Loading...
Victoria is a Vision in Final Fantasy Resonance, a black mage tied to Sakura who wields Dark magic and inflicts Poison and Silence.
Veritas of the Light is one of the Sworn Six in Final Fantasy Resonance, a volatile fighter who attacks with Light and fires salvos from cannons fused to her gauntlets.
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.
Veritas of the Flame is one of the Sworn Six in Final Fantasy Resonance, a nigh impervious giant whose fiery axe swing can lay foes low in a single blow.
The Zoldaad Empire is the military nation that holds the Fire Crystal in Final Fantasy Resonance, and the tyranny that gave rise to Jake's rebel army.

Firion is a legacy Vision in Final Fantasy Resonance, a rebel fighter who staggers enemies with Wind, Lightning and Light physical attacks.
Ayaka is a Vision in Final Fantasy Resonance, a frontier-born white mage and pupil of Sakura who heals allies and dispels status ailments.

Vaan is a legacy Vision in Final Fantasy Resonance who attacks with Fire and Earth and can shift the turn order when he staggers a foe.
Camille is a Vision in Final Fantasy Resonance, a mercenary monster hunter with Water and Earth physical attacks and abilities that grant strength and speed.
Mighty Foes are the powerful monsters presiding over Final Fantasy Resonance's caverns. Defeating them grants magicite, the material used to awaken Visions.
Veritas of the Earth is one of the Sworn Six in Final Fantasy Resonance, a shield-bearing Earth mage who craves battle with anyone stronger than himself.
Wilhelm is a Vision in Final Fantasy Resonance, an armored general of the Zoldaad Empire who draws the enmity of every enemy at the start of battle.
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.
Temporary stat changes, regeneration, reflection and revival effects.
A practical starting checklist for exploration, party roles and early progression.
Where to find Gil Snappers, which shells to steal and sell, and how Overkill and learned abilities support Gil farming.
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.
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.
Early farming locations, encounter rewards, and how to choose between EXP and Vision mastery.
Main objectives and preparation through all eight chapters, from the Earth Shrine to the final dungeon and clear-save return.
Battle preparation, elemental weaknesses and dangerous mechanics for early story bosses and selected optional encounters.
Weapon types, listed attack attributes, and equipment effects.
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.
This route covers the first three chapters of Final Fantasy Resonance. It follows the main objectives and highlights preparations that matter before the next dungeon.
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.
Manual saves, autosave behavior, and recovery after losing a fight.
Cumulative Tablet Shard requirements and selected equipment, magicite, and Adamantite rewards at Oblivion Palace.
Optional party lineups through Chapter 5, with cover, stagger recovery, Limit Burst support, and caster ability combinations.
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.
Written solutions for the Mobliz Shipyard lever puzzle and the Nameless Ruins statue chest riddle.
Merchant prices and written chest, quest, starting-equipment, forging and scanner routes for selected weapons.
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.
Support command effects and MP costs for actions, buffs, protection and battle resources.
Accessories and their listed attribute bonuses and effects.