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Legend
Italic Not an in-game term


Glossary for Fine Fantasy.

GameplayEdit

BattleEdit

BattlerEdit

Battler is the compound name for allies and enemies in battle.

CombatantEdit

See battler.

PlayableEdit

A playable character is one controlled by the player.

PrimaryEdit

A primary playable character is one that is mandatory to acquire to complete the game, usually through the game's main quest.

SecondaryEdit

A secondary playable character is one that may be optionally acquired during the game, usually through one or more side quests. To note is that a secondary playable character may also be lost from the player party at some point.

AllyEdit

An ally is one of the player characters, or a temporary hospitable guest.

GuestEdit

A guest is a temporarily playable character, but as such is oftentimes limited in terms of leveling and customization. Guests are also usually only available during a short period of the game's events, and are plot-related.

EnemyEdit

An enemy is a hostile combatant in combat. The objective of each battle is to defeat all enemies.

ActingEdit

Acting (or Act) is the term applied for when a battler receives a turn, and as such gets to select (and optimally) execute abilities and more.

TurnEdit

A turn is achieved when a battler's TP reaches 0 or below. If their conditions are normal, they will be able to act.

AbilityEdit

Ability is a compound term, that in the context of offense usually refers to the attack command (and in effect Weaponry), commands and actives, but to a lesser degree passive-induced effects. In a context of a battler's properties, however, it usually refers to actives and/or passives (locals and globals).

AttackEdit

Attack, also referred to as Basic attack or Basic ability, is a Command ability that deals Physical damage to a single Target using a basic formula, costing no Ability Points. It may not be removed from the Command list. It's effects can be altered using Weaponry.

For further info, see Attack.
WeaponryEdit

Weaponry, or Weapons, simply refers to any piece of equipment with an Attack-altering effect.

ActiveEdit

Active abilities are abilities available to battlers that may perform a wide variety of effects with player input. In order to be of use to the player party, they must be unlocked (by leveling, rewarded from side quests, purchased, or received from enemy drops) and implemented at a given tile. The rows available for the given actives depends, but at maximum level or lower, it may be placed on any row.

PassiveEdit

Passive abilities are abilities available to battlers that may perform a wide variety of effects without player input. In order to be of use to the player party, they must be unlocked (by leveling, rewarded from side quests, purchased, or received from enemy drops) and implemented. Depending if the passive is local or global, how it is implemented differs.

LocalEdit

Local passive abilities are passives that may be attached to a tile. Its effects are active only when a party member is placed onto said tile. Up to 2 locals may be attached to a given tile simultaneously.

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This article or section contains the following pending info:
GlobalEdit

Global passive abilities are passives that may be attached to a playable character directly. Its effects are active during the entire battle. Up to 5 globals may be attached to a given character simultaneously.

Square dils dils: I'm not so sure about this...
This article or section contains the following pending info:

EnemyEdit

An enemy is a hostile combatant in combat. The objective of each battle is to defeat all enemies.

StatsEdit

Stats measure the combatants battle performance in various situations, and usually vary from character to character, and from enemy species to species.

Current & MaximumEdit

Stats that have both a maximum as well as a current value. The current value is changed frequently during battles, but cannot go behind 0 or exceed the maximum value. The maximum value, however, is augmented like any other stat.

Health Points (HP)Edit

DeviantArt@7Soul1 - Health Points Health Points (HP) measure the battler's stamina, reduced by damage-dealing attacks and recovered by restorative abilities. Should the current HP ever reach 0, the character is knocked out.

Can be purchased by playable characters on the level grid in the Front section.

Ability Points (AP)Edit

DeviantArt@7Soul1 - Ability Points Ability Points (AP) measure how many AP-consuming actives the combatant may perform. Many abilities consume AP, but unless the player is equipped with weaponry or certain passives the basic attack has no such cost.

Can be purchased by playable characters on the level grid in the Front section.

Active StatsEdit

AssertiveEdit

Type (Lightning Returns Final Fantasy XIII) Assertive stats measure .

Assertive PhysicalEdit

DeviantArt@7Soul1 - Assertive Physical 2 Assertive Physical measures the damage dealt by physical abilities, as well as the majority of break power in conjunction with the supportive physical stat.

Can be purchased by playable characters on the level grid in the Front section.

Assertive MagicalEdit

DeviantArt@7Soul1 - Assertive Magical 2 Assertive Magical measures the damage dealt by magical abilities, as well as the majority of break power in conjunction with the supportive magical stat.

Can be purchased by playable characters on the level grid in the Front section.

SupportiveEdit

Element (Lightning Returns Final Fantasy XIII) Supportive stats measure .

Supportive PhysicalEdit

DeviantArt@7Soul1 - Supportive Physical 2 Supportive Physical measures the effectiveness of guards and evades, as well as some break power in conjunction with the assertive physical stat.

Can be purchased by playable characters on the level grid in the Rear section.

Supportive MagicalEdit

DeviantArt@7Soul1 - Supportive Magical 2 Supportive Magical measures the effectiveness of restorative abilities, as well as some break power in conjunction with the assertive magical stat.

Can be purchased by playable characters on the level grid in the Rear section.

Passive StatsEdit

ProtectiveEdit
DefenseEdit

DeviantArt@7Soul1 - Defense Defense measures the damage reduction from physical abilities.

Can be purchased by playable characters on the level grid in the Rear section.

ResistanceEdit

DeviantArt@7Soul1 - Resistance Resistance measures the damage reduction from magical abilities.

Can be purchased by playable characters on the level grid in the Rear section.

HitEdit
AccuracyEdit

DeviantArt@7Soul1 - Accuracy Accuracy measures the probability of connecting with an ability, as well as some critical hit success rate.

Can be purchased by playable characters on the level grid in the Center section.

EvasionEdit

DeviantArt@7Soul1 - Miss Evasion measures the probability of evading abilities (in standby or ability-induced), as well as in conjunction with guards, evades and certain passives nullify abilities and effects.

Can be purchased by playable characters on the level grid in the Center section.

OtherEdit
SpeedEdit

DeviantArt@7Soul1 - Speed Speed measures .

Can be purchased by playable characters on the level grid in the Center section.

LuckEdit

DeviantArt@7Soul1 - Luck Luck measures .

Can be purchased by playable characters on the level grid in the Center section.

Elemental defenseEdit

Stats that affect the battler's resistance to various elements, the special not included.

Fire defenseEdit

DeviantArt@7Soul1 - Fire Mitigates the damage dealt by fire attacks.

Water defenseEdit

DeviantArt@7Soul1 - Water Mitigates the damage dealt by water attacks.

Thunder defenseEdit

DeviantArt@7Soul1 - Thunder Mitigates the damage dealt by thunder attacks.

Wind defenseEdit

DeviantArt@7Soul1 - Wind Mitigates the damage dealt by wind attacks.

Type defenseEdit

Stats that affect the battler's resistance to various types, the special type not included.

Physical defenseEdit

DeviantArt@7Soul1 - Physical Mitigates the damage dealt by physical attacks.

Magical defenseEdit

DeviantArt@7Soul1 - Magical Mitigates the damage dealt by magical attacks.

StatusEdit

Stats that affect the battler's affinity with various statuses, special statuses not included. They are measured within a range of A-F.

Square dils dils: I'm not so sure about this...
This article or section contains the following pending info:
  • The grades are measured in the player's favor?
    • A high grade meaning beneficial, whilst a low grade is detrimental to the player?

The stats below apply to every status available. See the list of regular statuses for more info.

InfluenceEdit

Influence measure the general effectiveness of a status when applied to the battler. For example, an enemy with debrave applied with a duration of 99 might receive a 75% strength decrease with an influence grade of C, but merely a 25% decrease with a grade of F.

ResistanceEdit

Resistance measure the duration reduction when the battler is hit with a status. A high grade against ailments means that a casting even with high stats of the user will be greatly diminished.

Square dils dils: I'm not so sure about this...
This article or section contains the following pending info:
  • High grade against augments meaning low stats will still produce a high duration?
ExhaustEdit

Exhaust measure the duration decrease of any inflicted status at the end of a the battler's turn. Pay in mind that the duration is still not decreased the turn its applied.

A grade of F might be enough to reduce a duration of 99 to 0 in a single turn.

StatusEdit

DurationEdit

See duration.

InfluenceEdit

See influence.

ResistanceEdit

See resistance.

ExhaustEdit

See exhaust.

AugmentEdit

Augments are positive status effects.

OffensiveEdit

Offensive augments enhances the battler's offensive battle performance.

BraveryEdit
Lightning Saga Bravery

Bravery increases the inflicted battler's strength.

FaithEdit
Lightning Saga Faith

Faith increases the inflicted battler's magic.

ProtectiveEdit

Protective augments enhances the battler's protective battle performance.

ProtectEdit
Lightning Saga Protect

Protect increases the inflicted battler's defense.

ShellEdit
Lightning Saga Shell

Shell increases the inflicted battler's resistance.

ElementalEdit

Elemental augments enhances the battler's elemental battle performance.

EnblazeEdit
Fine Fantasy - Enblaze (Lightning Saga)

Enblaze increases the inflicted battler's offensive and protective capabilities regarding fire elemental abilities.

EnfrostEdit
Fine Fantasy - Enfrost (Lightning Saga)

Enfrost increases the inflicted battler's offensive and protective capabilities regarding water elemental abilities.

EnshockEdit
Fine Fantasy - Enshock (Lightning Saga)

Enshock increases the inflicted battler's offensive and protective capabilities regarding thunder elemental abilities.

EngustEdit
Fine Fantasy - Engust (Lightning Saga)

Engust increases the inflicted battler's offensive and protective capabilities regarding wind elemental abilities.

AilmentEdit

Ailments are negative status effects.

OffensiveEdit

Offensive augments diminishes the battler's offensive battle performance.

DebraveEdit
Lightning Saga Debrave

Debrave decreases the inflicted battler's strength.

DefaithEdit
Lightning Saga Defaith

Defaith decreases the inflicted battler's magic.

ProtectiveEdit

Protective augments diminishes the battler's protective battle performance.

DeprotectEdit
Lightning Saga Deprotect

Deprotect decreases the inflicted battler's defense.

DeshellEdit
Lightning Saga Deshell

Deshell decreases the inflicted battler's resistance.

ElementalEdit

Elemental ailments diminishes the battler's elemental battle performance.

DeblazeEdit
Fine Fantasy - Deblaze (Lightning Saga)

Deblaze decreases the inflicted battler's offensive and protective capabilities regarding fire elemental abilities.

DefrostEdit
Fine Fantasy - Defrost (Lightning Saga)

Defrost decreases the inflicted battler's offensive and protective capabilities regarding water elemental abilities.

DeshockEdit
Fine Fantasy - Deshock (Lightning Saga)

Deshock decreases the inflicted battler's offensive and protective capabilities regarding thunder elemental abilities.

DegustEdit
Fine Fantasy - Degust (Lightning Saga)

Degust decreases the inflicted battler's offensive and protective capabilities regarding wind elemental abilities.

TimeEdit

Time Points (TP)Edit

Time Points (TP) measure if the combatant is ready to act or not. TP is increased for all characters each tick by an amount equal to their current speed.

After 1 or more combatants' TP reaches 100, act order is calculated and unless their TP is reduced or the combatant is paralyzed, each combatant in the list acts accordingly.

After a turn has been spent, the character's TP is reduced by 100, allowing for multiple turns if their initial TP exceeded 100.

Time Point reductionEdit

A combatant may have their Time Points reduced below the standard of 0 points by various effects, causing the next turn to appear later than usual.

Multiple turnsEdit

A combatant may receive multiple turns if their Time Points reach 100 at least twice before any other battler has the chance to do so.

TP costsEdit

Charge TimeEdit

LRFFXIII Icon Default ATB Charge Time measures the amount of TP needed before an active comes into effect, during which the user may not act.

Exhaust TimeEdit

ATB Cost (Lightning Returns Final Fantasy XIII) Exhaust Time measures the amount of TP is subtracted from the user upon an active's activation. If the difference fail to reach 100, the combatant is again put in standby.

CooldownEdit

Clock (Final Fantasy XIII) Cooldown is a property that, rather than measure the user's status, calculates the amount of TP the user needs to gain before the active is rendered usable again.

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