Experience and Efficiency by Item Rank
Rank Experience Efficiency
1 1 0.000
2 1 0.000
3 1 0.000
4 1 0.000
5 1 0.000
6 1 0.000
7 1 0.000
8 1 0.000
9 1 0.000
10 1 0.000
11 1 0.000
Treasure: Containing Incentive Chip – 2 shown
Treasure
The location where this treasure can be found
Location
The specific map where this treasure can be found
Map
The first chapter in which this treasure can be found
Chapter
Details on exactly where to find this treasure
Notes
Incentive Chips Palumpolum 7 At the end of the ledge accessible from the first corner in the area
Incentive Chips The Palamecia 9 On a platform right of the main path, guarded by a PSICOM Dragoon
Monsters: Which drop Incentive Chip – 14 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
PSICOM Destroyer Soldiers PSICOM Artillery 23,760 400 - 12 20 150.0% 19 218 Credit Chip 25% Incentive Chip 5% - 9
PSICOM Dragoon Soldiers PSICOM Airborne 12,024 121 - 10 90 110.0% 30 163 Credit Chip 25% Incentive Chip 5% - 9
PSICOM Huntress Soldiers PSICOM Epopts 11,960 59 20 22 45 180.0% 44 192 Credit Chip 25% Incentive Chip 5% - 9
PSICOM Infiltrator Soldiers PSICOM Hunters 9,504 153 210 10 10 160.0% 20 128 Credit Chip 25% Incentive Chip 5% - 9
PSICOM Raider Soldiers PSICOM Shock Troops 20,592 57 95 9 10 195.0% 32 128 Credit Chip 25% Incentive Chip 5% - 9
Corps Defender Soldiers Corps Gunmen 26,400 710 710 8 70 120.0% 20 650 Credit Chip 25% Incentive Chip 5% Fire, Daze 12
Corps Steward Soldiers Corps Footmen 66,000 328 213 9 70 130.0% 30 780 Credit Chip 25% Incentive Chip 5% Fire, Daze 12
Sanctum Archangel Soldiers PSICOM Hunters 528,000 1,121 1,121 13 80 130.0% 45 845 Credit Chip 25% Incentive Chip 5% - 12
Sanctum Celebrant Soldiers PSICOM Artillery 88,000 947 947 16 80 140.0% 60 1,430 Credit Chip 25% Incentive Chip 5% - 12
Sanctum Seraph Soldiers PSICOM Shock Troops 140,800 355 355 14 80 150.0% 75 910 Credit Chip 25% Incentive Chip 5% - 12
PSICOM Aerial Sniper Soldiers PSICOM Airborne 7,350 78 - 17 90 110.0% 30 58 Phoenix Down 10% Incentive Chip 2% - 7
PSICOM Bombardier Soldiers PSICOM Artillery 11,340 353 - 13 50 140.0% 24 58 Phoenix Down 10% Incentive Chip 2% - 7
PSICOM Predator Soldiers PSICOM Hunters 3,780 92 75 13 70 140.0% 40 51 Phoenix Down 10% Incentive Chip 2% - 7
PSICOM Scavenger Soldiers PSICOM Shock Troops 9,660 67 60 13 50 140.0% 24 51 Phoenix Down 10% Incentive Chip 2% - 7
Weapons: Which can be Dismantled into Incentive Chip – 9 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
Omega Weapon Lightning Ironstrike 281–750 281–750 - -
113,300 gil
11 3,300+297/lv 61 Iridium Plugs, 56 Credit Chips, 42 Incentive Chips, 9 Perfect Conductors, 3 Platinum Ingots 99 1,767,447 11
Omega Weapon Lightning Stagger Lock 305–711 305–711 - -
109,050 gil
11 3,300+297/lv 61 Ceramic Armors, 56 Credit Chips, 42 Incentive Chips, 9 Perfect Conductors, 3 Platinum Ingots 99 1,767,447 11
Total Eclipses Sazh Stagger Lock 406–1006 414–1014 - -
103,675 gil
11 2,640+363/lv 61 Digital Circuits, 56 Credit Chips, 42 Incentive Chips, 9 Perfect Conductors, 3 Platinum Ingots 99 2,022,273 11
Total Eclipses Sazh Ironstrike - 402–1150 - -
107,882 gil
11 2,640+363/lv 61 Needle Valves, 56 Credit Chips, 42 Incentive Chips, 9 Perfect Conductors, 3 Platinum Ingots 99 2,022,273 11
Total Eclipses Sazh Silk Tiger 545–1150 - - -
118,250 gil
11 2,640+363/lv 61 Butterfly Valves, 56 Credit Chips, 42 Incentive Chips, 9 Perfect Conductors, 3 Platinum Ingots 99 2,022,273 11
Save the Queen Snow Silk Tiger 550–1020 550–1020 - -
128,375 gil
11 3,333+286/lv 61 Titanium Tubes, 56 Credit Chips, 42 Incentive Chips, 9 Perfect Conductors, 3 Platinum Ingots 99 1,717,353 11
Save the Queen Snow Stagger Lock 399–815 101–205 - -
120,625 gil
11 3,333+286/lv 61 Ceramic Armors, 56 Credit Chips, 42 Incentive Chips, 9 Perfect Conductors, 3 Platinum Ingots 99 1,717,353 11
Nue Hope Silk Tiger 472–931 424–832 - -
119,445 gil
11 3,850+242/lv 61 Paraffin Oils, 56 Credit Chips, 42 Incentive Chips, 9 Perfect Conductors, 3 Platinum Ingots 99 1,555,092 11
Nue Hope Stagger Lock 272–608 272–608 - -
107,600 gil
11 3,850+242/lv 61 Silicone Oils, 56 Credit Chips, 42 Incentive Chips, 9 Perfect Conductors, 3 Platinum Ingots 99 1,555,092 11
Accessories: Which can be Dismantled into Incentive Chip – 8 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
Some accessories may contribute towards a synthesized ability; you will need to equip more than one accessory or weapon 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 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
A mastered accessory will be dismantled into these items; note that dismantling an accessory at a lower level will result in a considerably limited subset of this list
Dismantled To
The first chapter in which the accessory can be purchased, found, or upgraded from another accessory
Chapter
General's Belt Resist Physical: +X% 15–25 Physical Wall 12,000 gil
6,000 gil
6 960+396/lv 10 27,420 Smooth Hides, Incentive Chip, Rhodochrosite 7
Champion's Belt Resist Physical: +X% 27–30 Physical Wall -
21,468 gil
9 1,440+594/lv 10 41,130 15 Supple Leathers, 2 Incentive Chips, Black Belt 11
Witch's Bracelet Resist Magic: +X% 15–25 Magic Wall 12,000 gil
6,000 gil
6 960+396/lv 10 27,420 Diabolic Tails, Incentive Chip, Rhodochrosite 7
Magus's Bracelet Resist Magic: +X% 27–30 Magic Wall -
21,468 gil
9 1,440+594/lv 10 41,130 15 Entrancing Tails, 2 Incentive Chips, Rune Bracelet 11
Collector Catalog Item Scavenger - - 100,000 gil
50,000 gil
6 1,050 1 1,050 Incentive Chip, Succulent Fruit 10
Connoisseur Catalog Item Collector - - -
125,000 gil
7 1,225 1 1,225 Incentive Chips, Malodorous Fruit 10
Gold Watch Time Extension - - -
10,000 gil
3 525 1 525 Credit Chips, 2 Incentive Chips 11
Twenty-sided Die Random: Nullify Damage - - -
22,500 gil
7 1,050 1 1,050 Titanium Tubes, 5 Electrodes, 5 Superchargers, 3 Incentive Chips 11