Learn about Final Fantasy Tactics auctions and Hume classes like Soldier and Thief. Save before auctions to avoid mistakes.
- 1Save your game before any auction to prevent mistakes that could ruin future auctions.
- 2Be aware that other clans' actions in auctions are influenced by your decisions; prepare for the worst if you cannot discern their intentions.
- 3If you need to advance time to reach auction season early and your bazaar is not yet developed, rest at Lezaford's or the Waterside huts. Choosing the longest rest option skips 200 days, bringing you close to auction season, as a year in this world is 240 days.
- Auctions can be risky; always save beforehand.
- Use the time-skipping mechanic by resting if you need to reach auction season sooner.
- Pay attention to what other clans are doing during auctions and use any available bonuses to your advantage.
Overview of Classes and Abilities:
Ability Points (AP) are earned after battles and most quests, used to master abilities from weapons, allowing you to use them without wielding the weapon.
Active Abilities are specific to a class set. Passive Abilities are always active. Reaction Abilities trigger when your unit is targeted in battle.
Hume Classes:
SOLDIER
Requirements - None
Soldiers use arts of war to weaken and slow opponents. Their skills are useful for weakening enemies and are necessary for unlocking stronger classes.
--==Arts of War==--
- First Aid - 100 AP (Broadsword) - Active: Restores the user's HP and can remove poison.
- Gauge - 150 AP (Burglar Sword) - Active: Reveals the target's Level 1 Loot and Items. Useful for stealing.
- Rend Power - 250 AP (Barong) - Active: Permanently lowers the target's ATTACK, reducing physical damage dealt.
- Rend Magick - 250 AP (Buster Sword) - Active: Permanently lowers the target's MAGICK, reducing spell potency.
- Rend MP - 250 AP (Ancient Sword) - Active: Depletes the target's MP. Useful later in the game.
- Provoke - 300 AP (Blood Sword) - Active: Causes the target to go BERSERK. Generally less useful than debuffing or defeating them directly.
- Rend Speed - 350 AP (Silver Sword) - Active: Lowers the target's speed, making them take their turn later.
- Mug Gil - 350 AP (Diamond Sword) - Active: Deals damage and steals gil from the target.
--==Passive Abilities==--
- Shieldbearer - 150 AP (Bronze Shield) - Passive: Enables the user to equip shields regardless of their current job, providing defense.
- Monkey Grip - 250 AP (Dagriohm) - Passive: Allows wielding two-handed weapons with one hand, potentially freeing up the other for a shield.
THIEF
Requirements - 1 Soldier Ability
Thieves are dextrous and nimble, excelling at stealing and evading. Their Steal Abilities can quickly grant access to learned skills.
--==Thievery==--
- Loot Level 1 - 100 AP (Scramasax) - Active: Steals all unranked loot (Level 1 Loot).
- Steal Gil - 200 AP (Jackknive) - Active: Steals a varying amount of gil from the enemy.
- Steal Items - 200 AP (Kard) - Active: Steals usable items like eye drops or phoenix downs, but not equipment or rare items like Dark Matter.
- Loot Level 2 - 200 AP (Rondel) - Active: Steals Rank 1, or Level 2 Loot, typically worth 200 to 500 Gil at shops.
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