There's no gettin' off this train we on 'till we reach the end of the line.
Soul Breaks (必殺技, Hissatsu Waza?, lit. Certain-Kill Technique), referred as Soul Strikes in the database and often abbreviated as SB by players, are special abilities in Final Fantasy Record Keeper. Soul Breaks are similar to the Limit Break system found in previous installments in the series.
Each playable character has a Soul Break, which is sometimes unique to specific characters or usable by multiple characters. All characters start with a Soul Break but are able to use other Soul Breaks simply by acquiring specific pieces of equipment, such as weapons.
The Soul Gauge, located at the top of the player control panel, is divided into six segments, of which two are required to execute a common Soul Break. Some Soul Breaks may require different numbers of segments before they can be executed, such as Arcane Overstrike Soul Breaks require three, and Glint Soul Breaks require one. The idea is that Breaks of higher magnitude would consume more Soul Gauge energy. Energy is built by attacking or taking damage, and so combines the Stoic and Warrior Overdrive modes in Final Fantasy X. When the gauge is sufficiently filled, the player can execute any Break s/he has energy to execute. The attacking unit will charge the selected Break wrapped in an orange aura, and then unleash it.
Initially, players were forced to pick only one Soul Break for their characters before they were brought into battle. The game later allowed for characters to choose 4 different Soul Breaks to bring into battle. Character-specific Soul Breaks, also known as Unique Soul Breaks, could also be mastered by the character, thus allowing them to use Unique Soul Breaks without having to wear the equipment that originally granted it.
The Soul Gauge was also divided into three larger segments, with only a marker above the gauge to measure its progress.
Until the most recent server-side update, Soul Breaks required EXP proportional to that acquired with normal battles. Although Soul Breaks are automatically learned, they must still be equipped in order to become available for use.
- Default Soul Breaks
These are the moves initially assigned to a character. Many are either slightly amplified versions of a normal attack for the user, or buff/debuff skills.
Certain 5★ weapons and armor may contain Shared Soul Breaks. These can be equipped on any unit regardless of origin or synergy status. Most shared SBs are amplified attacks or area-of-effect (AoE) abilities impacting groups. They can be equipped at will, but cannot be permanently acquired.
- Unique Soul Breaks
Unique Soul Breaks are abilities specific to a given character, but which do not grant any boost when acquired. A few of these moves are taught with rarity rank 4 weapons and armor, but such cases are limited to the Core Classes. Most other Soul Breaks require 5★ weapons and armor.
More powerful versions of Soul Breaks have been introduced as well. These advanced moves are supercharged to provide increased damage, healing, or status-altering effects. Each Soul Break in this group permanently augments a character's strongest stat when acquired. If used as Roaming Warriors, these Soul Breaks will grant all of its effects to the character who summoned it.
- Super Soul Breaks
Super Soul Breaks (超必殺技, Chōhissatsuwaza?, lit. Super Special Move) (shortened by fans to "SSB") are not unlike unique Soul Breaks in that they are specific to one character. All Super Soul Breaks are indicated by a Plus ("+") badge on the bottom right corner of their button icons. They are assigned to 5★ weapons and armor.
- Burst Soul Breaks
Burst Soul Breaks (バースト超必殺技, Bāsuto Chōhissatsuwaza?, lit. Burst Super Special Move) (shortened by fans to "BSB") are stronger than Super Soul Breaks in that they also grant the user with Burst Mode status, which replace the "Attack" and "Defend" ability with unique abilities for a fixed duration and boost the character's stats, including Accuracy and Speed. All Burst Soul Breaks are indicated by a small flame badge on the bottom right corner of their button icons. They are assigned to 5★ weapons and armor.
- Overstrike Soul Breaks
Overstrike Soul Breaks (オーバーフロー超必殺技, Ōbāfurō Chōhissatsuwaza?, lit. Overflow Super Special Move) (shortened by fans to "OSB") are powerful moves that break the damage limit, extending the cap to 99,999 points, but are always single-hit abilities, even though the animation may indicate otherwise. OSBs are indicated by an arrow badge on their button icons. They are assigned to 6★ weapons and armor.
- Chain Soul Breaks
Chain Soul Breaks (リミットチェイン超必殺技, Rimittochein Chōhissatsuwaza?, lit. Limit Chain Super Special Move) (shortened by fans to "CSB") are designed to allow for concurrent multiple-hit combination attacks that can be shared among members of the party, in turn increasing the damage-per-second ratio the longer an attack chain remains unbroken. The unit possessing such a Soul Break opens the chain, while other units can contribute using elemental skills matching the element of the Soul Break in play to extend the chain. Certain units can also use special ability classes (e.g. Witch skills) to help extend the chain. Certain Chain Soul Breaks can also extend the chain to 150 concurrent hits in the time allotted. Chain Soul Breaks carry a linked chain badge on their button icons. They are assigned to 6★ weapons and armor. Generally speaking there are three types of Chain Soul Breaks:
- "First-Generation Chains" which offer an elemental hit chain up to 99 hits, and other effects, like 11 hits of the associated element. Zack's Lucky Stars Chain Soul Break is unique, giving a 50% boost to ATK and an extra 50% damage boost to critical hits, setting a precedent for Second-Generation Chains.
- "Free/Mini Chains" are smaller versions of First-Generation Chains, offered on the Black Fat Chocobo events and with the first of them (Reno's Chain of Thunder) being offered on the Record Labs. They offer only the elemental field of 20% with a 99-hit limit, with no extra effects whatsoever.
- "Second-Generation Chains" which offer a 50% boost to either ATK or MAG and an elemental hit chain up to 150 hits, with an elemental field granting a 50% boost to attacks of the same element.
- "Third-Generation Chains" differ from Second-Generation ones by executing instantly rather than having a charge time, limiting their chain count to 99 and granting the party a 20% stackable elemental buff. Otherwise, the chain field and stat boosts are the same provided by a Second-Generation Chain.
- "Realm Chains" that increase both ATK and MAG by 30% and a Realm hit chain up to 150 hits, also granting Haste to the party.
- Upon completion of the Lord of Knight record, Elarra gains the "Fabula Sorcerer" Roaming Warrior ability to be used on Magicite fights. It works similar to a Mini Chain, providing a 20% elemental field against the Magicite the player is fighting, and a 99-hit limit Chain. Use of this Roaming Warrior is however not allowed on the Lord of Knights record.
- Ultra Soul Breaks
Ultra Soul Breaks (超絶必殺技, Chōzetsu Hissatsuwaza?, lit. Transcendent Special Move) (shortened by fans to "USB") are essentially next-level SSBs that provide greater effects when used. All Ultras are identified with a pair of plus signs ("++") as the badge over their button icons. They are found on 6★ weapons and armor. This upgrade was introduced with the Vow Upon a Star event. Three types of Ultra Soul Breaks can be distinguished:
- EX Mode USB, which grants the user with a unique status that carries special properties, like dualcasting certain abilities and/or following each nth ability use with a unique ability.
- Brave Mode USB, which grants the user a special status and replaces the "Attack" command with a unique ability, called Bravery Command, that can achieve up to level 3, each level is more powerful than the previous one, and increasing the Brave Ability's level requires using certain equippable commands, e.g. using Fire-elemental abilities.
- "General USB", which comes with plethora of effects but does not carry a distinctive status as the Ultra Soul Breaks listed above.
- Arcane Overstrikes/Arcane Soul Breaks
Arcane Overstrikes (オーバーフロー奥義, Ōbāfurō Ougi?, lit. Ultimate Overflow Special Move) (shortened by fans to "AOSB") are Soul Breaks that unleash either a series of twenty withering attacks that are capped by a massive damage cap breaking attack, or three heavy damage cap breaking attacks. Though incredibly powerful, they can only be used once per dungeon attempt, and they require three Soul Gauge bars to use. They are found on 6★ weapons and armor. There are two types of Arcane Overstrikes:
- Three powerful hits, each able to break the damage cap.
- Twenty hits, unable to break the damage cap by default, followed by a hit that can break the damage cap.
An unique type of Soul Breaks that triggers instantly and grants various effects. There are two types of Glints (閃技, Sengi?, lit. Flash Technique) that differ on the basis of the equipment rarity they are imbued to:
- 5★ weapons and armor grant the normal, most common type of Glints, costing one gauge segment and being allowed for three uses.
- 6★ weapons and armor grant an enhanced version, which costs no gauge, but can only be used once. Referred by fans as "Glint+" or "Superglint".
Glints are famed for being the initial and most common source of Empowered Infusions, which enable a character to stack multiple instances of Elemental Infusion to empower their attacks.
- Awakening Soul Breaks
Awakenings (shortened by fans to "AASB" for "Arcane Awakening Soul Break") are a powerful type of Soul Break that can only be used once per dungeon, and grant Awoken Mode when used. Awoken Mode empowers abilities of a specific school or element (or multiple schools/elements) and grants them unlimited uses. They consume two Soul Gauge bars to use. They are found on 6★ weapons and armor.
Sync Soul Breaks
Syncs (shortened by fans to "SASB" for "Synchro Arcane Soul Break") are the first Soul Breaks offered on 7★ weapons and armor, and like Awakenings can only be used once per dungeon, with the added limitation that only one Sync can be equipped to the character at a given time. They consume two Soul Gauge bars, and usually grant to the user a fully maxed Empowered Infusion along with its initial effects and Sync Mode. Sync Mode works much like Burst Soul Breaks by changing the Attack and Guard commands into Sync Commands, which can be linked to abilities of the same school or element on slots 1 and 2, causing both to be casted at the same time.
Using a linked Sync Command causes the linked ability to consume a hone, although Sync Commands themselves have no hone limits. Sync Commands lose their link if the ability in the corresponding slot is not of the matching school or element, if it has no hones left, or if it is affected by effects that change hone consumption, such as Awoken Modes. Sync Commands, like Burst Commands, are affected by Dualcast Legend Materia and Record Materia, as well as the Ability Double effect inherent to Awoken Modes. Linked abilities, however, will not trigger Legend Materias or Record Materias.
The effects of the entry move of a Sync Soul Break can be enhanced when a player pulls a duplicate of the relic, causing the Soul Break level to go up by 2 out of 5, or when imbued with Record Scrolls bought on the Record Labs, making the level go up by 1. Such enhancements usually cause the entry move to do more damage and its charge time to shorten.
|Frozen Sword||Ice Sword|
|Immovable Sword||Lefthand Sword|
|Flying Head Shot|
|Light Protector (光の守護)|
Luminous Robe (IV)
|Apothecary Lore (回復薬の知識)|
Scholar Hat (III)
Red Hat (IX)
Lamia's Tiara (XII)
Spirit's Diadem (RoM)
Wind Drum (RoM)
|Frozen Snow (凍雪)|
Ice Rod (FFT)
|Slow Blast||Axis Blade|
Mana Sword (RoM)
|Provoke||Crystal Mail (VI)|
|Light of Exorcism|
|Group Treatment [全体治療]||Werebuster (II)|
|Ignus Fatuus||Lilith Rod (V)|
|Flash||Diamond Plate (V)|
First Goal (X)
|Magebane Aegis||Aegis Shield (V)|
|Scarlet Blade [緋緋色の刃]||Orichalcum (II)|
|First Aid||Esthar Bracers (VIII)|
|Salvation||Tungsten Bangle (XIII)|
|Inferno Fang||Inferno Fang (VIII)|
|Freeze||Ice Rod (T)|
|Pray||Mage's Staff (X)|
Healing Staff (IV)
White Staff (FFT)
|Teamwork||Aurochs Uniform (X)|
Survival Vest (XII)
|Whole Body Blow (渾身の一撃)|
Black Belt Gi (IV)
Plasma Suit (RoM)
Serpent Sword (III)
Warrior's Bracer (X)
|Earthmend||Gaia Gear (V)|
|Shock Throw||Boomerang (VII)|
|Time Heal||Precious Watch (VII)|
Thief's Bracer (VI)
Christmas Mittens (VII)
|Glimmer of Hope|
Diamond Shield (I)
|Everyone Dies Arrows (皆死ね矢)|
Avalon Holy Clothes
|Midare Setsugekka (乱れ雪月花)|
Spirit Bracelet (I)
Fuma Shuriken (I)
Griffin Helm (I)
Garuda Buster (I)
Spirit's Mantle (I)
Engine Blade (XV)
Chocobo Wing (X)
Chocobo Suit (V)
|Lightning Earrings (ライトニングピアス)|
|Fall Fortress (落鳳破)|
Holy Wand of Telos
Luso's Decorative Sword
|Phantom Train Scramble||65px|
Phantom Train Wheel
soul, in many religious, philosophical, psychological, and mythological traditions, is the incorporeal and, in many conceptions, immortal essence of a person, living thing, or object.The