1 Magick Lore and 2 Battle Lores to augment the Archer’s stats, it has to be paired with a class with heaps of lore of one or the other to be effective. Otherwise, your Archer character’s stats will suffer in the long run.

This may seem like a job without much to do, but once you’re rolling in all the Technicks at its disposal it has a fair amount to take care of.

The Archer’s primary weapon, the bow, scales off of a character’s strength and speed stats. Bow shots can’t be blocked, but their accuracy plummets in bad weather and they are slow when compared to most weapons.

Magicks Technicks Lores + Misc. Equipment
 N/A Achilles
Addle
Charm
First Aid
Gil Toss
Libra
Poach
Revive
Shades of Black
Steal
Traveler
Swiftness x3
Battle Lore x2
Magick Lore x1
Potion Lore 1~3
Remedy Lore 1~3
+1360 HP
Focus
Headsman
Inquisitor
Last Stand
Martyr
Spellbound
Bows 1~7
Sagittarius
Dhanusha
Light Armor 1~13

 

Optional Licenses Locked by
White Magick 4
Cura, Raise
Quickening
1000 Needles Ultima esper or
Zodiark esper
Infuse Ultima esper or
Zodiark esper
Magick Lore x5 Chaos esper
+435 HP
+390 HP
Famfrit esper
Heavy Armor 10~12 Shemhazai esper

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Black Mage

One of the quintessential Final Fantasy classes, the Black Mage is just as thunderously overpowering here as it is in other games in the series.

This is a class geared toward Magick use and Magick use only, but that doesn’t mean you should have a Black Mage character have another Magick user rather, it means almost the opposite.

A Black Mage’s Gambit layout is going to be as busy as a White Mage’s, and quickly. You absolutely want to pair this class with another that’s less busy or one you want to roll in Magick Lores.

Black Mage should generally not be paired with other heavy Magick classes like Red Battlemage or White Mage due to Gambit and MP limitations. That said, Time Battlemage is a decent fit.

The Black Mage’s primary weapon type, staves, are ill-suited to manually attacking but some boost magic damage of their own element (Flame Staff, Glacial Staff).

Magicks Technicks Lores + Misc. Equipment
Black Magic 1~13
Fire, Thunder, Blizzard,
Blind, Aqua, Silence,
Aero, Sleep, Fira, Poison,
Thundara, Blizzara, Bio,
Blindga, Aeroga,
Silencega, Firaga,
Thundaga, Blizzaga,
Sleepga, Shock, Toxify,
Scourge, Flare, Scathe

Green Magick 1~3
Oil, Decoy, Reverse, Drain,
Bubble, Syphon

Charge
Charm
Swiftness x2
Channeling x3
Magick Lore x16
Ether Lore 1~3
Remedy Lore 1&2
+420 HP
Headsman
Inquisitor
Martyr
Serenity
Spellbound
Spellbreaker
Warmage
Staves 1~5
Staff of the Magi
Mystic Armor 1~13

 

Optional Licenses Locked by
Poach
Steal
Zalera esper
Telekinesis Ultima esper
+70 HP Quickening
+190 HP
+230 HP
+310 HP
Famfrit esper
+390 HP Quickening
Hand-bombs 2 Adrammelech esper
Hand-bombs 3 Mateus esper
Makara Hashmal esper
Heavy Armor 7 Shemhazai esper
Heavy Armor 8 Exodus esper
Heavy Armor 9 Zeromus esper

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Bushi

You may be more familiar with this job as the Samurai class in other games in the series, and that’s exactly what it is under a different name.

The Bushi is a fast class with heaps of Magick Lore to augment the damage of katanas and Shades of Black, but it doesn’t do much else on its own.

This is one job you want to pair with another more active one, otherwise the character you have set as a Bushi will spend most of the game attacking enemies rather than doing anything else. That sounds all right until you’re looking at doing all the game’s side content and finding your Bushi to be useless.

Pair your Bushi with a class that needs additional Magick power and watch it excel at what it does best: kill and kill fast.

Katanas’ damage is based off both a character’s strength and magic power and have good combo potential. Both caster and strength classes alike can make use of katanas if built and geared properly.

Magicks Technicks Lores + Misc. Equipment
 N/A 1000 Needles
Bonecrusher
Gil Toss
Infuse

Shades of Black
Sight Unseeing
Swiftness x3
Battle Lore x6
Magick Lore x12
Remedy Lore 1&2
+1330 HP
Headsman
Inquisitor
Last Stand
Martyr
Serenity
Spellbound
Spellbreaker
Katana 1~5
Masamune
Kumbha
Mystic Armor 1~13
Genji Armor

 

Optional Licenses Locked by
Libra Belias esper
Souleater Adrammelech esper
Stamp Ultima esper or
Cuchulainn esper
+350 HP
Battle Lore x1
Quickening
+500 HP Exodus esper
Magick Lore x2 Zeromus esper
+390 HP
Battle Lore x1
Quickening
Shield Block x1 Shemhazai esper
+435 HP Quickening
Blood Sword
Karkata
Zalera esper
Brawler Chaos esper
Heavy Armor 9
Heavy Armor 10
Heavy Armor 11
Zodiark esper

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Foebreaker

Is there another class more straightforward than the Foebreaker? I think not.

This could be considered the equivalent of the Berserker in The Zodiac Age. It’s slow, the damage on its weapons is completely unpredictable, and it’s only got a few Technicks. An autoattacker for sure.

The Foebreaker is one you absolutely have to pair with a job that has more Swiftnesses (1 is just not enough) and with a more hands-on approach to fighting. Simply put, this is much better considered a subclass than a primary.

Ultimately this is a good second job to take if a character needs shields, heaps of Battle Lore, or its party needs a character with Addle, Shear, Expose, and Wither  all four Technicks being exceedingly useful in the late-game.

This class’s primary weapons, Axes and Hammers, have huge variances in the amount of damage they do. One hit may be exceedingly high while the next in the double digits. Axes are fast attack weapons whereas hammers have a chance to knock enemies back.

Hand-bombs are ranged weapons that are similarly unpredictable, with damage based off a character’s vitality and strength.

Magicks Technicks Lores + Misc. Equipment
N/A Addle
Expose
Infuse
Shear
Sight Unseeing
Wither
Swiftness x1
Battle Lore x11
Shield Block x3
+1710 HP
Adrenaline
Focus
Headsman
Inquisitor
Last Stand
Martyr
Spellbound
Axes & Hammers 1~7
Vriscika
Hand-bombs 1~3
Makara
Heavy Armor 1~12
Genji Armor
Shields 1~7
Shell Shield
Ensanguined Shield
Zodiac Escutcheon

 

Optional Licenses Locked by
Swiftness Ultima esper
Swiftness Hashmal esper
+390 HP Quickening
Magick Lore x4 Exodus esper or
Zeromus esper
Magick Lore x1 Famfrit esper
Battle Lore x1 Adrammelech
Battle Lore x1 Quickening
Horology Belias esper
Shades of Black Cuchulainn esper
Traveler Zalera esper

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Knight

The Knight job seems to be in a similar boat to the Foebreaker because at its most basic it’s a very simple job. But unlike the Foebreaker, the Knight’s locked optional Licenses can open it up in a whole new way as a backup healer without the augmentation of another job.

This job is actually similar to the Monk, which also becomes a competent healer with the right Esper combinations, but with more of a defensive flavor.

If you do decide to go with a more White Magick-oriented Knight, be aware of the Esper cost since only one character can have a single Esper.

If you have better things to do with Mateus and/or Hashmal (you likely don’t), pair this with a more active job to keep it busy.

If you do decide to go with giving your Knight character both Mateus and Hashmal, be sure its second job grants plenty of Magick Lores to make those heals relevant.

In either case, make sure whatever you pair it with has more than a single Swiftness.

The Knight’s primary weapon, swords, are well-balanced among the rest but are slower than many other weapon types. Swords’ damage are based off a character’s strength.

On the other hand, greatswords are one of the faster weapon types and also scale off strength; at the cost of being two-handed weapons.

Magicks Technicks Lores + Misc. Equipment
 N/A First Aid
Infuse
Sight Unseeing
Souleater
Swiftness x1
Battle Lore x10
Shield Block x3
+1360 HP
Adrenaline
Focus
Headsman
Inquisitor
Last Stand
Martyr
Spellbound
Swords 1~9
Blood Sword
Karkata
Greatswords 1~4
Excalibur
Tournesol
Heavy Armor 1~12
Genji Armor
Shields 1~7
Shell Shield
Ensanguined Shield
Zodiac Escutcheon

 

Optional Licenses Locked by
Revive Quickening or
Chaos esper or
Zodiark esper
Telekinesis
Battle Lore x1
Ultima esper
+350 HP Exodus esper
+390 HP Quickening or
Chaos
esper or
Zodiark
esper
White Magick 6
White Magick 7
Curaga, Regen,
Cleanse, Esuna
Mateus esper
White Magick 8
White Magick 9
Confuse, Faith,
Bravery, Curaja
Hashmal esper
Potion Lore 1 Belias esper
Potion Lore 2 Shemhazai esper
Excalipur Quickening or
Chaos
esper or
Zodiark
esper

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Machinist

This is another job best described as a “back up” job, as on its own it’s quite weak. The Machinist lacks the Battle or Magick Lores to stand on its own, but it makes up for that with a host of Technicks and some very nice item improvement Lores.

This is one of the very few jobs that use guns in Final Fantasy 12, which means it’s the perfect time to let you know that guns are terrible weapons unless you are on New Game- mode.

As guns’ damage does not scale off a character’s stats, you are much better off using this job to bolster others — and using another class’s weapons to boot. Measures are interesting, but ultimately not all that useful outside of gimmick parties.

The real benefit here with Machinist is all that Time Magick granted with the Famfrit Esper and the wide array of Technicks, making this a useful but niche job to take.

As mentioned, guns are not a very good weapon type for a standard playthrough and they are exceptionally slow. Their damage is based solely off the weapon’s damage, but every gunshot will hit its mark and an enemy’s defense is not calculated in the damage.

Magicks Technicks Lores + Misc. Equipment
 N/A Achilles
Charm
Gil Toss
Horology
Libra
Numerology
Poach
Stamp
Steal
Traveler
Swiftness x3
Battle Lore x2
Magick Lore x3
Potion Lore 1~3
Remedy Lore 1~3
Ether Lore 1
Phoenix Lore x1
+1360 HP
Headsman
Inquisitor
Last Stand
Martyr
Spellbound
Guns 1~6
Mithuna
Measures 1~4
Light Armor 1~13

 

Optional Licenses Locked by
Green Magick 1
Oil, Decoy
Exodus esper
Time Magick 8
Time Magick 9
Time Magick 10
Vanishga, Warp, Reflectga,
Slowga, Graviga, Hastega
Famfrit esper
Magick Lore x3 Quickening or
Ultima esper
Magick Lore x1 Cuchulainn esper
+390 HP Zodiark esper
+350 HP Chaos esper
Hand-bombs 3 Shemhazai esper
Makara Zeromus esper

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Monk

The Knight may have seemed like a tank among tanks, but one look at the Monk’s HP should have you drooling if you’re looking for an ideal tank job.

The Monk is a one-man powerhouse capable of standing in large chunks of enemies and surviving, and later in the game can become a formidable healer provided you pair the class with another granting Magick Lores.

If you choose to invest some Espers into your Monk you will open up White Magick on par with your White Mage at endgame, which means this class can be used as both a primary tank and primary healer with ease.

If you are planning on your Monk becoming a healer through Esper allocation be sure the second job you choose isn’t too busy. Your Monk is going to have its hands full between its Technicks and all that White Magick, so keep that in mind.

The Monk’s primary weapon, poles, are combo-heavy and mean. With fast attacks and damage that’s calculated by a character’s strength and an enemy’s magick defense, poles rip apart enemies with low magick defense.

Magicks Technicks Lores + Misc. Equipment
 N/A Achilles
Bonecrusher
Expose
First Aid
Libra
Numerology
Revive
Shades of Black
Swiftness x1
Battle Lore x16
Potion Lore 1&2
+3035 HP
Adrenaline
Brawler
Focus
Headsman
Inquisitor
Last Stand
Martyr
Spellbound
Poles 1~6
Whale Whisker
Kanya
Light Armor 1~13

 

Optional Licenses Locked by
White Magick 4
Cura, Raise
Hashmal esper
White Magick 9
Bravery, Curaja
Quickening
White Magick 10
Dispelga, Arise
Famfrit esper
White Magick 11
White Magick 12
Holy, Esunaga,
Protectga, Shellga
Chaos esper
White Magick 13
Renew
Zodiark esper
Swiftness x2 Ultima esper
Potion Lore 3 Shemhazai esper
Phoenix Lore x1 Quickening
Sight Unseeing Zeromus esper
Souleater Exodus esper
Traveler Zalera esper

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Red Battlemage

The Red Mage has been a Final Fantasy fan favorite for as long as I can remember, and here in Final Fantasy 12:TZA it is a formidable addition to almost any party set up. It’s also the only class that gains access to Arcane Magick.

This is one job that can do almost anything without another class, except tank or deal physical damage. And you can make it do either of those with your Red Battlemage’s second job.

One thing to note is that this is one of the busiest jobs in the game, meaning you’re probably better off not making your Red Battlemage either a White Mage or Black Mage as well. This job is absolutely paired best with another that has more Swiftnesses, isn’t too busy, and perhaps has some Battle Lores to be more effective.

The Red Battlemage’s primary weapons, maces, calculate their damage using the character’s magick power instead of strength, making even casting-oriented characters able to deal reasonable attack damage.

Magicks Technicks Lores + Misc. Equipment
White Magick 3~6
Protect, Shell, Cura, Raise
Dispel, Stona, Curaga,
Regen

Black Magick 3~6
Aqua, Silence, Aero, Sleep,
Fira, Poison, Thundara,
Blizzara

Time Magick 1~3
Slow, Immobilize, Reflect,
Disable, Vanish, Balance

Green Magick 1~3
Decoy, Oil, Drain, Reverse,
Bubble Syphon

Arcane Magick 1~3
Dark, Darkra, Death,
Darkga, Ardor

Charge
Souleater
Swiftness x1
Channeling x2
Battle Lore x1
Magick Lore x12
Ether Lore 1
+570 HP
Headsman
Inquisitor
Martyr
Serenity
Spellbound
Spellbreaker
Warmage
Maces 1~5
Mystic Armor 1~13
Shields 1~7
Shell Shield
Ensanguined Shield
Zodiac Escutcheon

 

Optional Licenses Locked by
White Magick 2
Vox, Poisona
Quickening
White Magick 7
Cleanse, Esuna
Shemhazai esper
Black Magic 9
Black Magic 10
Firaga, Thundaga,
Blizzaga, Sleepga
Cuchulainn esper
Steal Hashmal esper
Channeling x1 Zeromus esper
Battle Lore x2 Famfrit esper
+230 HP Quickening
+435 HP Quickening
Heavy Armor 8
Heavy Armor 9
Heavy Armor 10
Exodus esper
Greatswords 1
Greatswords 2
Ultima esper
Greatswords 3 Chaos esper
Greatswords 4 Zodiark esper

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Shikari

This is one class to take if you want someone who can tank or dole out damage depending on the situation. The Shikari can combine the evasion of daggers with the blocking abilities of a shield to effectively stand in waves of enemies relatively safely.

This is another job that would do best when paired with another that has more to do. The Shikari does not have many Technicks at its disposal, but it does have a good chunk of supplemental Battle and Magick Lores along with a full 3 Swiftnesses. Top that off with its Potion and Remedy Lores and +2100 HP and you have a strong job suitable to be paired with almost anything

The Shikari can use either daggers or ninja swords, with ninja swords being locked behind Quickenings but also bringing 20 evasion to the table, elemental damage, and combo potential that’s delightful when paired with its attack speed.

Daggers also have high combo potential and attack speed, and many apply status effects. Daggers are 1-handed while ninja swords are 2-handed, so keep shields and their benefits in mind when deciding which way to build your Shikari.

Magicks Technicks Lores + Misc. Equipment
N/A 1000 Needles
First Aid
Libra
Revive
Telekinesis
Traveler
Swiftness x3
Battle Lore x6
Magick Lore x5
Shield Block x2
Potion Lore 1~3
Remedy Lore 1~3
+2100 HP
Adrenaline
Brawler
Focus
Headsman
Inquisitor
Last Stand
Martyr
Spellbound
Daggers 1~6
Shikari Nagasa & Mina
Light Armor 1~13
Shields 2~7

 

Optional Licenses Locked by
White Magick 12
Protectga, Shellga
Cuchulainn esper
Bonecrusher Hashmal esper
Gil Toss Mateus esper
Shades of Black Adrammelech esper
Stamp Exodus esper
+435 HP Zalera esper
Phoenix Lore x2 Ultima esper
Ninja Swords 1 Quickening
Ninja Swords 2 Quickening
Ninja Swords 3 Quickening
Yagyu Darkblade & Mesa Quickening
Guns 5
Guns 6
Shemhazai esper

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Time Battlemage

Ah, the Time Battlemage. A staple of the Final Fantasy series and a valuable party member in TZA. The class’s benefits are simply fantastic.

This is a class with more than enough Battle and Magick Lores to buff up anyone’s stats to a reasonable level, a full 3 Swiftnesses, Ether Lore up to 2, and a host of tasty Time Magicks that are more than welcome in any party. And if you want a caster character to be a little beefier, this one brings heavy armor to the table as well.

The Time Battlemage is a very strong job on its own but it becomes even stronger with optional licenses from Quickenings and Espers. The Addle and Shear licenses from Zeromus are highly valuable if someone else doesn’t have them and the optional White Magick 4 can make your Time Battlemage a competent backup healer should the situation arise.

The job’s primary weapon, crossbows, are faster than bows but have the same difficulty with accuracy when attacking in bad weather. Their damage is calculated based on a character’s strength as well.

Magicks Technicks Lores + Misc. Equipment
Time Magick 1~10
Slow, Immobilize,
Reflect, Disable,
Vanish, Balance,
Gravity, Haste, Stop,
Bleed, Break,
Countdown, Float,
Berserk, Vanishga,
Warp, Reflectga,
Slowga, Graviga,
Hastega

Green Magick 1~3
Decoy, Oil, Drain, Reverse,
Bubble, Syphon

Charge
Horology
Numerology
Poach
Stamp

Swiftness x3
Channeling x2
Battle Lore x9
Magick Lore x9
Remedy Lore 1&2
Ether Lore 1&2
+300 HP
Headsman
Inquisitor
Last Stand
Martyr
Serenity
Spellbound
Spellbreaker
Crossbows 1~4
Heavy Armor 1~12

 

Optional Licenses Locked by
White Magick 4
Cura, Raise
Adrammelech esper
Addle
Shear
Zeromus
+150 HP Quickening
+230 HP Mateus esper
+270 HP Chaos esper
Channeling x1 Hashmal esper
Battle Lore x1 Famfrit esper
Battle Lore x1 Exodus esper
Ether Lore 3 Zalera esper
Swords 7
Swords 8
Ultima esper
Swords 9 Zodiark esper

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Uhlan

There are a lot of reasons to put an Uhlan in one of your parties. The useful Technicks, the hefty amount of Battle Lore, the job’s improved item use capabilities, but you’ll probably pick it up just because it uses spears.

The Uhlan job is one of the most reliable damage dealers in the game and it can be paired with either attack or magic-oriented jobs with relative ease. Its initial focus is just attacking things to death, but the optional Black Magick it can open up along with the Technicks it has at its disposal make this job more flexible than it initially seems.

Spears are the main focus of this job because they are one of the few melee weapons that can attack flying enemies, and they are one of the fastest weapons in the game despite their high attack. Endgame spears have a chance to inflict Disable on their target, which can be exceedingly useful.

Ultimately the Uhlan is a well-balanced job you will most likely be using on at least one playthrough.

Magicks Technicks Lores + Misc. Equipment
 N/A Achilles
Charm
First Aid
Infuse
Poach
Revive
Shades of Black
Souleater
Swiftness x2
Battle Lore x13
Magick Lore x4
Potion Lore 1&2
Remedy Lore 1&2
Phoenix Lore x2
+1710 HP
Adrenaline
Focus
Headsman
Inquisitor
Last Stand
Martyr
Spellbound
Spears 1~5
Dragon Whisker
Vrsabha
Zodiac Spear
Heavy Armor 1~12

 

Optional Licenses Locked by
Black Magic 5
Black Magic 6
Fira, Poison, Thundara,
Blizzara
Quickening
Black Magic 7
Black Magic 8
Bio, Blindga, Aeroga,
Silencega
Chaos esper
Magick Lore x2 Mateus esper
Battle Lore x1 Adrammelech esper
Potion Lore 3 Famfrit esper
Bonecrusher Hashmal esper
Expose Ultima esper
Wither Cuchulainn esper

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White Mage

Everyone wants a White Mage in their party and as always this is one of the busiest classes in the game.

The White Mage has access to more White Magick than any other class, much as the Black Mage has access to the most Black Magick. It excels at keeping your party alive, and if built right it’s done without breaking a sweat.

Because of how busy this job is, it is not recommended you pair White Mage with another busy job. It simply will not have the Gambit space to handle many more responsibilities than healing and dealing with buffs/debuffs, but it may be able to make good use of classes with critical but lesser-used Technicks like Wither, Addle, and so on. Even better if that class has 3 Swiftnesses instead of the White Mage’s 2.

The job’s main weapons, rods, are ranged weapons that calculate damage based on a character’s strength but have magick power bonuses.

Magicks Technicks Lores + Misc. Equipment
White Magick 1~13
Cure, Blindna, Vox,
Poisona, Protect, Shell,
Cura, Raise, Dispel,
Stona, Curaga, Regen,
Cleanse, Esuna, Confuse,
Faith, Bravery, Curaja,
Dispelga, Arise, Holy,
Esunaga, Protectga,
Shellga, Renew

Green Magick 1~3
Decoy, Oil, Drain,
Reverse, Bubble, Syphon

Achilles
Charge
Stamp
Swiftness x2
Channeling x3
Battle Lore x4
Magick Lore x15
Ether Lore 1&2
+210 HP
Headsman
Inquisitor
Martyr
Serenity
Spellbound
Spellbreaker
Warmage
Rods 1~4
Rod of Faith
Mystic Armor 1~13

 

Optional Licenses Locked by
+150 HP Quickening
+190 HP Quickening
+310 HP
Greatswords 2
Chaos esper
+270 HP Zeromus esper
+230 HP Shemhazai esper
Libra Cuchulainn esper
Numerology
Daggers 5
Famfrit esper
Souleater
Battle Lore x1
Adrammelech esper
Battle Lore x1 Quickening
Battle Lore x1 Exodus esper
Greatswords 1 Zodiark esper

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Esper licenses

Job names are abbreviated here to save space. Here’s the key for their abbreviations:

  • WHM – White Mage
  • UHL – Uhlan
  • MAC – Machinist
  • RBM – Red Battlemage
  • BSH – Bushi
  • FBK – Foebreaker
  • ARC – Archer
  • BLM – Black Mage
  • TBM – Time Battlemage
  • MNK – Monk
  • KGT – Knight
  • SKR – Shikari
Esper Job Unlocks Esper Job Unlocks
 Belias KGT: Potion Lore 1
FBK: Horology
BSH: Libra
Mateus UHL: Magick Lore x2
KGT: White Magick 6
         (Cura, Regen)
         White Magick 7
        (Cleanse, Esuna)
TBM: 230 HP
BLM: Hand-bombs 3
SKR: Gil Toss
 Chaos WHM: 310 HP
          Greatswords 2
UHL: Black Magick 7
          (Bio, Blindga)
         Black Magick 8
     (Aeroga, Silencega)
MAC: 350 HP
RBM: Greatswords 3
KGT: 390 HP
         Revive
         Excalipur
MNK: White Magick 11
         (Holy, Esunaga)
         White Magick 12
      (Protectga, Shellga)
TBM: 270 HP
ARC: Magick Lore x5
BSH: Brawler
 Cuchulainn WHM: Libra
UHL: Wither
MAC: Magick Lore
RMB: Black Magick 9
       (Firaga, Thundaga)
         Black Magick 10
       (Blizzaga, Sleepga)
KGT: Battle Lore
FBK: Shades of Black
BSH: Stamp
SKR: White Magick 12
      (Protectga, Shellga)
 Exodus WHM: Battle Lore
MAC: Green Magick 1
          (Oil, Decoy)
RBM: Heavy Armor 8
         Heavy Armor 9
         Heavy Armor 10
KGT: 350 HP
MNK: Souleater
TBM: Battle Lore
FBK: Magick Lore x4
BLM: Heavy Armor 8
BSH: 500 HP
Adrammelech WHM: Souleater
UHL: Battle Lore
TBM: White Magick 4
          (Cura, Raise)
FBK: Battle Lore
BLM: Hand-bombs 2
BSH: Souleater
SKR: Shades of Black
Hashmal UHL: Bonecrusher
RBM: Steal
KGT: White Magick 8
        (Confuse, Faith)
         White Magick 9
       (Bravery, Curaja)
MNK: White Magick 4
          (Cura, Raise)
TBM: Channeling
FBK: Swiftness
BLM: Makara
SKR: Bonecrusher
Famfrit WHM: Numerology
          Daggers 5
UHL: Potion Lore 3
MAC: Time Magick 8
        (Vanishga, Warp)
         Time Magick 9
      (Reflectga, Slowga)
         Time Magick 10
      (Graviga, Hastega)
RBM: Battle Lore x2
MNK: White Magick 10
TBM: Battle Lore
FBK: Magick Lore
ARC: 340 HP
         435 HP
BLM: 190 HP
         230 HP
         310 HP
 Zodiark WHM: Greatswords 1
MAC: 390 HP
RBM: Greatswords 4
KGT: 390 HP
         Revive
         Excalipur
MNK: White Magick 13
             (Renew)
TBM: Swords 9
ARC: Infuse
         1000 Needles
BSH: Heavy Armor 9
         Heavy Armor 10
         Heavy Armor 11
Shemhazai WHM: 230 HP
MAC: Hand-bombs 3
RBM: White Magick 7
        (Cleanse, Esuna)
KGT: Potion Lore 2
MNK: Potion Lore 3
ARC: Heavy Armor 10
         Heavy Armor 11
         Heavy Armor 12
BLM: Heavy Armor 7
BSH: Shield Block
SKR: Guns 5
        Guns 6
 Zeromus WHM: 270 HP
MAC: Makara
RBM: Channeling
MNK: Sight Unseeing
TBM: Addle
         Shear
FBK: Magick Lore x4
BLM: Heavy Armor 9
BSH: Magick Lore x2
Ultima UHL: Expose
MAC: Magick Lore x3
RBM: Greatswords 1
         Greatswords 2
KGT: Telekinesis
         Battle Lore
TBM: Swords 7
         Swords 8
FBK: Swiftness
ARC: Infuse
         1000 Needles
BLM: Telekinesis
SKR: Phoenix Lore x2
 Zalera MNK: Traveler
RBM: Steal
KGT: White Magick 8
        (Confuse, Faith)
         White Magick 9
       (Bravery, Curaja)
FBK: Traveler
BLM: Steal
         Poach
BSH: Blood Sword
         Karkata
UHL: Bonecrusher
   

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License key

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).

  • Battle Lore – Increases attack power by 20%
  • Magick Lore – Increases magick power by 20%
  • Swiftness – Increases action speed by 10%, up to a maximum of 30%
  • Channeling – Reduces MP costs by 10%, up to a maximum of 30%
  • Ether Lore 1/2/3 – Increases Ether effectiveness by 10/20/30% each
  • Potion Lore 1/2/3 – Increases Potion effectiveness by 20/30/40% each
  • Remedy Lore 1 – Remedies remove Sleep, Sap, Immobilize, Disable
  • Remedy Lore 2 – Remedies remove Petrify, Confuse, and Oil
  • Remedy Lore 3 – Remedies remove Stop, Doom, and Disease
  • Adrenaline – Doubles physical damage dealt when at critical health
  • Brawler – Increases attack power when unarmed (scales with level and character strength)
  • Focus – Increase physical damage dealt by 1.5 when HP is full
  • Headsman – Restores MP when dealing fatal damage to a foe
  • Inquisitor – Restores MP when dealing physical damage
  • Last Stand – Halves physical damage taken when at critical HP
  • Martyr – Restores MP when damaged
  • 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
  • Spellbound – Buffs last 50% longer
  • Spellbreaker – Doubles magick damage, increases healing by 1.5x, and increases chance of landing status effects on foes at critical HP
  • Warmage – Restores MP when dealing magick damage

Technick key

  • 1000 Needles – Deal 1000 damage to a foe
  • Achilles – Inflicts a random status effect to a foe
  • Addle – Lowers a foe’s magick power by 50% of its current
  • Bonecrusher – Consumes 0 to 99% of the user’s HP to potentially kill an enemy. If it misses the user is killed
  • Charge – Restores the users MP, at a rate of the user’s level x1.5 minus 1. May miss, which will reduce its MP to 0. Miss rate is based off user’s remaining MP percentage
  • Charm – Inflicts Confuse on one foe
  • Expose – Reduces foe’s defense by 10% of its current defense. Nothing is immune to this effect.
  • First Aid – Restores HP to an all at critical HP
  • Gil Toss – Tosses Gil at foes, dealing damage based off the party’s total remaining HP. Can do a maximum of 10000 damage, which is split between every enemy in range. Will miss (and not consume Gil) if the player does not have enough Gil to toss
  • Horology – Deals damage to enemies in range based off in-game time
  • Infuse – Fully consume’s the users MP, healing an ally for 10x the amount. Will kill the user if the user’s MP is 0
  • Libra – A buff that grants more detailed information about foes
  • Numerology – Deals increasing area damage with each successful hit, with the hit count being shared between any users casting the skill. Has the potential for exceedingly high damage, if you’re lucky enough to not have it miss among several hits
  • Poach – Captures an HP critical foe, granting the party loot at the cost of EXP, LP, etc. gains
  • Revive – Kills the user to fully revive an ally
  • Shades of Black – Casts a random Black Magick on a foe, including Magick the user has not learned
  • Shear – Reduces a foe’s magick resist by 10% of its current magick resist. Nothing is immune to this effect
  • Sight Unseeing – Reduces a foe’s HP to a number below 10, but only usable when the user is afflicted by Blind (and many foes are immune)
  • Souleater – Consumes 20% of the user’s maximum HP to deal 1.7x more damage than a normal physical attack, but heals undead enemies
  • Stamp – Applies any negative status effects on the user to the target foe
  • Steal – Steals an item from a foe
  • Telekinesis – Allows melee attackers to attack at range, though it itself is an active skill that should replace the attack command against flying enemies
  • Traveler – Deals damage to enemies in range based on steps taken, with the recorded step amount reset with skill usage
  • Wither – Reduces a foe’s strength by 50% of its current strength

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Character max base stats & default Licenses

Chances are you want to know this for min-maxing reasons. But before that, here are the important Licenses every character starts with:

  • Vaan: Steal
  • Penelo: White Magick 1, First Aid
  • Basch: Libra
  • Balthier: Steal, First Aid
  • Ashe: White Magick 1, Libra
  • Fran: White Magick 1, Black Magick 1, Steal

Here are every character’s max non-augmented stats for the IZJS version. I assume they are the same in TZA:

Vaan

HP: 5174
MP: 632
Strength: 78
Magick power: 73
Vitality: 61
Speed: 37

Penelo

HP: 4658
MP: 714
Strength: 70
Magick power: 76
Vitality: 60
Speed: 36

Ashe

HP: 4799
MP: 693
Strength: 73
Magick power: 78
Vitality: 57
Speed: 36

Basch

HP: 5224
MP: 540
Strength: 78
Magick power: 63
Vitality: 47
Speed: 35

Balthier

HP: 5036
MP: 595
Strength: 75
Magick power: 63
Vitality: 58
Speed: 38

 Fran

HP: 4810
MP: 631
Strength: 71
Magick power: 68
Vitality: 62
Speed: 36

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Other guide links

This sounds a lot bigger than it is, at least for now. I’m hard at work on a number of other guides for TZA, but for now here’s what we’ve got:


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Author
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Ashley Shankle
Ashley's been with GameSkinny since the start, and is a certified loot goblin. Has a crippling Darktide problem, 500 hours on only Ogryn (hidden level over 300). Currently playing Darktide, GTFO, RoRR, Palworld, and Immortal Life.