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IC #3
Jun 9, 2014 19:18:27 GMT -5
Post by Kefka on Jun 9, 2014 19:18:27 GMT -5
Kefka has two sets of equipment, and the first set of equipment is associated with his first and second set of stats above. He has the Morning Star, Mythril Helm, Mythril Vest, and Ribbon permanently equipped. Kefka's second set of equipment is associated with his third set of stats. He's permanently equipped with a Morning Star, Paladin's Shield, and Ribbon. Just like the other temporary characters in the game, if Kefka is hacked into the player's party they will be unable to remove his equipment. The first set of equipment Kefka uses is during the battles in the Imperial Camp and Cave to the Sealed Gate, the second set is used during his battle against a red palette swap of Ifrit in Thamasa.
Kefka has no battle commands, not even an Attack or Items command. If he's hacked into the party, he'll freeze up the game when his battle turn comes up.
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IC #3
Jun 9, 2014 19:20:06 GMT -5
Post by Kefka on Jun 9, 2014 19:20:06 GMT -5
Kefka fights the party five times including the final battle. In all battles, save for the final one, Kefka flees or uses an illusion of himself to fight. Of the first four fights only the second is winnable — Kefka flees from the first fight after any attack and the third and fourth battles end in cinematic scenes and have no conclusion.
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IC #3
Jun 9, 2014 19:20:30 GMT -5
Post by Lightning on Jun 9, 2014 19:20:30 GMT -5
Timber Winhill Galbadia Garden Deling City Tomb of the Unknown King D-District Prison Missile Base Obel Lake
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IC #3
Jun 9, 2014 19:20:51 GMT -5
Post by Kefka on Jun 9, 2014 19:20:51 GMT -5
"Kefka" plays frequently during the first part of the game and during the party's confrontation with him before the final battle. The theme begins with a light, bouncing beat using wind and string instruments, until the background drumbeats and cymbals become more prominent and the theme becomes louder and more dramatic, perhaps a reflection of Kefka's rise to power or his further descent into insanity.
During the final battle, "Dancing Mad" plays. One of the longest musical scores in the series, depending on how many times each section is repeated, a remix of "Dancing Mad" by The Black Mages runs for just over twelve minutes — other remixes last even longer. The music is divided into four sections, one for each tier of the final battle. The piece includes remixes of "Kefka", as well as themes from throughout the game.
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IC #3
Jun 9, 2014 19:20:54 GMT -5
Post by Lightning on Jun 9, 2014 19:20:54 GMT -5
Galbadia Garden (ガルバディアガーデン, Garubadia Gāden?), also known as G-Garden, is a location in Final Fantasy VIII, situated on the Galbadian continent. It is one of the three Gardens. Martine is its Headmaster and Garden Master, and Irvine trains and lives there. Quistis also spent a brief time at Galbadia Garden taking lessons. Unlike Balamb Garden, Galbadia Garden does not train SeeD, but instead focuses on advancing weapon technology and as a military academy for the nation of Galbadia. The Galbadian installation focuses its training program on technological aspects of combat rather than magic. Unlike Balamb Garden, which attempts to maintain political independence, Galbadia Garden enjoys a close association with the Galbadian government and its military.
Contents[show] StoryEdit Spoiler warning: Plot and/or ending details follow. (Skip section) Seed-galbadia Twelve years before the start of the game, Cid Kramer and his wife, Edea Kramer, founded the first Garden and constructed Balamb Garden on the continent of Balamb. Galbadia Garden was built sometime after. Like Balamb Garden, Galbadia Garden is built atop an ancient Centra structure, which allows the Garden to fly.
Squall Leonhart's SeeD party arrives at Galbadia Garden when the way back to Balamb Garden is blocked off due to the trains having stopped. They run into Fujin and Raijin, who are there to deliver orders from Headmaster Cid. Martine briefs the group on their new orders and sends them on their way to Deling City, the capital of Galbadia, to assassinate Sorceress Edea during her induction ceremony. Martine assigns the Garden's master sharpshooter, Irvine Kinneas, to do the job, with the SeeD there to cover him. Martine wishes to save Galbadia Garden from the sorceress's hands, as he knows she wants to take over his Garden. He uses the group of Balamb Garden SeeDs as a ploy for the sorceress to retaliate against Balamb instead of Galbadia Garden in the case the plan would fail.
After the failed attempt on her life, Sorceress Edea seizes control of the Galbadian government, and claims Galbadia Garden as her main base of operations. She assigns Seifer Almasy as its commander and Martine flees to Fishermans Horizon in disgrace. The Garden is transformed into its mobile form and taken to the Centra continent. A similarly mobile Balamb Garden, now under the command of Squall Leonhart, runs into it on their quest to Edea's Orphanage, and launches a full-scale assault. The Gardens butt heads as their pilots ram the hulls together, tangling the structures. Balamb cadets and SeeD engage Galbadian soldiers in combat while the remaining Galbadian cadets either join their Balamb counterparts or take refuge in empty classrooms.
Galbadia Uniform Galbadia Garden Uniform. Squall's party boards Galbadia Garden and, with the help of Fujin and Raijin, tracks the sorceress and her knight, Seifer Almasy, to the Headmaster's Office. The party defeats Seifer while the sorceress escapes to the Atrium below. The party chases her and engages her in combat. Upon being defeated Edea unknowingly transfers her sorceress power to Rinoa Heartilly, who revives Seifer before falling unconscious. Seifer departs, and Edea's mannerisms change and she addresses Squall and his party with kindness. Confused, the party retreat to Edea's Orphanage to talk things over, where Edea explains she has been possessed by a sorceress from the future, Ultimecia, but her defeat at the SeeD's hands snapped her out of it.
After the Battle of the Gardens Galbadia Garden is never seen again and what becomes of it is unknown. Spoilers end here. LayoutEdit Galbadia Garden's layout is more enclosed than Balamb's; although it retains the basic circular design surrounding a central lobby, main sections are reached by enclosed hallways running around the perimeter rather than accessed through open-air corridors extending out from the center. It has two main floors accessible by stairwells, plus a headmaster's suite on the third story reached only by a special elevator. The first and second floors are accessible to the entire Garden population, while the third floor requires key card access to the elevator.
First Floor:
Galbadia Garden Front Gate Galbadia Garden Front Gate. Front Gate The Front Gate is the main entrance to the Garden. Upon entering the outer part of the gate, visitors travel down a large paved walkway before proceeding to a security checkpoint at the inner gate. SeeD, students, and visitors must present their IDs for inspection in order to pass and enter the inside of the Garden. Galbadia Garden Lobby Garden Lobby. Garden Lobby The front gate entrance leads directly to the lobby. The only access to the rest of the Garden, the lobby is guarded by the powerful Guardian Force Cerberus, who stands watch on a small risen platform at the lobby's center. A Save Point rests by the right of the entrance. The lobby itself forms a perfect circle in which four corridors branch off in the cardinal directions, with the main gate at the southern point.
Draw points: Haste (hidden)
Galbadia Garden Classrooms Classrooms. Classrooms The classrooms are located off various corridors on the first floor, arranged lecture-hall style with desks leading down a slope to a teacher's podium at the bottom. Students are obliged to be present in classes five minutes before the bell rings. Galbadia Garden Fieldhouse Fieldhouse. Fieldhouse The fieldhouse is located off the northern corridor, and is home to a large indoor track as well as what appear to be tennis and basketball courts, reflecting Galbadia Garden's love of sports.
Draw points: Shell
Galbadia Garden Rink Garden Skating Rink. Skating Rink and Locker Room The skating rink is located off the eastern corridor, and sports a large ice arena for the Garden's hockey and skating teams to practice and compete. A locker room is attached for cadets to change and store their equipment.
Draw points: Protect (ice rink, can only be accessed during the Battle of the Gardens), Life (in the locker room).
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IC #3
Jun 9, 2014 19:21:43 GMT -5
Post by Lightning on Jun 9, 2014 19:21:43 GMT -5
Final Fantasy VIII is the eighth installment in the Final Fantasy series. The game is the second Final Fantasy developed for both PlayStation and PC. It was made available as a PSOne Classic over the PlayStation Network in Japan on September 24, 2009, in North America on December 18, 2009 and in Europe on February 4, 2010.
Thirteen weeks after its release, Final Fantasy VIII earned more than $50 million from sales in the United States, making it the fastest selling Final Fantasy title at the time. Additionally, Final Fantasy VIII was voted the 22nd-best game of all time by readers of the Japanese magazine Famitsu. Final Fantasy VIII went on to become one of the best-selling games in the series; the game had shipped 8.15 million copies worldwide as of March 31, 2003.
Final Fantasy VIII is a departure from many traditional series standards. It is the first Final Fantasy game to consistently use realistically proportioned characters, the first to feature a vocal piece as its theme music, and one of the only titles to deviate from the series' traditional means of increasing a character's power via leveling (although levels are not completely abandoned as they were in Final Fantasy II). In addition, it does not have a Magic Point-based system for spell-casting. Instead, magic is collected, drawn, and created from monsters and objects encountered throughout the game, and is used to power up the characters via the Junction System.
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IC #3
Jun 9, 2014 19:21:52 GMT -5
Post by Tidus on Jun 9, 2014 19:21:52 GMT -5
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Final Fantasy Glossary glos·sa·ry / n. List defining technical or special words. [L, rel. to GLOSS]
Many terms and plot elements are used throughout the games which some people just can't get straight. Here's an attempt at cataloguing them. Note that until FF5, most plots are so simple they don't need to be expanded on here.
General Terms
Adamant (1, 4, 5) A very tough metal which is usually utilized in the making of the sword Excalibur. In 5, the Adamantium metal is the material which powers the meteors (the ones that travel between the First and Second Worlds). Clan (12, 12RW, TA, TA2) In TA and TA2, a multipurpose organization more like a clique, which has to keep up its clan rank and fight with other clans for supremacy and control of turf. In 12RW, basically just a name for Vaan's group of sky pirates. Slightly different in 12: CP: A group formed for the main purpose of driving beasts and fiends from civilized areas, called to action in particularly bad cases, when individuals and town watches are not deemed equal to the task. Able to react more swiftly than equivalent military units, the clans are used by many smaller municipalities as rapid-response peacekeepers. As a result, few clans' activities need heed the boundaries between territories, and they move freely across wastes and sacred lands alike. Clans exist throughout Ivalice, the majority of them being quite small. Still, of those clans operating in the largest cities, many have earned a name for themselves through their accomplishments. Clan Diatroma of Bhujerba and Clan Buckaboo of Balfonheim Port are some of the more famous regional clans. Of late, a young clan in Dalmasca by the name of Clan Centurio has become a household name. Along the Phon Coast, bands of hunters fulfil the role of clans, hunting local monsters and keeping the peace. Crystals (1, 3, 4, 5, 9, 12, MQ, TA, Anime), Orbs (1n) Quintessential plot element. There are four basic Crystals, derived from the four Elements (fire, water, wind, earth). Each one usually has some power over its particular element; if the Crystal is destroyed or captured, its power suffers (e.g., if the Water Crystal is destroyed, the rivers might dry up). In FF3 and FF5, the Crystals gave more available Jobs to the Heroes when they rescued them. In FFMQ, there's a fifth Crystal, that of Light, which takes the form of an enigmatic old man. In FF4, they go a bit overboard with a total of 16 Crystals: 8 Light Crystals of the Earth (four of the overworld, four of the underworld), and 8 Dark Crystals of the Moon. The Anime also mentions the Crystals (the same ones used in FF5) but the only one we ever see is the Wind Crystal. In FF9, the Crystal is revealed to be the origin of all life; it also has some sort of connection with eidolons. Mirroring the four-elemental Crystals, we have four Mirrors and four pieces of the crystal that summons Alexander: The Falcon Claw (Wind?), Desert Star (Earth?), Silver Pendant (Water?), and Memory Earring (Fire?). FF12 has save crystals which look quite similar to the familiar crystal shape. In FFTA there were five Crystals, one per Totema, and they anchored the fictional Ivalice to reality. Orbs from 1, art of Orb from 1, Crystal from 3, 4, MQ, 5, and TA. Emperor (4), Fiend (1), Chaos (9) Basically a super-bad guy who is assosciated with one of the four Elementals (fire, earth, water, wind). In 1 the Fiends (Lich, Kary, Kraken, and Tiamat) were holding the Orbs hostage; in 4, the Emperors (Milon, Cagnazzo, Valvalis, and Rubicant) were Golbez's stooges. The Fiends return as Chaoses in 9 to guard the land of Memoria. The four Emperors from 4 are named after characters in the ancient work "Dante's Inferno". Note that "fiend" in FF10 is generically used to refer to monsters. Gil, GP (all) Gil is the unit of currency in all FF games. The translated versions of FF1, 4, and 6 all changed this into GP for unknown reasons (probably because "gold pieces" were more in vogue at the time). However, in 7 this became impossible because the Gold Saucer used its own currency, which it called GP. So from then on, Gil was reinstated on the western shores. The exception to all this is MQ, which originally had GP as its currency. Gil is apparently a very tough coin; it's used in several attacks called Coin Toss, Gil Toss, or Zeninage. Jagd (TA, 12) In TA, Jagd is an area where the Judges and laws do not rule. In 12, this is expanded upon: CP: Regions of Mist-laden winds and magicite-rich soil, precluding the proper operation of skystone. Shifts in weather have been known to make jagd where once there was none, though the reverse has never been recorded by the chroniclers of such things. As airships cannot operate in jagd, no such region is under the control of a major country, making the jagds lawless, perilous places. Magic/Magick (all) In games set in a more fantastic setting, magic didn't have to be explained; it was just there, as befits a fantasy game. However, as the ideas in the game matured, magic had to be explained away. In 6, magic ability came about from power drained from Espers. True magic ability could only be taken from Magicite, though. In 7 magic power was given by materia. In 8, magic was actually called para-magic and could only be used via Junctioned Guardian Forces. (The process of drawing out para-magic was invented by Dr. Odine.) In the Ivalice games, it was given the more fanciful name "magick". Mist (FF12, FF12RW, FFTA2) Similar to FF9's Mist, but also different. CP: Naturally occurring energy, found in almost all regions of the world, affecting all living things, the climate, and even the land itself. Magick is but one of the diverse methods of harnessing the power of Mist, the most common being via its controlled release from magicite, an ore known to hold high concentrations of condensed Mist within its crystalline structure. For larger effects, a greater amount of Mist is required, making particularly rich magicite a valuable commodity. There are marked regional differences in the amount of Mist contained in the atmosphere and soil. While typically invisible to the naked eye, high densities of Mist will occasionally manifest in very visible phenomena. The highest concentrations of Mist can even do damage, leading to over-rapid changes in the environment, and violent behavior among animals and those more sensitive to the Mist's effects. Mithril/Mythril (2, 7) An extremely strong yet light material, very useful for making weapons and armor. Mithril equipment exists in every FF (besides MQ). Mognet (3, 9) In FF9, it's a huge world-wide system wherein Moogles everywhere can talk to each other via mail. Humans sometimes piggyback on the system as well, but not often. Also exists in the DS remake of FF3, where it's used to send letters to characters in the game as well as to external gamers via wireless connection. Final Fantasy V
Void (5) The ultimate power of nothingness. Exdeath's main mission is to take control of this power, which can only be done in the crux of the place-between-places, the Cleft Of Dimension. Basically, Void just makes things... disappear. Final Fantasy VI
Esper A magical creature. Espers used to be human, but they got caught in the cross-fire during the War Of The Magi and were turned into strange creatures. Eventually, they created their own world and lived there, shut off from the real world. They set up a barrier separating the worlds. See also Esper (FFXII). Magicite When Espers die, their bodies turn into stone shards called Magicite. If carried by a human, it grants him special magic spells. See also Magicite (FF12).
Magitek Short for "magical technology", the remains of Espers are drained of their magical power and machines are infused with it. This gives the machines great destructive power. As well, special soldiers called Magitek Knights are also infused with the power, giving them the ability to use magic. Statues/Goddesses/Magi The three goddesses who created magic and Espers also were the cause of the War of the Magi - in fact, they were the War of the Magi. However, they eventually came to realize what kind of damage they were doing, and, in a rare moment of clarity, turned themselves into stone and sealed their power with them. They adjured the Espers (who were humans caught in the crossfire of their battle) to take the statues to a sealed-off place created by them, and to live there. The Statues set up a barrier between the real world and the Esper World, and linked it to their bodies. However, Kefka somehow found a way to control the Statues himself, leading him to limitless power.
Final Fantasy VII Collection
DMW Short for Digital Mind Wave, this is the slot-like reel that constantly rolls during battle in Crisis Core. It features characters important to Zack, and represents his memories of them which inspire him. Often scenes or memories will play as the slot rolls. Geostigma A disease ravaging the world after Meteorfall; it's apparently caused by leftover Jenova cells in the Lifestream. Aeris's soul helps heal most of the disease, at least in Edge, by the end of 7AC. In DoC, Deepground soldiers are trying to harvest people who are clean of Geostigma to sacrifice to Omega. Holy A spell which comes from the deepest core of the Planet. It's designed to destroy invading attackers (kind of like white blood cells) but is very volatile and unpredictable. It can also be blocked by a powerful evil force like Jenova. Jenova Cells Jenova, a great spacefaring terror, was found in the Northern Crater. She was discovered to have great magical powers, and Shinra Corp. began using cells from her body to augment the natural powers of their SOLDIER elite force. However, Hojo of Shinra went even further with his experiments and injected the cells into a fetus. The result of that was Jenova's proper son, Sephiroth. Lifestream Basically, a theory that there's only a certain amount of total life force on the planet. Whenever any living thing dies, its life force goes back into the Lifestream, whereas when something is born, it takes its life from the Lifestream. The Lifestream runs underneath the Planet's surface. Another word for it is Mako. In 9 the same idea is reiterated, but is now called the "cycle of souls". FF: TSW has a similar idea as well, calling it "Gaea". Mako There is some discussiono about whether Mako is simply another word for Lifestream, or if it is a "condensed" version of Lifestream. The verdict is still out, but Mako is the term generally used when referring to the energy extracted from it. Mako Reactor A device used by Shinra Corp. to drain Mako energy from the Planet and use it as electrical power. There are many parallels drawn between Mako reactors and nuclear reactors (Mako poisoning?) They're also the targets of the terrorist bombs planted by AVALANCHE. Materia Materia is basically solidified Mako. It has the ability to give its user extra abilities or magic powers. There are five types of "normal" materia and two "special" materia: Green (magic spell), yellow (special battle command), purple (special effect), red (summon spell), and blue (enhancement) are the "normal" materia. The Black Materia has the ability to summon the ultimate destructive spell, Meteor; while the White Materia ca Summon the ultimate Light Magic spell, Holy. Meteor The ultimate Black Magic spell calls a giant meteor from outer space. If it hits, the Planet will summon all its energy to heal the wound caused by it. Sephiroth plans to gather that energy for himself. Meteorfall A reference to the events at the very end of FF7. AC takes place two years after Meteorfall, and DoC three years after it. Project G Short for Project Gillian, named after Gillian Hewley. Gillian was implanted with Jenova cells, and later her own cells were injected into an infant, Genesis Rhapsodus. Gillian also gave birth to a baby boy, Angeal. Genesis is the least "perfect" subject, since his cells were obtained through two indirections (Jenova -> Gillian -> Genesis). He has the power to make copies of himself. Angeal's powers are purer than Genesis's; he can't make copies of himself, but can create monsters with his genes. Both Angeal and Genesis begin to mutate and deteriorate due to their imperfections. The conclusion of this project ended with the creation of Sephiroth, who was directly injected with Jenova cells; while eventually he also mutated, the deterioration never affected him. Protomateria A special materia discovered by Lucrecia and Grimoire, and implanted into Vincent to allow him to control Chaos. Deepground (in particular, Rosso the Crimson) stole the Protomateria from Vincent to use it to control Omega. Reunion The Jenova Reunion should be more aptly named the Sephiroth Reunion. When Sephiroth calls all his clones to the Northern Crater, the Jenova cells inside them would then technically be together, hence the name Reunion. However, all it means is that Sephiroth is calling his clones to him. S Cells Short for Sephiroth cells. Zack and Cloud were both infused with these during Hojo's experiments on them; however, Zack's previous SOLDIER treatment (with Mako energy) ended up mostly rejecting the cells. Cloud's system accepted them, but in combination with the Mako poisoning remaining after the experiment, left him a wreck. Genesis desires the S cells to stop the deterioration. Zack's impure S cells have a marked effect on the Genesis copies, turning them into mutated monsters. Sephiroth Clone The real Sephiroth was created by Hojo of Shinra. However, Hojo continued his experiments in an attempt to make another Sephiroth. All he got were brain-dead vegetables who dressed in black cloaks (he gave each of them a numbered tattoo). The clones can be controlled by the real Sephiroth's mind (the true Sephiroth is encased in Mako in the Northern Crater). He can also change their appearances to look like him. Therefore, any "Sephiroth" met by Cloud up until the very end of the game is only a clone. Sister Ray The name of the giant Mako Cannon attached to Junon, which was then transferred to Midgar. It has the ability to wipe out one of the Planet's Weapons, and to break down Sephiroth's barrier around the Northern Crater. Weapon The Planet's own personal bodyguards. They were created when Jenova landed, but never used. However, when Sephiroth uses the Black Materia to call Meteor, the Planet releases the Weapons. Unfortunately, they go haywire. Final Fantasy VIII
Draw Basically, Draw is a method of getting magic out of something: either an enemy (who carries unlimited spells) or special Draw Points. To Draw, a character must be Junctioned with a Draw command. Garden Garden means two things: the organization which trains SeeDs, and the places where this organization has its headquarters. There are three Gardens throughout the world: Balamb, Trabia, and Galbadia. Gardens have neutral status and do not belong to any government. Balamb and Galbadia Gardens are built on old Centra shelters, which have the capability of flight (or at least hovering) in emergencies. Guardian Force (GF) Also known as GFs, these are powerful, magical creatures who live secretly throughout the world. They have the ability to be Junctioned to human hosts, giving them boosted abilities, extra powers, and the ability to use para-magic. Often GFs will not go along with humans until they've proven their worth. Junction Basically used in 8 instead of the word "equip". GFs can be Junctioned to humans; magic spells can be Junctioned to stats to increase them; and abilities can be Junctioned to humans. (Magic and abilities can only be Junctioned if a GF is already Junctioned.) Lunar Cry Every few thousand years, for some unimaginable reason, the moon (which is covered in very nasty monsters) gets close enough to the earth so that the monsters can actually leap through space and land on the earth and completely pulverize a section of it. This phenomenon is called the Lunar Cry. Sorceress It's said that the great wizard Hyne gave half of his power to the sorceresses. They can use innate magic (whereas everyone else has to rely on Dr. Odine's para-magic). However, they can't die before passing on their powers to another female, making her a sorceress. In addition, every sorceress who ever lived is susceptible to a kind of mind control exhibited by Ultimecia, a sorceress from the far future. Time Compression The most confusing plot element since FF1's "2000-Year Loop". Ultimecia is attempting to create a time-compressed world, in which past, present, and future do not exist. The only person who would be able to live in such a world is her. However, using Ellone's telepathy powers, Squall and his friends are able to induce time compression for a short time, then end up at the future in time to fight Ultimecia. Somehow, the real world is still around in this time compression, but apparently it hasn't caught up to it yet (or that's what the Card Club members say, anyway). Final Fantasy IX
Eidolon A kind of guardian spirit. The members of Madain Sari (which include Eiko and Dagger) have the ability to communicate with them and summon them, aided by the horns on their forehead. These powerful spirits have huge destructive power. Kuja's first and foremost goal is to hijack one of them to use against Garland. Mist The Iifa Tree, which obstructs the flow of souls, hoping to hasten the cycle, emits Mist when souls are removed from the cycle due to its friction-causing. Mist is made up of previous souls. It has magical power, and is used to power the airships in the Mist Continent, as well as Kuja's Black Mages. See also Mist (General). Supersoft A powerful item which can heal any kind of petrification. Marcus searches for it to heal his brother Blank from his stone prison in the Evil Forest. Trance A state which gives someone hugely boosted powers, triggered when a) they want to protect someone; b) they are stuck in a situation where they need to survive; or c) they evilly absorb a whole bunch of souls and go on a rampage destroying things. Er, c) only happened once, though. ^^; Final Fantasy X
Calm The time between a Final Summoning and the reappearance of Sin. Fayth The soul of a person who has given himself/herself up to aid the summoners in their fight against Sin. Fayths are attached to Aeons (summons) and if a summoner prays to the fayth, s/he will be granted the use of the fayth's Aeon. The fayth live in temples throughout Spira, and they all sing the same Hymn constantly. Final Summoning When a summoner reaches Zanarkand at the end of his/her pilgrimage, Yunalesca tells him to choose one of his guardians to become a fayth. That fayth becomes the Final Aeon, who then takes the Summoner's life and attacks Sin. Yu Yevon then merges with that Aeon and creates a new Sin. Machina Basically a cool-sounding word for machine. (WTG3 notes that it's actually the Latin word for machine.) The Yevonites caution against using them, which is why they dislike the Al Bhed, who do use them. Pyreflies Little balls of energy, present around high concentrations of what you might call soul energy. They are emitted from people and fiends when they are killed. The Moonflow and Zanarkand are full of them. Sending Only a summoner can perform this rite, which sends the souls of the departed to the Farplane. If someone has a high attachment to this world and is never Sent, he becomes an Unsent and can still wander the earth. If someone without that connection to the world is not sent, s/he eventually becomes a fiend (monster). Sphere A little ball that can do all sorts of neat things. FFX has spheres that are the key to the Cloister of Trials, as well as the Sphere Grid which runs on the spheres you find or win after battle, and allows you to learn new abilities or level your stats. Spheres can also apparently play back information like music or movies. In FFX-2 there are sphere hunters who specifically try to find ancient and valuable spheres to sell. Apparently they run on pyreflies. Unsent See Sending. Final Fantasy XII / Revenant Wings
Anima Essentially another word for someone's soul or essence, the anima is what allows a person to feel. Using auracite causes the user's anima to leak out. At the point FF12RW takes place, the aegyl's anima have all been taken away for thousands of years, causing them all to live cold, emotionless lives. Astral Crystal Folio: "Exceptionally rare and powerful pieces of auracite entrusted to the faithful after long hours of vigil and prayer. These crystals mark their bearers as devoted servants of the Eternal, and through Him, enable them to fortify the Yarhi at their command." In battle, AP will gradually increase with time, and can be used to raise the level of your Yarhi. Auracite Folio: "A variety of magicite - a substance with which the reader is no doubt familiar - peculiar to Lemurés. Auracite is but a small fragment of the much larger auraliths, of which there are three. These feature prominently in the lore and history of Lemurés." "It is widely known that auracite is the focus used to summon Yarhi. Yet few are aware of the ramifications. With each summoning, the summoner's anima is siphoned away, stored in the great auraliths. So habitually do the aegyl use these summoning stones, they are grown devoid of all feeling." The original auracites were stored in the Cache of Glabados by Feolthanos, and held a piece of his anima. Those who hold pieces of the Cache can control Feolthanos's ship, the Galbana. See also Zodiac Stones in FF Tactics. Auralith Three great auraliths exist on Lemurés, put there by Feolthanos to steal the anima of the aegyl and stop their deadly in-fighting. Every time they use auracite to summon Yarhi, the auraliths take parts of their anima. The last auralith is Feolthanos himself, dwelling in the Keep of Forgotten Time. Cache of Glabados Three pieces of auracite which contain the anima of Feolthanos. Each piece has the ability to summon the Galbana, Feolthanos's ship. Feolthanos left the pieces there so that his children, the Feol viera, would be able to reach him in Lemures. Mydia finds one piece, but Vaan and Balthier each get one of the remaining two in the intro to FF12RW. The Canon Folio: "A collection of inscriptions scattered throughout Lemurés believed to contain the worlds of Feolthanos. The Canon is the code by which the aegyl lead their lives. It details the origins of the auraliths and proscribes all contact with the outside world." Canon books mentioned in the Folio include the Book of Calling (details about summoning Yarhi), Book of Stones (details about auracite), Book of Origins (details about how Lemurés came to be), Book of Ardor (instructions on staying away from the Underworld), and Book of Apocrypha (with Feolthanos's words). The Chronicles Folio: "A scroll found in the Glabados Ruins detailing the origins of Lemurés and the history of the aegyl. Of particular note are the passages describing the rise of the aegyl against the Occuria and their defeat and exile that were to follow." Found by Balthier in the Glabados Ruins. Esper FF12's summons, this time being part of the Zodiac. Each Esper must be defeated before it can be summoned. CP: Beings of strange form and appearance made by the gods in ancient times. Favored with great stength and intellect, the Espers knew power far beyond that of men, but their power made them proud, and at length they sought to challenge the gods. Seeing this, the gods were angered and struck down their blessed children, and binding their souls and flesh with the Glyph of the Beast, they stole their freedom for all eternity. Now they are bound to live only when summoned by their Glyph, to serve whosoever called them forth. Note that in FF12RW, Espers are used quite differently; see Yarhi. See also Esper (FF6). Feol Viera Descendants of the aegyl Feolthanos and his viera wife. They are paler-faced than the dark-skinned viera, and their ears are short enough to be hidden under a hat. They live in the Feol Warren in Roda Volcano. Mydia is the last of them. Gambit An order given to a party member. Gambits consist of a condition (e.g. any ally whose HP is less than 50%) and an action. Earlier gambits will activate rather than later ones (i.e. if the first condition is true, the second gambit will never activate). Players can use gambits to customize the AI of their party members, but they can be turned off. In 12RW, gambits are much simpler and simply represent which ability a particular character will use whenever it's available. Judge An officer of the Ministry of Law of the Archadian Empire, and one of the highest ranking officials of the Empire. The highest ranking Judges (such as Gabranth and Bergan) are Judge Magisters. Their jobs range from military to intelligence to policework, and presumably there are those that oversee the Licenses as well. See also Judge (FFTA). License Everything in Ivalice is overseen by the Ministry of Law of the Archadian Empire, and hence requires the proper license. This includes equipping weapons and armor, using magick or technicks, or learning augmentations. Each character has a License Grid to expend License Points in and gain more abilities. Magicite No longer having anything to do with Espers (though the term Esper also appears in FF12). CP: Common name for stones containing magickal power, or as it is commonly manifest, Mist. There exist varieties: Spellstone, being used for the preparation and working of magicks, Skystone, giving flight to airships, and Memstone, holding fast sounds heard and visions seen, that they might be experienced again. Though their color, shape, and size may differ, these have no bearing on the quality of the stone. Some of the smallest stones are the most powerful, and some of the largest contain only a small amount of Mist, and are as good as useless. It is a property of magicite that it lose its Mist over time, and once spend, a stone's Mist cannot be renewed. Magicite without Mist is mere rock. The ability to manufact magicite of some power has only recently been attained, and this after many long years of research. See also Magicite (FF6). Mark CP: Beasts--scourge of the common peoples of Ivalice. Foul creatures who take the greatest relish from inflicting the most gratuitous harm. Of these, the worst are identified as a public menace and made "marks," for the slaying of which a bounty is offered. Most mark hunting petitions come from commoners or local officials, though kingdoms have been known to issue requests for the slaying of partiularly malevolent menaces. Mark hunters range from professional hunters to casual adventurers. The unwary be warned: though mark hunting is imagined by some to be a short road to fame and fortune, it is oft-times found to be a short road to an early grave. Nethicite There are two types of nethicite: manufacted, or man-made nethicite, and deifacted, or God-made nethicite, which is far stronger. The Dawn, Dusk, and Midlight Shards are all deifacted nethicite. Nethicite loses its Mist after being utilized and requires a long regeneration period. CP: A variety of magicite with the unusual property of absorbing Mist, thereby nullifying the effects of magick. Though there is some mention of nethicite in ancient tomes, it had been thought lost, or perhaps consumed, with no mention or record appearing for several centuries. Sky pirates call it the magicite of legend. Latterly, methods for manufacting nethicite have been developed in Archades, and at the time of writing, several test samples are in active use. Scion The term used in RW for a powerful Yarhi such as Leviathan or Belias. 12's Espers are also called scions, but only in the Clan Primer descriptions. Skybandit A floating skateboard, which Filo uses as both transportation and a weapon. Sky Pirate CP: A name for the freefolk who ply the open skies in airships. Though they are collectively called "pirates," their actual occupations vary by individual. Some search for legendary treasures, some merely travel the world, while others are indeed ruthless villains who attack trade ships and plunder goods for profit. In recent years, the Archadian Empire has stepped up patrols, bringing in the worst of the lot, all but consigning the more flamboyant feats of piracy to history. Of late, many are the pirates who have given up the thief's life for that of the headhunter, bringing their former comrades-in-arms to justice... for a bounty. Theose few who remain pirates have struggled hard to retain the title, and are duly proud of it. Summoning Gates Folio: "To battle the many wild and unbound Yarhi they encountered, the ancient aegyl harnessed the Yarhi themselves. They called forth these Yarhi using sacred stones known as auracite. The portals through which they enter our world are the summoning gates, doorways to the World of Illusion." Sun-Cryst A giant crystal owned by the Occuria. Throughout history, they have taken pieces off of it (which become deifacted nethicite) and give them to humans in order to shape their lives as they see fit. It resides in the Pharos Lighthouse. Sword of Kings An Occurian sword given to King Raithwall, which has the power to destroy nethicite. Presumably it was given as a further lever of power over those who already were given nethicite. However, the Occuria did not count on the fact that it could also be used to destroy the Sun-Cryst itself; this is exactly what Reddas does in the climactic scene at the top of the Pharos Lighthouse. Treaty-Blade An Occurian sword which can be used to cut pieces of nethicite from the Sun-Cryst. The Occuria give it to Ashe in the hopes she will use it to create a new piece of nethicite which could be used to overthrow the Archadian Empire. Underworld Folio: "A common aegyl expression for Ivalice. Though the aegyl are children of IValice, they challenged her gods and were banished to the skies for this heresy. The sorrow of their loss soon turned to anger, and they embraced their exile, swearing off all contact with the world they'd left below." Waystone A teleportation device, probably invented by the Occuria. Yarhi Although called Espers by Vaan and company, Yarhi are actually slightly different. They include low-level creatures like chocobos and bombs, as well as high-level Espers such as Ramuh and Belias. Yarhi are created from the anima of those who use auracite; when that anima is foul, they take the form of monsters. Velis is also a Yarhi. Folio: "The magickal beasts of Lemurés. They do not perish when felled in battle, but merely return to their own world, where they wait to be called again. For this reason, the aegyl refer to them as the swords of the Eternal." Final Fantasy Tactics
Germonik Scriptures A revolutionary book written 1200 years ago by a man named Germonik. It details the truth behind St. Ajora and his quest. It was confiscated by the Glabados Church but found by Simon Penn-Lachish, a priest, who secretly deciphered it and annotated it. Zodiac Stone Also known as Holy Stones or Auracite (see FF12). One of 12 powerful magic stones from long ago. Their powers are enormous: you can bring back the dead with them if you are pure of heart. However, they have a deeper purpose: they are the conduit through which the Lucavi demons can enter this world. If they strike a pact with the holder of the Stone, the mind of the demon and body of the human will fuse into a huge monster with unbelievable powers. The new fused being is called a Zodiac Brave. The goal of the Lucavi is to ressurect their leader, Ultima; once they do, they won't need the Stones any more and will be free to come and go as they please. Final Fantasy Tactics Advance
Judge An officer of the Law, under Judgemaster Cid Randell. At first they're involved with the palace, but they secede from it later in the game. Still later (after the end of the game, actually), this action results in some judges misappropriating their power and fighting the heroes. See also Judge (FF12). Judge from TA. Law Laws are rules that restrict certain actions in battle. They can be changed (deleted or added) by using special Law Cards. Not just a rule, they're actually a kind of ability that can be used by a judge to immediately send someone to prison, for example. In the American version, each restrictive Law came with a "reward" Law that gave JP to anyone who did that action. Totema A guardian of one of the five Crystals. Each Totema is associated with a species, and can be summoned by them during battle if they have full JP. The Totema are Famfrit (moogles), Ultima (nu mou), Exodus (viera), Adrammelech (bangaa), and Mateus (humans). The Totema are part of the Zodiac. Final Fantasy Tactics A2
Judge Unlike both TA's and 12's judges, TA2's judges seem to be magical constructs. Judges attach themselves to clans, and any clan that has a judge is guaranteed to be immune from actual death as long as they follow the judge's laws. Grimoire A magical book. In the case of Luso and Illua, their grimoires fill themselves up as they experience life, and when Luso's grimoire is full, he is granted the chance to return home.
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IC #3
Jun 9, 2014 19:22:25 GMT -5
Post by Cloud on Jun 9, 2014 19:22:25 GMT -5
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IC #3
Jun 9, 2014 19:23:54 GMT -5
Post by Tidus on Jun 9, 2014 19:23:54 GMT -5
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Final Fantasy Radio The Role-Playing Jew
Final Fantasy Glossary glos·sa·ry / n. List defining technical or special words. [L, rel. to GLOSS]
Many terms and plot elements are used throughout the games which some people just can't get straight. Here's an attempt at cataloguing them. Note that until FF5, most plots are so simple they don't need to be expanded on here.
General Terms
Adamant (1, 4, 5) A very tough metal which is usually utilized in the making of the sword Excalibur. In 5, the Adamantium metal is the material which powers the meteors (the ones that travel between the First and Second Worlds). Clan (12, 12RW, TA, TA2) In TA and TA2, a multipurpose organization more like a clique, which has to keep up its clan rank and fight with other clans for supremacy and control of turf. In 12RW, basically just a name for Vaan's group of sky pirates. Slightly different in 12: CP: A group formed for the main purpose of driving beasts and fiends from civilized areas, called to action in particularly bad cases, when individuals and town watches are not deemed equal to the task. Able to react more swiftly than equivalent military units, the clans are used by many smaller municipalities as rapid-response peacekeepers. As a result, few clans' activities need heed the boundaries between territories, and they move freely across wastes and sacred lands alike. Clans exist throughout Ivalice, the majority of them being quite small. Still, of those clans operating in the largest cities, many have earned a name for themselves through their accomplishments. Clan Diatroma of Bhujerba and Clan Buckaboo of Balfonheim Port are some of the more famous regional clans. Of late, a young clan in Dalmasca by the name of Clan Centurio has become a household name. Along the Phon Coast, bands of hunters fulfil the role of clans, hunting local monsters and keeping the peace. Crystals (1, 3, 4, 5, 9, 12, MQ, TA, Anime), Orbs (1n) Quintessential plot element. There are four basic Crystals, derived from the four Elements (fire, water, wind, earth). Each one usually has some power over its particular element; if the Crystal is destroyed or captured, its power suffers (e.g., if the Water Crystal is destroyed, the rivers might dry up). In FF3 and FF5, the Crystals gave more available Jobs to the Heroes when they rescued them. In FFMQ, there's a fifth Crystal, that of Light, which takes the form of an enigmatic old man. In FF4, they go a bit overboard with a total of 16 Crystals: 8 Light Crystals of the Earth (four of the overworld, four of the underworld), and 8 Dark Crystals of the Moon. The Anime also mentions the Crystals (the same ones used in FF5) but the only one we ever see is the Wind Crystal. In FF9, the Crystal is revealed to be the origin of all life; it also has some sort of connection with eidolons. Mirroring the four-elemental Crystals, we have four Mirrors and four pieces of the crystal that summons Alexander: The Falcon Claw (Wind?), Desert Star (Earth?), Silver Pendant (Water?), and Memory Earring (Fire?). FF12 has save crystals which look quite similar to the familiar crystal shape. In FFTA there were five Crystals, one per Totema, and they anchored the fictional Ivalice to reality.
Orbs from 1, art of Orb from 1, Crystal from 3, 4, MQ, 5, and TA. Emperor (4), Fiend (1), Chaos (9) Basically a super-bad guy who is assosciated with one of the four Elementals (fire, earth, water, wind). In 1 the Fiends (Lich, Kary, Kraken, and Tiamat) were holding the Orbs hostage; in 4, the Emperors (Milon, Cagnazzo, Valvalis, and Rubicant) were Golbez's stooges. The Fiends return as Chaoses in 9 to guard the land of Memoria. The four Emperors from 4 are named after characters in the ancient work "Dante's Inferno". Note that "fiend" in FF10 is generically used to refer to monsters. Gil, GP (all) Gil is the unit of currency in all FF games. The translated versions of FF1, 4, and 6 all changed this into GP for unknown reasons (probably because "gold pieces" were more in vogue at the time). However, in 7 this became impossible because the Gold Saucer used its own currency, which it called GP. So from then on, Gil was reinstated on the western shores. The exception to all this is MQ, which originally had GP as its currency. Gil is apparently a very tough coin; it's used in several attacks called Coin Toss, Gil Toss, or Zeninage. Jagd (TA, 12) In TA, Jagd is an area where the Judges and laws do not rule. In 12, this is expanded upon: CP: Regions of Mist-laden winds and magicite-rich soil, precluding the proper operation of skystone. Shifts in weather have been known to make jagd where once there was none, though the reverse has never been recorded by the chroniclers of such things. As airships cannot operate in jagd, no such region is under the control of a major country, making the jagds lawless, perilous places. Magic/Magick (all) In games set in a more fantastic setting, magic didn't have to be explained; it was just there, as befits a fantasy game. However, as the ideas in the game matured, magic had to be explained away. In 6, magic ability came about from power drained from Espers. True magic ability could only be taken from Magicite, though. In 7 magic power was given by materia. In 8, magic was actually called para-magic and could only be used via Junctioned Guardian Forces. (The process of drawing out para-magic was invented by Dr. Odine.) In the Ivalice games, it was given the more fanciful name "magick". Mist (FF12, FF12RW, FFTA2) Similar to FF9's Mist, but also different. CP: Naturally occurring energy, found in almost all regions of the world, affecting all living things, the climate, and even the land itself. Magick is but one of the diverse methods of harnessing the power of Mist, the most common being via its controlled release from magicite, an ore known to hold high concentrations of condensed Mist within its crystalline structure. For larger effects, a greater amount of Mist is required, making particularly rich magicite a valuable commodity. There are marked regional differences in the amount of Mist contained in the atmosphere and soil. While typically invisible to the naked eye, high densities of Mist will occasionally manifest in very visible phenomena. The highest concentrations of Mist can even do damage, leading to over-rapid changes in the environment, and violent behavior among animals and those more sensitive to the Mist's effects. Mithril/Mythril (2, 7) An extremely strong yet light material, very useful for making weapons and armor. Mithril equipment exists in every FF (besides MQ). Mognet (3, 9) In FF9, it's a huge world-wide system wherein Moogles everywhere can talk to each other via mail. Humans sometimes piggyback on the system as well, but not often. Also exists in the DS remake of FF3, where it's used to send letters to characters in the game as well as to external gamers via wireless connection. Final Fantasy V
Void (5) The ultimate power of nothingness. Exdeath's main mission is to take control of this power, which can only be done in the crux of the place-between-places, the Cleft Of Dimension. Basically, Void just makes things... disappear. Final Fantasy VI
Esper A magical creature. Espers used to be human, but they got caught in the cross-fire during the War Of The Magi and were turned into strange creatures. Eventually, they created their own world and lived there, shut off from the real world. They set up a barrier separating the worlds. See also Esper (FFXII). Magicite When Espers die, their bodies turn into stone shards called Magicite. If carried by a human, it grants him special magic spells. See also Magicite (FF12).
Magitek Short for "magical technology", the remains of Espers are drained of their magical power and machines are infused with it. This gives the machines great destructive power. As well, special soldiers called Magitek Knights are also infused with the power, giving them the ability to use magic. Statues/Goddesses/Magi The three goddesses who created magic and Espers also were the cause of the War of the Magi - in fact, they were the War of the Magi. However, they eventually came to realize what kind of damage they were doing, and, in a rare moment of clarity, turned themselves into stone and sealed their power with them. They adjured the Espers (who were humans caught in the crossfire of their battle) to take the statues to a sealed-off place created by them, and to live there. The Statues set up a barrier between the real world and the Esper World, and linked it to their bodies. However, Kefka somehow found a way to control the Statues himself, leading him to limitless power.
Final Fantasy VII Collection
DMW Short for Digital Mind Wave, this is the slot-like reel that constantly rolls during battle in Crisis Core. It features characters important to Zack, and represents his memories of them which inspire him. Often scenes or memories will play as the slot rolls. Geostigma A disease ravaging the world after Meteorfall; it's apparently caused by leftover Jenova cells in the Lifestream. Aeris's soul helps heal most of the disease, at least in Edge, by the end of 7AC. In DoC, Deepground soldiers are trying to harvest people who are clean of Geostigma to sacrifice to Omega. Holy A spell which comes from the deepest core of the Planet. It's designed to destroy invading attackers (kind of like white blood cells) but is very volatile and unpredictable. It can also be blocked by a powerful evil force like Jenova. Jenova Cells Jenova, a great spacefaring terror, was found in the Northern Crater. She was discovered to have great magical powers, and Shinra Corp. began using cells from her body to augment the natural powers of their SOLDIER elite force. However, Hojo of Shinra went even further with his experiments and injected the cells into a fetus. The result of that was Jenova's proper son, Sephiroth. Lifestream Basically, a theory that there's only a certain amount of total life force on the planet. Whenever any living thing dies, its life force goes back into the Lifestream, whereas when something is born, it takes its life from the Lifestream. The Lifestream runs underneath the Planet's surface. Another word for it is Mako. In 9 the same idea is reiterated, but is now called the "cycle of souls". FF: TSW has a similar idea as well, calling it "Gaea". Mako There is some discussiono about whether Mako is simply another word for Lifestream, or if it is a "condensed" version of Lifestream. The verdict is still out, but Mako is the term generally used when referring to the energy extracted from it. Mako Reactor A device used by Shinra Corp. to drain Mako energy from the Planet and use it as electrical power. There are many parallels drawn between Mako reactors and nuclear reactors (Mako poisoning?) They're also the targets of the terrorist bombs planted by AVALANCHE. Materia Materia is basically solidified Mako. It has the ability to give its user extra abilities or magic powers. There are five types of "normal" materia and two "special" materia: Green (magic spell), yellow (special battle command), purple (special effect), red (summon spell), and blue (enhancement) are the "normal" materia. The Black Materia has the ability to summon the ultimate destructive spell, Meteor; while the White Materia ca Summon the ultimate Light Magic spell, Holy. Meteor The ultimate Black Magic spell calls a giant meteor from outer space. If it hits, the Planet will summon all its energy to heal the wound caused by it. Sephiroth plans to gather that energy for himself. Meteorfall A reference to the events at the very end of FF7. AC takes place two years after Meteorfall, and DoC three years after it. Project G Short for Project Gillian, named after Gillian Hewley. Gillian was implanted with Jenova cells, and later her own cells were injected into an infant, Genesis Rhapsodus. Gillian also gave birth to a baby boy, Angeal. Genesis is the least "perfect" subject, since his cells were obtained through two indirections (Jenova -> Gillian -> Genesis). He has the power to make copies of himself. Angeal's powers are purer than Genesis's; he can't make copies of himself, but can create monsters with his genes. Both Angeal and Genesis begin to mutate and deteriorate due to their imperfections. The conclusion of this project ended with the creation of Sephiroth, who was directly injected with Jenova cells; while eventually he also mutated, the deterioration never affected him. Protomateria A special materia discovered by Lucrecia and Grimoire, and implanted into Vincent to allow him to control Chaos. Deepground (in particular, Rosso the Crimson) stole the Protomateria from Vincent to use it to control Omega. Reunion The Jenova Reunion should be more aptly named the Sephiroth Reunion. When Sephiroth calls all his clones to the Northern Crater, the Jenova cells inside them would then technically be together, hence the name Reunion. However, all it means is that Sephiroth is calling his clones to him. S Cells Short for Sephiroth cells. Zack and Cloud were both infused with these during Hojo's experiments on them; however, Zack's previous SOLDIER treatment (with Mako energy) ended up mostly rejecting the cells. Cloud's system accepted them, but in combination with the Mako poisoning remaining after the experiment, left him a wreck. Genesis desires the S cells to stop the deterioration. Zack's impure S cells have a marked effect on the Genesis copies, turning them into mutated monsters. Sephiroth Clone The real Sephiroth was created by Hojo of Shinra. However, Hojo continued his experiments in an attempt to make another Sephiroth. All he got were brain-dead vegetables who dressed in black cloaks (he gave each of them a numbered tattoo). The clones can be controlled by the real Sephiroth's mind (the true Sephiroth is encased in Mako in the Northern Crater). He can also change their appearances to look like him. Therefore, any "Sephiroth" met by Cloud up until the very end of the game is only a clone. Sister Ray The name of the giant Mako Cannon attached to Junon, which was then transferred to Midgar. It has the ability to wipe out one of the Planet's Weapons, and to break down Sephiroth's barrier around the Northern Crater. Weapon The Planet's own personal bodyguards. They were created when Jenova landed, but never used. However, when Sephiroth uses the Black Materia to call Meteor, the Planet releases the Weapons. Unfortunately, they go haywire. Final Fantasy VIII
Draw Basically, Draw is a method of getting magic out of something: either an enemy (who carries unlimited spells) or special Draw Points. To Draw, a character must be Junctioned with a Draw command. Garden Garden means two things: the organization which trains SeeDs, and the places where this organization has its headquarters. There are three Gardens throughout the world: Balamb, Trabia, and Galbadia. Gardens have neutral status and do not belong to any government. Balamb and Galbadia Gardens are built on old Centra shelters, which have the capability of flight (or at least hovering) in emergencies. Guardian Force (GF) Also known as GFs, these are powerful, magical creatures who live secretly throughout the world. They have the ability to be Junctioned to human hosts, giving them boosted abilities, extra powers, and the ability to use para-magic. Often GFs will not go along with humans until they've proven their worth. Junction Basically used in 8 instead of the word "equip". GFs can be Junctioned to humans; magic spells can be Junctioned to stats to increase them; and abilities can be Junctioned to humans. (Magic and abilities can only be Junctioned if a GF is already Junctioned.) Lunar Cry Every few thousand years, for some unimaginable reason, the moon (which is covered in very nasty monsters) gets close enough to the earth so that the monsters can actually leap through space and land on the earth and completely pulverize a section of it. This phenomenon is called the Lunar Cry. Sorceress It's said that the great wizard Hyne gave half of his power to the sorceresses. They can use innate magic (whereas everyone else has to rely on Dr. Odine's para-magic). However, they can't die before passing on their powers to another female, making her a sorceress. In addition, every sorceress who ever lived is susceptible to a kind of mind control exhibited by Ultimecia, a sorceress from the far future. Time Compression The most confusing plot element since FF1's "2000-Year Loop". Ultimecia is attempting to create a time-compressed world, in which past, present, and future do not exist. The only person who would be able to live in such a world is her. However, using Ellone's telepathy powers, Squall and his friends are able to induce time compression for a short time, then end up at the future in time to fight Ultimecia. Somehow, the real world is still around in this time compression, but apparently it hasn't caught up to it yet (or that's what the Card Club members say, anyway). Final Fantasy IX
Eidolon A kind of guardian spirit. The members of Madain Sari (which include Eiko and Dagger) have the ability to communicate with them and summon them, aided by the horns on their forehead. These powerful spirits have huge destructive power. Kuja's first and foremost goal is to hijack one of them to use against Garland. Mist The Iifa Tree, which obstructs the flow of souls, hoping to hasten the cycle, emits Mist when souls are removed from the cycle due to its friction-causing. Mist is made up of previous souls. It has magical power, and is used to power the airships in the Mist Continent, as well as Kuja's Black Mages. See also Mist (General). Supersoft A powerful item which can heal any kind of petrification. Marcus searches for it to heal his brother Blank from his stone prison in the Evil Forest. Trance A state which gives someone hugely boosted powers, triggered when a) they want to protect someone; b) they are stuck in a situation where they need to survive; or c) they evilly absorb a whole bunch of souls and go on a rampage destroying things. Er, c) only happened once, though. ^^; Final Fantasy X
Calm The time between a Final Summoning and the reappearance of Sin. Fayth The soul of a person who has given himself/herself up to aid the summoners in their fight against Sin. Fayths are attached to Aeons (summons) and if a summoner prays to the fayth, s/he will be granted the use of the fayth's Aeon. The fayth live in temples throughout Spira, and they all sing the same Hymn constantly. Final Summoning When a summoner reaches Zanarkand at the end of his/her pilgrimage, Yunalesca tells him to choose one of his guardians to become a fayth. That fayth becomes the Final Aeon, who then takes the Summoner's life and attacks Sin. Yu Yevon then merges with that Aeon and creates a new Sin. Machina Basically a cool-sounding word for machine. (WTG3 notes that it's actually the Latin word for machine.) The Yevonites caution against using them, which is why they dislike the Al Bhed, who do use them. Pyreflies Little balls of energy, present around high concentrations of what you might call soul energy. They are emitted from people and fiends when they are killed. The Moonflow and Zanarkand are full of them. Sending Only a summoner can perform this rite, which sends the souls of the departed to the Farplane. If someone has a high attachment to this world and is never Sent, he becomes an Unsent and can still wander the earth. If someone without that connection to the world is not sent, s/he eventually becomes a fiend (monster). Sphere A little ball that can do all sorts of neat things. FFX has spheres that are the key to the Cloister of Trials, as well as the Sphere Grid which runs on the spheres you find or win after battle, and allows you to learn new abilities or level your stats. Spheres can also apparently play back information like music or movies. In FFX-2 there are sphere hunters who specifically try to find ancient and valuable spheres to sell. Apparently they run on pyreflies. Unsent See Sending. Final Fantasy XII / Revenant Wings
Anima Essentially another word for someone's soul or essence, the anima is what allows a person to feel. Using auracite causes the user's anima to leak out. At the point FF12RW takes place, the aegyl's anima have all been taken away for thousands of years, causing them all to live cold, emotionless lives. Astral Crystal Folio: "Exceptionally rare and powerful pieces of auracite entrusted to the faithful after long hours of vigil and prayer. These crystals mark their bearers as devoted servants of the Eternal, and through Him, enable them to fortify the Yarhi at their command." In battle, AP will gradually increase with time, and can be used to raise the level of your Yarhi. Auracite Folio: "A variety of magicite - a substance with which the reader is no doubt familiar - peculiar to Lemurés. Auracite is but a small fragment of the much larger auraliths, of which there are three. These feature prominently in the lore and history of Lemurés." "It is widely known that auracite is the focus used to summon Yarhi. Yet few are aware of the ramifications. With each summoning, the summoner's anima is siphoned away, stored in the great auraliths. So habitually do the aegyl use these summoning stones, they are grown devoid of all feeling." The original auracites were stored in the Cache of Glabados by Feolthanos, and held a piece of his anima. Those who hold pieces of the Cache can control Feolthanos's ship, the Galbana. See also Zodiac Stones in FF Tactics. Auralith Three great auraliths exist on Lemurés, put there by Feolthanos to steal the anima of the aegyl and stop their deadly in-fighting. Every time they use auracite to summon Yarhi, the auraliths take parts of their anima. The last auralith is Feolthanos himself, dwelling in the Keep of Forgotten Time. Cache of Glabados Three pieces of auracite which contain the anima of Feolthanos. Each piece has the ability to summon the Galbana, Feolthanos's ship. Feolthanos left the pieces there so that his children, the Feol viera, would be able to reach him in Lemures. Mydia finds one piece, but Vaan and Balthier each get one of the remaining two in the intro to FF12RW. The Canon Folio: "A collection of inscriptions scattered throughout Lemurés believed to contain the worlds of Feolthanos. The Canon is the code by which the aegyl lead their lives. It details the origins of the auraliths and proscribes all contact with the outside world." Canon books mentioned in the Folio include the Book of Calling (details about summoning Yarhi), Book of Stones (details about auracite), Book of Origins (details about how Lemurés came to be), Book of Ardor (instructions on staying away from the Underworld), and Book of Apocrypha (with Feolthanos's words). The Chronicles Folio: "A scroll found in the Glabados Ruins detailing the origins of Lemurés and the history of the aegyl. Of particular note are the passages describing the rise of the aegyl against the Occuria and their defeat and exile that were to follow." Found by Balthier in the Glabados Ruins. Esper FF12's summons, this time being part of the Zodiac. Each Esper must be defeated before it can be summoned. CP: Beings of strange form and appearance made by the gods in ancient times. Favored with great stength and intellect, the Espers knew power far beyond that of men, but their power made them proud, and at length they sought to challenge the gods. Seeing this, the gods were angered and struck down their blessed children, and binding their souls and flesh with the Glyph of the Beast, they stole their freedom for all eternity. Now they are bound to live only when summoned by their Glyph, to serve whosoever called them forth. Note that in FF12RW, Espers are used quite differently; see Yarhi. See also Esper (FF6). Feol Viera Descendants of the aegyl Feolthanos and his viera wife. They are paler-faced than the dark-skinned viera, and their ears are short enough to be hidden under a hat. They live in the Feol Warren in Roda Volcano. Mydia is the last of them. Gambit An order given to a party member. Gambits consist of a condition (e.g. any ally whose HP is less than 50%) and an action. Earlier gambits will activate rather than later ones (i.e. if the first condition is true, the second gambit will never activate). Players can use gambits to customize the AI of their party members, but they can be turned off. In 12RW, gambits are much simpler and simply represent which ability a particular character will use whenever it's available. Judge An officer of the Ministry of Law of the Archadian Empire, and one of the highest ranking officials of the Empire. The highest ranking Judges (such as Gabranth and Bergan) are Judge Magisters. Their jobs range from military to intelligence to policework, and presumably there are those that oversee the Licenses as well. See also Judge (FFTA). License Everything in Ivalice is overseen by the Ministry of Law of the Archadian Empire, and hence requires the proper license. This includes equipping weapons and armor, using magick or technicks, or learning augmentations. Each character has a License Grid to expend License Points in and gain more abilities. Magicite No longer having anything to do with Espers (though the term Esper also appears in FF12). CP: Common name for stones containing magickal power, or as it is commonly manifest, Mist. There exist varieties: Spellstone, being used for the preparation and working of magicks, Skystone, giving flight to airships, and Memstone, holding fast sounds heard and visions seen, that they might be experienced again. Though their color, shape, and size may differ, these have no bearing on the quality of the stone. Some of the smallest stones are the most powerful, and some of the largest contain only a small amount of Mist, and are as good as useless. It is a property of magicite that it lose its Mist over time, and once spend, a stone's Mist cannot be renewed. Magicite without Mist is mere rock. The ability to manufact magicite of some power has only recently been attained, and this after many long years of research. See also Magicite (FF6). Mark CP: Beasts--scourge of the common peoples of Ivalice. Foul creatures who take the greatest relish from inflicting the most gratuitous harm. Of these, the worst are identified as a public menace and made "marks," for the slaying of which a bounty is offered. Most mark hunting petitions come from commoners or local officials, though kingdoms have been known to issue requests for the slaying of partiularly malevolent menaces. Mark hunters range from professional hunters to casual adventurers. The unwary be warned: though mark hunting is imagined by some to be a short road to fame and fortune, it is oft-times found to be a short road to an early grave. Nethicite There are two types of nethicite: manufacted, or man-made nethicite, and deifacted, or God-made nethicite, which is far stronger. The Dawn, Dusk, and Midlight Shards are all deifacted nethicite. Nethicite loses its Mist after being utilized and requires a long regeneration period. CP: A variety of magicite with the unusual property of absorbing Mist, thereby nullifying the effects of magick. Though there is some mention of nethicite in ancient tomes, it had been thought lost, or perhaps consumed, with no mention or record appearing for several centuries. Sky pirates call it the magicite of legend. Latterly, methods for manufacting nethicite have been developed in Archades, and at the time of writing, several test samples are in active use. Scion The term used in RW for a powerful Yarhi such as Leviathan or Belias. 12's Espers are also called scions, but only in the Clan Primer descriptions. Skybandit A floating skateboard, which Filo uses as both transportation and a weapon. Sky Pirate CP: A name for the freefolk who ply the open skies in airships. Though they are collectively called "pirates," their actual occupations vary by individual. Some search for legendary treasures, some merely travel the world, while others are indeed ruthless villains who attack trade ships and plunder goods for profit. In recent years, the Archadian Empire has stepped up patrols, bringing in the worst of the lot, all but consigning the more flamboyant feats of piracy to history. Of late, many are the pirates who have given up the thief's life for that of the headhunter, bringing their former comrades-in-arms to justice... for a bounty. Theose few who remain pirates have struggled hard to retain the title, and are duly proud of it. Summoning Gates Folio: "To battle the many wild and unbound Yarhi they encountered, the ancient aegyl harnessed the Yarhi themselves. They called forth these Yarhi using sacred stones known as auracite. The portals through which they enter our world are the summoning gates, doorways to the World of Illusion." Sun-Cryst A giant crystal owned by the Occuria. Throughout history, they have taken pieces off of it (which become deifacted nethicite) and give them to humans in order to shape their lives as they see fit. It resides in the Pharos Lighthouse. Sword of Kings An Occurian sword given to King Raithwall, which has the power to destroy nethicite. Presumably it was given as a further lever of power over those who already were given nethicite. However, the Occuria did not count on the fact that it could also be used to destroy the Sun-Cryst itself; this is exactly what Reddas does in the climactic scene at the top of the Pharos Lighthouse. Treaty-Blade An Occurian sword which can be used to cut pieces of nethicite from the Sun-Cryst. The Occuria give it to Ashe in the hopes she will use it to create a new piece of nethicite which could be used to overthrow the Archadian Empire. Underworld Folio: "A common aegyl expression for Ivalice. Though the aegyl are children of IValice, they challenged her gods and were banished to the skies for this heresy. The sorrow of their loss soon turned to anger, and they embraced their exile, swearing off all contact with the world they'd left below." Waystone A teleportation device, probably invented by the Occuria. Yarhi Although called Espers by Vaan and company, Yarhi are actually slightly different. They include low-level creatures like chocobos and bombs, as well as high-level Espers such as Ramuh and Belias. Yarhi are created from the anima of those who use auracite; when that anima is foul, they take the form of monsters. Velis is also a Yarhi. Folio: "The magickal beasts of Lemurés. They do not perish when felled in battle, but merely return to their own world, where they wait to be called again. For this reason, the aegyl refer to them as the swords of the Eternal." Final Fantasy Tactics
Germonik Scriptures A revolutionary book written 1200 years ago by a man named Germonik. It details the truth behind St. Ajora and his quest. It was confiscated by the Glabados Church but found by Simon Penn-Lachish, a priest, who secretly deciphered it and annotated it. Zodiac Stone Also known as Holy Stones or Auracite (see FF12). One of 12 powerful magic stones from long ago. Their powers are enormous: you can bring back the dead with them if you are pure of heart. However, they have a deeper purpose: they are the conduit through which the Lucavi demons can enter this world. If they strike a pact with the holder of the Stone, the mind of the demon and body of the human will fuse into a huge monster with unbelievable powers. The new fused being is called a Zodiac Brave. The goal of the Lucavi is to ressurect their leader, Ultima; once they do, they won't need the Stones any more and will be free to come and go as they please. Final Fantasy Tactics Advance
Judge An officer of the Law, under Judgemaster Cid Randell. At first they're involved with the palace, but they secede from it later in the game. Still later (after the end of the game, actually), this action results in some judges misappropriating their power and fighting the heroes. See also Judge (FF12).
Judge from TA. Law Laws are rules that restrict certain actions in battle. They can be changed (deleted or added) by using special Law Cards. Not just a rule, they're actually a kind of ability that can be used by a judge to immediately send someone to prison, for example. In the American version, each restrictive Law came with a "reward" Law that gave JP to anyone who did that action. Totema A guardian of one of the five Crystals. Each Totema is associated with a species, and can be summoned by them during battle if they have full JP. The Totema are Famfrit (moogles), Ultima (nu mou), Exodus (viera), Adrammelech (bangaa), and Mateus (humans). The Totema are part of the Zodiac. Final Fantasy Tactics A2
Judge Unlike both TA's and 12's judges, TA2's judges seem to be magical constructs. Judges attach themselves to clans, and any clan that has a judge is guaranteed to be immune from actual death as long as they follow the judge's laws. Grimoire A magical book. In the case of Luso and Illua, their grimoires fill themselves up as they experience life, and when Luso's grimoire is full, he is granted the chance to return home.
video series rpg battle fight boss party level up sphere materia junction esper eidolon aeon
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IC #3
Jun 9, 2014 19:24:23 GMT -5
Post by Kefka on Jun 9, 2014 19:24:23 GMT -5
According to Final Fantasy VI writer Yoshinori Kitase, the scene where Kefka has his accompanying soldiers dust off his shoes was ad-libbed into the script, as he felt the original introduction scene was too boring. He wrote it to give the players an early implication that Kefka had a few screws missing.[3]
Kefka's English voice actor, Dave Wittenberg, also voices Yazoo in Final Fantasy VII: Advent Children, Amodar in Final Fantasy XIII, and Captain Cryptic in Final Fantasy XIII-2. Wittenberg voiced him with a high-pitched, comical, bouncy tone that occasionally drops down to an intimidating growl, similar to some characterizations of the DC Comics supervillain the Joker.
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IC #3
Jun 9, 2014 19:24:24 GMT -5
Post by Lightning on Jun 9, 2014 19:24:24 GMT -5
china united states america europe online quote message pm
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IC #3
Jun 9, 2014 19:25:04 GMT -5
Post by Vanille on Jun 9, 2014 19:25:04 GMT -5
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Contribute Watchlist Random page Recent changes Weapon (Equipment) Edit Talk9 15,971 pages on this wiki Broadsword-ffxii
The Broadsword, a common sword.
A Weapon (武器, Buki?) is the piece of equipment that a unit will use in battle, either primarily or secondarily. Whenever the standard Attack command is used, the unit will attack the target with their equipped weapon. Sometimes a weapon can be used in the attack, though not actually used to attack. An example of this would be Mages using their equipped rods and staves to cast their magic. Another example could be whenever a character uses the weapon to initiate some form of powerful attack.
Some Job classes, such as the Red Mage, Blue Mage, and Gladiator can use a variety of weapon types, while the Mime class often does not use weapons at all, rather relying on its own special skills. Forced Equipped WeaponsEdit
Although in most games weapons are optional to be equipped, some games forces characters to have equipped weapons. This applies to:
Final Fantasy VII Final Fantasy VIII Final Fantasy IX Final Fantasy X Final Fantasy X-2 to some extent; all dresspheres have assigned weapons which cannot be changed and do not affect a character's performance in battle. Final Fantasy XIII Final Fantasy XIII-2 Lightning Returns: Final Fantasy XIII Final Fantasy XIV, due to the nature of the Armory System, characters must have a weapon or tool equipped at all times. Final Fantasy Mystic Quest Final Fantasy Adventure Final Fantasy Type-0
Common Weapon TypesEdit
Arrows - counterpart to Bows and Crossbows. Axes and Hammers - used by the Berserker, Viking and Warrior classes. Bells - commonly used by Geomancers as weapons. Bombs - explosives used by various characters in several games. Books - weapon of choice of Scholars and the like. Bows and Crossbows - ranged weapons equipped by Rangers, Hunters, and Archers. Cannons - ranged weapons used by Cannoneers. Cards and Dice - the weapons favored by Gamblers. Daggers - common weapons for Thieves. Dark Swords/Fell Swords - a type of sword unique to the Dark Knights. Double-Bladed Weapons - Double ended blades used by various classes. Guns - ranged firearms used by Corsairs and Gunners. Gunblades - swords with elements of guns, which were prominently used by Squall Leonhart and Seifer Almasy in Final Fantasy VIII, and Lightning in Final Fantasy XIII and Final Fantasy XIII-2. Holy Swords - Holy blades commonly associated with the Paladin job class. Instruments - musical instruments such as Flutes and Harps commonly used by Bards. Katana - common weapons used by the Samurai and Ninja classes. Knight Swords - a type of heavy Swords used mostly by Knights. Knuckles - for hand-to-hand combat with the Monk class. Lances/Spears - used by the Dragoon class. Maces - variable bludgeons used by advanced mage classes such as Sages. Nunchaku - alternative weapon to fists for Monks. Poles - long sticks used by both melee and magic classes in various games. Rackets - used as optional weapons by Dagger and Eiko Carol in Final Fantasy IX, as well as the Selkie tribe in Final Fantasy Crystal Chronicles. Rods - used mostly by Black Mages. Scythes - wielded by the Dark Knight class in Final Fantasy XI, as well as Sice from Final Fantasy Type-0. Staves - used mostly by White Mages. Sword - the most common weapon, and has as many branches as classes that can equip them. Greatswords, Sabers, and Rapiers are a few of those. They are mostly used by Warriors and Paladins. Throwing Weapons - generally Thrown by the Ninja class. These include Boomerangs, Chakrams, Shuriken and in some games Scrolls. Unarmed - weapons that involves fighting without any traditional weapons such as swords or spears. Whips - weapon of choice of Beastmasters and Quistis Trepe from Final Fantasy VIII.
Unique Weapon TypesEdit
Blaster Edges - projectile weapons used by Rinoa Heartilly in Final Fantasy VIII. Blitzballs - balls used in battle by Wakka and by Tidus to perform Blitz Ace in Final Fantasy X. Shuyin also uses blitzball in Terror of Zanarkand. Bowswords - a reconfigurable weapons that can switch between bow and sword modes used by Serah Farron in Final Fantasy XIII-2. They are based on the concept of gunblade. Brushes - artist's tools used by Relm Arrowny in Final Fantasy VI. Cloths - cloths wielded by the female-only Dancer class in Final Fantasy Tactics. Dolls - animated dolls used in battle by Lulu in Final Fantasy X. Emblems - emblems on coats used by Snow Villiers to power up his attacks in Final Fantasy XIII. Forks - eating utensils used by Quina Quen in Final Fantasy IX. Gun-Arms - the other hand of Barret Wallace in Final Fantasy VII is replaced by these changeable weapons. Headdresses - razors worn in the mane by Red XIII in Final Fantasy VII. Measures - calculating tools used solely in Final Fantasy XII. Megaphones - used by Cait Sith in Final Fantasy VII to bark orders to his stuffed moogle. SkyBandits - hovering surfboards used by Filo in Final Fantasy XII: Revenant Wings. Souls - spirits of captured monsters used by the one-off Morpher class in Final Fantasy Tactics Advance.
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IC #3
Jun 9, 2014 19:25:07 GMT -5
Post by Kefka on Jun 9, 2014 19:25:07 GMT -5
Kefka is known for his high-pitched trademark cackle. Kefka laughs often but usually only cackles prior to large events in the plot. As the game progresses the laughter is remixed slightly, and in the final battle is extended to almost five seconds at the start of the battle, and the normal laughter is frequently repeated during the rest of the fight. Kefka's trademark cackle is incorporated into the "Dancing Mad" track, and is audible just before the track begins to loop.
In Final Fantasy VII the player can hear a lower, slowed-down version of Kefka's signature laugh if they go to the Ghost Square at the Gold Saucer and inspect a "face" in the corner of the item shop. They can also hear this laugh when Tifa and Cloud fall in the Lifestream, at Mideel. Kefka's laugh also appears in Square's Chrono Trigger when the player talks to Nolstein Bekkler in the Millennial Fair. The player can also hear it from Ozzie. Zalera, one of Final Fantasy XII Espers, uses a remake of Kefka's laugh in his final attack, Condemnation.
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IC #3
Jun 9, 2014 19:25:58 GMT -5
Post by Kefka on Jun 9, 2014 19:25:58 GMT -5
Kefka appears as a recruitable character in Final Fantasy Tactics S.
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IC #3
Jun 9, 2014 19:26:16 GMT -5
Post by Kefka on Jun 9, 2014 19:26:16 GMT -5
Chaos has summoned a combined force of the ultimate villains of Final Fantasy to gain control of the Final Fantasy worlds. Kefka is one of these villains and represents Final Fantasy VI, opposing Terra Branford.
Working with Kuja, Exdeath, and the Cloud of Darkness, the group's goal is to destroy all existence. Kefka attempts to use Terra to further their plans by taking control of her, then appearing to taunt her with the brutality of her abilities and her past servitude to Chaos. He assists Kuja to capture Zidane, though accidentally catches Bartz instead. Kefka suggests to have Exdeath trick Bartz into giving the trap to Zidane.
His alternate form is a palette swap based on his Final Fantasy VI battle sprite.
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