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Aerorail Trussway 12-E
Location
The Hanging Edge
Save Points
1
Chapter
1
The second
Map
in the game introduces a few new elements, like
Pantherons
and
Treasures
that are found slightly off the beaten path. It's still a very linear, if short,
Map
.
Compare Aerorail Trussway 12-E to other Maps
Treasure: Found in
Aerorail Trussway 12-E
– 2 shown
Treasure
Details on exactly where to find this treasure
Notes
2
Potions
On a platform to the right of the main path
Iron Bangle
On a platform to the left of the main path
Monsters: Found in
Aerorail Trussway 12-E
– 4 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
PSICOM Enforcer
Soldiers
PSICOM Shock Troops
171
13
-
24
20
130.0%
11
3
Potion
10%
Phoenix Down
2%
-
1
PSICOM Warden
Soldiers
PSICOM Hunters
84
17
-
21
0
120.0%
6
3
Potion
10%
Phoenix Down
2%
-
1
Pantheron
Militarized Units
Razorclaws
375
15
-
22
0
103.0%
1
3
Chipped Fang
25%
Wicked Fang
5%
Fire
,
Ice
1
PSICOM Aerial Recon
Soldiers
PSICOM Airborne
189
20
-
44
80
110.0%
15
-
Potion
10%
Phoenix Down
2%
-
1
Items: Found in
Aerorail Trussway 12-E
– 1 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
Potion
Consumable
50 gil
25 gil
-
1
Accessories: Found in
Aerorail Trussway 12-E
– 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
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
Iron Bangle
HP: +X
50–120
High HP: Power Surge
500 gil
250 gil
1
100+28/lv
5
780
Silver Bangle
Lv.4
Millerite
1
Aerorail Trussway 13-E
Aerorail Trussway 11-E