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  1. #1
    Sea Torques
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    Synthesysed Abilities

    I was wondering if anyone knew of a FAQ/Guide to Synthesying (sorry i can't spell this shit) Abilities.
    TYVM in advance

  2. #2
    Campaign
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    from liek... the very first stickied post on gamefaqs:

    Table Of Contents
    1.0 Intro

    2.0 Synthesized Abilities
    2.1 High HP
    2.2 Low HP
    2.3 Physical Defense
    2.4 Magic Defense
    2.5 Damage Reduction
    2.6 Ultimate Physic
    2.7 Ultimate Magic
    2.8 Fire Resistance
    2.9 Ice Resistance
    2.10 Lightning Resistance
    2.11 Water Resistance
    2.12 Wind Resistance
    2.13 Earth Resistance
    2.14 Debrave Resistance
    2.15 Defaith Resistance
    2.16 Deprotect Resistance
    2.17 Deshell Resistance
    2.18 Slow Resistance
    2.19 Poison Resistance
    2.20 Imperil Resistance
    2.21 Curse Resistance
    2.22 Pain Resistance
    2.23 Fog Resistance
    2.24 Daze Resistance
    2.25 Boost
    2.26 Gestalt
    2.27 Positive Effect
    2.28 Adamancy
    2.29 Independent

    3.0 Credits


    1. Intro

    No one ever mentions these, and they can mean making a very hard battle 10x easier. So I figured I would post this thread for those that would be interested in what these are. All of this is taken straight from the Strategy Guide

    Synthesized abilities are enhancements that can be activated through special equipment combinations. The principle is simple: each piece of equipment in the game belongs to one of 29 (hidden) Synthesis Groups. By equipping more than one item of the same group (or, as a mater of fact, of the very same type), you will trigger a synthesized ability. This enhancement will be listed under the character’s passive ability list at the Status and Equip screens. Both weapons and accessories can belong to Synthesis Groups, so a character can have up to five items actively contributing to synthesized abilities, with a maximum of two synthesized abilities active at one time. Though you can set up some useful boosts during the main adventure, you will find that many of the most powerful and effective enhancements only become available later in the game.

    **I will be listing the name of the group first, followed by the weapons and then accessories required to have the group active. Depending on how many items of the group you have active, sometimes alters the %’s of some of them. Then followed by a description of what the group does**

    I.E.
    Group Name
    Usable Weapons
    Usable Accessories
    Number Of Items Used Bonus
    Description

    **Also, please remember you can only have 1 weapon equipped so don’t get confused when it comes to dealing with the amount of items equipped. That just deals with the Accessories.**

    2.0 Synthesis Abilities List

    2.1 High HP
    Paladin, Winged Saint, Healer’s Staff, Physician’s Staff

    Iron Bantle, Mythril Bangle

    2-5 items = High HP Power Surge.

    Increases damage dealt to enemies when HP is above 90%.

    2.2 Low HP
    Lifesaber, Peacemaker, Rebel Heart, Warrior’s Emblem, Airwin, Skycutter, Mistilteinn, Erinye’s Cane

    Tungsten Bangle

    2-5 Items = Low HP Power Surge. Increases damage dealt to enemies when HP is below 10%.

    2.3 Physical Defense
    Blazefire Saber, Flamberge, Gladius, Helter-Skelter, Wild Bear, Feral Pride, Power Circle, Battle Standard, Ninurta, Jatayu, Binding Rod, Hunter’s Rod, Bladed Lance, Glaive

    Silver Bangle, Platinum Bangle, Power Wristband, Brawler’s Wristband, Warrior’s Wristband, Power Glove, Black Belt, General’s Belt, Champion’s Belt, Guardian Amulet, Shield Talisman, Hero’s Amulet, Morale Talisman

    2 items = Physical Wall: 5, 3 = Physical wall: 10, 4 = Physical Wall: 20, 5 = Physical Wall: 30
    Negates the first 5, 10, 20 or 30 points of damage from physical attacks.

    2.4 Magic Defense
    Edged Carbine, Razor Carbine, Vega 42s, Altairs, Deneb Duellers, Cnopus AMPs, Umbra, Solaris, Hawkeye, Eagletalon, Pearlwing Staff, Brightwing Staff, Rod of Thorns, Orochi Rod, Partisan, Rhomphaia, Punisher, Banescissor Spear

    Gold Bangle, Diamond Bangle, Magician’s Mark, Shaman’s Mark, Sorcerer’s Mark, Weirding Glyph, Rune Bracelet, Witch’s Bracelet, Magus’s Bracelet, Auric Amulet, Soulfont Talisman, Saint’s Amulet, Blessed Talisman

    2 items = Magical Wall: 5, 3 = Magical Wall: 10, 4 = Magical Wall: 20, 5 = Magical Wall: 30.

    Negates the first 5, 10, 20 or 30 points of damage from magical attacks.

    2.5 Damage Reduction

    Pleiades Hi-Powers, Hyades Magnums, Sacrificial Circle, Indomitus, Malphas, Naberius

    Titanium Bangle, Adamant Bangle

    2 items = Damage Wall: 5, 3 = Damage Wall: 10, 4 = Damage Wall: 15, 5 = Damage Wall

    Same as Physical Wall, but negating the first points of damage from all attacks.

    2.6 Ultimate Physic

    Simurgh, Tezatlipoca, Dragoon Lance, Dragon Horn

    Kaiser Knuckles

    2 items = Ethereal Mantle

    Prevents all physical damage, but aloes precludes magical restoration – so you can only heal, cure status ailments and revive the character concerned with items and Eidolons. Because this synthesized ability requires five items (including a weapon), it can only be acquired by Hope and Fang.

    2.7 Ultimate Magic

    Feymark, Soul Blazer, Shamanic Spear, Heretic’s Halberd

    Magistral Crest

    2 items = Magic Damper

    Prevents all magical damage, but also precludes magical healing (so you can only heal, cure status ailments and revive the character concerned with items and Eidolons). As this synthesized ability requires five items (including a weapon), it can only be acquired by Snow and Fang. It is an extremely useful ability against enemies who do not use physical attacks.


    The next few groups require no weapons only accessories. Also, the description of these groups are exactly what they say in the boost section

    2.8 Fire Resistance

    Ember Ring, Blaze Ring, Salamandrive Ring, Flamebane Brooch, Flameshield Earring, Fire Charm

    2 items = Fire Damage: +20%, 3 items = Fire Damage: +30%, 4 items = Fire Damage: +50%

    2.9 Ice Resistance

    Frost Ring, Icicle Ring, Boreal Ring, Frostbane Brooch, Frostshield Earring, Ice Charm

    2 items = Ice Damage +20%, 3 items = Ice Damage: +30%, 4 items = Ice Damage: +50%

    2.10 Lightning Resistance

    Spark Ring, Fulmen Ring, Raijin Ring, Sparkbane Brooch, Sparkshield Earring, Lightning Charm

    2 items = Lightning Damage: +20%, 3 items = Lightning Damage: +30%, 4 items = Lightning Damage: +50%

    2.11 Water Resistance

    Aqua Ring, Riptide Ring, Nereid Ring, Aquabane Brooch, Aquashield Earring, Water Charm

    2 items = Water Damage: +20%, 3 items = Water Damage: +30%, 4 items = Water Damage: +50%

    2.12 Wind Resistance

    Zephyr Ring, Gale Ring, Sylphid Ring, Wind Charm

    2 items = Wind Damage: +20%, 3 items = Wind Damage: +30%, 4 items = Wind Damage: +50%

    2.13 Earth Resistance

    Clay Ring, Siltstone Ring, Gaian Ring, Earth Charm

    2 items = Earth Damage: +20%, 3 items = Earth Damage: +30%, 4 items = Earth Damage: +50%

    2.14 Debrave Resistance

    Giant’s Glove, Warlord’s Glove

    2 items = Debrave Duration: -20%, 3 items = Debrave Duration: -40%, 4 items = Debrave Duration: -60%

    2.15 Defaith Resistance

    Glass Buckle, Tektite Buckle

    2 items = Defaith Duration: -20%, 3 items = Defaith Duration: -40%, 4 items = Defaith Duration: -60%

    2.16 Deprotect Resistance

    Metal Armband, Ceramic Armband

    2 items = Deprotect Duration: -20%, 3 items = Deprotect Duration: -40%, 4 items = Deprotect Duration: -60%

    2.17 Deshell Resistance

    Serenity Sachet, Safeguard Sachet

    2 items = Deshell Duration: -20%, 3 items = Deshell Duration: -40%, 4 items = Deshell Duration: -60%

    2.18 Slow Resistance

    Glass Orb, Dragonfly Orb

    2 items = Slow Duration: -20%, 3 items = Slow Duration: -40%, 4 items = Slow Duration: -60%

    2.19 Poison Resistance

    Star Pendant, Starfall Pendant

    2 items = Poison Duration: -20%, 3 items = Poison Duration: -40%, 4 items = Poison Duration: -60%

    2.20 Imperil Resistance

    Pearl Necklace, Gemstone Necklace

    2 items = Imperil Duration: -20%, 3 items = Imperil Duration: -40%, 4 items = Imperil Duration: -60%

    2.21 Curse Resistance

    Warding Talisman, Hexbane Talisman

    2 items = Curse Duration: -20%, 3 items = Curse Duration: -40%, 4 items = Curse Duration: -60%

    2.22 Pain Resistance

    Pain Dampener, Pain Deflector

    2 items = Pain Duration: -20%, 3 items = Pain Duration: -40%, 4 items = Pain Duration: -60%

    2.23 Fog Resistance

    White Cape, Effulgent Cape

    2 items = Fog Duration: -20%, 3 items = Fog Duration: -40%, 4 items = Fog Duration: -60%

    2.24 Daze Resistance

    Rainbow Anklet, Moonbow Anklet

    2 items = Daze Duration: -20%, 3 items = Daze Duration: -40%, 4 items = Daze Duration: -60%

    2.25 Boost

    Axis Blade, Enkindler, Antares Deluxes, Fomalhaut Elites, Otshirvani, Urubutsin

    Hermes Sandals, Sprint Shoes, Whistlewind Scarf, Aurora Scarf, Nimbletoe Boots

    2 items = ATB Rate: +10%, 3 items = ATB Rate: +15%, 4 items = ATB Rate: +20%, 5 items = ATB Rate: +30%

    Increases the rate at which the ATB gauge charges, and is one of the best synthesized abilities you can exploit. Even at 10%, this equates to an additional attack for every ten performed, which could make a big difference during extended confrontations. This ability stacks with the effects of Haste for blindingly fast ATB gauge recharges. With the right weapon, this accessory set-up can turn Lightning into an instrument of Chain Bonus annihilation.

    2.26 Gestalt This is my personal favorite

    Hauteclaire, Durandal, Lionheart, Ultima Weapon, Rigels, Polaris Specials, Procyons, Betelgeuse Customs, Unsetting Sun, Midnight Sun, Alicanto, Caladrius, Heavenly Axis, Abraxas, Taming Pole, Venus Gospel

    Survivalist Catalog, Hunter’s Friend, Speed Sash, Energy Sash, Champion’s Badge

    2 – 3 items = Random: Instant Chain. 4 – 5 items = Gestalt/TP Boost

    “Random: Instant Chain” is a great enhancement that occasionally fills up a target’s Chain Gauge instantly – and it is cheap, requiring just two items. It has a very low probability of success but, as there is a chance of it working with every attack and long battles can bear witness to dozens of individual command queues, the effect is likely to take place more often than you might think. When it does, it can end conflict in a flash. Naturally, you should grant this to a party member operating predominately in the Commando or Ravager Roles.

    “Gestalt/TP Boost” makes it easier to charge the TP and Gestalt gauges in battle.

    2.27 Positive Effect

    Spica Defenders, Sirius Sidearms, Vidofnir, Hresvelgr, Belladonna Wand, Malboro Wand, Pandoran Spear, Calamity Spear, Gae Bolg, Gungnir

    Watchman’s Amulet, Shrouding Talisman

    2 items = Buff Duration: +30%, 3 items = Buff Duration: +50%, 4 items = Buff Duration: +70%, 5 items = Buff Duration: +90%

    Extends the duration of buffs such as Bravery, Protect and Haste.

    2.28 Adamancy

    Organyx, Apocalypse, Aldebarans, Sadalmeliks, Tigerclaw, Wyrmfang

    Cherub’s Crown, Seraph’s Crown, Zealot’s Amulet, Battle Talisman

    4-5 Items = Vampiric Strike

    Absorbs 1% of damage dealt to enemies as HP. This is one of the more interesting synthesized abilities, even though the one percent may seem like a lousy rate of return at first. Once you start encountering single enemies who have millions of hit points, you will realize that 1% represents quite a few full heals if you stick to a purely offensive role. Leaving a space for Genji Gloves (uncapped Damage) is a way to maximize potential returns in the later game stages.

    2.29 Independent

    All ultimate weapons

    Various Accessories

    Items in this category do not support synthesized abilities.

  3. #3
    Sea Torques
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