Arise



Arise, also known as Life2, Life 2, Raise 2, Full-Life, or Araise, is a recurring White Magic spell and the upgrade to Raise. It usually resurrects a KO'd ally and completely restores their HP. It can also destroy undead monsters if used against them in some games. Its upgrade is Reraise.

Final Fantasy
Full-Life, also known as LIF2 in the NES release and Life2 in the Final Fantasy Origins release, is a level 8 White Magic spell that revives a unit from KO and fully restores their HP.

The spell can be bought at Lufenia and can only be learned by the White Wizard job class. In the Dawn of Souls and 20th Anniversary Edition releases, it costs 40 MP to cast.

Final Fantasy III
Arise, also known as Life2, is a White Magic Level 8 spell that can be used only by a Devout, a Sage, or an Onion Knight. This spell can be bought in Eureka for 60,000 gil.

Final Fantasy IV
Arise, also known as Life2 or Full-Life, is a White Magic spell used by Rosa and Porom. Fusoya starts off with the spell, Tellah learns it after Cecil becomes a Paladin in the DS, iOS and Android versions and Rosa learns it at level 55. It has a casting time of 2. It costs 52 MP in SNES, PS, GBA and PSP versions, and 70 MP in DS, iOS and Android versions.

On the Easy Type version, the spell was renamed to Raise 2.

Final Fantasy IV -Interlude-
Arise returns as a White Magic spell in the sequel of Final Fantasy IV. Rosa learns it at level 45 and Porom learns it at level 56. It revives one KO'd ally in full HP and costs 52 MP to cast.

Final Fantasy IV: The After Years
Arise returns as a White Magic spell, usable by Rosa at level 55, Porom at level 56, and Leonora at level 62, while Fusoya starts with the spell. It costs 52 MP to cast and fully revives a KO'd ally.

Final Fantasy V
Arise is a Level 6 White Magic spell and costs 50 MP to cast. This spell can only be bought in Phantom Village for 10,000 gil. Purobolos is the only enemy in the game to use this spell. Arise is one of the spells that can be cast from the Wonder Wand for free.

Final Fantasy VI
Arise, or Life 2, is a Healing spell that is learned from the esper Phoenix at a rate of x2. Terra also learns it automatically at level 49. It costs 60 MP to cast and is vulnerable to Runic. Arise can be cast by Curlax, Magic Urn, and Lady.

Final Fantasy VII
Life2 is the second level of the Revive Materia. It costs 100 MP to use and 45,000 AP learn. It instantly kills undead enemies, and never misses on them, unlike Life.

When Sephiroth is a guest party member during Cloud's Nibelheim flashback and Cloud falls in battle, Sephiroth will revive him with Life2.

Final Fantasy VIII
Full-Life revives one character from KO and restores their HP to full. It is a rare spell and can only be drawn from bosses. It is the second-best spell to junction onto HP-J, Vit-J, and Spr-J. Casting Full-Life in battle increases compatibility with Carbuncle and Alexander by 0.2, but lowers compatibility with Eden by 0.2 as well.

Final Fantasy IX
Full-Life is a White Magic spell Eiko and Beatrix can use. It is learned from the Siren's Flute and Light Robe for 90 AP and costs 24 MP to cast. HP restored is doubled if Concentrate is equipped.

It restores the target's HP with the following formula:
 * $$[((Target's Spirit + 100) * Target's Max HP) / 100]$$

Final Fantasy X
Full-Life is a spell located on Rikku's section of the Sphere Grid. When used, it revives one party member from the dead with full HP. It costs 60 MP to cast.

Final Fantasy X-2
Full-Life is a White Magic spell used by the White Mage dressphere. It costs 160 AP to learn and costs 60 MP to cast. It also can be used on the Immortal Soul Garment Grid after going through all the nodes.

Moogle Life and Moogle Lifeja are a form of Full-Life, available on Yuna's Mascot dressphere. Moogle Life revives a KO'd ally with full HP and MP, while Moogle Lifeja revives and fully restores up to two KO'd party members with full HP and MP. Moogle Life is initially learned and cost 40 MP to cast, while Moogle Lifeja requires 40 AP to master and costs 60 MP to cast.

Full-Life can be cast by Angra Mainyu, Left Redoubt, Right Redoubt, and Vegnagun's Core and Torso.

Final Fantasy XI
Arise is a spell that can only be learned by the White Mage job at level 99. The spell functions similar to Raise, except that the target of the spell is weakened for only 3 minutes instead of the usual 5, has a Reraise effect bestowed on them upon accepting the Raise, and finally is restored to 100% of their (weakened) maximum HP. Both the raise and re-raise effects of the spell restore 90% of exp lost upon death.

Arise is one of the most difficult spells to obtain, its scroll being only dropped off of Provenance Watcher and the very highest tier of foes in Legion: Paramount Botulus and Paramount Gallu.

Final Fantasy XII
Arise is a White Magick spell that can be purchased in Balfonheim for 9,700 gil, but cannot be used until the White Magick 6 license is learned for 50 LP. The spell costs 50 MP to cast. In the International Zodiac Job System version, Arise is a White Magick 10 License only the White Mage and Monk can learn.

Arise revives an ally in full health and may restore more than 9,999 HP when cast, as the game has an invisible Break HP Limit. When cast on the undead, Arise has a 35% chance of inflicting instant death, which, surprisingly, is lower than that of regular Raise (70%).

Final Fantasy XIII
Arise is a spell automatically cast by Eidolons when their summoner's HP reaches zero or when the Eidolon's SP reaches zero and the summoner's Gestalt gauge is depleted. It revives the party leader with full HP but the Eidolon is instantly dismissed.

Lightning Returns: Final Fantasy XIII
Arise appears as an EP ability in Lightning Returns: Final Fantasy XIII, the ability revives Lightning to full health after being defeated in battle and costs 2 EP (easy mode) or 3 EP (normal/hard mode) to use. It could still be cast when the current EP is already fewer than the EP required, even 0.1 EP, but the health will be restored according to the EP used.

Final Fantasy Tactics
Arise, also known as Raise2, is learned by the White Mage. It costs 600 JP to learn. It costs 20 MP to use and has a speed of 10. When used against Undead units, it will result in a KO if it hits.

Final Fantasy Tactics Advance
Full-Life is learned by White Mages. It is acquired through the Nirvana Staff for 300 AP. It costs 20 MP to cast, has a Magic Power of 100, and has a range of 4. It fully revives one KO'd unit, or inflicts Instant Death to an undead unit. It is stealable through the ability Steal: Ability.

Final Fantasy Tactics A2: Grimoire of the Rift
Arise is learned by the White Mage from the Nirvana Staff. It costs 400 AP to learn.

Final Fantasy Crystal Chronicles
Full Life is the result of a spell fusion. It requires 2 players to concentrate on the same target when casting Life.

Final Fantasy Crystal Chronicles: Ring of Fates
Arise can be cast by piling two Raise spells. It restores 100% HP and 50% SP.

Final Fantasy Crystal Chronicles: Echoes of Time
Arise is cast by stacking two Raise spells.

Final Fantasy: The 4 Heroes of Light
Arise appears a White Magic spell and costs 4 AP to cast. The spell can be given to any character by having an Arise Tome in the character's inventory. The spell can be purchased only in Urbeth after darkness floods the world for 5,000 gil.

The Seamstress's third ability, Refurbish, works the same as the Arise spell.

Bravely Default
Arise is a level 6 White Magic spell that can be purchased aboard Grandship for 6,400 pg starting in Chapter 5. It brings back one target from KO and restores all HP (up to 9,999 HP unless Bravely Second is used). It also has a 70% chance to cause death on undead enemies if used on them. It costs 80 MP.

Final Fantasy Dimensions
Known as Araise instead, it is a level 8 white magic spell, it costs 54 MP and can be acquired at Level 20 Seer.

Dissidia 012 Final Fantasy
Arise appears as a spell selectable during Onion Knight's Spellbook EX Burst, but it does nothing at all.

Final Fantasy Trading Card Game
One of Lenna's cards has Arise as its ability. Arise can only be used during the player's turn, and returned a targeted Forward in their Break zone to the field. It can be used by Dulling Lenna, discarding a Lenna card, and paying four Water CP.

One of Curlax's cards approximates his ability to cast Arise, allowing the player to Dull Curlax to move a Moebius or Laragorn in their Break Zone to the Field.

Other Languages

 * Spanish: Lázaro+ (after Final Fantasy VIII) or Vida 2 (in Final Fantasy VII).
 * Italian: Miracolo / Areiz - miracle / literal transliteration from Japanese.
 * German: Erzengel - translates to "Archangel".
 * Russian: Полно-Жизнь (Polno-Zhizn) - a direct translation of "Full-Life".

Etymology
In the Japanese version, the spell name is intended to apply the prefix "A" to indicate the higher tier of Raise (as opposed to apply suffix "ra" or "ga" for the similar purpose) instead of actually romanizing the English word "Arise". Arise is the only example of the affix "A" that still makes its appearance constantly.

Although the Araise name is rarely preserved in English releases, the spell was revealed for Final Fantasy XI as Araise and named Araise on the Test Server, but after players denounced the name Araise, the English localization team stated that it was simply a "temporary" name while the spell was in development. On its full release, the spell was named Arise.

Few spells in the later installments bring out this affix again; the English localization generally does not carry it over. For example, Purotea (プロテア) is localized Protectra in Final Fantasy XI, Kearua (ケアルア) becomes Curasa in Final Fantasy XIII.