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[[File:Technick.PNG|thumb|The Technick part of the [[License Board]].]]
 
[[File:Technick.PNG|thumb|The Technick part of the [[License Board]].]]
 
{{Q|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}}
 
{{Q|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}}
{{nihongo|Technicks|わざ|waza}} are skills in ''[[Final Fantasy XII]]''. All characters are able to learn the same skills, due to the game's lack of unique [[Job System|classes]]. A Technick must be bought from a [[Shop#Final Fantasy XII|shop]] before becoming available to the party, but for a character to actually be able to use the Technick, s/he must first buy the appropriate [[License Board|License]] using License Points. Unlike [[Magick]]s, Technicks require no [[MP (Stat)|MP]] to be used.
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{{nihongo|Technicks||Waza}} are skills in ''[[Final Fantasy XII]]''. All characters are able to learn the same skills, due to the game's lack of unique [[Job System|classes]]. A Technick must be bought from a [[Shop#Final Fantasy XII|shop]] before becoming available to the party, but for a character to actually be able to use the Technick, s/he must first buy the appropriate [[License Board|License]] using License Points. Unlike [[Magick]]s, Technicks require no [[MP (Stat)|MP]] to be used.
   
 
In the ''[[Final Fantasy XII#Final Fantasy XII International Zodiac Job System|International Zodiac Job System]]'' version, the Technicks Licenses are limited to certain job classes, for example, the Technick 1000 Needles can only be used by three job classes - [[Mononofu]], [[Shikari]] and [[Archer (Final Fantasy XII)|Archer]]. Sometimes the placement of the Technick's License 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 they are selected, players have to choose the Licenses wisely or risk not being able to use a Technick.
 
In the ''[[Final Fantasy XII#Final Fantasy XII International Zodiac Job System|International Zodiac Job System]]'' version, the Technicks Licenses are limited to certain job classes, for example, the Technick 1000 Needles can only be used by three job classes - [[Mononofu]], [[Shikari]] and [[Archer (Final Fantasy XII)|Archer]]. Sometimes the placement of the Technick's License 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 they are selected, players have to choose the Licenses wisely or risk not being able to use a Technick.

Revision as of 15:21, October 4, 2012

Technick

The Technick part of the License Board.

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

(Technicks, ?, lit. Waza) are skills in Final Fantasy XII. All characters are able to learn the same skills, due to the game's lack of unique classes. A Technick must be bought from a shop before becoming available to the party, but for a character to actually be able to use the Technick, s/he must first buy the appropriate License using License Points. Unlike Magicks, Technicks require no MP to be used.

In the International Zodiac Job System version, the Technicks Licenses are limited to certain job classes, for example, the Technick 1000 Needles can only be used by three job classes - Mononofu, Shikari and Archer. Sometimes the placement of the Technick's License 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 they are selected, players have to choose the Licenses wisely or risk not being able to use a Technick.

Using Technicks for over 100 times unlocks Vayne's sprite to the Sky Pirate's Den and earns the player the title of Premier Prestidigitator. Buying every Technick adds Vossler's sprite and the title Jack-of-all-Trades.

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

Success Chance = Base Chance + (User's Lv - Target's Lv) (%)[1]

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

Success Chance = 3 x (User's Lv - Target's Lv) (%)[1]

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

Ability List

Name Description Buy Price LP Cost
1000 Needles Deal 1000 damage to one enemy. 70% base hit chance. Mosphoran Highwaste 7000 35
Achilles Adds one additional elemental weakness to one enemy. 40% base hit chance. Rabanastre, Nalbina Fortress, Jahara 8800 40
Addle Reduces one enemy's magick power. 66% base hit chance. Rabanastre, Archades 3500 30
Bonecrusher Consumes HP to reduce the HP of one enemy to 0. 45% base hit chance. Rabanastre, Archades 7000 30
Charge Restores amount of users MP. If Technick fails, MP is reduced to 0. Rabanastre, Nalbina Fortress, Bhujerba 1700 30
Charm Inflicts Confuse on one enemy. 50% base hit chance. Rabanastre, Nalbina Fortress, Jahara 5000 30
Expose Reduces one enemy's defense. 33% base hit chance. Balfonheim 3800 35
First Aid Heals an ally with critical health. Rabanastre, Nalbina Fortress 700 20
Gil Toss Throw Gil to damage all enemies in range. 100% base hit chance. Rabanastre, Nalbina Fortress, Jahara 2000 35
Horology Damages all enemies in range based on game time. 70% base hit chance. Rabanastre, Nalbina Fortress, Bhujerba 2000 55
Infuse Fully consumes users MP to set ally's HP to 10 times the amount of sacrificed MP. Rabanastre, Nalbina Fortress, Jahara, Archades 2000 35
Libra Makes user able to view detailed information of a targeted enemy, as well as hidden traps. Rabanastre 500 20
Numerology Damage increases with successive hits. Rabanastre, Nalbina Fortress, Bhujerba 2048 40
Poach Captures a HP critical foe to obtain loot. 80% base hit chance. Rabanastre, Nalbina Fortress, Bhujerba 7000 30
Revive Sacrifice self to restore an KO'd ally to life and full HP. Balfonheim 10000 40
Shades of Black Casts a random Black Magick spell on one enemy. Archades 5000 40
Shear Reduces one enemy's magick resistance. 33% base hit chance. Rabanastre, Nalbina Fortress, Jahara 3600 35
Sight Unseeing Damages a percentage of enemy's HP; only usable while Blinded. 10% base hit chance. Rabanastre, Nalbina Fortress, Jahara 6800 40
Souleater Consume HP to damage one enemy. 100% base hit chance. Rabanastre, Nalbina Fortress 6400 35
Stamp Copies an active Status Effect from the user to another target. 60% base hit chance. Archades 4500 40
Steal Steal item(s) from an enemy. Rabanastre 1600 15
Telekinesis Deals ranged attacks with melee weapons. 75% base hit chance. Necrohol of Nabudis 7100 80
Traveler Deals damage to all enemies in range based on total steps taken. 100% base hit chance. Rabanastre, Nalbina Fortress 6700 65
Wither Reduces an enemy's strength. 66% base hit chance. Balfonheim 3500 35

References

Template:FFXII Template:Abilities

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