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Final Fantasy XII Game Guide by

Final Fantasy XII Game Guide

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Quickenings | Misc Final Fantasy XII Guide

Quickenings are special attacks, based on mana, which resemble a bit Limit Breaks or Overdrives known from former parts.

There are three levels of quickenings, the higher the level the stronger it is. In addition each level gives you another MP bar. You begin the game with one blue bar. When you get the first quickening the bar take orange color (when MP is full), when you get the second quickening you also get another orange bar which has the same capacity as the first one and after getting the third quickening you get the third MP bar.

1 - Quickenings - Misc - Final Fantasy XII - Game Guide and Walkthrough
List of quickenings of each character - Quickenings - Misc - Final Fantasy XII - Game Guide and Walkthrough

List of quickenings of each character:






Red Spiral

Fires of War

Feral Strike


White Whorl

Tides of Fate

Whip Kick



Element of Treachery







Fulminating Darkness

Northswain's Glow



Ruin Impendent

Heaven's Wrath



Flame Purge

Maelstrom's Bolt


One such bar is called a Mist Charge. You need one Mist Charge to perform a level one quickening, two to perform a level two quickening and three to perform a level three quickening (Mist Charges are also used to summon Espers)

Quickenings can be combined in combinations. In the lower right corner, when one hero performs his quickening you can see names of everyone in your active party that are able to use quickenings. To make one character to perform a quickening just press the button that is shown on the left side of his/her name. If none of the characters is active press R2 button till one becomes active and then pick it.

These orange circles symbolize the quickening which will be performed after pressing the correct button. If there's nothing there and the character is still active press the button assigned to him/her twice quickly - in this way you'll fill empty Mist Charges of that character.

In addition combining quickenings in proper way has a side effect: concurrences. When quickenings deal damage only to a single character concurrences deal damage him and to everyone near him.

These re all the concurrences you can create:

  • Inferno 3x1
  • Cataclysm 5x1
  • Torrent 2x1, 3x2
  • Windburst 5x2
  • Whiteout 5x3
  • Ark Blast 2x1, 2x2, 2x3
  • Luminescence 3x1, 3x2, 3x3
  • Black Hole 4x1, 4x2, 4x3

The orange number in bold signify the level of the quickening (1-3) and the number earlier shows how many times quickening on that level must be performed. For example: to make the concurrence "Torrent" you have to perform a combo containing at least two quickenings on first level and three on second level. Each concurrence is different in the respect to appearance and strength but no matter how does it look like or how is it called - the damage it deals IS NOT elemental!

The power of concurrences, when looking at the list, rise while going down. I mean that "Inferno" is the weakest and the "Black Hole" is the strongest concurrence. Along with it's power rise its priority, it means that you perform a combo consisting for example of two quickenings on first level, four on second level and six on third level - from these quickenings three concurrences could arise: "Torrent", "Whiteout" and "Ark Blast", but the combo will be finished in fact by the "Ark Blast", because it's the strongest and has the highest priority of that mentioned three (it's lowest on the list).

A very important rule is: DO NOT TRY MAKING COCURRANCES BY FORCE. If there is an active character pick it immediately and don't waste your time mixing the list, because the time that's left form one round is carried to the next. The less time you waste the greater combo you will create and the higher probability that the concurrence that comes out of that will be one of the strong ones.

And now calm yourself down - it only sounds so terrible, but in fact this matter isn't half as hard as it sounds. You just need to get the hang of it.

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