
Major Stat Boost Grids
Contrary to the apparent in-game descriptions, these Garment Grids offer their stat boosts for each gate, and passing through more than one will stack the effect.
| Strength of One | ||
|---|---|---|
| Help | Grid that raises Strength. | |
| Chapter | 2/3/5 |
|
| Location | (Kilika) | |
| Nodes | 4 | |
| Gates | 4 | |
| Equip | Strength +10 | |
| Abilities |
Strength +15
Strength +15
Strength +15
Strength +15 | |
| Acquisition | Send a chocobo to Kilika, and it may have found this when it returns. | |
| A plain and simple garment grid for those wishing to increase their strength. The four nodes don't allow for a great deal of variation, and it would be a shame to waste one on a White Mage for example, so prepare to have your allies back you up. A massive increase of 70 is possible to those willing to travel the full perimeter. | ||
| Seething Cauldron | ||
| Help | Grid that raises Magic. | |
| Chapter | 2 |
Background: Calm Lands
|
| Location | Moonflow | |
| Nodes | 4 | |
| Gates | 4 | |
| Equip | Magic +10 | |
| Abilities |
Magic +15
Magic +15
Magic +15
Magic +15 | |
| Acquisition | Complete the "YRP, The Scalpers Three" mission for Tobli and be sure to sell all of the tickets and make a profit. | |
| As Strength of One, but for those inclined in the ways of magic. Available early on in chapter 2, being able to boost magic by 70 points can turn even the most useless of mages into a killing/curing (delete as applicable) machine. | ||
| Stonehewn | ||
| Help | Grid that raises Defence. | |
| Chapter | 2 |
Background: Mt. Gagazet trail
|
| Location | Mt. Gagazet | |
| Nodes | 4 | |
| Gates | 4 | |
| Equip | Defence +10 | |
| Abilities |
Defence +15
Defence +15
Defence +15
Defence +15 | |
| Acquisition | Obtain the Syndicate uniform from the hot springs, then defeat Ormi to finish the job. | |
| Defence is critical at low levels, regardless of dressphere. Passing a few gates on Stonehewn can offer much-needed protection to mages or render a Dark Knight virtually invulnerable. At higher levels, the effect becomes less obvious, and more exciting garment grids are available. | ||
| Enigma Plate | ||
| Help | Grid that raises Magic Defence. | |
| Chapter | 2/3/5 |
Background: Zanarkand Dome (maybe)
|
| Location | Besaid | |
| Nodes | 4 | |
| Gates | 4 | |
| Equip | Magic Defence +10 | |
| Abilities |
Magic Defence +15
Magic Defence +15
Magic Defence +15
Magic Defence +15 | |
| Acquisition | Obtain a high score in the Gunner's Gauntlet. | |
| Magic defence is a little tricker to get a bead on when compared to physical defence. Magical attacks typically carry an element, and as such there are better defences available if you know what you will be up against. However, when in heavily magic-charged battles against multi- or non-elemental foes, a high mdef may just save your life. Combine the 70 boost available on this grid with a Shell, and suddenly Ultima doesn't look so bad. | ||
| Howling Wind | ||
| Help | Grid that raises Agility. | |
| Chapter | 3 |
|
| Location | Macalania | |
| Nodes | 4 | |
| Gates | 4 | |
| Equip | Agility +5 | |
| Abilities |
Agility +5
Agility +5
Agility +5
Agility +5 | |
| Acquisition | Complete the "Track Down the Troupe" mission in chapter 2, then find the musicians again in chapter 3. | |
| Agility is often overlooked when considering stat boosts, lacking the instant gratification that comes from, say, extra strength. There's a reason for that. Even a potential increase of 25 agility points can't hold a candle to a single Haste spell. | ||
| Ray of Hope | ||
| Help | Grid that raises Luck. | |
| Chapter | 5 |
Background: Madness. Looks like a chocobo in the corner, there.
|
| Location | Macalania | |
| Nodes | 6 | |
| Gates | 4 | |
| Equip | Luck +30 | |
| Abilities |
Luck +30
Luck +30
Luck +30
Luck +30 | |
| Acquisition | Obtain Episode Complete for Macalania. | |
| Luck is a fickle thing. With such a huge boost available for completing this star - 150 points, in fact - it's worth considering what it actually does. Luck increases accuracy and evasion rates, and directly affects the chances of scoring critical hits and dealing double damage. Increased criticals are nice, but is that good enough to choose this particular garment grid? | ||
Strength +15
Strength +15
Strength +15
Strength +15

