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Characters / Final Fantasy Record Keeper

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Character sheet for Final Fantasy Record Keeper.

The Kingdom


Synergy: Core
Class: Keeper

The titular Record Keeper, Tyro is an apprentice to Dr. Mog, in charge of watching over and preserving historical records of great adventures kept in paintings. When a mysterious force begins corrupting the Records, Tyro is tasked by Dr. Mog to enter the record paintings to restore them.

  • Awesome, but Impractical His Arbiter's Apocrypha Overstrike Soul Break and his Fantasy Unbound Ultra Soul Break. The first deals Overstrike damage and boosts the party's ATK/DEF/MAG/RES, and the latter is a 17-hit attack that raises the party's ATK/DEF/MAG/RES/MND and casts Haste on them. Their animations are also pretty awesome, Arbiter's Apocrypha depicting Tyro summoning a gigantic BFS to impale the enemy, and Fantasy Unbound has him call on the main heroes of the game's seventeen main realms to attack the enemy in rapid succession. The problem is that the multipliers on them are just pathetic, and combined with Tyro's pitiful stats, his Overstrike will struggle to break the damage cap his Ultra will deal few hundred damage a hit on average. Arbiters Apocrypha became slightly more useful once Overstrikes were buffed to only need one Soul Break gauge; while its damage is still pitiful, it's a cheap way to give the party a nifty stat boost if Tyro has a turn and the gauge to spare.note 
  • Battle Couple: With Elarra eventually, as their later relics are designed to synergize well. Tyro's Arbiter's Tome Ultra Soul Break and Fantasy Grimoire Vol. 1 Awakening Soul Break boost the party's critical hit rate, while Elarra's Magika Orare Ultra Soul Break boosts the party's critical hit damage. That Tyro is one of the foremost support characters in the game, while Elarra is one of the best healers, also means they fit well into teams together. Storyline scenes nudge them in this direction too.
  • Berserk Button: DO NOT insult Dr. Mog. Biggs learns this the hard way after he calls him a traitor
  • Black Cloak: His first Wardrobe Record is an Organization XIII coat.
  • BFS:
    • Judgement Grimoire calls down an oversized pike to drop down on the enemy. Its upgraded Super Soul Break variant, Last Judgement Grimoire, summons three oversized pikes to hit the target.
    • The Arbiter's Apocrypha Overstrike Soul Break has him summoning a gigantic sword several times his size from his tome, then impaling the target with it from above.
    • His AOSB Link of Light has him calling the Warrior of Light and performing a Combination Attack with a huge blade.
  • Blood Knight: Due to his line of work and the events of the Gauntlet of Warriors, Tyro fears becoming one of those, as he has no interest on fighting as a sport.
  • Blow You Away: Cyclone Grimoire summons a magical twister to hit the enemy party. Curiously, it deals Non-Elemental Magic Damage instead of Wind Magic Damage.
  • Can't Drop the Hero: In the Record Dungeons, he's always locked in your party along with at least one of the realm-native characters. Subverted in the second half of Chapter 2 Part 3, then he and the Shadowsmith are teleported away and the group has to search for him.
  • Crutch Character: Zigzagged. Early on his ability to use any ability and equipment lets him slip into any role you need in a time where you have limited characters, abilities, and equipment. Then you expand your options on all three fronts and he becomes less desirable due to his terrible stats. Then you dip into his Record Spheres to start patching up his stat problem a little and grab his defensive buffing Soul Breaks, like Sentinel's Grimoire, Divine Veil Grimoire, and Keeper's Tome, and he returns to be useful as a dedicated support character.
  • Determinator: By the fifth island in the Record Dungeons, he's grown to accept the tragedies that occur in history for the sake of preserving them and in his own words has learned "how to stand strong from the heroes I meet in the paintings", contrasting with Biggs and Wedge who have just finished their first two Realms' worth of corrupted paintings and are shaken by the events within.
  • Elemental Powers: With his Synchro Fantasy Grimoire, Vol. 2, Tyro becomes the game's first and only omni-elemental character. When he uses it, Tyro will gain an Elemental Infusion to match whatever Infusion effects are currently active among the party, his second Synchro ability grants the same conditional Infusion, and his first Synchro command as well as his exclusive Record Board ability are whatever element he's currently infused with plus Non-Elemental.
  • Fantastic Nuke: Tyro triggers one by complete accident at the end of Chapter 1 when he alters an important scene in the Final Fantasy IV realm. Dr. Mog was not happy with this.
  • Forced to Watch: Tyro is constantly subjected to this, especially because he knows this is how things are supposed to happen in the Realms' histories despite how unfair they are. Tyro forces himself into desentization to the point that he has the least reaction of the four Archives/Arcanium members present at Tietra's death. He also refuses to tell Elarra and the others about what will happen because he knows they'll try to interfere.
  • Hello, [Insert Name Here]: His default and canonical name is Tyro, but the player can input any name they want and he'll be called that in cutscenes.
  • In the Hood: His "Black-Robed Keeper" Wardrobe Record, based on the Black Cloaks from Kingdom Hearts.
  • Jack-of-All-Stats: Tyro has all-around fair stats and can equip every item and equipment piece in the game except Keyblades, giving him unparalleled versatility.
  • Locked Out of the Loop: Tyro resorts to this on Elarra, Biggs and Wedge due to knowing how story will turn out on the Realms. He doesn't let them in on Tietra or Josef's deaths on purpose, knowing they'll try to stop it (and in fact, Biggs tries to help Josef stop the boulder that kills him).
  • Luckily, My Shield Will Protect Me: His famous Sentinel's Grimoire Soul Break calls down a shield to drop in from the sky and buff the party. Its upgraded Ultra Soul Break counterpart, Divine Veil Grimoire, calls upon a much larger, more ornate shield.
  • Master of None: The trade-off to his versatility is that his stats are pitiful.
  • Me's a Crowd: Stormlance Grimoire causes magical clones of Tyro to appear to fire several bolts of lightning to rain down upon foes.
  • Meaningful Name: His Japanese name is "Deshi", a word meaning "pupil". His English name Tyro is a medieval Latin word meaning "recruit".
  • Mechanically Unusual Fighter: Most characters with Record Dives have six job classes representing their basic gameplay style, with the first three jobs working to unlock the next three, which on some characters leads into their Legend Sphere. Tyro, as the Jack-of-All-Stats, has twelve job classes in his Record Dive, with the first six unlocking the next five, and then two of those five unlock the twelfth, which leads into his Legend Sphere.
  • OOC Is Serious Business: Cid never saw him get this angry (or very angry at all) when Tyro gets mad at Biggs for calling Dr. Mog a traitor
  • Secret Art: His Hero Ability is Judgement Grimoire. It does 3 Physical or Magic Prismatic attacks depending on his stats and fills the Soulbreak gauge more quickly.
  • Seen It All: Due to having studied the story of every Realm he visits, Tyro already knows what's going to happen on any Record Paintings he enters, and reacts accordingly. Well, after a bit of Character Development.
  • Shaped Like Itself: Most of the weapons that teach him Soul Breaks share their names with those Soul Breaks. The book that teaches him Sentinel Grimoire? Sentinel Grimoire. And so forth.
  • She Is Not My Girlfriend: Tyro is constantly teased at having a crush on Elarra, to which he constantly denies.
  • Ship Tease: His friendship with Elarra is more than platonic. Aerith lampshades this in a Record Dungeon when she mistakes Elarra for his girlfriend, and notes Tyro is blushing as he denies the idea.
  • Spotting the Thread: Chapter 5 was basically made for Tyro to use this trope:
    • When Biggs and Wedge tells that the Shadowsmith has a "foresight" ability "like Tyro's", Tyro finally notices the Shadowsmith always seems to know what will happen in every place Tyro enters.
    • Thanks to Basch telling about Gabranth to Vaan in the Barheim Passage, Tyro manages to connect the dots on Dr. Mog's attitude back in Chapter 3.
  • Support Party Member: Thanks to his awful stats, Tyro isn't much for attacking, but he has many Soul Breaks that grant fantastic buffs to the party.
  • Throw the Book at Them: His unique weapons are all books of some sort.
  • Weak, but Skilled: His stats are below average, but being able to wield literally anything makes him the game's best utility character, period. He can be a back-up healer, buff the party, debuff enemies, and more.
  • Wide-Eyed Idealist: Definitely, as Tyro can't just stand by and watch injustice happen, at least at first. He's contrasted by Shadowsmith and his Jade-Colored Glasses in this.
  • Zerg Rush: The Fantasy Unbound Ultra Soul Break involves Tyro summoning the Hero Records of each Realm's main character, all of whom then proceed to rush the enemy party simultaneously.

    Dr. Mog

The head of the Royal Archives and Tyro's teacher, Dr. Mog trusts Tyro to enter the paintings, but is sometimes able to help him from afar.

  • Berserk Button: Any situation that reminds him of what happened at his homeland. Especially Memory Bursts like the one Tyro accidentally caused.
  • Big Good: As the head of the Royal Archives, Tyro's mentor, and overall commander of the protagonists.
  • Dark and Troubled Past: Dr. Mog comes from an island of Moogles who once attempted to alter Records in hopes of obtaining the magic they held. The alteration of the Records resulted in a massive discharge of magical energy called a Memory Burst, which killed Dr. Mog's family and turned the entire island into an inhospitable wasteland. It's stated the Royal Arcanium was involved in the incident, which explains the Jurisdiction Friction between it and the Archives.
  • Fake Defector: This is how Dr. Mog manages to keep Tyro and Elarra out of the loop until he finally confirms Shadowsmith is not one of the good guys. He's doing his very own investigation separate from them, as shown at the end of Chapter 4.
  • Elemental Powers: Not to the same extent as Tyro, but his Synchro Soul Break, much like Tyro's gives him an infusion of the element most-common in the party. Combine this with his Hero Ability, which is Prismatic like Tyro's, and Dr. Mog can act as a magic DPS for any elemental party. Due to his other Soul Breaks, he's still more proficient with Fire, Ice, Lightning, and Holy specifically.
  • Fire, Ice, Lightning: His Soul Breaks as a playable character are these elements along with Holy for good measure.
  • Forced to Watch: Is subjected to this frequently himself in the Record Dungeons as, much like Tyro, he also knows how history is supposed to unfold and he is tempted several times to try and change the course of events to avert tragety, but he restrains himself. Watching the poisoning of Doma hits him particularly hard due to his own Dark and Troubled Past.
  • Guest-Star Party Member: He is offered as a Roaming Warrior in many event and high-level dungeons that otherwise lock Roaming Warriors out.
  • Luckily, My Shield Will Protect Me: He has access to various soul breaks with the same effect as Tyro's Sentinel's Grimoire. Sentinel's Tome can be called as a Roaming Warrior in various events, and Warder's Tome will automatically trigger at the start of Torment dungeons. As a playable character, he has Royal Sentinal, which is the same as Sentinel's Grimoire, but as a Glint. The implication being that he invented and mastered the technique, and can use the basic form much more efficiently than Tyro can.
  • The Mentor: Tyro's teacher and superior who tells him all he knows.
  • Making a Splash: He has a number of Soul Breaks focused on Water and when used as a Roaming Warrior with unique effects (see New Powers as the Plot Demands below), it's cited as Dr. Mog using the Water Crystal's magic to achieve the effect.
  • Master of All: Unlike Elarra, who has many skills but gravitates toward White Magic and Songs, Dr. Mog operates on Black and White Magic, and has the tools to use both very efficiently. As a bonus, he can also use Support abilities to charge his Soul Break gauge quickly or entrust to another character, a rarity among DPS characters.
  • Mr. Exposition: He's in charging of informing Tyro and the player what's happening in the story.
  • New Powers as the Plot Demands: Special event dungeons that have him as the player's Roaming Warrior can have him do whatever the battle mechanics say he can do, whether it be stopping time, granting numerous buffs and healing them, allowing everyone in the realm to chain their attacks together or switching the enemy you're currently fighting.
  • Promoted to Playable: The 4th Anniversary event sees him join the playable roster After he finally manages to expose the Shadowsmith's game.
  • Red Mage: He has access to Black Magic, White Magic, and Summon up to 5*, letting him wield an impressive arsenal of spells, both offensive and defensive. One of his Legend Materias gives him a chance to dualcast Black Magic or Summon abilities, another does the same for White Magic. His Level 99 Record Materia boosts the power of both Black and White spells by 20%, and his USB has 2 different chases depending on whether he's using Black Magic, Summon or White Magic, with former 2 dealing extra damage and the latter healing the party.
  • Secret Art: His Hero Ability is Dr. Mog's Secret. It deals 4 magic Prismatic and Non-Elemental attacks.
  • This Is Gonna Suck: In the Record Dungeons, Elarra, Biggs, and Wedge quickly learn something really bad is about to happen in a record (which is supposed to happen) when they notice that Dr. Mog has gone pale. He and Tyro also tend to go silent about what will happen to try and keep the others from trying to stop it.

Synergy: Core
Class: Woman of Mystery

A young girl dressed in keeper robes who was sealed in the Magicite section of the archives. Restoring the Magicite Records frees her to help Tyro and Dr. Mog.

  • Barrier Maiden: Implied — there's something held back by the Magicite, and freeing Elarra and restoring the Magicite seems to be weakening its seal.
  • Berserk Button: Badmouthing her friends is a nice way to prompt her into action. Getting them in danger? She'll go into overdrive and muster powers even she doesn't know she has to aid them.
  • Big Damn Heroes:
    • Elarra pulls this thrice over the course of the 4* portion of the Magicite Dawn, every time protecting Tyro and the Shadowsmith from a powerful attack from the Mysterious Entity. Every time she did this, the seal keeping her bound to the Magicites weakened until she could finally leave the place.
    • As told below, the 2018 Halloween event has Elarra mustering courage and performing one of these on the direst possible hour.
  • Combat Medic: Elarra is not fully fit for combat, but she can dish high-level summoning on her own, and the same stat that allows her to efficiently heal her party also allows her to hurt enemies with White Magic. Combine this with her native Dualcast Legend Materia, and she packs some punch on her own.
  • Gameplay and Story Integration: In the 2018 Halloween event, it's shown that Elarra is terrified of ghosts. Bringing her to any battle in that event will prompt her to scram out of the scene and leaving your party undermanned. She gets over it in the exact last fight of the event, against a souped-up version of the Phantom Train, when she sees Tyro in danger and musters the courage to provide assistance, at least from afar as a Roaming Warrior.
  • Gameplay and Story Segregation: You can unlock Elarra as a playable character and view her in story sequences even if you haven't begun to complete Magicite Dungeons, where Dr. Mog and Tyro first see her, and in-story they need to restore the Magicite records to free her. You can also summon her as a Roaming Warrior in Magicite Dungeons even if she's in the party; this is explained by Dr. Mog by the fact that Tyro's own exploits in the Magicite Records have themselves become record paintings, allowing for the re-creation of those events.
  • Guest-Star Party Member:
    • Magicite Dungeons let you call her as a Roaming Warrior.
    • The last fight of the 2018 Halloween event against the Phantom Train has her taking over the Roaming Warrior slot to help the party when all seems lost.
  • He Is Not My Boyfriend: One such moment happens in Chapter 4, on the Final Fantasy XIII part, as Vanille notes how Elarra's concerned for Tyro's condition and she tries to brush it off.
  • Job System: Her Aid as a Roaming Warrior in the Magicite records have jobs as something of a theme, with each one containing the name of a profession that fits with the effect of the soul break. The one that increases the party's defenses is Fabula Guardian, the one that makes the party more powerful is Fabula Raider, the one that heals the party is Fabula Priestess, and the one that causes a single massive hit of damage is Fabula Mage.
  • Laser-Guided Amnesia: She has no memories at first, unsealing the Magicite restores them bit by bit. It's also a concern of hers, as shown in the first Final Fantasy I section of the Record Dungeons.
  • Magic Music: She can use all of the Bard abilities, and her Soul Breaks have a distinct musical theme.
  • Pink Means Feminine: She wears pink keeper robes, while everyone else who wears the robes wears blue.
  • Sealed Good in a Can: She was sealed away by the power of the Magicite records to keep Dark Odin at bay.
  • Squishy Wizard: Her healing prowess is incredible, and she has a decent Magic stat with access to 5* Summon, letting her bring a Summon into battle to help a little with damage output. But her HP and Defense are among the worst in the game.
  • Summon Magic: Another thing Elarra can do very well, meshing with the fact she was found guarding a pocket dimension's worth of Magicites.
  • Support Party Member: She has 5* on White Magic, Bard and Dancer, making her a supportive healer. Her first LMR helps Elarra work as a Bard by chasing such abilities with a Medica, and her Awakening can work off of Bard abilities just as well as it works from White Magic.
  • Technical Pacifist: While Elarra will fight for what's right, she has no taste for fighting, as shown in the "Gauntlet of Heroes".
  • White Mage: She's best used as a dedicated healer, and when she was introduced she got one of the best healing Soul Breaks in the game, until other White Mages began to Power Creep up on her (mostly by copying her). That said, she still dominates the top of the hill, to the point she's the third White Mage, after Lenna and Y'shtola, to get an Awakening Soul Breaknote .
  • White Magician Girl: One of the most powerful of the game, with the throne still not taken by anyone else.note 

A member of the Royal Arcanium, the adventures of the Keepers at the Royal Archives draw their attention and he's sent in to investigate.

  • Alternate Self: By the end of the 4th chapter of the "Canon" storyline, it is all but stated by both Tyro and Elarra that he is Tyro's future self, or, at the very least, an alternate self who is heavily implied to not have been able to save Elarra from a tragic fate, and somehow got corrupted/possessed in his quest to set right what once went wrong.
  • Arc Villain: He's the superboss of the 5th Anniversary Festival.
  • Big Bad Friend: He presents himself as a shady ally of Tyro and Dr. Mog, but later ascends to the game's primary antagonist once Odin is dealt with.
  • Casting a Shadow: the few times you play as him, he has a darkness ability and his soul break is also darkness based
  • Dark Is Not Evil: He wears red and black robes and is called "Shadowsmith", but he's a seemingly heroic figure. Then it turns out he's up to something nefarious after all.
  • Demonic Possession: After Tyro and the others manage to beat him in a fight, he falls prey to this by a Fell God. His eyes even turn a shade of red.
  • Everyone Calls Him "Barkeep": Unlike most of the other Original Generation characters, the Shadowsmith always referred to by his title, which is used like a name for him.
  • Evil Counterpart: To Tyro. While Tyro enters the corrupted records to restore them and maintain the integrity of their continuity, the Shadowsmith is seeking the corrupted records to use them for his own ends, and he and his allies are interested in if the events in the records can be changed. His outfit also resembles Tyro's keeper robes, but are black and red while Tyro's are blue. It's also very heavily implied that he and Tyro have a direct connection of some sort.
  • Failure Is the Only Option: Namingway, Ullr and Jord reveal to Tyro that Shadowsmith has tried thousands of times to avert Elarra's death, and every single time has failed.
  • Foreshadowing: The game not so subtly draws a lot of parallels between Tyro and him. The Shadowsmith has knowledge of things he should not have, and Tyro witnesses events involving himself that he has no recollection of. Both Tyro and Elarra caught up quickly on the implications. Not to mention obvious physical similarities, as both of them share the same eye and hair colors (and a similar Idiot Hair).
  • The Heavy: He's behind the Realm Dungeons, using the corrupted records to achieve some end, but it's unclear if he's the overarcing cause of the records being corrupted in the first place.
  • Heel–Face Turn: The final story dungeon implies he made one.
  • Hidden Agenda Villain: His motives so far are unclear, but relate to him trying to change the history of the records and obtain Magicite from them.
  • Jade-Colored Glasses: He offers an enormous contrast to Tyro's Wide-Eyed Idealist tendencies.
  • Jurisdiction Friction: The Archives and the Arcanium don't get along, and neither do Dr. Mog and the Shadowsmith, though they grow out of it.
  • Make Wrong What Once Went Right: While his motives for doing so are unknown, he's in the interest of changing the history of records.
  • The Man Behind the Man: He's the one who corrupted the Odin Magicite and by proxy all the Magicite Records.
  • Mirror Boss: He fights similarly to how a player might use Tyro — open the battle by instantly casting Divine Veil Grimoire, then continuously use Lifesiphon before Entrusting to an ally (though the Shadowsmith's Divine Veil Grimoire and Lifesiphon don't actually do anything, the idea is there). He also has access to all abilities in the game like Tyro does and uses a variety of skills in his second phase — Meltdown, Lunar Dragon, Neo Bahamut, Stormspell Strike, and Chilling Blizzard.
  • Mr. Exposition: Like Dr. Mog, he explains a lot of plot developments. Goes to the point that Biggs and Wedge call this his "foresight" ability, which makes Tyro notice how he always know how things will pan out wherever the Keeper goes...
  • Reasonable Authority Figure: Fills this role after Dr. Mog departs from the party, offering supportive advice for Tyro and Elarra and keeping Biggs and Wedge's complaints in check. Behind everyone's back, he's planning to contact the same bad guys Tyro and Elarra are chasing, even manipulating Biggs and Wedge to help him.
  • Signature Attack: Deadly Innocence. He rises into the air and conjures a cluster of dark spheres, which explode into pillars of dark flames.
  • The Mirror Shows Your True Self: In the record dungeons, during a confrontation with Tyro and Cecil in Mount Ordeals's mirror chamber, the Shadowsmith's reflection takes the form of Tyro.
  • Villain Protagonist: the last few story levels feature him as the playable character before he made his apparent Heel–Face Turn. He joins Celes, Locke, Realm, and Shadow on the Floating Continent Unfortunately, you don't unlock him afterward.
  • Walking Spoiler: As some of the other entries here may tip you off, he's a Big Bad Friend who eventually turns on Tyro and his allies.
  • What the Hell, Hero?: Delivers a potent one at Biggs when he continuously badmouths Tyro and Elarra for taking his credit on the Corrupted Records case. He didn't need to drag Wedge along, but still.

A subordinate of the Shadowsmith for the Royal Arcanium and the older guy of a pair with Wedge. Tends to carry a tough guy persona and initially distrusts and derides Tyro and Elarra when they first meet, but comes to prove himself a great ally as they work together.

  • Berserk Button:
    • To Biggs, any act that's Harmful to Minors will prompt him into going juggernaut.
    • People like Argath Thadalfus are prone to ignite his ire to a point nothing can stop him anymore.
  • The Berserker: The most prone into going on unstoppable bouts of fury and determination among Tyro's friends. This is also emphasized in his later Soul Breaks: his Awakening animation involves him either performing an intentional Sword Plant or accidentally missing the enemy with an overhead slash depending on how you interpret it, pummeling the enemy repeatedly with his fists instead and then finishing off with a Sword Beam, while his Sync allows him to build up stacks for an unique status which when maxed out, allows him to use his next earth or holy ability 6 times in a row with a massive 70% boost to its damage.
  • The Big Guy: Biggs is this to the Arcanium, and later to Tyro's party as a whole.
  • Blood Knight: Exaggerated in the Gauntlet of Warriors event. Biggs, who already has a competitive and combative streak, gets caught up in the battle fervor from the memories of so many warriors, and he starts blindly charging a direction (away from the coliseum) to attack supposed pretenders to his battle-throne.
  • Casanova Wannabe: Biggs won't miss a single chance to flaunt any of the girls, especially Aerith, which forces Wedge to always intervene.
  • Cowardly Lion: Biggs puts up a "tough guy" façade, but the right amount of pressure will crack him up in fear. He also thinks himself much below the caliber of heroes like Cloud and Reno.
  • Dishing Out Dirt: Biggs' main element as an Earth Knight.
  • Early-Bird Cameo: He and Wedge are first shown on the Pharos of Ridorana event in the Autumn Fest, giving their report after doing recon on the tower for the Shadowsmith. It helps that the very event is canonically between Chapters 3 and 4 of the Record Dungeons.
  • Genre Blind: Biggs is this big time. For an example, on the Sector 6 playground scene from Final Fantasy VII, he wants to butt in Cloud and Aerith's conversation, and Wedge has to pull him out and warn him "he'd be a third wheel".
  • Heroes Prefer Swords: Biggs, as per his skill sets.
  • Jerk with a Heart of Gold: It's fairly obvious to everyone, especially with the Shadowsmith's reassurances, that Biggs is not nearly as abrasive as he seems. Notably, while he undersells Tyro and Elarra's achievements and insults Dr. Mog, he's never outright mean to the children; if anything, he seems angry that they're put into danger and poor mentorship.
  • Knight in Shining Armor: Has shades of this in his behavior, to the point he understands Steiner's POV about protecting Garnet at all costs.
  • Legacy Character: He and Wedge continue the proud tradition of Final Fantasy characters bearing the names of the famous Star Wars characters.
  • No One Left Behind: It says a lot when Biggs just refuses to let Josef take the casuality of his fated death by being crushed by a boulder and tries to help Josef divert such boulder.
  • Noodle Incident: In the Wall Market Record Dungeon, where the group is gathering materials to turn Cloud into a Wholesome Crossdresser, Biggs goes off on his own. When he returns with an item, he is obviously shaken up and refuses to talk about what happened, implying he encountered the strangeness that is the Honey Bee Inn.
  • One Steve Limit: Averted. His and Wedge's first foray into the Record Dungeons in the Final Fantasy VII Realm leads to Tifa and Barret pointing out that they're actually the second pair of Biggs and Wedge to join AVALANCHE.
  • Plucky Comic Relief: Biggs manages to be that as well, due to being not too brilliant a living being.
  • Promoted to Playable: After Shadowsmith starts showing his true colors, Biggs and Wedge change sides and join the Archives. They become playable at the same time as Dr. Mog.
    • In the Record Dungeons, however, you get a sample of them as early as Chapter 5, and they level along with Tyro and Elarra.
  • Rude Hero, Nice Sidekick: Biggs is The Big Guy Rude Hero.
  • Secret Art: His Hero Ability is Boulder Blow. It deals one Physical Earth or Holy Attack that can break the damage cap.
  • Small Name, Big Ego: Biggs is very much into taking credit for the smallest deeds (which always results in arguments with P'soon), and is not happy when Tyro and Elarra arrive on the islands to solve the Corrupted Records and the Shadowsmith favors the keepers over him and Wedge.
  • Straight Man: To Wedge's Wise Guy.
  • Those Two Guys: He and Wedge definitely form such a pair and are never seen apart from one another.
  • Undying Loyalty: No matter how bad they have it against Tyro and Elarra, Biggs and Wedge will follow the Shadowsmith's orders to aid them, no questions asked. That changes when the Shadowsmith reveals his true cards and they decide to switch sides and help Tyro.

A subordinate of the Shadowsmith for the Royal Arcanium and the kid sidekick to Biggs. Has a much friendlier persona and is more accepting of Tyro and Elarra than Wedge initially is, but is still lacking the trust due to their mentor. As he sees Tyro's own determination to go through the Record Dungeons, Wedge starts to gain admiration for his feats.

  • Black Mage: Wedge's main story function, contrasting Biggs' Knight in Shining Armor tendencies.
  • Blow You Away: Wedge's main elemental field.
  • Butt-Monkey: Wedge is this big-time, as he's constantly associated with Biggs' antics without ever doing anything.
  • Cowardly Lion: Both Biggs and Wedge think themselves very below the caliber of certain heroes like Cloud and Reno. This won't stop any of them from posing as tough guys in front of Tyro and Elarra.
  • Early-Bird Cameo: He and Biggs are first shown on the Pharos of Ridorana event in the Autumn Fest, giving their report after doing recon on the tower for the Shadowsmith. It helps that the very event is canonically between Chapters 3 and 4 of the Record Dungeons.
  • Fragile Speedster: Wedge is a maximum contrast to Biggs, an Earth Knight, in that he's a Wind Thief/Black Mage. Due to relying on speed and wits rather than strength, this also means his defenses are quite bad.
  • Knife Nut: His unique weapons are mainly daggers.
  • Legacy Character: He and Biggs continue the proud tradition of Final Fantasy characters bearing the names of the famous Star Wars characters.
  • Loose Lips / Idiotic Partner Confession: Wedge spilled the one information that indicates something is off about the Shadowsmith: He's trying to communicate with a Magicite not unlike Dark Odin.
    • I'll Never Tell You What I'm Telling You!: ...Which leads to Wedge also spilling that he was ordered to design the item that would allow him to make contact: a robe not unlike what the Mysterious Figure wears.
  • Magic Knight: He has 6* access to Celerity, Thief and Black Magic schools, allowing him to deal either physical or magical wind damage, and his Glint and Ultra both deal hybrid damage with the latter boosting either his Attack or Magic depending on which is higher.
  • One Steve Limit: Averted. Their first foray into the Record Dungeons in the Final Fantasy VII Realm leads to Tifa and Barret pointing out that they're actually the second pair of Biggs and Wedge to join AVALANCHE.
  • Promoted to Playable: After the Shadowsmith starts showing his true colors, Biggs and Wedge change sides and join the Archives. They become playable at the same time as Dr. Mog.
    • In the Record Dungeons, however, you get a sample of them as early as Chapter 5, and they level along with Tyro and Elarra.
  • Rude Hero, Nice Sidekick: Wedge is The Smart Guy Nice Sidekick to Biggs' Rude Hero.
  • Secret Art: His Hero Ability is Trickster. It deals 6 Physical or magical wind attacks depending on his stats and casts esuna on all allies every 4th time the ability is triggered.
  • Straight Man and Wise Guy: Biggs and Wedge respectively fulfill this trope, with Wedge frequently sighing at Biggs' antics. Wedge even says conventional-but-inconvenient advice such as recommending that Cloud go to a hospital when he passes out, causing Barrett to angrily note that there's none around.
  • Theme Naming: Most of his Soul Breaks follow the "<something> Star" naming motif.
  • Those Two Guys: Definitely. Never seen away from each other, and Wedge will always take the blame along with Biggs, regardless of agreeing with him or not.
  • Undying Loyalty: No matter how bad they have it against Tyro and Elarra, they will follow the Shadowsmith's orders to aid them, no questions asked. That changes when the Shadowsmith reveals his true cards and they decide to switch sides and help Tyro.


An engineer at the Archives. He's in charge of weapon and ability upgrading, and pilots the Airship the party uses to travel the world.

  • Berserk Button: You better not mess with his Airship.
    Cid: I saw you load something onto the Airship before we left. What was it?
    Wedge: Oh, that? That's our little secret!
    Biggs: Let's just say it's something the Airship was missing.
    Cid: Something missing on MY Airship? You've got some nerve.
  • Doesn't Like Guns: Cid refuses to outfit his Airship with weapons, saying it's against his policy. And when Biggs and Wedge smuggle one into it, he gets livid.
  • Gadgeteer Genius: As expected from a Final Fantasy Cid, he's responsible for the main machines that Tyro and friends use, including the airship, which is powered by Magicite.
  • Legacy Character: It wouldn't be Final Fantasy without a Cid in there somewhere.
  • Leitmotif: He basically steals "Hey, Cid!" from his Final Fantasy IV counterpart, as it plays by default in the upgrade menus.
  • Only Sane Man: Most of the time he's this to basically everyone, and keeps his head straight among the craziness Tyro and Elarra tend to face.

    The Hooded Figures 
A Hooded Man and Hooded Woman aiding the Shadowsmith in his plans.

  • Canon Foreigner: They're Magicite summons, but unlike the ones Tyro and his allies have, they have no basis in pre-existing Final Fantasy lore.
  • Climax Boss: The Hooded Man serves as the boss of the first island of the second round of Record Dungeons.
  • Foreshadowing: They use the same hooded character portrait as Odin did in the early Magicite cutscenes. Because just like Odin, they're Magicites.
  • In the Hood: They wear pale grey robes to coneal their identities. Also, other dialogue in the game indicates that the robes are what allow them to speak and be understood by Tyro and the others.
  • Just Between You and Me: Defied; even as the Hooded Man is about to die, he refuses to tell the group what's going on, for he would never betray his master.
  • Meaningful Name: Fitting with their seeming connection to Odin, the Hooded Man's name in battle is given as "Ullr Schwartz", tying into the same Germanic/Norse mythology Odin is based on. The woman is named Jord, after the name of Thor's mother.
  • Suicide by Cop: Tyro accuses the Hooded Man of doing this, letting the group sense his presence and then going easy on them as a boss, so he can become Magicite and grant his power to Shadowsmith.
  • Summon Magic: They're summons drawn from Magicite.
  • Undying Loyalty: Almost literally. The Hooded Man refuses to betray the Shadowsmith's plans to the group, even as he transforms into Magicite and returns to the Shadowsmith.
  • Wrong Context Magic: They can summon monsters from other realms than the one they're in to attack Tyro in the record paintings.

    The Magicites 
Powerful records of summonstones sealed in the archives, their power has begun to grow wild and so Tyro and his allies must fight to contain them.

  • Anti-Magic: Many Magicites grant the party some sort of defensive buff against a paritcular element, such as raising their damage resistance, granting them a damage-absorbing barrier to absorb hits, or lowering the enemy's elemental attack power.
  • Ascended Extra: Most Magicite are summons or prominent bosses from other Final Fantasy titles. And then there's the Hydra, an early game normal enemy from Final Fantasy V and not a particularly notable or powerful one either.
  • Blow You Away: The Wind Magicites: Fenrir, Tiamat, Syldra, and Typhon. The Rank 6 Wind Magicite is Valefor.
  • Casting a Shadow: The Dark Magicites: Shadow Dragon, Hades, Deathgaze, and Ark. The Rank 6 Dark Magicite is Diabolos.
  • Complacent Gaming Syndrome: invoked Forcibly averted by Rank 5 Magicites. Unlike Rank 3 and Rank 4, there are two Magicites for each element, one is highly resistant to physical damage and the other is highly resistance to magical damage. While it is possible to beat them with the opposite damage type, it's extremely difficult, and you're intended to form two different parties to face each.
  • Composite Character: Fenrir is based on its VI design and has its Howling Moon as a support move, but its Wind affinity and Withering Winds offensive move is taken from the IX version of Fenrir.
  • Crippling Overspecialization: Since Record Keeper didn't have many options for Wind-elemental mages when Golem debuted, its defensive measures are mostly to defend it against physical fighters. Even without the Power Creep of higher-tier Soul Breaks that have come since, once more options for Wind magic were added to the game, a team of mages can trounce Golem fairly easily.
  • Difficulty Spike: Each new tier of Magicites represents a considerable jump in power from the previous.
  • Dishing Out Dirt: The Earth Magicites: Golem, Midgardsomr, Hecatoncheir, and Adamantoise. The Rank 6 Earth Magicite is Titan.
  • Elemental Powers: They embody the game's elements, save for Poison; the Dark-elemental Magicites mostly pick up Poison's gimick of Status Effects, though they don't deal Poison damage.
  • Elemental Rock–Paper–Scissors: Holy and Dark have a mutual weakness to the other, and the other six are weak to each other in the order of Fire > Ice > Wind > Earth > Lightning > Water > Fire.
  • Fire, Ice, Lightning: In addition to Water, Bismarck also uses the tier one and two spells in these elements.
  • Holy Hand Grenade: The Holy Magicites: Holy Dragon, Siren, Lakshmi, and Madeen. The Rank 6 Holy Magicite is Alexander.
  • An Ice Person: The Ice Magicites: Sealion, Isgebind, Mateus, and Manticore. The Rank 6 Ice Magicite is Shiva.
  • Later Installment Weirdness: The Holy and Dark Magicites are always the last in the current rank to be released, and tend to be Mechanically Unusual Fighters or at least a step up in difficulty compared to the Magicites that preceded them.
    • Mist Dragon can shift into a mist form to become invulnerable to damage, at the time the only Magicite with some sort of invicibility mechanic. Shadow Dragon has access to a One-Hit KO attack, also a rarity among Magicites.
    • Siren and Hades are very abusive toward Status Effects, especially Hades.
    • Lakshmi and Madeen can use curative spells on themselves, something most other Magicites don't do, and Lakshmi will also buff herself with Regen. Deathgaze opens the battle by inflicting Doom on the party, and most of its attacks do little damage but reduce the party's Doom timers. Ark is very fond of using Eternal Darkness to inflict very powerful but very short debuffs on the party to sap their offensive potential for a couple turns.
    • Alexander can charge himself with Holy power, and loses Holy power when hit with a Dark attack that does 30k or more damage. When his HP falls low enough for him to enter his second phrase, he uses Sanctified Judgment, judging the party based on how close his Holy power is to level 3: either violent for reducing his Holy power below 3, or careless for letting him boost it above 3. When he enters his third phase he uses Sanctified Divine Judgment, which is weaker if its at level 3 than level 2 or level 4, and at level 1 or level 5 it is a Total Party Kill. Additionally, Alexander will summon a Light Orb in his second phases that inflicts Pain on a targeted party member. Throughout the fight, if Alexander is given too many turns at Holy power level 5, or if someone's Pain hits 6 or higher, Alexander will use Sanctified Divine Judgement to wipe out the party again.
    • Diabolos inflicts the "Fevered Dream" effect on party members and shifts between Awake and Asleep forms — party members with Fevered Dream cannot damage him when he's awake, and party members without Fevered Dream cannot damage him when he's asleep. The Fevered Dream status can be cured with Esuna-like effects, and with a way to mitigate that the first two phases are relatively simple. In his third phase though, Diabolos shifts to Awake status while the party is under Fevered Dream status, and summons an Aetherial Tear; the player can either heal the party of Fevered Dream, or from now on can destroy the Aetherial Tear to force Diabolos to shift between Awake and Asleep. Diabolos also has two different attack scripts between Awake and Asleep forms in his third phase, and will retain the turn he's at when shifting between them, making it trickier to keep track of his attack patterns.
  • Lightning Bruiser: One of the main reasons why Syldra is so hated: she deals massive amounts of damage, most of her attacks have lower cast times than normal, her Enraged mode further speeds her up and she's one of the few endgame enemies where dispelling her Haste has enough of a noticeable effect to her speed where you can't afford to ignore it.
  • Making a Splash: The Water Magicites: Bismarck, Kraken, Famfrit, and Geosgaeno. The Rank 6 Magicite is Leviathan.
  • Mythology Gag
    • Many of them still reuse gimmicks from their original incarnation — the Mist Dragon will still turn into Mist to avoid attacks, Liquid Flame will change between different forms, Typhon uses Snort to remove party members from battle, and so forth.
    • For those who had a limited movepool in their original incarnation, they got expanded with other moves from the same game, or else with moves still associated with them. Bismarck uses a Fire, Ice, Lightning attack pattern because its Esper in VI taught those spells. Golem uses Earth Shaker and Cave-In as its main offensive attacks because those attacks were also in Final Fantasy V. Quetzacoatl uses Wind attacks because in VIII its T-Refine ability to extract Thunder magic from items also encompassed Wind. Phoenix uses Flare Star, Fireball, Meltdown, and various other fire-themed attacks from VI. Lakshmi uses moves used by Chadarnook, the boss in VI that possessed a painting of Lakshmi.
  • Playing with Fire: The Fire Magicites: Liquid Flame, Marilith, Phoenix, and Belias. The Rank 6 Fire Magicite is Ifrit.
  • Poisonous Person: Averted, Poison is the one element with no Magicite to represent it; Dark gets its Status Effects gimmick instead.
  • One Steve Limit: Averted, some of the Magicites already existed in the game as Summon abilities before being added as Summonstones, such as Mist Dragon, Syldra, and Madeen.
  • Shock and Awe: The Lightning Magicites: Hydra, Ixion, Quetzacoatl, and Behemoth King. The Rank 6 Lightning Magicite is Ramuh.
  • Summon Magic: They provide access to the game's method of this, and most of them were Summons in other games.
  • Stone Wall: Adamantoise has extremely high defenses, can temporarily boost them further to a massive degree and his Enraged mode further halves all the damage he takes while it's active, making for an extremely timeconsuming fight. Titan has all of the above plus a more literal example of it: several times during the battle, he'll summon an Earth Wall that prevents you from dealing any damage to him until you destroy it and it takes no damage from attacks that deal less than 50000 damage per hit, and if you don't destroy it quickly enough, Titan will hit you with a Total Party Wipe attack.
  • Support Party Member: Equipping Magicites grants the party passive stat bonuses, and they can be called into battle to periodically attack enemies.
  • Takes One to Kill One:
    • While not enforced, one way to reliably break the Enraged Mode of a Magicite is to summon another Magicite against them — all Rank 5 Magicites can break the damage cap with their entry move and one of their three normal attacks, and at Level 99 the damage cap-breaking move is the only one they'll use, and with proper support like a Chain or Imperils, they can break the damage cap each time and ease the strain on the party to keep breaking Enraged Mode.
    • Rank 6 Magicite take this a step-further — their entry attack deals a fixed 99,999 and their normal attacks deal a fixed 30,000 — while they're subject to some damage resistances, they'll still break the damage cap every time, including against other Rank 6s that have a defensive boost from their Enraged Mode. Further, bringing a 6* summonstone into a fight with the same Magicite as a boss (for example, bringing Shiva's Magicite to her battle) activates a bonus buffing effect that reduces the damage the party takes and increases the damage they deal to the boss, on top of the usual benefits.
  • Timed Mission: The rewards for defeating a Magicite boss depend on how fast you kill them, with the most loot being given out for beating them in under thirty seconds. If you don't care about that, though, you can take as long as you like.
  • Trope Codifier: The Rank 6 Magicites are the typical iconic Final Fantasy summons of their respective elements — Titan, Ramuh, Leviathan, Ifrit, Shiva, Valefor, Alexander, and Diabolos.
  • Unique Items: Played with when it comes to Rank 6 Magicite. While you can have as many as you like in-stock (provided you can beat them), you are not allowed to put more than one of any given Rank 6 in your deck (so you can have Ifrit and Shiva together in a deck, but not two of Shiva), giving Rank 6 magicite a more unique feel.
  • Unstoppable Rage
    • The Enraged mechanic of Rank 5 Magicites — after taking a certain amount of damage or a number of turns pass, they become Enraged and gain a stat buff of some sort. Hitting them with an Overstrike attack is the only way to break them out of it, but it only buys you a reprieve before it triggers again. Depending on the Magicite in question, their Enraged mode can either actively make them easier to kill by increasing the damage they take or make them a huge pain in the ass to defeat by massively increasing their defense, making it that much harder to actually deal the necessary 5-digit amount of damage to them.
    • Rank 6 Magicite turn this Up to Eleven, having up to three levels of rage, which will drop by one level anytime you deal 10,000 or more damage in a single hit. On top of typically increasing their attack and defensive power, at level 3 rage, they sometimes also feature another buff (for instance, Ramuh attacks faster).
  • You Kill It, You Bought It: Defeating one earns you the Magicite summonstone to call them into battle.

"To those who awaken the records... doom awaits."

A mysterious presence sealed deep in the Royal Archives by the power of the Magicite Records. It is eventually discovered to be an incarnation of Odin, trying to command the Magicite into breaking free from the records and into Tyro's world.

  • All Your Powers Combined: As the Final Boss of the Magicite story arc, he embodies all of the game's elements, even Poison. Depending on which element is fought, he will use tactics taken from the previous Magicite bosses of that element. As a Magicite, Odin can inherit the passive abilities of his other elemental forms, until you have a single Odin with the powers of all of them (well, one for physical damage and one for magical).
  • Amazing Technicolor Battlefield: Odin's realm is presented as a swirling spacial vortex of colors.
  • Anti-Magic: He can banish any currently active Magicite you have using Gleipnir.
  • Arc Villain: Odin is presented as a possible cause of the corruption infecting the Royal Archives, but he isn't; it's something stronger than him.
  • Doomy Dooms of Doom: "To those who awaken the records... doom awaits."
  • Empty Shell: Because he was corrupted by the Shadowsmith, Odin split himself into two forms: Dark Odin which could physically manifest but his Magicite held no power, and the true Odin that still held great power in his Magicite, but couldn't manifest.
  • Evolving Attack: Zantetsuken gets stronger the angrier Odin gets and if his rage is maxed out when he uses it, it's an instant Total Party Kill.
  • Glowing Eyes of Doom: Cutscenes show it in shadows with its eyes glowing red.
  • Infinity +1 Sword: As a Magicite, Odin easily outclasses all the others the player can obtain, dealing Defense- or Resistance-ignoring damage with its attacks that hit incredibly hard as so, and his normal attacks reduce all elemental resistance. The one up the 6-star Magicites have is buffing the party's elemental attack, which Odin does not do, but he does get an extra followup attack per summon over the 6-star Magicites, which more than makes up for it.
  • In the Hood: He first appears before the party as a cloaked figure.
  • Leaking Can of Evil: It's sealed by the power of the Magicite, but it can still influence things and work to free itself.
  • Light Is Good: The true Odin is a white knight on a white horse, while the corrupted Dark Odin has black armor and a dark horse.
  • No Fair Cheating: Dark Odin initializes one of his elemental attack patterns once the player attacks him with an elemental move, up until then he does nothing. You can get a free turn to set up buffs and the like, but don't try to exploit his inaction any further; come the 5 second mark if he hasn't been sent into one of his attack patterns yet, he'll insult you and cast Savage Warp to remove the party from the battle.
  • No-Sell: At level three Enraged, Savage Zantetsuken ignores anything you may try to use to survive it, including damaging characters in the air from a Jump attack and characters under the Invulnerable status.
  • Signature Move: Of course he has Zantetsuken and Gungnir. Other unique moves include Elemental Drive, Zanokuken, and Glepinir.
  • Takes One to Kill One: On top of needing to use the respective 6-star Magicite of his elemental weakness to break his rage mode and further weaken his defenses like with other 6-star Magicites, having a 6-star Magicite that matches his element in your deck is practically mandatory when fighting Argent Odin, as the damage he deals is reduced by 23% and the damage you deal to him is increased by 30% if you have one in your deck and if you don't, he says you're not worthy enough to fight him at the beginning of the battle.
    • Argent Odin also makes this more literal by requiring you to use your own Odin magicite to reliably break his rage mode, as his default damage resistance is so high that the 6-star magicites, due to dealing fixed base damage with their attacks, only barely manage to break it by dealing 16k damage on use and the followup attacks are insufficient for that purpose and only deal around 5k damage each.
  • Turns Red: When his HP falls to 30%, Odin dispenses with the elemental attack script and really lives up to his All Your Powers Combined theme, unleashing multi-elemental attacks with great ferocity. Dark Odin uses trie-elemental attacks, while the true Odin uses omni-elemental attacks.
  • Unstoppable Rage: Like the Rank 6 Magicites, Odin can enter an Enraged Mode and his rage can grow up to three levels; Overstrike damage just knocks him down a level.
  • Wham Line: When the player completes the first pair of Rarity 5 Magicite records, the Shadowsmith reveals that his research has turned up the being's identity.
    "Our foe... is Odin.


Ruler of Cardia Islands and master of the Torment and Dream dungeons. He grants the party Historia Crystals and allows them access to the records to prove their valor and earn empowerment for them.

  • Big Good: He can create portals to record realms at will and is supportive of the heroes' quest to preserve the records.
  • Foil: To Odin, and the Magicites as a whole. While Odin is the master of the Magicite Records and a hostile force, Bahamut is the master of the Cardia Islands and is helpful. And while the party must defeat the Magicites to earn their summonstones to call them in battle, Bahamut gives the party the Historia Crystals when they meet him, but must battle to gain the materials to infuse them with power.
  • Mythology Gag: It's how Tyro deduces his identity after one conversation — while Bahamut does not reveal his identity to them, he's a powerful being that lives on the Cardia Islands and gives Tyro and his allies the trial of gathering Rat's Tails as proof of their valor. From that description it's not hard to deduce who they're talking to.
  • No-Sell: Players who try to use Tyro's OSB on him in an attempt to overwrite his Full Break will find Bahamut will just counter the OSB by reapplying the Full Break, defeating the purpose of it.

    Core Classes 

The Core Classes consist of generic characters the player recruits, based on recurring Final Fantasy jobs. They have no specific identity and play no story role.

  • The Artifact: Their niche in giving the player variety in their party composition until you have more options has been rendered obsolete by game updates that allow the player to recruit characters quickly and in large numbers, making Cores entirely useless even to new players.
  • Balance Buff: A 2019 update buffed them all to default Rarity 5 access in their specialized schools, and the ones who need Job Motes to access Rarity 6 got Job Spheres while the others just go right from 5 to 6 like other characters.
  • Crutch Character: They help fill out your team with strategic diversity in the early game when you have few characters, but once you start to build your roster they quickly become useless due to having no Relics and awful stats.
  • Item Farming: The only reason to use them these days is to acquire their Record Materia, some of which are very good.
  • Joke Character: Pretty much the only reason to use them is for a Self-Imposed Challenge.
  • Lethal Joke Character: Not all of the Cores are useless, some of them have decent Soul Breaks and enough versatility in ability schools to be effective. With the right support and strategy, they can even take on high-level Magicite bosses and win.
  • Master of None: They have all-around terrible stats and movepools.


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