A tenable sniper option, the Archer becomes quite pesky when he commands the
high ground. The "Charge" ability, however, is generally unreliable; targeted
units tend to dodge charged attacks and the ability itself is relatively slow
to execute. (Enemies can simply move out of the way during the time it takes
to charge an attack.)
The Archer can also equip crossbows, which allow him to equip a shield. However,
crossbows require a direct line of sight to the target. Unlike in Tactics Ogre,
the Archer in FFT cannot directly target units adjacent to him.
ACTION : CHARGE
Rng
Efc
MP
Sp
JP
Charge+1
Physical AT +1 for a single attack.
Wpn
1
0
25
100
Charge+2
Physical AT +2 for a single attack.
Wpn
1
0
20
150
Charge+3
Physical AT +3 for a single attack.
Wpn
1
0
17
200
Charge+4
Physical AT +4 for a single attack.
Wpn
1
0
13
250
Charge+5
Physical AT +5 for a single attack.
Wpn
1
0
10
300
Charge+7
Physical AT +7 for a single attack.
Wpn
1
0
7.5
400
Charge+10
Physical AT +10 for a single attack.
Wpn
1
0
5
600
Charge+20
Physical AT +20 for a single attack.
Wpn
1
0
3
1000
REACTION
Description
Trigger
JP
Speed Save
Speed increases.
HP damage
800
Arrow Guard
Evade bow or crossbow attacks.
Bow/crossbow attack
450
SUPPORT
Description
JP
Equip Crossbow
Equip crossbow regardless of job.
350
Concentrate
Ensures 100% success rate for any normal physical attack.