Maps: In Eden – 9 shown
The location where this map is found
Location
Map
The chapter in which this map is visited
Chapter
The number of save points found on this map
Save Points
The number of treasures to find on this map
Treasures
Eden Grand Prix Circuit 12 1 4
Eden The Skywalk 12 1 -
Eden Expressway 12 2 2
Eden Bridge Pier Elevator 12 - -
Eden Ramuh Interchange 12 1 3
Eden Siren Park 12 1 4
Eden Leviathan Plaza 12 2 4
Eden Edenhall Grand Foyer 12 1 1
Eden Edenhall 12 2 3
Treasure: Found in Eden – 22 shown
Treasure
The specific map where this treasure can be found
Map
Details on exactly where to find this treasure
Notes
Grav-con Unit Obtained at start of Chapter 12
Sanctum Labs Additional drop from Anavatapta Warmech
Lionheart In the middle of the area, near a float
9,240 Gil On the catwalks right of the second platform
Rebel Heart In plain sight on the right side of the main path
Otshirvani In plain sight on the right side of the main path, guarded by a Proto-behemoth
Punisher In plain sight on the right side of the main path
15,000 Gil On an offshoot road on the lower level
Perfect Conductors On the overhanging bridge
Blaze Rings On a side path near the lower-level park
Librascope In the looping turn off to the side
Particle Accelerators In the upper-level park
Champion's Badge On the middle level of the second circle
Antares Deluxes Beyond the first save point
Plush Chocobo Right side of the Edenhall entrance (cannot get this and left side treasure*)
Particle Accelerators Left side of the Edenhall entrance (cannot get this and right side treasure*)
12 Hellish Talons Beyond the left-side turnstiles
17 Hellish Talons Beyond the right-side turnstiles
Mistilteinn In plain sight on the main path
Power Glove On the path past the second save point
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Monsters: Found in Eden – 28 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
Adamanchelid Feral Creatures Oretoises 956,250 1,292 861 5 25 450.0% 140 4,550 Gold Dust 25% Scarletite 1% Ice 11
Adamantheron Militarized Units Razorclaws 96,800 418 418 9 90 120.0% 60 780 Chipped Fang 25% Sinister Fang 5% Ice, Water, Daze 12
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
Amphisbaena Feral Creatures Wyverns 360,000 569 366 6 20 350.0% 94 3,500 Severed Wing 25% Abominable Wing 5% Lightning, Wind 11
Anavatapta Warmech Militarized Units Annihilators 280,500 168 168 54 20 250.0% 56 26,000 Tesla Turbine 100% - - Lightning 12
Behemoth King Feral Creatures Behemoths 487,620 943 825 12 60 650.0% 413 4,000 Begrimed Claw 25% Gargantuan Claw 5% - 11
Bulwarker Militarized Units Golems 264,000 852 852 5 90 150.0% 150 2,080 Electrolytic Capacitor 25% Chobham Armor 5% Lightning 12
Centaurion Blade Pulse Automata Centaurions 202,400 852 852 - 90 130.0% 90 - - - - - - 11
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
Humbaba Feral Creatures Behemoths 1,320,000 1,217 1,217 3 50 700.0% 360 3,250 Begrimed Claw 25% Hellish Talon 5% Fire 11
Juggernaut Pulse Automata Armaments 1,584,000 1,151 2,130 3 95 200.0% 600 3,900 Tungsten Tube 25% Particle Accelerator 5% Deprotect, Deshell, Slow, Imperil, Poison, Curse 11
Left Foreleg Feral Creatures Oretoises 356,200 11,537 5,916 6 20 300.0% 75 - - - - - - 11
Orobon Feral Creatures Sahagin 257,400 382 127 4 90 125.0% 75 1,855 Moistened Scale 25% Abyssal Scale 5% Fire, Lightning, Poison, Curse 11
Proto-behemoth Militarized Units Behemoths 484,000 710 710 8 90 200.0% 300 3,250 Begrimed Claw 25% Hellish Talon 5% Ice, Water 12
Right Foreleg Feral Creatures Oretoises 356,200 11,537 5,916 6 20 300.0% 75 - - - - - - 11
Sacrifice Cie'th Shambling Cie'th 452,000 1,368 456 7 50 300.0% 120 1,440 Perfume 25% Scarletite 5% - 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 Inquisitrix Soldiers PSICOM Epopts 132,000 355 355 19 80 130.0% 45 1,300 Credit Chip 25% Perfume 5% - 12
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Items: Found in Eden – 2 shown
Rare items cannot be purchased, but may be dropped by monsters or gained by dismantling weapons or accessories
Name
Consumable items are used in combat, while shrouds are used while exploring
Type
The cost to purchase this item from a retail network, if it is available for sale
Price
The amount of gil you receive if you sell this item to a retail shop
Value
The status ailment this item cures during combat
Cure Status
The first chapter in which this item can be purchased or found
Chapter
Librascope Consumable 10,000 gil 500 gil - 3
Ethersol Shroud - 500 gil - 2
Weapons: Found in Eden – 6 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
When a weapon is mastered, you may use this catalyst to upgrade it into a new weapon
Catalyst
The first chapter in which the weapon can be purchased, found, or upgraded from another weapon
Chapter
Lionheart Lightning Quick Stagger 8–68 8–68 Random: Instant Chain 28,000 gil
14,000 gil
6 1,500+174/lv 20 63,060 Ultima Weapon Lv.15 Scarletite 12
Antares Deluxes Sazh Chain Bonus Boost 12–92 18–98 ATB Rate 22,000 gil
11,000 gil
4 800+116/lv 20 38,040 Fomalhaut Elites Lv.15 Uraninite 12
Rebel Heart Snow Critical: Power Surge 5–65 10–70 Low HP: Power Surge 11,000 gil
5,500 gil
4 800+116/lv 20 38,040 Warrior's Emblem Lv.15 Uraninite 12
Otshirvani Hope Siphon Boost 6–66 14–114 ATB Rate 28,200 gil
14,100 gil
5 1,200+225/lv 20 66,750 Urubutsin Lv.16 Scarletite 12
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 20 66,750 Erinye's Cane Lv.16 Scarletite 12
Punisher Fang Stagger: TP Charge 20–100 31–151 Magic Wall 31,000 gil
15,500 gil
5 1,500+215/lv 20 70,850 Banescissor Spear Lv.17 Scarletite 12
Accessories: Found in Eden – 3 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
When an accessory is mastered, you may use this catalyst to upgrade it into a new accessory
Catalyst
The first chapter in which the accessory can be purchased, found, or upgraded from another accessory
Chapter
Power Glove Strength: +X 150–250 Physical Wall -
13,500 gil
8 2,080+848/lv 10 58,960 Kaiser Knuckles Lv.9 Dark Matter 9
Blaze Ring Resist Fire: +X% 25–35 Fire Damage -
3,000 gil
4 500+112/lv 5 3,620 Salamandrine Ring Lv.4 Uraninite 4
Champion's Badge Victory: TP Charge - Random: Instant Chain -
5,000 gil
4 700 1 700 Survivalist Catalog Lv.1 Perovskite 11
Components: Found in Eden – 4 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.
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.
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
Hellish Talon Organic 45 7 +24 - 110 gil 0.204 0.109 11
Perfect Conductor Mechanical 781 8 −83 1,600 gil 800 gil 0.488 - 9
Particle Accelerator Mechanical 5,164 7 −87 10,000 gil 5,000 gil 0.516 - 11
Plush Chocobo Mechanical 1 10 −1 - 35,000 gil 0.000 - 11
Key Items: Found in Eden – 3 shown
Eidolith key items grant a party member access to an eidolon; retail network key items open up shops that can be accessed from any save point
Type
Key items are unique items that must be found
Name
The first chapter in which the key item can be found
Chapter
Miscellaneous Grav-con Unit 1
Retail Network Eden Pharmaceuticals 12
Retail Network Sanctum Labs 12