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Materia Basics
Materia can add extra abilites, or spells, depending on the color of the materia. First of all, you must find the materia within the game world, and then have an empty slot within your weapon or armor. Go to your menu, and then Materia. From there you can place materia into your weapons or armor for different effects. The downside from equipping too much materia is that some materia (mostly green or red) reduce your characters stats for the trade off of an ability. For example, if you equip a Fire Materia. You'll gain a little more MP from it, and be able to cast the Fire Spell in battle, but you will also lose HP in the process. So be careful when loading one character with too much materia. The total amount of materia a character can hold in a single weapon or armor is eight.
Much like your characters, Materia gains experience from each battle as well. Materia gains a different variety of experience points, called AP (Ability Points). This may vary from enemy to enemy, much like experience points. However, when a character is not in your party, they still receive a small portion of experience from the battles. This does not apply to their materia. Materia only gains AP if it is equipped to someone in your active party. As materia grows, it gets better. You might get additional abilites from it as it grows, or it could just improve its effects, it all depends on the materia. There are a few ways to increase the amount of AP your materia gains. In your weapons and armor are materia slots. Some weapons and armor offer a better materia growth rate than others. There are four types of materia growth.
At first glance, the smart thing to do would be to get the highest growth weapons and use only them to level materia faster. Well, there are some downsides to this. First of all, the higher growth weapons may not be nearly as strong as the lower ones. They also lack a whole lot of materia slots, so if you want to level a lot of materia at once, you're out of luck. You'll need to find a good balance between the number of materia you're going to be using, and the attack rate of the weapon. Also, once a materia reaches its MASTER level, it will create an extra, entirely new materia of the same type that you can now also use and link with materia, allowing for multiple effects on the same materia.
Materia Types
Materia is the basis for all magical and additional abilities. In Final Fantasy VII, there are five basic types of materia; Blue, Green, Purple, Red, and Yellow. Each other these materia can be used by placed them within a slot that is found in a weapon or armor. There are two types of these slots; linked, and unlinked. Their names are self-explanatory. If you put materia in a linked slot, it will infused with the other materia in the same linked slot, allowing for combinations of materia for different added effects.
may only be used a limited number of times in battle, depending on what level the materia is. For example; If
the All Materia is level 1, you can only use it once in battle. If it's level 2, you can use it twice, and so on. This
does not hinder how many times you can cast a single spell in a battle.
in your weapon slots, your weapon will deal elemental damage of the linked materia, rather than just physical. If
linked within your armor, it reduces damage of that elemental type by a certain number determined by the level of
the materia. This can be a double-edged sword, as if you use an attack on a creature of the same element as your
linked materia, it could deal reduced damage or even heal them.
status effects. So, if you link this and any status effect inducing materia in your weapon, it will have a chance on strike
to cause that status effect. However, if placed in your armor, it will grant you limited or full immunity to such effects.
Once again, this can also function as a double-edged sword.
materia. The amount of HP returned to the user depends on the level of the materia.
of your MP back after casting the linked materia. This also depends on the level of the MP Absorb Materia.
also varies depending on the level of the materia. The most useful combo with this is MP Turbo Knights of the Round
Materia. For a small amount of only 5 MP, Knights of the Round will do 129,987 damage.
target the linked materia was cast on. Although this works with most Yellow Materia, it does not work with the Slash-All
and Double Cut Materias. Watch when using this materia, especially if you link it to a 'restorative' materia. For example,
say I link Added-Cut to the Restore Materia. When I cast a spell such as Cure 2 on my party member, I will also attack,
due to the Added-Cut Materia, essentially cancelling out the effects of Cure 2.
like the All Materia in the sense that the number of times this can be used in a single battle depends on the level of the
materia. Another notable thing about this is, that it casts the highest rank of the linked spell upon death. Popular
combinations of this materia include Final Attack Phoenix Materia, and also Final Attack Revive. The effects are
quite obvious.
exits the battle, it is cast (sometimes) when he enters. This effect does not happen at the beginning of every battle.
The percentage that it happens is dependant on the level of the materia. It can never reach 100% for every battle.
happens a certain percentage of the time, depending on the level of the materia. 100% can be achieved by
mastering the materia.
use this effect a certain amount of times in a battle, judged by the level of the materia. Another notable thing is
that you cannot have both Quadra Magic and All Materia on the same Green materia.
of the time, and can eventually become a 100% thing. Command Counter only works with a few Yellow Materia
such as; Control, Deathblow, Mimic, Morph, Sense, Steal, and Throw.
this materia can reach a 100% success rate status, but only once it has reached the MASTER level. A good
combination of this materia is Cover Counter Attack materia. Allowing one person to take multiple hits,
and Counter Attack each one of them.
The success rate of this can be increased depending on the level of the materia.
of this is to put it on a melee-only character (such as Cloud), and put him in the back row. He won't lose
any damage because of this and will take less from being in the back row.
A good use of this is on a character that suffers the HP loss of a lot of green materia, to balance it out.
It's also a good idea to stack these on one character in something like that Gold Saucer's Battle Square.
Very useful for escaping the Midgar Zolom at the beginning of the game, as well as chocobo breeding later
in the game. This is a must if you want materia like Knights of the Round and such.
transform into an item.
the most useful materia in the game. Give all your characters these when you get three of them.
while controlling said enemy. This is very useful in combination with Enemy Skill, since generally enemies
don't use their enemy skills. Just manipulate them and cast them yourself.
if you obtain the 'Sniper CR' weapon for Vincent, as it never misses.
Materia are orbs of crystalized life energy and the basis for magic in the Final Fantasy VII universe.
Overview
Materia is the basis for magical attacks in Final Fantasy VII, Crisis Core: Final Fantasy VII, and Dirge of Cerberus. Materia are small spheres of crystalized Mako, the life energy of the planet. It can be created naturally or artificially, although natural supplies are very rare. Since life energy is essentially the souls of all the departed on the planet, materia holds the memories and knowledge of the deceased. Materia works by linking the user to the life stream and manifesting them in a physical form, causing magic. The two most powerful pieces of materia are black materia, capable of calling down a planet-destroying meteor; and white materia, which casts Holy, a powerful protective spell that can save the planet.Materia Basics
Materia can add extra abilites, or spells, depending on the color of the materia. First of all, you must find the materia within the game world, and then have an empty slot within your weapon or armor. Go to your menu, and then Materia. From there you can place materia into your weapons or armor for different effects. The downside from equipping too much materia is that some materia (mostly green or red) reduce your characters stats for the trade off of an ability. For example, if you equip a Fire Materia. You'll gain a little more MP from it, and be able to cast the Fire Spell in battle, but you will also lose HP in the process. So be careful when loading one character with too much materia. The total amount of materia a character can hold in a single weapon or armor is eight.Much like your characters, Materia gains experience from each battle as well. Materia gains a different variety of experience points, called AP (Ability Points). This may vary from enemy to enemy, much like experience points. However, when a character is not in your party, they still receive a small portion of experience from the battles. This does not apply to their materia. Materia only gains AP if it is equipped to someone in your active party. As materia grows, it gets better. You might get additional abilites from it as it grows, or it could just improve its effects, it all depends on the materia. There are a few ways to increase the amount of AP your materia gains. In your weapons and armor are materia slots. Some weapons and armor offer a better materia growth rate than others. There are four types of materia growth.
- Nothing - As the name says, you get no materia growth for this one. This is generally found on the 'ultimate weapons'.
- Normal - The standard. This is found on the majority of equipment in the game, and allows for regular materia growth.
- Double - Double materia growth usually gets you double the AP from battles for your materia. The only downside to these are a lack of materia slots, as well as weak attack rates.
- Triple - These are easily the best ones for materia growth, obviously. However, there are only two in the whole game; the Scimitar (Cid) and the Apocalypse (Cloud).
At first glance, the smart thing to do would be to get the highest growth weapons and use only them to level materia faster. Well, there are some downsides to this. First of all, the higher growth weapons may not be nearly as strong as the lower ones. They also lack a whole lot of materia slots, so if you want to level a lot of materia at once, you're out of luck. You'll need to find a good balance between the number of materia you're going to be using, and the attack rate of the weapon. Also, once a materia reaches its MASTER level, it will create an extra, entirely new materia of the same type that you can now also use and link with materia, allowing for multiple effects on the same materia.
Materia Types
Materia is the basis for all magical and additional abilities. In Final Fantasy VII, there are five basic types of materia; Blue, Green, Purple, Red, and Yellow. Each other these materia can be used by placed them within a slot that is found in a weapon or armor. There are two types of these slots; linked, and unlinked. Their names are self-explanatory. If you put materia in a linked slot, it will infused with the other materia in the same linked slot, allowing for combinations of materia for different added effects.Blue (Support Materia)
- All Materia - Links with: Green
may only be used a limited number of times in battle, depending on what level the materia is. For example; If
the All Materia is level 1, you can only use it once in battle. If it's level 2, you can use it twice, and so on. This
does not hinder how many times you can cast a single spell in a battle.
- Elemental Materia - Links with: Green, Red
in your weapon slots, your weapon will deal elemental damage of the linked materia, rather than just physical. If
linked within your armor, it reduces damage of that elemental type by a certain number determined by the level of
the materia. This can be a double-edged sword, as if you use an attack on a creature of the same element as your
linked materia, it could deal reduced damage or even heal them.
- Added-Effect Materia - Links with: Green, Red
status effects. So, if you link this and any status effect inducing materia in your weapon, it will have a chance on strike
to cause that status effect. However, if placed in your armor, it will grant you limited or full immunity to such effects.
Once again, this can also function as a double-edged sword.
- HP Absorb Materia - Links with: Green, Red, Yellow
materia. The amount of HP returned to the user depends on the level of the materia.
- MP Absorb Materia - Links with: Green, Red, Yellow
of your MP back after casting the linked materia. This also depends on the level of the MP Absorb Materia.
- MP Turbo Materia - Links with: Green, Red
also varies depending on the level of the materia. The most useful combo with this is MP Turbo Knights of the Round
Materia. For a small amount of only 5 MP, Knights of the Round will do 129,987 damage.
- Added-Cut Materia - Links with: Green, Red, Yellow
target the linked materia was cast on. Although this works with most Yellow Materia, it does not work with the Slash-All
and Double Cut Materias. Watch when using this materia, especially if you link it to a 'restorative' materia. For example,
say I link Added-Cut to the Restore Materia. When I cast a spell such as Cure 2 on my party member, I will also attack,
due to the Added-Cut Materia, essentially cancelling out the effects of Cure 2.
- Final Attack Materia - Links with: Green, Red, Yellow
like the All Materia in the sense that the number of times this can be used in a single battle depends on the level of the
materia. Another notable thing about this is, that it casts the highest rank of the linked spell upon death. Popular
combinations of this materia include Final Attack Phoenix Materia, and also Final Attack Revive. The effects are
quite obvious.
- Sneak Attack Materia - Links with: Green, Red, Yellow
exits the battle, it is cast (sometimes) when he enters. This effect does not happen at the beginning of every battle.
The percentage that it happens is dependant on the level of the materia. It can never reach 100% for every battle.
- Magic Counter Materia - Links with: Green, Red
happens a certain percentage of the time, depending on the level of the materia. 100% can be achieved by
mastering the materia.
- Quadra Magic Materia - Links with: Green
use this effect a certain amount of times in a battle, judged by the level of the materia. Another notable thing is
that you cannot have both Quadra Magic and All Materia on the same Green materia.
- Command Counter Materia - Links with: Yellow
of the time, and can eventually become a 100% thing. Command Counter only works with a few Yellow Materia
such as; Control, Deathblow, Mimic, Morph, Sense, Steal, and Throw.
Green (Magic Materia)
- Fire Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Lightning Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Ice Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Restore Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Earth Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Revive Materia - Stat Changes: Strength -2, Vitality -2, Magic 2, Magic Def 1, MaxHP -5%, MaxMP 5%
- Gravity Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Time Materia - Stat Changes: Strength -2, Vitality -2, Magic 2, Magic Def 1, MaxHP -5%, MaxMP 5%
- Destruct Materia - Stat Changes: Strength -2, Vitality -2, Magic 2, Magic Def 1, MaxHP -5%, MaxMP 5%
- Contain Materia - Stat Changes: Strength -4, Vitality -4, Magic 4, Magic Def 2, MaxHP -10%, MaxMP 10%
- Comet Materia - Stat Changes: Strength -2, Vitality -2, Magic 2, Magic Def 1, MaxHP -5%, MaxMP 5%
- Full Cure Materia - Stat Changes: Strength -4, Vitality -4, Magic 4, Magic Def 2, MaxHP -10%, MaxMP 10%
- Shield Materia - Stat Changes: Strength -4, Vitality -4, Magic 4, Magic Def 2, MaxHP -10%, MaxMP 10%
- Ultima Materia - Stat Changes: Strength -4, Vitality -4, Magic 4, Magic Def 2, MaxHP -10%, MaxMP 10%
- Barrier Materia - Stat Changes: Strength -2, Vitality -2, Magic 2, Magic Def 1, MaxHP -5%, MaxMP 5%
- Poison Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Exit Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Transform Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Mystify Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Seal Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
- Heal Materia - Stat Changes: Strength -1, Magic 1, MaxHP -2%, MaxMP 2%
Purple (Independent Materia)
- Cover Materia - Additional Effects: Vitality 1
this materia can reach a 100% success rate status, but only once it has reached the MASTER level. A good
combination of this materia is Cover Counter Attack materia. Allowing one person to take multiple hits,
and Counter Attack each one of them.
- Counter Attack Materia - Additional Effects: None
The success rate of this can be increased depending on the level of the materia.
- Long Range Materia - Additional Effects: None
of this is to put it on a melee-only character (such as Cloud), and put him in the back row. He won't lose
any damage because of this and will take less from being in the back row.
- MP Plus Materia - Additional Effects: None
- HP Plus Materia - Additional Effects: None
A good use of this is on a character that suffers the HP loss of a lot of green materia, to balance it out.
It's also a good idea to stack these on one character in something like that Gold Saucer's Battle Square.
- Luck Plus Materia - Additional Effects: None
- Magic Plus Materia - Additional Effects: None
- Speed Plus Materia - Additional Effects: None
- Chocobo Lure Materia - Additional Effects: Luck 1
Very useful for escaping the Midgar Zolom at the beginning of the game, as well as chocobo breeding later
in the game. This is a must if you want materia like Knights of the Round and such.
- Gil Up Materia - Additional Effects: Luck 1
- XP Up Materia - Additional Effects: Luck 1
- Pre-Emptive Materia - Additional Effects: Speed 2
- Enemy Lure Materia - Additional Effects: Luck -1
- Enemy Away Materia - Additional Effects: Luck 1
- Underwater Materia - Additional Effects: None
- Mega All Materia - Additional Effects: None
- HP <> MP Materia - Additional Effects: None
Red (Summon Materia)
- Choco / Mog Materia - Stat Changes: Magic 1, MaxHP -2%, MaxMP 2%
- Shiva Materia - Stat Changes: Magic 1, MaxHP -2%, MaxMP 2%
- Ifrit Materia - Stat Changes: Magic 1, MaxHP -2%, MaxMP 2%
- Ramuh Materia - Stat Changes: Magic 1, MaxHP -2%, MaxMP 2%
- Titan Materia - Stat Changes: Magic 1, MaxHP -2%, MaxMP 2%
- Odin Materia - Stat Changes: Magic 1, Magic Def 1, MaxHP -5%, MaxMP 5%
- Bahamut Materia - Stat Changes: Magic 1, Magic Def 1, MaxHP -5%, MaxMP 5%
- Kjata Materia - Stat Changes: Magic 1, Magic Def 1, MaxHP -5%, MaxMP 5%
- Alexander Materia - Stat Changes: Magic 1, Magic Def 1, MaxHP -5%, MaxMP 5%
- Neo Bahamut Materia - Stat Changes: Magic 2, Magic Def 2, MaxHP -10%, MaxMP 10%
- Leviathan Materia - Stat Changes: Magic 1, Magic Def 1, MaxHP -5%, MaxMP 5%
- Phoenix Materia - Stat Changes: Magic 2, Magic Def 2, MaxHP -10%, MaxMP 10%
- Hades Materia - Stat Changes: Magic 4, Magic Def 4, MaxHP -10%, MaxMP 15%
- Bahamut ZERO Materia - Stat Changes: Magic 4, Magic Def 4, MaxHP -10%, MaxMP 15%
- Typhoon Materia - Stat Changes: Magic 4, Magic Def 4, MaxHP -10%, MaxMP 15%
- Knights of the Round Materia - Stat Changes: Magic 8, Magic Def 8, MaxHP -10%, MaxMP 20%
Yellow (Command Materia)
- Steal Materia - Additional Effects: Dexterity 2
- Morph Materia - Additional Effects: None
transform into an item.
- Enemy Skill Materia - Additional Effects: None
the most useful materia in the game. Give all your characters these when you get three of them.
- W-Item - Additional Effects: None
- W-Summon - Additional Effects: None
- Mime - Additional Effects: None
- Manipulate - Additional Effects: None
while controlling said enemy. This is very useful in combination with Enemy Skill, since generally enemies
don't use their enemy skills. Just manipulate them and cast them yourself.
- Deathblow - Additional Effects: Luck 1
if you obtain the 'Sniper CR' weapon for Vincent, as it never misses.
- Throw - Additional Effects: Vitality 1
- Sense - Additional Effects: None
- Slash-All - Additional Effects: None
- Double Cut - Additional Effects: Dexterity 2
Materia games
Edit
| Name | Platforms | Developer | ||
|---|---|---|---|---|
|
Dissidia: Final Fantasy released on Aug. 25, 2009 |
PSN, PSP | Square Enix | |
|
Crisis Core: Final Fantasy VII released on March 25, 2008 |
PSP | Square Enix | |
|
Dirge of Cerberus: Final Fantasy VII released on Aug. 15, 2006 |
PS2 | Square Enix | |
|
Before Crisis: Final Fantasy VII released on Oct. 24, 2004 |
Square Enix | ||
|
Final Fantasy VII released on Sept. 7, 1997 |
PS1, PSN, PC | Square Co., Ltd. |
| Name: | Materia |
| Appears in: | 5 games |
| First appearance: | Final Fantasy VII |
| Aliases |







































