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Jelly (Final Fantasy XII)

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|location = [[Henne Mines]] (Pithead Junction A, Pithead Junction B); [[Trial Mode]] [[Trial Mode#12|Stage 12]] (''Zodiac'' versions)
 
|location = [[Henne Mines]] (Pithead Junction A, Pithead Junction B); [[Trial Mode]] [[Trial Mode#12|Stage 12]] (''Zodiac'' versions)
 
}}
 
}}
'''Jelly''' is an amorph/[[Flan (enemy family)|flan]]-type enemy in ''[[Final Fantasy XII]]'' found in the [[Henne Mines]]. Because they spawn in great numbers, they can be used for [[level grinding]] (see below). Eight Jellies are also fought in the ''Zodiac'' versions' [[Trial Mode]] at [[Trial Mode#12|Stage 12]].
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The '''Jelly''' is an amorph/[[Flan (enemy family)|Flan]]-type enemy in ''[[Final Fantasy XII]]''. It can be found in the [[Henne Mines]]. Eight Jellies are also fought in the ''Zodiac'' versions' [[Trial Mode]] at [[Trial Mode#12|Stage 12]].
 
They have the [[Flametongue (Final Fantasy XII)|Flametongue]] weapon as a rare [[poach]].
 
   
 
== Bestiary entry ==
 
== Bestiary entry ==
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[[File:Ff12 hennemines pithead junction b.jpg|thumb|left|Jelly cluster.]]
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=== Page 1: Observations ===
 
=== Page 1: Observations ===
 
:''Being a variant of [[Flan (Final Fantasy XII)|flan]] covered in a glistening, jewel-like slime. These are known to cluster in areas with machinery and like devices, seeming to derive energy from their operation, which stimulates them to divide and multiply. Because of this flan's odd ecology, they are often found in cities and near residences where people and, more critically, their technologies are found, this proximity creating a real danger of jelly breakouts. Countless are the tales of villages and small towns consumed whole by a mass of quivering slime.''
 
:''Being a variant of [[Flan (Final Fantasy XII)|flan]] covered in a glistening, jewel-like slime. These are known to cluster in areas with machinery and like devices, seeming to derive energy from their operation, which stimulates them to divide and multiply. Because of this flan's odd ecology, they are often found in cities and near residences where people and, more critically, their technologies are found, this proximity creating a real danger of jelly breakouts. Countless are the tales of villages and small towns consumed whole by a mass of quivering slime.''
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| class = Flan
 
| class = Flan
 
| level min = 24
 
| level min = 24
| evade = 0
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| evade min = 0
 
| hp min = 1,913
 
| hp min = 1,913
 
| mp min = 810
 
| mp min = 810
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| magick resist min = 10
 
| magick resist min = 10
 
| vitality min = 32
 
| vitality min = 32
| speed = 14
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| speed min = 14
 
| attack power min = 31
 
| attack power min = 31
 
| exp min = 1,104
 
| exp min = 1,104
 
| cp min = 162
 
| cp min = 162
| gil = 0
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| gil min = 0
 
| level max = 25
 
| level max = 25
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| evade max = 0
 
| hp max = 2,018
 
| hp max = 2,018
 
| mp max = 850
 
| mp max = 850
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| magick resist max = 12
 
| magick resist max = 12
 
| vitality max = 33
 
| vitality max = 33
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| speed max = 14
 
| attack power max = 33
 
| attack power max = 33
 
| exp max = 1,213
 
| exp max = 1,213
 
| cp max = 256
 
| cp max = 256
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| gil max = 0
 
| fire = Weak
 
| fire = Weak
 
| location = [[Henne Mines]] (Pithead Junction A, Pithead Junction B)
 
| location = [[Henne Mines]] (Pithead Junction A, Pithead Junction B)
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| monograph rate = 30
 
| monograph rate = 30
 
| monograph type = Warmage
 
| monograph type = Warmage
| canopic = [[Loot (Final Fantasy XII)#Arcana|Arcana]]
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| canopic = Arcana
 
| canopic rate = 9
 
| canopic rate = 9
 
| poach 1 = [[Loot (Final Fantasy XII)#Yellow Liquid|Yellow Liquid]]
 
| poach 1 = [[Loot (Final Fantasy XII)#Yellow Liquid|Yellow Liquid]]
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| lure = Immune
 
| lure = Immune
 
| combo = 3
 
| combo = 3
| combo rate = 10
 
 
| technicks = [[Final Fantasy XII enemy abilities#Slap|Slap]], [[Final Fantasy XII enemy abilities#Phantasmal Gaze|Phantasmal Gaze]], [[Final Fantasy XII enemy abilities#Divide|Divide]]
 
| technicks = [[Final Fantasy XII enemy abilities#Slap|Slap]], [[Final Fantasy XII enemy abilities#Phantasmal Gaze|Phantasmal Gaze]], [[Final Fantasy XII enemy abilities#Divide|Divide]]
 
| magicks = [[Final Fantasy XII enemy abilities#Water|Water]] (Aqua in ''Zodiac'' versions), [[Final Fantasy XII enemy abilities#Poison|Poison]]
 
| magicks = [[Final Fantasy XII enemy abilities#Water|Water]] (Aqua in ''Zodiac'' versions), [[Final Fantasy XII enemy abilities#Poison|Poison]]
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===Level grinding trick===
 
===Level grinding trick===
[[File:Ff12 hennemines pithead junction b.jpg|thumb|Jelly cluster.]]
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The Jellies make a popular and convenient [[level grinding]] target because if they are killed by [[Final Fantasy XII statuses#Petrify|petrification]], they [[Spawning enemies|respawn]], creating an infinite supply of enemies. A simple set-up is to give one party member a [[Gambits|Gambit]] to cast [[Sleepga]] on the Jellies, and the other two party members Gambits to cast [[Break (ability)|Break]] on them. At this point all the player needs is a Gambit to restore the party's MP through use of [[Osmose (ability)|Syphon]] or [[Charge (physical attack ability)|Charge]], and an infinite loop is achieved with the player needing to do nothing but watch the party automatically fight the Jellies.
The Jellies make a popular and convenient level grinding target because if they are killed by [[Final Fantasy XII statuses#Petrify|petrification]], they [[Spawning enemies|respawn]], creating an infinite supply of enemies. A simple set-up is to give one party member a [[Gambits|Gambit]] to cast [[Sleepga]] on the Jellies, and the other two party members Gambits to cast [[Break (ability)|Break]] on them. At this point all the player needs is a Gambit to restore the party's MP through use of [[Osmose (ability)|Syphon]] or [[Charge (physical attack ability)|Charge]], and an infinite loop is achieved with the player needing to do nothing but watch the party automatically fight the Jellies.
 
   
 
Depending on the party's level, the Jellies may be entirely unable to hurt them, but if they are able the player should set up Gambits to revive KO'd party members and heal injured ones. Priority should go to the party leader for healing, as if they are KO'd and not revived in time the game will prompt the player to manually select a new leader, breaking the loop. The player should also set Gambits to have the party cure [[Final Fantasy XII statuses#Confuse|Confuse]] on each other, as even if the Jellies cannot hurt the party with their attacks, they can still inflict the status. De-equipping the party's weapons provides further protection against Confusion if it takes effect.
 
Depending on the party's level, the Jellies may be entirely unable to hurt them, but if they are able the player should set up Gambits to revive KO'd party members and heal injured ones. Priority should go to the party leader for healing, as if they are KO'd and not revived in time the game will prompt the player to manually select a new leader, breaking the loop. The player should also set Gambits to have the party cure [[Final Fantasy XII statuses#Confuse|Confuse]] on each other, as even if the Jellies cannot hurt the party with their attacks, they can still inflict the status. De-equipping the party's weapons provides further protection against Confusion if it takes effect.
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* [[White Mousse (Final Fantasy XII)|White Mousse]] (Mark)
 
* [[White Mousse (Final Fantasy XII)|White Mousse]] (Mark)
   
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[[Category:Enemies in Final Fantasy XII]]
   
 
[[de:Gallert]]
 
[[de:Gallert]]
[[Category:Enemies in Final Fantasy XII]]
 
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