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A clan privilege is a gameplay factor in Final Fantasy Tactics A2: Grimoire of the Rift. Privileges usually affect the entire party and are selectable at the beginning of each battle that a Judge facilitates. If the Judge leaves the battle due to a violation of the Law, the Privilege is removed from play.

There are dozens of privileges available, and more are unlocked by completing clan trials. Privileges' benefits include boosting of stats, strengthening of certain races, and increased rewards at the end of battle. Only one privilege can be in effect during each battle, and the player cannot switch privileges once the fight has commenced.

Upgradable privileges can only be upgraded +1 level per trial. For example, Agility↑ 1 cannot be upgraded straight to Agility↑ 5 by becoming Master Improvisers from Adaptability II. The player can only upgrade the privilege +1 by taking a trial whose privilege level reward is higher or equal to their current held privilege level. For example, to upgrade Agility↑ 1 to Agility↑ 5, the player can follow the trial order below, or take the Trial to be "Master Improvisers" four times in a row.

List of privileges[]

A small amount of privileges are available at the beginning of the game, but the majority are obtained by completing clan trials.

Privilege Effect Trial Title Title Details
Agility↑ 1 Very slightly improves chance to hit and avoid being hit. Default
Agility↑ 2 Slightly improves chance to hit and avoid being hit. Adaptability I Surveyors Kill 2 enemies under 4 rounds.
Agility↑ 3 Moderately improves chance to hit and avoid being hit. Adaptability I Mimics Kill 3 enemies under 3 rounds (3 Reflex Flans).
Agility↑ 4 Greatly improves chance to hit and avoid being hit. Adaptability II Trailblazers Kill 2 enemies under 3 rounds (2 Reflex Flans).
Agility↑ 5 Massively improves chance to hit and avoid being hit. Adaptability II Master Improvisers Kill 3 enemies under 2 rounds (3 Reflex Flans).
Bonus AP 1 Slightly increases the ability points awarded for completing a quest. Negotiation-Teamwork Speakers Kill 2 enemies under 4 rounds without using MP (2 Tonberries).
Bonus AP 2 Moderately increases the ability points awarded for completing a quest. Negotiation-Teamwork Lectors Kill 3 enemies under 4 rounds without using MP (3 Tonberries).
Bonus AP 3 Greatly increases the ability points awarded for completing a quest. Negotiation-Teamwork Advocates Kill 2 enemies under 3 rounds without using MP (2 Tonberries).
Bonus CP 1 Slightly increases the clan points awarded for completing a quest. General Training I Trainees Kill 5 enemies.
Bonus CP 2 Moderately increases the clan points awarded for completing a quest. General Training I Professionals Kill 6 enemies in 4 rounds.
Bonus CP 3 Greatly increases the clan points awarded for completing a quest. General Training I Veterans Kill 6 enemies in 3 rounds.
Bonus EXP 1 Slightly increases the experience points awarded for completing a quest. Teamwork-Aptitude Hands of Steel Examine the Urn 4 times in 4 rounds while facing 4 enemies.
Bonus EXP 2 Moderately increases the experience points awarded for completing a quest. Teamwork-Aptitude Hands of Gold Examine the Urn 6 times in 4 rounds while facing 5 enemies.
Bonus EXP 3 Greatly increases the experience points awarded for completing a quest. Teamwork-Aptitude Hands of Divinity Examine the Urn 7 times in 3 rounds while facing 5 enemies.
Bonus Gil 1 Slightly increases the gil awarded for completing a quest. Adaptability-Negotiation Followers Survive 2 rounds facing 4 enemies while upholding the law (Harming the weak).
Bonus Gil 2 Moderately increases the gil awarded for completing a quest. Adaptability-Negotiation Compromisers Survive 2 rounds facing 6 enemies while upholding the law (Harming the weak).
Bonus Gil 3 Greatly increases the gil awarded for completing a quest. Adaptability-Negotiation Catalysts Survive 3 rounds facing 6 enemies while upholding the law (Harming the weak).
Debuff Resistance 1 Grants immunity to Poison. Aptitude-Adaptability Travelers
Debuff Resistance 2[note 1] Grants immunity to Blind. Teamwork-Aptitude Hands of Silver
Debuff Resistance 3[note 1] Grants immunity to Silence. Adaptability-Negotiation Outriders Survive 3 rounds and uphold the law against harming weaker enemies.
Debuff Resistance 4[note 1] Grants immunity to Immobilize and Disable. Negotiation-Teamwork Champions
Debuff Resistance 5[note 1] Grants immunity to Confuse, Charm, and Toad. General Training II Legends Defeat enemies in 3 rounds with 2 reinforcements in round 2.
Empowered Bangaa Bangaa units receive bonuses to Attack, Defense, and other attributes. Aptitude I Grease Monkeys
Empowered Gria Gria units receive bonuses to Attack, Defense, and other attributes. Teamwork II Comrades
Empowered Humes Hume units receive bonuses to Attack, Defense, and other attributes. General Training I Novices
Empowered Moogles Moogle units receive bonuses to Attack, Defense, and other attributes. Adaptability I Scouts
Empowered Nu Mou Nu mou units receive bonuses to Attack, Defense, and other attributes. Negotiation I Hagglers
Empowered Viera Viera units receive bonuses to Attack, Defense, and other attributes. Teamwork I Acquaintances Kill 2 Mimics (Gloves) while upholding the law (Any ability used must consume MP).
Empowered Seeq Seeq units receive bonuses to Attack, Defense, and other attributes. Aptitude II Craftsmen
Libra[note 2] Reveals the location of all traps on the field. Adaptability II Contrivers
Luck 1 Very slightly increases critical hit rate and chance of an Opportunity Command. Default
Luck 2 Slightly increases critical hit rate and chance of an Opportunity Command. Negotiation I Barterers Slay 4 enemies while upholding the law against targeting distant units.
Luck 3 Moderately increases critical hit rate and chance of an Opportunity Command. Negotiation I Orators Slay 6 enemies in 3 rounds while upholding the law against targeting distant units.
Luck 4 Greatly increases critical hit rate and chance of an Opportunity Command. Negotiation II Conciliators
Luck 5 Massively increases critical hit rate and chance of an Opportunity Command. Negotiation II Master Negotiators
Move↑ 1 Increases Move stat by 1. General Training II Adepts Defeat enemies in 4 rounds with 1 reinforcement in round 3.
Move↑ 2 Increases Move stat by 2. General Training II Master Adventurers Defeat enemies in 3 rounds with 3 reinforcements in round 2.
MP Channeling Increases magick regeneration to 20 MP per turn. Aptitude-Adaptability Master Explorers Gather 5 Shining Lights in 3 rounds while facing 5 enemies.
MP Efficiency Halves the MP cost of all abilities. Teamwork-Aptitude Master Hands Examine the Urn 8 times in 3 rounds while facing 5 enemies.
Non-Elemental Attacks Renders all attacks non-elemental. Adaptability-Negotiation Master Intercessors Survive 3 rounds facing 6 enemies while upholding the law (Harming the weak).
Power↑ 1 Very slightly increases damage dealt and decreases damage taken. Default
Power↑ 2 Slightly increases damage dealt and decreases damage taken. Aptitude I Machinists Examine 6 barrels on the map to find the winning barrel in 3 rounds.
Power↑ 3 Moderately increases damage dealt and decreases damage taken. Aptitude I Dabhands Examine 6 barrels on the map to find the winning barrel in 2 rounds.
Power↑ 4 Greatly increases damage dealt and decreases damage taken. Aptitude II Wrights Find the winning barrel of 6, in 3 rounds, while being attacked by 4 enemy Bombs.
Power↑ 5 Massively increases damage dealt and decreases damage taken. Aptitude II Master Artificers Find the winning barrel of 6, in 2 rounds, while being attacked by 5 enemy Bombs.
Regen Grants slight HP regen per turn. General Training I Journeymen Kill 6 enemies.
Regenra Grants moderate HP regen per turn. General Training II Braves Defeat Zaghnal in 4 rounds with 2 reinforcements in round 3.
Regenga Grants large HP regen per turn. General Training II Heroes Defeat enemies in 4 rounds with 3 reinforcements in round 2.
Speed↑ 1 Very slightly increases speed. Default
Speed↑ 2 Slightly increases speed. Teamwork I Relations Kill 4 enemies (Mimics) while upholding the law (Not using MP).
Speed↑ 3 Moderately increases speed. Teamwork I Old Friends Kill 6 enemies (Mimics) in 3 rounds while upholding the law (Not using MP).
Speed↑ 4 Greatly increases speed. Teamwork II Boon Companions Kill 4 Yellow Chocobos in 3 rounds, without any Smash Gauge going over 60%.
Speed↑ 5 Massively increases speed. Teamwork II Master Allies Kill 6 Yellow Chocobos in 3 rounds, without any Smash Gauge going over 60%.
Smash Gauge Bonus 1 Slightly increase the rate at which the Smash Gauge fills. Aptitude-Adaptability Prospectors
Smash Gauge Bonus 2 Moderately increase the rate at which the Smash Gauge fills. Aptitude-Adaptability Pioneers
Smash Gauge Bonus 3 Greatly increase the rate at which the Smash Gauge fills. Aptitude-Adaptability Voyagers
Always Counter Units with no other reaction ability set will counter enemy attacks. Negotiation-Teamwork Master Judicers Kill 2 enemies (Tonberries) in 2 rounds while upholding the law (Not using MP).
Safe Keeping Prevents items from being stolen or destroyed. Negotiation II Mediators Kill 2 enemies (Deadly Nightshade) while upholding the law (Grouping).
  1. 1.0 1.1 1.2 1.3 Debuff Resistance privileges stack; immunities to statuses of lower numbered privileges carry on to higher numbered privileges.
  2. Libra can also be obtained by inserting "Final Fantasy Tactics Advance" into the Game Boy Advance port.
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