Ward (Ability)
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Ward are a series of Elemental and Status abilities throughout the series, in which there is a 50% chance of preventing a status, or in an elements case, halves the damage done from a particular element. These were not named until Final Fantasy X, but has existed since the original Final Fantasy within pieces of equipment. The following list are all of the Ward abilities encountered throughout the series:
Elemental Ward:
- Fire Ward - Fire-elemental damage reduced by 50%.
- Ice Ward - Ice-elemental damage reduced by 50%.
- Lightning Ward - Lightning-elemental damage reduced by 50%.
- Water Ward - Water-elemental damage reduced by 50%.
- Tetra Ward - Fire, Ice, Lightning, and Water-elemental damage reduced by 50%. Only appears in Final Fantasy X-2.
The following are not named in-game, but are named so to keep in line with the current abilities:
- Earth Ward - Earth-elemental damage reduced by 50%.
- Wind Ward - Wind-elemental damage reduced by 50%.
- Shadow Ward - Dark-elemental damage reduced by 50%.
- Holy Ward - Holy-elemental damage reduced by 50%.
Status Ward:
- Dark Ward - 50% chance of preventing Blind.
- Death Ward - 50% chance of preventing Instant Death.
- Stone Ward - 50% chance of preventing Petrify and Gradual Petrify.
- Silence Ward - 50% chance of preventing Silence.
- Sleep Ward - 50% chance of preventing Sleep.
- Zombie Ward - 50% chance of preventing Zombie. Only appears in Final Fantasy X.
- Poison Ward - 50% chance of preventing Poison.
- Slow Ward - 50% chance of preventing Slow.
- Berserk Ward - 50% chance of preventing Berserk.
- Confuse Ward - 50% chance of preventing Confuse.
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Appearances
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Final Fantasy
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The Elemental Wards make their first appearance here, and only with the elements Fire, Ice, and Lightning. There are no Status Wards to be found in this game.
Final Fantasy II
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Final Fantasy III
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Status Wards make their first appearance here in the form of Shields, while there are no Elemental Wards to be found in the game.
Final Fantasy IV
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Elemental Wards return in this game, while Status Wards all but disappear in this game in favor of Status Proofs instead. Protect Ring is the best piece of equipment in the game for Elemental Ward, as it possesses all three Elemental Wards. The Wards do not reappear until Final Fantasy X.
Final Fantasy V
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Elemental Wards return just as same as Final Fantasy IV, mostly found on armor and shields.
Final Fantasy VI
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Earth, Wind, and Water are now added to Elemental Wards, and in the GBA version, Holy as well, all in the shield Force Shield. Fire, Ice, and Lightning Wards can be found amongst various pieces of equipment still.
Final Fantasy VII
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Elemental Ward can only be put into use through either the armors Minerva Band, Dragon Armlet, and Ziedrich, or by equipping a Level 1 Elemental materia with any elemental materia in a character's armor.
Crisis Core -Final Fantasy VII-
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Status Ward is a Support Materia that grants Zack protection from status ailments when equipped with the corresponding Materia, for example Poison Ward when equipped with a Poison Materia. Elemental Ward functions the same way with elemental Materia. The level of elemental resistance granted depends on the level of the Elemental Ward Materia, granting 25% resistance at Level 1, 50% at Level 2, 100% at Level 3, 50% absorption at Level 4 and 100% absorption at Level 5. The Status Ward Materia provides equal protection regardless of level. Various specific ward-type abilities for elemental damage and status ailments are attached to accessories.
Final Fantasy IX
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All sorts of equipment grants Elemental Wards, and Dark finally joins as an Elemental Ward.
Final Fantasy X
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An elemental ward for each of the four key elements appear in this game. Elemental wards decrease the damage done by the respective element by 50%. An upgrade of the elemental wards, are the elemental "proof" abilities which prevent the respective element from inflicting any damage. A step-up from that, the "Eater" abilities do not decrease the damage inflicted by the element, but instead reverse its effect and heal the character.
The Fire Ward auto ability halves the damage inflicted by Fire elemental attacks, and can be customized to an armor with four Bomb Fragment items. The Lightning Ward auto ability halves the damage inflicted by Lightning elemental attacks, and can be customized to an armor with four Electro Marble items. The Water Ward auto ability halves the damage inflicted by Water elemental attacks, and can be customized to an armor with four Fish Scale items. The Ice Ward auto ability halves the damage inflicted by Ice elemental attacks, and can be customized to an armor with four Antarctic Wind items.
There are no auto abilities related to the Holy, and can therefore only be protected against with the increase of Magic Defense.
A number of status wards exists. They decrease the chance of a status being inflicted by 50%. An upgrade of the status ward abilities have a "proof" suffix, and remove all chance of being inflicted with the status. There are some abilities which can always inflict statuses, regardless of ward or proof however.
The Dark Ward auto ability halves the chance of receiving the Dark status, and can be customized to an armor with 40 Eye Drops items. The Silence Ward auto ability halves the chance of receiving the Silence status, and can be customized to an armor with 30 Echo Screen items. The Sleep Ward auto ability halves the chance of receiving the Sleep status, and can be customized to an armor with six Sleeping Powder items.
The Poison Ward auto ability halves the chance of receiving the Poison status, and can be customized to an armor with 40 Antidote items. The Stone Ward auto ability halves the chance of receiving the Petrify status, and can be customized to an armor with 30 Soft items. The Death Ward auto ability halves the chance of succumbing to instant death attacks, and can be customized to an armor with 15 Farplane Shadow items. The Zombie Ward auto ability halves the chance of receiving the Zombie status, and can be customized to an armor with 30 Holy Water items.
The Slow Ward auto ability halves the chance of receiving the Slow status, and can be customized to an armor with ten Silver Hourglass items. The Confuse Ward auto ability halves the chance of receiving the Confuse status, and can be customized to an armor with 16 Musk items. The Berserk Ward auto ability halves the chance of receiving the Berserk status, and can be customized to an armor with eight Hypello Potion items.
Final Fantasy X-2
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Fire, Ice, Lightning, and Water Ward return with the inclusion of Tetra Ward, all of which can only be utilized on Red Ring, White Ring, Yellow Ring, Blue Ring, and Tetra Band respectively.
Final Fantasy XIII
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Deathward is a Sentinel ability that increases resistance to physical and magical damage as long as the character's HP is in critical.
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Final Fantasy XIII-2
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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 |
| v · e · dFinal Fantasy XIII-2 Abilities |
|---|
| Commando |
| Auto-abilities |
| Powerchain - Lifesiphon - Faultsiphon - Launch - Ravage - Smite - Blindside - Scourge - Jeopardize - Deathblow - Adrenaline |
| Bloodthirsty - Stagger: Wound - Stagger: Drain - Fog Chaser - Poison Chaser - Pain Chaser - Curse Chaser - Imperil Chaser - Deshell Chaser - Deprotect Chaser - Slow Chaser - Haste Feeder - Bravery Feeder - Faith Feeder |
| Command abilities |
| Attack - Blitz - Ruin - Ruinga - Meteor Javelin |
| Drain Attack - Area Sweep |
| Ravager |
| Auto abilities |
| Vigor - Overwhelm - Fearsiphon |
| Felflame - Felfrost - Felspark - Felgust |
| Command abilities |
| Fire - Fira - Firaga - Blizzard - Blizzara - Blizzaga - Thunder - Thundara - Thundaga - Aero - Aerora - Aeroga - Flamestrike - Froststrike - Sparkstrike - Galestrike - Ultima Arrow |
| Heat Blitz - Ice Blitz - Electric Blitz - Aero Blitz |
| Sentinel |
| Auto-abilities |
| Evade - Counter - Deathward - Fringeward - Reprieve |
| Command abilities |
| Provoke - Elude - Challenge - Vendetta - Entrench - Steelguard - Mediguard |
| Saboteur |
| Auto-abilities |
| Jinx |
| Command abilities |
| Deprotect - Deprotega - Deshell - Deshellga - Poison - Poisonga - Imperil - Imperilga - Wound - Woundga - Dispel - Dispelga |
| Deprotect II - Heavy Deprotectga - Deshell II - Heavy Deshellga - Poison II - Heavy Poisonga - Imperil II - Heavy Imperilga - Curse - Cursega - Pain - Painga - Fog - Fogga - Curse II - Heavy Cursega - Pain II - Heavy Painga - Fog II - Heavy Fogga - Endless Nightmare |
| Synergist |
| Auto-abilities |
| Boon |
| Command abilities |
| Vigilance - Vigilaga - Protect - Protectga - Shell - Shellga - Veil - Veilga |
| Bravery - Bravega - Faith - Faithga - Enfire - Enfrost- Enthunder - Enaero - Endless Blessings |
| Medic |
| Command abilities |
| Cure - Cura - Curasa - Curaja - Esuna - Raise |
| Cheer |
| Prologue Abilities |
| Odin |
| Snipe - Lightning Strike - Ullr's Shield |
| Bahamut |
| Focused Bolts - Graviton Mines - War's Benediction |
| "Requiem for the Goddess" Scenario |
| Paladin |
| Attack - Blitz - Ruin - Ruinga - Launch - Smite |
| Shaman |
| Galestrike - Windstorm - Bladestorm |
| Mage |
| Thunder - Thundara - Thundaga |
| Knight |
| Immortality |
| Conjurer |
| Aura - Mighty Guard |
| Sorcerer |
| Chaos |
| Passive abilities |
| Ally KO: Bonus - ATB Advantage - ATB Gauge +1 - ATB Rate Reduced - ATB Rate: +X% - Attack: ATB Charge - Augment Maintenance - Auto Enhancement - Bonus CP - Chain Bonus Boost - Chain Bonus Lv. X - Critical: Bonus - Critical: Power Surge - Critical: Shield - Debilitation - Defense Maintenance - Enervation - Enhanced Role - Feral Fatigue - Feral Speed - Feral Surge - Fettered Magic - First Strike - Fragment Energy - Gilfinder - Hindrance - HP: +X% - Immovable - Improved Ability - Ironstrike - Item Collector - Item Scavenger - Jungle Law - Kill: ATB Charge - Kill: Libra - Leadenstrike - Magic: +X - Magic: +X% - Mana Link - Nullify Element - Pack Mentality - Perpetual Poison - Power Link - Pressure - Quick Stagger - Random: Nullify Element - Rapid Recovery - Resilience: +X% - Resist Elements: +X% - Resist: +X% - Role Resonance - Siphon Boost - Stagger Maintenance - Strength: +X - Strength: +X% - Uncapped Damage - Victory: Feral Boost - Weak Spot - Woundward |