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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

Foebreaker

Potential Core Nodes

1710 HP

—

Swiftness

—

Battle Lore x11

—

Shield Block x3

—

Adrenaline

Doubles Physical damage dealth while in Critical status

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

Axes & Hammers 1

Handaxe

Axes & Hammers 2

Iron Hammer, Broadaxe

Axes & Hammers 3

War Hammer, Slasher

Axes & Hammers 4

Sledgehammer, Hammerhead

Axes & Hammers 5

Francisca, Morning Star

Axes & Hammers 6

Greataxe, Golden Axe

Axes & Hammers 7

Scorpion Tail

Vrscika

Vrscika

Hand-bombs 1

Hornito

Hand-bombs 2

Fumarole, Tumulus

Hand-bombs 3

Caldera, Volcano

Makara

Makara

Heavy Armor 1

Leather Helm, Leather Armor, Bronze Helm, Bronze Armor

Heavy Armor 2

Sallet, Scale Armor, Iron Helm, Iron Armor

Heavy Armor 3

Barbut, Linen Cuirass, Winged Helm, Chainmail

Heavy Armor 4

Golden Helm, Golden Armor, Burgonet, Shielded Armor

Heavy Armor 5

Close Helmet, Demon Mail, Bone Helm, Bone Mail

Heavy Armor 6

Diamond Helm, Diamond Armor

Heavy Armor 7

Steel Mask, Mirror Mail

Heavy Armor 8

Platinum Helm, Platinum Armor

Heavy Armor 9

Giant’s Helmet, Carabineer Mail

Heavy Armor 10

Dragon Helm, Dragon Mail

Heavy Armor 11

Magepower Shishak, Maximillian

Heavy Armor 12

Grand Helm, Grand Armor

Genji Armor

Genji Shield, Genji Armor, Genji Helm, Genji Gloves

Shields 1

Leather Shield, Buckler

Shields 2

Bronze Shield, Round Shield

Shields 3

Golden Shield, Flame Shield, Ice Shield

Shields 4

Diamond Shield, Dragon Shield, Platinum Shield

Shields 5

Crystal Shield, Kaiser Shield

Shields 6

Aegis Shield, Demon Shield

Shields 7

Venetian Shield

Shell Shield

Shell Shield

Ensanguined Shield

Ensanguined Shield

Zodiac Escutcheon

Zodiac Escutcheon

Addle

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

Expose

Lowers the Defense stat of one Foe to 90% of current. Nothing is immune. Highly recommended.

Infuse

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

Shear

Lowers the Magick Resist stat of one Foe to 90% of current. Nothing is immune. Highly recommended.

Sight Unseeing

Requires user to be Blind to take effect. Takes a Foe to extremely low HP. Many enemies are immune.

Wither

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

missable Nodes

390 HP

Locked

Quickening

—

Battle Lore (100C)

Locked

Quickening

—

Swiftness (50)

Locked

Esper

—

Swiftness (80)

Locked

Esper

—

Battle Lore (70C)

Locked

Esper

—

Magick Lore (30A)

Locked

Esper

—

Magick Lore (30B)

Locked

Esper

—

Magick Lore (30C)

Locked

Esper

—

Magick Lore (30D)

Locked

Esper

—

Magick Lore (50D)

Locked

Esper

—

Horology

Locked

Esper

Deals damage based on Level and the ones digit of the game clock, 9 being the strongest and 0 the weakest.

Shades of Black

Locked

Esper

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

Traveler

Locked

Esper

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

Sign Role Weapon Armor

Scorpio

Melee/Tank

Axes & Hammers, Hand-bombs

Heavy, Shields

The Foebreaker is tough, strong, and devoted to weakening enemies. With their choice of Axes, Hammers, or Hand-bombs, Foebreakers are often equipped with Shields and Heavy Armor. They get all three Shield Block licenses but only one Swiftness. This Job is focused on Battle Lore, since they have no magick whatsoever and only manage some Magick Lore by way of an Esper Lock. The “Break” in their name likely refers to their ability to weaken their enemies with the full range of Foe “break” technicks. Addle, Expose, Wither, and Shear are all mighty abilities at all stages of the game.

Foebreaker has only a few tricks, making it a fantastic complementary Job but less useful on its own. The breaks are all valuable additions to any Job which doesn’t have access to them, and the Heavy Armor and Shield proficiency can help a flimsier tank or melee class stay alive. Consider pairing this Job with another Job that has a lot to do in combat, such as White Mage or Red Battlemage, in order to let them weaken enemies in addition to their other responsibilities. Shikari also makes an interesting match, in that it allows Shikari to excel even further at taking and avoiding hits by giving this Job access to the best Shields, the most Shield Block, and heavier armor to go with their fast, high evasion options (like the Main Gauche dagger).

Given that Foebreaker has so little to do on a moment-to-moment basis, it’s likely to be more of a fill-out Job than used as a role on its own. In that case, the needs of the Job it’s paired with generally has more importance than considering the stat growth for Foebreaker.

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