Dice
From Final Fantasy Wiki
Dice are a recurring weapon type in the Final Fantasy series, affiliated with the Gambler job class.
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[edit] Appearances
[edit] Final Fantasy VI
Dice are one of the primary weapons used by Setzer Gabbiani, the others being Cards and Darts. The first set of Dice available has a Battle Power of 1, and is purchased in Kohlingen in the World of Ruin. When equipped, two dice roll onto the battle screen. The damage they deal to the target is equal to Setzer's level doubled times the rolls of each die. The numbers 1, 2, 3, and 4 each have a 3/16 chance of appearing, while 5 and 6 each have a 1/8 chance of appearing. Later in the game the player can also obtain the Fixed Dice from Kefka's Tower, which factors three dice into the roll instead of two. Both dice are long range, are not affected by the Master's Scroll penalty, and all other damage modifiers.
[edit] Final Fantasy VII
Dice are used by Cait Sith as a Limit Break. Their damage is calculated similarly to Setzer's throws detailed above. For every 10 levels Cait Sith gains, an additional die is added to the throw.
[edit] Final Fantasy X-2
The Lady Luck Dressphere uses Dice as one of its attacks. The player can choose to roll two Dice or four Dice, with the number of hits to the enemy party being the sum of the numbers rolled. If the dice have all the same number, the number of hits is multiplied by two.
[edit] Final Fantasy XI
Dice are rolled in a variety of different capacities as a Corsair in Final Fantasy XI. The most common of all dice roll is connected to the Phantom Roll ability where a Corsair will attempt to provide a bonus for all party members within range that is related to one of the other jobs in the game (IE: Fighter's Roll will grant Double Attack because it is based on the Warrior job). Connected to Phantom Roll, a corsair may also choose to Double-Up which rolls another die and adds to the total. The total roll determines the effect of the Phantom Roll. Each die has different lucky and unlucky numbers. In general, 11 is always a good roll, because anything equal to or over a 12 is a bust!
To learn a Phantom Roll ability, the Corsair needs to purchase dice of the right type. This is similar to when a mage class purchases a scroll to learn a spell.
Also, the Corsair two-hour generates a number between 1 and 6, though in this case, 1 is the worst result and 6 is the greatest. Generally it recharges other party member abilities, possibly others' two hour abilities, and grants TP, HP, and/or MP. Clearly, it is quite random, but then it is called Wild Card.
