%%%ELEMENTAL AFFINITIES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%elem
Many abilities and a few weapons have one of eight elemental affinities: Fire,
Lightning, Ice, Wind, Earth, Water, Holy, or Dark. By paying attention to
these elemental affinities, you can increase the power of your attacks and
decrease the damage from enemy abilities!
Elemental affinities can increase damage in two ways. First, many monsters are
weak to a particular element. An attack of this element will do DOUBLE its
usual damage! A few pieces of equipment will also make a character weak to an
element.
Second, some equipment "boosts" one or more elements. When you have such an
item equipped, any attacks you use of that element are 25% stronger. This is
in addition to any weakness effect. For example, if Luso has the Gaia Gear
(which Boosts: Earth) equipped, any earth attack he executes does 25% more
damage. The Boost effect does NOT "stack" -- equipping more than one boost for
the same element has no additional effect. For example, equipping both a Flame
Rod and a Japa Mala (both of which boost Fire) is the same as equipping just
the Flame Rod.
Elemental effects can be defended against in three main ways. Some equipment
will HALVE the damage you taken from a given element. Other equipment grants
you IMMUNITY to a particular element, which means that you take NO damage at
all from that element. Finally, some equipment ABSORBS an element, which means
that damage from that element is converted into a HP *gain*. (So, absorbing
water means that a water attack that normally does 200 HP damage will instead
restore 200 HP!) Many monsters also have some innate elemental defenses.
Finally, elemental affinities come into play in a few other ways:
- The Oil status doubles damage received from fire attacks.
- The Float status makes a character immune to earth attacks.
- During a thunderstorm, fire attacks are 25% weaker and lightning attacks are
25% stronger. (A light rain has no effect on elemental damage.)
- During a snowstorm, ice attacks are 25% stronger. Note that there are only
snowstorms during specific story battles and in multiplayer; random battles
in the single-player quest never have snowstorms.
For each of the eight elements, the chart below lists which attacks carry that
element, and what is weak or strong against that element.
---Fire-------------------------------------------------------------------------
ABILITIES WITH FIRE AFFINITY:
Fire [Black Mage, Flame Rod] Nether Ashura [Netherseer]
Fira [Black Mage, Flame Mace] Fire Breath [Holy Dragon, Dragonkin,
Firaga [Black Mage] Red Dragon]
Firaja [Black Mage] Flame Attack [Grenade]
Ifrit [Summoner] Spark [Exploder]
Salamander [Summoner] Breathe Fire [Minotaur, Sekhret]
Will-o'-the-Wisp [Geomancer] Tri-Flame [Greater Hydra, Tiamat]
Magma Surge [Geomancer] Meltdown [Bringer of Order]
Ashura [Skyseer]
WEAPONS WITH FIRE AFFINITY:
Flame Rod [rod] Blaze Gun [gun]
Flame Mace [flail] Flameburst Bomb [bomb]
Boosted by : Flame Rod, Kaiser Shield, Black Robe, Sage's Ring, Japa Mala
Weakness : Skeleton family, Ghost family, Treant family, Blue Dragon, Reaver
Halved by : Ice Shield, Venetian Shield, Reverie Shield, White Robe
Immunity : Minerva Bustier, Automaton
Absorbed by : Flame Shield, Sage's Ring, Bomb family, Red Dragon
Any unit with the Oil status change receives double damage from fire attacks.
After being struck with a fire attack, the Oil status disappears.
During a thunderstorm, damage from fire attacks is decreased by 25%.
---Lightning--------------------------------------------------------------------
ABILITIES WITH LIGHTNING AFFINITY:
Thunder [Black Mage, Thunder Rod] Hell's Wrath [Netherseer]
Thundara [Black Mage] Thunder Breath [Holy Dragon, Dragonkin,
Thundaga [Black Mage, Lightning Bow] Red Dragon, Blue Dragon]
Thundaja [Black Mage] Thunder Anima [Skeleton]
Ramuh [Summoner] Tri-Thunder [Greater Hydra, Tiamat]
Heaven's Wrath [Skyseer]
WEAPONS WITH LIGHTNING AFFINITY:
Coral Sword [sword] Lightning Bow [bow]
Thunder Rod [rod] Gungnir [polearm]
Blaster [gun] Spark Bomb [bomb]
Boosted by : Thunder Rod, Kaiser Shield, Black Robe, Sage's Ring, Japa Mala
Weakness : Ice Shield, Mindflayer family, Automaton
Halved by : Venetian Shield, Reverie Shield, White Robe, Sage's Robe
Immunity : Minerva Bustier, Rubber Suit, Rubber Boots
Absorbed by : Sage's Ring
During a thunderstorm, damage from lightning attacks is increased by 25%. This
is in addition to any increase from Boosts and/or enemy Weaknesses.
---Ice--------------------------------------------------------------------------
ABILITIES WITH ICE AFFINITY:
Blizzard [Black Mage, Ice Rod] Snowstorm [Geomancer]
Blizzara [Black Mage] Ice Breath [Holy Dragon, Dragonkin, Blue
Blizzaga [Black Mage, Icebrand] Dragon]
Blizzaja [Black Mage] Ice Anima [Bonesnatch, Skeletal Fiend]
Shiva [Summoner]
WEAPONS WITH ICE AFFINITY:
Icebrand [sword] Glacial Gun [gun]
Ice Rod [rod] Ice Bow [bow]
Boosted by : Ice Rod, Kaiser Shield, Black Robe, Sage's Ring, Japa Mala
Weakness : Goblin family, Ahriman family, Malboro family, Hydra family,
Red Dragon
Halved by : Flame Shield, Venetian Shield, Reverie Shield, Minerva Bustier,
White Robe, Sage's Robe, Bomb family
Immunity : Automaton, Serpentarius jobs
Absorbed by : Ice Shield, Sage's Ring, Blue Dragon
During a snowstorm, damage from ice attacks is increased by 25%. This is in
addition to any increase from Boosts and/or enemy Weaknesses.
---Wind-------------------------------------------------------------------------
ABILITIES WITH WIND FAMILY:
Wind Slash [Geomancer] Nether Blade [Skyseer]
Sandstorm [Geomancer] Wind Anima [Skeletal Fiend]
Wind Blast [Geomancer] Twister [Behemoth King, Ultima Demon]
Adamantine Blade [Skyseer] Tornado [Bringer of Order]
WEAPONS WITH WIND AFFINITY:
Air Knife [knife] Windslash Bow [bow]
Boosted by : Sage's Ring, Japa Mala
Weakness : Hydra family
Halved by : Reverie Shield, Sage's Robe, Ahriman family, Aevis family
Immunity : Minerva Bustier, Automaton
Absorbed by : Sage's Ring
---Earth------------------------------------------------------------------------
ABILITIES WITH EARTH AFFINITY:
Shockwave [Monk] Impiety [Netherseer]
Titan [Summoner] Earthsplitter [Sekhret]
Tremor [Geomancer] Quake [Bringer of Order]
Divinity [Skyseer]
WEAPONS WITH EARTH AFFINITY:
none
Boosted by : Gaia Gear, Sage's Ring, Japa Mala
Weakness : Panther family, Aevis family
Halved by : Reverie Shield, Minerva Bustier, Sage's Robe
Immunity : Float status, Automaton
Absorbed by : Gaia Gear, Sage's Ring, Treant family
---Water------------------------------------------------------------------------
ABILITIES WITH WATER AFFINITY:
Leviathan [Summoner] Maelstrom [Skyseer]
Torrent [Geomancer] Nether Maelstrom [Netherseer]
Quicksand [Geomancer] Water Anima [Skeleton, Bonesnatch]
WEAPONS WITH WATER AFFINITY:
Snowmelt Bomb [bomb]
Boosted by : Sage's Ring, Japa Mala
Weakness : Flame Shield, Bomb family, Minotaur family
Halved by : Reverie Shield, Minerva Bustier, Sage's Robe
Immunity : nothing
Absorbed by : Sage's Ring, Mindflayer family
---Holy-------------------------------------------------------------------------
ABILITIES WITH HOLY AFFINITY:
Holy [White Mage, Holy Lance] Holy Breath [Dragonkin]
WEAPONS WITH HOLY AFFINITY:
Durandal [knight's sword] Holy Lance [polearm]
Nirvana [staff]
Boosted by : Excalibur, Tynar Rouge, Sage's Ring, Japa Mala
Weakness : Skeleton family, Ghost family
Halved by : Reverie Shield, Minerva Bustier, Sage's Robe
Immunity : Automaton, Archaeodaemon, and Ultima Demon monsters
Absorbed by : Excalibur, Chameleon Robe, Sage's Ring
---Dark-------------------------------------------------------------------------
ABILITIES WITH DARK AFFINITY:
Lich [Summoner] Dark Whisper [Tiamat]
Unholy Sacrifice [Dark Knight] Unholy Darkness [Sorceror, Archaeodaemon,
Ultima Demon]
WEAPONS WITH DARK AFFINITY:
ALL fell swords
Boosted by : Sage's Ring, Japa Mala
Weakness : nothing
Halved by : Reverie Shield, Sage's Robe, Nu Khai Armband
Immunity : Minerva Bustier, Automaton
Absorbed by : Sage's Ring, Skeleton family, Ghost family
%%%WEATHER EFFECTS & IVALICIAN CALENDAR%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%weather
---What Are Weather Effects?----------------------------------------------------
Battles in Final Fantasy Tactics occur under different weather conditions.
It's not a big part of the game, but these different weather conditions do have
a small influence on the battle system. Below, I'll describe the different
weather conditions, and then describe when each can occur.
Weather conditions never change DURING a battle. Whatever weather condition is
present at the start of the battle persists through the whole fight.
The specific weather patterns that you might see depend on which map you're
fighting on.
---GENERAL OUTDOOR MAPS---
This includes most areas in the game -- including ALL overworld random battles,
and many story battles.
In these areas, the weather effects can change in two ways, based on the time
of day and on whether there are any storms.
DAY* NIGHT (screen tinted
dark blue)
--------------------------------------------------------
CLEAR # No special effects Evade rate vs. bows x 1.33
(no rain or light rain)
RAINSTORM Evade rate vs. bows x 1.33 Evade rate vs. bows x 1.80
(heavy rain) Fire damage down 25% Fire damage down 25%
Lightning damage up 25% Lightning damage up 25%
Movement through swamps Movement through swamps
at 1/2 rate (slower) at 1/2 rate (slower)
THUNDERSTORM Evade rate vs. bows x 1.33 Evade rate vs. bows x 1.80
(heavy rain, flashes Fire damage down 25% Fire damage down 25%
of light) Lightning damage up 25% Lightning damage up 25%
Movement through swamps Movement through swamps
at 1/3 rate (slowest) at 1/3 rate (slowest)
* You'll also sometimes see a Twilight battle where the screen is tinted gold.
In gameplay terms, this is the same as a Day battle.
# A light rain is treated the same as a Clear sky. A light rain and a
Rainstorm actually look pretty similar -- the difference is just in how quickly
and frequently the raindrops fall.
As the table above indicates, there are basically 3 categories of weather
effects:
> Nighttime and storms increase the evade rate versus bows and crossbows (by
1.33 or by 1.80 depending on the weather pattern). Other weapon types are
not affected.
Since this effect simply multiplies an EXISTING evade rate, it has NO effect
on attacks with a 0% evade rate (i.e., a 100% hit rate). So, a bow or
crossbow that would have a 100% hit rate can never miss no matter what the
weather conditions are.
This also has no effect on the chance of blocking attacks with Shirahadori
and Archer's Bane, which depend wholly on Bravery and are separate from
evasion.
> Rainstorms and thunderstorms DECREASE the damage dealt all by FIRE-elemental
attacks by 25%, but INCREASE the damage dealt all by LIGHTNING-elemental
attacks by 25%. This effects "stacks" on top of any Boosts or elemental
strengths/weaknesses.
> Rainstorms and thunderstorms slow movement through swamp tiles. Normally,
you can move a number of tiles equal to your Move statistic. However...
> During a RAINSTORM, moving through a Swamp, Marsh, or Poisonous Fen tile
requires TWO Move "points". So, with a Move of 5, you could only move
through 2 Swamp or Poisonous Fen tiles during a rainstorm.
> During a THUNDERSTORM, the penalty is even more severe -- each Swamp,
Marsh, or Poisonous Fen tile requires THREE Move "points".
You can eliminate this movement penalty with the Mystic's Any Weather
movement ability.
Note, though, that only four battlefields have Poisonous Fen, Swamp, or
Marsh tiles: The Siedge Weald, Tchigolith Fenlands, Dorvauldar Marsh, and the
Riovanes Castle Gate. When you're not fighting on these maps, Any Weather is
useless. (Since these are the only 4 maps with swampy tiles, it's only on
these 4 maps that rainstorms and thunderstorms have different effects!)
---SNOWFIELD MAPS---
Battles that take place in a "snowy" area have a different set of possible
weather patterns.
> CLEAR DAY: No special effects.
> LIGHT SNOW (Snow is falling only vertically, with no horizontal movement):
Same as clear day -- no special effects.
> SNOWSTORM (Snow is moving from side to side, as well as vertically): The
damage from ice-elemental attacks INCREASES by 25%. Other elements are
unaffected.
It is ALWAYS daytime on snowfields!
There are NO random battles in snowy areas. Snowstorms can only occur in a few
(optional) story battles and in the multiplayer modes.
---INDOOR MAPS---
There is no weather indoors, and so there are never weather effects :) .
Battles that take place indoors include a number of story battles and the bonus
dungeon. Aside from the bonus dungeon, random battles do not take place
indoors.
Note that even though it's pitch black in the bonus dungeon, the accuracy of
bows and crossbows does not actually decrease :P
---"IGNORE WEATHER"---
As stated above, movement through Swamp and Poisonous Fen tiles is slowed
during a rainstorm or thunderstorm. This penalty can be eliminated by
equipping the Mystic's Ignore Weather movement ability.
Ignore Weather does not change the accuracy penalty to bows and crossbows, nor
the effects on elemental damage.
---When Do Weather Patterns Occur?----------------------------------------------
The above section describes the POSSIBLE weather patterns. This section
describes WHEN those patterns occur.
---STORY BATTLES & RENDEZVOUS MODE---
Each battle has a predetermined weather pattern and there is no randomness
involved. I've noted the weather patterns in the corresponding battle
strategies.
---OVERWORLD RANDOM BATTLES & IVALICIAN CALENDAR---
Outside of Midlight's Deep, weather patterns in random battles are randomly
determined. The type of weather patterns you're likely to encounter depend
on the current date. Some months in the Ivalician calendar (below) are
designated "Dry months" whereas other are designated "Wet months."
Thunderstorms are MUCH more common during Wet months.
Aries 30 days [Mar. 21 to Apr. 19] Dry month
Taurus 31 days [Apr. 20 to May 20] Dry month
Gemini 32 days [May 21 to June 21] Wet month
Cancer 31 days [June 22 to July 22] Wet month
Leo 31 days [July 23 to Aug. 22] Dry month
Virgo 31 days [Aug. 23 to Sep. 22] Dry month
Libra 31 days [Sep. 23 to Oct. 23] Dry month
Scorpio 30 days [Oct. 24 to Nov. 22] Dry month
Sagittarius 30 days [Nov. 23 to Dec. 22] Wet month
Capricorn 28 days [Dec. 23 to Jan. 19] Wet month
Aquarius 30 days [Jan. 20 to Feb. 18] Wet month
Pisces 30 days [Feb. 19 to Mar. 20] Dry month
Below, I've listed the approximate frequencies of each weather kind of pattern
during Dry Months and during Wet Months. Remember that this applies only to
RANDOM battles -- story battles always have a predetermined weather pattern!
WEATHER PATTERN APPROXIMATE FREQUENCY
DRY MONTHS WET MONTHS
Day* - Clear# 55% of the time 25% of the time
Night - Clear# 25% of the time 5% of the time
Day* - Rainstorm 10% of the time 15% of the time
Night - Rainstorm 5% of the time 5% of the time
Day* - Thunderstorm 2.5% of the time 40% of the time
Night - Thunderstorm 2.5% of the time 10% of the time
* Also includes Twilight, which has the same effects as Day.
# Also includes light rain, which has the same effects as Clear.
As you can see, thunderstorms are MUCH more common during the Wet months.
---MIDLIGHT'S DEEP RANDOM BATTLES---
Midlight's Deep is indoors, so there are no weather effects. Despite the
dark environments, the accuracy of bows and crossbows does NOT decrease!
---MELEE MODE---
Weather patterns in Melee Mode are based on the map you choose. It appears
that "random battle" wilderness maps have a random weather pattern, whereas
maps that are only used in story battles have the same weather pattern as the
first story battle at that location.
Below, I've listed maps with special weather effects.
RANDOM WEATHER PATTERN:
Mandalia Plain The Siedge Weald Lenalian Plateau
Araguay Woods Zeirchele Falls Balias Tor
Tchigolith Fenlands Balias Swale Grogh Heights
The Yuguewood Dugeura Pass Finnath Creek
Beddha Sandwaste Mount Germinas Lake Poescas
Zeklaus Desert Fovoham Windflats Dorvauldar Marsh
Mount Bervenia
DAY, RAINSTORM (evade vs. bows x 1.33, fire dmg -25%, lightning dmg +25%):
Brigands' Den
CLEAR NIGHT OR NIGHT, LIGHT RAIN (evade rate vs. bows x 1.33):
Goug Lowtown Lionel Castle Gate Riovanes Castle Gate
Riovanes Castle Roof
SNOWSTORM (ice damage + 25%):
Gollund Colliery Slope Gollund Colliery Ridge
All other maps NEVER have special weather effects.
%%%LEARNING MAGICK FROM BEING HIT%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%hit
A few magicks can be learned from being hit during battle with the magick, in
addition to buying them with JP. In fact, this method is the ONLY way to
acquire Ultima and Zodiark -- see below for more information on these two
magicks.
In order to learn magicks this way, you must meet several requirements:
> The character learning the magick must be in the appropriate job. For
example, you can only learn Blizzaja this way if you're currently a Black
Mage.
> The character must not be KOed or otherwise incapacitated (e.g Stopped)
> The magick must not KO the character when he or she is hit with it
> For healing or offensive magicks, the character must gain or lose at least
1 HP or MP in damage/healing from the magick
> For status change magick, the relevant status change must be bestowed.
> You must be in single-player mode or Rendezvous Mode. Magicks cannot be
learned this way in Melee Mode.
If all these requirements are met, there's a random chance that the character
will learn the magick when he or she is hit by it.
When a magick is learned this way, the cursor will hover briefly over the
character's head to indicate that he or she has acquired the magick. If you
have "Battle Prompts" turned on (under Options), a text box will pop up and
ask you if you want learn the magick. This can make it easier to tell when the
learning process succeeds.
A list of the magicks learnable this way and the chance of learning them per
cast:
MAGICK JOB CHANCE OF LEARNING
Curaja White Mage 40%
Protectja White Mage 10%
Shellja White Mage 10%
Firaja Black Mage 30%
Thundaja Black Mage 30%
Blizzaja Black Mage 30%
Hasteja Time Mage 20%
Slowja Time Mage 20%
Bahamut Summoner 20%
Odin Summoner 20%
Leviathan Summoner 40%
Salamander Summoner 30%
Lich Summoner 20%
Cyclops Summoner 10%
Zodiark Summoner 90% (see "Learning Zodiark" below)
Ultima Squire [Ramza] 100% (see "Learning Ultima" below)
Game Hunter
Cleric
Magicks that are not on the above list *cannot* be learned by being hit with
them.
Only one character can learn a magick this way per cast of the magick.
---TIPS AND TRICKS---
Since summons can only be cast on enemy units, they can only be learned from
enemy Summoners. Other magicks can be learned by having one friendly unit cast
it on another.
Teaching your characters the -ja Black Magicks this way can be particularly
helpful if you're trying to have multiple characters master Black Mage to
unlock Dark Knight.
A trick for learning elemental damage magicks is to have the target equip gear
that absorbs the element in question. For example, you can use the Flame
Shield for Firaja, the Ice Shield for Blizzaja, and the Sage Ring's for any of
the elements. (You'll need to use Equip Shields so that the Black Mage can
equip a shield.) This ensures that the target won't be killed by the magick
when s/he is trying to learn it. In order for this trick to work, you'll need
to gain at least 1 HP from the absorbed magick, so make sure you're not at full
HP to start with. (Equipping gear that CANCELS the damage will also not work;
you need to ABSORB it in order to get any HP change!)
For non-elemental summons, it's wise to reduce your Magick Attack so that you
don't accidentally KO your target! Turn the caster into a fighting job like
Dragoon (which has low Magick Attack) and equip Summon as your secondary Action
Ability. Then, use Rend Magick on your caster during battle to lower his/her
Magick Attack even more!
Curaja is extremely easy to transfer to all your White Mages once one has
learned it. It has a 40% chance of learning and only requires that the
character has some HP restored by it.
---LEARNING ULTIMA---
The Ultima magick is exclusive to Luso's Game Hunter job and Ramza's Chapter IV
Squire job. It can ONLY be learned by having one of these characters be hit
with Ultima while in the appropriate job.
In the main game, the best time to learn this ability is the Limberry Castle
Gate, where Celia and Lettie will cast the spell on you. You can also learn it
from them in the subsequent Limberry Castle Keep, and Luso can also learn it on
the roof of Riovanes Castle at the end of Chapter III. Ultima Demons also cast
Ultima, but more rarely; these appear in the third battle at Limberry Castle
and the third battle at Mullonde Cathedral. There are also some Ultima-casting
enemies in the Nightmares and Brave Story missions in Rendezvous Mode.
If you're trying to learn Ultima from the Ultima Demons, you need to make sure
they have at least 10 MP in order for them to cast Ultima. You can use Ethers
or Chakra to restore the demons' MP if they run short. (This isn't an issue
with Celia or Lettie since Ultima is the *only* magick they can cast.)
Ultima has a 100% learning rate, so if you meet the other conditions, you are
guaranteed to learn Ultima when hit with it.
Once you've acquired the magick, you can have Ramza and Luso cast it on the
other to learn it that way. You can even learn Ultima in Rendezvous Mode by
having one of the other player's characters cast it on you. (Note that only
the "Chapter IV" version of Ramza can learn Ultima.) This is a great way to
still get Ultima in case you miss it during the main quest. Ultima CANNOT be
learned in Melee Mode.
The guest character present in the final battle can also learn Ultima if Ramza
or Luso casts it on her, and all three can learn Ultima from the Ultima Demons
present. You won't be able to save it to your file permanently, however.
---LEARNING ZODIARK---
Zodiark is the strongest summon magick and, like Ultima, it CANNOT be learned
with JP. Any character who is a Summoner can learn Zodiark. In fact, you'll
need to learn Zodiark in order to master the Summoner job!
In the single-player game, there is only a single battle in which you can
acquire Zodiark: the battle against the boss at the end of Midlight's Deep, the
bonus dungeon.
Remember that your Summoner must survive Zodiark in order to learn it. The
easiest way to do this is to use the Mana Shield reaction ability (Time Mage).
For other possible tactics, check the Midlight's Deep walkthrough.
Zodiark only has a 90% learning rate, so there's a chance you might not learn it
even if you fulfill the other conditions.
If you miss Zodiark in the single-player game, the boss also reappears in the
Brave Story mission in Rendezvous Mode.
---TEACHING ZODIARK TO ADDITIONAL CHARACTERS---
After learning Zodiark from the boss, you can also teach it other allies, but
only through a rather roundabout manner. Since you can't cast summons directly
on allies, you'll have to first cast Zodiark onto an enemy Summoner, and then
have the enemy Summoner cast it onto the intended ally.
To avoiding killing the enemy Summoner when you cast Zodiark on him/her, you
first need to lower your Magick Attack. Before the battle, switch your Zodiark
caster to a fighting job that has low Magick Attack. (Dragoon is an especially
good choice.) Equip Summon as your secondary Action Ability. Then, during the
battle, use the Knight's Rend Magick to lower the caster's Magick Attack even
more. That way, you can cast Zodiark on the enemy Summoner without KOing
him/her. (Check the damage preview to make sure.)
Once the enemy summoner has learned Zodiark, you'll have to let them cast it
back on your Summoner so s/he can learn it. Since Zodiark costs 99 MP, you'll
need to make sure the enemy Summoner's MP stays above 99 (using Ethers or
Chakra) or s/he won't ever cast Zodiark back on you.
Alternately, if you KO the enemy Summoner after s/he has learned Zodiark and
let him turn into a crystal, you can also learn Zodiark that way. Of course,
there's no guarantee that the enemy will turn into a crystal (or that the
crystal will contain Zodiark), but this tactic can be good if you're having
trouble getting the enemy Summoner to cast Zodiark.
The Catacombs, The Switchback, and The Interstice are all good places to find
enemy Summoners for this procedure.
OR, you could skip this whole procedure and just run through the Brave Story
mission several times to have multiple characters learn Zodiark from Elidibs
there. :)
%%%ARITHMETICKS CHART%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%arith
The chart below is a quick reference as to which numbers can be targeted by
each multiple when using Arithmeticks. For example, characters at height = 3
will be hit by a Height Multiple of 3 or Height Prime spell, but not Height
Multiple of 4 or 5. You might find this chart handy when using Arithmeticks,
or trying to avoid enemy Arithmeticks attacks.
Remember when targeting based on Height that units in water have decreased
Height; the Depth of the water is subtracted from the Height of the panel.
And, Floating units (including monsters that naturally Float) have a Height that
is 1 GREATER than the panel they're Floating over.
QUICK LIST OF PRIME NUMBERS (ONLY DIVISIBLE BY THEMSELVES AND 1):
2 3 5 7 11 13 17
19 23 29 31 37 41 43
47 53 59 61 67 71 73
79 83 89 97
QUICK LIST OF NUMBERS NOT TARGETABLE:
0 1 14 22 26 34 38
46 49 58 62 74 77 82
86 91 94 98
All fractional height numbers (e.g. height = 2.5)
---FULL ARITHMETICKS CHART---
# MULT.3 MULT.4 MULT.5 PRIME | # MULT.3 MULT.4 MULT.5 PRIME
0 ------------------------------------ | 25 X
1 ------------------------------------ | 26 ----------------------------------
2 X | 27 X
3 X X | 28 X
4 X | 29 X
5 X X | 30 X X
6 X | 31 X
7 X | 32 X
8 X | 33 X
9 X | 34 ----------------------------------
10 X | 35 X
11 X | 36 X X
12 X X | 37 X
13 X | 38 ----------------------------------
14 ----------------------------------- | 39 X
15 X X | 40 X X
16 X | 41 X
17 X | 42 X
18 X | 43 X
19 X | 44 X
20 X X | 45 X X
21 X | 46 ----------------------------------
22 ----------------------------------- | 47 X
23 X | 48 X X
24 X X | 49 ----------------------------------
# MULT.3 MULT.4 MULT.5 PRIME | # MULT.3 MULT.4 MULT.5 PRIME
50 X | 75 X X
51 X | 76 X
52 X | 77 ----------------------------------
53 X | 78 X
54 X | 79 X
55 X | 80 X X
56 X | 81 X
57 X | 82 ----------------------------------
58 ----------------------------------- | 83 X
59 X | 84 X X
60 X X X | 85 X
61 X | 86 ----------------------------------
62 ----------------------------------- | 87 X
63 X | 88 X
64 X | 89 X
65 X | 90 X X
66 X | 91 ----------------------------------
67 X | 92 X
68 X | 93 X
69 X | 94 ----------------------------------
70 X | 95 X
71 X | 96 X X
72 X X | 97 X
73 X | 98 ----------------------------------
74 ----------------------------------- | 99 X
All fractional numbers ----------------------------------
---UNTARGETABLE NUMBERS---
Some numbers, such as 34, can't be hit by ANY Arithmeticks multiple. (These
are numbers that are not prime but do not have 3, 4, or 5 as a factor.) These
numbers are indicated in the table by a solid horizontal line. If you expect to
face enemy Arithmeticians, you can use these numbers to help avoid their
attacks in two ways:
- As long as you stand on tiles with height of 0, 1, or any fractional number
(e.g. 2.5), you cannot be hit by Height-based Arithmeticks.
- If you have level 99 characters, you may want to level them down using a
Degenerator trap (e.g. at Zeklaus Desert) so that they can't be hit by Level
Multiple of 3.
That said, enemy Arithmeticians appear only very rarely. You'll only ever
encounter them on the eighth floor of Midlight's Deep (The Switchback), and in
the "special" random battle at the Lenalian Plateau.
---ALL 9 FEVER---
Once you max out at level 99 and 99 experience, you can easily cast healing or
defensive magicks to your whole party using Level Multiple of 3 or Exp Multiple
of 3. (Of course, you might hit a few enemies too.)
---QUICK SELF-TARGETING---
If you want to make sure Arithmeticks targets yourself (e.g. for healing),
CT Multiple of 4 and CT Multiple of 5 will *always* target the caster since you
always have 100 CT when it's your turn! Of course, they might target other
units as well.
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