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  1. II is the third album from the band Espers. It was their first to be released on Drag City. The song "Children of Stone" was later covered by Marianne Faithfull on her 2008 album Easy Come, Easy Go .

    • Overview
    • Story
    • List of Espers
    • Gameplay
    • Musical themes
    • Other appearances
    • Other media
    • Behind the scenes
    • Etymology

    November 2014

    Espers (召喚獣, Shōkanjū?, lit. Summoned Beasts) in Final Fantasy XII are powerful beings created by the Occuria. The Espers that join the player's side are those spurned by their creators; twelve for having rebelled, and a thirteenth for being too powerful. Most of the Espers are based on the Lucavi in Final Fantasy Tactics or other past bosses of previous Final Fantasy games.

    Five Espers first appeared as Totema in Final Fantasy Tactics Advance, and all but two reappear in Final Fantasy XII: Revenant Wings as Yarhi. Lastly, all Espers return in Final Fantasy Tactics A2: Grimoire of the Rift as Scions. Recruiting every Esper in Final Fantasy XII adds Belias's sprite in the Sky Pirate's Den and awards the "High Summoner" trophy/achievement in The Zodiac Age.

    For videos, see Esper (Final Fantasy XII)/Videos

    Spoiler warning: Plot and/or ending details follow.

    The scions that would become the Espers were created by the Occuria. While the exact number is never revealed, there are at least 24 scions, with each zodiac sign having a light and dark representative.

    Proud of her power and status, and believing herself superior to her creators, the highest ranking Esper, Ultima, rose up against the gods. Rallying the scions of darkness, the Espers attacked their creators, but even with their combined force, the twelve Espers were defeated and banished to the darkest reaches of Ivalice. Sealed in the Mist, they could only walk among mortals if called by a summoner via their glyphs.

    A thirteenth scion, Zodiark, was bound by the gods for fear of his power. Unlike the rest of his brethren, he is not known to have harbored rebellious desire. It is unknown how long the Espers have been sealed away, but since Dynast-King Raithwall possessed the glyph of Belias, it is thought they have been sealed away at least since the era of the Dynast King.

    Ashe's party comes to the Tomb of Raithwall seeking the Dawn Shard to prove Ashe's royal lineage. She enlists the help of sky pirate Balthier with promises of the Dynast-King's treasure. Before the party reaches the Dawn Shard's chamber, they enter an area thick in Mist and Belias attacks the party. Defeated, the Esper yields and lends its power to the victors, but Balthier is disappointed in learning Raithwall's treasure was an Esper rather than something of monetary value.

    The party gradually finds more Espers in places thick in Mist, such as the Zertinan Caverns, Garamsythe Waterway and Necrohol of Nabudis. Many Espers guard locations associated with the Occuria, such as Mateus in the Stilshrine of Miriam where the Occurian-forged Sword of Kings is hidden away, Shemhazai guarding the area within the Great Crystal where a waystone to the Occurian realm lies, and Hashmal in the Pharos, built by the Occuria to house the Sun-Cryst. On the party's way to Giruvegan, they must summon Belias to open the gate to the Occurian city.

    Scions of Light and Darkness

    The following is a list of scions and their associated zodiac signs and element. It is never stated if Ultima and Zodiark are the Scions of Darkness or of Light, but in any case, the Scions of Light are only mentioned and never actually seen in-game.

    Level One Espers

    Level 1 Espers require a single Mist Gauge to summon.

    Level Two Espers

    Level 2 Espers require two Mist Gauges to summon.

    Obtaining

    Espers must be defeated in battle to obtain them. They will attack the party as soon as they arrive in the area they reside in, often preventing the player from leaving until they are defeated. Espers are some of the toughest bosses, and some of the battles have handicaps that seal some of the party's abilities. As all Espers in the game are of the Dark scion, some are flanked by undead. Once an Esper is obtained, they appear on the License Board, and any character can purchase its license; once one has bought the Esper's license, it disappears from everybody else's boards. In the Zodiac versions, Esper licenses can be used to reach otherwise inaccessible licenses on jobs' License Boards, thus giving more of an element of strategy as to whom to assign the Esper to. These licenses are isolated from the rest of the board, and if the Esper that unlocks them is assigned to another player, they are in some cases rendered permanently inaccessible. Some, however, can be unlocked by more than one Esper and, in some cases, be unlocked by the License Board for the character's other job. In the latest versions of The Zodiac Age, the player can change their License Boards, thereby having their accumulated LP refunded, and all of their licenses, including Espers, reset.

    Summoning

    The party member who has an Esper's license can summon it by expending a number of Mist Gauges. Summoning an Esper is similar to using a Quickening; Lv1 Espers take one gauge to summon, whereas the Lv3 Espers take all three. The option to use Quickenings is not available while an Esper is summoned. Summoning an Esper is instantaneous in the remastered version but shows a brief animation in the original, and all other party members will temporarily disappear. The normal background music is replaced by the Esper's battle music as long as the Esper is present. An Esper's level is identical to its summoner's, though Espers have fixed Attack, Defense and Magick Resist stats, as if wearing their own equipment. Espers also cannot trigger traps. Each summon lasts up to one minute and thirty seconds, but may also end when either the summoner or the Esper dies, the Esper uses its ultimate attack or is dismissed, or when traveling via gate crystal or airship. The Espers' ultimate attacks are area-effect attacks that target the nearest visible enemy. Espers have their own gambits, which the player cannot modify. In this sense, Espers work much like guests. In the Zodiac versions, summons last a maximum of four minutes and ten seconds, and the player can directly control them and toggle their gambits on and off, although they still cannot modify them. Espers can have abilities without corresponding gambits, meaning that they must be used manually by the player. Espers can also use items, but have no animations for them. Espers never deal hit combos or critical hits, but they can hit flying targets. They are immune to almost all status ailments, which can give a strategic advantage against enemies that inflict them, as enemies also tend to focus their attacks on Espers. In the original version, Espers can cast magicks even without MP, meaning the player can syphon their MP freely. The dead character glitch can be triggered if a character dies during an Esper's dismiss animation.

    Stats

    Espers share their level with their summoner, and thus their stats grow (see individual Esper articles for stat lists). Esper stats are improved in the International Zodiac Job System version, and in The Zodiac Age, the HP values of Lv1 Espers are doubled, while the HP values for Lv2 and Lv3 Espers are tripled.

    Main article: Battle with an Esper

    "Battle with an Esper" from

    https://finalfantasy.fandom.com/wiki/File:FFXII_Esper_Battle.ogg

    Battles against Espers are accompanied with "Battle with an Esper", composed by Hitoshi Sakimoto. The Zodiac Age has a reorchestrated version of it.

    "The Esper" from

    https://finalfantasy.fandom.com/wiki/File:Esper.ogg

    Final Fantasy XII manga

    The Esper's glyph marks itself on the summoner's body as a sign of its servitude to them. Ashe's group enters the Tomb of Raithwall and to Belias's chamber and Basch, Vossler, Fran and Balthier battle Belias while Ashe, Vaan and Penelo try to enter the door the Esper was guarding to get the Dawn Shard. Vaan wishes to assist in fighting Belias, but Ashe tells him their mission to retrieve the Dawn Shard takes priority. Vaan is displeased with Ashe's attitude towards power and her friends, and leaves her to retrieve the nethicite herself. Ashe returns to protect Vaan before Belias can strike him down, and the group defeats it, Belias's glyph marking the back of Ashe's hand. The group is captured to Ghis's Dreadnought Leviathan where Ashe enters a trance-like state and summons Belias against Ghis. As the Dawn Shard's reaction causes a chain of system failures and explosions through the airship, Ashe awakens from her trance and sees her arm where Belias's glyph appeared has grown bulbous and deformed. She dismisses Belias, causing her arm to be cut to a stump below the elbow.

    Final Fantasy XII: Revenant Wings

    Main article: Esper (Revenant Wings) Most of the Espers return and the party must unlock them on the Ring of Pacts to summon them; most must be defeated as bosses before they appear on the ring, and grant Quickenings to the party members upon being defeated. The only Espers not to return are Adrammelech and Zeromus. The returning Espers are level 3 Espers, meaning only one can be summoned at a time, apart from the sole level 2 Cúchulainn. The Espers appear alongside series staple summons like Bahamut and Odin. Zeromus and Adrammelech are the only Espers that do not appear.

    Dissidia 012 Final Fantasy

    Among the new summons added are Ultima and Zalera from Final Fantasy XII. Ultima's Eschaton grants Stage Bravery to the player after being struck by a EX Break or Assist Break for a short period of time, and she can be purchased at the special Moogle Shop at Cornelia for 150 KP as a limited offer after earning 1,800 KP total. Zalera is bought from a Moogle Shop in the northwestern continent for 120 KP. When equipped, his Condemnation will activate once the enemy has 9999 BRV and instantly inflicts Break status on them.

    Members of the Ascians in Final Fantasy XIV, who worship Zodiark, are named after the Scions of Light mentioned in the Espers' profile. Additionally, the sigils that appear when they channel magic resemble the inverted sigils of the respective Espers.

    was the first game where the summons are more like playable party members than plain special attacks, and this trend continues in Final Fantasy XII. Whereas in previous Final Fantasy games summons are "good monsters" that fight alongside the player's party, the summons in Final Fantasy XII are the demons of Final Fantasy Tactics. Instead of the summons being automatically good, the developers wanted it to be ambiguous whether the Espers fight for the party or if the party fights for them. Instead of being characterized like pets, the Espers are depicted as entities with minds of their own.

    The freely traversed environment set its own challenges for recreating that in Final Fantasy XII, and in the end the developers did not have enough time to perfect the system until the International version where Espers become fully controllable rather than following an AI.

    [view · edit · purge]In fiction, an esper (stylized as ESPer) is an individual capable of telepathy and other similar paranormal abilities. The term was apparently coined in this sense by Alfred Bester in his 1950 short story "Oddy and Id" and is derived from the abbreviation ESP for extrasensory perception. [view · edit · purge]"Scion" is an uncommon English word that means "descendant or heir to a family" and "guardian".

    Most of the names of the scions have something to do with angels in both Judaism and Christianity. For the etymology of the Scions of Darkness, see their corresponding articles.

    A name with a hidden meaning is Emet-Selch, the scion of light. His title is "The Angel of Truth." "Emet-Selch" in Hebrew means "Your Truth."

    Nabriales, another Scion of Light, is a name of an angel in Jewish mythology. It is pronounced in Hebrew as "Nabriel."

    Fandaniel matches the basic template of angel names in Judaism, as the "-el" suffix in hebrew means "god" and is usually at the end of many angel names, to mark their superior connection to God.

    Some of the Espers take their name after a main antagonist from the first five games in the series:

  2. Godspeed You Black Emperor! Explore the tracklist, credits, statistics, and more for II by Espers. Compare versions and buy on Discogs.

    • (210)
    • Rock
    • 73
    • Folk Rock, Acoustic, Psychedelic Rock
  3. espers.bandcamp.com › album › iiII | Espers

    16 de mar. de 2006 · about. The synth-addict folksters of Espers tried to pull a fast one on you. The LP and CD versions of II have different sequences, resulting in two completely different trips this album can take you on. Just another surprise from the first Drag City band to sell out a planetarium.

  4. Espers. Los Espers son unas criaturas que podrás invocar para que te ayuden en combate y funcionan de manera parecida a los aliados/invitados, solo que en lugar de sumarse al grupo, tomarán el lugar de 2 de tus compañeros, quedando solo quien lo invocó y el propio Esper. Cómo desbloquearlos.

  5. Espers - II Lyrics and Tracklist | Genius. Album. II. Espers. Released 2006. II Tracklist. 1. Dead Queen Lyrics. 2. Widow's Weed Lyrics. 3. Cruel Storm Lyrics. 4. Children of Stone Lyrics....

  6. 25 de ene. de 2018 · This guide will give a quick summary on where to find each of the game's thirteen Espers, as well as information on which nodes they unlock on each of the license boards.