This FINAL FANTASY RESONANCE chamber of arms guide covers the whole system: the Chamber of Arms sits on Dirnado and holds one altar per Legendary Arm, twelve in all. At each altar you offer the ancient piece you found in the world and face its guardian: the level 50 trial awakens the base form of the arm, and the level 75 ultimate trial gives the "+" form that raises the damage cap to 99,999 on the eight weapons.
FINAL FANTASY RESONANCE chamber of arms guide: the twelve altars
The rules are the same as everywhere else in the game. The guardians act twice a turn or more, they have devastating attacks that a stagger cancels, and their weakness is hidden until you hit it. Read the weakness first, put every action into the stagger gauge, and break the guardian before its devastating attack lands.
The level 75 versions are far tougher than the level 50 ones. Alpherg, for example, goes from 200,000 HP and a 1,800 gauge in the trial to 980,000 HP in the ultimate, and the other guardians scale the same way. Clear a trial before attempting its ultimate, and use the trial as practice, because each altar can be run again.
| Altar | Guardian | Arm | Weakness | What it does |
|---|---|---|---|---|
| 1 | Alpherg | Ragnarok (greatsword) | Ice and Wind, then Lightning | Reflects magic and puts Reflect on your characters |
| 2 | Aldhafera | Sasuke's Blade (katana) | Lightning, then Wind and Earth | Takes less damage from many small hits |
| 3 | Dabih | Artemis Bow (bow) | Light on Dabih, then on all three of its forms in the second form | Only a sweeping stagger stops a prayer |
| 4 | Tegmine | Thor's Hammer (hammer) | Dark, then Earth | Barely takes damage until staggered |
| 5 | Elnath | Last Resort (tome) | Lightning, on every part | Two arms that decide what the body ignores |
| 6 | Alhena | Arcturus (firearm) | Water or Ice, by stance | Ignores magic, then physical, unless staggered |
| 7 | Sheratan | Wizard's Rod (rod) | Fire | Eats its fruits to grow stronger |
| 8 | Nunki | Fire Birch (whip) | A new element every stage, then Earth | Twice absorbs the element that broke the stage before |
| 9 | Sadalsuud | Tatenashi Armor (cuirass) | One element at a time | Every wing it loses makes it stronger |
| 10 | Vindemiatrix | Mirage Vest (garment) | Dark | Five bodies, the first acting five times a turn |
| 11 | Shaula | Lordly Robes (cloak) | Wind | Physical and magic modes |
| 12 | Brachium | Gold Hairpin (accessory) | Light | Instant Death that ignores resistance |
What the trials pay
A trial pays 30,000 EXP, 18,000 gil and a Mist X-Ether. An ultimate trial pays 200,000 EXP, 100,000 gil and an Elixir.
Every arm needs an ancient piece first
None of the twelve guardians will answer you without the matching ancient piece, and those pieces are scattered across the world — one comes from a Colosseum first win, one from a merchant ship, one from the Oblivion Palace, and three from the Mysidia Radar. Where each of the twelve comes from is on the legendary arms page.
The twelve arms
The arms split into 8 weapons, 3 armours and 1 accessory, and they are the endgame gear for every hero. Which hero can equip which arm is on the legendary arms page.