Clan Privilege

A clan privilege is a gameplay factor in Final Fantasy Tactics A2: Grimoire of the Rift. Privileges usually affect the entire party and are selectable at the beginning of each battle that a Judge facilitates. If the Judge leaves the battle due to a violation of the Law, the Privilege is removed from play.
There are dozens of privileges available, and more are unlocked by completing clan trials. Privileges' benefits include boosting of stats, strengthening of certain races, and increased rewards at the end of battle. Only one privilege can be in effect during each battle, and the player cannot switch privileges once the fight has commenced.
Upgradable privileges can only be upgraded +1 level per trial. For example, Agility↑ 1 cannot be upgraded straight to Agility↑ 5 by becoming Master Improvisers from Adaptability II. The player can only upgrade the privilege +1 by taking a trial whose privilege level reward is higher or equal to their current held privilege level. For example, to upgrade Agility↑ 1 to Agility↑ 5, the player can follow the trial order below, or take the Trial to be "Master Improvisers" four times in a row.
==List of privileges==
A small amount of privileges are available at the beginning of the game, but the majority are obtained by completing clan trials.
Privilege 	Effect 	Trial 	Title 	Title Details
Agility↑ 1 	Very slightly improves chance to hit and avoid being hit. 	Default 	— 	—
Agility↑ 2 	Slightly improves chance to hit and avoid being hit. 	Adaptability I 	Surveyors 	Kill 2 enemies under 4 rounds.
Agility↑ 3 	Moderately improves chance to hit and avoid being hit. 	Adaptability I 	Mimics 	Kill 3 enemies under 3 rounds (3 Reflex Flans).
Agility↑ 4 	Greatly improves chance to hit and avoid being hit. 	Adaptability II 	Trailblazers 	Kill 2 enemies under 3 rounds (2 Reflex Flans).
Agility↑ 5 	Massively improves chance to hit and avoid being hit. 	Adaptability II 	Master Improvisers 	Kill 3 enemies under 2 rounds (3 Reflex Flans).
Bonus AP 1 	Slightly increases the ability points awarded for completing a quest. 	Negotiation-Teamwork 	Speakers 	Kill 2 enemies under 4 rounds without using MP (2 Tonberries).
Bonus AP 2 	Moderately increases the ability points awarded for completing a quest. 	Negotiation-Teamwork 	Lectors 	Kill 3 enemies under 4 rounds without using MP (3 Tonberries).
Bonus AP 3 	Greatly increases the ability points awarded for completing a quest. 	Negotiation-Teamwork 	Advocates 	Kill 2 enemies under 3 rounds without using MP (2 Tonberries).
Bonus CP 1 	Slightly increases the clan points awarded for completing a quest. 	General Training I 	Trainees 	Kill 5 enemies.
Bonus CP 2 	Moderately increases the clan points awarded for completing a quest. 	General Training I 	Professionals 	Kill 6 enemies in 4 rounds.
Bonus CP 3 	Greatly increases the clan points awarded for completing a quest. 	General Training I 	Veterans 	Kill 6 enemies in 3 rounds.
Bonus EXP 1 	Slightly increases the experience points awarded for completing a quest. 	Teamwork-Aptitude 	Hands of Steel 	Examine the Urn 4 times in 4 rounds while facing 4 enemies.
Bonus EXP 2 	Moderately increases the experience points awarded for completing a quest. 	Teamwork-Aptitude 	Hands of Gold 	Examine the Urn 6 times in 4 rounds while facing 5 enemies.
Bonus EXP 3 	Greatly increases the experience points awarded for completing a quest. 	Teamwork-Aptitude 	Hands of Divinity 	Examine the Urn 7 times in 3 rounds while facing 5 enemies.
Bonus Gil 1 	Slightly increases the gil awarded for completing a quest. 	Adaptability-Negotiation	Followers 	Survive 2 rounds facing 4 enemies while upholding the law (Harming the weak).
Bonus Gil 2 	Moderately increases the gil awarded for completing a quest. 	Adaptability-Negotiation	Compromisers 	Survive 2 rounds facing 6 enemies while upholding the law (Harming the weak).
Bonus Gil 3 	Greatly increases the gil awarded for completing a quest. 	Adaptability-Negotiation	Catalysts 	Survive 3 rounds facing 6 enemies while upholding the law (Harming the weak).
Debuff Resistance 1 	Grants immunity to Poison. 	Aptitude-Adaptability 	Travelers 	
Debuff Resistance 2 	Grants immunity to Blind. 	Teamwork-Aptitude 	Hands of Silver 	
Debuff Resistance 3 	Grants immunity to Silence. 	Adaptability-Negotiation	Outriders 	Survive 3 rounds and uphold the law against harming weaker enemies.
Debuff Resistance 4 	Grants immunity to Immobilize and Disable. 	Negotiation-Teamwork 	Champions 	
Debuff Resistance 5 	Grants immunity to Confuse, Charm, and Toad. 	General Training II 	Legends 	Defeat enemies in 3 rounds with 2 reinforcements in round 2.
Empowered Bangaa 	Bangaa units receive bonuses to Attack, Defense, and other attributes. 	Aptitude I 	Grease Monkeys 	
Empowered Gria 	Gria units receive bonuses to Attack, Defense, and other attributes. 	Teamwork II 	Comrades 	
Empowered Humes 	Hume units receive bonuses to Attack, Defense, and other attributes. 	General Training I 	Novices 	
Empowered Moogles 	Moogle units receive bonuses to Attack, Defense, and other attributes. 	Adaptability I 	Scouts 	
Empowered Nu Mou 	Nu mou units receive bonuses to Attack, Defense, and other attributes. 	Negotiation I 	Hagglers 	
Empowered Viera 	Viera units receive bonuses to Attack, Defense, and other attributes. 	Teamwork I 	Acquaintances 	Kill 2 Mimics (Gloves) while upholding the law (Any ability used must consume MP).
Empowered Seeq 	Seeq units receive bonuses to Attack, Defense, and other attributes. 	Aptitude II 	Craftsmen 	
Libra 	Reveals the location of all traps on the field. 	Adaptability II 	Contrivers 	
Luck 1 	Very slightly increases critical hit rate and chance of an Opportunity Command.	Default 	— 	
Luck 2 	Slightly increases critical hit rate and chance of an Opportunity Command. 	Negotiation I 	Barterers 	Slay 4 enemies while upholding the law against targeting distant units.
Luck 3 	Moderately increases critical hit rate and chance of an Opportunity Command. 	Negotiation I 	Orators 	Slay 6 enemies in 3 rounds while upholding the law against targeting distant units.
Luck 4 	Greatly increases critical hit rate and chance of an Opportunity Command. 	Negotiation II 	Conciliators 	
Luck 5 	Massively increases critical hit rate and chance of an Opportunity Command. 	Negotiation II 	Master Negotiators 	
Move↑ 1 	Increases Move stat by 1. 	General Training II 	Adepts 	Defeat enemies in 4 rounds with 1 reinforcement in round 3.
Move↑ 2 	Increases Move stat by 2. 	General Training II 	Master Adventurers 	Defeat enemies in 3 rounds with 3 reinforcements in round 2.
MP Channeling 	Increases magick regeneration to 20 MP per turn. 	Aptitude-Adaptability 	Master Explorers 	Gather 5 Shining Lights in 3 rounds while facing 5 enemies.
MP Efficiency 	Halves the MP cost of all abilities. 	Teamwork-Aptitude 	Master Hands 	Examine the Urn 8 times in 3 rounds while facing 5 enemies.
Non-Elemental Attacks	Renders all attacks non-elemental. 	Adaptability-Negotiation	Master Intercessors	Survive 3 rounds facing 6 enemies while upholding the law (Harming the weak).
Power↑ 1 	Very slightly increases damage dealt and decreases damage taken. 	Default 	— 	
Power↑ 2 	Slightly increases damage dealt and decreases damage taken. 	Aptitude I 	Machinists 	Examine 6 barrels on the map to find the winning barrel in 3 rounds.
Power↑ 3 	Moderately increases damage dealt and decreases damage taken. 	Aptitude I 	Dabhands 	Examine 6 barrels on the map to find the winning barrel in 2 rounds.
Power↑ 4 	Greatly increases damage dealt and decreases damage taken. 	Aptitude II 	Wrights 	Find the winning barrel of 6, in 3 rounds, while being attacked by 4 enemy Bombs.
Power↑ 5 	Massively increases damage dealt and decreases damage taken. 	Aptitude II 	Master Artificers 	Find the winning barrel of 6, in 2 rounds, while being attacked by 5 enemy Bombs.
Regen 	Grants slight HP regen per turn. 	General Training I 	Journeymen 	Kill 6 enemies.
Regenra 	Grants moderate HP regen per turn. 	General Training II 	Braves 	Defeat Zaghnal in 4 rounds with 2 reinforcements in round 3.
Regenga 	Grants large HP regen per turn. 	General Training II 	Heroes 	Defeat enemies in 4 rounds with 3 reinforcements in round 2.
Speed↑ 1 	Very slightly increases speed. 	Default 	— 	
Speed↑ 2 	Slightly increases speed. 	Teamwork I 	Relations 	Kill 4 enemies (Mimics) while upholding the law (Not using MP).
Speed↑ 3 	Moderately increases speed. 	Teamwork I 	Old Friends 	Kill 6 enemies (Mimics) in 3 rounds while upholding the law (Not using MP).
Speed↑ 4 	Greatly increases speed. 	Teamwork II 	Boon Companions 	Kill 4 Yellow Chocobos in 3 rounds, without any Smash Gauge going over 60%.
Speed↑ 5 	Massively increases speed. 	Teamwork II 	Master Allies 	Kill 6 Yellow Chocobos in 3 rounds, without any Smash Gauge going over 60%.
Smash Gauge Bonus 1 	Slightly increase the rate at which the Smash Gauge fills. 	Aptitude-Adaptability 	Prospectors 	
Smash Gauge Bonus 2 	Moderately increase the rate at which the Smash Gauge fills. 	Aptitude-Adaptability 	Pioneers 	
Smash Gauge Bonus 3 	Greatly increase the rate at which the Smash Gauge fills. 	Aptitude-Adaptability 	Voyagers 	
Always Counter 	Units with no other reaction ability set will counter enemy attacks. 	Negotiation-Teamwork 	Master Judicers 	Kill 2 enemies (Tonberries) in 2 rounds while upholding the law (Not using MP).
Safe Keeping 	Prevents items from being stolen or destroyed. 	Negotiation II 	Mediators 	Kill 2 enemies (Deadly Nightshade) while upholding the law (Grouping).
Category:Gameplay in Final Fantasy Tactics A2: Grimoire of the Rift