FINAL FANTASY TACTICS - The Ivalice Chronicles

FINAL FANTASY TACTICS - The Ivalice Chronicles

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I just noticed that the faith of a character i'm levelling to be a caster is low
Did I ♥♥♥♥ up? I thought that when I was recruiting party members, I didn't have to pay attention to their stats at all, since they were all level 1 and useless. I am trying to level this unit up to be a time mage support, and I was wondering why the buffs keep failing- her faith is only 54!

im in chapter 2, and at the start the game let me recruit some level 8 party members. Am I meant to be on the lookout for new memebrs with better brave/faith? I didnt really care about them because I didn't want to level jobs up for new units, even if their base level was high. I've spent so long trying to level this one character - should i abandon it due to its 50/50 brave/faith stat?
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tough one. If you have an orator, for every 5 points i believe in a battle that you raise her faith, 1 will stick permanent. The problem is that is a LOT of grinding to get her faith up into the 70s range.

if there's a faster way to level faith, I don't know since I haven't played the OG in decades and I only just got the Ivalice Chronicles yesterday.

Time-wise, you might be better off recruiting a different lass; highest starting brave/faith I have seen yet is 70.

Also don't level faith too high. I BELIEVE it's after 95 faith that the unit will permanently leave your party, as they swear off violence and become *too* faithful/religious. Same thing if brave gets under 5.

But yeah, you can use an orator to get her faith up, but it's going to be a grind to do it.
Originally posted by NotaCthulhuWorshipper:
tough one. If you have an orator, for every 5 points i believe in a battle that you raise her faith, 1 will stick permanent. The problem is that is a LOT of grinding to get her faith up into the 70s range.

if there's a faster way to level faith, I don't know since I haven't played the OG in decades and I only just got the Ivalice Chronicles yesterday.

Time-wise, you might be better off recruiting a different lass; highest starting brave/faith I have seen yet is 70.

Also don't level faith too high. I BELIEVE it's after 95 faith that the unit will permanently leave your party, as they swear off violence and become *too* faithful/religious. Same thing if brave gets under 5.

But yeah, you can use an orator to get her faith up, but it's going to be a grind to do it.
is there any class that benefits from having a 50/50 split of brave and faith?

my melees all have 70 faith and my one other caster has 74 faith. since this one is 50/50 im wondering if there are any redeeming qualities.
Do I get more high level party members at the start of chapter 3? I could look for a replacement there, if so. The ones available to recruit in towns are all level 1.
Originally posted by Sigmar:
Originally posted by NotaCthulhuWorshipper:
tough one. If you have an orator, for every 5 points i believe in a battle that you raise her faith, 1 will stick permanent. The problem is that is a LOT of grinding to get her faith up into the 70s range.

if there's a faster way to level faith, I don't know since I haven't played the OG in decades and I only just got the Ivalice Chronicles yesterday.

Time-wise, you might be better off recruiting a different lass; highest starting brave/faith I have seen yet is 70.

Also don't level faith too high. I BELIEVE it's after 95 faith that the unit will permanently leave your party, as they swear off violence and become *too* faithful/religious. Same thing if brave gets under 5.

But yeah, you can use an orator to get her faith up, but it's going to be a grind to do it.
is there any class that benefits from having a 50/50 split of brave and faith?

my melees all have 70 faith and my one other caster has 74 faith. since this one is 50/50 im wondering if there are any redeeming qualities.
Do I get more high level party members at the start of chapter 3? I could look for a replacement there, if so. The ones available to recruit in towns are all level 1.

That I am not sure, since it's been so long. The higher the faith, the more effected you are by magic, so I suppose that makes your melee fighters more suceptible to healing magic and more easily effected by buffs. But it also makes them more vulnerable to offensive and negative magic too, so it's kind of a tradeoff there.

I don't remember the later classes though, so I am not really sure if any class benefits from both. Now since you can use abilities from two different classes, you could have a knight using magics or shenanigans like that. So you could get some use that way.
Until later game when grinding out Faith and Brave becomes easier with different methods I fixed my casters not having strong faith with a whole different buff/spell.

Mystics learn an ability called "Belief" which grants the "Faith" status. This status temporarily grants 100 faith. This was really nice for a long time because it also was a way to avoid my units having too high of faith and leaving.

It serves the dual purpose of also only making your casters vulnerable to opposing magic while the buff is active, as lower faith means you take less magic damage.

Might not sound that great at first, but I managed to get a pretty great Arithmetic user early on. Arithmetic lets you cast from a wide range of spells/abilities from different jobs, without MP cost and instantly cast. So it became rather easy to casually toss out a max Faith stat buff whenever I needed it, in between barrages of Holy and such.

Mid game I got a group of Mimes together and had them all grind out Brave and Faith real fast.
Unfortunately the only way to really grind out faith is with the Orator.
Bard has a reaction ability that raises faith, but a very later class and not a very reliable way to do it anyways.

For brave/faith, for every 4 points up or down during a battle, 1 of those will be permanent.
So if you're at 54 faith and want to raise it up, you can spam the Preach skill from Orator until the character has 100 faith. From doing so, that character's permanent faith will increase by 11 and be 65 at the start of the next fight. Doing it again will bump you up 8 to 73. Then again to 100 will bring you 6 points up to 79. Then 4 to 83, and at that point I would get 1 more permanent point and leave it at 84, because if you climb to 85 permanent faith, you'll start get a warning message that the character's faith is at dangerous levels and might leave your army. They won't actually leave unless permanent faith hits 95, but the warnings start at 85.
Bravery functions in reverse, in that if a unit hits 5 permanent bravery, they'll leave your party, but that's extremely hard to do accidentally because if you hit below 10 brave they'll turn into a chicken and gain 1 brave every turn until they're back up to 10. Not that you'd really want to considering the only reason to keep your brave low would be for the Treasure Hunter skill, which even then 40 or so is good enough (if you're using a Chemist with Treasure Hunter).

And yeah, magick damage taken and the accuracy of buffs/debuffs on your character are based partially on faith score.
The formula is (usually) along these lines:
[(spell's base accuracy) + Magick Attack] * [(Caster's faith) / 100] * [(Target's faith) / 100]
Damage is usually the same, except swap "spell's base accuracy" for "spell's base damage".
As such, faith can be a bit of a double-edged sword in that having high faith will make your casters and their casters more effective.

My personal advice is to bring everyone's bravery to 97 except for 1 character that will be your treasure hunter in the bonus dungeon, and keep their faith somewhere around 50 for non-casters (especially frontliners), and 75 for casters. This will give you an approximately 75% baseline accuracy for most buffs, revives, etc. Then if the units have "good" zodiac compatibility, they get a bonus 25% accuracy, capping them out at 100%.
A good way to handle having high faith in the later game is through the Magick Defense Boost passive skill learnable from the White Mage class. Once you get that, you can scale the brave/faith ratios a little bit more to continue having that accuracy and healing power while giving your offensive spells a bit more oomph through faith.


tl;dr - Orator spam Preach to increase to 100. 1/4 of that increase will be permanent. Repeat until at the value you want. Annoying warnings start at 85 (permanent faith, not faith at end of battle). Unit leaves at 95. I suggest 50 faith for non-casters and 75 for casters, but that depends highly on your party comp (particular zodiac spread) and playstyle.

Also, as an additional note, you might want to check your units against a zodiac compatibility chart[i.imgur.com]
That chart is based off the older versions, so you can ignore the male/female aspect of it. Instead, they have it so that monster-to-human have worst compatibility on opposite sides of the wheel, and human-to-human or monster-to-monster have best.
That 25% boost for "good" compatibility or 50% for "great" is quite a massive factor in the game that I really wish they explained better and conveyed how important it is.
To the point where if going for a caster-ie kinda party with a bunch of lady uniques (not saying who because spoilers), I go Scorpio on Ramza because it has good compatibility with Cancer and Pisces (which accounts for 3 uniques) and shares with one famously broken unique, and the only unique it has bad compatibility with is a certain spikey haired fellow.
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Date Posted: Dec 25, 2025 @ 3:27pm
Posts: 5