FFXII The Zodiac Age
Technicks
Here are the Technicks for the the original game (The Zodiac Age technicks).
They are free but they can miss. Most of them are useful if you know how to use them, though some seem to be only useful in an emergency. Check the Mechanics section for indepth info on how some work.
Note that in The Zodiac Age, the following Technicks can only be found in treasure chests: Telekinesis, Numerology, Sight Unseeing, Charm, Achilles, Infuse, Gil Toss, 1000 Needles, Revive, Stamp, Shades of Black, Bonecrusher, Wither, Addle, Expose, Shear.
Some technick mechanics/locations/etc. have also changed, we are in the process of updating this page.
Technicks | ||||
Name | LP | Effects | Location | Cost |
Steal | 15 | Steal from one foe | Rabanastre | 1600 |
Libra | 20 | Reveals more detailed target information | Rabanastre | 500 |
First Aid | 20 | Restores HP to one HP critical ally | Rabanastre, Nalbina | 700 |
Charge | 30 | Run out of MP? Hit charge to bring some back. If it misses it'll reduce your mp to 0 so don't try to use it refill your entire bar. This is a must have skill for casters as it soon as you can buy it which I believe is after Barhiem passage. This is especially true if you plan on doing a pure No Quickening/Esper game and hence do not have the benefit of double/triple MP. I use it a lot from Cluckitrice on. I almost never use ethers. |
Rabanastre, Nalbina, Bhujerba | 1700 |
Poach | 30 | Captures HP critical foes to obtain loot. No EXP/LP is earned from poached monsters | Rabanastre, Nalbina, Bhujerba | 7000 |
Souleater | 35 | A stronger than normal attack though darkness elemental. Very helpful for boss encounters where your attack command is sealed | Rabanastre, Nalbina | 6400 |
Horology | 35 | Does damage to an area based on the first minutes digit in current game time(ie 09:1->8<-:56). Does low damage when the digit is between 0-4 but it does high damage when it is between 5-9. Damage ignores defense but can miss. Very powerful if used correctly early in the game. From what I've heard level also plays a role in deciding damage. Does not wake enemies. |
Rabanastre, Nalbina, Bhujerba | 2000 |
Infuse | 35 | I've known about this for awhile but never really gave it my time. The use for infuse is to use it to set someone's health to critical status. The reason one would want to do is to boost the number of hits done when you combo(maltzan). Combine that with a high combo rate weapon setup and... This is great if you already like to use decoy. Decoy someone else so your critical comboer is safe and go at. Only problem is that you can't gambit healing except with Self HP XX | Rabanastre, Nalbina, Jahara, Archades | 2000 |
Bonecrusher | 30 | Consumes HP to reduce the HP of one foe to 0 | Rabanastre, Archades | 7000 |
1000 Needles | 35 | Always cause 1000 damage but has a chance to miss. Ranged. A good attack for flying foes before telekenesis and a good way to inflict better damage when a marks defense increases at critical |
Mosphoran Highwaste | 7000 |
Stamp | 40 | Inflicts one foe with any status effect on the user. Does not remove status effects from user | Archades | 4500 |
Addle | 30 | Lowers one foe's magick power | Rabanastre, Archades | 3500 |
Shades of Black | 40 | Casts a random black magick on one foe | Archades | 5000 |
Expose | 35 | If they work they can help but they tend to miss a lot...they also wake slept foes. The other nice part about them is they stack multiple times. They can only help so there is really no reason not to use them if they work. Bad news is that nearly all marks if not all are immune to wither and addle. Part of a passive ability that makes things immune to gravity like skills, death, numerology and so on(info thanks to again to maltzan's mechanics guide). |
Balfonheim | 3800 |
Achilles | 40 | Renders one foe's vulnerable to an additional element | Rabanastre, Nalbina, Jahara | 8800 |
Gil Toss | 35 | From what I understand, damage is based on party's HP total divided by the number of enemies in range. This can do some very, very nice damage early though you need the gil for it. Ignores defense. | Rabanastre, Nalbina, Jahara | 2000 |
Sight Unseeing | 40 | Unleashes an attack only available when blind | Rabanastre, Nalbina, Jahara | 6800 |
Shear | 35 | If they work they can help but they tend to miss a lot...they also wake slept foes. The other nice part about them is they stack multiple times. They can only help so there is really no reason not to use them if they work. Bad news is that nearly all marks if not all are immune to wither and addle. Part of a passive ability that makes things immune to gravity like skills, death, numerology and so on(info thanks to again to maltzan's mechanics guide). |
Rabanastre, Nalbina, Jahara | 3600 |
Wither | 35 | Lowers one foe's strength | Balfonheim | 3500 |
Charm | 30 | Causes one foe to confuse a friend with foe | Rabanastre, Nalbina, Jahara | 5000 |
Revive | 40 | Fully consume user's HP, reviving and fully restoring HP of one KO'd ally | Balfonheim | 10000 |
Telekinesis | 80 | Deals ranged damage with melee weapons | Necrohol of Nabudis | 7100 |
Numerology | 40 | Deals damage that increases with successive hits | Rabanastre, Nalbina, Bhujerba | 2048 |
Traveler | 65 | Does damage based on number of steps from 0-999 and then resets. Also resets after you use it. Damage ignores defense. If you count your steps | Rabanastre, Nalbina | 6700 |