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The revolutionary new Junction System featured in Final Fantasy VIII provides an unprecedented level of control in character customizability. Based upon the powerful Guardian Forces from which the characters derive most of their power, the Junction System allows the player to modify character abilities, commands and even their attributes. Unlike previous games in the series, the magic in Final Fantasy VIII is not earned or purchased, but drawn from enemies in battle. Players can opt to cast
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the magic drawn from enemies right away, or store it as spells for later use. The usefulness of stored magic goes beyond merely casting it however; the Junction System lets the player attach the power of magic spells to attributes, enhancing character stats or special defenses that provide resistance to certain attacks.
Junctioning allows you to 'Junction' the magic that your character has in his or hers inventory
to produce noticable effects to your character's statistics. For example, if Squall's HP is at 2143 and you then junction
100 Fire spells to his HP statistic through the 'HP J' junction
ability, his HP will increase by 100 to 2243. That example replaces Final Fantasy VII's 'HP Plus' Materia idea.
You can mess around with all sorts of statistics, such as luck and strength, but only when
you have gained the appropiate junction ability first; you can't junction magic to your character's
Strength statistic without having an equipped Guardian Force learnt the 'Strength Juntion' ability.
[ Magic junctioning Chart ]
Junctioning also works in the same way as
Final Fantasy VII's elemental combination where, for example, if you linked a Fire materia
with an Elemental in Cloud's armor, he would be better defended against Fire. If you wanted
to be better protected against Fire in Final Fantasy VIII, you would junction Fire magic to a character's
'Attribute Defense'.
Attribute Attack and Defense
You can attribute magic to your character's attack and defense through the
junction System with the results depending on what magic you use.
With your attribute attack, say if you wanted Squall to do more damage to fire-based creatures, you
would junction fire magic to his attribute attack. If you want Squall to be better protected
against fire attacks, you would attribute fire magic to his attribute defense.
The effectiveness of your 'attributing' is governed by two factors:
Power of the Magic -
For example, Fire 3 will be much more effective than Fire 1.
Quantity of the Magic -
For example, 30 Fire 3's junctioned will be much more effective than 10 Fire 3's.
[ Attribute junctioning Chart ]
Status Attack and Defense
Say if you wanted Rinoa to be protected against Poison attacks, you would simply junction
Poison to her Status Defense. If you junctioned Poison to her Status Attack, she would inflict
Poison everytime she attacked physically with her weapon.
[ Status junctioning Chart ]
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HP Junction
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G.F.
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Quetzalcoatl, Ifrit,
Brothers, Diablo,
Carbuncle.
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AP: 50
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Description
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Allows you to junction magic to your character's HP. Your HP will either rise or
fall depending on the type of magic and the quantity in his or hers inventory. An essential ability as it can
raise HP quite substantially.
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Strength Junction
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G.F.
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Quetzalcoatl, Ifrit,
Brothers, Diablo,
Carbuncle.
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AP: 50
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Description
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Allows you to junction magic to your character's Strength statistic (physical attacking strength). The more powerful
the magic, and the higher the quantity junctioned, the stronger your character will be.
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Body Strength Junction
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G.F.
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Quetzalcoatl, Shiva,
Carbuncle.
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AP: 50
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Description
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Allows you to junction magic to your character's Body Strength statistic (defense
against physical attacks). The more powerful
the magic, and the higher the quantity junctioned, the stronger your character will be.
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Magic Strength Junction
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G.F.
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Siren, Diablo,
Carbuncle, Leviathan,
Cerberus.
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AP: 50
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Description
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Allows you to junction magic to your character's Magic Strength statistic. The more powerful
the magic, and the higher the quantity junctioned, the more power your character's magic will have (Fire 2 etc).
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Spirit Junction
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G.F.
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Shiva, Brothers,
Alexander, Leviathan,
Cerberus.
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AP: 50
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Description
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Allows you to junction magic to your character's Spirit statistic. The more powerful
the magic, and the higher the quantity junctioned, the better the character's defense against magic
attacks.
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Dexterity Junction
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G.F.
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Pandemonium,
Cerberus,
Eden.
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AP: 120
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Description
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Allows you to junction magic to your character's Dexterity statistic. The more powerful
the magic, and the higher the quantity junctioned, the faster the character's ATB bar will
go down in battle (i.e. while waiting to attack).
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Vitality Junction
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G.F.
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Diablo,
Cerberus,
Eden.
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AP: 200
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Description
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Allows you to junction magic to your character's Vitality statistic. The more powerful
the magic, and the higher the quantity junctioned, the better the character's hit-rate
when attacking physically.
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Evasion Junction
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G.F.
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Sabotendar,
Eden.
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AP: 200
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Description
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Allows you to junction magic to your character's Evasion statistic. The more powerful
the magic, and the higher the quantity junctioned, the higher the chance the character
will be able to dodge a physical attack from the enemy.
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Luck Junction
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G.F.
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Sabotendar.
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AP: 200
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Description
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Allows you to junction magic to your character's Luck statistic. The more powerful
the magic, and the higher the quantity junctioned, the higher the chance of things such as a critical
or Odin appearing.
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Attribute Defense Junction
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For a full explanation of how attribute defense works, go to the top of
this page.
Attribute Defense Junction x4
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G.F.
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Grashaboras.
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AP: 180
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Description
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Allows you to attribute 4 (!) types of elemental magic to your character's
defense.
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Status Attack Junction
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G.F.
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Siren, Carbuncle,
Cerberus,
Grashaboras.
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AP: 160
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Description
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Allows you to attribute 1 type of magic to your character's
status attack. For a full explanation, go to the top of this page.
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Status Defense Junction
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For a full explanation of how status defense works, go to the top of
this page.
Status Defense Junction
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G.F.
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Siren,
Carbuncle, Cerberus.
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AP: 100
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Description
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Allows you to attribute 1 type of magic to your character's
status defense.
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Status Defense Junction x2
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G.F.
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Siren,
Carbuncle, Cerberus.
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AP: 130
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Description
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Allows you to attribute 2 types of magic to your character's
status defense.
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Status Defense Junction x4
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G.F.
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Cerberus,
Grashaboras.
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AP: 180
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Description
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Allows you to attribute 4 (!) types of magic to your character's
status defense.
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Corrections? Comments? Mail Rob!
| Character Abilities |
Command Abilities |
Junction Abilities |
| G.F. Abilities |
Menu Abilities |
Party Abilities |
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