ALSO, TAKE EXTREME CARE THAT YUNA CAN BE HIT IN THIS BOSS FIGHT! Yes, Yuna can be hit by Isaaru’s Aeons, and that is brutal on her if you followed typical tradition on your Sphere Grid (i.e. Made her a healer). This is mostly when an Aeon is killed and the opponent is fast enough to get in a turn before Yuna can re-Summon. Final Fantasy X - Wendigo (Ability Nodes Only, No Items/Overdrives/Summons). Own Sphere Grid (OSG) - Each character may not leave their own section of the sphere grid. This requires Protect.
January 15, 2012 Diagram of the International / PAL / HD version of the Normal Sphere Grid. The Sphere Grid ( スフィア盤, Sufia Ban, lit. Sphere Board) is the ability and character development system in.
It is a roughly circular grid of interconnected nodes arranged in smaller circular clusters containing the abilities and special skills player characters can learn. The name refers to both the grid's design and to the use of to activate the nodes. In the ' feature included with the PAL and versions, Director explains that the Sphere Grid offers an interactive means of increasing characters' attributes so players can observe their development firsthand. Across official versions, there are three types of Sphere Grids:. Regular: Offered in the original Japanese and North American versions, this version has 828 nodes with 77 unremovable nodes and 751 manipulable nodes. Standard: Offered in the International, PAL and versions, this version has 860 nodes, with 85 unremovable nodes and 775 manipulable nodes. Expert: Offered in the International, PAL and HD Remaster versions, this version has 805 nodes with 85 unremovable nodes and 720 manipulable nodes.
Completing a character's Sphere Grid in the Final Fantasy X HD Remaster version unlocks the trophy, while completing all characters' individual Sphere Grids unlocks the trophy. To unlock either trophy, the player must have every node, including empty nodes, active with either a stat boost or an ability. Contents AP and Sphere Levels At the end of each every member that took at least one full turn earns. Characters who are switched out during their first turn, or at the end of the battle will not gain AP.
If the player defeats the enemy using an, then will be treated as having taken a turn even if she only. Tidus with two Sphere Levels in Final Fantasy X HD Remaster.
When enough AP is earned, the character gains a Sphere Level ('S.Lv'). The amount of AP needed to generate Sphere Levels increases progressively until the character has acquired 101 S.LV, after which an additional Sphere Level will always require 22,000 AP.
When moving about the Sphere Grid, the character may move one node forward for each S.LV they have. The player does not need to activate a node to pass by it. Regardless of activation, when the player passes a node, a colored band connects their current node to the node they left to mark their path on the grid. Moving across previously connected paths allows the character to move four nodes for every S.LV they have. Each character's starting location on the grid indicates their strengths and weaknesses based on the variety of nodes in their section, though the player can choose to take the character down a different path using Key Spheres. The character-specific sections merge at certain points, allowing a character to take another's path. The character-specific sections are separated by locked nodes, which become empty nodes once opened, allowing free movement.
Ultimately, every node on the Sphere Grid may be accessed by every character. Sections The Sphere Grid is roughly divided into seven sections, one for each party member. A selected character's path is highlighted in their grid color.
Each node is connected by up to seven paths in cardinal and intercardinal directions. Activating a node highlights the corresponding path in the character's grid color.
These marks are visible no matter which character is selected. Tidus near the beginning of his section of the grid. Tidus's grid has a balance of and as well as decent. He is adept at killing lightly-armored enemies, but enemies often have too much Evasion for him to hit, and most of his weapons cannot pierce through armored enemies. Tidus learns abilities and that affect the turn order of his allies and enemies, such as,. He has party support abilities like. At the end of his section is.
In the International, PAL and HD Remaster versions, it also includes. Tidus's grid section runs into Yuna's. His grid color is aqua. Yuna has low Strength and Defense but has the highest and strong Evasion and Agility. Yuna's grid contains many healing White Magic spells, such as spells, and, and buffing spells like. Being the, her aeons' rise alongside hers.
At the end of her section is the spell. Yuna's grid section runs into Rikku's. Her grid color is white.
Steal and Use are highlighted even before Rikku has navigated on the grid. Rikku has the highest Agility and her grid has many and Agility nodes.
She has average Strength and low-to-average Magic but learns a variety of support abilities, such as,. Her grid contains the White Magic spell. At the end of her section is the ability. In the International, PAL, and HD Remaster versions, it also includes. Rikku's grid section runs into Lulu's.
Her grid color is green. Lulu, as a classic, has low Strength, Accuracy and Agility but high Magic and the highest and Evasion. She has the party's highest, which is uncharacteristic of the traditional Black Mage., such as the, and series, are in her section, along with other spells like. Lulu's section also has the support skills,.
At the end of her section is the spell. Lulu's grid section runs into Wakka's. Her grid color is purple. Wakka's Sphere Grid. Wakka has high, Strength, and Accuracy, but average Magic, and Agility, along with low-to-average Evasion and low Magic Defense.
Wakka learns many special attacks that let him inflict on enemies, such as. Wakka's grid contains two Black Magic spells—. At the end of his section is the special attack. In the International, PAL, and HD Remaster versions, it also includes. Wakka's section runs into Auron's. His grid color is yellow. Auron's section has many Strength, Defense, and HP nodes, but lacks Evasion, Accuracy, and Agility.
His section includes 'break' abilities like and, which lower enemy stats, and defensive abilities such as. At the end of his section are the special abilities. In the International, PAL and HD Remaster versions, it also includes.
Auron's section runs into Tidus' grid, thus closing the circle of Tidus-Yuna-Rikku-Lulu-Wakka-Auron. His grid color is red. Zoomed-out Sphere Grid in the PS Vita.
Kimahri's section is in the center of the Sphere Grid and contains a variety of nodes. As a, Kimahri's grid connects to the grids of every other character except Auron, allowing the player to customize his stats as they wish once they can access the Key Spheres separating the grids. Kimahri's section contains, which allows him to learn abilities from certain enemies, and support abilities like.
At the center of his section is the Black Magic. In the International, PAL, and HD Remaster versions, it also includes.
Kimahri's grid color is dark blue. Standard and Expert grids The Expert Sphere Grid. The International, PAL and, HD Remaster versions players can decide whether to use the Standard or the Expert Sphere Grid, both having different designs.
The Standard grid is slightly different from the original grid, with extra branches and nodes to fit the new abilities. In the Expert grid characters start in the middle and the player must decide which path each character will follow. Abilities in both grids are the same, but the Expert grid has 68 fewer nodes than the Standard grid, but still contains enough to. See also: Activating any node on the grid requires a sphere. Early on, the player only has access to basic red spheres, but as they progress many more types become available. Though all nodes need a sphere to be activated, spheres can have more uses than solely activating a node. The types of spheres are as follows:.
Red Spheres are the most common sphere used to activate most of the nodes on the grid to increase basic stats. Activates Strength, Defense, and HP Nodes.
Activates Magic Power, Magic Resistance, and MP Nodes. Activates Agility, Accuracy, and Evasion Nodes. Activates Skill, Special, and Magic Nodes. Activates Nodes.
Fortune spheres are the rarest type of red sphere. Key Spheres come in four levels and can open a locked node of the corresponding level. For example, a Level 4 Key Sphere can only open Level 4. An unlocked node is unlocked for all characters regardless of who opened it.
Purple Spheres replace empty nodes with stat nodes. There are ten types, one for each for the basic stats: HP, MP, Strength, Defense, Magic Power, Magic Defense, Agility, Evasion, Accuracy, and Luck. Whenever an empty node is turned into a stat node, the node gives a higher stat increase than that given by a default node. For example, an HP node made from a purple sphere gives +300 HP, while a normal HP node gives +200 HP.
MP nodes give +40 MP, and all other stat nodes give +4 in their respective stat. Yellow spheres activate ability nodes that have been activated by at least one other character, no matter where that node is in relation to the character's location. activate any stat node. activates any Special node. activates any Skill node.
activates any White Magic node. activates any Black Magic node. activates any node. Light blue Spheres teleport characters around the grid.
Warp to any node previously activated by the player. Warp to an ally's spot on the grid. Warp to any activated node on the grid. Warp to any spot on the grid. are aqua and can be bought from the owner after the player has five of every fiend.
They clear any stat node and negate whatever stat increase it gave. Ability nodes and locked nodes cannot be cleared. Clear Spheres cost 10,000 gil each. Customization A Customized Sphere Grid. See also: Because activating the nodes available by default will not max out every character's stats, players need to plan their progression if they wish to have an optimal team.
Stat nodes will either have +1, +2, +3 and rarely +4, while HP and MP nodes will only add +200 and +20 respectively. By using the Clear Sphere (available at the Monster Arena) players can clear out weaker nodes and activate purple spheres (HP, MP, Strength, Defense, Magic Power, Magic Defense, Agility, Evasion, Accuracy, or Luck).
Removing the weak nodes and replacing them with the +4, +300 HP, and +40 MP nodes allows the player to maximize a number of stats, although it is not possible to max out every stat. HP caps at 9,999 and MP at 999 (or 99,999 HP and 9,999 MP with the Break HP/MP Limit abilities), while other stats hard cap at 255. Purple spheres are dropped by the monsters at the Monster Arena. Sphere Stat Increase Fiend Unlock by HP Sphere +300 HP Capture 10 of each of the Iron Giant-type fiends. MP Sphere +40 MP Capture 4 of each of the elemental Imp-type fiends. Strength Sphere +4 Strength Capture 5 of each of the Ruminant-type fiends. Defense Sphere +4 Defense Capture 3 of each of the Helm-type fiends.
Magic Sphere +4 Magic Capture 3 of each of the Flan-type fiends. Magic Def Sphere +4 Magic Defense Capture 4 of each of the Eye-type fiends. Agility Sphere +4 Agility Capture 3 of each of the Wolf-type fiends. Evasion Sphere +4 Evasion Capture 4 of each of the Bird-type fiends. Accuracy Sphere +4 Accuracy Capture 4 of each of the Wasp-type fiends. Luck Sphere +4 Luck Breed at least 2 monsters in Species Conquest.
The Fortune Spheres that activate Luck nodes are obtained from the, unlocked by creating two monsters. Ability list Skills. See also: To visit every node in the grid, the player will need copious AP. The ' enemies give high amounts of AP, and with, and Sphere Levels pour in. Fighting and their ilk with Overdrive → AP earns lots of Sphere Levels if the player has killed enough enemies and has the Stoic on the party member being attacked, and Comrade on others. The best AP grinding method involves this setup against the. The player should cast on everyone and then get Don Tonberry to counter with on the character whose Overdrive Mode is Stoic, then revive him/her with the other party members and recast Haste.
The player should repeat this until Don Tonberry is dead, or gets too close and the player is forced to. When Don Tonberry counters with Karma, the damage will fuel the Overdrive, which will triple and then convert into AP, and at the end of the battle the total AP is also tripled.
The AP is received even if the player escapes or the Overdrive gauge is full. It is possible to go from 0 to 99 Sphere Levels in one battle with three characters using this method; it is only limited by the party's MP and how fast Don Tonberry closes in. The amount of Overdrive received is determined by the amount of damage received which, for Don Tonberry, is the number of monsters a character has killed multiplied by 100. Only the Overdrive → AP ability is needed for this trick, but the other two abilities will boost the amount of obtained AP.
The only character that needs to receive damage from Karma is the character whose Overdrive Mode is set to Stoic, meaning one can easily level up a weak character by skipping their turn and having a strong healer and a character who has had a lot of kills to perform the trick. An alternate method is to use weapons with and Overdrive → AP, armor with,. Can also be used instead the Tonberry for its 99,999 and 10,000 Needles attacks.
Creation and development Tattoo system explained in Final Fantasy 25th Memorial Ultimania Vol.3. One of the character development system proposals for Final Fantasy X was a 'tattoo system' where characters would have a 100x100 grid, and upon level up could place 'tattoos' down to boost stats and learn abilities. Seymour's, Jecht's and Brother's (which they still have in the final game) are a remnant of the this system where different tattoos would confer what abilities the bearer could use.
.: The US didn't get the International version initially, only the PAL regions and Japan. This was not rectified for thirteen years, until the HD release, which has the International version's content. To be fair though, this is mostly Sony's fault, who has a policy stating that a game must have a certain percentage of new content before it can be re-released and the International version of Final Fantasy X doesn't meet the criteria, and this was an era before consoles were capable of receiving DLCs.: Paula Tiso had mainly voiced bubbly women in commercials before this game.
Voicing the like Lulu was quite different for her.: Gippal and Baralai are voiced by brothers Rick Gomez and Josh Gomez.: For in the English version.: And, by extension, its. Trope Namer for, now.:. Tidus was originally supposed to be revealed as an unsent. However, Nomura saw, and decided to swap Tidus' reveal with Auron. In the original draft, Tidus was going to be a plumber(!) who was also a member of a. Tidus was originally going to have darker hair,. ◊ features her in a different dress instead of her kimono.
Apparently, there were supposed to be portraits of Yu Yevon (presumably in his non-parasitic form) displayed in public places in the original draft, but they were cut in the final version.:. Hints in an Ultimania interview that is the Distant Future of the game's, but likely on another planet. has said about his Tidus voice that.
This is why his narrator voice is more controlled. Naturally, Shuyin sounds more grizzled on account of fighting (and dying — messily) in the Machina War. General Trivia:. Each character's standard progression in the Sphere Grid is reminiscent of at least one Job Class from previous games. Tidus is a Fighter-Time Mage combination, Yuna is a typical White Mage/Summoner, Lulu is a pure Black Mage, Wakka is an odd take on an Archer-Green Mage note given his status-inducing attacks fusion, Auron is a -style Knight (with some stylistic and aesthetic references to the Samurai class), Kimahri is a cross between a Dragoon, a Blue Mage and a Red Mage, and Rikku is a wonderful blend between a Thief and a Chemist.