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)

Reaction Abilities

 * 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.
 * 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.
 * Archer's Bane (Archer) - Completely avoid all physical attacks from units wielding a Bow or Greatbow.
 * Reflex (Paladin) - Avoid all standard attacks
 * Bonecrusher (Fighter) - Counters with one-and-a-half times normal damage if hit
 * Regeneration (Hunter) - Bestows Regen status when attacked
 * Strike Back (Parivir) - Avoids any standard attacks then counters
 * 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.
 * 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
 * Critical: Haste (Ninja) - Bestows Haste when in critical HP.
 * Sticky Fingers (Sky Pirate, Vaan only) - Catches and aquires weapons thrown with Throw and Weapon Toss.

Passive (Support) Abilities

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

 * 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.
 * 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.
 * Archer's Bane (Animist)- Ignore attacks from Bow or Greatbow.
 * Critical: Haste (Moogle Knight) - Bestows Haste when in critical HP
 * Sticky Fingers (Juggler) - Catch Thrown/Tossed weapons and add them to inventory
 * Return Fire (Juggler) - Counters arrow attacks by catching and returning the arrow back. Only works for a standard Fight attack.
 * Auto-Regen (Tinker) - Bestows Regen when attacked
 * MP Shield (Tinker) - Converts HP damage to MP damage. Will not work if there is no MP to spare. Overflow is taken from HP.
 * Critical: Quicken (Time Mage) - Bestows Quick when at critical HP
 * Magick Evade (Time Mage) - Evade damaging magic spells completely
 * Blur (Flintlock) - Evade gun/cannon attacks
 * Critical: Vanish (Bard, Hurdy only) - Enters Invisible status when at critical health.

Passive (Support) Abilities

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

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

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

Passive (Support) Abilities

 * Concentrate (Archer)- Slightly increases accuracy of attacks.
 * Turbo MP (White Mage)- Double MP use to increase damage and accuracy of skills requiring it.
 * Magick↑ (Red Mage)- Increases Magic Power.
 * Shieldbearer (Fencer)- Allows shieldwielding, regardless of job.
 * Halve MP (Summoner)- Halves MP Usage of all skills requiring it.
 * 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

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

Passive (Support) Abilities

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

 * 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.
 * Critical: Quicken (Time Mage)- Bestows Quick when at critical HP.
 * Magick Evade (Time Mage)- Evade damaging magic spells completely.
 * MP Shield (Arcanist)- Converts HP damage to MP damage. Will not work if there is no MP to spare. Overflow is taken from HP.
 * Reflex (Sage)- Avoid all basic attacks.
 * Absorb MP (Illusionist)- Absorb the MP used in attacks against you. The attack has to use MP in order for the reaction to work.

Passive (Support) Abilities

 * 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.
 * Immunity (Beastmaster)- Grants immunity to Poison, Blind, Silence, and Sleep.
 * Magick↑ (Alchemist)- Increases Magic Power.
 * Safeguard (Alchemist)- Prevents stealing and breaking.
 * Item Lore (Alchemist)- Improves effect of recovery items.
 * Spellbound (Scholar)- Buffs and debuffs last longer on the unit.
 * Defense↑ (Sage)- Increases Weapon Defense.
 * Shieldbearer (Sage)- Allows shieldwielding, regardless of job.
 * Half MP (Illusionist)- Halves MP costs.

Action Abilities

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

Reaction Abilities

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

Passive (Support) Abilities

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

Action Abilities

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

Reaction Abilities

 * Regenerate (Hunter)- Bestows Regen status when attacked.
 * Critical: Evasion↑ (Geomancer)- Grants the Evasion↑ status when Critical.
 * 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.
 * Counter (Raptor)- Counters with weapon when attacked. Counters bare-handed if user has a ranged weapon.
 * Reflex (Raptor)- Avoids basic attacks.
 * Bonecrusher (Ravager)- Counters dealing 1.5x damage.
 * Strikeback (Ravager)- Blocks a basic attack and counters it.

Passive (Support) Abilities

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

Agent
(Al-Cid Margrace only)

Action Abilities

 * Items
 * Reconnaissance (Agent)

Reaction Abilities

 * none

Passive (Support) Abilities

 * none