A clan privilege is a gameplay factor in Final Fantasy Tactics A2: Grimoire of the Rift. Privileges usually affect the entire party and are selectable at the beginning of each battle that a Judge facilitates. If the Judge leaves the battle due to a violation of the Law, the Privilege is removed from play.
There are dozens of privileges available, and more are unlocked by completing clan trials. Privileges' benefits include boosting of stats, strengthening of certain races, and increased rewards at the end of battle. Only one privilege can be in effect during each battle, and the player cannot switch privileges once the fight has commenced.
Upgradable privileges can only be upgraded +1 level per trial. For example, Agility↑ 1 cannot be upgraded straight to Agility↑ 5 by becoming Master Improvisers from Adaptability II. The player can only upgrade the privilege +1 by taking a trial whose privilege level reward is higher or equal to their current held privilege level. For example, to upgrade Agility↑ 1 to Agility↑ 5, the player can follow the trial order below, or take the Trial to be "Master Improvisers" four times in a row.
List of privileges[]
A small amount of privileges are available at the beginning of the game, but the majority are obtained by completing clan trials.
Privilege | Effect | Trial | Title | Title Details |
---|---|---|---|---|
Agility↑ 1 | Very slightly improves chance to hit and avoid being hit. | Default | — | — |
Agility↑ 2 | Slightly improves chance to hit and avoid being hit. | Adaptability I | Surveyors | Kill 2 enemies under 4 rounds. |
Agility↑ 3 | Moderately improves chance to hit and avoid being hit. | Adaptability I | Mimics | Kill 3 enemies under 3 rounds (3 Reflex Flans). |
Agility↑ 4 | Greatly improves chance to hit and avoid being hit. | Adaptability II | Trailblazers | Kill 2 enemies under 3 rounds (2 Reflex Flans). |
Agility↑ 5 | Massively improves chance to hit and avoid being hit. | Adaptability II | Master Improvisers | Kill 3 enemies under 2 rounds (3 Reflex Flans). |
Bonus AP 1 | Slightly increases the ability points awarded for completing a quest. | Negotiation-Teamwork | Speakers | Kill 2 enemies under 4 rounds without using MP (2 Tonberries). |
Bonus AP 2 | Moderately increases the ability points awarded for completing a quest. | Negotiation-Teamwork | Lectors | Kill 3 enemies under 4 rounds without using MP (3 Tonberries). |
Bonus AP 3 | Greatly increases the ability points awarded for completing a quest. | Negotiation-Teamwork | Advocates | Kill 2 enemies under 3 rounds without using MP (2 Tonberries). |
Bonus CP 1 | Slightly increases the clan points awarded for completing a quest. | General Training I | Trainees | Kill 5 enemies. |
Bonus CP 2 | Moderately increases the clan points awarded for completing a quest. | General Training I | Professionals | Kill 6 enemies in 4 rounds. |
Bonus CP 3 | Greatly increases the clan points awarded for completing a quest. | General Training I | Veterans | Kill 6 enemies in 3 rounds. |
Bonus EXP 1 | Slightly increases the experience points awarded for completing a quest. | Teamwork-Aptitude | Hands of Steel | Examine the Urn 4 times in 4 rounds while facing 4 enemies. |
Bonus EXP 2 | Moderately increases the experience points awarded for completing a quest. | Teamwork-Aptitude | Hands of Gold | Examine the Urn 6 times in 4 rounds while facing 5 enemies. |
Bonus EXP 3 | Greatly increases the experience points awarded for completing a quest. | Teamwork-Aptitude | Hands of Divinity | Examine the Urn 7 times in 3 rounds while facing 5 enemies. |
Bonus Gil 1 | Slightly increases the gil awarded for completing a quest. | Adaptability-Negotiation | Followers | Survive 2 rounds facing 4 enemies while upholding the law (Harming the weak). |
Bonus Gil 2 | Moderately increases the gil awarded for completing a quest. | Adaptability-Negotiation | Compromisers | Survive 2 rounds facing 6 enemies while upholding the law (Harming the weak). |
Bonus Gil 3 | Greatly increases the gil awarded for completing a quest. | Adaptability-Negotiation | Catalysts | Survive 3 rounds facing 6 enemies while upholding the law (Harming the weak). |
Debuff Resistance 1 | Grants immunity to Poison. | Aptitude-Adaptability | Travelers | Gather 3 Shining Lights in 4 rounds while facing 3 enemies. |
Debuff Resistance 2[note 1] | Grants immunity to Blind. | Teamwork-Aptitude | Hands of Silver | Examine the Urn 5 times in 4 rounds while facing 4 enemies. |
Debuff Resistance 3[note 1] | Grants immunity to Silence. | Adaptability-Negotiation | Outriders | Survive 3 rounds and uphold the law against harming weaker enemies. |
Debuff Resistance 4[note 1] | Grants immunity to Immobilize and Disable. | Negotiation-Teamwork | Champions | Kill 3 enemies under 3 rounds without using MP (3 Tonberries). |
Debuff Resistance 5[note 1] | Grants immunity to Confuse, Charm, and Toad. | General Training II | Legends | Defeat enemies in 3 rounds with 2 reinforcements in round 2. |
Empowered Bangaa | Bangaa units receive bonuses to Attack, Defense, and other attributes. | Aptitude I | Grease Monkeys | |
Empowered Gria | Gria units receive bonuses to Attack, Defense, and other attributes. | Teamwork II | Comrades | |
Empowered Humes | Hume units receive bonuses to Attack, Defense, and other attributes. | General Training I | Novices | |
Empowered Moogles | Moogle units receive bonuses to Attack, Defense, and other attributes. | Adaptability I | Scouts | |
Empowered Nu Mou | Nu mou units receive bonuses to Attack, Defense, and other attributes. | Negotiation I | Hagglers | |
Empowered Viera | Viera units receive bonuses to Attack, Defense, and other attributes. | Teamwork I | Acquaintances | Kill 2 Mimics (Gloves) while upholding the law (Any ability used must consume MP). |
Empowered Seeq | Seeq units receive bonuses to Attack, Defense, and other attributes. | Aptitude II | Craftsmen | |
Libra[note 2] | Reveals the location of all traps on the field. | Adaptability II | Contrivers | |
Luck 1 | Very slightly increases critical hit rate and chance of an Opportunity Command. | Default | — | |
Luck 2 | Slightly increases critical hit rate and chance of an Opportunity Command. | Negotiation I | Barterers | Slay 4 enemies while upholding the law against targeting distant units. |
Luck 3 | Moderately increases critical hit rate and chance of an Opportunity Command. | Negotiation I | Orators | Slay 6 enemies in 3 rounds while upholding the law against targeting distant units. |
Luck 4 | Greatly increases critical hit rate and chance of an Opportunity Command. | Negotiation II | Conciliators | |
Luck 5 | Massively increases critical hit rate and chance of an Opportunity Command. | Negotiation II | Master Negotiators | |
Move↑ 1 | Increases Move stat by 1. | General Training II | Adepts | Defeat enemies in 4 rounds with 1 reinforcement in round 3. |
Move↑ 2 | Increases Move stat by 2. | General Training II | Master Adventurers | Defeat enemies in 3 rounds with 3 reinforcements in round 2. |
MP Channeling | Increases magick regeneration to 20 MP per turn. | Aptitude-Adaptability | Master Explorers | Gather 5 Shining Lights in 3 rounds while facing 5 enemies. |
MP Efficiency | Halves the MP cost of all abilities. | Teamwork-Aptitude | Master Hands | Examine the Urn 8 times in 3 rounds while facing 5 enemies. |
Non-Elemental Attacks | Renders all attacks non-elemental. | Adaptability-Negotiation | Master Intercessors | Survive 3 rounds facing 6 enemies while upholding the law (Harming the weak). |
Power↑ 1 | Very slightly increases damage dealt and decreases damage taken. | Default | — | |
Power↑ 2 | Slightly increases damage dealt and decreases damage taken. | Aptitude I | Machinists | Examine 6 barrels on the map to find the winning barrel in 3 rounds. |
Power↑ 3 | Moderately increases damage dealt and decreases damage taken. | Aptitude I | Dabhands | Examine 6 barrels on the map to find the winning barrel in 2 rounds. |
Power↑ 4 | Greatly increases damage dealt and decreases damage taken. | Aptitude II | Wrights | Find the winning barrel of 6, in 3 rounds, while being attacked by 4 enemy Bombs. |
Power↑ 5 | Massively increases damage dealt and decreases damage taken. | Aptitude II | Master Artificers | Find the winning barrel of 6, in 2 rounds, while being attacked by 5 enemy Bombs. |
Regen | Grants slight HP regen per turn. | General Training I | Journeymen | Kill 6 enemies. |
Regenra | Grants moderate HP regen per turn. | General Training II | Braves | Defeat Zaghnal in 4 rounds with 2 reinforcements in round 3. |
Regenga | Grants large HP regen per turn. | General Training II | Heroes | Defeat enemies in 4 rounds with 3 reinforcements in round 2. |
Speed↑ 1 | Very slightly increases speed. | Default | — | |
Speed↑ 2 | Slightly increases speed. | Teamwork I | Relations | Kill 4 enemies (Mimics) while upholding the law (Not using MP). |
Speed↑ 3 | Moderately increases speed. | Teamwork I | Old Friends | Kill 6 enemies (Mimics) in 3 rounds while upholding the law (Not using MP). |
Speed↑ 4 | Greatly increases speed. | Teamwork II | Boon Companions | Kill 4 Yellow Chocobos in 3 rounds, without any Smash Gauge going over 60%. |
Speed↑ 5 | Massively increases speed. | Teamwork II | Master Allies | Kill 6 Yellow Chocobos in 3 rounds, without any Smash Gauge going over 60%. |
Smash Gauge Bonus 1 | Slightly increase the rate at which the Smash Gauge fills. | Aptitude-Adaptability | Prospectors | Gather 3 Shining Lights in 4 rounds while facing 4 enemies. |
Smash Gauge Bonus 2 | Moderately increase the rate at which the Smash Gauge fills. | Aptitude-Adaptability | Pioneers | Gather 4 Shining Lights in 4 rounds while facing 4 enemies. |
Smash Gauge Bonus 3 | Greatly increase the rate at which the Smash Gauge fills. | Aptitude-Adaptability | Voyagers | Gather 4 Shining Lights in 3 rounds while facing 4 enemies. |
Always Counter | Units with no other reaction ability set will counter enemy attacks. | Negotiation-Teamwork | Master Judicers | Kill 2 enemies (Tonberries) in 2 rounds while upholding the law (Not using MP). |
Safe Keeping | Prevents items from being stolen or destroyed. | Negotiation II | Mediators | Kill 2 enemies (Deadly Nightshade) while upholding the law (Grouping). |