Crystal System

In the Crystal System, each character is capable of equipping and learning abilities from every Crystal presented. A Character may only have have a single Crystal equipped at any given time, which gives the character additional attributes, determines the gear it can use, provides a slight discount for slotting in specific abilities, and most importantly, determines which abilities the character will learn! Which Crystal is equipped can be freely changed as long as the party is not currently in battle.

Each Crystal has a small ability grid, upon which different abilities are laid out and connected to one another. For every 50 AP that the character earns while equipped with a Crystal, the character earns one of the abilities from that same Crystal - choosing from any ability that is connected to either the grid's start point, or another ability from the Crystal that has already been earned.

In order to use the various abilities that the character has learned, they must first be slotted in. Each character has two different slot pools: an Active Slot pool for equipping Action abilities, and then a Passive Slot pool for equipping Support and Reaction abilities. At level 1 each character starts with 10 Active Slots and gains an additional slot every odd level, and with 10 Passive Slots while gaining an additional slot on levels that end in 0 or 5. Each ability has a different Slot cost, and the total cannot exceed the number of slots that the character has - however when a character is equipping an ability from the Crystal he is currently equipped with, reduce the slot cost of such abilities by 1.

Characters begin with 1 ability learned from two separate Crystals at level 1.

See this list for a key for icons on the grids.

Arcanist (ACN)

0/0/0/4/6 - 20/80

Archer (ARC)

5/2/3/0/0 - 60/40

Black Mage (BLM)

0/0/0/5/5 - 0/100

Chemist (CHM)

2/1/5/2/0 - 40/60

Corsair (COR)

3/0/4/0/3 - 60/40

Dancer (DNC)

3/2/5/0/0 - 60/40

Dark Knight (DRK)

4/4/0/0/2 - 80/20

Dragoon (DRG)

4/3/0/3/0 - 70/30

Geomancer (GEO)

3/2/0/3/2 - 50/50

Gladiator (GLA)

4/3/0/0/3 - 70/30

Illusionist (ILL)

0/0/0/5/5 - 0/100

Knight (KGT)

5/5/0/0/0 - 90/10

Monk (MNK)

3/3/2/2/0 - 70/30

Ninja (NIN)

4/0/4/2/0 - 60/40

Oracle (ORC)

3/0/0/3/4 - 30/70

Paladin (PLD)

0/4/0/3/3 - 70/30

Ravager (RAV)

4/2/4/0/0 - 70/30

Samurai (SAM)

4/2/0/4/0 - 70/30

Scholar (SCH)

0/0/2/4/4 - 20/80

Sentinel (SEN)

2/5/2/0/1 - 100/0

Sniper (SNI)

5/0/5/0/0 - 50/50

Summoner (SMN)

0/0/0/5/5 - 0/100

Synergist (SYN)

0/0/3/3/4 - 30/70

Thief (THF)

3/1/6/0/0 - 60/40

Time Mage (TIM)

0/0/2/2/6 - 10/90

Warrior (WAR)

4/4/2/0/0 - 70/30

White Mage (WHM)

0/0/0/5/5 - 20/80

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