
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 |