Final Fantasy Wiki
Advertisement

One of the many brands of the machinist, the tinker wages battle with his clockwork creations.

Description

Tinker is a job in Final Fantasy Tactics A2: Grimoire of the Rift, accessible to moogles.

Profile[]

The job uses gadgets that have a 50% chance of either hitting every enemy or ally, making it an unreliable class. Tinker can group-cast cast normally single-target spells, albeit with restrictions.

Although the job is risky, the Tinker's stat growth is superb, having high HP, Attack, and Defense, average Speed and Magick, but with perfect Resistance, only severely lacking in MP. Tinker is best used when the situation calls for one, or at the start of a battle, when the game can be reset if the desired effect does not occur.

There are ways to make Tinkers more useful. One solution is to equip the entire party with items, which make them immune to a certain status effects, then use an ability which causes it freely so even if the ailment is cast on allies, none will be affected. If an enemy party is aided by a beneficial spell, as opposed to the player's team, Blue Screw is useful in removing the status from the enemies. One can use the Blue Mage's ability Roar to remove buffs given to the enemy, and can use the Summoner's ability Unicorn to remove debuffs.

Tinkers are considered to be the worst job especially due to the mission "Time to Act", where the Tinker will almost always Haste the enemy with Red Spring, usually allowing the enemy to kill a moogle unit, failing the mission. However, in a mission like "Clean the Ship Deck" that has no Mimic or the Luck Trial, Red Spring and others will always be positive toward the player's party. The player can use Red Spring at the beginning of a fight to change the odds, and if things go wrong reload.

The head of the research team at Goug is a Tinker.

Tinkers are either spars with Green Mages or the total opposite of them. Both cast buffs and debuffs, yet the Green Mages' magicks are area effect, and the Tinkers' are determinable in their benefit to all allies or enemies since their abilities all have affiliation-based effect.

Abilities[]

Clockwork[]

The TINKER crafts elaborate devices that wreak havoc on the battlefield.

Description

Before the attack is issued, a box is opened, and the moogle face inside the box determines whether the allies or enemies are affected. An angelic moogle means that the ability will benefit the Tinker's team (i.e. positive statuses will affect allies, while negative statuses will affect enemies) while a purple, "evil" moogle means that the ability will benefit the Tinker's enemies.

Skill Equipment Range AP MP
Red Spring Rising Sun All allies or foes 250 8
An ingenious contraption that casts Haste. Where it lands, nobody knows...
Blue Screw White Fangs All allies or foes 250 8
An ingenious contraption that casts Dispel. Where it lands, nobody knows...
Green Gear Poison Knuckles All allies or foes 250 8
An ingenious contraption that POISONS its victims. Where it lands, nobody knows...
Silver Disc Metal Knuckles All allies or foes 250 8
An ingenious contraption that BLINDS its victims. Where it lands, nobody knows...
Gold Battery Cat Claws All allies or foes 250 8
An ingenious contraption that heals wounds. Where it lands, nobody knows...
Black Ingot Death Claws All allies or foes 250 8
An ingenious contraption that DOOMS its victims. Where it lands, nobody knows...
Chroma Gem Dream Claws All allies or foes 250 8
An ingenious contraption that pits its victims to SLEEP. Where it lands, nobody knows...
Gold Moogletron Survivor All allies or foes 250 8
An ingenious contraption that casts Barrier. Where it lands, nobody knows...

Reaction[]

Skill Equipment Effect AP
Regenerate Gaia Gear Gain REGEN after taking damage. 200
MP Shield Mirage Vest Damage taken depletes MP rather than HP. Has no effect when the user has no MP. 450

Support[]

Skill Equipment Effect AP
Ribbon-bearer Orb of Minwu Enables the user to equip a ribbon, regardless of their current job. 300

Gallery[]

Advertisement