Post by Lorenzo on May 3, 2012 4:49:22 GMT -5
Guardian Forces
Guardian Forces are powerful creatures that can potentially become linked to the user's mind. When mentally called upon, they appear, performing a powerful attack, before leaving. However, Unlike the Eidolons, this powerful attack is not instantaneous. It takes some time for the user to fully establish a link with these creatures, and so the attack is almost as if it were a delayed reaction. During the delay, however, the Guardian Force's energy still manages to protect the caster, replacing the caster's HP with their own. In other words, it takes a few turns to actually use a GF, but while the GF is charging all damage you take is dealt to the GF's HP, rather than your own. If the GF's HP drops to 0 before the attack is executed, the summoning is cancelled. GFs and Eidolons cannot be used in PvP battle.
Compatibility
How long it takes for a GF to be summoned is referred to its Charge Time. The Charge Time dictations how many "Actions" it will take to summon the GF. At least one "Action" each turn has to be used to charge the GF, otherwise the summoning is cancelled. Because of this, the user can't battle properly while attempting to summon a GF. This comes with some obvious benefits and drawbacks, of course. The lower the charge time, the faster the GF is summoned, and the sooner the summoner can return to battling normally. While the higher the charge time, the longer it takes, and thus the longer the GF's HP shield will protect the caster. So, whether you prefer a longer charge time or a shorter charge time is really up to the player. And that is why it is important to know how to manipulate the charge time. Charge Time is effected by your "Compatibility" with the GF. Now, what makes you more or less "Compatible" is highlighted in each GF's description.
Brothers
Description: A pair of Minotaur brothers named Sacred and Minotaur. These brothers are large and purple, the older brother, Minotaur, being significantly shorter than the younger brother, Sacred. Carrying massive maces, and being heavily armored, these two are quite fearsome looking.
Ability: Brotherly Love – When summoned, the two brothers grab the ground beneath the opponent’s feet, hurling it skyward. Then, while the opponent’s fate hangs in the balance, the brothers decide to play a game of Ro-Sham-Bo. The winning brother (usually the older, smaller), then throws the losing brother (usually the younger, older) upward, towards the earthy slab that the two had thrown just moments before. The brother then shatters the slab on which the opponent is standing, and gravity does the rest, bringing the opponent falling to the hard ground below.
Damage/Effect: +1000 Earth Element Damage. No effect against flying enemies.
GF HP: 125% Caster's
Base Charge Time: 4 Actions
Compatibility Modifiers: -1 Action to Charge Time for each Earth-element spell cast by the party this thread. +1 Action to Charge Time for each Wind-element spell cast by the party this thread.
Location: Tomb of the Unknown King, Galbadia Continent.
Jumbo Cactuar
Description: Cactuars are mobile plant-like creatures that inhabit the deserts of Gaia and Pulse. Covered with sharp spines, they are essentially walking cacti. And, like cacti, they come in a wide variety of sizes, growing and growing more and more each year. The Jumbo Cactuar is an ancient Cactuar, at least a century old, and roughly the size of a medium to large-sized tree, that is to say 40-50 feet. These massive conglomeration of needles also are often seen with mustaches over their always-surprised looking mouths.
Ability: 1,000 Needles - Cactuars all share a signature move; the ability to shoot their spines out of their bodies at high speeds. The Jumbo Cactuars are no different in that respect.
Damage/Effect: 1000 flat damage. This amount is not affected by Mag or MDef stats. Damage reducing abilities, such as protect work, however.
GF HP: 250% Caster's
Base Charge Time: 6 Actions
Compatibility Modifiers: -4 Actions if the caster has already used a summon this battle, +1 Action for each restorative item in the caster's inventory.
Location: Bikanel Island, Spira Continent
Carbuncle
Description: A tiny spirit that glows with a faint green light, roughly the size and appearance of a fox cub. The name, Carbuncle is an archaic word for Ruby, and the creature is so named because of the bright red jewel that seems embedded into the little sprite’s forehead.
Ability: Ruby Light – When summoned, the curious critter jumps into the air, shining the target party with a beam of light reflected from the jewel on its forehead, before vanishing.
Effect: Reflect on entire target party for the entire duration of the battle.
GF HP: 90% Caster's
Base Charge Time: 5 Actions
Compatibility Modifiers: -1 Action for every restorative item the caster has used this thread, +1 Action for every black magic spell the caster has used this thread.
Location: Deiling City Sewers, Galbadia Continent
Cerberus
Description: The great three-headed dog that, according to legend, guards the gates to hell. This creature has black fur, with a red-brown underbelly. It is unclear whether this is his fur, or the blood from his victims, that has dyed his underside red.
Ability: Counter Rockets – Despite its intimidating name, this ability isn’t at all explosive. Or even offensive at all. Cerberus fires a rocket into the air from each of its mouths, when the rockets burst; however, they release a magic-enhancing gas onto the target party.
Effect: For the next five turns, the target party can cast three spells using a single Battle Action, provided they have the required mp for them (Also known as the Triple status effect).
GF HP: 160% Caster's
Base Charge Time: 8 Actions
Compatibility Modifiers: -1 Action for every spell the caster has cast this thread, +1 Action for every spell cast at the caster this thread.
Location: Galbadia Garden, Galbadia Continent
Diablos
Description: A winged creature steeped in darkness. Horned face, with piercing eyes, and a whip-like pointed tail, this daemon certainly lives up to its name.
Ability: Dark Messenger – A dark-looking gravity-based attack. A massive ball of blackness appears in Diablos’ hand, which descends upon the enemies, crushing the life from their bodies.
Effect: Darkness element damage to the entire target party equal to 25% of the target’s current HP.
GF HP: 130% Caster's
Base Charge Time: 6 Actions
Compatibility Modifiers: -1 Action for each Gravity Based spell used this thread, +1 Action for each Holy Based spell used this thread.
Location: Within the Magic Lamp currently in Squall’s possession, though that may change.
Doomtrain
Description: A large train that seems to have some demonic influences in its design, its cars being made from hardened bone, its windows, stretched human flesh. Perhaps most horrifying, is the front of the train. Another patch of stretched skin, but this one with a large stretched face, with gnarled teeth.
Ability: Runaway Train – as the name suggests, Doomtrain derails itself, and barrels down the target party, exploding on impact, leaving behind thick polluted smog.
Effect: +250 damage, inflicts poison, blind, and silence
GF HP: 200% Caster's
Base Charge Time: 8 Actions
Compatibility Modifiers: -1 Action for each status effect spell/ability used this thread. +1 Action for each status removing effect used this thread.
Location: The Ghost Station, Figaro Continent
Leviathan
Description: This blue and silver sea serpent, revered as the spirit of protection in some cultures, its control over the waves and tides make it a foe that is not to be taken lightly.
Ability: Tsunami – Calling for a great wave of water, this attack rushes over the opponents, crushing them beneath the pressure of the ocean and drowning them in the torrents of water.
Effect: +1500 Water Element damage to entire target party.
GF HP: 20% Casters
Base Charge Time: 2 Actions
Compatibility Modifiers: -1 Action for each water-element attack used this thread, +1 Action for each fire based attack used this thread.
Location: The Wutai Pagoda, Lost Continent
Pandemona
Description: This GF is among the most mysterious. It looks a bit like a man, albeit twice the height. However, it is made up of what seems to be squishy pink-purple mounds of goop. Yellow and blue streaks are visible along its purple body, and its face, if you can really call it a face, appears to be little more than a lumpy yellow glob. Over one of its shoulders is a series of tubes, leading to a sack-like object attached to its back. This yellow sack inflates and deflates as the creature breathes.
Ability: Tornado Zone – Pandemona inhales deeply, sucking in the enemy party into its back-sack. It then exhales, blasting them out with a powerful gust of wind.
Effect: +1200 Wind Element Damage to target party
GF HP: 140% Caster's
Base Charge Time: 7 Actions
Compatibility Modifiers: -1 Action for each Wind-element spell cast by the party this thread. +1 Action for each Earth-element spell cast by the party this thread.
Location: Mount Zozo, Crescent Continent
Quezacotl
Description: This yellow winged creature flaps its wings, and lightning rains from the sky. The spirit of thunder, this creature takes the appearance of a formless bird, without any feathers or features of any kind, for that matter.
Ability: Thunder Storm – Quezacotl opens its beak-less mouth, and spews a wave of electricity from its gullet.
Effect: +700 Lightning Element damage to target party
GF HP: 150% Caster's
Charge Time: 5 Actions
Compatibility Modifiers: -1 for each Thunder-element attack used this thread, +1 for each water element attack used this thread.
Location: The Thunder Plains, Spira Continent
Siren
Description: This GF lives up to its name. It takes the form of a mermaid perched on a rock, with large wings coming from the side of her head.
Ability: Silent Voice – The Siren plucks softly at a harp under her arm, singing a haunting melody that bores into the enemy’s mind.
Effect: 50 Non-elemental Damage and a Silence status that bypasses resistances to target party.
GF HP: 250% Caster's
Charge Time: 5 Actions
Compatibility Modifiers: -2 if you've cast no spells this thread, otherwise +1 for each spell cast.
Location: Dollet Ruins, Galbadia Continent
Tonberry King
Description: A small fish-like creature, walking on two legs and wearing a brown burlap robe, a little crown floating over its head. It holds a short knife in one hand, and a creepy black lantern in the other.
Ability: It’s Sharp! – The Tonberry slowly and ominously approaches its intended victim, stabbing it once, and then turns around to hobble off away.
Effect: +2000 Non-elemental damage to single target
GF HP: 40% Caster's
Charge Time: 3 Actions
Compatibility Modifiers: -1 for each attack taken in the last turn. +2 if above 90% HP.
Location: Centra Ruins, Esthar Continent
Guardian Forces are powerful creatures that can potentially become linked to the user's mind. When mentally called upon, they appear, performing a powerful attack, before leaving. However, Unlike the Eidolons, this powerful attack is not instantaneous. It takes some time for the user to fully establish a link with these creatures, and so the attack is almost as if it were a delayed reaction. During the delay, however, the Guardian Force's energy still manages to protect the caster, replacing the caster's HP with their own. In other words, it takes a few turns to actually use a GF, but while the GF is charging all damage you take is dealt to the GF's HP, rather than your own. If the GF's HP drops to 0 before the attack is executed, the summoning is cancelled. GFs and Eidolons cannot be used in PvP battle.
Compatibility
How long it takes for a GF to be summoned is referred to its Charge Time. The Charge Time dictations how many "Actions" it will take to summon the GF. At least one "Action" each turn has to be used to charge the GF, otherwise the summoning is cancelled. Because of this, the user can't battle properly while attempting to summon a GF. This comes with some obvious benefits and drawbacks, of course. The lower the charge time, the faster the GF is summoned, and the sooner the summoner can return to battling normally. While the higher the charge time, the longer it takes, and thus the longer the GF's HP shield will protect the caster. So, whether you prefer a longer charge time or a shorter charge time is really up to the player. And that is why it is important to know how to manipulate the charge time. Charge Time is effected by your "Compatibility" with the GF. Now, what makes you more or less "Compatible" is highlighted in each GF's description.
Brothers
Description: A pair of Minotaur brothers named Sacred and Minotaur. These brothers are large and purple, the older brother, Minotaur, being significantly shorter than the younger brother, Sacred. Carrying massive maces, and being heavily armored, these two are quite fearsome looking.
Ability: Brotherly Love – When summoned, the two brothers grab the ground beneath the opponent’s feet, hurling it skyward. Then, while the opponent’s fate hangs in the balance, the brothers decide to play a game of Ro-Sham-Bo. The winning brother (usually the older, smaller), then throws the losing brother (usually the younger, older) upward, towards the earthy slab that the two had thrown just moments before. The brother then shatters the slab on which the opponent is standing, and gravity does the rest, bringing the opponent falling to the hard ground below.
Damage/Effect: +1000 Earth Element Damage. No effect against flying enemies.
GF HP: 125% Caster's
Base Charge Time: 4 Actions
Compatibility Modifiers: -1 Action to Charge Time for each Earth-element spell cast by the party this thread. +1 Action to Charge Time for each Wind-element spell cast by the party this thread.
Location: Tomb of the Unknown King, Galbadia Continent.
Jumbo Cactuar
Description: Cactuars are mobile plant-like creatures that inhabit the deserts of Gaia and Pulse. Covered with sharp spines, they are essentially walking cacti. And, like cacti, they come in a wide variety of sizes, growing and growing more and more each year. The Jumbo Cactuar is an ancient Cactuar, at least a century old, and roughly the size of a medium to large-sized tree, that is to say 40-50 feet. These massive conglomeration of needles also are often seen with mustaches over their always-surprised looking mouths.
Ability: 1,000 Needles - Cactuars all share a signature move; the ability to shoot their spines out of their bodies at high speeds. The Jumbo Cactuars are no different in that respect.
Damage/Effect: 1000 flat damage. This amount is not affected by Mag or MDef stats. Damage reducing abilities, such as protect work, however.
GF HP: 250% Caster's
Base Charge Time: 6 Actions
Compatibility Modifiers: -4 Actions if the caster has already used a summon this battle, +1 Action for each restorative item in the caster's inventory.
Location: Bikanel Island, Spira Continent
Carbuncle
Description: A tiny spirit that glows with a faint green light, roughly the size and appearance of a fox cub. The name, Carbuncle is an archaic word for Ruby, and the creature is so named because of the bright red jewel that seems embedded into the little sprite’s forehead.
Ability: Ruby Light – When summoned, the curious critter jumps into the air, shining the target party with a beam of light reflected from the jewel on its forehead, before vanishing.
Effect: Reflect on entire target party for the entire duration of the battle.
GF HP: 90% Caster's
Base Charge Time: 5 Actions
Compatibility Modifiers: -1 Action for every restorative item the caster has used this thread, +1 Action for every black magic spell the caster has used this thread.
Location: Deiling City Sewers, Galbadia Continent
Cerberus
Description: The great three-headed dog that, according to legend, guards the gates to hell. This creature has black fur, with a red-brown underbelly. It is unclear whether this is his fur, or the blood from his victims, that has dyed his underside red.
Ability: Counter Rockets – Despite its intimidating name, this ability isn’t at all explosive. Or even offensive at all. Cerberus fires a rocket into the air from each of its mouths, when the rockets burst; however, they release a magic-enhancing gas onto the target party.
Effect: For the next five turns, the target party can cast three spells using a single Battle Action, provided they have the required mp for them (Also known as the Triple status effect).
GF HP: 160% Caster's
Base Charge Time: 8 Actions
Compatibility Modifiers: -1 Action for every spell the caster has cast this thread, +1 Action for every spell cast at the caster this thread.
Location: Galbadia Garden, Galbadia Continent
Diablos
Description: A winged creature steeped in darkness. Horned face, with piercing eyes, and a whip-like pointed tail, this daemon certainly lives up to its name.
Ability: Dark Messenger – A dark-looking gravity-based attack. A massive ball of blackness appears in Diablos’ hand, which descends upon the enemies, crushing the life from their bodies.
Effect: Darkness element damage to the entire target party equal to 25% of the target’s current HP.
GF HP: 130% Caster's
Base Charge Time: 6 Actions
Compatibility Modifiers: -1 Action for each Gravity Based spell used this thread, +1 Action for each Holy Based spell used this thread.
Location: Within the Magic Lamp currently in Squall’s possession, though that may change.
Doomtrain
Description: A large train that seems to have some demonic influences in its design, its cars being made from hardened bone, its windows, stretched human flesh. Perhaps most horrifying, is the front of the train. Another patch of stretched skin, but this one with a large stretched face, with gnarled teeth.
Ability: Runaway Train – as the name suggests, Doomtrain derails itself, and barrels down the target party, exploding on impact, leaving behind thick polluted smog.
Effect: +250 damage, inflicts poison, blind, and silence
GF HP: 200% Caster's
Base Charge Time: 8 Actions
Compatibility Modifiers: -1 Action for each status effect spell/ability used this thread. +1 Action for each status removing effect used this thread.
Location: The Ghost Station, Figaro Continent
Leviathan
Description: This blue and silver sea serpent, revered as the spirit of protection in some cultures, its control over the waves and tides make it a foe that is not to be taken lightly.
Ability: Tsunami – Calling for a great wave of water, this attack rushes over the opponents, crushing them beneath the pressure of the ocean and drowning them in the torrents of water.
Effect: +1500 Water Element damage to entire target party.
GF HP: 20% Casters
Base Charge Time: 2 Actions
Compatibility Modifiers: -1 Action for each water-element attack used this thread, +1 Action for each fire based attack used this thread.
Location: The Wutai Pagoda, Lost Continent
Pandemona
Description: This GF is among the most mysterious. It looks a bit like a man, albeit twice the height. However, it is made up of what seems to be squishy pink-purple mounds of goop. Yellow and blue streaks are visible along its purple body, and its face, if you can really call it a face, appears to be little more than a lumpy yellow glob. Over one of its shoulders is a series of tubes, leading to a sack-like object attached to its back. This yellow sack inflates and deflates as the creature breathes.
Ability: Tornado Zone – Pandemona inhales deeply, sucking in the enemy party into its back-sack. It then exhales, blasting them out with a powerful gust of wind.
Effect: +1200 Wind Element Damage to target party
GF HP: 140% Caster's
Base Charge Time: 7 Actions
Compatibility Modifiers: -1 Action for each Wind-element spell cast by the party this thread. +1 Action for each Earth-element spell cast by the party this thread.
Location: Mount Zozo, Crescent Continent
Quezacotl
Description: This yellow winged creature flaps its wings, and lightning rains from the sky. The spirit of thunder, this creature takes the appearance of a formless bird, without any feathers or features of any kind, for that matter.
Ability: Thunder Storm – Quezacotl opens its beak-less mouth, and spews a wave of electricity from its gullet.
Effect: +700 Lightning Element damage to target party
GF HP: 150% Caster's
Charge Time: 5 Actions
Compatibility Modifiers: -1 for each Thunder-element attack used this thread, +1 for each water element attack used this thread.
Location: The Thunder Plains, Spira Continent
Siren
Description: This GF lives up to its name. It takes the form of a mermaid perched on a rock, with large wings coming from the side of her head.
Ability: Silent Voice – The Siren plucks softly at a harp under her arm, singing a haunting melody that bores into the enemy’s mind.
Effect: 50 Non-elemental Damage and a Silence status that bypasses resistances to target party.
GF HP: 250% Caster's
Charge Time: 5 Actions
Compatibility Modifiers: -2 if you've cast no spells this thread, otherwise +1 for each spell cast.
Location: Dollet Ruins, Galbadia Continent
Tonberry King
Description: A small fish-like creature, walking on two legs and wearing a brown burlap robe, a little crown floating over its head. It holds a short knife in one hand, and a creepy black lantern in the other.
Ability: It’s Sharp! – The Tonberry slowly and ominously approaches its intended victim, stabbing it once, and then turns around to hobble off away.
Effect: +2000 Non-elemental damage to single target
GF HP: 40% Caster's
Charge Time: 3 Actions
Compatibility Modifiers: -1 for each attack taken in the last turn. +2 if above 90% HP.
Location: Centra Ruins, Esthar Continent