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Final Fantasy XII: The Zodiac Age eGuide
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Contents

  • Changelog
    • Updates
  • Foreword
    • Foreword
  • Getting Started
    • Return to Ivalice
    • Character Relationships
  • Treasure Chest System
    • Treasure Chest System
  • Battle System
    • Battle System
  • Gambits
    • Gambits
  • Zodiac Job System
    • Zodiac Job System
    • Party Composition
    • Jobs
    • Archer
    • Black Mage
    • Bushi
    • Foebreaker
    • Knight
    • Machinist
    • Monk
    • Red Battlemage
    • Shikari
    • Time Battlemage
    • Uhlan
    • White Mage
  • Espers and Quickenings
    • Espers
    • Quickenings
  • Trophies
    • Trophies
  • Walkthrough Part 1
    • Introduction
    • The Story Begins
    • Nalbina Fortress
    • Rabanastre 1
    • Dalmasca Estersand (The Stepping)
    • Lowtown 1
    • Giza Plains (Dry)
    • Garamsythe Waterway 1
    • Royal Palace of Rabanastre
    • Garamsythe Waterway 2
    • Nalbina Dungeons
    • Fire Up the Power Relay and Open the Gate
    • Dalmasca Estersand
  • Walkthrough Part 2
    • Rabanastre 2
    • Lowtown 2
    • Back to Rabanastre
    • Bhujerba 1
    • Lhusu Mines
    • Bhujerba 2
    • The Dreadnought Leviathan
    • Ogir-Yensa Sandsea
    • Nam-Yensa Sandsea
    • Tomb of Raithwall
    • Giza Plains (The Rains)
    • Ozmone Plain
    • Jahara—Land of the Garif
    • Golmore Jungle 1
    • Eruyt Village
    • Golmore Jungle/Ozmone Plain
    • The Henne Mines
    • Golmore Jungle 2
    • Paramina Rift 1
    • Mt Bur-Omisace
    • Paramina Rift 2
  • Walkthrough Part 3
    • Stilshrine of Miriam
    • Nalbina Town
    • Mosphoran Highwaste
    • The Salikawood
    • The Phon Coast
    • Tchita Uplands
    • Sochen Cave Palace
    • Sochen Cave Palace (Main)
    • Old Archades
    • The Imperial City of Archades
    • Draklor Laboratory
  • Walkthrough Part 4
    • Balfonheim Port 1
    • Golmore Jungle
    • The Feywood
    • The Feywood (South)
    • The Ancient City of Giruvegan
    • Balfonheim Port 2
    • Ridorana Cataract
    • First Ascent: Horizon of First
    • Second Ascent: Reach of Diamond Law
    • Third Ascent: Mete of Dynasty
    • Balfonheim Port 3
    • Sky Fortress Bahamut
  • Side Events
    • Side Events Part 1
    • Side Events Part 2
    • Side Events Part 3
    • Side Events Part 4
    • Side Events Part 5
    • Other Stuff
  • Weapons, Armor, and Accessories
    • One-Handed Weapons
    • Two-Handed Weapons
    • Ranged Weapons
    • Shields & Armor
    • Accessories
  • Items
    • Items
  • Technicks and Magicks
    • Technicks and Magicks
  • The Bazaar
    • The Bazaar
  • Bestiary
    • Overview Enemies
    • The Dalmasca Sands Enemies
    • Giza Plains Enemies
    • The Garamsythe Waterway Enemies
    • The Barheim Passage Enemies
    • The Lhusu Mines Enemies
    • The Yensan Sandsea Enemies
    • The Tomb of Raithwall Enemies
    • Ozmone Plain Enemies
    • Golmore Jungle Enemies
    • The Henne Mines Enemies
    • Paramina Rift Enemies
    • The Stilshrine of Miriam Enemies
    • The Mosphoran Highwaste Enemies
    • The Salikawood Enemies
    • Phon Coast Enemies
    • Tchita Uplands Enemies
    • The Sochen Cave Palace Enemies
    • The Feywood Enemies
    • The Ancient City of Giruvegan Enemies
    • The Ridorana Cataract Enemies
    • The Pharos Enemies
    • Zertinan Caverns Enemies
    • Cerobi Steppe Enemies
    • The Nabreus Deadlands Enemies
    • The Necrohol of Nabudis Enemies
    • Marks
    • Elite Marks Enemies
    • Espers Enemies
    • Bosses
    • Rare Game Enemies
    • Humanoid Enemies
    • The Archadian Empire Enemies
  • Trial Mode
    • Trial Mode

Final Fantasy XII: The Zodiac Age Guide › Espers and Quickenings

Quickenings

Quickenings are powerful combos that consume the Mist Charges of one to three party members. The power of the attack is based upon the combination of attacks executed to release a devastating finishing attack or “Concurrence.” This unique system is much like a slot machine and a little difficult to understand at first, so it’s better to break it down and explain just how to get the most out of Quickenings.

Unlocking Quickenings

Characters begin the game without Quickenings. To obtain them, you must unlock the special Quickening panels on the license boards. Each character can only unlock three panels total. It doesn’t matter which panels are unlocked, as Quickenings are based on the character and the number of Quickening panels unlocked rather than the chosen panel itself. The only thing to keep an eye out for is that certain license boards have panels hidden away behind Quickening panels. Each board has four Quickening panels, but the remaining unused Quickening panels will disappear when a character reaches the maximum of three unlocked. Any panels bottlenecked behind unpurchased Quickening panels will become accessible, so keep this in mind when planning which to buy, just like with Esper choices.

Unlocking one panel earns a character a level 1 Quickening. Unlocking two panels produces the character’s level 2 Quickening and a second Mist Charge. Unlocking three panels releases the character’s level 3 Quickening and adds a third Mist Charge.

Mist Charges

Quickenings consume Mist Charges based upon the level of the Quickening used. Level 1 consumes one Mist Charge; level 2 uses two Mist Charges; and level 3 devours three Mist Charges. Thus, a character with two Mist Charges can use a level 1 or level 2 Quickening.

How It All Works

The Quickening system is much like a slot machine, so there’s some luck involved. As the initial attack occurs, up to three lines of text appear in the bottom-right corner of the screen, one line for each character participating in the attack. Think of these lines as the wheels of a slot machine.

The “wheels” randomly cycle through four possible outcomes. They will display the name of a character’s level 1, level 2, or level 3 Quickening or the words “Mist Charge.” When they appear in white, the player can activate the command by pressing the button shown to the left of the line of text. Note that lines appearing gray in color aren’t available.

With a little luck, there will be a white line or two available from which to choose, but eventually three gray lines will appear. Press the R2 button when this occurs to shuffle the commands again in hopes of getting a white line or two.

The player can initiate as many attacks as possible within the four-second time limit. By achieving certain attack combinations, the party unleashes a powerful Concurrence that delivers a devastating final hit to the target and any nearby enemies. So what makes the white and gray lines appear? This is where things gets tricky. Read on to make sense of it all.

Cost vs. Available Mist Charges

As noted previously, each Quickening costs a certain number of Mist Charges. Characters can only perform an action if they have the Mist Charges to fuel the attack. For example, let’s say Vaan enters battle with three Mist Charges and begins his assault with his level 3 attack, Pyroclasm. This will immediately drain all of his Mist Charges, meaning that he can no longer participate in the combo. His teammates, however, likely still have Mist Charges and can perform additional attacks.

Don’t count Vaan out just yet, though. Keep an eye on his command line and watch for the words “Mist Charge” to appear. Press the corresponding button when these words appear on-screen to completely refill Vaan’s Mist Charges as the commands reshuffle. Now he can use any of his attacks again.

The phrase “Mist Charge” may appear for a character whenever that person has completely drained his or her Mist Charges. Always use the Mist Charge command when it appears, as combos can continue to grow until the timer runs out.

Consider this next example. Ashe begins with three Mist Charges. She uses Maelstrom's Bolt, her level 3 attack, to open a Quickening. Either by luck, or by R2 shuffle, "Mist Charge" appears on-screen and is triggered, so Ashe gains three fresh Mist Charges.

When Mist Charge is activated, the Quickening slots will reshuffle automatically with possible attacks (this makes it a great idea to double-tap buttons when you select Mist Charges, since you'll select follow-up attacks automatically, without wasting much time). By chance, Maelstrom's Bolt appears and is triggered. Ashe spends her Mist Charges down to nothing again while using her best Quickening attack twice in a row.

With a little luck, the Mist Charge command will appear again and Ashe can continue to attack, or the timer will run out and a Concurrence will occur if the right Quickening combo was used.

Managing the Clock

The clock pauses whenever you trigger an attack command. It doesn’t start to move again until the next animation starts to play. Enter the commands quickly to save time, but don’t do so in haste. The combination of attacks is very important, so choose the next action carefully and quickly.

The Mist Charge command doesn’t stop the clock, but it does reshuffle the commands. Be ready to press another button quickly to avoid wasting time.

Note that a small amount of time is added back to the clock each time a command is entered. As the clock winds down, the bar also speeds up with each successful attack, so eventually there’s no time to shuffle or even read the command lines.

Enormous Quickening Chains Made Easier

Quickening chains are always reliable for a few hits, but once you've burned everyone's available Mist Charges, it's usually down to speed and luck to extend the chain. But with some advance planning, you can arrange it so that you can pretty much always do enormous Quickening chains with one squad.

First, set aside three characters on whom you'll only unlock one Quickening license panel.

Then, give each of these characters the license for an Esper that uses up three Mist Charges upon summoning. There are four, Famfrit, Chaos, Ultima, and Zodiark. These characters will then have three Mist Charges, but only level one Quickening attacks.

So, anytime this trio performs a Quickening, it should be pretty easy to score a lot of hits, since three fighters times three Mist Charges is a nine-hit chain at minimum, and anytime you "roll" a Mist Charge, you've stocked three more attacks. With this kind of setup, once you get good at reacting to the Quickening minigame with constant level-one Quickenings, 20+ hit chains become commonplace, and 40+ hit chains are feasible!

The only catch with this setup is simply that it requires lots of foresight. Since there are only four Espers who require three Mist Charges, it makes sense to pursue this strategy for one team of three fighters, then set up the other three fighters as normal, with full Quickening unlocks. Try to assign Famfrit/Chaos/Ultima/Zodiark to one-Quickening characters who are assigned Jobs that also benefit from those Esper license unlocks, too. (Check out the Lock Chart in the Zodiac System Job section, just before this Espers & Quickenings breakdown. Esper assignment is one of the most important and counter-intuitive aspects of party building.)

Fast Charge & Attack

Any time a Mist Charge command is used, the character will land on an active attack command on the following spin. Use this to your advantage when time is running short. Hit the Mist Charge and keep tapping the button to automatically select that character’s action.

Triggering Concurrences

Concurrences arrive at the end of a Quickening when certain conditions have been met. The conditions are based upon the number of level 1, 2, and 3 attacks that are used during the Quickening. For instance, the weakest Concurrence requires that the party perform three level 1 attacks during the Quickening. The toughest, Black Hole, requires four of each level. Obviously, it’s easier to perform some Concurrences than others and there’s a little luck involved, too. It’s usually easy enough to get Ark Blast once everyone in the party has three Mist Charges.

The best combination is always used, too. Say the party uses seven level 1 attacks, five level 2 attacks, and two level 3 attacks. That combination would qualify them for five different Concurrences, but would always result in Ark Blast.

Any damage caused by a Concurrence is non-elemental. The names may make them seem like elemental attacks, but resistances don’t come into play. The only creatures that can resist a Quickening are those with an immunity to physical damage.

Requirements
Concurrence Power Lv 1 Lv 2 Lv 3

Black Hole

253

4

4

4

Luminescence

215

3

3

3

Whiteout

205

—

—

4

Ark Blast

175

2

2

2

Windburst

155

—

4

—

Torrent

130

2

2

—

Cataclysm

110

6

—

—

Inferno

90

3

—

—

Ultimate Attack

Black Hole is the strongest attack in the game. It can cause well over 60,000 HP of damage to the primary target and substantial damage to anything surrounding the enemy.

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