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Forums - Nintendo - FFTA2 - Trials checklist

Adaptibillity I

Scouts - Empowered Moogles

Observers - NA

Surveyors - Agility up 2

Imitators - NA

Mimics - Agility up 3

Adaptibillity II

Contrivers - Libra

Survivalists - NA

Trailblazers - Agility up 4

Executors - NA

Master Improvisers - Agility up 5

Adaptibillity-Negotiation

Followers - Bonus Gil 1

Compromisers - Bonus Gil 2

Outsiders - Debuff Resistance 3

Catalysts - Bonus Gil 3

Master Intercessors - Non-Elemental Attacks

Aptitude I

Grease Monkeys - Empowered Bangaa

Apprentices - NA

Machinists - Power up 2

Technicians - NA

Dab Hands - Power up 3

Aptitude II

Craftsmen - Empowered Seeq

Smiths - NA

Wrights - Power up 4

Artisans - NA

Master Artificers - Power up 5

Aptitude-Adaptability

Travelers - Debuff Resistance 1

Prospectors - Smash Gauge Bonus 1

Pioneers - Smash Gauge Bonus 2

Voyagers - Smash Gauge Bonus 3

Master Explorers - MP Channeling

General Training I

Novices - Empowered Humes

Trainees - CP up 1

Journeymen - Regen

Professionals - CP up 2

Veterans - CP up 3

General Training II

Adepts - Move up 1

Braves - Regenra

Heroes - Regenga

Legends - Debuf Resistance 5

Master Adventurers -Move up 2

Negotiation I

Hagglers - Empowered Nu Mou

Intermediaries - NA

Barterers - Luck 2

Brokers - NA

Orators - Luck 3

Negotiation II

Mediators - Maintenance

Counselors - NA

Conciliators - Luck 4

Arbiters - NA

Master Negotiators - Luck 5

Negotiation-Teamwork

Speakers - AP 1

Lectors - AP 2

Advocates - AP 3

Champions - Debuff Resistance 4

Master Judicers - Always Counter

Teamwork I

Acquaintances - Empowered Viera

Associates - NA

Relations - Speed up 2

Confidantes - NA

Old Friends - Speed up 3

Teamwork II

Comrades - Empowered Gria

Cohorts - NA

Boon Companions - Speed up 4

Countrymen - NA

Master Allies - Speed up 5

Teamwork-Aptitude

Hands of Steel - Bonus EXP 1

Hands of Silver - Debuff Resistance 2

Hands of Gold - Bonus EXP 2

Hands of Divinity - Bonus EXP 3

Master Hands - MP Efficiency



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The ones I use most?
AP 3, it's nice getting 90AP and that speeds up the skill training a whole lot.

Speed 5 and combine that with haste, you'll be taking 5 turns every enemy's turn :)

Gil up 3, I think it increases 30% for Gil reward after quest is done. Probably better just to steal some off monsters.

Make sure you take General Training II Master Adventurers last. The bonuses don't stack.



Beat the first Brightmoon Tor today. Damn, it was hard (the top level).

My chars are in the low 40's and nearly got wiped out. I probably got lucky and along with dumb AI.

It was my second visit to that tower. First time, my chars were in the mid 30's and totally got owned at the top floor.

My team,

white mage/thief (dual weild) Luso

parivir/thief (dual weild) Adella

juggler/thief Moogle

time mage/black mage No Mou

dragoon/templar Bangaa

thief/hunter Hume

It was actually whatever job setup that I had at the moment and didn't customize it. The juggler basically what gave me the win on top floor. Juggler is similar to Time Mage except that they aren't magickal and not affected by the Reflect.

I expected to be wiped out on top floor like the first time and hoped to steal some loots while I get a few turns.

Kill bunny, then wolf, then the 2 malboros last.

If you got this far, you probably had problems with not having enough Gils. The tower is really good for Gils. Just use your thieves or whatever that steal Gils before killing off the monsters. I think I got anywhere from 3000 to 6000 per successful hit.

First time I went there, I had only Loot Lvl. 2 skills highest, which helped made quite a few items in Bazaar. More than the Gils I gained from the towered could afford.

Second time, All 4 thieves are equiped with Loot Level 4. Most monsters are looted twice before killing off. Some a killed with Hunting which give 2 drops instead of 1. Got a lot of rare items that I am afraid to buy until I get that last General Training II to get 20% discount.


Juggler main job was to Stop the monsters and the Templar and Time Mage are to buff and haste the team.

Okay, that's enough spoiler :)



Yeah, all animation gets old fast. I wish there's an option to turn to off or speed it up.

You just have to play it "casually". That is... such as, watching TV.



Stop vs Ring Toss vs Break

If target is affected by any of those status. Your to hit becomes 100%, even if BLINDED. Almost all debuffs also have 100% to hit. DOOM is one that does not.

Stop and Ring Toss put the target into STOP status.

Break gives the target STONE status.

The end result is the same if the spell hit. However, there are differences that may be important depending on the situation.

Stop and Break are magickal, Ring Toss is not. That means, target with REFLECT or similar status will not be hit by magickal spell but Ring Toss will still work.

Stop and Ring Toss can be neutralize with Haste or Slow, not Break.

Target could have equipment that is immume to STOP or STONE.

What about SLEEP?

Sleep is similar to STOP, except that, the target will be woken up if any action that is not beneficial is used against it. Stealing will wake the target up even no damage is done.

SLEEP may be more useful if you want the DOOM count down to work as SLEEP unit still appear on the turn-line.