Technicks are skills that let you do things no Magicks can. Stealing treasures from your foes, staunching wounds... You should give 'em a try.
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 skills, 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 Board 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 in The Zodiac Age. Acquiring every Technicks skill adds Vossler's sprite and the trophy "Jack-of-all-Trades".
While some offensive Technicks skills always hit, most techs have a base hit chance, which is:
- $ Success Chance = Base Chance + (User's Lv - Target's Lv) (%) $
If user's Lv is greater than target's Lv, the chance becomes:
- $ Success Chance = 3 x (User's Lv - Target's Lv) (%) $ $ + Base Chance $
All damage dealt via Technicks skills is physical in nature, except for Shades of Black, which is magickal. Technicks are unaffected by Reverse. In the Zodiac versions, Technicks were made to target only enemies (apart from the healing/reviving ones and the one's used on the self), and thus the player can no longer reflect spells off allies with Shades of Black or Stamp allies for buffs.
|Name||Target||Flying||CT||Type||Faith Modifier||Accuracy||MP Recovery||Null Sleep||Required License|
|Initial||Switch* With or||Range||Area||Base||Safety Nulled by Safety augment|
|Steal from one foe.|
Effect: Steal item(s) from an enemy. Improved by Thief's Cuffs.
|Reveal more detailed target information.|
Effect: Makes user able to view detailed information of a targeted enemy, as well as hidden traps.
|Capture HP Critical foes to obtain loot.|
Effect: Captures a HP Critical foe to obtain loot, forfeiting EXP, LP, CP, Gil, and drops.
|Ally||No||3||Single||No||15||Physical||None||Always||No||No||No||First Aid20 LP|
|Restore HP to one HP Critical ally.|
Effect: Heals an ally with critical health. Always misses if ally's HP is not critical.
|Deal ranged damage with melee weapons.|
Effect: Deals ranged attacks with melee weapons. Always misses if used with a ranged weapon.
|Enemy||No||10||Circle 6||Yes||20||Physical||None||―||No||Inquisitor||No||Numerology40 LP|
|Deal damage that increases with successive hits.|
Effect: Damage doubles and accuracy decreases with each successive hit. Both reset upon missing.
|Consume HP to deal damage to one foe.|
Effect: Consume 20% of your maximum HP to damage one ground-based enemy (1.7 times more powerful than a regular physical attack). Restores HP to undead targets.
|Enemy||No||Weapon||Single||Partial||25||Physical||None||20%||Yes||No||Yes||Sight Unseeing40 LP|
|Unleash an attack only available when blind.|
Effect: Causes the enemy's HP to drop to a random number between 0 and 8; only usable while Blinded.
|Cause one foe to confuse friend with foe.|
|Render one foe vulnerable to an additional element.|
Effect: Adds one additional elemental weakness to one enemy.
|Restore user's MP. If the technick fails, MP is reduced to 0.|
Effect: Restores amount of user's MP. If the skill fails, MP is reduced to 0. The amount restored ranges from the value of the user's level to 1.5 times that minus 1. The probability of missing is the percentage of the user's remaining MP plus 1%.
|Fully consume user's MP, changing one ally's HP to 10 times that amount.|
Effect: Fully consumes users MP to set ally's HP to 10 times the amount of sacrificed MP.
|Enemy||No||10||Circle 6||Yes||30||Physical||None||Always||No||Inquisitor||Yes||Gil Toss30 LP|
|Throw gil, damaging all foes in range.|
Effect: Throw Gil equivalent to the total remaining HP all members to deal a maximum of 10,000 damage split between all enemies in range. Always misses if the player does not possess enough gil and no gil is expended.
|Enemy||No||10||Single||Yes||25||Physical||None||100%||No||Inquisitor||Yes||1000 Needles35 LP|
|Deal 1,000 damage to one foe.|
|Fully consume user's HP, reviving and fully restoring HP of one KO'd ally.|
Effect: Sacrifice self to restore an KO'd ally to life and full HP.
|Inflict one foe with any status effects on the user.|
Effect: Copies an active harmful status effect aside from HP Critical from the user to one foe.
|Shades of Black|
|Enemy||No||10||Single||Yes||35||Magick||Potency||―||No||Warmage||No||Shades of Black70 LP|
|Cast a random black magick on one foe.|
Effect: Casts a random Black Magick spell on one enemy, including ones the user has not yet learned. Each possible spell has equal probability of being cast.
|Enemy||No||10||Circle 6||Yes||30||Physical||None||Always||No||Inquisitor||No||Traveler50 LP|
|Deal damage based on total steps taken to all foes in range.|
Effect: Deals damage to all enemies in range based on total steps taken.
|Enemy||No||10||Circle 6||Yes||30||Physical||None||90%||No||Warmage||No||Horology50 LP|
|Deal damage based on a factor of time to all foes in range.|
Effect: Damages all enemies in range based on game time.
|Consume HP to reduce the HP of one foe to 0|
Effect: Consumes between 0 and all but 1 of the user's HP to reduce the HP of one enemy to 0. The user's HP is reduced to 0 if the attack misses, aside from when the attack has been nullified.
|Lower one foe's strength.|
|Lower one foe's magick power.|
|Lower one foe's defense.|
|Lower one foe's magick resist.|
- Ability Cards
- Legend Cards
- Automating stealing via the gambit system is something players strive to do, but the stealer will keep stealing even when the target has nothing to steal. Thus, many players opt to use Foe HP 100% gambit to only steal from newly met enemies. The developers have commented that they didn't want to make stealing too convenient, and wanted to keep that element of trial-and-error and the "healthy player frustration" that "makes the game fun." Thus, the imperfect stealing with gambits has been left in the International and HD versions.