Final Fantasy Tactics movement abilities

FFT Movement Ability Icon

Movement abilities (ムーブアビリティ, Mūbu Abiritei?) in Final Fantasy Tactics are learned via Job Points; different versions of the game may require different amounts of JP to learn an ability. Each character can equip one movement ability. Movement abilities generally allow characters to move across battlefields easier than they would otherwise be able to, while some give positive effects simply by moving.

Different game versions may require different amounts of JP to learn abilities.

Name Description JP Cost Job
Movement +1 Increases movement by 1, allowing the unit to move a greater distance. 200 Squire
Treasure Hunter Discover items hidden on tiles upon moving to them. 100 Chemist
Jump +1 Increase Jump by 1. 200 Archer
Lifefont Recover HP upon moving. 300 Monk
Movement +2 Increases movement by 2, allowing the unit to move a greater distance. 560 Thief
Jump +2 Increase Jump by 2. 500
Ignore Weather Traverse marsh, swamp, or poisonous fen unimpeded by rain conditions. 200 Mystic
Manafont Recovers MP upon moving. Movement cannot be reset for units with this ability. 350
Teleport Allows the unit to warp instantly to destination tiles. May fail when attempting to travel to locations that exceed the unit's movement and jump abilities. Movement cannot be reset for units with this ability. 600/650/3000 Time Mage
Levitate Grants permanent Float status in battle, allowing movement while levitating at an elevation of 1 above the ground. 540
Ignore Terrain Allows the unit to move unimpeded through difficult terrain, such as canals, rivers, lakes, and the ocean. 220 Geomancer
Lava Walking Walk across and even stop on the surface of lava. 150
Ignore Elevation Allows the unit to move to tiles of any height, regardless of its jump attribute. 700 Dragoon
Swim Allows the unit to swim through and even stop in deep water. 300 Samurai
Waterwalking Allows the unit to move across and even stop on the surface of water. 420 Ninja
Accrue EXP Obtain EXP upon moving. 400 Arithmetician
Accrue JP Obtain JP upon moving. 400
Fly Allows the unit to move by flying, passing over enemies and obstacles. 1000 (PS)/5000 (WoL)/900 (IC) Dancer
Bard
Jump +3 Increase Jump by 3. 1000 (PS & WoL)/600 (IC) Dancer
Dark Knight
Movement +3 Increases movement by 3, allowing the unit to move a greater distance. 1000 Bard
Dark Knight

Other movement abilities[]

Cannot enter water and Waterbreathing are monster-only abilities that possess JP costs. The skills cannot be set or seen normally by the player unless the player hacks the ability to their units via a Gameshark.

Name Description JP Cost Job
Cannot enter water Unable to enter water. 200 Monsters
Master Teleportation Warp instantly to destination tiles. 0 Elmdore
Waterbreathing Move and stop even when fully submerged in water of depth 3. 200 Mindflayer Family

Dummied content[]

Stealth is a dummied out ability that is unfinished and has no effect. The description suggests it would put the user in Invisible status by default until the unit took action.

Name Description JP Cost Job
Stealth Move while transparent and invisible to the enemy. 800 Dummied