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



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