Final Fantasy VII Ever Crisis
ไฟนอล แฟนตาซี 7 Ever Crisis
(As "Final Fantasy 7 Ever Crisis")
Platform:
Important information about how 'equipments' work:
- Weapons have three important aspects to them aside from their stats: core abilities, reinforcement abilities, and support materia.
- A core ability is the unique ability assigned to that weapon.
- Reinforcement abilities provide secondary passives to a character. For instance, Cloud’s Murasame has Thunderstrike as its core ability, while Physical Strength Up and Lightning Potency Up are its reinforcement abilities.
- Each reinforcement ability is assigned a predetermined amount of points, which will become important in just a bit.
- Lastly, support materia provides further stat enhancements for the weapon as they’re unlocked but more importantly, this is where it indicates which sigil a weapon can deal bonus damage to. These can’t be changed on weapons, but it can be altered for materia.
- Both a main and sub-weapon’s core abilities are slotted into the first two slots of a character’s ATB command list in battle. Both weapons’ reinforcement abilities are equipped onto the character too, but it is heavily affected by whether it is a main or sub-weapon.
- Both a character’s main and sub-weapon are locked to weapons exclusive to that character. Meanwhile, the three sub-equipment weapons lift that restriction and they can wear any of the cast’s weapons.
- Unlike the main and sub-weapons, a character cannot use the core ability of these secondary set of weapons but like the sub weapon, their reinforcement abilities can be put on albeit half as effective, so half their point worth.
- To round out a character’s kit, the remaining three skill slots on their ATB command deck are all dictated by the three materia they equip.
- Building a party of three that have synergy with one another feels rewarding in Ever Crisis; each of the trio fills in the role and elemental gaps someone else isn’t able to provide.