Final Fantasy VIII Abilities


Junction Abilities

Cerberus

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
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.

Magic Junctioning 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
Status Attack JunctionSay 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 ]



Junction: | HP | Strength | Body Strength | Magic Strength | Spirit | Dexterity |
| Vitality | Evasion | Luck | Attribute Attack | Attribute Defense |
| Status Attack | Status Defense |


HP Junction
G.F. Quetzalcoatl, Ifrit, Brothers, Diablo, Carbuncle.
AP: 50
Description 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.


Strength Junction
G.F. Quetzalcoatl, Ifrit, Brothers, Diablo, Carbuncle.
AP: 50
Description 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.


Body Strength Junction
G.F. Quetzalcoatl, Shiva, Carbuncle.
AP: 50
Description 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.


Magic Strength Junction
G.F. Siren, Diablo, Carbuncle, Leviathan, Cerberus.
AP: 50
Description 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).


Spirit Junction
G.F. Shiva, Brothers, Alexander, Leviathan, Cerberus.
AP: 50
Description 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.


Dexterity Junction
G.F. Pandemonium, Cerberus, Eden.
AP: 120
Description 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).


Vitality Junction
G.F. Diablo, Cerberus, Eden.
AP: 200
Description 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.


Evasion Junction
G.F. Sabotendar, Eden.
AP: 200
Description 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.


Luck Junction
G.F. Sabotendar.
AP: 200
Description 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.


Attribute Attack
G.F. Quetzalcoatl, Shiva, Ifrit, Brothers, Leviathan, Pandemonium, Alexander, Grashaboras.
AP: 160
Description Allows you to attribute 1 type of elemental magic to your character's attack. For a full explanation, go to the top of this page.


Attribute Defense Junction
For a full explanation of how attribute defense works, go to the top of this page.

Attribute Defense Junction
G.F. Quetzalcoatl, Shiva, Ifrit, Brothers, Leviathan, Pandemonium, Alexander.
AP: 100
Description Allows you to attribute 1 type of elemental magic to your character's defense.

Attribute Defense Junction x2
G.F. Quetzalcoatl, Shiva, Ifrit, Leviathan, Pandemonium, Alexander.
AP: 130
Description Allows you to attribute 2 types of elemental magic to your character's defense.

Attribute Defense Junction x4
G.F. Grashaboras.
AP: 180
Description Allows you to attribute 4 (!) types of elemental magic to your character's defense.


Status Attack Junction
G.F. Siren, Carbuncle, Cerberus, Grashaboras.
AP: 160
Description 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.


Status Defense Junction
For a full explanation of how status defense works, go to the top of this page.

Status Defense Junction
G.F. Siren, Carbuncle, Cerberus.
AP: 100
Description Allows you to attribute 1 type of magic to your character's status defense.

Status Defense Junction x2
G.F. Siren, Carbuncle, Cerberus.
AP: 130
Description Allows you to attribute 2 types of magic to your character's status defense.

Status Defense Junction x4
G.F. Cerberus, Grashaboras.
AP: 180
Description Allows you to attribute 4 (!) types of magic to your character's status defense.


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