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AeonsInfoIfrit Ixion Shiva Anima Valefor Yojimbo Bahamut Magus Sisters
CharactersYunaLulu Tidus Rikku Auron Wakka Kimahri
Legendary WeaponsNirvanaGodhand Caladbolg Masamune Spirit Lance Onion Knight World Champion  
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THE SPHERE GRID
FINAL FANTASY X employs a unique new system for advancing your
SPHERE GRID BASICSThe Sphere Grid becomes accessible after Rikku explains how to use it ina short tutorial. Each character who joins the party has a pre-designated starting point on the grid. While each of the characters has his or her own section, you can remove the locks between the different sections by using the appropriate key sphere. Thus, character advancement is limitless.
While in the Sphere Grid, press SELECT button to zoom out from the current
ABILITY POINTS AND SPHERE LEVELSAs the party defeats enemies, everyone involved in the battle receives AbilityPoints, or AP. When enough AP is collected, the character achieves a Sphere Level. This is why it is essential to switch every party member into a boss fight for at least one turn, since so much AP is at stake.
Each Sphere Level enables a character to move one node forward on the Sphere
SPHERE NODESAfter moving a character's marker to a new location on the Sphere Grid,press X/A again. Select the Use command, and a window listing the available spheres opens. Use the spheres that you've collected to activate nodes in the vicinity. You can activate the node that the marker is positioned on or an adjacent node.
COMBINING COMMAND AND AUTO-ABILITIESHere are some examples of effective combinations of Command Abilitiesand Auto-Abilities. Auto-Ability: First Strike Command Ability: Flee If you want to get through an area in a hurry, have a character who's learned Flee equip a weapon with First Strike. Even if the party is ambushed, he'll always go first, so you can flee from battle immediately.
Auto-Ability: Counterattack or Evade & Counter
Auto-Ability: One MP Cost, Magic Booster |
SPHERESspheres for use on the Sphere Grid. There are five types of spheres.
to increase a character's HP, Strength, and Defense. Mana Spheres increase MP, Magic, and Magic Defense. Speed Spheres increase Agility, Evasion, and Accuracy. Ability Spheres teach the character to activate Luck nodes, but they are the hardest red spheres to come by.
already acquired by another character. Characters can learn special abilities, skills, white magic, and black magic spells that have already been learned by others.
they remove locks that block progress on the Sphere Grid. The appropriate level key sphere is required to open a particular lock. The higher the level, the harder the key sphere is to come by. All of the characters will eventually run into Lv. 3 and Lv. 4 Locks in their area of the Sphere Grid.
some sort. The increase is higher than the typical attribute node. For example, if you use an MP Sphere to fill an empty node, the node will increase a characters MP by 40 points rather than the usual 20. You shoudl consider using the MP and HP spheres on magic users like Yuna and Lulu to compensate for their grids and to make spell casting easier. Consider using the Luck Spheres on Rikku, so that her Steal and Mug abilities are improved. Also, try to use them whenever two or more characters are near eachother, so that more than one character can immediately benefit from the new node.
Grid, even if the character does not have any Sphere Levels to expend. A Return Sphere lets the character return to any node that they have previously activated. A Friend Sphere lets a character move to any other character's location on the grid, and a Teleport Sphere lets a character move to any node acivated by any other character.  
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