Time Periods: Reached from The Farseers' Settlement – 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
A Dying World ??? AF -
Items of Interest: Found in The Farseers' Settlement – 10 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 Map of a Dying World Use Moogle Hunt in the middle of the area
Battle Caius Ballad Follow Noel to the south (fought with Noel alone)
Treasure 1,500 gil In the northeast corner of the southern area
Treasure White Cape At the top of a set of stairs on the east side
Treasure 'Promises' Gate Seal Behind a wall on the east side
Treasure Purple Chocobo Chick Use Improved Moogle Throw anywhere in the area
Other Chocolina Use Moogle Hunt in a small area on the northeast side of the west street
Treasure Phoenix Down Use Moogle Throw in a small building on the west side
Battle Caius Ballad Close the gate in Academia -4XX-, then return to this point and engage Caius with the Paradox Scope active
Gate Leads to A Dying World -??? AF- Defeat Caius Ballad with the Paradox Scope active
Monsters: Encountered in The Farseers' Settlement – 7 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
Pleuston Rift Beasts Vermin 6,550 35 110 50 150.0% 30 75 180 10 Weakness 20 Ravager (grade 3) 10% Potent Orb 30% Potent Essence 5% Dispel, Wound
Pantopoda Rift Beasts Vermin 16,500 220 280 66 300.0% 176 75 180 25 Immune 20 Saboteur (grade 3) 10% Potent Booster 30% Phoenix Blood 2% Dispel, Wound
Strigoi Cie'th Shambling Cie'th 20,049 150 400 80 200.0% 150 120 90 40 Weakness 30 - - Tear of Remorse 20% Segmented Carapace 5% -
Chonchon Cie'th Winged Cie'th 2,249 33 55 90 200.0% 300 44 52 5 Immune 20 - - Painkiller 13% Cie'th Tear 5% Magic, KO
Seeker Cie'th Unusual Cie'th 3,549 33 100 90 200.0% 300 44 52 5 Weakness 20 - - Holy Water 13% Cie'th Tear 5% Magic, KO
Caius Ballad Special Protector 5,000 62 62 50 150.0% 30 - - 95 Immune 51 - - Martyr's Emblem 100% - - Wound
Caius Ballad Special Protector 30,052 106 106 50 150.0% 30 - - 95 Immune 51 - - - - - - Wound