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[[Image:FFXIIRW-Gate artwork.jpg|right|200px]]
 
A '''Summoning Gate''' is a gameplay element in ''[[Final Fantasy XII: Revenant Wings]]''. It acts as a portal between the real world and the illusion world of the [[Yarhi]], allowing them to be summoned by those holding
 
A '''Summoning Gate''' is a gameplay element in ''[[Final Fantasy XII: Revenant Wings]]''. It acts as a portal between the real world and the illusion world of the [[Yarhi]], allowing them to be summoned by those holding
 
[[Auracite]].
 
[[Auracite]].

Revision as of 02:44, 24 May 2008

FFXIIRW-Gate artwork

A Summoning Gate is a gameplay element in Final Fantasy XII: Revenant Wings. It acts as a portal between the real world and the illusion world of the Yarhi, allowing them to be summoned by those holding Auracite.

Controlling Gates

Summoning Gates glow with a different color depending on who controls the gate:

  • Blue for Vaan and allies
  • Colorless for Neutral
  • Red for enemies

A Summoning Gate must be in the player's control in roder to summon Yarhi from it. To capture a hostile or neutral gate, the player must tap the gate with the stylus to send a group leader to pray in front of the gate and convert it to the allied cause. A bar representing the conversion of the gate will appear, and when the icon reaches the blue side of the bar, the Summoning Gate is captured, adding 10 maximum Affinity to your stores. Beware, as enemy units may also attempt to capture your Summoning Gates. For this reason, it is sometimes advisable to keep several units near your summoning gate.

Summoning Gate Qualities

When a blue Summoning Gate is selected, three options will appear: Summon, Queue, and Fortify Esper.

Summon

This command allows you to summon the Espers you have in the battle's selected Esper Troupe. First, a group leader must be selected to determine which group the summoned Espers will be part of. Next, you may choose which Espers from your Troupe of five to summon. The proper ammount of Affinity must be available in order to summon Espers, or a red X will be drawn across Espers who cannot be summoned due to lack of Affinity.

Queue

Once selected to be summoned, Espers will require a period of time to leave their world and manifest themselves in Lemures. The Queue option shows which Espers have been summoned and the amount of time until they materialize on the battlefield.

Fortify Espers

After the events at the Fane of Tehp Qul, you can use Astral Power (AP) to fortify your Espers. AP accumulates slowly of the course of a battle, and up to five AP crystals may be in stock at one time. To fortify one of the Espers in your Troupe, simply select from one of the five Espers, and all members that particular species will level up by one, including any you might summon in the future. An Esper's first fortification costs one Astral Crystal. If you choose to upgrade that particular Esper again, it will cost two Astral Crystals for another extra level. The next fortification for that Esper will cost three Crystals with the same one-level up, and so on. You may level up a species of Esper up to five times, since only five AP Crystal may be stocked at once. Template:FFXII RW