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Shemhazai (Fran is a bunny-girl and Shhemhazai is a horse-girl - I'm not too attached to this pairing) Cúchulainn (Yeah, I know, but Balthier is the only member of the party with anything resembling venal motives) Zeromus (Basch is the good twin to an evil Judge, Zeromus is basically an evil Judge in Esper form) Ultima (I can't give Ashe both Ultima and Zodiark, and Penelo is the game's second most powerful magic-user) Adramelech (I find an aesthetic match between a lightning-punching dragon and Vaan's metal gauntlets for some reason) Zodiark, Keeper of Precepts(3 Fire, Non-Element) Chaos, Walker of the Wheel (3 All-Element)
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Centaur Death Goddess (Instant death spells) Omnipotent Divine Force (Fire and non-elemental) Death Angel with Captive Shamaness (Instant death spells) All-Element Ahrat (Elements targeted at enemy weaknesses) Underworld God with Captive Ice Goddess (Ice) In the Esper entries, first line under name is description followed by parenthesesed power summary, second line is the name of the scion of light described as opposing that esper, and third line is where the esper is in the power tile grid thingy. Espers are divided into three levels, according to how many mist charges they cost to summon I figure that's a useful sorting algorithm and Ashe should get a level 1, a level 2, and a level 3, and everyone else should get a weak one and a strong one.īelow are my quick notes on Esper characterization based on their lovely descriptions in the FFXII strategy guide, which I've had forever, as well as my work so far. Obviously to me, Ashe gets three, on account of being the Occuria's chosen to reestablish the bloodline of the Dynast-King and crush the nations of the world beneath her thigh-high boots. Obviously this means one character gets three of them, and every other character gets two. The game has six characters and thirteen Espers. I never got around to finishing it last time - I got to the Pharos and Ridiera or whatever it's called and then got distracted by shiny objects.
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