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    Quickening Guide by Genzen

    Version: 3.0 | Updated: 03/29/08 | Search Guide | Bookmark Guide

    Final Fantasy XII
    Hello and welcome.
    This is my first guide, and it will be a very short one at that.
    The reason I wrote this guide is that I was searching the Internet
    (for various reasons), and I constantly came across people asking
    about how to gain large Quickening Chains, what the difference
    between the levels of Quickenings are etc, and so I decided to
    make a document outlining my findings after quite a large
    amount of experimentation.
    The highest chain I have ever accomplished is 32 (with the
    concurrence of Black Hole) and I frequently get chains in the
    +20 region (usually resulting in Dark Hole, Cataclysm or White
    This guide does try to explain Quickenings and Mist Charges as
    though it was being read by someone with no experience using
    them, though some basic knowledge of the system will most
    likely help you to understand what is being said.
    1. What are Quickenings?
    2. Quickenings List.
    3. Basic Mechanics of a Quickening Chain.
    4. Gaining a High Chain.
    5. Concurrence.
    6. Legal Nonsense
    7. Updates
    1. What are Quickenings?
    Quickenings are the ‘Limit’ for the characters of this game. For
    most people, you will remember how the FFVII characters had
    ‘Limit’ bars, which charged as damage was incurred, or how the
    FFVIII characters had the ‘Limit Break’ command, which could
    be performed by any character in the HP Critical status.
    FFIX players will remember each character having ‘Trance’ bars,
    that was also charged as the characters recieved damage,
    and FFX players will be more than familiar with the ‘Overdrive’
    command, which filled under a variety of different conditions
    chosen by the character.
    As we can see then, each game has had it’s own version of a
    ‘special move’ and FFXII has chosen Quickenings (and
    Summonings, which are not covered in this guide) as it’s
    So back to the original question: what are Quickenings?
    Quickenings are a command that can be found under the ‘Mist’
    menu in the battle menu, and each Quickening expends a certain
    amount of Mist Charges.
    To obtain a Quickening, all you have to do is obtain the license
    for it on the license board. The Quickenings are usually found at
    the edges and the corners of the license board (presumably so
    that you have to gain a decent amount of License Points before
    you can obtain them) and each character can have a maximum of
    three Quickenings.
    Once the license for a Quickening has been learned, that
    Quickening slot is removed from all other character’s license
    boards, which means that only one character can learn a
    Quickening from any specific slot on the license board (note that
    there are enough Quickening slots on the License grid for every
    character to obtain three).
    Each time a character learns a Quickening, they will receive an
    extra Mist Charge. A Mist Charge is basically a second MP bar,
    and can be used for extra MP for ordinary spells, or as an extra
    charge for a Quickening.
    Quickenings have three levels. Once a character has learnt their
    first quickening, they have their version of the level one
    Quickening; they will gain one Mist Charge bar, and this
    Quickening will cost one Mist Charge to perform.
    When this character learns their second Quickening, they have
    their version of the level two Quickening; they will gain another
    Mist Charge bar (total of two) and this Quickening will cost two
    Mist Charges to perform.
    When this character learns their third and final Quickening, they
    will have their version of the level three Quickening; they will
    gain another Mist Charge bar (max total of three) and this
    quickening will cost three Mist Charges to perform.
    To perform a Quickening, all you need is to have at least one
    Mist Charge available, and all you have to do is access the Mist
    option in the battle menu, choose the Quickening option, and
    then choose whichever Quickening you wish to perform.
    I will cover damage of the various Quickenings later, for now
    you should just be advised that it is generally better to start a
    chain with the level one Quickening, even though the level three
    Quickening is more powerful (explained later).
    2. Quickening List.
    Here you will find a list of each character, with their
    corresponding Quickenings and their levels, along with a quick
    explanation of what each one looks like.
    Red Spiral – Level 1
    Vaan performs an uppercut, then some red and blue streaks
    appear under the enemy and form a cone shape before exploding.
    White Whorl – Level 2
    Vaan clasps his hands together (like he is charging the move) and
    then jumps into the air and hurls a huge tornado at the enemy.
    Pyroclasm – Level 3
    Vaan generates a ball of fire in each hand. He then throws one at
    the enemy and waits a little bit before throwing the other one
    with more speed, so that it hits the first one and they explode as
    they collide with the enemy.
    Fires of War – Level 1
    Balthier places one hand out towards the enemy, and various
    balls of fire fly into the enemy and explode.
    Tides of Fate – Level 2
    Balthier performs a kind of hand-jive, which generates a huge
    pentagram around the enemy, and calls forth a huge tidal wave to
    crash onto the enemy.
    Element of Treachery – Level 3
    A big symbol appears under the enemy, and then Balthier, along
    with your two other party members, flies off into the sky, before a
    huge meteorite comes crashing into the enemy.
    Feral Strike – Level 1
    Fran performs a lightening fast punch combo, and the last one
    causes an explosion.
    Whip Kick – Level 2
    Fran jumps into the air, and performs a succession of spinning
    kicks on the enemy, and then she lands and performs a flip kick
    that sends a huge blast of air towards the enemy, causing an
    Shatterheart – Level 3
    This is very similar to the old-school summoning attack of
    ‘Shiva’. Fran sends two huge ice structures towards the enemy,
    and then she causes them to shatter around the enemy.
    Fulminating Darkness – Level 1
    Basch places his hands together and sends a stream of energy
    into the enemy, causing an explosion.
    Ruin Impendent – Level 2
    Basch performs a three punch combo on the enemy, which
    causes the screen to break, and then he charges a final punch
    which shatters the screen and causes something which resembles
    a black hole.
    Flame Purge – Level 3
    Basch summons a huge amount of flaming swords that he fires
    straight into the enemy, impaling it from all sides. Then the
    swords explode.
    Intercession – Level 1
    Penelo dances around and summons some kind of magical light
    to attack the enemy.
    Evanescence – Level 2
    Again, she dances around, except this time the explosion is larger
    and the dance is longer.
    Resplendence – Level 3
    This time, Penelo seems to cause time to stop, as there are falling
    snowflakes that she stops in mid-air, then she runs up to the
    enemy and causes a ripple in time, which causes the enemy to
    Northswain’s Glow – Level 1
    Ashe causes several pillars of light to explode upwards from
    beneath the enemy.
    Heaven’s Wrath – Level 2
    Ashe floats into the air, and then she sends a cascade of
    explosions into the enemy, bombarding it until it explodes.
    Maelstrom’s Bolt – Level 3
    Ashe creates a huge black source of energy behind her, which
    she then unleashes on the enemy, causing a constant stream of
    dark magic to attack the enemy, resulting in a massive explosion.
    By now you can see that the great majority of these moves result
    in an explosion.
    Everybody's Quickenings of the same level are the same power.
    For example, Northswain's Glow has the same power as Red Spiral,
    and Flame Purge has the same power as Element of Treachery.
    The power of the levels is displayed below:
    Level 1 - 90
    Level 2 - 140
    Level 3 - 230
    (source http://www.final-fantasy-12.com/ff12_mists_quickenings.html)
    Although the power of these moves are the same, the damage can
    be quite different, depending on the power of your character.
    If you have a level 10 character perform their level 1 Quickening,
    it will do much less damage than if you have a level 50 character
    do the same.
    3. Basic Mechanics of a Quickening Chain.
    As mentioned before, to perform a Quickening, you must select
    the Mist option from the battle menu and then choose a
    Quickening to perform. When you have selected a Quickening
    (and chosen an appropriate target), the Quickening will be
    performed, however, this alone will do little damage; you must
    chain a succession of Quickenings together to get the desired
    To create a chain, you must pay attention to the bottom right
    hand side of the screen at the beginning of each Quickening.
    When you perform your first Quickening, you must chain a
    second Quickening onto the combo within a certain time limit.
    The time limit is displayed as both a bar, and as a numerical
    value (the bar is so that you can monitor it out of the corner of
    your eye, without having to switch your attention from the
    Quickening commands to the numerical value).
    Above the timer bar, you should see a button for each of the
    characters in your party who have learned at least one Quickening,
    and next to it, you should see a particular command. This
    command will either read “Mist Charge” or it will be the name of
    one of the Quickenings that this character has learned. If it is a
    Quickening (not “Mist Charge”) it will also display the number
    of Charges needed to perform that Quickening. For example, if
    you have Vaan in your party, and you have learned White Whorl,
    it might read: 
    [] White Whorl oo
    This would indicate that the Quickening White Whorl is
    available to be performed, and that it costs two Mist Charges to
    perform. As the button at the beginning is the Square button
    (indicated by []) if you wanted to perform this Quickening, you
    would press the Square button.
    When you choose a Quickening to perform, this freezes the time
    Sometimes, you will see that the commands that are displayed
    are in grey and not white. This is because you have learned that
    particular quickening, but you do not currently have enough Mist
    Charges to perform that Quickening. For example, if choose the
    Quickening Pyroclasm to start the Quickening chain, this will
    use all three of your Mist Charges, and will mean that you won’t
    have any left to perform a second Quickening.
    If however, you were to start the Quickening chain with ‘Red
    Spiral’ you would only use one Mist Charge, which means that, if
    either ‘Red Spiral’ or ‘White Whorl’ were to become available,
    you would have enough charges to perform either one of them.
    If you see the command “Mist Charge” next to a particular
    character, you are being given the change to refill that characters
    Mist Charges up to their maximum level. For example if you
    have learned two Quickenings with Vaan and you are given the
    Mist Charge option, this will refill his charges back to two.
    When you choose the Mist Charge option, the timer will not stop,
    as you haven’t chosen another Quickening to continue the chain;
    you have only refilled a character’s Mist Charges.
    When you have chosen the Mist Charge option, all the options
    will be shuffled, and you will have three brand new options from
    which to choose. These options might be Mist Charges for the other
    two characters, or they might be Quickenings.
    Note that there is always one command for each character, and
    that character will always correspond to the same button within
    the same chain i.e. Vaan will not switch from Square to Triangle
    in the middle of a chain: he will always remain the same button.
    The way the button assignment is determined is dependent on
    whom you have in your party. The person at the top of the party
    list in the battle screen will always correspond with Triangle.
    The person second on the list will always correspond with
    Square, and the bottom person will always correspond with X.
    The Circle button is not used when performing Quickenings.
    Sometimes you will find that all of the options available to you
    are grey. This will either be because you have used all of your
    Mist Charges or because you do not have enough Mist Charges
    to perform any of the Quickenings presented. If this is the
    case, you can press the R2 button to shuffle your options.
    This will give you three brand new options from which to pick;
    however you are not guaranteed to be given an option you can
    perform. Also be aware that the timer does not stop when you
    choose to shuffle, as you still haven’t chosen another Quickening
    to continue the chain.
    To perform a large chain, you must juggle between not using up
    all of your charges, and not using up all of your time.
    Once your time is up, you will perform a Concurrence. This
    is dependent on the length of your chain: the higher the
    chain means a better Concurrence.
    Also note that anyone who performs a Quickening in a chain will
    use all their Mist Charges.
    4. Gaining a Large Chain
    Now that we know how to operate the Quickening screen, we
    can look at how to perform a large chain.
    I (like most others) thought it was a good idea to keep shuffling
    the options at the beginning of the quickening, trying to get as
    many Mist Charges as possible, while the bar/timer was slow.
    You should choose an option as fast as possible, because the
    more time you use in the first round, the less time you have in the
    second round, and the more you use in the second, the less you
    have in the third etc.
    You usually start a Quickening with 5 seconds worth of time
    available to you, and whatever you don’t use is carried on to the
    next round. After each round, the time is replenshed with half of
    the time you used in the previous round. For example, you start
    with five seconds of time in the first round. If you was to use
    Three of these seconds in the first round, this would leave you
    with two seconds, plus the replenishment of half of the time you
    used. Half of three is one and a half, making your total time for
    the next round become two plus one and a half, which amounts to
    three and a half.
    Where TL=Time Left
          TR=Time Remaining from last round
          TU=Time Used in last round
    The way you should do it is to start a chain off with a level one
    Quickening. When the options appear, if Mist Charge is
    available, choose that, and constantly keep pressing that
    character's button over and over (as you know that they will
    definitely be able to perform a quickening because they have just
    replenished all their Mist Charges).
    If you don't get Mist Charge as an option, choose the lowest level
    Quickening available (so as to conserve charges). If the same
    level quickening is available to more than one character, perform
    it with the one who has the least remaining charges (if you can
    remember) so that, if that character gets a Mist Charge, you will
    gain more charges.
    Scenario 1 (The Wrong Way)
    Quickening 1 - Vaan level 1
    Quickening 2 - Fran level 1
    Quickening 3 - Basch level 1
    Scenario 2 (The Right Way)
    Quickening 1 - Vaan Level 1
    Quickening 2 - Vaan Level 1
    Quickening 3 -Vaan Level 1
    Now, when you get to the later stages, you will find that, because
    you saved your time at the beginning, you will now have a lot
    more time available to you, and it is more valuable to you at the
    later stages, because you will have less Mist Charges left.
    When you find that you have just performed a Quickening, and
    none of the options that are available to you can be performed,
    only then should you shuffle the reels.
    If any of the options are a Mist Charge then take it, otherwise
    just choose any option as quick as you can, so as to avoid
    spending too much time on one section.
    Obviously there will be times when you have no charges left and
    you have to shuffle 3-4 times to get a Charge, and sometimes it
    won't give you one, but on the whole, this works for me.
    Just remember to be fast at the beginning, and don't be tempted
    to keep shuffling for the Mist Charges.
    To simplify your thoughts, get into the mentality of doing things
    in this order: 
    1) If a Mist Charge is there then choose it.
    2) If a Mist Charge isn't there, choose the lowest level
    3) If no option is available, shuffle and go back to stage one.
    As for damage, it is simple; the bigger the chain, the more
    damage is done.
    With this in mind, it is easy to understand why we should always
    start the chain with a level one Quickening; simply because it
    conserves charges and allows for a bigger chain.
    To look at it another way, a chain of nine Quickenings that are
    all level one would be more powerful than a chain of three
    Quickenings that are all level three.
    Obviously there will be times when the only option that you can
    choose is a level three Quickening, and in that case you should
    choose it, because it will add a decent amount of damage to your
    chain, and it is better to choose the level three quickening
    straight away, rather that to waste time shuffling the options to
    find a level one Quickening.
    If you stick to the three stages above, you should get the most out
    of your chain.
    Another point to mention is that, if/when you shuffle the reels, even
    whilst the words are still shuffling, you can see what is going to
    become available by looking at the Mist Charges to the right of the
    Quickenings. The moment you press the shuffle button, the Mist
    Charge icons change straight away to the next set of options,
    meaning that while you are waiting for the names of the Quickenings
    to appear, you can be using that time to check the icons
    (Note that 'Mist Charge' has no icons, so be sure to look out for that).
    Once you become confident with this system, you're free to take a more
    level-headed approach after selecting 'Mist Charge'. While your timer
    is still relatively slow-moving, you free to look for a second Mist
    Charge. See, sometimes, you'll be given the option of Mist Charge, and
    you'll obviously take it, and using our current strategy, you would
    then be mashing that character's button in order to select a Quickening
    and freeze the chain. You'll also notice that, when you do this, another
    character was offered the option of a Mist Charge. I've often filled
    all three character's charges in one round. To do this, just don't
    spam-click the recently-charged character's button; wait and see if
    the Mist Charge option appears for either of the other two characters,
    and select it if you see it.
    This is only recommended for those with quick reflexes and plenty of
    experience with performing Quickenings, as you can often waste valuable
    time trying to see if you have another Mist Charge option.
    5. Getting The Most Out Of Your Charges
    So far, we know how to get the most out of a chain, but how about
    getting the most out of out charges?
    At first glance, it would appear that taking as many charges into
    a Quickening would be best, as it gives you a lot of charges with
    which to rack up a high chain. Alas, this is not the case. See, on
    average, with a fully-charged team of three characters, you'll get
    around a twenty chain. Do this with two teams, and you will have
    performed around forty Quickenings and two Concurrences.
    Here's how you go about adding another ten to twenty (sometimes even more)
    Quickenings, along with four extra Concurrences, to your chain.
    Firstly, make sure that all your party members have all their
    Mist Charges fully-charged. Switch out all party members except one.
    Select and perform a Quickening chain with that one character.
    You'll get around five to Ten Quickenings and a Concurrence,
    depending on your luck.
    Next, bring in ONE more party member, and perform a second Quickening
    chain. This means you'll have three initial charges with which to work,
    and two characters that can gain the Mist Charge option.
    You should get around eight to twelve Quickenings, and a Concurrence.
    Next, bring in a third party member, and initiate a third QUickening
    chain. This means you'll have three initial charges with which to work,
    and three characters that can gain the Mist Charge option.
    You should get around ten to fifteen Quickenings and a Concurrence.
    Now, you might be thinking that you'd just switch those three out
    and start again with one character and work up to three, but that'd be
    a waste of potential Mist Charges.
    So, what you do, is switch out ONE of the three already-used
    characters, and bring in one of the three characters who still have
    left some charges. This means you'll have three initial charges
    with which to work, and three characters that can gain the
    Mist Charge option. You should get around ten to fifteen Quickenings
    and a Concurrence.
    Then, switch out a used character and bring in one of the remaining
    unused characters. This means you'll have three initial charges with
    which to work, and three characters that can gain the Mist Charge option.
    You should get around ten to fifteen Quickenings and a Concurrence.
    Lastly, switch out a used character, and bring in the remaining
    Unused character. This means you'll have three initial charges with
    which to work,and three characters that can gain the Mist Charge option.
    You should get around ten to fifteen Quickenings and a Concurrence.
    So, after all of this, let's look at the numbers (note that I will
    take the lowest estimate for each chain, to emphasise the point):
    First chain: 5 Quickenings, 1 Concurrence
    Second chain: 8 Quickenings, 1 Concurrence
    Third Chain: 10 Quickenings, 1 Concurrence
    Fourth Chain: 10 Quickenings, 1 Concurrence
    Fifth Chain: 10 Quickenings, 1 Concurrence
    Sixth Chain; 10 Quickenings, 1 Concurrence
    Total: 53 Quickenings, 6 Concurrences.
    As you can see, even if we take the lower estimates, this method
    will still grant you over ten more Quickenings, and an extra four
    more Concurrences. It also leaves a greater margin for getting
    a lucky streak, where you're given Mist Charge options for several
    consecutive rounds, and also minimises the effect of a 'dud chain',
    where it just fails to give you any Mist Charge options.
    Using this method, it's possible (and quite easy) to beat some of
    the Mob Hunts that are deemed way above your level. Such examples
    are Trickster, which you can fight as soon as you get to Bur Omisace
    (around level twenty), which will be very very tough to handle
    without Quickenings; or the Antlion in the Lhusu Mines, which is
    Usually surrounded by four to six other enemies, all of which will
    be ten to fifteen levels above you (this is also an example of a
    place where you might aim for a high-levelled Concurrence, so as to
    clear out his litle friends).
    Also note that, by using this method, you'll be able to clear out a
    swarm of enemies (again, think of the Antlion Mob Hunt as an example)
    much easier, as you'll perform a total of six Concurrences. Even if all
    Six are Inferno, you're still going to inflict around 20k-30k worth
    of area damage, as well as take out a huge chunk of the targetted
    enemy's HP.
    6. Concurrence
    As mentioned before, when the timer has run out, your characters
    will perform a concurrence.
    Following further investigation, and with information from outside
    sources (mentioned below) I can now explain how the
    Concurrence performed is determined.
    *All Concurrences have a specific condition that is required to be
    fulfilled in order for it to be performed, and this condition is the
    amount of each Quickening level performed in that chain.
    For example, if you perform five level 1 Quickenings
    and three level 2 Quickenings, you will definitely get Torrent.
    The following table contains the requirements:
    Concurrence    -  Quickening Level  -        Amount  -
    Inferno        -    Level 1         -       3 Times  -
    Cataclysm      -    Level 1         -       8 Times  -
    Torrent        -    Level 2         -       3 Times  -
    Wind Burst     -    Level 2         -       6 Times  -
    Whiteout       -    Level 3         -       5 Times  -
    *Ark Blast     -    Level 1/2/3     -    2 Times Each- 
    *Luminescence  -    Level 1/2/3     -    3 Times Each-
    *Black Hole    -    Level 1/2/3     -    4 Times Each-
    *Means you have to perform a leve1 1, level 2 and a
    level 3 in the amounts stated*
    For example, Ark Blast requires you to do a level 1
    Quickening two times, a level 2 Quickening two times
    and a level 3 Quickening two times.
    The Concurrences are listed based on priority.
    For example, even if you get eight level 1 Quickenings,
    if you do three level 2 Quickenings (resulting in an 11
    hit combo), you will get Torrent as a Concurrence,
    not Cataclysm.
    The priority is always with the Concurrence lowest
    down on the list.
    If the conditions are fulfilled for Black Hole, then Black
    Hole will always be performed, regardless of how ever
    many other conditions you may have fulfilled, as Black
    Hole has priority over all other Quickenings.
    If the conditions for Luminescene are fulfilled, then
    Luminescence will always be performed unless the conditions
    for Black Hole have also been fulfilled, as Luminescence
    has priority over all other Quickenings except Black Hole.
    (Credit here to Stephen Martin, Tyrel Yuen, Alex Jones,
    James Burkhardt and Vaan Ratsbane)
    Although each of the concurrences lends itself to an
    element, like Inferno obviously being fire, they actually deal
    non-elemental physical damage. This is so that you don't end up
    healing the enemy if it absorbed that particular element
    (which would be kind of unfair as you don’t have total control
    over which move it performs).
    The element simply indicates how powerful the
    concurrence is, the more basic the element, the less powerful
    the concurrence. For example, the Fire element is the most
    basic of the elements, and in most FF games, it is the first
    element magic (and usually the first magic at all) that you can
    learn, whereas something like Dark element, or Holy element is
    much more advanced, costing more MP, dealing more damage
    and being attainable only at a later stage of the game.
    Also note that Concurrences deal area damage, so sometimes
    you might want to aim for a better Concurrence, even if it means
    getting a smaller chain.
    The reason you might want to do this is if you have activated
    a Quickening because you have been over run by 5-6 enemies
    (can happen in the Pharos and in the last areas of the Henne
    See, when you are surrounded by five or six Lv60 enemies,
    you can often find yourself in the tedious cycle of
    revive - heal - die, never really managing to deal any damage
    to the enemy.
    For this reason, you might want to unleash a Quickening,
    but remember that you're not really trying to deal massive damage
    to any one particular enemy, more trying to deal a decent
    amount of damage to all enemies.
    In this situation, you might want to take note of which
    Quickenings you are performing, because getting a 25
    chain of level one Quickenings is only going to yield
    the Inferno Concurrence, whereas even with a chain of
    only 10 or so Quickenings could easily yield a Concurrence
    with more potency, such as White Out or Ark Blast.
    My recommendations in that situation would be to aim for
    either Ark Blast or Wind Burst, for the reasons discussed
    Ark Blast
    The reason I would aim for this is that it only requires a total
    of 6 Quickenings, and is rather high on the damage scale.
    It also allows for a variety of different level Quickenings,
    so you can usually use one of the options made available to
    your advantage, and you shouldn't find yourself endlessly
    cycling throught the options trying to get a level 3 Quickening,
    as you maybe would do if you were looking to perform
    something like White Out.
    Another reason is that, once you have fulfilled the criteria for
    Ark Blast, you can easily try to upgrade it to an even more
    powerful Concurrence by simply adding another Quickening
    of each level, further increasing the damage.
    The reason I might aim for this Concurrence is that again it
    only requires six Quickenings, and you don't need any level
    3 Quickenings to perform it.
    It is usually best to aim for this one if your MP is somewhat
    deminished when you activate the Quickening chain, as you
    won't need any level 3 Quickenings, and so you will have more
    chance of completing the criteria.
    Another reason why this is sometimes the best choice is that, if
    you don't manage to fulfill the criteria, you will at least be able to
    fall back on the Torrent Quickening, as opposed to having to
    settle for Inferno, or sometimes not even acheiving anything.
    Ultimately the choices are up to you, and you should try to make
    your own judgements based on how much MP you have, what
    options you are given at the start, and exactly how much damage
    you need to inflict to dig yourself out of the situation.
    The more priority a Concurrence has, the more damage it will
    Here is a list of the Concurrences along with their power:
    Inferno - 90
    Cataclysm - 110
    Torrent - 130
    Windburst - 155
    Ark Blast - 175
    Luminescence - 205
    White Out - 215
    Black Hole - 253
    (source http://www.final-fantasy-12.com/ff12_mists_quickenings.html)
    Again, they are all non-elemental damage, and as you can see,
    the damage increases as you get further down the priority list.
    Well, that’s all folks.
    I hope this has been of some use to people, and any
    comments/suggestions/feedback (good or bad) is greatly
    appreciated, and any additional information provided will be
    included in the guide with the relevant credit.
    Get in touch at ebayaccountebayaccount@hotmail.com
    7. Legal Nonsense
    All work (unless otherwise stated) is copyright to me, Shaun
    Arnett, and all rights remain mine.
    This may be not be reproduced under any circumstances except
    for personal, private use. It may not be placed on any web site or
    otherwise distributed publicly without advance written
    permission. Use of this guide on any other web site or as a part of
    any public display is strictly prohibited, and a violation of
    All trademarks and copyrights contained in this document are
    owned by their respective trademark and copyright holders.
    Contact can be made at ebayaccountebayaccount@hotmail.com
    Copyright 2006 Shaun Arnett
    8. Updates
    Update - 07/12/06
    Renamed 'Finishing moves' to the more accurate 'Concurrence'.
    Update - 08/12/06
    More info on Concurrence determination and a detailed list of
    peformance requirements for Concurrences received and added
    (credit to Stephen Martin, Tyrel Yuen et al).
    Power levels added to Quickening description, and powe levels
    added to Concurrence explaination.
    Various other small amendments.
    Update - 14/01/07
    Added the formatted version of the Concurrence requirements
    (Thanks to Adam M)
    Added Extra info on aiming for a better Concurrences
    (Thanks to James B and PsiBlade42)
    Added info on using the Mist Charge Icons during Quickenings
    (Thanks to Lai Yang)
    Update - 28/03/08
    Added Section Five.

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