Quickenings
To obtain a Quickening in FFXII, the player must activate a quickening license for it on a character's license board. There are 18 Quickening licenses on the license board, and each character can possess up to three Quickenings. Once a quickening license has been activated though, that slot on the board disappears on every other character's license board, requiring you to guide each character through different routes on the board to maximise your number of Quickenings as early in the game as possible.
Each time a character earns a new Quickening, they will receive one additional "Mist Charge". A Mist Charge is essentially an extra MP bar. When you open up two Quickenings for a character, their standard MP will double, and when you open up three, it will triple.
Using a Quickening will deplete your MP bar in correspondence with the level of the Quickening you employed, i.e. a level 1 Quickening will deplete one MP bar, level 2 will deplete 2 MP bars, and level 3 will deplete 3 MP bars.
When casting a Quickening, a time limit is displayed as both a numerical timer and a bar. Above the timer bar will be controller buttons corresponding to each character and to the right of this will be two possible commands; the name of the Quickening, or the words "Mist Charge". If a Quickening is displayed, small circles will be displayed indicating its level.
The base strength of every character's Quickening is the same, but the damage will vary slightly depending on the power of your character.
Character | Level 1 - 90 | Level 2 - 140 | Level 3 - 230 |
Ashe | Northswain's Glow | Heaven's Wrath | Maelstrom's Bolt |
Balthier | Fires of War | Tides of Fate | Element of Treachery |
Basch | Fulminating Darkness | Ruin Impendent | Flame Purge |
Fran | Feral Strike | Whip Kick | Shatterheart |
Penelo | Intercession | Evanescence | Resplendence |
Vaan | Red Spiral | White Whorl | Pyroclasm |
Concurrences
Concurrence | Level | Amount | Power |
Inferno | Level 1 | 3 Times | 90 |
Cataclysm | Level 1 | 8 Times | 110 |
Torrent | Level 2 | 3 Times | 130 |
Wind Burst | Level 2 | 6 Times | 155 |
Whiteout | Level 3 | 5 Times | 215 |
Ark Blast | Level 1/2/3 | Each Level 2 Times | 175 |
Luminescence | Level 1/2/3 | Each Level 3 Times | 205 |
Black Hole | Level 1/2/3 | Each Level 4 Times | 253 |
A higher ranking (the further down on the list) concurrence will always take priority over a lower one. For example, if you cast two level 1, 2, and 3 Quickenings, you will always activate the Ark Blast Concurrence, even if you cast 8 level 1 concurrences
Although every concurrence is based on a different element (fire, ice, lighting, etc) this is purely visual; all concurrences deal non-elemental damage.
Chains
Quickenings are easy to gain access to, but using them to their best capacity requires a lot of patience, a quick eye, and more than a bit of luck. Quickening chains are the bread and butter of the Quickening system, and using them effectively is not as straightforward as similar battle systems in past Final Fantasy games.
When trying to create a large Quickening Chain, the player should pay close attention to the bottom right hand corner of the screen. It's here that the next potential chain will appear between each quickening.
So how do you string together high chain?
To begin with, you need to start by selecting a Quickening from one person in your partner. Contrary to what you may already think, choosing a level 3 Quickening is not your best option; this will be explained in a moment. You should always start off with a level 1 Quickening.
As the chain begins, you may notice the phrase "Mist Change" in place of the Quickening's name. What this effectively does is refill every level of you MP gauge! This is why it is more beneficial to use low level Quickenings than high level ones, you will have more chances to refill your MP gauge, more chances to attack, and a higher chance of coming out of a Quickening Chain with some mana left.
There are a few crucial points to remember when attempting to put together large Quickening Chains: