Game wiki · Game Boy Advance · 2003

Final Fantasy Tactics Advance

A guide to Ivalice and how the game plays: the five races and 34 jobs, abilities learned from equipment, battles refereed by judges, laws and penalty cards, clans, and around 300 missions.

The title screen: the Final Fantasy Tactics Advance logo over a castle in a golden sky, with Push START
Title screen

Overview

Final Fantasy Tactics Advance (FFTA) is a turn-based tactics game. You lead a clan of up to two dozen fighters across Ivalice. You take missions from town pubs and fight engagements on isometric maps, where units move on a grid and act in turn order.

Three systems set it apart from other tactics games:

  • Judges and laws. Nearly every battle has a judge who enforces the day's laws: forbidden weapons, elements or actions. Breaking one earns a yellow or red card, and enough cards send a unit to prison.
  • Abilities from equipment. Weapons and armor carry abilities. Fight while wearing them to earn ability points (AP), and once an ability is mastered the unit keeps it.
  • Race decides jobs. Humans, bangaas, nu mou, vieras and moogles each have their own set of jobs. Advanced "expert" jobs open up as a unit masters abilities in the basic ones.

Between battles you build the world map yourself, placing each new location's symbol where you like. Rival clans fight you for turf, and the in-game news reports on all of it.

A moonlit sky behind clouds, with the words It was a day like any other
“It was a day like any other…”
St. Ivalice at night under falling snow
St. Ivalice at night
A snowy street with a red car and a figure under an umbrella
A snowy street
A brick house at night with a cat on the steps
A house at night
A bedroom with a bed and a desk
A bedroom

Story

Marche is the new kid in the snowy town of St. Ivalice. After a snowball fight at school, he and his classmates Mewt and Ritz find an old book. That night, the town wakes up as Ivalice, a world of magic, clans and laws. Each of them gets something they wished for. Marche wants to go home.

Plot details (spoilers)

Marche joins a clan with the moogle Montblanc and learns that Ivalice is held together by crystals, each guarded by a totema. Destroying the crystals would restore the real world. Mewt has become the prince of Ivalice. His late mother returns as Queen Remedi, and his father Cid is the Judgemaster. Marche's brother Doned can walk in Ivalice and has no wish to leave.

Along the way the clan crosses Clan Borzoi, the Redwings, the royal mage Babus, the nu mou card-maker Ezel, who deals in antilaws, and the palace enforcer Llednar. The road ends at Ambervale, where the queen's true nature, and that of the book, is revealed.

Story-mission titles from the game's mission table trace the arc: Snowball Fight · Another World · Cid's Message · Meeting Doned · I'm Ezel! · Llednar · With Babus · Ritz's Offer · Left Behind · Decision Time.

Portrait of Marche: blond hair, blue eyes, a white scarfMarcheThe new kid in St. Ivalice, and the hero
Portrait of Mewt: curly brown hair, a green hooded jacketMewtA shy classmate who finds the book
Portrait of Ritz: long red hair with a clipRitzA classmate who speaks her mind
Portrait of Mr. Leslaie: short blond hair, a grey collarMr. LeslaieThe teacher who starts the snowball fight
The school yard in snow, with the banner Team Activity: Snowball Fight!
The first battle is a school snowball fight, played with the same rules as every engagement after it.
The name entry screen with a letter grid and Marche's portrait
Naming the hero. Marche is the default name.

Principal characters ROM

  • Marche
  • Mewt
  • Ritz
  • Doned
  • Montblanc
  • Remedi
  • Cid
  • Babus
  • Ezel
  • Llednar

Races

A unit's race fixes which jobs it can take and which totema it can summon. The game's help text puts it plainly:

Human

11 jobs · totema: Ultima

Balanced, with the widest range of jobs: soldiers and paladins, thieves and ninjas, mages of four kinds, archers and hunters.

Bangaa

7 jobs · totema: Adrammelech

Lizard-like and physically strong. Warriors and dragoons, armored defenders and gladiators, monks, bishops and templars.

Nu Mou

8 jobs · totema: Exodus

Long-lived scholars with strong magic: time, illusion, alchemy and sage magic, plus monster-handling beastmasters and morphers.

Viera

8 jobs · totema: Mateus

Swift, perceptive forest dwellers. Fencers, elementalists, red mages, summoners, archers, assassins and snipers.

Moogle

8 jobs · totema: Famfrit

Small and inventive. Animists, mog knights, gunners, jugglers and gadgeteers, plus thieves and mages.

Monsters form a sixth group. They can't change jobs, but they can be captured into the Monster Bank, controlled by beastmasters, and morphed into by morphers.

Jobs

Every race starts with a few basic jobs. Mastering abilities in those jobs unlocks expert jobs:

A unit uses its current job's command set, plus one secondary command set from any other job it has learned abilities in. Its job also shapes how its stats grow at each level.

Every job in battle ROM

The standing sprite for each of the 42 race and job pairs, decoded from the game's own sprite data and palettes. The same job looks different on each race.

Human

Human Soldier battle sprite
Soldier
Human Paladin battle sprite
Paladin
Human Fighter battle sprite
Fighter
Human Thief battle sprite
Thief
Human Ninja battle sprite
Ninja
Human White Mage battle sprite
White Mage
Human Black Mage battle sprite
Black Mage
Human Illusionist battle sprite
Illusionist
Human Blue Mage battle sprite
Blue Mage
Human Archer battle sprite
Archer
Human Hunter battle sprite
Hunter

Bangaa

Bangaa Warrior battle sprite
Warrior
Bangaa Dragoon battle sprite
Dragoon
Bangaa Defender battle sprite
Defender
Bangaa Gladiator battle sprite
Gladiator
Bangaa White Monk battle sprite
White Monk
Bangaa Bishop battle sprite
Bishop
Bangaa Templar battle sprite
Templar

Nu Mou

Nu Mou White Mage battle sprite
White Mage
Nu Mou Black Mage battle sprite
Black Mage
Nu Mou Time Mage battle sprite
Time Mage
Nu Mou Illusionist battle sprite
Illusionist
Nu Mou Alchemist battle sprite
Alchemist
Nu Mou Beastmaster battle sprite
Beastmaster
Nu Mou Morpher battle sprite
Morpher
Nu Mou Sage battle sprite
Sage

Viera

Viera Fencer battle sprite
Fencer
Viera Elementalist battle sprite
Elementalist
Viera Red Mage battle sprite
Red Mage
Viera White Mage battle sprite
White Mage
Viera Summoner battle sprite
Summoner
Viera Archer battle sprite
Archer
Viera Assassin battle sprite
Assassin
Viera Sniper battle sprite
Sniper

Moogle

Moogle Animist battle sprite
Animist
Moogle Mog Knight battle sprite
Mog Knight
Moogle Gunner battle sprite
Gunner
Moogle Thief battle sprite
Thief
Moogle Juggler battle sprite
Juggler
Moogle Gadgeteer battle sprite
Gadgeteer
Moogle Black Mage battle sprite
Black Mage
Moogle Time Mage battle sprite
Time Mage
JobRacesCommand set ROMSignature abilities

Ability names are as they appear in the game. The selection per job is a representative one, not a complete list.

Abilities

FFTA has four kinds of ability. In the game's words:

TypeWhat the game says
Action (A-ability)“Standard actions, like Black Magic or Monk Tech.” Used from the Action menu; one primary and one secondary set.
Reaction (R-ability)“Dodging or striking back when attacked.” One equipped, triggers on its own (Counter, Reflex, Return Fire, Block Arrows…).
Support (S-ability)“Enhancement abilities such as Double Sword.” One equipped, always on (Doublehand, Monkey Grip, Turbo MP, Immunity…).
Combo“Abilities triggered when an ally uses a combo.” Costs JP; allies with a combo ability join in.

Learning abilities: AP

An ability tied to a piece of equipment can be used only while it's equipped, and only if the unit's job has that ability. Each completed engagement adds AP toward it. When the AP total reaches the ability's mastery value, the ability is learned permanently and the equipment can go.

Combos and JP

Judges award Judge Points (JP) for knocking out enemies. JP pays for combos and totema summons.

All 29 combo abilities ROM

    Totema

    TotemaRaceSummon
    UltimaHumanUltima
    AdrammelechBangaaAdrammelech
    ExodusNu MouExodus
    MateusVieraMateus
    FamfritMoogleFamfrit

    A totema is earned by defeating it in the story. A unit of its race with enough JP can then summon it.

    Morphing

    Engagements

    A battle is an engagement. Units act in an order set by their speed, shown on the Turn Order screen. On its turn a unit can Move and take an Action in either order, then Wait and pick a facing direction. Facing matters: attacks to the side and back hit more often. Status shows a unit's details, and Mission shows the win condition.

    A battle on the snowy map: Ritz's portrait with her HP and MP, and the menu Move, Action, Wait, Status
    Ritz's turn: HP, MP and JP in the panel, and the four commands.
    The same map with blue tiles showing where Ritz can move
    Choosing Move lights up every tile the unit can reach.

    Battle menu ROM

    • Move
    • Action
    • Wait
    • Status
    • Turn Order
    • Mission
    • Laws
    • Law Cards
    • Totema
    • Combo
    • Flee
    • Save Now

    Knocked out, not dead

    With a judge present, a unit at 0 HP is knocked out and comes back after the battle. In the three jagds (Jagd Dorsa, Jagd Helje and Jagd Ahli), lawless zones with no judges, a unit left knocked out at the end of the battle is lost for good. With no judge, there's also no JP and no laws.

    Engage or negotiate

    Laws and judges

    Laws change as the days pass. At any time, one or two are in force, each forbidding something. A judge on a chocobo watches every engagement outside the jagds. A unit that breaks a law is penalized on the spot:

    Yellow card

    “A minor infraction gets you a yellow card.” It goes on the unit's record, and penalties grow with that record.

    Red card

    “A major infraction will earn you a red card.” The unit is removed from the battle and sent to prison.

    “Whichever penalty card you get, it'll go down on your record — and the more cards on your record, the steeper your penalty becomes, so watch out!”

    Prison

    Prison menu options in the game: Release, Pardon, Bail, Sentence. Some units carry Prison Exemption: “a special law that turns all their red cards yellow! You can tell one by the ribbon they wear… the lucky bums.”

    Law ranks and cards

    Laws are ranked by strictness: “[R7] laws are easy,” and each rank above is harsher. Collected law cards change the rules:

    • White cards add a law.
    • Black cards, or antilaws, cancel a law: “and the judges can't do a darn thing about it!” Antilaw cards come in ranks matching the laws they can cancel.
    • Blank cards appear later, and the news blames them for laws springing up everywhere.

    Cards are bought, won and traded at the Card Keeper. Some abilities also act on laws: Lawshift, Judgement, Advanced Law.

    What laws can forbid ROM

    The game's law table names everything a law can forbid:

    CategoryEntries
    Ability setsSkills, Techniques, Color Magic, Chivalry, Prayer, Defend, Elementals, Hunt, Charge, Time Magic, Aim, Sharpshoot, Gunmanship, Steal, Corner, Control, Morph, Call, Summon, Items
    ElementsFire, Ice, Lightning, Holy, Wind, and others
    ActionsGanging Up, Full HP, Copycat, Fight, Target Area, Target All
    Weapon typesSwords, Blades, Sabers, Knightswords, Greatswords, Broadswords, Knives, Rapiers, Katanas, Spears, Instruments, Knuckles, Soul, Missile, Staves, Rods, Maces, Bare Hands
    NumbersLaws on damage and healing amounts, and on healing at all
    Status effectsPetrify, Frog, Poison, Confuse, Berserk, Silence, Charm, Addle, Slow, Stop, Shell, Protect, Haste, and status effects in general
    TargetsDamaging a Human, Bangaa, Nu Mou, Viera, Moogle, or an animal
    OtherLaw Cards, and color magic

    Missions built around odd laws show the idea: No Arms Rule · Kissing Rule · Immunity Pass · No Full HP · No Literacy · Favoritism · No Answers · No Jumping.

    Status effects and elements

    StatusEffectCure
    KOOut of the fight at 0 HP; recovers after battle when a judge is presentPhoenix Down, Raise, Life
    PoisonLoses HP every turnAntidote
    BlindPhysical attacks usually missEye Drops
    SilenceCan't cast spellsEcho Screen
    FrogTurned into a frog: weak, few abilitiesMaiden Kiss
    PetrifyTurned to stone, can't actSoft
    SleepCan't act until hit or it wears offWears off
    Confuse / Berserk / CharmActs on its own, attacks wildly, or fights for the other sideWears off; Cureall
    Immobilize / DisableCan't move / can't actBandage
    AddleCan't use action abilitiesWears off
    Slow / StopTurns come less often / not at all for a whileWears off
    DoomKnocked out when the countdown ends—
    Zombie (Undead)Healing hurts and damage healsHoly Water
    Haste, Protect, Shell, Reflect, Regen, Astra, Auto-LifePositive: faster turns, less physical or magic damage, spells bounce back, HP every turn, blocks the next status effect, revives once—

    Elements: Fire, Ice, Lightning, Holy, Wind, Earth, Water and Dark. Monsters and equipment can be weak to, resist or absorb each one, and laws can forbid them. Spells come in tiers (Fire, Fira, Firaga) and elemental attacks are everywhere: Elementalist spirit magic, Gladiator spellblades (Fire Sword, Bolt Sword, Ice Sword), Gunner shots (Fireshot, Boltshot, Iceshot) and dragon breaths.

    Clans

    Your clan is your party, your reputation and your business.

    The eight skill levels ROM

    • Combat
    • Magic
    • Smithing
    • Craft
    • Appraise
    • Gather
    • Negotiate
    • Track

    Completing a mission raises the skills it uses, and many missions require a minimum level in one of them.

    Turf

    Holding turf brings discounts and special deals at that area's shops and pubs. The news describes the clan wars over it as “never fiercer.” Rival clans show up on the map; you can engage them or negotiate. Clan Borzoi is the first big rival.

    Linking

    Over a link cable two players can “fight together, trade items, and even trade clan members!” Some trade items only appear at the shop if you link often.

    Missions

    Pubs in each town post requests. The game's mission table has about 380 titles: the roughly 300 numbered missions, plus area-defense requests, wanted posters and race-specific recruitment calls. They come in a few kinds:

    • Engagements: battles, story or side quest, against monsters, clans or bounties.
    • Dispatch missions: send one member away for a set number of days. Success depends on their job, level and the clan's skill levels.
    • Area defense: “Help Giza!”, “Help Kudik!” and the rest, when a monster or clan threatens an area on your map.
    • Encounters: rival clans and roaming monsters met while traveling.
    • Link missions: played together over the link cable.

    Mission items

    Rewards are gil, equipment, AP, mission items, and new location symbols for the world map. Pubs also share rumors and the news; see Lore.

    World map

    The map starts nearly empty. After certain missions you receive a location symbol and place it on any open square. Where you put towns and areas changes travel times and which treasures appear:

    Each area is one of seven terrain types (plains, forest, desert, marsh, mountain, cave or town), and the jagds are a type of their own. Towns have a shop, a pub, a prison, a card keeper, and the Monster Bank.

    Places ROM

    KindPlaces
    CapitalBervenia Palace
    TownsCyril · Sprohm · Muscadet · Cadoan · Baguba Port
    Areas
    Jagds (lawless)Jagd Dorsa · Jagd Helje · Jagd Ahli
    Final areaAmbervale

    Time passes as you travel: each step on the map takes a day, and dispatched members come back after a set number of days. The months have names; the ones in the game's text include Kingmoon, Madmoon, Sagemoon, Huntmoon and Bardmoon.

    Equipment and items

    Each unit has slots for weapons, a shield, headgear, body armor and accessories. Which gear a job can equip decides which abilities it can learn. Weapon type matters for laws too: a day that forbids Swords empties a lot of hands.

    CategoryCount ROMExamples

    Weapon types ROM: Swords, Blades, Sabers, Knightswords (paladins), Greatswords, Broadswords, Knives, Rapiers (fencers), Katanas, Bows and Greatbows, Spears, Instruments (animists), Knuckles (white monks), Souls (morphers), Guns (gunners), Staves, Rods and Maces. Many weapons have a Mythril version, and famous names appear across types: Excalibur, Ragnarok, Masamune and Masamune 100, Zanmato, Kikuichimonji, Onion Sword, Max's Oathbow.

    Consumables

    ItemUse
    Potion · Hi-Potion · X-PotionRestore HP, in increasing amounts
    EtherRestores MP
    ElixirFully restores HP and MP
    Antidote · Eye Drops · Echo ScreenCure poison, blind, silence
    Maiden Kiss · Soft · Holy WaterCure frog, petrify, zombie
    BandageCures immobilize and disable
    CureallCures most status effects
    Phoenix DownRevives a knocked-out unit

    Beyond those, the item list holds over a hundred trophies, medals, ores, hides, foods, books and keepsakes. They're used as mission items, sold, or turned into new equipment. Examples: Magic Trophy, Elda's Cup, Rainbowite, Zodiac Ore, Adaman Alloy, Chocobo Egg, Gysahl Greens, Malboro Wine, Monster Guide, Stuffed Bear, Stradivari, the four Sigils, Helje Key.

    Classes and monsters

    The game's unit-class table lists every playable job together with every monster family and special enemy. Monster families share a sprite and differ by palette: the Goblin and Red Cap, the Bomb and Grenade, the three drakes. Their battle sprites ROM:

    Goblin battle sprite
    Goblin
    Red Cap battle sprite
    Red Cap
    Jelly battle sprite
    Jelly
    Ice Flan battle sprite
    Ice Flan
    Cream battle sprite
    Cream
    Bomb battle sprite
    Bomb
    Grenade battle sprite
    Grenade
    Icedrake battle sprite
    Icedrake
    Firewyrm battle sprite
    Firewyrm
    Thundrake battle sprite
    Thundrake
    Lamia battle sprite
    Lamia
    Lilith battle sprite
    Lilith
    Antlion battle sprite
    Antlion
    Jawbreaker battle sprite
    Jawbreaker
    Toughskin battle sprite
    Toughskin
    Blade Biter battle sprite
    Blade Biter
    Tonberry battle sprite
    Tonberry
    Masterberry battle sprite
    Masterberry
    Red Panther battle sprite
    Red Panther
    Coeurl battle sprite
    Coeurl
    Malboro battle sprite
    Malboro
    Big Malboro battle sprite
    Big Malboro
    Floateye battle sprite
    Floateye
    Ahriman battle sprite
    Ahriman
    Zombie battle sprite
    Zombie
    Vampire battle sprite
    Vampire
    Sprite battle sprite
    Sprite
    Titania battle sprite
    Titania

    Special and boss classes include Judge, Judgemaster, Totema, Li-grim, Battle Queen, Dark Knight, Ark Knight, World Wyrm, Rune Knight, Dread Lord, Swordmaster, the Borzoi Capo and Boss, and clan bosses such as the Hel, Gelm, Kagle and Fes bosses. A few school classes from the opening survive in the table: New Kid, Librarian, Class Head, PE Head, Nurse, Custodian.

    The Monster Bank in town keeps the monsters you capture; you can give them items or release them. Blue mages learn abilities by being hit by monsters, and morphers borrow them through souls.

    Lore from the news

    Pubs carry a running newspaper. These articles are quoted from the game:

    Searchable index

    Every ability, mission and piece of equipment named in the game's tables.

      Sources

      The battle sprites are decoded directly from the cartridge's sprite and palette tables. The other pictures are screenshots of the game running from the same cartridge, taken in the decompilation's native port, with the portraits cropped from dialogue scenes.

      Everything marked ROM, and every quotation, comes from the US cartridge of the game (game code AFXE). It was decoded directly from the game's text and name tables, so the spellings are the game's own, including run-together names such as “SaveTheQueen”. The explanations of mechanics combine the game's help text with how the game is widely known to play. Character relationships, the totema for each race, status-effect details and the per-job ability selections come from that knowledge rather than from a table in the game.