sirsystemerror (
sirsystemerror) wrote2025-12-24 08:55 pm
FFR: Skill/sidequest guide
This is a quick and dirty guide to FFR job sidequests and abilities.
Warrior/Paladin
Sidequest: Forge the Xcalber in the Dwarf Cave using the ADAMANT from F2 of the Floating Castle, then take it to the fountain in Lefein to trade it for the Lunar Shield.
Thief/Ninja
Sidequest: None formal.
Monk/Master
Sidequest: Go to Castle Ordeals after promotion and do a battle where only Masters can participate to unlock the CHANNELING trait.
Red Mage/Red Wizard
Sidequest: Learn L8 spells by pressing the confirm button when facing the back of the magic shops in Lefein.
White Mage/White Wizard
Sidequest: Examine the destroyed clinic on the east side of Melmond for the REVIVALIST trait.
Black Mage/Black Wizard
Sidequest: Talk to Matoya after promotion for the PRIMING trait.
Blue Mage/Blue Wizard
Sidequest: None formal besides learning all spells.
Dancer/Rhythmist
Sidequest: Talk to dancers in towns to learn dances. A list is in my skills guide.
Sidequest: Talk to Arylon after learning all dances for the DETERMINATION trait.
Geomancer/Elementalist
Sidequest: Give all six elemental bells to the man in the southwest of Pravoka for the Blessed Bell. A list is in my equipment guide.
Lancer/Dragoon
Sidequest: Talk to the dragon in Onrac then kill 100 enemies with JUMP or SUPER JUMP for the Leaping Boots
Trainer/Beastmaster
Sidequest: Talk to the man in the southeast of Gaia, catch a T REX, and return to him to unlock pet food. T REX is in the northeast portion of the map. Just soft reset with them as the visible character until it shows.
Evoker/Summoner
Sidequest: Besides the summons (a list is in my magic guide), BAHAMUT's Astral Plane can be entered by talking to him after promotion and beating all four fiends.
Time Mage/Time Wizard
Sidequest: Use TELE anywhere in Castle Ordeals to unlock the SET TELEPOINT world ability.
Green Mage/Green Wizard
Sidequest: Talk to Sarda after promotion to unlock the WARDING CIRCLE world ability.
Bard/Troubadour
Sidequest: Unlock songs by talking to various NPCs. A list is in my skills guide
Sidequest: Talk to Sara and the Elf Prince after promotion, and they'll respectively give the Auto Harp and Dream Harp.
Dark Knight/Deathknight
Sidequest: Use CONSUME BAT. HP bats: ToF. STR bats: Earth B3/B5. AGI bats: Earth B4. INT bats: Marsh B3. VIT bats: Earth B2, Waterfall. LUCK bats: Marsh B1/B2, Northwest Castle.
Sidequest: Talk to the man in Onrac's graveyard after promotion, then have the Deathknight take 1000 damage in one battle without dying for the MISERY trait.
Spellblade/Rune Knight
Sidequest: Talk to the wandering swordsman for special swords. These are: Pravoka, Marsh Cave B2 north, Titan's Tunnel, Ordeals F2 treasure room, Mirage Tower F1 (with two additional spots in Gurgu B4 and Ice Cave B2 that just go towards an achievement). After getting Xcalber, meet him on the bridge north of Coneria to fight him to unlock the BLITZ skill.
Archer/Ranger
Sidequest: Use SCAVENGE on the peninsula east of Gaia for the Yoichi Bow.
Ronin/Samurai
Sidequest: Unlock various skills by using PAY TRIBUTE at red flowerbeds. They're in: northeast of the Temple of Fiends, southeast of Marsh Cave B2 south, behind the Titan in his tunnel, the north end of the hall of giants in Earth Cave B1, in the northwest of Gurgu B3, and the small transition room before the holes in the Ice Cave.
Sidequest: After promotion, pay a variable amount of gold at the blue flowerbed in the northern part of the Waterfall to fight YOJIMBO. Defeat him to unlock the YAEGASUMI limit.
Machinist/Engineer
Sidequest: Talk to robot NPCs in the Waterfall, Mirage F1-F3, and Floating Castle for the DRINK command in MAGITEK, FIRE/ICE/BOLT BEAM, and HEAL FORCE respectively.
Sidequest: Defeat a WarMECH on F5 of the Floating Castle to unlock the WarMECH tool.
Index
Warrior/Paladin
Sidequest: Forge the Xcalber in the Dwarf Cave using the ADAMANT from F2 of the Floating Castle, then take it to the fountain in Lefein to trade it for the Lunar Shield.
| Before promotion | ||
|---|---|---|
| Skill | WARCRY | Priority. Boosts all allies' attack by 50% for the next two rounds. |
| World | SHOUT | Makes the NPC in front of the Warrior move. |
| After promotion | ||
| Magic | White | Can buy and use certain White magic spells from stores. |
| Skill | COVER | Priority. Takes all physical damage for the selected ally for 3 rounds. |
| Limit | INVINCIBLE | Priority. Nullifies all physical damage the user takes for the next 2 rounds. |
Thief/Ninja
Sidequest: None formal.
| Before promotion | ||
|---|---|---|
| Skill | MUG | Performs a physical attack at 80% power that cannot critical. Steals 50-100% of the target's gold yield |
| World | SEARCH | Detects and picks up hidden items in the vicinity. |
| Trait | FAST WALK | Increases movement speed when the displayed character. |
| After promotion | ||
| Magic | Black | Buy certain L1-L4 Black spells in shops. |
| Skill | THROW | Used to throw various elemental scrolls at all enemies |
| Trait | SNEAK ATTACK | Prevents ambushes and increases preemptives when the displayed character. |
| Limit | SMOKE BOMB | Priority. Escape from any battle (even unrunnable ones) and prevent encounters for a set number of steps after. |
Monk/Master
Sidequest: Go to Castle Ordeals after promotion and do a battle where only Masters can participate to unlock the CHANNELING trait.
| Before promotion | ||
|---|---|---|
| Skill | BOOST | Raises unit's chi to their current maximum. |
| Skill | COMBO | Expend 1 chi to attack enemies with one more hit than normal. If an enemy is killed |
| Skill | CHAKRA | Expend 2 chi to heal the party and cure poison. Healing is split across living members and is based on the user's max HP and VIT. |
| Trait | PUGILIST | When unarmed |
| Trait | CENTERING | Flavor skill. |
| After promotion | ||
| Skill | CHI BLAST | Expends all chi to deal damage to all enemies, proportional to chi and VIT |
| Trait | IMPROVED CENTERING | Replaces CENTERING. Character starts with 1 chi point every battle. |
| Trait | COUNTER | When physically attacked |
| Trait | CHANNELING | Unlockable. Restores 1 chi point after killing an enemy with a FIGHT attack. |
| Limit | FOCUS STRIKE | Unit performs a physical attack where all hits are critical. |
Red Mage/Red Wizard
Sidequest: Learn L8 spells by pressing the confirm button when facing the back of the magic shops in Lefein.
| Before promotion | ||
|---|---|---|
| MAGIC | Red | Buy and use certain white and black spells in shops. |
| Trait | SABOTEUR | Status spells used by the character gain +80 accuracy. |
| Trait | MAGUS ADEPT | Flavor skill. |
| After promotion | ||
| Skill | CONVERT | Swaps the charges between any two levels of magic with spells. |
| Trait | MAGUS MASTERY | Replaces ADEPT |
| Limit | REFRESH | Restores another character's limit. |
White Mage/White Wizard
Sidequest: Examine the destroyed clinic on the east side of Melmond for the REVIVALIST trait.
| Magic | White | Buy and use certain white magic spells. |
| Skill | PRAY | Heals 1-5% of all allies' max HP. The max range increases by 5% for each cast, to a max of 30%. |
| Trait | CLERIC | Increases accuracy on healing spells and increases their floor by 50%. |
| Trait | DIVINE ADEPT | Flavor skill. |
| After promotion | ||
|---|---|---|
| Skill | RERAISE | Places a buff on an ally that will revive them with 20% of their max HP the next time they take lethal damage. |
| Trait | REVIVALIST | Unlockable. LIFE and LIF2 will work in battle. |
| Trait | DIVINE MASTERY | Flavor skill. |
| Limit | BENEDICTION | Fully heals all allies and removes "common" status ailments. |
Black Mage/Black Wizard
Sidequest: Talk to Matoya after promotion for the PRIMING trait.
| Before promotion | ||
|---|---|---|
| Magic | Black | Buy and use certain black magic spells. |
| Skill | BLUFF | Doubles all allies' INT for one turn. |
| Trait | SORCERER | Increases the accuracy of all damaging spells. |
| Trait | ARCANE ADEPT | Flavor skill. |
| After promotion | ||
| Skill | ELEMENTAL SEAL | The next spell cast will ignore resistances and deal max damage. Does not work with itemcasts. |
| Trait | ARCANE MASTERY | Flavor skill. |
| Limit | MANAFONT | Unit will not consume or need spell charges for 3 rounds. |
Blue Mage/Blue Wizard
Sidequest: None formal besides learning all spells.
| Before promotion | ||
|---|---|---|
| Magic | Blue | Can use any blue magic spell known. |
| Skill | SKILL LURE | Priority. All single-target enemy skills will target this character. Also, increases the odds of an enemy using a skill. |
| Trait | AZURE LORE | Unit can learn blue magic if hit by an enemy skill. Spawns NPCs who will offer to fight monsters who use skills. |
| After promotion | ||
| Skill | CONVERGENCE | Tiredness. Character casts a multitarget blue spell as single target, doubling its power. |
| Limit | AZURE AFFINITY | Increases accuracy on the next blue spell cast. The next enemy skill that targets the user will have a 100% chance of being learned. |
Dancer/Rhythmist
Sidequest: Talk to dancers in towns to learn dances. A list is in my skills guide.
Sidequest: Talk to Arylon after learning all dances for the DETERMINATION trait.
| Before promotion | ||
|---|---|---|
| Magic | Dance | Can use any dance learned, expending bravery in the process. |
| Trait | DANCE | Unit can learn dances by talking to NPC dancers in towns. |
| Trait | BRAVERY BOOST | Hitting an enemy increases bravery, which ties into the success rate of dances. -50% if inflicted by darkness. |
| After promotion | ||
| Skill | FLURRY | Performs a physical with less power but more hit%. |
| Trait | DUAL-WIELD | Unit can equip two weapons. The second in menu order adds half its power/hit% and its full crit% to their stats. |
| Trait | DETERMINATION | Unlockable. Unit gains 25% bravery if a dance fails. |
| Limit | DUENDE | Unit can use any dance, and will not lose bravery for 3 rounds. |
Geomancer/Elementalist
Sidequest: Give all six elemental bells to the man in the southwest of Pravoka for the Blessed Bell. A list is in my equipment guide.
| Before promotion | ||
|---|---|---|
| Magic | Geomancy | Can use one of a select four spells from the current terrain. |
| Skill | TERRAIN | Casts a random spell from the current terrain, with a chance for one of two "rare" ones. May restore spell charges. |
| Trait | GEOMANCY | Flavor skill. |
| Trait | LIGHT STEP | Ignores the effects of damage tiles while the displayed character. |
| After promotion | ||
| Skill | RESERVES | Can use one of a select four spells from the SAMPLEd terrain. Cannot use in the same terrain. |
| World | SAMPLE | Empowers RESERVES with spells from the current terrain. |
| LIMIT | GEOSTORM | Deals heavy omnielemental damage to all enemies, ignoring resistances. |
Lancer/Dragoon
Sidequest: Talk to the dragon in Onrac then kill 100 enemies with JUMP or SUPER JUMP for the Leaping Boots
| Before promotion | ||
|---|---|---|
| Skill | JUMP | Fatigue. Leave combat for one round and come down with an attack with 32 less hit% where all hits are critical. |
| After promotion | ||
| Skill | SUPER-JUMP | Double fatigue. Leave combat for one round and come down with an attack on all enemies with half hit% where all hits are critical. |
| Trait | DRAGON KILLER | Unit's attacks are always considered to be effective against dragons. |
| Limit | FLY HIGH | Priority. Executes a SUPER-JUMP. Removes fatigue and prevents it for 3 rounds. |
Trainer/Beastmaster
Sidequest: Talk to the man in the southeast of Gaia, catch a T REX, and return to him to unlock pet food. T REX is in the northeast portion of the map. Just soft reset with them as the visible character until it shows.
| Before promotion | ||
|---|---|---|
| Skill | CONTROL | Attempts to control a monster for two rounds, the unit will use their turn to direct them. Bonus EXP equal to the amount they pay out is granted after battle. |
| Trait | AXE PROFICIENCY | Axes gain a +10 hit% bonus |
| Trait | LURE | When the displayed characters, there is a 50% chance of skipping over an encounter slot that is not a slot 7 or 8. |
| After promotion | ||
| Skill | CAPTURE | Attempts to capture a monster using the same mechanics as CONTROL. |
| Skill | CALL BEAST | If there is room on the field, summons a CAPTUREd monster. It then works on the same mechanics as CONTROL. |
| Limit | FAMILIAR | The next CONTROL attempt has a 100% chance of success. |
Evoker/Summoner
Sidequest: Besides the summons (a list is in my magic guide), BAHAMUT's Astral Plane can be entered by talking to him after promotion and beating all four fiends.
| Before promotion | ||
|---|---|---|
| Magic | Summon | Can use any summon spell known. |
| Trait | EVOCATION | Flavor skill. |
| Trait | ASTRAL HARMONICS | Unit can locate and enter portals to the astral plane when the displayed character. |
| After promotion | ||
| Skill | CALL | Tiredness. Unit casts a random summon skill they know. Charging turns still apply. |
| Limit | ASTRAL FLOW | Priority. Unit casts the last summon spell used, without a charging turn if it has one. |
Time Mage/Time Wizard
Sidequest: Use TELE anywhere in Castle Ordeals to unlock the SET TELEPOINT world ability.
| Before promotion | ||
|---|---|---|
| Magic | Black | Buy and use certain black magic spells. |
| Skill | EGRESS | Resets the current battle, and rerolls formation along with preemptive/ambush. |
| Trait | RESIST TIME | Unit resists the time-element along with the effects of slow, sleep, and paralysis. |
| Trait | TEMPUS ADEPT | Flavor skill. |
| After promotion | ||
| Skill | DOUBLECAST | Tiredness. Target ally's magic will execute twice for a single spell charge. Does not work on pseudospells in the magic menu like songs and dances. |
| Trait | TEMPUS MASTERY | Replaces ADEPT. Flavor skill. |
| Limit | COMPRESS TIME | Priority. Only the unit can act for the next 3 rounds. |
Green Mage/Green Wizard
Sidequest: Talk to Sarda after promotion to unlock the WARDING CIRCLE world ability.
| Before promotion | ||
|---|---|---|
| Magic | White | Buy and use certain white magic spells. |
| Skill | EXUVIATION | Removes status or elemental resistance buffs from an ally and deals non-elemental damage to all enemies proportional to the amount removed. |
| Trait | RESIST POISON | Unit resists the poison-elemental and is immune to the poison status. |
| Trait | DRUID ADEPT | Unit's buff spells are given priority. |
| Trait | DRUIDIC BOUNDARY | Unit's buff spells have a 50% chance of restoring 1-5% of a target's max HP. |
| After promotion | ||
| Skill | BENEFACTION | Restores health based on damage recorded by ACCRETION, split amongst living allies. |
| Trait | RESIST POISON | Unit resists the stone-elemental and is immune to the petrify status. |
| Trait | DRUID MASTERY | Replaces ADEPT. Unit's buff spells are given priority. |
| Trait | ACCRETION | Records damage taken up to the user's max HP. |
| Limit | BARRIER | Grants immunity to most negative status ailments to all allies. |
Bard/Troubadour
Sidequest: Unlock songs by talking to various NPCs. A list is in my skills guide
Sidequest: Talk to Sara and the Elf Prince after promotion, and they'll respectively give the Auto Harp and Dream Harp.
| Before promotion | ||
|---|---|---|
| Magic | Songs | Can use any song learned. |
| Skill | HIDE | Removes unit from combat and restores 1 spell charge. All songs are sustained. Removed if all other allies are dead. |
| Trait | BARDSONG L1 | Unit can learn songs by talking to NPCs. |
| Trait | HARPIST | Flavor skill. |
| Trait | RESIST SILENCE | Unit is immune to the silence status. |
| Trait | SPOONINESS | Flavor skill. |
| After promotion | ||
| Trait | BARDSONG L2 | Replaces BARDSONG L2. Unit now has 2 spell charges. |
| Trait | ENCORE | HIDE will restore 2 spell charges. |
| Limit | VIRTUOSO | Plays any song (regardless of spell charges). Allows songs to be maintained with any action and stacked by the same character. |
Dark Knight/Deathknight
Sidequest: Use CONSUME BAT. HP bats: ToF. STR bats: Earth B3/B5. AGI bats: Earth B4. INT bats: Marsh B3. VIT bats: Earth B2, Waterfall. LUCK bats: Marsh B1/B2, Northwest Castle.
Sidequest: Talk to the man in Onrac's graveyard after promotion, then have the Deathknight take 1000 damage in one battle without dying for the MISERY trait.
| Before promotion | ||
|---|---|---|
| Magic | Black | Buy and use certain black magic spells. |
| Skill | BLOOD WEAPON | Unit will drain HP equal to half the damage inflicted for the next 2 rounds. Unit needs a weapon equipped. Ineffective against undead/mech. |
| Trait | SHADOW ADEPT | Flavor skill. |
| Trait | RESIST BLIND | Unit is immune to the blind status. |
| Trait | SHADOWBLADE | Unit gains 32 hit% against targets inflicted with blind. |
| After promotion | ||
| Skill | SOULEATER | Fatigue. Deals non-elemental damage and attempts to inflict blind on all enemies. Heals undead, but can still blind them. Unit loses 20% of their max HP. |
| World | CONSUME BAT | When the visible character, unit may eat any bat NPC, gaining stats in the process. |
| Trait | SHADOW MASTERY | Flavor skill. |
| Trait | MISERY | Unlockable. Unit's attack increases as their HP decreases. |
| Limit | DREADSPIKES | Enemies that physically attack this unit will be damaged and the user healed for the roughly the same amount. Wears off after 50% of the user's max HP has been drained in this way. |
Spellblade/Rune Knight
Sidequest: Talk to the wandering swordsman for special swords. These are: Pravoka, Marsh Cave B2 north, Titan's Tunnel, Ordeals F2 treasure room, Mirage Tower F1 (with two additional spots in Gurgu B4 and Ice Cave B2 that just go towards an achievement). After getting Xcalber, meet him on the bridge north of Coneria to fight him to unlock the BLITZ skill.
| Before promotion | ||
|---|---|---|
| Magic | White | Buy and use special white magic spells. |
| Skill | IMPART | Grants the effects of the BLADECRAFT trait to all allies for 1 round. |
| Trait | MYSTIC ADEPT | Flavor skill. |
| Trait | BLADECRAFT | Unit gains a 50% bonus to damage when using a weapon with elemental properties. Bonus increases to 100% if striking an elemental or racial weakness. |
| After promotion | ||
| Skill | RUNIC | Priority. Unit negates any white, black, or blue spell cast. as long as they have less than 3 charges. Enemy skills and summons are not affected. They can expend charges to alter their FIGHT/MAGIC commands to target all. |
| Skill | BLITZ | Unlockable. Tiredness. Unit executes any spell followed by a FIGHT attack. |
| Trait | MYSTIC MASTERY | Replaces ADEPT. Unit can learn tier 2 magic spells in combat. |
| Limit | INFUSE | User immediately gains 3 RUNIC charges. |
Archer/Ranger
Sidequest: Use SCAVENGE on the peninsula east of Gaia for the Yoichi Bow.
| Before promotion | ||
|---|---|---|
| Magic | Magic Arrows | Craft special arrows in the MAGIC section of the pause menu and use them in battle. |
| Skill | AIM | Requires a bow. Increases the damage of the unit's next FIGHT by 120%. Can be stacked up to 3 times. |
| Trait | HUNTER | Gives special materials when the unit kills an enemy with a FIGHT. |
| Trait | ARROWCRAFT | Flavor skill. |
| Trait | BOW PROFIENCY | Gives a bonus to bow attacks based on their hit%. |
| Trait | DETECT TRAPS | Highlights spiked tiles (fixed encounters) on the overworld when the displayed character. |
| After promotion | ||
| Skill | HUNTER'S MARK | Priority. The next phyiscal attack on the targetted enemy will guarantee all hits are critical. |
| World | SCAVENGE | Will do nothing, trigger an encounter, or give materials from monsters in the area. If used after stepping on a spiked tile, guarantees materials the first time. |
| Limit | RAPID-FIRE | Requires a bow. Deals 4 attacks to random targets at maximum power, ignoring defense and evasion. |
Ronin/Samurai
Sidequest: Unlock various skills by using PAY TRIBUTE at red flowerbeds. They're in: northeast of the Temple of Fiends, southeast of Marsh Cave B2 south, behind the Titan in his tunnel, the north end of the hall of giants in Earth Cave B1, in the northwest of Gurgu B3, and the small transition room before the holes in the Ice Cave.
Sidequest: After promotion, pay a variable amount of gold at the blue flowerbed in the northern part of the Waterfall to fight YOJIMBO. Defeat him to unlock the YAEGASUMI limit.
| Before promotion | ||
|---|---|---|
| Magic | Weapon Skills | Spend accumulated TP to use skills on weapons in inventory. |
| Skill | RE-EQUIP | Allows unit to change weapons in combat. |
| Skill | MEDITATE | Unlockable. Gives 25TP. Doubles TP gains and doubles bow damage for the next 2 rounds. |
| Skill | SEKKANOKI | Unlockable. Reduces TP cost of the next weapon skill used by 100. |
| Skill | THIRD EYE | Unlockable. Priority. Evades the next physical attack directed at the user. Fatigue is inflicted after this triggers. |
| World | PAY TRIBUTE | When the visible character, unit may trigger enemy Ronin encounters at flowerbeds. |
| Trait | BUJUTSU ADEPT | Flavor skill. |
| Trait | RETAIN TP | Unlockable. Unit will not have TP zeroed after using RE-EQUIP. |
| Trait | DOUBLEHAND | Unlockable. When a katana is equipped with no shield, their power increases by 50%. |
| Trait | ZANSHIN | Unlockable. If a FIGHT attack misses for any reason, immediately executes another FIGHT. |
| After promotion | ||
| Trait | BUJUTSU MASTERY | Flavor skill. |
| Limit | MEIKYO SHISUI | Reduces TP cost of all skills in the next skillchain to 100. |
| Limit | YAEGASUMI | Unlockable. Priority. Evades all special skills (anything not a FIGHT or basic magic) and grants the user 100TP for each. |
Machinist/Engineer
Sidequest: Talk to robot NPCs in the Waterfall, Mirage F1-F3, and Floating Castle for the DRINK command in MAGITEK, FIRE/ICE/BOLT BEAM, and HEAL FORCE respectively.
Sidequest: Defeat a WarMECH on F5 of the Floating Castle to unlock the WarMECH tool.
| Before promotion | ||
|---|---|---|
| Magic | Magic tools | Craft special tools in the MAGIC section of the pause menu and use them in battle. |
| World | DECONSTRUCT | Grants access to a special menu where equipment can be broken down into components. |
| Trait | TINKERER | Flavor skill. |
| Trait | SALVAGER | Special ore may be found after combat with certain enemies. |
| Trait | FRIEND OF THE FORGE | When the visible character, can interact with the anvil in the Dwarf Cave to create special equipment. |
| Trait | HAMMER PROFICENCY | Hammers gain a 50% bonus to their damage rating. |
| After promotion | ||
| World | REDESIGN | A new section is added to the special menu where tools can be modified into one of four variations. |
| Limit | MAGITEK | Removes all status and enters a special armor with levelĂ—20 HP. User can use special commands, but cannot be healed normally or benefit from positive status while inside. |
Index