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Final Fantasy VII - Materia Hints / Setup / Tutorial / Guide
Filed Under: Final Fantasy VIIOver the course of the game you will have the opportunity to buy lots of materia. Although you can find most of it just lying around, you may want to buy a second materia crystal for essential spells like cure and life. All is one of the most valuable materia for eliminating multiple enemies. But it can also be teamed up with a materia that gives the entire party bonuses, like restore or time. Each materia gives the equipped character certain bonuses and penalties. Avoid overloading characters with materia that have heavy penalties or you may seriously decrease the character's effectiveness. Summon Materia is sometimes difficult to find. You should search everything and everywhere as you explore. If you can't enter an area at one point in the game, return later and the path may have opened. Some of the most valuable spells cause no damage at all and are completely overlooked. If you want to master final fantasy VII, you must learn how to effectively use materia like Time and Mystify. Also there are complex materia combinations that can make your party invincible or make battles a lot easier. In the game there are tutorials on how to use materia be sure to watch or read them as they are a big help for beginners. I am merely explaining hints and things that many people don't know about or that is not included in game tutorials. Simple CombinationsAdded EffectAdded Effect-Transform in a weapon; sometimes transforms monsters when hit with the attack. Added Effect-Contain In a Weapon May petrify, confuse, or stop the creature. Added Effect-Seal In a Weapon Silences or puts the enemy to sleep after the attack. Added Effect-Mystify In a Weapon Can cause confusion or berserk after the attack. Added Effect-Time In a Weapon Sometimes slows or stops a creature. Added Effect-Destruct In a Weapon May Cause instant death. Note: Placing any of the above combinations in your armor will provide protection from the listed effect. Mega AllMega-All Steal Allows Player to steal from all enemies at once, best with Mug. Mega-All Deathblow Player hits all enemies with Deathblow each turn. ElementalElemental-Most Basic Spells Adds the element to the attack, or helps defend against such attack. Elemental-Elemental Summons Combined with any summons that has an elemental base, it will add the element to your attack or defence. Command Counter[Command] Counter Deathblow Counters attacks with Deathblow. [Command] Counter Mime Counters attack with last action used by party; unpredictable but powerful. [Command] Counter Morph Counters with the Morph Command; less powerful, but often useful. HP/MP AbsorbHP Absorb/PM Absorb Deathblow Restores more HP/MP than a normal attack. HP Absorb/MP Absorb Steal [Mug] Allows you to steal some HP/MP along with an item. MP Absorb-Most Spells Cuts down MP Consumption by restoring a small portion after the attached spell. Final AttackFinal Attack-Revive Instantly heads a fallen warrior. Quad MagicQuad Magic-Most Summons Casts the attached summons four times in a row. Quad Magic-Most Spells Casts the attached spells four times in a row. Complex CombinationsMega-All, Deathblow-HP Absorb/MP Absorb Restores a large amount of HP/MP while causing damage to all opponents. Mega-All, Steal [Mug]-HP Absorb/MP Absorb Damages and steals from all opponents while restoring HP/MP. Cover, Counter Attack, Counter Attack, [Command] Counter-Deathblow Covers for other characters and immediately counters three times, finishing with Deathblow. Knights of Round-W-Summon, Mime Can infinitely cast the most powerful summon for only 500 MP. With three Mime, everyone can repeat the summon for an incredible chain effect. Sneak Attack-Deathblow, Mega-All Begins battle by hitting all opponents with Deathblow. Sneak Attack-Knights of the Round Allows you to begin tattle by casting Knights of the Round. Sneak Attack-Steal [Mug], Mega-All Begins battle by causing damage to everyone and stealing an item from everyone. Pre-Emptive, Sneak Attack-Knights of the Round, HP<-->MP Gives the party the jump on opponents and allows them to begin combat with Knights of the Round. Character with HP<-->MP can use attack repeatedly without a need for rest. Ultimate CombinationsUltimate Character: Total Slots Required: 14 Linked Materia Slots Required: 6 (Ultimate Weapons and Mystile/Escort Guards Recommended) NOTE: THESE MATERIA'S SHOULD BE MASTERED FOR BEST EFFECT WEAPON/ARMOR: Master Magic, W-Magic, MP Absorb-Master Summon, MP Turbo-Knights of the Round, Master Command, Enemy Skill, W-Summon, Slash-All, Mega All, HP Plus, Final Attack-Phoenix This is perhaps the best Materia Setup you can have in the game. Since I have no life, I have equipped this setup on *ALL* of my characters (Yeah, I'm sick, huh?). The Master Magic gives a character all the spells, while W-Magic lets you use two spells in one turn. The Master Command activates most commands, and a mastered Enemy Skill will give you some nice spells (Big Guard anyone?). The Slash-All (Mastered), will give you Flash, which can instantly kill all opponents. The HP Plus should boost your characters HP up to 9999. The famous "Knights of the Round causes 129,987 damage each time it is cast, while absorbing abnormal amounts of MP" is also here, and you can cast it twice with the W-Summon enabled. The Final Attack-Phoenix protects your entire party from death while dealing Fire damage to all opponents. |
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