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 Summoning

Party members who join you in a battle are group leaders, and up to five of them can join a mission. A group is made up of a leader and the espers under his or her control (up to 8 per leader).

Summoning gates are portals that open up to the World of Illusion, and enable their controller to summon Espers. A summoning gate must be controlled in order to use it; blue gates are ones that you control, red are controlled by your enemy, and colorless gates are neutral and have not yet been captured. A group leader can be moved to a neutral or enemy's gate to capture it. Moving onto a blue summoning gate will bring up the Summon, Fortify Espers and Que commands.

Choose summon and then choose the group to which the Esper will be assigned, then choose which Esper to summon. Touching the summon command repeatedly will summon the previously selected Esper. Que will show the espers being summoned through the gate, and touching an Esper twice in the que will cancel it's summon. Fortify Esper will temporarily raise the level of all summoned Espers. This can be done a maxiumum of five times. Each fortification requires more AP, and each fortification uses an extra unit of AP (first uses one, second two, third three, fourth four and fifth five).Some Espers use magick and abilities. A list can be found on the status screen, and selecting an esper will bring up the Magicks/Abilities command. The dismiss command will return the esper to the World of Illusion.

The party's Affinity is the total of each group leader's Affinitiy. If the bar is full you can't summon any more Espers. Controlling higher-ranked Espers costs more Affinity, which is it's summoning cost. When one falls or is dismissed, the Affinity becomes available again after a short time. Summoning a particular esper requires a pact. Forging a pact requires an amount of auracite equal to it's rank.