Weapons: Which can be Upgraded with Perovskite – 15 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
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
The first chapter in which the weapon can be purchased, found, or upgraded from another weapon
Chapter
Blazefire Saber Lightning - 15–115 15–115 Physical Wall 2,000 gil
1,000 gil
3 300+57/lv 25 24,600 Flamberge Lv.10 1
Edged Carbine Lightning - 8–83 20–170 Magic Wall 4,600 gil
2,300 gil
3 420+75/lv 25 33,000 Razor Carbine Lv.13 5
Vega 42s Sazh - 12–137 14–139 Magic Wall 2,000 gil
1,000 gil
3 300+57/lv 25 24,600 Altairs Lv.10 1
Deneb Duellers Sazh - 8–108 24–249 Magic Wall 3,900 gil
1,950 gil
3 420+75/lv 25 33,000 Canopus AMPs Lv.13 3
Pleiades Hi-Powers Sazh Paper Tiger 40–340 - Damage Wall 22,000 gil
11,000 gil
3 420+75/lv 25 33,000 Hyades Magnums Lv.13 11
Wild Bear Snow - 15–140 15–140 Physical Wall 1,800 gil
900 gil
3 300+57/lv 25 24,600 Feral Pride Lv.10 1
Unsetting Sun Snow Stagger Lock 18–168 3–53 Random: Instant Chain 21,000 gil
10,500 gil
3 420+75/lv 25 33,000 Midnight Sun Lv.13 11
Hawkeye Hope - 2–27 18–193 Magic Wall 4,400 gil
2,200 gil
3 420+75/lv 25 33,000 Eagletalon Lv.13 5
Ninurta Hope - 12–137 12–137 Physical Wall 2,800 gil
1,400 gil
3 420+75/lv 25 33,000 Jatayu Lv.13 4
Malphas Hope Paper Tiger 30–205 30–205 Damage Wall 198,000 gil
9,900 gil
3 420+75/lv 25 33,000 Naberius Lv.13 11
Binding Rod Vanille - 18–168 12–37 Physical Wall 2,500 gil
1,250 gil
3 300+57/lv 25 24,600 Hunter's Rod Lv.10 1
Pearlwing Staff Vanille - 2–27 15–140 Magic Wall 2,300 gil
1,150 gil
3 420+75/lv 25 33,000 Brightwing Staff Lv.13 3
Rod of Thorns Vanille - 6–131 6–131 Magic Wall 3,000 gil
1,500 gil
3 420+75/lv 25 33,000 Orochi Rod Lv.13 11
Bladed Lance Fang - 55–130 35–85 Physical Wall 4,500 gil
2,250 gil
3 300+57/lv 25 24,600 Glaive Lv.10 7
Partisan Fang - 6–31 39–189 Magic Wall 6,600 gil
3,300 gil
3 420+75/lv 25 33,000 Rhomphaia Lv.14 11
Accessories: Which can be Upgraded with Perovskite – 25 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
If this accessory is mastered and upgraded, it turns into another accessory; because accumulated experience is carried over, the new accessory will usually be created above level 1, as indicated here
Upgraded To
The first chapter in which the accessory can be purchased, found, or upgraded from another accessory
Chapter
Titanium Bangle HP: +X 200–280 Damage Wall 3,600 gil
1,800 gil
4 440+132/lv 10 10,340 Gold Bangle Lv.9 5
Giant's Glove Resist Debrave: +X% 30–45 Debrave Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Warlord's Glove Lv.4 11
Glass Buckle Resist Defaith: +X% 30–45 Defaith Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Tektite Buckle Lv.4 11
Metal Armband Resist Deprotect: +X% 30–45 Deprotect Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Ceramic Armband Lv.4 4
Serenity Sachet Resist Deshell: +X% 30–45 Deshell Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Safeguard Sachet Lv.4 5
Glass Orb Resist Slow: +X% 30–45 Slow Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Dragonfly Orb Lv.4 9
Star Pendant Resist Poison: +X% 30–45 Poison Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Starfall Pendant Lv.4 5
Pearl Necklace Resist Imperil: +X% 30–45 Imperil Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Gemstone Necklace Lv.4 11
Warding Talisman Resist Curse: +X% 30–45 Curse Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Hexbane Talisman Lv.4 7
Pain Dampener Resist Pain: +X% 30–45 Pain Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Pain Deflector Lv.4 9
White Cape Resist Fog: +X% 30–45 Fog Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Effulgent Cape Lv.4 9
Rainbow Anklet Resist Daze: +X% 30–45 Daze Duration 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Moonbow Anklet Lv.4 10
Cherub's Crown Resist Death: +X% 30–45 Vampiric Strike 3,000 gil
1,500 gil
3 450+114/lv 5 3,390 Seraph's Crown Lv.4 11
Guardian Amulet Critical: Protect - Physical Wall 5,000 gil
2,500 gil
2 600 1 600 Shield Talisman Lv.1 7
Auric Amulet Critical: Shell - Magic Wall 5,000 gil
2,500 gil
2 600 1 600 Soulfont Talisman Lv.1 4
Watchman's Amulet Critical: Veil - Buff Duration 5,000 gil
2,500 gil
2 600 1 600 Shrouding Talisman Lv.1 5
Hero's Amulet Critical: Bravery - Physical Wall 5,000 gil
2,500 gil
2 600 1 600 Morale Talisman Lv.1 10
Saint's Amulet Critical: Faith - Magic Wall 5,000 gil
2,500 gil
2 600 1 600 Blessed Talisman Lv.1 10
Zealot's Amulet Critical: Vigilance - Vampiric Strike 5,000 gil
2,500 gil
2 600 1 600 Battle Talisman Lv.1 11
Flamebane Brooch Critical: Barfire - Fire Damage 3,000 gil
1,500 gil
2 600 1 600 Flameshield Earring Lv.1 11
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Treasure: Containing Perovskite – 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
Perovskite Oerba 11 Down a side road left of the main road
Perovskite Mah'habara 11 In the path after the loop
Monsters: Which drop Perovskite – 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
Sanctum Templar Soldiers PSICOM Elites 565,000 842 912 10 50 200.0% 60 3,520 Credit Chip 25% Perovskite 5% - 13
Weapons: Which can be Dismantled into Perovskite – 17 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
Axis Blade Lightning Attack: ATB Charge 8–48 8–48 ATB Rate 15,000 gil
7,500 gil
5 1,200+225/lv Spark Plugs, Perovskite 20 66,750 7
Lifesaber Lightning Improved Raise 8–88 8–88 Low HP: Power Surge 20,000 gil
10,000 gil
5 1,500+215/lv Polymer Emulsions, Perovskite 20 70,850 9
Peacemaker Lightning Improved Raise II 100–225 100–225 Low HP: Power Surge -
33,875 gil
8 3,000+240/lv 12 Ferroelectric Films, Perovskite, Lifesaber 40 307,200 9
Spica Defenders Sazh Augment Maintenance 6–46 15–95 Buff Duration 14,500 gil
7,250 gil
5 1,200+225/lv Insulated Cabling, Perovskite 20 66,750 8
Sirius Sidearms Sazh Augment Maintenance II 65–140 95–220 Buff Duration -
26,725 gil
8 2,600+232/lv 12 Fiber-optic Cables, Perovskite, Spica Defenders 40 284,960 9
Umbra Snow Improved Ward 13–73 20–120 Magic Wall 32,600 gil
16,300 gil
5 1,200+225/lv Ceramic Armors, Perovskite 20 66,750 9
Solaris Snow Improved Ward II 63–175 97–265 Magic Wall -
50,348 gil
9 3,600+261/lv 12 Chobham Armors, Perovskite, Umbra 40 347,580 11
Otshirvani Hope Siphon Boost 6–66 14–114 ATB Rate 28,200 gil
14,100 gil
5 1,200+225/lv Gyroscopes, Perovskite 20 66,750 12
Urubutsin Hope Siphon Boost II 78–178 110–260 ATB Rate -
44,535 gil
8 2,600+232/lv 12 Electrodes, 2 Perovskites, Otshirvani 40 284,960 12
Healer's Staff Vanille Improved Cure 8–48 8–48 High HP: Power Surge 19,800 gil
9,900 gil
5 2,000+125/lv Shattered Bones, Perovskite 20 63,750 8
Physician's Staff Vanille Improved Cure II 80–180 80–180 High HP: Power Surge -
35,700 gil
9 2,115+252/lv 12 Sturdy Bones, Perovskite, Healer's Staff 40 281,160 11
Mistilteinn Vanille Ally KO: Power Surge 5–65 11–131 Low HP: Power Surge 11,000 gil
5,500 gil
5 1,200+225/lv Wicked Fangs, Perovskite 20 66,750 12
Erinye's Cane Vanille Ally KO: Power Surge II 67–167 135–335 Low HP: Power Surge -
22,175 gil
8 2,600+232/lv 12 Monstrous Fangs, Perovskite, Mistilteinn 40 284,960 12
Punisher Fang Stagger: TP Charge 20–100 31–151 Magic Wall 31,000 gil
15,500 gil
5 1,500+215/lv Fractured Horns, Perovskite 20 70,850 12
Banescissor Spear Fang Stagger: TP Charge II 102–222 150–318 Magic Wall -
48,700 gil
8 2,600+232/lv 12 Spined Horns, Perovskite, Punisher 40 284,960 12
Pandoran Spear Fang Improved Debilitation 20–100 31–151 Buff Duration 16,200 gil
8,100 gil
5 1,500+215/lv Spined Horns, Perovskite 20 70,850 9
Calamity Spear Fang Improved Debilitation II 97–222 143–318 Buff Duration -
28,935 gil
8 3,000+240/lv 12 Fiendish Horns, Perovskite, Pandoran Spear 40 307,200 9
Accessories: Which can be Dismantled into Perovskite – 1 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
Imperial Armlet Resist Damage: +X% 10–20 - -
50,000 gil
10 1,500+330/lv 5 10,800 10 Crystal Oscillators, Perovskite, Royal Armlet 11