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Archer Job IconArcher

The Archer uses bows and arrows to deal damage to enemies from afar. They get access to Technick IconAddle Technick and Technick IconShear Technick, as well as some limited White Magick spells, but they tend not to be the strongest job from an overall perspective. They do get access to the three Swiftness Licenses, though, which can be extremely helpful.

Esper and Quickening Unlocks

Each Esper and Quickening you unlock is tied to a specific spot on the License Board, and claiming one opens up the licenses around it. The table below shows which extra licenses each Esper makes available on this board, along with the Quickening unlock, so you can decide which character should claim each one.

Esper License Unlocks Quickening Unlocks
Chaos: Magick Lores (x5)
Famfrit: 390 HP, 435 HP
Shemhazai: Heavy Armor 10, Heavy Armor 11, Heavy Armor 12
Ultima: Technick IconInfuse, Technick Icon1000 Needles
Zodiark: Technick IconInfuse, Technick Icon1000 Needles
Quickening (50 LP): White Magick 4

Weapons and Armor Overview

The Archer is a ranged attacker built around speed rather than raw power. It equips Bows and the lighter armor class, trading defense for high HP, evasion, and a fast attack rate.

Slot Proficiency
Weapon Bow Weapon IconBows
Armor Light Armor IconLight Armor
Notable Licenses Three Swiftness Licenses (faster attack speed)

License Board

In The Zodiac Age, the Archer has its own License Board. In-game, you can only see the licences next to the ones you have already unlocked, so the interactive board below helps you see the whole board at once. Search for a licence, filter by type, or drag and zoom to see the required License Points (LP).

Job Pairing Recommendations

The Archer works best when paired with a second job that covers its gaps. A few combinations worth considering:

Combination Why It Works
Archer / Foebreaker The Archer already brings the Addle and Shear breaks; the Foebreaker adds Expose and Wither to complete all four, and contributes the Heavy Armor and shields the Archer lacks. The Archer’s three Swiftness Licenses speed up the whole kit.
Archer / Time Battlemage Layers Time Magick such as Haste, Slow, and Stop onto a mobile ranged attacker, while the Time Battlemage’s Heavy Armor shores up the Archer’s light defenses.
Archer / Red Battlemage Rounds the Archer out with a full Red Magick toolkit of offense, healing, and status effects, creating a flexible, self-sufficient ranged unit.

Read more in the job selection guide in the Tips and Tricks section: