Prishe and Selh'teus are both formidable allies in this battle. Sehl'teus' Luminous Lance is capable of stunning Promathia for approximately 25 seconds in battle and Prishe's Nullifying Dropkick is capable of breaking Promathia's shields. Prishe can cure herself and be cured by players, and it matters not if she is KO'd in battle. On the other hand, Selh'teus cannot be cured by players and the battlefield results in immediate failure if Selh'teus is KO'd.
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| - Prishe and Selh'teus are both formidable allies in this battle. Sehl'teus' Luminous Lance is capable of stunning Promathia for approximately 25 seconds in battle and Prishe's Nullifying Dropkick is capable of breaking Promathia's shields. Prishe can cure herself and be cured by players, and it matters not if she is KO'd in battle. On the other hand, Selh'teus cannot be cured by players and the battlefield results in immediate failure if Selh'teus is KO'd.
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| Sleep
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| Stun
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| Enemy
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| Abilities
| - Chains of Apathy, Chains of Arrogance,
- Chains of Cowardice, Chains of Envy,
- Chains of Rage, Empty Salvation,
- Infernal Deliverance, Malevolent Blessing,
- Pestilent Penance, Bastion of Twilight,
- Seal of Quiescence,
- Wheel of Impregnability,
- Winds of Oblivion
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| Light
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| Dark
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| - Prishe and Selh'teus are both formidable allies in this battle. Sehl'teus' Luminous Lance is capable of stunning Promathia for approximately 25 seconds in battle and Prishe's Nullifying Dropkick is capable of breaking Promathia's shields. Prishe can cure herself and be cured by players, and it matters not if she is KO'd in battle. On the other hand, Selh'teus cannot be cured by players and the battlefield results in immediate failure if Selh'teus is KO'd. In the first phase of this fight, Promathia has access to a wide variety of special abilities, of which the five Chains abilities are actually there for plot purposes. By right, the missions before entail that players would have collected the five Lights of the Mothercrystals, and with these lights in possession, all of Promathia's chains abilities will have no effect. Otherwise, it will cause Terror on one specific race at a time. In effect, it helps players by wasting Promathia's TP on a weak or useless move. Promathia also has access to the Comet spell. In the second phase of this battlefield, Promathia's melee attacks are a lot stronger, so he is a lot harder to tank. Also, in addition to Comet, he can now cast the punishing Meteor spell, and almost exclusively favors using it. Promathia also gains access to abilities that will slow down damage dealt upon him. Seal of Quiescence inflicts Mute, which is essentially Silence that cannot be cured, and Winds of Oblivion inflicts Amnesia, which prevents the use of job abilities and weapon skills. Both status effects cannot be cured and must be waited out. The moves Bastion of Twilight and Wheel of Impregnability grant Promathia magical and physical immunity, which are shown by a ring beneath Promathia that will glow green and red respectively. This effect cannot be dispelled by the player and can only be broken by Prishe's Nullifying Dropkick.
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