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Sphere Grid FAQ by CB!
<http://www.gamefaqs.com/users/Ceebs/contributions>
*Version:* 2.5 | *Updated:* 01/04/03 | Search Guide | Bookmark Guide
-- Final Fantasy X (US) Sphere Grid FAQ --- by CB! (Christine Bomke, circe@san.rr.com) --- Version 2.5, 1/4/03 -LEGAL DISCLAIMER: This FAQ is for PERSONAL USE ONLY, copyrighted to me,
Christine Bomke. Do not put this FAQ on your site without first emailing me
for permission. If permission IS granted, you are not permitted to change a
single word of this FAQ when you post it, and must leave it as a .txt file
unless I've explicitly told you otherwise that you may change it. Do not
steal information from this FAQ for your magazine, or other form of media printed, online, or otherwise. Do not pass GO, do not collect $200. If you
violate this disclaimer anyway, know that I have the means and mettle to
pursue this matter legally, and you _will_ regret it.
NOTE TO WEBMASTERS: If permission is granted to post this document on your
site, it is _your_ responsibility to get the most recent version from my site
or GameFAQs.com periodically. If you can't be bothered to keep it current,
v1.75 2/11/02: Updated FAQ with more information about FFX International
changes.
v1.7 2/6/02: Updated FAQ with information about the new FFX International
Sphere Grid. Questions n, t, and v have been revised, and questions w, x, and
y are new. I'm running out of letters here. Also revised the Foreword, and
switched around the "Skill" and "Special" in question c that I'd had juxtaposed
since the very first version.
v1.5 1/13/02: Rewrote pretty much every answer for clarity, added a couple of
new frequently asked questions pertaining to Final Fantasy X International,
fixed yet even more translational errors, added a pointer to my "walkthrough"
of the Amazon Japan checkout in question r, and revised the thankyous.
v1.3 12/11/01: Converted some names to the North American release, and added
a few more FAQs. PLEASE NOTE MY CHANGE OF EMAIL ADDRESS - I may not be using
cb@positronrecords.com very much longer. If you definately want me to recieve
your email, use circe@san.rr.com.
v1.2 12/2/01: Added a couple more questions, and gave another, more complex
example of grid movement in question d. Ph33r my 1337 ASCII 5killZ!!
v1.01 11/25/01: Fixed some typos, grammatical errors, and a mistake about
where the branching paths of Kimahri's part of the Sphere Grid lead.
v1.0 11/24/01: Began FAQ, since there seems to be a lot of confusion on
various message boards as to how the Sphere Grid works.
-- II. Foreword / Contact Informatiom -First, this is not a gameplay FAQ. This is an explanation of how the Sphere
Grid works, and answers to the most commonly-asked questions about it. If you
need a walkthrough, a beastiary, a Mix list, or anything else not pertaining
to the Sphere Grid, look elsewhere.
If you have a question or submission about the Sphere Grid, don't bother
emailing me. My former primary email address - circe@san.rr.com - gets at
least 50 pieces of spam and/or viruses daily thanks to these FAQs, and I've
stopped checking it completely. If you need gameplay help, I suggest you make
use of a message board geared towards that, such as the lovely ones on
GameFAQs.com. I'm on there routinely as "Ceebs". The latest version of this
FAQ, and all the other ones I've written, can always be found at GameFAQs
(http://www.gamefaqs.com/) and my site (http://home.san.rr.com/circe/). Please
look at them before finding fault with what may be an out-of-date version.
Thanks, and enjoy.
-- III. Frequently Asked Questions -a. Just what is the Sphere Grid?
Final Fantasy X has done away with the RPG standard of "levelling up", and
replaced it with a gigantic virtual board filled with incrimental stat
increases, and battle abilities that may be learned. To put it another way,
the Sphere Grid is the means by which your characters learn non-Overdrive
abilities, and their statistics like HP, MP, Defense, Attack Power, etc, go
up. Each character starts at one place on the board, and through gaining AP
in battle, may move along the board picking up stat increases, and learning
battle abilities as they go.
|
/
Destination node
(S.Lv = 0)
|
/
Bonus
To activate all of these nodes, you would need two Speed Spheres (for Accuracy
and Evade), one Mana Sphere (for Magic Power), and one Ability Sphere (for
the Haste Spell). Make sense?
Here's another, more complicated example - if your S.Lv were three, and you
began at a Strength node, followed by an Evade node that branched into two
Agility nodes, then a Magic Defense node after that, and finally an empty
space after that which branched off into another Evade node, with another
Agility node immediately after the empty space, it would look like:
_______
_______
|
|
|
|
| Agil. |
| Evade |
|_______|
|_______|
||
||
_______
||
||
_______
_______
________
_______
|
| ____ |
| ____ |
| ____ |
| ___ |
|
| Str. | ---- | Evade | ---- | M. Def | ---- | empty | --- | Agil. |
|_______|
|_______|
|________|
|_______|
|_______|
|
|
|
|
|
|
||
||
_______
|
|
| Agil. |
|_______|
/
Starting node
(S.Lv = 3)
|
|
|
|
|
/
(S.Lv = 1)
|
/
(S.Lv = 2 after
moving to the
Evade node; no
reduction in S.Lv
for activating
surrounding
Agility nodes.)
|
|
|
|
|
|
|
/
Bonus node
/
Destination node
(S.Lv = 0 after
moving to the
empty node; no
reduction in S.Lv
for activating
the Evade node
or Agility node
immediately after.)
To activate all of these nodes, you would need one Power Sphere (for Strength),
five Speed Spheres (for two Evade and three Agility), and one Mana Sphere (for
Magic Defense).
e. Are there any other spheres besides Power, Mana, Agility, and Ability?
Yes, lots. Brace yourself. They are: Fortune Sphere, Attribute Sphere,
Special Sphere, Skill Sphere, White Magic Sphere, Black Magic Sphere, Master
Sphere, Level 1 Key Sphere, Level 2 Key Sphere, Level 3 Key Sphere, Level 4
Key Sphere, HP Sphere, MP Sphere, Strength Sphere, Defense Sphere, Magic
Sphere, Magic Defense Sphere, Agility Sphere, Evasion Sphere, Accuracy Sphere,
Luck Sphere, Clear Sphere, Return Sphere, Friend Sphere, Teleport Sphere, and
Warp Sphere.
Their effects are:
- Fortune Sphere: activates a Luck node on the Sphere Grid
- Attribute Sphere: activate any statistic node that's already been
activated by another character
- Special Sphere: activate any Special node that's already been activated by
another character
- Skill Sphere: activate any Skill node that's already been activated by
another character
- White Magic Sphere: activate any White Magic node that's already been
activated by another character
- Black Magic Sphere: activate any Black Magic node that's already been
activated by another character
- Master Sphere: activate any node that's already been activated by another
character
- Level 1-4 Key Spheres: permanently remove any Sphere Lock of the
appropriate level from the Sphere Grid (ie; a Level 1 Key Sphere will
remove a Level 1 Sphere Lock, a Level 2 Key Sphere will remove a Level 2
Sphere Lock, etc.)
- HP Sphere: turns an empty space into an unactivated "HP +300" node
- MP Sphere: turns an empty space into an unactivated "MP +40" node
- Strength Sphere: turns an empty space into an unactivated "Strength +4"
node
- Defense Sphere: turns an empty space into an unactivated "Defense +4" node
- Magic Sphere: turns an empty space into an unactivated "Magic +4" node
- Magic Defense Sphere: turns an empty space into an unactivated "Magic
Defense +4" node
- Agility Sphere: turns an empty space into an unactivated "Agility +4" node
- Evasion Sphere: turns an empty space into an unactivated "Evade +4" node
- Accuracy Sphere: turns an empty space into an unactivated "Aim +4" node
- Luck Sphere: turns an empty space into an unactivated "Luck +4" node
- Clear Sphere: erases any statistic node on the Sphere Grid **
- Return Sphere: allows one character to return to any node they've
previously activated
- Friend Sphere: allows one character to move to the node which another
character is currently occupying on the Sphere Grid
- Teleport Sphere: allows one character to teleport to any node which anyone
has previously activated
- Warp Sphere: allows one character to warp anywhere on the Sphere Grid,
whether the node has been activated or not
** Do not use Clear Spheres unless you know exactly what you're doing erasing a previously activated node makes it like you never activated it in
the first place. For example, if everyone had visited a particular Strength
+3 node, and you used a Clear Sphere on that space, everyone's attack
power would drop by 3. See question p for more on this.
f. Where can I find the rare spheres from question e?
You can acquire these most reliably through Bribe, but some enemies drop them
as rare items, and some can be bought. In the same order as the preceding
question, these are the ones I know of:
-
For the locations of these monsters, and exact gil cost to Bribe, see my
Monster Encyclopedia, or my Bribe FAQ.
g. Can any character learn any ability?
Yes, any character can learn any ability, except for Overdrives and Aeons.
For a sizable portion of the game, each character will be confined to their
own part of the Sphere Grid due to a) Sphere Locks, and b) a lack of
excessive amounts of AP, but once you start getting Key Spheres and cheat
like mad using the AP trick (or level up the old-fashioned way, if that's
your bag), you can traverse the board in several hours' time. Filling all of
the empty spaces with stat bonuses is a much bigger undertaking, however...
h. What about Enemy Skills, aka Ronso Rages?
No. Ronso Rages are solely used by Kimahri, and technically an Overdrive.
See above question. Any character may use Lancet, but only Kimahri may learn
the enemy skills from it. A sad waste.
i. If one character activates a node on the grid, is it used up forever?
No. There are seven characters, and each may activate a node one time. Your
stats would be awfully low if Sphere Grid nodes were consumable...
j. If one character uses a Key Sphere to erase a Sphere Lock, is it gone from
everyone else's grid?
Yes, once you've erased a Sphere Lock with a Key Sphere, it's gone
permanently from the same grid which everyone shares. In its place there
will be an empty space, which you can then use a node creation sphere on to
create a new unactivated node. (Node creation spheres are what they sound
like - they create nodes. Strength, Magic, Defense, Luck, and Evasion Spheres
are examples.) And remember, Key Spheres are consumable, so use them wisely.
k. How can I tell if a character has activated a particular node on the grid?
Is the only way to go to their grid and look?
Around each node on the Sphere Grid, there are seven tiny circles which light
up a certain color when a different character activates the space. These are
visible no matter whose grid you're on. Starting from the top clockwise, they
are:
-
n. What do Sphere Distiller items do? And what's the Sphere Distiller trick?
If you're low on a particular kind of consumable Sphere (ie: Power, Mana,
Speed, or Ability), using a Sphere Distiller item on an enemy will force it
to drop that kind of Sphere. For example, the Snow Wolf always drops Power
Spheres - if you wanted it to drop a Speed Sphere instead, you would use a
Speed Distiller item on it.
Alternately, in Final Fantasy X International, and the European release, there
are battle Skills called "Extract (name of Sphere)" which cost one MP each to
preform, and serve the same purpose as using a Sphere Distiller item. Also,
there are weapon auto-abilities that do the same called [Distill Power],
[Distill Mana], [Distill Speed], and [Distill Ability].
As for the Sphere Distiller trick, at some point in the game, especially if
you use one of the ubiquitous "AP Tricks", you'll probably run out one or
more of the common Sphere types. To get 20-40 in one fight, simply use a
Sphere Distiller on Kottos or Fafnir, who will then drop 20 after the fight
for a standard kill, and 40 for an Overkill. If they only drop two of that
type of Sphere, consider it bad luck - they would have dropped two Dark Matter
otherwise.
o. Is it possible to make a character lopsided?
All characters have porportionately more of one kind of stat nodes on their
part of the Sphere Grid than any other kind. Rikku's, for example, has lots
of HP, Agility, and Luck nodes. Auron's has lots of Strength and Defense
nodes. Lulu's has lots of MP, Magic Power, and Magic Defense nodes. Despite
this, unless you intentionally and habitually don't activate a particular
type of node while passing over it, no it is not possible to make a character
lopsided. The Sphere Grid is very well designed like that.
p. Is it possible to max out stats?
First, we need to define "max out". Without placing any extra spheres in
empty spaces on the Sphere Grid, if you travel the whole board, you'll have
19,700 HP, 1,250 MP, and the rest of your stats will be around 120-170.
(Note: you can only have more than 9,999 HP and 999 MP if you have the
[Break HP Limit] and/or [Break MP Limit] auto-abilities in your armor.) The
true stat maximums you can possess are 99,999 HP, 9,999 MP, and 255 for your
stats like Strength, Magic Defense, Evade, etc - but not all of these
simultaneously. Why not? Read on...
There are 828 nodes total on the original Sphere Grid. (The original grid is
also known as the beginner grid in the European release.) 500 of these are
pre-filled stat nodes, 191 are empty nodes waiting to be filled, 60 are Sphere
Locks (which you may erase with Key Spheres to become empty nodes), and 77 are
ability nodes. You can use Clear Spheres on shoddy stat nodes and replace them
with better ones, but this will take a VERY long time. Erasing a Magic +1 node
and replacing it with a Magic +4 node is an intelligent and proper use of
Clear Spheres. Just remember that if you use a Clear Sphere on a node, and
replace it with something else, all your characters will have to re-activate
it. JungleJim wrote a Stat Maxing FAQ addressing this very question, which I
suggest you read if you're gung-ho about seeing lots of 255's on your status
screen, or just want to know the breakdown of how many nodes of each kind are
on both Sphere Grids. You can find it at GameFAQs.com.
_very_ easy to lead someone down the wrong path and level poorly if you don't
plan ahead. (Case in point, I accidently made Rikku and Auron white mages they knew Curaga and Holy long before Yuna.)
At the beginning of the game, you'll be given the choice to use either the
standard grid for the remainder of the game, or the new grid designed for FFX
International. Once you choose one, you cannot switch to the other. Strangely,
even if you choose the new Sphere Grid, Rikku's tutorial takes place on the
old Sphere Grid.
The benefit of the International Grid over the Original Grid is that all of
your characters start close together at the center, meaning you can level them
up any way you like from the beginning of the game. However, there are about
fifty (!!) fewer nodes in the International Grid than the Original Grid,
which is counterproductive to maxing stats, so it's up to you whether having
customizable characters early is worth the tradeoff of a significant number
of nodes. If you plan on fighting the Dark Aeons, I would highly recommend
that you use the Original Grid, to get the most out of your level ups.
Note: in the European release of Final Fantasy X, the Original Grid is called
the Beginner Grid, and the International Grid is called the Expert Grid. See
my snafu above of making Rikku and Auron white mages if you don't believe
the latter is truly for the experts, or at least the un-absent-minded. :(
v. Are there any new abilities in the Final Fantasy X International Sphere
Grid?
Yes, several. Their functions, and English and Japanese names are as follows:
-
if you've set the language option to Japanese, or called Penance if you've set
it to English, which becomes available to fight after you've defeated the
"dark" Aeons. The bonus DVD includes some sweet trailers from upcoming
Square games, as well as an epilogue leading into Final Fantasy X-2, the VERY
FIRST DIRECT SEQUEL TO ANY FINAL FANTASY GAME!
As for how you can get your own copy, there are several places online who
carry Japanese import games - Tronix (www.tronixweb.com), Lik-Sang
(www.lik-sang.com), and Himeya (shop.himeya.com). I've personally never had a
bad experience ordering from Tronix or Lik-Sang, and I would recommend that
you avoid National Console Support (www.ncsx.com) like the plague. They have
singularly messed up every order I've ever placed with them, owe me $100 in
credit which they refuse to honor, and their crack team of customer service
folks seem to take pleasure in ignoring emails. I'd love to tell a different
story, but that's the way it is.
Alternately, the European release has all of the in-game bells and whistles
that FFX International contains, though no bonus DVD with the "Eien no
Nagisetsu" epilogue, which you could import as well. However, because FFX
International is Japanese-region, and the European release is obviously PALregion, if you have an unchipped US Playstation 2, you cannot play it reliably.
Consider this before you import.
x. What are the three questions the game asks you in Japanese at the beginning
of FFX International?
1. "Which Sphere Grid would you like to use?"
- Original version
- International version
(After choosing "Original version"...)
2. "Original version Sphere Grid, is this okay?"
- Yes
- No
(Or after choosing "International version"...)
2. "International version Sphere Grid, is this okay?"
- Yes
- No
3. "Please select which language you'd like to play in?" (Note: The language
may be changed later by going to the Config menu, this question solely
influences which language the Zanarkand sequence is played in.)
- Japanese
- English
y. Which stats are worth raising?
Raising pretty much everything except Luck will help you instantly. The
Luck stat affects rare Steals, critical hits, evasion rates, hitting fiends
with high evasion, and possibly how often a [... Ward] armor auto-ability will
protect you from a status ailment. The frugal player who doesn't want to take
on Greater Sphere and Earth Eater repeatedly will realize that they can
compensate for a lousy Luck stat by simply customizing certain auto-abilities
into their armor. Always making a rare Steal can be accomplished by putting
[Master Thief] on an armor, maxing out your strength and accuracy, and
obtaining the Celestial Weapons eliminates the need for making critical hits,
and [...proof] or [Ribbon] on an armor will always protect you from that status
ailment.
...Note I said "instantly". If you're planning on defeating the Dark Aeons and
Penance, all of whom have high Luck and Evasion stats, your characters' Luck
will have to be just as high to level the playing field. If defeating these
optional bosses is not part of your game plan, however, you can scrape by the
rest of the game - and all of the Monster Arena bosses - with more or less your
starting Luck statistic.
z. If I keep activating HP nodes after I've reached 9,999 HP, will the game
"remember" later when I equip armor with [Break HP Limit]?
Yes, after you reach 9,999 HP or 999 MP, the game will "remember" any
additional HP or MP nodes you activate. When you equip armor with [Break HP
Limit] or [Break MP Limit], your HP and MP will reflect your true totals.
-- IV. Thanks, Credits, Shameless Plugs -Thanks to Muni Shinobu (muni_shinobu@yahoo.com) for his excellent FFX
walkthrough and numerous other guides on the game. Without him, we would not
know wairo from Shinola.
Much respect to Alexander O. Smith for his fantastic localizations of Vagrant
Story, Parasite Eve 2, Final Fantasy X, et al, and for not calling me an idiot
when I misunderstood his contribution to Final Fantasy IX. Oops.
Thanks to Matt for making me too happy to update this thing for months on end.
Mush.
Extra special thanks to Square (http://www.playonline.com/) for creating FFX
and many other quality titles, GameFAQs (http://www.gamefaqs.com/) for hosting
FAQs on every game imaginable, and respecting FAQ author's rights, and most
importantly to everyone who encouraged me to keep writing.
Extra extra EXTRA special thanks to Jeei on the GameFAQs message boards for
coining the term "Sphere Board Bus", and providing endless hours of amusement.
Some people think the theme of FFX is love and sacrifice, but I think it's
public transportation. Ride the bus, get HP +200. Am I alone?
If your name isn't here and it should be, blame the memory and not the heart.
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