Final Fantasy VII/Master Materia: Difference between revisions
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{{Header Nav|game=Final Fantasy VII}} | {{Header Nav|game=Final Fantasy VII}} | ||
'''Master Materia''' is all (or in the case of Command, most) Materia of a certain fused into a single Materia. It is created by mastering all of the Materia needed to create it and then fusing them using the Huge Materia of the corresponding color. Only [[Final Fantasy VII | '''Master Materia''' is all (or in the case of Command, most) Materia of a certain type fused into a single Materia. It is created by mastering all of the Materia needed to create it and then fusing them using the Huge Materia of the corresponding color. Only [[Final Fantasy VII/Command Materia|Command]], [[Final Fantasy VII/Summon Materia|Summon]], and [[Final Fantasy VII/Magic Materia|Magic]] Materia can be turned into Master Materia. | ||
{{sidebar | |||
|contents=If you want to do the achievement Materia Overlord, be aware that if you blend your materias into a Master one, you will have to master again all the materias blended, as you need all the materias mastered inside your inventory for the achievement. (especially with the Summon Materias, maybe you don't want to farm all these AP again) | |||
}} | |||
==Master Materia== | ==Master Materia== | ||
===Master Magic=== | ===Master Magic=== | ||
Getting the Master Magic requires mastering all 21 [[Final Fantasy VII | Getting the Master Magic requires mastering all 21 [[Final Fantasy VII/Magic Materia|Magic Materias]], totaling 1,026,000 AP (it's not as bad as it seems). Of those only three require 60,000 AP (Comet, Contain, and Heal) and three require 100,000 AP (Shield, Ultima, and FullCure). | ||
'''Benefits''' | '''Benefits''' | ||
* Equip all spells: with only 16 Materia slots at most, a single character cannot equip the 21 Materias needed to use all spells. | * Equip all spells: with only 16 Materia slots at most, a single character cannot equip the 21 Materias needed to use all spells. | ||
* No penalties: You can easily | * No penalties: You can easily lose a third of your HP if you equip the most powerful magics, but Master Magic has no penalties. (No benefits either, but it's not a big deal since the one thing you are never lacking in is MP). | ||
* All on all: Linking an all (or any other [[Final Fantasy VII | * All on all: Linking an all (or any other [[Final Fantasy VII/Support Materia|Support Materia]]) adds that effect to all applicable Magic. It still won't let you multi-target spells you couldn't before, such as Contain magic. | ||
===Master Summon=== | ===Master Summon=== | ||
All sixteen [[Final Fantasy VII | All sixteen [[Final Fantasy VII/Summon Materia|Summon Materia]]s can be mastered, and five of them (Ifrit, Ramuh, Phoenix, Bahamut, Neo Bahamut) can be missed. Mastering all of them will cost 2,235,000 AP. Yes, that's right: over two million AP. Even in triple growth slot, that's 745 Magic Pots (see below). | ||
The only benefit to mastering a summon is that you will be able to use it an unlimited number of times in a battle. | |||
===Master Command=== | === Master Command === | ||
Of the thirteen [[Final Fantasy VII | Of the thirteen [[Final Fantasy VII/Command Materia|Command Materias]] in the game, you only need seven of them to create a Master Command, and they are the less demanding ones in terms of AP. This will take less than the previous groups: just 430,000 AP. | ||
'''Master Command set''' | '''Master Command set:''' | ||
*Deathblow | * Deathblow (40,000 AP) | ||
*Manipulate | * Manipulate (40,000 AP) | ||
* | * Sense (40,000 AP) | ||
* | * Steal (50,000 AP) | ||
* | * Throw (60,000 AP) | ||
* | * Mime (100,000 AP) | ||
* | * Morph (100,000 AP) | ||
'''Not included''' | '''Not included:''' | ||
*Double Cut | * Enemy Skill | ||
* Double Cut (150,000 AP) | |||
*Slash-All | * Slash-All (150,000 AP) | ||
*W-Item | * W-Item (250,000 AP) | ||
*W-Magic | * W-Magic (250,000 AP) | ||
*W-Summon | * W-Summon (250,000 AP) | ||
Enemy Skill technically can't get mastered | Enemy Skill technically can't get mastered. Double Cut and Slash-All both replace your attack option, so you can't equip both at the same time. While the W- Materias could have been added, be very glad they weren't since it would mean another 750,000 AP to get. In total, the materias that are not included alone would require 1,050,000 AP to be mastered, more than twice the AP required for the Master Command materia. | ||
==Huge Materia== | ==Huge Materia== | ||
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'''Events''' | '''Events''' | ||
* [[Final Fantasy VII/A journey through cloudless skies#The Flying Materia Train!|The Flying Materia Train!]] in Corel | * [[Final Fantasy VII/A journey through cloudless skies#The Flying Materia Train!|The Flying Materia Train!]] in Corel | ||
* [[Final Fantasy VII/A journey through cloudless skies# El Condor Splode| El Condor Splode]] at [[Final Fantasy VII | * [[Final Fantasy VII/A journey through cloudless skies# El Condor Splode| El Condor Splode]] at [[Final Fantasy VII/Fort Condor|Fort Condor]] | ||
* [[Final Fantasy VII/Huge Materia below and above#They all lived in a Red Submarine|They all lived in a Red Submarine]] under Junon | * [[Final Fantasy VII/Huge Materia below and above#They all lived in a Red Submarine|They all lived in a Red Submarine]] under Junon | ||
* [[Final Fantasy VII/Huge Materia below and above#Blasting off and wasting lard|Blasting off and wasting lard]] from Rocket Town | * [[Final Fantasy VII/Huge Materia below and above#Blasting off and wasting lard|Blasting off and wasting lard]] from Rocket Town | ||
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You can also find Tonberrys in these rooms, so if you don't have three Ribbons, morph the Tonberrys until you have enough. | You can also find Tonberrys in these rooms, so if you don't have three Ribbons, morph the Tonberrys until you have enough. | ||
Movers are very rare in | Movers are very rare in these rooms, but one or two Magic Pots will appear about half of the time. Stay in the first room until the Magic Pots start to appear less and less frequently, then move to the next room and repeat. Once the Magic Pots in the second room start to disappear, head to the next room on the right. From here head through the door on the left (pick up the all-important materia first), without bothering to fight. You'll be back in the room where you were told to create a save point. Heal, save, then go back to the first room with the Magic Pots and repeat until you have everything mastered. | ||
To maximize your Materia growth, get Cloud's Apocalypse sword from the [[Final Fantasy VII/Ancient Forest|Ancient Forest]] and Cid's | To maximize your Materia growth, get Cloud's Apocalypse sword from the [[Final Fantasy VII/Ancient Forest|Ancient Forest]] and Cid's Javelin from [[../Into the cold|Gaea's Cliff]]. The Apocalypse has triple growth times three slots (APx9), the Javelin has double growth times five slots (APx10). Additionally, equip a [[../Weapons#Materia-growing weapons|materia-growing weapon]] for the third character and buy three Rune Armlets from the Bone Village since these have double growth. | ||
It'll still take | This setup gets you three triple growth slots and twenty-one double growth slots, so you can get 122400 AP for fighting a group of three Movers, that is on average 5100 AP per materia. It'll still take more than one hundred fights to get a 500000 AP materia (e.g. Knights of Round) mastered... | ||
Cid's scimitar has triple growth rate, but far less slots than the Javelin. If you equip it to Cid the AP rate is actually decreased: you'd get 112800 AP per fight against three Movers instead of 122400 AP, i.e. 8% less. | |||
==Free Master Materias== | ==Free Master Materias== | ||
If you beat [[Final Fantasy VII/Weapons#Emerald Weapon|Emerald Weapon]] it'll drop the Earth Harp. The traveler in Kalm village will trade your harp for one of each Master Materias. However, Emerald is a gigantic pain in the butt and you'll probably want to have Master Materias going into the fight. | If you beat [[Final Fantasy VII/Enemy Weapons#Emerald Weapon|Emerald Weapon]] it'll drop the Earth Harp. The traveler in Kalm village will trade your harp for one of each Master Materias. However, Emerald is a gigantic pain in the butt and you'll probably want to have Master Materias going into the fight. | ||
==Strategy== | ==Strategy== | ||
Ideally, you'd get three of each type of Master Materia, however if you don't want to stare at the same enemies for 10 - 20 hours, you'll probably be willing to make do with less. | {{sidebar | ||
|width=150px | |||
|contents=For some reason in the northern cave if you keep one of your characters limit breaks,the magic pots appear more often. | |||
}} | |||
Ideally, you'd like to get three of each type of Master Materia, however if you don't want to stare at the same enemies for 10 - 20 hours, you'll probably be willing to make do with less. | |||
It is relatively fast to get a complete set of Magic Materia mastered. Many of them require around 50000 AP to master, and you probably have many of them at very high levels from using them through out the game. As such, get at least two sets mastered, though if you can spare the time you should get three sets, especially if you are planning on fighting the Weapons. | It is relatively fast to get a complete set of Magic Materia mastered. Many of them require around 50000 AP to master, and you probably have many of them at very high levels from using them through out the game. As such, get at least two sets mastered, though if you can spare the time you should get three sets, especially if you are planning on fighting the Weapons. | ||
Mastering the command Materia is | Mastering the command Materia is even faster since you only need to master seven of them, and they're the ones that require less AP. You don't really need everyone to have every command available for the fight with Emerald, so if you create two then the one you get from it will complete the set. | ||
Summon Materia takes the longest time to master, even more time than the other two types combined. Summons really aren't that useful late in the game, except for Knights of the Round (KR), so it probably isn't worth the time to build more than one Master Summon Materia, if any. Without a Master Summon, the only thing you are really losing out on is not being able to cast KR an unlimited number of times. However, if everyone else in the party has Mime, then one person can cast it once and everyone else can continually Mime it (which cost no MP). The best cost/benefit plan is to master KR and forget about the rest. | |||
;Summary | |||
Create 2-3 Master Magics, 2 Master Commands, and 0-1 Master Summons, then go beat Emerald. After Emerald, get three more Master Materias from the Kalm Traveler, then beat Ruby and then go beat the mama's boy (Sephiroth). | |||
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