Detailed Guide Library: Battles, Quests & Platform Help
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Battle reference
- Belmodar: Weakness, Battle Decisions & Recovery — Fire is the useful damage plan for Chapter 1, Earth Shrine. The first Visions are acquired later, in Mitra.
- Hell’s Rider: Weakness, Battle Decisions & Recovery — Ice or Light is the useful damage plan for Chapter 1, Grandshelt Castle. Fire/Light apply to the skeleton escorts; Fina is not yet available.
- The Hunger: Weakness, Battle Decisions & Recovery — Ice initially; Light after revival is the useful damage plan for Chapter 1, Kolobos Ruins. The revived encounter has changed affinities and renewed escorts.
- Adrastea: Weakness, Battle Decisions & Recovery — Lightning or Water is the useful damage plan for Chapter 2, cargo train pursuit. Lever 16 solves the earlier elevator; it cannot disable the pursuing boss.
- Aether / Sid: Weakness, Battle Decisions & Recovery — Ice is the useful damage plan for Wind Shrine and the Chapter 7 Pharm airship rematch. Wind is ineffective; first-fight statistics should not be applied to the rematch.
- Liquid Thunder: Weakness, Battle Decisions & Recovery — Earth is the useful damage plan for Chapter 2, Mt. Thunderclap exit. Lightning is ineffective despite the boss’s name.
- Mom Bomb: Weakness, Battle Decisions & Recovery — Water is the useful damage plan for Chapter 2, Dwarven Forge. Fire is resisted; the low-health split adds four Great Bombs.
- Alluvion: Weakness, Battle Decisions & Recovery — Lightning is the useful damage plan for Water Shrine and Chapter 7 after Ignis. Water is ineffective in the shrine encounter; Prism Cores must be removed.
- Leviathan at Lake Dorr: Weakness, Battle Decisions & Recovery — Lightning on Leviathan is the useful damage plan for Chapter 3 story encounter. The Orbs of Light have separate affinities; winning here does not recruit the Esper.
- Wave Lopros & Water Dragon: Weakness, Battle Decisions & Recovery — Ice for Lopros; Lightning for Water Dragon is the useful damage plan for Chapter 3, Cave of Waters then Old Town. The second rescue has a reduced party, so reassign commands.
- Emperor Sosa / Emperor of Zoldaad: Weakness, Battle Decisions & Recovery — Water is the useful damage plan for Chapter 4 throne room. The Dungeon Key does not open the throne room.
- Ignis: Weakness, Battle Decisions & Recovery — Water is the useful damage plan for Weapons Factory and Chapter 7 Mt. Reizan. The first two factory confrontations are scripted; Fire is the wrong damage plan.
- Lazarov: Weakness, Battle Decisions & Recovery — Earth on Lazarov is the useful damage plan for Chapter 4, Invincible boarding. His experiments require different elements; Evan’s earlier sequence is story-driven.
- Slagworm, Iron Giant & Liquid Flame: Weakness, Battle Decisions & Recovery — Wind / Lightning magic / Water or Ice, respectively is the useful damage plan for Chapter 5, Sunioo and Nameless Ruins. Earth fails on Slagworm; Fire heals Liquid Flame.
- Tellus: Weakness, Battle Decisions & Recovery — Wind is the useful damage plan for Chapter 5 closing battle and Chapter 7 Forest Path. Earth is resisted; attack category must also follow the current call.
- Elfdrit: Weakness, Battle Decisions & Recovery — Fire or Light is the useful damage plan for Chapter 6, Gronoa Shrine. Dark is resisted; Recuperate restores the Stagger gauge.
- Gelidus: Weakness, Battle Decisions & Recovery — Fire is the useful damage plan for Chapter 6, after the Paladin duel. Ice is resisted; the full party returns for this fight.
- Lux: Weakness, Battle Decisions & Recovery — Dark is the useful damage plan for Chapter 6, Rugged Mountain Pass. Light is resisted; retain your healer even if her offensive element is unsuitable.
- Sanctissimus Shrine Trials: Weakness, Battle Decisions & Recovery — Read each trial separately is the useful damage plan for Chapter 6, six steles and Rain’s Paladin duel. The solo duel cannot borrow another character’s healer or equipped Vision.
- Chaotic Darkness: Weakness, Battle Decisions & Recovery — Wind on Left Hand, Earth on Right Hand, Light on body is the useful damage plan for Chapter 8 finale. Remove the Left Hand first because it can revive its partner.
- Sol & Dark Bahamut: Weakness, Battle Decisions & Recovery — Dark for Sol; Light for Dark Bahamut is the useful damage plan for Chapter 8 party battle and later Rain solo encounter. Inspect Rain separately before the finale; the later solo fight cannot use party healing.
- Umbra: Weakness, Battle Decisions & Recovery — Light is the useful damage plan for Chapter 7, Wandering Lands. Dark is resisted; Chapter 1’s castle version is a scripted defeat.
- Typhon: Weakness, Battle Decisions & Recovery — Ice is the useful damage plan for Lid’s Beyond the Blue flight. Wind is resisted; Snort removes a party member rather than ordinary HP.
- Beast of Ruin: Weakness, Battle Decisions & Recovery — Fire is the useful damage plan for Champion Battle 3. Ice is absorbed; both physical and magical offense can draw retaliation.
- Omega: Weakness, Battle Decisions & Recovery — Lightning alternated with another damaging element is the useful damage plan for Champion Battle 5. Consecutive same-element offense can strengthen its retaliation; a heal is not a verified elemental reset.
- Shinryu: Weakness, Battle Decisions & Recovery — Unresisted or non-elemental damage is the useful damage plan for Champion Battle 4. No ordinary weakness; Water is absorbed and Light resisted.
- Intangir: Weakness, Battle Decisions & Recovery — Earth, Light or Dark magic during Slumber is the useful damage plan for Dragon’s Maw, Pharm. Fire, Ice, Wind, Lightning and Water are absorbed; escape is reported unavailable.
- Rogue Magitek Weapon: Weakness, Battle Decisions & Recovery — Lightning or Water is the useful damage plan for Dragon’s Maw, Pharm. Dark is ineffective; Fire/Ice/Wind/Earth are resisted; this is not the prologue machine.
- Ultima Weapon: Weakness, Battle Decisions & Recovery — Match its current mode is the useful damage plan for post-story Ardra Crater. The first Wind/Water window is not a permanent weakness.
- Sephiroth: Weakness, Battle Decisions & Recovery — Read each infusion; Light is useful in the final countdown is the useful damage plan for Whirlpool Hollow after airship access. Avoid physical hits during Masamune in Waiting; Dark is absorbed late.
- Ramuh: Weakness, Battle Decisions & Recovery — Earth is the useful damage plan for upper Mt. Thunderclap gravestone. Lightning is nullified; Liquid Thunder is a separate story boss.
- Ifrit: Weakness, Battle Decisions & Recovery — Water is the useful damage plan for Zoldaad volcano, reached by Enterprise. Fire is nullified; Water also calms Fury.
- Shiva: Weakness, Battle Decisions & Recovery — Fire is the useful damage plan for snowstorm island west of Mysidia. Shiva absorbs Ice and resists Water; her elementals nullify Ice.
- Titan: Weakness, Battle Decisions & Recovery — Wind is the useful damage plan for Sealing Stone in Grandshelt. Earth is ineffective; obtain the Gaia Hammer before approaching the access stone.
- Bahamut: Weakness, Battle Decisions & Recovery — Effective non-elemental commands is the useful damage plan for optional Chapter-7 Enterprise calling event. Elemental damage can feed stored retaliation; there is no ordinary weakness.
- Gilgamesh: Weakness, Battle Decisions & Recovery — No weakness in the later duels is the useful damage plan for Siren’s Tower, Enterprise and Kolobos Bridge chain. Tower’s chest meeting is scripted; the gloves return through the later fight.
- Poison Flora: Dream of an Idealist Battle Guide — Use Fire or Wind for Dream of an Idealist.
- Epimetheus: Mobliz elevator escape Battle Guide — Use Lightning for Mobliz elevator escape.
- Imposter Soldier: The Weight of Mercy, Kolobos Ruins Battle Guide — Use Ice or Dark for The Weight of Mercy, Kolobos Ruins.
- Holy Dragon: Champion Battle 2 Battle Guide — Use Strong non-Light damage for Champion Battle 2.
- Malboro Queen: Champion Battle 1 Battle Guide — Use Fire for Champion Battle 1.
- Byblos: Arcane Library after five tome fights Battle Guide — Use Fire or Dark for Arcane Library after five tome fights.
- Guardian: Mobliz timed escape Battle Guide — Use Lightning if you choose to fight for Mobliz timed escape.
- Antlion: Grandport–Kol overworld ambush Battle Guide — Use Water magic for Grandport–Kol overworld ambush.
- Fledgling & Brawler: First Ten Arena Rewards — The first two leagues mostly use enemy groups; plan all-target breaks and check arena-specific affinities.
- Gladiator League: Five Duels & Different Failure Conditions — Clear Brawler Battle 5 to unlock the third league; prepare each duel separately rather than reusing one elemental loadout.
- Slagworm: Release a Swallowed Ally — Use repeated Wind and fast Stagger; Earth is ineffective.
- Lasswell’s Chapter-6 Duels: Rain Alone — Equip Rain’s own healing and Protect before the shrine transition.
- Phantom Train: Doom, Sleep & Confuse — Use Ice and Light to interrupt Doom before the countdown lands.
Legendary trials
- Aldhafera: Sasuke’s Blade Trial & Enhanced Reward — Open with Lightning; change to Wind or Earth after the form transition.
- Alhena: Arcturus Trial & Enhanced Reward — Bring Water and Ice in both physical and magical forms; one damage category is insufficient.
- Alpherg: Ragnarok Trial & Enhanced Reward — Use physical Ice or Wind first, then Lightning on the later bodies; avoid offensive Water.
- Brachium: Gold Hairpin Trial & Enhanced Reward — Prepare Light in both damage categories, plus revival; Dark is ineffective.
- Dabih: Artemis Bow Trial & Enhanced Reward — Prepare Ice/Light for Dabih, Fire magic for Cultist and physical Lightning for Warlock.
- Elnath: Last Resort Trial & Enhanced Reward — Use Lightning, but decide the final arm kill according to your finishing damage type.
- Nunki: Fire Birch Trial & Enhanced Reward — Prepare Fire, Water, Wind, Ice, a nonabsorbed neutral-stage option and later Earth.
- Sadalsuud: Tatenashi Armour Trial & Enhanced Reward — Cover Fire, Ice, Wind and Water, then inspect the one effective element after Barrier Shift.
- Shaula: Lordly Robes Trial & Enhanced Reward — Bring physical Wind and magic Wind; Earth is ineffective.
- Sheratan: Wizard’s Rod Trial & Enhanced Reward — Use Fire on Sheratan; Earth is ineffective against the guardian itself.
- Tegmine: Thor’s Hammer Trial & Enhanced Reward — Use Dark in the opening and Earth in later forms; opening Water and Light are absorbed.
- Vindemiatrix: Mirage Vest Trial & Enhanced Reward — Use Dark, carry MP-restoring items and prepare magic protection; Light is ineffective.
Cave Masters
- Marauder Cave: Preparation & Battle Guide — Use Wind in Grandshelt. Protect addresses the physical pressure; the early Leah/Tronn pair does not automatically supply Wind.
- Shoggoth Cave: Preparation & Battle Guide — Use Earth or Water magic in Dirnado. Physical attacks are nullified, including elemental weapon techniques.
- Rukh Cave: Preparation & Battle Guide — Use Wind in Olderion. Earth is ineffective; its own Wind attacks do not mean it resists offensive Wind.
- Mindflayer Cave: Preparation & Battle Guide — Use Earth on boss; Fire on Mind Elementals in Olderion. The escorts nullify Ice and can release Blizzaga on death.
- Gogmagog Cave: Preparation & Battle Guide — Use Wind or Light in Zoldaad. Physical protection matters more than a Shell-only opening.
- Pyroviper Cave: Preparation & Battle Guide — Use Water in Zoldaad. Fire is nullified; prepare for more than one enemy action.
- Salome Cave: Preparation & Battle Guide — Use Wind in Mysidia. Earth is resisted; Sleep/Paralysis control is unreliable against its immunity.
- Jotunn Cave: Preparation & Battle Guide — Use Fire or Dark in Mysidia. Ice is ineffective; rapid gauge reduction can provoke a powerful response.
- Malboro Varietas Cave: Preparation & Battle Guide — Use Fire in Olderion. This is a later, ailment-heavy cave rather than an ordinary early-region encounter.
- Catacumba Cave: Preparation & Battle Guide — Use Fire or Light in Gronoa. Doom needs a death-countdown plan, not only a larger HP heal.
- Necromonarch Cave: Preparation & Battle Guide — Use Physical Fire or Light preferred in Gronoa. Weakness magic can provoke counters; Earth is resisted.
- Humbaba Cave: Preparation & Battle Guide — Use Wind in Gronoa. Keep recovery usable even if the primary healer loses control.
- Tartarosaurus Cave: Preparation & Battle Guide — Use Ice in Pharm. Earth is resisted; published cave-level recommendations conflict (50 versus 60).
- Titanoraidos Cave: Preparation & Battle Guide — Use Ice in Pharm. Wind/Lightning are resisted; Snort removes an actor rather than causing an ordinary KO.
- Malboro Menace Cave: Preparation & Battle Guide — Use Fire in Pharm. Weakness hits can trigger Counter Vines and large gauge cuts can provoke reactions.
Platforms & settings
- Platforms & Save Compatibility: Choose the Correct Version — Select the software edition before starting: original Switch and native Switch 2 saves cannot move in either direction.
- Switch vs Switch 2: Saves, Physical Copies & Performance — The native Switch 2 release is separate software; newer hardware does not convert an original Switch copy.
- PS5: Demo, Offline Play & Accessibility Checks — Use the PS5 product and matching demo; the store’s offline-play label concerns gameplay, not every installation or account step.
- Xbox & PC: Play Anywhere, Cloud Saves and Ownership — Choose the qualifying digital Xbox product if you want its advertised Xbox Play Anywhere access; Steam ownership is separate.
- PC Requirements: Hardware, Presets & Repeatable Settings Test — The published target is 1080p/30 on Low for minimum hardware and 1080p/60 on Highest for recommended hardware.
- Steam Deck: Smooth and Quality Profiles — For a reported 60fps starting profile, use 1280×720, mostly High settings and Middle shadows; verify heavy battle effects.
- Steam Ownership, Denuvo & Offline Preparation — The Steam listing declares Denuvo Anti-tamper; no fixed recurring offline activation interval has been verified.
- Ultrawide & PC Mods: Find the Right Build and Test the Result — The documented wider-aspect route is a community mod; borderless mode and a 4K resolution do not themselves establish native 21:9 rendering.
- Demo Save Transfer: Keep the Version and Account Aligned — The free demo covers Chapter 1 and advertises carryover to the corresponding full game; it is not universal cross-platform transfer.
Party builds
- Rain Build & A New Leaf Quest — Protection and Fire: compare Warrior of Light → Wilhelm as a source-reviewed progression baseline.
- Lasswell Build & The Twin Titleholders Quest — Ice and Stagger pressure: compare Cloud → Firion as a source-reviewed progression baseline.
- Fina Build & Shimmering Reflections Quest — Healing, revival and Light: compare Leah → Ayaka as a source-reviewed progression baseline.
- Lid Build & Beyond the Blue Quest — Earth magic and physical Mechabo bursts: compare Tidus → Clive as a source-reviewed progression baseline.
- Nichol Build & Nichol’s Duty Quest — Formations, buff removal and Water: compare Tronn → Shantotto as a source-reviewed progression baseline.
- Jake Build & Token Legacy Quest — Wind/Lightning physical damage and utility: compare Squall → Aileen as a source-reviewed progression baseline.
- Sakura Build & Mysidia, Ever Blooming Quest — Lightning, Dark and non-elemental magic: compare Terra → Shantotto as a source-reviewed progression baseline.
- Archwitch Fina Build & Last Respite Quest — Dark damage, drains and debuffs: compare Victoria → Zidane as a source-reviewed progression baseline.
Vision quests
- Aileen: Forger of Wills Answers & Crafting — Start with Dilmagia’s Gossiping Girl after airship access, then speak to Aileen at the shipyard.
- Amelia: Errand’s End & the Final Gazette Check — Complete Jake’s Token Legacy, then examine Drofox Gazette Vol.4 at Zoldaad Imperial Hotel.
- Charlotte: Three Castle Clues & Vision Reward — Start The Shield of the Weak with Charlotte at Grandport Harbor in Chapter 7.
- Ayaka: Three Ley Lines & Infernal Hollow Entrance — In Chapter 7, speak to Ayaka in Sian after receiving the Mt. Reizan main-story objective.
- Camille: Phantom Train Passengers, Answers & True Form — Begin The Call from Beyond with Zoldaad Residential District’s Bewildered Man after the Chapter-4 airship transition.
- Wilhelm: O General! My General! Investigation — Finish Camille’s The Call from Beyond, then speak to Ozetta at Zoldaad Castle Plaza.
- Victoria: Revivified Route & Black Lizard Island — After Sunioo’s story, speak to Victoria near Mysidia’s northeastern save point.
Esper routes
- Odin: Iron Splitter, Shadow Counters & Final Hand-in — After Holy clears Gronoa’s miasma, activate Iron Splitter at Bladerain Stele.
- Carbuncle: Ruby Cave & All Three Fragment Landmarks — Read Ruby Cave’s epitaph first, collect three Ruby Fragments, then return to the same epitaph; no recruitment battle is required.
Quest routes
- Side Quests: Routes, Prerequisites & Final Reports — Track the named quest and finish its hand-in; an objective encounter, party recruitment and quest completion are separate states.
Exploration & completion
- All 15 Cave Masters: Regions & Fight Selection — Choose the named cave and prepare for its mechanic; several later caves sit far above the region’s initial story difficulty.
- Rare Field Bosses: Regions, Weaknesses & Steal Goals — These nine encounters appear among random battles; use the region and target identity rather than searching for a fixed quest door.
- All Six Pot Requests: Consumables & Twelve Encounters — Read the requested item and use it during the encounter; conventional damage is not the solution to the pot’s repeated full recovery.
- All 99 Tablet Shards: Region Checklist & Return Gates — Search the gold ground pickups by area; use the local checklist to separate 99 collection notes from palace hand-ins.
- Oblivion Palace: All 25 Reward Thresholds — Deliver shards to the Enigmatic Princess at Oblivion Palace southwest of Kol, then open the unlocked reward chests.
- Jump Rope, Mog Tag & Return Travel — Olderion’s six jump-rope rounds and Mysidia’s three tag quests have finite rewards; use return travel to revisit the correct stage.
- Drofox Gazette: Which Board Leads to Your Next Task — Seven numbered issues plus Sunioo’s board point toward optional activities; reading a headline alone does not finish its quest.
Systems
- Stats, Command Icons & AP: What to Improve — Match the attribute to the command category before replacing equipment: physical, magical and Sanctity-based actions use different values.
- Status Ailments: Remedies, Prevention & Debuff Checks — Restore the actor who can recover the party; healing HP alone does not cure lost actions or a death countdown.
- Limit Bursts: First and Second Unlocks by Character — A learned second Limit Burst permits 200% gauge; spending 100% on the first remains a separate choice.
- Steal & Rare Items: Zidane Setup and Target Priorities — Learn Steal from Zidane at MR1, then equip the command; Treasure Hunter guarantees the rare result only when Steal succeeds.
- Difficulty & Chapter Levels: Prepare Without Grinding Blindly — Casual/Normal share the reported EXP, gil and MRP baseline; Expert raises MRP to 1.5× while also strengthening enemies.
Story chapters
- Chapter 1: Grandshelt & Siren’s Tower — Clear Earth Shrine, investigate Rain’s Mitra house, rescue the king and the Kolobos villagers, then defeat Siren and return to Grandport’s captain to leave Grandshelt.
- Chapter 2: Dirnado, Mobliz & Wind Shrine — Find Lid and Borin, escape Mobliz with lever 16, finish the cargo-train battle and repair Mechabo; clear Wind Shrine before boarding at Dilmagia for Olderion.
- Chapter 3: Olderion Rescue & Water Shrine — Rescue Luka, complete all three purification sites and the Old Town rescue, then resolve Lake Dorr and the maiden/Warden route to unlock Water Shrine and Zoldaad passage.
- Chapter 4: Zoldaad: Factory, Keys & Enterprise — Follow Jake’s plan, lower all three factory bridge sections and win the real Ignis fight; obtain both castle keys, defeat the emperor, then finish Lazarov’s airship pursuit.
- Chapter 5: Mysidia, Library & Memory Gate — Deliver Sunioo’s special medicine, clear the ruins and five library books, then complete Tower of Mysidia between Fina’s two memory visits to open the gate and finish Dark Fina/Tellus.
- Chapter 6: Gronoa, Holy & Shrine Trials — Recover the White Jade Stone through three lab clearance levels, complete Fina’s Holy training to clear the bog, then pass the shrine trials, Rain’s duels and Gelidus.
- Chapter 7: Pharm & the Wandering Lands — Resolve Aether’s airship rematch, speak to Ayaka in Sian and travel overland through Mt. Reizan; change elements between the rematches before proceeding to Umbra in Wandering Lands.
- Chapter 8: Crystal Tower, Final Teleporter & Ending — Use Sakura’s event to enter Crystal Tower, climb to Behemoth and prepare both reserves and Rain before the final teleporter; finish Sol, both darkness forms and the closing solo sequence.
Progression puzzles
- Mobliz Escape: Lever 16 and the Blocked Exit — Use lever 16: the floor markings add as 5 + 8 + 3, rather than a three-digit code.
- Water Shrine: Drain, Align, Refill & Activate — Drain the basin to move crates; refill it to make the aligned crates into a crossing.
- Arcane Library: Five Books, Byblos & Entry Tome — Open and defeat all five haunted-book encounters; reading and replacing a book does not clear its counter.
- Research Center: Security Cards, Teleporter & Holy — Level-1 → controls/teleporter → Level-2 → Level-3 is a progression chain; cards and powered machinery are separate conditions.
- Weapons Factory: All Three Bridge Controls — Activate the large pedestal at the end of each side route; small walkway switches alone do not lower all three central bridge sections.
- Fina’s Psyche: First Visit, Tower Memory & Return — Complete Tower of Mysidia’s memory event between the two Psyche visits; the first visit cannot open the entire gate route.
Progression systems
- Build a Party for the Next Encounter — Assign recovery, protection, gauge pressure and damage, then check the exact elements and actors available in the next scene.
- Last Resonance: Element Choices & Reserve Handoffs — The hero’s major attack is followed by the equipped Vision’s Resonance; that hero then leaves and a reserve enters.
- Recommended Levels: Chapter Targets & Optional Fights — Use the world-map destination list’s recommended level as an encounter reference, then check your actual elemental and recovery options.
- Get All 26 Visions: Sanctums, Quests & Sephiroth — There are 16 Sanctum recruits, two story Visions, seven quest rewards and Sephiroth’s battle reward.
- Which Visions to Awaken: Break, Revive or Rare Steal — Spend for a missing command in the party you use, then train its mastery; a famous name alone is not a reason to spend scarce Magicite.
- Accessory Choices: Prevent Failure Before Adding Damage — Choose an ailment answer for the current boss, then use the remaining slot for the actor’s actual job.
- Endgame Equipment: Sources, Speed & Damage Type — Use each character’s build for weapons; compare armor by the incoming attack and the speed cost rather than one defense column.
Platforms & setup
- Standard, Deluxe & Collector Goods: What Is Included — Check whether the listing includes the base game, a digital upgrade or only merchandise before buying.
- PC Mods: Choose a Purpose & Preserve a Clean Comparison — Identify the specific problem before choosing a mod: presentation, interface, accessibility or altered progression.
- Is Resonance a Gacha? Story Scope, Time & Starting Options — Resonance is a standalone single-player purchase; its Vision recruits come from gameplay rather than paid random pulls.
Searchable game reference
- Enemy Lookup: Stats, Eight Elements, Resistances & Loot — Search 596 enemy records and variants by name, element or loot; switch difficulty without merging different numerical definitions.
- Skill Finder: Teachers, MR/AP, Awakening, Power & Break — Find 799 playable-ally skill definitions by command, teacher, category or element; distinguish permanent MR teaching from the equipped awakening kit.
- Equipment Finder: Weapon, Armor & Accessory Numbers — Compare 454 equipment records by type, flat values and acquisition; sort the stat that matters for your command.
- Item Finder: Consumables, Materials, Prices & Sources — Search 88 non-equipment records, then compare shops, chest rewards, drops and steals for the exact item.
- Shop Inventory Lookup: Prices, Stock Caps & League Gates — Search 610 shop lines across the recorded locations; compare town, subarea, price, stock cap and any stated league requirement.
- Chest & World-Pickup Ledger: Rewards and Saved Progress — Search 216 chest records plus the recorded world pickups by reward or area; keep browser notes separate from your game’s actual opened-chest state.
- Location & Encounter Finder: Regions, Formations & Rewards — Look up 87 named locations, 502 encounter formations and their recorded AP; inspect chest, shop and pickup relationships before travelling.
- Vision Comparator: All 26 Kits and Mastery Rewards — Compare up to three Visions by their recorded awakening commands, MR teaching, AP costs and permanent rank bonuses.
- Party & AP Worksheet: Four Slots, Legal Gear and Saved Draft — Choose four characters, their Visions, awakening/MR settings and compatible equipment; check paid AP and retain the draft in this browser.
- Battle Lab: Demo Damage Model, Gauge Practice & Weakness Check — Explore explicit effective inputs for ordinary HP damage, then practice the separate Stagger gauge and read a real enemy’s weakness.
- Game Reference: Search, Compare and Plan — Find enemy weaknesses, teaching costs, gear sources and shop stock, then compare Visions and plan your next party.