PropertyValue
rdfs:label
  • Archer (Final Fantasy XII)
rdfs:comment
  • Archers have limited Magical ability, only able to use a tiny bit of White Magick. They have the largest number of Technicks that can be learned of any of the Classes. In addition, Archers are the only class to possess all three Phoenix Down augments, meaning that they can fully resurrect your party in seconds. They also have access to all three Potion Lores. However, the accuracy of their main weapon is penalized by 20% in certain weather conditions. Also, they are unable to learn Adrenaline and have few means to augment their attack and magick powers.
dcterms:subject
dbkwik:final-fantasy/property/wikiPageUsesTemplate
dbkwik:finalfantasy/property/wikiPageUsesTemplate
L
  • Augment:Battle Lore
  • Gambit:Gambit Slot
  • Technick:Steal
  • Augment:Last Stand
  • Technick:Gil Toss
  • Weapon 1:Bows 1
  • Weapon 1:Bows 2
  • Weapon 1:Bows 3
  • Weapon 1:Bows 4
Page
  • License Board
I
  • Accessory:Accessories 3
  • Accessory:Accessories 4
  • Armor:Heavy Armor 10
  • Gambit:Gambit Slot
  • Summon:Shemhazai
  • Armor:Light Armor 8
  • Augment:+150 HP
  • Augment:Phoenix Lore
  • Technick:Traveler
  • Weapon 1:Bows 7
G
  • Accessory:Accessories 10
  • Accessory:Accessories 13
  • Accessory:Accessories 14
  • Accessory:Accessories 19
  • Accessory:Accessories 20
  • Accessory:Accessories 7
  • Accessory:Accessories 8
  • Accessory:Accessories 9
  • Accessory:Ribbon
  • Augment:+230 HP
  • Augment:+270 HP
  • Quickening:Quickening
  • Armor:Light Armor 10
  • Armor:Light Armor 11
  • Weapon 1:Sagittarius
  • Armor:Heavy Armor 12
B
  • Augment:Magick Lore
  • Summon:Ultima
  • Summon:Zodiark
N
  • Augment:Headsman
  • Augment:Swiftness
  • Magick:White Magick 4
H
  • Accessory:Accessories 5
  • Accessory:Accessories 6
  • Augment:+190 HP
  • Augment:Swiftness
  • Quickening:Quickening
  • Summon:Zeromus
  • Armor:Light Armor 9
  • Augment:Focus
  • Technick:Revive
  • Weapon 1:Sagittarius
  • Armor:Heavy Armor 11
Suffix
  • -int
A
  • Technick:1000 Needles
  • Technick:Infuse
F
  • Accessory:Accessories 11
  • Accessory:Accessories 12
  • Accessory:Accessories 16
  • Accessory:Accessories 18
  • Accessory:Accessories 21
  • Accessory:Accessories 22
  • Augment:Battle Lore
  • Armor:Light Armor 12
  • Technick:Shades of Black
  • Augment:+310 HP
  • Armor:Light Armor 13
Q
  • Augment:Battle Lore
  • Augment:Spellbound
  • Summon:Exodus
E
  • Accessory:Accessories 15
  • Accessory:Accessories 17
  • Summon:Chaos
  • Summon:Famfrit
P
  • Augment:Phoenix Lore
  • Augment:Remedy Lore 2
J
  • Accessory:Accessories 1
  • Accessory:Accessories 2
  • Augment:+110 HP
  • Gambit:Gambit Slot
  • Summon:Belias
  • Summon:Hashmal
  • Summon:Mateus
  • Armor:Light Armor 7
  • Technick:Achilles
  • Technick:Charm
  • Weapon 1:Bows 6
K
  • Augment:Swiftness
  • Command:Command
  • Gambit:Gambit Slot
  • Armor:Light Armor 1
  • Armor:Light Armor 2
  • Armor:Light Armor 3
  • Armor:Light Armor 4
  • Armor:Light Armor 5
  • Armor:Light Armor 6
  • Technick:First Aid
  • Technick:Libra
  • Technick:Poach
  • Weapon 1:Bows 5
  • Augment:+30 HP
  • Augment:+70 HP
D
  • Augment:Magick Lore
  • Technick:Addle
  • Technick:Shear
  • Augment:+390 HP
R
  • Augment:Potion Lore 2
  • Augment:Potion Lore 3
M
  • Augment:Inquisitor
  • Augment:Martyr
  • Quickening:Quickening
  • Summon:Adrammelech
  • Summon:Zalera
O
  • Summon:CĂșchulainn
  • Augment:Potion Lore 1
  • Augment:Remedy Lore 1
C
  • Augment:+435 HP
  • Augment:Magick Lore
  • Quickening:Quickening
  • Augment:Phoenix Lore
  • Augment:Remedy Lore 3
abstract
  • Archers have limited Magical ability, only able to use a tiny bit of White Magick. They have the largest number of Technicks that can be learned of any of the Classes. In addition, Archers are the only class to possess all three Phoenix Down augments, meaning that they can fully resurrect your party in seconds. They also have access to all three Potion Lores. However, the accuracy of their main weapon is penalized by 20% in certain weather conditions. Also, they are unable to learn Adrenaline and have few means to augment their attack and magick powers. The Archer has access to 127 licenses, which require 7,241 LP to unlock, as well as up to 12 additional licenses through summon licenses costing 780 LP, and 1 additional license costing 30 LP through quickening licenses.