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Maps: In The Archylte Steppe – 13 shown
The location where this map is found
Location
Map
The chapter in which this map is visited
Chapter
The number of save points found on this map
Save Points
The number of treasures to find on this map
Treasures
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Treasure: Found in The Archylte Steppe – 52 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 specific map where this treasure can be found
Map
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 specific map where this treasure can be found
Map
Details on exactly where to find this treasure
Notes
Rod of Thorns On a small raised area, guarded by Gorgonopsids
Lightning Charm In the corner field right of the Southern Funnelway entrance, guarded by Flans and a Dire Flan
Wind Charm In a gap in the northeast part of the area, guarded by Rangdas
Zephyr Ring Near Cie'th stone 03, guarded by Rangdas
11 Monstrous Fangs Across from the save point
Gold Nugget In an eastern alcove, guarded by an Adamanchelid
Gold Nugget In a western alcove, guarded by an Adamanchelid
Platinum Bangles In a northern alcove, guarded by Behemoth Kings
Severed Wings North of the outcropping with three ridges around it
Librascopes On a ledge overlooking the western area
2,615 Gil Near the lake
Millerite On a ledge overhanging the westernmost area, guarded by Rangdas
Fire Charm Near some ruins on a ledge in the westernmost area, guarded by Rangdas
Ice Charm Near some ruins in the westernmost area, guarded by Rangdas and a Leyak
Smooth Hides Near some ruins in the westernmost area, guarded by Leyaks and a Rangda
Seapetal Scales In the chocobo area
Water Charm At the far end of the area, guarded by Sahagins
Chocobo Tail Feather (repeatable) Examine the floating sparkle (marked on the map)
Scarletite Atop the ridge west of the lake, requires a chocobo
Mnar Stones On an island in the lake, requires a chocobo
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Monsters: Found in The Archylte Steppe – 32 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
Adamanchelid Feral Creatures Oretoises 956,250 1,292 861 5 25 450.0% 140 4,550 Gold Dust 25% Scarletite 1% Ice 11
Adamantoise Feral Creatures Oretoises 5,343,000 11,537 5,916 13 100 500.0% 12,000 40,000 Platinum Ingot 25% Trapezohedron 1% - 11
Amphisbaena Feral Creatures Wyverns 360,000 569 366 6 20 350.0% 94 3,500 Severed Wing 25% Abominable Wing 5% Lightning, Wind 11
Behemoth King Feral Creatures Behemoths 487,620 943 825 12 60 650.0% 413 4,000 Begrimed Claw 25% Gargantuan Claw 5% - 11
Cactuar Feral Creatures Cactuars 777,777 777 - 7 77 777.0% 883 5,000 Chocobo Plume 5% Cactuar Doll 1% Fire, Earth 11
Cactuar Prime Feral Creatures Cactuars 777,777 777 - 7 100 777.0% 20,310 15,000 Chocobo Plume 25% Cactuar Doll 1% Fire, Earth 11
Dire Flan Feral Creatures Flan 169,200 463 171 4 60 200.0% 75 960 Murky Ooze 25% Transparent Ooze 5% Fire, Slow, Curse 11
Flan Feral Creatures Flan 28,800 166 105 7 40 200.0% 50 440 Murky Ooze 25% Transparent Ooze 5% Fire, Slow, Curse 11
Giant Cactuar Feral Creatures Cactuars 777,777 777 - 7 87 777.0% 1,562 10,000 Chocobo Plume 10% Cactuar Doll 1% Fire, Earth 11
Goblin Feral Creatures Goblins 86,400 650 49 7 30 250.0% 64 910 Fractured Horn 25% Fiendish Horn 5% Curse 11
Goblin Chieftan Feral Creatures Goblins 216,000 1,230 98 7 60 250.0% 113 1,400 Fractured Horn 25% Fiendish Horn 5% Curse 11
Gorgonopsid Feral Creatures Beasts 30,600 225 93 5 10 160.0% 20 440 Chipped Fang 25% Monstrous Fang 5% Ice 11
Left Foreleg Feral Creatures Oretoises 356,200 11,537 5,916 6 20 300.0% 75 - - - - - - 11
Left Foreleg Feral Creatures Oretoises 1,080,000 13,043 12,724 6 20 450.0% 131 - - - - - - 11
Leyak Feral Creatures Spooks 15,300 108 154 1 10 150.0% 17 440 Torn Leather 25% Smooth Hide 5% Ice, Water, Deprotect, Pain 11
Long Gui Feral Creatures Oretoises 16,200,000 13,043 12,724 7 100 700.0% 18,000 100,000 Platinum Ingot 25% Trapezohedron 5% - 11
Megistotherian Feral Creatures Beasts 438,480 904 550 7 10 450.0% 117 2,600 Chipped Fang 25% Monstrous Fang 5% Fire 11
Microchu Feral Creatures Ochu 114,750 300 - 6 4 444.0% 107 1,300 Chocobo Plume 25% Gloomstalk 5% Fire, Earth 11
Monstrous Flan Feral Creatures Flan 247,500 762 295 6 90 200.0% 300 2,000 Murky Ooze 25% Transparent Ooze 5% Fire, Slow, Curse 11
Navidon Feral Creatures Armadillons 242,550 872 1,491 7 85 125.0% 50 1,900 Segmented Carapace 25% Regenerating Carapace 5% - 11
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Items: Found in The Archylte Steppe – 1 shown
Rare items cannot be purchased, but may be dropped by monsters or gained by dismantling weapons or accessories
Name
Consumable items are used in combat, while shrouds are used while exploring
Type
The cost to purchase this item from a retail network, if it is available for sale
Price
The amount of gil you receive if you sell this item to a retail shop
Value
The status ailment this item cures during combat
Cure Status
The first chapter in which this item can be purchased or found
Chapter
Rare items cannot be purchased, but may be dropped by monsters or gained by dismantling weapons or accessories
Name
Consumable items are used in combat, while shrouds are used while exploring
Type
The cost to purchase this item from a retail network, if it is available for sale
Price
The amount of gil you receive if you sell this item to a retail shop
Value
The status ailment this item cures during combat
Cure Status
The first chapter in which this item can be purchased or found
Chapter
Librascope Consumable 10,000 gil 500 gil - 3
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Weapons: Found in The Archylte Steppe – 1 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
When a weapon is mastered, you may use this catalyst to upgrade it into a new weapon
Catalyst
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
When a weapon is mastered, you may use this catalyst to upgrade it into a new weapon
Catalyst
The first chapter in which the weapon can be purchased, found, or upgraded from another weapon
Chapter
Rod of Thorns Vanille -
6–131
6–131
Magic Wall 3,000 gil
1,500 gil
3 420+75/lv 25 33,000 Orochi Rod Lv.13 Perovskite 11
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Accessories: Found in The Archylte Steppe – 16 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
When an accessory is mastered, you may use this catalyst to upgrade it into a new accessory
Catalyst
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
When an accessory is mastered, you may use this catalyst to upgrade it into a new accessory
Catalyst
The first chapter in which the accessory can be purchased, found, or upgraded from another accessory
Chapter
Platinum Bangle HP: +X
400–600
Physical Wall 48,000 gil
24,000 gil
7 910+301/lv 20 75,390 Diamond Bangle Lv.18 Scarletite 10
Witch's Bracelet Resist Magic: +X%
15–25
Magic Wall 12,000 gil
6,000 gil
6 960+396/lv 10 27,420 Magus's Bracelet Lv.8 Adamantite 7
Zephyr Ring Resist Wind: +X%
20–30
Wind Damage -
1,000 gil
2 200+26/lv 5 1,260 Gale Ring Lv.3 Cobaltite 11
Clay Ring Resist Earth: +X%
20–30
Earth Damage -
1,000 gil
2 200+26/lv 5 1,260 Siltstone Ring Lv.3 Cobaltite 11
Tetradic Crown Critical: Tetradefense - - -
15,000 gil
4 1,000 1 1,000 Tetradic Tiara Lv.1 Scarletite 10
Tetradic Tiara Auto-Tetradefense - - -
40,000 gil
8 2,000 1 2,000 - - 10
Collector Catalog Item Scavenger - - 100,000 gil
50,000 gil
6 1,050 1 1,050 Connoisseur Catalog Lv.1 Mnar Stone 10
Speed Sash Kill: ATB Charge - Random: Instant Chain 10,000 gil
5,000 gil
6 1,050 1 1,050 Energy Sash Lv.1 Mnar Stone 11
Fire Charm Random: Fire Eater - Fire Damage -
7,500 gil
5 750 1 750 Twenty-sided Die Lv.1 Mnar Stone 11
Ice Charm Random: Ice Eater - Ice Damage -
7,500 gil
5 750 1 750 Twenty-sided Die Lv.1 Mnar Stone 11
Lightning Charm Random: Lightning Eater - Lightning Damage -
7,500 gil
5 750 1 750 Twenty-sided Die Lv.1 Mnar Stone 11
Water Charm Random: Water Eater - Water Damage -
7,500 gil
5 750 1 750 Twenty-sided Die Lv.1 Mnar Stone 11
Wind Charm Random: Wind Eater - Wind Damage -
7,500 gil
5 750 1 750 Twenty-sided Die Lv.1 Mnar Stone 11
Earth Charm Random: Earth Eater - Earth Damage -
7,500 gil
5 750 1 750 Twenty-sided Die Lv.1 Mnar Stone 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.✩ Uraninite 9
Ribbon Resilience: +X%
20–25
- -
10 gil
9 2,520+783/lv 5 20,430 Super Ribbon Lv.4 Dark Matter 9
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Components: Found in The Archylte Steppe – 25 shown
Rare components cannot be purchased, but may be dropped by monsters or found in other ways; premium catalysts are sold at exorbitant prices and are generally easier to find than buy; money components are not intended for use in upgrades, but rather to be sold in shops for a profit
Name
Organic components typically yield a small amount of experience, but always add to a weapon or accessory's multiplier bonus; mechanical components reduce the multiplier bonus but offer a large amount of experience for their cost; catalysts cannot be used for experience, but instead are used to upgrade mastered weapons or accessories to a new form
Type
This column shows the amount of experience gained by using one of this component; you can select which rank to view experience for, or use the average value across all ranks; the average value is not necessarily indicative of the best component for a given rank, but it is a solid guideline; base experience is the amount of experience a component yields when used on a weapon or accessory of the same rank as the component; this number is provided for reference, but should not be used as a comparison between components.
EXP
Each component has a rank which can modify its base experience value based on the rank of the weapon or accessory being upgraded; components yield bonus experience when used to upgrade lower-ranked items, but incur a heavy penalty when used to upgrade higher-ranked items
Rank
This column shows different effects of the multiplier bonus for this component; organic components have a positive bonus, while mechanical components have a penalty; whenever a weapon or accessory's total multiplier bonus reaches a certain level, its experience multiplier will change; you can select to see the number of components it will require to go from no bonus to any particular multiplier (×1.25, ×1.5, ×1.75, ×2, ×3); note that if any of these options are selected, mechanical components will have no value, since no number of them will increase your bonus; clicking the ◊ icon will allow you to sort by these values.
The cost to purchase this component from a retail network, if it is available for sale
Price
The amount of gil you receive if you sell this component to a retail shop; note that catalysts typically sell for a small fraction of their worth compared to other component types
Value
The ratio of experience gained to gil value of the component for the currently selected experience value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; this column is hidden when viewing base experience, because it is not an accurate measure; as a general rule, you want to buy mechanical components with as high an efficiency rating as possible; any mechanical component with an efficiency less than half of the highest purchaseable component should optimally be sold rather than used for experience; this value is of minimal importance for organic components
EXP/Gil
For organic components, this is the ratio of multiplier bonus to gil value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; as a general rule, you want to buy organic components with as high an efficiency rating as possible; any organic component with an efficiency less than half of the highest purchaseable component should probably be sold rather than used to increase a multiplier
Mult./Gil
The first chapter in which this component can be purchased or found
Chapter
Rare components cannot be purchased, but may be dropped by monsters or found in other ways; premium catalysts are sold at exorbitant prices and are generally easier to find than buy; money components are not intended for use in upgrades, but rather to be sold in shops for a profit
Name
Organic components typically yield a small amount of experience, but always add to a weapon or accessory's multiplier bonus; mechanical components reduce the multiplier bonus but offer a large amount of experience for their cost; catalysts cannot be used for experience, but instead are used to upgrade mastered weapons or accessories to a new form
Type
This column shows the amount of experience gained by using one of this component; you can select which rank to view experience for, or use the average value across all ranks; the average value is not necessarily indicative of the best component for a given rank, but it is a solid guideline; base experience is the amount of experience a component yields when used on a weapon or accessory of the same rank as the component; this number is provided for reference, but should not be used as a comparison between components.
EXP
Each component has a rank which can modify its base experience value based on the rank of the weapon or accessory being upgraded; components yield bonus experience when used to upgrade lower-ranked items, but incur a heavy penalty when used to upgrade higher-ranked items
Rank
This column shows different effects of the multiplier bonus for this component; organic components have a positive bonus, while mechanical components have a penalty; whenever a weapon or accessory's total multiplier bonus reaches a certain level, its experience multiplier will change; you can select to see the number of components it will require to go from no bonus to any particular multiplier (×1.25, ×1.5, ×1.75, ×2, ×3); note that if any of these options are selected, mechanical components will have no value, since no number of them will increase your bonus; clicking the ◊ icon will allow you to sort by these values.
The cost to purchase this component from a retail network, if it is available for sale
Price
The amount of gil you receive if you sell this component to a retail shop; note that catalysts typically sell for a small fraction of their worth compared to other component types
Value
The ratio of experience gained to gil value of the component for the currently selected experience value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; this column is hidden when viewing base experience, because it is not an accurate measure; as a general rule, you want to buy mechanical components with as high an efficiency rating as possible; any mechanical component with an efficiency less than half of the highest purchaseable component should optimally be sold rather than used for experience; this value is of minimal importance for organic components
EXP/Gil
For organic components, this is the ratio of multiplier bonus to gil value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; as a general rule, you want to buy organic components with as high an efficiency rating as possible; any organic component with an efficiency less than half of the highest purchaseable component should probably be sold rather than used to increase a multiplier
Mult./Gil
The first chapter in which this component can be purchased or found
Chapter
Seapetal Scale Organic 11 3 +11 - 40 gil 0.138 0.138 7
Monstrous Fang Organic 29 6 +20 150 gil 75 gil 0.193 0.133 7
Severed Wing Organic 3 1 +6 - 15 gil 0.100 0.200 6
Diabolic Tail Organic 27 6 +21 150 gil 75 gil 0.180 0.140 7
Smooth Hide Organic 25 5 +16 150 gil 75 gil 0.167 0.107 7
Scraggly Wool Organic 2 1 +7 - 15 gil 0.067 0.233 7
Rough Wool Organic 10 3 +13 - 40 gil 0.125 0.163 4
Thick Wool Organic 21 5 +18 - 75 gil 0.140 0.120 11
Fluffy Wool Organic 36 7 +27 - 110 gil 0.164 0.123 11
Fractured Horn Organic 3 1 +6 - 15 gil 0.100 0.200 6
Dawnlight Dew Organic 12 2 +31 - 500 gil 0.012 0.031 4
Dusklight Dew Organic 29 3 +42 - 850 gil 0.017 0.025 9
Gloomstalk Organic 34 4 +46 - 1,000 gil 0.017 0.023 4
Chocobo Plume Organic 7 3 +34 - 20 gil 0.175 0.850 9
Chocobo Tail Feather Organic 32 5 +58 - 50 gil 0.320 0.580 9
Cactuar Doll Mechanical 1 10 −1 - 12,000 gil 0.000 - 11
Moogle Puppet Mechanical 1 10 −1 - 18,000 gil 0.000 - 11
Plush Chocobo Mechanical 1 10 −1 - 35,000 gil 0.000 - 11
Millerite Catalyst - 2 - 3,000 gil 1,000 gil - - 3
Rhodochrosite Catalyst - 3 - 8,000 gil 2,000 gil - - 7
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r M m R
Missions: Found in The Archylte Steppe – 29 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
01 Pond Scum D The Archylte SteppeCentral Expanse Ectopudding The Archylte SteppeCentral Expanse Energy Sash Bomb Cores Normal
02 Goodwill Hunting D The Archylte SteppeCentral Expanse Uridimmu The Archylte SteppeCentral Expanse Cobaltite Bomb Shells Normal
03 Massif Contamination D The Archylte SteppeCentral Expanse Ugallu Yaschas MassifThe Tsubaddran Highlands Platinum Bangle Bomb Cores Normal
09 Heave-ho C The Archylte SteppeCentral Expanse Kaiser Behemoth The Archylte SteppeCentral Expanse Rhodochrosite Bomb Cores Waystone
10 Hollow Hope C The Archylte SteppeCentral Expanse Ambling Bellows The Archylte SteppeNorthern Highplain Superconductors Thrust Bearings Normal
11 Pride Before a Fall C The Archylte SteppeNorthern Highplain Adroa The Archylte SteppeCentral Expanse Frost Rings Bomb Shells Normal
12 Geiseric, the Profane C The Archylte SteppeArid Strath Geiseric The Archylte SteppeWestern Benchland Royal Armlet Bomb Cores Paling
13 Eternity Unpromised C The Archylte SteppeCentral Expanse Goblin Chieftan The Archylte SteppeNorthern Highplain Cobaltite Bomb Shells Normal
14 Defender of the Flock C The Archylte SteppeWestern Benchland Sahagin The Archylte SteppeThe Font of Namva Gysahl Reins Bomb Shells Normal
15 Tribal Warfare C The Archylte SteppeCentral Expanse Goblin Chieftan The Archylte SteppeNorthern Highplain Survivalist Catalog Bomb Shells Normal
16 Surrogate Slayer B The Archylte SteppeEastern Tors Sahagin The Archylte SteppeThe Font of Namva Rhodochrosite Bomb Shells Normal
17 A Widow's Wrath B The Archylte SteppeNorthern Highplain Pulsework Champion The Archylte SteppeNorthern Highplain Perfect Conductors Piezoelectric Elements Waystone
18 So Close, Yet So Far C Mah'habaraTwilit Cavern Ambling Bellows The Archylte SteppeWestern Benchland Sorcerer's Mark Piezoelectric Elements Waystone
30 Syphax, the Insidious B The Archylte SteppeThe Haerii Oldroad Syphax Mah'habaraAbandoned Dig Uraninite Bomb Cores Paling
31 Newfound Purpose B The Archylte SteppeThe Haerii Archaeopolis Pulsework Champion The Archylte SteppeThe Haerii Archaeopolis Perfect Conductors Crystal Oscillators Waystone
32 And Then There Was One B Vallis MediaEarthen Bosom Amam The Archylte SteppeWestern Benchland Glass Buckle Bomb Shells Normal
33 A Parent's Pledge B The Archylte SteppeThe Haerii Archaeopolis Adamanchelid The Archylte SteppeEastern Tors White Cape Bomb Shells Normal
34 Zenobia, the Butcher B The Archylte SteppeWay of the Ancients Zenobia The Archylte SteppeThe Haerii Archaeopolis Hermes Sandals Bomb Cores Paling
52 Head in the Clouds A The Archylte SteppeWestern Benchland Zirnitra The Archylte SteppeEastern Tors Gale Ring Bomb Cores Normal
54 The Bigger They Are... B The Archylte SteppeNorthern Highplain Gigantuar The Archylte SteppeEastern Tors Cactuar Doll Chocobo Plumes Normal
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