Unlock the full potential of your party in Final Fantasy XII: The Zodiac Age! Learn about jobs, license boards, and how to create powerful character builds.
Hey there! So, you're diving into Final Fantasy XII: The Zodiac Age and want to get a handle on the job system? Awesome! This version really shakes things up compared to the original PS2 release. Instead of one big License Board for everyone, you've now got twelve distinct ones, one for each job. Each character gets to pick two jobs, which means way more customization and the chance to create some seriously unique party roles. This guide is here to break down what each job offers, how the License Boards work, and help you make the best choices for your crew. Don't sweat it too much, though – if you just want a solid party without all the fuss, we'll have a sample setup for you too!
Let's talk about Licenses and License Boards. Think of each job as a unique License Board, which is basically a grid filled with different licenses. You earn License Points (LP) by defeating enemies, and you spend that LP to buy licenses. The cooler the license, the more LP it costs. These licenses let your characters use weapons, armor, magicks, and technicks. If you don't have the license, you can't use the gear or ability, even if you have it in your inventory! Beyond gear, licenses also boost your HP, melee damage, magick power, shield block rate, potion effectiveness, and even how fast your ATB bar fills up. Pretty much everything you do in combat is tied to these licenses.
Every character starts with a few basic licenses already unlocked, showing their initial skills. For example, Vaan, Balthier, and Fran can all use 'Steal' right off the bat, while Penelo, Fran, and Ashe have 'Cure' magic. From these starting points, you'll buy new licenses adjacent to ones you already own on their assigned job boards. A neat trick in The Zodiac Age is 'island hopping'. Some licenses aren't directly connected to the main grid. You might need to buy certain 'Quickenings' (think Limit Breaks) or assign 'Espers' to unlock them. The cool part? Any license you buy on one character's board also applies to their second job board. This opens up some really interesting combinations!
Now, about those Quickenings. They're like Limit Breaks, but they also play a role in your License Boards. Each board has four Quickening licenses. Here's the catch: you can only buy three of them on any single board. Once you buy the third, the fourth Quickening license disappears, and any licenses behind that 'Quickening Gate' become inaccessible. This can be a bummer if you miss out on something important. Remember, buying a Quickening license on one board automatically buys it on the character's other board too. For instance, if your Monk/Black Mage buys the first three Quickenings on the Monk board, those same three are bought on the Black Mage board. This means you need to be strategic about which Quickenings you unlock and what lies behind them on each board. Some classes, like the Shikari, have valuable gear like the Yagyu Darkblade & Mesa behind their Quickening Gates, making that choice a bit more critical. Many of the HP and Lore licenses are also hidden behind these gates, so keep an eye on what you might be missing out on!
| Classes | 50 LP | 75 LP | 100 LP | 125 LP |
| Archer | White Magick 4 | |||
| Black Mage | HP 2 (70 HP) | HP 10 (390 HP) | ||
| Bushi | HP 9 (350 HP), Battle Lore | HP 10 (390 HP), Battle Lore | HP 11 (435 HP) | |
| Knight | Excalipur, HP 10 (390 HP), Revive | |||
| Machinist | Magick Lore x3 | |||
| Monk | Phoenix Lore | White Magick 9 | ||
| Red Battlemage | White Magick 2 | HP 6 (230 HP) | HP 11 (435 HP) | |
| Shikari | Ninja Swords 1 | Ninja Swords 2 | Ninja Swords 3 | Yagyu Darkblade & Mesa |
| Uhlan | HP 4 (150 HP) | |||
| White Mage | HP 4 (150 HP) | HP 5 (190 HP) | Battle Lore |
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