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Final Fantasy X uses
a different levelling up system than previous FF games. This time, you earn
only AP in the game which level up to use S. lvls (sphere levels). You use those
sphere levels to move around a board that has bonuses and essential stat upgrades.
For example, if you move one space forward, you can activate the spheres around
there, by having the proper sphere (ie: power spheres can activate strength
and related nodes). You can also learn abilities in addition to the regulars
such as HP +200, Strength +2, etc. There are other kinds of spheres you must
use such as locks. Locks require more rare spheres to unlock them; they usually
lead to another path or very special ability such as Ultima.
Miscellaneous spheres such as teleport spheres, let you
teleport to anywhere on the grid. Some spheres that you may find have better
stats than the default grid, such as the HP Sphere, which lets you turn an empty
node into a HP +300 node, which is better than a regular HP +200 node.
The advantage of the sphere grid is that you can have more
control over how you develop your characters overall. You can break locks later
on in the game which leads to other paths, so for example, you can make Tidus
follow Yuna’s path, making Tidus learn white mage related abilities such as
cure, life, etc. In Final Fantasy X International, all of your characters can
start in a centralized location on the grid, allowing free-choosing of which
path your characters want to take (for example, you can make Yuna a better attacker
instead of a healer).
Here is a detailed map of the sphere grid (click to enlarge)
(image from http://www.thefinalfantasy.com/ffx):

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