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− | {{sideicon|FFXII}} |
+ | {{sideicon|prime=FFXII}} |
+ | {{DISPLAYTITLE:Magick Pot (''Final Fantasy XII'')}} |
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− | {{FFXII Enemies |
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+ | {{infobox enemy |
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+ | | release = FFXII |
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| romaji = majikkupotto |
| romaji = majikkupotto |
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− | | |
+ | |name = Magick Pot |
− | | image = |
+ | | image = MagickPot-ffxii.png |
+ | |location = [[Subterra]] (Penumbra - North, Umbra - South, Abyssal - North, Abyssal - South); [[Trial Mode]] [[Trial Mode#91|Stage 91]] (''Zodiac'' versions) |
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− | | HP = 30,000 |
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− | | M.Def = 255 |
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− | | Bestiary Location = The Pharos |
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− | | LP = 123 |
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− | | Uncommon Steal = [[Baltoro's Seed]] |
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− | | Rare Steal = N/A |
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− | | Common Poach = N/A |
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− | | Rare Poach = N/A |
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− | | Low Drop = N/A |
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− | | Very Low Drop = N/A |
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− | | Monograph = None |
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− | | Canopic = None |
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− | | Immune to = Death, Petrify, Stop, Doom, Sleep, Disease, Reverse, Slow, Disable, Immobilize, Silence, Blind, Poison, Oil, Sap, Lure, Warp, Poach, Fractional Damage, Sight Unseeing, Syphon, Numerology, Charm, Achilles, Wither, Addle |
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− | | Attack(s) = (12-hit max) |
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− | | Abilities = Flare |
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− | | Innate = Safety, Resist Guns/Measures, Ignore Vitality, Ignore Reflect, Low-HP Def+, Normal Damage+, Evade+, Reflect Damage, Reduce Damage, Attack CT = 0, Magic CT = 0, Spellbound |
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− | | Additional = N/A |
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}} |
}} |
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+ | '''Magick Pot''' is a fiend/???-type enemy from ''[[Final Fantasy XII]]'' found in the [[Subterra]]. It is also fought in the ''Zodiac'' versions' [[Trial Mode]] at [[Trial Mode#91|Stage 91]] along with continuously spawning [[Hecteyes (Final Fantasy XII)|Hecteyes]] where the [[Technicks]] command is disabled. The Magick Pot is notable for yielding 123 LP when defeated. Though "aggressive" (has red health bar rather than green), it does not attack unless the player attacks it first; rather, it asks for an [[Final Fantasy XII items#Elixir|Elixir]]. |
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− | The '''Magick Pot''' is a fiend/???-type enemy from ''[[Final Fantasy XII]]'' found in the [[Subterra]] of the [[Pharos (Final Fantasy XII)|Pharos]]. It is also fought in the ''International Zodiac Job System'' [[Trial Mode]] at stage 91 along with five [[Hecteyes (Final Fantasy XII)|Hecteyes]]. |
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− | :'''Genus''': Fiend |
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− | :'''Class''': ??? |
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=== Page 1: Observations === |
=== Page 1: Observations === |
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− | {{ |
+ | {{Quote|Not a single report of this curious and rare fiend's capture or slaying has ever been circulated. In the past, these creatures were demons of legendary might, foes unto the gods themselves. The gods feared them and their power, and so changed their form to that of a harmless pot. Though their strength be stolen, and their temperament cooled by transformation, they still possess terribly magickal powers. Anyone seeking to best one of these beings is advised to approach with caution, and perhaps a show of good-will, too, lest they suspect and strike the first blow... for it might well be the last.}} |
=== Page 2: Sage Knowledge 7 of 78 === |
=== Page 2: Sage Knowledge 7 of 78 === |
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{{main|Sage Knowledge 1-26#SK 07: The Light of Kiltia}} |
{{main|Sage Knowledge 1-26#SK 07: The Light of Kiltia}} |
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+ | |||
+ | ==Stats== |
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+ | {{infobox enemy stats FFXII |
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+ | | name = Magick Pot |
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+ | | class = Fiend |
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+ | | genus = ??? |
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+ | | strength = 99 |
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+ | | magick power = 99 |
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+ | | magick resist = 255 |
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+ | | attack power = 120 |
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+ | | izjs steal 2 = [[Final Fantasy XII items#Elixir|Elixir]] |
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+ | | izjs steal 3 = [[Final Fantasy XII items#Baltoro's Seed|Baltoro's Seed]] |
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+ | | death = Immune |
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+ | | petrify = Immune |
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+ | | stop = Immune |
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+ | | doom = Immune |
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+ | | sleep = Immune |
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+ | | disease = Immune |
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+ | | reverse = Immune |
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+ | | slow = Immune |
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+ | | disable = Immune |
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+ | | immobilize = Immune |
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+ | | silence = Immune |
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+ | | blind = Immune |
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+ | | poison = Immune |
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+ | | libra immune = true |
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+ | | oil = Immune |
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+ | | sap = Immune |
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+ | | lure = Immune |
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+ | | combo rate = 3 |
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+ | | magicks = [[Final Fantasy XII enemy abilities#Flare|Flare]] |
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+ | | innate augments = [[Final Fantasy XII enemy abilities#Safety|Safety]], [[Final Fantasy XII enemy abilities#Resist Guns/Measures|Resist Guns/Measures]], [[Final Fantasy XII enemy abilities#Ignore Vitality|Ignore Vitality]], [[Final Fantasy XII enemy abilities#Ignore Reflect|Ignore Reflect]], [[Final Fantasy XII enemy abilities#Low-HP Def+|Low-HP Def+]], [[Final Fantasy XII enemy abilities#Normal Damage+|Normal Damage+]], [[Final Fantasy XII enemy abilities#Evade+|Evade+]], [[Final Fantasy XII enemy abilities#Reflect Damage|Reflect Damage]], [[Final Fantasy XII enemy abilities#Reduce Damage|Reduce Damage]], [[Final Fantasy XII enemy abilities#Attack CT0|Attack CT0]], [[Final Fantasy XII enemy abilities#Magick CT0|Magick CT0]], [[Final Fantasy XII enemy abilities#Status+|Status+]] |
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== Battle == |
== Battle == |
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− | [[File:Magickpotelixir.jpg|thumb |
+ | [[File:Magickpotelixir.jpg|thumb|Magick Pot wants an elixir.]] |
− | Magick Pot |
+ | Magick Pot has a powerful magick stat and absorbs every element. It will not attack unless the party attacks it first. In its docile state, it will "clamor" for an Elixir. If the player gives it one, it will start jumping around and will not attack. The Elixir can be [[Steal#Final Fantasy XII|stolen]] back once given to it (in the ''Zodiac'' versions, the player may get a [[Final Fantasy XII items#Baltoro's Seed|Baltoro's Seed]] instead). The exception is the Stage 91 of the Trial Mode, where the Magick Pot eventually stops "rejoicing" and the player thus has a time limit for killing it. |
− | If the player attacks the Magick Pot without offering an Elixir, it reveals itself as one of the hardest common enemies |
+ | If the player attacks the Magick Pot without offering an Elixir, it reveals itself as one of the hardest common enemies, using [[Final Fantasy XII enemy abilities#Flare|Flare]] and [[Hit (term)#Final Fantasy XII|comboing]] its attacks up to [[Hit (term)#Final Fantasy XII|twelve-hit chains]]. |
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+ | The player should be wary in any area where a Magick Pot may potentially appear, as the [[Gambits|gambit system]] may cause the player to inadvertently attack before noticing its presence, particularly if using the high-speed mode in the ''Zodiac'' versions. |
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=== Strategy === |
=== Strategy === |
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+ | ====With Elixir==== |
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− | The player should turn off the party's |
+ | The player should turn off the party's attack gambits, and approach the pot. The party should then use an Elixir on it and steal it back by equipping [[Final Fantasy XII accessories#Thief's Cuffs|Thief's Cuffs]]. Once the party has stolen back the Elixir, they should attack with ranged weapons (bows are effective). Flare is also effective, if it hits. Alternatively, throwing [[Final Fantasy XII items#Knot of Rust|Knots of Rust]] or using [[Gil Toss]] also prove effective. |
+ | ====Without Elixir==== |
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− | If the party is at a [[level]] higher than 78, then they can use |
+ | If the party is at a [[level]] higher than 78, then they can use [[Telekinesis (Final Fantasy XII)|Telekinesis]] to defeat it. This strategy can be used without giving a Elixir to the pot, though it is risky if it retaliates. An Elixir-less Magick Pot can also be damaged with weapons that deal piercing damage (guns and measures), with curative items while equipping the [[Final Fantasy XII accessories#Nihopalaoa|Nihopalaoa]], and with Knots of Rust and Gil Toss. |
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+ | It is also possible to use [[Expose]] multiple times to make the Magick Pot vulnerable to [[Attack (command)#Final Fantasy XII|basic attacks]] without giving it an Elixir. After doing so successfully around nine times, the Magick Pot will begin to take small damage from regular attacks, but further stacking will soon bring this figure into the thousands with a suitably strong weapon of attack power over 100. A character with a high physical damage, non-elemental weapon should then be able to finish it off; [[Final Fantasy XII statuses#Berserk|Berserk]] and [[Final Fantasy XII statuses#Bravery|Bravery]] will speed this up. A similar approach using [[Mental Break (ability)|Shear]] and strong non-elemental magicks also works. |
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+ | When attempting to fight a Magick Pot without giving it an Elixir, it is ideal to use high level characters under the [[Final Fantasy XII statuses#Bubble|Bubble]] status. One can mitigate the damage by casting [[Decoy (ability)|Decoy]] and [[Reverse (ability)|Reverse]] on a character. Using a character under the [[Final Fantasy XII statuses#Lure|Lure]] status, who has high Evade and Magick Evade conferred by equipment such as the [[Final Fantasy XII armor#Zodiac Escutcheon|Zodiac Escutcheon]] or [[Final Fantasy XII armor#Gendarme|Gendarme]] shields, is also viable. |
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+ | ====Trial Mode==== |
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+ | The player may want to turn off the party's attack gambits and decide on a strategy before engaging. As soon as the Magick Pot is given an Elixir, Hecteyes will drop in and swarm the arena. |
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+ | A [[Black Mage (Final Fantasy XII)|Black Mage]] equipped with [[Glacial Staff (Final Fantasy XII)|Glacial Staff]] of the [[Staff of the Magi (Final Fantasy XII)|Staff of the Magi]] should cast [[Black Magicks (Final Fantasy XII)#Blizzaga|Blizzaga]] on the Hecteyes. Alternatively, the player can use the [[Time Battlemage]]'s [[Time Magicks (Final Fantasy XII)#Warp|Warp]] or [[Final Fantasy XII items#Warp Mote|Warp Motes]]. The gambit Foe:Ice-weak is good for targeting the Hecteyes. Equipping [[Final Fantasy XII accessories#Indigo Pendant|Indigo Pendant]] on the Time Battlemage makes Warp always work. |
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+ | Meanwhile, the other party members should attack the Magick Pot. The player can damage it by giving it an Elixir and letting it rejoice for a bit. Setting the other attacker's gambit to Foe:Party leader's target helps for them to both attack the Magick Pot. The player can also chain [[Quickening (ability)|Quickenings]] right after giving the pot an Elixir, hopefully killing it in one blow, and also hitting the flan if a Concurrence triggers. |
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+ | The player can also damage the Magick Pot without giving it an Elixir with [[gun]]s, [[Final Fantasy XII accessories#Nihopalaoa|Nihopalaoa]] + [[Final Fantasy XII items#X-Potion|X-Potions]], or with [[Final Fantasy XII items#Knot of Rust|Knots of Rust]]. Gil Toss cannot be used because technicks are sealed. |
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+ | The player may want to spring the [[Trap (term)|trap]] in the room before engaging the Magick Pot. |
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== Gallery == |
== Gallery == |
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+ | <gallery> |
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− | {{Gallery |
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− | + | Ffxii-magickpot.jpg|Bestiary entry (PlayStation 2). |
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+ | Trial-Mode-Stage-91-FFXII-TZA.jpg|Trial Mode. |
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+ | </gallery> |
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+ | |||
+ | ==Etymology== |
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+ | {{Etym|Magick}} |
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[[de:Zauberpott (FFXII)]] |
[[de:Zauberpott (FFXII)]] |
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Revision as of 22:03, 9 January 2020
Template:Sideicon
Magick Pot is a fiend/???-type enemy from Final Fantasy XII found in the Subterra. It is also fought in the Zodiac versions' Trial Mode at Stage 91 along with continuously spawning Hecteyes where the Technicks command is disabled. The Magick Pot is notable for yielding 123 LP when defeated. Though "aggressive" (has red health bar rather than green), it does not attack unless the player attacks it first; rather, it asks for an Elixir.
Bestiary entry
Page 1: Observations
Not a single report of this curious and rare fiend's capture or slaying has ever been circulated. In the past, these creatures were demons of legendary might, foes unto the gods themselves. The gods feared them and their power, and so changed their form to that of a harmless pot. Though their strength be stolen, and their temperament cooled by transformation, they still possess terribly magickal powers. Anyone seeking to best one of these beings is advised to approach with caution, and perhaps a show of good-will, too, lest they suspect and strike the first blow... for it might well be the last.
Page 2: Sage Knowledge 7 of 78
Stats
Battle
Magick Pot has a powerful magick stat and absorbs every element. It will not attack unless the party attacks it first. In its docile state, it will "clamor" for an Elixir. If the player gives it one, it will start jumping around and will not attack. The Elixir can be stolen back once given to it (in the Zodiac versions, the player may get a Baltoro's Seed instead). The exception is the Stage 91 of the Trial Mode, where the Magick Pot eventually stops "rejoicing" and the player thus has a time limit for killing it.
If the player attacks the Magick Pot without offering an Elixir, it reveals itself as one of the hardest common enemies, using Flare and comboing its attacks up to twelve-hit chains.
The player should be wary in any area where a Magick Pot may potentially appear, as the gambit system may cause the player to inadvertently attack before noticing its presence, particularly if using the high-speed mode in the Zodiac versions.
Strategy
With Elixir
The player should turn off the party's attack gambits, and approach the pot. The party should then use an Elixir on it and steal it back by equipping Thief's Cuffs. Once the party has stolen back the Elixir, they should attack with ranged weapons (bows are effective). Flare is also effective, if it hits. Alternatively, throwing Knots of Rust or using Gil Toss also prove effective.
Without Elixir
If the party is at a level higher than 78, then they can use Telekinesis to defeat it. This strategy can be used without giving a Elixir to the pot, though it is risky if it retaliates. An Elixir-less Magick Pot can also be damaged with weapons that deal piercing damage (guns and measures), with curative items while equipping the Nihopalaoa, and with Knots of Rust and Gil Toss.
It is also possible to use Expose multiple times to make the Magick Pot vulnerable to basic attacks without giving it an Elixir. After doing so successfully around nine times, the Magick Pot will begin to take small damage from regular attacks, but further stacking will soon bring this figure into the thousands with a suitably strong weapon of attack power over 100. A character with a high physical damage, non-elemental weapon should then be able to finish it off; Berserk and Bravery will speed this up. A similar approach using Shear and strong non-elemental magicks also works.
When attempting to fight a Magick Pot without giving it an Elixir, it is ideal to use high level characters under the Bubble status. One can mitigate the damage by casting Decoy and Reverse on a character. Using a character under the Lure status, who has high Evade and Magick Evade conferred by equipment such as the Zodiac Escutcheon or Gendarme shields, is also viable.
Trial Mode
The player may want to turn off the party's attack gambits and decide on a strategy before engaging. As soon as the Magick Pot is given an Elixir, Hecteyes will drop in and swarm the arena.
A Black Mage equipped with Glacial Staff of the Staff of the Magi should cast Blizzaga on the Hecteyes. Alternatively, the player can use the Time Battlemage's Warp or Warp Motes. The gambit Foe:Ice-weak is good for targeting the Hecteyes. Equipping Indigo Pendant on the Time Battlemage makes Warp always work.
Meanwhile, the other party members should attack the Magick Pot. The player can damage it by giving it an Elixir and letting it rejoice for a bit. Setting the other attacker's gambit to Foe:Party leader's target helps for them to both attack the Magick Pot. The player can also chain Quickenings right after giving the pot an Elixir, hopefully killing it in one blow, and also hitting the flan if a Concurrence triggers.
The player can also damage the Magick Pot without giving it an Elixir with guns, Nihopalaoa + X-Potions, or with Knots of Rust. Gil Toss cannot be used because technicks are sealed.
The player may want to spring the trap in the room before engaging the Magick Pot.
Gallery
Etymology
magic. Magick, in the context of Aleister Crowley's Thelema, is a term used to differentiate the occult from stage magic and is defined as "the Science and Art of causing Change to occur in conformity with Will", including both "mundane" acts of will as well as ritual magic.
Magick is an Early Modern English spelling for