Weapons: Which Synthesize Vampiric Strike – 6 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
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
Organyx Lightning Leadenstrike 37–187 37–187 280,000 gil
14,000 gil
2 300+42/lv 25 20,100 Apocalypse Lv.14 Cobaltite 11
Aldebarans Sazh Leadenstrike - 40–265 263,000 gil
13,150 gil
2 300+42/lv 25 20,100 Sadalmeliks Lv.14 Cobaltite 11
Tigerclaw Vanille Leadenstrike 23–198 23–198 300,000 gil
15,000 gil
2 300+42/lv 25 20,100 Wyrmfang Lv.14 Cobaltite 11
Apocalypse Lightning Ironstrike 128–410 128–410 -
38,428 gil
4 800+116/lv 60 253,320 Omega Weapon Lv.33 Trapezohedron 11
Sadalmeliks Sazh Ironstrike - 190–660 -
36,218 gil
4 800+116/lv 60 253,320 Total Eclipses Lv.32 Trapezohedron 11
Wyrmfang Vanille Ironstrike 140–516 140–516 -
41,028 gil
4 800+116/lv 60 253,320 Nirvana Lv.31 Trapezohedron 11
Accessories: Which Synthesize Vampiric Strike – 4 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
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
Cherub's Crown Resist Death: +X% 30–45 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Seraph's Crown Lv.4 Perovskite 11
Zealot's Amulet Critical: Vigilance - 5,000 gil
2,500 gil
2 600 1 600 Battle Talisman Lv.1 Perovskite 11
Seraph's Crown Resist Death: +X% 46–60 -
4,438 gil
5 760+195/lv 10 16,375 - - 11
Battle Talisman Auto-Vigilance - -
6,000 gil
5 1,500 1 1,500 - - 11