Let's Play Final Fantasy Tactics 1.3 + Complete:An Ironman run through the "FFT 1.3 'Easymode' + FFT Complete" RomHacksRomhack courtesy of FFHacktics.com===>Gameplay Mechanics:Final Fantasy Tactics is a turn-based strategy RPG set in a medieval fantasy world, where you lead a group of individually trained, customizable characters in strategic combat.
Each character can pick a Job to train as, which grants them some innate abilities and equipment options. While fighting and using job skills, the characters gain Experience Levels which increase their physical stats depending on their current job, and gain Job Points which can be spent to unlock more advanced skills for that job. When you've earned enough job points in one job, you may unlock higher-tier Jobs, which grant new abilities. Characters can switch between their available jobs at any time, but Job Point pools are separate for each job.
Job Skills come in several different flavors. Combat Skills are unique to each job, and are usually built around a theme; Chemists learn skills that enable healing items, while Black Mages learn skills that let them cast damaging elemental spells. Reaction Skills are automatically used after a certain trigger, such as being damaged, being targeted by a spell, etc. Support Skills usually open up new options or capabilities for your character, such as equipping non-standard weapons, or making your attacks never miss. Finally, Movement Skills affect your Charcter's movement, such as enabling them to move faster, jump farther, heal when moving, or even fly and teleport.
You can equip one Skill from each of these categories at a time; one group of Combat Skills (such as Item Use, Black Magick, etc.), one Reaction Skill, one Support Skill, and one Movement Skill. Your current Job also grants you access to its group of Combat Skills for free, and may grant other innate abilities in addition to those you've equipped.
Characters can permanently die in combat, if not raised within three rounds of being Knocked Out. In that case, they may leave behind soul-crystals that allow other units to inherit their learned abilities. If a character dies, you can hire new characters at level 1.
Move/Jump:
Your job determines your Jump and Move scores. Your move is how many squares you can travel each round. Your Jump determines the max height you can move vertically each time you move between squares. You can also jump horizontal gaps equal to half your Jump score. Certain job skills and equipment can increase Jump and Move.
Evade:
Your job determines your Base Evade score, which is the single greatest way to reduce damage. This is represented by a percentage, and determines the chance you have to completely avoid being affected by physical (and sometimes magical) attacks. Some skills (like Parry) and some items (like Shields) increase this amount.
Speed:
In combat, the sequence characters act in is determined by each character's speed value. Each character has a personal timer that determines when they can act, and higher speed makes the timer go faster. With enough speed, you can act more than once in a round. It factors into the effect of certain weapon types and abilities too.
Faith:
Increases the power of your spells, as well as the power of spells used on you. Too much Faith can make you lose the will to fight, and too little can render you unable to use or be affected by magic at all. Though things can alter this, it pretty much stays at a set value.
Bravery:
Increases your ability to block and counter, and use certain weapons and combat techniques. Also effects the physical damage you deal and are dealt in combat. Too little and you may be rendered unable to fight, and too much and you'll take damage like a reckless berserker. Like faith, this value pretty much stays wherever it starts.
Job:
Each character has a Job, which gives them access to a pool of combat skills, certain types of equipment, and passive abilities. Whenever you do something successfully in combat, you gain Job Points for your current job. When you have enough Job Points, you can use them to unlock skills from that job. You can combine skills from multiple jobs, but can only have so many active at the same time.
Levels and Stat Growth:
Your characters gain Experience Points through successfully performing actions in combat as well, but unlike Job Points, which are linked to one Job, EXP belong to the whole character, and determine their level. As you gain levels, your Base Stats increase depending on your current job (they're slightly random, but average stat growths are listed for each class).
Job Modifier (Stats):
For as long as a character has this job active, their base stats will be modified by this percent. For example, If you have a character with 100 Base MP who switches jobs to Squire, his MP will be reduced to 75% of his base total (in this case, an even 75 MP).
Crossbow: One-handed ranged weapon. Only hits fixed ranges. May doublestrike.
Bow: Two-handed ranged weapon. Adds speed to damage. Can arc over cover. Range linked to height.
Gun: Powerful and uncommon ranged weapon. Requires line-of-sight.
Dagger: A light melee weapon which grants a bonus to speed.
Sword: Strong melee weapon which can be used to parry.
Axe: A highly-variable melee weapon. May deal instant K.O.
Flail: Heavy, uncommon melee weapon. Ignores evasion.
Spear: Two-handed melee weapon with additional reach. Increases Jump height.
Cane: Weak weapon that enhances melee attacks by your magic power. Creates support effects.
Wand: Weak weapons that enhance magic power. Creates offensive effects.
Staff: Strong two-handed melee weapon which can block attacks. Increases move speed.
If you were unfamiliar with the cold, hard science that is Astrology,
these are the Zodiac Signs. In game, they grant units a bonus when using skills on other units. I can't be arsed to do much Zodiac-Matching, so this will primarily be for flavor. If you were interested in specifics, these are what they do in game:
Like many of the RPGs of yesteryear, I never had the opportunity to play FFT until fairly recently. Turns out I like it enough that I wanted to do a Let's Play! To keep things interesting for those of you who haven't lived under a Playstation-less rock, I'm going to be using some romhacks to shake things up a bit, and also let you design the characters on my team.
The aforementioned romhack rebalances the game's Jobs so that all of them are viable, cuts a number of cheesy player exploits, retranslates the script into something both intelligible and period-appropriate, retools the AI and enemies to increase the challenge, and all sorts of other good stuff. Also, contrary to what the "Easymode" in the title suggests, the game is a lot tougher than Vanilla FFT. The original FFT 1.3 Romhack had an ungodly difficulty level that didn't resemble a curve so much as a stark wall with "TPK" written all over it, and this is easy relative to that. For added challenge/masochism, this is also going to be an Ironman Run, with all the wonderful permanent character death and no loading old saves a gamer could inflict on themselves. I understand there are a few battles in FFT that can result in an unavoidable loss through the luck of the dice. I'll be reloading the last save in the case of a Game Over, but short of that will roll with whatever the Random Number Gods grant me.
Anyway, before I start rambling any more, let's get this show on the road!
Squire:Requirements: None
The foundation for all martial classes. They can learn many versatile abilities, and arm themselves with a wide array of equipment.
Stat Growth: Job Modifier:
HP [*** ] 100%
MP [** ] 75%
ATK [*** ] 100%
MAG [** ] 80%
SPD [** ] 100%
Move: +4
Jump: +3
Evade: 10%
Equipment:
Flail, Axe, Knife, Sword, Crossbow, Shield, Hat, Clothes
Combat Skills - Fundaments:
Focus (70 JP) - Increase attack power on Self.
Rush (10 JP) - Attack by bodyslamming the foe. Interrupts ability-charging.
Stone (10 JP) - Lob a stone at a foe within 4 tiles. Knocks targets back.
Salve (100 JP) - Removes basic status ailments from an adjacent unit.
Chant (200 JP) - A prayer that may bring an adjacent ally back from the brink of death.
Steel (100 JP) - Encourage an ally in 3 tiles to fight on, granting Regen.
Beatdown (100 JP) - Wrath infuses your weapon, dealing additional Dark magic damage.
Blitz (100 JP) - A weapon technique that ignores the target's evasion.
Reaction Skills:
Parry (Free) - Your equipped weapon can help you evade physical attacks.
Countertackle (120 JP) - Counter physical attacks with a bodyslam.
Support Skills:
Equip Axes (100 JP) - Special training enables Axes regardless of current class.
Beastmaster (300 JP) - Unlocks hidden abilities in adjacent monsters.
Movement Skills:
Move +1 (150 JP) - Increases movement by +1.
Chemist:Requirements: None
The foundation of magical classes. They can use items to heal their allies, may wield guns and reequip in battle, and have other useful innate abilities.
Stat Growth: Job Modifier:
HP [** ] 90%
MP [*** ] 100%
ATK [*** ] 80%
MAG [*** ] 100%
SPD [** ] 105%
Move: +3
Jump: +3
Evade: 15%
Job Equipment:
Knife, Gun, Hat, Clothes
Innate Job Abilities:
Reequip, Throw Item, Treasure Hunter
Combat Skills - Item Use:
Phoenix Down (Free) - Restores life to a fallen unit.
Potion (Free) - Restores 30 HP.
Hi-Potion (70 JP) - Restores 70 HP.
X-Potion (150 JP) - Restores 150 HP.
Ether (100 JP) - Restores 20 MP.
Hi-Ether (150 JP) - Restores 50 MP.
Elixer (500 JP) - Fully restores HP and MP.
Antidote (30 JP) - Cures poison.
Eye Drops (30 JP) - Cures blindness.
Echo Herbs (30 JP) - Cures magic-preventing silence.
Maiden's Kiss (30 JP) - Removes Toad-polymorphing effects.
Gold Needle (50 JP) - Breaks petrification.
Holy Water (100 JP) - Removes curses from a unit, such as Undead or Vampire.
Remedy (500 JP) - Cure-all for stone, blind, confuse, silence, oil, toad, poison, or sleep.
Reaction Skills:
Auto-Potion (350 JP) - Instantly use potions to restore HP when damaged.
Support Skills:
Reequip (Free) - Able to change equipment in mid-battle.
Throw Item (250 JP) - Increases item-use radius to throwing range.
Safeguard (200 JP) - Prevents equipped items from being destroyed or stolen.
Movement Skills:
Treasure Hunter (100 JP) - Able to discover items hidden on terrain tiles when moving.
Knight:Requirements: Squire Lv.3
A tough armored warrior class, specializing in the sword and shield. Their skills make them hard to beat, and can debilitate and disarm their opponents as well.
Stat Growth: Job Modifier:
HP [**** ] 140%
MP [** ] 100%
ATK [**** ] 140%
MAG [** ] 80%
SPD [** ] 100%
Move: +3
Jump: +3
Evade: 10%
Job Equipment
Sword, Knight Sword, Shield, Helmet, Armor, Robe, Accessory
Combat Skills - Arts of War:
Powersap (200 JP) - Reduce a foe's attack power. MP:6, Range:3
Mindsap (200 JP) - Reduce a foe's magick power. MP:6, Range:3
Speedsap (200 JP) - Inflicts slow on a foe. MP:6, Range:3
Magicksap (100 JP) - Drains a foe's MP. MP:6, Range:3
Rend Weapon (300 JP) - A weapon attack that destroys a foe's weapon.
Rend Helm (100 JP) - A weapon attack that destroys a foe's headgear.
Rend Armor (250 JP) - A weapon attack that destroys a foe's armor.
Rend Shield (100 JP) - A weapon attack that destroys a foe's shield.
Reaction Skills:
Counter (200 JP) - Counter physical attacks with a weapon strike.
Support Skills:
Defend (50 JP) - Adds the Defend command, which reduces damage by 25%
Equip Armor (300 JP) - Training lets you equip helms and armor, regardless of job.
Equip Shields (150 JP) - Training lets you equip shields, regardless of job.
Equip Swords (300 JP) - Training lets you equip swords, regardless of job.
Archer:Requirements: Squire Lv.3
A powerful ranged skirmisher, specializing in the bow and arrow. They rely on keeping distance for defense, and can charge their attacks for higher damage.
Stat Growth: Job Modifier:
HP [*** ] 100%
MP [* ] 65%
ATK [*** ] 115%
MAG [* ] 80%
SPD [*** ] 110%
Move: +3
Jump: +4
Evade: 10%
Job Equipment
Bow, Crossbow, Shield, Hat, Clothes
Combat Skills - Aim:
Aim +1 (70 JP) - Carefully aimed weapon strikes. Bonus damage increases with charge time.
Aim +2 (100 JP)
Aim +3 (120 JP)
Aim +4 (150 JP)
Aim +5 (200 JP)
Aim +7 (300 JP)
Aim +10 (350 JP)
Aim +20 (400 JP)
Reaction Skills:
Adrenaline Rush (450 JP) - Increses speed when damaged.
Archer's Bane (250 JP) - Dodge arrow and bolt attacks.
Support Skills:
Equip Crossbows (200 JP) - Training lets you equip crossbows, regardless of job.
Concentration (300 JP) - Your attacks are unblockable.
Movement Skills:
Jump +1 (100 JP) - Increase Jump by +1
Wizard:Requirements: Chemist Lv.3
A powerful offensive spellcasting unit. Though more frail than other casters, their magickal potency is unrivalled. Their spells can hit multiple opponents, and debilitate their foes as well.
Stat Growth: Job Modifier:
HP [** ] 80%
MP [**** ] 120%
ATK [*** ] 60%
MAG [*****] 140%
SPD [** ] 100%
Move: +3
Jump: +3
Evade: 5%
Job Equipment
Rod, Hat, Clothes, Robes
Combat Skills - Black Magicks:
Fire (50 JP) - Envelopes its targets in magickal flame. MP:6, Range:4, Radius:2
Fira (150 JP) - Envelopes its targets in potent flame. MP:12, Range:4, Radius:2
Firaga (300 JP) - Envelopes its targets in ferocious flame. MP:24, Range:4, Radius:2
Firaja (500 JP) - Conjures forth a raging inferno to sear a wide area. MP:48, Range:4, Radius:3
Thunder (50 JP) - Calls magickal lightning down upon its targets. MP:6, Range:4, Radius:2
Thundara (150 JP) - Calls fierce lightning down upon its targets. MP:12, Range:4, Radius:2
Thundaga (300 JP) - Calls thunderous lightning down upon its targets. MP:24, Range:4, Radius:2
Thundaja (500 JP) - Envelopes a wide area in a roaring electrical tempest. MP:48, Range:4, Radius:3
Blizzard (50 JP) - Conjures magickal frost to chill its targets. MP:6, Range:4, Radius:2
Blizzara (150 JP) - Conjures bitter frost to chill its targets. MP:12, Range:4, Radius:2
Blizzaga (300 JP) - Conjures deathly frost to chill its targets. MP:24, Range:4, Radius:2
Blizzaja (500 JP) - Calls bone-chilling ice crystals to freeze a wide area. MP:48, Range:4, Radius:3
Poison (100 JP) - A curse which induces poisoning in the body, dealing damage gradually. MP:6, Range:4, Radius:2
Toad (250 JP) - A curse which polymorphs its target into a toad, or from a toad to its original form. MP:12, Range:3
Death (400 JP) - Curse which offers the targets soul to the spirits of the dead, felling them instantly. MP:24, Range:4
Flare (550 JP) - A powerful spell which uses pure magickal energy to attack lifeforce directly. MP:60, Range:5
Reaction Skills:
Magick Counter (500 JP) - When struck by magick, counterattack with the same spell.
Support Skills:
Arcane Strength (350 JP) - Increases the potency of your magickal attacks.
Priest:Requirements: Chemist Lv.3
A supportive caster with an array of restorative and defensive magic. They are stronger and more durable than most casters, though their spells are less potent. With access to holy energy spells, they can dispatch the undead with ease.
Stat Growth: Job Modifier:
HP [*** ] 85%
MP [**** ] 120%
ATK [*** ] 100%
MAG [**** ] 125%
SPD [** ] 110%
Move: +3
Jump: +3
Evade: 5%
Job Equipment
Flail, Staff, Hat, Clothes, Robes
Combat Skills - White Magicks:
Cure (40 JP) - Heals minor injuries with holy energy. MP:6, Range:4, Radius:2
Cura (120 JP) - Heals moderate injuries with holy energy. MP:10, Range:4, Radius:2
Curaga (250 JP) - Heals major injuries with holy energy. MP:16, Range:4, Radius:2
Curaja (400 JP) - Heals critical injuries in a wide radius. MP:20, Range:4, Radius:3
Raise (120 JP) - Fetches a unit back from the brink of death. MP:10, Range:4
Arise (300 JP) - Revives a fallen unit, and fully restores their health. MP:20, Range:4
Reraise (400 JP) - Protective charm that revives a unit when they are next knocked out. MP:16, Range:3
Regen (150 JP) - Charm that restores health gradually over time. MP:8, Range:3, Radius:2
Protect (50 JP) - Conjures invisible armor to protect units against physical blows. MP:6, Range:3, Radius:2
Protectja (350 JP) - Conjures force-armor to protect units in a wide radius. MP:24, Range:3, Radius:3
Shell (50 JP) - A protective charm that wards against magick. MP:6, Range:3, Radius:2
Shellja (350 JP) - A charm that shields units from magick in a wide radius. MP:24, Range:3, Radius:3
Wall (150 JP) - A charm that wards against both physical and magickal damage. MP:12, Range:3
Esuna (200 JP) - Cures ailments, including Stone, Blind, Confuse, Silence, Berserk, Toad, Poison, Sleep, Immobilize, and Disable. MP:18, Range:3, Radius:2
Holy (500 JP) - An offensive spell that strikes units with sacred light. MP:40, Range:5
Reaction Skills:
Regenerate (250 JP) - Gain HP regeneration whenever struck.
Support Skills:
Arcane Defense (250 JP) - Reduce damage from magickal attacks.
** - Denotes a skill unlocked only when adjacent to a Beastmaster Red Panther:Claw - A melee claw attack.
Venom Claw - A leap attack that slows and poisons. Range:3
Cat Scratch - A leap attack that interrupts charging abilities. Range:3
** Power Blaster - Luminous energy curses targets with a random status-ailment. Range:4, Radius:2