CoN 25th Anniversary: 1997-2022
Final Fantasy I​Final Fantasy IV​Final Fantasy V​Final Fantasy VI​Final Fantasy VII​Final Fantasy IX​Final Fantasy Tactics​Chrono Trigger​
 
 
≡

Secondary (Reaction/Support/Movement) Abilities

Nature's Wrath
Type: Reaction
Description
JP Required
Learned As
Upon receiving a physical attack or geomancy skill, counterattacks with a geomancy skill, including those that the unit has yet to learn.
300
Parry
Type: Reaction
Description
JP Required
Learned As
Blocks physical attacks received from the front or side with the equipped weapon.
200
Poach
Type: Support
Description
JP Required
Learned As
Allows the unit to claim a creature's carcass by defeating it with the standard Attack command.
200
Reequip
Type: Support
Description
JP Required
Learned As
Adds the Reequip command, which allows the unit to use its turn to change equipment during battle.
50
Reflexes
Type: Reaction
Description
JP Required
Learned As
Upon receiving an attack, greatly increases physical and magickal parry and evasion rates. Ineffective against certain attacks.
400
Regenerate
Type: Reaction
Description
JP Required
Learned As
Upon receiving damage, grants Regen to the unit.
400
Safeguard
Type: Support
Description
JP Required
Learned As
Prevents equipment from being destroyed or stolen.
250
Shirahadori
Type: Reaction
Description
JP Required
Learned As
When receiving a physical attack, the unit's parry rate is the same as its bravery value.
700
Soulbind
Type: Reaction
Description
JP Required
Learned As
Upon receiving damage, deals half of the damage in return and recover HP by the same amount.
300
Speed Surge
Type: Reaction
Description
JP Required
Learned As
Upon receiving damage, increases the unit's speed for the duration of battle.
900
Sticky Fingers
Type: Reaction
Description
JP Required
Learned As
The unit catches thrown items that would otherwise strike it, receiving no damage and obtaining the item.
200
Strength Surge
Type: Reaction
Description
JP Required
Learned As
Upon receiving damage, increases the unit's physical attack power for the duration of battle.
600
Swiftspell
Type: Support
Description
JP Required
Learned As
Reduces the time needed to cast magick spells.
1000
Swim
Type: Movement
Description
JP Required
Learned As
Allows the unit to swim through and even stop in deep water.
300
Tame
Type: Support
Description
JP Required
Learned As
Forces a critically wounded enemy creature to become an ally. At the end of battle, that unit will officially join your party.
500
Teleport
Type: Movement
Description
JP Required
Learned As
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
Throw Items
Type: Support
Description
JP Required
Learned As
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
Treasure Hunter
Type: Movement
Description
JP Required
Learned As
Allows the unit to discover items hidden on tiles upon moving to them. The probability of finding rare items is increased for chemists.
100
Vanish
Type: Reaction
Description
JP Required
Learned As
Upon receiving a physical attack, grants Invisibility to the unit.
1000
Vigilance
Type: Reaction
Description
JP Required
Learned As
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




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.