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Magick Pot is an enemy from Final Fantasy XII found in the Subterra. It is also fought in the Zodiac versions' Trial Mode at Stage 91 along with continuously spawning Hecteyes where the Technicks command is disabled. The Magick Pot yields a massive 123 LP when defeated. Though "aggressive" (has red health bar rather than green), it does not attack unless the player attacks it first; rather, it asks for an Elixir.

Bestiary entry[]

Page 1: Observations[]

Not a single report of this curious and rare fiend's capture or slaying has ever been circulated. In the past, these creatures were demons of legendary might, foes unto the gods themselves. The gods feared them and their power, and so changed their form to that of a harmless pot. Though their strength be stolen, and their temperament cooled by transformation, they still possess terribly magickal powers. Anyone seeking to best one of these beings is advised to approach with caution, and perhaps a show of good-will, too, lest they suspect and strike the first blow... for it might well be the last.

Page 2: Sage Knowledge 7 of 78[]

Stats[]

Battle[]

Magickpotelixir

Magick Pot wants an elixir.

The Magick Pot has powerful offensive and defensive stats and absorbs every element. It will not attack unless the party attacks it first: instead, it will "clamor" for an Elixir. If the player gives it one, it will continuously move around the area without attacking. An exception is in Stage 91 of Trial Mode, where it will eventually stop "rejoicing." An Elixir can also be stolen from it, though successfully stealing will cause it to attack.

If the player attacks the Magick Pot without offering an Elixir, it reveals itself as one of the hardest common enemies, using Flare and comboing its attacks up to twelve-hit chains.

The player should be wary in any area where a Magick Pot may potentially appear, as the gambit system may cause the player to inadvertently attack before noticing its presence, particularly if using the high-speed mode in the Zodiac versions. The player can configure their gambits to only target undead enemies to avoid attacking the Magick Pot, though if using Curaja offensively, accidentally healing the Magick Pot sets it off into aggressive mode.

Strategy[]

With Elixir[]

The player should turn off the party's attack gambits, and approach the pot. The party should then use an Elixir on it and steal it back by equipping Thief's Cuffs (in the Zodiac versions, they may get back a Baltoro Seed instead). Afterward, they should attack with ranged weapons (bows are effective). Flare is also effective, if it hits. Alternatively, throwing Knots of Rust or using Gil Toss also prove effective.

Without Elixir[]

If the party is at a level higher than 78, then they can use Telekinesis to defeat it. This strategy can be used without giving a Elixir to the pot, though it is risky if it retaliates. An Elixir-less Magick Pot can also be damaged with weapons that deal piercing damage (guns and measures), with curative items while equipping the Nihopalaoa, and with Knots of Rust and Gil Toss.

It is also possible to stack Expose to make the Magick Pot vulnerable to basic attacks without giving it an Elixir. After doing so successfully around nine times, the Magick Pot will begin to take small damage from regular attacks, but further stacking will soon bring this figure into the thousands with a suitably strong weapon of attack power over 100. A character with a strong non-elemental weapon should then be able to finish it off; Berserk and Bravery will speed this up. A similar approach using Shear and strong non-elemental magicks also works.

When attempting to fight a Magick Pot without giving it an Elixir, it is ideal to use high level characters under the Bubble status. One can mitigate the damage by casting Decoy and Reverse on a character. Using a character under the Lure status, who has high Evade and Magick Evade conferred by equipment, such as the Zodiac Escutcheon or Gendarme shields, is also viable.

Trial Mode[]

Trial-Mode-Stage-91-FFXII-TZA

Trial Mode.

The player may want to turn off the party's attack gambits and decide on a strategy before engaging, and to spring the trap in the room. As soon as the Magick Pot is interacted with, Hecteyes will drop in and swarm the arena.

A Black Mage equipped with Glacial Staff or Staff of the Magi should cast Blizzaga on the Hecteyes. Alternatively, the player can use the Time Battlemage's Warp or Warp Motes. The gambit Foe:Ice-weak is good for targeting the Hecteyes. Equipping an Indigo Pendant on the Time Battlemage makes Warp always work. The Hecteyes are also weak to Immobilize.

Meanwhile, the other party members should attack the Magick Pot. The player can damage it by giving it an Elixir and letting it rejoice for a bit. Setting the other attacker's gambit to Foe:Party leader's target helps for them to both attack the Magick Pot. The player can also chain Quickenings right after giving the pot an Elixir, hopefully killing it in one blow, and also hitting the flan if a Concurrence triggers.

The player can also damage the Magick Pot without giving it an Elixir with guns, Nihopalaoa + X-Potions, Knots of Rust, Dark Matter and Dark Energy, Shemhazai's Devour Soul and Soul Purge, and Zodiark's Final Eclipse, Exodus's and Zeromus's attacks, and Balance. Gil Toss cannot be used because Technicks are sealed.

Gallery[]

Etymology[]

Magick is an Early Modern English spelling for magic. Magick, in the context of Aleister Crowley's Thelema, is a term used to differentiate the occult from stage magic and is defined as "the Science and Art of causing Change to occur in conformity with Will", including both "mundane" acts of will as well as ritual magic.

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