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Final Fantasy XII: The Zodiac Age eGuide
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Contents

  • Changelog
    • Updates
  • Foreword
    • Foreword
  • Getting Started
    • Return to Ivalice
    • Character Relationships
  • Treasure Chest System
    • Treasure Chest System
  • Battle System
    • Battle System
  • Gambits
    • Gambits
  • Zodiac Job System
    • Zodiac Job System
    • Party Composition
    • Jobs
    • Archer
    • Black Mage
    • Bushi
    • Foebreaker
    • Knight
    • Machinist
    • Monk
    • Red Battlemage
    • Shikari
    • Time Battlemage
    • Uhlan
    • White Mage
  • Espers and Quickenings
    • Espers
    • Quickenings
  • Trophies
    • Trophies
  • Walkthrough Part 1
    • Introduction
    • The Story Begins
    • Nalbina Fortress
    • Rabanastre 1
    • Dalmasca Estersand (The Stepping)
    • Lowtown 1
    • Giza Plains (Dry)
    • Garamsythe Waterway 1
    • Royal Palace of Rabanastre
    • Garamsythe Waterway 2
    • Nalbina Dungeons
    • Fire Up the Power Relay and Open the Gate
    • Dalmasca Estersand
  • Walkthrough Part 2
    • Rabanastre 2
    • Lowtown 2
    • Back to Rabanastre
    • Bhujerba 1
    • Lhusu Mines
    • Bhujerba 2
    • The Dreadnought Leviathan
    • Ogir-Yensa Sandsea
    • Nam-Yensa Sandsea
    • Tomb of Raithwall
    • Giza Plains (The Rains)
    • Ozmone Plain
    • Jahara—Land of the Garif
    • Golmore Jungle 1
    • Eruyt Village
    • Golmore Jungle/Ozmone Plain
    • The Henne Mines
    • Golmore Jungle 2
    • Paramina Rift 1
    • Mt Bur-Omisace
    • Paramina Rift 2
  • Walkthrough Part 3
    • Stilshrine of Miriam
    • Nalbina Town
    • Mosphoran Highwaste
    • The Salikawood
    • The Phon Coast
    • Tchita Uplands
    • Sochen Cave Palace
    • Sochen Cave Palace (Main)
    • Old Archades
    • The Imperial City of Archades
    • Draklor Laboratory
  • Walkthrough Part 4
    • Balfonheim Port 1
    • Golmore Jungle
    • The Feywood
    • The Feywood (South)
    • The Ancient City of Giruvegan
    • Balfonheim Port 2
    • Ridorana Cataract
    • First Ascent: Horizon of First
    • Second Ascent: Reach of Diamond Law
    • Third Ascent: Mete of Dynasty
    • Balfonheim Port 3
    • Sky Fortress Bahamut
  • Side Events
    • Side Events Part 1
    • Side Events Part 2
    • Side Events Part 3
    • Side Events Part 4
    • Side Events Part 5
    • Other Stuff
  • Weapons, Armor, and Accessories
    • One-Handed Weapons
    • Two-Handed Weapons
    • Ranged Weapons
    • Shields & Armor
    • Accessories
  • Items
    • Items
  • Technicks and Magicks
    • Technicks and Magicks
  • The Bazaar
    • The Bazaar
  • Bestiary
    • Overview Enemies
    • The Dalmasca Sands Enemies
    • Giza Plains Enemies
    • The Garamsythe Waterway Enemies
    • The Barheim Passage Enemies
    • The Lhusu Mines Enemies
    • The Yensan Sandsea Enemies
    • The Tomb of Raithwall Enemies
    • Ozmone Plain Enemies
    • Golmore Jungle Enemies
    • The Henne Mines Enemies
    • Paramina Rift Enemies
    • The Stilshrine of Miriam Enemies
    • The Mosphoran Highwaste Enemies
    • The Salikawood Enemies
    • Phon Coast Enemies
    • Tchita Uplands Enemies
    • The Sochen Cave Palace Enemies
    • The Feywood Enemies
    • The Ancient City of Giruvegan Enemies
    • The Ridorana Cataract Enemies
    • The Pharos Enemies
    • Zertinan Caverns Enemies
    • Cerobi Steppe Enemies
    • The Nabreus Deadlands Enemies
    • The Necrohol of Nabudis Enemies
    • Marks
    • Elite Marks Enemies
    • Espers Enemies
    • Bosses
    • Rare Game Enemies
    • Humanoid Enemies
    • The Archadian Empire Enemies
  • Trial Mode
    • Trial Mode

Final Fantasy XII: The Zodiac Age Guide › Zodiac Job System

Archer

Potential Core Nodes

1360 HP

—

Swiftness x3

—

Battle Lore x2

—

Magick Lore x1

—

Potion Lore 1

—

Potion Lore 2

—

Potion Lore 3

—

Phoenix Lore x3

—

Remedy Lore 1

Remedies remove Sleep, Sap, Immobilize, and Disable.

Remedy Lore 2

Remedies remove Petrify, Confuse, and Oil.

Remedy Lore 3

Remedies remove Stop, Doom, and Disease.

Focus

Increases Physical damage dealt by 1.5x when HP is full

Headsman

Recover MP when dealing fatal damage to a Foe in the amount of Foe level divided by 4.

Inquisitor

Restores MP when dealing Physical damage. (See Damage to MP chart)

Last Stand

Halves Physical damage recieved when in Critical status

Martyr

Restores MP upon being damaged. (See Damage to MP chart)

Spellbound

Beneficial statuses last 50% longer

Bows 1

Shortbow

Bows 2

Silver Bow, Aevis Killer

Bows 3

Killer Bow, Longbow

Bows 4

Elfin Bow, Loxley Bow

Bows 5

Giant Stonebow, Burning Bow

Bows 6

Traitor’s Bow, Yoichi Bow

Bows 7

Perseus Bow, Artemis Bow

Sagittarius

Sagittarius

Dhanusha

Dhanusha

Light Armor 1

Leather Cap, Leather Clothing

Light Armor 2

Headgear, Chromed Leathers, Headguard, Leather Breastplate

Light Armor 3

Leather Headgear, Bronze Chestplate, Horned Hat, Ringmail

Light Armor 4

Balaclava, Windbreaker, Soldier’s Cap, Heavy Coat

Light Armor 5

Green Beret, Survival Vest, Red Cap, Brigandine

Light Armor 6

Headband, Jujitsu Gi, Pirate Hat, Viking Coat

Light Armor 7

Goggle Mask, Metal Jerkin, Adamant Hat, Adamant Vest

Light Armor 8

Officer’s Hat, Barrel Coat, Chakra Band, Power Vest

Light Armor 9

Thief’s Cap, Ninja Gear, Gigas Hat, Gigas Chestplate

Light Armor 10

Chaperon, Minerva Bustier

Light Armor 11

Crown of Laurels, Rubber Suit

Light Armor 12

Renewing Morion, Mirage Vest

Light Armor 13

Dueling Mask, Brave Suit

Achilles

Causes a foe to gain vulnerability to a random status. Most enemies are immune.

Addle

Lowers the magick stat of one Foe to 50% of current. Recommended.

Charm

Inflicts Confuse on one Foe. Immunity to Confuse applies.

First Aid

Restores HP to an ally in Critical condition. Not recommended.

Gil Toss

Expends gil to do damage at a 1 to 1 ratio. This can be very strong and very expensive.

Libra

Puts Libra status on the user. Shows Foe's HP, statuses, and level as well as reveals traps. Generally very useful.

Poach

KO’s a Foe to gain loot. Only works on enemies in Critical Status. Foe does not drop gil, Experience, or items.

Revive

Fullly restores HP of one KO’d character, consumes all of user’s HP.

Shades of Black

Randomly casts a Black Magick without consuming MP or needing to have the license

Steal

Steal an item from a Foe that has an item. Cannot steal after a successful steal. See also: Thief’s Cuffs.

Traveler

Does area damage based on how many steps taken since the last use of Traveler (if any). Rolls over at 1000 steps. Not recommended.

missable Nodes

White Magick 4

Locked

Quickening

Cura, Raise

390 HP

Locked

Esper

—

435 HP

Locked

Esper

—

Magick Lore (30B)

Locked

Esper

—

Magick Lore (30C)

Locked

Esper

—

Magick Lore (30D)

Locked

Esper

—

Magick Lore (50C)

Locked

Esper

—

Magick Lore (50D)

Locked

Esper

—

Heavy Armor 10

Locked

Esper

Dragon Helm, Dragon Mail

Heavy Armor 11

Locked

Esper

Magepower Shishak, Maximillian

Heavy Armor 12

Locked

Esper

Grand Helm, Grand Armor

1000 Needles

Locked

Esper

Deals 1000 damage to a Foe.

Infuse

Locked

Esper

Expends all remaining MP to set HP to 10x spent MP.

Sign Role Weapon Armor

Sagittarius

Ranged Damage

Bows

Light

Consider pairing an Archer up with either a slower, stronger Job to make that Job into a deadly damager with some utility, or give them something to do by giving them another Job that can support your team in some way. Red Battlemage, for instance, gets only one Swiftness, but has a wide variety of useful magicks to cast, preferably at a faster clip.

Basch makes a particularly good Archer due to his high Strength and the low bonuses offered innately, though your second Job may render this less relevant if it includes Heavy Armor and some Battle Lores.

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