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How abilities work in Final Fantasy Resonance: learning skills from equipped Visions, mixing them across visions within a cost limit, Mastery Ranks, and the Mastery Ring.

Espers are the summons of Final Fantasy Resonance: how the three-turn summon structure works, the nine named espers and their finishers, Bahamut's confirmation as a player summon, and the published tactic for facing Shiva.
Awakening a Vision in Final Fantasy Resonance spends magicite to grant stronger abilities and higher-level skills and magic, across three stages of rising cost.

Rules for the Stagger Gauge in Final Fantasy Resonance: how enemies become staggered, the Extra Phase, sweeping staggers, and the Japanese Break terminology.

Resonance Attacks are vision-specific ultimates unlocked by sweeping staggers in Final Fantasy Resonance. Trigger rules, effect types, Healing Wind, and the cinematic presentation.
Limit Bursts are per-character finishers in Final Fantasy Resonance, unleashed once a limit gauge fills from staggering enemies or taking damage.
Final Fantasy Resonance includes around 30 to 40 side quests, mostly character-focused, with character-specific rewards and ties to vision and esper unlocks.
Gilgamesh is a wandering swordmaster encountered across Final Fantasy Resonance, with a final battle waiting on a distinctly big bridge.

The optional layer of Final Fantasy Resonance: Gilgamesh, Sephiroth, the Colosseum, the Chamber of Arms, Ultima Weapon, superboss-class enemies, weapon empowerment, and playtime estimates.
Ultima Weapon is an endgame superboss in Final Fantasy Resonance, waiting at journey's end and described by Square Enix as the most formidable of foes.
Secret Dungeons are optional high-difficulty dungeons in Final Fantasy Resonance, unrelated to the main story and aimed at players who want a harder test.
Mighty Foes are the powerful monsters presiding over Final Fantasy Resonance's caverns. Defeating them grants magicite, the material used to awaken Visions.
Unlocking, replaying and tracking optional party conversations.
Equipment changes a character's stats through one weapon, one armor piece, and two accessories. Weapons have character-specific restrictions. Light armor is shared across the party, while other armor types have their own compatibility restrictions.
Carbuncle is a support esper unlocked through Ruby Cave. Inspect the gravestone there, then gather the three Ruby Fragments in order. Look for blue sparkles at each location.
Consumables provide recovery, ailment cures, and other effects without changing equipped gear. Their restrictions differ: some work during a fight, while a Tent requires a save point or the field map. Key items belong to quests and are separate from these supplies.
Temporary stat changes, regeneration, reflection and revival effects.
A Viridian Pot requires a Mist Ether. Use the item on the pot to complete the encounter and receive Mastery Rank Points. An ordinary Ether is the solution for a Citrine Pot, so check the pot's color before choosing an item.
What physical attack, magic, sanctity, speed and AP do in Final Fantasy Resonance.
Ramuh is an optional lightning esper reached through the back entrance of Mt. Thunderclap in Dirnado. Speak to the girl near Dilmagia's entrance for a map clue, then follow the mountain route and defeat Ramuh to recruit him.
Marauder is an optional opponent in Marauder Cave during Chapter 1. It is weak to wind and relies on physical attacks. Siren's Lunatic Voice provides a wind attack once the party has recruited her.
Weapon types, listed attack attributes, and equipment effects.
Antlion is an optional level 20 enemy with 20,000 HP. Enter the sand whirlpool southwest of Kol on foot to reach it. The fight can be attempted during Chapter 1, but its level makes it a substantial detour from the main route.
Active skill effects and MP costs for attacks, healing, ailments and battle commands.
Siren becomes available as an esper after the Chapter 1 battle at Siren Tower. She costs 50 MP to summon and remains for three turns. Her commands include Bio, Water, and Watera; her final action, Lunatic Voice, damages the enemy group and can inflict Sleep or Silence.
Common battle ailments, their effects, and ways to recover.
The Hunger is the boss of Kolobos Ruins in Chapter 1. Its first form is weak to ice. Defeating that form starts a second battle against a light-vulnerable form accompanied by two Enhanced Wraith Soldiers.
Light armor, heavy armor, and robes with their listed defensive attributes and effects.
Accessories and their listed attribute bonuses and effects.
Selected story, quest and unlock items, their acquisition routes and uses.
Passive ability effects, including their triggers, recipients, durations and resource bonuses.
Support command effects and MP costs for actions, buffs, protection and battle resources.
Conditions that increase EXP, Gil and MRP after a battle.
Belmodar guards the Earth Shrine in Chapter 1 and is weak to fire. Rain can exploit that weakness with Fire. Use Lasswell's Dawn Frost to help empty the Stagger Gauge, then take advantage of the extra actions.
Citrine Pots are special encounters that award Mastery Rank Points. Target the pot with an Ether to end the battle successfully. Attacking is ineffective: hits deal only one damage and the pot can restore itself.
Hell's Rider is fought during the Grandshelt sequence in Chapter 1. The boss is vulnerable to ice and light, while the accompanying Dark Skeletons are vulnerable to light and healing effects.
Esper command and finishing effects, including elements, targets and status conditions.