Materia
Select a materia category.


Magic Materia
Support Materia
Independent Materia
Command Materia
Page 1 Summon Materia
Page 2 Summon Materia
Enemy Skills
Materia Equipping Effects Values
How does equipping materia effect the statistical characteristics of my character?

Strength: Character's overall strength when equipped with materia. Measured in points.

Magic: Character's magic power when equipped with materia. Measured in points.

MaxHP: Maximum HP variance when equipped with materia, Measured in percent OF maximum HP.

MaxMP: Maximum MP variance when equipped with materia. Measured in percent OF maximum MP.

MagicDef: Magic defensive power when equipped with materia. Measured in points.

Vitality: Overall character's battle potential. Measured in points.

Luck: Character's luck in battle, based on offensive and defensive ability. Measured in points.

Dexterity: Character's overall speed and evasive ability. Measured in points.

Equipping Support Materia
How does support materia work with attached materia?



Support materia works by attaching a support materia and a supported materia together in a linked spot on your weapon or armor. This linkage combines the effects of both materia.

All attached materia linked to support materia are used to the best of their abilites automatically. For example, if you attach a Restore materia that has Cure, Cure2, and Cure3 to a Final Attack materia, Cure3 will be used. This also applies for offensive materia as well; the strongest available spell or command function will be used.

     Main >   Final Fantasy VII > Materia > Enemy Skills



 Enemy Skill

Display in ascending order based on the 'Enemy Skill' field.Display in descending order based on the 'Enemy Skill' field.

 MP

Display in ascending order based on the 'MP' field.Display in descending order based on the 'MP' field.

Angel Whisper
Brings target back to life and restores all HP and cures all status ailments.
 Acquire
 Resident Location
Pollensalta
Northern Crater

50

Aqualung
Attacks all enemies for heavy water-elemental damage.
 Acquire
 Resident Location
Jenova*Life
Harpy
Serpent

The Forgotten City
Corel Desert
Sunken Gelnika Airplane

34

Bad Breath
Inflicts a number of status ailments on all enemies. Casted ailments include Confuse, Frog, Mini, Poison, and Sleep.
 Acquire
 Resident Location
Molbor
Gaea's Cliff (CD 2) & Northern Crater

58

Beta
Attacks all enemies for heavy fire-elemental damage.
 Acquire
 Resident Location
Midgar Zolom
Swamp near Chocobo Farm

35

Big Guard
Surrounds your party with protective barriers. Casts Haste, Barrier, and MBarrier on all characters.
 Acquire
 Resident Location
Beach Plug
Costa Del Sol Beach Shorelines

56

Chocobuckle
Attacks one enemy for powerful special damage. Damage is equal the amount of times your party has run from battle.
 Acquire
 Resident Location
Lv4x Chocobo
Any tracked land area on the world map (with the Chocobo Lure materia equipped) and use L4 Suicide on the chocobo to force the chocobo to cast it.

3

Death Force
Casted character becomes immune to instant death.
 Acquire
 Resident Location
Adamantaimai
Wutai Beach Shoreline

3

Death Sentence
Gives the casted target a 60 second countdown before instant death.
 Acquire
 Resident Location
Sneaky Steps
Gi Specter
Bound Fat

Cave of Gi (Disc 1)
Cave of the Gi (Disc 1)
Corral Valley

10

Dragon Force
Increases both physical and magic defense.
 Acquire
 Resident Location
Dark Dragon
Northern Crater

19

Flame Thrower
Attacks one enemy for heavy fire-elemental damage.
 Acquire
 Resident Location
Archdragon
Dragon

Mythril Mine
Nibelheim Mountains

10

Frog Song
Transforms the target into a frog and puts them to sleep.
 Acquire
 Resident Location
Touch Me
Toxic Frog

Gongaga Forest
Temple of the Ancients

5

Goblin Punch
Punches one enemy. Damage is multiplied if the opponent has equal experience level.
 Acquire
 Resident Location
Goblin
Goblin Island

0

L4 Suicide
Significantly lowers target's HP if their experience level is a multiple of 4, also causing Mini.
 Acquire
 Resident Location
Mu
Trickplay

Chocobo Farm (area)
Bone Village (Area), Corral Valley

10

L5 Death
Instantly dispatches an enemy whose experience level has a multiple of 5.
 Acquire
 Resident Location
Parasite
Northern Crater

22

Laser
Cuts target's HP in half.
 Acquire
 Resident Location
Death Claws
Dark Dragon

Corel Prison (CD 1)
Northern Crater

16

Magic Breath
Attacks all enemies for ice, fire, and lightning-elemental damage.
 Acquire
 Resident Location
Stilva
Parasite

Gaea's Cliff (CD 2)
Northern Crater

75

Magic Hammer
Attacks enemy and withdraws up to 100 MP and returns it to the casting character.
 Acquire
 Resident Location
Razor Weed
Plains area around Wutai

3

Matra Magic
Attacks one enemy with a missile attack for magic damage.
 Acquire
 Resident Location
Custom Sweeper
Bull Motor
Death Machine

Midgar Area
Corel Prison (Disc 1)
Underwater path to the Junon Reactor

8

Pandora's Box
Attacks all enemies for physical damage.
 Acquire
 Resident Location
Dragon Zombie
Northern Crater

110

Roulette
Instantly kills a randomly selected character or enemy.
 Acquire
 Resident Location
Death Dealer
Northern Crater

6

Shadow Flare
Attacks one enemy for magic damage.
 Acquire
 Resident Location
Ultimate Weapon
Dragon Zombie
Safer Sephiroth

Various Locations
Northern Crater
Northern Crater

100

Trine
Attacks all enemies for lightning-elemental damage.
 Acquire
 Resident Location
Godo
Stilva
Materia Keeper

Wutai Pagoda
Gaea's Cliff (CD 2)
Nibelheim Mountains (CD 1)

20

White Wind
Recovers lost HP to all party members depending on the casting characters HP. Also cures all status ailments.
 Acquire
 Resident Location
Zemzelett
Wind Wing

Junon Grasslands
Whirlwind Maze

34

????
Attacks one enemy for physical damage. Damage is equal to the total amount of damage the casting character has received during the battle.
 Acquire
 Resident Location
Jersey
Behemoth
King Behemoth

Shinra Mansion in Nibelheim
Midgar Sector 8(CD 2 raid)
Northern Crater

3


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M A T E R I A   C A T E G O R Y   P R O P E R T I E S
Select a Final Fantasy VII materia category from the materia selection menu for a complete and comprehensive list, including descriptions, effective usage and AP values, equipping effects, and acquiring and purchasing locations.

Magic Materia*
Support Materia*
Independent Materia*
Elemental and status ailment magic attacks that inflict damage enemy parties and heal characters.
Support abilities which assist in enhancing defensive and offensive characteristics through an attached materia. Support materia can be attached with other materia from linked slots.
Innate abilities the character possesses throughout battle or the world map.
Command Materia*
Summon Materia*
Enemy Skills*
Abilities that are available through command via menu during battle.
Summon beasts that can be called forth in battle to attack enemy parties or help defend and heal characters.
Enemy skills that can be acquired by the character from the Enemy Skill (command) Materia.

* information fields can be sorted in ascending or descending order.




M A G I C   M A T E R I A   P R O P E R T I E S
Magic materia contain elemental and status ailment magic attacks that inflict damage enemy parties and heal characters. Magic materia are green colored orbs.

Magic Materia*
Price*
Equipping Effect
Acquire
Name of the magic materia and description of what it does.
Price and shop location of the magic materia.
Changes to the statistical values of the character when the materia is equipped.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Materia Abilities
In order to learn new abilities supported by your equipped magic materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Abilities are obtained via AP level. Each materia can have a maximum of 5 levels (though some have less). When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, giving your character a new ability (if supported). The following table lists how abilities and their relative AP are listed on this guide.

Magic/Ability List
AP Growth
MP
Ability 1
Ability 2
Ability 3
0 AP
200 AP
500 AP
15
30
45

Magic/Ability List
AP Growth
MP
Abilities supported by the materia
AP necessary to possess the ability. The first ability is available by default.
MP cost to use the ability.

* information fields can be sorted in ascending or descending order.




S U P P O R T   M A T E R I A   P R O P E R T I E S
Support materia works by supporting an attached materia from a linked slot. By attaching a supported materia, much as magic, your character can benefit from special offensive and defensives abilities consistent with the features of the attached materia. Support materia are blue colored orbs.

Support Materia*
Price*
Equipping Effect
Acquire
Name of the support materia and description of what it does when attached to a supported materia via linked slot.
Price and shop location of the support materia.
Support materia alone do not alter statistical values of the character. However, the attached materia does.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Materia Effectiveness
In order to increase the effectiveness of the support materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Greater effectiveness is obtained via AP level. Each materia can have a maximum of 5 levels (though some have less). When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, giving its abilities greater effectiveness (if supported). The following table lists how effective they are to their relative AP, listed on this guide.

Effect
AP Growth
Supported Materia
+20%
+40%
+80%
+100%
0 AP
500 AP
1500 AP
3000 AP
All Magic
All Summon

Effect
AP Growth
Supported Materia
How effective the materia is at its current AP level. Some values are defined by percentage while others are by usage.
AP necessary to possess the effectiveness/usage. The first value is available by default.
Which materia can be linked to this support materia. If not all materia of a type can be equipped, individual materia is listed.

* information fields can be sorted in ascending or descending order.




S U M M O N   M A T E R I A   P R O P E R T I E S
Summon materia summons beasts that can be called forth in battle to attack enemy parties, inflict status ailments, or help defend and heal characters. Support materia are red colored orbs.

Summon Materia*
MP*
Equipping Effect
Acquire
Name of the summon materia and description of what it does.
MP cost of the summon materia.
Changes to the statistical values of the character when the materia is equipped.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Materia Abilities
In order to increase the strength of the summon materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Greater effectiveness and use is obtained via AP level. Each materia has a maximum of 5 levels. When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, increasing the strength and power of the summon monster. The following table lists how effective they are to their relative AP, listed on this guide.

Summon List
AP Growth
Usage
Attack Name 1
Attack Name 2
0 AP
20000 AP
40000 AP
80000 AP
10000 AP
1 use
2 uses
3 uses
4 uses
5 uses

Summon List
AP Growth
Usage
Name of the attack performed by the summon. Though most summon monsters have only one attack, a few have two.
AP necessary to possess the amount of usage. The first value is available by default.
How many times the summon can be used in battle. In concert with usage, summons grow in strength at higher AP levels as well.

* information fields can be sorted in ascending or descending order.




I N D E P E N D E N T   M A T E R I A   P R O P E R T I E S
Independent materia are innate abilities the character possesses throughout battle or the world map. However, independent materia cannot be linked to a support materia. Independent materia are purple colored orbs.

Independent Materia*
Price*
Equipping Effect
Acquire
Name of the independent materia and description of what it does.
Price and shop location of the independent materia. Fields with three prices are listed in the following order: disc 1 price, end of disc 1 price, disc 2+ price.
Changes to the statistical values of the character when the materia is equipped. Most values are relative to their effectiveness via AP.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Materia Effectiveness
In order to increase the effectiveness of the independent materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Greater effectiveness is obtained via AP level. Each materia can have a maximum of 5 levels (though some have less). When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, giving its abilities greater effectiveness (if supported). The following table lists how effective they are to their relative AP, listed on this guide.

Effect
AP Growth
+10%
+20%
+30%
+40%
+50%
0 AP
15000 AP
30000 AP
60000 AP
80000 AP

Effect
AP Growth
How effective the materia is at its current AP level. Some values are defined by percentage while others are by multiples.
AP necessary to possess the amount of effectiveness. The first value is available by default.

* information fields can be sorted in ascending or descending order.




C O M M A N D   M A T E R I A   P R O P E R T I E S
Command materia are abilities that are available through command via menu during battle. Command materia are yellow colored orbs.

Command Materia*
Price*
Equipping Effect
Acquire
Name of the command materia and description of what it does.
Price and shop location of the command materia.
Changes to the statistical values of the character when the materia is equipped.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Command Abilities
In order to learn new command abilities of a command materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Greater effectiveness is obtained via AP level. Each materia can have a maximum of 3 levels (though some have less). When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, enabling a second, more powerful command option (if supported). The following table lists the abilities relative to their AP, listed on this guide.

Command List
AP Growth
Command 1
Command 2
0 AP
30000 AP
50000 AP

Command List
AP Growth
Command ability enabled when the materia is equipped, based on its current AP level. Most command materia have only one command.
AP necessary to possess the respective command. The first value is available by default.

* information fields can be sorted in ascending or descending order.




E N E M Y   S K I L L   P R O P E R T I E S
Enemy skills are special attacks and abilities that enemies possess which can be obtained and used by a character who has the Enemey Skill command materia equipped. In order to learn a spell, the character must be inflicted with the skill and survive throughout the remainder of the battle. In certain cases, defensive and recovery skills which the enemy will not use on your party must be obtained by mimicing or manipulating the enemy and forcing it to cast such skill on your character.

Enemy Skill*
MP*
Acquire
Resident Location
Name of the enemy skill and description of what it does.
MP cost to use the enemy skill.
Enemies which possess the skill.
Location on the world map where the respective enemy is located.
Characters themselves do not learn enemy skills; the equipped Enemy Skill materia does. Therefore, if you remove the materia from a character and equip it to another character, that character will possess all the enemy skills acquired on the materia.

* information fields can be sorted in ascending or descending order.