Eternal Legend - Final Fantasy X-2 - Garment Grids
Final Fantasy X-2 Garment Grids

Wizard Grids

Salvation Promised
HelpGrid containing Auto-Life magic.
Chapter5 An arc of three nodes, with a gate between each pair. All three are linked to one central node. The ends of the arc are linked via a third gate.
Background: A robed priest, surrounded by symbols of Yevon
LocationThunder Plains
Nodes4
Gates3
EquipUse White Magic abilities.
Abilities YGR Use Auto-Life
AcquisitionClear the secret dungeon beneath the Thunder Plains and rescue Cid. Then, repeat the dungeon and find this in a chest near the end.
Of all the white magics, Auto-Life is one of the most highly regarded. A quick trip around Salvation Promised grants the wearer the ability to cast it for the remainder of the battle, making it ideally suited to long and intense combat. At other times, this grid provides access to a girl's known white magic, regardless of their chosen dressphere.
 
Conflagaration
HelpGrid containing Flare magic.
Chapter5 A 'T' made up of four nodes. Each of the extremities are linked to the others via gates. These paths are arranged to resemble a classic Final Fantasy crystal.
Background: Shinryuu
LocationThunder Plains
Nodes4
Gates3
EquipUse Black Magic abilities.
Abilities RBG Use Flare
AcquisitionHaving met Lian and Ayde in each of the previous chapters, find them near Kimahri's statue on Mt. Gagazet.
The Black Mage dressphere is sadly limited, lacking the mass-destruction spells known to bring a grin to the face of any magic wielder. This garment grid is your chance to strike back, providing black magic at all times and enabling the use of the non-elemental mega-attack Flare.
 
Supreme Light
HelpGrid containing Holy magic.
Chapter5 A diamond, with points made up of three nodes and one (green) gate. Two of the nodes are linked to an inner path containing two gates and two further nodes.
Background: Looks a bit like Zaon to me
LocationDen of Woe
Nodes5
Gates3
EquipUse White Magic abilities.
Abilities G Use Auto-Life
GRY Use Holy
AcquisitionEnter the Den of Woe by finding all of the Crimson Spheres. Find inside the truth behind the disaster, defeat a string of bosses, and this shall be your reward.
Containing the essence of a true white mage, this trumps Salvation Promised in all respects. Auto-Life is one spherechange away, while visiting each node unlocks the powerful offensive magic Holy.
 
Megiddo
HelpGrid containing Ultima magic.
Chapter5 A diamond, with points made up of three nodes and one (green) gate. Two of the nodes are linked to an inner path containing two gates and two further nodes. A half rotation of Supreme Light.
Background: (Ultima) Weapon
LocationFarplane
Nodes5
Gates3
EquipUse Black Magic abilities.
Abilities G Use Flare
GRY Use Ultima
AcquisitionTake each hole down to the Farplane. This includes the otherwise optional hole in the Cavern of the Stolen Fayth. A chest will appear at the bottom of the final path. Take the holes in any order.
Where there is white magic, so shall there be black. The anarchist's answer to Supreme Light, this grid provides access to black magic at all times, and offers quick access to Flare. The main drawing point, of course, is Ultima. Mmm, Ultima.
 
Font of Power
HelpGrid that reduces MP cost to 1.
Chapter5 An inverted triangle, the top side of which contains two gates and an additional node. This node is linked to the bottom point, and the whole side is bent inward to form an arrowhead.
Background: A priest of some sort
LocationMi'ihen Highroad
Nodes4
Gates3
EquipHalf MP Cost.
Abilities R/Y/B Magic +15
RYB One MP Cost
AcquisitionClear the dungeon hidden beneath the Mi'ihen Highroad, near the oldroad. To uncover the dungeon, send a high-level Chocobo here first and wait for it to return.
Holy and Ultima are well suited to extreme battles, but are often overkill against everything else. Font of Power offers mages of either colour an alternative way to express their powers, reducing MP cost for all spells at all times. For the tougher encounters, the gates provide a magic boost and allow the mage virtually limitless spellcasting. Despite the apparent meaning, magic is increased by 15 for each gate, to a total of +45.

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