Secondary (Reaction/Support/Movement) Abilities
Absorb MP | Description | JP Required |
Learned As |
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Upon receiving any type of magick, recovers MP equal to the amount used by the caster. |
250 |
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Accrue EXP | Description | JP Required |
Learned As |
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Grants EXP upon moving. Movement cannot be reset for units with this ability. |
400 |
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Accrue JP | Description | JP Required |
Learned As |
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Grants JP and Job EXP upon moving. Movement cannot be reset for units with this ability. |
400 |
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Archer's Bane | Description | JP Required |
Learned As |
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Increases the evasion rate against arrow and bolt attacks. |
450 |
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Attack Boost | Description | JP Required |
Learned As |
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Increases the unit's physical attack power. |
400 |
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Auto-Potion | Description | JP Required |
Learned As |
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Upon receiving damage, uses a potion from the inventory to restore one's own HP. Prioritizes the use of potions of lower potency. |
400 |
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Beast Tongue | Description | JP Required |
Learned As |
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Allows the use of Speechcraft against creatures, even if not an orator. |
100 |
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Beastmaster | Description | JP Required |
Learned As |
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Adds a hidden ability to all allied creatures in neighboring tiles with an elevation difference of up to 3. |
200 |
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Bonecrusher | Description | JP Required |
Learned As |
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If the unit receives damage and is in critical condition, deals damage in return based on the unit's maximum HP. Attack range is determined by the equipped weapon. |
200 |
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Bravery Surge | Description | JP Required |
Learned As |
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Upon receiving a physical attack, increases the unit's bravery for the duration of battle. |
700 |
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Brawler | Description | JP Required |
Learned As |
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Delivers more powerful bare-handed attacks, even if not a monk. |
200 |
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Concentration | Description | JP Required |
Learned As |
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Ignores the target's physical evasion, ensuring that physical attacks always hit. |
400 |
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Counter | Description | JP Required |
Learned As |
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Upon receiving a physical attack, strikes back with the standard Attack command. |
300 |
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Counter Tackle | Description | JP Required |
Learned As |
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Upon receiving a physical attack from an adjacent unit, counterattacks with an ability equivalent to Rush. |
180 |
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Critical: Quick | Description | JP Required |
Learned As |
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If the unit receives damage and is in critical condition, the unit's next turn will come immediately. |
800 |
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Critical: Recover HP | Description | JP Required |
Learned As |
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If the unit receives damage and is in critical condition, fully restores the unit's HP. |
500 |
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Critical: Recover MP | Description | JP Required |
Learned As |
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If the unit receives damage and is in critical condition, fully restores the unit's MP. |
400 |
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Cup of Life | Description | JP Required |
Learned As |
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When HP is restored, distributes any excess among all allies. |
200 |
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Defense Boost | Description | JP Required |
Learned As |
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Increases the unit's defense against physical attacks. |
400 |
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Doublehand | Description | JP Required |
Learned As |
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Allows the unit to wield a single-handed weapon with both hands. Certain weapons can be equipped in this manner, greatly increasing their attack power. |
900 |
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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.