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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

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.

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