Experience and Efficiency by Item Rank
Rank Experience Efficiency
1 1,449 0.725
2 1,328 0.664
3 1,208 0.604
4 1,087 0.543
5 966 0.483
6 845 0.422
7 724 0.362
8 604 0.302
9 543 0.272
10 483 0.241
11 422 0.211
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Treasure: Containing Crystal Oscillator – 1 shown
The contents of the treasure; item names in italics indicate item which cannot be purchased, but which may be dropped by monsters or upgraded from purchased weapons or accessories; names in bold italics indicate items that can only be found or upgraded from other weapons or accessories that can only be found, and are therefore limited in number
Treasure
The location where this treasure can be found
Location
The specific map where this treasure can be found
Map
The first chapter in which this treasure can be found
Chapter
Details on exactly where to find this treasure
Notes
The contents of the treasure; item names in italics indicate item which cannot be purchased, but which may be dropped by monsters or upgraded from purchased weapons or accessories; names in bold italics indicate items that can only be found or upgraded from other weapons or accessories that can only be found, and are therefore limited in number
Treasure
The location where this treasure can be found
Location
The specific map where this treasure can be found
Map
The first chapter in which this treasure can be found
Chapter
Details on exactly where to find this treasure
Notes
Crystal Oscillators Mah'habara 11 On a ledge right of the path leading from the central area
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Missions: Where Crystal Oscillator can be won – 3 shown
Number Name
A-class missions are the toughest, while D-class missions are the easiest
Class
Where the Cie'th stone for this mission can be found; some missions in the Faultwarrens can be started from multiple different maps
Cie'th Stone Location
The target mark for this mission; if the mark is accompanied by any other monsters, these will be indicated on the mission page
Mark
The map on which the mark can be found
Mark Location
The reward obtained the first time you complete the mission; a secondary reward is given instead each time the mission is repeated
Reward
After a mission has been completed once, each subsequent completion of the mission will grant a number of components as a reward
Secondary Reward
Once you have completed at least two missions started at a waystone, you may freely teleport between the stones of any waystone missions you've completed; completing the mission associated with a paling stone will result in a barrier on the world map being removed, allowing access to a new area
Stone Type
Number Name
A-class missions are the toughest, while D-class missions are the easiest
Class
Where the Cie'th stone for this mission can be found; some missions in the Faultwarrens can be started from multiple different maps
Cie'th Stone Location
The target mark for this mission; if the mark is accompanied by any other monsters, these will be indicated on the mission page
Mark
The map on which the mark can be found
Mark Location
The reward obtained the first time you complete the mission; a secondary reward is given instead each time the mission is repeated
Reward
After a mission has been completed once, each subsequent completion of the mission will grant a number of components as a reward
Secondary Reward
Once you have completed at least two missions started at a waystone, you may freely teleport between the stones of any waystone missions you've completed; completing the mission associated with a paling stone will result in a barrier on the world map being removed, allowing access to a new area
Stone Type
31 Newfound Purpose B The Archylte SteppeThe Haerii Archaeopolis Pulsework Champion The Archylte SteppeThe Haerii Archaeopolis Perfect Conductors Crystal Oscillators Waystone
49 Tyrannicide A The FaultwarrensThe Sylphid Path Tyrant The FaultwarrensTitan's Throne Particle Accelerators Crystal Oscillators Normal
61 I, Juggernaut A The Archylte SteppeEastern Tors Juggernaut OerbaVillage Proper Royal Armlet Crystal Oscillators Normal
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Monsters: Which drop Crystal Oscillator – 1 shown
Unique monsters are only encountered during one-time plot encounters; mission monsters appear only during missions; the final bosses make up the last set of encounters in the game; eidolons are special monsters that are not defeated through sheer martial prowess; note that multiple monsters may have the same name, especially in the case of multi-stage bosses
Name
The monster's type, as indicated by the in-game datalog
Type
The monster's subtype, as indicated by the in-game datalog
Subtype
The monster's starting and maximum hit points
HP
The monster's strength; a standard physical attack will deal approximately this amount of damage
Strength
The monster's magic power; a typical magic attack will deal approximately this amount of damage
Magic
The monster's level
Level
A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0
Chain Resistance
When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%
Stagger Point
A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance
Stagger Index
The amount of CP earned by defeating this monster
CP
The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Common Drop
The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories
Rate
The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Rare Drop
The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories
Rate
The elements and status ailments that this monster is especially vulnerable to; the exact level of vulnerability is listed on the monster page
Weakness
The first chapter where you can encounter this monster
Chapter
Unique monsters are only encountered during one-time plot encounters; mission monsters appear only during missions; the final bosses make up the last set of encounters in the game; eidolons are special monsters that are not defeated through sheer martial prowess; note that multiple monsters may have the same name, especially in the case of multi-stage bosses
Name
The monster's type, as indicated by the in-game datalog
Type
The monster's subtype, as indicated by the in-game datalog
Subtype
The monster's starting and maximum hit points
HP
The monster's strength; a standard physical attack will deal approximately this amount of damage
Strength
The monster's magic power; a typical magic attack will deal approximately this amount of damage
Magic
The monster's level
Level
A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0
Chain Resistance
When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%
Stagger Point
A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance
Stagger Index
The amount of CP earned by defeating this monster
CP
The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Common Drop
The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories
Rate
The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Rare Drop
The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories
Rate
The elements and status ailments that this monster is especially vulnerable to; the exact level of vulnerability is listed on the monster page
Weakness
The first chapter where you can encounter this monster
Chapter
Megrim Thresher Militarized Units Armatures 1,017,000 1,216 1,216 10 80 300.0% 300 3,200 Gyroscope 25% Crystal Oscillator 5% Imperil 13
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Weapons: Which can be Dismantled into Crystal Oscillator – 15 shown
Special weapons cannot be found, and can only be purchased from special shops that must be unlocked; upgraded weapons are created with experience and catalysts; ultimate weapons are the highest level of upgrade; all ultimate weapons for a given character share a name, but have different statistics
Name
The party member that can use this weapon
Character
The passive ability granted by this weapon; purchaseable weapons with a passive ability will grant a superior version of that same ability once upgraded; not all passive abilities are helpful; if you hover over the ability name, the tooltip text will describe the ability's effect
Ability
This indicates the range of strength granted by this weapon; for non-purchaseable weapons, the low end of this range is based on the level the weapon will be created at; if you hover over the bonus range, the tooltip text will give you the exact per-level formula for the strength score
Strength
This indicates the range of magic granted by this weapon; for non-purchaseable weapons, the low end of this range is based on the level the weapon will be created at; if you hover over the bonus range, the tooltip text will give you the exact per-level formula for the magic score
Magic
Some weapons may contribute towards a synthesized ability; you will also need to equip at least one accessory with the same synthesized ability to gain its effects; details of the trigger requirements and effects of the synthesized ability can be found on its information page
Synthesizes
The cost to purchase this weapon from a retail network, if it is available for sale
Price
The amount of gil you would receive for selling the weapon to a retail shop at its minimum level; value increases as the weapon gains levels; if you hover over the value, the tooltip text will give you the exact per-level formula for the value
Value
Each weapon has an associated rank, which determines how much experience the weapon gains from components of any given rank; a higher-rank weapon typically requires more or higher-quality components to upgrade
Rank
The per-level cost to upgrade this weapon; this cost increases at each level past the first, as indicated by the formula
Upgrade Cost
A mastered weapon will be dismantled into these items; note that dismantling a weapon at a lower level will result in a considerably limited subset of this list
Dismantled To
The number of times this weapon can be upgraded; the weapon actually has one more level than the number listed, the master level, which is indicated by a ✩; note that for non-purchaseable weapons, some lower levels cannot actually be reached, since the weapon is created at a higher level
Levels
The total amount of experience required to take this weapon from zero experience at level 1 to level ✩; the full value is listed even for non-purchasable because the amount of experience accumulated on a master weapon is carried over when it is upgraded; for a breakdown of exactly how much experience is required to master a weapon from any given level, view its information page
Master EXP
The first chapter in which the weapon can be purchased, found, or upgraded from another weapon
Chapter
Special weapons cannot be found, and can only be purchased from special shops that must be unlocked; upgraded weapons are created with experience and catalysts; ultimate weapons are the highest level of upgrade; all ultimate weapons for a given character share a name, but have different statistics
Name
The party member that can use this weapon
Character
The passive ability granted by this weapon; purchaseable weapons with a passive ability will grant a superior version of that same ability once upgraded; not all passive abilities are helpful; if you hover over the ability name, the tooltip text will describe the ability's effect
Ability
This indicates the range of strength granted by this weapon; for non-purchaseable weapons, the low end of this range is based on the level the weapon will be created at; if you hover over the bonus range, the tooltip text will give you the exact per-level formula for the strength score
Strength
This indicates the range of magic granted by this weapon; for non-purchaseable weapons, the low end of this range is based on the level the weapon will be created at; if you hover over the bonus range, the tooltip text will give you the exact per-level formula for the magic score
Magic
Some weapons may contribute towards a synthesized ability; you will also need to equip at least one accessory with the same synthesized ability to gain its effects; details of the trigger requirements and effects of the synthesized ability can be found on its information page
Synthesizes
The cost to purchase this weapon from a retail network, if it is available for sale
Price
The amount of gil you would receive for selling the weapon to a retail shop at its minimum level; value increases as the weapon gains levels; if you hover over the value, the tooltip text will give you the exact per-level formula for the value
Value
Each weapon has an associated rank, which determines how much experience the weapon gains from components of any given rank; a higher-rank weapon typically requires more or higher-quality components to upgrade
Rank
The per-level cost to upgrade this weapon; this cost increases at each level past the first, as indicated by the formula
Upgrade Cost
A mastered weapon will be dismantled into these items; note that dismantling a weapon at a lower level will result in a considerably limited subset of this list
Dismantled To
The number of times this weapon can be upgraded; the weapon actually has one more level than the number listed, the master level, which is indicated by a ✩; note that for non-purchaseable weapons, some lower levels cannot actually be reached, since the weapon is created at a higher level
Levels
The total amount of experience required to take this weapon from zero experience at level 1 to level ✩; the full value is listed even for non-purchasable because the amount of experience accumulated on a master weapon is carried over when it is upgraded; for a breakdown of exactly how much experience is required to master a weapon from any given level, view its information page
Master EXP
The first chapter in which the weapon can be purchased, found, or upgraded from another weapon
Chapter
Omega Weapon Lightning Attack: ATB Charge II
132–315
132–315
- -
93,025 gil
11 3,300+297/lv 51 Iridium Plugs, 45 Mobius Coils, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,767,447 11
Omega Weapon Lightning -
104–210
352–723
- -
100,700 gil
11 3,300+297/lv 71 Polymer Emulsions, 35 Crystal Oscillators, 15 Perfect Conductors, 5 Ultracompact Reactors, Trapezohedron 99 1,767,447 11
Omega Weapon Lightning Improved Raise II
205–520
205–520
- -
101,300 gil
11 3,300+297/lv 51 Ferroelectric Films, 45 Superconductors, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,767,447 11
Omega Weapon Lightning Quick Stagger
183–508
183–508
- -
116,400 gil
11 3,300+297/lv 51 Chobham Armors, 45 Electrodes, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,767,447 12
Total Eclipses Sazh Augment Maintenance II
251–713
317–911
- -
84,137 gil
11 2,640+363/lv 51 Fiber-optic Cables, 45 Bomb Ashes, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 2,022,273 11
Total Eclipses Sazh Chain Bonus Boost II
172–610
178–616
- -
90,350 gil
11 2,640+363/lv 51 Radial Bearings, 45 Titanium Tubes, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 2,022,273 12
Total Eclipses Sazh Stagger Maintenance II
230–620
154–414
- -
120,950 gil
11 2,640+363/lv 51 Thrust Bearings, 45 Bomb Fragments, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 2,022,273 11
Save the Queen Snow Improved Guard II
185–510
185–510
- -
98,200 gil
11 3,333+286/lv 51 Iridium Plugs, 45 Ferroelectric Films, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,717,353 11
Save the Queen Snow Critical: Power Surge II
170–602
179–611
- -
66,875 gil
11 3,333+286/lv 51 Analog Circuits, 45 Chobham Armors, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,717,353 12
Save the Queen Snow Hindrance -
330–1050
- -
98,725 gil
11 3,333+286/lv 51 Tungsten Tubes, 45 Mobius Coils, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,717,353 11
Save the Queen Snow Improved Ward II
170–410
260–620
- -
134,615 gil
11 3,333+286/lv 51 Chobham Armors, 45 Ring Joints, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,717,353 11
Nue Hope Critical: Shield II
166–526
153–441
- -
70,010 gil
11 3,850+242/lv 51 Radial Bearings, 45 Superconductors, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,555,092 11
Nue Hope Siphon Boost II
193–513
265–713
- -
118,405 gil
11 3,850+242/lv 51 Gyroscopes, 45 Carburetors, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,555,092 12
Nue Hope Defense Maintenance II
113–305
265–713
- -
92,697 gil
11 3,850+242/lv 51 Tungsten Tubes, 45 Fiber-optic Cables, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,555,092 11
Nue Hope Fettered Magic
278–926
- - -
90,080 gil
11 3,850+242/lv 51 Titanium Tubes, 45 Tesla Turbines, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,555,092 11
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Accessories: Which can be Dismantled into Crystal Oscillator – 21 shown
Rare accessories cannot be purchased but may be dropped by monsters or upgraded from purchased accessories; unique accessories can only be found or upgraded from other unique accessories, and are therefore limited in number
Name
The passive ability granted by this accessory; the "X" in this name will be replaced with the accessory's current bonus, which is determined by its level
Ability
For accessories with a numerical bonus, this indicates the range that the bonus may grant; for accessories that can only be created via upgrade, the low end of this range is based on the level the new accessory will be created at; if you hover over the bonus range, the tooltip text will give you the exact per-level formula for the bonus
Bonus
Some accessories may contribute towards a synthesized ability; you will need to equip more than one accessory or weapon with the same synthesized ability to gain its effects; details of the trigger requirements and effects of the synthesized ability can be found on its information page
Synthesizes
The cost to purchase this accessory from a retail network, if it is available for sale
Price
The amount of gil you would receive for selling the accessory to a retail shop at its minimum level; value increases as the accessory gains levels; if you hover over the value, the tooltip text will give you the exact per-level formula for the value
Value
Each accessory has an associated rank, which determines how much experience the accessory gains from components of any given rank; a higher-rank accessory typically requires more or higher-quality components to upgrade
Rank
The per-level cost to upgrade this accessory; this cost increases at each level past the first, as indicated by the formula
Upgrade Cost
The number of times this accessory can be upgraded; the accessory actually has one more level than the number listed, the master level, which is indicated by a ✩; note that for accessories that must be created viw upgrade, some lower levels cannot actually be reached, since the accessory is created at a higher level
Levels
The total amount of experience required to take this accessory from zero experience at level 1 to level ✩; the full value is listed even for accessories that only appear above level 1 because the amount of experience accumulated on a master accessory is carried over when it is upgraded; for a breakdown of exactly how much experience is required to master an accessory from any given level, view its information page
Master EXP
A mastered accessory will be dismantled into these items; note that dismantling an accessory at a lower level will result in a considerably limited subset of this list
Dismantled To
The first chapter in which the accessory can be purchased, found, or upgraded from another accessory
Chapter
Rare accessories cannot be purchased but may be dropped by monsters or upgraded from purchased accessories; unique accessories can only be found or upgraded from other unique accessories, and are therefore limited in number
Name
The passive ability granted by this accessory; the "X" in this name will be replaced with the accessory's current bonus, which is determined by its level
Ability
For accessories with a numerical bonus, this indicates the range that the bonus may grant; for accessories that can only be created via upgrade, the low end of this range is based on the level the new accessory will be created at; if you hover over the bonus range, the tooltip text will give you the exact per-level formula for the bonus
Bonus
Some accessories may contribute towards a synthesized ability; you will need to equip more than one accessory or weapon with the same synthesized ability to gain its effects; details of the trigger requirements and effects of the synthesized ability can be found on its information page
Synthesizes
The cost to purchase this accessory from a retail network, if it is available for sale
Price
The amount of gil you would receive for selling the accessory to a retail shop at its minimum level; value increases as the accessory gains levels; if you hover over the value, the tooltip text will give you the exact per-level formula for the value
Value
Each accessory has an associated rank, which determines how much experience the accessory gains from components of any given rank; a higher-rank accessory typically requires more or higher-quality components to upgrade
Rank
The per-level cost to upgrade this accessory; this cost increases at each level past the first, as indicated by the formula
Upgrade Cost
The number of times this accessory can be upgraded; the accessory actually has one more level than the number listed, the master level, which is indicated by a ✩; note that for accessories that must be created viw upgrade, some lower levels cannot actually be reached, since the accessory is created at a higher level
Levels
The total amount of experience required to take this accessory from zero experience at level 1 to level ✩; the full value is listed even for accessories that only appear above level 1 because the amount of experience accumulated on a master accessory is carried over when it is upgraded; for a breakdown of exactly how much experience is required to master an accessory from any given level, view its information page
Master EXP
A mastered accessory will be dismantled into these items; note that dismantling an accessory at a lower level will result in a considerably limited subset of this list
Dismantled To
The first chapter in which the accessory can be purchased, found, or upgraded from another accessory
Chapter
Adamant Bangle HP: +X
800–1500
Damage Wall -
50,000 gil
9 1,350+477/lv 35 331,065 13 Superchargers, 8 Perfect Conductors, 3 Crystal Oscillators, Particle Accelerator, Platinum Bangle 11
Wurtzite Bangle HP: +X
2430–3000
- -
177,838 gil
10 1,600+580/lv 50 790,500 20 Superchargers, 14 Perfect Conductors, 5 Crystal Oscillators, Ultracompact Reactor, Diamond Bangle 11
Magistral Crest Magic: +X
280–300
Magic Damper -
36,180 gil
10 2,600+1060/lv 10 73,700 19 Dusklight Dew, 14 White Mycelia, 8 Crystal Oscillators, Magician's Mark 11
Imperial Armlet Resist Damage: +X%
10–20
- -
50,000 gil
10 1,500+330/lv 5 10,800 10 Crystal Oscillators, Perovskite, Royal Armlet 11
Shield Talisman Auto-Protect - Physical Wall -
6,000 gil
5 1,500 1 1,500 10 Moistened Scales, 5 Seapetal Scales, 3 Crystal Oscillators 7
Soulfont Talisman Auto-Shell - Magic Wall -
6,000 gil
5 1,500 1 1,500 10 Segmented Carapaces, 5 Iron Shells, 3 Crystal Oscillators 7
Shrouding Talisman Auto-Veil - Buff Duration -
6,000 gil
5 1,500 1 1,500 10 Torn Leathers, 5 Thickened Hides, 3 Crystal Oscillators 7
Morale Talisman Auto-Bravery - Physical Wall -
6,000 gil
5 1,500 1 1,500 10 Begrimed Claws, 5 Bestial Claws, 3 Crystal Oscillators 10
Blessed Talisman Auto-Faith - Magic Wall -
6,000 gil
5 1,500 1 1,500 10 Shattered Bones, 5 Sturdy Bones, 3 Crystal Oscillators 9
Battle Talisman Auto-Vigilance - Vampiric Strike -
6,000 gil
5 1,500 1 1,500 10 Gummy Oils, 5 Fragrant Oils, 3 Crystal Oscillators 11
Flameshield Earring Auto-Barfire - Fire Damage -
4,000 gil
5 1,500 1 1,500 Chipped Fangs, 6 Wicked Fangs, 3 Crystal Oscillators 11
Frostshield Earring Auto-Barfrost - Ice Damage -
4,000 gil
5 1,500 1 1,500 Murky Oozes, 6 Vibrant Oozes, 3 Crystal Oscillators 11
Sparkshield Earring Auto-Barthunder - Lightning Damage -
4,000 gil
5 1,500 1 1,500 Fractured Horns, 6 Spined Horns, 3 Crystal Oscillators 11
Aquashield Earring Auto-Barwater - Water Damage -
4,000 gil
5 1,500 1 1,500 Strange Fluids, 6 Enigmatic Fluids, 3 Crystal Oscillators 11
Sprint Shoes Auto-Haste - ATB Rate -
6,000 gil
5 1,500 1 1,500 Severed Wings, 6 Scaled Wings, 3 Crystal Oscillators 10
Fire Charm Random: Fire Eater - Fire Damage -
7,500 gil
5 750 1 750 Ember Ring, 10 Chocobo Plumes, 3 Crystal Oscillators 11
Ice Charm Random: Ice Eater - Ice Damage -
7,500 gil
5 750 1 750 Frost Ring, 10 Chocobo Plumes, 3 Crystal Oscillators 11
Lightning Charm Random: Lightning Eater - Lightning Damage -
7,500 gil
5 750 1 750 Spark Ring, 10 Chocobo Plumes, 3 Crystal Oscillators 11
Water Charm Random: Water Eater - Water Damage -
7,500 gil
5 750 1 750 Aqua Ring, 10 Chocobo Plumes, 3 Crystal Oscillators 11
Wind Charm Random: Wind Eater - Wind Damage -
7,500 gil
5 750 1 750 Zephyr Ring, 10 Chocobo Plumes, 3 Crystal Oscillators 11
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