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Final fantasy vi advance guide
Final fantasy vi advance guide





final fantasy vi advance guide

Also there is no Bahamut summon, a break of a tradition set since Final Fantasy III.įFT-A is filled with many systems some are old, some are revised, and some are brand spanking new. Unlike the original FFT, there is no "casting" time for spells and abilities, not even for Jump (which is highly unorthodox by Final Fantasy standards).

  • Speed - Determines the order and frequency of AT.
  • final fantasy vi advance guide

  • Magic Defense - How well that unit can resist a magical attack.
  • Magical Power - The strength of any magic cast by that unit.
  • Defense - How well that unit can defend a physical attack.
  • Weapon Attack - How strong that unit's physical attack will be.
  • Evade - The % of attacks that unit can possibly dodge.
  • Jump - Maximum height that unit can scale.
  • Move - Amount of panels that unit can move each turn.
  • final fantasy vi advance guide

    Each unit has 8 stats which determine different attributes: Each time a unit takes a turn, it will get a chance to move and execute an action. Game Overview Battles are turn-based and take place on what essentially is a grid. Helmets, Ribbons, and Hats Armor Clothes Robes Swords Blades Sabers Knightswords Greatswords Broadswords Knives Rapiers Katana Staves Rods Maces Bows Greatbows Spears Instruments Knuckles Souls Guns Shields Boots Armlets Accessories General Items Mission Items







    Final fantasy vi advance guide