

This may seem like a job without much to do, but once you're rolling in all the Technicks at its disposal it has a fair amount to take care of. Otherwise, your Archer character's stats will suffer in the long run. With only 1 Magick Lore and 2 Battle Lores to augment the Archer's stats, it has to be paired with a class with heaps of lore of one or the other to be effective.
FINAL FANTASY XII ZODIAC AGE TCHIA UPLANDS FULL
FINAL FANTASY XII ZODIAC AGE TCHIA UPLANDS LICENSE

There are, of course, things to know about that system you need to bear in mind when thinking up parties: Technick key Character stats Other guide linksĪs mentioned, whether you've played the original game or the IZJS version, the duo classing system in TZA adds some more depth to your character customization. Past that we have a table with all the Espers and what they give each class, and lastly a key to what many Licenses mean as well as what the Technicks do. There is one for each job, listing out the licenses it receives as well as optional ones from Quickenings and Espers (only one character to an Esper!). There are several sections to this guide. Licenses are your primary source of character customization in FF12, and with the job classes, it's important to know who grants what before making your job decisions.

This guide will give you an overview of what each class does and is good at, along with a list of the licenses they have available. If you've never played at all before, you're in for a whole new world of confusion. If you played IZJS, this version brings the new duo classing system to give your parties even more flexibility. If you played the original game, The Zodiac Age brings a host of job classes to mull over and decide between.
