Final Fantasy
Final Fantasy XIII
Final Fantasy (NES)
Final Fantasy (PlayStation)
Final Fantasy II (Famicom)
Final Fantasy III (Famicom)
Final Fantasy IV (PlayStation)
Final Fantasy VI (SNES)
Final Fantasy VII
Final Fantasy VIII
Final Fantasy XIII-2
Final Fantasy All The Bravest
Theatrhythm Final Fantasy
Ultima
Ultima (Apple II)
Ultima I: The First Age of Darkness (PC)
Ultima II: Revenge of the Enchantress
Ultima III: Exodus
Dragon Quest
Dragon Warrior (NES)
More Guides
Chrono Trigger
Golvellius
Mass Effect 2
Castlevania: Symphony of the Night
Other
Mission Statement
Choose Translations
Compare Cards
Leave Feedback
Site Settings
Items
Weapons
Accessories
Components
Items
Key Items
Battle
Monsters
Missions
Elements
Status Effects
Characters
Characters
Roles
Eidolons
Crystariums
Techniques
World
Locations
Maps
Treasure
Retail Network Items
Achievements
Abilities
Abilities
Passive Abilities
Synthesized Abilities
Eidolon Abilities
Gestalt Abilities
Gamer Corner Guides
Log In
or
Create an Account
Components – 141 shown
Rare components
cannot be purchased, but may be dropped by monsters or found in other ways;
premium catalysts
are sold at exorbitant prices and are generally easier to find than buy;
money components
are not intended for use in upgrades, but rather to be sold in shops for a profit
Name
Organic components typically yield a small amount of experience, but always add to a weapon or accessory's multiplier bonus; mechanical components reduce the multiplier bonus but offer a large amount of experience for their cost; catalysts cannot be used for experience, but instead are used to upgrade mastered weapons or accessories to a new form
Type
This column shows the amount of experience gained by using one of this component; you can select which rank to view experience for, or use the average value across all ranks; the average value is not necessarily indicative of the best component for a given rank, but it is a solid guideline; base experience is the amount of experience a component yields when used on a weapon or accessory of the same rank as the component; this number is provided for reference, but should not be used as a comparison between components.
Avg.
Base
Rk 1
Rk 2
Rk 3
Rk 4
Rk 5
Rk 6
Rk 7
Rk 8
Rk 9
Rk 10
Rk 11
EXP
Each component has a rank which can modify its base experience value based on the rank of the weapon or accessory being upgraded; components yield bonus experience when used to upgrade lower-ranked items, but incur a heavy penalty when used to upgrade higher-ranked items
Rank
This column shows different effects of the multiplier bonus for this component; organic components have a positive bonus, while mechanical components have a penalty; whenever a weapon or accessory's total multiplier bonus reaches a certain level, its experience multiplier will change; you can select to see the number of components it will require to go from no bonus to any particular multiplier (×1.25, ×1.5, ×1.75, ×2, ×3); note that if any of these options are selected, mechanical components will have no value, since no number of them will increase your bonus; clicking the ◊ icon will allow you to sort by these values.
Mult. Bonus
# to ×1.25
# to ×1.5
# to ×1.75
# to ×2
# to ×3
◊
The cost to purchase this component from a retail network, if it is available for sale
Price
The amount of gil you receive if you sell this component to a retail shop; note that catalysts typically sell for a small fraction of their worth compared to other component types
Value
The ratio of experience gained to gil value of the component for the currently selected experience value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; this column is hidden when viewing base experience, because it is not an accurate measure; as a general rule, you want to buy mechanical components with as high an efficiency rating as possible; any mechanical component with an efficiency less than half of the highest purchaseable component should optimally be sold rather than used for experience; this value is of minimal importance for organic components
EXP/Gil
For organic components, this is the ratio of multiplier bonus to gil value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; as a general rule, you want to buy organic components with as high an efficiency rating as possible; any organic component with an efficiency less than half of the highest purchaseable component should probably be sold rather than used to increase a multiplier
Mult./Gil
The first chapter in which this component can be purchased or found
Chapter
Abominable Wing
Organic
23
5
+17
150 gil
75 gil
0.153
0.113
7
Abyssal Scale
Organic
25
5
+16
-
75 gil
0.167
0.107
9
Ancient Bone
Organic
45
8
+31
-
110 gil
0.204
0.141
11
Armored Shell
Organic
29
6
+20
150 gil
75 gil
0.193
0.133
11
Barbed Tail
Organic
13
4
+14
80 gil
40 gil
0.163
0.175
4
Begrimed Claw
Organic
4
1
+4
-
15 gil
0.133
0.133
3
Bestial Claw
Organic
12
3
+10
80 gil
40 gil
0.150
0.125
3
Black Mycelium
Organic
87
8
+51
-
675 gil
0.064
0.038
11
Blue Mycelium
Organic
25
5
+21
-
190 gil
0.066
0.055
4
Chipped Fang
Organic
5
2
+7
-
15 gil
0.167
0.233
1
Chocobo Plume
Organic
7
3
+34
-
20 gil
0.175
0.850
9
Chocobo Tail Feather
Organic
32
5
+58
-
50 gil
0.320
0.580
9
Cie'th Tear
Organic
6
2
+10
-
15 gil
0.200
0.333
2
Dawnlight Dew
Organic
12
2
+31
-
500 gil
0.012
0.031
4
Diabolic Tail
Organic
27
6
+21
150 gil
75 gil
0.180
0.140
7
Dusklight Dew
Organic
29
3
+42
-
850 gil
0.017
0.025
9
Enigmatic Fluid
Organic
15
4
+12
80 gil
40 gil
0.188
0.150
3
Entrancing Tail
Organic
45
8
+31
-
110 gil
0.204
0.141
11
Esoteric Oil
Organic
49
8
+29
-
110 gil
0.223
0.132
11
Fiendish Horn
Organic
23
5
+17
-
75 gil
0.153
0.113
9
loading table data...