Weapons: Which can be Upgraded with Trapezohedron – 48 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
Flamberge Lightning - 68–323 68–323 Physical Wall -
6,196 gil
5 1,500+215/lv 60 470,550 Omega Weapon Lv.47 7
Enkindler Lightning Attack: ATB Charge II 49–133 49–133 ATB Rate -
27,468 gil
9 3,600+261/lv 40 347,580 Omega Weapon Lv.39 11
Razor Carbine Lightning - 46–190 112–448 Magic Wall -
12,128 gil
5 1,500+215/lv 60 470,550 Omega Weapon Lv.47 7
Peacemaker Lightning Improved Raise II 100–225 100–225 Low HP: Power Surge -
33,875 gil
8 3,000+240/lv 40 307,200 Omega Weapon Lv.37 9
Helter-skelter Lightning - 154–448 64–190 Physical Wall -
20,518 gil
6 1,500+168/lv 60 387,360 Omega Weapon Lv.42 7
Apocalypse Lightning Ironstrike 128–410 128–410 Vampiric Strike -
38,428 gil
4 800+116/lv 60 253,320 Omega Weapon Lv.33 11
Durandal Lightning Stagger Lock 126–378 126–378 Random: Instant Chain -
32,318 gil
6 1,500+168/lv 60 387,360 Omega Weapon Lv.42 11
Ultima Weapon Lightning Quick Stagger 83–213 83–213 Random: Instant Chain -
43,750 gil
8 2,600+232/lv 40 284,960 Omega Weapon Lv.35 12
Altairs Sazh - 74–380 84–390 Magic Wall -
6,196 gil
5 1,500+215/lv 60 470,550 Total Eclipses Lv.45 7
Sirius Sidearms Sazh Augment Maintenance II 65–140 95–220 Buff Duration -
26,725 gil
8 2,600+232/lv 40 284,960 Total Eclipses Lv.34 9
Canopus AMPs Sazh - 86–374 156–636 Magic Wall -
10,728 gil
5 1,500+215/lv 60 470,550 Total Eclipses Lv.45 7
Polaris Specials Sazh Stagger Lock 160–496 168–504 Random: Instant Chain -
31,018 gil
6 1,500+168/lv 60 387,360 Total Eclipses Lv.40 10
Sadalmeliks Sazh Ironstrike - 190–660 Vampiric Strike -
36,218 gil
4 800+116/lv 60 253,320 Total Eclipses Lv.32 11
Hyades Magnums Sazh Silk Tiger 276–1140 - Damage Wall -
31,528 gil
5 1,500+215/lv 60 470,550 Total Eclipses Lv.45 11
Fomalhaut Elites Sazh Chain Bonus Boost II 86–216 92–222 ATB Rate -
32,730 gil
6 1,500+168/lv 40 191,040 Total Eclipses Lv.27 12
Betelgeuse Customs Sazh Stagger Maintenance II 104–260 60–138 Random: Instant Chain -
50,480 gil
10 2,600+260/lv 40 306,800 Total Eclipses Lv.35 11
Feral Pride Snow - 77–383 77–383 Physical Wall -
5,796 gil
5 1,500+215/lv 60 470,550 Save the Queen Lv.48 7
Winged Saint Snow Improved Guard II 88–213 88–213 High HP: Power Surge -
33,875 gil
8 2,600+232/lv 40 284,960 Save the Queen Lv.35 9
Warrior's Emblem Snow Critical: Power Surge II 92–248 101–257 Low HP: Power Surge -
18,430 gil
6 1,500+168/lv 40 191,040 Save the Queen Lv.28 12
Battle Standard Snow - 185–513 43–125 Physical Wall -
20,875 gil
8 2,600+232/lv 60 566,640 Save the Queen Lv.53 9
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Monsters: Which drop Trapezohedron – 3 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
Long Gui Feral Creatures Oretoises 16,200,000 13,043 12,724 7 100 700.0% 18,000 100,000 Platinum Ingot 25% Trapezohedron 5% - 11
Adamantoise Feral Creatures Oretoises 5,343,000 11,537 5,916 13 100 500.0% 12,000 40,000 Platinum Ingot 25% Trapezohedron 1% - 11
Adamantortoise Feral Creatures Oretoises 3,699,000 9,964 8,303 10 100 250.0% 4,500 40,000 Platinum Ingot 25% Trapezohedron 1% - 11
Weapons: Which can be Dismantled into Trapezohedron – 37 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 - 302–620 302–620 - -
84,100 gil
11 3,300+297/lv 71 Spark Plugs, 35 Tesla Turbines, 15 Perfect Conductors, 5 Ultracompact Reactors, Trapezohedron 99 1,767,447 11
Omega Weapon Lightning Attack: ATB Charge II 132–315 132–315 - -
93,025 gil
11 3,300+297/lv 51 Iridium Plugs, 45 Mobius Coils, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,767,447 11
Omega Weapon Lightning - 104–210 352–723 - -
100,700 gil
11 3,300+297/lv 71 Polymer Emulsions, 35 Crystal Oscillators, 15 Perfect Conductors, 5 Ultracompact Reactors, Trapezohedron 99 1,767,447 11
Omega Weapon Lightning Improved Raise II 205–520 205–520 - -
101,300 gil
11 3,300+297/lv 51 Ferroelectric Films, 45 Superconductors, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,767,447 11
Omega Weapon Lightning - 317–723 94–210 - -
108,990 gil
11 3,300+297/lv 71 Spark Plugs, 35 Superchargers, 15 Perfect Conductors, 5 Ultracompact Reactors, Trapezohedron 99 1,767,447 11
Omega Weapon Lightning Quick Stagger 183–508 183–508 - -
116,400 gil
11 3,300+297/lv 51 Chobham Armors, 45 Electrodes, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,767,447 12
Total Eclipses Sazh - 372–812 382–822 - -
81,000 gil
11 2,640+363/lv 71 Insulated Cabling, 35 Turbojets, 15 Perfect Conductors, 5 Ultracompact Reactors, Trapezohedron 99 2,022,273 11
Total Eclipses Sazh Augment Maintenance II 251–713 317–911 - -
84,137 gil
11 2,640+363/lv 51 Fiber-optic Cables, 45 Bomb Ashes, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 2,022,273 11
Total Eclipses Sazh - 278–608 520–1125 - -
93,160 gil
11 2,640+363/lv 71 Analog Circuits, 35 Mobius Coils, 15 Perfect Conductors, 5 Ultracompact Reactors, Trapezohedron 99 2,022,273 11
Total Eclipses Sazh Chain Bonus Boost II 172–610 178–616 - -
90,350 gil
11 2,640+363/lv 51 Radial Bearings, 45 Titanium Tubes, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 2,022,273 12
Total Eclipses Sazh Stagger Maintenance II 230–620 154–414 - -
120,950 gil
11 2,640+363/lv 51 Thrust Bearings, 45 Bomb Fragments, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 2,022,273 11
Save the Queen Snow - 353–717 353–717 - -
84,370 gil
11 3,333+286/lv 71 Spark Plugs, 35 Carburetors, 15 Perfect Conductors, 5 Ultracompact Reactors, Trapezohedron 99 1,717,353 11
Save the Queen Snow Improved Guard II 185–510 185–510 - -
98,200 gil
11 3,333+286/lv 51 Iridium Plugs, 45 Ferroelectric Films, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,717,353 11
Save the Queen Snow Critical: Power Surge II 170–602 179–611 - -
66,875 gil
11 3,333+286/lv 51 Analog Circuits, 45 Chobham Armors, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,717,353 12
Save the Queen Snow - 502–925 108–202 - -
109,400 gil
11 3,333+286/lv 71 Digital Circuits, 35 Synthetic Muscles, 15 Perfect Conductors, 5 Ultracompact Reactors, Trapezohedron 99 1,717,353 11
Save the Queen Snow Hindrance - 330–1050 - -
98,725 gil
11 3,333+286/lv 51 Tungsten Tubes, 45 Mobius Coils, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,717,353 11
Save the Queen Snow Improved Ward II 170–410 260–620 - -
134,615 gil
11 3,333+286/lv 51 Chobham Armors, 45 Ring Joints, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,717,353 11
Nue Hope Critical: Shield II 166–526 153–441 - -
70,010 gil
11 3,850+242/lv 51 Radial Bearings, 45 Superconductors, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,555,092 11
Nue Hope - 100–202 458–917 - -
97,150 gil
11 3,850+242/lv 71 Thrust Bearings, 35 Actuators, 15 Perfect Conductors, 5 Ultracompact Reactors, Trapezohedron 99 1,555,092 11
Nue Hope Siphon Boost II 193–513 265–713 - -
118,405 gil
11 3,850+242/lv 51 Gyroscopes, 45 Carburetors, 28 Crystal Oscillators, 6 Particle Accelerators, 2 Trapezohedrons 99 1,555,092 12
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Accessories: Which can be Dismantled into Trapezohedron – 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
Genji Glove Uncapped Damage - - -
10 gil
9 11,250 1 11,250 Tear of Woe, Trapezohedron 11