Meia (Record Keeper)

Meia appears as a playable character in Final Fantasy Record Keeper who could be initially recruited during the Collector's Event A Heretic Waits as a First Time Reward for completing the event's Desert Runic Temple (Hard) stage.
==Stats==
Level	HP 	Attack	Defense	Magic	Resistance	Mind	Accuracy	Evasion	Speed
1 	175 	7 	7 	12 	10 	6 	20 	20 	88
10 	679 	17 	15 	38 	25 	15 	20 	20 	91
20 	1,239	28 	24 	62 	42 	26 	20 	21 	96
30 	1,799	39 	35 	84 	60 	37 	21 	21 	101
40 	2,360	50 	46 	105 	77 	47 	21 	22 	107
50 	2,920	62 	58 	125 	94 	58 	22 	22 	112
60 	 	73 	70 	144 	111 	69 	23 	23 	118
65 	3,760	78 	76 	154 	120 	74 	23 	23 	121
70 	4,040	84 	82 	`63 	128 	79 	23 	23 	124
 	2 	1 	1 	5 	3 	1 	3 	3 	2
===Record Sphere===
Sphere 	S.Lv 1	S.Lv 2 	S.Lv 3 	S.Lv 4 	S.Lv 5
Red Mage 	+1 MAG	+1 DEF 	+1 MAG 	+60 HP 	+2 DEF
Black Mage	+1 RES	+40 HP 	+1 RES 	+2 MAG 	+3% Black Magic Damage
Dancer 	+1 RES	+1 MAG 	+1 RES 	+55 HP 	+2 MAG
 	+3 RES	+3 MAG 	+120 HP	+6 MAG 	+6% Summoning Damage
 	+3 MAG	+100 HP	+3 RES 	+6 MAG 	Use 5★ Witch Abilities
 	+2 RES	+2 MAG 	+3 MAG 	+120 HP	+6 RES
==Abilities==
Meia can use Black Magic abilities up to rarity rank 5, Summoning abilities up to rarity rank 5, and Witch abilities up to rarity rank 4.
===Soul Breaks===
Name	Designation 	Relic	Effects 	Effects 	Effects 	Effects 	
Name	Designation 	Relic	Gauge 	Type 	Duration 	 	
 	Default 	N/A 	1 	NAT 	MAG +30% (25s) 	N/A 	
 	Default 	N/A 	Temporarily raise the user's Magic a moderate amount. 	Temporarily raise the user's Magic a moderate amount. 	Temporarily raise the user's Magic a moderate amount. 	Temporarily raise the user's Magic a moderate amount. 	
 	Super 	(I) 	2 	MAG 	Self magic cast speed x2 (4 turns) 	195% magic damage/hit 	
 	Super 	(I) 	Deal nine magic Water, Ice and Non-Elemental attacks to one enemy, and reduce the user's offensive magic casting time for four turns. 	Deal nine magic Water, Ice and Non-Elemental attacks to one enemy, and reduce the user's offensive magic casting time for four turns. 	Deal nine magic Water, Ice and Non-Elemental attacks to one enemy, and reduce the user's offensive magic casting time for four turns. 	Deal nine magic Water, Ice and Non-Elemental attacks to one enemy, and reduce the user's offensive magic casting time for four turns. 	
 	Burst 	(I) 	2 	MAG 	Water infusion (25s)Self Haste, Burst Mode (15s) 	199% summon damage/hit 	
 	Burst 	(I) 	Deal six summon magic Water and Non-Elemental attacks to all enemies, temporarily infuse the user with the power of Water, and grant Haste and Burst Mode to the user. 	Deal six summon magic Water and Non-Elemental attacks to all enemies, temporarily infuse the user with the power of Water, and grant Haste and Burst Mode to the user. 	Deal six summon magic Water and Non-Elemental attacks to all enemies, temporarily infuse the user with the power of Water, and grant Haste and Burst Mode to the user. 	Deal six summon magic Water and Non-Elemental attacks to all enemies, temporarily infuse the user with the power of Water, and grant Haste and Burst Mode to the user. 	
 	Burst 	(I) 	 	NAT 	Self MAG +30%/DEF -30%, self Summon Strike(w/ Summon Strike: 4x 425% group Water/Non-Elemental summon, Summon Strike off) 	N/A 	
 	Burst 	(I) 	 	Pallida Fructus: Temporarily lower the user's Defense a moderate amount, and increase the user's Magic a moderate amount. If the user has Burst Mode, grant Summon Strike to the user. If the user has Summon Strike, deal four summon magic water and non-elemental attacks to all enemies, and remove Summon Strike from the user. 	Pallida Fructus: Temporarily lower the user's Defense a moderate amount, and increase the user's Magic a moderate amount. If the user has Burst Mode, grant Summon Strike to the user. If the user has Summon Strike, deal four summon magic water and non-elemental attacks to all enemies, and remove Summon Strike from the user. 	Pallida Fructus: Temporarily lower the user's Defense a moderate amount, and increase the user's Magic a moderate amount. If the user has Burst Mode, grant Summon Strike to the user. If the user has Summon Strike, deal four summon magic water and non-elemental attacks to all enemies, and remove Summon Strike from the user. 	Pallida Fructus: Temporarily lower the user's Defense a moderate amount, and increase the user's Magic a moderate amount. If the user has Burst Mode, grant Summon Strike to the user. If the user has Summon Strike, deal four summon magic water and non-elemental attacks to all enemies, and remove Summon Strike from the user.
 	Burst 	(I) 	 	MAG 	N/A 	4x 224% Water/Non-Elemental summon(4x 249% with Summon Strike) 	
 	Burst 	(I) 	 	Pallida Schelling: Deal four summon magic Water and Non-Elemental attacks to one enemy. Deals more damage if the user has Summon Strike. 	Pallida Schelling: Deal four summon magic Water and Non-Elemental attacks to one enemy. Deals more damage if the user has Summon Strike. 	Pallida Schelling: Deal four summon magic Water and Non-Elemental attacks to one enemy. Deals more damage if the user has Summon Strike. 	Pallida Schelling: Deal four summon magic Water and Non-Elemental attacks to one enemy. Deals more damage if the user has Summon Strike.
 	Overstrike 	(I) 	1 	MAG 	N/A 	3720% magic damage(4280% vs. target weak to water) 	
 	Overstrike 	(I) 	Deal massive magic Water and Non-Elemental damage to one target. Deals more damage if the target is Vulnerable or has a Slight Weakness to Water. Can break the damage cap. 	Deal massive magic Water and Non-Elemental damage to one target. Deals more damage if the target is Vulnerable or has a Slight Weakness to Water. Can break the damage cap. 	Deal massive magic Water and Non-Elemental damage to one target. Deals more damage if the target is Vulnerable or has a Slight Weakness to Water. Can break the damage cap. 	Deal massive magic Water and Non-Elemental damage to one target. Deals more damage if the target is Vulnerable or has a Slight Weakness to Water. Can break the damage cap. 	
 	Ultra 	(I) 	2 	MAG 	water infusion (25s)15s: Water ⇨ self cast speed x2.0/2.5/3.0 (up with uses)Follow Water abilities with Awash (15s) 	170% magic damage/hit 	
 	Ultra 	(I) 	Deal ten magic Water and Non-Elemental attacks to one enemy, temporarily infuse the user with the power of Water, and temporarily cause the user's Water abilities to reduce delay of the user's actions (up to 3 ranks), and trigger the follow-up ability Awash, dealing five magic Water and Non-Elemental attacks to one enemy. 	Deal ten magic Water and Non-Elemental attacks to one enemy, temporarily infuse the user with the power of Water, and temporarily cause the user's Water abilities to reduce delay of the user's actions (up to 3 ranks), and trigger the follow-up ability Awash, dealing five magic Water and Non-Elemental attacks to one enemy. 	Deal ten magic Water and Non-Elemental attacks to one enemy, temporarily infuse the user with the power of Water, and temporarily cause the user's Water abilities to reduce delay of the user's actions (up to 3 ranks), and trigger the follow-up ability Awash, dealing five magic Water and Non-Elemental attacks to one enemy. 	Deal ten magic Water and Non-Elemental attacks to one enemy, temporarily infuse the user with the power of Water, and temporarily cause the user's Water abilities to reduce delay of the user's actions (up to 3 ranks), and trigger the follow-up ability Awash, dealing five magic Water and Non-Elemental attacks to one enemy. 	
 	Chain 	(I) 	2 	MAG 	TBC 	TBC 	
 	Chain 	(I) 	Instantly activate a Water chain up to 99 hits long that increases the Water damage of all allies a large amount, temporarily raise their Magic a large amount, and temporarily raise their Water attack level by 2. 	Instantly activate a Water chain up to 99 hits long that increases the Water damage of all allies a large amount, temporarily raise their Magic a large amount, and temporarily raise their Water attack level by 2. 	Instantly activate a Water chain up to 99 hits long that increases the Water damage of all allies a large amount, temporarily raise their Magic a large amount, and temporarily raise their Water attack level by 2. 	Instantly activate a Water chain up to 99 hits long that increases the Water damage of all allies a large amount, temporarily raise their Magic a large amount, and temporarily raise their Water attack level by 2. 	
 	Arcane Overstrike	(I) 	3 	MAG 	N/A 	2650% magic damage/hit 	
 	Arcane Overstrike	(I) 	Deal three massive magic Water attacks to one enemy. Can break the damage cap. 	Deal three massive magic Water attacks to one enemy. Can break the damage cap. 	Deal three massive magic Water attacks to one enemy. Can break the damage cap. 	Deal three massive magic Water attacks to one enemy. Can break the damage cap. 	
 	Glint 	(I) 	1 	MAG 	Empowered Infusion: Water (25s) 	125% magic damage/hit 	
 	Glint 	(I) 	Instantly deal six magic Water and Non-Elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for Water. 	Instantly deal six magic Water and Non-Elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for Water. 	Instantly deal six magic Water and Non-Elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for Water. 	Instantly deal six magic Water and Non-Elemental attacks to one enemy, and temporarily grant the user Empowered Infusion for Water. 	
 	Glint 	(I) 	0 	NAT 	TBC 	N/A 	
 	Glint 	(I) 	Temporarily grant the user Empowered Infusion for Water, and remove delay from the user's actions for one turn. Triggers instantly and does not deplete the Soul Break Gauge. 	Temporarily grant the user Empowered Infusion for Water, and remove delay from the user's actions for one turn. Triggers instantly and does not deplete the Soul Break Gauge. 	Temporarily grant the user Empowered Infusion for Water, and remove delay from the user's actions for one turn. Triggers instantly and does not deplete the Soul Break Gauge. 	Temporarily grant the user Empowered Infusion for Water, and remove delay from the user's actions for one turn. Triggers instantly and does not deplete the Soul Break Gauge. 	
 	Awakening 	(I) 	2 	MAG 	Water infusion (25s)Party Water reflection barrier (30s)Awoken Water, self Cap Break +1 (15s) 	150% magic damage/hit 	
 	Awakening 	(I) 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily infuse the user with the power of Water, grant all allies a barrier that reflects a portion of damage taken back at the attacker as water damage, temporarily grant the user Awoken Water Mode, and increase the user's Cap Break Level by 1. 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily infuse the user with the power of Water, grant all allies a barrier that reflects a portion of damage taken back at the attacker as water damage, temporarily grant the user Awoken Water Mode, and increase the user's Cap Break Level by 1. 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily infuse the user with the power of Water, grant all allies a barrier that reflects a portion of damage taken back at the attacker as water damage, temporarily grant the user Awoken Water Mode, and increase the user's Cap Break Level by 1. 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily infuse the user with the power of Water, grant all allies a barrier that reflects a portion of damage taken back at the attacker as water damage, temporarily grant the user Awoken Water Mode, and increase the user's Cap Break Level by 1. 	
 	Awakening 	(I) 	Awoken Water Mode: Grant unlimited use of water abilities, grant up to a moderate Water Ability Boost, and cause Water abilities used by the user to trigger twice. 	Awoken Water Mode: Grant unlimited use of water abilities, grant up to a moderate Water Ability Boost, and cause Water abilities used by the user to trigger twice. 	Awoken Water Mode: Grant unlimited use of water abilities, grant up to a moderate Water Ability Boost, and cause Water abilities used by the user to trigger twice. 	Awoken Water Mode: Grant unlimited use of water abilities, grant up to a moderate Water Ability Boost, and cause Water abilities used by the user to trigger twice. 	
 	Awakening 	(I) 	2 	MAG 	TBC 	TBC 	
 	Awakening 	(I) 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily raise the user's Magic a moderate amount and Resistance a small amount, grant the user Empowered Infusion for Water, temporarily grant the user Awoken Water Mode, increase the user's Cap Break Level by 1, and cause every second Water ability used by the user to increase the user's Water damage a large amount for one turn. 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily raise the user's Magic a moderate amount and Resistance a small amount, grant the user Empowered Infusion for Water, temporarily grant the user Awoken Water Mode, increase the user's Cap Break Level by 1, and cause every second Water ability used by the user to increase the user's Water damage a large amount for one turn. 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily raise the user's Magic a moderate amount and Resistance a small amount, grant the user Empowered Infusion for Water, temporarily grant the user Awoken Water Mode, increase the user's Cap Break Level by 1, and cause every second Water ability used by the user to increase the user's Water damage a large amount for one turn. 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily raise the user's Magic a moderate amount and Resistance a small amount, grant the user Empowered Infusion for Water, temporarily grant the user Awoken Water Mode, increase the user's Cap Break Level by 1, and cause every second Water ability used by the user to increase the user's Water damage a large amount for one turn. 	
 	Awakening 	(I) 	Awoken Water Mode: Grant unlimited use of Water abilities, grant up to a moderate Water Ability Boost, and cause Water abilities used by the user to trigger twice. 	Awoken Water Mode: Grant unlimited use of Water abilities, grant up to a moderate Water Ability Boost, and cause Water abilities used by the user to trigger twice. 	Awoken Water Mode: Grant unlimited use of Water abilities, grant up to a moderate Water Ability Boost, and cause Water abilities used by the user to trigger twice. 	Awoken Water Mode: Grant unlimited use of Water abilities, grant up to a moderate Water Ability Boost, and cause Water abilities used by the user to trigger twice. 	
 	Sync 	(I) 	2 	MAG 	TBC 	TBC 	
 	Sync 	(I) 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for Water, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, and reduce the user's ATB charge time each time they use a Water ability (up to rank 2). 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for Water, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, and reduce the user's ATB charge time each time they use a Water ability (up to rank 2). 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for Water, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, and reduce the user's ATB charge time each time they use a Water ability (up to rank 2). 	Deal fifteen magic Water and Non-Elemental attacks to one enemy, temporarily grant the user major Empowered Infusion for Water, temporarily grant the user Sync Mode, increase the user's Cap Break Level by 1, and reduce the user's ATB charge time each time they use a Water ability (up to rank 2). 	
 	Sync 	(I) 	 	MAG 	TBC 	TBC 	
 	Sync 	(I) 	 	Water Surface: Deal six magic Water and Non-Elemental attacks to one enemy, and increase the damage of the user's Water abilities a moderate amount for one turn. 	Water Surface: Deal six magic Water and Non-Elemental attacks to one enemy, and increase the damage of the user's Water abilities a moderate amount for one turn. 	Water Surface: Deal six magic Water and Non-Elemental attacks to one enemy, and increase the damage of the user's Water abilities a moderate amount for one turn. 	
 	Sync 	(I) 	 	MAG 	TBC 	TBC 	
 	Sync 	(I) 	 	Aberrant Witch: Deal three magic Water and Non-Elemental attacks to one enemy, and remove delay from the user's actions for one turn. 	Aberrant Witch: Deal three magic Water and Non-Elemental attacks to one enemy, and remove delay from the user's actions for one turn. 	Aberrant Witch: Deal three magic Water and Non-Elemental attacks to one enemy, and remove delay from the user's actions for one turn. 	
 	Arcane Dyad 	(I) 	3 	MAG 	TBC 	TBC 	
 	Arcane Dyad 	(I) 	1st Trigger: Instantly grant the user Arcane Dyad Empowered Meia, temporarily grant the user Empowered Infusion for Water, and temporarily increase the user's Cap Break Level by 1. Does not deplete the Soul Break Gauge.2nd Trigger: Deal twenty magic Water and Non-Elemental attacks to one enemy, followed by an additional magic Water and Non-Elemental attack that can break the damage cap, and remove Arcane Dyad Empowered Meia.	1st Trigger: Instantly grant the user Arcane Dyad Empowered Meia, temporarily grant the user Empowered Infusion for Water, and temporarily increase the user's Cap Break Level by 1. Does not deplete the Soul Break Gauge.2nd Trigger: Deal twenty magic Water and Non-Elemental attacks to one enemy, followed by an additional magic Water and Non-Elemental attack that can break the damage cap, and remove Arcane Dyad Empowered Meia.	1st Trigger: Instantly grant the user Arcane Dyad Empowered Meia, temporarily grant the user Empowered Infusion for Water, and temporarily increase the user's Cap Break Level by 1. Does not deplete the Soul Break Gauge.2nd Trigger: Deal twenty magic Water and Non-Elemental attacks to one enemy, followed by an additional magic Water and Non-Elemental attack that can break the damage cap, and remove Arcane Dyad Empowered Meia.	1st Trigger: Instantly grant the user Arcane Dyad Empowered Meia, temporarily grant the user Empowered Infusion for Water, and temporarily increase the user's Cap Break Level by 1. Does not deplete the Soul Break Gauge.2nd Trigger: Deal twenty magic Water and Non-Elemental attacks to one enemy, followed by an additional magic Water and Non-Elemental attack that can break the damage cap, and remove Arcane Dyad Empowered Meia.	
==Materia==
===Record Materia===
Materia	Description 	Acquirement
 	Deal slightly more summon magic damage. 	Awarded for breaking character level cap.
 	Deal slightly more black magic and summon magic damage when a rod is equipped.	Break Meia's level cap 2 time(s) and obtain the Azure Witch Record Materia. Chance to obtain with Meia in your party.
 	Attack has a moderate chance to summon Leviathan. 	Break Meia's level cap 3 time(s) and obtain the Bewitching Sorcery Record Materia. Awarded for raising Meia to level 99.
===Legend Materia===
Record Materia	Description 	Acquirement
 	Increase Water damage a small amount. 	Legend Sphere
 	Moderate chance to reduce delay of the user's actions for three turns when a Water ability triggers.	Legend Sphere
 	Begin battle temporarily infused with the power of Water. 	(I)
 	Small chance for offensive Water abilities to trigger twice. 	(I)
==Equipment==
Meia can equip the following weapon types: daggers, rods, and staves.
She can equip the following armor types: hats, light armor, robes, bracers.
She can equip accessories.
==Gallery==
FFRK Meia sprites.png|Set of Meia's sprites.
FFRK Meia MC.png|Meia's Memory Crystal.
FFRK Meia MCII.png|Meia's Memory Crystal II.
FFRK Meia MCIII.png|Meia's Memory Crystal III.
FFRK Pallida Fructus Icon.png|Icon for Pallida Fructus (パッリダ・フルクトゥス).
FFRK Pallida Schelling Icon.png|Icon for Pallida Schelling (パッリダ・シェリング).
FFRK Pallida Fructus.png|Pallida Fructus.
FFRK Pallida Fructus 2.png|Pallida Fructus (after first use of Pallida Fructus).
FFRK Pallida Schelling.png|Pallida Schelling.
FFRK Pallida Schelling 2.png|Pallida Schelling (after first use of Pallida Fructus).
Category:Characters in Final Fantasy Record Keeper