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    FFT Movement Ability Icon Movement abilities (ムーブアビリティ, Mūbu Abiritei?) in Final Fantasy Tactics are learned via Job Points; different versions of the game may require different amounts of JP to learn an ability. Each character can equip one movement ability. Movement abilities generally allow characters to move across battlefields easier than they would otherwise be able to, while some give positive effects simply by moving.

    Movement abilities

    Different game versions may require different amounts of JP to learn abilities.

    Name Description JP Cost Job
    Movement +1 Increases movement by 1, allowing the unit to move a greater distance. 200 Squire
    Treasure Hunter Discover items hidden on tiles upon moving to them. 100 Chemist
    Jump +1 Increase Jump by 1. 200 Archer
    Lifefont Recover HP upon moving. 300 Monk
    Movement +2 Increases movement by 2, allowing the unit to move a greater distance. 560 Thief
    Jump +2 Increase Jump by 2. 500
    Ignore Weather Traverse marsh, swamp, or poisonous fen unimpeded by rain conditions. 200 Mystic
    Manafont Recovers MP upon moving. Movement cannot be reset for units with this ability. 350
    Teleport Allows the unit to warp instantly to destination tiles. May fail when attempting to travel to locations that exceed the unit's movement and jump abilities. Movement cannot be reset for units with this ability. 600/650/3000 Time Mage
    Levitate Grants permanent Float status in battle, allowing movement while levitating at an elevation of 1 above the ground. 540
    Ignore Terrain Allows the unit to move unimpeded through difficult terrain, such as canals, rivers, lakes, and the ocean. 220 Geomancer
    Lava Walking Walk across and even stop on the surface of lava. 150
    Ignore Elevation Allows the unit to move to tiles of any height, regardless of its jump attribute. 700 Dragoon
    Swim Allows the unit to swim through and even stop in deep water. 300 Samurai
    Waterwalking Allows the unit to move across and even stop on the surface of water. 420 Ninja
    Accrue EXP Obtain EXP upon moving. 400 Arithmetician
    Accrue JP Obtain JP upon moving. 400
    Fly Allows the unit to move by flying, passing over enemies and obstacles. 1000 (PS)/5000 (WoL)/900 (IC) Dancer
    Bard
    Jump +3 Increase Jump by 3. 1000 (PS & WoL)/600 (IC) Dancer
    Dark Knight
    Movement +3 Increases movement by 3, allowing the unit to move a greater distance. 1000 Bard
    Dark Knight

    Other movement abilities

    Cannot enter water and Waterbreathing are monster-only abilities that possess JP costs. The skills cannot be set or seen normally by the player unless the player hacks the ability to their units via a Gameshark.

    Name Description JP Cost Job
    Cannot enter water Unable to enter water. 200 Monsters
    Master Teleportation Warp instantly to destination tiles. 0 Elmdore
    Waterbreathing Move and stop even when fully submerged in water of depth 3. 200 Mindflayer Family

    Dummied content

    Stealth is a dummied out ability that is unfinished and has no effect. The description suggests it would put the user in Invisible status by default until the unit took action.

    Name Description JP Cost Job
    Stealth Move while transparent and invisible to the enemy. 800 Dummied
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