Unlock and upgrade Clan Privileges like Power Up and Speed Up in Final Fantasy Tactics. Learn unlock requirements and effects.
Critical Hit Bonus
Increases the chance of obtaining a Critical Hit, the loot that is dropped by the enemy, and the chance of your units obtaining an opportunity turn. As the rank increases, the effect increases.
- Rank 1 - You Start with this Privilege
- Rank 2 - Complete Negotiations I at Barterers Difficulty.
- Rank 3 - Complete Negotiations I at Orators Difficulty.
- Rank 4 - Complete Negotiations II at Conciliators Difficulty.
- Rank 5 - Complete Negotiations II at Master Negotiators Difficulty.
Notes: Not useful for your clan if you are planning to win your battle on luck alone. In fact, no clan should be fighting if they plan to win on the back of some criticals and opportunity turns. Sure, they are useful, but you don't want to depend on them.
Move Up
Increases the Movement range of your troops, allowing them to move even further. Rank 1 allows you to move one extra square, Rank 2 allows two extra squares.
- Rank 1 - Complete General Training II at Adept Difficulty.
- Rank 2 - Complete General Training II at Masters Difficulty.
Notes: Again, not very useful because of one problem. Your units need enough speed to move that far in the first place, and that will be a problem that you will not need to deal with until your units are at a very high level, or have been as a Ninja for a prolonged period of time.
MP Channeling
Increases the amount of MP that you regenerate a turn from 10 MP to 20 MP.
- Rank 1 - Complete Aptitude-Adaptibility at Master Explorers Difficulty.
Notes: Quite useful if you are planning to run around and blasting the living daylights out of anything that decides to move with your long range mages, but there are other privileges that can be more useful, but if you need to use mages, it is a good idea to use this one.
MP Preservation
Reduces the MP cost of all your spells by half.
- Rank 1 - Complete Teamwork-Aptitude at Master Hands Difficulty.
Notes: Again, quite useful, and pretty much the same effect as the last privilege as long as it is not coupled in with other abilities. Given there are more abilities that restore MP, this might be a bit more useful overall.
Non-Elemental Attacks
Removes the element power of every attack. Therefore, Fire will lose its Fire trait, Blizzard will lose its Ice element, etc.
- Rank 1 - Complete Adaptibility-Negotiation at Master Intercessors Difficulty.
Notes: Not very useful, not useful in the slightest. One of the major factors that you are going to play around with is elemental weaknesses. This will pretty much remove that in one fell swoop. Don't use this with Geomancy, a serious waste of power.
Power Up
Improves the damage that your units deal as well as reducing the damage that you will receive from enemy units. The effects of Power Up increases as Rank of the privilege increases.
- Rank 1 - You start with this Privilege.
- Rank 2 - Complete Aptitude I at Machinist Difficulty.
- Rank 3 - Complete Aptitude I at Dab Hands Difficulty.
- Rank 4 - Complete Aptitude II at Wrights Difficulty.
- Rank 5 - Complete Aptitude II at Master Artificers Difficulty.
Notes: An extremely useful ability that you'd probably be using most of the times. It will increase the damage you deal, as well as reducing the damage that you will receive. Those on hard mode are going to rely on this slightly more than those without since the enemy is stronger on hard mode. Level 2 will pretty much cancel out the effect of Hard Mode. Be aware that there are more privileges out there.
Regene/Regenera/Regenega
This will recover a percentage of your health each turn. Rank 1 will regenerate 10% of Max HP, Rank 2 will regenerate 12.5% of Max HP while Rank 3 will regenerate about 16% of Max HP. (About 15.6%)
- Rank 1 - Complete General Training I at Journeyman Difficulty.
- Rank 2 - Complete General Training II at Braves Difficulty.
- Rank 3 - Complete General Training II at Heroes Difficulty.
Notes: A very useful privilege if you can't be bothered or cannot use a White Mage in this battle. While it does not seem like a lot, remember that this is Every Turn, and a Tinker having those right spells pop your way, it will start to stack up in the end.
Safe Keeping
This will prevent all your items from being either stolen or destroyed by the enemy.
- Rank 1 - Complete Negotiations II at Mediators Difficulty.
Notes: Not very useful, why can't you just kill the enemy that can to this, i.e., Assassins and Thieves before they get near you.
Smash Gauge Bonus
This will effectively increase the rate in which your Smash Gauge will fill up during the battle. The higher the Rank, the bigger the increase in which will be applied to your units.
- Rank 1 - Complete Aptitude-Adaptibility at Prospectors Difficulty.
- Rank 2 - Complete Aptitude-Adaptibility at Pioneers Difficulty.
- Rank 3 - Complete Aptitude-Adaptibility at Voyagers Difficulty.
Notes: A semi-useful privilege, it increases the damage that your Scions will be able to do, BUT, you again, don't want to rely on these summons to win a battle, because that isn't a very good way to win.
Speed Up
This will increase the speed of your units, increasing their turn order and that is certainly a good thing. The effect increases as rank increases.
- Rank 1 - You start with this Privilege.
- Rank 2 - Complete Teamwork I at Relations Difficulty.
- Rank 3 - Complete Teamwork I at Old Friends Difficulty.
- Rank 4 - Complete Teamwork II at Boon Companions Difficulty.
- Rank 5 - Complete Teamwork II at Master Allies Difficulty.
Notes: Rather useful, it will make sure that your units will be faster on the turn order, and that means that they can strike first. This makes it a toss up whether you use Speed or Power because they are probably two of the most useful privileges.
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