Attack
|
Runaway Train |
|
Element |
Poison; inflicts (almost) all status ailments |
Two train signals appear behind and infront of the enemy, and tracks start to appear with flames in their wake. A run-down train, with a lost soul - Doomtrain - as the face, is at the other end, and gains momentum as it chunders along the flaming track. At full speed, the ghost train hits the enemy, sending them skywards for an awkward landing. |
How to Gain |
Get Solomon's Ring from Tear's Point, and then use it (once you have gained 6 Steel Pipes, 6 Malboro Tentacles and 6 Remedy+s) to summon Doomtrain. For more information, go here. |
|
Abilities |
Junction Abilities |
AP Needed |
Elem-Atk-J |
Allows character to junction an element to his/her physical attacks; e.g. if you junction Fire to Elem-Atk, that character's physical attacks will carry the Fire element. |
Complete |
St-Atk-J |
Allows character to junction status magic to his/her physical attacks; e.g. if you junction Poison to St-Atk, that character's physical attacks will inflict the Poison status. |
Complete |
Elem-Defx4 |
Allows character to junction four elements to his/her elemental defense. |
180 |
St-Def-Jx4 |
Allows character to junction four status magics to his/her defense. |
180 |
Command Abilities |
AP Needed |
Magic |
Allows character to cast stored magic. Unavailable if character is Silenced. |
Complete |
GF |
Allows character to summon a GF. Unavailable if character is Silenced. |
Complete |
Draw |
Allows character to 'Draw' magic (or a GF) from an enemy. After selecting Draw, you are given the option of using the drawn magic immediately, or storing it for later use. Unavailable if character is Silenced. |
Complete |
Item |
Allows character to use items from your inventory during battle. Not affected by Silence. |
Complete |
Darkside |
Consumes 1/10th HP to increase character's physical strength 3x. |
100 |
Absorb |
Allows character to drain HP from an enemy. |
80 |
Character Abilities |
AP Needed |
Auto-Shell |
Allows the character to automatically cast Shell at the start of battle. |
250 |
Guardian Force Abilities |
AP Needed |
SumMag+10% |
Increases the GF's attacking power by 10%. |
40 |
SumMag+20% |
Increases the GF's attacking power by 20%. |
70 |
SumMag+30% |
Increases the GF's attacking power by 30%. |
140 |
SumMag+40% |
Increases the GF's attacking power by 40%. |
200
|
Boost |
Temporarily increases GF's attacking power based on the number achieved (75-250) at the end of the boost period. Press Select during a summon animation, and then press Square repeatedly while the red X is NOT showing. |
10 |
GFHP+10% |
Increases the GF's HP by 10%. |
40 |
GFHP+20% |
Increases the GF's HP by 20%. |
70 |
GFHP+30% |
Increases the GF's HP by 30%. |
140 |
GFHP+40% |
Increases the GF's HP by 40%. |
200 |
Menu Abilities |
AP Needed |
Junk Shop
|
Allows you to access a junk shop from the menu. |
Complete |
Forbid Med-RF |
Allows you to convert certain items to 'Forbidden' recovery items. |
200 |