Experience and Efficiency by Item Rank
Rank Experience Efficiency
1 945 0.787
2 866 0.722
3 788 0.657
4 709 0.591
5 630 0.525
6 551 0.459
7 472 0.393
8 394 0.328
9 354 0.295
10 315 0.263
11 275 0.229
Missions: Where Bomb Core can be won – 23 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
01 Pond Scum D The Archylte SteppeCentral Expanse Ectopudding The Archylte SteppeCentral Expanse Energy Sash Bomb Cores Normal
03 Massif Contamination D The Archylte SteppeCentral Expanse Ugallu Yaschas MassifThe Tsubaddran Highlands Platinum Bangle Bomb Cores Normal
05 Joyless Reunion D Yaschas MassifThe Ascendant Scarp Edimmu Yaschas MassifThe Tsumitran Basin Sorcerer's Mark Bomb Cores Normal
07 Bituitus, the Pillager C Yaschas MassifThe Paddraean Archaeopolis Bituitus Yaschas MassifThe Paddraean Archaeopolis R&D Depot Bomb Cores Normal
09 Heave-ho C The Archylte SteppeCentral Expanse Kaiser Behemoth The Archylte SteppeCentral Expanse Rhodochrosite Bomb Cores Waystone
12 Geiseric, the Profane C The Archylte SteppeArid Strath Geiseric The Archylte SteppeWestern Benchland Royal Armlet Bomb Cores Paling
25 Spectral Haunt B Taejin's TowerSixth Tier Vetala Taejin's TowerFifth Tier Cobaltite Bomb Cores Normal
26 So Shrill, the Cry B Taejin's TowerFifth Tier Penanggalan Taejin's TowerSixth Tier Diamond Bangle Bomb Cores Normal
27 Mithridates, the Lone B Taejin's TowerThe Cloven Spire Mithridates Taejin's TowerGround Tier Blaze Ring Bomb Cores Normal
30 Syphax, the Insidious B The Archylte SteppeThe Haerii Oldroad Syphax Mah'habaraAbandoned Dig Uraninite Bomb Cores Paling
34 Zenobia, the Butcher B The Archylte SteppeWay of the Ancients Zenobia The Archylte SteppeThe Haerii Archaeopolis Hermes Sandals Bomb Cores Paling
42 Antihero B The FaultwarrensVia Lunae
The FaultwarrensVia Stellarum
Borgbear Hero The FaultwarrensThe Salamandrine Path Witch's Bracelet Bomb Cores Normal
43 The Hero Never Dies B The FaultwarrensVia Stellarum
The FaultwarrensVia Solis
Borgbear Hero The FaultwarrensThe Sylphid Path Speed Sash Bomb Cores Normal
46 On Silent Wings A The FaultwarrensThe Salamandrine Path Zirnitra The FaultwarrensTitan's Throne Gilgamesh, Inc. 10 Bomb Cores Normal
47 Unfocused Rage B The FaultwarrensThe Salamandrine Path Raktavija The FaultwarrensTitan's Throne Mnar Stone 10 Bomb Cores Normal
50 Road to Predation B The FaultwarrensThe Nereid Path Humbaba The FaultwarrensTitan's Throne Scarletite Bomb Cores Normal
51 Attacus, the Soulless A The FaultwarrensThe Sylphid Path
The FaultwarrensThe Gaian Path
The FaultwarrensThe Salamandrine Path
The FaultwarrensThe Nereid Path
Attacus The FaultwarrensTitan's Throne Genji Glove 10 Bomb Cores Normal
52 Head in the Clouds A The Archylte SteppeWestern Benchland Zirnitra The Archylte SteppeEastern Tors Gale Ring Bomb Cores Normal
53 Freedom from Fear A Mah'habaraAn Asylum from Light Zirnitra Yaschas MassifThe Pass of Paddra Blaze Ring 10 Bomb Cores Normal
59 Two-faced Fiend A The Archylte SteppeEastern Tors Zirnitra Sulyya SpringsSubterranean Lake Energy Sash Bomb Cores Normal
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Monsters: Which drop Bomb Core – 1 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
Cryohedron Pulse Automata Bombs 35,100 136 200 14 10 250.0% 50 1,190 Bomb Ashes 25% Bomb Core 5% Fire, Earth, Slow, Fog 11
Weapons: Which can be Dismantled into Bomb Core – 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
A mastered weapon will be dismantled into these items; note that dismantling a weapon at a lower level will result in a considerably limited subset of this list
Dismantled To
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
The first chapter in which the weapon can be purchased, found, or upgraded from another weapon
Chapter
Procyons Sazh Stagger Maintenance 14–94 9–49 Random: Instant Chain 30,000 gil
15,000 gil
6 1,500+174/lv Radial Bearings, Bomb Core 20 63,060 6