Secondary (Reaction/Support/Movement) Abilities
Nature's Wrath | Description | JP Required |
Learned As |
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Upon receiving a physical attack or geomancy skill, counterattacks with a geomancy skill, including those that the unit has yet to learn. |
300 |
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Parry | Description | JP Required |
Learned As |
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Blocks physical attacks received from the front or side with the equipped weapon. |
200 |
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Poach | Description | JP Required |
Learned As |
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Allows the unit to claim a creature's carcass by defeating it with the standard Attack command. |
200 |
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Reequip | Description | JP Required |
Learned As |
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Adds the Reequip command, which allows the unit to use its turn to change equipment during battle. |
50 |
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Reflexes | Description | JP Required |
Learned As |
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Upon receiving an attack, greatly increases physical and magickal parry and evasion rates. Ineffective against certain attacks. |
400 |
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Regenerate | Description | JP Required |
Learned As |
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Upon receiving damage, grants Regen to the unit. |
400 |
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Safeguard | Description | JP Required |
Learned As |
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Prevents equipment from being destroyed or stolen. |
250 |
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Shirahadori | Description | JP Required |
Learned As |
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When receiving a physical attack, the unit's parry rate is the same as its bravery value. |
700 |
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Soulbind | Description | JP Required |
Learned As |
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Upon receiving damage, deals half of the damage in return and recover HP by the same amount. |
300 |
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Speed Surge | Description | JP Required |
Learned As |
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Upon receiving damage, increases the unit's speed for the duration of battle. |
900 |
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Sticky Fingers | Description | JP Required |
Learned As |
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The unit catches thrown items that would otherwise strike it, receiving no damage and obtaining the item. |
200 |
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Strength Surge | Description | JP Required |
Learned As |
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Upon receiving damage, increases the unit's physical attack power for the duration of battle. |
600 |
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Swiftspell | Description | JP Required |
Learned As |
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Reduces the time needed to cast magick spells. |
1000 |
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Swim | Description | JP Required |
Learned As |
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Allows the unit to swim through and even stop in deep water. |
300 |
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Tame | Description | JP Required |
Learned As |
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Forces a critically wounded enemy creature to become an ally. At the end of battle, that unit will officially join your party. |
500 |
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Teleport | Description | JP Required |
Learned As |
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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 attributes. Movement cannot be reset for units with this ability. |
3000 |
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Throw Items | Description | JP Required |
Learned As |
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Allows the unit to throw items with the Items command within a range of 4 tiles like a chemist, even if using a different job. |
350 |
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Treasure Hunter | Description | JP Required |
Learned As |
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Allows the unit to discover items hidden on tiles upon moving to them. The probability of finding rare items is increased for chemists. |
100 |
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Vanish | Description | JP Required |
Learned As |
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Upon receiving a physical attack, grants Invisibility to the unit. |
1000 |
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Vigilance | Description | JP Required |
Learned As |
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Upon receiving a physical attack, assumes an Evasive Stance, which greatly increases the unit's physical and magickal parry and evasion rates until its next turn. |
200 |
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Caves of Narshe: Final Fantasy Tactics
Version 6
©1997–2026 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2026 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.