How can we know for sure... unless we... try for ourselves...?Maduin's response to Madeline's uncertainty regarding humans and espers co-existing
Maduin is Terra's father, an esper, and temporary playable character in Final Fantasy VI. He is the guardian of the Esper World, overseeing the gateway between the esper realm and the realm of humans. The party acquires his magicite to learn spells from.
Maduin is obtained automatically upon completion of the Magitek Research Facility.
Maduin is a humanoid esper with a muscular figure. He wears a pendant he gives to Madeline when they meet. His field sprite depicts him with light gamboge skin, long sea-greenish-gray hair in a ponytail and indigo eyes.
His summon sprite depicts him with a grayish-tangelo skin tone, grayish-violet hair in a ponytail and clawed fingers and digitigrade legs with long talons on his toes. He wears a dark vermilion loincloth with an amber sash. His summon sprite resembles that of the Gigas from Final Fantasy V, and may be a heavily modified Gigas sprite.
Maduin doesn't harbor as much suspicion and fear of humans as the other espers, accepting Madeline into the esper world and acting protective of her. As with other espers, Maduin is shown to be patient and wise.
He is one of the higher-ranking espers in their society, being approached by other espers in concern when Madeline arrives, and being allowed to stay with her in the Elder's home. Twenty years ago, a human girl named Madeline crossed into the esper realm and was found by Maduin. When she recovered he gave her his pendant and told her she was in the esper world. Madeline claimed she fled the human world due to the people's greed and hate, but when Maduin told her the espers believe human and esper cannot co-exist, she agreed to return the next day. In the morning Maduin followed her to the gate and told her she can stay if she wishes. When Madeline repeated the concern that their races cannot co-exist, Maduin asked her how they could be sure unless they tried. The two conceived a child, whom Maduin named Terra.
Two years later, the sealed gate opened and Gestahl invaded the esper realm with the Gestahlian Empire and set about capturing the espers. Maduin stayed with Madeline as the Esper Elder prepared to sacrifice his life to sweep the Empire out of their realm and seal the gate. When the other espers accused Madeline of leading the Empire to their realm, she grabbed Terra and ran to the entrance. Maduin followed as the Elder's spell took effect, sweeping Gestahl and his troops out of the gate. The collapsed Madeline tried to return with Maduin, but Terra flew from her grasp and out of the gate, and the two followed. Gestahl struck down the weakened Madeline and took Terra from her, while Maduin was one of several espers imprisoned by the Empire in the Magitek Research Facility.
When the Returners raid the facility 18 years later, Maduin and the other espers that have been drained of their power transform into magicite and grant the party their powers. In Zozo, Maduin's magicite reacts to Terra, awakening her memories of the esper realm and revealing her origins to the party. Maduin remains in the party's inventory for the rest of the game, able to be equipped by anyone as a magicite.
Maduin fades from the world with the Warring Triad and Kefka gone, and magic vanishing from the world. He tells Terra she may fade away with the espers as well, but if the human side of her is strongly attached to something in the world, she may survive as a full human. Maduin's magicite vanishes in a puff of smoke and dust.
This gigantic Esper strikes down its enemies with waves of pure wrath.Esper section (PlayStation)
Maduin's attack when summoned is Chaos Wave (Chaos Wing in the Super NES and PlayStation versions). It deals non-elemental magic damage to all opponents with a Spell Power of 55, and the attack is unblockable. Maduin costs 44 MP to summon. His level up bonus is to increase the equipped character's Magic Power by 1.
Maduin is not terribly useful as a summon. His spell power is lower than the second tier spells he teaches, and costs a lot of MP.
Maduin is a useful esper for teaching the three tier-two elemental spells at once. While he teaches Fira and Blizzara slower than Ifrit or Shiva, it is quicker overall to teach the party these spells through Maduin; it takes 34 total magic points to learn Maduin's spells, while Ifrit and Shiva each take 20 magic points to learn the two spells Maduin teaches.
Maduin is temporarily playable in Terra's flashbacks. He has no battle commands, not even the basic Attack or Items commands. The menu is disabled during the flashback sequence so the player cannot view his stats or equipped items, but he is equipped with a pair of Sprint Shoes.
Maduin does not appear, but two items make reference to it. Terra's level 100 exclusive weapon is called "Maduin's Horn" after the esper in Final Fantasy VI. The "Maduin's Fang" accessory explicitly makes reference to Madeen's transformation in Final Fantasy IX.
The description of Maduin's Fang refers to the Final Fantasy IX Madeen as Maduin, marking the first time the two creatures share the same name in the same Final Fantasy title.
Maduin is a light-elemental Eidolon for Wrieg. His summon attack is Chaotic Wave when summoned into battle, which deals light-elemental damage to all enemies. Maduin's signet teaches Wrieg Chakra abilities.
Maduin is an item held by Terra.
Maduin is a rank 4 Summoning ability. When summoned in battle, he uses Chaos Wave, which deals two non-elemental magic attacks to all enemies. His ability can be created by using Greater Summon Orb x10, Greater Non-Elemental Orb x8, and 10,000 gil. Due to his ranking and non-elemental nature, Maduin has been outclassed by later summons available to players.
Maduin has also appeared as a boss encounter during certain Final Fantasy VI events. During his boss encounters he is able to seal the party's magic abilities, requiring the player to break his paling to remove the seal.
Lastly, Maduin has a cameo appearance during the animation of Terra's Chaotic Inferno Awakening Soul Break.
Due to a mistranslation, the Madeen rank 5 Summoning ability was translated as "Maduin" during the event information of the ability's appearance.
One of the elder Espers. His love for a human set in motion world-changing events.Ability Card Description
Maduin appears as a wind-element ability card. His ability is Aerora which is a mage ability that allows a cone wind attack. He produces four earth orbs in battle. He possesses the extra skills Break Exploiter, Elemental Return and Weakness Breaker. His auto-ability is Break Power Up+3%. He can be obtained from the Ability Card Shop or through Summoning.
Non-Final Fantasy guest appearances
Maduin is a chance card with the ability: Get total house x 27G.
Behind the scenes
In early drafts of Final Fantasy VI, Maduin was the esper meant to be found at Narshe's caves.
Yoshinori Kitase has commented on Madeline and Maduin's story thusly: "Things didn't look particularly realistic in the Super Famicom era, so we were able to express things in all sorts of different ways. The Maduin and Madeline scene had a very short plot line in the scenario. But we got across the emotion that Mr. Sakaguchi wanted to convey, and really put everything we had into creating the cut-scenes."
The pendant Maduin gives to Madeline may have been passed to Terra, as the key item "Pendant" says it is worn by Terra and its origins are not revealed. In the SNES release Maduin claims the pendant protects the esper world, but he merely refers to it as a "charm from the esper world" in the Japanese version and the GBA release.
Maduin's name in Japanese has no known origin. However, the summon's name can be translated as "Madin" when going off the Japanese katakana (マディン, Madin?). This has led to the summon's name often being confused with a similarly named summon, Madeen, which has the Japanese katakana of (マディーン, Madīn?).
A common fan interpretation of the Japanese name has been "Máel Dúin", based on the protagonist of Immram Maele Dúin (The Voyage of Máel Dúin), a tale of a sea voyage written in Old Irish. However, it does not match with the katakana of Máel Dúin (マイル デューン, Mairu Dyūn?) when based on the original Irish pronunciation.