Halves Fire, Ice, and Lightning elemental damage. Bonjour, Invité. Inflicts Ice elemental damage to party. Ice is one of the eight elemental attributes. 9:33. Il est possible de filtrer les informations afin d'en réduire le nombre affiché. This page was last edited on 12 May 2017, at 14:50. Oui; Non; Profil; Classe/Job; Mascottes; Montures; Hauts faits; Amis ; Suivre; Montures. Resistant to Time and Ice elemental damage. Grants half-damage from Ice-elemental attacks. Magickal Ice-elemental attack that inflicts. Deals Ice-elemental damage when attacking physically. Gamepedia. Final Fantasy IX - Elements. Has a chance to cast Blizzara with each attack. Absorbs Ice-elemental damage, halves Fire-elemental attacks, weak to Lightning-elemental attacks. Increases Armor by 60 and gives a 50% chance to block a physical attack. Mur de la communauté. Allows one to sometimes counter with ice when hit. While equipped, allows Lann or Reynn to use this ability. Inflicts three hits of major Ice-elemental damage and inflicts Poison, Darkness, Silence, and Sleep for three rounds per enemy. Deals 1,500 Ice-elemental damage to a single target. Cependant n'oubliez pas de renouveler cet attribut. Fire is weak to ice and vice-versa; Water is weak to thunder and vice-versa That's all there is to it, enjoy the game ... Neoseeker Forums » PS2 Games » Final Fantasy X » Element … Inflicts Ice-elemental damage to one or all enemies if two or three Ice symbols are selected. Absorb Ice, halves Fire, weak against lightning. Grants a Mirage the effects of this ability when placed in a blank space in their Mirage Board. Ice-elemental attack to one or one enemy group. Details on the strengths and weaknesses of the Ice element in Final Fantasy IV (Chronicles, FF4, FFIV, PlayStation, PS, PS1, PSX) If an internal link led you here, you may wish to change that link so it leads to the appropriate article. You can help the Final Fantasy Wiki by, This section in Final Fantasy Artniks Dive is empty or needs to be expanded. Deals massive Water/Ice elemental damage. By Elements [edit | edit source]. Equipment Flame Equipment is a very common set of Weapons and Armor that deal, nullify, or absorb Fire damage. A mage wielding this element has the ability to pelt their enemies with ice and entrench them in agonizing cold. 30% chance of. Also may cast. Ice Shield and Fire Armor). Same as the Ice2 spell, but hits all enemies. Details on the strengths and weaknesses of the Ice element in Final Fantasy II (FF2, FF2j, FFII, Famicom) Absorbs Ice damage, nullifies Fire damage and is weak to Wind damage. This article has been categorized under [[Category:Disambiguation Pages]]. Inflict Ice-elemental magic damage and Oblivion to one enemy, ignoring defense. Fire is fire, ice serves as fire's opposite by way of representing the absence of heat, and lightning is louder, glowier, and comes from the sky. They are represented by the spells Fire, Blizzard, and Thunder, respectively. Votre site de référence sur la saga Final Fantasy et toute l’actualité Square Enix Final Fantasy 9 - Compétences - Compétences de soutien - Finaland Bonjour, Invité Ice-elemental damage when attacking physically. The eponymous first game in the series, published in 1987, was conceived by Sakaguchi as his last-ditch effort in the game industry; the title was a success and spawned sequels. For calculating damage, elemental protection buffs stack additively with inherent elemental resistance or weakness, elemental debuffs, and (in the case of player characters but not monsters) element resistance increases/decreases from equipped weapons, armor, accessories, passive ability materia, and espers. Inflicts Ice elemental damage when attacking physically. The base damage dealt by the weapon; this is added to half of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense, This value is added to the wielder's base accuracy to determine the overall accuracy of the weapon's attacks; the base chance to hit is approximately 84% plus half of this value, modified by the target's evasion; a character gains an extra hit for every 32 points of accuracy they have, The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's attack rating to their normal damage (this extra damage ignores defense), When used against a monster weak against one of its elements, the weapon gets a +4 bonus to attack and is 20% more likely to hit, When used against a monster of a family it is effective against, the weapon gets a +4 bonus to attack and is 20% more likely to hit, The amount of gil received when selling this weapon in a shop, If used as an item in combat, some weapons can cast a particular magic spell free of cost, Each physical hit you take will have its damage reduced by this amount; the defense value of multiple pieces of armor is cumulative, All types of armor (except most shields) incur a penalty to the wearer's evasion rate; each two points of evasion lost result in a 1% smaller chance to evade attacks; multiple penalties are cumulative, Any elemental resistances this armor provides; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage, The amount of gil received when selling this armor in a shop, If used as an item in combat, some pieces of armor can cast a particular magic spell free of cost, Healing spells and damaging spells that are not resisted have a hit point effect between one and two times this number, or half that when resisted (damage can be further modified by elemental weaknesses or resistances), A modifier to the likelihood of the spell being resisted; there is a base chance to hit of approximately 74% plus half this value, modified by the target's magic defense, The status ailment cured of inflicted by the spell if it is not resisted, The elemental nature of the spell; weakness to the element makes the spell approximately 20% more likely to hit and adds a 50% bonus to any damage dealt, while resistance halves damage and nearly guarantees that the spell will be resisted (for a net of 1/4 normal damage), Similar special attacks may share the same name, but have different effects and animation (see individual pages to determine which monsters use which version of a given attack), Damaging special attacks that are not resisted deal between one and two this this amount of damage, or half that when resisted (damage can be further modified by elemental weaknesses or resistances), A modifier to the likelihood of the special attack being resisted; there is a base chance to hit of approximately 74% plus half this value, modified by the target's magic defense, The status ailment inflicted if the special attack is not resisted, if any, The elemental nature of the special attack; weakness to the element makes the special attack approximately 20% more likely to hit and adds a 50% bonus to any damage dealt, while resistance halves damage and nearly guarantees that the special attack will be resisted (for a net of 1/4 normal damage), The total amount of experience earned for defeating this monster (this is split evently among surviving party members), Each physical hit will deal between one and two times this amount of damage to the target, reduced by the target's defense, The number of hit chances the monster gets whenever it attacks; each successful hit will deal full damage and can be a critical hit, The accuracy of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's accuracy, modified by the target's evasion, The status ailment, if any, that can be inflicted by this monster's attacks; the base chance of affliction is 50%, reduced by 1% for each two points of magic defense the target has, The chance of each of this monster's attacks being a critical hit (unless the attack misses); critical hits add double the monster's attack rating to their normal damage (this extra damage ignores defense), Each physical hit the monster takes will have its damage reduced by this amount, The monster's base chance to evade any given physical attack; each two points of evasion result in a 1% better chance to evade attacks, For each two points of magic defense, the monster has a 1% better chance of resisting any given spell, The lowest party level at which the monster may choose to run away; the chance to run is approximately 4% for each level the party leader is above this level, The chance that the monster uses a magic spell on its turn; each monster that can cast spells has a specific cycle of spells that they always use in the same order (see the monster page for specifics), The chance that the monster uses a special attack on its turn; monsters with multiple special attacks have a specific cycle of special attacks that they always use in the same order (see the monster page for specifics), The families this monster belongs to; only undead monsters are affected by Dia spells; regenerating monsters recover 5% of their maximum hp (rounded down) at the beginning of each round; some weapons gain a +4 bonus to attack and are approximately 20% more likely to hit when used against certain monster families, The elements this monster is weak against; weakness against an element causes spells and special attacks of that element to be approximately 20% more likely to hit, and damaging spells or special attacks deal an additional 50% damage, The elements this monster is resistant to; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage. 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