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Final Fantasy VII remake fast leveling up of Materia is a late-game activity that you can do to make your characters as powerful as possible until you hit the level cap of 50. Getting to the level cap and farming your Materia levels in the remake of FFVII is a long process, but there are some things that you can do to make it significantly easier. Apr 14, 2020 Just like the original, the Final Fantasy 7 Remake allows players to slot in magical orbs called Materia into their weapons and equipment. These colorful spheres can radically change how each. Apr 06, 2020 The earliest example in Final Fantasy VII Remake is the Elemental Materia, which boosts your magic attack at the first level, and will only be effective if used in a linked slot. This means that.

In Final Fantasy VII Remake, the Steal Materia lets you pilfer items from enemies mid-battle, and in at least one case, you can miss out on an absolutely essential item if you don’t.

With the ability, you can plunder all kinds of treasures like new weapons, armor, accessories, and more. Enemy Skills can be acquired in a similar fashion, but that requires a different skillset. Use this guide to learn how the Steal Materia functions and what items have enough power to make your purloining worth it.

How to get Steal Materia in FF7 Remake

Once you reach Chapter 8, “Budding Bodyguard,” the Shinra intern Chadley will assign you a new slew of Battle Intel Reports to complete. Finish Report #07 called“Magic Elements Pt. 2,” where you need to exploit weaknesses of 15 unique foes. (Use Assess on every enemy and cast whatever magic they’re weak to on them.) After completing the report, Chadley will begin selling Steal Materia in his shop.

Purchase, then equip the Materia to begin stealing items from foes.

Ff7

How does Steal work in FF7 Remake?

Any character who has the Steal Materia equipped can use the Steal ability for one ATB gauge. Steal has a chance to take an item being held by an enemy. Steal is impacted by your Luck stat, thus your success rate can be increased by utilizing Luck-bolstering items like a Luck Up Materia, the Choco+Mog summon, and Cloud’s Nail Bat (earned by completing the Chapter 8 side mission “Kids on Patrol'). For the best chance at success, use Tifa to steal items. She has an innately high luck stat that can be bolstered into overpowered territory by equipping some of the aforementioned items

Before attempting a heist, you can check what a foe is carrying by using an Assess Materia, and the information provided on the left side of the screen will always list what’s available to steal.

Now that you’re prepared, here’s what you should focus on stealing.

7 must-steal in Final Fantasy 7 Remake

  1. Bladed Staff — A weapon for Aerith. Enemies: Eligor (Chapter 11) [Note: This is the most important stealable item in the whole game!]
  2. Magician's Bracelet — An Armor with 7 Physical Defense, 7 Magic Defense, and four Materia Slots. Enemies: Reno (Chapter 12).
  3. Heavy-Duty Bracer — An Armor with 53 Physical Defense, 13 Magic Defense, and three Materia Slots. Enemies: Rude (Chapter 12).
  4. Enchanted Ring — An accessory that increases the duration of beneficial effects cast by the user. Enemies: the Type-0 Behemoth (Chapter 14) during the side quest “Subterranean Menace.”
  5. Timeworn Talisman — An accessory that increases Spirit by 10 percent. Enemies: Specimen H0512 (Chapter 16)
  6. Champion Belt — An accessory that increases Max HP by 10 percent and Strength by 5 percent. Enemies: Grungy Bandit located in the Sector 6 Slums and the Shinra Combat Simulator mission “Vs. Soldier Trainees” (Chapter 16 and 17).
  7. Iron Maiden — An Armor with 124 Physical Defense, 20 Magic Defense, and no Materia Slots. Enemies: a M.O.T.H Unit found in the Shinra Building (Chapter 17) and within the Shinra Combat Simulator mission “vs. 3-C SOLDIER” (Chapter 16 and 17).

In almost every case here, you’ll be able to acquire these items during your regular playthrough in other means, including in item shops toward the end of the game, but the Magician’s Bracelet, for instance, has more Materia slots than most other pieces of Armor in the game, so it’s worth having three of them.

17 other items to consider stealing in FF7 Remake

  1. Molotov Cocktail — A consumable that does 90 Fire damage to all foes in range. Enemies: Crab Warden (Chapter 5).
  2. AI Programming Core — An item that can be sold for 500 Gil. Enemies: the Airbuster (Chapter 7).
  3. Mr. Cuddlesworth — An explosive item that produces AoE damage. Enemies: Hell House (Chapter 9).
  4. Adrenaline — Rouses a character from the Stupor effect. Enemies: Sahagin and Byobapolis
  5. Smelling Salts — Wakes somebody up from slumber. Enemies: Blugu
  6. Spiderweb — Slows enemies in range. Enemies: Queen Grashtrike and Grashtrike/
  7. Phoenix Down — Revives a fallen ally with some health. Enemies: Lesser Drake.
  8. Celeris — Hastens ATB bar gain upon consumption. Enemies: Beck, Butch, Burke, and Bandit
  9. Echo Mist — Consumable that cures silence. Enemies: Cutter and Sledgeworm.
  10. Ether — Restores 20 MP when consumed. Enemies: Monodrive, Cerulean Drake, Hedgehog Pie, and Reno.
  11. Antidote — Heals poison status effect. Enemies: Bloodhound, Wererat, Gorger, Ringmaw, Abzu Shoat, Mischievous Shoat
  12. Potion — Heals some HP when consumed. Enemies: Guard Dog and Terpsicolt.
  13. Turbo Ether — Fully restores MP when consumed. Enemies: 3-C SOLDIER Operator, Mark II Monodrive, Sweeper Prototype, Ghost, Abzu, and Ghoul.
  14. Orb of Gravity — When activated, it decreases the HP of nearby foes by 25 percent. Enemies: Elite Helitrooper, Sentry Launcher, Slug-Ray, and Shock-Ray.
  15. Sedative — Quells fury when consumed. Enemies: Armored Shock Trooper, Scissorclaw, Varghidpolis
  16. Hi-Potion — Restores moderate HP when consumed. Enemies: Elite Security Officer, Elite Shock Trooper, and Cripshay.
  17. Grenade — A throwable explosive that can do damage to a group. Enemies: Security Officer, Elite Grenadier, Elite Riot Trooper, and Shock Trooper.

In Final Fantasy VII Remake, magic spells, new abilities, and stat boosts can be obtained by equipping Materia to each character's offensive and defensive equipment. The original PS1 game's Materia system allowed for virtually limitless customization: any character could be a formidable magic user, a defensive tank, or a long-range fighter. That isn't so much the case with FF7 Remake, where party members have more clearly defined combat roles. Still, getting a handle on some key Materia basics early on will be a huge benefit in the long run. Here are the five most important things to know.

5. Every Materia type, explained

As in the original game, there are five varieties of Materia:

  • Magic Materia is green, and consists of magical skills that consume MP and ATB. These are your basic Cure and elemental (Fire, Wind, Ice) spells. Keep these equipped as much as possible to level up and get stronger versions of each spell.
  • Command Materia is yellow and gives you new ATB abilities. Prayer, Assess and Steal are among the most useful.
  • Support Materia is blue, and combines with green magic Materia to enhance its effects. Elemental, Warding, and Magnify are the ones we used most.
  • Independent Materia is magenta, and each has a unique effect. Some boost your HP or MP, while others allow your character to dodge or parry. There's a lot of new stuff in this category, compared to the original game.
  • Summon Materia is red, and allows the calling of powerful, iconic beasts to aid in boss fights.

4. Always have Assess

When you meet Chadley in the Sector 7 slums, his first offering to you is a piece of yellow Assess Materia. Using this during battle takes one ATB charge and offers a detailed rundown of your opponents strengths and weaknesses. It sometimes suggests techniques to use against them.

Back in the 90's, we called this one Scan, and it wasn't all that useful. This time around, it's essential. You'll need to use it to complete several of Chadley's research challenges. What's more, some of FF7 Remake's challenging mid- and late-game bosses will slap you silly if you can't quickly stagger them into submission. There might be a a couple tough battles where you use Assess and restart the battle with a new Materia setup for your team.

Tifa's a good option to equip this, as her ATB gauge tends to fill fast given her high speed stat. This also pairs well with the Whistlewind Scarf accessory, so you can use Assess right at the start of battle.

3. Summon Materia is less important than the original game

There are only a handful summons available in FF7 Remake, presumably because this is only the first slice of a larger story. You can only use summons in boss fights, and each character can only equip one red Materia in a single, isolated slot. Summons will appear on the battlefield for a limited time, and anyone in your party can issue commands to them using the ATB gauge.

While it's nice that summons don't take up space on your equipment, they cannot be paired with blue Materia for added elemental damage or protection. (Hades + Elemental used to be a handy pairing in the orginal FF7 to basically immobilize most run-of-the-mill enemies with status effects.) Overall, summons are less important in this version of FF7, though they can certainly help you out in a pinch.

As in the 1997 version of the game, equipping a summon will provide you with a variety of stat boosts. Ifrit is a good one to equip on Cloud or Tifa, as it bumps strength, defense, and other stats suited to a melee fighter.

2. Magic Materia can be mastered fast, but doesn't duplicate

Maxing out Materia, especially some late-game summons, can take a very long time in the original FF7. That process happens far more rapidly in FF7 Remake, but there's a pretty big caveat. You won't get a second, new Materia once you max one out anymore. You'll have more Materia than you can possibly use all at once fairly early on in FF7 Remake, but there are a few that you can only get one of.

1. Elemental and All / Magnify Materia cannot be purchased

Elemental, a blue support Materia that imbues any character's weapon or armor with a magical element, is one of the most useful items in all of FF7 Remake. With so many bosses and enemies weak to one or more elements, you'll wish you had one for everyone. (You'll be pairing this with Lightning a lot for all those Shinra security bots.) Unfortunately, there's only one, and it's found in Chapter 6, down a ladder that's a slight detour from the third sun lamp.

All, another blue support Materia that was ubiquitous in the original FF7, has been renamed Magnify in the remake. It makes any single-target spell effective on all enemies or party members. There's only one of them to be found in a single playthrough, and you can't buy it in shops. You'll see it plainly during the final robot-arm puzzle in the Sector 6 tunnels, just drop Aerith off nearby.

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While this may seem like a major change, the updated combat system means Magnify is nowhere near as useful as All was in the original game. You probably won't miss it much, and given the fast pace of combat, your party will already be attacking multiple enemies at once. The Prayer materia is a decent workaround for full-party healing that won't eat into your MP. Magnify + Binding is a fun pairing for dungeons where you run into large hordes of enemies, as you can usually knock some of them to sleep briefly.

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