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Expert sphere grid
Expert sphere grid













expert sphere grid

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. 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. Therefore, it’s a good idea to save before you flush large amounts of gil down the drain. 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. One warning on Bribe amounts, however – they are not exact. 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).Ĭommon Spheres can be acquired very easily, and the rest of the kinds of Spheres can be obtained most reliably through Bribing fiends. There are more types in Spheres in Final Fantasy X than you can shake a stick at. Tidus: light blue - Yuna: white - Auron: red - Kimahri: dark blue - Wakka: yellow - Lulu: purple - Rikku: green Starting from the top clockwise, they are:

expert sphere grid

These are visible no matter whose grid you're on. 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. Filling all of the empty spaces with stat bonus nodes is a much weightier undertaking, however. Once you begin obtaining Key Spheres and accruing large amounts of AP, however, you can traverse the board in several hours' time. 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. For example, anyone may use Lancet, but only Kimahri may learn Ronso Rages from Lancet, because they’re his Overdrive. 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.Īny character can learn any ability, except for character-unique abilities, such as Overdrives and Aeons. 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. Fiends always drop at least one of these four spheres throughout the entire game, so running out is not a concern. ("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. For every S.Lv, you may move one node forward on the Sphere Grid, or four nodes back. When you receive enough AP, your S.Lv (Sphere Level) increases. After every battle, your characters will receive AP.















Expert sphere grid