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Weapons: Which can be Upgraded with Uraninite – 14 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
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
If this weapon is mastered and upgraded, it turns into a more powerful weapon; because accumulated experience is carried over, the new weapon will be created above level 1, as indicated here
Upgraded To
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
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
If this weapon is mastered and upgraded, it turns into a more powerful weapon; because accumulated experience is carried over, the new weapon will be created above level 1, as indicated here
Upgraded To
The first chapter in which the weapon can be purchased, found, or upgraded from another weapon
Chapter
Gladius Lightning -
25–175
13–88
Physical Wall 7,100 gil
3,550 gil
4 800+116/lv 25 54,800 Helter-skelter Lv.19 2
Hauteclaire Lightning Stagger Lock
13–138
13–138
Random: Instant Chain 20,000 gil
10,000 gil
4 800+116/lv 25 54,800 Durandal Lv.19 11
Rigels Sazh Stagger Lock
10–160
15–165
Random: Instant Chain 19,000 gil
9,500 gil
4 800+116/lv 25 54,800 Polaris Specials Lv.19 10
Antares Deluxes Sazh Chain Bonus Boost
12–92
18–98
ATB Rate 22,000 gil
11,000 gil
4 800+116/lv 20 38,040 Fomalhaut Elites Lv.15 12
Rebel Heart Snow Critical: Power Surge
5–65
10–70
Low HP: Power Surge 11,000 gil
5,500 gil
4 800+116/lv 20 38,040 Warrior's Emblem Lv.15 12
Feymark Snow Enfeeblement -
30–130
Magic Damper 25,000 gil
12,500 gil
4 800+116/lv 20 38,040 Soul Blazer Lv.15 10
Airwing Hope Critical: Shield
18–98
12–72
Low HP: Power Surge 10,000 gil
5,000 gil
4 400+76/lv 20 22,440 Skycutter Lv.10 1
Simurgh Hope Stifled Magic
28–168
- Ethereal Mantle 21,200 gil
10,600 gil
4 800+116/lv 20 38,040 Tezcatlipoca Lv.15 11
Alicanto Hope Stagger Lock
10–110
10–110
Random: Instant Chain 18,000 gil
9,000 gil
4 800+116/lv 25 54,800 Caladrius Lv.19 10
Belladonna Wand Vanille Improved Debuffing
5–65
11–131
Buff Duration 31,200 gil
15,600 gil
4 800+116/lv 20 38,040 Malboro Wand Lv.15 6
Heavenly Axis Vanille Stagger Lock
5–80
11–161
Random: Instant Chain 24,000 gil
12,000 gil
4 800+116/lv 25 54,800 Abraxas Lv.19 11
Dragoon Lance Fang Stifled Magic
39–179
- Ethereal Mantle 230,000 gil
11,500 gil
4 800+116/lv 20 38,040 Dragonhorn Lv.14 11
Shamanic Spear Fang Enfeeblement -
47–187
Magic Damper 23,000 gil
11,500 gil
4 800+116/lv 20 38,040 Heretic's Halberd Lv.15 11
Taming Pole Fang Stagger Lock
23–148
23–148
Random: Instant Chain 27,000 gil
13,500 gil
4 800+116/lv 25 54,800 Venus Gospel Lv.19 11
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Accessories: Which can be Upgraded with Uraninite – 14 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
If this accessory is mastered and upgraded, it turns into another accessory; because accumulated experience is carried over, the new accessory will usually be created above level 1, as indicated here
Upgraded 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
If this accessory is mastered and upgraded, it turns into another accessory; because accumulated experience is carried over, the new accessory will usually be created above level 1, as indicated here
Upgraded To
The first chapter in which the accessory can be purchased, found, or upgraded from another accessory
Chapter
Gold Bangle HP: +X
250–350
Magic Wall 9,000 gil
4,500 gil
5 550+165/lv 10 12,925 Mythril Bangle Lv.9 7
Brawler's Wristband Strength: +X
50–120
Physical Wall 3,000 gil
1,500 gil
4 1,040+424/lv 10 29,480 Warrior's Wristband Lv.8 4
Shaman's Mark Magic: +X
50–120
Magic Wall 3,000 gil
1,500 gil
4 1,040+424/lv 10 29,480 Sorcerer's Mark Lv.8 4
Black Belt Resist Physical: +X%
10–20
Physical Wall 4,500 gil
2,250 gil
3 480+198/lv 5 4,380 General's Belt Lv.4 4
Rune Bracelet Resist Magic: +X%
10–20
Magic Wall 4,500 gil
2,250 gil
3 480+198/lv 5 4,380 Witch's Bracelet Lv.4 4
Blaze Ring Resist Fire: +X%
25–35
Fire Damage -
3,000 gil
4 500+112/lv 5 3,620 Salamandrine Ring Lv.4 4
Icicle Ring Resist Ice: +X%
29–35
Ice Damage -
3,174 gil
4 500+112/lv 5 3,620 Boreal Ring Lv.4 11
Fulmen Ring Resist Lightning: +X%
25–35
Lightning Damage -
3,000 gil
4 500+112/lv 5 3,620 Raijin Ring Lv.4 4
Riptide Ring Resist Water: +X%
25–35
Water Damage -
3,000 gil
4 500+112/lv 5 3,620 Nereid Ring Lv.4 6
Gale Ring Resist Wind: +X%
25–35
Wind Damage -
3,000 gil
4 500+112/lv 5 3,620 Sylphid Ring Lv.4 11
Siltstone Ring Resist Earth: +X%
25–35
Earth Damage -
3,000 gil
4 500+112/lv 5 3,620 Gaian Ring Lv.4 11
Survivalist Catalog Shroud Scavenger - Random: Instant Chain -
3,500 gil
5 875 1 875 Collector Catalog Lv.1 11
Hunter's Friend Kill: Libra - Random: Instant Chain -
2,500 gil
5 875 1 875 Speed Sash Lv.1 11
Entite Ring Resist Elements: +X%
10–25
- 120,000 gil
60,000 gil
5 800+185/lv 15 31,425 Goddess's Favor Lv.✩ 9
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Treasure: Containing Uraninite – 2 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
Uraninite Sulyya Springs 11 On the first platform created by the cutscene, guarded by Ceratoraptors and Orobons
Uraninite Orphan's Cradle 13 Section 2: At the end of the right-side fork
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Missions: Where Uraninite can be won – 4 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
29 Faltering Faith B Mah'habaraMaw of the Abyss Juggernaut Taejin's TowerThe Palisades Uraninite Mobius Coils Normal
30 Syphax, the Insidious B The Archylte SteppeThe Haerii Oldroad Syphax Mah'habaraAbandoned Dig Uraninite Bomb Cores Paling
36 Dark Deliverance C The FaultwarrensPrimeval Crossroads Amam The FaultwarrensA Dance of Shadow Uraninite Bomb Shells Normal
57 What's Yours Is Brine C The Archylte SteppeEastern Tors Sahagin Vallis MediaAtzilut's Tears Uraninite Bomb Shells Normal
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Monsters: Which drop Uraninite – 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
Havoc Skytank Militarized Units Armatures 441,000 218 - 56 95 - 5,394 1,800 Uraninite 100% - - - 7
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Weapons: Which can be Dismantled into Uraninite – 4 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
Lionheart Lightning Quick Stagger
8–68
8–68
Random: Instant Chain 28,000 gil
14,000 gil
6 1,500+174/lv Ceramic Armors, Uraninite 20 63,060 12
Ultima Weapon Lightning Quick Stagger
83–213
83–213
Random: Instant Chain -
43,750 gil
8 2,600+232/lv 12 Chobham Armors, Uraninite, Lionheart 40 284,960 12
Sacrificial Circle Snow Paper Tiger
41–266
41–266
Damage Wall 210,000 gil
10,500 gil
6 1,500+174/lv 13 Tungsten Tubes, Uraninite 25 89,700 11
Indomitus Snow Silk Tiger
196–565
196–565
Damage Wall -
39,175 gil
8 2,600+232/lv 18 Titanium Tubes, 2 Uraninites, Sacrificial Circle 60 566,640 11
Links Scroll Column What is this?

About the Reference Column

The Reference Column is a convenience feature that will appear if your browser has enough space to show it. A list of every card referenced on the page will appear here, and you can use them as a quick reference to get more details about anything listed on the page. You can also perform searches with this column.

Each time you look at a new card, all the cards it references are added to the Reference Column as well. In this way, you can find all the information you might need for a particular area, item, or monster without ever leaving the page! If you click on any link on a card in the Reference Column, the column will scroll to that card rather than opening a new page. You can always click a card header to open that card's page.

The "Links Scroll Column" checkbox will determine whether clicking links outside the Reference Column will scroll the Reference Column (when checked) or simply load the linked page (when unchecked). This feature is only on by default on individual card pages.

Quick Find results will be added to the current list. Click "Quick Find" again to cycle through the results for the current search.