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One Hour Ability

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A One-Hour Ability (1HR, 1-hour) is a Job Ability which has a 1 hour (Earth time) recast time (thus the origination of its common name "1-Hour(s)". Each job has its own 1-Hour ability, and all of them are available at level 1, meaning they are available to a player right at the start of the game or when starting to play a new job. 1-Hour abilities previously had a 2-hour recast timer, but this timer was decreased in the 12/12/2012 update. A player may only use the 1-Hour corresponding to his Main Job at any given time; the 1-Hour of the Support Jobs cannot be used by a player unless he changes it into his main job.

These abilities are tailored to the job's primary role in some way and are generally powerful, and are often used in emergency situations, or as part of a pre-planned strategy. Effective use of 1-Hours can potentially change the tide of battle, or salvage an otherwise lost situation. They retain their usefulness far beyond level 1, being useful even at level 99.

All 1-Hours share the same recast timer across all jobs, meaning that if you use your 1-Hour on one job then change to another one, the recast is the same for the other 1-Hour. (Example: If you are a Ninja and used Mijin Gakure then changed your job to Paladin, Invincible would not be ready until 1 hour has passed since you last used Mijin Gakure.) Although you cannot recharge a 1-Hour simply by changing jobs like you can with other Job Abilities, there are some instances where you may be able to recharge them, such as by using the Corsair 1-Hour Wild Card (not guaranteed to work, and it will not restore the 1-Hour of any Corsair, including his/her own), using the temporary item Revitalizer, or opening a "full restore" treasure chest in areas such as Limbus and Abyssea. Goblin Dice used by Goblins in Dynamis have a variety of random effects one of which is resetting everyone's job abilities including 1-hours.


Job One Hour Ability Effect
Bard Soul Voice Doubles the effectiveness of songs.
Bard Clarion Call Increases the number of songs that can be cast on party members by one.
Beastmaster Familiar Enhances your pet's powers and increases the duration of charm.
Beastmaster Unleash Increase Charm rate and reduces the recast time for Sic and Ready.
Black Mage Manafont Negates the MP cost of magic spells.
Prevents spell interruption from physical attacks.
Black Mage Subtle Sorcery Lower enmity generated from spells and increase spell accuracy.
Blue Mage Azure Lore Enhances the effect of blue magic spells.
Allows blue magic to participate in Skillchains and Magic Bursts without the use of Chain Affinity and/or Burst Affinity.
Blue Mage Unbridled Wisdom Special blue magic spells will become useable.
Corsair Wild Card Has a random effect on all party members within area of effect.
Corsair Cut Card Reduces the recast time for party members' special abilities.
Dancer Trance Negates the TP cost of Sambas, Waltzes, and Steps.
Reduces all Waltz recast times to 6 seconds.
Dancer Grand Pas Allows you to use Flourishes without consuming finishing moves.
Dark Knight Blood Weapon Standard melee damage dealt to an enemy will be drained and restored to the user's HP.
Dark Knight Soul Enslavement Grants a TP drain effect to melee attacks.
Dragoon Spirit Surge Dismisses the pet wyvern in exchange for HP/TP recovery and several beneficial effects.
Recharges and augments the user's Jump abilities.
Dragoon Fly High Reduces the recast time for Jump.
Geomancer Bolster Enhances the effects of your geomancy spells.
Geomancer Widened Compass Expands the range of geomancy spell effects.
Monk Hundred Fists Applies a high degree of Haste to speed up melee attacks.
Monk Inner Strength Increases your max HP.
Ninja Mijin Gakure Sacrifices user's life to deal damage to an enemy.
Ninja Mikage Grants a bonus to main weapon attack rounds based on the number of shadows and increases Subtle Blow cap.
Paladin Invincible Grants immunity to physical damage.
Paladin Intervene Greatly lowers an enemy's attack power and accuracy with a strong shield bash.
Puppetmaster Overdrive Augments the fighting ability of your automaton to its maximum level.
Prevents overloads.
Puppetmaster Heady Artifice Automaton uses special ability (Benediction, Invincible, Chainspell, or Eagle Eye Shot). The special ability used differs depending on the head equipped.
Ranger Eagle Eye Shot Delivers a powerful and accurate ranged attack.
Ranger Overkill Reduces the delay for ranged attacks and increases the rate for double shot and triple shot.
Red Mage Chainspell Negates the casting time and recast timers for all magic spells.
Red Mage Stymie Greatly increases the accuracy of your next enfeebling magic spell.
Rune Fencer Elemental Sforzo Grants immunity to all magic attacks.
Rune Fencer Odyllic Subterfuge Significantly reduces an enemy's magical accuracy.
Samurai Meikyo Shisui Reduces the TP cost of weapon skills to 100%.
TP is boosted to 300% upon use.
Samurai Yaegasumi Evades abilities. Additionally, TP is gained depending on the number of abilities evaded, and grants a bonus to weapon skill damage.
Scholar Tabula Rasa Optimizes both white and black magic capabilities.
Recharges Stratagems and temporarily allows charge-free Stratagem use.
Enables the use of Embrava and Kaustra.
Scholar Caper Emissarius Focuses enmity on a targeted party member.
Summoner Astral Flow Allows avatars to use their full power.
Negates Avatar Perpetuation Costs.
Enables the summoning of Odin and Alexander.
Summoner Astral Conduit Reduces the recast time for Blood Pacts.
Thief Perfect Dodge Evades all melee attacks.
Thief Larceny Steals one beneficial effect from an enemy.
Warrior Mighty Strikes Causes all physical attacks to become critical hits.
Warrior Brazen Rush Increases your double attack rate.
White Mage Benediction Restores a large amount of HP and removes several status ailments for party members within area of effect.
White Mage Asylum Grants party members a powerful resistance against the effects of dispel and enfeebling magic.


Notes

  • Dragoon has the distinction of being the only job to have its 1-Hour changed entirely. From April 2003 to December 2005, Call Wyvern was its 1-Hour. Following the 12/13/2005 version update, Spirit Surge replaced Call Wyvern as the 1-Hour, and Call Wyvern became a standard Job Ability on a 20-minute recast. Call Wyvern remains somewhat unique as a non-1-Hour JA, because it still is only available for use when Dragoon is set as the main job, like 1-Hours are.
  • The mechanics of 1-Hours for monsters sometimes vary from the mechanics of the same 1-Hour for players. Mijin Gakure and Astral Flow (for monsters that do not summon Avatars or Elementals) operate differently. Additionally, Dragoon enemies that use a 1-Hour still have Call Wyvern as their 1-Hour, instead of Spirit Surge.
  • Some monsters are able to defy the conventional mechanics of 1-Hours, such as being able to use a 1-Hour multiple times (a recast time of less than 1 hour) (e.g. Purson, the Jailers of Sea), being able to use two 1-Hours or more once in battle (e.g. Ark Angels), or being able to use more than one 1-Hour multiple times (sometimes as many as 15 1-Hours) (e.g. Dynamis Lord, Absolute Virtue, Apocalyptic Beast). This applies to some Battle NPCs as well (e.g. Prishe, who can use two 1-Hours, but cannot use them more than once per battle).
  • Some Battle NPCs use 1-Hours that differ from all known Jobs, such as Selh'teus, who uses Redemption.

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