Oh, one more thing! If you don't want me to fight on my own, you can always turn my Gambits off. With my Gambits turned off, I won't do anything until you give the word. You should really think about using Gambits for yourself, you know. They can make managing a battle a lot easier. Penelo

Gambits (ガンビット, Ganbitto?) are functionality of the Final Fantasy XII and Final Fantasy XII: Revenant Wings battle systems. Combat can be controlled manually and programmed via the use of gambits; manually entered commands take precedence and their immediate execution will interrupt gambit programming. The gambit system is similar to the Macro system found in Final Fantasy XI.

Like simple computers, the player can create a list of commands and dependencies to be carried out automatically by the characters to simplify the combat system. All commands relate to (are targeted on) the character, the character's allies, or the enemies on-screen.

Gambits are a targeted "if A, then X" conditional statement/expression; each gambit on the list is evaluated and the first gambit that has a true, actionable condition, will be executed. Each time the character gets a new turn the list is reevaluated, starting with the first gambit.

Gambits are available once Penelo joins the party, though the player has to wait until Balthier and Fran join to be able to customize gambits.

Gambits are composed of a target, a condition and an action to be performed on the target, only if the condition is true. If the condition is not true, the next gambit in the list is checked, and so on. The list is not in order of which action is taken; for example, a gambit with the "Foe:Flying" condition at the top of the gambit list will only activate when the party encounters a flying enemy. Actions can be either the use of items or the casting of magick and Technicks. There is no action for Quickenings and summons, which must be activated manually.

In or out of battle, each character can have have each individual gambit in their list turned on or off at the gambit screen. At the gambit screen or in the manual control menu, the current state of the gambit list as a whole can be turned off and back on. Gambits can be changed at any moment during a battle, and gambits can always be interrupted by manual input.

The characters start with no list of gambits, gain two automatically through the early game, and can buy licenses for an additional ten gambit slots in the Augments section of the License Board(s).

Action: No redundant actions [ edit | edit source ]

Gambits contain certain hidden conditions to be intuitive and functional. Enemies cease to be targets once they die, and the gambit mechanism will not revive a character who is not KO'd or recast a status buffer if the character still has it, e.g. a gambit for Haste will not be activated if the character already has the Haste status. The gambit mechanism will not have two characters simultaneously cast a status buffer or revive a KO'd character twice; i.e. if two characters have a gambit set-up to revive a fallen party member, either with a Phoenix Down or Raise spell, and a party member is KO'd, only one of the characters will have their gambit to revive them executed.

The exceptions to the above rules are: Steal, Poach, Drain and Syphon, which will re-activate at every turn, even if the foe is immune, or has no more items/MP to steal. Foe: HP = 100% attached to Steal, and one blow from a manually controlled character, or another party member with a Foe: HP = 100% attacked to Attack at the top of their gambit list, will ensure that the stealer will look further down the list for something to do after their first steal attempt. Enemy immunity requires the offending gambits be turned off or commands be issued to the characters to override their gambits with manual control.

A gambit will not be executed if its action cannot be performed because of the normal game rules. For example, a gambit with the action to cast the spell Haste will only be done if the character has enough MP to cast it and is not under a restrictive status, such as Silence, Disable, or other that prohibits the use of magick.

A similar constraint applies to the use of items, i.e. a gambit calling for the use of a Hi-Potion will only be performed if there is at least one in the party's inventory.

Steal, Poach, Drain and Syphon are not exempt from this condition as they are from the other.

Condition: Self, Ally or Foe [ edit | edit source ]

Conditions for gambits need to be purchased at Gambit Shops and are for Self, Ally or Foe. They can also occasionally be found in treasure urns in the original version. In the Zodiac versions, all gambits are available at the shop after the player returns to Rabanastre from Nalbina Dungeons.

A character may cancel an action enacted by a gambit if a higher-priority gambit's conditions are fulfilled. For example, the character has a gambit, high on the list, to Attack the nearest foe, and one below that to poach foes with < 10% HP. If the party is attempting to poach a foe, and a higher HP foe comes near, the character will abandon their poaching, and rush off to Attack the new foe. This is also a good example of the difference between order of execution and order of listing (and therefore priority).

If the order of these gambits is reversed, canceling will not happen; characters will attack when enemies are first sighted, even though Attack is second on the list, the "Foe: HP < 10% - Poach" gambit cannot get in the way, because of its condition, and Poach will be activated instead of Attack as soon as and for as long as there is an appropriate target in range.

The exceptions to canceling an action due to priority are all commands the player inputs manually. Any command the player gives to the character will be executed if possible, regardless of gambits.

Character movement is not considered a command for the purposes of interrupting actions; spell casting in particular will root characters in place, and the only way to avoid characters beginning a spellcast is to turn off their gambits temporarily or to hold down to escape. This does not halt spellcasting already in progress.

List of gambits [ edit | edit source ]

There are several gambits. Initially, the party starts with few to work with, but as the game progresses, the party can find or buy more.

In the original release, new gambits are available for purchase after the following events:

Event Details A After getting trapped in the Nalbina Dungeons. B After escaping from Barheim Passage. C After obtaining the Dawn Shard. D After defeating Judge Bergan. E After visiting the Draklor Laboratory. F After obtaining the Treaty-Blade.

In the Zodiac versions, all gambits are available for purchase after the player gets trapped in the Nalbina Dungeons. Also, players can no longer find gambits in treasure chests. However, gambits are only sold at Yamoora's Gambits, Jajim Bazaar, Bashketi's Gambits, Lebleu's Gambits, and Waterfront Gambits. Additionally, Burrough's shop inside Barheim Passage - The Lightworks carries a limited number of Gambits marked with an asterisk(*) in the tables below.

Ally Gambits [ edit | edit source ]

These gambits are under the blue tab of the gambit menu. All conditions require a party member to be under a certain condition.

Original Gambit Cost When Ally: any 50 B Ally: party leader 50 B Ally: Vaan ― ― Ally: Ashe ― ― Ally: Fran ― ― Ally: Balthier ― ― Ally: Penelo ― ― Ally: Basch ― ― Ally: lowest HP 50 D Ally: strongest weapon 50 D Ally: lowest defense 50 D Ally: lowest magick resist 50 D Ally: HP < 100% 50 C Ally: HP < 90% 50 B Ally: HP < 80% 50 B Ally: HP < 70% 50 B Ally: HP < 60% 50 B Ally: HP < 50% 50 A Ally: HP < 40% 50 B Ally: HP < 30% 50 A Ally: HP < 20% 50 B Ally: HP < 10% 50 C Ally: MP < 100% 50 C Ally: MP < 90% 50 C Ally: MP < 80% 50 B Ally: MP < 70% 50 B Ally: MP < 60% 50 B Ally: MP < 50% 50 B Ally: MP < 40% 50 B Ally: MP < 30% 50 B Ally: MP < 20% 50 B Ally: MP < 10% 50 C Ally: status = KO 50 E Ally: status = Stone 50 E Ally: status = Petrify 50 E Ally: status = Stop 50 C Ally: status = Sleep 50 B Ally: status = Confuse 50 B Ally: status = Doom 50 E Ally: status = Blind 50 E Ally: status = Poison 50 E Ally: status = Silence 50 E Ally: status = Sap 50 E Ally: status = Oil 50 E Ally: status = Reverse 50 C Ally: status = Disable 50 E Ally: status = Immobilize 50 E Ally: status = Slow 50 C Ally: status = Disease 50 E Ally: status = Lure 50 C Ally: status = Protect 50 E Ally: status = Shell 50 E Ally: status = Haste 50 E Ally: status = Bravery 50 E Ally: status = Faith 50 E Ally: status = Reflect 50 C Ally: status = Invisible 50 E Ally: status = Regen 50 E Ally: status = Float 50 E Ally: status = Berserk 50 C Ally: status = Bubble 50 E Ally: status = HP Critical 50 B Ally: item AMT ≧ 10 100 C Zodiac Gambit Cost Ally: any 50* Ally: party leader 50* Ally: Vaan ― Ally: Ashe ― Ally: Fran ― Ally: Balthier ― Ally: Penelo ― Ally: Basch ― Ally: lowest HP 70 Ally: strongest weapon 70 Ally: lowest defense 70 Ally: lowest magick resist 70 Ally: HP < 100% 50* Ally: HP < 90% 70 Ally: HP < 80% 70 Ally: HP < 70% 50* Ally: HP < 60% 50* Ally: HP < 50% 50* Ally: HP < 40% 50* Ally: HP < 30% 50* Ally: HP < 20% 70 Ally: HP < 10% 70 Ally: MP < 100% 50* Ally: MP < 90% 70 Ally: MP < 80% 70 Ally: MP < 70% 50* Ally: MP < 60% 50* Ally: MP < 50% 50* Ally: MP < 40% 50* Ally: MP < 30% 50* Ally: MP < 20% 70 Ally: MP < 10% 70 Ally: status = KO 70 Ally: status = Stone 70 Ally: status = Petrify 70 Ally: status = Stop 70 Ally: status = Sleep 70 Ally: status = Confuse 70 Ally: status = Doom 70 Ally: status = Blind 70 Ally: status = Poison 70 Ally: status = Silence 70 Ally: status = Sap 70 Ally: status = Oil 70 Ally: status = Reverse 70 Ally: status = Disable 70 Ally: status = Immobilize 70 Ally: status = Slow 70 Ally: status = Disease 70 Ally: status = Lure 70 Ally: status = Protect 70 Ally: status = Shell 70 Ally: status = Haste 70 Ally: status = Bravery 70 Ally: status = Faith 70 Ally: status = Reflect 70 Ally: status = Invisible 70 Ally: status = Regen 70 Ally: status = Float 70 Ally: status = Berserk 70 Ally: status = Bubble 70 Ally: status = HP Critical 50* Ally: 2+ foes present 300 Ally: 3+ foes present 300 Ally: 4+ foes present 300 Ally: 5+ foes present 300 Ally: item AMT ≧ 10 300





Foe Gambits [ edit | edit source ]

These gambits are under the red tab of the gambit menu. All conditions require an enemy to be under a certain condition.

Original Gambit Cost When Foe: party leader's target ― ― Foe: nearest visible ― ― Foe: any 50 B Foe: targeting leader 100 B Foe: targeting self 100 B Foe: targeting ally 100 B Foe: furthest 50 C Foe: nearest 50 C Foe: highest HP 50 D Foe: lowest HP 50 D Foe: highest max HP 50 D Foe: lowest max HP 50 D Foe: highest MP 50 D Foe: lowest MP 50 D Foe: highest max MP 50 D Foe: lowest max MP 50 D Foe: highest level 50 D Foe: lowest level 50 D Foe: highest strength 50 D Foe: lowest strength 50 D Foe: highest magick power 50 D Foe: lowest magick power 50 D Foe: highest speed 50 D Foe: lowest speed 50 D Foe: highest defense 50 D Foe: highest magick resist 50 D Foe: HP ≧ 100,000 50 F Foe: HP ≧ 50,000 50 F Foe: HP ≧ 10,000 50 E Foe: HP ≧ 5,000 50 E Foe: HP ≧ 3,000 50 D Foe: HP ≧ 2,000 50 D Foe: HP ≧ 1,000 50 C Foe: HP ≧ 500 50 C Foe: HP < 100,000 50 F Foe: HP < 50,000 50 F Foe: HP < 10,000 50 E Foe: HP < 5,000 50 E Foe: HP < 3,000 50 D Foe: HP < 2,000 50 D Foe: HP < 1,000 50 C Foe: HP < 500 50 C Foe: HP = 100% 50 B Foe: HP ≧ 70% 50 B Foe: HP ≧ 50% 50 B Foe: HP ≧ 30% 50 B Foe: status = Petrify 50 E Foe: status = Stop 50 E Foe: status = Sleep 50 B Foe: status = Confuse 50 E Foe: status = Doom 50 E Foe: status = Blind 50 C Foe: status = Poison 50 E Foe: status = Silence 50 C Foe: status = Sap 50 E Foe: status = Oil 50 B Foe: status = Reverse 50 C Foe: status = Disable 50 B Foe: status = Immobilize 50 B Foe: status = Slow 50 E Foe: status = Disease 50 E Foe: status = Protect 50 D Foe: status = Shell 50 D Foe: status = Haste 50 D Foe: status = Bravery 50 D Foe: status = Faith 50 D Foe: status = Reflect 50 B Foe: status = Regen 50 E Foe: status = Berserk 50 E Foe: status = HP Critical 50 B Foe: fire-weak 500 F Foe: lightning-weak 500 F Foe: ice-weak 500 F Foe: earth-weak 500 F Foe: water-weak 500 F Foe: wind-weak 500 F Foe: holy-weak 500 F Foe: dark-weak 500 F Foe: fire-vulnerable 250 F Foe: lightning-vulnerable 250 F Foe: ice-vulnerable 250 F Foe: earth-vulnerable 250 F Foe: water-vulnerable 250 F Foe: wind-vulnerable 250 F Foe: holy-vulnerable 250 F Foe: dark-vulnerable 250 F Foe: undead 100 C Foe: flying 100 B Foe: character HP = 100% 100 C Foe: item AMT ≧ 10 100 C Foe: character status = Blind 100 D Foe: character status = Silence 100 D Foe: character status = Bravery 100 E Foe: character status = Faith 100 E Foe: character status = HP Critical 100 D Foe: character MP ≧ 90% 100 D Foe: character MP ≧ 70% 100 D Foe: character MP ≧ 50% 100 D Foe: character MP ≧ 30% 100 D Foe: character MP ≧ 10% 100 D Foe: character MP < 90% 100 D Foe: character MP < 70% 100 D Foe: character MP < 50% 100 D Foe: character MP < 30% 100 D Foe: character MP < 10% 100 D Foe: character HP ≧ 90% 100 D Foe: character HP ≧ 70% 100 D Foe: character HP ≧ 50% 100 D Foe: character HP ≧ 30% 100 D Foe: character HP ≧ 10% 100 D Foe: character HP < 90% 100 D Foe: character HP < 70% 100 D Foe: character HP < 50% 100 D Foe: character HP < 30% 100 D Foe: character HP < 10% 100 D Zodiac Gambit Cost Foe: party leader's target ― Foe: nearest visible 50 Foe: any 50 Foe: targeted by ally 100 Foe: not targeted by ally 100 Foe: targeting leader 50* Foe: targeting self 50* Foe: targeting ally 50* Foe: targeting Vaan ― Foe: targeting Ashe ― Foe: targeting Fran ― Foe: targeting Balthier ― Foe: targeting Basch ― Foe: targeting Penelo ― Foe: furthest 70 Foe: nearest 70 Foe: highest HP 50* Foe: lowest HP 50* Foe: highest max HP 50* Foe: lowest max HP 50* Foe: highest MP 70 Foe: lowest MP 70 Foe: highest max MP 70 Foe: lowest max MP 70 Foe: highest level 50* Foe: lowest level 50* Foe: highest strength 70 Foe: lowest strength 70 Foe: highest magick power 70 Foe: lowest magick power 70 Foe: highest speed 70 Foe: lowest speed 70 Foe: highest defense 70 Foe: highest magick resist 70 Foe: HP ≧ 100,000 300 Foe: HP ≧ 50,000 300 Foe: HP ≧ 10,000 300 Foe: HP ≧ 5,000 70 Foe: HP ≧ 3,000 70 Foe: HP ≧ 2,000 70 Foe: HP ≧ 1,000 70 Foe: HP ≧ 500 70 Foe: HP < 100,000 300 Foe: HP < 50,000 300 Foe: HP < 10,000 300 Foe: HP < 5,000 70 Foe: HP < 3,000 70 Foe: HP < 2,000 70 Foe: HP < 1,000 70 Foe: HP < 500 70 Foe: HP = 100% 50* Foe: HP ≧ 90% 70 Foe: HP ≧ 70% 50* Foe: HP ≧ 50% 50* Foe: HP ≧ 30% 50* Foe: HP ≧ 10% 70 Foe: status = Petrify 70 Foe: status = Stop 70 Foe: status = Sleep 70 Foe: status = Confuse 70 Foe: status = Doom 70 Foe: status = Blind 70 Foe: status = Poison 70 Foe: status = Silence 70 Foe: status = Sap 70 Foe: status = Oil 70 Foe: status = Reverse 70 Foe: status = Disable 70 Foe: status = Immobilize 70 Foe: status = Slow 70 Foe: status = Disease 70 Foe: status = Protect 70 Foe: status = Shell 70 Foe: status = Haste 70 Foe: status = Bravery 70 Foe: status = Faith 70 Foe: status = Reflect 70 Foe: status = Regen 70 Foe: status = Berserk 70 Foe: status = HP Critical 70 Foe: fire-weak 70 Foe: lightning-weak 70 Foe: ice-weak 70 Foe: earth-weak 70 Foe: water-weak 70 Foe: wind-weak 70 Foe: holy-weak 70 Foe: dark-weak 70 Foe: fire-vulnerable * ( triggers to enemies that do not absorb the element, even those that are immune ) 70 Foe: lightning-vulnerable * ( triggers to enemies that do not absorb the element, even those that are immune ) 70 Foe: ice-vulnerable * ( triggers to enemies that do not absorb the element, even those that are immune ) 70 Foe: earth-vulnerable * ( triggers to enemies that do not absorb the element, even those that are immune ) 70 Foe: water-vulnerable * ( triggers to enemies that do not absorb the element, even those that are immune ) 70 Foe: wind-vulnerable * ( triggers to enemies that do not absorb the element, even those that are immune ) 70 Foe: holy-vulnerable * ( triggers to enemies that do not absorb the element, even those that are immune ) 70 Foe: dark-vulnerable * ( triggers to enemies that do not absorb the element, even those that are immune ) 70 Foe: undead 70 Foe: flying 70 Foe: character status = Blind 300 Foe: character status = Silence 300 Foe: character status = Bravery 300 Foe: character status = Faith 300 Foe: character status = HP Critical 300 Foe: character HP = 100% 300 Foe: character MP ≧ 90% 300 Foe: character MP ≧ 70% 300 Foe: character MP ≧ 50% 300 Foe: character MP ≧ 30% 300 Foe: character MP ≧ 10% 300 Foe: character MP < 90% 300 Foe: character MP < 70% 300 Foe: character MP < 50% 300 Foe: character MP < 30% 300 Foe: character MP < 10% 300 Foe: character HP ≧ 90% 300 Foe: character HP ≧ 70% 300 Foe: character HP ≧ 50% 300 Foe: character HP ≧ 30% 300 Foe: character HP ≧ 10% 300 Foe: character HP < 90% 300 Foe: character HP < 70% 300 Foe: character HP < 50% 300 Foe: character HP < 30% 300 Foe: character HP < 10% 300 Foe: 2+ foes present 300 Foe: 3+ foes present 300 Foe: 4+ foes present 300 Foe: 5+ foes present 300 Foe: 2+ allies present 300 Foe: 3+ allies present 300 Foe: item AMT ≧ 10 300





Self Gambits [ edit | edit source ]

These gambits are under the yellow tab of the gambit menu. All conditions require the user to be under a certain condition.

Original Gambit Cost When Self 50 B Self: HP < 100% 50 E Self: HP < 90% 50 E Self: HP < 80% 50 E Self: HP < 70% 50 E Self: HP < 60% 50 E Self: HP < 50% 50 E Self: HP < 40% 50 E Self: HP < 30% 50 E Self: HP < 20% 50 E Self: HP < 10% 50 E Self: MP < 100% 50 E Self: MP < 90% 50 E Self: MP < 80% 50 E Self: MP < 70% 50 E Self: MP < 60% 50 E Self: MP < 50% 50 E Self: MP < 40% 50 E Self: MP < 30% 50 E Self: MP < 20% 50 E Self: MP < 10% 50 E Self: status = Petrify 50 E Self: status = Doom 50 E Self: status = Blind 50 E Self: status = Poison 50 E Self: status = Silence 50 E Self: status = Sap 50 E Self: status = Oil 50 E Self: status = Reverse 50 E Self: status = Immobilize 50 E Self: status = Slow 50 E Self: status = Disease 50 E Self: status = Lure 50 E Self: status = Protect 50 E Self: status = Shell 50 E Self: status = Haste 50 E Self: status = Bravery 50 E Self: status = Faith 50 E Self: status = Reflect 50 E Self: status = Invisible 50 E Self: status = Regen 50 E Self: status = Float 50 E Self: status = Bubble 50 E Self: status = HP Critical 50 E Zodiac Gambit Cost Self 50* Self: HP < 100% 50* Self: HP < 90% 70 Self: HP < 80% 70 Self: HP < 70% 50* Self: HP < 60% 50* Self: HP < 50% 50* Self: HP < 40% 50* Self: HP < 30% 50* Self: HP < 20% 70 Self: HP < 10% 70 Self: MP < 100% 50* Self: MP < 90% 70 Self: MP < 80% 70 Self: MP < 70% 50* Self: MP < 60% 50* Self: MP < 50% 50* Self: MP < 40% 50* Self: MP < 30% 50* Self: MP < 20% 70 Self: MP < 10% 70 Self: status = Petrify 70 Self: status = Doom 70 Self: status = Blind 70 Self: status = Poison 70 Self: status = Silence 70 Self: status = Sap 70 Self: status = Oil 50 Self: status = Reverse 70 Self: status = Immobilize 70 Self: status = Slow 70 Self: status = Disease 70 Self: status = Lure 70 Self: status = Protect 70 Self: status = Shell 70 Self: status = Haste 70 Self: status = Bravery 70 Self: status = Faith 70 Self: status = Reflect 70 Self: status = Invisible 70 Self: status = Regen 70 Self: status = Float 70 Self: status = Bubble 70 Self: status = HP Critical 50* Self: 2+ foes present 300 Self: 3+ foes present 300 Self: 4+ foes present 300 Self: 5+ foes present 300 Self: targeted by foe 300 Self: targeted by ally 300 Self: item AMT ≧ 10 300

Gambits return, but the system is heavily simplified. The player can set one gambit per group leader, and once this is done the character will keep using the skill unless they are being directly controlled by the player. Gambits can be set in the Equip screen any time during battle.



Creation and development [ edit | edit source ]

Hiroyuki Ito was in charge of creating the battle system and his motivation for the gambit system was to create a "single-player online game" where the player would have independently acting party members who would still act the way the player wanted them to. The gambit system works on the same basic programming algorithms used for the monsters in the SNES Final Fantasy games.[1] In RPGs with command-based systems players would just press one button to grind through, and thus Ito thought that it might be more fun to provide a seamless, semi-automated battle system instead. The developers thus carried over the old Final Fantasy IV gambit prototype, made it more complex, and made it so users configure it with their characters. The reason the developers chose to use it for Final Fantasy XII in particular was because of the seamlessness they wanted to achieve with the game. Though purely command-based battle systems are simple on the development side, for a "single-player MMO" the player had to be able to move around while also performing an action.[2]

Producer Hiroaki Kato has lamented that the gambit system is complex, and thus difficult to implement in other titles. Regardless, he would want to use the mechanics somehow, maybe in a different form, even if the system is difficult to develop around.[3]

Automating stealing via the gambit system is something players strive to do, but the stealer will keep stealing even when the target has nothing to steal. Thus, many players opt to use Foe HP 100% gambit to only steal from newly met enemies. The developers have commented that they didn't want to make stealing too convenient, and wanted to keep that element of trial-and-error and the "healthy player frustration" that "makes the game fun." Thus, the imperfect stealing with gambits has been left in the International and HD versions.[4]

A gambit is a device, action, or opening remark, typically one entailing a degree of risk, that is calculated to gain an advantage.