Ffx sphere grid guide tidus 18 Aug 2015 Final Fantasy X – Expert Sphere Grid Customization. Due to my extremely methodical way of thinking, I decided to build a map beforehandFinal Fantasy X Sphere Grid Images. Seven things I wish I knew before starting Final Fantasy X. Don't sweat staying in locations and trying to rack up more moves on the sphere grid—as long as you're not fleeing battles. Need to grind for AP in a short amount of time? Then I have the trick for you! This trick essentially abuses the nature of the AP and Overdrive -> AP systems so that you can gain AP en masse in single battles, maybe even enough to max out your Sphere Level at lower levels! The Final Fantasy X HD Remaster is a remastered compilation of Final Fantasy X and Final Fantasy X-2 for the PlayStation 3 and PlayStation Vita. The compilation is based on the International. A complete Final Fantasy X HD Remaster Walkthrough. Boss battles, hidden Aeons, Celestial Weapons, and everything else you can think of! The common Final Fantasy job Tidus falls under is the Warrior job. He uses Longswords as his weapon and Bucklers as his armor. He can go through different paths on the Sphere Grid to excel in various.
The last time I played FFX was the North American PS2 version but when I started up this version of FFX, it asked which version of the sphere grid I wanted to use. Can anyone tell me what the differences between the two are? I'm assuming one is from the north american version and the other is from international but does one make the game harder than then the other? Are there abilities on one that aren't on the other? Kind of a shame they don't give you a short blurb on what the differences are when they ask you to make your choice.
Final Fantasy X has done away with the RPG standard of 'leveling up', and replaced it with a gigantic virtual board filled with incrimental stat increases, and battle abilities that may be learned. To put it another way, the Sphere Grid is the means by which your characters learn non-Overdrive abilities, and their statistics like HP, MP, Defense, Attack Power, etc, go up. Each character starts at one place on the board, and through gaining AP in battle, may move along the board picking up stat increases, and learning battle abilities as they go.
After every battle, your characters will receive AP. When you receive enough AP, your S.Lv (Sphere Level) increases. For every S.Lv, you may move one node forward on the Sphere Grid, or four nodes back. ('Forward' is defined as a node you haven't previously visited or activated, and 'back' is defined as a node that you have.) However, it's not enough to simply move to a node - you must activate it with one of four kinds of common spheres: Power Sphere, Mana Sphere, Speed Sphere, and Ability Sphere. Fiends always drop at least one of these four spheres throughout the entire game, so running out is not a concern. If you do find yourself low on a particular kind of common Sphere, using a Sphere Distiller item on an enemy will force it to drop that kind of Sphere. For example, the Snow Wolf always drops Power Spheres - if you wanted it to drop a Speed Sphere instead, you would use a Speed Distiller item on it.
Any character can learn any ability, except for character-unique abilities, such as Overdrives and Aeons. For example, anyone may use Lancet, but only Kimahri may learn Ronso Rages from Lancet, because they’re his Overdrive. Similarly, only Yuna may summon.
To keep the playing field level, and prevent you from traversing the board too early, for a sizable portion of the game, each character will be confined to their own part of the Sphere Grid due to a) Sphere Locks, and b) a lack of excessive amounts of AP. Once you begin obtaining Key Spheres and accruing large amounts of AP, however, you can traverse the board in several hours' time. Filling all of the empty spaces with stat bonus nodes is a much weightier undertaking, however..
To see which nodes a particular character has activated without going to their grid directly, around each node on the Sphere Grid, there are seven tiny circles which light up a certain color when a different character activates the space. These are visible no matter whose grid you're on. Starting from the top clockwise, they are:
- Tidus: light blue
- Yuna: white
- Auron: red
- Kimahri: dark blue
- Wakka: yellow
- Lulu: purple
- Rikku: green
There are more types in Spheres in Final Fantasy X than you can shake a stick at. There are Common Activation Spheres used for activating most nodes on the grid (Power, Mana, Speed, and Ability), Rare Activation Spheres (Fortune, Attribute, Special, Skill, White Magic, Black Magic, and Master Spheres), Key Spheres (Level 1-4 Key Spheres), Statistic Node Creation Spheres (HP, MP, Strength, Defense, Magic, Magic Defense, Agility, Evasion, Accuracy, and Luck Spheres), Node Erasing Spheres (Clear Spheres), and Movement Spheres (Return, Friend, Teleport, and Warp Spheres).
Common Spheres can be acquired very easily, and the rest of the kinds of Spheres can be obtained most reliably through Bribing fiends. One warning on Bribe amounts, however – they are not exact. Unless you’re playing the original Japanese imported Final Fantasy X, the cost to Bribe fiends is somewhat random, and you may get fewer items for more money, or vice versa. Therefore, it’s a good idea to save before you flush large amounts of gil down the drain. Start with between two-thirds and three-quarters of the total Bribe price, and if the fiend doesn’t leave, keep giving it small amounts of gil until it does. If a Bribe misses, the amount you gave the fiend still counts towards the total - just continue giving the fiend about 10 gil at a time until it goes away. Drivers ed caroline b cooney quiz.
The uses of all of the Spheres in the game, and their locations are listed in the [[Sphere Locations]] guide.
Kimahri begins with a very small available area of the Sphere Grid, fenced in by several Level 1 Sphere Locks. By the time you reach Mi'ihen Highroad, you'll have received a few Level 1 Key Spheres to use, which will release Kimahri from his tiny grid. The top path leads to Tidus' part of the Sphere Grid, the left path leads to Rikku's part of the Sphere Grid, the lower center path leads to Lulu's part of the Sphere Grid, and the lower right path leads to Wakka's part of the Sphere Grid.
So what to make of Kimahri? It all depends on whether you want a well-rounded fighter, a thief with high HP and speed, a second black mage, or a heavy hitter with a great hit % and status-ailment specials. Taking Rikku's path tends to be the most common choice, because this makes Use, Steal, and Mug available to you much earlier in the game. On the other hand, if you send him up Tidus' path on the Grid, you'll have two people who know Haste, then with Yuna's healing spells immediately after, this will make some of the later bosses much easier. Other people find having two characters with Wakka's high strength and hit accuracy useful, while still others like having two black mages with high magic power and magic defense. Let your own style of play dictate what you do with Kimahri.
Final Fantasy X International is a game exclusive to Japan, that was released on January 31st, 2002. It contains a few new optional bosses, a sublimely magnificent DVD bonus disc with an epilogue that takes place two years after the game's ending, various new equipment auto-abilities, and a new Sphere Grid with new abilities. The new abilities and their functions are as follows:
- Pilfer Gil: Steal gil from enemies.
- Nab Gil: The Mug equivalent of Pilfer Gil.
- Full Break: All four 'Break' effects at once. (What differentiates this from Auron's Banishing Blade Overdrive, is that Full Break has the same success rate as Power, Magic, Mental, and Armor Break, while Banishing Blade has a 100% success rate, provided that the targeted fiend does not have an immunity to Breaks, and the button sequence of 'Up -> L1 -> Down -> R1 -> Right -> Left
-> Triangle' is input correctly.)
- Quick Pockets: Use curative items quickly, without losing a turn.
- Extract Power: Same effect as a Power Distiller item.
- Extract Mana: Same effect as a Mana Distiller item.
- Extract Speed: Same effect as a Speed Distiller item.
- Extract Ability: Same effect as an Ability Distiller item.
The benefit of the International grid over the original grid, is that all of your characters start in the center, meaning that you could make Tidus a white mage, Lulu a powerful attacker, give Yuna all of Wakka's status ailment Skills, or customize your characters any way you wish. However, it’s extremely easy to lead a character down the wrong path if you don’t plan ahead, and the International grid contains about fifty fewer nodes than the original grid. The original grid does have the new abilities unique to Final Fantasy X International, so it’s up to the player to decide whether having customizable characters early is worth sacrificing a few extra nodes later.
At the beginning of the game, you'll be given the choice to use either the standard grid for the remainder of the game, or the new grid designed for FFX International. Once you choose one, you cannot switch to the other mid-game. (Bizarrely, even if you choose the 'International' Sphere Grid, Rikku's tutorial takes place on the original Sphere Grid.) For importers who can’t read Japanese, the first three questions the game asks you pertaining to the new Sphere Grid are:
1. 'Which Sphere Grid would you like to use?'
- Original version
- International version
(After choosing 'Original version'..)
2. 'Original version Sphere Grid, is this okay?'
- Yes
- No
(Or after choosing 'International version'..)
2. 'International version Sphere Grid, is this okay?'
- Yes
- No
3. 'Please select which language you'd like to play in?'
(Note: Language may be changed later by going to the Config menu, this question solely influences which language the Zanarkand sequence is played in.)
- Japanese
- English
Without placing any node creation spheres in empty nodes on the Sphere Grid, if a character travels and activates the whole grid, that character will have 19,700 HP, 1,250 MP, and the rest of their statistic will be around 120-170. (Note: you can only have more than 9,999 HP and 999 MP if you have the Break HP Limit and/or Break MP Limit auto-abilities in your armor.) The true statistic maximums you can possess are 99,999 HP, 9,999 MP, and 255 for your statistic like Strength, Magic Defense, Evade, et cetera - but not all of these simultaneously. Why not? Read on..
There are 828 nodes total on the grid. 500 of these are pre-filled statistic nodes, 191 are empty nodes waiting to be filled, 60 are Sphere Locks (which you may erase with Key Spheres to become empty nodes), and 77 are ability nodes. You can use Clear Spheres on shoddy statistic nodes and replace them with better ones, but this will take many, many battles at the Monster Arena. Erasing a Magic +1 node and replacing it with a Magic +4 node is an intelligent and proper use of Clear Spheres. Just remember that if you use a Clear Sphere on a node, and replace it with something else, all your characters will lose the statistic bonus that it granted, and will have to re-activate the node.
So exactly how many battles will you be fighting at the Monster Arena to acquire enough node creation spheres to max the grid? If you keep all of the +4 nodes as they are, and erase the +1, +2, and +3 nodes, you’ll end up with:
- 23 Strength +4 nodes
- 12 Defense +4 nodes
- 17 Magic +4 nodes
- 16 Magic Defense +4
- 21 Agility +4 nodes
- 19 Evade +4 nodes
- 4 Accuracy +4 nodes
- 2 Luck +4 nodes
- 0 HP +300 nodes (but lots of HP +200 nodes)
- 7 MP +40 nodes
That’s 121 filled nodes out of a total of 630 fill-able nodes. So obviously, you have your work cut out for you. The following are the numbers of every kind of Sphere that you will need to win from Monster Arena bosses in order to have 255 on every statistic, 999 MP, and as much HP as possible:
- 40 Strength Spheres (Juggernaut drops 2 when Overkilled, and 1 for a regular kill)
- 51 Defense Spheres (Tanket drops 2 when Overkilled, and 1 for a regular kill)
- 46 Magic Spheres (Jumbo Flan drops 2 when Overkilled, and 1 for a regular kill)
- 47 Magic Defense Spheres (One-Eye drops 2 when Overkilled, and 1 for a regular kill)
- 42 Agility Spheres (Fenrir drops 2 when Overkilled, and 1 for a regular kill)
- 44 Evade Spheres (Pteryx drops 2 when Overkilled, and 1 for a regular kill)
- 59 Accuracy Spheres (Hornet drops 2 when Overkilled, and 1 for a regular kill)
- 58 Luck Spheres (Greater Sphere drops 2 when Overkilled, and 1 for a regular kill)
- 406 Fortune Spheres for activating the Luck Spheres above (Earth Eater drops 2 when Overkilled, and 1 for a regular kill)
- 225 HP Spheres (Ironclad drops 2 when Overkilled, and 1 for a regular kill)
- 18 MP Spheres (Vidatu drops 2 when Overkilled, and 1 for a regular kill)
It is absolutely possible to complete the game without maxing your stats, however, much less traversing the entire Sphere Grid. Only players who have a lot of time, patience, and gil, may find maxing their stats worthwhile. Best of luck with your game, and enjoy the Sphere Grid!