
本指南涵盖了《最终幻想X》晶球盘系统的基础知识。它并非深入的指南,也不针对长期策略,只是帮助你入门的一些内容。 50字总结:使用标准晶球盘。先激活每个角色的“主要”晶球。不要跳过节点,等待获得正确的晶球。早期刷级时,为瓦卡的“抽取能力”保留一个能力晶球。使用前两个1级钥匙晶球让基马利进入莉可的晶球区域,获取偷窃和使用技能。 简介:本指南并非晶球盘系统的深入指南。它旨在让你在刚开始游戏时花几分钟阅读,以便快速上手。我也会尝试讲解一些要点,帮助你避免早期失误,并快速上手《最终幻想X》中超棒的晶球盘系统。 初看之下,《最终幻想X》的晶球盘对新手玩家来说可能有点复杂。但一旦了解其运作方式,就会发现它其实很容易理解,你甚至可能会像我一样,认为它是《最终幻想》系列中最酷的升级系统之一。标准晶球盘让角色从特定区域开始,这些区域对应《最终幻想》系列传统的职业/ job。不过最终你可以让任何角色去往任何区域(或者让某个角色走遍所有区域,甚至让所有角色都走遍所有区域)。让所有角色学会晶球盘上的每一个技能和魔法是完全有可能的(尽管这需要花费大量时间)。对于你的首次游玩,我强烈推荐选择【标准晶球盘】而非【专家晶球盘】。标准晶球盘会让每个角色从各自专属的区域开始,初始成长路径相对线性,这样他们能获得一套针对特定职业的技能和属性。专家晶球盘则让所有角色从更中立的位置起步,你可以从一开始就为每个角色选择任意发展方向。 晶球盘非常庞大。高清重制版(如果你正在阅读本文,很可能玩的就是这个版本)拥有860个节点。 晶球盘移动方式: 在《最终幻想X》中,没有经验值和等级,而是通过获得AP和晶球等级来在晶球盘上移动。每提升一个晶球等级,你可以向未探索区域移动一步,或在已探索区域内“后退”最多四步。之后,你将获得能让角色在晶球网格上跳跃以到达更远区域的晶球。每个角色在网格上独立移动。 查看网格时,角色已走过的路径会显示与该角色分配颜色相对应的彩色高亮。 战斗中执行战斗行动(切换角色不算作行动,因此只需使用他们的增益技能或防御行动)且在战斗结束时未被击倒或石化的每个角色,都将获得AP。 晶球节点 晶球节点是晶球网格上每个小圆点的名称。节点有以下几种不同类型: 空节点 - 这些节点初始只是你需要经过的踏脚石。移动到它们仍需消耗S等级。之后,你将能够在这些位置放置自己的节点,并像激活现有节点一样激活它们。 属性节点 - 当角色激活这些节点时,会为该角色提升属性(生命值、魔法值、力量、敏捷、魔法强度等)。它们通过使用红色晶球来激活,红色晶球在前期战斗后会开始掉落。 技能节点 - 这些节点为角色激活技能和法术。这些节点通过技能晶球来激活。 锁定节点 - 这些节点(黑色并标有Lv.1、Lv.2、Lv.3或Lv.4)需要特定的晶球才能解锁路径。一旦某个节点的锁定被解除,任何角色都能通过该节点。 你可以激活角色当前站立的节点,或与其直接相连的任何节点。刚开始时,你应该激活所有能到达的节点后再继续前进,这样就不必浪费晶球等级回头去拾取它们了。

In this picture, you can see the node Tidus is currenly at, the activated nodes and paths "behind" him highlighted in blue, and the grey path "ahead" of him. Despite the fact Tidus hasn't traveled the "northwest" path, he can still reach the next node to activate it. You may also notice small colored diamonds around the nodes. Each character has a color assigned to them and the diamond shows which character has activated the node. There are special spheres you get later that let another character activate the same node. Spheres While you’re starting out, you’ll likely only run into two types of spheres: Red and Key. Red Spheres will start to drop fairly early but you don't come across Key Spheres until Mi'ihen Highroad (which comes right after Yuna) Red spheres are used to unlock nodes for abilities and stats. During the beginning part of the game, you’ll have Ability Spheres (used for all abilities) as well as three types of stat spheres: Power Spheres, Speed Spheres, and Mana Spheres. Later, you’ll start to find red Fortune Spheres which unlock Luck Nodes. Power Spheres are used for HP, Defense, and Strength nodes. Mana Spheres are used for Magic Power, Magic Resistance, and MP nodes. Speed Spheres are used for Agility, Accuracy, and Evasion nodes. Key spheres are used to open Lock Nodes and come in four levels corresponding to the four levels of Lock Nodes on the Sphere Grid. Once a Lock Node is opened, it’s replaced with an empty node and can be passed by any character. Later on, you’ll start to get Purple, Yellow, Light Blue, and Clear Spheres. Purple Spheres are used to fill empty nodes with new stat nodes, Light Blue Sphere are used to jump your characters to distant parts of the grid, and Clear Spheres will remove a stat node that you placed. Yellow Spheres allow you to unlock a specific type of node that has been unlocked by a different character. Roles On the Standard Grid, characters start out in locations that lend themselves to specific roles. The general roles for the starting bunch of characters are: Tidus - Melee attacker and temporal mage (haste, slow, etc.) Wakka - Ranged attacker and status debuffer (blind, mute, etc.) Yuna - White mage (healing and protection) Lulu - Black mage (offensive spells) Auron - Anti-armor melee and stat debuffer (strength down, evasion down, etc.) Kimahri - Starts in the center and doesn’t have a dedicated sphere or role.You’ll get additional characters later on but these are the 6 you’ll have for the first couple hours of gameplay (Auron will come a bit later than the first 5) and while you’re getting your feet wet. While the Standard Grid does enfore their roles through the paths available, you can eventually move them to any role. Kamahri Kimahri starts in the middle of the sphere grid and you can take him in any direction. A good recommendation for him is to head into Rikku’s (a thief-type character you’ll get later on) area to pick the Steal and Use powers early. Steal is handy to save gil at the beginning and to pick up items. Use is a very versatile power that lets you use items like grenades and elemental items to inflict damage. It can come in very handy if Lulu or Yuna goes down and/or you need extra elemental damage. If you want to take Kimahri into a different sphere, Yuna’s will need a Level 2 Key Sphere, Tidus’ will need one L.1, Wakka’s will need two L.1s. Auron’s isn’t easily reachable at the start as you have to pass through Tidus’ or Wakka’s spheres to get to his (you'll need one L.1 and one L.2 in the process unless you have one of the Light Blue Spheres to jump there) Level 1 Key Spheres In order to get Kimahri into others' grids, you'll need at least one L.1 Key Sphere. You’ll be able to get these once you reach Mi’ihen Highroad. You’ll get one from talking to a man along the road and the second from Rin at the Travel Agency before the Chocobo Eater fight. You can get two more by sucessfully pushing the Chocobo Eater off the cliff. Alternately, you can start playing blitzball once you reach Mi’ihen Highroad and win Level 1 Key Spheres from that. Tips Screwing UpIt's virtually impossible to permanantly screw up a character's progress on the Standard Grid. They'll encounter stat nodes which work with the ability nodes you encounter. Skipping nodes (i.e. passing over nodes without activating them) can really set your character back, though. Don't skip nodes. If you're grinding, there's no harm in storing up S.Lvs to spend later. Early GrindingThe first place you can really grind is the jungle before Kilika’s temple. You'll have 5 of 7 characters, there’s a save sphere at the entrance that can be used to heal, and plenty of encounters. If you plan to grind here, make sure you hang onto an Ability Sphere long enough to activate Wakka’s Extract Ability skill. Ability spheres don’t drop from these enemies and you can end up stalled if you’re trying to grind up some early abilities. The skill is reachable 11 steps into Wakka’s Standard path. If you already spent your last Ability Sphere, you can still store Sphere Levels for later.

Keep in mind that any grinding you do will mean characters not currently in the party will end up behind all the rest. The characters left behind will earn a bonus when they get AP to help them catch up. For example, if you grind before you get Rikku then, when Rikku joins, she'll get extra AP after any fight she earns AP in to catch her up. Purple SpheresYou may pick up a Purple Luck Sphere early on. Don’t place this as you’re likely not going to have a Fortune Sphere to activate it meaning you’ll have to backtrack later. Empty NodesOn a similar note, don't sweat the empty nodes you'll be filling in later. By the time you start to get Purple Spheres to fill in those nodes, you'll have more options for gaining AP quickly or jumping around the grid. Yellow SpheresEventually, you'll start to find Yellow Spheres. Yellow Spheres come in six types: Attribute, Special, Skill, White Magic, Black Magic, and Special. Each corresponds to a specific type of node (except Master which can be used on any node). Yellow Spheres can be used by a character to activate any node of the appropriate type anywhere on the grid provided another character has previously activated it. During certain points in the story, you won't have some characters in the party at and their activated nodes will be unavailable for activation using Yellow Spheres. For example, at one point you'll obtain a White Magic Sphere when Yuna and Kamahri are the only party members. You couldn't use it to teach Yuna any of Tidus' temporal spells until your party includes him again. FAQs Ok, most of these are once-asked questions but "OAQ" doesn't have the same ring to it. 1. Can you start out with the Expert Grid? Yep. Each character will start out in the center of the grid and "facing" their rough default path. You can easily rearrange them by moving them around that center grid and head them down the path you want them on. There's not much of a benefit to it unless you have specific goals in mind which you'd likely have from a previous playthrough and probably wouldn't be reading this guide. 1a. How hard is it? (to start on Expert) If you've played Final Fantasy games before (or fantasy RPGs in general), you'll likely be familar with how you should proceed. Magic power for mages and healers, strength and accuracy for melee-type, and so on. Frankly, if you're reading this, you're probably not the Expert Grid-type player. 2. How far should I go when grinding? Having Lulu into her -ara sphere is helpful during the Chocobo Eater fight (so grind it on the Mi'ihen Highroad). Getting Yuna as far as having "Life" is really helpful but, at minium, she should have Esuna before you leave Kilika. 3. Do I have to send Kimahri to get Steal/Use? There's a lot of empty nodes on the way! Nope. You can send Kimahri into any path you want. Auron's isn't really feasible since it'll take time to get through Tidus' and Wakka's spheres but the rest are viable. Steal and Use are really handy to have though. Yep, you'll "waste" 6 S.Lvs getting there but Steal and Use are really nice until Rikku shows up. 4. Which party member should I focus on when leveling up? Lulu is a big one. I'd make sure she gets AP in every single possible fight. FFX favors technical fights more than previous Final Fantasy games and elemental weaknesses are one of the most commonly-encountered technical aspects. Wakka is another one to work on for the same reason (technical fights) since he can apply Silence and Dark which mitigate magic and melee attacks, respectively. Wakka also gets nice accuracy boosts which help since high evasion is another technical aspect you run into fairly often. Wakka also does incredible melee damage and can hit ground and Aerial (yet another technical mechanic) equally well. His Overdrive does elemental damage (although it's a slot-style mechanic which means you need fast-twitch skills to get a specific desired element) so he's got pretty much everything covered. Yuna gets elemental protection spells (the Nul-X spells) which will come in very handy in certain fights. Yuna is also good to level up because her Aeons inherit her magic power stat and, level for level, her Aeons will hit harder with magic than Lulu will. Yuna having a lot of MP is also good because she can be used between fights to heal the rest of the party when you don't want to use items and don't have a close Save Sphere. If you only pick three, go with these three (Lulu, Wakka, and Yuna) If you're playing the HD Remaster version and use the "Max Gil" boost, get Kamahri or Rikku the "Spare Change" ability. If there's a boss fight you have problems with or a tough enemy, Spare Change is an ace in the hole that can hit for 9,999 damage if you spend 100k gil. 5. How can I earn AP faster? Early on, there's no way to maximize AP. It's just a grind. If you want your whole party up, cycle through all of them each fight as the AP you get isn't divided up; there's just AP for the fight and all party members who participated get the full amount. Later, you'll be able to customize weapons to add skills that will help. There's better guides out there for mid/late-game AP farming but if you don't want to read them, just customize weapons with the following (in order): Double/Triple AP, Overdrive -> AP, and Double/Triple Overdrive How much AP do I need per level? Does it always get higher? For those that care, the formula is 5*(Total Sphere Levels + 1) + ((Total Sphere Level^3) / 50) until you reach 101 Sphere Levels. Then it's a flat 22,000 per sphere level. Without any special considerations (searching out high AP enemies or weapon customization) by mid-to-late-game you'll be able to grind at a rate of a Sphere Level every 3-5 fights or so. If you add all the AP weapon customization and search out the right enemies, you can get multiple Sphere Levels per fight. There's other guides that have in-depth instructions for maximizing AP gain. Who do I focus on if I don't want to get into all the gritty details? Lulu for the elemental damage, Yuna for healing (and use White/Black Magic Spheres to pick up -aga temporal and elemental spells), and Wakka for melee damage and status infliction. Keep in mind, during certain story segments you won't have your full party compliment so if you focus only on these characters, you may run into issues with the members you have being underpowered. At those points, there are always random battles you can use to level-up your off characters. Having piercing attacks for armored enemies is only a concern early in the game. It becomes irrelevant relatively quickly. Contact Feedback is appreciated; especially typo corrections. I keep reading this over and over and find typo every single time. Send me a message through Steam or e-mail me at gaidinbdj@gmail.com. If you e-mail me, include Sphere Grid in the subject line for easy sorting. I will also shamelessly accept friend requests so you can give me games. :) (Not that I don't have *way* to much of a backlog already). If you're in or visiting Vegas, beer is also acceptable.
2026-02-15 07:00:17 发布在
FINAL FANTASY X/X-2 HD Remaster
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