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List of Final Fantasy XII

Abilities
The abilities available in Final Fantasy XII are largely divided into four categories. The normal
physical attack, Magicks & Technicks which contain six skillsets of normal skills that make up
the bulk of abilities, Mist which cover special systems that use up Mist bars/MP, and Items
which allow the player to use items from their inventory.

Contents

Abilities
Attack

See also: Attack.

Attack allows a user to perform a physical attack. The damage dealt depends on the weapon
they have equipped, as well as the basic elements involved in the damage formula such as an
enemy's defences and a player's strengths. The Attack command is always available unless the
player has the Disable status.

Magicks & Technicks


Magicks & Technicks covers the bulk of the skills in the game. The Magicks & Technicks
sub-menu branches out into six further sub-menus with the lists of skills. Five of these
sub-menus are Magick skillsets, while the final is a category of other miscellaneous abilities,
usually physical in element.

Magicks & Technicks need to be obtained for any member of the party to use, and have a
character obtain the relevant license to be able to use it. In the International Zodiac Job
System version of the game, licenses for abilities in this category are divided between jobs,
with some appearing in multiple however full sets only being available to one.

The Silence and Disable statuses prevent users from using skills in the Magick skillset, while
only Disable prevents Technicks.

White Magicks

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Main article: White Magicks (Final Fantasy XII)

White Magicks is mainly comprised of abilities that heal party members and abilities that
remove negative statuses. The Dispel and Dispelga abilities remove positive statuses from
enemies, while Holy is a magically offensive attack of the Holy element.

In the International Zodiac Job System version, a number of Green Magicks skills from the
original version are moved to White Magicks. These skills allow the user to cast beneficial
statuses on their party. The Arcane Magicks skill, Confuse, was moved to White Magicks, and
this inflicts a negative status, Confusion, on a foe. The full White Magicks set is available to the
White Mage job class, with a number of others having access to a few depending on the
licenses bought.

The original version has 18 White Magicks skills, while the International Zodiac Job System
version has 25.

Black Magicks

Main article: Black Magicks (Final Fantasy XII)

Black Magicks is comprised of offensive magic spells, most being elemental in nature. Bio and
Scourge deal non-elemental damage and attempt to inflict Sap.

In the International Zodiac Job System version, a number of Green Magicks skills from the
original version are moved to Black Magicks. These are mostly offensive status skills, the
abilities that inflict Silence, Blind, Sleep, and Poison. The full Black Magicks set is available to
the Black Mage job class, with a couple of others having access to a few depending on the
licenses bought.

The original version has 18 Black Magicks skills, while the International Zodiac Job System
version has 25.

Time Magicks

Main article: Time Magicks (Final Fantasy XII)

Time Magicks is comprised of spells that generally slow or fasten the actions of a target, or
make an attempt to stop the actions of a target. Balance inflicts damage based on current and
maximum HP of user, Float and Reflect gives the Float and Reflect statuses respectively, and
Bleed inflicts Sap.

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In the International Zodiac Job System version many of Arcane Magicks from the original
version are moved to Time Magicks. Included in this are a couple of percentage-damaged
spells and a couple of spells that inflict Invisible, and Berserk which inflicts Berserk. The full
Time Magicks set is available to the Time Mage job class, with a couple of others access to a
few depending on licenses bought.

The original version has 15 Time Magicks skills, while the International Zodiac Job System
version has 20.

Green Magicks

Main article: Green Magicks (Final Fantasy XII)

Green Magicks is comprised of status-inflicting abilities, both positive and negative. In the
International Zodiac Job System version the skillset is re-defined, instead of covering status-
inflicting abilities it covers abilities that deal with HP, and in once case, MP. Only one ability, Oil
remains from the original set, with most of the original set being divided into White Magicks and
Black Magicks, and the new skills being sourced from Arcane Magicks. The skillset is far
smaller in this version since there is no Mage specifically held to this class of Magick, with the
entire set being available to the White Mage, Black Mage, Time Mage, and Red Mage job
classes.

The original version has 15 Green Magicks skills, while the International Zodiac Job System
version has six.

Arcane Magicks

Main article: Arcane Magicks (Final Fantasy XII)

Arcane Magicks is comprised of a range of attacks including direct-damage attacks, negative


status attacks, and attacks which inflict the Dark element. The Bubble ability inflicts the Bubble
which doubles the target's maximum and current HP.

In the International Zodiac Job System version, Arcane Magicks is significantly cut down. A
number of skills originally classed as Arcane Magicks were moved to Time Magicks. In this
version the skillset only includes spells with the Dark element, Death which inflicts instant death,
and Ardor, an ex-Black Magicks skill that inflicts heavy Fire-elemental damage. Arcane Magicks
skills are only available to the Red Mage job class.

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The original version has 15 Arcane Magicks skills, while the International Zodiac Job System
version has five.

Technicks

Main article: Technicks

Technicks are a collection of non-Magical miscellaneous abilities. Each ability is generally unique
in purpose. Unlike the other Magick skillsets, in the International Zodiac Job System version the
Technicks skillset does not fully belong to any job but each job can obtain the licenses to a few
of the abilities.

There are 24 Technicks skills in all versions of the game.

Mist
The Mist sub-menu contains two further sub-menus. These contain two unique systems of the
game, both of which utilize Mist Charges. In each case, Summon and Quickening, abilities
appear in three different ranks. The rank depends on how must Mist Charges it takes to use.

Summon

Main article: Esper (Final Fantasy XII)

Quickening

Main article: Quickening#Final Fantasy XII

Dismiss

See also: Dismiss.

Dismiss is only available when a Summon is called into battle. The Dismiss command replaces
the Mist command in the command menu, and using it will withdraw the summoned Esper from
battle.

Gambits

See also: Gambits.

The Gambits option on the menu allows the player to turn off the character-in-question's
Gambits. The selected Gambits remain intact however they will not do anything and it leave it
up to the player to choose their actions. This can also be done through the menu which is
accessible at all times.

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Items

See also: Item and List of Final Fantasy XII Items.

The Items command allows a player to select an item from their inventory to use in battle.

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