One Hour Ability

category:Job Abilitiesde:2-Stunden-Fähigkeites:Especial Dos Horas
A One-Hour Ability (1HR, 1-hour) is a Job Ability which has a 1 hour (Earth time) recast time, thus the origination of its common name "1-Hour(s)". Each job has its own 1-Hour ability available at level 1, meaning they are available to a player right at the start of the game or when starting to play a new job. 1-Hour abilities previously had a 2-hour recast timer (and were called "2-Hours"), but this timer was decreased in the 12/12/2012 update. A second 1-Hour gained at level 96 was added to each job in a more recent update. A player may only use a 1-Hour corresponding to his Main Job at any given time; a 1-Hour of the Support Job cannot be used by a player unless he changes it into his main job.
These abilities are tailored to the job's primary role in some way and are generally powerful, and are often used in emergency situations, or as part of a pre-planned strategy. Effective use of 1-Hours can potentially change the tide of battle, or salvage an otherwise lost situation. They retain their usefulness at any level.
All 1-Hours share the same recast timer across all jobs, meaning that if you use a 1-Hour on one job then change to another one, the recast is the same for the other job's 1-Hours. Example: If you are a Ninja and used Mijin Gakure then changed your job to Paladin, Invincible would not be ready until 1 hour has passed since you last used Mijin Gakure. Although you cannot recharge a 1-Hour simply by changing jobs like you can with other Job Abilities, there are some instances where you may be able to recharge them, such as:
*Using the Corsair 1-Hour Wild Card (not guaranteed to work, and it will not restore the 1-Hour of any Corsair, including his/her own).
*Using the temporary item Revitalizer.
*Opening a "full restore" treasure chest in areas such as Limbus and Abyssea.
*Goblin Dice used by Goblins in Dynamis have a variety of random effects, one of which is resetting everyone's job abilities, including 1-Hours.
:
Job 	One Hour Ability 	Effect
Bard 	Soul Voice 	Doubles the effectiveness of songs.
Bard 	Clarion Call 	Increases the number of songs that can be cast on party members by one.
Beastmaster 	Familiar 	Enhances your pet's powers and increases the duration of charm.
Beastmaster 	Unleash 	Increase Charm rate and reduces the recast time for Sic and Ready.
Black Mage 	Manafont 	Negates the MP cost of magic spells. Prevents spell interruption from physical attacks.
Black Mage 	Subtle Sorcery 	Lower enmity generated from spells and increase spell accuracy.
Blue Mage 	Azure Lore 	Enhances the effect of blue magic spells. Allows blue magic to participate in Skillchains and Magic Bursts without the use of Chain Affinity and/or Burst Affinity.
Blue Mage 	Unbridled Wisdom 	Special blue magic spells will become useable.
Corsair 	Wild Card 	Has a random effect on all party members within area of effect.
Corsair 	Cut Card 	Reduces the recast time for party members' special abilities.
Dancer 	Trance 	Negates the TP cost of Sambas, Waltzes, and Steps. Reduces all Waltz recast times to 6 seconds.
Dancer 	Grand Pas 	Allows you to use Flourishes without consuming finishing moves.
Dark Knight 	Blood Weapon 	Standard melee damage dealt to an enemy will be drained and restored to the user's HP.
Dark Knight 	Soul Enslavement 	Grants a TP drain effect to melee attacks.
Dragoon 	Spirit Surge 	Dismisses the pet wyvern in exchange for HP/TP recovery and several beneficial effects. Recharges and augments the user's Jump abilities.
Dragoon 	Fly High 	Reduces the recast time for Jump.
Geomancer 	Bolster 	Enhances the effects of your geomancy spells.
Geomancer 	Widened Compass 	Expands the range of geomancy spell effects.
Monk 	Hundred Fists 	Applies a high degree of Haste to speed up melee attacks.
Monk 	Inner Strength 	Increases your max HP.
Ninja 	Mijin Gakure 	Sacrifices user's life to deal damage to an enemy.
Ninja 	Mikage 	Grants a bonus to main weapon attack rounds based on the number of shadows and increases Subtle Blow cap.
Paladin 	Invincible 	Grants immunity to physical damage.
Paladin 	Intervene 	Greatly lowers an enemy's attack power and accuracy with a strong shield bash.
Puppetmaster	Overdrive 	Augments the fighting ability of your automaton to its maximum level. Prevents overloads.
Puppetmaster	Heady Artifice 	Automaton uses special ability (Benediction, Invincible, Chainspell, or Eagle Eye Shot). The special ability used differs depending on the head equipped.
Ranger 	Eagle Eye Shot 	Delivers a powerful and accurate ranged attack.
Ranger 	Overkill 	Reduces the delay for ranged attacks and increases the rate for double shot and triple shot.
Red Mage 	Chainspell 	Negates the casting time and recast timers for all magic spells.
Red Mage 	Stymie 	Greatly increases the accuracy of your next enfeebling magic spell.
Rune Fencer 	Elemental Sforzo 	Grants immunity to all magic attacks.
Rune Fencer 	Odyllic Subterfuge	Significantly reduces an enemy's magical accuracy.
Samurai 	Meikyo Shisui 	Reduces the TP cost of weapon skills to 100%. TP is boosted to 300% upon use.
Samurai 	Yaegasumi 	Evades abilities. Additionally, TP is gained depending on the number of abilities evaded, and grants a bonus to weapon skill damage.
Scholar 	Tabula Rasa 	Optimizes both white and black magic capabilities. Recharges Stratagems and temporarily allows charge-free Stratagem use. Enables the use of Embrava and Kaustra.
Scholar 	Caper Emissarius 	Focuses enmity on a targeted party member.
Summoner 	Astral Flow 	Allows avatars to use their full power. Negates Avatar Perpetuation Costs. Enables the summoning of Odin and Alexander.
Summoner 	Astral Conduit 	Reduces the recast time for Blood Pacts.
Thief 	Perfect Dodge 	Evades all melee attacks.
Thief 	Larceny 	Steals one beneficial effect from an enemy.
Warrior 	Mighty Strikes 	Causes all physical attacks to become critical hits.
Warrior 	Brazen Rush 	Increases your double attack rate.
White Mage 	Benediction 	Restores a large amount of HP and removes several status ailments for party members within area of effect.
White Mage 	Asylum 	Grants party members a powerful resistance against the effects of dispel and enfeebling magic.
===Notes===
* Dragoon has the distinction of being the only job to have its 1-Hour changed entirely. From April 2003 to December 2005, Call Wyvern was its 1-Hour. Following the 12/13/2005 version update, Spirit Surge replaced Call Wyvern as the 1-Hour, and Call Wyvern became a standard Job Ability on a 20-minute recast. Call Wyvern remains somewhat unique as a non-1-Hour JA, because it still is only available for use when Dragoon is set as the main job, like 1-Hours are.
* The mechanics of 1-Hours for monsters sometimes vary from the mechanics of the same 1-Hour for players. Mijin Gakure and Astral Flow (for monsters that do not summon Avatars or Elementals) operate differently. Additionally, Dragoon enemies that use a 1-Hour still have Call Wyvern as their 1-Hour, instead of Spirit Surge.
* Some monsters are able to defy the conventional mechanics of 1-Hours, such as being able to use a 1-Hour multiple times (a recast time of less than 1 hour) (e.g. Purson, the Jailers of Sea), being able to use two 1-Hours or more once in battle (e.g. Ark Angels), or being able to use more than one 1-Hour multiple times (sometimes as many as 15 1-Hours) (e.g. Dynamis Lord, Absolute Virtue, Apocalyptic Beast). This applies to some Battle NPCs as well (e.g. Prishe, who can use two 1-Hours, but cannot use them more than once per battle). 
* Some Battle NPCs use 1-Hours that differ from all known Jobs, such as Selh'teus, who uses Redemption.