Where to find tezcatlipoca ff13 2
Tezcatlipoca is the only creature with the Auto-Tetradefense passive ability available for infusion Grand Behemoth has it, but it is red-locked. It requires 66 grade three Biological Orb monster materials to advance to level 20; grade four Essences to maximum level of One of the four sons of Ometeotl, he is associated with a wide range of concepts, including the night sky, the night winds, hurricanes, the north, the earth, obsidian, enmity, discord, rulership, divination, temptation, jaguars, sorcery, beauty, war and strife.
Final Fantasy Wiki Explore. Old Sharlayan Thavnair Garlemald The moon. Characters Jobs Races. Explore Wikis Community Central. Yes, you will need to close the gate and replay the level to the end to spawn and fight him again. User Info: Mookiethebold. Yes, you have to seal the gate and go through the maze at least twice to get all three Woodwraith-type monsters in your Bestiary.
Sign Up for free or Log In if you already have an account to be able to ask and answer questions. Question Status Tezcatlipoca? Answered How do I tame Tezcatlipoca? Answered How can i find Tezcatlipoca? Answered Where can i find this monster Tezcatlipoca? Answered surely this is a glitch? Ask A Question. Keep me logged in on this device. Cactuarama In the Dying World, look at your map. Cactuarina In the crater area, throw Mog up on any ledge.
Look for the alcove that looks like a hand sticking out of the wall on the map , and follow the wall south to find the Monster in a hidden treasure sphere! This selection allows you to take one Monster and infuse its abilities into another Monster. Although your Monsters can learn many abilities through natural leveling, most abilities cannot be acquired through Crystarium leveling; they are acquired by infusion from other Monsters. The first Monster you select in the Infusion menu is the Monster who will be receiving abilities.
The second Mosnter you select in the Infusion menu is the Monster who will be giving abilities. The second Monster will always be destroyed after the infusion is complete. This guide will explain how to control the transference of infused abilities.
The following list is the Rank-list of every Monster ability in the game. Each ability has a Rank, and learning these Ranks is essential to understanding how to control the movement of your abilities from one Monster to another. Here is the list Rank Passive Ability. Augment Maintenance Extends the duration of offensive buffs. Chain Bonus Boost Boosts the chain bonus gained by attacking enemies. Defense Maintenance Extends the duration of defensive buffs.
Feral Speed Increases the Feral Link gauge charge rate. Gilfinder Increases the sum of gil earned after a battle. Improved Debilitation -- Boosts the success rate of debilitation abiltiies. Improved Debuffing Boosts the succees rate of debuffing abilities.
Improved Cure Enhances the restorative effects of Cure spells. Improved Guard Enhances the effectiveness of Mediguard and Steelguard. Improved Counter Boosts the effectiveness of counterattack abilities.
Item Collector Increases the odds of obtaining rare items after battle. Item Scavenger Increases the odds of obtaining items after battle. Quick Stagger Allows instant Staggering of enemies close to their Stagger threshold. Stagger Maintenance Extends the duration for which enemies remain Staggered. Each Monster can have a maximum of 10 passive abilities. A higher ranked ability takes priority over a lower ranked ability. When you are looking at your Monster's passive abilities, they will always be organized with the highest ranked abilities on top and the lowest ranked abilities on bottom.
If two or more abilities are of the same rank, they are arranged with the newest ability on top and the oldest on the bottom. The highest ranked abilities always take priority over the lower ranked abilities. If more than 10 abilities are present, the lowest ability on the list is removed so that only 10 remain.
All passive abilities of the giving Monster will be transferred into the receiving Monster unless certain conditions apply. The conditions involve Red Locks, Yellow Locks, or going over the 10 ability limit.
Certain passive abilities are marked with a Red Lock [L]. Red Lock abilities can never be transferred under any circumstance- whatsoever. They are permanently stuck on the Monster that they are initially on and can never be removed. Red Locks can beneficial; this will be explained in the final section. Certain passive abilities are marked with a Yellow Lock.
Yellow Lock abilities must be created; they are never on a Monster by default. Yellow Locks give your abilities a higher rank on the Rank-list. This prevents them from easily being removed, while you edit other abilities, by giving them a higher priority. ATB Advantage and First Strike are the only 'same type' abilities that do not look like 'same type' abilities.
Although they are 'same type' abilities, nothing at all will happen. Trying to infused an ability of equal or lesser rank will result in the infused ability simply disappearing.
If your Crystarium upgrade is lower than your ability, then nothing will change- the Crystarium grid will say "Higher ability already owned, no skill learned". Role abilities are Role-specific abilities that can be infused into another Monster of the same Role. Before we get into the details, here is the list of all infusable Role abilities There are many, many Role abilities, these are just the ones that are transferable When you infuse a monster with another Monster of the same role, if the sacrificed Monster has infusable Role abilities, you will be prompted to select which Role abilities to want to transfer over.
The number of abilities you can transfer over is equal to the current Stage of the sacrificed Monster's Crystarium development. For example: If the sacrificed Monster has a Crystarium development at Stage 3, you will be able to transfer 3 Role abilities from it to your Monster.
Every time you complete one trip through the Crystarium grid, you advance 1 "stage". The maximum Stage level for any Monster is 5, though some Monsters will remain at Stage 1 even at their maximum character level.
You may chose to not inherit any Role abilities if you wish. Sometimes it is better to not accept a Role ability, as having too many 'bad' Role abilities will result in a Monster that casts a ridiculous amount of abilities before it starts casting the ones that you want. Once you inherit a Role ability, it can never be removed, so chose wisely. There is no limit on how many Role abilities a Monster can learn. You can chose to learn them all if you wish, though this, as mentioned, would not be the wisest of decisions.
These are "Hidden Role abilities". Each Role of Monster has 1 specific Hidden Role ability that it can learn. You learn these Hidden abilities by infusing 99 levels worth of Monsters in the opposite Role into your Monster. The 99 levels can be earned in any way you wish 20 level 5 Monsters, 5 level 20 Monsters, 99 level 1 Monsters, 1 level 99 Monster, etc.
Here is the list of Hidden Role abilities and how to earn them Commando Infused with 99 levels worth of Ravagers learns Jeopardize Ravager Infused with 99 levels worth of Commandos learns Vigor Sentinel Infused with 99 levels worth of Medics learns Reprieve Saboteur Infused with 99 levels worth of Synergists-: learns Jinx Synergist-: Infused with 99 levels worth of Saboteurs learns Boon Medic Infused with 99 levels worth of Sentinels learns Curaja Jinx Extends the duration of a target's existing status ailments by 5 seconds once new debuffs are inflicted.
Boon Extends the duration of a target's existing status enhancements by 5 seconds once new buffs are bestowed Curaja Curaja restores mope HP when a character is heavily injured, with its effects reduced as they approach full health. Listed below are recommended ways of acquiring each of these abilities. The infused monsters were chosen with following the criteria: -They have as few high ranked passive abilities as possible -They are not costly to raise -They are not unique, rare, or difficult to tame.
Learning Vigor Feed five level 20 Goblins to your Ravager. Learning Jinx Feed six level 17 Fachans to your Saboteur. Learning Boon Feed six level 17 Ceratosaurs to your Synergist. Note: These specific levels were chosen to avoid learning a higher Ranked passive ability at the next levelup. There are other Monsters you can use, but these are some of the best to use if you are planning on creating a Monster with an ability list of your choice due to thier low amount of high Rank abilities.
The low Rank abilities they contain can be easily removed, typically by putting the high Rank abilities, of your choice, on your Monster. You need to look up which other passive abilities are on that Mosnter. To rid yourself of them, you will need to bump them beyond the 10th slot on your list of abilities; this will delete the undesired ability. This is a good example because it illustrates many of the intricacies involved in the infusion process, and also because it actually provides an enormously powerful ally for you should you follow the construction to the T.
The first step in building your Monster powerhouse is always the creation of the ultimate list of desired passive abilities. In the case of Chichu, it doesn't have any red-locked abilities, so we are free to choose all ten. This is not desireable. Perhaps we can consider placing Yellow Locks on them. While that's certainly possible for the first three abilities, Pack Mentality is something different entirely.
Unfortunately, this passive ability is only possessed by two unique monsters in the game: Chichu and Nanochu. Since Nanochu is a one-of-a-kind, it might be undesirable to sacrifice it just to get a Yellow Lock on Chichu's Pack Mentality. To get around this, we introduce the concept of a Filter Monster.
A Filter Monster is a Monster that we use to help us get rid of abilities that we don't want. This means that it only has five free passive slots. If we look at the original list of desired abilities, we certainly have more than five such abilities. Thus we begin the infusion process through Mud Frog first. Infuse Major Moblin and then Forked Cat. You then have: [Y. This is an example of the "Fundemental Rule". Newest in, Oldest out. Now we can have level 70 Chichu consume the Filter Monster, to get: [Y.
Chichu level 70 now looks like this: [Y. You've successfully created Uber Chichu, one of the most powerful Monsters in the game! If you did not want to preserve that ability, the steps to create a different Chichu could be greatly simplified. To create a Chichu with simliar abilities that do not require a Filter Monster, one example is as follows: Level Chichu to As you can see, there are multiple ways to build your Monsters, and multiple ways to create the perfect ability list that is just right for you.
So save your game before you start, then begin playing around and see what you can come up with! The possibilities are truly endless. Here now is the step-by-step guide for you to do it yourself! Note: If your Monster has a Red Lock on one or more abilities, you will not be able to edit that Passive ability.
That ability 'must' be one of your ten choices. Note: If you have earned all abilities that you wanted, you're done! If not, look at which abilities did transfer over, write down the Rank of all desired abilities, then reload your game.
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