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FF XII How to get Charge

This page contains information on the Technick Charge from the game Final Fantasy XII The Zodiac Age (FF12, FFXII). Read on to learn more about Charge, including how to learn Charge, its effects, and where to find Charge.

Name Charge
EffectRestore user's MP. If the technick fails, MP is reduced to 0.
MP Cost-
Ability CategoryTechnick
Required LicenseCharge

Charge can be found in Shops in Rabanastre, Nalbina, Bhujerba, Leviathan, Westersand, Jahara, Mt Bur-Omisace, Mosphoran Highwaste, Phon Coast, Archades, and Balfonheim.

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List of Magicks and Technicks

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Technicks

1000 Needles
Effects
Deal 1,000 damage to one foe.35Chest
Sochen Cave Palace, Falls of TimeArcher*
Bushi
ShikariAchilles
Effects
Render one foe vulnerable to an additional element.40Chest
Garamscythe Waterway, No. 4 Cloaca SpurArcher
Machinist
Monk
Uhlan
White MageAddle
Effects
Lower one foe's magick power.50Chest
Henne Mines, Special Charter ShaftArcher
Foebreaker
Time Battlemage*Bonecrusher
Effects
Consume HP to reduce the HP of one foe to 0.30Chest
Henne Mines, Phase 1 DigBushi
Monk
Shikari*
Uhlan*Charge
Effects
Restore user's MP. If the technick fails, MP is reduced to 0.30Purchase
Archades
Balfonheim
Bhujerba
Dalmasca Westersand
Dreadnought Leviathan
Jahara
Mosphoran Highwaste
Mt Bur-Omisace
Nalbina
Phon Coast
Rabanastre1500Black Mage
Red Battlemage
Time Battlemage
White MageCharm
Effects
Cause one foe to confuse friend with foe.30Chest
The Salikawood, Quietened TraceArcher
Black Mage
Machinist
UhlanExpose
Effects
Lower one foe's defense.50Chest
Lhusu Mines, Site 9Foebreaker
Monk
Uhlan*First Aid
Effects
Restore HP to one HP critical ally.20Purchase
Archades
Balfonheim
Barheim Passage
Bhujerba
Dalmasca Westersand
Dreadnought Leviathan
Giza Plains
Mosphoran Highwaste
Nalbina
Phon Coast
Rabanastre600Archer
Knight
Monk
Shikari
UhlanGil Toss
Effects
Throw gil, damaging all foes in range.30Chest
Draklor Laboratory, 68th Floor, Room 6801 West
Chest
Pharos at Ridorana, Second Ascent, Station of AscensionArcher
Bushi
Machinist
Shikari*Horology
Effects
Deal damage based on a factor of time to all foes in range.50Purchase
Archades
Balfonheim
Bhujerba
Dalmasca Westersand
Eruyt Village
Jahara
Mosphoran Highwaste
Mt Bur-Omisace
Nalbina
Phon Coast
Rabanastre2000Foebreaker*
Machinist
Time BattlemageInfuse
Effects
Fully consume user's MP, changing one ally's HP to 10 times that amount.30Chest
Dreadnought Leviathan, Sub-control Room
Chest
Ogir-Yensa Sandsea, Platform 1, East TanksArcher*
Foebreaker
Knight
UhlanLibra
Effects
Reveal more detailed target information.
FFXII Technicks
https://ffxii.us/technicks25Purchase
Archades
Balfonheim
Barheim Passage
Bhujerba
Dalmasca Westersand
Dreadnought Leviathan
Giza Plains
Mosphoran Highwaste
Nalbina
Phon Coast
Rabanastre400Archer
Bushi*
Machinist
Monk
Shikari
White Mage*Numerology
Effects
Deal damage that increases with successive hits.40Chest
Lhusu Mines, Transitway 1Machinist
Monk
Time Battlemage
White Mage*Poach
Effects
Capture HP critical foes to obtain loot.30Purchase
Archades
Balfonheim
Bhujerba
Dalmasca Westersand
Eruyt Village
Jahara
Mosphoran Highwaste
Mt Bur-Omisace
Nalbina
Phon Coast
Rabanastre5000Archer
Black Mage*
Machinist
Time Battlemage
UhlanRevive
Effects
Fully consume user's HP, reviving and fully restoring HP of one KO'd ally.40Chest
Paramina Rift, Spine of the IcewyrmArcher
Knight*
Monk
Shikari
UhlanShades of Black
Effects
Cast a random black magick on one foe.70Chest
The Tomb of Raithwall, Cloister of FlameArcher
Bushi
Foebreaker*
Monk
Shikari*
UhlanShear
Effects
Lower one foe's magick resist.50Chest
Barheim Passage, The Zeviah SpanFoebreaker
Time Battlemage*Sight Unseeing
Effects
Unleash an attack only available when blind.40Chest
Zertinan Caverns, Canopy of ClayBushi
Foebreaker
Knight
Monk*Souleater
Effects
Consume HP to deal damage to one foe.35Purchase
Archades
Balfonheim
Bhujerba
Mosphoran Highwaste
Mt Bur-Omisace
Nalbina
Phon Coast
Rabanastre6000Bushi*
Knight
Monk*
Red Battlemage
Uhlan
White Mage*Stamp
Effects
Inflict one foe with any status effects on the user.40Chest
Mosphoran Highwaste, Rays of Ashen LightBushi*
Machinist
Shikari*
Time Battlemage
White MageSteal
Effects
Steal from one foe.20Archer
Black Mage*
Machinist
Red Battlemage*Telekinesis
Effects
Deal ranged damage with melee weapons.80Chest
Cerobi Steppe, Old Elanise RoadBlack Mage*
Knight*
ShikariTraveler
Effects
Deal damage based on total steps taken to all foes in range.50Purchase
Archades
Balfonheim
Bhujerba
Eruyt Village
Jahara
Mosphoran Highwaste
Mt Bur-Omisace
Nalbina
Phon Coast
Rabanastre4800Archer
Foebreaker*
Machinist
Monk*
ShikariWither
Effects
Lower one foe's strength.50Chest
Pharos at Ridorana, Abyssal, NorthFoebreaker
Monk
Uhlan*
Sours: https://ffxii.us/technicks
  1. Number one victory royale
  2. Wooden flowers bulk
  3. Klipsch earbuds replacements
i want to use it to mitigate the mindflayer trial issue but if it fails i lose all my mp. is there some trick that i can use to make it viable?

Emotions are for the weak they said........there goes my sense of fear and caution they said........i'm dead they said........

Maybe try casting Berserk on them? The Mindflayer in the main game seems to be vulnerable to Berserk, so it makes the fight so much easier.

PSN ID: ChaosRaiden999 (Blank Friend Requests will be ignored)
Youtube Channel: https://goo.gl/LJXnb8 | Reviews Blog: https://goo.gl/Qk7uyY

Gambit

Self:MP less than 10% >>> charge.
It will never fail if the MP that low. You should have this gambit on everybody who can BTW.

PSN: Fatelord.

fatelord posted...
Gambit

Self:MP less than 10% >>> charge.
It will never fail if the MP that low. You should have this gambit on everybody who can BTW.

IIRC, it can still fail no matter what your MP is, it's just that the character will try again if it fails, and keep trying until MP is restored, which seldom takes more than a couple of tries.

"And you see where that can lead you, into what mistakes and absurdities, when you are dealing with a man like Arsene Lupin."

I use it all the time and never noticed it failing

:)

Arsene-Lupin posted...
fatelord posted...
Gambit

Self:MP less than 10% >>> charge.
It will never fail if the MP that low. You should have this gambit on everybody who can BTW.

IIRC, it can still fail no matter what your MP is, it's just that the character will try again if it fails, and keep trying until MP is restored, which seldom takes more than a couple of tries.


and as long as this gambit is placed in the 12th spot, it will not activate until the character has spent all of their mp, and can no longer cast spells placed in the other gambit slots.

so the risk of "you lose all your mp if it fails." translates to "you lose all 0 mp of your 0 mp if it fails." which is literally not a bad thing. at all.

somebody shoot me.

fatelord posted...

Gambit

Self:MP less than 10% >>> charge.
It will never fail if the MP that low. You should have this gambit on everybody who can BTW.

This. Basically win, win. Even if it fails and you lose all your MP. Guess what, you're already below 10% MP. Try again until you get a lot of it back.

Nabinator posted...

fatelord posted...
Gambit

Self:MP less than 10% >>> charge.
It will never fail if the MP that low. You should have this gambit on everybody who can BTW.

This. Basically win, win. Even if it fails and you lose all your MP. Guess what, you're already below 10% MP. Try again until you get a lot of it back.

Indeed, it failed for me once... But, understand TC, that the lower your MP, the higher the chances of Charge restoring MP are.

Some stages of the trial mode have a MP reducing field and using Charge is pointless in those stages. For those specific stages, you may need to adjust your party composition and more importantly change your gambits to replace lines that use magick to lines that use items.

what's the mindflayer trial issue

out of a kettle

Sours: https://gamefaqs.gamespot.com/boards/191202-final-fantasy-xii-the-zodiac-age/75604793
Final Fantasy XII The Zodiac Age - All Technick Location Guide (Jack of All Trades Trophy)

Final Fantasy XII: The Zodiac Age - Quickenings, Mist Charges & Concurrences explained

One of the things Final Fantasy is most famed for, especially in the 3D era, is a good old over-the-top attack with a ludicrous, lucious spell effect. Final Fantasy XII: The Zodiac Age is no different in this regard, with the game's mega attacks taking the form of 'Quickenings' and 'Concurrences', huge magical blasts that can dish out immense amounts of damage all while looking very pretty indeed.

Quickenings are basically big combo attacks that'll consume the Mist Charges of your party members. If you've played Final Fantasy X, think of it as being like a large-scale version of Rikku's ability to 'mix' things together, except in this instance you're mixing a combination of attacks from all your party members to create overall devastating effects. Depending on what you do and how well you do it, there's a chance at the end to finish off the chain with an enormously devastating finisher that's known as a Concurrence. These are really useful attacks, plus performing them all is tied to a trophy, so you'll want to do them and do them right.

This all sounds pretty complicated, we know: but have no fear. That's what we're here for - to get in-depth into this gameplay system and explain it piece-by-piece. First off, let's explain how you actually unlock these mega attacks, then we'll expand out from there.

How to Unlock Quickenings in The Zodiac Age

All of FF12's six playable party member characters start without Quickenings unlocked - and that's a chance from things like Limit Breaks and Overdrives in other FF games. Quickenings are unlocked like any other skill in the International Zodiac Job System - by buying the special quickening licenses on the license boards in your character progression menus. 

Each of the members of FF12's cast can unlock three Quickening license boards in total - and unlike every other license these are not job-specific abilities. Whatever class/job you decide is best for your character you won't be offered different Quickenings as a result - all Quickenings are based on the character in question - each has three increasingly powerful signature moves, which we'll get into in a little bit. Job boards tend to have four Quickening slots, but once you've unlocked your third the fourth Quickening license will disappear entirely and the path to abilities behind it will no longer be accessible, similar to what happens when you use FF12's Espers on your license boards.

What happens when you unlock these license board panels is pretty simple: unlocking a character's first license unlocks their level one Quickening, and unlocking the second unlocks their level two Quickening. Can you guess what the third license does? You guessed it - it unlocks the level three quickening. Yep. Simple!

Each character has three unique quickenings each, as the above likely makes obvious. Each character's Quickenings are unique, but they have no elemental affiliation (despite how they often look) and all level 1, 2 and 3 Quickenings work in the same way. This is:

  • Level 1 Quickenings deal damage equal to a random number between 1 and 90 multipled by the character's strength stat. It costs one Mist Charge to execute.
  • Level 2 Quickenings deal damage equal to a random number between 1 and 140 multipled by the character's strength stat. It costs two Mist Charges to execute.
  • Level 3 Quickenings deal damage equal to a random number between 1 and 230 multiplied by the character's strength stat. It costs three Mist Charges to execute.

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Here are what the Quickenings are called, for the record:

  • Vaan's Quickenings: Red Spiral (Level 1), White Whorl (Level 2), Pyroclasm (Level 3)
  • Ashe's Quickenings: Northswain's Glow (Level 1), Heaven's Wrath (Level 2), Maelstrom's Bolt (Level 3)
  • Balthier's Quickenings: Fires of War (Level 1), Tides of Fate (Level 2), Element of Treachery (Level 3)
  • Fran's Quickenings: Feral Strike (Level 1), Whip Kick (Level 2), Shatterheart (Level 3)
  • Basch's Quickenings: Fulminating Darkness (Level 1), Ruin Impendent (Level 2), Flame Purge (Level 3)
  • Penelo's Quickenings: Intercession (Level 1), Evanesence (Level 2), Resplendence (Level 3)

How Mist Charges Work in FF12

As mentioned above, Mist Charges are the method by which your use of Quickenings is gated. Think of it like your Limit Break bar, or like an additional MP bar of sorts. However, Quickenings work a lot through luck, which we'll explain here.

Once you trigger a Quickening, your health and ATB HUD will be replaced by three lines of information, one for each character. Each character will have the option to trigger one of a character's unlocked Quickenings, though what shows up here is random. Think of it like slots - either the real machines or like Tifa's classic Limit Break - there's an element of luck. Any Quickening you're actually able to trigger will have white text, where those you can't will be greyed out.

As displayed in the bottom left during a Quickening, you can press R2 to shuffle your chances again, giving you three new options. Basically, this is on you - choose attacks, shuffle your 'deck' of three attacks and perform as many attacks as possible within the Quickening Time Limit. It's that simple - or almost, anyway. You then have Mist Charges to worry about.

The number of Mist Charges an attack uses is displayed in the Quickenings HUD as orange blocks - there'll be one, two or three next to each of your options on the right. What moves you can do depends entirely on how many Mist Charges you entered the battle with. If you enter with three Mist Charges for Vaan, that means you can either trigger Pyroclasm once, Red Spiral three times or White Whorl once followed by a single Red Spiral. Whatever you do, the number of mist charges you can use tops out at the number you enter the battle with - in this example 3 - but how to use those charges is up to you.

When a character's Mist Charges are used, all their options will be greyed out. That doesn't mean they're out, however. Keep an eye out as you shuffle for the words "Mist Charge" to appear in place of a Quickening in the menu. If it appears, hit it. You'll use up some combo time, but this will refill that character's Mist Charge, which in turn allows you to keep combos going for far longer.

Being quick and managing your limited time is absolutely key to making sure that you get the maximum damage out of a Quickening Chain. You only have four seconds, but the clock pauses when commands are actually ongoing, so the only thing that matters is making sure you choose between shuffling and your three options quickly. You want to nail as many attacks as possible - not just to do maximum damage, but to maximize your chances of a concurrence.  

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How to trigger a Concurrence in FF12: The Zodiac Age

Concurrences are special finishing attacks that can be triggered at the end of a successful chain of Quickenings when you manage to fulfil certain conditions - some of them easy, some of them incredibly difficult. There are eight Concurrences in the game, and there's actually a trophy available for triggering each of the eight at least once. 

How you trigger a Concurrence is actually pretty simple: each of the eight has a requirement of a certain number of Quickenings you need to trigger during your Quickening Chain. So, for instance, to trigger the basic first Concurrence you simply need to have a successful chain that includes at least three level 1 Quickenings. 

Some of the later Concurrences are very difficult to get, however - just due to the sheer luck and timing involved. Keep plugging away and it'll happen! It's difficult to understate how powerful these are - they can do five figures of damage easily, and are the best attacks in the whole game.

Here are the eight, plus how to trigger them:

  • Inferno: Trigger three Lv1 Quickenings
  • Cataclysm: Six Lv1 Quickenings
  • Torrent: Two Lv1 Quickeings & Two Lv2 Quickenings
  • Windburst: Four Lv2 Quickenings
  • Ark Blast: Two Lv1 Quickenings, Two Lv2 Quickenings & Two Lv3 Quickenings
  • Whiteout: Four Lv3 Quickenings
  • Luminescence: Three Lv1 Quickenings, Three Lv2 Quickenings & Three Lv3 Quickenings
  • Black Hole: Four Lv1 Quickenings, Four Lv2 Quickenings & Four Lv3 Quickenings
Sours: https://www.rpgsite.net/feature/5794-final-fantasy-xii-the-zodiac-age-quickenings-mist-charges-concurrences-explained

Charge ffxii

Technicks

NameLPEffectsCostLocationSteal20Steal from one foe.-Vaan's starting technick.Libra25Reveals more detailed target information. Also shows hidden traps.400Rabanastre, Giza Plains, Nalbina, Barheim Passage, Bhujerba, Dreadnought Leviathan, Dalmasca Westersand (After Ondore's Estate), Dyce, Mosphoran Highwaste (After defeating Judge Bergan), Phon Coast, Archades, Balfonheim (After visiting the Draklor Laboratory)First Aid20Restores HP to one HP critical ally.600(Rabanastre, Giza Plains, Nalbina - After obtaining Shadestone), Barheim Passage, Bhujerba, Dreadnought Leviathan, Dalmasca Westersand (Dalmasca Westersand), Dyce, Mosphoran Highwaste (After defeating Judge Bergan), Phon Coast, Archades, Balfonheim (After visiting the Draklor Laboratory)Charge30

Run out of MP? Hit charge to bring some back. If it misses it'll reduce your mp to 0 so don't try to use it refill your entire bar. This is a must have skill for casters as it soon as you can buy it which I believe is after Ba'Gamnan in Lhusu Mines.

This is especially true if you plan on doing a pure No Quickening/Esper game and hence do not have the benefit of double/triple MP. I use it a lot from Cluckitrice on. I almost never use ethers.

1,500(Rabanastre, Nalbina - After Ba'Gamnan in Lhusu Mines), Bhujerba, Dreadnought Leviathan, Dalmasca Westersand (After Ondore's Estate), Dyce, Jahara, Mt Bur-Omisace, Mosphoran Highwaste (After defeating Judge Bergan), Phon Coast, Archades, Balfonheim (After visiting the Draklor Laboratory)Poach30Captures HP critical foes to obtain loot. No EXP/LP/GIL/etc. is earned from poached monsters.5,000(Rabanastre, Nalbina, Bhujerba - After Ondore's Estate), Dalmasca Westersand, Dyce, Jahara, Eruyt Village, Mt Bur-Omisace, Mosphoran Highwaste (After defaeting Judge Bergan), Phon Coast, Archades, Balfonheim (After visiting Draklor Laboratory)Souleater35Consumes 20% of your max HP to damage one foe. A stronger than normal attack though darkness elemental. Very helpful for boss encounters where your attack command is sealed.6,000(Rabanastre, Nalbina, Bhujerba - After visiting Mt. Bur-Omisace), Mt Bur-Omisace, Mosphoran Highwaste, Phon Coast, Archades, BalfonheimHorology50

Does damage to an area based on the first minutes digit in current game time(ie 09:1->8<-:56). Does low damage when the digit is between 0-4 but it does high damage when it is between 5-9.

Damage ignores defense but can miss. Very powerful if used correctly early in the game. From what I've heard level also plays a role in deciding damage. Does not wake enemies.

2,000(Rabanastre, Nalbina, Bhujerba - After the Leviathan), Dalmasca Westersand (After Ondore's Estate), Dyce, Jahara, Eruyt Village, Mt Bur-Omisace, Mosphoran Highwaste (After defeating Judge Bergan), Phon Coast, Archades, Balfonheim (After visiting the Draklor Laboratory)Infuse30

I've known about this for awhile but never really gave it my time. The use for infuse is to use it to set someone's health to critical status. The reason one would want to do is to boost the number of hits done when you combo(maltzan).

Combine that with a high combo rate weapon setup and... This is great if you already like to use decoy. Decoy someone else so your critical comboer is safe and go at. Only problem is that you can't gambit healing except with Self HP XX

-Dreadnought Leviathan (Sub-control Room), Ogir-Yensa Sandsea (Platform 1 - East Tanks)Bonecrusher30Consumes HP (to 1hp) to reduce the HP of one foe to 0. Note: User's HP is reduced to 0 if it misses.-Henne Mines (Phase 1 Dig)
Sours: https://www.ff12sector.com/ff12_technicks.php
FFXII: The Zodiac Age OST Battle With an Esper

For the page on the original version of the game, see /Original

Technicks are skills that let you do things no Magicks can. Stealing treasures from your foes, staunching wounds... You should give 'em a try.

Rabanastran

FFXII Technick Menu Icon.png

Technicks(技, Waza?, lit. Skills) are command abilities in Final Fantasy XII. A Technicks skill must be bought from a shop/found in a treasure before becoming available to the party, but for a character to be able to use the Technicks skill, they must first buy the appropriate license using License Points. Unlike magicks, Technicks skills require no MP.

The licenses in the Zodiac versions are limited to certain job classes, for example, 1000 Needles can be used by Bushi, Shikari and Archer. Sometimes the placement of the Technicks licenses for each of the twelve job classes' License Boards requires players to obtain Espers or Quickening licenses first—since these licenses will disappear from other boards once selected, players have to choose the licenses wisely, or risk not being able to use a Technicks skill. In the Zodiac versions Technicks are found almost entirely in treasure chests, with only the most basic being found in shops. As such, most shops offer the same set of Technicks and even those in towns not visited until towards the end of the game will not offer anything new.

Using Technicks for over 100 times unlocks Vayne's sprite to the Sky Pirate's Den and awards the "Premier Prestidigitator" trophy/achievement in The Zodiac Age. Acquiring every Technicks skill adds Vossler's sprite and the trophy "Jack-of-all-Trades".

Mechanics[]

While some offensive Technicks skills always hit, most techs have a base hit chance, which is:

{\displaystyle SuccessChance=BaseChance+(User'sLv-Target'sLv)(\%)}[1]

If user's Lv is greater than target's Lv, the chance becomes:

{\displaystyle SuccessChance=3x(User'sLv-Target'sLv)(\%)}[1]{\displaystyle +BaseChance}

All damage dealt via Technicks skills is physical in nature, except for Shades of Black, which is magickal. Technicks are unaffected by Reverse.

Because Shades of Black and Stamp cannot target allies, the player can no longer use them to reflect spells off of allies or inflict buffs. Shades of Black is also affected by the recategorization of Black Magicks; it no longer casts Ardor, and has a chance to cast Blind, Blindga, Silence, Silencega, Sleep, Sleepga, Poison, and Toxify. The odds between each spell appearing are also evened out more.

Ability list[]

FFXII Technick Icon.png
Name Target Flying CT Type Faith Modifier Accuracy MP Recovery Null Sleep Required License
Initial Switch(With L1 or R1)Range Area Base Safety(Nulled by Safety augment)
Steal
Original stats
Enemy No 3 Yes Partial 20 Physical None Always No No No Steal(20 LP)
Steal from one foe.

Effect: Steal item(s) from an enemy. Improved by Thief's Cuffs. See Steal mechanics here.
Cost:
Location:Vaan initially
Users:Machinist, Archer, Black Mage[note 1], Red Battlemage[note 2], Vaan, Balthier, Fran

Libra
Original stats
Self No Single No 10 Magick None Always No No No Libra(25 LP)
Reveal more detailed target information.

Effect: Makes user able to view detailed information of a targeted enemy, as well as hidden traps. Reveals the HP, elemental weaknesses, and status enhancements/ailments of most targeted enemies. Bosses (excluding Firemane and Mimic Queen), Marks (excluding Rogue Tomato, Thextera, and Nidhogg) and Rare Game (excluding Helvinek and Midgardsormr) are immune.
Cost: 400 gil
Location:Rabanastre, Giza Plains, Nalbina, Barheim Passage, Bhujerba, Dreadnought Leviathan, Dalmasca Westersand[note 3], Dyce, Mosphoran Highwaste[note 4], Phon Coast, Archades, Balfonheim[note 5], Trial Mode Stage 7

Sours: https://finalfantasy.fandom.com/wiki/Technicks

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Slowly - slowly my fingers move up in front of and inside a delicious tactile bliss. How nice and hot and already wet in my mother's crotch. Panties rustle softly along the high pubis covered with hair. I tear myself away from my mother's mouth, start kissing her soft warm tummy, while pulling off the pliable, weightless, smooth panties.



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