Prima Games eGuides Final Fantasy XII: The Zodiac Age eGuide

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Final Fantasy XII: The Zodiac Age eGuide Zodiac Job System

Machinist

Potential Core Nodes

1360 HP

Swiftness x3

Battle Lore x2

Magick Lore x3

Potion Lore 1

Potion Lore 2

Potion Lore 3

Ether Lore 1

Phoenix Lore

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.

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

Guns 1

Altair

Guns 2

Capella, Vega

Guns 3

Sirius, Betelgeuse

Guns 4

Ras Algethi, Aldebaran

Guns 5

Spica, Antares

Guns 6

Arcturus, Fomalhaut

Mithuna

Mithuna

Measures 1

Gilt Measure

Measures 2

Arc Scale, Mulltiscale

Measures 3

Cross Scale, Caliper

Measures 4

Euclid’s Sextant

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.

Charm

Inflicts Confuse on one Foe. Immunity to Confuse applies.

Gil Toss

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

Horology

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

Libra

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

Numerology

Deals damage to enemies, doubles with each successive hit when used repeatedly. Deals area damage as well.

Poach

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

Stamp

Copies all of the user’s status ailments onto one Foe.

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

Magick Lore (50B)

Locked

Quickening OR Esper

Magick Lore (50C)

Locked

Quickening OR Esper

Magick Lore (50D)

Locked

Quickening OR Esper

350 HP

Locked

Esper

390 HP

Locked

Esper

Magick Lore (30C)

Locked

Esper

Hand-bombs 3

Locked

Esper

Caldera, Volcano

Makara

Locked

Esper

Makara

Green Magick 1

Locked

Esper

Vanishga, Warp

Time Magick 8

Locked

Esper

Reflectga, Slowga

Time Magick 9

Locked

Esper

Graviga, Hastega

Time Magick 10

Locked

Esper

Decoy, Oil

Sign Role Weapon Armor

Gemini

Ranged Damage

Guns, Measures

Light

Machinists are swift-moving, Light Armored, Gun users who can swap to Measures in order to utilize their unique buffing properties. Machinists are masters of Potion and Remedy Lores, which can help your team recover at a moment’s notice. They have access to a number of technicks, most notably Numerology and Gil Toss. This Job benefits greatly from a well-placed Esper or two, gaining access to Green and Time Magicks such as Decoy and Hastega, in particular. Machinists can also use some Hand-bombs with some judicious Esper usage, if needed.

The Machinist Job by itself offers little in either flash or substance. Guns are very good weapons if you happen to be playing on “New Game -” (the extra-hard mode unlocked by beating Trial Mode) because they are totally unaffected by a character’s stats. This makes Guns terrible otherwise, since your hard-earned stats are going to waste. The technicks that the Machinist learns are mostly hard to use or underpowered, making their access to some support magick their most alluring feature. The good news is that this Job pairs well with another busy Job, or a character who is already likely to have the Espers they need to unlock their magicks. Monk is a good fit from that perspective. Machinist and Monk Espers align well, giving the Monk Job a full complement of Swiftness and filling that time with a buff or two.

Since they don’t have weapons that use any stats apart from the Hand-bombs that you probably won’t unlock, there’s not a particularly good reason to worry about stats here. Fran has the worst stats in the game overall, so she could fit this role the best. However, spending a great deal of time on this may not be worth the effort.