.: Final Fantasy XII - Traveler's Guide
The Traveler's Guide answers a lot of basic questions to many of the
game's systems. Think of it as a Frequently Asked Questions section for the game.
Tricks of the Trade
Restoring MP
Casting magicks consumes MP. Should you lack the MP required to cast
a magick, even one you have learned, you will be unable to cast it.
Here are some ways to restore MP:
1. Walking or Running � MP gradually
regenerate as you walk. The fewer remaining MP a character has, the
faster they will regenerate.
2. Examine a save crystal � Examining a
save crystal restores all MP.
3. Use Items � By using the Battle Menu
to select an ether or similar item, a large amount of MP can be restore
instantly, consuming the item used in the process. Different items
restore varying amounts of MP.
Teleport � Travel Made Easy
Some save crystals glow with an orange light. These are gate
crystals.
Should you investigate a gate crystal with a teleport stone
in your inventory, you will be able to access the teleport menu. This
menu lists the gate crystals you have visited in other lands. You may
teleport to any of these locations at the cost of one teleport stone.
The Ways of War
Foe Look: Stay on Target
Hold down [L2] to keep your target in the middle of the screen. This
is called target lock.
Target locking is extremely useful when you
want to keep an eye on a target in the heat of battle.
Escape Mode: Run Away!
Hold down [R2] to flee from battle.
Fleeing causes party members to
cease all actions and run for their lives.
Be warned: fleeing cancels
all actions in progress, be they gambits, magicks, or technicks. Note
also that fleeing characters cannot block, so be prepared to take some
hits when fleeing from battle.
Fleeing also calls back any party
members who have wandered off. Use it to regroup should your forces
become scattered.
Target Info: Know Thine Enemy
The window which appears in the upper left of the screen when
something is targeted is called the Target Info window. When a foe is
targeted in battle, this window shows the foe�s name, HP, and
weaknesses.
Note that though two foes might look the same, they may
nevertheless have different strengths. Before engaging, therefore, it is
wise to target foes or use Libra to gauge their strength.
Arm Thyself!
There are many weapon types, each requiring a license to wield.
Choose your weapons wisely, and a battle may well swing in your favor.
1. Standard Weapons
- Swords (1H) / Swords (2H) / Spears / Crossbows / Rods
- Standard weapon damage is mitigated by the target�s defense.
2. Piercing Weapons
- Guns / Measures
- Piercing weapon damage ignores the target�s defense.
3. Fast Weapons
- Daggers / Ninja Swords / Bows
- Fast weapon damage increases with a character�s speed.
4. Magick Weapons
- Katanas / Staves / Maces
- Magick weapon damage increases with a character�s magick power.
5. Striking Weapons
- Axes / Hammers / Hand-bombs
- Striking weapon damage is erratic, with some strikes doing little and
some doing great amounts of damage � good weapon for those who feel lucky.
6. Magick Resist Weapons
- Poles
- Magick resist weapon damage is mitigated by the target�s magick resist.
Foes Above
Some of the foes you will encounter are fliers, able to soar through
the skies, far above the ground below.
Weapons such as axes and swords
are intended for close-quarters combat and are ineffective against
flyers. When facing a flier, use bows, guns, and other ranged weapons,
or magicks such as Fire.
When a foe is a flyer, the target window will
show a �Flying� icon. Consider yourself warned!
A Clever Gambit
Understanding and using gambits can make the difference between a
determined but artless mob and an effective adventuring party.
Customize and turn gambits ON and OFF using the Gambits command in the
Party Menu.
Even should gambits be turned ON, commands given using the
Battle Menu during combat always take priority. When the selected action
is complete, any set gambits will resume.
Gambit targets can be
purchased at gambit shops in large cities. Any action available to a
character will appear in a list of possible gambit actions. When a
character learns a new ability, it is automatically added to the list.
Mist Charges Triumphant
Mist abilities are powerful, special actions that are neither magicks,
nor technicks. Mist abilities can be gained by obtaining licenses.
Mist charges are needed to use Mist abilities. When a character
accumulates MP equal to the maximum MP, a Mist Charge is added to his MP
gauge. In order to use a Mist ability, a character must have at least
one full Mist Charge.
There are two types of mist abilities:
1. Quickenings � Quickenings are special abilities unique to each
character, obtainable with licenses. Quickenings are categorized by
rank, with higher rank quickenings having a greater effect, and
requiring more Mist Charges.
Using a quickening initiates quickening
mode, during which time multiple quickenings can be used for a chain
effect. Chaining quickenings is an excellent way to increase damage
dealt.
2. Espers � Summoning an Esper initiates summoning mode, during
which time the party is reduced to the summoning character and the Esper.
Espers operate by gambit, and, if certain conditions are met, may use an
Esper technicks to deal massive amounts of damage to foes.
Summoning mode only lasts for a limited amount of time. Should this time run out,
or should the Esper be KO�d or use a technick, the Esper will leave and
regular battle will resume.
It is widely believed that Esper technicks
are especially effective at attracting the attention of foes.
The Ways of Strength
Getting Licensed
Licenses represent a character�s ability to use particular weapons,
magicks, and techniques. Different licenses exist for each different
type of ability, be it wielding of weapons or the casting of magicks.
Obtaining new licenses aids character�s development by allowing them to
wield new weapons, wear new armor, cast new magicks and perform new
technicks.
Obtain licenses for a character using the Licenses command
in the Party Menu. LP (License Points), gained by defeating foes, must
be spent to acquire new licenses on the license board. Only licenses
adjacent to those already obtained are available for acquisition.
The license board is the same for each character, with licenses falling in
the same pattern. Tailor each character�s selection of licenses to suit
your style of play.
Magicks & Technicks
Though magicks and technicks are available for purchase at shops,
merely purchasing one of these does not necessarily mean you can use it.
You will also need the corresponding license for the ability purchased.
Unlike weapons and armor, purchasing one magick or technick allows all
characters in the party to use the corresponding ability, providing they
have the appropriate license. You can check which magicks and technicks
you have using the Inventory command in the Party Menu.
The Ways of Wealth
Have Loot Will Sell
Few feral creatures carry gil, the currency of Ivalice. To accumulate
gil, be sure to sell the loot dropped by the foes you defeat at your
local shop.
Chaining for Fun & Profit
By defeating several of the same type of foe in succession, you can
create a battle chain.
When a battle chain is formed, the number of
links in the chain is displayed on screen. The longer the chain, the
greater the chance that loot will drop.
Battle chains of a certain
level will not only increase the chance of loot dropping, but also the
chance of rare and multiple item drops.
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