Ward, also called Abate, is a series of elemental and status abilities throughout the series, in which there is a 50% chance of preventing a status, or in an elements case, halves the damage done from a particular element. These were not named until Final Fantasy X, but has existed since the original Final Fantasy within pieces of equipment.
The following list are all of the Ward abilities encountered throughout the series:
- Elemental Ward
- Fire Ward - Fire-elemental damage reduced by 50%.
- Ice Ward - Ice-elemental damage reduced by 50%.
- Lightning Ward - Lightning-elemental damage reduced by 50%.
- Water Ward - Water-elemental damage reduced by 50%.
- Tetra Ward - Fire, Ice, Lightning, and Water-elemental damage reduced by 50%. Only appears in Final Fantasy X-2.
The following are not named in-game, but are named so to keep in line with the current abilities:
- Earth Ward - Earth-elemental damage reduced by 50%.
- Wind Ward - Wind-elemental damage reduced by 50%.
- Shadow Ward - Dark-elemental damage reduced by 50%.
- Holy Ward - Holy-elemental damage reduced by 50%.
- Status Ward
- Dark Ward - 50% chance of preventing Blind.
- Death Ward - 50% chance of preventing Instant Death.
- Stone Ward - 50% chance of preventing Petrify and Gradual Petrify.
- Silence Ward - 50% chance of preventing Silence.
- Sleep Ward - 50% chance of preventing Sleep.
- Zombie Ward - 50% chance of preventing Zombie. Only appears in Final Fantasy X.
- Poison Ward - 50% chance of preventing Poison.
- Slow Ward - 50% chance of preventing Slow.
- Berserk Ward - 50% chance of preventing Berserk.
- Confuse Ward - 50% chance of preventing Confuse.
Appearances[]
Final Fantasy[]
Only the elements Fire, Ice, and Lightning have wards and there are no Status Wards.
Final Fantasy II[]
Final Fantasy III[]
Status Wards appear in the form of Shields and there are no Elemental Wards.
Final Fantasy IV[]
Elemental Wards appear alongside Status Proofs. Protect Ring is the best piece of equipment for Elemental Ward, as it possesses all three Elemental Wards.
Final Fantasy V[]
Elemental Wards are mostly found on armor and shields.
Final Fantasy VI[]
Earth, Wind, and Water are added to Elemental Wards, and in the GBA version, Holy as well, all in the shield Force Shield. Fire, Ice, and Lightning Wards can be found among various pieces of equipment still.
Final Fantasy VII[]
Elemental Ward can only be put into use through either the armor Minerva Band, Dragon Armlet, and Ziedrich, or by equipping a Level 1 Elemental materia with any elemental materia in a character's armor.
Crisis Core -Final Fantasy VII-[]
Status Ward is a support materia that grants Zack protection from status ailments when equipped with the corresponding Materia, for example Poison Ward when equipped with a Poison Materia. Elemental Ward functions the same way with elemental Materia. The level of elemental resistance granted depends on the level of the Elemental Ward Materia, granting 25% resistance at Level 1, 50% at Level 2, 100% at Level 3, 50% absorption at Level 4 and 100% absorption at Level 5. The Status Ward Materia provides equal protection regardless of level. Various specific ward-type abilities for elemental damage and status ailments are attached to accessories.
Final Fantasy IX[]
All sorts of equipment grants Elemental Wards, and Dark finally joins as an Elemental Ward.
Final Fantasy X[]
An elemental ward for each of the four key elements appear. Elemental wards decrease the damage done by the respective element by 50%. An upgrade of the elemental wards, are the elemental "proof" abilities which prevent the respective element from inflicting any damage. A step-up from that, the "Eater" abilities do not decrease the damage inflicted by the element, but instead reverse its effect and heal the character.
The Fire Ward auto-ability halves the damage inflicted by Fire elemental attacks, and can be customized to an armor with Bomb Fragment x4. The Lightning Ward auto-ability halves the damage inflicted by Lightning elemental attacks, and can be customized to an armor with Electro Marble x4. The Water Ward auto-ability halves the damage inflicted by Water elemental attacks, and can be customized to an armor with Fish Scale x4. The Ice Ward auto-ability halves the damage inflicted by Ice elemental attacks, and can be customized to an armor with Antarctic Wind x4.
There are no auto-abilities related to the Holy, and can therefore only be protected against with the increase of Magic Defense.
A number of status wards exists. They decrease the chance of a status being inflicted by 50%. An upgrade of the status ward abilities have a "proof" suffix, and remove all chance of being inflicted with the status. There are some abilities which can always inflict statuses, regardless of ward or proof however.
The Dark Ward auto-ability halves the chance of receiving the Darkness status, and can be customized to an armor with Eye Drops x40. The Silence Ward auto-ability halves the chance of receiving the Silence status, and can be customized to an armor with Echo Screen x30. The Sleep Ward auto-ability halves the chance of receiving the Sleep status, and can be customized to an armor with Sleeping Powder x6.
The Poison Ward auto-ability halves the chance of receiving the Poison status, and can be customized to an armor with Antidote x40. The Stone Ward auto-ability halves the chance of receiving the Petrify status, and can be customized to an armor with Soft x30. The Death Ward auto-ability halves the chance of succumbing to instant death attacks, and can be customized to an armor with Farplane Shadow x15. The Zombie Ward auto-ability halves the chance of receiving the Zombie status, and can be customized to an armor with Holy Water x30.
The Slow Ward auto-ability halves the chance of receiving the Slow status, and can be customized to an armor with Silver Hourglass x10. The Confuse Ward auto-ability halves the chance of receiving the Confuse status, and can be customized to an armor with Musk x16. The Berserk Ward auto-ability halves the chance of receiving the Berserk status, and can be customized to an armor with Hypello Potion x8.
Final Fantasy X-2[]
Fire, Ice, Lightning, and Water Ward appear with the inclusion of Tetra Ward, all of which can be used on Red Ring, White Ring, Yellow Ring, Blue Ring, and Tetra Band respectively.
Final Fantasy XII[]
Fire Ward is found on the Adamant Hat, Adamant Vest, and Flame Shield. Ice Ward is found on the Ice Shield. Wind Ward is found on the Windbreaker. Dark Ward is found on the Bone Mail. Manufacted Nethicite halves all elements.
Final Fantasy XIII[]
Boost physical and magic resistance when HP is low.
Description
Deathward is a Sentinel ability that increases the resistance to physical and magical damage by 25%, when the Sentinel's HP is critical. It is learned by Lightning (stage 7), Sazh (stage 9), Snow (stage 6), Hope (stage 10), and Fang (stage 5)
Fringeward is a Sentinel ability that reduces the damage dealt to any party members involved in the attack, when the Sentinel is targeted by an enemy attack. It is learned by Lightning (stage 9), Sazh (stage 7), Snow (stage 1), and Fang (stage 5).
Final Fantasy XIII-2[]
Fringeward is a Sentinel passive ability that reduces damage to nearby allies when the user is the target of an area attack. It is learned by Serah (role level 18), Noel (role level 6), Bunkerbeast (12), Calautidon (14), Flandit (12), Goblin Chieftain (12), Major Moblin (3), Pulse Gladiator (1), Pulse Knight (18), Silver Chocobo (2), Snow (5), Tezcatlipoca (7), and Xolotl (7).
Deathward is a Sentinel passive ability that boosts physical and magic resistance when HP is low. It is learned by Serah (role level 33), Noel (role level 10), Bunkerbeast (47), Lancer (19), Metalligantuar (14), Navidon (40), Pulse Gladiator (45), Silver Chocobo (37), and Snow (6).
Vagrant Story[]
Ward is an ability which, when used successfully, prevents Paralysis and Numbness. It has a risk of 1.
Bravely Default[]
Abate abilities reduce damage from their respective elemental attacks. They are support abilities that require one slot to equip and will not stack with items or accessories that give similar effects. If a character has received nullification from a specific element, the nullification effect takes precedence over damage reduction.
- Abate Water is learned by the White Mage class at job level 7.
- Abate Fire is learned by the Black Mage class at job level 4.
- Abate Wind is learned by the Thief class at job level 2.
- Abate Lightning is learned by the Summoner class at job level 2.
- Abate Earth is learned by the Swordmaster class at job level 2.
- Abate Light is learned by the Templar class at job level 2.
- Abate Dark is learned by the Dark Knight class at job level 2.