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Fallout

Up to date as of February 01, 2010

From The Vault

Flare
File:FLARE.gif
damage: 1
damage type: Normal
attack modes:
Throw (AP: 0, R: 15)
min. Strength: 0
hands req.: 1
weight: 1 pound
value: $35
prototype id: 79
A flare. Creates light for a short period of time. The paper is a little worn, but otherwise it is in good condition. Twist the top to activate it.

The Flare is a thrown weapon in Fallout and Fallout 2.

Usage

Flares can come in handy in low-light situations. If you throw one, any targets standing in the vicinity of the flare are treated as if in daylight, making them a lot easier to hit with ranged attacks if darkness is causing a penalty to your accuracy.

Making aimed shots at the eyes at enemies in power armour can blind or even kill them instantaneously, making them a cheap and deadly weapon for 1 AP cost.

Weapons of Fallout
Weapons of Fallout 2
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This article uses material from the "Flare" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Flare in the Final Fantasy PSP 20th Anniversary Edition.
This article deals with the recurring Black Magic spell. You may be looking for the Twincast ability.

Flare (フレア Furea), also known as Nuke, is a recurring spell throughout the Final Fantasy series. It is often among the most powerful of the Black Magic spells in most games in which it appears and is a counterpart to the White Magic Holy. It first appears in the first Final Fantasy. The type of damage it does depends upon the game it is in, though it is usually Fire or non-elemental damage and is always Black magic.

While Flare is usually the ultimate spell, next to Ultima, sometimes there are upgrades to Flare, which usually affect several targets. Flare upgrades include Giga Flare, Flare Star, and Ardor. There is also a dark version of Flare, called Shadow Flare.

The summon Bahamut's signature attack is Mega Flare.

Contents

Appearances

Final Fantasy

Black Wizard Casting NUKE.

Flare, also known as NUKE in the NES release, is a level 8 Black Magic spell which inflicts a very large amount of Non-elemental damage to all enemies. Unlike previous elemental spells, damage dealt depends on the caster's Intelligence. Offensively, it is the most powerful spell in the game.

The spell can be bought at Lufenia and can only be learned by the Black Wizard Job class. In the Dawn of Souls and 20th Anniversary Edition releases it costs 50 MP to cast.

Final Fantasy II

Flare is a Black Magic spell which inflicts a heavy amount of non-elemental damage to one or all enemies. Offensively, it is one of the most powerful spells in the game, second to Ultima. As the spell's level grows, so too does the potency of the spell. Any character can learn Flare by having them use the Flare Tome (called the Flare Scroll in the Origins release).

Flare Tome
Effect Allows the target to learn Flare when used outside of battle. Casts Flare VIII on all enemies when used in battle.
Buy In Jade Passage, Raqia
Find In Mysidian Tower
Won From Li'l Murderer, Tiamat, Thunder Gigas, Wizard, Yamatano Orochi
Cost 40,000 gil (all releases)


Final Fantasy III

Flare is a level 8 Black Magic, which can only be cast by the Magus and Sage. It can be bought in Eureka, and it costs 60,000 gil to buy. Doga can cast Flare when he joins the party as a guest in the DS version of the game.

Final Fantasy IV

Known as Nuke in the SNES version, with Flare as the Twincast spell. In the Game Boy Advance, it was called Flare and the Twin spell was called Pyro. It is the second strongest Black Magic spell after Meteor, but is cast more quickly and for half as much MP (50 MP normally, and 55 MP in the DS version).

Final Fantasy IV: The After Years

Flare is a powerful Black Magic that can be cast by Rydia, Fusoya, Golbez, Palom, and Leonora. It costs 50 MP to cast and inflicts major non-elemental damage.

Final Fantasy V

Flare is a Level 6 Black Magic spell, and it is obtained in the magical part of the Fork Tower, where you must defeat Omniscient. The physical part contains Holy and the Minotaur must be defeated. If the party takes too long getting one after the other, the tower will explode and you'll get a Game Over. Dark Flare appears in the GBA Remake as a Necromancer Dark Art and is comparable to Bahamut's Mega Flare. There is also a Blue Magic version called L3 Flare, which casts Flare on targets whose levels are a multiple of 3. The spell inflicts major non-elemental damage and costs 39 MP to use.

Final Fantasy VI

Flare does non-elemental damage and ignores magic defense. It is taught by Bahamut at a rate of x2, though Celes can learn it naturally at level 81. Its Spell Power is 60 and its Hit Rate is 150. It costs 45 MP to cast.

There is also an enemy ability called Flare Star (though it can be utilized by having Gau/Gogo using the Io Rage) which deals Barrier-piercing, Fire-elemental damage to all targets based on their levels and the number of opponents affected.

Final Fantasy VII

Flare is found in the Contain Materia, as the level 4 magic that costs 100 MP to cast and 15000 AP to learn. It does extreme Fire damage. There also exists an enemy skill Shadow Flare, which is similar in function except non-elemental. The animation is also the same, except without color. Also Vincent Valentine in his Galian Beast form has his own unique version of the Flare spell known as "Beast Flare" which deals magical Fire damage to all foes.

Crisis Core -Final Fantasy VII-

Flare spell is used from the Flare Materia, and costs 77 MP to cast. It inflicts major non-elemental damage to all enemies, and is one of the few spells that cannot be used with Double Magic. Genesis can use a upgraded version called Shadow Flare, which does four hits of 800 damage.

Final Fantasy VIII

Flare is a powerful spell that inflicts major non-elemental damage on one opponent. It can only be drawn from some of the most powerful random encounter enemies and a few bosses, and can only be created using rare items. Flare is also a powerful junctioning magic, having one of the largest effects when junctioned to Str-J and Elem-Def-J.

Flare
Draw from Level 1-100: Bahamut, Mobile Type 8, Omega Weapon, Sorceress (3), Tiamat, Ultimecia (Final Boss)
Level 30-100: Abadon, Diablos, Tri-Face
Level 40-100: Behemoth
Level 45-100: Ruby Dragon
Draw Points Esthar City, Ultimecia Castle, Islands Closest to Heaven and Hell
Refine F Mag-RF: 1 Flare Stone refines into 1 Flare, 1 Inferno Fang refines into 20 Flares
HP-J Str-J Vit-J Mag-J Spr-J Spd-J Eva-J Hit-J Luk-J
+32 +0.56 +0.26 +0.44 +0.26 +0.12 +0.03 +0.26 +0.12
Elem-Atk-J Elem-Def-J ST-Atk-J ST-Def-J
No effect Fire, Thunder, Ice: +0.8% No effect No effect

Final Fantasy IX

Flare is castable by Vivi, and it does non-elemental damage, but unfortunately cannot be toggled to target more than one foe. Vivi can learn the spell for 95 AP by equipping the Black Robe, and costs 40 MP to cast. Additionally, Kuja and Ozma have the ability to cast Flare Star, while Kuja, Garland, and Trance Kuja can all cast Flare. Thorn can cast a lesser version called Light Flare after being charged by Zorn.

Tetra Master

Flare
  • Card 059
  • Location: Treno, Card Stadium

Final Fantasy X

Flare deals non-elemental damage in this game and costs 54 MP. It is the final ability on Lulu's Sphere Grid path.

Final Fantasy X-2

Flare can only be used by equipping either the Conflagration or Megiddo Garment Grids and Spherechanging through the colored gates. The spell will appear in the Black Magic skill set. It inflicts major non-elemental damage and costs 54 MP to cast. A somewhat similar attack called Flare Whirl is used by Yuna's Floral Fallal Dressphere, and hits three times against random enemies. Flare can also be used via Yuna's Festival-Goer Dressphere ability Flare Geta, which hits two enemies.

Final Fantasy XI

Flare is the Fire-elemental Ancient Magic spell. It takes a tremendously long 19 seconds to cast, as well as depleting a phenomenal 383 MP from its user, but is the highest-damaging Fire-based Black Magic spell until a Black Mage reaches Level 75. At such a time, said mage can learn Flare II through the use of Merit Points, which all but halves the casting time and reduces the casting cost by 96 MP; as well, the spell deals significantly more damage than Flare. Additionally, both spells lower a foe's resistance to the Water element for a brief duration. Unfortunately, neither spell is particularly useful to a Black Mage's arsenal in Final Fantasy XI, because both the Lightning and Ice elements (in that order) are stronger than that of Fire, and will generally outdamage any Fire-based spell cast upon a target barring particular, unique weakness to Fire attacks (such as Bomb and Undead enemies). Likewise, there are almost no noteworthy monsters that players deem necessary to inflict reduced resistance to the Water element, as there are various other (much less wasteful) methods of inflicting said penalty, and the only Water-based debuff is Poison.

Final Fantasy XII

Flare is the Black Magick License 7, and it inflicts heavy non-elemental damage on a single target. It costs 48 MP and is usable for 70 LP. A similar spell is Ardor, which casts extreme Fire damage to all targets in range.

Final Fantasy XII: Revenant Wings

Flare is the ultimate ability available to Kytes at Level 42 and inflicts massive non-elemental damage to one enemy. The Esper Chaos can use Flare as its ultimate ability.

Final Fantasy Tactics

Flare is learned by the Black Mage for 900 JP, and is their ultimate spell. It costs 60 MP to cast and has a speed of 15. The Lucavi Zalera can cast an upgraded form called Flareja, and some high-level enemies can cast Giga Flare.

Final Fantasy Tactics Advance

Flare is learned by Alchemists from the Lotus Mace, which costs 300 AP to learn and inflicts extreme non-elemental damage to one enemy. Sages possess an area version, Giga Flare, also learned from the Lotus Mace for 300 AP. There is also a Blue Magic called LV? S-Flare which is learned from Vampire, and deals Dark-elemental damage to all enemies of the same level.

Final Fantasy Tactics A2: Grimoire of the Rift

Similar to Final Fantasy Tactics Advance, Flare is learned by is learned by Alchemists by equipping the Lotus Mace, but it costs 400 AP to master and costs 16 MP to use.

Final Fantasy Mystic Quest

Flare will attack multiple targets and has a defined Fire element, unlike most versions of the spells. It is a Wizard spell, and is the strongest spell in its classification, as well as in the game. The Dark King can cast an upgraded version of Flare called Mega Flare.

Dissidia Final Fantasy

Onion Knight has Flare as an HP attack chained from Thunder. As a Mime, Bartz is able to use Onion Knight's version of Flare, but his version is chained from Holy. Their versions of Flare summon streams of fire to bombard enemies from three directions. Terra Branford can cast Flare as part of Holy Combo. After landing a hit with Holy, Terra shoots several fireballs at enemies. This can chain further into Ultima. The Emperor has two versions of Flare, one which fires a blue fireball that moves slowly and tracks enemies, and another which fires an orange fireball that stays in place. Shantotto's Spirit Magic: Fire casts Flare when she has over 6000 Brave, and the spell fires three large fireballs in different directions.

Kuja has an attack called "Remote Flare" as a Brave attack, which creates five fireballs around the enemy. Several other of Kuja's Brave attacks also involve variations of Flare.

Final Fantasy: Unlimited

Makenshi's brother, Madoushi is capable of using a powerful Flare Sword attack. "Try taking this on, my Flare Sword!" Using this, he surges forward at his opponent, hitting them with a burst of fire with then culminates in a massive, sustained explosion.

Final Fantasy Adventure

Nuke is the most powerful spell in the game. It is an explosive ball that can only travel in a straight line. It is obtained by defeating the Lich, and is needed to destroy the desert crystal blocking the way to an underground cave. The final boss is capable of dual-casting this spell every five seconds.

Gallery

Etymology

A flare is a pyrotechnical phenomenon that produces intense amounts of heat and and energy that does not result in an explosion (an immediate release of energy).

In the case of Final Fantasy, while this may seem weaker than an explosion, a flare is a contained release of energy, which fully exposes the enemy to the source rather than blow them away from it after awhile.


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

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Skill details
Flare
Image:Flare.jpg
Campaign: Core Elementalist
Profession: Elementalist
Attribute: Fire Magic
Type: Spell
    5 Energy 1 Activation    

Full: Send out a flare that strikes target foe for 20...56 fire damage if it hits.

Concise: Projectile: deals 20...56 fire damage.

Contents

Fire Magic 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Damage 20 23 26 29 32 35 38 41 44 47 50 53 56 59 62 65 68 71 74 77 80 83

Acquisition

Skill Quests:

Skill Trainers:

Profession Changers:

Notes

Related skills

Facts about FlareRDF feed

This article uses material from the "Flare" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010

From Halopedia, the Halo Wiki

3.52
(153 votes)
Image:Flare.jpg
Flare
Production information
Manufacturer

Brutes

Type

Equipment

Technical specifications
Size

Dimensions

  • Weight : 3.1 kilograms (6.82 pounds)[1]
Usage
[Source]

The Flare is a piece of equipment in Halo 3 and Halo 3: ODST. It is used to blind enemy personnel.

Contents

Overview

An unarmed Flare in bright light.

Flares are visually identical to Radar Jammers and Power Drains save for their varying colors; flares have a yellow glow. When a player picks up a Flare, the equipment piece is represented on the HUD by a circle with multiple rays coming from it.

Though Flares can be Forged into every map in the game, they do not appear in any maps by default. They used to spawn in Guardian and Isolation, but were removed during a title update as a result of the Equipment Jumping glitch, which allowed players to use Flares and other items to reach inordinate heights in Matchmaking. Because of this, Flares are only useful in modified map variants and some Campaign levels.

It functions in a similar manner to a stun grenade, blinding foes and allies alike.[2] Unlike stun grenades, however, Flares do not "pause" the vision of affected players. Instead, Flares only blind players who look at them and players within close proximity -- in other words, the Flare exhibits a temporary but continuous area of effect. (It could be considered to have two areas of effect: players in extremely close proximity are completely blinded, whereas players who are a few feet away can restore their vision by simply looking away.)

It is mainly used to surprise and blind your opponents. However, a planned strategy and a close range weapon or a type of one-shot kill weapon can be used to almost certainly dispatch an enemy in conjunction with a flare. Without a very effective weapon, it is just a nuisance, hindering you just as much as your opponent and is useful for planning your escape from your enemies. Flares serve as effective distractions. Bungie employee Jaime Griesemer described one strategy: "See a bunch of people guarding the flag? Throw the flare down. By the time the Flare's gone, their flag is too."[3]

Disadvantages

When deploying a Flare, a player will almost always find themselves within the Flare's area of effect; this causes the user to be blinded. A blinded player's HUD, Motion Tracker, and reticule, however, are unaffected. This allows a target to simply look around rapidly, shooting when the reticule turns red. Similarly, both the user and the target of a Flare can turn around rapidly before or as it activates, mitigating the resulting loss of vision. These traits serve as both disadvantages and advantages, depending on who uses them. Such strategies work best when used against people who are unfamiliar with them.

Strategies

  • In CTF, the user can throw the Flare in the flag room, run in, and collect the flag (if the user can take the flag and run away in the right direction).
  • When deployed in narrow corridors, it is very useful for blinding everyone in a nearby vicinity.
  • If used in small areas in Infection, it is good for making quick escapes.
  • Throwing the Flare at the sniper makes it nearly impossible to see you, allowing for a quick and easy dispatch.
  • A simple but annoying tactic in Forge is to set the Flare to respawn instantly after being picked up. The player can then continue to throw Flares in the same place and create a miniature sun. The standard extreme light of the Flare is amplified and the entire screen goes completely white, with the exception of the motion tracker and HUD. It can be used to simply annoy other players, or if used with a partner, a sniping asset. Silhouettes of the players in the Flare's radius are visible, and for a sniper located farther away, it is an easy way to rack up kills. However, the Flare-dropper can also be killed by accident by the sniper, thus ending the "flashlight of death".
  • On the level High Ground, a Flare can be used with the Portable Gravity Lift to penetrate the Turret/Sniper Guards.
  • The Flare is best used on the level Guardian, since it has many small rooms and hallways.
  • A Flare can be used to draw both allies and enemies to a location.
  • Two players can cooperate, using a Flare and a Radar Jammer, to capture a flag with ease.
  • If one is attentive, even when blinded by a Flare you can see the red names of your enemies; the key is paying attention to your reticule.

Trivia

  • In Campaign, the Flare has no effect whatsoever on enemies. They will be able to shoot you regardless; this is because AI-controlled NPCs use a raytracing-like algorithm to detect targets, and this algorithm does not take light or color into account. It seems as if the Flare's sole purpose for existing in Campaign is for enemies to use them against you. However, at some point, it will sometimes make Grunts and Brutes dodge or panic; the Grunts flee and the Brutes go berserk.
  • The Flare is visually identical to the Radar Jammer and Power Drain save for its yellow glow. The Flare's color denotes its purpose, as a bright yellow is commonly associated with light or the Sun.
  • The flare was cut from Matchmaking as a result of the Equipment Jumping glitch.
  • If an active Flare gets stuck by a Plasma Grenade, the grenade will cease to exist and the Flare will continue as if nothing happened.
  • Despite the blinding effect, the Flare does not appear to illuminate its surrounding environment when seen from a distance.
  • If a player accidentally looks at an active flare, looking away will not completely get rid of the effects.

Images

Sources

  1. http://carnage.bungie.org/haloforum/halo.forum.pl?read=877576
  2. Leaked scans of September issue of EGM.
  3. EGM September 2007 Issue
List of Equipment in Halo 3
Auto Turret - Bubble Shield - Cloaking - Deployable Cover - Flare - Invincibility - Portable Gravity Lift - Power Drain - Radar Jammer - Regenerator - Trip Mine

This article uses material from the "Flare" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010

From Lostpedia

Frank loads his flare gun

Flares and emergency beacons have been used in several instances in Lost:

Frank's flare.
  • Sayid used a makeshift flare from a firework to signal to Shannon and Kate to turn on the transceivers. ("The Moth")
  • One was seen on the second raft and used to get the attention of another water-borne object, which turned out to be the others. ("Exodus, Part 2")
  • One was seen with Naomi, which Hurley fired into the air, possibly alerting Mikhail of their location. ("Catch-22")  ("D.O.C.")
  • Frank Lapidus used a flare to alert the other members of his team to his location. ("Confirmed Dead")

This article uses material from the "Flare" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

A flare was a pyrotechnic device that either functioned as a warhead countermeasure on a starship, or as a signal flare to transmit a priority message if communications were not functioning.

Countermeasure flares were anti-warhead defense mechanisms used by small spacecraft. They consisted of a supply of small, inexpensive low-yield warheads whose targeting systems were designed to home in on incoming warheads and detonate them before they posed a threat to the ship itself. If no incoming warheads were detected, the flare would instead home in on the nearest enemy starfighter, though not powerful enough to cause significant damage, it was useful as brief distraction. While less accurate, and therefore less reliable, than the chaff type, the flare was more versatile.

Signal flares were used to quickly display a visual signal over a long distance when trying to either maintain communications silence, or if communications were down. These were usually color-coded and sometimes emitted certain sounds to correspond to whatever situation the priority message was pertaining to. For example, during the Clone Wars, when Clone trooper commander Cody and Clone trooper captain Rex arrived for an inspection, Clone trooper Fives shot a red flare that alerted them of Separatist Droid Commando's presence in Rishi station.

Appearances

  • Star Wars: The Clone Wars – "Rookies"
  • Star Wars: X-Wing vs. TIE Fighter
  • Star Wars: X-Wing Alliance
  • X-wing: Wraith Squadron

Sources

See also


This article uses material from the "Flare" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Star Wars Fanon

Up to date as of February 04, 2010

The Star Wars wiki of fan invention.

The Flare after leaving Petir.

The Flare was the flagship of the Vario United Military. It was ordered for construction in 45 ABY by High General Teali. Teali officially handed ownership of the Flare over to the newly-elected President Anas Vidon in 46 ABY.

Appearances

  • Stand (First appearance)

This article uses material from the "Flare" article on the Star Wars Fanon wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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