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Characters page for Dissidia Final Fantasy: Opera Omnia. Beware: spoilers originating in the characters' respective games are unmarked.

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An original character made for Opera Omnia. Mog the moogle is the one charged by the goddess Materia to recruit warriors with the Light in order to close the Torsions springing up across the land. Described as a spirit found in the Void, Mog is not native to any particular Final Fantasy world. As the one who can sense the Light within others, and with an ability to detect the Torsions, Mog is the one who decides where the party travels for their next challenge.

  • The Atoner: After being freed from his possession, Mog resolves to make it up to the party and help them fight the evil presence he sensed and save all of their worlds for real.
  • Demonic Possession: Mog is revealed to be possessed by the Blackened Will, an Eldritch Abomination that is the cause for all his suspicious behavior and Life Drain on the heroes.
  • Heroic Sacrifice: The beginning of Arc 2, Chapter 1 has the party's airship under assault from dark creatures. When the engines are blown out and the airship heads for a crash landing, Mog uses all of his power to teleport everyone to safety, leaving him to go down with the ship. The party finds him in the wreckage afterward, nursing him back to health by the end of the chapter.
  • "I Know You're in There Somewhere" Fight: On the receiving end of this fight when the party fights the Blackened Will to save him.
  • Joke Character: For an April Fool's event, Mog decides to forge a summon pact with Terra. But when he is equipped as a summon, all he does is increase Terra's attack by a minuscule amount, cleanse her debuffs, and... increase Terra's "love." He doesn't even give the player five free turns like the other summons do!
  • The Mole: Mog is shown to be subservient to both Materia and Spiritus, meeting with the latter in secret.
  • Mr. Exposition: Mog is usually the one who explains the situation to new recruits when they're confused about finding themselves in a different world.
  • Non-Action Guy: Mog never participates in battle.
  • Oh, Crap!: Mog's reaction to finding out Prishe can read minds, being quite afraid that she may read his thoughts and find out what he's not telling the other heroes. This gets referenced again when Mog discovers Krile can talk to Moogles through their thoughts, once again showing fear that his plans will be discovered.
  • Personal Dictionary: When Cecil asks if Kain has the Light, Mog's reply is that "if he's using his powers for good, then yes." This is much different from his earlier statements, in which he claimed to sense the Light from a pure heart in the area before the party actually caught up to the new person.
  • Unreliable Expositor: As the chapters go on, Mog increasingly becomes this as it becomes clear he is hiding things from the party.
  • Verbal Tic: As always, kupo!
  • What the Hell, Hero?:
    • Mog says that he can't say for sure that everyone can be trusted given how many of them there are by Chapter 9. Terra is appalled and points out that Mog personally recruited every single one of them and vouched for each recruit's character himself.
    • Balthier says that Mog had better have a really good reason for recruiting so many children as warriors.

     Dark Manikins 

Dark Manikins

Manikins encountered by the party in the World of Darkness. Unlike regular Manikins, these are capable of independent thought, speech, and recalling the memories of the Warrior they are based off of. Created by the crystal pillar for the World of Darkness, they are meant to protect the crystal from threats (such as the planesgorgers, which destroyed the crystal pillar for the World of Light). Susceptible to outside influence, some may come under the control of those wishing to manipulate them while others simply wish to fight to prove the strength of the Warriors with the Light who have come to protect their world. Either way, encountering them proves beneficial to the Warriors - many of them possess the "brilliance" of the pillar of light, its shards, which let them gradually restore their lost memories.

  • Almost Dead Guy: The dark manikin of Vivi takes several cutscenes and battles to shut down and transfer his brilliance to Vivi. The same thing happened with Locke, who died after passing on its will to its counterpart after failing to protect the Dark Manikins of Terra and Celes.
  • Armor-Piercing Question: Hope's Dark Manikin asks him if he'd like to change the past so that he never loses his mother, trying to convince him to side with Caius.
  • Artificial Human: All of them, technically, but Machina's Dark Manikin in particular. Ace creates him using the crystal core of darkness's power, giving him personality traits that he thinks a friend should have, and makes a being that isn't like the real Machina at all. Cinque even says it's like Ace made his own "dress up doll."
  • Cloning Blues: Sephiroth defeats Materia and takes over her throne, allowing him to create Dark Manikins out of the crystal core. He makes multiple copies of Zack, which get infected by Jenova cells and impersonate the party, becoming almost indistinguishable from them. The original Zack Manikin helps the party take them down, unwilling to be a pawn of Sephiroth and also because the clones degrade over time into monsters.
  • The Corruption: Kefka corrupts the Dark Manikins of the FFVI cast with darkness in Act 2 Chapter 5. Edgar's Manikin explains he is trying to use the manikins of Terra and Celes to birth a new Blackened Will.
  • Dark Is Not Evil: Despite being Manikins created from the crystal core of darkness and The Heartless, Dark Manikins are not evil in and of themselves (like most beings from the World of Darkness in past games), and usually exhibit the personalities of the people they're based on. However, they are susceptible to corruption by those willing to manipulate them to their own ends.
  • Despair Event Horizon: After their corruption by Kefka, Terra and Celes' Dark Manikins suffer through this, their hopes crushed, with the light's brilliance buried deep within them. They seem to exhibit very real emotions of pain and sadness, echoing Kefka's own feelings that nothing matters, and they lash out at the real Terra and Celes. Unfortunately, they have to be put down in a boss battle, but not before Dying as Yourself and passing their brilliance onto their counterparts.
  • Determinator: Lyse's Dark Manikin. She is noted for having quite a strong will (in a world where will is everything related to someone's power). At first, she is determined to give her memories back to Yda, only to be convinced by Caius that such terrible memories would hurt Yda, leaving the Lyse manikin to do everything in her power not to give them back to Yda - including diving into Torsions after villains like Kam'lanaut and trying to fight a planesgorger on her own, all in an effort to save Yda from pain.
  • Guest-Star Party Member: Vivi's Dark Manikin. It takes the place of the real Vivi through most of Arc 2 Chapter 3, using the same exact abilities, appearance, and stats as the real one.
  • The Heartless: The Dark Manikins in Act 2 are servants of the dark crystal core, but while they possess consciousness, as well as the mannerisms and memories of the people they're based on, they don't have hearts and can therefore be swayed by charismatic villains. Kuja manipulates a dark manikin of Vivi into being a mole, but after he attacks the party and is forgiven by them, he sides against Kuja.
  • It Can Think: To the great surprise of the party, these Manikins are capable of speech and thought, acting just like the Warriors themselves.
  • Mauve Shirt: The party members who are in the limelight for a chapter generally meet the manikins of themselves and establish a friendly relationship, though they are typically not seen again. In Act 2, Chapter 5, the party finds a pile of slaughtered manikins—including those of Yuna, Tidus, Zidane, Lightning, and the Warrior of Light, all of whom they had met and spoken to.
  • Mr. Exposition: The Warrior of Light's Dark Manikin is the first one encountered and explains what they are to the party.
  • The Mole: Vivi's Dark Manikin is planted into the party by Kuja specifically to betray them, taking the real Vivi's place after he was kidnapped. It does attack them, but Zidane and the others knew all along and try to befriend him anyway. It works.
  • Passing the Torch: Essentially their purpose - to pass the torch of protecting the World of Darkness to the warriors with the Light.
  • Taking the Bullet: In Act 2, Chapter 3, the dark manikin known as "Vivi?" takes a magic blast meant for his original self.
  • Transferable Memory: An ability that all Dark Manikins seem to have; they can hold onto memories for their real selves to spare them from the pain of what they've gone through.

Introduced in Dissidia Final Fantasy (2015)

     Materia and Spiritus 

Materia and Spiritus
Materia voiced by: Erina Mano
Spiritus voiced by: Issei Takahashi

Two warring gods that have each laid claim to rule of the world now that Cosmos and Chaos are gone, and have summoned the warriors to fight on their behalf. Spiritus is the God of Magic and Destruction, while Materia is the Goddess of Machinery and Protection. Yes, they're the same two gods from Dissidia Final Fantasy NT, who have been reborn from the deaths of Cosmos and Chaos of the original Dissidia games, though no explicit connection has been made between those games and NT with this one... yet. Appropriately, they share many of the same tropes as their incarnations in Dissidia Final Fantasy (2015).

  • "Blackmail" Is Such an Ugly Word: When Spiritus suggests that the party are pawns rather than warriors, Mog protests that they're no such thing.
  • Didn't Think This Through: Spiritus believes that raw strength and power are the chief qualifications for a summoned warrior. So he summons Kefka... to protect the world. The party really chew him out for that after the events of Act 2, Chapter 5.
  • Enemy Mine: Materia and Spiritus actively fight alongside each other after Ardyn takes control of the crystal core of darkness, but since they're both also focused on maintaining the World of Respite they can't defeat him.
  • God Is Flawed: Notably, at times it seems as if the gods are as much in the dark as the protagonists. Neither are aware of the true evils in the world, intent only on overcoming the other through forging bonds with other warriors (Materia) or straight power (Spiritus). They get called out on this.
  • God Is Inept: Or at least several characters think so. Even so, the two of them seem to care more about squabbling with each other sometimes rather than getting to the bottom of the actual issue at hand. Materia does get better by Chapter 11, though.
  • God Needs Prayer Badly: The beginning of Act 2, Chapter 7 shows a weakened Materia, who is losing her power due to the lack of faith the party has in her. It's enough for Sephiroth to effortlessly strike her down in the guise of Zack.
  • Idiot Ball: There's really no justifiable reason for Spiritus to keep Kefka around after Kefka revives the Blackened Will with the express purpose of destroying that world and every single other world except for the fact that Dissidia requires the Big Bad of each game, and because Kefka was a permanent playable character by then.
  • Manipulative Bastard: Spiritus understands emotions better than Materia but also uses them to manipulate his warriors. For instance, he motivates Seymour by telling him only about all the bad things that happened to the Guado and portrayed Yuna as selfishly ignoring their troubles.
  • The McCoy: Mog notes that Spiritus' domain is emotion, and he understands its strength.
  • Obviously Evil: Spiritus, in-universe, by several characters who assume he must be evil based on the megalomaniacs he summoned to be his champions. When they get a chance to ask him about this, he says he only cares about the power they wield, not their motivations.
  • Pet the Dog: Spiritus revives Materia, no questions asked, to maintain balance in the world (which he at one point deemed unnecessary and preferred the world of battle to it).
  • Power Limiter: Spiritus took one precaution for summoning all the megalomaniacs and super-powered antagonists from each world - he sealed away their One-Winged Angel forms in the crystal core of darkness so he could keep them under control better. Ardyn finds out about this and Seymour suspects that he intends to unseal everyone's powers so they can wreak havoc and wipe out all the worlds.
  • Rage Against the Heavens: Some characters, such as Onion Knight, Lightning, and Edgar, do not trust the gods to begin with and wish to seek them out just to get some answers, having absolutely no desire to be controlled by them. Later, the warriors realize they need Materia and decide to work with her for real.
  • Reasonable Authority Figure: Spiritus is kind of a dick, but he's got no problem with the warriors modifying the world however they choose to because it's supposed to be a world of respite for them, not him and Materia.
  • The Spock: Mog notes that Materia is not one to be swayed by emotion, but rather logic, contrasting with Spiritus. However, she later admits that seeing the party forge friendships and bonds with one another makes her feel happy.
  • Summon Bigger Fish: Materia decides that the best way to deal with the instability the planesgorgers cause is to keep summoning more warriors.
  • Tin Man: At the end of Act 2, Chapter 7, Lightning asks Materia if she understands why concealing people's painful memories was wrong. Materia replies that she didn't understand and still doesn't understand, but must accept that it was a mistake based on their anger—because while she understands how to grant a body rest, she still doesn't know how to grant rest to the spirit.
  • Power Floats: Materia is always floating in this game, whereas she never did in NT. This is true even when her powers have weakened and she is slumped over in midair.
  • Well-Intentioned Extremist: Act 2 reveals that Materia is directly responsible for the disjointed amnesia in her summoned warriors because she thought they couldn't find respite without taking their more painful memories.



Just like in Dissidia NT, Shinryu is wreaking havoc with his planesgorgers, using them to feast on the crystal pillars for both the Worlds of Darkness and Light.
  • Conflict Killer: He finally appears at the end of Act 2, Final Chapter part 1 and devours the crystal core of darkness, neatly putting an end to the fight between Ardyn and... pretty much everyone else. It leads to Ardyn joining forces with Noctis in order to defeat him.
  • The Ghost: Shinryu has not actually been seen yet as of the beginning of Arc 2, only mentioned by the villains or the gods (and he only started being mentioned after the end of Arc 1 and the defeat of the Blackened Will). He has only been seen through his planesgorgers. He finally appears at the end of Act 2.
  • Greater-Scope Villain: As revealed at the end of Act 2, towards Ardyn's Big Bad.
  • Hijacked by Ganon: Shinryu personally steals the core crystal of darkness from Ardyn, causing the latter to lose his power over it, at which point he decides to join the heroes if it means he gets to keep defying the gods that way.
  • Overarching Villain: Every chapter has an Arc Villain among Spiritus's warriors, but Shinryu is the villain throughout the whole plot.
  • The Worf Effect: The lifeless husk of a planesgorger in Act 2 is a sign that Kefka's abilities and destructive intentions have exploded to an alarming degree.


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