The Crystarium system (クリスタリウム, Kurisutariumu?) is a character growth system from the Fabula Nova Crystallis: Final Fantasy subseries. Its most prominent appearance is in Final Fantasy XIII, where it governs the party's stat and ability growth. It is reminiscent of the Sphere Grid system used for Final Fantasy X.
The Crystarium system is the ability and statistics development system where each party member has a unique Crystarium. The Crystarium is fueled by Crystogen Points (Crystal Points in Japanese), which are won after every battle, and are spent to unlock nodes in the Crystarium. Summoned enemies and enemies not defeated by the party will not reward CP.
The system allows players to choose which bonuses their character gains, rather than automatic level bonuses. Players manually fill the experience gauge between bonuses, analogous to level gauges in previous games. Each character's Crystarium grows from their unique eidolith and branches out in six directions, with one branch corresponding to each role. The spatial layout of each Crystarium is different for each character. As the character levels up the grid grows increasingly elaborate.
Each character's Crystarium growth level corresponds to the progress of the story. After defeating certain bosses, the Crystarium levels up, enabling players to advance through the layout and possibly upgrade their stats and learn new abilities, but enhancing stats and learning skills is still dictated by each role's level. The player is limited to the abilities and bonuses within each Crystarium level.
There are ten stages to the Crystarium and the stage is factored when calculating the Eidolons' ranks. The Eidolons have no Crystaria of their own and neither are their stats tied to the character's. Instead, the Eidolons' stats are determined by their rank, which is the sum of the summoner's Crystarium stage and the number of roles they have advanced to level 5.
Each character has three main roles, but a short way into Chapter 10, all roles are unlocked for everyone. The secondary roles can be used once the character learns at least one ability from that role.
Each level of a primary role has branches that lead to additional skills and stat increases. Secondary roles have no branches and are restricted to fewer skills. CP costs for the secondary roles' nodes are much higher than those for the primary roles, despite having fewer nodes to activate.
The player can earn achievements by completing the Crystarium role paths for a single character for each job. After activating all nodes in the Crystarium for all roles for every character the player earns the Master's Seal achievement.
Each character can unlock other roles from the start, and there is no cap on the development. There is just one Crystarium grid and the player can unlock the nodes with any role. Each node yields a set stat boost, but large nodes also yield a bonus depending on the role used to activate it and which level it achieves.
The structure of the Crystarium takes the shape of the character's weapon and does not have tiers. Monster Crystaria take the shape of the creatures themselves, with the exception of DLC monsters, whose Crystaria are shaped like the Mog Clock, and Zwerg Droids', whose Crystarium is the shape of Spooks'.
While Noel and Serah's Crystaria are developed with the returning Crystogen Points (CP) and each of their roles cap at Lv.99, the monsters' Crystaria are developed with items dropped by enemies, found in the field, or bought from Chocolina, and have level limitations dependent on the monster.
"Crystarium" is the library at Akademeia. The Altocrystarium system is used to upgrade the party's magic spells with phantoma. Magic can be leveled in several fields: power, recovery rate, MP cost, casting time, range, speed and homing.
[view edit purge]The word Crystarium is a portmanteau of "crystal" and the suffix -arium, taken directly from Latin. The arium suffix denotes both a place associated with a specific object, or a device associated with a specific function.
An alpha version of the rewrite of this randomizer is available at
This version includes new options like chapter select and role and crystarium stage randomization but may lack some options available in the version below.
1.9.0 Changelog:
-Added Equipment rando/plando
-Added price rando/plando
-Added the start of documentation for music, enemies (still WIP), treasures
-Added documentation
-Adjusted enemy element resistance rando to decrease weakness and increase normal chances
-Dirty Fighting Preset now includes element resistance rando
-Fixed treasure plando assigning rank to amount instead of random amount when amount not specified
-Allowed Unicorn Mart in shop order plando
-Enemy resistance flags no longer experimental
-Fixed crystarium plando error when many abilities are placed on 0 CP cost nodes
-Fixed plando with Unicorn Mart
-Fixed typos
-Old plandos now have typos fixed
-Reverted back to having all the dlls unpacked
-Removed requirement for X number of abilities, role levels, accessories, and atb levels from plando
-Fixed Daze, Death, and Dispel enemy resists in plando not working
Since last pre-release:
-Add equipment rank rando/plando
-Add mark names to mission names
-Fix Noctilucale, Siltstone Ring typos
-Fix Daze, Death, and Dispel enemy resists in plando not working
-Fix false positive from anti-virus software
-Remove requirement for X number of abilities, role levels, accessories, and atb levels from plando
1.9.0 Changelog:
-Added Equipment rando/plando
-Added price rando/plando
-Added the start of documentation for music, enemies (still WIP), treasures
-Adjusted enemy element resistance rando to decrease weakness and increase normal chances
-Dirty Fighting Preset now includes element resistance rando
-Fixed crash when plando data is loaded
-Fixed treasure plando assigning rank to amount instead of random amount when amount not specified
-Allowed Unicorn Mart in shop order plando
-Adjusted Quick Stagger, Augment/Defense Maintence stats
-Fixed weapon stats not be very random
-Added Crystarium documentation
-Enemy resistance flags no longer experimental
-Fixed crystarium plando error when many abilities are placed on 0 CP cost nodes
-Fixed error during docs generation when music flag is off
-Fixed plando error with equipment passives
-Fix plando with Unicorn Mart
-Move docs generation to be last as it is not important
1.9.0 Changelog:
-Added Equipment rando/plando
-Added price rando/plando
-Added the start of documentation for music, enemies (still WIP), treasures
-Adjusted enemy element resistance rando to decrease weakness and increase normal chances
-Dirty Fighting Preset now includes element resistance rando
-Fixed crash when plando data is loaded
-Fixed treasure plando assigning rank to amount instead of random amount when amount not specified
-Allowed Unicorn Mart in shop order plando
-Adjusted Quick Stagger, Augment/Defense Maintence stats
-Fixed weapon stats not be very random
-Added Crystarium documentation
-Enemy resistance flags no longer experimental
-Fixed crystarium plando error when many abilities are placed on 0 CP cost nodes
-Fixed error during docs generation when music flag is off
-Fixed plando error with equipment passives
1.9.0 Changelog:
-Added Equipment rando/plando
-Added price rando/plando
-Added the start of documentation for music, enemies (still WIP), treasures
-Adjusted enemy element resistance rando to decrease weakness and increase normal chances
-Dirty Fighting Preset now includes element resistance rando
-Fixed crash when plando data is loaded
-Fixed treasure plando assigning rank to amount instead of random amount when amount not specified
-Allowed Unicorn Mart in shop order plando
-Adjusted Quick Stagger, Augment/Defense Maintence stats
-Fixed weapon stats not be very random
-Added Crystarium documentation
-Enemy resistance flags no longer experimental
-Fixed crystarium plando error when many abilities are placed on 0 CP cost nodes
-Fixed error during docs generation when music flag is off
1.9.0 Changelog:
-Added Equipment rando/plando
-Added price rando/plando
-Added the start of documentation for music, enemies (still WIP), treasures
-Adjusted enemy element resistance rando to decrease weakness and increase normal chances
-Dirty Fighting Preset now includes element resistance rando
-Fixed crash when plando data is loaded
-Fixed treasure plando assigning rank to amount instead of random amount when amount not specified
-Allowed Unicorn Mart in shop order plando
-Adjusted Quick Stagger, Augment/Defense Maintence stats
-Fixed weapon stats not be very random
-Added Crystarium documentation
-Enemy resistance flags no longer experimental
Since last pre-release:
-Fixed treasure plando assigning rank to amount instead of random amount when amount not specified
-Allowed Unicorn Mart in shop order plando
-Adjusted Quick Stagger, Augment/Defense Maintence stats
-Fixed weapon stats not be very random
-Added Crystarium documentation
-Enemy resistance flags no longer experimental