It may be silly to "learn" how to use Phoenix
Downs or Hi-Potions when all the Item command requires is that the user toss
an item in the general vicinity of a targeted unit. Nevertheless, the Chemist has
an indispensable and 100% reliable ability set. Making a unit a Chemist generally
limits that unit's role to that of dedicated healer. When guns become available,
however, Chemists can become a mild thorn in the side--yours or the enemies'.
Revives and restores a nominal amount of HP. Kills undead units.
90
Item has a range of 4
and an effect of 1 for any item
when used by Chemists or units equipped with Throw
Item. For all other units, the range is 1.
Learning an ability listed above allows
you to use the corresponding item provided that it exists in your inventory.
It is necessary to have an unobstructed line of sight
with a targeted unit when using an item. Examples of
situations where there is an obstructed
line of sight are shown below. (The Chocobo is the intended target.)
The first example shows a slight difference in height and a short distance between
the two units. The second example shows how a battlefield obstruction such as a tree can block the
target. (Any other unit can also serve as an obstruction. In that case, it will
receive the restorative effect intended for the target.) The third example shows that although
the units are adjacent to one another, a steep difference in height prevents the item
from reaching its target.
REACTION
Description
Trigger
JP
Auto-Potion
Use lowest potion available in inventory on self.
HP damage
400
SUPPORT
Description
JP
Throw Items
Have the item-throwing range of a Chemist regardless of job.
350
Safeguard
Equipped items are immune to break techniques.
250
Reequip
Change equipment during battle.
0
MOVEMENT
Description
JP
Treasure Hunter
Reveals a hidden item (if any) at a selected battlefield point. This item is automatically
added to the inventory.