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Created on: November 16, 2011
With Final Fantasy Tactics, the Squire is the start of it all with opening the door to creating the physical attributes of your solider. If you are still playing this game as of November of 2011 (like myself), or if you remember, the Squire becomes practically obsolete when one would reach the third chapter. Of course, when starting out in the game, Ramza (or whomever you name him), Delita and Algus all start out as Squires. The three of them, however, have added techniques.
For example, later in the game, Ramza can learn Cheer Up, Scream, Ultima and Wish. And Algus, while he is with you, has the option of learning Armor and Head Break, those abilities are associated with a Knight. A helpful hint: an ability one could use for adding more Job Points is Accumulate. You can have your solider to do Accumulate over and over until the enemies are within range. It’s a win-win for adding experience and also adding to your attack ability during that battle. Let’s not forget Gained JP UP ability as well.
Basic Abilities:
Accumulate- this allows you to sacrifice a turn with increasing the players physical attack up one. This is something one can use while waiting for the enemy to approach. (JP required: 300)
Dash- a basic attack by ramming towards the enemy’s body. (JP required: 80)
Throw Stone- Solider picks up a stone and chucks it at a enemy a little far away (JP required: 90)
Heal- takes away a number of status alignments such as poison, confusion, darkness, berserk and a few others. Saves the expense of using an item. (JP required: 150)
Yell (Ramza Only)- Adds speed an extra point to yourself or an ally. (JP required: 200)
Cheer Up (Ramza Only)- Adds ten brave points to yourself or an ally. (JP required: 200)
Wish (Ramza Only)- Heal an ally’s HP while harming yourself half of the given HP. (JP required: 200)
Scream (Ramza Only)- Adds 10 brave points, speed by one, physical and magic attack by one to yourself. (JP required: 500)
Ultima (Ramza Only)- Pretty crazy attack Ramza learns after getting hurt by it in Chapter 4. (MP required: 10)
Reaction Abilities:
Counter Tackle- A counter attack by tackle, along with the chance of knocking the target back one tile. (JP required: 180).
Support Abilities:
Equip Axe- It says it all, equip an axe regardless of which job you occupy. (JP required: 170)
Monster Skill- If provided monsters on your side, a monster will have an extra ability when a solider wit the said ability equipped. Monster must be three tiles within solider. (JP required: 200)
Defend- Solider takes defensive position, intended to reduce damage (JP required: 50)
Gained JP UP- Increase the JP learned by double. (JP required: 250)
Movement Abilities:
Move +1- it says it all, increases Move by 1. (JP required: 200)
Learn more about this author, Lyle 'Chip' Chipperson.
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