r M m R Duty Rewards: The Final Coil of Bahamut - Turn 2 – 2 shown
Location Type Possible Items Currency
Treasures with a limit can only be collected once during the given period; all limited treasures in a given duty share the same lockout period; this limit applies only to items, not currency rewards
Treasure Limit
r M m R Armor: Found in The Final Coil of Bahamut - Turn 2 – 18 shown
Disciplines:
Levels:
Type:
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
Type
The total defense offered by this armor; multi-slot armor is sorted by the defense accounted for by its main slot; mouse over this number to see the breakdown of defense per slot
Def.
The total magic defense offered by this armor; multi-slot armor is sorted by the magic defense accounted for by its main slot; mouse over this number to see the breakdown of magic defense per slot
MDef.
The bonuses offered by this armor; secondary statistics are potentially of value, but are rarely considered for the chosen discipline; Aetherial armor has additional, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this armor, which indicates its relative power
iLvl
Lv. Classes
The number of materia slots this armor has
Materia
The class required to repair this armor; this is typically the same class as the one that can craft or attach materia to this armor
Craft
Price
Aetherial armor can be worth more than the listed amount, depending on the bonuses it has
Value
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
Type
The total defense offered by this armor; multi-slot armor is sorted by the defense accounted for by its main slot; mouse over this number to see the breakdown of defense per slot
Def.
The total magic defense offered by this armor; multi-slot armor is sorted by the magic defense accounted for by its main slot; mouse over this number to see the breakdown of magic defense per slot
MDef.
The bonuses offered by this armor; secondary statistics are potentially of value, but are rarely considered for the chosen discipline; Aetherial armor has additional, randomly chosen bonuses in addition to those listed here
Bonuses
The item level of this armor, which indicates its relative power
iLvl
Lv. Classes
The number of materia slots this armor has
Materia
The class required to repair this armor; this is typically the same class as the one that can craft or attach materia to this armor
Craft
Price
Aetherial armor can be worth more than the listed amount, depending on the bonuses it has
Value
Head 85 68 Strength +31, Vitality +36, Accuracy +20, Determination +21 130 50 LNC, DRG - ARM - 263 gil
Head 68 68 Dexterity +31, Vitality +36, Critical Hit Rate +29, Determination +14 130 50 ROG, NIN - GSM - 265 gil
Body 119 95 Strength +50, Vitality +59, Critical Hit Rate +33, Skill Speed +47 130 50 LNC, DRG - ARM - 326 gil
Body 72 119 Vitality +53, Intelligence +50, Accuracy +33, Spell Speed +47 130 50 THM, ACN, BLM, SMN - LTW - 302 gil
Legs 72 119 Vitality +53, Mind +50, Piety +36, Accuracy +9, Critical Hit Rate +33 130 50 CNJ, WHM, SCH, AST - WVR - 186 gil
Hands 68 68 Strength +31, Vitality +36, Accuracy +29, Determination +14 130 50 PGL, MNK - LTW - 217 gil
Hands 119 119 Strength +31, Vitality +36, Accuracy +29, Skill Speed +20 130 50 GLA, MRD, PLD, WAR, DRK - ARM - 243 gil
Feet 68 68 Strength +31, Vitality +36, Accuracy +20, Determination +21 130 50 PGL, MNK - LTW - 248 gil
Feet 68 68 Dexterity +31, Vitality +36, Accuracy +29, Skill Speed +20 130 50 ARC, BRD, MCH - ARM - 267 gil
Feet 51 85 Vitality +32, Intelligence +31, Accuracy +29, Determination +14 130 50 THM, ACN, BLM, SMN - LTW - 248 gil
Waist 44 74 Vitality +24, Intelligence +23, Critical Hit Rate +22, Spell Speed +15 130 50 THM, ACN, BLM, SMN - WVR - 155 gil
Waist 44 74 Vitality +24, Mind +23, Piety +12, Accuracy +4, Spell Speed +22 130 50 CNJ, WHM, SCH, AST - LTW - 155 gil
Necklace 1 1 Dexterity +23, Accuracy +22, Skill Speed +15 130 50 All Classes - GSM - 541 gil
Necklace 1 1 Vitality +27, Accuracy +15, Critical Hit Rate +22 130 50 All Classes - GSM - 541 gil
Earrings 1 1 Vitality +27, Accuracy +22, Determination +11 130 50 All Classes - GSM - 680 gil
Bracelets 1 1 Dexterity +23, Critical Hit Rate +22, Determination +11 130 50 All Classes - GSM - 757 gil
Bracelets 1 1 Mind +23, Piety +17, Accuracy +4, Spell Speed +15 130 50 All Classes - GSM - 757 gil
Ring 1 1 Strength +23, Accuracy +15, Determination +15 130 50 All Classes - GSM - 464 gil
r M m R Items: Found in The Final Coil of Bahamut - Turn 2 – 2 shown
Type:
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
The list of effects of consuming this item; most such effects are given as a percentage increase to a single attribute, though some items (not marked with a % sign) offer a flat bonus; the numbers in parenthesis denote the maximum bonus and the attribute total at which that bonus is reached; items will have their maximum effect on any attribute greater than or equal to this number
Attributes
Recast Duration
A bonus to EXP earned while you are under the effects of this food
EXP
Type Price Value
Gray-named legacy items were available in 1.0 but can no longer be obtained
Name
The list of effects of consuming this item; most such effects are given as a percentage increase to a single attribute, though some items (not marked with a % sign) offer a flat bonus; the numbers in parenthesis denote the maximum bonus and the attribute total at which that bonus is reached; items will have their maximum effect on any attribute greater than or equal to this number
Attributes
Recast Duration
A bonus to EXP earned while you are under the effects of this food
EXP
Type Price Value
- - - - Other - -
- - - - Other - -
r M m R Currency: Earned in The Final Coil of Bahamut - Turn 2 – 1 shown
Name Type
There is a cap to the amount of many currencies that you can have at once; there is often a way to increase this initial cap
Initial Cap
Some currencies have a secondary cap that resets each week
Weekly Cap
Name Type
There is a cap to the amount of many currencies that you can have at once; there is often a way to increase this initial cap
Initial Cap
Some currencies have a secondary cap that resets each week
Weekly Cap
Currency 2,000 -