Final Fantasy Tactics A2: Grimoire of the Rift abilities

Abilities in Final Fantasy Tactics A2: Grimoire of the Rift can be acquired through equipment, e.g. weapons, armor, and accessories, depending on the race and job of each character.
==Humes==
===Action abilities===
*Items
*Arts of War (Soldier)
*White Magick (White Mage)
*Thievery (Thief)
*Black Magick (Black Mage)
*Precision (Archer)
*Chivalry (Paladin)
*Pugilism (Fighter)
*Trapping (Hunter)
*Flair (Parivir)
*Blue Magick (Blue Mage)
*Illusion (Illusionist)
*High Magick (Seer)
*Ninjutsu (Ninja)
*Piracy (Sky Pirate, Vaan only)
*Instinct (Heritor, Adelle only)
*Reconnaissance (Agent, Al-Cid only)
===Reaction abilities===
*Critical: Haste (Ninja) - Bestows Haste when in critical HP.
*Reflex (Paladin) - Avoid all standard attacks.
*Archer's Bane (Archer) - Completely avoid all physical attacks from units wielding a Bow or Greatbow.
*Strike Back (Parivir) - Avoids any standard attacks then counters.
*Counter (Thief) - Follow up an enemy attack with an attack of the players' own. Units with ranged weapons can only counter up close and won't use their weapon to attack.
*Bonecrusher (Fighter) - Counters with one-and-a-half times normal damage if hit.
*Magick Counter (Black Mage) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
*MP Shield (Blue Mage) - Converts HP damage to MP damage. Will not work if there is no MP to spare. Overflow is taken from HP.
*Regenerate (Hunter) - Bestows Regen status when attacked.
*Absorb MP (Illusionist) - Absorb the MP used in attacks against the player. The attack has to use MP in order for the reaction to work.
*Replenish MP (Seer) - Regain 20% of damage taken as MP.
*Sticky Fingers (Sky Pirate, Vaan only) - Catches and acquires weapons thrown with Throw and Weapon Toss.
===Passive (support) abilities===
*Attack↑ (Hunter) - Increases Attack.
*Defense↑ (Paladin) - Increases Defense.
*Turbo MP (White Mage) - Double MP use to increase damage and accuracy of skills requiring it.
*Geomancy (Black Mage) - Reduces all target's elemental resistances by one level. [Absorb > Null > Half > Norm > Weak]
*Pierce (Seer) - Spells ignore Reflect.
*Monkey Grip (Soldier) - Hold a two-handed weapon with one hand.
*Doublehand (Fighter) - Hold a one-handed weapon with both hands, increasing damage dealt.
*Dual Wield (Ninja) - Allows the ability to equip a (one-handed) weapon in each hand. Does not work with poles or books.
*Safeguard (Thief) - Prevents stealing and breaking.
*Halve MP (Illusionist) - Halves MP costs.
*Immunity (Blue Mage) - Debuffs cannot be added or removed from unit.
*Learn (Blue Mage) - Learn Blue Magic when struck with them in combat.
*Concentration (Archer) - Slightly increases accuracy of attacks.
*Shieldbearer (Soldier) - Allows shield-wielding, regardless of job.
*Death Strike (Parivir) - Increases critical hit percentage.
*Ribbon-bearer (Seer) - Wear Ribbons regardless of current job.
*Vigilance (Sky Pirate, Vaan only) - Does not take extra damage from attacks from the side or back.
==Moogles==
===Action abilities===
*Items
*Calling (Animist)
*Thievery (Thief)
*Black Magick (Black Mage)
*Onslaught (Moogle Knight)
*Gunmanship (Fusilier)
*Acrobatics (Juggler)
*Clockwork (Tinker)
*Time Magick (Time Mage)
*Chococraft (Chocobo Knight)
*Ballistics (Flintlock)
*Song (Bard, Hurdy only)
===Reaction abilities===
*Critical: Quicken (Time Mage) - Bestows Quick when at critical HP.
*Critical: Haste (Moogle Knight) - Bestows Haste when in critical HP.
*Sticky Fingers (Juggler) - Catch Thrown/Tossed weapons and add them to inventory.
*Archer's Bane (Animist) - Ignore attacks from Bow or Greatbow.
*Counter (Thief) - Follow up an enemy attack with an attack of the players' own. Units with ranged weapons can only counter up close and won't use their weapon to attack.
*Return Fire (Juggler) - Counters arrow attacks by catching and returning the arrow back. Only works for a standard Fight attack.
*Magick Counter (Black Mage) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
*MP Shield (Tinker) - Converts HP damage to MP damage. Will not work if there is no MP to spare. Overflow is taken from HP.
*Regenerate (Tinker) - Bestows Regen when attacked.
*Blur (Flintlock) - Evade gun/cannon attacks.
*Evade Magick (Time Mage) - Evade damaging magic spells completely.
*Critical: Vanish (Bard, Hurdy only) - Enters Invisible status when at critical health.
===Passive (support) abilities===
*Geomancy (Black Mage) - Reduces all target's elemental resistances by one level. [Absorb > Null > Half > Norm > Weak]
*Safeguard (Thief) - Prevents stealing and breaking.
*Concentration (Fusilier) - Increase accuracy.
*Shieldbearer (Moogle Knight) - Allows shield-wielding, regardless of job.
*Charged Attacks (Flintlock) - Regular attacks consume MP to increase damage.
*Ribbon-bearer (Tinker) - Allows equipping of Ribbons regardless of job.
==Viera==
===Action abilities===
*Items
*Dance (Dancer, Penelo only)
*Precision (Archer)
*White Magick (White Mage)
*Red Magick (Red Mage)
*Fencing (Fencer)
*Summoning Magick (Summoner)
*Assassination (Assassin)
*Green Magick (Green Mage)
*Elemental Magick (Elementalist)
*Sharpshooting (Sniper)
*Blade Arts (Spellblade)
===Reaction abilities===
*Sticky Fingers (Red Mage) - Catch Thrown/Hurled items and add them to inventory.
*Reflex (Fencer) - Avoid all standard Fight attacks.
*Archer's Bane (Archer) - Completely avoid all physical attacks from units wielding a Bow or Greatbow.
*Return Fire (Assassin) - Counter arrow attacks by catching and returning the arrows. Only works on standard attacks.
*Regenerate (Sniper) - Bestows Regen when attacked.
*Absorb MP (Green Mage) - Gains MP equal to the MP cost of attacks used on the unit.
*Evade Magick (Green Mage) - Allows user to avoid damage spells.
*Critical: Evasion↑ (Spellblade) - Evade Up when HP-critical.
*Critical: Quicken (Dancer, Penelo only) - Bestows Quick when at critical HP.
===Passive (support) abilities===
*Magick↑ (Red Mage) - Increases Magick.
*Turbo MP (White Mage) - Double MP use to increase damage and accuracy of skills requiring it.
*Halve MP (Summoner) - Halves MP Usage of all skills requiring it.
*Concentration (Archer) - Slightly increases accuracy of attacks.
*Shieldbearer (Fencer) - Allows shield-wielding, regardless of job.
*Spellbound (Green Mage) - Buffs and debuffs last longer on the user.
*Blood Price (Spellblade) - Use double HP instead of MP for casting.
==Bangaa==
===Action abilities===
*Items
*Intercession (Bishop)
*Cannonry (Cannoneer)
*Warding (Defender)
*Dragon Soul (Dragoon)
*Sparring (Gladiator)
*Arts of War (Warrior)
*Discipline (White Monk)
*Martial Arts (Master Monk)
*Sacred Blade (Templar)
*Sleight of Hand (Trickster)
===Reaction abilities===
*Critical: Berserk (Defender) - Self-Inflicts Berserk when in critical HP.
*Reflex (White Monk) - Avoid all basic attacks.
*Strike Back (Gladiator) - Avoids a standard attack and counters.
*Counter (White Monk) - Follow up an enemy attack with an attack of the players' own.
*Bonecrusher (Templar) - Counters with 1.5x damage if hit.
*Magick Counter (Bishop) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
*Dragonheart (Dragoon) - Gains Reraise status when melee damaged.
*Blur (Cannoneer) - Evade hand-cannon and gun-based basic attacks.
*Absorb Damage (Trickster) - Gain HP equal to 10% of the damage taken.
*Blink Counter (Master Monk) - Counters and knocks back.
===Passive (support) abilities===
*Attack↑ (Templar) - Increase Attack.
*Defense↑ (Defender) - Increases Defense.
*Monkey Grip (Warrior) - Hold a two-handed weapon with one hand.
*Doublehand (Gladiator) - Hold a single-handed weapon with both hands. Increases weapon damage.
*Halve MP (Bishop) - Halves MP Usage of all spells and skills requiring it.
*Shieldbearer (Warrior) - Allows Unit to equip shields regardless of job.
*Unscarred (Master Monk) - Boosts Attack, Defense, Magick, and Resistance by 50% if the unit has full HP.
*Ribbon-bearer (Trickster) - Allows using Ribbon regardless of current job.
*Tank (Defender) - Wear heavy armor regardless of job.
==Nu mou==
===Action abilities===
*Items
*White Magick (White Mage)
*Black Magick (Black Mage)
*Time Magick (Time Mage)
*Arcane Magick (Arcanist)
*Beast Lore (Beastmaster)
*Alchemy (Alchemist)
*Lore (Scholar)
*Sagacity (Sage)
*Illusion (Illusionist)
===Reaction abilities===
*Critical: Quicken (Time Mage) - Bestows Quick when at critical HP.
*Critical: Haste (Beastmaster) - Bestows Haste when at critical HP.
*Reflex (Sage) - Avoid all basic attacks.
*Magick Counter (Black Mage) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
*MP Shield (Arcanist) - Converts HP damage to MP damage. Will not work if there is no MP to spare. Overflow is taken from HP.
*Absorb MP (Illusionist) - Absorb the MP used in attacks against the player. The attack has to use MP in order for the reaction to work.
*Evade Magick (Time Mage) - Evade damaging magic spells completely.
===Passive (support) abilities===
*Defense↑ (Sage) - Increases Defense.
*Magick↑ (Alchemist) - Increases Magick.
*Turbo MP (White Mage) - Double MP use to increase damage and accuracy of skills requiring it.
*Geomancy (Black Mage) - Reduces all target's elemental resistances by one level.
*Pierce (Arcanist) - Spells ignore Reflect.
*Safeguard (Alchemist) - Prevents stealing and breaking.
*Halve MP (Illusionist) - Halves MP costs.
*Immunity (Beastmaster) - Neither buffs nor debuffs can be removed from the user. 
*Shieldbearer (Sage) - Allows shield-wielding, regardless of job.
*Item Lore (Alchemist) - Improves effect of recovery items.
*Spellbound (Scholar) - Buffs and debuffs last longer on the unit.
==Seeq==
===Action abilities===
*Items
*Savagery (Berserker)
*Brutality (Viking)
*Survivalism (Ranger)
*Astutia (Lanista)
===Reaction abilities===
*Critical: Berserk (Berserker) - Self-inflicts Berserk when in critical HP.
*Counter (Berserker) - Counterattacks when damaged.
*Dragonheart (Lanista) - Automatically grants Reraise status upon taking melee damage.
*Absorb Damage (Viking) - Recover 10% of damage taken into HP, rounded down to the first place.
*Blink Counter (Lanista) - Counterattack and knock back the attacker after being the target of an offensive action.
*Gil Snapper (Viking) - Obtain gil after receiving a critical hit.
*Critical: Vanish (Ranger) - Invisible status when HP-critical.
===Passive (support) abilities===
*Attack↑ (Berserker) - Increases Attack.
*Monkey Grip (Lanista) - Wield two-handed weapons in one hand.
*Doublehand (Viking) - Can hold a one-handed weapon in both hands for higher attack. Does not work with gloves.
*Safeguard (Viking) - Equipment cannot be broken or stolen.
*Shieldbearer (Viking) - Can equip shields regardless of job.
*Death Strike (Berserker) - Increases critical hit rate.
*Item Lore (Ranger) - Increases effectiveness of items (including those used with mirror item).
*Avoid Traps (Ranger) - Protection from traps.
*Tank (Lanista) - Wear heavy armor regardless of job.
==Gria==
===Action abilities===
*Items
*Trapping (Hunter)
*Geomancy (Geomancer)
*Feralism (Ravager)
*Devastation (Raptor)
===Reaction abilities===
*Reflex (Raptor)- Avoids basic attacks.
*Strike Back (Ravager) - Blocks a basic attack and counters it.
*Counter (Raptor) - Counters with weapon when attacked. Counters barehanded if user has a ranged weapon.
*Bonecrusher (Ravager) - Counters dealing 1.5x damage.
*Magick Counter (Geomancer) - Counter offensive magic skills by casting the same spell back at the attacker. Requires enough MP to cast the spell to work.
*Regenerate (Hunter) - Bestows Regen status when attacked.
*Critical: Evasion↑ (Geomancer) - Grants the Evasion↑ status when Critical.
===Passive (support) abilities===
*Attack↑ (Hunter) - Increases Attack.
*Defense↑ (Ravager) - Increases Defense.
*Resistance↑ (Geomancer) - Increases Resistance.
*Monkey Grip (Raptor) - Wield two-handed swords with one hand.
*Safeguard (Raptor) - Current equipment cannot be broken or stolen.
*Shieldbearer (Raptor) - Equips shields regardless of job.
*Unscarred (Ravager) - Boosts Attack, Defense, Magick, and Resistance by 50% if unit has full HP.
*Avoid Traps (Geomancer) - Protection from traps.
*Tank (Ravager) - Wear heavy armor regardless of job.
==List of illegal ability users==
Most of the NPCs use Reaction or Passive abilities that is outside of their tribe.
*Ghi Yelgi uses the Passive Tank.
*Tweigel uses the Passive Blood Price.
*Fras uses the Passive Death Strike.
*Green King Verre uses the Reaction Blink Counter.
*The Geomancer of the Nortyrants from the the Jylland Cup tournament uses Elusion.
*Bansat from the Champion's Cup uses the Passive Pugilist.
*Alys the Ensorceled uses the Reaction Magick Counter.
*Duke Snakeheart uses the Reaction Replenish MP.
*Hana the Red Mage from To be a Spellblade uses the Reaction Counter.
Category:Abilities in Final Fantasy Tactics A2: Grimoire of the Rift