Time Periods: Reached from 49th Floor – 1 shown
Paradox time periods require the Paradox Scope to unlock; DLC time periods are only available if you have the relevant content
Name
Year Episode Required Artefact
Oerba 300 AF Wild Artefact
Items of Interest: Found in 49th Floor – 4 shown
What type of item of interest this is; the data displayed in the 'Point of Interest' column depends on the type
Type
Details on this particular item of interest; certain types have special information; live triggers will provide the (humorous) responses that allow you to earn special live trigger rewards; cinematic actions will display the button commands entered for that action
Point of Interest
Notes
Treasure Paradox Agent Type B Use Moogle Throw from the west side of the outer walkway
Gate Requires Wild Artefact, leads to Oerba -300 AF- On the outer walkway
Treasure Gold Casino Ticket Use Moogle Hunt at the east end of the outer walkway
Treasure Paradox Agent Type C Use Moogle Throw very low off the northeast end of the inner walkway
Monsters: Encountered in 49th Floor – 5 shown
Rare monsters are hard to find in random encounters; unique monsters are only encountered during one-time plot encounters; the final bosses must be defeated to complete the main plot; 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 bestiary
Type
The monster's subtype, as indicated by the in-game bestiary
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
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 amount of gil earned by defeating this monster
Gil
The relative priority of this monster's actions; the comparison of this value to that of other actions determines which actions succeed and which are interrupted
Action Priority
The vulnerability of this monster to the Launch ability
Launch?
The relative amount of bestiary data earned by fighting this monster normally
Libra
The role and starting grade of the tamed version of this monster, if it can be tamed
Tamed Role
The base chance that you will earn the monster crystal for this monster after battle
Tame Chance
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
Flanitor Militarized Units Flan 6,300 64 128 85 150.0% 100 100 180 15 Weakness 30 Medic (grade 3) 15% Potent Engine 15% Transparent Ooze 5% Wound
Greater Behemoth Feral Creatures Behemoth 24,448 380 260 80 300.0% 300 200 350 40 Resistant 151 Ravager (grade 2) 3% Potent Orb 20% Monstrous Fang 5% Wind
Luminous Puma Militarized Units Razorclaw 3,210 180 140 50 200.0% 60 76 136 10 Weakness 20 Synergist (grade 3) 20% Potent Sliver 30% Iron Shell 5% Dispel, KO, Wound
Zwerg Metrodroid Militarized Units Zwerg Droid 4,530 64 64 25 130.0% 12 80 130 10 Weakness 20 Ravager (grade 2) 20% Vitality Engine 20% Iron Shell 5% Dispel, KO, Wound
Thermadon Militarized Units Armadon 15,200 385 385 95 150.0% 300 70 120 85 Resistant 151 Commando (grade 2) 7% - - - - Fire, Ice, Lightning, Dispel, KO, Wound