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Final Fantasy XII Final Fantasy XII
Updated: 1/18/2012 12:15:00 PM

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Traveler's Guide

   

.: 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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