Explore the Alchemist and Arcanist job abilities in Final Fantasy Tactics A2. Learn about powerful spells like Flare, Protometeor, and Toad, plus passive buffs and reactions.
Abilities:
- Tempest - 250 AP (Thunder Rod) - Active: Unleashes a lightning storm dealing lightning damage to all foes.
- Freezeblink - 250 AP (Sleet Rod) - Active: Freezes water into shards, dealing ice damage to all foes.
- Rockfall - 300 AP (Terre Rod) - Active: Hurls rocks, dealing earth damage to all foes. Be aware of monster immunities or absorbs.
- Wild Tornado - 300 AP (Thor Rod) - Active: Creates a tornado dealing wind damage to all foes. Several enemies resist wind damage.
- Deluge - 300 AP (Chill Rod) - Active: Sends a torrent of water dealing water damage to all foes. Useful against water-weak monsters.
- Stardust - 300 AP (Stardust Rod) - Active: Calls down meteors dealing non-elemental damage to all foes, more than elemental illusions.
- Star Cross - 300 AP (Crown Scepter) - Active: Bathes the battlefield in divine light, dealing holy damage to all foes.
- Absorb MP - 250 AP (Lordly Robe) - Reaction: Gain MP equal to the MP cost of offensive magicks that target the user. Useful if enemies target you.
- Halve MP - 400 AP (Luminous Robe) - Passive: Reduces the MP cost of abilities by 50%. Very useful for conserving MP.
ALCHEMIST
A master of transmutation, the alchemist can alter nature at a whim.
Requirements: 2 Illusionist Abilities.
The Alchemist class always has the Items subset available, allowing for two skills from other classes plus reaction and passive abilities.
- Poison - 150 AP (Druid Mace) - Active: Distills toxins to POISON the target. Has a higher chance to poison than most abilities.
- Astra - 200 AP (Sage Crosier) - Active: Renders units in a small area immune to debuffs. Handy for avoiding annoying status effects.
- Rasp - 200 AP (Energy Mace) - Active: Depletes MP of units in a small area. Effective against enemy mages to prevent powerful summons.
- Transmute - 350 AP (Zeus Mace) - Active: Transmutes a HP Critical unit into a consumable item. Allows creation of items from weak enemies.
- Flare - 400 AP (Lotus Mace) - Active: Causes a violent explosion around the target, dealing significant damage to a single unit.
- Protometeor - 400 AP (Scorpion Tail) - Active: Calls a giant meteor damaging units in a small area. Similar to Flare but with an area of effect.
- Toad - 450 AP (Mandragora) - Active: Releases gas that turns the target into a TOAD, significantly increasing damage taken and reducing attack power and movement.
- Magick Up - 150 AP (Life Crosier) - Passive: Raises MAGICK, increasing magick damage dealt. Useful for magic-focused races like Nu Mou.
- Item Lore - 150 AP (Wizard's Hat) - Passive: Increases the effect of potions and other consumables on the user, effectively doubling healing.
- Safeguard - 150 AP (Adamant Vest) - Passive: Prevents the user's equipment from being stolen or destroyed. Useful against thieves and equipment-destroying classes.
ARCANIST
These archmages practice the forbidden arcane arts.
Requirements: 2 Time Mage Abilities, "The Nu Mou Nobles" Quest Done.
This class has good MP growth.
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