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    Gambit Strategy Guide by The_Real_Dealer

    Version: 1.6 | Updated: 03/22/09 | Printable Version | Search Guide | Bookmark Guide

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                                 Final Fantasy XII
                        Basic and Advanced Gambit Strategies 
                                In Game Info and FAQs
                                   Version. 2.0
                                    Written By:
                                           The REal Dealer on GameFaqs
                                           Keep-It-Moving on GamesRadar
                                           JrWriterx2 on Ign.com
                                           Keep It Moving on Supercheats.com ~ 
                         Last Updated on: March 24, 2009
              If you like this FAQ, please Recommend it to others on top.
               Recently Updated Sections:  Complete Revision in Progress
                      Please see the Disclaimer Ctrl+F DSCL
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    Easy find has been added!!!
    CTRL + F  Will bring up the Find Text Box. Then put in the Key.
              The Key can be found to the right of the Section or Subsection.
    <><><> Table Of Contents <><><>                                          KEYS
    ======================================================================== ====
    <> I.    Introduction -------------------------------------------------- INTN
    <> =====================================================================
    <> --------Disclaimer -------------------------------------------------- DSCL
    <><> II.    Explanation of Gambits -------------------------------------  EOG
    <><> ===================================================================
    <><> ----------Phases of Your Gambits ----------------------------------
    <><><> III.   List of ALL Gambits -------------------------------------- LOAG
    <><><> =================================================================
    <><><> ----------Gambits That Target Allies ----------------------------
    <><><> ----------Gambits That Target Enemies ---------------------------
    <><><> ----------Gambits That Target The User --------------------------
    <><><> IV.  List of ALL Magicks,Technicks,and Usable Items ------------- MTUI
    <><><> =================================================================
    <><><> ----------White Magicks -----------------------------------------
    <><><> ----------Black Magicks -----------------------------------------
    <><><> ----------Time Magicks ------------------------------------------
    <><><> ----------Green Magicks -----------------------------------------
    <><><> ----------Arcane Magicks ----------------------------------------
    <><><> ----------Technicks ---------------------------------------------
    <><><> ----------Usable Items ------------------------------------------
    <><><><> V.   Status Effect Information --------------------------------  SEI
    <><><><> ===============================================================
    <><><><> ----------Harmful Status Effects ------------------------------
    <><><><> ----------Benefical Status Effects ----------------------------
    <><><><> ----------Status Effects That Counter Each Other --------------
    <><><><> VI.    The License Board in a Nutshell ------------------------ LBIN
    <><><><> ===============================================================
    <><><><> ----------Top Half of the License Board -----------------------
    <><><><> ----------Bottom Half of the License Board --------------------
    <><><><> ----------List of Augments ------------------------------------
    <><><><><> VII.   Basic Gambit Combinations and Strategy --------------- BGCS
    <><><><><> =============================================================
    <><><><><> ----------Basic Healing and Reviving With Your Gambits ---
    <><><><><> ----------Common Gambits for Attacking Your Enemies ------
    <><><><><> ----------One Supportive Gambit You Cant Forget ----------
    <><><><><> VIII.    Advanced Gambits Combinations and Strategy --------- AGCS
    <><><><><> =============================================================
    <><><><><> ----------Removing Harmful Status Effects with Your Gambits -
    <><><><><> ----------Benefical Status Effects, Your Gambits, and Dispel-
    <><><><><> ----------Advanced Healing and Reviving With Your Gambits ---
    <><><><><> ----------Using Your Gambits to Speed Things Up With Haste --
    <><><><><> ----------Your Gambits Featuring The Amazing Berserk --------
    <><><><><> ----------Taking Care of Disease with your Gambits ----------
    <><><><><> ----------How To Hit Flying Enemies Using Your Gambits ------
    <><><><><> ----------Your Gambits and The Undead -----------------------
    <><><><><> ----------Other Noteable Gambits ----------------------------
    <><><><><> ----------A Stealing Gambit for Dummies ---------------------
    <><><><><> IX.   Gambits Combos ----------------------------------------  GCB
    <><><><><> =============================================================
    <><><><><> ----------Oil and the Fire Element --------------------------
    <><><><><> ----------Berserk, Haste, and Bravery -----------------------
    <><><><><> ----------Exploiting Armor Benefits With Gambits ------------
    <><><><><> X.   Gambits Used By Your Espers ---------------------------- GUBY
    <><><><><> =============================================================
    <><><><><> ----------Adarmmelech, the Wroth ----------------------------
    <><><><><> ----------Belias, the Gigas ---------------------------------
    <><><><><> ----------Chaos, Walker of the Wheel ------------------------
    <><><><><> ----------Cuchulainn, the Impure ----------------------------
    <><><><><> ----------Exodus, the Judge-Sal -----------------------------
    <><><><><> ----------Famfrit, the Darkening Cloud ----------------------
    <><><><><> ----------Hashmal, Bringer of Order--------------------------
    <><><><><> ----------Mateus, the Corrupt -------------------------------
    <><><><><> ----------Shemhazai, the Whisperer --------------------------
    <><><><><> ----------Ultima, the High Seraph ---------------------------
    <><><><><> ----------Zalera, the Death Seraph --------------------------
    <><><><><> ----------Zeromus, the Condemner ----------------------------
    <><><><><> ----------Zodiark, Keeper of Precepts -----------------------
    <><><><><><> XI.   Many Different Choices ------------------------------  MDC
    <><><><><><> ===========================================================
    <><><><><><> ----------Just Hangin Around ------------------------------
    <><><><><><> ----------Necrahol of Nabudis: 10 Maximillions ------------
    <><><><><><> ----------Harry's Gambit Setup ----------------------------
    <><><><><><> XII.   List of Rare Weapons ------------------------------- LORW
    <><><><><><> ===========================================================
    <><><><><><> XIII.   Final Fantasy XII FAQs ---------------------------- FFAQ
    <><><><><><> ===========================================================
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    I. Introduction     INTN
       Hello again, This FAQ was made for all my fellow gamers in the gaming
    community, who all made the games we know and love what they are today. Its 
    because of all you honest/non-thieving Video Game Buyers who made FFXII the
    success it turned out to be and you also help insure that future Final 
    Fantasy titles will be just as good, if not better.
       This only happens to be my second FAQ ive ever written, so please, try 
    and bare with me. Also your Feedback is encouraged and always welcomed. If 
    you happen to see an Error or simply notice something that is not listed, 
    then please feel free to contact me so I can change it or add it in ASAP. 
       Included in this FAQ I have listed all of the Gambits, as well as what 
    they do. I also have a list of all of the Magicks, Technicks, and Items that 
    are usable with the Gambits, with descriptions about each one. I have 
    recently included some detailed status effect information as well, I thought 
    it would be useful for non familar players as well as the newer ones. Also 
    for the  newer players I included an explanation of the License Board. I 
    mainly included this to explain the various Augments on there, as they are 
    greatly needed early in the game. 
       After we get through that we get on to the Gambits. The first section 
    for the Gambits is the Basic Gambit Combinations section. This has the 
    Gambits that are good choices for when starting the game as well as your 
    most common Gambit Choices, It is a fairly small section. Now, the section 
    that follows it is the meat of this FAQ, it includes all the advanced Gambit 
    combinations and well as some explanations and strategies for them. The
    following section includes Gambits that are used with Espers. After 
    that ill take you through some decent combos, and also A Many Different 
    Choices section, which I will explain in a moment, and then finally we have 
    the FAQ's section, which is good to read over as it has some questions you 
    may have later on during gameplay. 
       Do not hesitate to submit your own gambit strategies and combos to me.
    Credit will be given to whoever contributes.
    Please, feel free to email me at --------------> JrWriterx2@aol.com
    or if you cant EMail
    you can contact me via XBOX Live, gamertag -------> Keep It Moving
       I would like submissions of your Gambit Combos, and your Gambit setups.
    I made a section titled Many Different Choices to put everyones Personal 
    Gambit Setup, so that everyone could get an idea of how the different 
    variations of Gambits work and just exactly how people are using them.
    I also would like a Gambit Setup that is specific for each location in 
    the Game. 
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    ***************Disclaimer*****Please Read Before Viewing*********************
    This guide is made Exclusively for Supercheats.com and Ign.com It is Under
    Strict Copyright Laws. If you want to post this or use this in any way 
    associated with public viewing, please ask permission first. If permission 
    is granted and it is going to be posted and/or viewed by a public, 
    then please keep in mind that it is not to be altered in any way at all, 
    and it must be posted in its entirely. Thanks
    *****************************End Disclaimer*********************************
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      Alright, Now as you should already know, Final Fantasy XII is simply an 
    amazing acheivement in gaming altogether. IT is a fantastic game with so much
    to do and no matter how much I play, it still continues to amaze me everyday,
    just as much as it did on Day 1. 
      The way this FAQ came about is, not to long ago I was making a Gambit 
    reference for myself, with Gambit Combos and Strategies, Basically a quick
    list, when all of a sudden I thought that it would be really helpful for the
    newer players. I mean, I really wouldnt have minded having one when I first 
    started playing, and Im sure you wouldnt have minded either. Well unless now,
    you are that new player and you have recently started playing, in which case, 
    it is your lucky day. As for everyone else, please enjoy this FAQ and please 
    dont forget to submit your combos and strategies, among other things as well. 
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    II. Explanation of Gambits     EOG
    Here is a Explanation of how Gambits work and just exactly
       What there purpose is in my own words.
         Gambits in Final Fantasy XII are basically a way for you to give your
    Characters A.I. or Artifical Intelligence. You have 2 choices, you could
    either Give them A.I. by giving them Gambits or you can input all of your 
    characters commands manually, just like previous Final Fantasy titles. 
    It is soley up to you which you do, you may even decide to use both methods. 
         Keep in mind that Gambits are a form of customization and should be
    assembled to your playing style. Some set ups will be better than others in 
    different conditions. Just know that, no gambit set up is perfect and it is 
    encourged for you to experiment with the many different possibilites that
    are available to you.
         Gambits are a way for you to have your characters perform actions that
    you would probably have them perform anyway, if you were putting in the 
    commands manually. For instance, with gambits you can make your characters 
    attack, heal, support, use items, etc. To top it off you can make them 
    perform these actions under certain conditions as well. Each character only
    starts off with a few empty slots for Gambits, but soon enough you will be
    able to have many more of these, you can get them by purchasing additional 
    Gambit slots on the License Board. While Equipping Gambits, The higher slots
    take the first priority. A Gambit in the first slot will act before the one 
    in the last slot. Keep this in mind.
         Your characters are smart when it comes to Gambits. They will not
    continuously cast a spell or use an item unless it is needed. This isnt the
    case with all spells or items thou. It really pertains to status Alinments
    weither they be good or bad. For an example: 
    If you set up a gambit that looks like this --> Ally:Any ~ Phoenix Down
    The first part of a Gambit is what the
    target will be, the second part is the item or spell being used on the
    selected target. Now instead of the character who has this Gambit using 
    a Phoenix down on any ally over and over again, it will only use a Phoenix 
    down when an ally needs one. Like I said before, this doest work with every 
    spell or item. Now, if you were to set that up with a Potion instead of a 
    Phoenix Down, the character with the Gambit will use up all your potions 
    like there is no tomorrow. IT is encourged to Try out ALL your Gambit 
    Combinations before using them in a serious battle, and really just to get 
    a real feel for how they work in battle.
         Now, you may decide to go buck wild and let gambits fully control one
    of your characters, two of your characters, or even all three. You may
    decide to let Gambits partially control your characters with basic things 
    like simply healing and attacking while you manually input all the other
    commands. The thing is, the Gambits system can be alot deeper then that.
    What ever you decide to do, again, will be soley up to you. In the Next 
    couple of sections I will have a list of the various Gambits as well as a 
    list of all the various magicks, technicks, and items that you can use with 
    them as well. Then I will explain some of the more basic Gambits combinations
    with some explanations as well. So, lets get to it.
    <> Phases of Your Gambits <>
       This is just an example of how the different Phases of your Gambits work.
    These phases depend on where you equip your Gambits. I have these Gambits
    broken down into 3 sections. 
       The First Section is for your Main Priority Gambits. These Gambits are 
    going to be the ones that you want to act before any of your other ones if
    they are needed. This section should included your healing, Reviving, and
    your status removing Gambits.
       The Second Section is for your In Battle Gambits. These Gambits will be 
    used for while in a battle. This section will include any Gambit that is 
    dealing damage to an enemy, or targeting an enemy. 
       The Third Section is for your In Between Battle Gambits. These Gambits, 
    if needed, will be casted in between battles when no enemies are present. 
    This section should gernerally be used for your Gambits that are the least
    Important and the Gambits you do not want activated in the middle of a 
    battle. These Gambits should include your Benefical Status effects if they
    are a low Priority.  
    ON---1-----Ally: Any --------------------------- Phoenix Down
    ON---2-----Ally: HP < or = 40% ----------------- Cure
    ON---3-----Ally: Any --------------------------- Esuna
    ON---4-----Foe: Party Leaders Target ----------- Attack
    ON---5-----Foe: Nearest Visable ---------------- Attack
    ON---6-----Foe: Flying ------------------------- Blizzard
    ON--7-----Self--------------------------------- Protect
    ON--8-----Self--------------------------------- Libra
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    III. List of All Gambits     LOAG
       Alright here is a list of ALL the Gambits in the game. Here we have 
    the name of the Gambits, The effects they have, and their cost in gil at 
    the various shops around Ivalice. I added this section in the FAQ as a 
    quick reference for players when making Gambit strategies or combinations.
    Also, if you are unsure about the effects of a certain Gambit, you can 
    simply scroll up here and check it out.
    <> Gambits That Target Allies <>
    Ally: any-----------------Target any ally----------------------------------50
    Ally: party leader--------Target the party leader--------------------------50
    Ally: Vann----------------Target Vann------------------------------------XXXX
    Ally: Ashe----------------Target Ashe------------------------------------XXXX
    Ally: Fran----------------Target Fran------------------------------------XXXX
    Ally: Balthier------------Target Balthier--------------------------------xXXX
    Ally: Penelo--------------Target Penelo----------------------------------XXXX
    Ally: Basch---------------Target Basch-----------------------------------XXXX
    Ally: lowest HP-----------Target the ally with the lowest HP---------------50
    Ally: strongest weapon----Target the ally with the strongest weapon--------50
    Ally: lowest defense------Target the ally with the lowest defense----------50
    Ally: lowest magick rst---Target the ally with the lowest magick resist----50
    Ally: HP < 100% ----------Target any ally whos HP is less than 100%--------50
    Ally: HP < 90% -----------Target any ally whos HP is less than 90%---------50
    Ally: HP < 80% -----------Target any ally whos HP is less than 80%---------50
    Ally: HP < 70% -----------Target any ally whos HP is less than 70%---------50
    Ally: HP < 60% -----------Target any ally whos HP is less than 60%---------50
    Ally: HP < 50% -----------Target any ally whos HP is less than 50%---------50
    Ally: HP < 40% -----------Target any ally whos HP is less than 40%---------50
    Ally: HP < 30% -----------Target any ally whos HP is less than 30%---------50
    Ally: HP < 20% -----------Target any ally whos HP is less than 20%---------50
    Ally: HP < 10% -----------Target any ally whos HP is less than 10%---------50
    Ally: MP < 100% ----------Target any ally whos MP is less than 100%--------50
    Ally: MP < 90% -----------Target any ally whos MP is less than 90%---------50
    Ally: MP < 80% -----------Target any ally whos MP is less than 80%---------50
    Ally: MP < 70% -----------Target any ally whos MP is less than 70%---------50
    Ally: MP < 60% -----------Target any ally whos MP is less than 60%---------50
    Ally: MP < 50% -----------Target any ally whos MP is less than 50%---------50
    Ally: MP < 40% -----------Target any ally whos MP is less than 40%---------50
    Ally: MP < 30% -----------Target any ally whos MP is less than 30%---------50
    Ally: MP < 20% -----------Target any ally whos MP is less than 20%---------50
    Ally: MP < 10% -----------Target any ally whos MP is less than 10%---------50
    Ally: Staus = KO ---------Target any ally who is KO'd----------------------50
    Ally: Staus = Stone ------Target any ally with a status of Stone/Petrify---50
    Ally: Staus = Stop -------Target any ally with the status Stop-------------50
    Ally: Staus = Sleep ------Target any ally With the status Sleep------------50
    Ally: Staus = Confuse ----Target any ally With the status Confuse----------50
    Ally: Staus = Doom -------Target any ally With the Status Doom-------------50
    Ally: Staus = Blind ------Target any ally with the status Blind------------50
    Ally: Staus = Poison -----Target any ally with the status Posion-----------50
    Ally: Staus = Silence ----Target any ally with the status Silence----------50
    Ally: Staus = Sap --------Target any ally with the status Sap--------------50
    Ally: Staus = Oil --------Target any ally with the status Oil--------------50
    Ally: Staus = Reverse ----Target any ally with the status Reverse----------50
    Ally: Staus = Disable ----Target any ally with the status Disable----------50
    Ally: Staus = Immobilize--Target any ally with the status Immobilize-------50
    Ally: Staus = Slow -------Target any ally with the status Slow-------------50
    Ally: Staus = Disease ----Target any ally with the status Disease----------50
    Ally: Staus = Lure -------Target any ally with the status Lure-------------50
    Ally: Staus = Protect ----Target any ally with the status Protect----------50
    Ally: Staus = Shell ------Target any ally with the status Shell------------50
    Ally: Staus = Haste ------Target any ally with the status Haste------------50
    Ally: Staus = Bravery ----Target any ally with the status Bravery----------50
    Ally: Staus = Faith ------Target any ally with the status Faith------------50
    Ally: Staus = Reflect ----Target any ally with the status Reflect----------50
    Ally: Staus = Invisable --Target any ally with the status Invisable--------50
    Ally: Staus = Regen ------Target any ally with the status Regen------------50
    Ally: Staus = Float ------Target any ally with the status Float------------50
    Ally: Staus = Berserk ----Target any ally with the status Berserk----------50
    Ally: Staus = Bubble -----Target any ally with the status Bubble-----------50
    Ally: Staus = HP Critical-Target any ally with the status HP Critical------50
    Ally: Item AMT > or = 10 -Target any ally If there is 10 or more of the------
                                                          selected Item--------50
    <> Gambits That Target Enemies <> 
    Foe: party leaders target---Target the party leaders target thats a foe--XXXX
    Foe: nearest visable--------Target the nearest visable foe---------------XXXX
    Foe: any--------------------Target any foe-------------------------------XXXX
    Foe: targeting leader-------Target a foe that is targeting the leader-----100
    Foe: targeting self---------Target a foe targeting the Character----------100
    Foe: targeting ally---------Target a foe targeting an ally----------------100
    Foe: furthest---------------Target the foe furthest away-------------------50
    Foe: nearest----------------Target the nearest foe-------------------------50
    Foe: highest HP-------------Target the foe that has the highest HP---------50
    Foe: lowest HP--------------Target the foe that has the lowest HP----------50
    Foe: highest max HP---------Target the foe that has the highest max HP-----50
    Foe: lowest max HP----------Target the foe that has the lowest max HP------50
    Foe: highest Mp-------------Target the foe that has the highest MP---------50
    Foe: lowest MP--------------Target the foe that has the lowest MP----------50
    Foe: highest max MP---------Target the foe that has the highest max MP-----50
    Foe: lowest max MP----------Target the foe that has the lowest max MP------50
    Foe: highest level----------Target the foe that has the highest level------50
    Foe: lowest level-----------Target the foe that has the lowest level-------50
    Foe: highest strength-------Target the foe that has the highest strength---50
    Foe: lowest strength--------Target the foe that has the lowest strength----50
    Foe: highest magick power---Target the foe with the highest magick power---50
    Foe: lowest magick power----Target the foe with the lowest magick power----50
    Foe: highest speed----------Target the foe with the highest speed----------50
    Foe: lowest speed-----------Target the foe with the lowest speed-----------50
    Foe: highest defense--------Target the foe with the highest defense--------50
    Foe: highest magick resist--Target the foe with the highest magick resist--50
    Foe: HP > or = 100,000 -----Target foe with HP greater or equal to 100,000-50
    Foe: HP > or = 50,000 ------Target foe with HP greater or equal to 50,000--50
    Foe: HP > or = 10,000 ------Target foe with HP greater or equal to 10,000--50
    Foe: HP > or = 5,000 -------Target foe with HP greater or equal to 5,000---50
    Foe: HP > or = 3,000 -------Target foe with HP greater or equal to 3,000---50
    Foe: HP > or = 2,000 -------Target foe with HP greater or equal to 2,000---50
    Foe: HP > or = 1,000 -------Target foe with HP greater or equal to 1,000---50
    Foe: HP > or = 500 ---------Target foe with HP greater or equal to 500-----50
    Foe: HP < 100,000 ----------Target foe with HP less than 100,000-----------50
    Foe: HP < 50,000 -----------Target foe with HP less than 50,000------------50
    Foe: HP < 10,000 -----------Target foe with HP less than 10,000------------50
    Foe: HP < 5,000 ------------Target foe with HP less than 5,000-------------50
    Foe: HP < 3,000 ------------Target foe with HP less than 3,000-------------50
    Foe: HP < 2,000 ------------Target foe with HP less than 2,000-------------50
    Foe: HP < 1,000 ------------Target foe with HP less than 1,000-------------50
    Foe: HP < 500 --------------Target foe with HP less than 500---------------50
    Foe: HP = 100% -------------Target foe with HP at 100%---------------------50
    Foe: HP > or = 70% ---------Target foe with HP greater or equal to 70%-----50
    Foe: HP > or = 50% ---------Target foe with HP greater or equal to 50%-----50
    Foe: HP > or = 30% ---------Target foe with HP greater or equal to 30%-----50
    Foe: Staus = Petrify -------Target any Foe with a status of Stone/Petrify--50
    Foe: Staus = Stop ----------Target any Foe with the status Stop------------50
    Foe: Staus = Sleep ---------Target any Foe With the status Sleep-----------50
    Foe: Staus = Confuse -------Target any Foe With the status Confuse---------50
    Foe: Staus = Doom ----------Target any Foe With the Status Doom------------50
    Foe: Staus = Blind ---------Target any Foe with the status Blind-----------50
    Foe: Staus = Poison --------Target any Foe with the status Posion----------50
    Foe: Staus = Silence -------Target any Foe with the status Silence---------50
    Foe: Staus = Sap -----------Target any Foe with the status Sap-------------50
    Foe: Staus = Oil -----------Target any Foe with the status Oil-------------50
    Foe: Staus = Reverse -------Target any Foe with the status Reverse---------50
    Foe: Staus = Disable -------Target any Foe with the status Disable---------50
    Foe: Staus = Immobilize ----Target any Foe with the status Immobilize------50
    Foe: Staus = Slow ----------Target any Foe with the status Slow------------50
    Foe: Staus = Disease -------Target any Foe with the status Disease---------50
    Foe: Staus = Protect -------Target any Foe with the status Protect---------50
    Foe: Staus = Shell ---------Target any Foe with the status Shell-----------50
    Foe: Staus = Haste ---------Target any Foe with the status Haste-----------50
    Foe: Staus = Bravery -------Target any Foe with the status Bravery---------50
    Foe: Staus = Faith ---------Target any Foe with the status Faith-----------50
    Foe: Staus = Reflect -------Target any Foe with the status Reflect---------50
    Foe: Staus = Regen ---------Target any Foe with the status Regen-----------50
    Foe: Staus = Berserk -------Target any Foe with the status Berserk---------50
    Foe: Staus = HP Critical ---Target any Foe with the status HP Critical-----50
    Foe: fire-weak--------------Target any foe weak to the fire element-------500
    Foe: lightning-weak---------Target any foe weak to the lightning element--500
    Foe: Ice-weak---------------Target any foe weak to the ice element--------500
    Foe: earth-weak-------------Target any foe weak to the earth element------500
    Foe: water-weak-------------Target any foe weak to the water element------500
    Foe: wind-weak--------------Target any foe weak to the wind element-------500
    Foe: holy-weak--------------Target any foe weak to the holy element-------500
    Foe: dark-weak--------------Target any foe weak to the dark element-------500
    Foe: fire-vulnerable--------Target any foe vulnerable to fire-------------250
    Foe: lightning-vulnerable---Target any foe vulnerable to lightning--------250
    Foe: ice-vulnerable---------Target any foe vulnerable to ice--------------250
    Foe: earth-vulnerable-------Target any foe vulnerable to earth------------250
    Foe: water-vulnerable-------Target any foe vulnerable to water------------250
    Foe: wind-vulnerable--------Target any foe vulnerable to wind-------------250
    Foe: holy-vulnerable--------Target any foe vulnerable to the holy---------250
    Foe: dark-vulnerable--------Target any foe vulnerable to the dark---------250
    Foe: undead-----------------Target any foe that is undead-----------------100
    Foe: flying-----------------Target any foe that is flying-----------------100
    Foe: Character HP = 100%----Target any foe if characters Hp is 100%-------100
    Foe: Character HP < 90%-----Target any foe if char HP is less then 90%----100
    Foe: Character HP < 70%-----Target any foe if char HP is less then 70%----100
    Foe: Character HP < 50%-----Target any foe if char HP is less then 50%----100
    Foe: Character HP < 30%-----Target any foe if char HP is less then 30%----100
    Foe: Character HP < 10%-----Target any foe if char HP is less then 10%----100
    Foe: Character MP < 90%-----Target any foe if char MP is less then 90%----100
    Foe: Character MP < 70%-----Target any foe if char MP is less then 70%----100
    Foe: Character MP < 50%-----Target any foe if char MP is less then 50%----100
    Foe: Character MP < 30%-----Target any foe if char MP is less then 30%----100
    Foe: Character MP < 10%-----Target any foe if char MP is less then 10%----100
    Foe: Character HP > or = 90%-----------Target any foe if characters HP is-----
    ----------------------------------------greater than or equal to 90%------100
    Foe: Character HP > or = 70%-----------Target any foe if character HP is------
    ----------------------------------------greater than or equal to 70%------100
    Foe: Character HP > or = 50%-----------Target any foe if characters HP is-----
    ----------------------------------------greater than or equal to 50%------100
    Foe: Character HP > or = 30%-----------Target any foe if characters HP is-----
    ----------------------------------------greater than or equal to 30%------100
    Foe: Character HP > or = 10%-----------Target any foe if characters HP is-----
    ----------------------------------------greater than or equal to 10%------100
    Foe: Character MP > or = 90%-----------Target any foe if characters MP is-----
    ----------------------------------------greater than or equal to 90%------100
    Foe: Character MP > or = 70%-----------Target any foe if characters MP is-----
    ----------------------------------------greater than or equal to 70%------100
    Foe: Character MP > or = 50%-----------Target any foe if character MP is------
    ----------------------------------------greater than or equal to 50%------100
    Foe: Character MP > or = 30%-----------Target any foe if characters MP is-----
    ----------------------------------------greater than or equal to 30%------100
    Foe: Character MP > or = 10%-----------Target any foe if characters MP is-----
    ----------------------------------------greater than or equal to 10%------100
    Foe: item AMT > or = 10----------------Target any foe only if there is--------
    ----------------------------------------10 or more of the selected item---100
    Foe: character status = Blind----------Target foe when character has---------- 
    ----------------------------------------a status of Blind-----------------100
    Foe: character status = Silence--------Target foe when character has----------
    ----------------------------------------a status of Silence---------------100
    Foe: character status = Bravery---------Target foe when character has---------
    ----------------------------------------the status Bravery----------------100
    Foe: character status = Faith----------Target foe when character has----------
    ----------------------------------------the status Faith------------------100 
    Foe: character status = HP Critical----Target foe when character has----------
    ----------------------------------------a status of HP critical-----------100
    <> Gambits That Target the User <>
    Self ---------------------Target Self------------------------------------XXXX
    Self: HP < 100% ----------Target self if HP is less than 100%--------------50
    Self: HP < 90% -----------Target self if HP is less than 90%---------------50
    Self: HP < 80% -----------Target self if HP is less than 80%---------------50
    Self: HP < 70% -----------Target self if HP is less than 70%---------------50
    Self: HP < 60% -----------Target self if HP is less than 60%---------------50
    Self: HP < 50% -----------Target self if HP is less than 50%---------------50
    Self: HP < 40% -----------Target self if HP is less than 40%---------------50
    Self: HP < 30% -----------Target self if HP is less than 30%---------------50
    Self: HP < 20% -----------Target self if HP is less than 20%---------------50
    Self: HP < 10% -----------Target self if HP is less than 10%---------------50
    Self: MP < 100% ----------Target self if MP is less than 100%--------------50
    Self: MP < 90% -----------Target self if MP is less than 90%---------------50
    Self: MP < 80% -----------Target self if MP is less than 80%---------------50
    Self: MP < 70% -----------Target self if MP is less than 70%---------------50
    Self: MP < 60% -----------Target self if MP is less than 60%---------------50
    Self: MP < 50% -----------Target self if MP is less than 50%---------------50
    Self: MP < 40% -----------Target self if MP is less than 40%---------------50
    Self: MP < 30% -----------Target self if MP is less than 30%---------------50
    Self: MP < 20% -----------Target self if MP is less than 20%---------------50
    Self: MP < 10% -----------Target self if MP is less than 10%---------------50
    Self: Staus = Petrify-----Target self when character status is Petrify-----50
    Self: Staus = Stop -------Target self when character status is Stop--------50
    Self: Staus = Confuse ----Target self when character status is Confuse-----50
    Self: Staus = Doom -------Target self when character status is Doom--------50
    Self: Staus = Blind ------Target self when character status is Blind-------50
    Self: Staus = Poison -----Target self when character status is Posion------50
    Self: Staus = Silence ----Target self when character status is Silence-----50
    Self: Staus = Sap --------Target self when character status is Sap---------50
    Self: Staus = Oil --------Target self when character status is Oil---------50
    Self: Staus = Reverse ----Target self when character status is Reverse-----50
    Self: Staus = Disable ----Target self when character status is Disable-----50
    Self: Staus = Immobilize--Target self when character status is Immobilize--50
    Self: Staus = Slow -------Target self when character status is Slow--------50
    Self: Staus = Disease ----Target self when character status is Disease-----50
    Self: Staus = Lure -------Target self when character status is Lure--------50
    Self: Staus = Protect ----Target self when character status is Protect-----50
    Self: Staus = Shell ------Target self when character status is Shell-------50
    Self: Staus = Haste ------Target self when character status is Haste-------50
    Self: Staus = Bravery ----Target self when character status is Bravery-----50
    Self: Staus = Faith ------Target self when character status is Faith-------50
    Self: Staus = Reflect ----Target self when character status is Reflect-----50
    Self: Staus = Invisable --Target self when character status is Invisable---50
    Self: Staus = Regen ------Target self when character status is Regen-------50
    Self: Staus = Float ------Target self when character status is Float-------50
    Self: Staus = Berserk ----Target self when character status is Berserk-----50
    Self: Staus = Bubble -----Target self when character status is Bubble------50
    Self: Staus = HP Critical-Target self when character status is HP Critical-50
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    IV.   List of All Magicks, Technicks, and Items Usable With Gambits      MTUI
         This section is basically for the sake of a quick reference
    while looking at all of the possible Gambit combos and strategies.
    I also wanted this information at hand for the new players as well
    as the players that are unfamiliar to the Final Fantasy Series. 
    So if you happen to see a spell, technick, or item you are not 
    familiar with, you can quickly scroll up here and see just exactly
    what it does. 
       In the following section, we have the name of the spell, Lp is the
    cost of the tile that contains the spell on the License Board. MP 
    is how many Mist Points it cost in battle to cast the spell, please
    note that MP cost is before any Augment changes. Effect is what the 
    spell does when it is casted. Finally, the Cost is how much gil the 
    spell cost in the many of the shops around Ivalice. 
    * Represents a ranged spell, which means it can target multiple 
    enemies/allies only if they are in the spells range.
    <> White Magicks <>
    White magicks will more than likely be the most common type of Magick among 
    your Gambits. They are used to heal, revive, and remove status effects from 
    your characters. IT also harbors the Holy element. ALL of your characters 
    should learn these spells ASAP. 
    Spells that stand out are: Cure, Renew, Arise, Esuna, Dispel, and Holy 
    Cure------15----8---Restore a small amount of HP to one ally--------------200
    Cura------30---32---Restore HP to ALL allies*----------------------------1500
    Curaga----45---28---Restore a large amount of Hp to one ally-------------3200
    Curaja----50---68---Restore a large amount of HP to ALL allies*---------11700
    Renew-----105--98---Fully restores the HP of all allies*----------------39600
    Raise-----30---22---Revive one KO'd ally---------------------------------1900
    Arise-----50---50---Revive and fully restore HP of one KO'd ally---------9700
    Esuna-----35---24---Remove harmful status effects from one ally----------2800
    Esunaga---55---72---Remove harmful status effects from all allies*------14900
    Blinda----15----8---Remove Blind from one ally----------------------------200
    Vox-------20----8---Remove Silence from one ally--------------------------300
    Poisona---20----8---Remove Poison from one ally---------------------------200
    Stona-----30---12---Remove Stone/Petrify from one ally--------------------800
    Cleanse---45---20---Remove Disease from one ally-------------------------5800
    Dispel----45---16---Remove benefical status effects from one foe---------4500
    Dispelga--60---36---Remove benefical status effects from all foes*-------8200
    Regen-----35---16---Restore one ally's HP over time/Removes Sap----------1900
    Holy------55---60---Deal heavy holy damage to one foe-------------------11200
    <> Black MAgicks <>
    Black Magicks deal elemental damage to your enemies. They also provide your
    Melee characters with a way to hit Flying enemies as well.
    Spells that stand out are: Blizzaga, Aeroga, Shock, Flare, and Scathe
    Fire------15----8---Deal fire damage to one foe---------------------------200
    Thunder---15----8---Deal lightning damage to one foe----------------------200
    Blizzard--15----8---Deal ice damage to one foe----------------------------200
    Water-----25---12---Deal water damage to one foe--------------------------800
    Aero------25---16---Deal wind damage to one foe--------------------------1200
    Fira------35---18---Deal fire damage to all foes*------------------------3000
    Thundara--35---18---Deal lightning damage to all foes*-------------------3000
    Blizzara--35---18---Deal ice damage to all foes*-------------------------3000
    Bio-------40---24---Inflict Sap and Deal damage to all foes*-------------4900
    Aeroga----40---38---Deal heavy wind damage to all foes*------------------6800
    Firaga----45---42---Deal heavy fire damage to all foes*------------------8200
    Thundaga--45---42---Deal heavy lightning damage to all foes*-------------8200
    Blizzaga--45---42---Deal heavy ice damage to all foes*-------------------8200
    Shock-----50---34---Deal heavy damage to one foe-------------------------9400
    Scourge---50---48---Inflict Sap and Deal heavy damage to all foes*------11200
    Flare-----70---48---Deal massive damage to one foe----------------------11200
    Ardor-----70---60---Deal massive fire damage to all foes*---------------15600
    Scathe---120---70---Deal massive damage to all foes*--------------------18100
    <> Time Magicks <>
    Time Magicks can manipulate time as well as some other interesting things.
    Some work really well with Gambits. These spells are great for your 
    characters who aid the party and play a supportive role. 
    Spells that stand out are: Haste, Reflect, Float, Balance, and Warp
    Haste------40--20---Speed up one ally's actions by 50%-------------------3400
    Hastega---110--70---Speed up the actions of all allies by 50%*----------16600
    Slow-------20---8---Slow down one foe's actions by 50%--------------------200 
    Slowga----110--24---Slow down the actions of all foes by 50%*-----------10400
    Immobilize-20--16---Immobilize all foes*----------------------------------600
    Disable----25--16---Prevent all foes from taking action*------------------600
    Stop-------45--20---Halt the actions of one foe--------------------------3700
    Reflect----25--12---Cause magicks to be reflected from one ally-----------800
    Reflectga-110--24---Cause magicks to be reflected from all allies*-------6800
    Float------40--20---Allow all allies to walk on air/Avoids traps*--------2800
    Break------30--14---Turn one foe to stone after a short time--------------900
    Countdown--45---8---Reduce one foe's HP to 0 after a short time----------3100
    Balance----35--18---Damages equal to difference in users current/max HP--1500
    Bleed------35--12---Heavily damage one foe over time/Inflicts Sap--------1100
    Warp-------30--18---Banish all foes*-------------------------------------1700
    <> Green Magicks <>
    Green Magicks allow your characters to cast status effects that are both 
    good and bad. These spells work great with Gambits as well. They are also
    good to have for your supportive characters.
    Spells that stand out are: Protect, Shell, Bravery, Faith, Poison, and Oil
    Protect----25---8---Raise one ally's defense by 25%-----------------------200
    Protectga-105--36---Raise defense of all allies b 25%*-------------------9400
    Shell------30---8---Raise one all's magick resist by 25%------------------300
    Shellga---105--40---Raise magick resist of all allies by 25%-------------9900
    Bravery----50--24---Increase one ally's physical attack damage by 30%----5800
    Faith------50--24---Augment one ally's magick by 30~50%------------------5800
    Blind------25--10---Lower one foe's chance to hit-------------------------200
    Blindga----45--20---Lower the chance to hit of all foes*-----------------6800
    Silence----35---8---Prevent one foe from casting magicks------------------400
    Silencega--45--22---Prevent all foes from casting magicks*---------------6800
    Sleep------35--10---Put one foe to sleep----------------------------------700
    Sleepga---105--26---Put all foes to sleep*-------------------------------7900
    Poison-----30--10---Damage one foe over time------------------------------500
    Toxify-----40--26---Damage all foes over time----------------------------4100
    Oil--------40---8---Increase fire damage dealt to all foes*---------------600
    <> Arcane Magicks <>
    Arcane Magick harbors the Dark element. It can also cast some helpful status
    effects. They work really well with Gambits, as well as your Offensive 
    Magick Users and your supportive characters.
    Spells that stand out are: Dark, Reverse, Berserk, Decoy, Bubble, and Syphon
    Dark------25---10---Deal moderate dark damage to all foes*----------------500
    Darkra----50---20---Deal dark damage to all foes*------------------------5800
    Darkga---105---30---Deal heavy dark damage to all foes*------------------9400
    Gravity---30---20---Reduce HP of one foe by 1/4 of target's max HP-------2800
    Graviga--105---36---Reduce HP of one foe by 1/2 of target's max HP-------6800
    Reverse---70---50---Cause Healing/Damage to have opposite effect on foe--7600
    Berserk---25---10---Cause one ally to mindlessly attack------------------1000
    Confuse---30---10---Cause one foe to confuse friend with foe-------------1400
    Decoy-----40---10---Cause one ally to be the target of all foes----------2500
    Death-----60---30---Reduce one foe's HP to 0-----------------------------5200
    Vanish----50---24---Render one ally invisable----------------------------4900
    Vanishga--70---60---Render all allies invisable*-------------------------8700
    Bubble----60---32---Double max HP of one ally----------------------------3300
    Drain-----40---18---Transfer HP from one foe to caster-------------------3200
    Syphon----50----2---Transfer MP from one foe to caster-------------------4000
    <> Technicks <>
    Technicks are really hit or miss. Some are really useful, while others are
    really useless. Still try them out and get a feel for them yourself. The 
    useful Technicks are good to distribute to all of your characters and they
    work rather well with Gambits.
    Notable Tachnicks are: Steal, Libra, Charge, Shades of Black, Telekinesis,
    ----------------------                     Poach, Revive, and 1000 needles.
    Steal----------15---Steal from one foe-----------------------------------1600
    Libra----------20---Reveal more detailed target information---------------500
    First Aid------20---Restore HP to one HP critical ally--------------------700
    Charge---------30---Restore user's MP, If fails, MP is reduced to 0------1700
    Poach----------30---Capture HP critical foes to obtain loot. No Exp/LP---7000
    Souleater------35---Consume HP to deal damage to one foe-----------------6400
    Horology-------55---Deal damage based on a factor of time to all foes*---2000
    Infuse---------35---Consume all HP, to make one allys HP 10x that amount-2000 
    Bonecrusher----30---Consume HP to reduce the HP of one foe to 0----------7000
    1000 Needles---35---Deal 1000 damage to one foe--------------------------7000
    Stamp----------40---Inflict one foe with any status effects on the user--4500
    Addle----------30---Lower one foe's magick power-------------------------3500
    ShadesofBlack--40---Cast a random black magick on one foe----------------5000
    Expose---------35---Lower one foe's defense------------------------------3800
    Achilles-------40---Render one for vulnerable to an additional element---8800
    Gil Toss-------35---Throw gil to damage all foes*------------------------2000
    Charm----------30---Cause one foe to confuse friend with foe-------------5000
    Sight Unseeing-40---Unleash an attack only available when blind----------6800
    Shear----------35---Lower one foe's magick resist------------------------3600
    Wither---------35---Lower one foe's strength-----------------------------3500
    Revive---------40---Consume all HP, Revive KO'd ally, HP fully restored-10000
    Telekinesis----80---Deal ranged damage with melee weapons----------------7100
    Numerology-----40---Deal damage that increases with successive hits------2048
    Traveler-------65---Deal damage based on total steps taken to all foes*--6700
    <> Usable Items <>
    Here I have a list of all the items that can be used with Gambits. These
    are basically the items you can use in/during a battle.
    Potion------------Restore a small amount of HP to one ally-----------------70
    Hi-Potion---------Restore HP to one ally----------------------------------210
    X-Potion----------Restore a Large amount of HP to one ally----------------630
    Ether-------------Restore a small amount of MP to one ally----------------222
    Hi-Ether----------Resotre MP to one ally-----------------------------------xx
    Elixir------------Fully restore one ally's HP and MP-----------------------xx
    Megalixir---------Fully restore all allies' HP and MP----------------------xx
    Remedy------------Remove Blind, Poison, Silence, and Slow from one ally---400
    Phoenix Down------Revive one KO'd ally------------------------------------250
    Gold Needle-------Remove Stone/Petrify from one ally----------------------100
    Echo Herbs--------Remove Silence from one ally-----------------------------50
    Antidote----------Remove poison from one ally------------------------------50
    Eye Drops---------Remove Blind from one ally-------------------------------50
    Alarm Clock-------Remove sleep from one ally-------------------------------50
    Handkerchief------Remove oil from one ally---------------------------------50
    Chronos Tear------Remove Stop from one ally--------------------------------50
    Smelling Salts----Remove confuse from one ally-----------------------------50
    Vaccine-----------Remove Disease from one ally----------------------------200
    Red Fang----------Deal Fire damage to all foes in range--------------------xx
    Blue Fang---------Deal Ice damage to all foes in range---------------------xx
    White Fang--------Deal Lightning damage to all foes in range---------------xx
    Dark Mote---------A mote containing the power of Dark----------------------xx
    Water Mote--------A mote containing the power of Water---------------------xx
    Aero Mote---------A mote containing the power of Aero----------------------xx
    Holy Mote---------A mote containing the power of Holy----------------------xx
    Warp Mote---------A mote containing the power of Warp----------------------xx
    Balance Mote------A mote containing the power of Balance-------------------xx
    Scathe Mote-------A mote containing the power of Scathe--------------------xx
    Hastega Mote------A mote containing the power of Hastega-------------------xx
    Reflectga Mote----A mote containing the power of Reflectga-----------------xx
    Vanishga Mote-----A mote containing the power of Vanishga------------------xx
    Float Mote--------A mote containing the power of Float---------------------xx
    Dark Matter-------Deal damage to all foes in range-------------------------xx
    Eksir Berries-----A curious item detested by the avion know as garuda------xx
    Bacchu's Wine-----Cause one ally to mindlessly attack w/weapon in hand----120
    Knot Of Rust------Deal damage to one foe-----------------------------------xx
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    V. Status Effect Information     SEI
     One of the main things to know about are your status effects. You need to 
    know what they do when inflicted, how you can benefit from them and if you 
    need to, how you can remove them. Below are all of the harmful status 
    effects as well as the benefical ones and ways you can remove them if need 
    it be.
    Note: the amount of time any status effect last is determined by the 
    characters Vitality, the higher it is, the better. As your Vitality gets
    higher, it will cause Benefical Status effects to last longer, while
    harmful status effects will be shorter. Haste and Slow do not effect the 
    time other status effects will last. If a character is casted with Stop, 
    status effects on that character will be put on pause untill Stop wears off 
    or it is removed.   
    <> Harmful Status Effects <>
    Status--------------What Happens To Your Character---------------------------
    Disease--------Characters current HP is their Max HP until status is removed-
    Doom-----------Countdown to Death from 10 to 0-------------------------------
    KO-------------Character has fallen in battle--------------------------------
    Oil------------Character receives extra damage from the Fire element---------
    Petrify--------Countdown to Stone from 10 to 0-------------------------------
    Stone----------Character cant participate in Battle untill status is removed-
    Poison---------Character graduly loses HP over time--------------------------
    sleep----------Character can not act untill they are physically hit----------
    Blind----------Characters Hit percentage is significantly decreased----------
    Silence--------Character can not cast any Magick untill status is removed----
    Confuse--------Character will randomly attack allies-------------------------
    Sap------------Characters HP begins to Decrease------------------------------
    Immobilize-----Character can not move untill status is removed---------------
    Disable--------Character can not perfrom any actions untill status is removed
    Stop-----------Character Can not move or perfrom any actions-----------------
    Slow-----------Characters action time decreases to 0.5x----------------------
    Status--------------Weapon That Can Inflict It-------------------------------
    Doom-----------Doom Mace-----------------------------------------------------
    KO-------------Death Bringer, Assassins Dagger, Assassins Arrows-------------
    Oil------------Oil Bombs-----------------------------------------------------
    Petrify--------Ancient Sword, Stone Shot-------------------------------------
    Poison---------Thorned Mace, Yakei, Bamboo Arrows, Poison Bombs--------------
    Blind----------Black Bolt----------------------------------------------------
    Silence--------Mage Masher, Silent Shot--------------------------------------
    Confuse--------Chaos Mace, Chaos Bombs---------------------------------------
    Sap------------Blood Sword, Chopper, Sapping Bolts, Stink Bombs--------------
    Immobilize-----Platinum Dagger, Ragnarok, Lead Bolts-------------------------
    Disable--------Sledge Hammer, Orochi, Stone Bolts----------------------------
    Stop-----------Judicers Staff, Stun Bombs------------------------------------
    Slow-----------Orichalcunm Dirk, Kagenui, Heavy Lance, Iron Pole, Long Bolts-
    Status--------------Removal of Status----------------------------------------
    Disease--------Cleanse, Vaccine, Remedy lvl.3--------------------------------
    Doom-----------Remedy lvl.3--------------------------------------------------
    KO-------------Raise, Arise, Phoenix Down, Revive----------------------------
    Oil------------Handkerchief, Remedy lvl.2------------------------------------
    Petrify--------Gold Needle, Stona, Remedy lvl.2------------------------------
    Stone----------Gold Needle, Stona, Remedy lvl.2------------------------------
    Poison---------Antidote, Esuna, Remedy---------------------------------------
    sleep----------Alarm Clock, Esuna, Remedy lvl.1------------------------------
    Blind----------Eye Drops, Esuna, Remedy--------------------------------------
    Silence--------Echo Herbs, Esuna, Remedy-------------------------------------
    Confuse--------Smelling Salts, Esuna, Remedy lvl.2---------------------------
    Sap------------Regen, Esuna, Remedy lvl.1------------------------------------
    Immobilize-----Esuna, Remedy lvl.1-------------------------------------------
    Disable--------Esuna, Remedy lvl.1-------------------------------------------
    Stop-----------Chronos Tear, Dispel, Remedy lvl.3----------------------------
    Slow-----------Dispel, Haste, Remedy-----------------------------------------
    **Remedy lvl. represents the Remedy Lore Tiles on the License Board, If the 
    specific lvl. was purchased, then a Remedy can remove that status effect.
    see the License Board section for more information on Augments**
    <> Benefical Status Effects <>
    Status-------------What Happens To Your Character----------------------------
    Haste---------Characters actions are increased by 1.5x-----------------------
    Berserk-------Character attacks random enemies, speed and attack increased---
    Invisable-----Character is transparent---------------------------------------
    Protect-------Characters defense is raised by 25%----------------------------
    Shell---------Characters Magic Defense is rasied by 25%----------------------
    Reflect-------Magic Bounces off and away from character----------------------
    Regen---------Character gradually gains HP over time-------------------------
    Libra---------Provides additional enemy information, Traps are visable-------
    Bravery-------Characters Strength increases by 30%---------------------------
    Faith---------Characters magick Augments by 30-50%---------------------------
    Float---------Character can walk on air--------------------------------------
    Reverse-------Damage Restores characters HP, Healing Decreases characters HP-
    Decoy---------Character provokes enemies to attack him/her-------------------
    Bubble--------Characters Max HP is doubled-----------------------------------
    Status-----------How to Get it on your Character----------------------Weapon-
    Haste-------Haste, Hastega, Hastega Mote, Hermes Sandals-------------Caliper-
    Berserk-----Berserk, Bacchu's Wine-----------------------------------Avenger-
    Invisable---Vanish,Vanishga,Vanishga Mote------------------------Cross Scale-
    Protect-----Protect, Protectga, Shielded Armor------------------Gilt Measure-
    Shell-------Shell, Shellga, Shell Shield---------------------------Arc Scale-
    Reflect-----Reflect,Reflectga,Reflectga Mote,MirrorMail,RubyRing------xxxxxx-
    Regen-------Regen, Ring of Renewal, Renewing Morion--------------Healing Rod-
    Libra-------Libra, Bangle---------------------------------------------xxxxxx-
    Bravery-----Bravery, Brave Suit---------------------------------------xxxxxx-
    Faith-------Faith-----------------------------------------------Rod of Faith-
    Float-------Float, Float Mote, Winged Boots---------------------------xxxxxx-
    Bubble------Bubble, Bubble Belt-----------------------------Euclid's Sextant-
    **Weapons are used to Inflict your allies with the Benefical Status Effect**
    ***You can Remove benefical Status effects with Dispel. Unless the Status 
    effect is from Equipping a piece of armor or accessory, In which case simply 
    remove the armor or accessory to remove the Status effect.***
    <> Status Effects That Counter Each Other <>
    Below are the status effects that will counter each other, pretty much
    reversing the effect. If you are going to remove one of these negative 
    status effects, it is recommended that you remove it with its counter 
    method instead.
    Haste ---Counters--- Slow
    Regen ---Counters--- Sap
    Slow  ---Counters--- Haste
    Sap   ---Counters--- Regen
    In addition to the status effects that can be countered, there are
    some status effects that can not be inflicted while another one is
    present. These are as follows:
    Bubble  --cannot be inflicted on a target with-- Disease
    ======                                           =======
    Decoy   --cannot be inflicted on a target with-- Stop
    =====                                            ====
    Confuse --cannot be inflicted on a target with-- Berserk
    =======                                          =======
    Death   --cannot be inflicted on a target with-- Stone
    =====                                            =====
    Disease --cannot be inflicted on a target with-- Bubble
    =======                                          ======
    Casting-- Berserk --on a target with-- Confuse --will cancel-- Confuse
              =======                      =======                 =======
    Casting--    Stop --on a target with-- Decoy --will cancel-- Decoy
                 ====                      =====                 =====
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    VI. The License Board in a Nutshell                                     LBIN
    The License Board is Broken down into 2 sections. The Top Half and the
    Bottom Half. On the top half of the License Board the tiles consist of 
    Magicks, Technicks, Augments, and Accessories. The Bottom half consist of 
    Weapons, Armor, and Shields. Before you can use any spell, weapon, armor, 
    etc. you have to purchase its tile on the license board. You buy these 
    tiles with License Points you earn from defeating enemies.
    Example: If you buy an iron sword from a shop, you will not be able to just 
    equip it. You will have to purchase the swords tile on the License Board 
    that has the iron sword listed in it. Then after purchasing that tile, that 
    character may use that Weapon. 
    Each character has his/her own license board and can only use the items that 
    he/she purchases. You only have to purchase the Magick and technicks from 
    shops once, once purchased everyone can use it, but they still have to 
    purchase the spell's tile that is on the License Board thou. 
    Example: If you buy the spell fire at a shop, then all of your characters can
    use it after they purchase the tile for it on the License Board. You dont 
    have to buy the same spell from shops multiple times. Just one works for 
    <> TOP HALF of the License Board <>
    The Top Left section is where Magicks will be found, the Top Right section
    is where Accessories are located, the Bottom Right section is where the
    Technicks will be, and in the Bottom Left section is where you can find 
    the Augments.
    37 Magick Tiles
    --- 8 White, 8 Black, 7 Green, 7 Time, 7 Arcane
    21 Accessory Tiles
    24 Technick Tiles
    57 Augment Tiles = 3060 LP
    --- 10 Gambit
    9 Quickening Tiles
    9 Espers
    157 Total Tiles
    <> BOTTOM HALF of the License Board <>
    The Top Left section consist of the Light Weapons, which are Guns, Daggers, 
    Poles, Crossbows, Ninja Swords, and Hand-Bombs. The Bottom Left section 
    consist of Mystic Weapons, which are Staves, Rods, Measures, and Maces. The
    Bottom Middle and Right consist of Heavy Weapons, which are Swords, Bows, 
    Spears, Axes & Hammers, Katanas, and Greatswords. Finally the Top Middle 
    and Right consist of Heavy Armor, Mystic Armor, Light Armor, and Shields.
    -28 Light Weapon Tiles
    --- 6 Dagger, 6 Gun, 6 Pole, 3 Hand-Bomb, 4 Crossbow, 3 Ninja Sword
    -18 Mystic Weapon Tiles
    --- 5 Staff, 5 Rod, 5 Mace, 3 Measure
    -40 Heavy Weapon Tiles
    --- 8 Sword, 6 Greatsword, 7 Spear, 5 Katana, 7 Bows, 7 Axe & Hammer
    -44 Armor and Shield Tiles
    --- 12 Light Armor, 12 Mystic Armor, 11 Heavy Armor, 9 Shield 
    -9 Quickening Tiles
    -4 Esper Tiles
    -143 Tiles Total
    <> List of Augments <>
     Below is a list of all the Augments available on the license board. I am
    including a list of all the Augments in this guide because obtaining them
    is extremely important. The earlier that you obtain them, the better. I
    thought that this list would be very useful to players that didnt know 
    just exactly what lies amongst the Augment tiles. I believe if the player
    knows what is there, it will give him/her more motivation to uncover it.
     Augments consist of HP Bonuses that raise your characters max HP, Battle 
    lore which raises Strength, Magick Lore which raises Magick Power, 
    Swiftness which reduces action time by 10%, Channeling which reduces MP cost 
    by 10%, and finally there are 4 tiles that help you gain lost MP in battle, 
    they are Inquisitor, Martyr, Headsman, and Warmage. In addition, there are 
    also Potion Lores which increase the amount of HP healed by Potions, Remedy 
    Lores which allow Remedies to remove additional Status effects they could 
    not remove before, Shield Block which increases chance to block with a 
    shield. There are also some other tiles that there are not any multiples of.
     Below I have the Augments name on the License Board, The effect is what it
    does for you after you purchase it, and finally, the cost is just how many 
    License Points it will cost to purchase the tile that it is on. 
    =========                ========                                       ======
    Gambit Slot--------Adds an additional Gambit Slot--------------------------15
    Potion Lore 1------Potions restore more HP---------------------------------20
    Remedy Lore 1------Remedies remove Sap, Sleep, Immobilize, and Disable-----20
    Ether Lore 1-------Ethers restore more MP----------------------------------20
    Gambit Slot--------Adds an additional Gambit Slot--------------------------20
    Shield Block-------Increase chance to block with shield--------------------25
    Battle Lore--------Increase Physical attack damage-------------------------25
    Magick Lore--------Increase Magick Potency---------------------------------25
    Gambit Slot--------Adds an additional Gambit Slot--------------------------25
    +50 HP-------------Increase Max HP by 50-----------------------------------30
    Phoenix Lore-------Phoenix Downs Restore more HP---------------------------30
    Martyr-------------Gain MP after taking damage-----------------------------30
    Headsman-----------Gain MP defeating a foe---------------------------------30
    Inquisitor---------Gain MP after dealing damage----------------------------30
    Warmage------------Gain MP after dealing magick damage---------------------30
    Spellbound---------Increases duration of status effects--------------------30
    Swiftness----------Reduces action time by 10%------------------------------30
    Channeling---------Reduce magick MP cost by 10%----------------------------30
    Remedy Lore 2------Remedies remove Petrify, Confuse, and Oil---------------30
    Gambit Slot--------Adds an aditional Gambit Slot---------------------------30
    Potion Lore 2------Potions restore more HP---------------------------------35
    Ether Lore 2-------Ethers restore more MP----------------------------------35
    Gambit Slot--------Adds an additional Gambit Slot--------------------------35
    Battle Lore--------Increases Physical attack damage------------------------40
    Magick Lore--------Increases Magick damage---------------------------------40
    Gambit Slot--------Adds an additional Gambit Slot--------------------------40
    Shield Block-------Increases chance to block with a shield-----------------45
    Gambit Slot--------Adds an aditional Gambit Slot---------------------------45
    +100 HP------------Increases Max HP by 100---------------------------------50
    Phoenix Lore-------Phoenix Downs restore more HP---------------------------50
    Swiftness----------Reduces Action time by 10%------------------------------50
    Channeling---------Reduces Magick MP cost by 10%---------------------------50
    Gambit Slot--------Adds an additional Gambit Slot--------------------------50
    Battle Lore--------Increases Physical attack damage------------------------55
    Magick Lore--------Increases Magick damage---------------------------------55
    Adrenaline---------Increases Strength when HP is critical------------------65
    Spellbreaker-------Increases Magick Power when HP is critical--------------65
    Last Stand---------Increases Defense when HP is critical-------------------70
    +150 HP------------Increase Max HP by 150----------------------------------70
    Potion Lore 3------Potions restore more HP---------------------------------70
    Remedy Lore 3------Remedies remove Stop, Doom, and Disease-----------------70
    Ether Lore 3-------Ethers restore more MP----------------------------------70
    Focus--------------Increases Strength when HP is full----------------------70
    Serenity-----------Increases Magick when HP is full------------------------70
    Gambit Slot--------Adds an additional Gambit Slot--------------------------70
    Shield Block-------Increases chance to block with a shield-----------------75
    Channeling---------Reduce magick MP cost by 10%----------------------------80
    Swiftness----------Reduces action time by 10%------------------------------80
    Battle Lore--------Increases Physical attack damage------------------------80
    Magick Lore--------Increases Magick damage---------------------------------80
    Phoenix Lore-------Phoenix Downs restore more HP---------------------------90
    Brawler------------Increases Attack Power when fighting empty handed-------90
    +200 HP------------Increases Max HP by 200--------------------------------100
    Gambit Slot--------Adds an additional Gambit Slot-------------------------100
    Battle Lore--------Increases Physical attack damage-----------------------120
    Magick Lore--------Increases Magick damage--------------------------------120
    +500 HP------------Increases Max HP by 500--------------------------------155
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    VII.   Basic Gambits Combinations and Strategy                          BGCS
          In this section I will explain some of the more Basic Gambits to have 
    equipped. Think of these as starter Gambits. These will include some simple 
    Healing, Reviving, Attacking, and Supporting Gambits. These Gambits are 
    always good to have and should really be on all of your characters. So check 
    them out.
    <> Basic Healing and Reviving with Gambits <>
    First I will go over some of the healing and reviving that is available to
    you in the early stages of the game. Healing and Reviving Gambits are going
    to be your top priority, they should be as close to the first slot
    as possible, if not the first slot itself. Please note that it is 
    recommended that your Reviving Gambits go before your Healing Gambits. 
     <> Ally: Hp < or = 50% ~ Cure --- or --- <> Ally: Hp < or = 50% ~ Potion
    The first one is telling the Chracter to use cure on any ally whos HP is 
    50% or less. The other is telling the character the same thing, except
    insted of using the spell cure, it is using potions. The main difference
    between using Magicks as opposed to Items is, using items are alot faster 
    than casting spells, the thing is, healing spells can heal alot more HP 
    than Potions can. Any of the Ally or Self HP < or = --% are good choices
    for healing. You may not want to set the HP Percentage to high so
    you can save some precious MP. This is Recommended in the early stages of 
    the game, as MP and HP are important factors. A Rather Good Choice is 
    Ally: HP < or = 50% ~ Cure to have equipped on your main healer. IT is also 
    not a bad idea to have another character equiped with one, but with a lower 
    Percent, at about 30% is alright. This is good to have for emergency 
    situations. You May even want your main healer to heal when HP is 50% or 
    less, then another character to heal 40% or less, and finally the third at 
    30% or less in case an emergency occurs. I encourge you to try and test many 
    different methods of healing with Gambits and see which suits you the best.
     <> Ally: Any ~ First Aid
    The Technick First Aid is extremely useful in the begining of the game.
    Especially when Cure isnt available yet and when you dont want to waste 
    potions. It is also when First Aid actually heals a decent amount of HP for 
    your characters. This technick restores HP but it will only work when a 
    characters HP is in critical condition. Equipping this as a Gambit in the 
    way listed above and setting it in the first or second gambit slot will 
    save you from certain death quite a few times. Whenever a characters HP 
    gets critical, the gambit will automatically know it is needed and cast 
    First Aid on the characater who needs it untill their HP is no longer in 
    critical condition. This in one of those gambits I was talking about that 
    will not cast the spell over and over again for no reason. This Gambit will 
    work out just fine if equipped by only one character as well. First Aid
    will save you quite a few times and is a really good Gambit in the 
    begining of the Game, thats about it. You really shouldnt be using it after
    you get cure, because sooner or later it will not restore as much HP as you
    would like.
     <> Ally: Any ~ Phoenix Down
    The good old trusty Phoenix Downs. In the Begining of the game this will be
    your only option as to how you can revive one of your party members if they 
    happen to fall in battle. The Gambit above is a good way you can use your
    Phoenix Downs in a Gambit. Equipping this Gambit in the first Gambit slot,
    will ensure prompt recovery when a character gets KO'd. This is one of the 
    gambits that will not activate unless it is needed. You may want to put this 
    on every character in your party, unless you are running scare on room for 
    some of your gambits. In which case, you should manage alright with this 
    gambit only being equipped by one or two characters. Just be prepared to 
    Revive manually if it comes down to it. 
    <> Common Gambits For Attacking Your Enemies <>
    The following three Gambits are probably the most common attacking Gambits 
    you will use throughout your adventure. They are the simplest to use, the
    most useful, and they are very efficent and effective. Look over each one
    so you can see how each one is different.
     <> Foe: Party Leaders Target ~ Attack
    This Attacking Gambit is more than likey the one you will be using the 
    most, at least in the first quater of the game. When one of your Party
    Memebers has this Gambit equipped, they will only attack the party leaders 
    target, and only if it is a foe. This Gambit is highly recommended for when 
    chaining enemies. The reason being, so that your characters who have 
    gambits, wont automatically attack an enemy that you dont want them to. It
    is also a good option for when you are stealing with your leader, mainly
    because that by the time your leader steals an item from an enemy, the 
    other characters in your Party will have already gotten a few hits in. 
     <> Foe: Nearest Visable ~ Attack
    The second Gambit I have here is just a nice, quick, and easy way to 
    dispose of you enemies. More than likely you will be using this Gambit 
    when you arent worried about battle chains or while you are grinding for 
    EXP. points. When this Gambit is equipped, your character will simply 
    attack the nearest foe if it is visable. This means that the foe has to be
    in the character's psyichal line of sight, only then will the Gambit be 
    activated, and your character will attack it.
     <> Foe: Nearest ~ Attack
    Finally, This Attacking Gambit is kind of like the last one. The difference
    with this one is that the enemy does not have to be psyically visable for
    your character to attack it. If the enemy is selectable as a target in the 
    battle menu, then this Gambit will be activated. This Gambit will target 
    the enemy that is closest to your character even if it is around a corner, 
    next to a flight of steps, down a cliff, behind a wall, etc. The only 
    Problem with this Gambit is that it will often lead to your characters 
    running off and going out of their way to attack the target the Gambit had
    picked for them. So keep that in mind while chosing Your attacking gambits. 
    <> One Supportive Gambit You Cant Forget <>
     <> Self ~ Libra
    This Gambit is a must have. Make sure that you equip it on at least one of 
    your characters. You really dont need it on any more than one. Having this 
    Gambit equipped will ensure your character has the Libra status. Libra, 
    allows you to see your enemies level, Weakness, and how much HP they have.
    Like alot of other gambits, this Gambit will only be activated when your
    character does not have a status of Libra. You should equip this Gambit 
    somewhere towards the bottom of your Gambits, if anything, it should be the
    last one. Equipping it towards the end, after your attacking gambits, will 
    allow for the Gambit to be used in between battles.
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    VIII.   Advanced Gambits Combinations and Strategy                      AGCS
    This section is going to be set up like the previous section. This section 
    will contain some of the more advance Gambits and also some Gambits that
    harness spells you wont be able to get untill later on in the game. 
    <> Removing Harmful Status Effects with Your Gambits <>
     <> Ally: Any ~ Esuna
    Now I will explain how to set up Gambits that will help remove the annoying
    status effects your characters will encounter on their long journey. The best
    Gambit to handle most status effects is the first one you see there. Its MP
    cost isnt too high and it can be even lower with the help of some augments.
    The MP shouldnt really be an issue considering it is only taking up one 
    Gambit spot with the ability to remove so many status effects. This is also 
    one of those Gambits that will only use itself when it is needed, so that is 
    a plus as well. You wont be able to get the spell Esuna untill later in the
    game, so you will have to consider using some other options for now. 
     <> Ally: Any ~ Remedy
    One of 
    them is the second Gambit that you see above. Remedies remove various status 
    effects as well, but they are limited to removing only a select few to begin 
    with. There are a couple of Augment tiles on the License Board that you can 
    buy so Remedies eventually will be able to remove almost all of the status 
    effects that can harm your characters. This particular Gambit will also only
    activate when it is needed. Remedies are probably alot better to use than 
    Esuna, mainly because using items are alot faster than casting spells and 
    the fact that items cost absolutly no MP to use is great as well. 
    Unfortunatly, Remedies are 
    rather scare in the begining of the game. I dont even think you can buy them 
    untill much later on either. So which brings me to the final choice below.
     <> Ally: Any ~ (any status removing item)
    Combining any status removing item with the Ally: Any Gambit will also only
    use the item when an ally is inflicted with the specific status effect that
    the item removes. Insted of placing an individual Gambit for each item,
    because that would be crazy and a waste of valuable space for your Gambits, 
    I'd say to observe your enviorment first. If you notice your allies are 
    getting inflicted with a certain status effect often in that area, that is 
    when you should set up a Gambit to protect you against that specific effect. 
    Im sure you really dont want to waste your gambit slots with Gambits you
    dont really need. Another thing you can do if you'd rather just wait for 
    Esuna and Remedies is, Cure the negative status effects manually. Chances are
    that early in the game you may not have a real problem with status effects to
    where you will need a gambit for it. I'd say to make a gambit up only if your
    party is getting targeted by a specific status effect over and over again.
    It is also a good idea to keep all of these status removing Gambits near the
    top of your list, but not before your healing and reviving Gambits.
    <> Benefical Status Effects, Your Gambits, and Dispel <>
     <> Foe: Any ~ Dispel
    Now we come along to the Dispel Gambits. The first gambit above is good for
    removing your enemies benefical status effects. Having it set up the way it
    is above will instantly remove any benefical status effects any one of your 
    foes may have on them. The only down fall is that having this gambit 
    equipped could use up alot of your MP, if not all of it. Especially when 
    you are in an area where almost all of the your enemies have a benefical
    status effect. Keeping that in mind, this Gambit is extremely useful during 
    boss battles, Rare Monsters, and tough hunt marks. You may decide to just 
    Dispel the enemies you want manually, but whatever you do just make sure you 
    turn this Gambit on during a Boss Battle. Keep it perferably towards the top 
    of your Gambits, after your healing and reviving Gambits but before your 
    attacking ones. This will keep the Boss at bay and remove any Benefical 
    Status effects that the Boss or its minions may acquire during battle. A 
    Boss without any benefical status effects is alot easier than one with 
    Haste, Protect, Reflect, Bravery, etc. 
     <> Foe: Status = (Benefical Status Effect) ~ Dispel
    Maybe you dont want to cast Dispel on every single enemy with a benefical
    status effect, or maybe some Enemies with benefical status effects dont 
    scare you. If that be the case then this gambit is for you. You can set
    this particular Gambit up so it will cast Dispel only on an enemy with 
    the selected benefical status effect. Even if that enemy has other
    benefical status' on top of the one you selected, your Gambit will still 
    be activated and Dispel will remove them all, as long as they are 
    benefical. This is particually good if you are in an area where say most 
    of the enemies you have to defeat have the Protect status while others 
    have, oh say, the faith status. Maybe you really dont care that much about 
    the enemies with the Faith status, but you really cant stand the Enemies 
    that have Protect. Thats when you just throw Protect in the Gambit above 
    so it reads Foe: status = Protect ~ Dispel, and you are good to go. Now,
    your character with this Gambit will Dispel any Enemy with a status of
    Protect. Good Deal!
     <> Ally: Status = (Benefical Status Effect) ~ Dispel
    This Gambit is kind of like the last one except this one is for your
    allies. I know what your thinking, why on Ivalice would you want to remove 
    a benefical status effect from one of your own characters. So I will give 
    you a good example. Say you are in a situation where you just got finished
    giving some enemies a really good beat down all because Basch has the 
    Berserk status. Then a couple flying enemies emerge, since Basch has a
    Status of Berserk, he is pretty much useless. Usless untill you use Dispel
    on him to remove Berserk. Now he can do as he pleases. That is just one
    of the many examples of how Dispel can be used on your characters. Now for 
    how it can be used in a gambit. Dispel can also be used to remove Stop 
    and Slow, so making the Gambit above with one of those spells can be very
    useful. This particular Gambit can be equipped towards the top of your 
    list, perferably near your other status removing gambits. 
    <> Advanced Healing and Reviving With Your Gambits <>
     <> Ally: Status = Sap ~ Regen
    If you happened to read the status effect section of this guide then you
    might have read the part where I talked about the various Status Effects 
    that can counter other Status Effects. This Gambit is using that strategy 
    to your advantage. Sap can normally be removed with Esuna or a Remedy, but 
    this Gambit will allow you to remove the Harmful Status Effect Sap and have 
    a benefical status Effect inflicted in its place on your character. A good
    spot to have this Gambit is the slot directly above your regular Status 
    Removing Gambit, this way Regen will remove Sap before your Regular Status 
    Removing Gambit does. If there happens to be any other Harmful Status
    Effects present, your regular Status Removing Gambit will take care of them 
    right after this one is used. Good Deal.
     <> Ally: Any ~ Raise
    Soon enough you will have access to the White Magick spell Raise. Raise is 
    basically the Phoenix Down of Spells, as it is used to revive your Party 
    Members when they fall in battle. The Gambit you see above is probably the
    most important gambit you will have and it is the Gambit that you will rely 
    on the most. This Gambit will save your arse over and over again, and 
    because of that, it will most likely be in your first Gambit slot for most 
    of the Game. The way this Gambit works is simple, whenever an ally falls,
    the character who has this Gambit will automatically cast Raise on them to 
    pick them back up. When this is in your First Gambit slot, it will often
    be activated and used fast enough to where, if your leader was KO'd you 
    will not be asked to switch leaders. They would be revived before the game
    would even ask you to switch. It is a good Idea to have this Gambit 
    equipped in the first Gambit slot of ALL your characters. The only real 
    difference to using Raise instead of a Phoenix down is the fact that items
    are used faster than spells are casted, and Raise will restore more HP than
    a Phoenix Down would. Also, keep in mind that MP can be restored over time,
    items cost Gil.
     <> Ally: Any ~ Arise
    I lied. The previous Gambit is only the most important Gambit untill you 
    aquire the spell Arise, then it will be the most Important Gambit you will 
    need. Arise will fully restore a KO'd characters HP, and becuase of that it
    is truly an amazing spell. The moment you get this spell replace your Raise
    Gambits with Arise. It may cost a little bit of MP to use but it is worth
     <> Ally: HP < 30% ~ Curaga
    As you progress in the game you will acquire upgrades to your Cure and Cura
    spells. As soon as you get these it is reccommended that you change your 
    Gambits. Curaga will restore alot of HP to one character, and as you may 
    have had your previous HEaling Gambits set to HP < 50% or 60%. When you
    begin to use Curaga with your Gambits you will only need it set to HP < 30%
    for your Gambit to fully heal your injured character. Like before, a good 
    strategy is to have two of your characters set with a healing gambit at
    HP < 30%, while you set your third characters Gambit to 20% in case an
    emergency occurs. 
     <> Ally: HP < 20% ~ Curaja
    Curaja restores alot of HP to all of your Characters in your Party as long
    as they are in range. When you aquire the Curaja spell you may instantly 
    want to replace all of your characters healing Gambits with it. The only 
    problem with that is, if every character is using Curaja, every character
    will be being healed when only one needs to be. Having every characer using
    a Curaja Gambit will also lead to your characters running low on MP rather
    quickly. I suggest you keep your Healing Gambits set to the way I explained
    for Curaga and only change your emergency Gambit from Curaga to Curaja.
    Keep the percents the same. This is a conservative way to effectively heal
    your characters while saving your valuable MP.
     <> Ally: Status = HP Critical ~ Renew
    The final options I have listed here make use of the Spell Renew. Renew
    is not available untill much later in the game. What Renew does is, it 
    will restore the HP of all your allies if they are in range of the spell.
    The only downfall to the spell is, if you have it set in the Gambits that
    your previous healing spells were in, your characters can run out of MP 
    rather quickly. Since Renew will restore all of your characters lost HP,
    you can either turn off your healing Gambits and use the spell manually,
    or you can use the Gambit, Self: Status = HP Critical ~ Renew. Having
    Renew set up in that Gambit is perhaps the most conservative way possible.
    If one of your characters HP becomes Critical this Gambit will be 
    activated, Renew will be casted, and all of your characters HP in range 
    will be fully restored. This Gambit is an excellent choice to have. A 
    good spot to have this Gambit setup is near the Top right underneath your
    reviving Gambit. Note that Self can be substituted for Ally.
     <> Ally: HP < 10% ~ Renew
    Alright, well maybe having your Renew Gambit activated only when your
    characters HP is in critical condition is a little to Risky for you. If 
    you are worried about your characters falling and being KO'd before their 
    Gambit will be activated, then maybe you should try this Gambit instead. 
    By setting you Gambit to HP < 10% you will be giving yourself a little
    bit more security. If 10% is to low for you, you could even try 20%, but
    I do not suggest setting the Percentage any higher that that, you will
    be wasting MP and you would probably have been better off with Curaja 
    instead when setting it any higher. 
    Note that Self can be substituted for Ally.
    <> Using Your Gambits to Speed Things Up With Haste <>
    <> Self ~ Haste
    Alright, I have to get this one outta the way. Haste is one of the most 
    important spells in the Game. With this baby cast on your characters they 
    will perfrom all their actions faster, 1.5x faster. As soon as you get this
    spell you should have everyone learn it, then give everyone the first gambit
    above. This will allow everyone to take care of themselves. This is one of
    those spells that will only be activated when it is needed (when the target 
    doesnt have the haste status on them). Which ever gambit slot you decide to 
    put this in is soley up to you. You may put it before or after your attacks, 
    just never put it before your healing and revival gambits. 
     <> Ally: Any ~ Haste
    If you cant have all your characters learn this spell right away or you just 
    simply dont want all your characters casting this spell individualy, you can 
    just have a single character learn the Haste spell and then have that 
    character use this gambit that is above instead. This gambit will make sure 
    every ally in your party has haste on them and it is really good for a 
    supportive character or a mage character who has alot of MP, who doesnt 
    really get right in the middle of the action. 
     <> Ally: Status = Slow ~ Haste
    This Haste Gambit is really good because it is geared to counter the Slow 
    Status effect when it is inflicted on an ally by casting Haste. When Haste 
    is cast on a target that has a status of slow, Haste will completely remove 
    the Slow status and take over, the target will then have a status of Haste 
    instead. This is the most effective way of removing Slow, because you get 
    to kill two birds with only one stone. Your probably thinking of a good 
    reason as to why you would have this gambit on if you already have a Haste 
    Gambit Equipped. Simply for the reason that you can put this gambit in a 
    higher priority slot, perferably right after your healing and reviving 
    Gambits, so this Gambit will be activated before your other Gambits when 
    an ally has the Slow status on them. This really comes in handy as an 
    Emergency Gambit. You can still have your original Haste Gambit, which
    should be casting Haste on your characters in between battles. 
    Overall, all of this depends on where your regular Haste Gambit is set to 
    begin with and how high of a priority it is. If your regular Haste gambit 
    is already a top Priority and is Equipped before your attacking and status 
    removing gambits, than this gambit wont really be nessacary. 
     <> Self ~ Hastega
    The final Haste Gambit is the same as the other Haste Gambits except, when 
    Hastega is cast on the caster, it also cast Haste on your entire party if 
    they are in range of the Spell. This helps save MP as well as valuable time, 
    and it also helps by saving Gambit slots on your other characters. So It 
    may be a good idea to move this Gambit to a slot before your Attacking 
    Gambits but after your Healing and Reviving Gambits. The main reason I 
    reccommened using the original Haste Gambit in between battles as apposed 
    to casting it during a battle, is because it would have to be casted 3 
    different times for it to be on all of your characters. So since the 
    Hastega Gambit will only need to be casted once during a battle for Haste
    to be on all of your characters, it wouldnt be a bad idea to have this 
    Gambit in a higher Gambit slot. Try all of these Haste Gambits out and see 
    which method works the best for you.
    <> Your Gambits Featuring The Amazing Berserk <>
     <> Self ~ Berserk
    Another spell thats works fairly well with Gambits is the almighty 
    Berserk. Bosses will absoluty fear your characters when they have this
    status, especially if it is your tank you are casting it on. When your
    character is inflicted with the Berserk status it is like they go flip 
    mode. They turn red, their speed and strength is increased, and they
    will attack random enemies. You may decide to simply cast this spell 
    manually on your target, but using a gambit allows for less tedious 
    recasts if the spells happens to miss, and eventually it will miss. 
    Gambits will make sure that the target you want to have this status on, 
    gets the status, and keeps that status. Again this is very useful when in
    a boss battle. A character who has a status of Berserk will quickly wear 
    down bosses in no time, often like they are nothing. When using this as a 
    self Gambit you should keep it towards the bottom of your list so your 
    character can cast any other self inflicted status effects he/she may 
    have before this one.
     <> Ally: (Name) ~ Berserk
     When using Berserk as an ally inflicted gambit you may want to put it as 
    a higher priority for the character who is casting it, just so they can
    get it out of the way, so they may focus on their own things. A good place 
    to have it when using an ally Gambit is the usual spot, beneath your 
    Reviving, Healing, and status removing Gambits, but before your attacking 
    and supporting Gambits.
     <> Ally: (Name) ~ Bacchu's Wine 
     --- or --- 
     <> Self ~ Bacchu's Wine
    Another option you can use as a Berserk Gambit is one of the two Gambits 
    that are above. These two, as with every item gambit, are the faster 
    alternative that you can use to spells. It also will not miss the target, 
    which is another advantage as apposed to using Berserk. Bacchu's Wine is 
    also very affordable and it is even available some time before you can 
    acquire the Berserk spell. So when you see them in a shop be sure to 
    stock up on them. These Gambits will only be activated when the target 
    does not have a status of Berserk.
    <> Taking Care of Disease with your Gambits <>
     <> Ally: Any ~ Vaccine 
    A really nasty status effect your characters will encounter is Disease.
    It is a real threat to your party and will quickly wipe them out if not
    handled correctly. This Status Effect is most deadly when all 3 of your
    party members are inflicted with it. Disease makes it so your characters 
    can not gain any HP. It does this by making their Current HP their MAX HP, 
    or you might just say it eliminates their MAX HP alltogether. As their
    current HP drops, thier MAX HP still remains what their current HP is. If 
    one of your characters happens to get KO'd with the Disease Status and they
    are Revived, the Disease status will not be removed and their Current/MAX 
    HP will be 1. Yeah, tell me about it. So the best thing to do if you know 
    you are going to encounter this status effect, is to take the Gambit that 
    is above and equip it in the very first slot of all your characters. Equip 
    it before your Reviving and Healing Gambits, because they wont be any good 
    to you if your characters have a Status of Disease.
     <> Ally: Any ~ Cleanse
    This is an alternative Gambit to removing the status Disease. Cleanse
    is basically a Vaccine in the form of a Spell. I know I explained earlier 
    how using items are a lot faster and is a better alternative to casting 
    spells, but there is an exception this time. Vaccine are very seldom in 
    the say, first 3 quarters of the Game, So Cleanse is going to probably be 
    your only method available to you for quite some time. 
     <> Ally: Status = Disease ~ Remedy
    Another way you can remove Disease is with a Remedy, but only after the
    Augment Remedy Lore 3 was purchased on the License Board. Like Vaccines,
    Remedies are very Seldom until later in the game, but are the most 
    effective way of removing Disease. Thats because Disease is usually 
    accompinied by other harmful status effects such as Sap, or Slow. The 
    Gambit above is making sure you are saving your valuable Remedies for 
    Disease, and not using them on other harmful status effect's that Esuna
    can easily take of. Thats another thing you should know, Esuna can not be
    used to remove Disease. Also, do not forget that all of the Disease 
    Gambits should be equipped in the first Gambit Slot.
    <> How To Hit Flying Enemies Using Your Gambits <>
    Now I will explain various methods on how you can hit your Flying enemies
    with your Gambits. These methods are extremely effective and work rather
    well. They are good to have on your Melee characters that DO NOT have 
    Ranged weapons. Whichever Gambit you choose, you should set it in the slot
    right before your normal attacking Gambit. IT should generally be your 
    first Gambit set for damaging a foe. IF you have your normal Attacking 
    Gambit set before your Gambit set to Target a flying enemy, then your
    Flying Gambit will never be activated. Now lets take a look at some of
    the Gambits you can use to Target your flying Foes.
     <> Foe: Flying ~ ( ANY Black Magic Spell)
    The first choice I have listed here is using your Black Magick spells.
    Any character can hit a flying enemy with a Black Magick spell. Perferably,
    The Spell that matches the enemies weakness should be used. Another option
    you have, is to just use your most powerful Black Magick spell, do this
    if you are too lazy to swap spells for the gambit.
     <> Foe: Flying ~ Shades of Black
     <> Foe: Flying ~ Telekenesis  
    This Gambit option will not be available untill just before the end of 
    story mode. Once you do get the Technick Telekenesis, your characters will
    be able to use their normal melee weapons as ranged weapons, hence them
    being able to hit flying enemies. The only thing that I personally dont like
    about using Telekenesis is, I think it is to slow, much slower than just 
    doing a normal attack or using magick.  
    <> Your Gambits and The Undead <>
    Foe: Undead ~ Attack
    Using your Gambits to Target the Undead comes in handy quite often. As soon
    as you can by the Gambit Foe: Undead, I suggest you do. Using the Gambit
    Combination above will command your character to only attack an enemy if it
    is Undead. These Undead enemies usually consist of Skeletons, Zombies, and
    Reapers. The above combination is at its best when you are chaining 
    Skeletons in the Henne Mines or Nabreus Deadlands.
     <> Foe: Undead ~ Phoenix Down
    Another use for the Foe: Undead Gambit is combining it with Pheonix Down.
    Since these Ghoulies are Undead, a handy dandy Pheonix Down can instantly
    kill them. IF you are in a hurry to get through an area or just dont feel
    like messing with the Undead, Slap this Gambit Combination on and watch 
    them drop. Keep in mind that the Phoenix Downs can and will Occassionally 
     <> Foe: Undead ~ Raise or Arise
    Dont fell like wasting your Phoenix Downs and would rather use MP instead?
    Then this Gambit Combination is for you. Using a Reviving Spell will have
    the same effect as a Phoenix Down on an Undead Enemy
     <> Foe: Undead ~ (Healing Spell or Potion)
    This Gambit Combination is great. When you are chaining your Undead friends,
    be sure to equip this gambit with a powerful healing spell. Perferably 
    Curaga or Curaja if available. Using a healing spell on the Undead will have
    an opposite effect, healing them will damage them and giving them life will
    kill them. When attacking or chaining the skeletons there is usually a bunch 
    of them, using Curaja will damaged all of the skeletons that are in range of 
    the spell. 
    <> Other Notable Gambits <>
    Here I have some other Gambits that are not under any specific Category. 
    There is a wide variety below. The Gambits range from being very useful to 
    being used for fun. Either way, make sure you check them out because they 
    definetly Should not be overlooked.
     <> Self: MP < 10% ~ Charge
    Unfortunatly you wont get a Majority of the Self Gambits untill much later
    in the game. When you do get them, this is a Gambit Combination that youve
    been waiting to set up for a long time.
     <> Foe: Character MP < 10% ~ Shades of Black
    The Shades of Black Technick is a mixed bag. I only use it for fun, some
    people, on the other hand, use it for serious battles. The good thing about
    using this technick is, it really comes in handy earlier in the game for 
    your characters that havent learned any Black magick spells yet, this 
    technick allows them to cast Black Magick even if they do not have the 
    spells and it cost ZERO MP, so it could be useful for your characters that
    have learned the Black Magick Spells, but they are out of MP. Ok, that was
    the good, now for the bad. The Black Magick spell the Technick will use is
    completely RANDOM. Meaning it may throw a spell harboring the element that 
    your enemy is weak to, it might not, or it might just throw a spell that 
    your enemy will abosrb. Using this for a serious battle, I think, is a
    total gamble. 
     <> Foe: Character Status = Blind ~ Sight Unseeing
    This Gambit Combination is more the less for fun, with that said, I highly
    suggest that you should try it out for fun before using it for a really
    tough battle. The concept behind it is simple enough. Sight Unseeing, which
    can only be used while the user is Blind, fits awfully snug next to the 
    Gambit Foe: Character Status = Blind. With the Combination above, Sight
    Unseeing will be activated as soon as your character is Blinded. A Gambit
    Combination like this should be set before your other offensive/attacking 
    Gambits, but after your Reviving/Healing Gambits.
     <> Ally: Item AMT > 10 ~ (Item) 
     <> Foe: Item AMT > 10 ~ (Item) 
    These Gambit Combinations can be considered as some of the more useful ones. 
    These Gambits will only use the selected item they are equipped with, if 
    there is more than 10 of it in the inventory. You can use this with Phoenix 
    Downs to Revive your fallen members, Fangs or Motes to damage your enemies, 
    or even status removing items. These Gambits work just like an Ally: ANY 
    or Foe: Any Gambit would. It will automatically activate when it is needed
    when used with the items that allow it. If using with potions, it will not
    automatically activate, and will continuously use potions.
    <> A Stealing Gambit for Dummies <>
     <> Foe: HP = 100% ~ Steal
    This Gambit Combination will allow you to steal from every enemy at least 
    once, thats only if it is put before your attacking gambits. 
    Something else you can Try:
    Now it is best to put this Gambit on your Party leader and put the Gambit
    (Foe: Party Leaders Target ~ Attack) on your other party members. Doing 
    this makes it so that your party leader will steal from any enemy whos HP
    is full, then your allies will target it and damage it. Then if there are any
    other enemies around, your party leader will attempt to steal from them.
    In collabertation, you can even equip a third party member with a gambit
    (Foe: HP < ???? ~ Attack) so they will be the one to finsh the enemy off.
    More Gambit Strategies are Coming Soon!!!
    Make sure to Check back for Updates!!!
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    IX.   Gambits Combos                                                    GCB
    Now, in this section you will find many Gambits combos. Perferably, Gambits
    that work well together. As of now there are only a few, there will be more
    listed in future updates. Also Dont hesitate to send in your own Gambit 
    Combos. They can be sent to JRWriterX2@aol.com, Credit will be given to 
    the Contributors.
    <> Oil and the Fire Element <>
     <> Foe: Hp = 100% ~ Oil
     <> Foe: status = Oil ~ Fire, Fira, Firaga, or Ardor
    If you didnt know already, when something has the status effect Oil on it,
    it basically increases all the fire damage that it receives. So put these
    two Gambits together and you have one lethal combo. Extrodinarily effective
    when you are underleveled, or for that matter over leveled as well. You 
    could put this combo on your magick caster and let him/her take care of the 
    rest. When the Spell Ardor becomes available this combo becomes very lethal.
    <> Berserk, Haste, and Bravery <>
     <> Ally: Name ~ Berserk
     <> Ally: status = Berserk ~ Haste
     <> Ally: Name ~ Bravery
    This is an excellent combo. You take the wonderful spell Haste and you mix
    it with the devestating spell Berserk, just for fun throw them on your 
    strongest character and what do you get? Your character performing his/her
    attacks 3x faster with an added attack boost as well. Now, how about we 
    throw Bravery on top of that as well to add an extra 30% attack boost to
    the attack boost we already have. Yeah, you see where this is going. Ouch!
    <> Exploiting Armor Benefits With Gambits <>
    ---Submitted by Harrytan99@hotmail.com
     <> Ally: HP < 50% ~ Attack
    This really isnt a Combo using 2 different Gambits. This combo is using
    the Gambit above and armor from your inventory. Read carefully because 
    this can come in handy in stressful situations.
    Equip your characters with the Sage's Rings that Absorbs Holy, and then
    equip them with either a Holy Lance, Holy Rod, Excalibur, Wyrmhero Blade,
    or any other weapon that deals Holy damage.
    Equip your characters with Black Masks that absorb Dark, and then Equip
    them with a Ninja Sword or any weapon that deals Dark Damage. 
    For the Gambit to work properly you should set it above your normal
    attacking Gambits so it will act before them when your characters 
    need healing.
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    X.   Gambits Used By Your Espers                                        GUBY
    This Section contains all of the Gambits that are used by the Espers
    you will acquire in Ivalice. There is no Strategy in Particular. I 
    simply have each Esper Listed with the Gambits that pertain to that
    specific Esper. Check Back frequently thou as I may decided to go
    into more detail with the Gambits for Espers later on. The begining
    of this FAQ has a note of the Recently Updated Sections, so keep an 
    eye out, you never know when I might just have the extra time.
    <> Adrammelech, the Wroth <>
    This Esper is located in the Zertinan Caverns. Adrammelech absorbs
    Lightning, is weak against Ice, and is immune to all other Elements.
    Adrammelech has a Status of Faith and Libra
    1-----Foe: Summon Time Remaining < 10 Seconds ~ Judgment Bolt
    2-----Foe: Esper's HP < 30% ~ Judment Bolt
    3-----Ally: HP < 50% ~ Curaga
    4-----Foe: Absorbs Thunder ~ Bio
    5-----Foe: more than one enemy ~ Thundara
    6-----Foe: weak - Thunder ~ Flash Arc
    7-----Foe: Nearest Visable ~ Flash Arc
    <> Belias, the Gigas <>
    This Esper is located in the Tomb of Raithwall. Belias absorbs Fire,
    is weak against Water, and all other Elemental damage is halved.
    Belias has a Status of Libra 
    1-----Foe: Summon Time Remaining < 10 Seconds ~ Hellfire
    2-----Foe: Esper's HP < 30% ~ Hellfire
    3-----Foe: Absorbs Fire ~ Attack
    4-----Foe: Fire - Weak ~ Painflare
    5-----Foe: Nearest Visable ~ Painflare
    <> Chaos, Walker of the Wheel <>
    This Esper is Located at the Necrohol of Nabudis. Chaos absorbs Wind,
    is weak against Earth, and is immune to all other Elements. 
    Chaos has a Status of Reflect, Haste, Faith, and Libra
    1-----Foe: Summon Time Remaining < 10 Seconds ~ Tornado
    2-----Foe: Esper's HP < 30% ~ Tornado
    3-----Foe: Weak - Light ~ Holy
    4-----Foe: Weak - Dark ~ Darkga
    5-----Foe: Weak - Fire ~ Firaga
    6-----Foe: Weak - Lightning ~ Thundaga
    7-----Foe: Weak - Ice ~ Blizzaga
    8-----Foe: Absorbs Wind ~ Scourge
    9-----Foe: Weak - Wind ~ Aeroga
    10----Foe: HP is High ~ Whirlwind
    <> Cuchulainn, the Impure <>
    Cuchulainn is located at the Garamsythe Waterway. All Elemental 
    damage dealt to Cuchulainn is halved.
    Cuchulainn has a Status of Reflect, Protect, Shell, Brave, and Libra
    1-----Foe: Summon Time Remaining < 10 Seconds ~ Blight
    2-----Foe: Undead ~ Attack
    3-----Foe: HP < 100% ~ Malaise
    4-----Foe: Nearest Visable ~ Attack
    5-----Self: HP < 100%
    <> Exodus, The Judge-Sal <>
    Exodus is located at the Mosphoran Highwaste. All Elemental damage 
    dealt to Exodus is halved.
    Exodus has a Status of Haste, Faith, and Libra
    1-----Foe: Summon Time Remaining < 10 Seconds
    ------------------Esper's Status = Immobilize ~ Meteor*
    2-----Foe: Nearest Visable ~ Comet
    *Requires both conditions to be activated
    <> Famfrit, the Darkening Cloud <>
    Famfrit is located in The Pharos. Famfrit absorbs Water, is weak
    against Fire, and is Immune to all other Elements.
    Famfrit has a Status of Protect, Shell, and Libra
    1-----Foe: Summon Time Remaining < 10 Seconds ~ Tsunami
    2-----Foe: Esper's HP < 30% ~ Tsunami
    3-----Foe: Absorbs Water ~ Attack
    4-----Foe: Weak - Water ~ Briny Cannonade
    5-----Foe: Nearest Visable ~ Briny Cannonade
    <> Hashmal, Bringer of Order <>
    Hashmal is located in The Pharos. Hashmal Absorbs Earth, is weak
    against Wind, and is Immune to all other Elements.
    Hashmal has a Status of Libra
    1-----Foe: Summoner's HP < 10% ~ Gaia's Wrath
    2-----Foe: Absorbs Earth ~ Attack
    3-----Foe: Weak - Earth ~ Roxxor
    4-----Foe: Nearest Visable ~ Roxxor
    <> Mateus, the Corrupt <>
    Mateus is located in The Stillshrine of Mirlam. Mateus absorbs Ice,
    is weak against Lightning, and all other Elemental Damage is halved.
    Mateus has a Status of Libra
    1-----Foe: Summon Time Remaining < 10 Seconds ~ Frostwave
    2-----Foe: Esper's HP < 30% ~ Frostwave
    3-----Ally: HP < 50% ~ Cura
    4-----Foe: Absorbs Ice ~ Attack
    5-----Foe: Weak - Ice ~ Flash-Freeze
    6-----Foe: Nearest Visable ~ Flash-Freeze
    <> Shemhazai, the Whisperer <>
    Shemhazai is located at Giruvegan. Shemhazai is weak against Fire. 
    All other Elemental damage dealt to Shemhazai is normal.
    Shemhazai has a Status of Haste and Libra
    1-----Foe: Summon Time Remaining < 10 Seconds ~ Soul Purge
    2-----Foe: Esper's HP < 30 % ~ Soul Purge
    3-----Foe: Nearest Visable ~ Devour Soul
    <> Ultima, the High Seraph <>
    Ultima is Located at Giruvegan. Ultima absorbs Holy, is weak against
    Dark, and is Immune to all other Elements.
    Ultima has a Status of Reflect, Protect, Shell, Haste, and Libra
    1-----Foe: Esper and Summoner's HP < 30% ~ Eschaton
    2-----Foe: Absorbs Light ~ Flare
    3-----Foe: Weak - Light ~ Redemption
    4-----Foe: Nearest Visable ~ Redemption
    <> Zalera, the Death Seraph <>
    Zalera is located in the Barheim Passage. Zalera absorbs Holy and
    is immune to all other Elements.
    Zalera has a Status of Libra
    1-----Foe: HP < 30% ~ Condemnation
    2-----Foe: Esper's HP > 80% ~ Kill
    3-----Foe: Nearest Visable ~ Shock
    4-----Self: HP < 100% ~ Holy
    <> Zeromus, the Condemner <>
    Zeromus is located at Mt Bur-Omisace. All Elemental damage dealt to
    Zeromus is halved.
    Zeromus has a status of Libra
    1-----Foe: Summon Time Remaining < 10 Seconds ~ Big Bang
    2-----Foe: Nearest Visable ~ Gravity Well
    <> Zodiark, Keeper of Precepts <>
    Zodiark is located in the Henne Mines. Zodiark absorbs Dark, is weak
    against Holy, and is Immune to all other Elements.
    Zodiark has a Status of Protect, Shell, Haste, Faith, and Libra
    1-----Foe: Summoner Status = Petrify ~ Final Eclipse
    2-----Foe: More than one enemy ~ Scathe
    3-----Foe: Absorbs Dark ~ Flare
    4-----Foe: Weak - Dark ~ Banish Ray
    5-----Foe: Nearest Visable ~ Banish Ray
     <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  <>  
    XI.  Many different choices                                              MDC
      This section is basically some different Gambit setups. I wanted this 
    section so people can see the various methods of using Gambits. I would to
    have a differnt setup for each Location in the Game. SO any help would be
    greatly appreciated.
    If you would like your personal Gambits setup posted, Then please send them 
    in with a short but sweet explanation that is semi detailed. Only 
    submissions with good gramar and no abbreviations will be posted. If your 
    personal setup up has a combo that requires 2 or 3 characters, that will be 
    fine. ALL Gambits setups will be posted in full and Credit will be given to 
    the contributors. Please Send ALL Setups to JRWriterx2@aol.com
    <> Just Hanging Around <>
    This is my Gambit setup when im in no specific area. I have a basic
    setup for a Leader, a Mage, and a Tank listed below. It is well 
    balanced and has everything needed to survive. 
    Substitutes can be: 
    Arise - Raise or Phoenix Down 
    Curaga - Cure
    Curaja - Cura
    Blizzaga - any Black Magick Spell or Shades of Black
    Esuna - Any status removing item
    ON---1-----Ally: Status = Disease -------------- Remedy
    ON---2-----Ally: Any --------------------------- Arise
    ON---3-----Ally: HP < or = 40% ----------------- Curaga
    ON---4-----Ally: Status = Slow------------------ Haste
    ON---5-----Ally: Any --------------------------- Esuna
    ON---6-----Foe: Status = HP Critical ----------- Poach
    ON---7-----Foe: Nearest Visable ---------------- Attack
    ON---8-----Foe: Flying ------------------------- Blizzaga
    ON---9-----Foe: Any ---------------------------- Dispel
    ON--10-----Self--------------------------------- Haste
    ON--11-----Self--------------------------------- Libra
    OFF-12-----Ally: Status = Berserk -------------- Haste
    ON---1-----Ally: Any --------------------------- Arise
    ON---2-----Ally: HP < or = 20% ----------------- Curaja
    ON---3-----Ally: Any --------------------------- Esuna
    ON---4-----Foe: Fire Weak ---------------------- Firaga
    ON---5-----Foe: Ice Weak ----------------------- Blizzaga
    ON---6-----Foe: Lightning Weak ----------------- Thundaga
    ON---7-----Foe: Wind Weak ---------------------- Aeroga
    ON---8-----Foe: Dark Weak ---------------------- Darkga
    ON---9-----Foe: Character MP < 10% ------------- Shades of Black
    ON--10-----Self -------------------------------- Haste
    ON--11-----Self -------------------------------- Protectga
    OFF-12-----Self -------------------------------- Shellga
    ON---1-----Ally: Status = Disease -------------- Remedy
    ON---2-----Ally: Any --------------------------- Arise
    ON---2-----Ally: HP < or = 30% ----------------- Curaja
    ON---3-----Foe: Flying ------------------------- Blizzaga
    ON---4-----Foe: Status = HP Critical ----------- Poach
    ON---5-----Foe: HP > 30% ----------------------- Attack
    ON---6-----Foe: Party Leaders Target ----------- Attack
    ON---7-----Self--------------------------------- Haste
    OFF--8-----Self: Status = Haste ---------------- Berserk
    The following Gambits  are setups for specific Situations 
    in Specific Locations.
    <> Necrohol of Nabudis: Get 10 Maximillions in 1 Hour <>
    SPOILERS - No Story Spoilers
    Here I will explain an easy way to get 10 maximillions in only about one 
    hour or so. This armor is extremely useful, the earlier you can get it 
    the better. You can do this as soon as you are able to reach the Necrohol 
    of Nabudis. Having the Gambits   Foe: Wind: Weak, Self: MP < 10%, and Arise 
    is highly Recommended, thou it CAN be done without them. Substitutions are 
    listed below. 
    Progression wise I am on my way to Pharos, all my characters are locked at 
    Level 43 with Fireflys equipped
    Ok, so I just finished passing through the Necrohol of Nabudis when I 
    noticed a Maximillion in my inventory. I found out that the Elvorets will  
    rarely drop them. I really wanted one maximillion for each character in 
    my party, so I decided I would chain them, not really an easy task, mainly 
    because of an annoying enemy called Oversoul who will stay right on you 
    refusing to back down and follow you from one area to the next. The 
    Oversoul will also drain your characters MP and cast nasty status effects 
    on them making it extremely hard to chain the Elvorets. You also have to 
    look out for the Zombie Warlocks there that will attempt to cast powerful 
    black magick spells on you.  On top of all that I have Reddas in my party 
    who will attack who he pleases. After many observations I finally figured 
    out the right Gambit combination to use so I can chain the Elvorets 
    Here is the Set up for each character: 
    Vann - Zwill Crossblade, Crystal Shield, Golden Skullcap, Dragon Mail
    Fran - Defender, Golden Skullcap, Maximillion
    Ashe - Zephyr Pole, Golden Skullcap, White Robes
    1   Ally: Fran ~ Arise
    2   Ally: Ashe ~ Arise
    3   Ally: HP < or = 30% ~ Curaga
    4   Self: MP < 10% ~ Charge
    5   Foe: Wind: Weak ~ Attack
    6   Ally: Any ~ Esuna
    7   Self: ~  Haste
    8   Self: ~ Libra
    1   Ally: Vann ~ Raise
    2   Ally: HP < or = 70% ~ Curaga
    3   Ally: Ashe ~ Raise
    4   Ally: Status = Slow ~ Haste
    5   Ally: Any ~ Esuna
    6   Self: MP < 10% ~ Charge
    7   Foe: Wind: Weak ~ Attack
    8   Self: ~ Haste
    1   Ally: Vann ~ Raise
    2   Ally: HP < or = 20% ~ Curaga
    3   Ally: Fran ~ Raise
    4   Ally: Any ~ Esuna
    5   Foe: Wind: Weak ~ Attack
    6   Self: MP < 10% ~ Charge
    7   Self: ~ Haste
    Arise - Raise, Phoenix Down
    Curaga - Cure
    Curaja - Cura
    Foe: Wind: Weak - Foe: Party Leaders Target
    Alright now, the gambits are setup so that the characters will not revive 
    Reddas and they will only attack the Elvorets because they are the only 
    enemies that are weak to wind. There are 5 areas in the Necrohol of Nabudis
    where I stand right now. You are going to want to stay within the 3 middle 
    areas. They are named Cloister of the Distant Song, Cloister of the 
    Highborn, and Hall of the Ivory Covenant. DO NOT wander into the other 2 
    areas. They are called Hall of Effulgent Light and Hall of Slumbering Might 
    they are also the areas that have the exits to the Feywood and the Deadlands.
    Those 2 areas have the Humanoids Bakanamy in them and they will quickly wear 
    down your party when you are chaining, especially if an Oversoul is around 
    you. Also, half of the area, Hall of the Ivory Covenat, has Elvorets in it 
    and then the other half has Baknamy. As soon as you see the Bakanamy in that 
    area turn around and head back. Again you are going to want to stay in 
    those 3 areas, it is very important and it is where all the Elvorets are 
    The weapons I have equipped with Vann and Ashe harness the Wind element so 
    it helps when attacking. Vann will be the main attacker, he can mow them 
    down very quickly with the Zwill Crossblade, Fran is the Healer and a good 
    attacker when she can get some hits in, and Ashe is there for support and 
    will attack and Heal when need it be. 
    You will be fine at first chaining the Elvorets, it will seem like it is 
    no problem, Thatís when the Oversoul will come to get you, Like I said 
    before, he moves from room to room with you, he stays right on top of you 
    the whole time, and you cant kill him or you will break your chain. If he 
    happens to drain your characters MP they will be able to use charge when 
    they need HP for spells. If Frans MP gets low and you see Ashe has a lot 
    more, switch Frans Curaga Gambit from 70% to 20% and switch Ashe's 
    from 20% to 70%. This will make sure everyone is getting healed often, I 
    know 70% is kind of high but trust me, you will need it that high. If you 
    happen to see any of the Zombie Warlocks, use Silence or Silencega on them 
    to stop them from casting there powerful magick. There are also some big 
    golem things called Babil, they are not a problem since you can run right 
    past them and they do not follow. You can also cast Aeroga on the Elvorets 
    but is not recommended unless there are no other enemy types around. You 
    really donít want to break that chain.  Do all of this and you will have a 
    huge chain in no time. Maximillions will start dropping when the chain gets 
    past 50-60 and when the chain gets somewhere around 70-80+ they will drop 
    more frequently. I got the chain up to about 135  within 1 hour or so and 
    got 10 Maximillions. It wouldnít hurt to equip your characters with them as 
    soon as  you get them. 
     <> Harry's Gambit Setup <>
    Credit goes to harrytan99@hotmail.com for sending in this Gambit Setup
    First Group: Vaan, Balthier, Fran 
    Second Group: Basch, Ashe, Penelo 
    [6---Ally:Any---Hastega/Protega/Shellga] Will discuss at below 
    [9---Foe:Character MP<50%---Syphon] 
    [12---Foe:Lowest HP---Attack] 
    Now I'll discuss all the gambit one by one... 
    [1] No need to explain.... Every gambit should have this. 
    [2] If we are having a tough battle, we are no use to cast even Curaja. So 
    prefering Renew is a best choice. 
    [3] No need to explain.... Every gambit should have this. 
    [4] *Use Esuna when you are in a low frequency of getting negative status. 
    *Use Esunaga when you are in a high frequency of getting negative status, 
    such as Cuchulainn battle, etc. 
    [5] Must have this to double HP, if you are equip bubble belt, close this 
    [6] That's why I devide the characters into two groups.
      Vaan and Basch --->Hastega 
      Balthier and Ashe ---> Protectga 
      Fran and Penelo ---> Shellga 
      Then, if Vaan is die, change Vaan to Basch. 
      If Balthier is die, change Balthier to Ashe. 
      If Fran is die, change Fran to Penelo. 
    [7] Close this if you feel there is no need and open it when needed. 
    [8] Close this if you feel there is no need and open it when needed. 
    [9] Using Charge tecnique is dangerous so use Syphon. Note- this gambit is 
    useless when having a boss battle. Change the other gambit for this. 
    [10] Using Curaja because use Raise/Arise/Phoenix Down to undead monsters 
    will IMMUNE to them. 
    [11] I realised that no one flying monster is immune to Death. so yeah.
    [12] Ugh. 
    So that is my permenent gambits. Close which one if you don't need in 
    specified area. 
    Thanks Again to Harry
    IF you have a Unique Gambit Strategy, Go ahead and send it in and 
    I will post it right here in this section.
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    XII.   List of Rare Weapons                                             LORW
    Here I am including a completely new section. RIght now, this new section 
    only includes the Best Weapon for each Weapon Type. Eventually this section
    will include ALL of the weapons available in the game. Now, below you will
    see the Weapons Name, The Weapon Type, Weapon Stats, and how it is obtained.
    If you happen to see Bazaar, then the items following it will have to be 
    SOLD to any Merchant. After the items are sold to any Merchant, the Weapon
    will be available for purchase via a Bazaar Package listed in the Bazaar.
    --- Sword - Attack Power = +99 
    ------ Bazaar - 1x Leshasch Halcyon, 2x Emperor scales, 3x Lifewicks 
    --- Dagger - Attack Power = +80 - Evasion = +5 
    ------ Obtained by defeating the Rare Monster Larva Eater #65 
    Scorpion Tail
    --- Axe/Hammer - Atack Power = +119 - Evasion = +2 
    ------ Bazaar - 4x Scorpio Gem, 3x Wyrm Bone, 3x Charged Gizzard 
    Grand Mace
    --- Mace - Attack Power = +72 
    ------ Obtained by completing the Hunt "Who's The Strongest?" 
    Euclid's Sextant
    --- Measures - Attack Power = +35 - Added Effect = Bubble 
    ------ Obtained by completing the Hunt "Wild Stench" 
    --- Greatsword - AttackPower = +128 - Evasion = 10 - Added Effect = Holy 
    ------ Obtained in the Great Crystal 
    --- Greatsword - Attack Power = +140 - Evasion = +25 
    ------ Bazaar - 3x Empyreal Soul, 3x GEmsteel, 3x Serpentarius 
    Wyrmhero Blade
    --- Greatsword - AttackPower = +130 - Evasion = +50 
    ------ Bazaar - 1x Omega Badge, 1x Shang's Badge, 1x Godslayer's Badge 
    --- Katana - Attack Power = +93 
    ------ Obtained by completing the Hunt "Battle on the Big Bridge" 
    --------- Bazaar - 2x Gemsteel, 3x Orchalcum, 2x Mallet 
    Yagyu Darkblade
    --- Ninja Sword - Attack Power = +80 - Added Effect = Dark 
    ------ Obtained by defeating Rare Monster Bombshell #310 
    Zodiac Spear
    --- Spear - Attack Power = +150 
    ------ Obtained in a special Treasure chest in the Necrohol of Nabudis 
    --------- Obtained in the Henne Mines Phase 2 Dig Area 
    Whale Whisker
    --- Pole - Attack Power = +108 
    ------ Bazaar - 1x Aquaris Gem, 3x Corpse Fly, 3x Mythril 
    Holy Rod
    --- Rod - Attack Power = +53 - Magick Power = +2 - Added Effect = Holy 
    ---Obtained in the Pharos 
    Staff of Magi
    --- Staff - Attack Power = +46 
    ------ Obtained by Stealing from the Rare Monster Luxollid #32 
    --- Bow - Attack Power = +93 
    ------ Bazaar - 3x Sagittarius Gem, 3x Moon Ring, 3x Beastlord Horn 
    --- Crossbow - Attack Power = +76 
    ------ Obtained by Stealing from Rare Monster Pallicant #39 
    --------- Unlock as a Purchasable item from the Rare Hunt Banga boys 
    --- Gun - Attack Power = +50 
    ------ Obtained in the Cerobi Steppe, the Lhusu Mines, and the Pharos 
    --- Handbomb - Attack Power = +85 
    ------ Obtained by Completing the Hunt "Paying for the Past" 
    Artemis Arrows
    --- Ammo - Attack Power = +5 - Added Effect = Earth 
    ------ Bazaar - 3x Gemini Gem, 2x Vampyr Fang, 2x Dorsal Fin 
    Assassin Arrows
    --- Ammo - Attack Power = +3 - Added Effect = KO 
    ------ Obtained by completing the Hunt "Wyrm Wrath's Renewal" 
    Grand Bolts
    --- Ammo - Attack Power = +4 
    ------ Bazaar - 3x Capricorn Gem, 2x Wrath of Gods, 2x Ring Wyrm Liver 
    Windslicer Shot
    --- Ammo - Attack Power = +4 
    ------ Bazaar - 7x Wind Crystal, 5x Silver Liquid, 4x Ring Wyrm Scale 
    --- Ammo - Attack Power - +6
    ------ Bazaar - 3x Bomb Fragment, 2x Frog Oil, 3x Aries Gem 
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    XIII.   FFXII FAQs                                                      FFAQ
       This Section Contains some of the more common Freqeuntly asked in Game 
    Questions. Send in your Questions and I will personally answer them for you
    and if they are informative, they will more than likely end up here in this
    section. Send your Question to JRWriterx2@aol.com, 
    ---Q. My character is Silenced and I cant get it off him/her. Ive tried 
    ------everything possible. I tried using echo Herbs, touching a save Crystal,
    ------and Ive even tried killing them. Still, I cant remove Silence off them.
    ------What is the Problem?
    ---A. I am really sorry but it seems that your chracter is permantly 
    ------silenced, There is nothing you can do. Nah, im only kidding, look at
    ------the stuff your character has equipped. Chances are it is something 
    ------they are wearing  
    ---Q. I am having a hard time with MP, it runs out so quickly, what can I do?
    ---A. If you are having a hard time with MP I suggest getting another 
    ------quickening for your magick casters, this will double the MP Available 
    ------for that character. If you can, even go for 3 quickenings for your 
    ------magick casters, this will triple your available MP. I really have no 
    ------idea where you stand on the License board but If you could at least 
    ------get one additional Quickening for you magick user (assuming you have 
    ------one already) for a total of 2, it will make all the difference. Also, 
    ------Try to find the MP Augments on the License board. They will help 
    ------Restore lost MP in many different ways, and there are also a few to 
    ------lower the MP cost of all your spells. All of these are found in the 
    ------bottom left hand side of the top section on the license board. There 
    ------is also a Technick called Charge which can restore lost MP. You should 
    ------only use it while you dont have enough MP to cast any spells as there 
    ------is a chance it could reduce your MP to 0. When it does work (50% chance)
    ------It only restores a small amount of MP, just enough to cast about 2-4 
    ------spells depending on how much they cost. ITs better than nothing.
    ---Q. Should I be Selling my Loot?
    ---A. Yes, you should definetly be selling ALL of your loot. That is how you
    ------make gil in this game. You really should be selling everything except 
    ------your teleport stones as you will need them to teleport from one 
    ------location to the next, Gyshai Greens as you will need them to ride 
    ------Chocobos, and save one Giant Serpentskin as you will need it for a 
    ------sidequest later on. You want to sell every other Loot you get even if
    ------you dont have that many of them, mainly because when you sell your 
    ------loot it makes items available for sale in the Bazaar. The game keeps
    ------track of all the loot you sell and you dont have to sell it to any
    ------particular merchant, they are all linked together so just SELL SELL
    ------SELL and you will see the Bazaar start fillin up with alot of Hot Deals!
    More FAQs will be listed as they are received.
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    Dont Forget to  Check Back For Updates!!!
    Copyright 2007 PJM's Guides for Games