The Zodiac Spear - FF12's infamous ultimate weapon
On this page we'll detail them and how to get them. The weapons are spread across every weapon class in the game, giving every character and every job something to do.
While the Zodiac Spear remains the absolute best weapon in the game, the new weapon set, dubbed the FINAL FANTASY weapon set in the International Zodiac Job System, is amazing. One of the major areas where the game was changed was in its weapons - all-new ultimate weapons were added to the game, and they're pretty powerful and are found in all-new ways compared to the previous ultimate weapons from the original version of FF12. It ain’t cheap.Final Fantasy XII: The Zodiac Age is ultimately the same game as Final Fantasy XII at its very core, but many of the changes made in the International Zodiac Job System version of that game go a long way to making it feel pretty different.
Any way you slice it, you’re looking at around $100 to start. The GM client at $39 isn’t bad, but don’t forget that you’ll need to buy rulesets, and players will need to invest in client software, too.
Prices start at $24 just to get in the door as a player and balloon to an astonishing $149 for the highly polished Ultimate edition, which allows unlimited connections with demo clients as full players and includes rulesets and other content. This stability and popularity will cost you, however. The forums are filled with active players looking to fill slots for their public games and discussing various aspects of the suite.įantasy Grounds II supports many popular rulesets, along with a few obscure classics, including Rolemaster. This no doubt contributes to another advantage for FGII: its enormous player community. It takes just a few ruined nights of gaming or lost campaign creation to appreciate just how vital reliability is. I experienced not a single glitch in week of testing. Shaky foundations aren’t the most confidence-inspiring places to pour months of gameplay time and creative work, and this is one place that FGII shines: it’s as solid as dungeon stone. Popular competitors like Gametable and Battlegrounds each have various bug problems that occasionally interrupt or terminate gameplay. This drains enthusiasm from the subsequent proceedings in ways that more nimble and lushly featured products avoid.įantasy Grounds II does have an ace up its sleeve, however, and that is stability. Sure, you’re spending the day with things you enjoy, but it’s work nevertheless. Extended campaign creation sessions can feel like reorganizing your favorite bookshelf by size and color. The results are often impressive, but so is the time required to prepare them. The video tutorials provided on Fantasy Grounds’ website are quite helpful, but run over two hours when viewed together, which should give you an idea of the breadth of the task that awaits the inexperienced user. Character records, story events, area descriptions, items of note, maps, tokens and other details must all be entered into various integrated databases for use during play time.
Roughly a dozen rule sets are supported, including Chaosium, Rolemaster, and Savage Worlds, along with the ubiquitous Dungeons and Dragons (3.5 and 4 th editions), and more are available unofficially from the player community.Ĭreating campaigns is a pleasant but deliberate process, and you must resign yourself to the cold truth that you won’t be starting the night you install FGII, no matter how hardcore a GM you may be.
For example, using FGII, Call of Cthulhu games appear and in many ways play differently enough from D&D that it looks like your campaigns are running on separate products. These dramatically change your experience, depending on which rules you run. These aren’t just macros or add-on jpeg title images they’re full skins and script sets for the package based around the theme of the game you are playing. When creating a campaign, you are presented with a list of rulesets. This is the first place where Fantasy Grounds diverges from its competitors. Fantasy Grounds II (FGII) sports a full-featured shared whiteboard, but that’s only part of a larger system designed to tell tales in a different, more traditional way, with the focus on the narrative rather than the graph paper.įiring up the GM client takes you to the campaign load screen where you can create, host, or join a game, and manage characters. Most suites made to run-pen-and-paper RPGs over the internet focus on the shared whiteboard model, where the GM and players use an interactive map to move characters, NPCs, and objects around as the story or player decisions dictate. Fantasy Grounds II takes a different approach to virtual tabletop gaming.