How To Fuse Materia In Crisis Core: Final Fantasy VII Reunion – Since the first game, Materia has played a significant role in the Final Fantasy 7 world. Fans cheered at its comeback in the remake, but it had already appeared in the Compilation of FF7 games back in the 1980s a few times. Final Fantasy 7 made the most use of Crisis Core outside of FF7 itself by introducing the clever Materia Fusion system.
Materia Fusion isn’t merely a gameplay feature in Crisis Core. It’s a significant component. You must play about with this system if you want to give Zack the best possible boost. In order to ensure that you fully understand it, we’ll go over it in more detail than the game’s tutorials.
What Is Materia Fusion?
Fusing Materia is the process of taking two of them and combining them in quest of certain results that, when done correctly, will bolster Zack in some significant new way, just as it says on the tin, and by “the tin” we mean the above screenshot. That usually comes down to just boosting a stat. An illustration of this is the creation of the Fira Blade (MAG +4) by combining Fira with (MAG +3) and ATK Up with (ATK +2) above.
That’s great and everything. A key component of Materia Fusion is the systematic merging of Materia to boost critical stats like Magic and HP. However, take aware that the outcome is Fira Blade in particular. We cannot ignore this crucial reality. Fusion frequently produces a totally new Materia. In fact, many of Crisis Core: Final Fantasy 7 Reunion’s most potent Materia can only be obtained in this method.
On the other hand, you frequently run into situations where fusing Materia results in fused Materia that you don’t want. Just be sure to turn around when you notice this, equipping the fusion slots, and start exploring into alternative options. The creation of Thunder Materia by combining Fire Materia and Ice Materia is an excellent illustration of this; there are more possibilities within to create each of the trio by way of the other two.
That will come in handy from time to time, but chances are that you like the elemental spell or AP-consuming skill you are employing and do not intend to replace it.
The possibility to combine two Materia with an item is added when things start to get truly destructive, like demolishing Junon’s outer shell in a training chamber. Crisis Core takes several chapters before this happens; even the fundamental Materia Fusion doesn’t appear until two chapters in. However, when it occurs, you’re prepared to really go ham.
Dark Matter and adamantite, for example, significantly alter the final output. You’ll be able to begin increasing hundreds of percentage-based stats, including HP. Without any benefits from Materia and/or accessories, Zack won’t reach the stated 9999 HP maximum even at level 99. There is actually no such upper limit! The only way to reach the five-digit range, however, is through careful Materia Fusion that incorporates item toss-in.
What Are Stat Stones?
This one is strange, then. Not because the stat stones (ATK Stone, etc.) are strange, but rather because if you start playing about with the many optional missions as soon as you can, the introduction of these handy items occurs so early in the game.
In his first assignments, Zack will run into a good deal of these things. Until about the fifth time, take them to the scientists in the Materia Room. At that point, the head scientist joyously declares that their team won’t be shut down. Simply put, it’s better to handle things now than than later.
However, you can’t do anything with these for a while, and the game does nothing to clarify the situation. The stat stones are a component of the item system for later-unlocked sophisticated Materia Fusion. Do not be concerned that they will never be useful and hold off on selling them because they will be gathering dust in your inventory for a time. At five gil a piece, it’s a pittance!
Dark And Hell Spells
Before you start tinkering with Materia Fusion for hours on end, there is one more thing to keep in mind. There are also “Dark” and “Hell” versions of the common elemental spells (Fire, Blizzara, Thundaga, etc.). These are the same thing, only more repulsive. They cause a number of status effects, which vary according on the element and range from “Dark” to “Hell” rank in slyness.
When normal elemental materia and various types of debilitating materia are combined, Dark is frequently the result; when this combination is repeated, Hell can be created if your inventory is set up correctly. Whenever practical, we normally advise choosing them over their default versions.
However, you may just add the Dark or Hell material to something restorative like Cure or Esuna if you want to return to the standard manner, usually for the completion of a certain Materia Fusion thereafter.