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Final Fantasy Tactics Mystic Guide & Review

Mystic is one of the classes in Final Fantasy Tactics (FFT). There are a ton of classes in FFT and it can be overwhelming trying to figure out which is the right one. Which skills and abilities are good? Which classes are good? This guide will tell you everything you need to know about the Final Fantasy Tactics Mystic Class.

Mystic
Final Fantasy Tactics (FFT)

final fantasy tactics mystic class guide

Final Fantasy Tactics Mystic Quick FAQ

How do you unlock the Mystic class in Final Fantasy Tactics?

Mystic requires White Mage level 3 to unlock.

How much total JP does it take to master the Mystic class in Final Fantasy Tactics?

It takes 5,970 total JP to master the Mystic class.

What kind of stat growths does the Mystic class offer in Final Fantasy Tactics?

Mystic gains below average attack growth and slightly above average MP growth.

What kind of skills does the Mystic class learn in Final Fantasy Tactics?

Mystic learns a variety of status effect inducing spells that they can use to debilitate enemies.

Stat Growths

(Lower is better)
HP: 12 MP: 10 SPD: 100 PA: 60 MA: 50

In Final Fantasy Tactics Mystic, like most magic-based classes, doesn’t have any notable growths. It has below average PA growth and slightly above average MP growth. There’s nothing spectacular about Mystic growths at all.

Moveset: Mystic Arts

Ability NameJP Cost
Umbra100
Empowerment200
Invigoration350
Belief400
Disbelief400
Corruption300
Quiescence170
Fervor400
Trepidation200
Delirium400
Harmony800
Hesitation100
Repose350
Induration600

There’s nothing that Mystics can do that Beowulf can’t do better, since Beowulf doesn’t have charge time. In Final Fantasy Tactics Mystic’s main thing is inflicting status effects.

Of all the status effects Mystic can inflict, Disable (Hesitation), Stone (Induration) and Sleep (Repose) are the most useful. Mystic has some nice self-sustain with Invigoration and Empowerment (HP and MP steal, respectfully). Unfortunately, to be a successful mystic, your character needs to have very high faith, which makes them susceptible to magic damage.

Reaction Abilities

Ability NameJP Cost
Absorb MP250

Absorb MP is a very bad Reaction Ability. If a spell gets cast on your character, he or she will gain MP equal to the MP cost of the spell that hit them. Since Mystic can restore its own MP with Empowerment and MP really isn’t that big of a deal anyway, you’re not going to get much use out of this skill.

Support Abilities

Ability NameJP Cost
Defense Boost400

Defense Boost increases physical defense by a decent amount. It’s not a bad Support Ability, but it’s outclassed by so many other abilities that it’s hard to make an argument for slotting this into a character build over big damage increase options like Dual Wield or Attack/Arcane Boost.

Movement Abilities

Ability NameJP Cost
Ignore Weather200
Manafont350

Ignore Weather is very situational and not remotely useful even in the situation that it’s built for. Manafont is somewhat useful for mages to help give them some passive MP regeneration, and can be combined with Time Mage’s Manashield for a decent defensive combo.

Final Fantasy Tactics Mystic Overall Assessment

In Final Fantasy Tactics Mystic is sort of a middle child among all the classes. It’s very forgettable. It doesn’t offer anything particularly terrible, but also doesn’t offer anything particularly useful. It’s somewhat unique in that it can equip poles, which are a 2 square melee weapon that deals damage based on MA.

It gets some mediocre support skills, and a decent moveset. Unfortunately, it’s moveset is completely and utterly replaced by Beowulf. If anything about Mystic seems interesting to you, just use Beowulf instead. He’s better in every way.

That about covers it for the Final Fantasy Tactics Mystic Class. Be sure to check out the Games Section for more content like this and click here for more game guides related to FFT.

Final Fantasy Tactics Class Guides:
Squire â€“ Chemist â€“ Knight â€“ Archer â€“ Thief â€“ Monk â€“ Geomancer â€“ Dragoon â€“ Ninja â€“ Samurai â€“ Dark Knight â€“ White Mage â€“ Black Mage â€“ Time Mage â€“ Mystic – Summoner – OratorBard – Dancer â€“ Arithmetician – Mime – Onion Knight

Author

  • Ryan Night

    Ryan Night is an ex-game industry producer with over a decade of experience writing guides for RPGs. Previously an early contributor at gamefaqs.com, Ryan has been serving the RPG community with video game guides since 2001. As the owner of Bright Rock Media, Ryan has written over 600 guides for RPGs of all kinds, from Final Fantasy Tactics to Tales of Arise.

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