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4.5.4 - Final Fantasy VII: How do the 'Elemental' and 'Added Effect' materia work?

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This article is from the Final-Fantasy and other Square Soft Games FAQ, by nickzman@eskimo.com (Nick Zitzmann) with numerous contributions by others.

4.5.4 - Final Fantasy VII: How do the 'Elemental' and 'Added Effect' materia work?

For the 'Elemental' materia:

You need to have a weapon or bracelet with two connected slots. Put the
Elemental materia in one and any elemental damage-type materia in the
other slot. The materia that can be paired are:

MAGIC MATERIA           SUMMON MATERIA
Fire    = Fire          Ifrit       = Fire
Ice     = Ice           Shiva       = Ice
Bolt    = Bolt          Ramuh       = Bolt
Earth   = Quake         Titan       = Earth
Poison  = Bio           Leviathan   = Water
Gravity = Demi          Phoenix     = Fire
Ultima  = Non-element   Alexander   = Holy
                        any Bahamut = Non-element*
                        Chupon      = Wind
                        Choco/Mog   = Wind

* = With any type of Bahamut materia/or the Ultima materia equipped, you
are protected from non-element attacks (such as Ultima). Attaching it to
your weapon is pointless as your attacks are naturally non-element
anyway. No matter how you equip it, this pairing won't show up on the
status screen.

Now, your weapon or bracelet is affected by that elemental type. If you
have the Elemental Materia and one of the materia listed above attached
to your weapon when you attack, you will do that type of damage (holy,
fire, water, etc.). This is good in some situations, such as equipping
Choco/Mog to your weapon and attacking flying monsters (who are weak
against Wind), but it can work in reverse if you (for example) have Ice
attached to your weapon and are attacking an Ice Golem (in which case,
you may cause no damage, or even heal the enemy!)

If your Elemental materia and the materia it has been paired with are
attached to armor, then you are protected from that type of elemental
damage. As your Elemental materia raises levels, the type of protection
offered changes:

Level 1: Half-reduction - Damage from this type of element is halved.
Level 2: Void           - Damage from this type of element causes no
                          loss of HP.
Level 3: Absorb         - Damage taken from this type of element is
                          instead absorbed as free HP.

For the 'Added Effect' materia:

You need to have a weapon or bracelet with two connected slots. Put the
Added Effect materia in one slot and any abnormal status-inducing
materia in the other slot. The materia that can be paired are:

MAGIC MATERIA                   SUMMON MATERIA
Mystify   = Confusion, Berserk  Choco/Mog = Stop
Poison    = Poison              Hades     = Confusion, Minimum, Poison,
Seal      = Sleep, Silence                  Silence, and Sleep
Time      = Slow, Stop          Odin      = Death
Transform = Minimum
Destruct  = Death

Your weapon or bracelet will now be affected by that status ailment. In
battle, striking your opponent with a weapon that has, say, Seal
attached has a small chance of putting that enemy to sleep or silencing
them. Enemies that are immune to certain status changes (flying enemies
cannot be turned small or changed into frogs, for instance) will still
take normal damage, but won't be affected by that particular status
ailment.

Assuming you attached 'Added Effect' and one of the listed materia to
your armor, you are now totally resistant to that type of status
ailment. Note that you are only protected from the listed status
ailments (so, if a Molbor used 'Bad Breath' on you and your bracelet had
'Added Effect' attached to 'Transform', you wouldn't be turned into a
frog, but you would still run the risk of being put to sleep, poisoned,
etc.).


 

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