Maps: In Palumpolum – 11 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
Palumpolum The Metrostile 7 1 3
Palumpolum Nutriculture Complex 7 2 5
Palumpolum The Agora 7 1 1
Palumpolum Pedestrian Terraces 7 1 3
Palumpolum Western Promenade 7 2 4
Palumpolum The Back Alleys 7 1 -
Palumpolum Central Arcade 7 1 2
Palumpolum Eastern Promenade 7 - -
Palumpolum Rivera Towers 7 2 5
Palumpolum Felix Heights 7 2 4
Palumpolum The Estheim Residence 7 1 4
Treasure: Found in Palumpolum – 31 shown
Treasure
The specific map where this treasure can be found
Map
Details on exactly where to find this treasure
Notes
Fiber-optic Cables At the end of the U-shaped side path in the first area
Holy Waters In the left side path from the pipe passage
Librascope In the dark area right from the exit of the last pipe passage
Holy Waters On the first secret platform
Phoenix Down On the first secret platform
Mobius Coils On the second secret platform, guarded by a Lucidon and a Flanitor
Aqua Ring On the second secret platform, guarded by a Lucidon and a Flanitor
Warding Talisman In plain sight on the main path
Com Unit Added to inventory when Snow joins
Fortisol At the far end of the first hall, guarded by a PSICOM Warlord and two Corps Pacifexes
Paladin On the raised central platform, guarded by several troops
Insulated Cabling On the left side of the sunken hallway
Holy Waters Behind Snow's starting point
Incentive Chips At the end of the ledge accessible from the first corner in the area
Guardian Amulet In plain sight near the save point
Shaman's Mark Turn around after jumping down from the first set of ledges
Vidofnir On the right side of the scaffolding between buildings
Thrust Bearings On the ledge between buildings, behind a sign
Deceptisol In the far right corner of a platform on the main path
2,000 Gil On an L-shaped catwalk right of the main path
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Monsters: Found in Palumpolum – 19 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
Corps Pacifex Soldiers Corps Footmen 5,670 55 67 10 10 130.0% 10 32 Phoenix Down 10% Credit Chip 2% Lightning 7
Corps Tranquifex Soldiers Corps Gunmen 3,612 86 86 9 0 135.0% 11 32 Phoenix Down 10% Credit Chip 2% Lightning 7
Falco Velocycle Militarized Units Cognispeeders 14,700 140 - 25 85 140.0% 80 90 Digital Circuit 25% Fiber-optic Cable 5% Lightning 7
Flanitor Militarized Units Flan 3,780 100 750 20 85 115.0% 30 64 Murky Ooze 25% Vibrant Ooze 5% - 7
Havoc Skytank Militarized Units Armatures 441,000 218 - 56 95 - 5,394 1,800 Uraninite 100% - - - 7
Lodestar Behemoth Militarized Units Behemoths 37,800 200 100 18 40 500.0% 200 128 Begrimed Claw 25% Bestial Claw 5% Slow 7
Lucidon Militarized Units Armadons 10,080 133 - 23 90 120.0% 60 96 Segmented Carapace 25% Iron Shell 5% - 7
Orion Militarized Units Tilters 25,200 100 - 12 60 250.0% 113 77 Digital Circuit 25% Superconductor 5% Ice, Water, Slow 7
Portside Hull Militarized Units Armatures 12,600 218 - 51 90 - 2,697 - - - - - - 7
Portside Turret Militarized Units Armatures 12,600 218 - 51 90 - 2,697 - - - - - - 7
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
PSICOM Warlord Soldiers PSICOM Elites 22,680 120 150 17 85 120.0% 40 128 Credit Chip 25% Rhodochrosite 5% - 7
Starboard Hull Militarized Units Armatures 12,600 218 - 51 90 - 2,697 - - - - - - 7
Starboard Turret Militarized Units Armatures 10,710 218 - 51 90 - 2,697 - - - - - - 7
Ushumgal Subjugator Militarized Units Annihilators 126,000 171 - 57 95 150.0% 300 960 Abominable Wing 100% - - Lightning 7
Ushumgal Subjugator Militarized Units Annihilators 378,000 171 - 55 70 250.0% 150 960 - - - - Lightning, Slow 7
Items: Found in Palumpolum – 6 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
Phoenix Down Consumable 1,000 gil 500 gil Death 1
Librascope Consumable 10,000 gil 500 gil - 3
Holy Water Consumable 100 gil 50 gil Curse 7
Fortisol Shroud 12,000 gil 500 gil - 2
Deceptisol Shroud 30,000 gil 500 gil - 2
Ethersol Shroud - 500 gil - 2
Weapons: Found in Palumpolum – 4 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
Axis Blade Lightning Attack: ATB Charge 8–48 8–48 ATB Rate 15,000 gil
7,500 gil
5 1,200+225/lv 20 66,750 Enkindler Lv.13 Adamantite 7
Paladin Snow Improved Guard 8–88 8–88 High HP: Power Surge 20,000 gil
10,000 gil
5 1,200+225/lv 20 66,750 Winged Saint Lv.16 Scarletite 7
Vidofnir Hope Defense Maintenance 6–46 14–134 Buff Duration 16,900 gil
8,450 gil
5 1,200+225/lv 20 66,750 Hresvelgr Lv.16 Scarletite 7
Gae Bolg Fang Improved Counter 23–103 12–92 Buff Duration 13,100 gil
6,550 gil
5 1,500+215/lv 20 70,850 Gungnir Lv.17 Scarletite 7
Accessories: Found in Palumpolum – 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
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
Tungsten Bangle HP: +X 150–230 Low HP: Power Surge 1,500 gil
750 gil
3 330+99/lv 10 7,755 Titanium Bangle Lv.9 Cobaltite 5
Brawler's Wristband Strength: +X 50–120 Physical Wall 3,000 gil
1,500 gil
4 1,040+424/lv 10 29,480 Warrior's Wristband Lv.8 Uraninite 4
Shaman's Mark Magic: +X 50–120 Magic Wall 3,000 gil
1,500 gil
4 1,040+424/lv 10 29,480 Sorcerer's Mark Lv.8 Uraninite 4
Black Belt Resist Physical: +X% 10–20 Physical Wall 4,500 gil
2,250 gil
3 480+198/lv 5 4,380 General's Belt Lv.4 Uraninite 4
Aqua Ring Resist Water: +X% 20–30 Water Damage -
1,000 gil
2 200+26/lv 5 1,260 Riptide Ring Lv.3 Cobaltite 6
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 Perovskite 7
Guardian Amulet Critical: Protect - Physical Wall 5,000 gil
2,500 gil
2 600 1 600 Shield Talisman Lv.1 Perovskite 7
Shield Talisman Auto-Protect - Physical Wall -
6,000 gil
5 1,500 1 1,500 - - 7
Components: Found in Palumpolum – 7 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
Bestial Claw Organic 12 3 +10 80 gil 40 gil 0.150 0.125 3
Abominable Wing Organic 23 5 +17 150 gil 75 gil 0.153 0.113 7
Insulated Cabling Mechanical 68 3 −18 280 gil 140 gil 0.243 - 3
Fiber-optic Cable Mechanical 245 6 −49 840 gil 420 gil 0.292 - 4
Thrust Bearing Mechanical 227 6 −48 - 420 gil 0.270 - 7
Mobius Coil Mechanical 651 8 −81 - 800 gil 0.407 - 7
Incentive Chip Mechanical 1 5 −1 - 2,500 gil 0.000 - 7
Key Items: Found in Palumpolum – 2 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 Com Unit 7
Retail Network Plautus's Workshop 7