recursal/Fanatic-Fandom huggingface dataset:
Prayer Materia

File:FFVIIR wiki icon.png

いのり (Inori?)

> Allows you to restore the party's HP with Pray.
>
> Description

**Prayer materia** is a File:Command Materia from FFVII Remake.png Command Materia in *Final Fantasy VII Remake*. Its ability, **Pray**, heals the entire party's HP, but costs 2 ATB charges. It is an alternative to File:Magic Materia from FFVII Remake.png Healing Materia; though less ATB-efficient, it is more MP-efficient.

## Obtained

Aerith has a prayer materia initially equipped when she joins. Later, another prayer materia is found during "Corneo's Secret Stash", located in the Sector 5 stash.

## Stats

 2
 3
 4
 5

## Use

Pray heals the entire party for a decent amount, but costs two ATB charges to use. Using Pray is thus a sacrifice and can take a while to build up, but the payoff is worthwhile in many situations. Throughout most of the game, however, it is inferior to healing materia paired with magnify, which, when combined, can heal the party at a greater amount for only a single ATB charge. This can render Pray redundant early on.

As prayer materia improves, it can match healing materia in terms of its curative effect. Though Pray remains the less ATB-efficient ability, it can be useful in hard mode when MP is scarce as a great alternative. The prayer materia is a good choice to pair with an File:Support Materia from FFVII Remake.png AP Up Materia to level it up quickly.

Compared to File:Command Materia from FFVII Remake.png Chakra Materia, prayer does not cure File:Poison from FFVII Remake icon.png Poison and is less ATB-efficient, but is more effective at restoring health. Unlike Chakra, however, Pray's healing is affected by the File:Magic attribute from FFVII Remake icon.png Magic stat, making it especially powerful when equipped on someone like Aerith.
Planet's Protection

File:FFVIIR wiki icon.png

星の守護 (Hoshi no Shugo?)

> Entreat the planet's favor to nullify physical damage dealt to all party members.
>
> Description

**Planet's Protection** is Aerith Gainsborough's level 2 limit break in *Final Fantasy VII Remake*. It applies File:Shield from FFVII Remake icon.png Shield to the entire party, making them immune to physical damage for a duration of one minute.

Planet Protector is Aerith's first level 3 limit break in the original *Final Fantasy VII*.

## Use

Planet's Protection grants Shield to the entire party for a duration. Against bosses that deal physical damage, Planet's Protection can be extremely useful to not only provide immunity to damage, but also prevent party members from being interrupted by physical attacks. This has a greater effect than using File:Magic Materia from FFVII Remake.png Barrier Materia, does not require File:Support Materia from FFVII Remake.png Magnify Materia, and has no ATB or MP cost.

 File:Aerith's Planet's Protection Limit Break from FINAL FANTASY VII REMAKE
Aerith benefits greatly from equipping the Spectral Cogwheel accessories to increase the limit gauge when she spends MP by casting spells, which Aerith will be doing frequently due to her role. Additionally, Gotterdammerung allows her to use it even more often, and open the battle with Planet's Protection.

Compared to Healing Wind, Planet's Protection can be more helpful overall. The main drawback is that it does not help against magic attacks, and that equipping it will cause the limit gauge to take longer to fill, reducing the value of File:Complete Materia from FFVII Remake.png Refocus Materia for her. Because Aerith benefits greatly from Refocus, and Planet's Protection is situational, it is normally better to keep Aerith on Healing Wind except against bosses where physical damage immunity is crucial.
Mythril Saber (VII Remake)

File:FFVIIR wiki icon.png

## Mythril Saber

ミスリルセイバー (Misuriru Seibā?)

> An immense sword made from magic-infused mythril ore.
>
> Description

The **Mythril Saber** is a weapon for Cloud in *Final Fantasy VII Remake*. It provides the ability Blade Burst, a long-range, non-elemental magical damage attack with a wide area-of-effect.

The Mythril Saber is geared towards magic spells, providing the highest raw File:Magic Attack from FFVII Remake icon.png Magic Attack bonus of Cloud's weapons, and good materia slot growth. It also includes several abilities that improve Cloud's spellcasting, and MP regeneration. However, its File:Attack Power from FFVII Remake icon.png Attack Power bonus is on the lower end.

## Obtained

A mythril saber can be purchased from the Wall Market weapon shop during Chapter 14, "In Search of Hope".

## Stats

 Usable by
 File:Attack Power from FFVII Remake icon.png Attack Power | 24
 File:Magic Attack from FFVII Remake icon.png Magic Attack | 72

## Use

The Mythril Saber excels in the spellcasting role, by providing Cloud both a very high magic attack attribute boost, as well as many abilities that improve his spellcasting. Among these are Trade-Off, causing Cloud to recover MP after taking damage, a 50% boost to Cloud's natural MP regeneration in battle, and a 20% mana cost reduction to his attack spells. It also provides a 10% boost with the File:Support Materia from FFVII Remake.png Elemental Materia, resistance to debuffs, and a 20% boost to magic spells cast at full HP.

Compared to other weapons, the Mythril Saber is unmatched in terms of pure magic damage per spell. This makes it more MP-efficient, as individual spells will deal more damage per spell cast, while the weapon also offers ways to recover MP faster. However, compared to the File:Cloud broadsword from FFVII Remake icon.png Iron Blade, which comes closest in terms of magic attack power, it provides less durability, and compromises more heavily in attack power. It also has slower materia slot growth than the Iron Blade and the File:Cloud broadsword from FFVII Remake icon.png Twin Stinger, which is more versatile overall.

With the Mythril Blade, Cloud will focus on a spellcasting role, and his physical attacks will be used to build the ATB gauge and get in small damage on the side. Because of Cloud's naturally high File:Magic attribute from FFVII Remake icon.png Magic and MP pool, Cloud is very viable for this role in the party. Mythril Blade will optimize Cloud's spellcasting potential, and should be equipped either in encounters against enemies resistant to physical damage but vulnerable to magic damage, or among players who prefer to use Cloud in a spellcasting role. However, equipping Mythril Saber also wastes Cloud's potential for physical damage, making most of his abilities, aside from Blade Burst, hit less hard. Players who prefer versatility for Cloud may opt for the Twin Stinger or File:Cloud broadsword from FFVII Remake icon.png Buster Sword instead.
ATB Ward

File:FFVIIR wiki icon.png

応援の魔法陣 (Ōen no Mamōjin?, lit. Cheering Circle)

> Conjure a magical ward. Allies who use ATB within it regain partial ATB from your gauge. Costs 2 ATB.
>
> Description

**ATB Ward** is an ability for Aerith in *Final Fantasy VII Remake*, provided by the File:Aerith staff from FFVII Remake icon.png Reinforced Staff. It creates a large ward on the ground, where any party member who uses an ATB ability within it regains partial ATB, allowing them to charge up abilities quickly.

## Use

ATB Ward is a potentially powerful ability that allows Aerith and her allies to more quickly charge up ATB abilities. Much like Arcane Ward, the ability only helps characters in a certain area, though unlike Arcane Ward, it costs two ATB charges. The main drawback is its high cost, as well as being less helpful against mobile enemies.

ATB Ward can be used in conjunction with Arcane Ward to not only cast two spells at once, but also to quickly charge them up. Aside from spells, and some of Aerith's abilities, the only abilities that can be used effectively within the ATB Ward are Tifa's Unbridled Strength and Barret's ranged abilities. ATB Ward can also be used with Lustrous Shield to protect the area.
Blizzara (VII Remake)

File:FFVIIR wiki icon.png

## Blizzara

ブリザラ (Burizura?)

> Deal a moderate amount of ice damage.
>
> Description

**Blizzara** is a magic spell in *Final Fantasy VII Remake*. It is granted by the File:Magic Materia from FFVII Remake.png Ice Materia, and is the second-level File:Ice from FFVII Remake icon.png Ice-elemental spell above File:Spell from FFVII Remake icon.png Blizzard and below File:Spell from FFVII Remake icon.png Blizzaga. Blizzard deals decent ice-element damage, has a medium MP cost, and a moderate casting time.

## Use

Blizzara costs 10 MP to cast with a level 2 ice materia equipped. The spell can be used against low-to-medium level enemies, against which it can deal major damage or outright kill them. It can also have uses against higher-level enemies in some circumstances, and is effective for pressuring and staggering stronger enemies. It is particularly strong against enemies weak to ice.

Among its peers—File:Spell from FFVII Remake icon.png Fira, File:Spell from FFVII Remake icon.png Thundara, and File:Spell from FFVII Remake icon.png Aerora—Blizzara differs in that after hitting its target, it creates a mine that remains stationary, before dealing damage to any enemies that are caught in the mine's wide radius. If placed well, this can catch other enemies that run into it after it hits the first enemy. However, the main downside to this is that the initial enemy that is hit can run away from and evade the spell. Therefore, it is crucial to cast it on enemies that are stationary, such as those pressured or staggered or stopped, or to take advantage of a window of opportunity when they can be hit.

Blizzara is outclassed by Blizzaga in terms of pure damage. However, its lower MP cost and shorter cast time can make it preferable, such as when aiming to pressure an enemy weak to ice, or to deal damage on an MP budget. In some cases, it is preferable to pressure an enemy with Blizzara to then set them up for Blizzaga straight after. Likewise, though Blizzara outclasses Blizzard in terms of damage, the quick cast time of Blizzard can make it preferable against mobile enemies.

The spell can be amplified by pairing the ice materia with File:Support Materia from FFVII Remake.png Support Materia. In particular, File:Support Materia from FFVII Remake.png HP Absorption Materia and File:Support Materia from FFVII Remake.png MP Absorption Materia are good pairs to increase a character's survivability and their sustained spellcasting ability respectively, whereas File:Support Materia from FFVII Remake.png Magnify Materia can be a good pair to allow multiple Blizzaras to hit all enemies. Blizzara is also used effectively with Aerith's Arcane Ward, causing it to be cast twice.
Final Fantasy VII Remake weapons

File:FFVIIR wiki icon.pngFile:FFRK wiki icon.png

Cloud's Buster Sword.
This is a list of **weapons** in *Final Fantasy VII Remake*. They are listed in the order they appear in the menu if sorted by type.

Each weapon in *Final Fantasy VII Remake* boosts attack power and magic power when equipped, has an associated number of materia slots, as well as associated weapon ability that the character can use by equipping it. This can be learned permanently by maxing one's proficiency with the weapon. Weapons can also be upgraded with SP to unlock several weapon passives that boost its attributes, materia slots, or provide other certain abilities.

All weapons have different materia growth. At Weapon Level 6, each weapon achieves six slots with three pairs of linked slots, but the number of upgrades required to reach this varies.

## Abilities

### Weapon abilities

See also: Final Fantasy VII Remake abilities

Each weapon in *Final Fantasy VII Remake* boosts attack power and magic power when equipped, and has an associated weapon passive that the character can use. Using a weapon ability repeatedly increases its proficiency; once this is maxed, the character learns the ability permanently, and can use it without needing to equip the weapon.

Learning a single ability unlocks the bronze trophy **My First Ability**. Learning 16 weapon abilities completes the Battle Intel report "Weapon Abilities", and learning all weapon abilities unlocks the silver trophy **Weapons Expert**.

### Passives

See also: Final Fantasy VII Remake weapon passives
 File:Buster Sword upgrade screen from FFVII Remake.jpg
SP (skill points) can be allocated to a weapon to unlock its skills, boost its stats, or improve its materia slots. Once a weapon levels up, a new core is added and more skills become available. Special items called manuscripts can also be collected through sidequests and other means, which grants character 10 SP.

Each weapon has a different number of initial materia slots, and with upgrades, the number of slots grow. At Weapon Level 6, all weapons have an equal number of slots at six slots with three pairs of linked slots, though how many upgrades are required to reach this depends on the weapon.

## List of weapons

### Cloud's broadswords

File:Cloud broadsword from FFVII Remake icon.png

### Barret's gun-arms

File:Barret gun-arm from FFVII Remake icon.png

### Tifa's knuckles

File:Tifa knuckle from FFVII Remake icon.png

### Aerith's staves

File:Aerith staff from FFVII Remake icon.png

## Other appearances

### *Final Fantasy Record Keeper*

FFRK Iron Blade FFVII.pngIron Blade.
File:FFTA Buster Sword.pngThis section about equipment in Final Fantasy Record Keeper is empty or needs to be expanded. You can help the Final Fantasy Sandbox Wikia by expanding it.
Seto (Final Fantasy VII)

## Seto

セト (Seto?)

**Seto** is a character from *Final Fantasy VII*, and Red XIII's father. He is one of the last of the wolf-lion creatures, a sentient race that is never named.

## Story

**Spoiler warning: *Plot and/or ending details follow.*** *(Skip section)*
Red XIII had always thought of his father as a traitor and a coward, as he ran away from his son and mate during the Gi tribe's war against Cosmo Canyon.

Bugenhagen decides to show Red XIII the truth after he learns of these feelings. He leads Red XIII into the cave and reveals Seto was not fleeing, but was rushing to defend the cave's entrance. He was pierced by the Gi's poisoned arrows, but continued to defend the cave. After seeing his father's petrified body, still guarding the entrance to the cave, Red XIII acknowledges his father's courage for facing the Gi tribe alone. As Red XIII howls in honor of his father, tears fall from the stone Seto's eyes. Inspired by his father's courage, Red XIII joins the player party permanently.

***Spoilers end here.***
## Musical themes

"The Great Warrior" (偉大なる戦士, Idai naru Senshi?) plays during scenes where Red XIII discovers the truth about Seto.

## Gallery

Seto Artwork.jpgArtwork by Tetsuya Nomura.Seto.pngPetrified Seto in the cave.1-023r - Red XIII TCG.pngSeto appears on Red XIII's *Final Fantasy Trading Card Game* card.

## Trivia

* Lucrecia also sheds a tear while trapped in crystal, similar to Seto.
* Seto has the same tattoo as Red XIII on his front leg.
* A character with a similar story to Seto is mentioned in *Final Fantasy XIV: Stormblood*. M'aht was a Seeker of the Sun Miqo'te who served as one of the M tribe's two Nunhs. However, when the Garlean Empire invaded Gyr Abania, the tribe could not afford to have two Nunhs any longer, so he gave up his position and left with his son, M'zhet. Still determined to defend his home from afar, M'aht eventually fell in battle against a horde of savage beasts, with one of them striking him with a poison that eventually turned him to stone. As his limbs turned to stone, he used the last of his strength to block off the entrance to the cave that housed the beasts, trapping them inside. After his death, M'zhet came to believe that his father abandoned him and resented him for it, until the day that he eventually learned the truth.

ru:Сето (Final Fantasy VII)
Final Fantasy VII Remake enemies

File:Relm-ffvi-snes-battle.pngThis gallery is incomplete and requires images added. You can help the Final Fantasy Sandbox Wikia by uploading images.File:FFVIIR wiki icon.png

A gallery of enemies from *Final Fantasy VII Remake*.

?

* ????
* ????????

3

* 3-C SOLDIER Operator

A

* Abzu Shoat
* Armored Shock Trooper

B

* Bandit
* Beastmaster
* Beck
* Blast-Ray
* Bloodhound
* Blugu
* Bomb
* Brain Pod
* Bugaboo
* Burke
* Butch
* Byobapolis

C

* Cactuar
* Cerulean Drake
* Corneo Lackey
* Cripshay
* Cutter

E

* Elite Grenadier
* Elite Helitrooper
* Elite Riot Trooper
* Elite Security Officer
* Elite Shock Trooper
* Enhanced Shock Trooper

F

* Flametrooper

G

* Ghost
* Gorger
* Grashtrike
* Grenadier
* Grungy Bandit
* Guard Dog

H

* H0512-OPT
* Hedgehog Pie
* Helitrooper
* Hellhound
* Hoodlum
* The Huntsman

L

* Laser Cannon
* Lesser Drake

M

* M.O.T.H. Unit
* Monodrive
* Mysterious Spectre

Q

* Queen Grashtrike

R

* Riot Trooper

S

* Sahagin
* Scissorclaw
* Security Officer
* Sentry Gun
* Sentry Gun Prototype
* Sentry Launcher
* Sentry Ray
* Shock Trooper
* Shock-Ray
* Sledgeworm
* Slug-Ray
* Smogger
* Sweeper
* Sweeper Prototype

T

* Terpsicolt
* Tonberry

U

* Unknown Entity

V

* Varghidpolis

W

* Wererat

Z

* Zenene

## Unique Variants

* Chromogger
* Doomrat
* Hedgehog Pie King
* Jury-Rigged Cutter
* Mark II Monodrive
* Mischievous Shoat
* Phantom
* Ringmaw
* Rust Drake
* Sahagin Prince
* Trypapolis
* Venomantis
* Wrath Hound

## Bosses

* Abzu
* Airbuster
* The Arsenal
* Crab Warden
* Darkstar
* Eligor
* Enigmatic Spectre
* Failed Experiment
* Ghoul
* Hell House
* Jenova Dreamweaver
* M.O.T.O.R.
* Malboro
* Pride and Joy Prototype
* Reno
* Roche
* Rude
* Rufus
* Scorpion Sentinel
* Sephiroth
* Specimen H0512
* Swordipede
* Type-0 Behemoth
* The Valkyrie
* Whisper Bahamut
* Whisper Croceo
* Whisper Harbinger
* Whisper Rubrum
* Whisper Viridi

## Summon Battles

* Bahamut
* Fat Chocobo
* Ifrit
* Leviathan
* Shiva
Queen Grashtrike

File:FFVIIR wiki icon.png

クイーンシュトライク (Kuīn Gurashutoraiku?)

> The queen of a grashtrike colony. As such, her duties include laying eggs and commanding her offspring in battle. Her main defense mechanism is the ability to spit sticky thread, with which she can trap her foes.
>
> Enemy Intel

**Queen Grashtrike** is an enemy in *Final Fantasy VII Remake*, fought in the Corkscrew Tunnel in Chapter 5, "Dogged Pursuit" and on the Sector 4 Plate in Chapter 6, "Light the Way", as well as in Corneo Colosseum. Queen Grashtrikes are normally accompanied by regular Grashtrikes, and in the colosseum matches, by their variant Venomantis.

## Gallery

Royal Webbing from FFVII Remake.jpgRoyal Webbing.
Hedgehog Pie (VII Remake)

File:FFVIIR wiki icon.png

## Hedgehog Pie

ヘッジホッグパイ (Hejjihoggu Pai?)

> Mischievous creatures found throughout that slums. They first came to Midgar in search of food, and have proliferated since. They attack by charging into foes with the spines on their back, and by casting spells.
>
> Enemy Intel

**Hedgehog Pie** is an enemy in *Final Fantasy VII Remake*, encountered in the Sector 5 Slums. It can also be fought in Corneo Colosseum.

See also: Hedgehog Pie
Music Collection

File:FFVIIR wiki icon.png

 File:Jukebox in the Seventh Heaven bar from FFVII Remake.jpg

File:Music disc from FFVII Remake icon.png**Music Collection** (ミュージックディスク, Myūjikku Disuku?, lit. Music Discs) is a section in the inventory in *Final Fantasy VII Remake* where the player can view the musical discs they have collected. The discs can be played in jukeboxes located in the Seventh Heaven bar in the Sector 7 Slums, the community center in Sector 5 Slums, the vacant lot in Wall Market, and the employees' recreational floor in the Shinra Building. Collecting all music discs earns a trophy.

On the Wall Market in Chapter 13, "In Search of Hope", the player can complete "The Power of Music", an Odd Job with Betty to play the correct music on the Wall Market jukebox to cheer up the nearby locals; the music is found around Wall Market. Idling near a jukebox that is playing music has the characters eventually do a little dance or bop their heads.

Collecting three discs unlocks the bronze trophy **Music Collector**, and collecting all unlocks the silver trophy **Disc Jockey**.

## Gallery

Wall Market Jukebox from FFVII Remake.jpgWall Market jukebox.
Arise (VII Remake)

File:FFVIIR wiki icon.png

## Arise

アレイズ (Areizu?, lit. Araise)

> Revives a character at full HP.
>
> Description

**Arise** is a magic spell in *Final Fantasy VII Remake*. It is the higher-level spell provided by File:Magic Materia from FFVII Remake.png Revival Materia, fully restoring a character after reviving them from incapacitation.

## Use

Arise costs 14 MP to cast, and fully heals an incapacitated character, making it more effective than Phoenix Down and File:Spell from FFVII Remake icon.png Raise as the character will not need to be healed back to full once revived. This makes it very ATB-efficient, as well as potentially MP-efficient. Arise also does not depend on the File:Magic attribute from FFVII Remake icon.png Magic attribute of the user, though equipping the user with a weapon that reduces MP costs for healing spells can be helpful.

The main drawback of Arise is that it requires a large amount of AP on revival materia before it is unlocked, and will not be available for most of the game. Once unlocked, however, it normally replaces Raise and Phoenix Down entirely, and can rescue characters from dire situations.
Healing Wind (VII Remake)

File:FFVIIR wiki icon.png

## Healing Wind

癒しの風 (Iyashi no Kaze?)

> Summon a soothing breeze to restore a moderate amount of HP to all party members.
>
> Description

**Healing Wind** is Aerith Gainsborough's level 1 limit break in *Final Fantasy VII Remake*. It is a healing ability that cures the entire party's HP. As a limit break, it requires no ATB to use.

With Healing Wind, Aerith will place her hands together in a praying position, surrounding herself with energy. She then raises her hands and engulfs herself in green wind, which circles her and then spreads around the battlefield, healing all party members.

Healing Wind is Aerith's first limit break in the original *Final Fantasy VII*.

## Use

Healing Wind cures the entire party. Its effect is similar to but greater than Pray, has no ATB cost, and does not require the File:Command Materia from FFVII Remake.png Prayer Materia. Furthermore, unlike using File:Magic Materia from FFVII Remake.png Healing Materia, it does not require File:Support Materia from FFVII Remake.png Magnify Materia to cure all party members, or have an MP cost.

 File:Healing Wind stance from FFVII Remake.png
An excellent use of Healing Wind is when giving Aerith the Spectral Cogwheel accessories to increase the limit gauge when she spends MP by casting spells, which she will be doing frequently due to her role. Although Healing Wind is not a substitute for equipping prayer or healing materia, it allows her to more often have an ability that can cure the party in a pinch. Gotterdammerung also allows her to use it even more often, though this may be better given to characters whose limit breaks deal damage.

 File:Aerith's Healing Wind Limit Break from FINAL FANTASY VII REMAKE
After obtaining Legacy: Planet's Protection, Aerith unlocks her second limit break, Planet's Protection, which applies File:Shield from FFVII Remake icon.png Shield to all party members, granting immunity to physical damage for a time period. Planet's Protection can be extremely helpful against enemies who deal physical damage, but equipping it will cause the limit gauge to take longer to fill. This has an effect on File:Complete Materia from FFVII Remake.png Refocus Materia, and equipping it will also mean it takes longer to cast Refocus. As Aerith benefits greatly from Refocus, and Planet's Protection is situational, it is normally better to keep Aerith on Healing Wind.
Bladed Staff (VII Remake)

File:FFVIIR wiki icon.png

## Bladed Staff

ストライクロッド (Sutoraiku Roddo?, lit. Strike Rod)

> A staff sporting deadly blades on either end. Handle with care.
>
> Description

The **Bladed Staff** is a weapon in *Final Fantasy VII Remake* for Aerith. It provides her the Lustrous Shield ability, a defensive ability that creates a stationary shield to block projectiles. The Bladed Staff focuses on improving Aerith's normal attacks by improving her critical hit rate tremendously.

## Obtained

Similar to the original PlayStation release, the bladed staff can be stolen from Eligor during "Back Amongst Friends" in Chapter 11, "Haunted". The player should equip the steal materia on any character who has a slot for it, preferably on who has the highest File:Luck from FFVII Remake icon.png Luck.

The way to obtain this weapon is a homage to the Striking Staff in the original *Final Fantasy VII*, which can be stolen from the Eligor encounter to give Aeris an extremely powerful weapon very early.

## Stats

 Usable by
 File:Attack Power from FFVII Remake icon.png Attack Power | 39
 File:Magic Attack from FFVII Remake icon.png Magic Attack | 34

## Use

The Bladed Staff focuses entirely on Aerith's normal attacks, as though it has the lowest File:Magic Attack from FFVII Remake icon.png Magic Attack of her weapons (which determines Aerith's normal attacks as well as her spells), it greatly boosts her critical hit rate. It also provides improvements to her ability to cripple boss parts, as well as Stagger Siphon, allowing her to recover HP by attacking staggered enemies. Though it has the second highest File:Attack Power from FFVII Remake icon.png Attack Power attribute of Aerith's weapons after the File:Aerith staff from FFVII Remake icon.png Reinforced Staff, this is only relevant when she is in proximity with the enemy so the staff also deal melee damage or affected by the File:Toad from FFVII Remake icon.png Toad status.

The weapon compares to the File:Aerith staff from FFVII Remake icon.png Arcane Scepter in its role of improving Aerith's normal attacks, and surpasses it in this area. However, it heavily compromises Aerith's durability compared to her other weapons by not providing Reprieve (as Arcane Scepter does), and by providing a low magic attack attribute. This means its use is niche.

Although focusing on Aerith's normal attacks is more MP-efficient, it is a waste of her spellcasting potential. Bladed Staff is still best if this is what the player wishes to focus on nonetheless, or while doing a toad-only run with Enfeeblement Rings.
Malboro (VII Remake)

File:FFVIIR wiki icon.png

## Malboro

{{{japanese}}} (Moruboru?, lit. Molbol)

> These grotesque monsters have countless tentacles springing from their heads, along with a giant maw that spits a corrosive liquid and emits the most acrid of breath
>
> Enemy Intel

**Malboro** is an optional boss in *Final Fantasy VII Remake*, fought in the Shinra Combat Simulator at the end of the "vs. Monsters of Legend" challenge, on hard mode. Defeating the Malboro will earn the player the "That's the Smell" trophy.

The player can learn the Enemy Skill "Bad Breath" from the Malboro and clearing the challenge earns the "That's the Smell" trophy. Defeating it nets a File:Complete Materia from FFVII Remake.png Refocus Materia as reward.

## Battle

 File:Bad Breath EA from FFVII Remake.jpg
The malboro's Acid attacks can inflict File:Poison from FFVII Remake icon.png Poison, but its most deadly attack is Bad Breath, which will inflict a number of debuffs, including File:Toad from FFVII Remake icon.png Toad and File:Sleep from FFVII Remake icon.png Sleep, rendering the character useless.

Any combination of Cloud, Barret, Tifa, and Aerith can be used for the battle.

### Strategy

For File:Materia from FFVII Remake icon.png Materia setups, though File:Magic Materia from FFVII Remake.png Cleansing Materia is helpful for the battle, it is not essential. The malboro has no elemental weaknesses, so for spellcasting, File:Magic Materia from FFVII Remake.png Lightning Materia is best for the guaranteed hit. Equipping a Refocus materia is helpful, and File:Command Materia from FFVII Remake.png Enemy Skill Materia should be equipped on any character that will tank Bad Breath up front in order to learn the ability.

When choosing a team, it is important to balance roles to have a character with high HP who can tank malboro up front, a melee attacker with mobility who can attack malboro from behind, and a third to provide support to the others. Cloud works well in any role, and if used should fill a gap in the team. Barret excels in tanking damage, and can otherwise provide supportive spells or supplemental physical damage. Tifa excels in melee damage, and her mobility her ability to increase stagger bonus damage make her an excellent choice in a melee role. Though spellcasting is not a requirement for this battle, Aerith can provide excellent support from range, and by using magic with Arcane Ward, her spell damage can still be very effective.

Though File:Spell from FFVII Remake icon.png Esuna can be used to clear status ailments, it is not necessary. Instead, the best strategy is to have one character (normally Cloud or Barret) fight malboro up front while it is casting Bad Breath, while the rest either attack it from beyond (normally Tifa or Cloud) or move a distance away from it to avoid it normally (Aerith). Other than this, it can be defeated using physical abilities and spells.
Marle

File:FFVIIR wiki icon.png

マーレ (Māre?)

> Swing by anytime if you want advice. Or just to talk, even.
>
> Marle

**Marle** is a minor character in *Final Fantasy VII Remake*. She is an old woman who uses her experience of living in the slums of Midgar to assist fellow citizens.

## Profile

### Appearance

Marle is an older woman with long light gray hair tied into a large spiky bunch behind her head. She wears a long green sweater, a long-sleeved navy dress with a belt and black sleeves, a blue and gold necklace, and black open-toe shoes.

### Personality

> The granddaughter I never had. And if you hurt her, I'll take it out of your hide. You hear me?
>
> Marle to Cloud, about Tifa

Marle is a no-nonsense elderly woman with years of street smarts that make her valuable to her fellow undercity residents. She considers Tifa Lockhart her honorary granddaughter and therefore cares deeply about her.

## Story

**Spoiler warning: *Plot and/or ending details follow.*** *(Skip section)*
Tifa tells Cloud that Marle was of great help to her when she first arrived in Midgar around five years prior, and that Marle works to help other young girls find a home in the city. Marle rents out the apartment building she owns, Stargazer Heights, to Cloud and Tifa and later helps them and the other Avalanche members with various tasks around Sector 7.

During the events of the Sector 7 pillar attack, after speaking with Aerith, Marle assists the residents to evacuate before the plate collapses. She then remains at the Sector 6 park planning how to go about reconstruction, and Cloud and Tifa can help her by donating what they have collected from Don Corneo's stashes.

After the Whispers and Sephiroth are defeated, Marle helps in the Sector 7 clean-up efforts.

***Spoilers end here.***
## Gallery

Marle from Final Fantasy VII Remake artwork.pngConcept art.Marle introduction from Final Fantasy VII Remake.pngMarle introduces herself to Cloud.Marle from FFVII Remake.jpgMarle directing the Sector 7 evacuation.

ru:Марль
Enemy Skill Materia (VII Remake)

File:FFVIIR wiki icon.png

## Enemy Skill Materia

てきのわざ (Teki no Waza?)

> Gives you a chance to learn certain enemy techniques that you've endured and use them as abilities. These abilities can only be used when the materia is set to your equipment.
>
> Description

**Enemy Skill materia** is a File:Command Materia from FFVII Remake.png Command Materia in *Final Fantasy VII Remake*. It grants the chance to learn an ability from an enemy, which can then be used from the abilities command by a character equipping the materia.

Up to four enemy skills can be obtained in *Final Fantasy VII Remake*. A skill is learned by fighting an enemy with the skill, and waiting until they use the skill on the character with the materia equipped.

## Obtaining materia

Enemy Skill materia can be purchased from Chadley after completing Battle Intel Report 16. Chadley will only ever sell one of this materia, meaning it is only ever possible for a single character in any given battle to employ Enemy Skills.

## Enemy skills

Algid Aura from FFVII Remake.jpgAlgid Aura.Self-Destruct from FFVII Remake.jpgSelf-Destruct.Spirit Syphon from FFVII Remake.jpgSpirit Syphon.Bad Breath from FFVII Remake.jpgBad Breath.
## Learning skills

Many of the enemy skills can be earned by fighting the enemies in the Shinra Combat Simulator.

Learning all enemy skills unlocks the silver trophy **Master of Mimicry**.
Barrier (VII Remake ability)

File:FFVIIR wiki icon.png

## Barrier

バリア (Baria?)

**Barrier** is a magic spell in *Final Fantasy VII Remake*. It is the first spell provided by File:Magic Materia from FFVII Remake.png Barrier Materia, and applies the File:Barrier from FFVII Remake icon.png Barrier buff. This halves all incoming physical damage, and is multiplicative with any other defenses to physical damage. Barrier is a counterpart of File:Spell from FFVII Remake icon.png Manaward, which reduces magical damage by half, and is superceded by File:Spell from FFVII Remake icon.png Manawall, which reduces both forms of damage by half.

## Use

Barrier costs 11 MP to cast, and can be used by characters with barrier materia at level 1. The spell applies the Barrier buff, which lasts for one minute, and reduces all physical damage taken by half. This makes it very effective against enemies whose damage is mostly physical. The effect is multiplicative with other defenses against physical damage; for instance, a character who is blocking will take 40% less damage, and the remaining damage taken will be further halved by Barrier.

Barret can make great use of Barrier for this reason. Using Steelskin reduces damage he takes by 30%, and with Barrier applied on top of this, he will reduce the damage even further. This can also be useful in conjunction with Barret's Lifesaver, although Barret will not reduce the damage that Lifesaver projects from other characters onto him, if another character with Barrier on receives damage, this will be greatly reduced, meaning that Barret will himself receive less damage while Lifesaver is active.

Barrier can be a good pair with File:Support Materia from FFVII Remake.png Magnify Materia. Using it will reduce the duration of Barrier, but not its effects. By casting Barrier on all allies at once, all characters will be greatly resistant to physical damage, which can be especially useful in certain encounters. Barrier can be replicated by File:Spell from FFVII Remake icon.png Manawall once it is obtained, which applies both the barrier and File:Manaward from FFVII Remake icon.png Manaward status at once; at this point, Barrier is still useful if only physical damage is a threat to save MP, but when both types of damage are a threat, Manawall is a better choice.
Ray of Judgment

File:FFVIIR wiki icon.pngFile:FFBE wiki icon.png

## Ray of Judgement

ジャッジメントレイ (Jajjimento Rei?, lit. Judgment Ray)

> Fire an energy burst that hits multiple times. Increased stagger damage bonus. Costs 2 ATB.
>
> Description

**Ray of Judgment** is an ability for Aerith in *Final Fantasy VII Remake*, provided to her by the File:Aerith staff from FFVII Remake icon.png Mythril Rod. It launches a long range energy beam that deals damage consecutively, and also increases the stagger damage % bonus.

## Use

Ray of Judgment is Aerith's most powerful ability in terms of raw damage. While it has a significant startup, it covers massive range, being able to hit the enemy from very long and safe distances. It increases the stagger damage % bonus, being the only ability other than Tifa's True Strike and her Unbridled Strength techniques that can do this. This makes it a strong ability for Aerith to open with after an enemy is staggered, after which she can follow with other abilities and spells.

The ability's only major drawback, other than its ATB cost, is that Aerith is left vulnerable for a considerable amount of time while using it. This means it is best to issue this command to Aerith while controlling another character, as enemies are less likely to interrupt her while channeling the attack. If used against a staggered boss, this is less of an issue because the boss will not be able to retaliate.

To mitigate the high ATB cost, and follow up its use with spells more quickly, Aerith can place an ATB Ward prior to an enemy being staggered to then charge up Ray of Judgment quicker.

## Other appearances

### *Final Fantasy Brave Exvius*

File:Edgar - Chainsaw2.pngThis section about an ability in Final Fantasy Brave Exvius is empty or needs to be expanded. You can help the Final Fantasy Sandbox Wikia by expanding it.
Mythril Claws (VII Remake)

File:FFVIIR wiki icon.png

## Mythril Claws

ミスリルクロー (Misuriru Kurō?)

> Gloves with razor-sharp talons made of magic-infused mythril.
>
> Description

The **Mythril Claws** are a weapon for Tifa in *Final Fantasy VII Remake*. The weapon provides her the ability Chi Trap, which creates an orb of materialized chi that deals damage on contact.

Mythril Claws are a unique weapon for Tifa in that they provide her with more File:Magic Attack from FFVII Remake icon.png Magic Attack than File:Attack Power from FFVII Remake icon.png Attack Power. The weapon provides her the greatest damage from File:Magic Materia from FFVII Remake.png Magic Materia possible, and effectively changes Tifa's role into that of a battlemage, focusing on dealing magical damage with spells quickly, with some physical damage on the side.

## Obtained

A pair of mythril claws are obtained in "Beyond the Fracture" in Chapter 13, "A Broken World", after defeating the Failed Experiment boss.

## Stats

 Usable by
 File:Attack Power from FFVII Remake icon.png Attack Power | 28
 File:Magic Attack from FFVII Remake icon.png Magic Attack | 55

## Use

The Mythril Claws provide Tifa with the highest raw magic attack attribute boost of her weapons, and are the only weapon for Tifa that provide a higher magic attack than attack power boost. They also provide her the highest MP boost. The abilities include a 10% increase to her ATB charge rate, boosts to damage with File:Support Materia from FFVII Remake.png Elemental Materia, reduction in the MP cost of casting spells, and a 30% chance to enter battle with advanced chi without needing to use Unbridled Strength. At Weapon Level 6, it grants her Reprieve, meaning Tifa can survive otherwise fatal attacks at 1 HP.

Mythril Claws greatly improve Tifa's magical damage. Due both to the magic attack attribute and to a reduction in costs of MP spells, Mythril Claws also make casting spells much more MP-efficient. Although they do not provide her a boost in File:Speed from FFVII Remake icon.png Speed, Tifa's natural speed attribute is still the highest of any character. With Mythril Claws equipped, Tifa will be the fastest mage in the party, and though her magic spells individually will not deal as much damage as Cloud's or Aerith's can, she can still charge them faster, potentially leading to higher damage per second.

Mythril Claws' main drawback is that they compromise in many other areas. The weapons provide a significantly lower attack power than her other weapons, making her physical damage much lower than its usual potential. This means Tifa will rely on spells and not on her existing physical damage ability kit. Compared to File:Tifa knuckle from FFVII Remake icon.png Sonic Strikers, Mythril Claws are better for MP efficiency and damage output, but are also slower and less rounded. Mythril Claws are best equipped either in situations where enemies resist physical damage and Tifa will need to be used as a mage, or among players who prefer to take advantage of Tifa's speed to use as a mage rather than as a physical attacker.
Sonic Strikers

File:FFVIIR wiki icon.png

ソニックフィスト (Sonikku Fisuto?, lit. Sonic Fist)

> Gloves with a sleek design. Well suited for setting materia.
>
> Description

The **Sonic Strikers** are a weapon for Tifa in *Final Fantasy VII Remake*. They provide the ability Focused Strike, with which Tifa evades an attack before charging in to perform her own attack, moderately increasing stagger and dealing moderate damage.

Sonic Strikes' main strength is its abundance of materia slots. When fully upgraded, Sonic Strikers provide Tifa three linked pairs of materia slots, which is unmatched by any of her other weapons. The weapon has fairly rounded stats, but is geared more towards magic stats than most of her other weapons. It also provides her the second-highest File:Speed from FFVII Remake icon.png Speed boost.

## Obtained

A pair of sonic strikers are found in "Sentenced to Death" during Chapter 7, "A Trap Is Sprung", in a purple chest in the top-left corner of a room.

## Stats

 Usable by
 File:Attack Power from FFVII Remake icon.png Attack Power | 32
 File:Magic Attack from FFVII Remake icon.png Magic Attack | 21

## Use

Sonic Strikers provide Tifa with an abundance of materia slots at low weapon levels, a very strong increase to speed, and also strong File:Magic Attack from FFVII Remake icon.png Magic Attack stats with decent File:Attack Power from FFVII Remake icon.png Attack Power. Its upgrades include increases to damage dealt with File:Support Materia from FFVII Remake.png Elemental Materia, as well as to her MP regeneration, and a 50% chance to start the battle with an increased chi level without using Unbridled Strength.

Sonic Strikers is geared more towards magic stats than most of Tifa's weapons. Compared to File:Tifa knuckle from FFVII Remake icon.png Mythril Claws, it provides a lower boost to magic attack, but greater materia slot growth, and compromises less in physical stats and provides a great boost to speed, taking advantage of one of Tifa's biggest strengths. This means that, though Sonic Strikers can output more damage-per-second when using Tifa as a mage, it is also less MP-efficient for her to use it.

Sonic Strikers are the best weapon for Tifa if she is played as a battlemage. If her role is as a hybrid of magical attacks while also dealing some physical damage, Sonic Strikers' boost to Tifa's speed and quick provision of three pairs of linked materia slots make the weapon an excellent choice. However, the majority of the time, Tifa's strengths lie in her physical damage, and her low MP pool may dissuade players from using her as a mage, or lean more in the direction of the Mythril Claws that simply focus more on magical damage.
Hargo

長老ハーゴ (Chōrō Hāgo?)

> My job is to gather all the legends and the knowledge of the planet and to make a book. Then, even when I return to the planet, the children may still be taught about many things...
>
> Elder Hargo

**Elder Hargo** is a minor non-playable character from *Final Fantasy VII*. He is the second wise man in Cosmo Canyon. He and Bughe make up Bugenhagen's name.

If talked to after Bugenhagen's planetary display, but before the player reunites with the others around the bonfire, Hargo will tell player about the Promised Land. Hargo believes there is no one place called the Promised Land, but that doesn't mean the whole thing is a fairytale. He explains that the Promised Land doesn't exist for normal humans, but that it did for the Ancients, being their resting place.

The life of the Ancients was one of continuous journey to grow trees and plants, produce animals, and to raise Mako energy and the place they returned to after their journey, their burial land, is the Promised Land. Hargo explains that for the Ancients, the moment they were able to return to the Planet they were released from their fate, and gained their supreme happiness, which is why Promised Land is fabled as a place of paradisaical qualities.

es:Hargo
ru:Харго
Manawall (VII Remake)

File:FFVIIR wiki icon.png

### Status

File:Barrier from FFVII Remake icon.png Barrier, File:Manaward from FFVII Remake icon.png Manaward

**Manawall** is a magic spell in *Final Fantasy VII Remake*. It is the highest-level spell provided by File:Magic Materia from FFVII Remake.png Barrier Materia, and applies both the File:Barrier from FFVII Remake icon.png Barrier and the File:Manaward from FFVII Remake icon.png Manaward buffs. This halves all incoming physical and magic damage respectively, and both buffs are multiplicative with any other defenses to said damage types. Manawall supercedes both the File:Spell from FFVII Remake icon.png Barrier and File:Spell from FFVII Remake icon.png **Manawall** spells, which apply one of the two statuses respectively.

## Use

Manawall costs 20 MP to cast, and can be used by characters with barrier materia at level 3. The spell applies both the Barrier and Manaward buffs, which last for one minute, and reduce physical and magic damage by half respectively. This makes it very effective when resisting enemies with extremely powerful attacks that can otherwise wipe out the party. The effects of the buffs are multiplicative with other defenses; for instance, a character who is blocking will take 40% less damage, and the remaining damage taken will be further halved by the buffs.

Barret can make great use of Manawall when stacking it with other defensive abilities. Using Steelskin reduces damage he takes by 30%, and this stacks with Manwall to reduce damage he receives even further. This can also be useful in conjunction with Barret's Lifesaver; though Barret will not reduce the damage projected from other characters onto Barret by Lifesaver, using Manawall on another character will reduce the damage they receive, which in turn reduces the damage projected onto Barret.

Manawall is a great good pair with File:Support Materia from FFVII Remake.png Magnify Materia. Though using it this way will reduce the buff duration when cast on all allies, it will not reduce the effect of the buff. Casting Manawall on all allies at once can make them extremely resistant to damage. Players may opt to cast the Barrier or Manaward spells instead of Manaward in order to save MP if only one type of damage is a threat at a particular time.