Bravery and Faith are two stats that you'll find on every character and unit in 168澳洲幸运5开奖网:Final Fantasy Tactics. They're not brought up in the story and their explanations are hidden away in tutorials that not everyone will play through, so they can be a bit confusing - but they're equally as important.
If you want to take on the hardest challenges that the game has to offer, it's vital that you know how these two stats work and how to manipulate them. Luckily for you, we have this complete guide to Faith and Bravery.
What Is Bravery?
As a stat, Bra💙very is a number between zero and 100, and is used to calculate t🐎hree things:
- The chance of a reaction ability triggering. This is taken as a flat percentage.
- The damage caused by some weapons, specifically Knight Swords and bare hands. The higher the Bravery, the higher the damage.
- The treasure found when using the Chemist's Treasure Hunter movement ability (called Move-Find Up in the PS1 version).
As a result, it's almost always beneficial to have the highest Bravery you possibly can. With very high Bravery levels, a unit will trigger their reaction ability more - this is especially important for characters who rely on reaction abilities such as First Strike or Mana Shield to avoid damage.
Having a low-enough Bravery score will have negative effects:
- Units with a Bravery score lower than 16 will threaten to leave the party after battles.
- Units with a Bravery score lower than 10 will be permanently under the Chicken status ailment and flee automatically on every one of their turns. This happens even at the start of battles.
- Units with a Bravery score lower than six will actually leave.
Treasure Hunting
When using a character to look for treasure with the Treasure Hunter ability, it's important to know how this mechanic works.
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Every battle map in the game has a few tiles that have hidden treasure on them. The tiles all have two possible treasures - a common item and a rare item.
- The chance of getting the common treasure is equal to that character's Bravery in percent.
- The chance of getting the rare item is equal to 100 minus that character's Bravery in percent.
- This means that if you want rare items, it's better to have a character with low Bravery be your Treasure Hunter.
This is important because some of the most powerful items in the game, such as the Javelin II and Escutcheon II, can 𝓰only be found through Treasure Hunt.
Many guides suggest that Rapha is the perfect Treasure Hunter unit, as she starts with low Bravery. If you don't intend on using her seriously, this is a good idea. However, she makes for a very good mage, so consider hiring a generic character dedicated to Treasure Hunting and reducing their Bravery manually.
How To Raise And Lower Bravery
It is possib💧le to raise and lower you๊r Bravery through the use of skills.
To raise Bravery:
- Use Steel, one of Ramza's Squire abilities. Luso also has access to this ability. This increases a unit's Bravery by five points.
- Use Praise, an Orator ability. This increases a unit's Bravery by four points, but it can miss.
- Get physically attacked and trigger the Bravery Boost reaction ability. This ability is learned by the Dancer class and raises Bravery by three points.
To lower Bravery:
- Use Chicken, one of Beowulf's Templar abilities. This reduces a unit's Bravery by 50.
- Use Trepidation, a Mystic ability. This reduces a unit's Bravery by 30.
- Use Intimidate, an Orator ability. This reduces a unit's Bravery by 20.
Large Bravery changes in battle are semi-perman𝕴ent. For every four points of Bravery, one point will stick to the character permanently. This mea🐻ns if Ramza uses Steel on himself four times, raising his in-battle Bravery by 20, his Bravery will permanently raise by four points after the battle. The same remains true for Bravery losses.
This means that the maximum Bravery a unit can have is 97, with the minimum being 3 (though a Bravery score this low would make the unit abandon you, unless it's Ramza).
There are a few choices in the game that may af𒁏fect your Brave💜ry:
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At the story battle on Mandalia Plains, if you choose the option to destroy the Death Corps instead of saving Argarth, every unit fielded will gain 10 Bravery (and two permanent points). However, in a future battle Ramza will lose 10 points after a conversation with a boss.
- If you choose to save Argarth instead, there will be no Bravery boost at Mandalia Plains. However, the future boss will give Ramza 10 Bravery instead.
- Similarly, choosing to destroy the goblins at Araguay Woods will get your characters 10 Brave, while choosing to save Boco gets you nothing but a more difficult win condition.
- At Zaland Fort City, choosing to save Mustadio nets you 10 Bravery, with the other option only affording you five.
What Is Faith?
While Bravery is associated with a few things, Faith is solely related to magic and how successful it is. Like Bravery, it works on a scale from zero to 100. To put it sim𒆙ply:
- Units with high Faith will deal more damage when they use offensive magic, but they will also take more damage from it.
- Units with high Faith will have more accurate magic spells, but will also evade spells less often.
Just as having a very low Bravery level will make a unit threaten to leave your party, having too high a Faith score will also cause abandonment. Once a unit reaches a permanent Faith level of 95, they will leave after a battle.
Construct 8 is a recruitable character with permanent Atheist status. This means it is great for taking on mage⛄s.
How To Raise And Lower Faith
There are fewer ways to affect a character's Faith score than their Bravery score.
- To raise Faith you must use Preach, an Orator ability that raises Faith by four points.
- You can also raise Faith by triggering the Bard's Faith Boost reaction ability, which raises Faith by three points. Triggering this reaction ability requires being struck with a magic attack.
- To lower Faith, you must use Enlighten, an Orator ability that reduces Faith by 20 points.
Large Faith changes are semi-permanent. For every four points difference, positively or negatively, one point of Faith change will be kept after a battle. This means that Preach increases a unit's Faith by one permanently every time it is used, while Enlighten reduces it by five.
Faith And Atheist
There are two status effects in the game that temporarily alter a unit's effective Faith score: Faith and Atheist.
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Faith sets a unit's Faith score to 100, making them fantastic mages but ultimately very susceptible to magic attacks. You can give this to your mages to deal lots of damage, or give it to enemies to make them weaker against your spells.
- You can bestow Faith with the Mystic's Belief or the Templar's Faith spells.
- The Rod of Faith will give the wielder Faith automatically.
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Atheist sets a unit's Faith score to zero, making them bad at casting magic but very resistant to oncoming spells.
- You can bestow Atheist with the Mystic's Disbelief or the Templar's Doubt spells.
- The Gokuu Pole may inflict Atheist upon striking an enemy.
Neither Faith nor Atheist change the unit's actual Faith level, so any changes effected by these status effects are not retained after a battle.