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Locations(?)

 
Enemies(?)

 
Abilities(?)

 
Items(?)

 
Characters
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Equips(?)

 
Actives(?)

 
Commands(?)

 
Passives
 
NPC(?)

 
Playable
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Quests
 
Hypers(?)

 
Locals(?)

 
Globals(?)

 
Statuses
 
Primary(?)

 
Secondary(?)

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Main(?)

 
Side(?)

 
Tutorial(?)

 
Dependents
 
Independents
 
Hiddens(?)

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Augments(?)

 
Aimless(?)

 
Ailments(?)

 
Augments(?)

 
Aimless(?)

 
Ailments(?)

Because dils has ideas to create an Android (previosly Flash) Final Fantasy-esque turn-based RPG that need storage.

MusicEdit

Randomize


Game ModeEdit

While no difficulty settings are available, a lot of switches can be enabled or disabled to customize a challenge or test run.

CustomEdit

These are the default settings for a standard game, and can be tinkered with from the get-go.

Gain LP
Enemy Leveling
Enemy ☥
Enable Front
Enable Front Abilities
Enable Center
Enable Center Abilities
Enable Rear
Enable Rear Abilities
Enable Weapons
Enable Shields
Enable Accessories
Enable Formations
Enable Globals
Enable Locals
Enable Attack
Enable Move
Enable Wait
Enable Item
Enable Moving (Menu)
Enable Abilities (Menu)
Enable Equip (Menu)
Enable Locals (Menu)
Enable Globals (Menu)
Enable HP Restoration
Enable Revival (Abilities)
Enable Revival (Menu)
Enable Revival (Inn)


Name pendingEdit

Viable alternatives:

  • Artifice

CharactersEdit

PropertiesEdit

Property
Active
Local
Global
Equips

PlayableEdit

PrimaryEdit

Primary playable characters are required to complete the game, and are added to the party during the game's Main Quest.

RexEdit
Main article: /Rex

Rex* is a lad, and a childhood friend of Irea.

IreaEdit
Main article: /Irea

Irea* is a lady, and a childhood friend of Rex.

DesEdit
Main article: /Des

Des* is a lil' baby.*

SecondaryEdit

Secondary playable characters are not required to complete the game, and are added optionally to the party by completing certain Side Quests. Even if they are in the party during a Main Quest cutscene, chances are they will be replaced with the appropriate primary character.

ShaniquaEdit
Main article: /Shaniqua

Shaniqua* is fab, and some random ho who decides to live it up mmo style.

NPCEdit

AlmaEdit

Main article: /Alma

Alma is a political spokesperson chosen by Rex and Irea to take the role of de facto leader if the two manage to overthrow the corrupt regime.

SettingEdit

  • Final Fantasy logic/physics
    • Guns aren't necessarily the best, etc.
  • IX-esque era
  • Magick exists, but doesn't occur naturally in humans.
  • Plot similar to XII
    • Not "Save the world!"
    • Nor "We killed god!
    • But smaller scale and a lil' more political maybeh?
  • Rex and Irea join the army at a young age to escape poverty.
    • Growing up on the road and seeing towns and conflicts, the two witness the corruption in the system and vow to put an end to it.
    • To do this they understand the current leader cannot stay in charge, but quickly realize they would need to put someone in their place.
    • As neither of them know enough of ruling to fit the bill, they seek the aid of a political grassroots movement, and meet Alma.

GameplayEdit

Multiple Turn-Based RPGEdit

For examples of combat situations, see: /Battle
Property /
Movement
Command List
Real Time Interaction
Full Party Selection
Activation in Turns
Execution in Turns

FCR-GridEdit

The entire combat system for playable characters takes place on a 3x3 grid, where each row attains different properties.

Row Stat Ability types
Lv. 0 Lv. 10
Stats % Stats %
Front DeviantArt@7Soul1 - Assertive Physical 2DeviantArt@7Soul1 - Assertive Magical 2 100 DeviantArt@7Soul1 - Assertive Physical 2DeviantArt@7Soul1 - Assertive Magical 2 200 Offensive
DeviantArt@7Soul1 - Luck 050 DeviantArt@7Soul1 - Luck 100
DeviantArt@7Soul1 - Supportive Physical 2DeviantArt@7Soul1 - Supportive Magical 2 050 DeviantArt@7Soul1 - Supportive Physical 2DeviantArt@7Soul1 - Supportive Magical 2 100
DeviantArt@7Soul1 - DefenseDeviantArt@7Soul1 - Resistance 000 DeviantArt@7Soul1 - DefenseDeviantArt@7Soul1 - Resistance 050
Min Final Fantasy XIII - Provoke: 3*
Center DeviantArt@7Soul1 - Assertive Physical 2DeviantArt@7Soul1 - Assertive Magical 2 050 DeviantArt@7Soul1 - Assertive Physical 2DeviantArt@7Soul1 - Assertive Magical 2 150 Status
DeviantArt@7Soul1 - Luck 100 DeviantArt@7Soul1 - Luck 200
DeviantArt@7Soul1 - Supportive Physical 2DeviantArt@7Soul1 - Supportive Magical 2 075 DeviantArt@7Soul1 - Supportive Physical 2DeviantArt@7Soul1 - Supportive Magical 2 150
DeviantArt@7Soul1 - DefenseDeviantArt@7Soul1 - Resistance 050 DeviantArt@7Soul1 - DefenseDeviantArt@7Soul1 - Resistance 100
Min Final Fantasy XIII - Provoke: 2*
Rear DeviantArt@7Soul1 - Assertive Physical 2DeviantArt@7Soul1 - Assertive Magical 2 000 DeviantArt@7Soul1 - Assertive Physical 2DeviantArt@7Soul1 - Assertive Magical 2 50 Restorative
DeviantArt@7Soul1 - Luck 050 DeviantArt@7Soul1 - Luck 100
DeviantArt@7Soul1 - Supportive Physical 2DeviantArt@7Soul1 - Supportive Magical 2 100 DeviantArt@7Soul1 - Supportive Physical 2DeviantArt@7Soul1 - Supportive Magical 2 200
DeviantArt@7Soul1 - DefenseDeviantArt@7Soul1 - Resistance 100 DeviantArt@7Soul1 - DefenseDeviantArt@7Soul1 - Resistance 200
Min Final Fantasy XIII - Provoke: 1*
Square dils dils: I'm not so sure about this...
This article or section contains the following pending info:
  • Change Def/Res to Sup.Phys and Sup.Mag?

FormationEdit

Main article: /FCR/Formation

Formation is the term used for when the three characters align in special patterns to activate unique effects. These effects have a cooldown and an active time to prevent abuse, and as the cooldown is applied at the battle's start no formation may be used immediately.

The effects applied usually govern active and passive abilities.

Level GridEdit

As the player attains EXP from defeating enemies, they may spend it on stat bonuses, unlocking level abilities (actives and passives), or by leveling each row itself. The latter raises the innate stat augments for the row, and allows the player to purchase new stats and abilities.

OrderEdit

So unimportant but so important?? Either

Row Stat Affects
Fine Fantasy - Front DeviantArt@7Soul1 - Health Points Amount of damage a battler can take before KO.
DeviantArt@7Soul1 - Ability Points Amount of abilities a battler can perform.
DeviantArt@7Soul1 - Assertive Physical 2 Damage of physical abilities.
DeviantArt@7Soul1 - Assertive Magical 2 Damage of magical abilities.
Fine Fantasy - Center DeviantArt@7Soul1 - Accuracy Likeliness of connecting with an ability.
DeviantArt@7Soul1 - Miss Likeliness of evading an ability.
DeviantArt@7Soul1 - Speed Turn order.
DeviantArt@7Soul1 - Luck Critical hits, success rate of status ailments, etc.
Fine Fantasy - Rear DeviantArt@7Soul1 - Defense Damage reduction of physical abilities.
DeviantArt@7Soul1 - Resistance Damage reduction of magical abilities.
DeviantArt@7Soul1 - Supportive Physical 2 Effectiveness of supportive physical abilities.
DeviantArt@7Soul1 - Supportive Magical 2 Effectiveness of supportive magical abilities.

to have the first two always be sort-of physical to sort-of magical

Or

Row Stat Affects
Fine Fantasy - Front DeviantArt@7Soul1 - Health Points Amount of damage a battler can take before KO.
DeviantArt@7Soul1 - Ability Points Amount of abilities a battler can perform.
DeviantArt@7Soul1 - Assertive Physical 2 Damage of physical abilities.
DeviantArt@7Soul1 - Assertive Magical 2 Damage of magical abilities.
Fine Fantasy - Center DeviantArt@7Soul1 - Speed Turn order.
DeviantArt@7Soul1 - Luck Critical hits, success rate of status ailments, etc.
DeviantArt@7Soul1 - Accuracy Likeliness of connecting with an ability.
DeviantArt@7Soul1 - Miss Likeliness of evading an ability.
Fine Fantasy - Rear DeviantArt@7Soul1 - Defense Damage reduction of physical abilities.
DeviantArt@7Soul1 - Resistance Damage reduction of magical abilities.
DeviantArt@7Soul1 - Supportive Physical 2 Effectiveness of supportive physical abilities.
DeviantArt@7Soul1 - Supportive Magical 2 Effectiveness of supportive magical abilities.

to have the first two be sort-of passive things and the latter two sort of active.

???

CompoundEdit
Compound Stat
DeviantArt@7Soul1 - Physical
Physicals
DeviantArt@7Soul1 - Assertive Physical 2
DeviantArt@7Soul1 - Supportive Physical 2
DeviantArt@7Soul1 - Magical
Magicals
DeviantArt@7Soul1 - Assertive Magical 2
DeviantArt@7Soul1 - Supportive Magical 2
Type (Lightning Returns Final Fantasy XIII)
Assertives / Offensives
DeviantArt@7Soul1 - Assertive Physical 2
DeviantArt@7Soul1 - Assertive Magical 2
Element (Lightning Returns Final Fantasy XIII)
Supportives
DeviantArt@7Soul1 - Supportive Physical 2
DeviantArt@7Soul1 - Supportive Magical 2
DeviantArt@7Soul1 - Protective
Protectives
DeviantArt@7Soul1 - Defense
DeviantArt@7Soul1 - Resistance
Fine Fantasy - Hit (Lightning Saga)
Hits?
DeviantArt@7Soul1 - Accuracy
DeviantArt@7Soul1 - Miss
Row StatsEdit
Row Stat Affects
Fine Fantasy - Front DeviantArt@7Soul1 - Health Points Amount of damage a battler can take before KO.
DeviantArt@7Soul1 - Ability Points Amount of abilities a battler can perform.
DeviantArt@7Soul1 - Assertive Physical 2 Damage of physical abilities.
DeviantArt@7Soul1 - Assertive Magical 2 Damage of magical abilities.
Fine Fantasy - Center DeviantArt@7Soul1 - Accuracy Likeliness of connecting with an ability.
DeviantArt@7Soul1 - Miss Likeliness of evading an ability.
DeviantArt@7Soul1 - Speed Turn order.
DeviantArt@7Soul1 - Luck Critical hits, success rate of status ailments, etc.
Fine Fantasy - Rear DeviantArt@7Soul1 - Defense Damage reduction of physical abilities.
DeviantArt@7Soul1 - Resistance Damage reduction of magical abilities.
DeviantArt@7Soul1 - Supportive Physical 2 Effectiveness of supportive physical abilities.
DeviantArt@7Soul1 - Supportive Magical 2 Effectiveness of supportive magical abilities.
ExampleEdit
DeviantArt@7Soul1 - Supportive Magical 2
2
DeviantArt@7Soul1 - Health Points
1
DeviantArt@7Soul1 - Miss
1
Cure II
DeviantArt@7Soul1 - Health Points
2
DeviantArt@7Soul1 - Assertive Physical 2
1
DeviantArt@7Soul1 - Accuracy
1
DeviantArt@7Soul1 - Miss
1
DeviantArt@7Soul1 - Resistance
1
DeviantArt@7Soul1 - Supportive Magical 2
1
DeviantArt@7Soul1 - Health Points
1
DeviantArt@7Soul1 - Ability Points
1
DeviantArt@7Soul1 - Assertive Physical 2
1
DeviantArt@7Soul1 - Assertive Magical 2
1
DeviantArt@7Soul1 - Accuracy
1
DeviantArt@7Soul1 - Miss
1
DeviantArt@7Soul1 - Speed
1
DeviantArt@7Soul1 - Luck
1
DeviantArt@7Soul1 - Defense
1
DeviantArt@7Soul1 - Resistance
1
DeviantArt@7Soul1 - Supportive Physical 2
1
DeviantArt@7Soul1 - Supportive Magical 2
1
Fine Fantasy - Front
2
Fine Fantasy - Center
1
Fine Fantasy - Rear
3
DeviantArt@7Soul1 - Health Points
1
DeviantArt@7Soul1 - Ability Points
1
DeviantArt@7Soul1 - Assertive Physical 2
1
DeviantArt@7Soul1 - Assertive Magical 2
1
DeviantArt@7Soul1 - Accuracy
1
DeviantArt@7Soul1 - Miss
1
DeviantArt@7Soul1 - Speed
1
DeviantArt@7Soul1 - Luck
1
DeviantArt@7Soul1 - Defense
1
DeviantArt@7Soul1 - Resistance
1
DeviantArt@7Soul1 - Supportive Physical 2
1
DeviantArt@7Soul1 - Supportive Magical 2
1

AbilitiesEdit

The abilities of each character must be equipped to a tile prior to battle, and are only accessible if the character moves to said tile.

ActiveEdit
Main article: /Ability/Active
See also: Fine Fantasy/Pending/No Ability Row Restriction

Each tile of the FCR-grid may be equipped with up to 3 active abilities. To be noted is that actives may be placed on any row, but may have to be leveled up before additional rows are available.

ChainEdit

Some active abilities have altered effects and usage when used repeatedly without interruption. This consecutive usage is known as a chain.

After unleashing the full ability chain, the ability is returned to its original state and the combo can be restarted again.

Square dils dils: I'm not so sure about this...
This article or section contains the following pending info:
  • Whether or not to make combos interruptible by:
    • Being attacked.
    • Moving.
    • Waiting.
    • Using another ability.
PassiveEdit
Main article: /Ability/Passive
LocalEdit
Main article: /Ability/Passive/Local

Local passives are activated upon moving to the housing tile, and deactivated if the character moves yet again.

GlobalEdit
Main article: /Ability/Passive/Global

Global passives are activated at the start of the battle, and will remain so indefinitely.

CommandEdit
Main article: /Ability/Command

Command abilities may be accessed independently from the character's current position.

EquipEdit

Main article: /Equip
See also: Fine Fantasy/Pending/Multiple Purpose Equips

As stat bonuses are handled organically by the level grid, innate row augments and passive abilities, equipment isn't handled as with regular RPGs.

A character may only equip a single piece of equipment at a time, and depending on the piece in question has different effects and activation AP subtractions.

ElementsEdit

See also: Fine Fantasy/Pending/Element Conventions
Icon Alt. FF Alt. Other Name Viable
Fire (Final Fantasy XII) Final Fantasy VIII - Fire Final Fantasy Airborne Brigade - Fire The Legend of Zelda Ocarina of Time 3D - Fire Medallion The Legend of Zelda Ocarina of Time 3D - Goron's Ruby The Legend of Zelda Ocarina of Time 3D - Din's Fire Fire
Water (Final Fantasy XII) Final Fantasy VIII - Water Final Fantasy Airborne Brigade - Water The Legend of Zelda Ocarina of Time 3D - Water Medallion The Legend of Zelda Ocarina of Time 3D - Zora's Sapphire The Legend of Zelda Ocarina of Time 3D - Nayru's Love Water
Lightning (Final Fantasy XII) Final Fantasy VIII - Lightning Final Fantasy Airborne Brigade - Lightning The Legend of Zelda Ocarina of Time 3D - Light Medallion Thunder
Wind (Final Fantasy XII) Final Fantasy VIII - Wind Final Fantasy Airborne Brigade - Wind The Legend of Zelda Ocarina of Time 3D - Forest Medallion The Legend of Zelda Ocarina of Time 3D - Kokiri's Emerald The Legend of Zelda Ocarina of Time 3D - Farore's Wind Wind Air
Earth (Final Fantasy XII) Final Fantasy VIII - Earth Final Fantasy Airborne Brigade - Earth Earth
Holy (Final Fantasy XII) Final Fantasy VIII - Holy Final Fantasy Airborne Brigade - Holy The Legend of Zelda Ocarina of Time 3D - Spirit Medallion Holy Spirit, Light
Dark (Final Fantasy XII) Final Fantasy VIII - Poison Final Fantasy Airborne Brigade - Dark The Legend of Zelda Ocarina of Time 3D - Shadow Medallion Dark Shadow, Evil

TargetingEdit

See also: Fine Fantasy/Pending/Enemy Targeting Calculation
See also: Fine Fantasy/Pending/Target Count Circle
See also: Fine Fantasy/Pending/Guests & Ability Target Count

A given ability with full targeting range (how adaptible an ability is depends on the type) may target any number of battlers at once, whereas both allies and enemies are included. This is done by swiping each desired battler once before letting go, as touching a character twice will remove them from the selection list.

Enchancing an ability may give it additional target slots, or the ability to target friend/foe if it did not have it already. The maximum target slots an ability can have is 18 (9 enemies, 9 ally targets).

StatusesEdit

Main article: /Status
See also: Fine Fantasy/Pending/Status Duration

Enemy InfoEdit

Just like in the Lightning Saga, new enemies have no info available to the party, but is slowly permanently revealed during battles as the player fulfills conditions. However, players can also acquire enemy info outside of battles, which is especially important when it comes to bosses, as they may have powerful attacks that operate under certain circumstances that the player needs to take advantage of, as well as their Breaks. The enemy in question will appear in the Bestiary before encountered, but will not have their name nor image visible but only the acquired info. Acquiring info this way may take part in quests.

Note that all except notes, breaks and drops are rendered visible after being defeated.

Info Unlock
HP Deplete significant HP / Deal multiple hits in one battle
AP The enemy uses an AP-consuming ability
Strength The enemy deals physical damage
Magic The enemy deals magical damage
Defense Deal physical damage
Resistance Deal magical damage
Accuracy The enemy connects with an ability
Evasion The enemy evades an attack
Speed The enemy receives a turn
Luck The enemy gets a critical hit
Type The enemy is connected with a type
Element The enemy is connected with an elemental
Status The enemy is connected with a status
Steal The item is stolen
Drop The item is dropped
Break The enemy's Break bar is significantly increased
Note Special depending on the note itself

ExampleEdit

Enemy Type Info Unlock
Joker Note Low Blow deals greater damage the more each party member has equipped to their tiles. Talk to the man next to the pub.
Break Inflict hits with a sword. Pay the apprentice juggler at the Inn.

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