Abilities & The Sphere Grid
FINAL FANTASY X employs a unique new system for advancing your characters. When a character achieves new Sphere Levels, access the Sphere Grid and move the character's markers across the nodes. Use spheres of various types to raise character's attributes and learn new abilities. Any character can learn any ability and raise any attribute. By aquiring enough spheres, yuo can eventually have a party of characters who have every ability and maximized attributes.
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Sphere Grid Basics
The Sphere Grid becomes accessible after Rikku explains how to use it in a 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.


Ability Points(AP) & Sphere Levels
As the party defeats enemies, everyone involved in the battle receives 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 Grid, or up to four nodes backwards if desired. Open the Sphere Grid and press X. After selecting the Move command, the number of nodes you cn move in any direction is highlighted. Move to the desired position and press X again, and then confirm that you would like to remain at the selected position. You can change your mind and cancel out before deciding. Moving forward is essential to activating new sphere nodes and gaining new abilities.


Sphere Nodes
After moving a character's marker to a new location on the Sphere Grid, press X again. Select the Usecommand, and a window listing the available sphere 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.


Spheres
By opening treasure chests, defeating enemies and bribing monsters, you can acquire spheres for use on the Sphere Grid. There are five types of spheres.
Red Spheres: The most common type, often won from common enemies. Power Spheres enable you to increase a character's HP, Strength, and Defense. Mana Spheres increse MP, Magic, and Magic Defense. Speed Spheres increase Agility, Evasion, and Accuracy. Ability Spheres teach the character new skills or special abilities. Fortune Spheres enable the character to activate Luck nodes, but they are the hardest red spheres to come by.

Yellow Spheres: The rarest type of spheres, these enable one character to acquire abilities already acquired by another character. Characters can learn special abilities, skills, white magic, and black magic spells that have already been earned by others.

Black Spheres: These could be considered the most important spheres to acquire, because 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 & 4 Locks in their area of the Sphere Grid.
Purple Spheres: These spheres enable you to turn an empty node into an attribute increase of 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 character's MP by 40 points rather than the usual 20. You should consider using the MP & HP spheres on Magic users like Yuna & Lulu to compensate for their general lack of HP nodes on their grid and to make their casting easier. Consider using the Luck Spheres on Rikku, so that her Steal & Mug abilities are improved. Also, try to use then whenever 2 or more characters are are near eachother, so that more than one character can immediately benefit from the new node.

Blue Spheres: These enable you to use a character's marker to another point on the Sphere Grid, even if the character doesn't 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 activated by another character.
Combining Command & Auto-Abilities
Here are some examples of effective combinations of Command Abilities and 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
Command Ability: Provoke or Sentinel
Equip a hard-hitting character with a weapon that has Counterattack or Evade & Counter. Then, make him Provoke an enemy into attacking him. Sentinel can also work if enemies only use physical attacks. Try experimenting with additional Auto-Abilities like Capture, Stonestrike, or Deathstrike, as well.

Auto-Ability: One MP Cost, Magic Booster
Command Ability: Doublecast, Ultima
With Magic Bosster, each spell becomes 1/5 times more effective by consuming twice as much MP. Combined with the ability One MP Cost, each spell only cost 2 MP. This allows you to Doublecast your most powerful black magic spells for only 4 MP total.
Character Attributes
Ability Name
Empty Node
Strength + 1
Strength + 2
Strength + 3
Strength + 4
Defense + 1
Defense + 2
Defense + 3
Defense + 4
Magic + 1
Magic + 2
Magic + 3
Magic + 4
Magic Defense + 1
Magic Defense + 2
Magic Defense + 3
Magic Defense + 4
Agility + 1
Agility + 2
Agility + 3
Agility + 4
Luck + 1
Luck + 2
Luck + 3
Luck + 4
Evasion + 1
Evasion + 2
Evasion + 3
Evasion + 4
Accuracy + 1
Accuracy + 2
Accuracy + 3
Accuracy + 4
HP + 200
HP + 300
MP + 10
MP + 20
MP + 40
Lv.1 Lock
Lv.2 Lock
Lv.3 Lock
Lv.4 Lock
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Description
Empty Nodes can be filled with purple spheres.
Raises Strength by 1 point.
Raises Strength by 2 points.
Raises Strength by 3 points.
Raises Strength by 4 points.
Raises Defense by 1 point.
Raises Defense by 2 points.
Raises Defense by 3 points.
Raises Defense by 4 points.
Raises Magic by 1 point.
Raises Magic by 2 points.
Raises Magic by 3 points.
Raises Magic by 4 points.
Raises Magic Defense by 1 point.
Raises Magic Defense by 2 points.
Raises Magic Defense by 3 points.
Raises Magic Defense by 4 points.
Raises Agility by 1 point.
Raises Agility by 2 points.
Raises Agility by 3 points.
Raises Agility by 4 points.
Raises Luck by 1 point.
Raises Luck by 2 points.
Raises Luck by 3 points.
Raises Luck by 4 points.
Raises Evasion by 1 point.
Raises Evasion by 2 points.
Raises Evasion by 3 points.
Raises Evasion by 4 points.
Raises Accuracy by 1 point.
Raises Accuracy by 2 points.
Raises Accuracy by 3 points.
Raises Accuracy by 4 points.
Raises Max HP by 200 points.
Raises Max HP by 300 points.
Raises Max MP by 10 points.
Raises Max MP by 20 points.
Raises Max MP by 40 points.
Requires Lv.1 Key Sphere to open.
Requires Lv.2 Key Sphere to open.
Requires Lv.3 Key Sphere to open.
Requires Lv.4 Key Sphere to open.
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Special Abilities
Ability Name
Use
Flee
Pray
Cheer

Aim
Focus

Reflex
Luck
Jinx
Lancet

Guard

Sentinel

Spare Change
Steal
Threaten
Provoke
Entrust
Copycat

Doublecast
Bribe
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MP Cost
None
None
None
None

None
None

None
None
None
None

None

None

None
None
12 MP
4 MP
8 MP
28 MP

None
None
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Description
Use powerful offensive, defensive, or healing items in stock.
Aid the party's escape from battle.
Restore some of the party's HP.
Raises the party's Strength & Defense. Party member deal greater damage to enemies while sustaining less damage themselves.
Raises the party's Accuracy.
Raises the party's Magic & Magic Defense. Party member deal greater magical damage to enemies while sustaining less damage themselves.
Raises the party's Evasion.
Raises the party's Luck, thereby enhancing the party's Accuracy, Evasion, & critical hit rate.
Lowers all enemies' Luck, thereby reducing their Accuracy, Evasion, & critical hit rate.
Transfers HP & MP from the target to the character. Kimahri can also use this ability to learn enemy skills.
Intercept physical atacks that are directed at any party member, & take damage in place of the intended target. Cannot intercept magic attacks or attacks that strike the entire party.
While maintaining a defensive stance, intercept physical attacks that are directed at any party member. Cannot intercept magic attacks or attacks that strike the entire party.
Attack by throwing Gil. The damage inflicted is 10% of the amount thrown.
Steal items from an enemy. Also useful for destroying machina by dismantling their vital parts.
Immobilizes the target with fear.
Draw's the target's attacks toward the character.
Transfer's the character's entire Overdrive charge to an ally's guage, adding to his total.
Mimic the action of the last ally to take a turn in battle, even if it requires an ability the character has not yet learned. Summoning & Overdrives cannot be copied.
Cast 2 black magic spells in a row.
Pay off enemies in return for safe passage. Offer more Gil for a more favorable response.
Skill Abilities
Ability Name
Dark Attack

Dark Buster

Silence Attack
Silence Buster

Sleep Attack
Sleep Buster

Delay Attack
Delay Buster
Zombie Attack
Triple Foul
Power Break
Magic Break
Armor Break

Mental Break
Mug
Quick Hit
MP Cost
5 MP

10 MP

5 MP
10 MP

5 MP
10 MP

8 MP
18 MP
10 MP
24 MP
8 MP
8 MP
12 MP

12 MP
10 MP
12 MP
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Description
If successful, inflicts darkness on the target for 2 turns, greatly reducing the accuracy of its physical attacks.
Inflicts darkness on a target for 1 turn. Success is virtually guartanteed, unless the target has some form of resistance.
If successful, inflicts silence on the target for 3 turns, preventing it from casting any spells.
Inflicts silence on a target for 1 turn. Success is virtually guartanteed, unless the target has some form of resistance.
If successful, puts the target to sleep until either 3 turns pass or it is hit by a physical attack.
Puts a target to sleep for 1 turn. Success is virtually guartanteed, unless the target has some form of resistance.
Slightly delays the target's next turn.
Greatly delays the target's next turn.
Inflicts the target with zombie status, causing restorative spells & items to damage the target.
If successful, inflicts silence, darkness, & sleep status ailments on the target for 3 turns.
Lowers the target's Strength, thereby reducing the damage inflicted by its physical attacks.
Lower's the targets Magic, thereby reducing the damage inflicted by its magic attacks.
Lowers the target's Defense, leaving it vulnerable to greater physical damage. Also negates the target's armor, allowing non-piercing weapons to deal normal damage.
Lowers the target's Magic Defense, leaving it vulnerable to greater magical damage.
Steal items from an enemy while simultaneously unleashing a physical attack.
Strike a target quickly with reduced recovery time. The damage inflicted is no greater than that of a standard attack, but the character's next turn comes up much sooner.
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White Magic
Ability Name
Cure
Cura
Curaga
Esuna

Scan
NunBlaze

NulShock

NulTide

NulFrost

Life
Full-Life
Haste
Hastaga
Slow
Slowga
Shell
Protect
Reflect
Dispel
Regen
Holy
Auto-Life
MP Cost
4 MP
10 MP
20 MP
5 MP

1 MP
2 MP

2 MP

2 MP

2 MP

18 MP
60 MP
8 MP
30 MP
12 MP
20 MP
10 MP
12 MP
14 MP
12 MP
40 MP
85 MP
97 MP
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Description
Resores a small amount of HP. The caster's Magic attribute determines the strength of the spell.
Restores a substantial amount of HP. The caster's Magic attribute determines the strength of the spell.
Restores a massive amount of HP. The caster's Magic attribute determines the strength of the spell.
Cures the target's status ailments. Removes poison, darkness, silence, sleep, petrification, confusion, berserk & slow. Ineffective against zombie, curse, doom & KO.
Displays key info about the target such as HP, attributes, strengths, weaknesses & methods of attack.
Grants each party member immunity from 1 fire attack. Nulifies fire-based physical attacks as well as spells like Fire.
Grants each party member immunity from 1 lightning attack. Mulifies lightning-based physical attacks as well as spells like Thundara.
Grants each party member immunity from 1 water attack. Nulifies water-based attacks as well as spells like Watera.
Grants each party member immunity from 1 ice attack. Nulifies ice-based physical attacks as well as spells like Blizzara.
Revives a KO'd ally.
Revives a KO'd ally & restores his HP to maximum.
Accelerates the target so that his turns in battle come up sooner than normal.
Accelerates the entire party so that all members' turns in battle come up sooner than normal.
Slows the target down.
Slows all enemies down.
Helps the target better withstand magic attacks by raising their Magic Defense.
Protects the target from physical attacks by increasing their Defense.
Bounces spells cast at the target toward the enemy. Deflects both damaging & healing spells alike.
Negates any spell effects that are currently on the target such as Shell, Protect, Haste & Reflect.
Gradually restores the target's HP for a time.
Deals Holy damage to the target.
Automatically revives an ally the next time he's KO'd. The target will instantly awaken from KO with a small amount of HP. Effective only once per casting.
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Black Magic
Ability Name
Fire
Fira

Firaga
Thunder

Thundara

Thundaga

Water

Watera

Waterga
Bizzard
Blizzara

Blizzaga
Bio
Demi
Death
Drain
Osmose
Flare
Ultima
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MP Cost
4 MP
8 MP

16 MP
4 MP

8 MP

16 MP

4 MP

8 MP

16 MP
4 MP
8 MP

16 MP
10 MP
32 MP
20 MP
12 MP
None
54 MP
90 MP
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Description
Inflicts a small amount of fire damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a medium amount of fire damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a large amount of fire damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a small amount of lightning damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a medium amount of lightning damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a large amount of lightning damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a small amount of water damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a medium amount of water damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a large amount of water damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a small amount of ice damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a medium amount of ice damage. The caster's Magic attribute determines the strength of the spell.
Inflicts a large amount of ice damage. The caster's Magic attribute determines the strength of the spell.
Poisons the target, which drains HP from it after every turn it takes in battle.
Reduces the current HP of all enemies by 1/4.
Can instantly KO the target.
Transfers HP from the target to the caster.
Transfers MP from the target to the caster.
Deals non-elemental damage to the target. Works well on enemies that resist or absorb certain elements.
Deal non-elemental damage to all enemies. Useful against enemies that resist or absorb certain elements.