[FFXII:TZA] License Board Mechanics

This article contains the description for the License Board and how it works. For those who are newly playing Final Fantasy XII, best you read up on what abilities exist.

License Board

The License Board is the ability system used in Final Fantasy XII: The Zodiac Age. Similar to its predecessor – Final Fantasy XII, the license board appears similar to a chess board each tile having a specific ability to learn. This particular grid style began with Final Fantasy X where Sphere Grids for abilities. Unlike the former games, once a party member joins up, one can assign them to a specific class where they will learn the abilities for that specific ability. To learn a skill, one must spend LP (License Points) to unlock that particular skill.

The Licenses have different groups. The four groups under the Licenses are: Magicks, Augment, Technicks, Gambit, Accessory, Armor, Weapons (1-3), Summon, and Quickening. In order to open that specific license, there are two ways to go around it. It’s either complete the quest or spend a certain amount of LP to obtain the ability. After obtaining the ability, the license board’s square will appear solid. In the old game, Final Fantasy XII only allowed one job per character. However, the new remaster allows a character to have two character boards after learning the “L Board Plus” on the License Board.



For the List of White Magicks, click here.

For the List of Black Magicks, click here.

Arcane Magicks, click here.

Green Magick, click here.

Time Magicks, click here.

Magick is the very soul of the Final Fantasy series. In this case, Final Fantasy XII: The Zodiac Age classifies the Magicks as a license. While all classes can learn magicks, some skills are restricted to certain job classes. For example, the class that learns the most White Magick is the White Mage under the Aries License Board. If you’re looking for Black Magick then, become a Black Mage. Some of these abilities can also be obtained from treasures.


For a list of Technicks, click here.

Technicks serve as the “command skills” for each character. Some of these Technicks include certain command skills such as “Steal” which allows you to rob an item for an opponent. However, in order to unlock the Technick, you have to buy it from the shop. Before you can use it, make sure the party member you’re trying to teach the Technick has the License Board to learn the skill.


For a list of Accessories Licenses, click here.

Accessories are items that one can equip in Final Fantasy XII. Similar to armors and weapons, accessories grant stat increases to your party members. These stat increase can vary from increasing your own stats or increasing your damage output when attacking as particular enemy. Some of the accessories also correspond to a particular augment. Unfortunately, the effect doesn’t stack therefore it’s pointless to equip an accessory with that particular ability if the character has it on their license board.


For a list of Gambit Licenses, click here.

Gambit is the famed system of Final Fantasy XII that allows a person to give commands to their teammates. As it’s already inputted, it allows you to easily send out commands with minimal effort towards your allies. Considering that the battle appears as real time, using the Gambit system will allow you to focus more on the battle. This system also grants your allies a form of “intelligence”


For a list of Armor Licenses, click here.

Armors are part of the equipment your character wears to further their abilities. Each armor has their own augment which furthers your character’s fighting abilities and increases their fighting chances. Also, the armor applies also for a character being able to equip a shield. If your character is using a single-handed weapon then, your character can equip a shield.


For a list of Weapon Licenses, click here.

For your character to equip a weapon, the character must have a particular license in order to use it. These weapons enable you to fight against your enemies, depending on what you’re fighting against. Some weapons have high critical hit rates. Others increase your base damage output. Another kind of stat placed on the weapon is elemental affinity, allowing its wielder to deal elemental damage.


For a list of Summon Licenses, click here.

Like every Final Fantasy game, there are summons. Final Fantasy XII however adopted some of Final Fantasy VIII’s summoning style in which you have to fight enemies to be able to summon. However in Final Fantasy XII, you must fight the corresponding Esper for the corresponding license. Depending which Esper one wants, you’ll have to fight it in order to gain the right to summon it.


For a list of Quickening Licenses, click here.

Quickening is similar to Overdrive, Limit Break, or the Trance system of the former Final Fantasy games. Normal gameplay stops and there’s a blue bar that needs depleting. As the bar begins to deplete, you’ll have to press a variety of buttons to create a combo. The Quickening is split over three levels with each character having their own signature Quickening.

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