Learn about experience, ability points, equipment abilities, and the different types of abilities (action, reaction, passive) in Final Fantasy Tactics A2: Grimoire of the Rift.
Walkthrough
- 1Experience: You gain experience points by participating in battles. The more you contribute, the more experience you earn, making you stronger for future encounters.
- 2Ability Points (AP): Unlike experience, all members of your clan gain AP whether they participate in battle or not. AP is used to master abilities imbued in equipment. Once mastered, these abilities can be used even if you switch equipment. If you have mastered all abilities from a piece of equipment, it's best to equip something new to avoid wasting AP.
- 3Equipment and Abilities: Your equipment plays a crucial role in battle. Weapons and armor have inherent abilities. Simply equipping an item with an ability allows you to use it. Prolonged use of an item can lead to mastering its abilities. Having a variety of equipment is essential for learning diverse abilities.
- 4Types of Abilities: Abilities are categorized into three types:
- Action Abilities: These allow you to perform specific actions in battle. While basic attacks don't require readying an action ability, most other actions do.
- 5Reaction Abilities: These trigger automatically when an opponent performs an action against you.
- 6Passive Abilities: These are always active and provide continuous benefits, such as allowing the use of certain equipment or boosting damage output.
- 7Battle Laws: Be aware of battle laws, as violating them (e.g., using forbidden items like Ethers or Phoenix Downs when items are banned) can result in penalties, potentially causing you to lose the battle or face other repercussions.
- 8Teamwork and Strategy: Effective teamwork involves understanding enemy weaknesses and magicks to launch coordinated attacks. Different jobs and character roles require different approaches to combat and battlefield positioning.
- 9Magick and Elements: Understanding the eight elements (Fire, Ice, Lightning, Water, Earth, Wind, Holy, Dark) and their resistances or weaknesses is crucial for effective magick use.
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