Final Fantasy

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A place to discuss all things Final Fantasy.

Praise be to Yevon

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Been looking so long for the Warmech in FFI that I learned some equipments work as spells

Pixel Remaster version of #FinalFantasy I.

I had been going by Optimal in the Equip menu, but I was getting bored so started fiddling around, and then noticed things like the Razer and the Healing Staff mentioning in their descriptions they cast spells when used.

Curious, I made a quick save and tested them in battle as items, as equipping them didn't do a thing and I didn't see another way to "use" them.

Interesting that when used as items, they don't deplete, nor consume MP, meaning infinite uses. Great for quickly dealing with trash mobs, specially in auto-battle, and equipments like the Healing Staff allow for a constant party-wide heal. Plus if using in auto-battle some single-target healing spell, e.g. by another equipment, it targets who needs healing, and not by memory.

Also amusing to see a Knight casting Scourge and instantly killing most enemies in the fight. e.e"

but where in the flipping-flip is the warmech

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FFXII: some tips if fighting the TZA Archeoavises too early

For some reason, the developers decided these enemies should be even nastier surprises than everything else in the Zertinan Caverns from #FFXII.

Since this early, as soon as you're tasked to go past Giza Plains, you're still weak and lacking in resources no matter how strong you are, it can be a very challenging fight, or if playing casually, potentially impossible until very late.

That being said, there are some ways which can make the battle manageable, from what I tested:

Moving two zones out and back in allow you to reroll these enemies' levels until you get them to a desired point, lowest level being 59 according to the wiki.

As previously said, normal progression may make this fight impossible, so powerleveling is advised. If going too weak, both you will be tickling these bullet sponges, and they will be tickling your characters' bones per bite.

Also about progression, do the mandatory events of Jahara, so you get a guest that has Bubble, which doubles the target's HP. The guest, also having fewer abilities, ends up being more mobile, meaning you can use him as party leader to abuse area transitions (and their auto-saves).

The Archeoavises are also susceptible to Confuse and Blind. The guest spamming Shades of Black will sooner or later trigger blinding spells (as well as doing good damage in-between), or you could have a bow, gun or grenade user equip blinding ammo. The main attacker could use Karkata if you were able to steal from the Trial Mode Flowering Cactoid (rarest steal), the weapon confusing on strike, along with the Hermes Sandals (Bazaar item at this point) for Auto-Haste, to quickly confuse and dish out a lot of damage at the same time.

Further about area transitions, set the battle mode to wait and slowest and lure them to fight by the area's exit, specially useful if they start casting Curse or Dispelga. Curse because one of the debuffs it adds is Disease, which the Serum items are for, but are rare at this point. Dispelga on the other hand, would be because the Archeoavis will be busy casting it while the Karkata attacker goes crazy, and if they dispel you, or the buffs wear off, you can leave the area to recharge and rebuff, while also creating a checkpoint due to auto-save. And if a character gets Disease from Curse, reloading the auto-save if you haven't changed areas since getting debuffed also helps - and enemies don't recover health by moving a single area away (just 2+) or reloading auto-saves where they are accounted for.

Last but not least, and a bit of a general tip, have your healer be a kleptomaniac instead of attacking when not healing or buffing, as the healer doesn't do much damage anyways and you can find the Thief's Cuffs in a nearby area. Vaan or Balthier also have innate Steal, so if you have them as healers, you don't need to waste a second job.

All in all, after the initial scare, it was a fun challenge. =D

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The Archer in FFXII TZA is surprisingly strong and resistent

I started playing #FFXII for the Switch, and got curious whether Ulillillia's powerleveling guide could be applied to this version of the game. To my surprise it works, up to the events of the Barheim Passage at least. Some reworking is needed, specially in the beginning, but things like Trial Mode compensate for it.

When you get the Burning Bow, unless you go for the Trial Mode's Flowering Cactoid's rarest steal next, you'll be stuck with the Archer for quite a while since it is the only one that can wield the second strongest weapon at this point, the Bow.

A potential problem of that would be that the Archer can't use immobilize, only either Battlemage jobs can. And the spell is used to ensure survivability when grinding for exp in the Garamsythe Waterway.

But being suspicious of how many generous nodes my Archer was getting, I attempted fo bruteforce my way through the Garamsythe Waterway.

Level 33 Archer with a Burning Bow, Fiery Arrows, whatever good armors I could find in the first 10 stages of Trial Mode. Vaan can survive 1v1 usually at worse on red health, he deals 1200~2000 damage per attack (iirc in the PS2 1200 damage was the upper limit at this point), both Cloying Breath and Bad Breath rarely stick, and I had forgotten to go for the Hermes Sandal's, which after I got, some times Vaan would win at full health.

Also the save point for healing is nearby, autosaves are plentiful with how compact the Waterway is, and fast forward x2 is manageable. So after a quick tactical retreat, Vaan's back for more.

Will probably go for Seitengrat after Bhujerba, and I already can't wait to see the numbers. 🤩

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Mystic Quest tip: only red chests are relevant in dungeons

#MysticQuest #FinalFantasy #tip

Stocking outside of dungeons is ideal¹, as dungeons' brown chests give the same consumable items, and you can either rush to a dungeon's relevant/unique stuff, and/or make short trips.

The red chests, however, they contain new weapons, armor and magics, so focusing on them saves having to go through specially annoying enemies only to get measly rewards like 10 bombs / 3 potions / the sort.

¹Only exception where you will want to go to a dungeon is to get is the seed / fruit of magic, as magic can carry you a long way (specially teleport and cure), and afaik the only renewable source of seeds is deep in the Bone Dungeon, in a room a bit off the path at the end of a bone corridor, point F on this map: https://mikesrpgcenter.com/ffmq/maps/bone_dungeon.html

Also as mentioned, teleport is specially useful, both to flee a given dungeon, and to instantly kill normal enemies (great if one of the enemies has nastier attacks).

Hope this helps someone. =)

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Playing Mystic Quest and... it's not bad?

Trying to finish it for the #12in12 challenge (finish at least a game per month), and though I'd read people complaining #MysticQuest is a bad #FinalFantasy, I'm positively surprised.

Probably being past 60~70% of the game, other than the shallow story, it's being a fun experience. Hard enough I need to pay attention, but simple enough it doesn't get taxing. Dungeons can be a tad long and winding, but not like FFII's dungeons (I like that game too, but oh god, those dungeons 😩). Regarding the story, a neutral point, but it's simple enough I don't need to pay much attention at least. Magic is pretty useful for once in a RPG, even later on. And I've yet to grow tired of the OST (Alexa, play "Battle Theme" on repeat).

Also the Japanese version has simple enough texts it's simple to interpret. But how does "Rock", "ロック", becomes "Tristam"? Came across the English name and it got me confused. "<.<

Anyways, dunno if it's still officially distributed anywhere, so if not, I think it's worth hunting down cartridge to play! =D

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Reloaded a decade-old save, where someone told me he was surprised I beat the game as supposedly I was too underleveled, and testing around with the small materia build I came up with, I think remembered why:

Thundaga iirc I found lying early in the final dungeon, and Osmoga about halfway through (correct me if I'm wrong, going by memory here).

Thundaga is the fastest of the -ga spells I had found, it goes through enemies for a decent chance of chaining attacks, and does a lot of damage. And Osmoga is there because Thundaga drains Zack's MP way too fast.

Also I had equipped Cura and Healing Wave since enemies were hitting like a truck, some HP and magic materias for surviving and damaging, and (I don't remember why) Lucky Stars.

Testing with a few missions, which I totally didn't learn just now how to access, Zack doesn't even flinch before the enemies go down. Also yet to find any enemies immune to thunder.

I have some vague notion of how powerful a certain superboss is in the game, so likely it's not enough for that, but if you're struggling with the main game or some intermediary missions, maybe worth trying that set of materias?

Also no idea how it goes with the Steam remaster.

Hope it can help someone. =)

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I finished a very enjoyable playthrough from start to VI thanks to Pixel Remasters, and I bought VII-IX on Switch to keep it going. I'm on the first arc in Kalm after leaving Midgard and I am finding it a struggle to get through. This game moves so slow, the story is not at all interesting so far, combat is entirely monotonous, the characters are flat, the controls are clunky, and the cut scenes are excruciatingly long and pointless.

I do not want to play through it for completeness sake, but I also don't want to give up too early.

I feel like I should be enjoying it by now, right? Is there some point in the story where it really takes off? If so, how close am I?

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Introducing State of the Realm, a handy feature in Final Fantasy Tactics - The Ivalice Chronicles that will provide more information about the characters and the world of Ivalice - as well as the story thus far - between battles.

Source: https://xcancel.com/finalfantasy/status/1933147533947310309

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cross-posted from: https://lemmy.world/post/31214177

The music in FFVI was ahead of its time.

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Hallo Community! ❤️

I‘m near the end of FF7 Rebirth and I already cry to know that it will end.

Which Game (FF Game) should I play next? I already played 16 and my very first FF Revenant Wings (I was 12 years old).

I currently have my eyes on FF X, but maybe others have different recommendations :)

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LOGOS: The World of Final Fantasy XVI

SynopsisUncover the secrets of Valisthea and its inhabitants in this expansive compilation of Final Fantasy XVI lore!

  Final Fantasy XVI introduced the world to Valisthea, a wondrous realm of sword and sorcery. Players learned details about its characters and kingdoms through the game, but what of its history, its geography, its people? For those who seek knowledge of the land blessed in the light of the Mothercrystals, look no further than LOGOS: The World of Final Fantasy XVI!

  Written from the perspective of Valisthean scholar and hideaway loresman Harpocrates II Hyperboreos, this compendium will take readers on an exclusive deep dive into Final Fantasy XVI’s rich lore. It explores a wide variety of topics, from music to literature to religion—even cooking!—through numerous entries transcribed from journals, diaries, letters, and character conversations. LOGOS is more than just an encyclopedia: it’s a window into the realm of Valisthea and the lives of its inhabitants, as told by those inhabitants themselves.

  What makes this book truly special are contributions from three of Final Fantasy XVI’s English-language voice cast. Ben Starr (Clive), Stewart Clarke (Dion), and Christopher York (Gav) all lend their talents as writers to bring their characters back to life within the pages of this tome.

  Featuring hundreds of richly illustrated full-color pages, LOGOS: The World of Final Fantasy XVI is a must-have book for all fans of Final Fantasy XVI!

Store: https://gb.store.square-enix-games.com/logos_-the-world-of-final-fantasy-xvi


The Art of Final Fantasy XVI: Echos of the Rising Tides

SynopsisThe companion volume to The Art of Final Fantasy XVI, featuring illustrations and concept art for the DLC episodes Echoes of the Fallen and The Rising Tide.

Return to the world of Valisthea in this 96-page hardcover art book presenting key art and visual assets from the development of the Final Fantasy XVI DLC episodes Echoes of the Fallen and The Rising Tide. Printed on archival-quality text stock, this full-color volume offers character and enemy designs, environmental illustrations, and concept sketches, as well as art drawn by Final Fantasy XVI lead artist Kazuya Takahashi exclusively for this work.

Store: https://gb.store.square-enix-games.com/the-art-of-final-fantasy-xvi_-echoes-of-the-rising-tide

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