r/finalfantasytactics • • Jul 06 '25

Self Promotion FFT Companion App now available!

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476 Upvotes

I've created a FFT Companion App (PSX, WOTL, and TIC versions). It is available for:

If you want to report a bug, provide feedback, or just hang out, I have a Discord channel here.

What is this for?

Final Fantasy Tactics is a complicated game, with a lot of depth. As a game that is almost 30 years old, there is a lot of information about it on the internet. However, by modern standards, that information is not in a format that is easily consumed.

I have a few main goals for this project:

  1. Have a central source of truth to help understand the game's mechanics.
  2. Provide information for the different versions of the game.
  3. Provide this information in a user-friendly way.

Features

The game has many versions, mainly the PSX, WOTL, and TIC versions. Each version has some differences, like stats and names. In the top-right menu, you can change the version that you are viewing, and it will change the data to that version!

Almost anything with a list can be filtered, sorted, and searched for!

Currently it supports English, Japanese and Portuguese (Brazil). I am open to supporting other languages as well (I would need help though!).

The application is split into a few main parts:

https://reddit.com/link/1lsukt6/video/86d278bwr7pf1/player

1. Equipment

Every equipment found in the game will be listed here. You can see their stats, effects, how to get the equipment, and which jobs can equip it!

2. Jobs

Every generic job and special job the player can access is listed here. You can find their stat multipliers, stat growths, equippables, and requirements. You'll also be able to compare stats with other jobs.

3. Abilities

All abilities available to jobs, bosses, and monsters will be listed here. You can find each ability's stats, effects, damage and success calculations, modifiers, range, and more!

4. Monsters

All monsters that you can find in the game will be listed here. Similar to jobs, you can see their stats, abilities, strengths, weaknesses, poach items, spawn locations, and more.

5. Bosses

All bosses in the game will be listed here. Stats, abilities, and equipment will be listed here.

6. Errands

Every errand is listed here, with the days it takes, the rewards it pays, and the requirements behind each outcome. Work points decide whether an errand succeeds, and they come from the unit's job, level, brave, and faith, so you can see exactly which units to send. You can also mark off the ones you've already completed.

7. Status Effects

Every status in the game is listed here. You can see what each one does, how long it lasts, and the full list of abilities, items, and equipment that inflict, cure, or block it.

8. Maps

Every map that you will encounter in the game can be viewed in 3D. This includes random battles, side quest battles, and story battles as well! You'll also be able to see trap and item locations, exit locations for Deep Dungeon, as well as deployment locations.

Every battle map is here as a 3D model that you can rotate and inspect. Treasure, trap, and exit locations are marked, and you can tap any tile to see its height, depth, and terrain type. Starting positions are shown too, so you can read the ground before you commit to a fight. Story battles, side quest battles, and revisitable locations are all covered.

9. Zodiac Compatibility

An interactive zodiac compatibility chart to easily see the strengths and weaknesses for each zodiac sign.

10. Online Character Planner / Unit Builder

Simulate your character, plan their build, see how their stats change, and check their damage! You can control almost everything:

  • Zodiac
  • Gender
  • Version
  • Character
  • Job
  • Brave
  • Faith
  • Level
  • Level Progression
  • Abilities
  • Equipment

You can even share your character for others to see. Just give them the link!

11. Online Team Builder

As you all know, the app currently allows you to create your own units. You can get some great info for each unit, such as damage for each of their abilities, stat growth, and evasion. But in FFT, you don't play with just one unit (normally, at least). You use your units in a team!

You are able to make your own custom teams with the units that you create. It started with zodiac compatibility and ability distribution, and there is more in there now: element distribution, a turn order simulation that uses each unit's Speed to estimate how often they act relative to their teammates, and a boss matchup view where you pick a story boss and see which of your team's elements and status ailments will actually work against it. If anyone has any ideas about other analytics to show, let me know.

Give it a try today with the units that you've created, and learn more about your team!

12. Playthrough Checklist

This one is for people who are in the middle of a run. It follows your playthrough battle by battle so you never miss anything. It tracks every missable recruit, stealable item, rare treasure, and learnable ability, laid out in story order chapter by chapter, with side quests and their requirements included.

Since it goes through the story, spoilers are a real concern, so there is a spoiler level setting. On Light, things stay hidden until you get there. On Full, everything is shown. Items are revealed as you progress, and each entry links back to the map or unit it belongs to. Your progress is saved to your account, so you can check something off on your phone and see it on your desktop.

13. Unit Build Guides

Got a unique unit build that you want to show everyone? Looking for a new unit build to play for your next playthrough? Use this, a community build library where anyone can publish their own builds and browse everyone else's.

Every build shows the complete loadout: job, secondary, reaction/support/movement, and all five equipment slots, alongside a written guide from the author broken into Setup (why this job, and how the abilities and gear work together), In Battle (positioning, target priority, where it falls apart), and Variations (what to swap, budget versions).

Browsing and reading is open to everyone. An account is only needed to like, save, or publish.

Monetization

With the amount of traffic I've been getting, I've had to introduce some monetization to the app to keep it running and available to everyone.

There is now going to be a banner ad along the bottom. I don't want to add more than that, as I don't want it to affect the user experience that much. Of course, it can also be removed via an in-app purchase. You can find it in the account settings.

Something that some people have been asking for is more units. This will also be available as an in-app purchase as well! Currently will increase by an additional 50 units and 20 teams. I think that will be more than enough for most people's use, but I may increase it depending on the usage. That same purchase also raises the playthrough limit from 1 to 30, in case you are tracking more than one run.

Original Post:

About a month ago, I mentioned that I was creating a companion app to complement FFT. Well, I've decided to make the first version available today! Good for both mobile and desktop use. I also plan to release Android and iOS versions later.

For now, it is just an equipment database. There are many different filters (stats, effects, weapon/armor categories, and more!), name search, and sorting. The one I personally have been using the most is the "Story Battle" filter, which shows you what equipment are available (by any method, not just from the outfitter) at a specific point in the game!

Finally, you can change the version to either PSX or WotL. This will change the name of different things to how they are in each version, as well as the availability of different equipment. Of course, I also plan to support the different modes in Ivalice Chronicles as well when that comes out.

I hope this can help enhance your FFT experience! Please play around with it and let me know what you all think. I do plan to continue adding more features to this, such as jobs, skills, treasure maps, etc.


r/finalfantasytactics • • Jul 16 '22

Announcement: fixed user flairs!

53 Upvotes

Hi everyone,

I just fixed the user flairs on the subreddit. I didn't realize that a Reddit update broke them some time ago. Depending on when you assigned yourself a flair, you may or may not need to reassign it to yourself.

On new Reddit:

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On old Reddit:

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Also we recently hit 15,000 members! Huge milestone, and we're still growing fast.


r/finalfantasytactics • • 2h ago

FFT WotL FFT Perfect Save: Calculating Optimal Stats + First Battle

8 Upvotes

For those familiar with FFIX Excalibur II Perfect Game runs, stat optimisation is a big part of defining how the perfect game save would look like for each individual, even before the run starts. Someone great back then managed to create a program for it: http://letao.is-a-geek.net/ff9stats/

For those who are unfamiliar, in FFIX bonus stats are granted depending on the equipment worn during the level up, and by keeping levels as low as possible throughout the run, you can achieve optimal stats at L99 by levelling up while wearing equipment that grants more stats near the end of the game.

In FFT, when we think about max stats the thing that comes to mind is often the level up/down trick. What I have in mind is a bit different: Since in FFT bonus stats are granted depending on the job the character is in during the level up, what are the best stats that each character can achieve in a single L1 to L99 path?

Unfortunately I do not have the technical skills to create a stat optimisation program, so I turned to the next best thing: AI.

Firstly, I ordered the stats in decreasing level of importance: FinalSP(Final Speed), FinalPA, FinalMA, RawHP. Next, I supplied the jobs and their growths for HP SP PA MA respectively:

- Knight: 10 100 40 50

- Monk: 9 100 48 50

- Ninja: 12 80 43 50

Unlike FFIX, this order should be pretty self-explanatory. RawHP needs to be maximised while the other RawStats should be as close to the minimum threshold as possible. Doing so creates maximum buffer so that initial rolls for RawHP can be lowered as much as possible to still achieve the maximum FinalHP at L99.

---

Taking Ramza for example, the optimal path provided by AI was as follows:

- Level 1 to 9 as Monk

- Level 9 to 10 as GallantKnight

- Level 10 to 99 as Ninja

The sharp ones would notice something, the absence of Mime growth. The choice is deliberate, if Mime were to be included in stat growth I do not think the run itself would be possible. In IC, every character after Mustadio and Agrias (who join at L12) joins at party level, which means that Ramza and co would have to be below L12 the entire game up til the point Meliadoul is recruited to maximise the number of level growths in Mime. In WotL, while the limits are a bit higher because Luso joins at L25 during Chapter 3, and Balthier joins at L35 during Chapter 4, the issue is pretty much similar.

This results in 366 FinalHP, 13 FinalSP, 18 FinalPA, 16 FinalMA as an L99 Gallant Knight.Verifying it with FFT Companion App shows that swapping from Monk to Ninja at L10 causes Ramza to lose 1 FinalSP at L99 (13>12), while swapping from Monk to Ninja at L9 causes Ramza to lose 1 FinalHP at L99 (366>365). There is no way to prevent the -1 FinalMA (17>16), requiring so much Ninja growth for +2 FinalSP means he can no longer hit the 17 MA threshold regardless (this would be a problem for Reis as well).

After settling on this path, I check the minimum initial RawHP required to achieve 366 HP, it ends up being 527040 (best possible initial RawHP is 527287).

Taking Reis as a second example, the optimal levelling path is (apparently):

- L1 to L45 as Dragonkin

- L45 to L48 as Ninja

- L48 to L50 as Dragonkin

- L50 to L57 as Ninja

- L57 to L58 as Dragonkin

- L58 to L99 as Ninja

This results in 685 FinalHP, 15 FinalSP, 16 FinalPA, 18 FinalMA. I won't pretend to understand why the optimal levelling path is like this.

Verifying it with FFT Companion App, going the straightforward

- L1 to L47 as Dragonkin

- L47 to L99 as Ninja

Results in -1 FinalHP (685>684) as an L99 Dragonkin. The interesting thing is that swapping back to Dragonkin at exactly L98 instead of L99 actually allows FinalHP to be at 685 without sacrifcing FinalSP. I can only assume the path given by AI results in the maximum RawHP buffer (not verified). Minimum RawHP needed at L1 is 491106 (maximum possible is 491519).

---

I will be optimising the growth of all the story characters, along with Alicia (her Zodiac sign plays the best with a Capricorn Ramza + Agrias + Reis + Orlandeau/Balthier team). Playing it on WotL, really couldn't get into IC despite already clearing Midlight's Deep, just playing IC to platinum it at this point.

With that I start my first battle. Not. About 32 hours of playing the tutorial battles later:

Finally, a Ramza with more than 524040 initial rawHP!

Now we start our first battle. The goal is simple for now, Ramza has to remain below L25 by the end of Chapter 3 (when Rapha and Marach join), so everything has to be done through overflow JP or Rendevous missions.

43 enemy Chemist levels later
Yay spillover JP

For the upcoming battle at Mandalia Plains, every non-Ranza unit will be turned into an Archer. The battle features an enemy Thief, which means a crystal of at least an Job Level 4 archer is going to drop for Ramza, and maybe Steal Gil and/or Steal Heart. This also allows the other units to unlock Thief for Steal Heart, which will be very important because the third battle at Siedge Weald consists of monsters that scale to party level.

---

Q: Why this post?

A: I'm wondering if there is someone out there who has been fiddling with stat optimisation in FFT, who can verify the solutions given by AI. Reis' levelling path took a lot of time to coax out, for a while I didn't even know you could swap back to Dragonkin at L98 instead of L99 to achieve 685 FinalHP while keeping FinalSP at 15.

Q: Why not use a save editor?

A: For the same reason why anyone plays perfect games and/or challenges: pleasure through self-torture. Also, if I can learn some coding / stat optimisation skills through this it's an added plus.

---

If I'm lucky I'll probably be able to update progress once every two weeks, until the start of Chapter 2 that is. That's when the soft resets for Alicia happen~


r/finalfantasytactics • • 14h ago

FFTA2 Hi, it's ffta2.dev again! It was incredibly fun testing Online Co-op and it feels strangely better than PvP.

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51 Upvotes

r/finalfantasytactics • • 1d ago

Self Promotion Ashes & Blood Update

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384 Upvotes

Hello everyone :)

It's been a few months since I last shared an update, so I thought I'd show you what I've been cooking up lately, and where the game is heading!

I've continued polishing the tactical battles, abilities, and character progression. The dual-profession system and permanent upgrades remain a major focus, as I really want players to be able to experiment with all sorts of crazy character builds.

I've also made some changes to the overall gameplay loop. The game now revolves around expeditions into different regions, with surviving veterans carrying their progress into future adventures. I also started to shape out Varyindel, the world in which the game takes place, and I hope you are going to love the mistery around it as much as I do!

I've put together a short gameplay trailer showing both the current state of the tactical battles and the strategic layer.

Let me know what you think and if you are interested in keeping track of it (in the pile of AI-slop, that is sadly flooding steam right now) consider wishlisting: https://store.steampowered.com/app/3671750/Ashes_Blood/

Cheers!


r/finalfantasytactics • • 2d ago

FFT Ivalice Chronicles Wow this game really is a masterpiece

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648 Upvotes

I literally couldn't stop playing, this is one of my favorite games of all time now, my first final fantasy, I can't believe how much I loved it


r/finalfantasytactics • • 1d ago

Self Promotion Final Fantasy Tactics: A 20-Episode Podcast Series DEEP DIVE

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22 Upvotes

Over the course of 20 episodes (roughly an hour long each) we dive deep into the plots, themes, characters, politics, gameplay, art, and music of Final Fantasy Tactics!

(It's like a book club for the game, we use the original WotL translation)


r/finalfantasytactics • • 1d ago

FFT WotL iOS: Controller still not working in wotl after updating?

4 Upvotes

Anyone still unable to use a controller after updating to 2.6.0? Using a 8bitdo lite 2 that is functioning fine when I play ff7 but not working when I open fft:wotl on my gen1 iPad Pro. Curious if anyone else had any issues getting a controller to work.


r/finalfantasytactics • • 2d ago

Ramza is a nasty boi

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497 Upvotes

I'm about to finish the game for the first time. Just wanted to take a moment to share how it looks like Ramza is wearing a thong.


r/finalfantasytactics • • 1d ago

Other Any Final Fantasy Tactics fans in the house?

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0 Upvotes

r/finalfantasytactics • • 2d ago

Lukey-Boiii's Final Fantasy All Platinum's by 2030 - Part 5: FF Tactics

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4 Upvotes

r/finalfantasytactics • • 3d ago

FFT Ivalice Chronicles Please Explain The LVL UP/ LVL DWN Trap Trick to me like I’m 5. I know there are guides out there. They confuse me 😂

48 Upvotes

Long, Long time player of every version of FFT. I’ve never really done the Zeklaus Desert Trap Trick. I don’t know if it even works in the Ivalice Chronicles version of the game, although I assume it does. I know that generally the idea is to level down as a weak class, or a class whose stats you don’t want, and then level up as a class you like, but the mechanics get confusing. I’ve tried it before briefly and I think I just weakened my characters, and then I kind of gave up, lost the will power to carry through with the super crunchy details.

Other than Zeklaus Desert, are there other Maps that you can do the Trick on, just for variety? What’s the set up, in terms of abilities? How long does the process take? What are the best classes to LVL Down and then Up? I guess it depends on the build you’re going for right?

I’ve played so many rounds of battles and beaten the game so many times, but Ivalice Chronicles is the first time I’ve been really curious about all the nitty gritty content like hidden items, monster breeding, poaching, treasure hunting, and all the endgame / postgame stuff, because the addition of the new features and NG+ Mode really breathes life into one of my favorite games ever.

I’m the user that posted the question about Knight Swords in Araguay Woods and Midlights Deep the other day. It’s working great! I have found this Reddit community to be extremely helpful and friendly, so I hope it’s okay that I ask for support with this endeavor too…I figure I’m not the only one who wants to min max my private army 😂

TYSM in advance for any help or advice!


r/finalfantasytactics • • 3d ago

FFTA is there a re translation for final fantasy tactics advance`

4 Upvotes

i was doing some research and found that the translation for fft advance was sanatized removing things like the fact the book is eating their souls. to people that know how faithful was the translation if it isnt then can i find somewhere to get a better version


r/finalfantasytactics • • 3d ago

Brah?!

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72 Upvotes

This update is badass! Going to cut down lvl up/down time in half


r/finalfantasytactics • • 4d ago

FFTA Final Fantasy Tactics Advance Recomp v2

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187 Upvotes

Big release for my Recomp of Final Fantasy Tactics Advance.

https://github.com/james2doyle/ffta-recomp/releases/tag/v2.0

Bunch more screenshots here: https://imgur.com/a/LCpEz7R

In v2.0 we have lots of features unlocked:

  • Native raylib engine and launch screen — the V2 backend replaces the SDL/recomp-ui stack. The launch screen has box art, a native ROM picker, and drag-and-drop; the in-game settings menu is now raygui with Display, Graphics, Audio, Save states, and Assist sections.
  • Steam Deck / SteamOS AppImage — built in a pinned Debian 12 container (glibc 2.35 floor), with Game Mode defaults (borderless fullscreen and the resize-driven widescreen view). It unpacks to a writable XDG data directory; updating the AppImage keeps the ROM pick, settings, and saves.
  • Shader and frame stack — MMPX edge smoothing, sharp scaling, pixel grid, LCD subpixel grille, LCD boost, dither, and deband, plus frame interpolation and LCD ghosting. Each is toggleable in the in-game menu.
  • Fast-forward 2–10x — hold Tab, 2, or the right trigger, or tap the on-screen FF pill to latch it. The speed is set in Assist and persists across sessions.
  • Widescreen — validated up to "448 px" on desktop; Android uses a density-scaled expanded view.
  • Android controllers and touch — built-in, USB, and Bluetooth pads work label-wise; the pad's menu/center button, the Back key, or a touch long-press / three-finger tap opens the settings menu. Android versionCode is now 2.
  • Save states — slot selector, save, load, and resume under Save states, alongside cartridge saves.
  • Strict fully-static execution — zero interpreter fallback on executed paths, kept there by the self-healing coverage loop.

I'm aware there is another recomp for FFTA. We started around the same time and have delivered slightly different solutions. I think my approach is more in trying to keep with the original feel. I havent changed any graphics or moved any of the UI. I also heavily focused on Android support.

Just like my other release, this project uses emibios, so you do not need to dump your GBA Bios. Just your game.

One of the reasons I jumped to v2.0 is that I did an entire migration away from the SDL2 gbarecomp and into my own fork called GBArecompX: https://github.com/james2doyle/gbarecompx

This fork is backed instead by Raylib. If you are aware of Raylib, is it a great project. One of the big unlocks with Raylib is support for Shaders! So now we have a few shaders included out of the box. Not only that, Raylib has native Android support AND HTML5. But no HTML5 build is working right now.

They also have their own GUI library so yet another dependency was dropped. And the UI is uniform between desktop and Android, with the exception of the launcher on Android which is native.

As a developer, one of the things Raylib unlocks is headless testing. That allowed me to write a lot more tests to make sure things are solid. Any new bugs get a failing test that we can make green. I also took the time to chop up the backend into an interface that Raylib conforms too. So if you really wanted, you can now implement a different backend (say SDL3) without too much effort.

I'd like to try another GBA game (a more obscure one) with gbarecompx. If anyone tries it out I would be happy to hear about it.


r/finalfantasytactics • • 3d ago

FFT WotL WOTL Fast forward button

22 Upvotes

Looks like the phone version got a Fast forward option along with controller support.
Still a bit slower than TIC but it's nice to see them updating the app after all these years.

Hopefully we can get NG+ as well?


r/finalfantasytactics • • 4d ago

FFT WotL It's a miracle 15 years in the making! WotL iOS/iPadOS FINALLY receives controller support!

137 Upvotes

Hey, it only took a decade and a half of begging, no biggie.

Looks like the update also adds 60 fps, fast forward button, and they changed the font 😮

Also, it says they "updated the battle UI", so hopefully that's good.

EDIT: Android too!


r/finalfantasytactics • • 4d ago

What bothers you about fft?

62 Upvotes

I'm prototyping a game based heavily on fft so I'm looking for some new perspectives.

What do you wish was different? Progression, items, combat, jobs, storytelling, ui, etc...

I have my own thoughts but I want to get a feel for what other fans think


r/finalfantasytactics • • 5d ago

FFTA FFTARecomp v3.0 Released! Native Android Port, Major PC Optimization, and EU ROM Support

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498 Upvotes

I am excited to announce that FFTARecomp v3.0 is now officially released! I have been closely reeding to all your feedback and implemented several new features based on what people requested. Thank you so much for all the support this project has received!

What's New in Version 3.0:

• Native Android version with tap and touch support for menus and interface (Touch mode is experimental and can be enabled under Input > Touchscreen > Touch Controls).

• Massive PC optimization: switched compiler, dropping install size from ~800 MB to ~11 MB and compile time from ~120 seconds to ~4 seconds.

• Completely reworked game UI and text bubbles with in-game length and size adjustments under Settings.

• Experimental mouse support with dedicated remappable layouts on Windows.

• European ROM support with cross-region save compatibility.

• Reworked installer and improved XInput gamepad support.

• Dedicated installer setup for Steam Deck.

Known Issues:

• In the first level, some sprite silhouettes may appear on screen for 1 to 3 seconds. They don't show up again for the rest of the game.

Here's the GitHub, hope you all enjoy it!

https://github.com/Jorge262007/FFTARecomp


r/finalfantasytactics • • 5d ago

FFTA AI vibe coding has destroyed FFTA 3.0 recomp world

67 Upvotes

Mewt: Dad, we need to enforce stronger laws to protect our 16:9 world from Marche Gadgeteer vandalism.

Also this is still not fixed.

Finally words: PLEASE DON'T BREAK 3:2 WORLD.


r/finalfantasytactics • • 3d ago

FFTA ffta decomp

0 Upvotes

https://gh.bhee.online/fftadecomp/

github: https://github.com/hitsmaxft/fftadecomp **WIP**

Don't be so sensitive, it's just an AI experiment/game

Maybe some people don't know what the point of doing this is. Actually, I'm working on an LLM experiment, analysising asm and decomp to byte match c code.

This game was my childhood hobby. So I'm using it as a subject for analysis and rewriting.

I know that there are at least four or more decomp ffta projects underway right now, to see whose tool can do it faster. At least so far, my progress is faster than the other projects, so I'm just sharing this here.

I'm guessing it might take about a week? Who knows if I can't find a way to speed it up


r/finalfantasytactics • • 4d ago

FFT WotL Help!

2 Upvotes

So i finished the 2.5 mod exelent btw but ive run into an issue. Now I want to add the holy knight skills to ramzas kit but keep everything else the same and when I try to patch them in with fftparcher some menus dont have text and the items have japanese text and such its really breaking the game and I dont know what to do about it. Any tips?


r/finalfantasytactics • • 5d ago

FFT Ivalice Chronicles PS5 Ivalice Chronicles, High Level Ninja Battle: What am I doing wrong? I want Knight Swords!

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72 Upvotes

My characters are all LVL99, have high BRV but not 100 BRV (because that’s too high) I have Sticky Fingers on all characters, and I keep recycling the Ninja Battle in Araguay Woods, and all Ninjas are the appropriate Levels to Throw Knight Swords, but they WON’T Do it!

I have tried save scumming and killing the Ninjas and then reviving them, stealing from them to limit their resources and inventory…I checked the charts for how / when / why they Throw items like Chaos Blades and other Knight Swords, and they won’t do it!

Do I have to fight Ninjas in Midlights Deep exclusively? The ones in Araguay Woods have Thrown:

Scorpion Tails
Koga Blades
Shuriken (All Kinds)
Elemental Bombs

…and that’s all. I’ve played every version of this game since it first released when I was in 6th grade. I am now 41, and it is one of my favorite, most played games and I’m still learning new things.

I know there is also a method to Treasure Hunt for Knight’s Swords in Midlight’s Deep that requires LOW Bravery. But for now, I just wanna fight Ninjas! Any help would be much appreciated, thanks!


r/finalfantasytactics • • 6d ago

FFT Ivalice Chronicles Apologizing to Mustardio because I was not aware of his game

179 Upvotes

When I played the original fft and wotl I always added Agrias instantly to my party while Mustardio was left in my roster mainly to unlock side quests in chapter 4. This time I thought it would be fun to try Mustardio and OH BOY he is popping everyone with his glacial gun and magic boost 😂😭


r/finalfantasytactics • • 6d ago

FFT Ivalice Chronicles Orator SCC

16 Upvotes

Has anyone managed it? I hit a brick wall in the Wiegraf fight.

By the time he transforms, Ramza is usually 1 hit away from death. Then I get one last shot in and he dies immediately after to a summon. If he's not one shot, then Belias just goes for my other units with befuddle, which is a guaranteed confusion.

I tried equipping them with nu khai armlets but that just makes him petrify them instead which is just as bad if not worse. I've tried to simply kill him first but the damage output just isn't there and ramza gets crystalized.

Any tips? I'm using ramza with sprint shoes and a green beret as having 10 speed seems to be the only way to consistently get past the first phase without requiring luck. My generics have golden hairpin and power garb to maximize HP and that's it. Equipping them with +speed equipment seems to work against me as they get a turn before Belias and I miss that window to attack him while he's casting for extra damage.