SOS Abilities are a set of recurring abilities in the series. First appearing as SOS Shell in Final Fantasy V, SOS abilities have grown to include just about all of the positive status effects, and are only active so long as the user is in Critical status. The SOS ability cannot be dispelled while it is active, and will automatically reapply itself should the character be KO'ed and revived back into Critical. The moment the user is restored to above their Critical HP limit, the ability will automatically wear off. The following is a list of SOS abilities that have appeared throughout the series:
While the following aren't named "SOS", they still follow the same format:
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Adrenaline and Last Stand appear in the Nintendo DS version of the game only as Augments. Adrenaline is received through Cid after modifying the Falcon and by giving him 2 Augments. Last Stand is received at the Tower of Zot, and if Tellah had been given 1 or more Augments.
Magic Shell is a Level 1 Mystic Knight ability that requires 10 AP to master.
The Barrier Ring and Mythril Ring cast Shell and Protect, respectively, on the user when they enter Critical status. The Princess Ring, a female-exclusive Relic, casts both Shell and Protect when the user is in Critical status.
Restore HP is an ability that can be learned by the melee characters, and is taught through the Brave Suit, Promist Ring, Platinum Helm, Grand Armor, and Minerva's Plate.
SOS Shell, Protect, Regen, Reflect, Haste, NulBlaze, NulFrost, NulTide, NulShock, and Overdrive all make their appearances as customizable abilities. All but SOS Overdrive can be customized onto Armor.
SOS Shell, Protect, Regen, Wall, Haste, Spellspring, and ??? are the SOS abilities in this game. All but SOS ??? can be found on various dresspheres, while SOS ??? is unique to the Accessory Cat Nip. SOS Critical is unique to the Samurai Dressphere, and costs 80 AP to master as well as having already learned Fireworks.
Adrenaline, Last Stand, and Spellbreaker are all SOS abilities found in the game. Adrenaline and Spellbreaker takes 65 LP to use, while Last Stand takes 70 LP.
Gallantry and Chivalry are SOS abilities exclusive to Basch.
Critical: Recover HP, Critical: Quick, and Critical: Recover MP are the SOS abilities in this game. Critical: Recover HP requires 800 JP to master, and is learned from the Monk class. Critical: Recover MP takes 400 JP to master, and is learned from the Summoner job, and Critical: Quick is learned from the Time Mage job for 700 JP.
Last Berserk is learned from the Defender job for 300 AP, while Last Haste is learned for 300 AP from the Beastmaster, Ninja, and Mog Knight classes. Last Quicken is also learned for 300 AP, from the Time Mage.
SOS abilities include Critical: Haste, Critical: Quicken, Critical: Vanish, Critical: Berserk, and Critical: Evasion↑
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