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World of Final Fantasy eGuide
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Contents

  • The Mechanics of Grymoire
    • Introduction
    • Control Mechanics
    • Menu Mechanics
    • Personal Mechanics
    • Adventure Mechanics
    • Battle Mechanics
  • Post-Ending Content
    • Introduction
    • EX Dungeons Tips
    • EX Dungeon A
    • EX Dungeon B
    • EX Dungeon C
    • EX Dungeon Z
  • Main Story Walkthrough
    • Prologue: Meet the Mirage Keepers
    • Chapter 1: Land of the Lilikin
    • Chapter 2: Foretold by Prophecy
    • Chapter 3: Old Acquaintances
    • Chapter 4: A Legendary Warrior
    • Chapter 5: The Champion Who Saved Grymoire
    • Chapter 6: Solace from the Ice
    • Chapter 7: The Thane and the Knave
    • Chapter 8: Buccaneer Blues
    • Chapter 9: The Low Seas
    • Chapter 10: Too Warm a Welcome
    • Chapter 11: Crimson and Azure
    • Chapter 12: Ribbit Jiggle Panic
    • Chapter 13: Castle in the Desert
    • Chapter 14: Lost Powers
    • Chapter 15: The Mako Reactor and the Black Mages
    • Chapter 16: Clash on Big Bridge
    • Chapter 17: Naught but Nightmares
    • Chapter 18: The Fell Spell and the Quacho Queen
    • Chapter 19: The Other Nine Wood Hills
    • Chapter 20: The Crimson Prophecy’s End
    • Chapter 21: Chaos in Grymoire
    • Castle Exnine
    • Postscript: Turn Those Corners Up
    • Hunt for the Black Fox
    • The Final Battle
  • Miniventures & The Coliseum
    • Introduction
    • Town Subquests
    • Intervention Quests at the Girl’s Tearoom
    • Battles at the Coliseum
    • Coliseum Battles: First Team Wave
    • Coliseum Battles: Second Team Wave
    • Coliseum Battles: Mirage Bouts
  • Mirage Manual
    • Introduction
    • Imprismable Mirages Part 1
    • Imprismable Mirages Part 2
    • Imprismable Mirages Part 3
    • Imprismable Mirages Part 4
    • Imprismable Mirages Part 5
    • Unique Mirages
    • Unimprismable Mirages
  • Encyclopedia
    • Abilities
    • Items
    • The Chocolatte Mart
    • Trophies
  • Introduction: Forever Fantasy
    • Foreword
    • Your Quirky Cast of Characters

World of Final Fantasy Guide › Mirage Manual

Introduction

There are significantly more Mirages than there are slots in your Prism Case, which may seem like it's a problem at first. Fortunately, transfiguration removes the need to have multiple types of a Mirage in order to have access to every Mirage in the game.

Once you’ve fulfilled the criteria for a given transfiguration, such as reaching a certain level or finding a certain key item, you can transfigure the Mirage to any of its available options for free while you’re looking at your Prism Case. This lets you unlock the various Trophies relating to your Mirage collection, such as Mirage Enthusiast, without needing to maintain multiple Mirages from any given family.

This doesn’t mean it’s not useful to have multiple copies of a couple of Mirages from time to time. This is entirely optional, however.

The following encyclopedia is presented in the order in which the Mirages are found in the standard game’s Mirage Manual.

The World of DLC

There are several Mirages you can acquire as downloadable content (DLC), which fall outside the remit of this edition of the guide. If you happen to acquire a DLC Mirage, it’s placed into the Mirage Manual at the end of whatever family it happens to belong to, if any, which will change the numbering slightly on the in-game Mirage Manual.

More importantly, a DLC Mirage that belongs to a family will also affect the sync rate of any Mirages you already have that belong to the same family. To Master a Mirage with a DLC family member, you must also acquire all of the Abilities in the DLC Mirage’s Board. This, in turn, will affect the sync rate of preexisting Mirages, but will not disable Mastery bonuses.

Legend

Masteries: The six new Abilities that an imprismed Mirage gains when you attain 100% sync rate.

Transfigurations: The transfigurations you can unlock directly using this Mirage’s Board. You can transfigure the Mirage back and forth at will within its family, but each Mirage only has a certain number of options available on its Board. This also includes, in parentheses, the unlock conditions for each additional form; if there are no conditions listed, then you can freely transfigure back and forth from that Mirage upon reaching the relevant node on its Mirage Board.

Abilities: All of the potential active and passive Abilities available on the Mirage’s Board, purchaseable with SP. The more transfigurations a Mirage has, the fewer Abilities it tends to have in each individual form.

Stats: The Mirage’s stats at level 1, including its size and weight.

Growth Ratings: As ranked in the Mirage Manual, the Mirage’s stat growth weights. 1 means the stat will go up slowly if at all with every accumulated level; 5 means the stat will dramatically improve.

Elemental Resistances: The Mirage’s tolerance towards elemental attacks, listed as a percentage figure. Negative ratings mean the Mirage takes additional damage. A rating of 100 means the Mirage nullifies all damage from this type of attack; if it gets any higher, the Mirage absorbs this type of damage, treating it as if it were a healing effect.

Ailment Resistances: The Mirage’s tolerance towards status ailments, listed as a percentage figure. Negative ratings add to the likelihood of the effect being applied; positive ratings penalize the effect’s chance to hit, with 100 meaning immunity.

Drops: Items that you may be rewarded with upon defeating the Mirage in combat. If two items are listed, the first is common and the second is rare; the chance that the second will appear is improved by the Treasure Hunter Ability.

Habitat: The dungeons and overworld areas in which this Mirage is typically found. If this section is empty, the Mirage is never encountered in the field and is solely acquired via transfiguration or special battles such as murkrifts.

Prismtunity: What you need to do in order to render the Mirage vulnerable to imprismment. If this section is empty, the Mirage cannot be imprismed at all, which means you need to acquire the Mirage through some other method, typically transfiguration.

HP

HP: The maximum HP a Level 1 version of the Mirage starts with. All freshly imprismed Mirages will automatically be Level 1, regardless of how tough they were when you fought them.

AP

AP: The Mirage’s default number of Action Points at Level 1.

Strength: The Mirage’s default Strength statistic at Level 1.

Magic: The Mirage’s default Magic statistic at Level 1.

Defense: The Mirage’s default Defense statistic at Level 1.

Magic Defense: The Mirage’s default Magic Defense statistic at Level 1.

Agility: The Mirage’s default Agility statistic at Level 1.

Size: The Mirage’s size, which affects the position it holds in a stack. XL Mirages are considered Mega Mirages and can be summoned mid-combat, but they cannot participate in your stack arrangements.

Weight: The Mirage’s weight, which plays a role in using your Mirages to solve certain puzzles. XL Mirages cannot be used to help with these puzzles and, as such, have no listed weight.

Note that there are a lot of situations where a Mirage might be imprismable, but you can’t always catch one. For example, the goblins on the Watchplains can’t be imprismed until later in the story, and you can’t catch the kupirates who are specifically members of Faris’s crew.

In most cases, you will need one of the specific prisms associated with the Mirage to successfully imprism it. You receive one of these for free the first time you encounter a particular Mirage. To get another one, you must pay 2 SP to unlock it from the Mirage’s Board.

For mechanical Mirages, you need an eldbox instead, which you first receive from Squall in Chapter 14. If you run out after that, you can buy more from the Chocolatte Mart.

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