Give every character in your party a Vision, including the ones on the bench: everyone who has joined you earns a battle’s full MRP. Then finish fights on a stagger, hand each Magic Pot the item it asks for, and farm the lone Cactuars in Dirnado as soon as Chapter 2 takes you there. Taking one Vision from MR 0 to MR 9 costs 4,195 to 5,245 MRP, and the right spot turns that into a handful of fights.
How MRP Is Paid Out
Every character who has joined your party earns the battle’s full MRP for the one Vision they have equipped. That includes benched characters and anyone who was knocked out, so put a Vision on everyone and you rank several at once. Guests who only travel with you for part of the story don’t earn any.
You only get MRP for winning. Running from a fight pays nothing. Mastery Rank is tracked per character, so a Vision ranked on Rain starts from zero on Lasswell; the All Visions guide explains what each rank gives. Once a Vision reaches MR 9, any extra MRP it would earn is lost, so swap it for one that still needs ranks.
| MRP for MR 9 | Visions |
|---|---|
| 4,195 | Aileen, Amelia, Camille, Charlotte, Cloud, Leah, Vaan, Warrior of Light, Wilhelm, Y’shtola, Zidane |
| 4,695 | Tronn |
| 4,785 | Noctis, Sephiroth |
| 4,945 | Ayaka, Onion Knight, Squall, Victoria |
| 4,975 | Firion |
| 5,075 | Shantotto |
| 5,095 | Terra |
| 5,195 | Cecil, Clive, Lightning, Tidus |
| 5,245 | Bartz |
MRP Bonuses and How They Stack
Five bonuses raise the MRP a win pays. The game multiplies the battle’s MRP by Expert difficulty, your best MRP boost and the Stagger Finish bonus, rounds up once at the end, then adds the Mastery Ring’s bonus on top.
| Bonus | Effect | How to Get It |
|---|---|---|
| Stagger Finish | x1.3 | Defeat the last enemy while it’s staggered. Only the final enemy counts. |
| Expert difficulty | x1.5 | Play on Expert. |
| Mastery Pendant | x2 for the wearer | One of the Mysidia Radar’s last treasures; see below. |
| MRP Gain +50% | x1.5 for the character who equips it | Victoria’s Mastery Rank 7 ability (30 AP). |
| Mastery Ring | + the battle’s MRP, up to +10 | Magitek & Grimoire Deluxe Pack (Digital Deluxe Edition). |
The Mastery Pendant and MRP Gain +50% don’t stack: only the bigger one counts, so a character with both still gets x2. Both only help the character who has them, never the rest of the party, so give the Pendant to one character and MRP Gain +50% to another. MRP Gain +50% keeps working after you swap Victoria out: once a character has taken Victoria to MR 7, they can equip it for 30 AP while ranking any other Vision. Victoria’s request, Victoria Revivified, opens in Mysidia in Chapter 5. The Mastery Ring works with either, but it adds at most 10 MRP a fight, so it’s great for the small early fights and barely matters later. A 4 MRP fight pays 8 with the Ring, and a 400 MRP fight pays 410.
Here’s what a single win pays one character’s Vision:
| Fight | Plain | Stagger Finish | Mastery Pendant | Pendant + Stagger Finish | Expert + Pendant + Stagger Finish |
|---|---|---|---|---|---|
| Cactuar | 220 | 286 | 440 | 572 | 858 |
| Gigantuar | 600 | 780 | 1,200 | 1,560 | 2,340 |
| Metal Gigantuar | 225 | - | 450 | - | 675 |
Getting the Mastery Pendant
The Mastery Pendant comes late. It’s one of the treasures the airship’s Mysidia Radar finds once Lid upgrades it, and it sits in the last group of finds:
- In Chapter 5, after the objective to go to the Village of Sunioo, Lid mentions the radar when the airship takes off.
- Get the Magi-tenna from a hidden NPC in Gaberada, the Undertown (Chapter 6). The first upgrade unlocks five finds.
- Get the Resonance Stone from a chest in Mt. Reizan (Chapter 7). The second upgrade unlocks four more.
- Buy the High-Power Generator from the Merchant Ship for 60,000 gil. The third upgrade unlocks the last four finds, including the Mastery Pendant.
Magic Pots
Magic Pots are the biggest MRP fights in the game, and there are only 12. Each one asks for a single item. Use that item on it and the pot vanishes, which counts as a win. Your attacks do nothing to it, so don’t waste turns. You can run and come back later, but once you win, that pot is gone for good. Make sure every character has a Vision that still needs ranks before you hand the item over, and save the late pots for after you have the Mastery Pendant if you can.
| Pot | Dungeon | Chapter | Give It | MRP | With Mastery Pendant |
|---|---|---|---|---|---|
| Citrine Pot | Siren’s Tower | 1 | Ether | 120 | 240 |
| Citrine Pot | Mobliz Shipyard | 2 | Ether | 120 | 240 |
| Viridian Pot | Wind Shrine | 2 | Mist Ether | 200 | 400 |
| Viridian Pot | Water Shrine | 3 | Mist Ether | 200 | 400 |
| Crimson Pot | Underground Tunnel | 4 | Turbo Ether | 350 | 700 |
| Crimson Pot | Weapons Factory | 4 | Turbo Ether | 350 | 700 |
| Azure Pot | Arcane Library | 5 | Mist Turbo Ether | 500 | 1,000 |
| Azure Pot | Tower of Mysidia | 5 | Mist Turbo Ether | 500 | 1,000 |
| Violet Pot | Research Center Ruins | 6 | X-Ether | 800 | 1,600 |
| Violet Pot | Sanctissimus Shrine | 6 | X-Ether | 800 | 1,600 |
| Pearly Pot | Crystal Tower (two pots) | 7 | Elixir | 1,200 | 2,400 |
Cactuars and Gigantuars
The Cactuar family pays far more than anything around it. Regular Cactuars and Gigantuars have high evasion but stop evading while they’re staggered, so stagger them first and finish them during the stagger for the Stagger Finish bonus. Don’t let the fight drag on: from their third turn they can run away, and almost 9 in 10 have fled by their sixth. A staggered one can’t act, so it can’t run either. Metal Cactuars and Metal Gigantuars have only 10 and 14 HP on Normal but are extremely durable, and their stagger gauges are far too big to fill, so skip the stagger and use attacks that hit many times. They can run from their third turn too. The Metal ones are EXP fights more than MRP fights; the farming guide lists the abilities that beat them fastest, and the Metal Gigantuar EXP farm guide shows how to kill one in a single turn.
| Enemy | Level | HP | MRP | EXP | Best Places to Find It |
|---|---|---|---|---|---|
| Cactuar | 30 | 1,111 | 220 | 1,111 | Dirnado, the Continent of Wind overworld, west of Sanctum of Onion Knight; Gronoa, the Shuttered Land overworld, near Catacumba Cave and Bladerain Stele; Zoldaad Empire Territory overworld, near Infernal Hollow and Rebel Hideout |
| Metal Cactuar | 36 | 10 | 90 | 25,000 | Mysidia, the Uncharted Land overworld, near Jotunn Cave and Sanctum of Vaan; Mysidia, the Uncharted Land overworld, near Sanctum of Lightning and Salome Cave; Mysidia, the Uncharted Land overworld, near Tower of Mysidia and Victoria’s Shrine |
| Gigantuar | 40 | 11,111 | 600 | 1,111 | Kingdom of Pharm overworld, on the islet past Dragon’s Maw; Gronoa, the Shuttered Land overworld, near Catacumba Cave and Bladerain Stele; Gronoa, the Shuttered Land overworld, near Necromonarch Cave and Sanctissimus Shrine |
| Metal Gigantuar | 52 | 14 | 225 | 150,000 | Kingdom of Pharm overworld, on the islet past Dragon’s Maw; Crystal Tower |
The best early spot is the small area in Dirnado west of the Sanctum of Onion Knight. Every fight there is a lone level 30 Cactuar worth 220 MRP, as long as you stay off the forest tiles, which have their own set of fights. Cactuars also carry a rare Magicite Shard and Gigantuars a rare Magicite, so bring Zidane’s Steal or Mug if you’re short on awakening materials; the stealing guide has the odds. The world map outlines every Cactuar area and marks the dungeon of each Magic Pot, so open it to find these spots.
Best Places to Farm MRP by Chapter
Average MRP is what a fight in that area pays on average, taking into account how often each battle shows up. Best Fight is the single biggest battle there. Overworld areas don’t have names, so they’re listed by the nearest towns, dungeons and Sanctums. Optional areas have no story chapter.
| Chapter | Where | Average MRP | Best Fight |
|---|---|---|---|
| Chapter 1 | Kingdom of Grandshelt overworld, near Marauder Cave and Sanctum of Cloud | 16 | Minituar (40) |
| Chapter 1 | Kolobos Ruins | 12 | Wraith Soldier + Wraith Soldier + Floateye (28) |
| Chapter 2 | Dirnado, the Continent of Wind overworld, west of Sanctum of Onion Knight | 220 | Cactuar (220) |
| Chapter 2 | Dirnado, the Continent of Wind overworld, near Shoggoth Cave and Mt. Thunderclap | 26 | Medusa + Medusa (60) |
| Chapter 3 | Olderion Federation overworld, near Cave of Waters and Olderion, the Aquapolis | 58 | Golden Eagle + Golden Eagle + Zuu (70) |
| Chapter 3 | Olderion Federation overworld, southwest of Ruby Cave | 56 | Maelspike + Maelspike + Destroyer (70) |
| Chapter 4 | Zoldaad Empire Territory overworld, near Infernal Hollow and Rebel Hideout | 125 | Cactuar (220) |
| Chapter 4 | Underground Tunnel | 46 | Wandering One + Zombie Warrior + Zombie Warrior (84) |
| Chapter 5 | Mysidia, the Uncharted Land overworld, near Jotunn Cave and Sanctum of Vaan | 104 | Stealth Coeurl + Mahadeva + Stealth Coeurl (126) |
| Chapter 5 | Mysidia, the Uncharted Land overworld, north of Salome Cave | 102 | Ice Sculpture + Ice Sculpture + Mahadeva (126) |
| Chapter 6 | Gronoa, the Shuttered Land overworld, near Necromonarch Cave and Sanctissimus Shrine | 264 | Gigantuar (600) |
| Chapter 6 | Gronoa, the Shuttered Land overworld, near Catacumba Cave and Bladerain Stele | 194 | Gigantuar (600) |
| Chapter 7 | Crystal Tower | 196 | Mizuchi + Petraryukos (315) |
| Chapter 7 | Kingdom of Pharm overworld, near Malboro Menace Cave and Abandoned Cabin | 157 | Shut + Shut + Abyssal (254) |
| Optional | Dragon’s Maw | 356 | Ominous One + Ganymede (409) |
| Optional | Kingdom of Pharm overworld, on the islet past Dragon’s Maw | 336 | Gigantuar (600) |
How Many Fights to Max a Vision
Most Visions need 4,195 MRP to go from MR 0 to MR 9. Because every character who has joined you earns the full amount, each win counts toward every equipped Vision at once.
| Fight | MRP per Win | Wins for MR 9 | With Mastery Pendant |
|---|---|---|---|
| Cactuar with Stagger Finish | 286 | 15 | 8 |
| Gigantuar with Stagger Finish | 780 | 6 | 3 |
| Metal Gigantuar | 225 | 19 | 10 |