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Loads And Loads Of Characters is no longer a trope


* LoadsAndLoadsOfCharacters: With the entire series to draw on, it is to be expected. As of the first half of 2018, the international version alone has ''220'' playable characters, with an additional six currently available only in the Japanese version, for a grand total of '''226'''.



* MassiveMultiplayerCrossover: The entire point of the game, which is explained by the characters and realms existing within records of famous events and battles. The game pulls from all areas from the franchise, from the first ''VideoGame/FinalFantasyI'', to ''[[VideoGame/FinalFantasyVII Compilation of Final Fantasy VII]]'', to ''VideoGame/FinalFantasyXIV'', making for one ''[[LoadsAndLoadsOfCharacters massive]]'' MassiveMultiplayerCrossover.

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* MassiveMultiplayerCrossover: The entire point of the game, which is explained by the characters and realms existing within records of famous events and battles. The game pulls from all areas from the franchise, from the first ''VideoGame/FinalFantasyI'', to ''[[VideoGame/FinalFantasyVII Compilation of Final Fantasy VII]]'', to ''VideoGame/FinalFantasyXIV'', making for one ''[[LoadsAndLoadsOfCharacters massive]]'' ''massive'' MassiveMultiplayerCrossover.

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** In the game's early days, the developers used signature and/or powerful weapons for each character for Soul Break relics. But as the game kept going and more Soul Breaks were added to characters, this obviously no longer worked for most of the cast. This results in oddities where weapons that were the strongest of their kind in their home games are outclassed by what in the home game was VendorTrash, but here is more powerful.

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** In the game's early days, the developers used signature and/or powerful weapons for each character for Soul Break relics. But as the game kept going and more Soul Breaks were added to characters, this obviously no longer worked for most of the cast. This results in oddities where weapons that were the strongest of their kind in their home games are outclassed by what in the home game was VendorTrash, weaker, but here is more powerful.
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* YouGottaHaveBlueHair: Characters such as Lenna, Terra, and Lightning retain the improbable hair colors they had in their original games.
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* SomethingCompletelyDifferent:
** Some dungeons shake up the usual formula, with a weaker boss in every battle or the boss stage coming first.
** Collection Events have you collect clusters of items dropped from enemies, bosses and completion rewards, to be exchanged for rewards in the event's proprietary shop.
** Survival Events throw players into a gauntlet of single battles against random enemy formations for Memory Shards. With every victory, you get more Shards, and your stash is multiplied depending on the enemy's level. Winning or leaving the dungeon between rounds banks your rewards into Memory Prisms, and the total number determines your rewards; if your party falls, you lose all Shards earned.
** The ''VideoGame/DissidiaFinalFantasy'' events. Rather than traditional multi-stage dungeons, each dungeon in both parts was a single fight against the boss.
** The Crystal Tower events are segmented {{boss rush}}es that can be done in any order--but using a character in one battle locks them out of all others to avert ComplacentGamingSyndrome.
** The "Shinra's Finest" event is a Jump Start gauntlet run of 100 Shinra troopers and mechs, with each wave broken up by minibosses. Unusually, only Sephiroth gets Record Synergy.

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*** From ''VII'', Cid, Barret, and Cait Sith, are playable characters and are just kinda average here in their roles. Shelke, a supporting character from the ''Dirge of Cerberus'' spinoff, is considered one of the best Support characters in the game.
*** Echo is just a FairyCompanion to the main character of a ''Final Fantasy'' mobile spin-off, she got a Relic that endowed upon her a Soul Break that gave the entire party DEF and RES boosts '''and''' Hastega. Not to mention this ability could be stacked on top of pre-existing Soul Breaks such as Sentinel Grimoire, which had players scratching their heads at why a basically-unknown side character got one of the best Soul Breaks in the game. This was later rectified pre-release with a quick change that made the buff to be explicitly anti-MAG only, vastly reducing its viability.
** Attacks likewise can fall into this. Ungarmax, Barret's strongest Limit in ''VII'', is merely a ''Super'' Soul Break here.

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*** Locke, Edgar, and Sabin, are some of the most important characters in ''VI'', but are middle-of-the-road DPS units here. Mog, on the other hand, is an optional character in ''VI'' with almost no story significance, and has some of the best and most widely used Awakenings in the game.
*** From ''VII'', Cid, Barret, Cid and Cait Sith, Barret are playable characters and are just kinda average here in their roles. Shelke, a supporting character from the ''Dirge of Cerberus'' spinoff, is considered one of the best Support characters in the game.
*** Echo is just a FairyCompanion to the main character of a ''Final Fantasy'' mobile spin-off, she got a Relic that endowed upon her a Soul Break that gave the entire party DEF and RES boosts '''and''' Hastega. Not to mention this ability could be stacked on top of pre-existing Soul Breaks such as Sentinel Grimoire, which had players scratching their heads at why a basically-unknown side character got one of the best Soul Breaks in the game. This was later rectified pre-release with a quick change that made the buff to be explicitly anti-MAG only, vastly reducing its viability.
** Attacks likewise can fall into this. Ungarmax, Barret's strongest Cloud and Tifa's second-strongest Limit commands in ''VII'', is ''VII'' are Overstrikes in this game, and Barret, Aerith, and Cid's second-strongest Limits are merely a ''Super'' Super Soul Break here.Breaks.
** Later the developers attempted to "correct" this with weapons and Soul Breaks that reuse the name of an earlier one with a prefix or suffix added, such as "Ultima Weapon+", "Heaven's Cloud Nexus", "Modified Metal Knuckle", "True Muramasa", and so forth. Soul Breaks get the suffixes "True", "Awoken", "Apex", with the latter two in particular being tied to Arcane Dyad and Awakening Dyad Soul Breaks. This gives the impression that the weapons and Soul Breaks to previously bear the names weren't the "real" thing, or weren't being used at full potential.

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* BadassDriver: Laws of physics apparently don't apply to the Fenrir; in Cloud's first Burst Soul Break, Fenrir Overdrive, he manages to do several drive-bys with the Fusion Swords, then does ''aerial cartwheels on a motorcycle''. His second BSB, Cloud Cycle, combines this with CarFu, as he jumps off his bike mid-attack, has it zoom around driverless as he slashes at the enemy before finally having it crash into the enemy and explode as he finishes off the attack with a final slash.

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* BadassDriver: Laws of physics apparently don't apply to the Fenrir; in Cloud's first Burst Soul Break, Fenrir Overdrive, he manages to do several drive-bys with the Fusion Swords, then does ''aerial cartwheels on a motorcycle''. His second BSB, Cloud Cycle, combines this with CarFu, as he jumps off his bike mid-attack, has it zoom around driverless as he slashes at the enemy before finally having it crash into the enemy and and
explode as he finishes off the attack with a final slash.slash.
* BalanceBuff: Naturally, being a gacha game where PowerCreep is a constant, this happens all the time.
** Aside from new Soul Breals, numerous characters have their ability pool expanded, either through Record Spheres and Record Boards or through game updates, giving them more versatility and sometimes changing their playstyle; for example, [[VideoGame/FinalFantasyVII Red XIII]] began as a generic support character, but a later update allowed him to use higher-tier Black Magic, increased his Magic, and he got [[DishingOutDirt earth-elemental]] Soul Breaks at the same time, turning him into an earth mage.
** When Ultra Soul Breaks began rolling out, Burst Soul Breaks often had commands that dealt four or five hits, maybe more, while normal abilities tended to deal only two, making Bursts more appealing than Ultras in many circumstances. A third-year update buffed many abilities to have higher damage multipliers or deal more hits, making Burst commands mostly obsolete and not forcing players to try and combine Ultras and Bursts for maximum potential.
** When Ultra Soul Breaks with Brave commands were introduced, they were lacklusters. Their gimmick is that Brave commands charge up as the character uses other commands, but it took three turns to charge the Brave command to Level 3 (which naturally is the most potent), making them unwieldy to strategize around, and since the Brave command only lasts a short time it was unlikely you'd be able to use it more than once. An update caused all Brave commands to begin at Level 2 after using their corresponding Soul Break, so they only took one turn to charge up, you had the option to use the slightly weaker Level 2 version if you wanted, and you could more feasibly get multiple uses out of them.
** The earliest 6* abilities introduced in Nightmare Dungeons became almost entirely useless save for Meltdown, Valigarmanda, and Curada, as the rest didn't do much damage and didn't have useful effects. They later got updated in various ways to make them more appealing. Particular mention to Ultima, which was entirely useless since it only dealt three hits of non-elemnental damage in a metagame centered on elemental damage from abilities that deal at least four hits; with the buff Ultima became ''omni''-elemental, making it viable as a niche tool for several characters.
** When Hero Abilities were introduced, several of the first were lackluster, being either of circumstantial use or not being that much stronger than normal 6* abilities in exchange for a dubious benefit like executing faster or granting a minor stat buff. Many of these characters later got a second Hero Ability that was on-par with the standard expected of later ones.
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The "endgame" content is permanent and varied. These include Nightmare Dungeons, {{Puzzle Boss}}es that require clever strategy to defeat; Magicite Dungeons, a series of bosses based on ElementalRockPaperScissors that need elementally-focused teams to defeat; and Cardia Dungeons, where each dungeon is themed around a particular realm and the player must bring their best fighters from that realm or suffer stat penalties for off-realm characters. Magicite and Cardia dungeons are tiered in levels of power, with Cardia also being divided into Dream, Torment, and Dreambreaker dungeons, each harder than the last.[[note]]Torments were originally called Nightmare Dungeons in Japan and the Nightmare Dungeons were Abyss Dungeons. Since Nightmare Dungeons was in use in English when Nightmare Dungeons began began in Japan, they were renamed Torment Dungeons and the ThemeNaming was lost.[[/note]] There's also the Labyrinths, where the player must bring three parties to explore a corridor of paintings variously containing treasure, stat boosts, debuffs, and enemies. The Labyrinth has continued to grow every few months with a rotating list of equipment to be found and new bosses added, which are a mix of element-focused and realm-focused. Aside from Nightmare Dungeons, the objective with all of these dungeons is to beat the enemy as soon as possible to reap the most rewards for your victory; a win in under 30 seconds is usually the best time the game will ask for.

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The "endgame" content is permanent and varied. These include Nightmare Dungeons, {{Puzzle Boss}}es that require clever strategy to defeat; Magicite Dungeons, a series of bosses based on ElementalRockPaperScissors that need elementally-focused teams to defeat; and Cardia Dungeons, where each dungeon is themed around a particular realm and the player must bring their best fighters from that realm or suffer stat penalties for off-realm characters. Magicite and Cardia dungeons are tiered in levels of power, with Cardia also being divided into Dream, Torment, and Dreambreaker dungeons, each harder than the last.[[note]]Torments were originally called Nightmare Dungeons in Japan and the Nightmare Dungeons were Abyss Dungeons. Since Nightmare Dungeons was in use in English when Nightmare Dungeons began began in Japan, they were renamed Torment Dungeons and the ThemeNaming was lost.[[/note]] There's also the Labyrinths, where the player must bring three parties to explore a corridor of paintings variously containing treasure, stat boosts, debuffs, and enemies. The Labyrinth has continued to grow every few months with a rotating list of equipment to be found and new bosses added, which are a mix of element-focused and realm-focused. Aside from Nightmare Dungeons, the objective with all of these dungeons is to beat the enemy as soon quickly as possible to reap the most rewards for your victory; a win in under 30 seconds is usually the best time the game will ask for.
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* AbsurdlyLowLevelCap: The standard level cap is only 50 and you can reach it fairly easily, at which point you can use Memory Crystals to raise the cap to 65, 80, and finally 99. You have abundant resources to raise dozens of characters this high, and long-time players have raised the entire roster to 99 long ago. However, the late-game content has evolved to the point that Level 99 characters are just assumed, so they'll still pose a great challenge. In response, Crystal Water and Magia let players continue to boost characters' stats even though they can't level up anymore. Overall, the achievement of getting characters to Level 99 is completely meaningless but for the fact it nets you their last Record Materia.

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* AbsurdlyLowLevelCap: The standard level cap is only 50 and you can reach it fairly easily, at which point you can use Memory Crystals to raise the cap to 65, 80, and finally 99. You have abundant resources to raise dozens of characters this high, and long-time players have raised the entire roster to 99 long ago. However, the late-game content has evolved to the point that Level 99 characters are just assumed, so they'll still pose a great challenge. In response, Crystal Water and Magia let players continue lieu of raising the level cap, the developers introduced ways to boost characters' the stats even though they can't level up anymore. Overall, the achievement of getting characters to Level 99 is completely meaningless but for the fact it nets you their last further (Crystal Water, Magia, Record Materia.Boards) even once they hit Level 99.
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->'''Note:''' Characters in italics are, as of February 2022, available only in Japan.

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->'''Note:''' Characters in italics are, as of February March 2022, available only in Japan.



* '''[[VideoGame/FinalFantasyType0 Type-0]]:''' Ace, Deuce, Trey, Cater, Cinque, Sice, Seven, Eight, Nine, Jack, Queen, King, Rem Tokimiya, Machina Kunagiri

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* '''[[VideoGame/FinalFantasyType0 Type-0]]:''' Ace, Deuce, Trey, Cater, Cinque, Sice, Seven, Eight, Nine, Jack, Queen, King, Rem Tokimiya, Machina KunagiriKunagiri, ''Kurasame Susaya''
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Although the game expects players to keep up with the PowerCreep, as most gacha games do, the manner in which these dungeons are structured and their mechanics designed means that fully built characters are not necessary, a single good relic can be enough for a character to carry their weight. Considering that many characters now have ''dozens'' of relics, the developers thankfully don't expect you to have all of them. Older relics are no longer even offered on some banners and are made available in an in-game shop, where players can trade for them with currency earned entirely in-game. While these Relics and their associated Soul Breaks are outdated, they're not obsolete and can be useful to fill in a character's kit with a key element they were missing. This means that ''Record Keeper'' averts AllegedlyFreeGame very effectively: you won't always get the relics you want to clear content, but with patience and a bit of luck, eventually you can get what you need.

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Although the game expects players to keep up with the PowerCreep, as most gacha games do, the manner in which these dungeons are structured and their mechanics designed means that fully built characters are not necessary, a single good relic can be enough for a character to carry their weight. Considering that many characters now have ''dozens'' of relics, the developers thankfully don't expect you to have all of them. Older relics are no longer even offered on some banners and are made available in an in-game shop, where players can trade for them with currency earned entirely in-game. While these Relics and their associated Soul Breaks are outdated, they're not obsolete and can be useful to fill in a character's kit with a key element they were missing. This means that ''Record Keeper'' averts AllegedlyFreeGame very effectively: you won't always get the relics you want to clear the latest content, but with a bit of luck on the gacha and patience and a bit of luck, to let Power Creep sink in, eventually you can get what you need.
need, likely just in time for the next tier of content to release and keep you pushing on.
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The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 245 at the Global version as of January 2022, with two additional characters yet to be released outside Japan, for a grand total of ''247'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.

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The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 245 at including sequels to the Global version as numbered titles, and side games ''VideoGame/FinalFantasyType0'', ''VideoGame/FinalFantasyTactics'' and its spin-offs, ''VideoGame/WorldOfFinalFantasy:'', ''VideoGame/FinalFantasyDimensionsII:'', and ''VideoGame/FinalFantasyBraveExvius''. The character roster is just shy of January 2022, with two additional characters yet to be released outside Japan, for a grand total of ''247'', 250 characters, each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.
relics.
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''Record Keeper's'' dungeons are paintings that represent various ''Final Fantasy'' games and related enemies. The bulk of the content are Realm Dungeons, which have players fight in recreations of iconic battles of the games [[AdaptationDistillation in a rough retelling of the game's events]]. An expansion of this idea are Record Dungeons, where the player controls a party combined of their protagonists and that game's characters and actually plays through the game's events on a short map they explore and cutscenes to watch. The other regular content is weekly Challenge Events, timed events that are themed around a few particular characters and tend to be accompanied by relic banners spotlighting them. Other events may also rotate weekly, including events where the player can play them repeatedly to collect tokens to exchange in a shop, events where the player can fight a particularly powerful boss from the realm being spotlighted in the current Challenge Dungeon, and events where the player must fight a gauntlet of enemies with entirely different parties, or a single party that must have the endurance to beat multiple bosses. As the metagame has evolved, these rotating weekly events are primarily to give players a way to stockpile resources to upgrade their party, and to give newcomers a way to recruit characters.

The "endgame" content is varied and permanent. These include Nightmare Dungeons, {{Puzzle Boss}}es that require clever strategy to defeat; Magicite Dungeons, a series of bosses based on ElementalRockPaperScissors that need elementally-focused teams to defeat; and Cardia Dungeons, where each dungeon is themed around a particular realm and the player must bring their best fighters from that realm or suffer stat penalties for off-realm characters. Magicite and Cardia dungeons are tiered in levels of power, with Cardia also being divided into Dream, Torment, and Dreambreaker dungeons, each worse than the last.[[note]]Torments were originally called Nightmare Dungeons in Japan and the Nightmare Dungeons were Abyss Dungeons. Since Nightmare Dungeons was in use in English when Nightmare Dungeons began began in Japan, they were renamed Torment Dungeons and the ThemeNaming was lost.[[/note]] There's also the Labyrinths, where the player must bring three parties in to explore a corridor of paintings various containing treasure, stat boosts, debuffs, and enemies, in order to find powerful character-exclusive equipment. The Labyrinth has continue to grow every few months with a rotating list of equipment to be found and new bosses added, which are a mix of element-focused and realm-focused. Aside from Nightmare Dungeons, the objective with all of these dungeons is to beat the enemy as soon as possible to reap the most rewards for your victory; a win in under 30 seconds is usually the best time the game calls for.

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''Record Keeper's'' dungeons are paintings that represent various ''Final Fantasy'' games and related enemies. The bulk of the content are Realm Dungeons, which have players fight in recreations of iconic battles of the games [[AdaptationDistillation in a rough retelling of the game's events]]. An expansion of this idea are Record Dungeons, where the player controls a party combined of their protagonists and that game's characters and actually plays through the game's events on a short map they explore and watch cutscenes to watch.that recreate the events of the games. The other regular content is weekly Challenge Events, timed events that are themed around a few particular characters and tend to be accompanied by relic banners spotlighting them. Other events may also rotate weekly, including events where the player can play them repeatedly to collect tokens to exchange in a shop, for items, events where the player can fight a particularly powerful boss from the realm being spotlighted in the current Challenge Dungeon, and events where the player must fight a gauntlet of enemies with entirely different parties, or a single party that must have the endurance to beat multiple bosses. As the metagame has evolved, these rotating weekly events are became primarily a means to give newcomers a way to recruit characters, and all players a way to stockpile resources to upgrade their party, and to give newcomers a way to recruit characters.

party.

The "endgame" content is varied permanent and permanent.varied. These include Nightmare Dungeons, {{Puzzle Boss}}es that require clever strategy to defeat; Magicite Dungeons, a series of bosses based on ElementalRockPaperScissors that need elementally-focused teams to defeat; and Cardia Dungeons, where each dungeon is themed around a particular realm and the player must bring their best fighters from that realm or suffer stat penalties for off-realm characters. Magicite and Cardia dungeons are tiered in levels of power, with Cardia also being divided into Dream, Torment, and Dreambreaker dungeons, each worse harder than the last.[[note]]Torments were originally called Nightmare Dungeons in Japan and the Nightmare Dungeons were Abyss Dungeons. Since Nightmare Dungeons was in use in English when Nightmare Dungeons began began in Japan, they were renamed Torment Dungeons and the ThemeNaming was lost.[[/note]] There's also the Labyrinths, where the player must bring three parties in to explore a corridor of paintings various variously containing treasure, stat boosts, debuffs, and enemies, in order to find powerful character-exclusive equipment. enemies. The Labyrinth has continue continued to grow every few months with a rotating list of equipment to be found and new bosses added, which are a mix of element-focused and realm-focused. Aside from Nightmare Dungeons, the objective with all of these dungeons is to beat the enemy as soon as possible to reap the most rewards for your victory; a win in under 30 seconds is usually the best time the game calls will ask for.

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The game is separated into worlds representing each Final Fantasy game, which is then divided into portraits that represent an area or dungeon in each game, and overall [[AdaptationDistillation acts as a summary for each game]]. These compromise the bulk of dungeons, called "Realm Dungeons". Weekly events called "Challenge Dungeons" spotlight a few particular characters and associated story sequences. There are also numerous higher-difficulty dungeons that have less to do with stories and more to do with paintings corrupted by particularly evil forces and house dangerous enemies. These include Nightmare Dungeons, {{Puzzle Boss}}es that require clever strategy to defeat, Magicite Dungeons, a series of bosses based on ElementalRockPaperScissors that need elementally-focused teams to defeat, and Torment Dungeons, where each dungeon is themed around a particular Realm and the player must bring their best fighters from that Realm to challenge the boss across three levels of escalating power.

Gameplay in ''Record Keeper'' uses the old-school Active Time Battle System. Players control a party of five characters, each able to equip two abilities with a limited number of charges, and each being able to equip up to four Soul Breaks, the game's LimitBreak system. As the player completes dungeons and earns rewards, they can use Orbs and Crystals to craft and hone their equippable abilities, use Scarletite and Adamantite to upgrade their equipment, use Motes and Crystal Water to improve characters' stats and even expand their ability pool, and earn Record Materia that give characters unique benefits in battle. They can also equip Magicite, summonstones that call monsters into battle to support the party, and passively grant them stat bonuses.

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The game is separated into worlds representing each Final Fantasy game, which is then divided into portraits ''Record Keeper's'' dungeons are paintings that represent an area or dungeon in each game, various ''Final Fantasy'' games and overall related enemies. The bulk of the content are Realm Dungeons, which have players fight in recreations of iconic battles of the games [[AdaptationDistillation acts as in a summary for each game]]. These compromise rough retelling of the bulk game's events]]. An expansion of dungeons, called "Realm Dungeons". Weekly this idea are Record Dungeons, where the player controls a party combined of their protagonists and that game's characters and actually plays through the game's events called "Challenge Dungeons" spotlight on a short map they explore and cutscenes to watch. The other regular content is weekly Challenge Events, timed events that are themed around a few particular characters and associated story sequences. There are tend to be accompanied by relic banners spotlighting them. Other events may also numerous higher-difficulty dungeons that have less rotate weekly, including events where the player can play them repeatedly to do with stories and more collect tokens to do with paintings corrupted by exchange in a shop, events where the player can fight a particularly evil forces powerful boss from the realm being spotlighted in the current Challenge Dungeon, and house dangerous enemies. events where the player must fight a gauntlet of enemies with entirely different parties, or a single party that must have the endurance to beat multiple bosses. As the metagame has evolved, these rotating weekly events are primarily to give players a way to stockpile resources to upgrade their party, and to give newcomers a way to recruit characters.

The "endgame" content is varied and permanent.
These include Nightmare Dungeons, {{Puzzle Boss}}es that require clever strategy to defeat, defeat; Magicite Dungeons, a series of bosses based on ElementalRockPaperScissors that need elementally-focused teams to defeat, defeat; and Torment Cardia Dungeons, where each dungeon is themed around a particular Realm realm and the player must bring their best fighters from that Realm to challenge the boss across three realm or suffer stat penalties for off-realm characters. Magicite and Cardia dungeons are tiered in levels of escalating power.

power, with Cardia also being divided into Dream, Torment, and Dreambreaker dungeons, each worse than the last.[[note]]Torments were originally called Nightmare Dungeons in Japan and the Nightmare Dungeons were Abyss Dungeons. Since Nightmare Dungeons was in use in English when Nightmare Dungeons began began in Japan, they were renamed Torment Dungeons and the ThemeNaming was lost.[[/note]] There's also the Labyrinths, where the player must bring three parties in to explore a corridor of paintings various containing treasure, stat boosts, debuffs, and enemies, in order to find powerful character-exclusive equipment. The Labyrinth has continue to grow every few months with a rotating list of equipment to be found and new bosses added, which are a mix of element-focused and realm-focused. Aside from Nightmare Dungeons, the objective with all of these dungeons is to beat the enemy as soon as possible to reap the most rewards for your victory; a win in under 30 seconds is usually the best time the game calls for.

Gameplay in ''Record Keeper'' uses the old-school Active Time Battle System. Players control a party of five characters, each able to equip two abilities with a limited number of charges, and each being able to they can also equip up Materia, divided into two types (Legend and Record; Legend Materia is character-specific, Record Materia is universal) that grant passive abilities like a chance to four Soul Breaks, dualcast commands or increase the potency of attacks. The player can support their party with Magicite, the game's SummonMagic, or a Historia Crystal, a different type of SummonMagic that focuses power into heroes from a particular realm rather than calling a powerful monster. Characters can be upgraded with Motes, Crystal Water, and Magia to improve their stats and expand their ability pool. The game's LimitBreak system. As system is Soul Breaks, which are learned by acquiring a relic that contains that Soul Break. Characters can equip up to ten Soul Breaks and their effects tend to nudge them into specific playstyles. Characters often have a degree of overlap but still usually have something unique they could bring to a party. For example, [[VideoGame/FinalFantasyVII Cloud, Zack, and Angeal]], are all [[BlowYouAway wind]]-elemental characters, but Cloud excels most at dealing heavy damage with attacks that can break the player completes damage cap, Zack lacks raw power but can lower the enemy's resistance to wind attacks, and Angeal can help keep the party alive with support healing and barriers to reduce the damage the party takes.

Although the game expects players to keep up with the PowerCreep, as most gacha games do, the manner in which these
dungeons are structured and earns rewards, they can use Orbs and Crystals to craft and hone their equippable abilities, use Scarletite and Adamantite to upgrade their equipment, use Motes and Crystal Water to improve characters' stats and even expand their ability pool, and earn Record Materia mechanics designed means that give fully built characters unique benefits in battle. They are not necessary, a single good relic can also equip Magicite, summonstones be enough for a character to carry their weight. Considering that call monsters into battle to support many characters now have ''dozens'' of relics, the party, developers thankfully don't expect you to have all of them. Older relics are no longer even offered on some banners and passively grant are made available in an in-game shop, where players can trade for them stat bonuses.
with currency earned entirely in-game. While these Relics and their associated Soul Breaks are outdated, they're not obsolete and can be useful to fill in a character's kit with a key element they were missing. This means that ''Record Keeper'' averts AllegedlyFreeGame very effectively: you won't always get the relics you want to clear content, but with patience and a bit of luck, eventually you can get what you need.
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->'''Note:''' Characters in italics are, as of January 2022, available only in Japan.

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->'''Note:''' Characters in italics are, as of January February 2022, available only in Japan.



* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox Fleuret, Ardyn Izunia, ''Ravus Nox Fleuret''

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* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox Fleuret, Ardyn Izunia, ''Ravus Ravus Nox Fleuret''Fleuret
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* ObviousRulePatch: When Dreambreaker bosses were added to the game, they had a mechanic where they inflict Full Break on the party when they phase change, heavily debuffing their ATK/DEF/MAG/RES. Since Dreambreakers allow players to bring one off-realm character without penalty, so they chose Tyro, since he has an Overstrike Soul Break that overwrites the ATK/DEF/MAG/RES debuff. The developers caught onto this because later Dreambreakers began inflicting Stop when they phase changed and were given high enough MND that most off-realm characters who aren't White Mages would be stunned for several seconds (including Tyro). The Dreambreaker boss, Dragonking Bahamut, shutdowns Tyro entirely; if he is ever damaged by a Soul Break or Limit Break from an off-realm character, he instantly counters with Full Break.

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* ObviousRulePatch: When Dreambreaker bosses were added to the game, they had a mechanic where they inflict Full Break on the party when they phase change, heavily debuffing their ATK/DEF/MAG/RES. Since Dreambreakers allow players to bring one off-realm character without penalty, so they most players chose Tyro, since he has an Overstrike Soul Break that overwrites the buffs ATK/DEF/MAG/RES debuff.and thus players had a means to overwrite the Full Break debuff without chasing the new Relics coming out that had the same buffing effect. The developers caught onto this because later Dreambreakers began inflicting Stop when they phase changed and were given high enough MND that most off-realm characters who aren't White Mages would be stunned for several seconds (including Tyro). The Dreambreaker boss, Dragonking Bahamut, shutdowns Tyro entirely; if he is ever damaged by a Soul Break or Limit Break from an off-realm character, he instantly counters with Full Break.
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The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 245 at the Global version as of August 2021, with one additional character yet to be released outside Japan, for a grand total of ''246'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.

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The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 245 at the Global version as of August 2021, January 2022, with one two additional character characters yet to be released outside Japan, for a grand total of ''246'', ''247'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.



->'''Note:''' Characters in italics are, as of August 2021, available only in Japan.

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->'''Note:''' Characters in italics are, as of August 2021, January 2022, available only in Japan.



* '''[[VideoGame/FinalFantasyXI XI]]:''' Shantotto, Ayame, Curilla V Mecru, Prishe, Lion, Aphmau, Zeid, Lilisette, Naja Salaheem

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* '''[[VideoGame/FinalFantasyXI XI]]:''' Shantotto, Ayame, Curilla V Mecru, Prishe, Lion, Aphmau, Zeid, Lilisette, Naja SalaheemSalaheem, ''Arciela V. Adoulin''
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** Dual Shifting to mode two when using DAASBs. While they add an extra break cap and other effects like instant cast, you only get a set number of turns when switching modes and it decreases the more times you using an ability in mode one. The exceptions are DAASBs that are one turn only but don't remove the mode one but add an extra effect after you use an ability after a shift.
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** '''Dual Awakening Soul Break:''' The next step up from normal Awakening Soul Breaks, they only deal 7 hits on use but have an innate level of damage cap increase, making it easier to break Savage modes with them. Like their name implies, they work in two stages: they start off in Mode I after use, which generally has similar effects to that character's existing Awakening but with the doublecast being upgraded to triplecast and no infinite ability uses for their duration, which, while initially seeming like a downgrade, also makes them work properly with Syncs. Once in Mode I, you can switch to Mode II at any time, with the switch action itself being instant and filling the character's ATB gauge, meaning you don't lose any time when doing so: once in Mode II, the character generally gains another level or 2 of damage cap increase and another buff, but their triplecast is downgraded to a doublecast, which might not make the switch worth it for most characters. Unlike the default 15 second duration, the duration of Mode II is dependent on the number of turns spent in Mode I: if switched to after 1 or 2 turns in Mode I, it lasts for a maximum duration of 3 turns, with every turn spent in Mode I after that lowering the duration by 1, meaning Mode II ends instantly if switched to after 5 turns in Mode I.

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** '''Dual Awakening Soul Break:''' The next step up from normal Awakening Soul Breaks, they only deal 7 hits on use but have an innate level of damage cap increase, making it easier to break Savage modes with them. Like their name implies, they work in two stages: they start off in Mode I after use, which generally has similar effects to that character's existing Awakening but with the doublecast being upgraded to triplecast and no infinite ability uses for their duration, which, while initially seeming like a downgrade, also makes them work properly with Syncs. Once in Mode I, you can switch to Mode II at any time, with the switch action itself being instant and filling the character's ATB gauge, meaning you don't lose any time when doing so: once in Mode II, the character generally gains another level or 2 of damage cap increase and another buff, but their triplecast is downgraded to a doublecast, which might not make the switch worth it for most characters. Unlike the default 15 second duration, the duration of Mode II is dependent on the number of turns spent in Mode I: if switched to after 1 or 2 turns in Mode I, it lasts for a maximum duration of 3 turns, with every turn spent in Mode I after that lowering the duration by 1, meaning Mode II ends instantly after a single turn if switched to after 5 4 turns in Mode I.I, and after 5 turns, the option to switch isn't available anymore. Later Dual Awakenings have a different Mode II that only lasts for a single turn but doesn't end Mode I and generally has a powerful effect to make up for it.
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** '''Dual Awakening Soul Break:''' The next step up from normal Awakening Soul Breaks, they only deal 7 hits on use but have an innate level of damage cap increase, making it easier to break Savage modes with them. Like their name implies, they work in two stages: they start off in Mode I after use, which generally has similar effects to that character's existing Awakening but with the doublecast being upgraded to triplecast and no infinite ability uses for their duration, which, while initially seeming like a downgrade, also makes them work properly with Syncs. Once in Mode I, you can switch to Mode II at any time, with the switch action itself being instant and filling the character's ATB gauge, meaning you don't lose any time when doing so: once in Mode II, the character generally gains another level or 2 of damage cap increase and another buff, but their triplecast is downgraded to a doublecast, which might not make the switch worth it for most characters. Unlike the default 15 second duration, the duration of Mode II is dependent on the number of turns spent in Mode I: if switched to after 1 or 2 turns in Mode I, it lasts for a maximum duration of 3 turns, with every turn spent in Mode I after that lowering the duration by 1, meaning Mode II ends instantly if switched to after 5 turns in Mode I.

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** '''Chain Soul Break:''' Applies a timed "chain" effect to offensive skills of a certain element to multiply their damage for each successive hit. These come in 3 main varieties: the first type deals damage on their own and gives some sort of party-wide support effect as well as a 20% boost to all damage of that element and the ones that don't give any supporting effects, deal twice the number of initial number of hits, while the second type trades the extra hits and damage for a strong party ATK/MAG buff, a 50% boost to all damage of that element and a higher max chain count of 150 compared to 99 of the older types of chains. There's also a third type of Chain Soul Break that's not as much of a direct upgrade to the second type of chain: they only have a max chain count of 99 like the first type of chains, but they retain the second type's ATK/MAG boost and larger base boost to elemental damage and in exchange for the lower max chain count, they cast instantly and also provide the party an additional 20% increase to the damage of that element, allowing the party to potentially deal more damage at lower chain counts but also having lower maximum overall damage during the chain. In addition to elemental Chains, there are also Realm Chains which have largely identical hitcounts and base damage boosts and instead of working off elemental damage, they instead boost all damage of characters belonging to that realm and the entry effect also either grants the party an Attack and Magic buff and Haste or an ATK/MAG/DEF/RES buff to counter Dreambreakers' perioidical Full Break and the removal of cast time for a turn.

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** '''Chain Soul Break:''' Applies a timed "chain" effect to offensive skills of a certain element to multiply their damage for each successive hit. These come in 3 main varieties: the first type deals damage on their own and gives some sort of party-wide support effect as well as a 20% boost to all damage of that element and the ones that don't give any supporting effects, deal twice the number of initial number of hits, while the second type trades the extra hits and damage for a strong party ATK/MAG buff, a 50% boost to all damage of that element and a higher max chain count of 150 compared to 99 of the older types of chains. There's also a third type of Chain Soul Break that's not as much of a direct upgrade to the second type of chain: they only have a max chain count of 99 like the first type of chains, but they retain the second type's ATK/MAG boost and larger base boost to elemental damage and in exchange for the lower max chain count, they cast instantly and also provide the party an additional 20% increase to the damage of that element, allowing the party to potentially deal more damage at lower chain counts but also having lower maximum overall damage during the chain. In addition to elemental Chains, there are also Realm Chains which have largely identical hitcounts and base damage boosts and instead of working off elemental damage, they instead boost all damage of characters belonging to that realm and the entry effect also either grants the party an Attack and Magic buff and Haste or an ATK/MAG/DEF/RES buff to counter Dreambreakers' perioidical Full Break and the removal of cast time for a turn. Yet another tier of chains are the Bond chains, which are given to DPS characters, are equal to the second type of chains in power, grant another buff to the party depending on whether they're elemental or realm chains (elemental chains grant a short duration buff of that element with its strength determined by the number of characters in the party with a matching elemental infusion, while realm-type chains grant a longer, weaker buff that can trigger up to 3 times for 3 different elements and works with every element), cost no SB to use, cast instantly, remove the caster's cast time for their next turn, can only be used once per battle, and when fully honed, also instantly fill the caster's ATB gauge after use.



** '''Arcane Dyad:''' Another variant of Arcane Overstrikes, they, like their name implies, essentially function like 2 Soul Breaks in one and provide more functionality than just "lots of damage all at once": the first use of one essentially functions like a Glint+ and costs no SB bar to use, providing the character a stacking En-Element, an increase of their damage cap and a status with no time limit that keeps track of number of attacks used or total damage inflicted. The second use takes 3 SB bars to use and essentially works like a 20+1 hit version of an Arcane Overstrike, but with each hit having up to double the potency of normal Arcane Overstrike hits and the weaker hits being able to deal up to 29999 damage each, both of these being determined by dealing enough damage or attacks after using the first part of the Arcane Dyad.

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** '''Limit Break Guardian:''' Uses the Limit Break gauge to summon an Eidolon, which functions similarly to summons in VideoGame/FinalFantasyX: they take all the damage aimed at the party when they're present, they enter the battle with a number of status buffs in effect, both of their attacks are cast instantly due to their short duration, their LimitBreak ability is used automatically when the time limit expires or their run out of HP if it's not used before that and the number of available Limit Break gauges available when they're summoned determines their stats.
** '''Arcane Dyad:''' Another variant of Arcane Overstrikes, they, like their name implies, essentially function like 2 Soul Breaks in one and provide more functionality than just "lots of damage all at once": the first use of one essentially functions like a Glint+ and costs no SB bar to use, providing the character a stacking En-Element, an increase of their damage cap and a status with no time limit that keeps track of number of attacks used or total damage inflicted. The second use takes 3 SB bars to use and essentially works like a 20+1 hit version of an Arcane Overstrike, but with each hit having up to double the potency of normal Arcane Overstrike hits and the weaker hits being able to deal up to 29999 damage each, both of these being determined by dealing enough damage or attacks after using the first part of the Arcane Dyad. Some Arcane Dyads are more supportive in nature and have partywide effects on use in addition to increasing the user's damage cap and having another effect on second use, at the cost of their finishers only being 10+1 hits and only having an innate maximum damage cap of 19999 for the first 10 hits.
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Added DiffLines:

* ObviousRulePatch: When Dreambreaker bosses were added to the game, they had a mechanic where they inflict Full Break on the party when they phase change, heavily debuffing their ATK/DEF/MAG/RES. Since Dreambreakers allow players to bring one off-realm character without penalty, so they chose Tyro, since he has an Overstrike Soul Break that overwrites the ATK/DEF/MAG/RES debuff. The developers caught onto this because later Dreambreakers began inflicting Stop when they phase changed and were given high enough MND that most off-realm characters who aren't White Mages would be stunned for several seconds (including Tyro). The Dreambreaker boss, Dragonking Bahamut, shutdowns Tyro entirely; if he is ever damaged by a Soul Break or Limit Break from an off-realm character, he instantly counters with Full Break.
Is there an issue? Send a MessageReason:
None


The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 240 at the Global version as of August 2021, with one additional character yet to be released outside Japan, for a grand total of ''246'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.

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The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 240 245 at the Global version as of August 2021, with one additional character yet to be released outside Japan, for a grand total of ''246'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.
Is there an issue? Send a MessageReason:
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->'''Note:''' Characters in italics are, as of February 2021, available only in Japan.

to:

->'''Note:''' Characters in italics are, as of February August 2021, available only in Japan.
Is there an issue? Send a MessageReason:
None


The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 240 at the Global version as of August 2021, with one additional character to be released outside Japan, for a grand total of ''246'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.

to:

The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 240 at the Global version as of August 2021, with one additional character yet to be released outside Japan, for a grand total of ''246'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.
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* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox Fleuret, Ardyn Izunia, 'Ravus Nox Fleuret'

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* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox Fleuret, Ardyn Izunia, 'Ravus ''Ravus Nox Fleuret'Fleuret''
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The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 240 at the Global version as of June 2020, with an additional five yet to be released outside Japan, for a grand total of ''245'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.

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The playable cast spans the entire ''Final Fantasy'' franchise, which stands at 240 at the Global version as of June 2020, August 2021, with an one additional five yet character to be released outside Japan, for a grand total of ''245'', ''246'', each with their own equipment draw, ability pool, and Soul Breaks with associated Relics.



* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox Fleuret, Ardyn Izunia

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* '''[[VideoGame/FinalFantasyXV XV]]:''' Noctis Lucis Caelum, Gladiolus Amicitia, Iris Amicitia, Prompto Argentum, Aranea Highwind, Ignis Scientia, Cor Leonis, Lunafreya Nox Fleuret, Ardyn IzuniaIzunia, 'Ravus Nox Fleuret'
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* GameplayAndStorySegregation: The cutscenes involving the main cast don't take into account if you've seen other scenes with them or not. Particularly when special dungeons accompany the quarterly Fests that have cutscenes, it's possible to view a conversation between Tyro, Dr. Mog, Elarra, Biggs, and Wedge, when the player hasn't yet progressed enough in the Magicite and Record Dungeons to meet them yet.
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Redirecting to Status Effects.


** Magicites are designed to be the hardest persistent content the game currently has to offer: they have massive stats that can't be lowered to any meaningful degree with Breaks and require you to either completely focus on the element they're weak against, make use of strong non-elemental abilities to do damage or reduce their resistance to an element you can capitalize on the best. They also do massive amounts of damage as expected, with 3000-4000+ being the average amount of damage you take from 4* Magicites' strongest attacks even with full mitigation and resistance to their main element, and if you take too long to kill them, they become enraged and spam their strongest attacks every turn until either they or your party are dead. Finally, almost all of them have some kind of a gimmick that you need to prepare for in addition to having good sources of damage and healing, such as extremely powerful counters, being able to temporarily avoid your attacks, using {{Standard Status Effect}}s that are hard to avoid due to having to use an accessory slot to reduce their massive damage, a LastDitchMove, a powerful opening move or reducing your offensive stats while increasing their own. 5* Magicites naturally take this to the next level, with much higher overall stats and an Enrage mode that they enter periodically, the effects of which depend on the specific Magicite, but it'll generally make them much deadlier and/or harder to deal damage to and can only be cancelled by attacks that deal 5-digit damage to them.

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** Magicites are designed to be the hardest persistent content the game currently has to offer: they have massive stats that can't be lowered to any meaningful degree with Breaks and require you to either completely focus on the element they're weak against, make use of strong non-elemental abilities to do damage or reduce their resistance to an element you can capitalize on the best. They also do massive amounts of damage as expected, with 3000-4000+ being the average amount of damage you take from 4* Magicites' strongest attacks even with full mitigation and resistance to their main element, and if you take too long to kill them, they become enraged and spam their strongest attacks every turn until either they or your party are dead. Finally, almost all of them have some kind of a gimmick that you need to prepare for in addition to having good sources of damage and healing, such as extremely powerful counters, being able to temporarily avoid your attacks, using {{Standard Status Effect}}s StatusEffects that are hard to avoid due to having to use an accessory slot to reduce their massive damage, a LastDitchMove, a powerful opening move or reducing your offensive stats while increasing their own. 5* Magicites naturally take this to the next level, with much higher overall stats and an Enrage mode that they enter periodically, the effects of which depend on the specific Magicite, but it'll generally make them much deadlier and/or harder to deal damage to and can only be cancelled by attacks that deal 5-digit damage to them.



** There are also certain Support Abilities which are Physical attacks with {{Status Effect}}s tacked on instead. Unlike Spellblade, a much wider range of characters can use Support Abilities.

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** There are also certain Support Abilities which are Physical attacks with {{Status Effect}}s StatusEffects tacked on instead. Unlike Spellblade, a much wider range of characters can use Support Abilities.



** As usual for ''Final Fantasy'', any ability concerning {{Status Effect}}s is useless, but this game makes it more noticeable. Since characters can only equip two abilities, it's never worth bringing a status-inflicting ability along over other, more useful abilities. And for status healing, the game has not only Esuna, but Ultra Cure, which heals HP and heals status ailments, so the lower-rank White Magics that heal specific statuses will never see use.

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** As usual for ''Final Fantasy'', any ability concerning {{Status Effect}}s StatusEffects is useless, but this game makes it more noticeable. Since characters can only equip two abilities, it's never worth bringing a status-inflicting ability along over other, more useful abilities. And for status healing, the game has not only Esuna, but Ultra Cure, which heals HP and heals status ailments, so the lower-rank White Magics that heal specific statuses will never see use.
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Redirecting to Status Effects.


* ArbitraryMissionRestriction: Dungeons have a "Mastery" ranking system, judged by damage taken, KO'd party members and number of actions taken. All boss stages are ranked on whether ''any'' party members were knocked out, with additional requirements like "exploit X's weakness to [[ElementalRockPaperScissors a certain element]]", "inflict a certain StatusEffect on X", "defeat X before it uses its SignatureMove", etc.

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* ArbitraryMissionRestriction: Dungeons have a "Mastery" ranking system, judged by damage taken, KO'd party members and number of actions taken. All boss stages are ranked on whether ''any'' party members were knocked out, with additional requirements like "exploit X's weakness to [[ElementalRockPaperScissors a certain element]]", "inflict a certain StatusEffect [[StatusEffects status effect]] on X", "defeat X before it uses its SignatureMove", etc.



* SpellLevels: Present, of course, being Final Fantasy and all. The standard [spell], [spell]ra, [spell]ga, and [spell]ja tiers exist, mainly for the standard [[FireIceLightning Fire, Blizzard, and Thunder]] trio and the Cure line, although other spells like Water and Gravity get second tiers, like Watera and Gravija. Some spells like Protect have just a -ga level which affects the whole party instead of just one character like the basic version, while StandardStatusEffect spells like Slow have a -ga version that is a lot more accurate.

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* SpellLevels: Present, of course, being Final Fantasy and all. The standard [spell], [spell]ra, [spell]ga, and [spell]ja tiers exist, mainly for the standard [[FireIceLightning Fire, Blizzard, and Thunder]] trio and the Cure line, although other spells like Water and Gravity get second tiers, like Watera and Gravija. Some spells like Protect have just a -ga level which affects the whole party instead of just one character like the basic version, while StandardStatusEffect spells that inflict StatusEffects like Slow have a -ga version that is a lot more accurate.



* StandardStatusEffects: The usual Poison, Blind, Paralyze, etc. status can be applied by both your characters and the enemies. However, they avert the usual UselessUsefulSpell the series is known for; a lot of bosses are weak to a couple of status effects, as well as Paralyze and Slow, making some abilities like Intimidate ''very'' useful. The game actually encourages players to use status effects against some bosses to get a Mastery ranking. This, unfortunately, can turn boss battles into a drag [[LuckBasedMission if the player is unlucky]] and his attacks don't activate the desired status.

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* StandardStatusEffects: StatusEffects: The usual Poison, Blind, Paralyze, etc. status can be applied by both your characters and the enemies. However, they avert the usual UselessUsefulSpell the series is known for; a lot of bosses are weak to a couple of status effects, as well as Paralyze and Slow, making some abilities like Intimidate ''very'' useful. The game actually encourages players to use status effects against some bosses to get a Mastery ranking. This, unfortunately, can turn boss battles into a drag [[LuckBasedMission if the player is unlucky]] and his attacks don't activate the desired status.
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** '''Limit Break Glint:''' Glints that use the Limit Break bar instead of Soul Break to perform, they take a single segment of the Limit Break bar to use and unlike normal Glints that only affect the user, they can provide similar effects to the entire party, such as granting everyone an Elemental Infusion.

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** '''Limit Break Glint:''' Glints that use the Limit Break bar instead of Soul Break to perform, they take a single segment of the Limit Break bar to use and unlike normal Glints that only affect the user, they can provide similar effects to the entire party, such as granting everyone an Elemental Infusion. Some of them instead perform an Overstrike attack at no Limit Break bar cost and actually fill the Limit Break bar by 1 segment, letting you use them earlier.

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