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Laws & Judgement

Laws:

Rank Forbidden Recommended
Skills -
R2     
R2   
R6   
R6   
R5   
R2   
R3   
R2   
R5   
R3   
R2   
R4   
R2   
R5   
R5   
R6   
R5   
R4   
R3   
R3   
R4   

Attack -
R3     
R6   
R4   
R5   

Weapons -
R1   
R3   
R5   
R5   
R2   
R4   
R1   
R2   
R4   
R3   
R3   
R4   
R5   
R2   

Elements -
R4   
R1   
R1   
R1   
R5   

Status Effects -
R6   
R3   
R4   
R1   
R3   
R5   
R2   
R5   
R3   
R1   
R1   
R6   
R6   

Damage2 -
R6   
R6   
R6   
R6   
R6   
R6   

Fight     
Items         
Techniques    
Skills        
Color Magic   
Chivalry      
Steal         
Aim           
Hunt          
Defend        
Prayer       
Time Magic    
Control       
Morph         
Elementals    
Summon        
Corner        
Sharpshoot    
Call          
Charge        
Gunmanship    


Ganging Up  
Copycat       
Target Area   
Target All   


Swords        
Blades       
Sabers        
Knightswords  
Greatswords   
Broadswords   
Knives        
Rapiers       
Katanas       
Spears        
Instruments   
Knuckles      
Soul          
Missile       


Wind          
Fire          
Lightning     
Ice           
Holy          


Status        
Silence       
Frog          
Poison        
Slow          
Petrify       
Berserk       
Stop          
Charm         
Protect       
Shell         
Haste         
Healing       


Dmg2: Human   
Dmg2: Bangaa  
Dmg2: Nu Mou  
Dmg2: Viera   
Dmg2: Moogle  
Dmg2: Animal  

Color Magic
Dark
Skills
Techniques
Missile
Charge
Aim
Steal
Defend
Hunt
Corner
Elementals
Morph
Control
Time Magic
Gunmanship
Prayer
Call
Sharpshoot
Chivalry
Summon


Copycat
Ganging Up
Target All
Target Area


Staves
Rods
Knives
Instruments
Rapiers
Spears
Sabers
Greatswords
Maces
Broadswords
Knightswords
Soul
Knuckles
Swords


Lightning
Ice
Wind
Fire
Dark


Dmg2: Animal
Addle
Petrify
Slow
Poison
N/A
Charm
Silence
Berserk
N/A
N/A
Slow
Status


N/A
Dmg2: Nu Mou
N/A
Dmg2: Moogle
N/A
Status
 

Law Cards:
Law cards are cards which nullify one or more of the laws, depending on the rank and type of card. They are available to you after you do the help Ezel mission, which is part of the storyline.

Remember: Dark cards remove laws, light cards add them.

To use a law;
During a battle (except for in a jagd, but that's pretty obvious), during one of your units turns press B, which will put you into select mode. From here, press Start to bring up a menu with many different options. Select Law Cards and you'll be shown the laws that are affecting the battle. Press A and you will be able to select a card from a list of cards that you currently have. If you want to create a law, select an empty space (or make an empty space if there isn't one by nullifying a law) and select a dark card to add the law you want. Simple.

There is a card to add every law and to remove every law; you can view the laws above. But there are also a few special cards; the ones avaliable to you are:
R# Antilaw: Removes all laws of the same rank as the card.
Allmighty: Removes all laws.

You may have noticed that there are different ranks, 1-6. What's up with this? Well, the penalty for breaking a R1 law is a yellow card, breaking a R6 law is an immediate red card. But the main difference between ranks comes in at the end of the engagement. The higher ranked the law, the worse the penalty, though ranks aren't the only thing that affect the penalty

Penalties:
Volunteer:          You wont receive any Gil when you clear the mission.

Status Down:     A random stat will be reduced.

Forfeit Gil:        You pay a random fine of gil.

Forfeit Cards:   You give up a random amount and selection of cards.

Forfeit Item:     You give up a random item out of your clan inventory.

Forfeit Equip:   You give up a random item that the offending unit (the one which broke the law) had equipped.

AP Forfeit:        You loose AP from a random ability which you have mastered.

Monster Run:     A random monster will be released from the Monster Bank.