Quake
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Added by Oranejo- "Magick that conjures up a massive earthquake, nearly upending earth and sky."
- —Description, Final Fantasy Tactics.
Quake (クエイク, Kueiku?) is a recurring Black Magic spell in the Final Fantasy series. It usually deals Earth-elemental damage to one or all opponents, and may not affect flying enemies, depending on the game. It has two stronger versions, Quakra and Quaga, and a counterpart exclusive to enemies called Earthquake.
Generally in games where the Earth element exists, the counter-spell Float is available to avoid taking damage.
Appearances
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Final Fantasy
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Quake, also known as QAKE in the NES release, is a level 6 Black Magic spell which attempts to swallow all enemies into the ground, defeating them instantly. Flying and aquatic enemies are immune to this attack due to it still being Earth-elemental.
The spell can be bought at Crescent Lake and can be learned by the Black Mage and Black Wizard Job classes. In the GBA/PSP/iOS releases it costs 32 MP to cast.
Final Fantasy III
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Quake is a Level 7 Black Magic spell that causes major Earth-elemental damage. Only the Jobs Black Mage, Magus, Sage, and Onion Knight can use this spell. It can be bought in Doga's Village and in the Invincible.
It is also cast by the Earthen Drums item, and the enemies Doga, Doga's Clone, Guardian, Xande's Clone, Xande, Echidna, and Ahriman can use the spell against the party. It has a base spell power of 133.
Final Fantasy IV
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Quake is a spell that Palom can learn at level 36 and Rydia at level 47 (though she comes with the spell when she rejoins as an adult in the DS version). In this version it is a non-elemental spell that damages all non-flying enemies and ignores Reflect. It costs 30 MP to cast and has a spell power of 110 (200 in non-DS versions). In the GBA version, Quake is slightly bugged, and when used by a charmed character, will still hit enemies.
Final Fantasy IV -Interlude-
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Quake returns as a Black Magic spell in the sequel of Final Fantasy IV. The imposter Rydia learns it at level 47 while Palom already known the spell, but Rydia doesn't have the spell when she participates in the final battle. It deals major non-elemental damage to all enemies at the cost of 30 MP.
Final Fantasy IV: The After Years
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Quake is a Black Magic spell that can be learned by Rydia at level 51, Palom at level 46, Fusoya initially, and Golbez at level 42. It costs 40 MP to cast.
Final Fantasy VI
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Quake deals damage to both enemies and allies for 50 MP. It can be learned from the esper Midgardsormr at a x3 rate. The status Float can render both enemies and allies immune to it. It has a power of 111. Quake can be cast by Litwor Chicken, Medusa Chicken, Earth Dragon, Level 60 Magic, Master Tonberry, Ultima Buster, Ultima Weapon, Abyss Worm, Gargantua, Kaiser Dragon, Omega Weapon, Great Dragon, and Visage.
Final Fantasy VII
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Quake is the initial spell of the Earth Materia, costing 6 MP to cast and dealing minor Earth-elemental damage. It can be bought in Kalm, Costa del Sol and Junon. The spell has a base spell power equal to 0.6875x the base magic damage. The boss Lost Number is the only enemy in the game to utilize the spell against the player.
Before Crisis -Final Fantasy VII-
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Quake is an elemental Magic Materia. The stronger forms of the spell from Final Fantasy VII are called Quara and Quaga. Each version of the spell has its own Materia.
- MP Cost: N/A
- Target Type: Range
- Materia Generation System: Brown
- Level 1 - Default - Base Damage: N/A
- Special Effect: Can be used to form a wall around the enemy, dealing damage as well as preventing them from moving.
Crisis Core -Final Fantasy VII-
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Quake creates a shockwave around Zack, heavily damaging all enemies in range. It does not affect flying enemies. Quake costs 58 MP to cast and can be bought at Wutai Secret Shop for 18,000 gil, made through Materia Fusion and found during numerous missions. Unlike other games of the Compilation, there is no stronger version. If enemies use Quake against Zack, his action is interrupted and he might fall over unless in Endure status. The attack can also be dodged.
Final Fantasy VIII
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Quake is an Earth-elemental spell that hits all targets, but is not effective against flying and earth-based enemies; the latter ones will absorb the damage. It will also miss if the target(s) are under Float status. Casting Quake in battle increases compatibility with Brothers by 2, with Eden by 0.4, and Bahamut by 0.2.
Casting Quake does not lower compatibility with any GF. Quake is cast against the party by Cerberus, that may use it in conjunction with the Triple status, Imp, that uses it when in flying mode, as well as the bosses Adel, Gargantua, Sorceress, Ultima Weapon, and Ultimecia.
| Quake | |||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Draw from | Level 1-100: Cerberus, Gargantua, Griever Level 30-100: Abyss Worm, Armadodo, Lefty, Malboro, T-Rexaur Level 40-100: Iron Giant | ||||||||||||||||||||||||||||||||||
| Draw Points | Esthar City outside Dr. Odine's lab, Island Closest to Heaven, Island Closest to Hell | ||||||||||||||||||||||||||||||||||
| Refine | Time Mag-RF: 1 Dino Bone refines into 20 Quakes | ||||||||||||||||||||||||||||||||||
| HP-J | Str-J | Vit-J | Mag-J | Spr-J | Spd-J | Eva-J | Hit-J | Luk-J | |||||||||||||||||||||||||||
| +26 | +0.40 | +0.20 | +0.40 | +0.20 | +0.07 | +0.03 | +0.30 | +0.12 | |||||||||||||||||||||||||||
| Elem-Atk-J | Elem-Def-J | ST-Atk-J | ST-Def-J | ||||||||||||||||||||||||||||||||
| Earth: +1.0% | Earth: +2.0% | no effect | no effect | ||||||||||||||||||||||||||||||||
Final Fantasy XI
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- See also: Quake II.
Quake is a form of Ancient Magic. It is a high level, long casting form of Elemental magic available exclusively to Black Mages. It will do massive damage to a single target. Ancient Magic scrolls drop off of Black Mage-type beastmen enemies, generally.
Final Fantasy XIII
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Quake can be used as a technique. It deals Earth damage to targets in a wide radius and extends their chain bonuses. It costs 1 TP to use and is the only means of Earth damage the player party can inflict. Lightning learns it in the Commando role at Crystarium Level 5, Snow in the Sentinel at Level 5, Sazh in the Commando at Level 2, Vanille in the Saboteur at Level 2, Hope in the Ravager at Level 3, and Fang in the Sentinel role at Level 5. The Eidolon Hecatoncheir can cast Quake as a spell in normal mode, as a replacement to Curaga.
Quake can also be cast by several enemies: Adamanchelid, Adamantoise, Adamantortoise, Corrosive Custard, Flowering Cactuar, Hecatoncheir, Long Gui, and Shaolong Gui.
Final Fantasy XIII-2
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The player cannot cast Quake, but some monsters can. Long Gui casts Quake, but as Earth has been removed as an element since Final Fantasy XIII, it is a non-elemental attack. Aloeidai casts a spell called Landshatter that is similar to Quake, and Faeryl and Snow Villiers also use a spell identical to Quake.
Final Fantasy XIV
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Quake is a high level Earth-elemental spell for Conjurers (Rank 44).
Final Fantasy Tactics
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- "Assailants in the ground, it's time to rumble! Quake!"
- —Upon casting
Quake is a powerful Earth-elemental attack, which hits a large area. This Planar Magick spell is used by Hashmal.
Final Fantasy Tactics A2: Grimoire of the Rift
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A Blue Magick spell learned from Golems, Quake inflicts Earth-elemental damage to all units in a small area for the cost of 12 MP. It is also notable for being the only Blue Magic spell capable of linking with Magick Frenzy.
Final Fantasy Type-0
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Final Fantasy Crystal Chronicles: Ring of Fates
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Quake is cast by piling Fire, Thunder, Cure, and Clear. It inflicts stun on the enemy.
Final Fantasy Crystal Chronicles: Echoes of Time
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Quake is cast by stacking Fire and Raise. It causes a pillar of rock to erupt from beneath the enemy, sending it flying into the air and inflicting a stun effect after landing.
Final Fantasy Crystal Chronicles: My Life as a Darklord
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Final Fantasy Mystic Quest
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Quake is the strongest Black Magic spell in the game, attacking all enemies with Earth-elemental damage. Only Benjamin can learn it. There is also two enemy versions of Quake, one with an attack power of 20 and another with an attack power of 150.
Final Fantasy Legend II
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Quake is a magical attack that has 5 uses, it also increases a Robot's HP by 9. The damage formula for Quake is the user's Mana x8. The ability target's all enemies, and deals Quake-elemental damage. This attack can be used by Behemoth, Earth, Haniwa, Ironman, Jorgandr, Lilith, Rock, and SandWorm.
Final Fantasy Legend III
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Quake is a White Magic spell, dealing Quake-elemental damage to all enemies. It cost 20 MP to use, and it can be bought for 3400 GP in Muu (Future) and Viper City (Future).
There is also an enemy attack that also goes by the name of Quake, this ability doesn't cost any MP to use and also deals Quake elemental damage to all enemies.
Final Fantasy: The 4 Heroes of Light
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Quake is a low level Black Magic spell available for purchase in Guera for 500 gil. The spell costs 2 AP to cast and has a spell power of 6. The spell can only be used if the Quake Tome item is in a character's inventory.
Bravely Default: Flying Fairy
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Final Fantasy Dimensions
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Dissidia Final Fantasy
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Quake is an HP attack for Onion Knight, chained from Blizzard. He stabs the ground with his sword and spins rapidly, causing spikes of earth to erupt under the opponent. Quake costs 40 CP to equip and 300 AP to master. The final form of Shantotto's Spirit Magic: Earth casts Quake, and summons rocks of earth to slam upwards underneath opponents.
Dissidia 012 Final Fantasy
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Shantotto's Spirit Magic: Earth now casts Quake when she has over 4000 Bravery.
Final Fantasy Airborne Brigade
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Chocobo no Fushigi na Dungeon
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Chocobo's Dungeon 2
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Final Fantasy Fables: Chocobo's Dungeon
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Quake is a Lvl. 3 spell that costs 3 SP to cast and attacks all enemies in 7x7 grid around Chocobo.
Other Appearances
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Kingdom Hearts
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Quake is a sleight in Chain of Memories and Re:Chain of Memories, a magic command exclusive to Terra in Birth By Sleep, and an attack usable in Re:coded. It causes rocks to erupt from the ground in a short radius around the user to damage enemies.
Gallery
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| Gallery |
|---|
Final Fantasy (PSP).
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| v · e · dFinal Fantasy XIII Abilities |
|---|
| Commando Abilities |
| Auto-abilities |
| Powerchain - Lifesiphon - Faultsiphon - Launch - Ravage - Smite - Blindside - Scourge - Jeopardize - Deathblow - Adrenaline |
| Command abilities |
| Attack - Blitz - Ruin - Ruinga - Highwind - Sovereign Fist |
| Ravager Abilities |
| Auto-abilities |
| Vigor - Overwhelm - Fearsiphon |
| Command abilities |
| Fire - Fira - Firaga - Blizzard - Blizzara - Blizzaga - Thunder - Thundara - Thundaga - Water - Watera - Waterga - Aero - Aerora - Aeroga - Flamestrike - Froststrike - Sparkstrike - Aquastrike - Army of One - Cold Blood - Last Resort |
| Sentinel Abilities |
| Auto-abilities |
| Evade - Counter - Deathward - Fringeward - Reprieve |
| Command abilities |
| Provoke - Elude - Challenge - Vendetta - Entrench - Steelguard - Mediguard |
| Saboteur Abilities |
| Auto-abilities |
| Jinx |
| Command abilities |
| Deprotect - Deprotega - Deshell - Deshellga - Poison - Poisonga - Imperil - Imperilga - Slow- Slowga - Fog - Fogga - Pain - Painga - Curse - Cursega - Daze - Dazega - Dispel - Death |
| Synergist Abilities |
| Auto-abilities |
| Boon |
| Command abilities |
| Bravery - Bravera - Faith - Faithra - Haste - Vigilance - Enfire - Enfrost- Enthunder - Enwater - Protect - Protectra - Shell - Shellra - Barfire - Barfrost - Barthunder - Barwater - Veil |
| Medic Abilities |
| Command abilities |
| Cure - Cura - Curasa - Curaja - Esuna - Raise |
| Techniques |
| Summon - Libra - Renew - Quake - Dispelga - Stopga |
| Synthesized Abilities |
| High HP - Low HP - Physical Defense - Magic Defense - Damage Reduction - Ultimate Physic - Ultimate Magic - Fire Resistance - Ice Resistance - Lightning Resistance - Water Resistance - Wind Resistance - Earth Resistance - Debrave Resistance - Defaith Resistance - Deprotect Resistance - Deshell Resistance - Slow Resistance - Poison Resistance - Imperil Resistance - Curse Resistance - Pain Resistance - Fog Resistance - Daze Resistance - Boost - Gestalt - Positive Effect - Adamancy - Independent |
| Eidolons: Normal Mode |
| Common Abilities: Arise - Penetration - ATB Charge |
| Shiva: Wheel Rap - Flip Kick - Wheel Grind - Wheel Toss - Pirouette |
| Odin: Flourish of Steel - Skyward Swing - Seismic Strike - Crushing Blow - Ullr's Shield - Valhalla's Call |
| Brynhildr: Slash - Valkyrian Scythe - Gunshot - Pyroshot - Cryoshot - Electroshot - Hydroshot - Pyroburst - Electroburst - Hydroburst |
| Bahamut: Dragon Claws - Whirlwind - Umbral Vise - Inferno - Ignis |
| Alexander: Steelcrusher - Obliterator - Soaring Uppercut - Blast Punch - Explosive Fist - Lofty Challenge |
| Hecatoncheir: Pummel - Aerial Tackle - Hurricane Kick - Force Projection - Counter - Looming Wrath |
| Eidolons: Gestalt Mode |
| Shiva: Wheelie - Spinfreeze - Icicle Drift - Ice Ramp - Diamond Dust |
| Odin: Stormblade - Lightning Strike - Razor Gale - Thunderfall - Zantetsuken |
| Brynhildr: Chopper Spin - Caltrop Bomb - Centrifugal Sweep - Spark Shower - Múspell Flame |
| Bahamut: Hunting Dive - Aerial Loop - Obliterating Breath - Pulsar Burst - Megaflare |
| Alexander: Purification - Earthquake - Brutal Sanction - Retributive Blast - Divine Judgment |
| Hecatoncheir: Chain Cannons - Missile Tetrad - Piercing Ray - Force Blasters - Gaian Salvo |

