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Ward 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

Template:Sideicon Only the elements Fire, Ice, and Lightning have wards and there are no Status Wards.

Final Fantasy II

Template:Sideicon

Impresario-ffvi-iosThis section in Final Fantasy II is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy III

Template:Sideicon Status Wards appear in the form of Shields and there are no Elemental Wards.

Final Fantasy IV

Template:Sideicon Elemental Wards return in this game, while Status Wards all but disappear in this game in favor of Status Proofs instead. Protect Ring is the best piece of equipment in the game for Elemental Ward, as it possesses all three Elemental Wards. The Wards do not reappear until Final Fantasy X.

Final Fantasy V

Template:Sideicon Elemental Wards return just as same as Final Fantasy IV, mostly found on armor and shields.

Final Fantasy VI

Template:Sideicon Earth, Wind, and Water are now 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 amongst various pieces of equipment still.

Final Fantasy VII

Template:Sideicon Elemental Ward can only be put into use through either the armors 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-

Template:Sideicon 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

Template:Sideicon All sorts of equipment grants Elemental Wards, and Dark finally joins as an Elemental Ward.

Final Fantasy X

Template:Sideicon Template:See Also An elemental ward for each of the four key elements appear in this game. 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 four Bomb Fragment items. The Lightning Ward auto-ability halves the damage inflicted by Lightning elemental attacks, and can be customized to an armor with four Electro Marble items. The Water Ward auto-ability halves the damage inflicted by Water elemental attacks, and can be customized to an armor with four Fish Scale items. The Ice Ward auto-ability halves the damage inflicted by Ice elemental attacks, and can be customized to an armor with four Antarctic Wind items.

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 40 Eye Drops items. The Silence Ward auto-ability halves the chance of receiving the Silence status, and can be customized to an armor with 30 Echo Screen items. The Sleep Ward auto-ability halves the chance of receiving the Sleep status, and can be customized to an armor with six Sleeping Powder items.

The Poison Ward auto-ability halves the chance of receiving the Poison status, and can be customized to an armor with 40 Antidote items. The Stone Ward auto-ability halves the chance of receiving the Petrify status, and can be customized to an armor with 30 Soft items. The Death Ward auto-ability halves the chance of succumbing to instant death attacks, and can be customized to an armor with 15 Farplane Shadow items. The Zombie Ward auto-ability halves the chance of receiving the Zombie status, and can be customized to an armor with 30 Holy Water items.

The Slow Ward auto-ability halves the chance of receiving the Slow status, and can be customized to an armor with ten Silver Hourglass items. The Confuse Ward auto-ability halves the chance of receiving the Confuse status, and can be customized to an armor with 16 Musk items. The Berserk Ward auto-ability halves the chance of receiving the Berserk status, and can be customized to an armor with eight Hypello Potion items.

Final Fantasy X-2

Template:Sideicon Template:See Also Fire, Ice, Lightning, and Water Ward return 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

Template:Sideicon Fire Ward: Adamant Hat, Adamant Vest, Flame Shield

Ice Ward: Ice Shield

Wind Ward: Windbreaker

Dark Ward: Bone Mail

Manufacted Nethicite halves all elements.

Final Fantasy XIII

Template:Sideicon

Boost physical and magic resistance when HP is low.

Description

Deathward is a Sentinel ability that increases resistance to physical and magical damage as long as the character's HP is in HP Critical.

Impresario-ffvi-iosThis section in Final Fantasy XIII is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy XIII-2

Template:Sideicon

Impresario-ffvi-iosThis section in Final Fantasy XIII-2 is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Vagrant Story

Template:Sideicon Ward is an ability which, when used successfully, prevents Paralysis and Numbness. It has a risk of 1.

Bravely Default

Template:Sideicon Elemental wards begin with "Abate" and 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.

Template:Support abilities

Template:FFXIII Template:XIII2 Template:BravelyD

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