Final Fantasy VIII hosts a new system called the Junction System. Based
upon the powerful Guardian Forces from which the characters derive most of their power, the Junction System allows the player
to modify character abilities, commands and even their attributes. Unlike previous games in the series, the magic in Final
Fantasy VIII is not earned or purchased, but drawn from enemies in battle. Players can choose to cast the magic drawn from
enemies right away, or store it as spells for later use. The Junction System lets the player attach the magic spells to attributes,
enhancing character stats or special defenses that provide resistance to certain attacks.
Junctioning allows you to 'attach' the magic that your character has in
his or hers inventory to produce noticable effects to your character's statistics. For example, if Squall's HP is at 2143
and you then junction 100 Fire spells to his HP statistic through the 'HP J' junction ability, his HP will increase. That
example replaces Final Fantasy VII's 'HP Plus' Materia idea. You can mess around with all sorts of statistics, such as
luck and strength, but only when you have gained the appropiate junction ability first; you can't junction magic to your character's
Strength statistic without having an equipped Guardian Force learnt the 'Strength Juntion' ability. Junctioning also works
in the same way as Final Fantasy VII's elemental combination where, for example, if you linked a Fire materia with an Elemental
in Cloud's armor, he would be better defended against Fire. If you wanted to be better protected against Fire in Final Fantasy
VIII, you would junction Fire magic to a character's 'Attribute Defense'.

You can attribute magic to your character's attack and defense through the
junction System with the results depending on what magic you use. With your attribute attack, say if you wanted Squall to
do more damage to fire-based creatures, you would junction fire magic to his attribute attack. If you want Squall to be better
protected against fire attacks, you would attribute fire magic to his attribute defense. The effectiveness of your 'attributing'
is governed by two factors:
Power of the Magic - For example, Firaga will be much more effective than Fire. Quantity
of the Magic - For example, 30 Firaga's junctioned will be much more effective than 10 Firaga's.
Status Attack and
Defense Say if you wanted Rinoa to be protected against Poison attacks, you would simply junction Poison to her Status
Defense. If you junctioned Poison to her Status Attack, she would inflict Poison everytime she attacked physically with her
weapon.

Here are the top 4 spells to junction to each attribute. Each number is
the amount by which a 100 spells increases the statistic:
HP-J Ultima 6000 Full Life 4800 Meteor 4600
Holy 3800
Strength-J Ultima 100 Meteor 75 Aura 70 Triple 70
Vit-J Ultima 82 Full
life 80 Meltdown 80 Regen 70
Magic-J Ultima 100 Triple 70 Pain 60 Meteor 52
Spirit-J
Ultima 95 Full Life 85 Reflect 72 Curaga 65
Speed-J Triple 70 Ultima 60 Haste 60 Stop
48
Evasion-J Ultima 60 Triple 40 Tornado 32 Meteor 30
Accuracy-J Triple 150 Ultima
60 Aura 50 Double 40
Luck-J Ultima 60 Aura 40 Pain 40 Death 38
Example: HP: Full
Life Stength: Ultima Defense: Meltdown Magic: Triple Spirit: Reflect Speed: Haste Evasion: Tornado
Accuracy: Aura Luck: Pain
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