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Warriors who snipe their foes with deadly precision.

Final Fantasy XII: The Zodiac Age description

Machinist is a License Board in the Zodiac versions of Final Fantasy XII, represented by the zodiac sign of Gemini. Machinist wields guns in battle, allowing them to keep distance from enemies.

The Machinist has access to 127 licenses, which require 7,341 LP to unlock, as well as up to 9 additional licenses through summon licenses costing 780 LP, and 3 additional licenses costing 150 LP through Quickening licenses.

Profile[]

Machinist is a ranged class, using guns as their primary weapon, and can equip light armor and activate all three Swiftness licenses. Machinists have access to a variety of Technicks including the rare Steal (however, Vaan, Fran, and Balthier already start with Steal) and Poach; they have Remedy Lore 3, which enables Remedies to cure almost any status ailment including the dire Disease and otherwise incurable Doom. Machinists can help heal with Potion Lore 3.

Machinists and their guns shine the brightest in New Game Minus (Weak Mode) for ignoring the wielder's stats and their ranged capabilities. If the player can grab an early Fomalhaut or Mithuna, the Machinist can be the strongest party member for a chunk of the game.

Machinists attack from a distance with guns and hand-bombs. As guns do not use the wielder's stats for damage calculations, the player can give the job to weaker party members, and pair it with Brave Suit for auto-Bravery.

Guns never deal combo hits, but they can do critical damage, and thus Machinists are just as good at full HP as they are in low health (melee jobs deal multiple combo hits when in critical health, meaning one needs to keep them near death to maximize DPS potential). Combined with their range, Machinists are great against regular enemies, also letting them hit flying targets that many melee classes can't hit. Ability to equip them with a variety of ammo also makes Machinists versatile, letting the player change status and elemental properties on-the-fly without sacrificing much firepower.

Machinist's measures can give beneficial effects to party members which ignore Reflect and cost no MP.

Machinists are ineffective against enemies that resist guns and measures, and are unable to learn recovery magicks, as well as conditional stat boosting skills, such as Focus and Last Stand. Machinist will usually always deal less damage than other offensive jobs with weapons normally available at comparable points in the game.

By obtaining Espers, Machinists gain use of some Time Magick and the Decoy and Oil Green Magicks.

In The Zodiac Age, the player can use two License Boards for each party member.

Together with a White Mage board, Machinists can be a healer with lots of HP, maximum Swiftness, eventual access to Hastega, and guns which damage regardless of low White Mage strength. Machinist in combination with White, Red, Blackm or Time mages also allows the character to equip the Dark Shot (dark-elemental ammo) with the Black Robes (boosts dark-elemental damage by 50%. Mystic Armor 10 license to use).

Machinist with Red Battlemage and Famfrit gains six of the ten Time Magicks licenses. Hastega surpasses Haste, and Berserk can also be achieved via an accessory or Bacchus's Wine. However, Famfrit is obtained very late into the game, at the end of the last mandatory dungeon. The pair have maximum Swiftness, Heavy Armor until the mid- or late-game, and the Souleater/Bonecrusher tool to prepare for high damage Balance attacks, but neither improves the other's weaponry above average.

Pairing Machinist with Uhlan allows the character to hit every element between spears and ammo, and be able to play support when required with all the lores available.

License Board[]

ABCDEFGHIJKLMNOPQR
1 Mgk Qck. Aug. Smn
2 Smn Gmb. Gmb. Smn 2nd Aug. Wp.3
3 Gmb. Gmb. Gmb. Gmb. Gmb. Smn Tch. Aug. Aug. Aug. Aug.
4 Gmb. Gmb. Aug. Acc. Acc. Arm. Arm. Arm. Aug. Arm. Arm. Wp.3 Aug. Wp.3
5 Smn Acc. Esn. Wp.3 Wp.3 Aug. Wp.3 Wp.3 Aug.
6 Acc. Gmb. Qck. Aug. Arm.
7 Acc. Wp.2 Tch. Arm. Qck.
8 Smn Acc. Tch. Aug. Arm.
9 Acc. Wp.2 Tch. Aug. Mgk Mgk
10 Acc. Tch. Smn Aug. Arm. Smn Mgk
11 Acc. Wp.2 Tch. Arm.
12 Wp.3 Aug. Acc. Tch. Aug. Tch. Aug. Tch. Aug. Arm. Aug. Smn Aug.
13 Smn Aug. Aug. Aug. Aug. Acc. Acc. Acc. Acc. Acc. Acc. Acc. Arm. Arm. Aug. Tch. Aug.
14 Aug. Aug. Aug. Aug. Aug. Wp.2 Smn Acc. Acc. Acc. Acc. Acc. Acc.
15 Smn Aug. Smn Qck.
16 Wp.3 Aug. Aug. Aug.
17
18
19
Legend
Aug. Augment
Qck. Quickening
Smn Summon
Acc. Accessory
Arm. Armor
Wp.1 Weapons 1
Wp.2 Weapons 2
Wp.3 Weapons 3
Tch. Technick
Gmb. Gambit
Mgk Magick
Esn. Essentials
2nd Second Board

License list[]

Equipment[]

Name Description LP cost
Guns (1) Allows character to equip Altair. 30
Guns (2) Allows character to equip Capella and Vega. 50
Guns (3) Allows character to equip Sirius and Betelgeuse. 60
Guns (4) Allows character to equip Ras Algethi and Aldebaran. 70
Guns (5) Allows character to equip Spica and Antares. 90
Guns (6) Allows character to equip Arcturus and Fomalhaut. 100
Mithuna Allows character to equip Mithuna. 190
Measures (1) Allows character to equip Gilt Measure. 40
Measures (2) Allows character to equip Arc Scale and Multiscale. 50
Measures (3) Allows character to equip Cross Scale and Caliper. 70
Measures (4) Allows character to equip Euclid's Sextant. 100
Hand-bombs (3) Allows character to equip Caldera and Volcano. 75
Makara Allows character to equip Makara. 105
Light Armor (1) Allows character to equip Leather Cap and Leather Clothing. 10
Light Armor (2) Allows character to equip Headgear, Headguard, Chromed Leathers, and Leather Breastplate. 15
Light Armor (3) Allows character to equip Leather Headgear, Horned Hat, Bronze Chestplate, and Ringmail. 20
Light Armor (4) Allows character to equip Balaclava, Soldier's Cap, Windbreaker, and Heavy Coat. 25
Light Armor (5) Allows character to equip Green Beret, Red Cap, Survival Vest, and Brigandine. 30
Light Armor (6) Allows character to equip Headband, Pirate Hat, Jujitsu Gi, and Viking Coat. 40
Light Armor (7) Allows character to equip Goggle Mask, Adamant Hat, Metal Jerkin, and Adamant Vest. 50
Light Armor (8) Allows character to equip Officer's Hat, Chakra Band, Barrel Coat, and Power Vest. 60
Light Armor (9) Allows character to equip Thief's Cap, Gigas Hat, Ninja Gear, and Gigas Chestplate. 70
Light Armor (10) Allows character to equip Chaperon and Minerva Bustier. 75
Light Armor (11) Allows character to equip Crown of Laurels and Rubber Suit. 80
Light Armor (12) Allows character to equip Renewing Morion and Mirage Vest. 90
Light Armor (13) Allows character to equip Dueling Mask and Brave Suit. 110
Accessories (1) Allows character to equip Orrachea Armlet. 5
Accessories (2) Allows character to equip Firefly and Bangle. 20
Accessories (3) Allows character to equip Diamond Armlet and Argyle Armlet. 25
Accessories (4) Allows character to equip Battle Harness and Steel Gorget. 35
Accessories (5) Allows character to equip Embroidered Tippet and Tourmaline Ring. 35
Accessories (6) Allows character to equip Golden Amulet and Leather Gorget. 35
Accessories (7) Allows character to equip Turtleshell Choker and Rose Corsage. 40
Accessories (8) Allows character to equip Thief's Cuffs and Gauntlets. 45
Accessories (9) Allows character to equip Amber Armlet and Black Belt. 30
Accessories (10) Allows character equip Jade Collar and Nishijin Belt. 40
Accessories (11) Allows character to equip Pheasant Netsuke and Blazer Gloves. 45
Accessories (12) Allows character to equip Gillie Boots and Steel Poleyns. 60
Accessories (13) Allows character to equip Berserker Bracers and Magick Gloves. 60
Accessories (14) Allows character to equip Sage's Ring and Agate Ring. 70
Accessories (15) Allows character to equip Ruby Ring and Bowline Sash. 70
Accessories (16) Allows character to equip Cameo Belt and Cat-ear Hood. 70
Accessories (17) Allows character to equip Bubble Belt and Fuzzy Miter. 80
Accessories (18) Allows character to equip Sash and Power Armlet. 80
Accessories (19) Allows character to equip Indigo Pendant and Winged Boots. 100
Accessories (20) Allows character to equip Opal Ring and Hermes Sandals. 115
Accessories (21) Allows character to equip Quasimodo Boots and Nihopalaoa. 130
Accessories (22) Allows character to equip Germinas Boots and Ring of Renewal. 160
Ribbon Allows character to equip Ribbon. 215

Magick[]

Name Description LP cost
Time Magick 8 Allows character to cast Vanishga and Warp. 90
Time Magick 9 Allows character to cast Reflectga and Slowga. 100
Time Magick 10 Allows character to cast Graviga and Hastega. 125
Green Magick 1 Allows character to cast Decoy and Oil. 40

Technicks[]

Name Description LP cost
Achilles Render one foe vulnerable to an additional element. 40
Charm Cause one foe to confuse friend with foe. 30
Gil Toss Throw gil, damaging all foes in range. 30
Horology Deal damage based on a factor of time to all foes in range. 50
Libra Reveal more detailed target information. 25
Numerology Deal damage that increases with successive hits. 40
Steal Steal from one foe. 20
Poach Capture HP Critical foes to obtain loot. 30
Stamp Inflict one foe with any harmful status effects on the user. 40
Traveler Deal damage based on total steps taken to all foes in range. 50

Augments[]

Name Description Amount LP cost
Martyr Gain MP after taking damage.[note 1] 1 30
Phoenix Lore Phoenix Down restore more HP.[note 2] 1 30
+30/70/110/150/190/230/270/310/350/390 HP Increases HP by 30/70/110/150/190/230/270/310/350/390. 10 20/30/40/50/60/70/80/90/100/115
Spellbound Increases duration of status effects. 1 30
Remedy Lore 1 Remedies remove Sleep, Sap, Immobilize, and Disable. 1 20
Remedy Lore 2 Remedies remove Petrify, Confuse, and Oil. 1 30
Remedy Lore 3 Remedies remove Stop, Doom, and Disease. 1 70
Battle Lore Increases physical attack damage. Str+1 3 30/30/30
Magick Lore Increases magick potency. Mag+1 7 30/30/30/30/50/50/50
Potion Lore 1-2-3 Potions restore 10%/15%/25% more HP. 3 20/35/70
Headsman Gain MP after killing a foe.[note 3] 1 30
Inquisitor Gain MP after dealing physical damage.[note 1] 1 30
Ether Lore 1 Ethers restore 10% more MP. 1 20
Last Stand Increases defense when HP critical. 1 70
Swiftness Reduces action time by 10%. 3 30/50/80

Espers and Quickenings[]

Name Licenses unlocked LP cost
Quickening None 50
Quickening None 75
Quickening None 100
Quickening Magick Lore (x3) 125
Belias None 20
Mateus None 30
Zalera None 30
Adrammelech None 35
Shemhazai Hand-bombs (3) 50
Hashmal None 50
Cúchulainn Magick Lore 50
Zeromus Makara 65
Exodus Green Magick 1 65
Famfrit Time Magick 8, Time Magick 9, and Time Magick 10 100
Chaos +350 HP 100
Ultima Magick Lore (x3) 115
Zodiark +390 HP 200

Notes[]

  1. 1.0 1.1 Damage 1–499=1 MP
    Damage 500–1499=2 MP
    Damage 1500–2599=3 MP
    Damage 3000–4999=4 MP
    Damage 5000–5999=5 MP
    Damage 6000–6999=7 MP
    Damage 7000-7999=10 MP
    Damage 8000–8999=15 MP
    Damage 9000–9998=20 MP
    Damage 9999+ =30 MP
  2. Base=20% of Max HP
    1 Phoenix Lore=30% Max HP
    2 Phoenix Lores=40% Max HP
    3 Phoenix Lores=50% Max HP
  3. MP recovery = Enemy's level / 4
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