Gameplay

Final Fantasy Resonance Vision Stats: What You Keep

Learn which Final Fantasy Resonance Vision bonuses survive a switch, how mastery rank and AP work, and what happens when you replace Cloud with Terra.

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01

What Stays After Switching Visions

Permanent attribute increases earned through Vision mastery stay on the character after you switch Visions. Learned Mastery Bonuses remain unlocked but need AP to stay active with another Vision equipped, while the replaced Vision's native skills become unavailable.

02

Permanent Stats, Equippable Bonuses and Vision Skills

The important distinction is the reward category. A permanent attribute increase becomes part of that character's lasting statistics, whereas an equippable mastery bonus stays available for your loadout to activate. Native Vision skills belong to the equipped Vision, so learning mastery rewards does not let you carry over that Vision's entire combat kit.

Reward typeAfter switching Visions
Permanent attribute increaseStays on the character automatically. Cloud's Speed +5 and Strength +15 are examples of lasting stat rewards.
Learned Mastery BonusStays unlocked, but requires AP to activate when carried over from another Vision. Critical Stagger is a Cloud example.
Native Vision skillBecomes unavailable when that Vision is replaced. Cloud's Thunder Surge and Braver return when Cloud is equipped again.
03

Carry Cloud's Mastery Rewards Into a Terra Setup

  1. Equip Cloud on the character you want to strengthen. Each character earns their own MRP and mastery ranks with an equipped Vision, so this develops that character's rewards rather than unlocking the same rewards for everyone.
  2. Raise that character's Cloud mastery to the permanent reward you want. Cloud MR2 grants permanent Speed +5, and reaching Cloud MR4 also grants permanent AP +8. Those earned increases remain after the character changes Visions.
  3. Open the Mastery menu to assign an unlocked transferable bonus within the character's AP capacity. A learned Cloud bonus such as Critical Stagger needs that AP allocation to remain active when you use a different Vision.
  4. Equip Terra in Cloud's place. The character retains Cloud's earned permanent attribute increases and any learned bonus activated with sufficient AP, but Cloud's Thunder Surge and Braver are no longer available as Vision skills.
04

What Changes When Terra Replaces Cloud

If the character reached Cloud MR2, the permanent Speed +5 remains after Terra replaces him. That reward does not need an AP allocation to survive the switch. At Cloud MR4, the permanent AP +8 also remains, giving the character lasting capacity for equippable bonuses.

Critical Stagger behaves differently because it is a learned mastery bonus rather than a permanent attribute increase. It can remain active alongside Terra only after that character has unlocked it and assigned enough AP. Thunder Surge and Braver do not follow the same rule: equipping a mastery bonus does not restore Cloud's native Vision skills while Terra is equipped.

When comparing your setup before and after a switch, check these categories separately. Keeping Cloud's permanent Speed reward does not mean every benefit of having Cloud equipped stays available. For a useful comparison, note the permanent reward you earned, the mastery bonuses you have activated, and the native skills you expect from your current Vision.

05

How MRP, Mastery Rank and AP Fit Together

MRP advances mastery with an equipped Vision, while Mastery Rank determines which rewards that character has unlocked. AP is the capacity used to equip learned mastery abilities from other Visions. It is an equipment budget, rather than a resource spent each time you attack. Learned mastery abilities from the currently equipped Vision are already available without an additional AP cost.

Permanent AP rewards can also make room for carried-over bonuses. A character gains AP +8 at MR4 and another AP +8 at MR9 for a Vision, totaling AP +16 from those milestones. These are lasting capacity increases, so they help future loadouts even when you move on to mastering a different Vision.

For example, a character who masters Tron to MR9 can carry Half MP Cost into another Vision setup by allocating AP to it. Reaching that rank on a different party member does not unlock it for this character. The same personal progression rule applies to Cloud's permanent rewards, so rotate Visions according to who still needs the upgrade.

At MR9, a Vision's spirit offers its mastery bonus set as a single package occupying one ability slot. This can be useful when you want several bonuses from that Vision, but the package has a comparatively high AP cost. Individual bonuses can be the better fit when you only need a small part of the set. A spirit bundles mastery abilities; it does not grant every awakening spell from that Vision.

06

Demo Limits and Awakening Are Separate

The demo caps Vision mastery at rank five, while the full version allows mastery to reach MR9. That makes later mastery rewards and the spirit package full-game goals rather than demo targets. If you are playing the demo, choose an available reward to work toward instead of repeating battles for a rank beyond its cap.

Awakening is also separate from mastery and uses magicite to open additional Vision abilities. Increasing mastery rank does not automatically unlock all of a Vision's awakening abilities. When planning a switch, distinguish the permanent stats you have earned, the mastery bonuses you can equip with AP, and the abilities provided by the Vision's awakening upgrades.

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