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Cruise Control
11-16-2006, 02:02 AM
For you dudes who didn't buy guides, heres a liscence board, and all the foot notes.

Weapons

Standard weapons (damage is mitigated by the targets defense.)

Swords (1H)
Swords (2H)
Spears
Crossbows

Piercing Weapons (Weapon damage ignores targets defense.)

Guns
Measures
Fast Weapons (Weapon damage increases with a chracters speed.)

Daggers
Ninja Swords
Bows
Magick Weapons (Weapon damage increases with a character's magick power.)

Katana
Staves
Maces
Striking Weapons (Weapon damage is erratic. Capable of massive damage, and capable of no damage.)

Axes
Hammers
Hand-bombs
Magick Resist Weapons (Weapon damage is mitigated by the target's resist.)

Poles

Armor

Heavy (Increases strength, for main figthers.)
Light (Increases HP, for support roles)
Mystic (Increases magick, for mages.)


Accessories

Each character has the ability to equip one accessory at a time. Accessories provide immunity against negative statuses, constant positive status effects, and sometimes enhance or unlock abilities. Similiar to weapons and armor, you can purchase an accessory and equip it to a single character who has teh appropriate liscence.
Magick

New magicks are available at magick shops
and traveling merchants scattered throughout the world. There are five types of magicks. White magick focuses on healing, curative, and status restoration effects.Black magick is composed of powerful elemental attacks that may take advantage of an enemy's weakness. Green magick centers on status effects that can aid the party or hamper the enemy. Arcane magick contains a wide variety of status effects and unusual magicks with specialized uses. Time Magick is comprised of extremely useful status effects that can also aid the party or slow down enemy units.
Technicks

A technick is a unique ability that is much like a magick. However, technicks don't require the use of MP (Mist Points.) A technick is very useful when a character's MP is running low. Some of them provide excellent status attacks that lower an enemy's defense, strength, magick resistance, or magick power. "Charge" is one technick that every character should have, as it allows characters to effortlessly restore a portion of their MP in the heat of combat. It might just save teh party in a tough situation.
Augments

An augment drastically increases a character's abilities by providing passive bonuses. Once purchased, the bonus is always in effect. The effects range from additional HP (Health Points) to more Gambit slots. An augment can even enhance the effects of restorative items.
Quickenings

There are 18 Quickening spots scattered around the liscence board. Quickenings unlock powerful Mist abilities that require Mist Charges, which are unique to each character. A character can unlock three Quickening spots on the liscence board and any of the 18 spots will do. Each time a spot is unlocked the character gains a new and more powerful special attack. Go for the Quickening spots early in the game, as they greatly improve the party's effectiveness.
Espers

The locations of the 13 espers are hidden from veiw at the start of the game. The spots won't appear on the liscence board until the Esper has been encountered and defeated. Only one character can unlock an Esper, which enables that person to summon the esper into battle.

Timerk
11-16-2006, 02:31 AM
Thanks for all the work.

It looks great :choc2:.

Cruise Control
11-18-2006, 02:59 PM
Board finishedm footnotes typedm post updated. Enjoy!

jeo2388
11-18-2006, 03:01 PM
very fine work..keep updating some helpful guides :)

Renmiri
11-19-2006, 12:02 AM
Wow, this is great!

Here's how the LB looks in the game:
http://ffproject.net/forumwiki/images/Lboard.jpg

MurderfaceX3
11-20-2006, 07:59 PM
Dude Thank you so much for having a license board!!!!You helped me out lots!

Cruise Control
11-20-2006, 08:25 PM
By having, you mean making.

Renmiri
11-22-2006, 06:39 AM
My Ultimnia has a poster with it but it is in Japanese :(