Crystariums: For Vanille – 6 shown
Role
The chapter in which this role's crystarium first becomes available to this character
Chapter
Type
Secondary crystariums are structured more simply than primary crystariums and do not become available until chapter 10
View
Commando 10 Secondary View Crystarium
Ravager 3 Primary View Crystarium
Sentinel 10 Secondary View Crystarium
Saboteur 4 Primary View Crystarium
Synergist 10 Secondary View Crystarium
Medic 3 Primary View Crystarium
Weapons: Usable by Vanille – 24 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 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
Pearlwing Staff - 2–27 15–140 Magic Wall 2,300 gil
1,150 gil
3 420+75/lv 25 33,000 Brightwing Staff Lv.13 Perovskite 3
Binding Rod - 18–168 12–37 Physical Wall 2,500 gil
1,250 gil
3 300+57/lv 25 24,600 Hunter's Rod Lv.10 Perovskite 1
Rod of Thorns - 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
Mistilteinn Ally KO: Power Surge 5–65 11–131 Low HP: Power Surge 11,000 gil
5,500 gil
5 1,200+225/lv 20 66,750 Erinye's Cane Lv.16 Scarletite 12
Healer's Staff Improved Cure 8–48 8–48 High HP: Power Surge 19,800 gil
9,900 gil
5 2,000+125/lv 20 63,750 Physician's Staff Lv.16 Adamantite 8
Heavenly Axis 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 Uraninite 11
Belladonna Wand 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 Uraninite 6
Tigerclaw Leadenstrike 23–198 23–198 Vampiric Strike 300,000 gil
15,000 gil
2 300+42/lv 25 20,100 Wyrmfang Lv.14 Cobaltite 11
Nirvana Stagger Lock 163–403 327–807 - -
115,050 gil
11 3,740+308/lv 99 1,864,368 - - 11
Abraxas Stagger Lock 79–247 159–495 Random: Instant Chain -
37,518 gil
6 1,500+168/lv 60 387,360 Nirvana Lv.40 Trapezohedron 11
Nirvana Improved Debuffing II 107–403 215–807 - -
109,730 gil
11 3,740+308/lv 99 1,864,368 - - 11
Malboro Wand Improved Debuffing II 63–167 127–335 Buff Duration -
44,690 gil
6 1,500+168/lv 40 191,040 Nirvana Lv.26 Trapezohedron 7
Nirvana Ally KO: Power Surge II 135–403 271–807 - -
74,625 gil
11 3,740+308/lv 99 1,864,368 - - 12
Erinye's Cane Ally KO: Power Surge II 67–167 135–335 Low HP: Power Surge -
22,175 gil
8 2,600+232/lv 40 284,960 Nirvana Lv.33 Trapezohedron 12
Nirvana - 324–709 324–709 - -
87,400 gil
11 3,740+308/lv 99 1,864,368 - - 11
Orochi Rod - 100–436 100–436 Magic Wall -
8,928 gil
5 1,500+215/lv 60 470,550 Nirvana Lv.45 Trapezohedron 11
Nirvana - 91–201 417–912 - -
82,920 gil
11 3,740+308/lv 99 1,864,368 - - 11
Brightwing Staff - 27–123 93–381 Magic Wall -
7,528 gil
5 1,500+215/lv 60 470,550 Nirvana Lv.45 Trapezohedron 7
Nirvana Improved Cure II 156–424 156–424 - -
94,645 gil
11 3,740+308/lv 99 1,864,368 - - 11
Physician's Staff Improved Cure II 80–180 80–180 High HP: Power Surge -
35,700 gil
9 2,115+252/lv 40 281,160 Nirvana Lv.33 Trapezohedron 11
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Abilities: Which Vanille can learn – 58 shown
The role that can learn this ability
Role
Auto abilities are always active and do not need to be used; secondary abilities are only available in characters' secondary crystariums; unique abilities are available to only a single character; basic abilities cannot be used once the crystarium has been unlocked
Name
The number of ATB sections required to use this ability; "Auto" abilities are automatically used rather than selected, and have no associated ATB cost
ATB Cost
If this ability is of a particular element or causes a particular status effect, it is listed here; elemental abilities may be more or less effective depending on the resistances and vulnerabilities of the target
Element/Status
The crystarium stage at which this character can learn this ability
Stage
The chapter in which this ability first becomes available to this character
Chapter
Commando Adrenaline Auto - 8 10
Ravager Aero 1 Wind 1 3
Ravager Aerora 3 Wind 4 6
Commando Attack 1 - 1 10
Synergist Barfire 2 Barfire 4 10
Synergist Barfrost 2 Barfrost 3 10
Synergist Barthunder 2 Barthunder 4 10
Synergist Barwater 2 Barwater 3 10
Commando Blindside Auto - 5 10
Ravager Blizzaga 3 Ice 8 10
Ravager Blizzara 2 Ice 6 8
Ravager Blizzard 1 Ice 6 8
Synergist Boon Auto - 6 10
Synergist Bravera 2 Bravery 10 13
Medic Cura 2 - 4 6
Medic Curaja 2 - 8 10
Medic Curasa 1 - 8 10
Medic Cure 1 - 1 3
Saboteur Death All Death 9 12
Commando Deathblow Auto - 9 12
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Techniques: Which Vanille can learn – 6 shown
Quest techniques are earned during the course of the game rather than through the crystarium
Name
The amount of TP required to use this technique
TP Cost
Elemental techniques may be more or less effective depending on the resistances and vulnerabilities of the target
Element
The crystarium stage at which this character can learn this technique
Crystarium
The chapter in which this technique first becomes available to this character
Chapter
Summon 3 - - 11
Libra 1 - Medic 1 3
Renew 2 - Medic 6 8
Quake 1 Earth Saboteur 4 6
Dispelga 1 - Ravager 8 10
Stopga 1 - Medic 9 12