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Crisis Level: Misc

  

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Crisis Level is a condition in Final Fantasy VIII that is used to determine how often a character's Limit Break will appear, as well as different damage outputs, additional statuses, and more options for the Limit Breaks. Crisis Level is achieved by having a character in Critical status (having a character's HP lower than 32% of their max HP, though for Seifer, he must be lower than 84% of his max HP). There are 4 different levels of Crisis Level, and aside from current HP, various statuses also factor into what a character's Crisis Level will be. The following is a list of statuses and the amount of percentage they add to the Crisis Level:

In addition, the number of KO'ed allies factor into the Crisis Level of a character: 0 Ko'ed allies gives 0%, while 1 gives 8%, and 2 gives 16%. To easily get a character at Crisis Level 4 without having any statuses inflicted on them, simply have them cast Aura while being at 10% or less of their Max HP. While this is effective, in the end it is a very risky decision as the character can easily be KO'ed.

Each Limit Break a character uses depends on their Crisis Level. The following lists the differences in each character's Limit Break:

Contents

Squall Leonhart

Number of hits done during Renzokuken varies from 4 to 8 hits depending on Crisis Level.

Rinoa Heartilly

The Limit Break used with Combine varies depending on Rinoa's Crisis Level. If Rinoa has not yet learned an ability on the list, it will automatically go to the next highest ability on the list. For example, to increase the chance of Wishing Star appearing, do not have Rinoa learn Angelo Strike or Invincible Moon.

  • Crisis Level 1: Angelo Cannon
  • Crisis Level 2: Angelo Strike
  • Crisis Level 3: Invincible Moon
  • Crisis Level 4: Wishing Star

Zell Dincht

The amount of time Zell has in his Limit Break "Duel" varies on his Crisis Level:

  • Crisis Level 1: 4.66 seconds (Always starts with Punch Rush)
  • Crisis Level 2: 6.66 seconds (Always starts with Punch Rush)
  • Crisis Level 3: 9.33 seconds (Always starts with Booya)
  • Crisis Level 4: 12 seconds (Always starts with Booya)

Selphie Tilmitt

The higher the Crisis Level that Selphie is in, the more rare spells that can be used and the amount of spell castings will become 3 castings more often.

Irvine Kinneas

The higher the Crisis Level that Irvine is in, the more time Irvine has to fire off shots.

Quistis Trepe

Crisis Level is the biggest factor for Quistis' Limit Breaks, as several of the more powerful spells she has will only be potent if she is at Crisis Level 4. Below is the list of Blue Magic and their corresponding effects with Crisis Level:

Spell Attack Power Effect
Laser Eye Crisis Lv 1: 40
Crisis Lv 2: 48
Crisis Lv 3: 58
Crisis Lv 4: 64
Non-elemental damage to one enemy
Ultra Waves Crisis Lv 1: 27
Crisis Lv 2: 33
Crisis Lv 3: 40
Crisis Lv 4: 48
Non-elemental damage to all enemies
Electrocute Crisis Lv 1: 30
Crisis Lv 2: 36
Crisis Lv 3: 44
Crisis Lv 4: 50
Lightning elemental damage to all enemies
Lv? Death Crisis Lv 1: LV4 Death
Crisis Lv 2: LV3 Death
Crisis Lv 3: LV2 Death
Crisis Lv 4: LV1 Death
Inflicts Instant Death on all enemies whose levels are are multiple of X. X is equal to the current LV of the Crisis Level Death spell.
Degenerator N/A Instantly kills enemy, but fails on Tonberry, Grat, Vysage, Lefty, Righty, Esthar Soldier (Terminator), and most bosses
Aqua Breath Crisis Lv 1: 50
Crisis Lv 2: 70
Crisis Lv 3: 80
Crisis Lv 4: 100
Water elemental damage to all enemies
Micro Missile Crisis Lv 1: 50% HP
Crisis Lv 2: 75% HP
Crisis Lv 3: 87.5% HP
Crisis Lv 4: 93.75% HP
Inflicts Gravity elemental damage on one enemy
Acid Crisis Lv 1: 30
Crisis Lv 2: 38
Crisis Lv 3: 44
Crisis Lv 4: 52
Crisis Lv 1: Poison
Crisis Lv 2: Poison, Blind
Crisis Lv 3: Poison, Blind, Silence, Vit 0
Crisis Lv 4: Poison, Blind, Silence, Vit 0, Petrify
Gatling Gun Crisis Lv 1: 60
Crisis Lv 2: 80
Crisis Lv 3: 100
Crisis Lv 4: 120
Non-elemental damage to one enemy. Also is the only physical spell in Quistis' arsenal
Fire Breath Crisis Lv 1: 70
Crisis Lv 2: 90
Crisis Lv 3: 100
Crisis Lv 4: 120
Fire elemental damage to all enemies
Bad Breath Crisis Lv 1: Poison, Blind, Silence, Sleep, Confusion, Slow
Crisis Lv 2: Poison, Blind, Silence, Sleep, Confusion, Slow, Berserk, Stop, Gradual Petrify
Crisis Lv 3: Poison, Blind, Silence, Sleep, Confusion, Slow, Berserk, Stop, Gradual Petrify, Petrify, Zombie
Crisis Lv 4: Poison, Blind, Silence, Sleep, Confusion, Slow, Berserk, Stop, Gradual Petrify, Petrify, Zombie, Vit 0, Doom, Death
N/A
White Wind N/A Restores HP equal to Quistis' Max HP - Current HP
Homing Laser Crisis Lv 1: 100
Crisis Lv 2: 150
Crisis Lv 3: 200
Crisis Lv 4: 250
Non-elemental damage to one enemy
Mighty Guard Crisis Lv 1: Protect, Shell
Crisis Lv 2: Protect, Shell, Regen, Float, Haste
Crisis Lv 3: Protect, Shell, Regen, Float, Haste, Aura
Crisis Lv 4: Protect, Shell, Regen, Float, Haste, Aura
N/A
Ray Bomb Crisis Lv 1: 80
Crisis Lv 2: 90
Crisis Lv 3: 100
Crisis Lv 4: 110
Non-elemental damage to all enemies
Shockwave Pulsar Crisis Lv 1: 150
Crisis Lv 2: 200
Crisis Lv 3: 200
Crisis Lv 4: 250
Non-elemental damage to all enemies


It is also possible for Shockwave Pulsar to deal as much damage as Eden, if the conditions are set right.

External Links

Absolute Steve's Final Fantasy VIII Walkthrough on GameFAQs


This article uses material from the "Crisis Level" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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