Final Fantasy 8
Magic Junction Effects FAQ
version 1.0 by fuuie (
[email protected])
last updated - march 11, 1999
don't even think about mooching any of it (and all that stuff that
goes in every one of these FAQ's, I actually wonder sometimes if
ppl actually read and obey the "don't copy" notices...)
table of contents
-----------------
(1) How to junction magic
(1.1) before fiddling with it on your own
(1.2) creating your own junction
(1.3) abilites that can be boosted via magic junctions
(1.3.1) right screen (General Values)
(1.3.2) center screen (Elemental Attack/Defense)
(1.3.3) left screen (Status Attack/Defense)
(2) Values for the General Values junctions
(2.1) table of all values
(2.2) top 5 spells per attribute
(3) Values for the Elemental Attack/Defense junctions
(3.1) Elemental Attack junctions
(3.2) Elemental Defense junctions
(4) Values for the Status Attack/Defense junctions
(4.1) Status Attack junctions
(4.2) Status Defense junctions
----------------------------------------------------------------------
(1) How to junction magic
(1.1) before fiddling with it on your own
After you junction Guardian Forces (Junction menu -> "Junction" ->
"G.F." and select the G.F's you want) you will be ported to the
"saikyou" magic junction screen which will automatically junction
magic for you (granted you have magic to junction). Choose
"tatakau" (far left) if you want your Strength to have the best
junction, "mahou" (middle) if you want Magic to be highest, and
"bougyo" (far right) if you want HP to be the highest.
(1.2) creating your own junction
At any point, when you want to change the magic junctions, you go
to "Junction" -> "Mahou" in the Junction menu to change the settings.
Before junctioning any magic, the bottom of the junction menu screen
looks like this (the numbers are actual figures from my lv.17 Rinoa)
+----+ +-------------+
| | | Ultima 100 |
|char| | Curga 75 |
|face| | Meteor 90 |
| | | Regene 50 |
+----+ +-------------+
+-----------------------+
| <<SAtt/Def <ElAtt/Def |
|---------------------------------------------+
| HP ----- 910 SAtt SDef ElAtt ElDEf |
| Str ----- 31 Spd ----- 23 |
| Sta ----- 9 Eva ----- 1% |
| Mag ----- 20 Hit ----- 101% |
| Wis ----- 13 Luk ----- 17 |
+---------------------------------------------+
After selecting "Junction" from the top navibar, and selecting
"mahou" (the magic suboption), the hand cursor will jump to this
area. Choose the stat you want to boost (the ones that the GF's
allow you to boost via junction will be in white) and the cursor
will jump to your stock of magic (located right above all of
this). Choose a magic that gives you a satisfactory boost. Hit
<O> to set the magic.
Let's say you boost your hitpoints with 100 Ultimas. when you're
done setting it, it will look like this. Note that Ultima is now
greyed out... you can only junction one magic to one spot. (It
would be too easy if you could junction Ultima to everything!)
+----+ +-------------+
| | | Ultima 100 | <-- this "Ultima 100" will be greyed out.
|char| | Curga 75 |
|face| | Meteor 90 |
| | | Regene 50 |
+----+ +-------------+
+-----------------------+
| <<SAtt/Def <ElAtt/Def |
|---------------------------------------------+
| HP Ultima 6910 SAtt SDef ElAtt ElDEf |
| Str ----- 31 Spd ----- 23 |
| Sta ----- 9 Eva ----- 1% |
| Mag ----- 20 Hit ----- 101% |
| Wis ----- 13 Luk ----- 17 |
+---------------------------------------------+
When you're in this magic junction screen, and aren't in the "pick
the magic" part, you can hit left / right in your analog stick or the
keypad to switch between basic stats, elemental stats, and status
stat. You can add elementals and status anomalies in junctions as
well in the same manner.
The middle screen looks like this:
+-----------------------+
| <SAtt/Def GenValues> |
|-------------------+--------------------------+
| ElAtt ----- | Fire 0% Poison 0% |
| ElDef ----- | Ice 0% Air 0% |
| ElDef ----- | Thunder 0% Water 0% |
| | Earth 0% Holy 0% |
+----------------------------------------------+
And the left screen:
+-------------------------+
| ElAtt/Def> GenValues>> |------------------------------+
|-------------------------+ Death 0% Zombie 0% |
| SAtt ----- | Poison 0% Sleep 0% |
| SDef ----- | Petrify 0% Slow 0% |
| SDef ----- | Darkness 0% Stop 0% |
| | Silence 0% Confuse 0% |
| | Berserk 0% Absorb HP 0% |
+--------------------------------------------------------+
(1.3) abilites that can be boosted via magic junctions
(1.3.1) right screen -- General Values
HP: hit points. you want this to be high, no?
Strength (chikara): higher this is, the more physical damage you do.
Stamina (tairyoku): Not sure for FF8, but typically in FF series,
the higher this is, the less physical damage you usually take AND
the HP increase value at time of leveling up is higher.
Magic (Maryoku): higher it is, the more powerful your magic attack.
FF8 has a SECOND and VERY IMPORTANT reason to raise this -- the
higher the Magic stat is, the higher chance you can draw more
spells out of your enemies (you can draw up to 9 per draw during
battle -- characters with really high Magic can draw 9 of almost
any spell.
Wisdom (Seishin): I have no clue. Typically for FF series, it has
determined how much Cure spells heal you.
Speed (Hayasa): how fast your ATB guage fills up.
Evasion (Kaihi): the percentage of avoiding physical attacks.
Hit (Meichuu): the percentage of landing physical attacks.
Luck (Un): do you feel lucky, punk?
(1.3.2) center screen -- Elemental Attack / Defense
Elemental attack: Increases/Decreases damage of physical attack
depending on compatibility with enemy. Junctioning 100 Holy's
will make the weapon very effective against enemies that are
weak to the "holy" elemental, but if they are immune or even
absorb "holy" elemental attacks, this is a BAD IDEA.
Elemental defense: How much you can withstand physical and/or magic
attack of that element. Junctioning 100 Fire's will make the char.
less susceptible to fire. 100% means you get no damage.
Furthermore, if you put go past 100% (indicated by a blue star
next to the element) be able to absorb & regain HP when attacked
with that elemental.
Status offense: increases chance to add a status anomaly.
Junctioning 100 Break's will always make a petrifyable
enemy petified after one hit.
Status defence: decreases chance to receive status anomalies.
Junctioning 100 Sleeple's will always keep your character awake.
----------------------------------------------------------------------
(2) Values for the General Values junctions
(2.1) table of all values
Multiply the values you see by the number of the spell you have in
stock. round DOWN (never round up) to the nearest integer. That
integer will be the "bonus" that your general ability value will be
boosted by.
The table is in Japanese alphabetical order.
+----------+----+------+------+------+------+------+------+------+------+
| Spell | HP | Str | Sta | Mag | Wis | Spd | Eva | Hit | Luk |
+----------+----+------+------+------+------+------+------+------+------+
| Ultima | 60 | 1.0 | 0.82 | 1.0 | 0.95 | 0.6 | 0.24 | 0.6 | 0.6 |
| Araise | 48 | 0.2 | 0.8 | 0.2 | 0.85 | 0.08 | 0.04 | 0.08 | 0.2 |
| Water | 3 | 0.2 | 0.14 | 0.18 | 0.14 | 0.12 | 0.04 | 0.18 | 0.13 |
| Aero | 3 | 0.17 | 0.1 | 0.16 | 0.1 | 0.2 | 0.08 | 0.22 | 0.15 |
| Esna | 5 | 0.06 | 0.36 | 0.12 | 0.36 | 0.03 | 0.02 | 0.03 | 0.1 |
| Aura | 34 | 0.7 | 0.22 | 0.24 | 0.24 | 0.1 | 0.02 | 0.5 | 0.4 |
| Quake | 26 | 0.4 | 0.2 | 0.4 | 0.2 | 0.07 | 0.03 | 0.3 | 0.12 |
| Gravide | 16 | 0.34 | 0.18 | 0.36 | 0.18 | 0.12 | 0.04 | 0.14 | 0.1 |
| Cure | 2 | 0.04 | 0.15 | 0.04 | 0.15 | 0.03 | 0.02 | 0.02 | 0.02 |
| Cura | 5 | 0.08 | 0.28 | 0.08 | 0.28 | 0.04 | 0.02 | 0.03 | 0.03 |
| Curga | 22 | 0.2 | 0.65 | 0.2 | 0.65 | 0.1 | 0.04 | 0.1 | 0.1 |
| Confu | 7 | 0.22 | 0.18 | 0.28 | 0.18 | 0.18 | 0.04 | 0.08 | 0.08 |
| Silece | 1 | 0.06 | 0.05 | 0.12 | 0.1 | 0.04 | 0.02 | 0.03 | 0.02 |
| Thunder | 1 | 0.1 | 0.04 | 0.1 | 0.04 | 0.08 | 0.03 | 0.1 | 0.08 |
| Thundra | 2 | 0.15 | 0.08 | 0.15 | 0.08 | 0.12 | 0.04 | 0.16 | 0.12 |
| Thundga | 14 | 0.3 | 0.16 | 0.3 | 0.16 | 0.14 | 0.04 | 0.2 | 0.14 |
| Shell | 4 | 0.06 | 0.18 | 0.1 | 0.4 | 0.03 | 0.02 | 0.03 | 0.14 |
| Stop | 8 | 0.18 | 0.2 | 0.3 | 0.24 | 0.48 | 0.1 | 0.2 | 0.1 |
| Sleeple | 1 | 0.06 | 0.05 | 0.12 | 0.1 | 0.04 | 0.04 | 0.03 | 0.02 |
| Slow | 5 | 0.12 | 0.16 | 0.2 | 0.2 | 0.4 | 0.08 | 0.1 | 0.1 |
| Zombie | 8 | 0.15 | 0.24 | 0.15 | 0.12 | 0.02 | 0.01 | 0.02 | 0.02 |
| Double | 2 | 0.15 | 0.06 | 0.18 | 0.06 | 0.1 | 0.03 | 0.4 | 0.02 |
| Death | 18 | 0.22 | 0.22 | 0.38 | 0.58 | 0.1 | 0.04 | 0.1 | 0.38 |
| Despell | 10 | 0.12 | 0.38 | 0.16 | 0.6 | 0.08 | 0.04 | 0.08 | 0.14 |
| Triple | 24 | 0.7 | 0.1 | 0.7 | 0.1 | 0.7 | 0.16 | 1.5 | 0.3 |
| Tornado | 30 | 0.48 | 0.24 | 0.42 | 0.24 | 0.33 | 0.13 | 0.38 | 0.14 |
| Drain | 4 | 0.13 | 0.3 | 0.2 | 0.24 | 0.06 | 0.02 | 0.05 | 0.04 |
| Berserk | 3 | 0.13 | 0.08 | 0.14 | 0.08 | 0.05 | 0.02 | 0.04 | 0.03 |
| Bio | 7 | 0.24 | 0.15 | 0.24 | 0.15 | 0.05 | 0.02 | 0.04 | 0.04 |
| Fire | 1 | 0.1 | 0.04 | 0.1 | 0.04 | 0.08 | 0.03 | 0.1 | 0.08 |
| Fira | 2 | 0.15 | 0.08 | 0.15 | 0.08 | 0.12 | 0.04 | 0.16 | 0.12 |
| Figa | 14 | 0.3 | 0.16 | 0.3 | 0.16 | 0.14 | 0.04 | 0.2 | 0.14 |
| Blin | 1 | 0.06 | 0.05 | 0.12 | 0.1 | 0.03 | 0.02 | 0.3 | 0.02 |
| Blizzard | 1 | 0.1 | 0.04 | 0.1 | 0.04 | 0.08 | 0.03 | 0.1 | 0.08 |
| Blizzara | 2 | 0.15 | 0.08 | 0.15 | 0.08 | 0.12 | 0.04 | 0.16 | 0.12 |
| Blizzaga | 14 | 0.3 | 0.16 | 0.3 | 0.16 | 0.14 | 0.04 | 0.2 | 0.14 |
| Flare | 32 | 0.56 | 0.26 | 0.44 | 0.26 | 0.12 | 0.03 | 0.26 | 0.12 |
| Break | 10 | 0.2 | 0.2 | 0.34 | 0.35 | 0.1 | 0.04 | 0.1 | 0.12 |
| Protess | 4 | 0.06 | 0.4 | 0.1 | 0.18 | 0.03 | 0.02 | 0.03 | 0.14 |
| Haste | 5 | 0.12 | 0.16 | 0.2 | 0.2 | 0.5 | 0.08 | 0.1 | 0.1 |
| Pain | 28 | 0.42 | 0.38 | 0.6 | 0.45 | 0.04 | 0.01 | 0.04 | 0.4 |
| Holy | 38 | 0.55 | 0.28 | 0.45 | 0.48 | 0.1 | 0.07 | 0.24 | 0.14 |
| Meteor | 46 | 0.75 | 0.34 | 0.52 | 0.34 | 0.3 | 0.12 | 0.4 | 0.22 |
| Melton | 15 | 0.24 | 0.8 | 0.2 | 0.2 | 0.03 | 0.02 | 0.12 | 0.08 |
| Libra | 1 | 0.05 | 0.05 | 0.05 | 0.05 | 0.03 | 0.02 | 0.03 | 0.03 |
| Regene | 26 | 0.18 | 0.7 | 0.18 | 0.6 | 0.08 | 0.04 | 0.08 | 0.08 |
| Reflec | 20 | 0.14 | 0.46 | 0.2 | 0.72 | 0.1 | 0.04 | 0.08 | 0.16 |
| Raise | 12 | 0.08 | 0.5 | 0.1 | 0.5 | 0.04 | 0.02 | 0.03 | 0.04 |
| Levitate | 5 | 0.08 | 0.15 | 0.08 | 0.15 | 0.16 | 0.04 | 0.12 | 0.2 |
+----------+----+------+------+------+------+------+------+------+------+
(2.2) top 5 spells per attribute
The attached values is the maximum value that it can provide as a
bonus, i.e. the bonus value when you junction *100* of that spell.
HP: 1) Ultima .... 6000
2) Araise .... 4800
3) Meteor .... 4600
4) Holy ...... 3800
5) Aura ...... 3400
Strength: 1) Ultima ........... 100
2) Meteor ........... 75
3) Triple & Aura .... 70
4) Flare ............ 56
5) Holy ............. 55
Stamina: 1) Ultima ............. 82
2) Melton & Araise .... 80
3) Rejene ............. 70
4) Curga .............. 65
5) Raise .............. 50
Magic: 1) Ultima .... 100
2) Triple .... 70
3) Pain ...... 60
4) Meteor .... 52
5) Flare ..... 44
Wisdom: 1) Ultima .............. 95
2) Araise .............. 85
3) Reflec .............. 72
4) Curga ............... 65
5) Despell & Rejene .... 60
Speed: 1) Triple .... 70
2) Ultima .... 60
3) Haste ..... 50
4) Stop ...... 48
5) Slow ...... 40
Evasion %: 1) Ultima ..... 24
2) Triple ..... 16
3) Tornado .... 13
4) Meteor ..... 12
5) Stop ....... 10
Hit %: 1) Triple ............. 150
2) Ultima ............. 60
3) Aura ............... 50
4) Meteor & Double .... 40
5) Tornado ............ 38
Luck: 1) Ultima ......... 60
2) Aura & Pain .... 40
3) Death .......... 48
4) Triple ......... 30
5) Meteor ......... 22
----------------------------------------------------------------------
(3) Values for the Elemental Attack/Defense junctions
(3.1) Elemental Attack junctions
Multiply the values you see by the number of the spell you have in
stock. round DOWN (never round up) to the nearest integer. That
integer will be the "bonus" that your general ability value will be
boosted by.
The table is in Japanese alphabetical order.
+----------+-----------+------+
| Spell | Elemental | % up |
+----------+-----------+------+
| Water | Water | 1.0 |
| Aero | Air | 0.8 |
| Quake | Earth | 1.0 |
| Thunder | Thunder | 0.5 |
| Thundra | Thunder | 0.8 |
| Thundga | Thunder | 1.0 |
| Tornado | Air | 1.0 |
| Bio | Poison | 1.0 |
| Fire | Fire | 0.5 |
| Fira | Fire | 0.8 |
| Figa | Fire | 1.0 |
| Blizzard | Ice | 0.5 |
| Blizzara | Ice | 0.8 |
| Blizzaga | Ice | 1.0 |
| Holy | Holy | 1.0 |
+----------+-----------+------+
(3.2) Elemental Defense junctions
Multiply the values you see by the number of the spell you have in
stock. round DOWN (never round up) to the nearest integer. That
integer will be the "bonus" that your general ability value will be
boosted by.
The table is in Japanese alphabetical order.
+----------+-----------------------+------+
| Spell | Elemental(s) Affected | % up |
+----------+-----------------------+------+
| Ultima | All 8 | 1.0 |
| Araise | All 8 | 0.4 |
| Water | Water | 1.5 |
| Aero | Air | 0.8 |
| Quake | Earth | 2.0 |
| Thunder | Thunder | 0.5 |
| Thundra | Thunder | 0.8 |
| Thundga | Thunder | 1.5 |
| Shell | All 8 | 0.2 |
| Tornado | Air | 2.0 |
| Bio | Poison | 1.5 |
| Fire | Fire | 0.5 |
| Fira | Fire | 0.8 |
| Figa | Fire | 1.5 |
| Blizzard | Ice | 0.5 |
| Blizzara | Ice | 0.8 |
| Blizzaga | Ice | 1.5 |
| Flare | Thunder / Fire / Ice | 0.8 |
| Protess | Thunder / Fire / Ice | 0.2 |
| Holy | Holy | 2.0 |
| Meteor | Earth / Air | 1.5 |
| Raise | All 8 | 0.3 |
| Levitate | Earth | 0.5 |
+----------+-----------------------+------+
----------------------------------------------------------------------
(4) Values for the Status Attack/Defense junctions
(4.1) Status Attack junctions
Multiply the values you see by the number of the spell you have in
stock. round DOWN (never round up) to the nearest integer. That
integer will be the "bonus" that your general ability value will be
boosted by.
The table is in Japanese alphabetical order.
+----------+---------------------------+------+
| Spell | Status(es) Affected | % up |
+----------+---------------------------+------+
| Confu | Confusion | 1.0 |
| Silece | Silence | 1.0 |
| Stop | Stop | 1.0 |
| Sleeple | Sleep | 1.0 |
| Slow | Slow | 1.0 |
| Zombie | Zombie | 1.0 |
| Death | Spontaneous Death | 1.0 |
| Drain | Absorb HP | 1.0 |
| Berserk | Berserk | 1.0 |
| Bio | Poison | 1.0 |
| Blin | Darkness | 1.0 |
| Break | Petrify | 1.0 |
| Pain | Poison, Darkness, Silence | 1.0 |
+----------+---------------------------+------+
(4.2) Status Defense junctions
Multiply the values you see by the number of the spell you have in
stock. round DOWN (never round up) to the nearest integer. That
integer will be the "bonus" that your general ability value will be
boosted by.
The table is in Japanese alphabetical order.
+----------+-------------------------------------------+------+
| Spell | Status(es) to be protected from | % up |
+----------+-------------------------------------------+------+
| Araise | Spontaneous Death | 0.4 |
| Esna | Poison, Petrify, Darkness, Berserk, Slow, | 0.2 |
| | Silence, Sleep, Stop, Curse, Confusion | |
| Aura | Curse | 2.0 |
| Confu | Confusion | 1.0 |
| Silece | Silence | 1.0 |
| Stop | Stop | 1.0 |
| Sleeple | Sleep | 1.0 |
| Slow | Slow | 1.0 |
| Zombie | Zombie | 1.0 |
| Death | Spontaneous Death | 1.0 |
| Despell | Absorb HP | 0.5 |
| Drain | Absorb HP | 1.0 |
| Berserk | Berserk | 1.0 |
| Bio | Poison | 1.0 |
| Blin | Darkness | 1.0 |
| Break | Petrify | 1.0 |
| Pain | Poison, Darkness, Silence, Curse | 1.0 |
| Holy | Spontaneous Death, Absorb HP, Confusion, | 0.4 |
| | Zombie, Sleep, Curse, Berserk, Poison | |
| Reflec | Poison, Petrify, Darkness, Confusion, | 0.25 |
| | Silence, Berserk, Slow, Stop, Sleep | |
| Raise | Spontaneous Death | 0.2 |
+----------+-------------------------------------------+------+
----------------------------------------------------------------------
that's it!
and if you didn't know what this thing is from....
final fantasy 8 is the wonderful game from SquareSoft. Assuming
that you can probably read enough japanese to slug through the game,
you should try going to their website (
http://www.square.co.jp/).
happy junctioning!
--end file--