Ardor (Final Fantasy XII)

Ardor, also spelled as Ardour in the European English language versions, is an Arcane Magick spell in the Zodiac versions and a Black Magick spell in the original PlayStation 2 version of Final Fantasy XII. It is a multi-target spell that deals fire-elemental damage to all foes in range. It is the best fire spell, above Firaga, and the second strongest spell overall, behind Scathe; as a fire spell Ardor can be amplified and thus can be the strongest spell in the player's arsenal. As Ardor is a Black Magicks spell in the original version, it can also appear as in the Shades of Black Technick in this version.
Casting Ardor conjures a large blue fire ball above the target(s), damaging them severely. The enemies that use Ardor against the player are Behemoth King, Avenger, Hell Wyrm (Trial Mode), and Krjn (Trial Mode).
==Obtained==
Ardor's license costs 110 License Points in the Zodiac versions, where the spell is found in Pharos - Third Ascent's Spire Ravel - 2nd Flight. After entering third ascent, the player needs to take the black waystone, and in next arena find the hidden corridor to the west. There is single green waystone that leads to a treasure with Ardor in a corner.
In the original version, Ardor is a Black Magicks spell whose license costs 70 LP. The spell is bought for 15,600 gil from Burrogh in Barheim Passage (near to where the player originally entered the passage from the Royal Palace of Rabanastre) after Sky Fortress Bahamut has appeared. To get back to Barheim Passage the player needs the Barheim Key from the "Patient in the Desert" quest.
In the Zodiac versions, Ardor is used by the Red Battlemage, a job class that specializes in Arcane Magicks, and by the Esper Exodus.
==Mechanics==
Ardor deals extreme fire-elemental damage to all foes in range. It deals damage based on the caster's level and Magick Power, mitigated by the target's Magick Resist.
The spell power is 173 in the Zodiac versions, and 175 in the original version. The formula for damage calculation:
:[POWER \times RANDOM(1 \sim 1.125) - Magick~Resist] \times [2 + {Magick~Power \times (Level+Magick~Power) \over 256}]
With the Serenity license or the Magick Gloves accessory, the damage is inflated to 120% (original) or 150% (Zodiac) when the caster is in full health. With the Spellbreaker license or the Leather Gorget accessory, the damage is doubled when the caster is in HP Critical. If the caster has Faith, Ardor will damage for 30% more. As an elemental spell, it will do double damage to targets weak to fire, and 150% damage with fire-potency gear: Burning Bow and Flame Staff. The boosts stack multiplicatively.
Enemies who resist fire take half damage. Those who nullify fire take no damage and those who absorb fire are healed by it. Shell halves damage from Ardor.
Certain weather conditions affect both the player characters' and the foes' fire damage. In sunny or cloudy weather with strong winds (the player characters' hair and clothes move rapidly), fire attacks deal 120% damage. Counterintuitively, as windy weather inflates fire damage, snow- and sandstorms also boost fire damage to 120%. Regular rain halves fire damage, and heavy rain with wind cuts it by 40%.
Ardor bounces from Reflect unless the caster equips the Opal Ring. Casting Ardor on the player's own party with Reflect will reflect the spell multiple times onto the enemy. Damaging enemies with Ardor gains MP to the caster if they have the Warmage license. A target can sometimes avoid Ardor via their Magick Evade stat; for the player, this means wearing shields.
Ardor costs 60 MP to cast without Channeling licenses.
Ardor has the maximum Effect Capacity, which means that in the PlayStation 2 versions no other spell or Technick can be performed simultaneously.
==Use==
Ardor is an excellent damaging spell, and Red Battlemage's best offense in the Zodiac versions. The player can set the spell up via the gambit system (such as with Foe:fire-vulnerable→Ardor or Foe:foes present 2+→Ardor). Ardor is boosted in windy weather, but is best avoided when it is raining. The player can triple its power by using Oil onto enemies, though many tough foes are immune to it, and the player may fare better simply casting two damaging spells back to back rather than Oil + Ardor/Firaga. Ardor is best used with Burning Bow or Flame Staff to strengthen it; in The Zodiac Age versions, the player can pair the Red Battlemage with Archer or Black Mage to gain access.
As the spell is multi-targeting, the player can cast it on their own reflected party to bounce it multiple times onto the enemy.
The spell's main downside is that it is obtained very late, with only the final dungeon left to do in the story, and that Firaga can suffice where Ardor would be most useful. It can be good against the Phoenix that Shadowseer summons, as well as the final boss's first form, as they can be oiled.
The fire element performs poorly in rain, but this effect can be canceled out with an Agate Ring. It benefits from windy weather, and so would be good to use in any duststorms or snowstorms or just when the party's clothes and hair are moving rapidly on screen.
==Etymology==
Category:Arcane Magicks in Final Fantasy XII
Category:Black Magicks in Final Fantasy XII