Final Fantasy VIII is the follow-up to the incredibly successful Final Fantasy VII. Permanently increases character's Magic by 1 any time a level is gained while the ability is equipped. Refine Ice- and Water-elemental Magic from Items. Final Fantasy VIII Wiki Guide. These abilities open up Junction slots (remember that no Magic and no more than 3 Command Abilities and 2 total Character/Party Abilities can be Junctioned without a proper Junction Ability learned), allowing you to increase stats, modify elemental or status properties, or assign more than two Character/Party Abilities. Learn about Final Fantasy VIII and the Triple Triad mini-game. Most of the bosses are optional, but if you want to make a living in this castle and the final boss fight, I recommend fighting all of them. Here is the shop list as it appears in the menu: Access the Junk Shop from the menu. Allows you to Summon any Guardian Force equipped to the character. Chapter 4: Timber 6. This is highly useful if you need a higher-leveled version of an enemy for its Draws/Mugs/Drops, or just want to level up faster. For GF information (including native abilities, AP costs, stats, and Summon information), click here, and for Items, here. Turns Cards into Items. Removes Berserk, Confuse, Curse, Darkness, Doom, KO, Petrifying, Petrify, Poison, Sleep, Silence, Slow, Stop, Vit0, and Zombie from one target. All Abilities: Unlock all abilities for acquired GFs. The GF Eden knows "Devour", but he is not easy for you to get. Allows you to Junction up to four spells to ST-Def, reducing the probability of associated status ailments being inflicted. Abilities and vital statistics for the Ifrit Guardian Force in Final Fantasy VIII (FF8, FFVIII, PlayStation Network, PS, PS1, PSX, PSN) Details and information on the Abilityx3 GF ability in Final Fantasy VIII (FF8, FFVIII, PlayStation Network, PS, PS1, PSX, PSN) Refines high-level Magic from mid-level Magic. Gives the character permanent, unremovable Shell status while equipped. Drains HP from one target, giving it to the caster. We’re here to help with this Final Fantasy 8 GF guide.. The strongest Junctions to Hit are: Allows you to Junction Magic to a character's Hit stat, causing their physicals to do critical hits more often. if it has 25% of its max HP left, Card will succeed 75% of the time). Shiva's Ice Magic Refine ability can turn Fish Fins that drop from the fish guys on the beach outside Balamb into 20 Water spells, which are pretty good early on. A successful Devour attempt will result in one of the following happening in addition to the enemy being defeated, again determined by the enemy type and its Level. Allows character to Draw Magic from enemies, either Stocking it for later use or Casting it directly (Draw-casted spells have a random spell power up to the normal power of the spell). Inflicts Defend status on self, nullifying physical attacks (including those that inflict statuses) and halves damage taken from magical attacks until the character selects another command. Interestingly, Rare Item only improves the odds of the Uncommon slot and reduces all the others (including the Rare slot to 0), making this ability nearly always worthless. Another useful combo here is to pair Defend with Cover on the party member in the middle slot and put the other characters into low HP. There are 16 junctionable GFs in total, with an additional six that cannot be junctioned but that appear at random during battles or that are summoned by using specific items. Refine Shelters, Tools (except Hero-trial, which is made using Forbid Med-RF), Dark Matter (requires Siren to be Level 100), Wizard Stones, Shaman Stones, and LuvLuv G's from other Items. This is likely the most useful item-to-item refinement skill (and second only to the almighty Card Mod out of all refinement abilities), unless you're big into stat boosting (Forbid Med-RF). ST-Atk and Elem-Atk properties are considered when this command is used (and in fact this is the only situation in which they are checked). Abilities are taught by equipment; action abilities are only learned from weapons, while weapons, hats, shields and armor teach a unit an R- or S- ability. It can be used multiple times to "stack" the effect. Read on to learn which GFs can learn this skill, as well as the required AP. All characters will have the Attack command (or some modified form of it if you equip certain Abilities) irregardless of whether a GF is equipped or not. Many of the Special Abilities are designed for use by one character early on in the game and many of them do not require any MP to use. Redundant abilities in this case are abilities that are made obsolete by another ability on that GF or on another GF junctioned by the same character. Sword Art attacks that can be used by Steiner. Buffs to certain attributes include those of strength, resistance and vitality. If you're gonna go for having all five stats maxed (with or without junctions), then do Str, Vit, Mag, Spr - HP Ups are ten times faster to refine than Mag Ups. - Use refine abilities. I couldn't find anything like this in any of the numerous FAQs on Final Fantasy VIII, so I did the work for myself and eventually turned it into this guide. Swd Art. You must leave the item teaching you an ability on until it has acquired enough AP (awarded at the end of battles). For information about effects of specific GF Summon effects, please refer to the data for the GF in question. Laguna Dream 2: Centra 7. Changes Mug/Drop odds to the following: Common, 128/256 (50%); Uncommon, 114/256 (44.53%); Semi-Rare, 14/256 (5.47%); Rare, never. Attempts to Devour one enemy, which, if successful, has an effect dependent on the enemy and its Level. Note that the Stat+% abilities stack additively, and directly increase the stat in question, capping at the stat's natural maximum (9,999 for HP, 255 for all other stats). Just the same, you no longer need Elm Def J if a GF already has Elm Def J x2, you don't need Elm Def J x2 if a character already has Elm Def J x4, etc. FF8 Guide & Walkthrough Wiki. Allows you to Junction one spell to Elem-Def, reducing damage taken from elemental attacks. Causes character to do a physical attack for triple his/her normal Attack damage, at the expense of losing 10% of their maximum HP each time the command is used. Reduces shop prices by 25%. Pandemona. Gives the character permanent, unremovable Protect status while equipped. Once forgetten, you can then use items that teach the ability you want, to replace what was lost. Summoning spells that can be cast by Dagger and Eiko. Potions) to heal double their normal amounts. Heals HP to max and removes all status ailments, Damage to character for 6.25% of max HP and, Damage to character for 50% of max HP and, Damage to character for 75% of max HP and, Returns 1/4 of the damage to the opponent, Receives attack in place of a party member. Does not prevent fixed encounters (for example, boss battles or battles triggered by crossing a certain area). I developed some Ifrit;s skills: STR+20%, Str+40% and finally STR Bonus. Does not affect Diablos, Cactuar, or GFs that do not use damaging attacks. These abilities affect the party as a whole, even if only equipped on one character. Causes the character to counterattack (with the Attack command) any time they are targeted by a single-target physical attack. 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