PO E

USEFUL EQ1JIPMENT

Certain accessories can make power-leveling or grinding for valuable spoils far more effective. Note that certain pieces of equipment mentioned here only become available after you complete the main storyline.

Survivalist Catalog: These increase the odds of obtaining Shroud drops. See page 141 for more information on farming for Shrouds.

Collector Catalog: Increases the odds of obtaining an enemy's "normal" drop item Very useful for acquiring common components

Connoisseur Catalog: Increases the probability that you will obtain rare drops Extremely effective If you intend to battle specific enemies for high-value components.

Growth Egg: Doubles CP rewards.

Sprint Shoes & Aurora Scarf: Enable you to a immediately. Very handy when you are slaughtering ea to farm CP quickly. All pieces of equipment in the "Boo - - Group will increase the speed at which ATB gauges fill ~ 194 for more details on synthesized abilities.

Gold Watch: Increases the Target Times for all battles easier to obtain high post-battle ratings

LEVELING SPOTS AND TIPS

Note: Thrs section will only be of use to players who have reached Chapter 11 in the main story. If you are still at an earlier stage in the adventure, we advise you to return later to avoid potential game play spoilers.

For those who want to develop their party at an accelerated rate, Final Fantasy XIII has numerous locations where players can farm for CP, components and objects that can be sold for a high Gil return.

LEVELING SPOT #1:

YA CHA MA IF - T UMITRA BA IN

Spot details:

You can farm CP by focusing on Behemoth Kings fighting alongside Triffids

• Can be attempted from Chapter 11 onwards - a good leveling spo for weaker parties.

Tactics:

The Behemoth King is a powerful enemy when st e co nte e but can be killed by a low-strength party If you sew e a strike The important thing is to use the Commando s Lau prevent it from making its HP-replemshlng trans or a-

There are two Behemoth Kings In the Tsumitran Basin alongside Triffids that spring up from flowers as you approac run straight into a Triffid as it emerges, you will automates the fight with a preemptive strike

As you arrive from the Tsubaddran Highlands, one Behemo

very easy to surprise: you Just have to run directly for the closes -

The approach for the other Behemoth is rather tricky: there IS a to moving around the first flower to reach the closest Triffid take a little practice.

If you fall to gain a preemptive strike, Simply select Retry

You will receive more than 5,000 CP for each fight, and yo respawn all enemies by returning to the zone entrance

LEVEll G SPOT #2: THE ARCHYLTE STEPPE - NORTHER HIGHPLAI

z ~ • g he Behemoth King and Megistothena e to e path leading to Mah'habara

- ctics:

Start this three-way battle with a preemptive strike

Stagger and Launch the Behemoth King, then "juggle" it until it expires. Do not allow the creature to land

Once the Behemoth King has been defeated, kill the weaker Megistotherian.

• Walk a few steps past the nearby Save Station to respawn both enemies.

• With Sprint Shoes and Aurora Scarf equipped, you could farm hundreds of thousands of CP per hour in this way.

LEVELING SPOT #3:

EDEN - LEVIATHAN PLAZA

Spot details:

The Adamantoise offers some of the best rewards in the entire game: 40,000 CP, a Platinum Ingot as its normal drop (sell price 150,000 Gil), and a Trapezohedron as its rare drop. The latter component has a resale price of only 10,000 Gil, but is essential to create "ultimate" weapons and costs a massive 2,000,000 Gil to buy

A good leveling trick after completing the main storyline.

Tactics:

Use Vanille as a Saboteur, with the Death ability available (stage 9 on the Crystarium). Equip her Malboro Wand for Improved Debuffing II Any four accessories of the "Boost" Synthesis Group (including Sprint Shoes) are especiallv recommended for Auto-Haste and ATB +20%. Also make sure you have at least three TP.

Your other two characters should be equipped with defensive accessories only (damage resistance and HP boosts). One should be a Sentinel (Snow is best at it) and the other a Medic (Hope Ideally), forming the Attrition Paradigm

Summon Hecatoncheir at the beginning of the fight: Eidolons Instantly disable the Oretoise's legs. Switch to Gestalt Mode and send Hecatoncheir back with @/O

• Now cast Death repeatedly until the Adamantoise falls The success rate IS very low of course, so you will need both luck and patience. Potentially, though, a few minutes of effort could gain you some of the best possible rewards In the entire game ote that it can help to cast Vigilance on Vanille.

mUff

T

IpS· that suggest - e ·0 lOWing table provides 5 t dUring Chapter 13, or

Mah'habara Mawof 85 the screen to move between battles
he Abyss • E.pect 10 accrue Over 20.000 CP every
fi e mnutes
• A great locatloo to obtain CP and
valuable components
Mah'habara An Asylum 126 • The SIX Cryohedrons surrender 7,140 CP
from light when destroyed. and have lhe valuable
Bomb Core component as the" rare
drop It ern.
• Provides 8.000 CP per banle against
Iaejms Fifth TIer 93 Pulsework Centunons that can be
Tower defea ed With," 40 seconds With a
preemptIVe strike
Eden Siren Park 103 • Features lots of easy three· way bantes
• The Sacnfice and Sanctum InqUlSltriX
Eden Edenhall 105 enemies drop components With a high
resale value
• Ooe of the best power·leveling spots In
the entire game
• The Wladlslaus enemy surrenders
Orphan's The 113 32.000 CP per be Ie. and IS easy
Cradle Tesseracts to defeat ,f you use a Saboteur led
strategy
• You cannot return to thiS location dUlIIlg
post-credits plav
• A strong partj can ga n a Iantasuc
The Fault- Various 125 return of appro"mately 100.000 CP
warrens every 20 minutes by follOWing a specific
route through the Faultwarrens GIL COMPO ENT

In addition to "premium" components that are desiqned purely to be sold, there are several standard components with a Gil value that far eclipses EXP or multipl ier increases they may offer during weapon or accessory upgrades. AcqUIring these can be a great way to generate funds for purchases.

SHROUD A D RARE DROP

As we discuss on page 140, your post-be Ie ra ng determines which spoils you are likely to receive once comba ends e-s ar result will multiply the base probability of obtaining a are op b Ive while a no-star rating will make it eight times more II receive a Shroud So In addition to useful accesso es ta or artificially extend the Battle Duration ca

terribly against groups of enemies who can interrupt the party's attack queues.

NOTABLE PARAD GMS

TI RELE CHARGE (COM, COM, ): This Paradigm combines the sheer power of two Commandos with a Medic, healing them as they work their brutal craft This IS best used after Staggering a major enemy who cannot be Launched and will therefore keep attacking.

OEFEN IVE PARADIGMS

PROTECTIO , SYN, ): Thrs Paradigm combines the three forces of defense With capabilities of healing, powering up your party with status enhancements and the deflective strength of a Sentinel. A secure retreat that's best used when you need to heal and refresh buffs simultaneously.

COMBAT CLiNI ): A rapid recovery program, Combat Clime effectively allows you to heal your party with two Medics while the Sentinel keeps the enemy off their backs. This emergency Paradigm is the smart way to crawl back from the brink after your entire party has been struck by a devastating attack

CO VALE CE"J(I (SYN,

): The Crisis variant of

All suggested Paradigms in this section are based on the assumption that you will be usinq a party with access to all six roles, and that you will only be using your characters' primary roles. If you have already started exploring their secondary roles in the Crystarium during post-credits play, then you may consider usmq even more specialized configurations, such as Tortoise ( + + ), Salvation ( + + l. Rapid Growth (SYN + SYN + SYN), and Infiltration (SAB + SAB + SAB) These are mostly useful when completing the toughest Mark missions In the game, though, and you will find all the advice required in the dedicated sections of this guide

OFFEN IVE PARAD[GM~

RELEN rLES ASSAUI.l (COM, RAV, RAV): One of the most effective offensive Paradigms. The two Ravagers pummel the target to build Chain Bonuses while the Commando Inflicts serious damage, contributing to the Bonus and preventing Its decay. Once the enemy IS Staggered, the Commando can immediately Launch it into the air while receiving magical support from the two Ravagers to keep the enemy soaring.

OfFE 1\ [ l. HN (COM, COM, ): This Paradigm is best used after Staggering a single enemy, the Sentinel offering extra Staggering time to the two Commandos It can also be useful against a Staggered target that cannot be Launched.

AGGRE'I 10'0 (COM, COM, RAV): Thrs Paradigm adds an extra Commando in place of a Ravager to Relentless Assault and IS excellent for dealing high damage to a single target

TRI-DI A TER (RAV, RAV, RAV): This s e astes: a a Chain Bonus skyrocketing It relies on each Ravag:::< eep rg going all the way to a Stagger without lett 19 d need to make deft use of their ATB gauge 5S works best against single targets Wit a ag ca

Protection, with an additional Medic replacing the Sentinel A problem that may arise IS when either the Medics or the Synergist are done sooner than the others, leaving them with nothing left to do. In such cases it's best to switch to a Paradigm that can finish the job while putting the other characters to good use In a different role.

CO. Oll DATION (

): A Situational Paradigm,

only efficient when you need to dig In against enemies who can wipe out your party in mere seconds. Two Sentinels offer supreme defense, whilst the inclusion of a Medic allows you to heal wounds instantly and remove debilitating ailments until you're ready to fight again.

ALL- Rou D PARADIGM

o llDA RI I Y (COM, ): This Paradigm combines defense

and offense in an interesting way. The Sentinel draws the attention of enemies and guards against their attacks. The Medic keeps your Sentinel in play, while your Commando has a free hand to damage the enemy, If only to keep a Chain Bonus active. This is an especially useful Paradigm if you need to heal during the chaining of a powerful enemy with a high Chain resistance.

Y T, C TO\ I I (RAV, RAV, ): This configuration allows you

o build up Chain Bonuses with rapidity while enemies focus on your Sentinel. Switch qUickly to an offensive Paradigm as soon as your target s Staggered.

(COM, RAV,

): An excellent all-round

DELTA UT\

Paradigm, Delta Attack combines the best of offense and defense to build and maintain Chain Bonuses. The Sentinel functions as a damage sponge, freeing your other two characters to Stagger an opponent

'1IHR In (COM, RAV,

): Similar to Delta Attack, but with

he Sentinel replaced by a Medic. In fact, switchinq from Delta Attack to Diversity is a great way to build Chain Bonuses when facing very resilient foes. To be most effective, this Paradigm demands a Medic with a high Role Level and Magic attribute to stay ahead of any injuries being sustained.

GU E III (RAV, SYN, SAB : ~ s Paradigm is best used at the start of battles and as such, IS best set as your active Paradigm. It allows you to quickly enhance your party, weaken the enemies, and start building Chains When the desired status enhancements and ailments are In place, switch over to a more offensive damage-dealing Paradigm

MATADOR (RAV, , SAB): This setup combines defense, Chain building (the Saboteur takes the Commando role here, preventing Chain Gauges from depleting too quicklv]. and the long-term advantage of inflicting debuffs on enemies. Switch back and forth to Protection whenever you need healing and your Sentinel will remain constantly active, making you very hard to beat As soon as your enemies are weakened by the ailments, swrtch to something more belligerent and go In all guns blazing.

TRA.TEGIC \\ 4. I \p[ (COM,

t SYN): The Commando

takes care of maintaining the Chain Bonus while the Sentinel acts as a damage soak. The Synergist greatly improves your party's odds of Winning by casting status enhancements on your characters, but loses usefulness when this has been achieved Once buffed, it is better to switch the Synergist to another role

[ 1'10'" 4.GI (SYN, ): While your allies gladly welcome their buffs, enemies don't take kindly to being debuffed and have a resistance to such magic That's why Saboteurs will often cast the same spell several times In a row, In the hope that at least one of the ailments will "stick". Employing two Saboteurs greatly Improves the odds of quicklv inflicting all possible status ailments on your foe. Best used at the start of a long, hard battle, or when the ailments have worn out.

AFE lJlIVER 10 ): A mid-battle Paradigm,

Safe Subversion should guarantee the survival of your party during the s ort period that your two Saboteurs Inflict status aliments on your enemy.

CHARACTER COMPARlSONS

In order to help you to decide which characters you would rather play with, or how to specialize your party members, we have prepared the following visual comparison of all protagonists during a typical play through. The table and graphs show each character's evolution in the main three attributes: HP, Strength and Magic. This information is based on a standard and direct route through

the main game, with no specific power-leveling and "average" equipment upgrade levels.

You will also find it beneficial to read the Inventory chapter to learn about weapon-specific perks or attributes that might enhance each Individual's performance in their strongest roles.

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Sy

Synthesized abilities are enhancements that can be activated through special equipment combinations. The principle is simple: each piece of equipment in the game belongs to one of 29 (hidden) Synthesis Groups. By equipping more than one item of the same group (or, as a matter of fact, of the very same type), you will trigger a synthesized ability. This enhancement will be listed under the character's passive ability list at the Status and Equip screens.

Both weapons and accessories can belong to Synthesis Groups, so a character can have up to five items actively contributing to synthesized abilities, with a maximum of two synthesized abilities active at one time. Though you can set up some useful boosts dUring the main adventure, you will find that many of the most powerful and effective enhancements only become available later in the game.

1£>1>
uRULP 2 mM> 1 IIF\. Dll~ Rlrr (I
Iov ..... damage dea I to one rrses when HP d abo;~ 90'110 CombIne ttus w
Pa ad n. W'nged Sa, act.ssones IIlatenable a character to S1T'e quld v ora. bo·tIe beg ns fsucll
as tile ""'ora Scarf) '" make use of Uu. bonus befor • .....,. .. can recluce tile
H'gh HP Heale .... StaH Ptlyslcran s Iran Bang. Mythn Bang e H'gh HP Power Surge PI'ty member s HP by more lila" to'llo Another way to taka advafllage 01 til ,
Staff aC11 tv IS to choose a Parad m 'A re a Medic is present at 8 tanes n'IS cauld
be employed to I ~t rcreas!d damage on enemoes w!lo are .~ ble to
Sldgge< Natura ly preemp ~e S1T Iss .. e aiWay5. boon
lIfesaber Peacemakar. Incr ..... damagedea t to enem as "hen HP IS below 1Mb Ket!Illllg sucI1iow
HP IS r ,ky. and de1itlltely not re<ommended for a party lead e; but can _. WIth
lowHP Rebel Hun. Warrior I 'ungsten Bangle low HP Power Surge .S nel ~t. more the two .ttangest Sen"nei charact fSnow and fangl
Emblem. A,rwmg S~ r. be _high HP and 1010'lI0 on the"case MnSCIl.' to be a sa'erll1d Iafget
MSD:ann. ErIl1'll'Cane ma'll n fran zertI tIlan for othen especoally - tncv a....., _ on
the __ t
S er Bangle. Pla\lnum
BI.,afire Saber. flamberge Bangle Power Wristband N'ljd!" tile first 5 10.20 or 30 po nts of damage from lilYsocaJ a"acks A Ia'lle
GIad<us.H ......... '" Wid Srew If S Wnstoand
Bear f .. al Pule Power Wamor. Wn.lband Power 'lUmber a1 W1!apem fit "'W s S,mn.sr.s Group Tlu, means tnat you rnov only
PIlvsra Defense C,rtfe Ba"IO Standard Glove Black Be! G_a • PIl"ocaiWa 5 f'Il\'!rca! PhvsrcaJ Pl!y$icai "ead one cu:er act.ssorv """ ,om.thmg as rud ma",ary as en earty S,,,",
N nurta Jatavu B nt! ng Be t Cham",orf. Be t Wa 10 Wa 20 Wa 30 Bang .. to acqurre. f'Il\'!rtal Wa Indeed. ,t I during tile early game .t.JgeS.
Rod. H ... ter s Rod. Bladed GU8rdtan Amule Shield when the charatl.t!f's stll have HP In the hundreds rather:han thOuSands that
lance Glal'le Tal sman. Heros Amulet this lbi tv IS exce ent It has negllQ ble va.Je later In the game
Mara e Ta tSman
Edged Carbine. Razor Gold Bang Dramond
Carbone Vega 42, Alta'" Bangle Magic"",', Marl.
Deneb Duellers. Canotoos Shaman I Marl< Sorcerer.
AMPs. Umbra. Solan •. Ma" We,rdong Glyph. Rune Magrcal Mag ... ! Magical Same as f'Il\'!itaI WaI but nega!ong the ... _ts of da-nage from mag~
MagJt Defwe Haw 've. Eagletalon Bracelet W,lth, II<ace .t.
Peartwing Staff ~ M.1gus. BraceJel Allr~ Wall 10 Wa 20 VI 30 Ittat • A 10 best used dunng tile early stages of na 'IDly
Staff Rod a1 Thoms DrodIt Amulet SouItont Ta osman.
Rod. Parttsan, RIlornpha .. Saon" Amute Besse<!
Puntsher. Banescrssor S",ar
SamelSf'Il\'!ocaJWa but negat ng tile! "POrnlS of damage from a I attacks
Pi ... des Ho-I'owers. H-,ades E.....,weaponmttusSyttlteSlSGroupltas naSi TrgerorP",,",Trgerd<awbad
~Reduct.on Magnums Sacr fie .. Damage Damage Damage 10 balance Dlit t hrghltats l!.i1ich Ie .... s tile WIelder WIth great V reduced
Cire. Indomr s Malptra,. Wa '0 Wa 15 Wall 20 HP from ttIl' persfll!Cl~ tile HP bonuses of tna Bang es and the Dama90 Wa
Na:>er ... S'y'IlttltSIZed abl tv should be v~1td as a rat~r lOeffecuiel way of cffsettlng
tnat attendant cost
Pre; • lilYsocal damage but a so precludes magical res' too - so
'" Phvtic Si<rurgh. Teztat j)Ota Ethe:eal WiJ can only hea cure ' • JmertIS and,OYM! tile chnctar concerned
Dragoont.nc. Ilragonhorn Mantle w1Ih tams IlICI rtdolons Beca",.!nos synthesrled abt IV "'llI"'" five terns
f:1C;..drng._ can only be acqu red by Ho", and fang
fevmart Sool Blazer
..... Shamarnc s- Her.IrCS ..... 'rlt Crt MagcD_
Hel>erd Ice Resistance

Slow :stance

ImIl8r I Res stanco

Pam Res stance

O.:ellesistar<.

PositMI Effect

Adamancv

inCIeIlOndent

fu. s Blade. Elii. 001 ..

Anta,es 0e1Ul!S. Fomalhaut E ItS. Dtst>o..... Urubutsin

Hautec se, Durandal.

Lonreat. UII>ma W._, R PoIans SIlI!Cials Procvon, Botalgeuse

Custcns ~n.ng Sun Mrdr. t Sun Al.tar1lO Caladlius_Iyfu.~

Abra" •. Tam."'Il Pole Venus Gospel

Spa Defenders. S""" Sidearms Vidalnll.

Hresveig' Belladoma Ward.

MaIboro Ward. Pinloran $pea( CUnity Spear Gao BoIg GUf9I'I

All uttunate weapons

Frost Rmg IocIe RIng. Boreal RIng Frostbane

Brooch Fro> ~ Eamng.

IceCllann

Sparl RIng F .".., Rrng. Ra RIng Spa:1.bar1e 8rooch Spall. old Eamng 191 :"lQ Charm

Aqua Rrng. R. Rrng.

id Ring. Aquabane Brooch AquashreId Earr ng.

W .. ..,Charm

Zephyr Rm;. Gal. RIng S ph,d Ring WVId Charm

Day Rrng. S 1tstone Rm;. GNn Ring. Wth CIIonn

Gran • GIo". Wa1ord.

GIo.e

Glass Butk Te_ BuciJe

Fe"" Netk ce Gemstone Necklace

Wardrng T.lisman tie_ Talisman

Pa n Dampens, Pa" Oeffer:tor

Defa IluratMn 20'10

Ice Damage .30'11>

1ce0000ge +91'11

Fag IluratMn 2O'IIr

Ra<'lbow An let Moorbaw 0... Oumroo

AniJet 2O'IIr

Hermes Sandlit. Sc>nnt SIloes. WiustlflWlOO Searl. Aurora Searl N,mbI.toe Boots

SurviVII", Cata og HJnter. hrend Speed Sash Enqy Sa>IL Champron. Badge

Olerub~ Crown SOIapII s Crown ZeaIol. AmI; Battle Ta

Vanous

ATB Ral •• 10'110

ATB Rate .15'110

ATB Rale ,30'11>

Boosts damage IIftltled wrtll tile respect"" element. No 0 tIlel tnere ore severatl)llOS 01 elemental '0SJmnCe terns W11hro each Svn_ Group When r:omIIrnId. some may creaIl! vanous effects .11 ..tated 10 tne lame element The __ 10 enhance these svn_

Ibl "iSlO_" Enfire E.thunder E_terorE.frosttlle usef._v. .S_Sl The otI1er_lS 10"""'. Sabotaur cast ImIlOriIIO weaken I tarvet ogamst elementalattad, The WIOO Damage boost IS only relevant 10 RawgeB. AOIo. Aerora Ird

Aeroga ore tile onIy.e!'JCIe: lor elemental _ f.,. tile Earth

Damage boost can only be :ad by I party leader wIio has tile

Quale TacMique -Irds orguabty at nttle va ue

ATB Rate .2O'IIr

Gestalt/TP Boost

....... , rvduce tile duration Of JIlOCi1ic sta .,lments 10 they ,e only

useful aga .... t _ wtro rege ,Iy cast • ""niC ,_ More

t" _ not. vou" have. Svnorg $I _can counter IIlrnentswrtll tile qlIlOsrng buff or. Med~ ready 10 use Esuna 10 III be!tJ!f to put y1lUl prl!C!OUS accessory SlOtS 10 ben., use 1ft most ~""1lOOS Agarnst some of me tou¢esl Malk. though tiles. tan helP uerrendouslv Can be camI>ined with a ~. flYOl 10 enhancertre CM!rail effect

1rIct ..... tile rate 11_ tile A"B _ cIIarges ond s one of tile besl svntIIeSr1ed obil tIeS,.., can eaploit E"", II to'llo I!lJs oquates 10 an Idd>tJonaIlttact for every len perfonned, _ "",-tel mate • big difference dlrrng •• Iended coofTontatiOllS TIYs tIbIlrty IlaCts with tile effects of Haste for blirdrngly tast ATB _ rcharges. W,tIl tile r9tt weapon, this ac:cessory 101"", ran blm Lqnnrng mtD an rnstnrment 01 Cham Bonus am,IYIaI"'" - _rally ~ 'IOU sporn tile Army of One Ibl ty

"Randan Instant Cham" IS a great enhancement IIlat occasronally

• tarvets Cham Gauge trtstantIy Ird ,t. cheal> """",rng fUSllWD terns n Itas I very low probabi IV of IUCCIIS bot as tI1ene IS. chance of rt -,:ng wr every attad ard iIlrII ba es can bear wrtnes> dozens of _ ClIMtatd _ tile effect IS ,ely 10 ta e place

onore oftert tttan vou rnoght ttunIo \.."." It does. I r:aot end con ill .Ila>!t Na:rnl 'IOU shorJld grant S 10 a party _ ",,"'."ng ",_.mateIy rot tile Canmando II Ravager rutes

"Gestaltl1P Boost" m ,eo rt .. ~., 10 cIrarge tile TP Ird G :alt

ga;,ges III battle This '. I use 1 for bctIt gatllen!tg tile TP rOQU1l1ld

10 .... Tedtnrques end "10 for bu idlng 'IOU' E_'s Ge>ta~_ The tour flQU red Itl!mS can Include eexessor)fS that boost TP recavery tlvaugh banleslrd, Is ard!lo' rffetlS are CUmutat,,.

Er10nds tile duretron of buffs suc!t IS Bravery. Protect Ird Hasm If vour cttaracten'_ 10 be USIng """""'" from til" SvntI1es~ G""", for

Buff !M._ Buff OuratJOn Buff Duration Buff !Matron dtetr PlSIJtg ond usefut bultt-tn Matntenartce _. oqutpprng fUSl

+30'11> +50'lI0 .70'lI0 +9J'IO one more I'usItrve Effect ac:cessory off.,,, 30'11> e_ Fdlrng aut your rema nrng accessory slots for 50'lIo or h9ter duratoon tJmoS "" I an ~ payoff they could land _, be put 10""" bettor use

AbsorIts • '110 oj dama;e _10 ."..",es IS HI' TItrs one 01 tile """" ontefeStong svn_. "IS MIt tI10ugII till """ perten may seem • lOUSY '1te III reun It t Once,.., star encountenng single_wIioheva O!tSciltitpoortlS.... 'II :at

''II ,e;tresents qu!l8 a f .... full heals f. vou • , • pu!1Iy 'Ole leaving. space for. Gen I G ova urcapped ~ rnamtlIIIllOtentJal returns lit tile Iate! ..... stages

Items It 1111. category do not SIJppor!

ONS

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G'S WEAPONS

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~ • Starler weapons end 10 a m fOl a balance 01 Strengtn end Magic so e Blaze e Saber IS partlCU ar/y su ted to lIght'"ng - an ai-round character WhO ra es on a fa r measure 0 each sw tch ng between Commando and Ravager roles It on lacks special prOpertl8S

• s m lar pr ncrples of balance the swiftness of AxiS Blade and

upgrades are offset by low tats Speed IS doubtlessly t18 r pnme rtue but what a Virtue f you combine the "Attatk ATB Charge" spectal prope:ty With the ATB Ra 8 syTlthes zed a 'tv you can turn ltghtn ng Into a deadly v.u

• To emphasize and enhance JUSt one anntMe at the a,oense of the other yOU could OQU p the Glad us and ts upgrades for Streng land syntheslle Pllysltal Wa II 01 Edged Carbrne and upgrades 01 MagIC fand Sytl ;)85118 Mag c We I

SAZH'S

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• Augmen: menance is lII1ended to accentuate Sazh s skills as a

merg mow buffs such as Ennre will last 40% ISO% W1tn Augment

Maon:enance III Icoger wtule a weapon With thiS property 1$ SQu.PIl8d Fa extensmn accessones of the I'nsJ Iva E ect SynthesIS Groop can De worn to bestow me symne:~ed ability of 80Jff DuratlOO

• Focusmg "SUPBflOI Mag t alone the Aldebarans and me r upgrades have he drawback of gre3tly reducing San'-s attack speed n you don·t Wish to syntheS ze me VampaIC Stn e ebi Ily then e are methods

'Of nnprovong' e emat c ATB charge rate

• ShOuld yoo Wish Sazh 0 specoahze In MagIC rather han Strength then the Deneb Duellers re a safe, steadier alternatIVe to the "sky Aldebarans They upgrade IUS as respectably whole syn ho'llZlng the MagIC We eb ty

• Savagely re· • ng your character s maxllllUlll HP In e'change for epower 5 cera nly a sacnfice Bu these an! t,e Pleiades nants he most pawer!uI handguns m the

• Because of Sazh s Ir!lIIO't8llte as a WIlIIO~ character In IM"j

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wleldong Antares De! as and ' otpgrades

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• Fang IS doubly favored when It comes to obscure synthesozed a

Her ShamanlC Spear and HeretlC's Halberd ~ to S

Group of UI!lnllte MagIC. wh Ie her Dragoon lance and Or.gontoom are members 01 Ultomate PtoysIC

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• like Vanolle. Fang has roIe-Spetlfic SUppOrting weapans from ~ S.inel duty IS htely, Gae BoIg and lIS upgrades 1ft ImprOII8d Count. (+«1% damage, <80'11. WIth Im:woved through • special property

• Though not stnetIy Imbued any specIfic Convnando SUPIIOn. It IS

a POInt of play that Stagger lOCk s less of a problem for Commandos than I IS for Ravagers who wou d lose Stagger potential agalnsl groups That s why the ammg Po e and upgrades would be wonh consldenng for the r hIg e a a r betes despite drawbacks PersuaSIVe they are also 01 ne Gwa Synthesos Group and would

present unhef or <echarg ng TP

e ParadIgm demands a Sabote",. the Pandoran Spear and es bOOst e success rate of ebll,tatlon by 20% (40% With IMd OebilotatJOn III Given that Fang tan blast groups With the 8fR ect Saboteur spells Its a recipe for mayhem

AnRiBUTt AVAILABILITY
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Page 68

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Page 106

Page 54

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Page 42

Page 46

Page 68

Page 68

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MagICal Momenls

Mag cal Momenls Page 124

Page 98

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Fire ReSistance F re HeslstanCe

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Page 94

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3.!XXl

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Page 90

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Page 88

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Boost Boost

Cntlcal letradefense Auto- letradefense

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Cobalt te

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1 00.!XXl 5O.!XXl

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Page 133

Page 108

Page 62

Page 137 Page 102 Page 130 Page 94

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Gestalt Gestalt

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1.500 4.000

MagICal Moments

135 Page 120 83

Page 80 Page 80 Page 80 Page 88 Page 80 Page 80

UranlMe Moa'Stone

MIlar Stone MIlarS one MIlar Stone Mnar Stone MIlar Stone Mnar5tone

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1.500 4.!XXl

Magical Moments

2.500 6.000

15.000 40.000

500 1.500 3 !XXl

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MoogieworkS

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Moogleworks

7.500 7.500 7.500 7.500 7,500 7,500

10

10 10

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Ancrent Bone Moistened Scala Seapetal Scale Abyssal Sca a Sea rngs Beard

Segmenled Carapace ron She I ArmOr",,~nell Regenerating Carapace Chrpped fang Wicked Fang

MOI1$trous fang S,nlsler fang Severed Wing ScaledW.ng

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Thickened Hide Smooth H.de Supple Leather

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T ransparem Ooze

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Tllff>d Creature Comforts Creature Comforts Mushussu

Adroa Creature Comforts Creature Comforts Adroa Alraune Creature Comforts

Creature Comforts

Alraune

Sheep lsee page 1231 Sheep lsee page 1231 Sheep I see page 1231 Sheep lsee page 1231

flan Creature Comforts Creature Comforts Ectopuddlng Goblin

Munchkm GobilO Bocgbear Ceratosaur

Creature Comforts Creature Comforts

Ceratosaur Seeker PilaVica Seeker Vamp.re

80 150

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80 150

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flywheel 204

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Spark Plug 62

lrid.um Plug t 02

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Gyroscope 149

Electrode 434

Ceram.c Armor 141

Chobllam AmIot' 460

Rad.al Beallng 64

Thrust Beallng 200

Solenoid 220

Mobius Co.1 627

Turrgsten Tube 192

Titanium Tube 565

PasSive Detector 1 BB

Att"" Detector 582

Transformer 42

Amplifier lOB

Carbo'etor 274

Supertharger 774

P.ezoelewtC Element 310

! Crystal Oscillator 845

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S.ltcooe 0 I 152

Symnet.e Muscle 222

Turboprop 768

Turbojet 212

Tesla Turbine 823

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Part.cle Accelerator 4800

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50 20 -47 20 ·48 ·21 -46 18 -48 ·21 ·50 ·8 21 ·53 ·78 ·9 ·21 ·34 ·56 ·35 ·54 ·20 ·48 ·47 ·81 ·53 84 ·54 ·82 ·9 28 ·55 .az ·50 ·79 ·20 ·32 ·49 ·85 ·46 ·79 ·18 ·37 59 ·83 ·87 ·100 ·1 ·1 ·1

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Hop"te AqUila Velocycle Megllm Thresher Vernal Harvester Lenora s Garage

Bulwarker Lenora's Garage Puisework Gladiator Hopllte Vernal Harvester Juggernaut

tenoras Garage Pulseworl< Centunon Tyrant Lenora s Garage Immortal

teooras Garage Megnm Tlves/ler Lenora's Garage Lenora. Garage

4 6 8

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Anavatapta Warmech teneras Garage Lenora's Garage Lenora s Garage Lenora's Garage

R&D Depot R&D Depot Sanctum Arthangel Sanctum Arthangel Cactuar

Chocobo lsee page 1231

M •• Slon 41 Chocobo lsee page 1231 Chocobo lsee page 1231 Dmlbolseeooge 123

11 2

10 10 10 10

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840 420

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840 420

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160 420 160 420 140 420 160 4211 90

430 215

420 600 90 230 330 500

660 330

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420 420 800 420 750

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750 90

520 260

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1.000

320 160

660 330

420 800

840 420

900

200 100

460 230

840 420

1.600 800

10.000 5.000 50.000 25.000

500 2.500 12.000 18.000 28.500 35.000 15.000 60000

SA ICS

Upgrading can be performed at any Save Station. becoming available after you acquire the Omni-kit Key Item in Chapter 04. That said. it's not recommended that you start upgrading until much later in the game as it takes plenty of resources to do it efficiently.

To upgrade. select the weapon or accessory you wish to improve and you will see its current level (Lv. 1. for instance) and its experience points (EXP) displayed in the Attributes panel. Now choose a component to combine with it. Regular components have an EXP value that will be added to the EXP of the item when combined. Once you have raised enough EXP to meet or exceed the next EXP target shown. your equipment will gain a level. Depending on the item. this can mean higher stats. greater damage or improved effects.

You can find components in Treasure Spheres; earn them as Spoils from battles; or buy them from shops. Shopping is the fastest way to acquire large amounts. though. and this is ultimately the key to upgrading in the most efficient mamer.

Even when a weapon or accessory reaches its maximum level (*). it may be possible to upgrade it further through the use of a specific transformational catalyst. These are rare and expensive components whose sole purpose is to transform one item of equipment into a superior one. Each piece of equipment thus has a fixed development path to its fullest potential:

ADVANCED TIPS

• Each component has a hidden multiplier value that influences the EXP Bonus applied to upgrades. As a general rule. organic components (with a claw icon by their name) gradually raise the EXP Bonus but add very taw experience points to the equipment Mechanical components (with a bolt icon) offer high EXP values but will reduce the EXP Bonus when used.

• The best way to upgrade equipment. therefore. rests in first USing organic components to build the EXP Bonus to its maximum level (x3 - a 200% gain). and then spending a large quantity of a single mechanical component type in one go. This will reset the EXP Bonus. but triple the experience value gained from all of the mechanical components.

• Ideally. being cost/time-efficient when upgrading involves being able to identify the components with the right attributes. and to acquire them in great quantities - most likely from shops - up to the Inventory maximum of 99.

• The EXP value of a component will vary from item to item. This is because of another hidden value. the item's rank. The better your equipment. and thus the higher its rank. the less it will gain in EXP from the components you spend on it.

DOING THE MATH

The multiplier effect of each component can be found in the table on the preceding double-page spread. For example. the very first component in the list - the Begrimed Claw - is worth +4 points to the multiplier value. Further down the list. by contrast. you'lI see that a Spark Plug is worth -18 points.

The game keeps track of the running total in the background. remembering the multiplier value for each item you upgrade. The item·s EXP Bonus changes whenever this hidden total crosses certain thresholds. as this table shows:

So. following our example. upgrading with 26 Begrimed Claws (26 x 4 = 104) would add 104 points to the multiplier value and raise the EXP Bonus to xl.S. The further addition of a single Spark Plug (-18 points) would reduce the multiplier value to 86 points. so the EXP Bonus would also drop to xl.25.

To obtain the x3 maximum from the start. you would also neJ 126 Begrimed Claws(126x4= 504) to exceed the highest threshold. Notamr8ly practical. especially considering the 99 cap on i!Mll1lllly. The solution, therefore. is to identify the components with the highest ~ to-cost ratio. These are listed here. in order of effectivenest(noUMhet this table focuses on the most efficient upgrading agents you can bur).

+21 421

There are several components with a higher rrult pller alue, which cannot be purchased, and which take consrderabre time and effort to obtain in large numbers, Even if found or won, some components (hke Perfume, at +120) would still be more efficiently exchanged for Gil to spend on hundreds of the components highlighted.

Sturdy Bone, Barbed Tail and Vibrant Ooze have the best cost-effective rate; use 36 of them and you get an Instant x3 EXP Bonus. Otherworldly Bone, Diabolic Tail and Transparent Ooze are Just behind - a slightly lower ratio per Gil, but lighter on inventory space as you only need 24 of them to reevh thet 200% [XP qern.

After boosting the EXP Bonus to x3, thanks to organic components, It'S time to use mechanical components to actually level up the equipment. For the best results, use a large quantity of a single type In one go so that the x3 applies to every component. If you added them one by one, your x3 multiplier would soon be reduced to zero after just a few. Again, the Ideal solution is to identify what components offer the best EXP value-to-cost ratio. These are listed here, In order of effectiveness:

1.600
Particle Accelerator 4.800 10.000
Turboprop 768 1.600
Superconductor 400 840
Perfect Conductor 751 1.600
Chobham Armor 460 1000
Bomb Core 551 1.200
Tesl8 Turbine 823 1800 Ultracompact Reactors are pe ec e va 'leed huge amounts of EXP. as you'll find when ou see e req renerts for taking an ultimate weapon to its maximum leve Part c e ~cce era ors are an intermediate solution - still very high EXP bl.. ten : nes ower You will need to unlock the R&D Depot rata: net or to buy these Items.

At this price, you should also avoio waste Incurred from using more components than necessary Work out how much EXP will be required by rnultiplvinq the number of levels to be upgraded With the average cost of each level (depending on how many levels have yet to be gained) Aim to come In as near as possible to the maximum level. Make up any final remaining difference with lesser components.

Don't be surprised by the fact that the same component may offer different EXP depending on the target equipment. The higher the rank of the item, the lower the EXP gained from the component. Ranks run from 1 to 11, lowest to highest, and the EXP values in the guide are based on Rank 6 Items (average). Before you decide to upgrade a weapon, do have a look at its rank. Two weapons With a maximum level of 61, but With different ranks, will require very different total amounts of EXP.

As a general rule of thumb, upgrading an initial weapon from Lv. 1 to Lv. * requires approximately 50,000 EXP, upgrading an intermediate weapon from Lv. 1 to Lv. * requires approximately 450.000 EXP; upgrading an ultimate weapon from Lv 1 to Lv. * requires approximately 1,500,000 EXP Alternatively, trial and error with a saved game can give an equally good answer.

If you want to make precise calculations, it might help to note that every item starts With a base EXP requirement to take it to Lv. 2. and then increases the requirement by the same amount per level. For example, a Silver Bangle needs 200 EXP to level up at first. then 256 EXP. then 312 EXP. rising by 56 EXP per level The same applies to every item, though each has ItS own base and Increment value.

SUMMAPY:

EFFICIE T UPGRAOI G

For players who just want a shorthand guide, here's a five-step recap of the procedure to follow:

Choose the piece of equipment you want to upgrade.

Check ItS rank and maximum level. then calculate the EXP amount required (or Simply use our approximate EXP requirements Just above).

Use 36 Sturdy Bones, Barbed Tails or Vibrant Oozes (or 2 Otherworldly Bones, Diabolic Tails or Transparent Oozesl to ge a instant x3 EXP Bonus.

Follow it with the right quantity of Ultracompac Reactors Pa Accelerators or one of the other recommended co oo e ts the piece of equipment directly to maximum Ie e *

Where applicable. use the transfurmational ca a transform the item into Its superior version, then re: r

rim rJ

. I

DIS

OI)MANTLE ANALYSIS

Dismantling IS only worthwhile If you dismantle fully upgraded equipment. Doing so with an item that's not at maximum level(*) IS a waste. This is because the quality of raw parts generated will vary greatly according to the level of the dismantled item, and you only get the very best results with fully upgraded * items.

Very often, dismantling a maxed-out item leads to the return of an earlier or inferior version. However, the sale value of the dismantled parts is always smaller than the cost of upgrading the item in the first place. You cannot build to dismantle without making a huge loss.

So what's the point of the dismantle process? One answer is that it can sometimes produce rare items - the kind that can't be bought or found. Dismantling can also be exploited by a few devious methods, enabling you to multiply expensive components such as Trapezohedrons Read the followinq section for a selection of particularly noteworthy tricks.

Note that there are three accessories that you should neither transform (through upgrades) nor dismantle. These are the Gold Watch, the Champion's Badge and the Survivalist Catalog All three are very rare items, whose upgrade path leads to the Collector Catalog, an item that can be bought from the Moogleworks

BE T 01 MANTLED PART

TRAPEZOHEDRON MUL~IPLICATION

You need at least six Trapezohedrons to make just one ultimate weapon per character, and would somehow have to fathom raising 12,000,000 Gil to buy them. But there IS a trick through dismantling If you already own one Trapezohedron Create one of the following weapons'

Kain's Lance (made from the Dragoon Lance, Shamanic Spear, Punisher, Pandoran Spear or Gae Bolg)

Nirvana (made from the Tigerclaw, Healer's Staff, Belladonna Wand or Mistilteinn)

Upgrade either Kains Lance or Nirvana to maximum level (at a cost of approximately 1,500,000 Gil), and then dismantle it. You'll obtain three Trapezohedrons, tripling your initial investment, and for rather less than the 4,000,000 Gil you'd have paid in a shop. You'll even get a present of 36 Moonblossom Seeds at the same time, worth 216,000 Gil.

HOW TO OBTAIN SPRINT SHOES

Sprint Shoes and Hermes Sandals belong to the Boost Synthesis Group and both have excellent Haste and ATB Rate potential. You can get the items you need by defeating Mission Mark 07 (Bituitus). a very easy battle With its activation Cie'th Stone obliglOgly nearby. This enemy drops Tetradic Crowns and Tetradic Tiaras so you can obtain several in a rather short time, especially If you equip Catalogs. Upgrade and dismantle these items to obtain, respectively, Hermes Sandals (which transform into Sprint Shoes) and Sprint Shoes.

A TLE

01 MANTLE

HOW TO OBTAIN ETHERSOL

You can buy a Speed Sash from the Moogleworks retail network for 5,000 Gil and upgrade it into an Energy Sash At maximum level, this accessory dismantles into Ethersol(along with Black Mycelium).

HOW TO OBTAIN EL'X'RS

Wondering why you've only found one? During the game, you can obtain a few Doctor's Codes (from the battle against Anima; a Treasure Sphere in the Sunleth Waterscape; and as a reward for Mission 41), an accessory of short-lived usefulness. Once fully upgraded by a mere 200 EXP, it dismantles IOtO three Shrouds plus an almighty Elixir, a partyrescumq item for the toughest battles in the game

'OW ~O OBTAIN R'BBONS

Ribbons are rather rare items that can be upgraded to the supreme Super Ribbon. You'll win one from the Chocobo treasure-hunting mini-game, and you can get more from Flowering Cactuars 10 the Faultwarrens, but this requires a very advanced party. If you have 120,000 Gil to spare, though, you can buy an Entite Ring from Sanctum Labs. This can be upgraded into a Goddess's Favor accessory, which - once fully upgraded - dismantles into a Ribbon.

These tables reveal what dismantled parts you obtain for fully upgraded items If you dismantle an Item anything less than maxedout, you will only get the less valuable parts in the selection, and in smaller quantities.

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