Final Fantasy Tactics A2: Grimoire of the Rift abilities

Abilities in Final Fantasy Tactics A2 can be acquired through equipments, e.g. weapons, armor, and accessories, depending on the race and job of each character.

The following is a list of abilities in Final Fantasy Tactics A2: Grimoire of the Rift.

Action Abilities

 * Items
 * Arts of War (Soldier)
 * White Magick (White Mage}
 * Thievery (Thief)
 * Black Magick (Black Mage)
 * Precision (Archer)
 * Chivalry (Paladin)
 * Pugilism (Fighter)
 * Trapping (Hunter)
 * Flair (Parivir)
 * Blue Magick (Blue Mage)
 * Illusion (Illusionist)
 * High Magick (Seer)
 * Ninjutsu (Ninja)
 * Piracy (Sky Pirate, Vaan only)
 * Instinct (Heritor, Adelle only)
 * Reconnaissance (Agent, Al-Cid only)

Reaction Abilities

 * Critical: Haste (Ninja) - Bestows Haste when in critical HP.
 * Reflex (Paladin) - Avoid all standard attacks.
 * Archer's Bane (Archer) - Completely avoid all physical attacks from units wielding a Bow or Greatbow.
 * Strike Back (Parivir) - Avoids any standard attacks then counters.
 * Counter (Thief) - Follow up an enemy attack with an attack of your own. Units with ranged weapons can only counter up close and won't use their weapon to attack.
 * Bonecrusher (Fighter) - Counters with one-and-a-half times normal damage if hit.
 * Magick Counter (Black Mage) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
 * MP Shield (Blue Mage) - Converts HP damage to MP damage. Will not work if there is no MP to spare. Overflow is taken from HP.
 * Regenerate (Hunter) - Bestows Regen status when attacked.
 * Absorb MP (Illusionist) - Absorb the MP used in attacks against you. The attack has to use MP in order for the reaction to work.
 * Replenish MP (Seer) - Regain 20% of damage taken as MP.
 * Sticky Fingers (Sky Pirate, Vaan only) - Catches and acquires weapons thrown with Throw and Weapon Toss.

Passive (Support) Abilities

 * Attack↑ (Hunter) - Increases Weapon Attack Power.
 * Defense↑ (Paladin) - Increases Weapon Defense.
 * Turbo MP {White Mage} - Double MP use to increase damage and accuracy of skills requiring it.
 * Geomancy (Black Mage) - (debuff) Reduces all target's elemental resistances by one level. [Absorb > Null > Half > Norm > Weak]
 * Pierce (Seer) - Spells ignore Reflect.
 * Monkey Grip (Soldier) - Hold a two-handed weapon with one hand.
 * Doublehand (Fighter) - Hold a one-handed weapon with both hands, increasing damage dealt.
 * Dual Wield (Ninja) - Allows the ability to equip a (one-handed) weapon in each hand. Does not work with poles or books.
 * Safeguard (Thief) - Prevents stealing and breaking.
 * Halve MP (Illusionist) - Halves MP costs.
 * Immunity (Blue Mage) - Debuffs cannot be added or removed from unit.
 * Learn (Blue Mage) - Learn Blue Magic when struck with them in combat.
 * Concentration (Archer) - Slightly increases accuracy of attacks.
 * Shieldbearer (Soldier) - Allows shield-wielding, regardless of job.
 * Death Strike (Parivir) - Increases Critical Hit percentage.
 * Ribbon-bearer (Seer) - Wear Ribbons regardless of current job.
 * Vigilance (Sky Pirate, Vaan only) - Does not take extra damage from attacks from the side or back.

Action Abilities

 * Items
 * Calling (Animist)
 * Thievery (Thief)
 * Black Magick (Black Mage)
 * Onslaught (Moogle Knight)
 * Gunmanship (Fusilier)
 * Acrobatics (Juggler)
 * Clockwork (Tinker)
 * Time Magick (Time Mage)
 * Chococraft (Chocobo Knight)
 * Ballistics (Flintlock)
 * Song (Bard, Hurdy only)

Reaction Abilities

 * Critical: Quicken (Time Mage) - Bestows Quick when at critical HP.
 * Critical: Haste (Moogle Knight) - Bestows Haste when in critical HP.
 * Sticky Fingers (Juggler) - Catch Thrown/Tossed weapons and add them to inventory.
 * Archer's Bane (Animist) - Ignore attacks from Bow or Greatbow.
 * Counter (Thief) - Follow up an enemy attack with an attack of your own. Units with ranged weapons can only counter up close and won't use their weapon to attack.
 * Return Fire (Juggler) - Counters arrow attacks by catching and returning the arrow back. Only works for a standard Fight attack.
 * Magick Counter (Black Mage) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
 * MP Shield (Tinker) - Converts HP damage to MP damage. Will not work if there is no MP to spare. Overflow is taken from HP.
 * Regenerate (Tinker) - Bestows Regen when attacked.
 * Blur (Flintlock) - Evade gun/cannon attacks.
 * Evade Magick (Time Mage) - Evade damaging magic spells completely.
 * Critical: Vanish (Bard, Hurdy only) - Enters Invisible status when at critical health.

Passive (Support) Abilities

 * Geomancy (Black Mage) - Reduces all target's elemental resistances by one level. [Absorb > Null > Half > Norm > Weak]
 * Safeguard (Thief) - Prevents stealing and breaking.
 * Concentration (Fusilier) - Increase accuracy.
 * Shieldbearer (Moogle Knight) - Allows shield-wielding, regardless of job.
 * Charged Attacks (Flintlock) - Regular attacks consume MP to increase damage.
 * Ribbon-bearer (Tinker) - Allows equipping of Ribbons regardless of job.

Action Abilities

 * Items
 * Dance (Dancer, Penelo only)
 * Precision (Archer)
 * White Magick (White Mage)
 * Red Magick (Red Mage)
 * Fencing (Fencer)
 * Summoning Magick (Summoner)
 * Assassination (Assassin)
 * Green Magick (Green Mage)
 * Elemental Magick (Elementalist)
 * Sharpshooting (Sniper)
 * Blade Arts (Spellblade)

Reaction Abilities

 * Sticky Fingers (Red Mage) - Catch Thrown/Hurled items and add them to inventory.
 * Reflex (Fencer) - Avoid all standard Fight attacks.
 * Archer's Bane (Archer) - Completely avoid all physical attacks from units wielding a Bow or Greatbow.
 * Return Fire (Assassin) - Counter arrow attacks by catching and returning the arrows. Only works on standard attacks.
 * Regenerate (Sniper) - Bestows Regen when attacked.
 * Absorb MP (Green Mage) - Gains MP equal to the MP cost of attacks used on the unit.
 * Evade Magick (Green Mage) - Allows user to avoid damage spells.
 * Critical: Evasion↑ (Spellblade) - Evade Up when HP-critical.
 * Critical: Quicken (Dancer, Penelo only) - Bestows Quick when at critical HP.

Passive (Support) Abilities

 * Magick↑ (Red Mage) - Increases Magic Power.
 * Turbo MP (White Mage) - Double MP use to increase damage and accuracy of skills requiring it.
 * Halve MP (Summoner) - Halves MP Usage of all skills requiring it.
 * Concentration (Archer) - Slightly increases accuracy of attacks.
 * Shieldbearer (Fencer) - Allows shield-wielding, regardless of job.
 * Spellbound (Green Mage) - Buffs and debuffs last longer on the user.
 * Blood Price (Spellblade) - Use double HP instead of MP for casting.

Action Abilities

 * Items
 * Intercession (Bishop)
 * Cannonry (Cannoneer)
 * Warding (Defender)
 * Dragon Soul (Dragoon)
 * Sparring (Gladiator)
 * Arts of War (Warrior)
 * Discipline (White Monk)
 * Martial Arts (Master Monk)
 * Sacred Blade (Templar)
 * Sleight of Hand (Trickster)

Reaction Abilities

 * Critical: Berserk (Defender) - Self-Inflicts Berserk when in critical HP.
 * Reflex (White Monk) - Avoid all basic attacks.
 * Strike Back (Gladiator) - Avoids a standard attack and counters.
 * Counter (White Monk) - Follow up an enemy attack with an attack of your own.
 * Bonecrusher (Templar) - Counters with 1.5x damage if hit.
 * Magick Counter (Bishop) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
 * Dragonheart (Dragoon) - Gains Reraise status when melee damaged.
 * Blur (Cannoneer) - Evade hand-cannon and gun-based basic attacks.
 * Absorb Damage (Trickster) - Gain HP equal to 10% of the damage taken.
 * Blink Counter (Master Monk) - Counters and knocks back.

Passive (Support) Abilities

 * Attack↑ (Templar) - Increase Weapon Attack power.
 * Defense↑ (Defender) - Increases Weapon Defense.
 * Monkey Grip (Warrior) - Hold a two-handed weapon with one hand.
 * Doublehand (Gladiator) - Hold a single-handed weapon with both hands. Increases weapon damage.
 * Halve MP (Bishop) - Halves MP Usage of all spells and skills requiring it.
 * Shieldbearer (Warrior) - Allows Unit to equip shields regardless of job.
 * Unscarred (Master Monk) - Boosts Attack, Defense, Magick and Resistance by 50% if the unit has full HP.
 * Ribbon-bearer (Trickster) - Allows using Ribbon regardless of current job.
 * Tank (Defender) - Wear heavy armor regardless of Job.

Action Abilities

 * Items
 * White Magick (White Mage)
 * Black Magick (Black Mage)
 * Time Magick (Time Mage)
 * Arcane Magick (Arcanist)
 * Beast Lore (Beastmaster)
 * Alchemy (Alchemist)
 * Lore (Scholar)
 * Sagacity (Sage)
 * Illusion (Illusionist)

Reaction Abilities

 * Critical: Quicken (Time Mage) - Bestows Quick when at critical HP.
 * Critical: Haste (Beastmaster) - Bestows Haste when at critical HP.
 * Reflex (Sage) - Avoid all basic attacks.
 * Magick Counter (Black Mage) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
 * MP Shield (Arcanist) - Converts HP damage to MP damage. Will not work if there is no MP to spare. Overflow is taken from HP.
 * Absorb MP (Illusionist) - Absorb the MP used in attacks against you. The attack has to use MP in order for the reaction to work.
 * Evade Magick (Time Mage) - Evade damaging magic spells completely.

Passive (Support) Abilities

 * Defense↑ (Sage) - Increases Weapon Defense.
 * Magick↑ (Alchemist) - Increases Magic Power.
 * Turbo MP (White Mage) - Double MP use to increase damage and accuracy of skills requiring it.
 * Geomancy (Black Mage) - Reduces all target's elemental resistances by one level.
 * Pierce (Arcanist) - Spells ignore Reflect.
 * Safeguard (Alchemist) - Prevents stealing and breaking.
 * Halve MP (Illusionist) - Halves MP costs.
 * Immunity (Beastmaster) - Grants immunity to Poison, Blind, Silence, and Sleep.
 * Shieldbearer (Sage) - Allows shield-wielding, regardless of job.
 * Item Lore (Alchemist) - Improves effect of recovery items.
 * Spellbound (Scholar) - Buffs and debuffs last longer on the unit.

Action Abilities

 * Items
 * Savagery (Berserker)
 * Brutality (Viking)
 * Survivalism (Ranger)
 * Astutia (Lanista)

Reaction Abilities

 * Critical: Berserk (Berserker) - Self-inflicts Berserk when in critical HP.
 * Counter (Berserker) - Counterattacks when damaged.
 * Dragonheart (Lanista) - Automatically grants Reraise status upon taking melee damage.
 * Absorb Damage (Viking) - Recover 10% of damage taken into HP, rounded down to the first place.
 * Blink Counter (Lanista) - Counter attack and knock back the attacker after being the target of an offensive action.
 * Gil Snapper (Viking) - Obtain Gil after receiving a critical hit.
 * Critical: Vanish (Ranger) - Invisible status when HP-critical.

Passive (Support) Abilities

 * Attack↑ (Berserker) - Increases Attack.
 * Monkey Grip (Lanista) - Wield two-handed weapons in one hand.
 * Doublehand (Viking) - Can hold a one-handed weapon in both hands for higher attack. Does not work with gloves.
 * Safeguard (Viking) - Equipment cannot be broken or stolen.
 * Shieldbearer (Viking) - Can equip shields regardless of job.
 * Death Strike (Berserker) - Increases critical hit rate.
 * Item Lore (Ranger) - Increases effectiveness of items (including those used with mirror item).
 * Avoid Traps (Ranger) - Protection from traps.
 * Tank (Lanista) - Wear heavy armor regardless of Job.

Action Abilities

 * Items
 * Trapping (Hunter)
 * Geomancy (Geomancer)
 * Feralism (Ravager)
 * Devastation (Raptor)

Reaction Abilities

 * Reflex (Raptor)- Avoids basic attacks.
 * Strike Back (Ravager) - Blocks a basic attack and counters it.
 * Counter (Raptor) - Counters with weapon when attacked. Counters bare-handed if user has a ranged weapon.
 * Bonecrusher (Ravager) - Counters dealing 1.5x damage.
 * Magick Counter (Geomancer) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
 * Regenerate (Hunter) - Bestows Regen status when attacked.
 * Critical: Evasion↑ (Geomancer) - Grants the Evasion↑ status when Critical.

Passive (Support) Abilities

 * Attack↑ (Hunter) - Increases Weapon Attack Power.
 * Defense↑ (Ravager) - Increases weapon defense.
 * Resistance↑ (Geomancer) - Increases magic defense.
 * Monkey Grip (Raptor) - Wield 2-handed swords with one hand.
 * Safeguard (Raptor) - Current equipment can't be broken or stolen.
 * Shieldbearer (Raptor) - Equips shields regardless of Job.
 * Unscarred (Ravager) - Boosts Attack, Defense, Magick and Resistance by 50% if unit has full HP.
 * Avoid Traps (Geomancer) - Protection from traps.
 * Tank (Ravager) - Wear heavy armor regardless of Job.

List of Illegal Ability Users
Most of the NPCs use Reaction or Passive Abilities that is outside of their tribe.
 * Ghi Yelgi uses the Passive Tank.
 * Tweigel uses the Passive Blood Price.
 * Fras uses the Passive Death Strike.
 * Green King Verre uses the Reaction Blink Counter.
 * The Geomancer of the Nortyrants from the the Jylland Cup tournament uses Elusion.
 * Bansat from the Champion's Cup uses the Passive Pugilist