Item drops (アイテムドロップ, Aitemu Doroppu?; おとすアイテム, Otosu Aitemu?), also known as treasure, loot drops, spoils and drops (落とす, Otosu?), are items the player receives by defeating opponents. In many games opponents have more than one item drop, some rarer than others. The player has a chance of obtaining an item from an opponent if the enemy is defeated and the player finishes the battle successfully.
- 1 Appearances
- 1.1 Final Fantasy
- 1.2 Final Fantasy II
- 1.3 Final Fantasy III
- 1.4 Final Fantasy IV
- 1.5 Final Fantasy V
- 1.6 Final Fantasy VI
- 1.7 Final Fantasy VII
- 1.8 Final Fantasy VIII
- 1.9 Final Fantasy IX
- 1.10 Final Fantasy X
- 1.11 Final Fantasy XI
- 1.12 Final Fantasy XII
- 1.13 Final Fantasy XIII
- 1.14 Final Fantasy XIV
- 1.15 Final Fantasy XV
- 1.16 Final Fantasy Tactics
- 1.17 Final Fantasy Tactics Advance
- 1.18 Final Fantasy Crystal Chronicles: Echoes of Time
- 1.19 Final Fantasy Type-0
- 1.20 Final Fantasy Adventure
- 1.21 Final Fantasy Legend II
- 1.22 Final Fantasy Legend III
- 1.23 Final Fantasy: The 4 Heroes of Light
- 1.24 Final Fantasy Dimensions
- 1.25 Final Fantasy All the Bravest
- 1.26 World of Final Fantasy
- 2 Gallery
- 3 References
Appearances[edit | edit source]
A lot of common enemies have no item drops. There is no separating to common and rare drops, but all enemies have one item they have a chance of dropping. Each enemy has its own item drop percentage, which determines whether or not said opponent drops an item when defeated. The chances to obtain items from regular enemies are often much lower than in the other games in the series. The bosses, on the other hand, often have guaranteed (100% chance) item drops.
Final Fantasy II was the first game in the series to have item drops from opponents, and can allow for multiple enemies to drop an item in each battle. If an enemy does drop an item, that enemy will not give any gil, though other enemies in the same formation can still drop gil if any items are obtained.
The items drops can be any kind of items, from generic recovery items to weapons and armor. The enemies can also drop tomes, which allow party members to learn magic and cast magic when used as an item.
If any items are earned from a battle an item screen will appear. A list with eight slots appears on the left, each slot matching a respective enemy's item drop. If an enemy doesn't drop an item their slot will be blank, and each enemy can only drop one item. "Take all" puts all items into the player's inventory, or each item can be selected individually. The player can also take items out of their stock and place them in the unclaimed items field, or move unclaimed items or items from the inventory to the "Drop" option to remove them entirely. Selecting "Done" if items are left unclaimed will spawn a popup asking if the player wants to continue.
Item drops are often the only source of otherwise-unique equipment and armor. Wizards are the only way to obtain additional Osmose Tomes, and Confuse Tomes can only be obtained from enemy drops. The strongest weapons of each type, with the exception of the Masamune and Diamond Mace, can also be obtained early through enemy drops. Late-game bosses, such as the Lamia Queen, the elemental dragons, and the three Gigases encountered in the Mysidian Tower, can drop rare and powerful armor pieces; the Red Dragon and Blue Dragon are the only source of the Dragon Armor, the second-strongest in the game. The Iron Giant encountered in the final dungeon can drop all of the Genji equipment, as well as the Excalibur and Aegis Shield.
Item drops appear, although in the original version a few opponents don't drop anything. In the 3D versions, most enemies have item drops.
In the 3D versions, an opponent can hold a maximum of eight items at once. All items can only be the same item; e.g. in the case of Rust Bird, all item slots contain a Phoenix Down. Each item the opponent holds has its own drop chance; e.g. the Goblin has a chance to drop Potion at (3.7% chance), Hi-Potion (3.3%) or Phoenix Down (3%).
Most item drops are generic recovery items and drop rates are low compared to the later installments, most of the time hovering around 3%. Some enemies that have higher chances to drop items, are extremely rare themselves, such as King Behemoth that can drop Elixir (10.8%) or Protect Ring (10.2%) only appears in Ancients' Maze's last room and only extremely rarely. Odin has the poorest drop chances with only 0.4% chance to drop an Elixir and 0.3% chance to drop Gungnir (the items can be stolen from it, however).
Notable item drops are the Onion equipment, which includes the Onion Sword, Helm, Gauntlets, and Armor. All the pieces are a very rare drop from the dragons at the Crystal Tower. All of the dragons may drop all parts of the gear in the Famicom version, but in the 3D versions, Yellow Dragon drops Onion Helms (4.5% drop chance), Red Dragon drops Onion Armors (4.5%) and Green Dragon drops Onion Gauntlets (4.5%), while Onion Swords (1.5%) and Shields (7%) can be dropped by all of them. The dragons drop Elixirs when they don't drop Onion equipment.
Every opponent has a single pool of items from where the players can steal and where the item drops are chosen. Stolen items are always the first, or most common, item in the opponent's drop list, and even if an opponent does not appear to have a drop list, they actually do, generally having the Potion at the top of the list. Zeromus (2D and 3D) never drops the Dark Matter, but it can be stolen.
If the player steals an item from an opponent, it will not drop items at the end of battle. This creates an issue what it comes to bosses that always drop an item: in the SNES version, if the item is dropped 100% of the time, the character cannot steal the item, but the game does not display a failure message. In the Game Boy Advance version the character will automatically fail to steal.
Item drops can be all kinds of items, from generic items like Potions and Phoenix Downs to pieces of equipment. Summons can drop rarely from certain enemies, although Rydia must be present when attempting to use the item from the inventory, either as a child or as an adult, for her to learn it. She does not have to be in the active party for the item to be drop, however.
Each opponent has a single pool of items that the players can steal and the item drops are chosen. Stolen items are always the first item in the opponent's drop list.
All opponents have a single pool of items from where the players can steal and where the item drops are chosen. Stolen items are always the first, or most common, item in the opponent's drop list.
The enemies have one item they can drop. It is either an always drop (bosses and few regular monsters) or the rare drop (16/256 or 6.25% chance). Many enemies don't have any item drops at all. Steal items and drop items are separated, so even after stealing an item the opponent can still drop an item as well. Enemies can drop all sorts of items from common recovery items like Potions and Antidotes to weapons, armor, shields and accessories. Certain special battles can also drop summons, like Ramuh and Catoblepas.
There is a common drop and a rare drop (1/8 or 12.5% chance). However, some enemies can have both; the game first checks the chance for rare drop, and if the drop isn't rare, the normal drop is given instead.
Many enemies only have a rare drop and thus drop nothing 87.5% of the time. Some monsters don't have any item drops. Item drops are unaffected by Steal, so the player can steal items and still receive item drops. The enemy, however, won't drop items if it is defeated with Banish.
Enemies can drop all kinds of items from recovery items, throw items, weapons, armor and relics. Notable drops include the Celestriad that is a rare drop from Brachiosaur, and the Eight legendary dragons that drop good equipment.
On the battle results screen the player can choose which items to take, take all items, as well as reject items. The chance of the enemy dropping an item depends on the enemy in question and some enemies have very low chances of dropping an item, but some enemies that have low item drop chances appear in large groups, which improves the player's overall chances. Some enemies—such as bosses, Magic Pot and Movers—have 100% chance of dropping an item when defeated. Some enemies have no item drops.
The enemy will not drop any items if: a) the player has stolen an item from said enemy b) the enemy is defeated by using Remove c) the battle ends without the battle results screen (such as the opponents on the Battle Square).
All enemies can carry four different items at once, although not all enemies use all this space. Some of these items can be stolen, and some can be obtained as item drops. The player can only obtain one or the other; if they steal an item the enemy will not drop items after battle, even if the steal items and drop items are different. Each of the items an enemy has an individual chance of being dropped.
For example, a Razor Weed has the following list:
Both the chance of each item and the order are important. When the enemy is about to drop an item each item it has on the list is looked at in turn, and drops if the following occurs:
- If Rnd(0..63) <= Chance of Item, then Current Item is won
That means there is a (Chance + 1)/64 the current item is dropped. This is done in order, so with the item list above would be done like this:
- 9/64 Chance: Win the Tranquilizer
- 55/64 Chance: Move to next item...
- 9/64 Chance: Win the Hi-Potion
- 55/64 Chance: Move to next item...
- 9/64 Chance: Win the Loco weed
- 55/64 Chance: No item is dropped
- 9/64 Chance: Win the Loco weed
- 55/64 Chance: Move to next item...
- 9/64 Chance: Win the Hi-Potion
- 55/64 Chance: Move to next item...
Chances of each item:
- Tranquilizer: 9/64 chance, 14.06%
- Hi-Potion: 495/4096 chance, 12.08%
- Loco weed: 27225/262144 chance, 10.39%
- Nothing: 166375/262144 chance, 63.47%
Even though each item has the same individual percentile chance the earlier items in the list are more likely to drop.
The items common enemies drop are common battle items, recovery items like Potions and Ethers, offensive items that cast a spell or deal an attack on the the target(s), and chocobo breeding items. Enemies never drop Materia.
Notable drops include the optional Weapon bosses; Ultimate Weapon drops the Ultima Weapon, the ultimate weapon for Cloud. Emerald Weapon drops the Earth Harp, and Ruby Weapon drops the Desert Rose, which can be traded with the Kalm traveler for a set of Master Materia and a golden chocobo respectively.
The storyline boss Proud Clod drops Ragnarok, Cloud's second best sword. The Master Tonberry can drop a Megalixir on defeat. Interestingly, the regular Tonberry is programmed to drop a Phoenix Down, yet, being a Battle Square only opponent, it can never drop one.
Every opponent has a base drop chance. After the game has calculated whether to drop an item, the item to be dropped is selected. Enemies have both common and rare drops. The player's Luck affects the item drops: the higher the luck, the better the chance of rare drops.
Normal drop chance:
- (Base Chance)+(Zack's Luck/10)/256
That's the chance to get a (common) drop. The chance that a drop is also rare, is a percentage out of the above normal drop chance.
Chance that the drop is rare:
- 1/8+(Zack's Luck/10)/256
The game first calculates whether the enemy drops an item or not. If the item is dropped, the game uses a formula to calculate whether the item that is dropped is rare.
Enemies can drop all kinds of items, accessories and Materia. Because of the Mog's Amulet, stacking on good drops is much easier than in other games in the series. Notable item drops include the Materia Fusion items, which can be farmed to boost Zack's stats. Due to the nature of the Materia Fusion system, it doesn't matter which Materia Fusion item the player farms, as all stats can be converted to another stat as long as the player has at least one item for the stat.
A notable opponent is the Goliath that drops Adamantites. Another notable opponent is the Magic Pot, which, after dropping its DMW skill, has a chance of dropping many good items. It drops different items depending on where it is fought.
Every opponent has its individual chance of dropping an unspecified item. Some enemies, such as bosses, always drop an item. After the game has determined whether to drop an item, the item to be dropped is calculated from the four item "slots" each enemy has. The enemy will never drop an item if the player mugs an item from the enemy.
In the game data, every enemy has four item "slots" that contain all the possible item drop combination possibilities. Usually higher slots have better items. Bahamut's Rare Item ability doubles the drop rate of the second item slot, and reduces the chances of getting any items in the fourth slot to 0.
|Without Rare Item||178/256||51/256||15/256||12/256|
|With Rare Item||128/256||114/256||14/256||0/256|
Opponents also have a chance of dropping cards, which is a separate mechanism from the item drops and is not affected by the Rare Items ability. Certain bosses always drop a card, but for regular enemies the chance is 9/256 or 3.5%. Enemies can only drop their own card, and not all enemies have a card to drop.
The items enemies drop can be any sorts of items ranging from normal recovery items to weapon upgrade items, GF ability learning items, GF compatibility items to offensive battle items and items that teach Quistis Limit Breaks.
Notable enemies include the Adamantoise, that can drop Whispers and Adamantines, and the Ultima Weapon, that can drop 100 Ultima Stones. Dragon Fang, item needed for weapon upgrades, is a drop from Blue Dragons. Energy Crystal, another important weapon upgrade item, is most easily obtained as a drop from Elnoyle.
UFO? is the only source of Aegis Amulets apart from Angelo Search and Chocobo World, and PuPu drops its card if appeased with five Elixirs. If defeated, PuPu drops the rare item Accelerator instead. Seifer is the only enemy with a rare chance to drop Holy Wars. Ultimecia's minions in her castle also drop GF ability learning items.
The player can steal items from opponents and still receive item drops from them. Enemies can have up to four possible items, always (256/256 or 100%), common (96/256 or 37.5%), rare (32/256 or 12.5%) and very rare (1/256 or ~0.4%). All the item drop chances are calculated separately and the opponent may drop only one of the possible items, or even all of the items, if the player is lucky. Few enemies have all four items, however, and some enemies have no item drops at all.
Players can receive more than one item from an opponent, if the enemy drops the rare drop, it won't drop the common drop and vice versa. Bosses commonly don't have many items to drop, often none at all, and the ones they do tend to be generic items like Phoenix Down or Ether; the good items bosses possess tend to be steal-only items.
The enemies may also drop cards. They don't always drop their own card. Card drops are separate from the item drops. If the player's card quota is full, the enemies stop dropping cards. The chance for an enemy to drop its card is 32/256 or 12.5%.
The items enemies drop are common recovery items such as Hi-Potions and Eye Drops and jewels. Enemies hardly ever drop equipment, apart from the Tantarian that drops Running Shoes and the Friendly Yan that drops a Rosetta Ring if defeated rather than appeased.
Opponents always drop something and is either common (7/8 or 87.5% chance) or rare (1/8 or 12.5% chance). Sometimes both slots (common item and rare item) contain the same item. If the enemy is killed by an Overkill, the amount of item drops is doubled. Enemies can drop all kinds of items, but the most common drops are regular spheres used to activate nodes on the Sphere Grid. The Monster Arena opponents and Dark Aeons (PAL/International/HD Remaster versions only) drop the best items, such as Dark Matters and stat boosting spheres.
In the aforementioned versions, the characters can learn extract abilities that, when used on an enemy, make all items it drops into types of spheres; e.g. the Extract Speed turns all of the enemy's item drops into Speed Spheres. One has to be be careful using these abilities to not miss out on good item drops, so it is advised not to use them against bosses. There are also auto-abilities and items with the same effects, the latter being in the original version as well.
Opponents can drop weapons and armor, but the equipment drops are separate from the item drops. Not every opponent drops equipment, although quite a few do. Unlike the item drop chances, which are always the same, the equipment drop chances vary between enemies. Some enemies always drop equipment, whereas others drop some only rarely. Drop chance of 256/256 (100%) is the most common, but the drop rate can also be 128/256 (50%), 60/256 (23%) or 8/256 (3%), depending on the enemy. The drop chance is unaffected by Overkill, who kills it, or any other factor. Bosses usually have a 100% drop rate. If a drop is given, it has a 50/50 chance of being a weapon or an armor.
Whom the equipment piece is for is more complicated. The exact mechanism is unknown, but it appears that whoever strikes the killing blow has a ~40% chance of receiving the drop, with the remainder divided equally between the other characters. The enemy dying from Poison damage and similar doesn't favor any specific character, while aeon kills give the higher chance to Tidus.
The number of equipment slots is set by the enemy that have a range of slot counts they can drop, and the spread will not always be even. For example, Dark Valefor can drop 3 or 4 slots, the chance being 25/75; Ultima Buster can drop 3 or 4 slots, the chance being 50/50; Shinryu can drop 2, 3 or 4 slots, the chance being 25/50/25; and Penance always drops 4 slots. The slot count is unaffected by Overkill or any other factor.
Next the game checks whether the enemy has any abilities that are always present on its equipment drops. Almost all random encounter enemies have Piercing as a fixed ability for Kimahri and Auron, while almost all Monster Arena creations have at least one fixed ability each for both weapons and armor. Other cases of fixed abilities also exist. A fixed ability is added to the equipment piece before the remaining abilities are rolled.
Finally, the equipment's auto-abilities are rolled. Just like with the number of slots, each enemy has a spread (with various chances) of how many ability rolls are performed. This generally, but not always, corresponds to how many actual abilities end up on the final product. It may be more than the number of slots the equipment actually has, and some enemies will always have more than 4 rolls.
For example, Dark Valefor always performs 2 rolls; Ultima Buster does either 5 (25%) or 6 (75%) rolls; Shinryu always performs 1 roll; Abaddon always performs 7 rolls; and Ornitholestes performs either 1 (90%) or 2 (10%). There is no fixed number of free slots an equipment; what the slots contain is solely determined on the number (and outcomes) of rolls.
Once the number of rolls has been determined, the rolls are performed. Each enemy can be seen as having 7 slots of potential abilities (with separate sets for weapons and armor), though these are almost always duplicated to some extent (for example, Nemesis has Break Damage Limit in all 7 weapon slots, and Break HP Limit in all 7 armor slots; a less extreme example would be Dark Yojimbo's armor drops having Break HP Limit in 3 slots, Curseproof in 3 slots, and the last slot Ribbon). Fixed abilities are independent of these slots, though it is possible for an enemy to have copies of their fixed ability in these slots too.
Each roll rolls a random ability, and adds it to the equipment. It cannot add an ability if:
- The equipment has no remaining free slots.
- The equipment already has that ability.
- The equipment already has an incompatible ability; it does not matter which ability is stronger or weaker, only which one got added first.
If the ability cannot be added, that roll has no effect. This is why one can get armor from Dark Yojimbo with nothing but Ribbon, albeit rarely—it means that both rolls resulted in Ribbon thus the second roll had no effect.
Kottos never drops Evade & Counter even though it's on the list of abilities he can drop; this can be explained by Counterattack always being added as a fixed ability. Evade & Counter and Counterattack are incompatible, so it does not matter that Evade & Counter is superior (unlike when customizing, where one would be allowed to customize Evade & Counter on an armor that already has Counterattack).
One cannot drop-hunt empty equipment for Auron and Kimahri. While armor will present no problem, all enemies capable of dropping blank 4-slotted weapons have Piercing as a fixed ability for Kimahri and Auron. Thus, one must buy blank weapons for them from Wantz (or seek out a drop that has desired abilities).
Other hidden factors, such as bonus critical hit rate or damage constant, are fixed for any given enemy. Thus, a drop from Dark Yojimbo will always have a damage constant of 16 and a critical hit bonus of 6%; a drop from a Bomb, Grenade, and Puroboros will always have a damage constant of 18 and a critical hit bonus of 3%, etc.
The best equipment drops are from Monster Arena opponents and Dark Aeons. Once the player's equipment menu is full, the player must sell or discard some equipment to make room for new drops.
A curious glitch exists concerning equipment drops: the No Encounters is an armor ability, yet the Geosgaeno in Baaj temple can drop weapons with No Encounters (it may be two or three slots) already in it.
All opponents have two possible items they may drop, a common drop and rare drop, but enemies don't always drop something. The common and rare drop items can also be the same item, or the enemy may have only one or the other. Most enemies also have an Oversoul version that drops different items than the normal version of the same enemy. Oversoul enemies still have two drops, the common and the rare.
Oversouled enemies always drop an item, but the drop rates for the enemies' normal versions vary. The most common drop rate of an (unspecified; common or rare) item is 50%, but it can be higher or lower, depending on the enemy. After the game has determined whether the enemy drops an item, it next determines if the drop is common or rare. The drop is common 7/8 of the time (87.5%), and rare 1/8 of the time (12.5%).
Most common item drops are Potions and Phoenix Downs and low level offensive and buffing items, but the player may also get accessories. Lady Luck can learn the Double Items ability, which doubles the amount of items received from battle. The effect is cumulative if the player has more than one Lady Luck in battle at the same time.
Notable item drops include the Rabite's Foot that drops from the Jumbo Cactuar and the Ribbon that drops from Angra Mainyu. Bosses in Via Infinito have good accessories as rare drops and the aeon opponents often have a chance of good drops.
When an enemy drops loot, it makes a sound effect and leaves a loot icon on the ground. If the enemy dies over an area inaccessible for the party, it will not drop loot, such as flying enemies airborne over canyons. When fighting at the edge of a cliff, some enemies may fall off the edge when they die and thus drop no loot, such as the Tower at Pharos.
After the enemy has dropped the loot, the player can pick it up by walking into it. Only the party leader can pick up loot. If the loot is left for too long, it will first start flashing, then disappear. If the player crosses over to another zone without picking up the loot, the loot will be lost.
What loot the player obtains from opponents depends on the current battle chain, and whether the player has monographs or the Canopic Jar. The chance of obtaining normal loot when defeating enemies increases with higher battle chain. If the enemy is poached it drops no items. Item drops are unaffected by Steal.
Normal drops[edit | edit source]
Enemies can drop all sorts of items from recovery items to equipment. Many of the game's best equipment can only be obtained as rare drops from enemies. Most common items are common loot items.
The player can build a chain by killing enemies of the same type. The chain level has different stages and will level up as the player builds more chain. Not picking up loot allows the chain to level up faster. If the chain number is flashing on the screen, it is a sign it is safe to pick up loot without compromising the chain level build-up.
The player can leave the loot on the ground and pick it up only when the chain number is flashing. The "safe" period lasts until the player kills another opponent and the chain number no longer flashes. On high battle chain levels, the player may receive additional bonuses when picking up item drops, such as a 10% recovery to HP or MP, and Protect or Shell.
All item drops fall into one of the five categories: Always, High, Mid, Low, and Very Low. "Always" drops are rare and reserved to special battles, such as how Omega Mark XII always drops the Omega Badge.
How chain level affects the drop chances:
|Drop Chance||Chain Lv. 0||Chain Lv. 1||Chain Lv. 2||Chain Lv. 3|
|Drop Chance||Chain Lv. 0||Chain Lv. 1||Chain Lv. 2||Chain Lv. 3|
The drops are independent of each other; one can get different kinds of drops (High, Mid, Low, Very Low) in one bag. Monograph and Canopic Jar drops are unaffected by chain.
The player can gain multiple items in one loot drop. This effect activates when the player kills the same enemy in a row. The player starts randomly receiving multiple units of the same item at a single loot drop after they have killed more than 10 of the same enemy in a row. The most possible items in one drop is four (achieved after killing 26 or more of the same enemy in a row), but the chance is low even at high chains. Two items at a single loot drop is the most the items in the "Very Low" category can drop. In some cases a monster can drop the same item in different categories (High, Mid, Low, Very Low) at the same time, which should not be confused with the multiple items bonus.
The player can also build a reverse chain by doing the opposite of building a normal chain and killing only different type of enemies in a row. When building a reverse chain the game gives no indication that the chain is building, but it still affects the item drops in following manner:
|Equivalent Chain Lv||< 5||6-11||12-19||> 20|
If one builds up a reverse chain to more than 20 there is a 15% chance to receive the same item drop one would otherwise receive with a regular Chain Level 2.
Notable item drops include the Halcyons obtained rarely from the Entites. The Halcyons can be used at the Bazaar to create items. Some of the ultimate equipment can only be obtained as rare drops from opponents. Danjuro, the original versions' ultimate dagger, can only be obtained via a rare drop from the rare monster Larva Eater.
The original versions' ultimate ninja sword, the Yagyu Darkblade, is a rare drop from Bombshell, and the best armor, the Grand Armor, is a rare drop from Helvinek, and the best helm, Grand Helm, is a rare drop from Tower.
Monograph drops[edit | edit source]
Monographs enable the player to receive additional drops on top of the normal loot drops. Monographs do not improve the chances for regular drops and are unaffected by battle chain. A lot of enemies don't have a special monograph drop and possessing the enemy type's monograph makes them drop Pebbles; a useless item. The actual percentage chance of the enemy dropping a monograph drop depends on the enemy in question; enemies that drop Pebbles have 30% chance of doing so, but the items' chances vary.
Monograph drops are often special items that sell for more gil than most regular loot. Monograph drops are often needed to make the best packs at the Bazaar, such as the Tournesol.
Canopic Jar drops[edit | edit source]
Canopic Jar drops work similar to the monographs, enabling all enemies to have a chance to drop Arcana. The enemies that drop Arcana even without the Canopic Jar have a chance to drop High Arcana instead. The actual chance of the enemy dropping Arcana or High Arcana depends on each individual enemy.
Canopic Jar can be purchased at the Bazaar after having sold special items obtained only as rewards from doing hunts.
Auto-save exploit[edit | edit source]
In The Zodiac Age version, the player can exploit the auto-save function for item farming. When an enemy dies, the player can collect its loot. With the auto-save, the player can try repeatedly at the same loot till get the loot drop they want. If the loot drop wasn't the desired item, the player can reload the auto-save and kill the enemy again, for a chance of a different loot drop. The player can even time their zoning out of the area so that the enemy only needs one more hit to die. This trick is useful for enemies that rarely spawn or that take a long time to kill.
Each battle has a fixed set of rewards the player gains by winning the battle. Storyline battles and most missions have one-off rewards, but other battles can be fought repeatedly. Individual defeated enemies do not drop items; all items are rewarded based on which battle was fought.
Kytes's Goblin Pouch accessory allows the player to receive additional items from battles, often superior to the regular drops. Most of the game's best accessories are received as rewards from storyline battles. Notable rewards include the rare crafting items, which can usually only be obtained with Kytes's Goblin Pouch in special locations.
The Battle Results screen shows obtained spoils after hitting / or . There are three types of spoils: common drops, rare drops, and shrouds. Each enemy can drop either their common or rare spoil, with rare drops checked first. Drop rates vary between some enemies.
Shroud drops are independent from common/rare drops, and all enemy groups can drop a single shroud, although the chance to obtain them gets progressively worse towards the game's end. Bosses don't drop shrouds, but have a guaranteed drop instead.
The player's battle rating can either boost or lower the base chance of obtaining rare drops and shrouds, while common drops are unaffected. Easy Mode, available in the Steam port and Japanese console versions (starting with the International Version), gives the player a better chance of receiving common drops from enemies, while hindering the rate of rare drops.
|Rank||Rare Drop Rate||Shroud Drop Rate|
The better the battle rating, the better the chance of obtaining rare spoils; the worse the battle rating, the better the chance of obtaining shrouds. With a low battle rating, the player has no chance of getting rare spoils.
Certain accessories boost the player's chance to receive items from enemies. The Survivalist Catalog increases the chance of obtaining shrouds by 5%, the Collector's Catalog makes the enemy's common drop chance 1.5 times the normal rate, and the Connoisseur Catalog makes the enemy's rare drop chance 1.1 times the normal rate. All catalogs can be equipped at once and on any active party member, but the individual effects do not stack.
Enemies drop different items depending on their type. Human opponents drop recovery items like Potions and Phoenix Downs, and components that can be sold for gil. Animals mainly drop organic components that can be used to upgrade weapons and accessories to add a multiplier to the equipment's EXP intake. Mechanical enemies drop mechanical components that can also be used for upgrading; they give the most EXP but lower the EXP multiplier. Some enemies can drop catalysts, rare items needed to upgrade equipment to their superior forms, while some enemies unique to Missions can drop accessories.
The item drops are displayed on the enemy's bestiary page in battle. When facing a new opponent the item drops are first unknown, but become known once the player has received the drop from the enemy. The player can unveil all of the opponent's information at once by using a Librascope. The information on the bestiary page is also slowly unveiled just by attacking the opponent, but done this way the item drop information is the last bit of info to be revealed.
The oretoise family of monsters all have good spoils. Notably, the Adamantoise and Long Gui drop Platinum Ingots (common drop) and Trapezohedrons (rare drop) and the Shaolong Gui drops Gold Nuggets (common drop) and Dark Matters (rare drop). The Sacrifices at Orphan's Cradle also drop good items for selling, if the player is not ready to take on the Adamantoises yet.
The obtained items are on the second page of Battle Results screen and referred to as spoils. All enemies have two types of drop listed on their bestiary as Common drop and Rare drop; most monster types also have a chance to drop a monster crystal allowing them to be used in the Paradigm Pack.
Individual drop chances vary between different enemies and the player's battle rating now affects the Common drop rate as well as the Rare but only with a 5 star battle rating. The skills Item Scavenger and Item Collector affect the drop rate bonus for Common and Rare drops respectively, while monster crystal drop rates can be increased with the Monster Collector Fragment Skill.
Drop chance with a 5-Star battle rating:
|Passive Skill||Common Drop||Rare Drop|
|Item Scavenger||???%||No Effect|
|Item Scavenger II||350%||No Effect|
|Item Scavenger Max||500%||No Effect|
|Item Collector||No Effect||320%|
If a monster in the Paradigm Pack has Item Scavenger or Item Collector it must be on the field when the battle ends for the skill to take effect. These bonuses do not stack and the highest rank of Scavenger always takes effect.
Lightning can remove various pieces of her enemy target, such as tails and horns, to gain additional drops after a battle. Killing Staggered enemies raises the chances of obtaining abilities as battle spoils. If an enemy drops an ability, it crystallizes upon death.
Enemies may drop various monster materials and coins for selling, as well as abilities, but don't drop recovery items. Only monsters that use weapons will drop weapons; those who do not use weapons will drop accessories. Last Ones drop special items used for upgrading abilities in synthesis shops, and also do "field drops", whereupon they leave an item to pick up on the spot they were fought on the field.
Enemies receive upgrades in quantity, the smaller enemies appearing in larger groups, and quality, all the enemies having better stats, on Day 7, then on Day 10, and again on Day 13. This is important when the player tries to farm items from enemies, since they will only drop certain items at a certain point. For example, Heavy Slash Lv 3 is the ability dropped by Anubys after Day 10. Before then, they drop Heavy Slash Lv 1 until Day 7, and Heavy Slash Lv 2 between Day 7 and Day 9 included. This is one good reason to avoid fighting enemies early on: the player is less powerful, they appear in smaller quantities (meaning that farming items from them will take longer because they will need to fight more battles, and they also drop lower-quality items.
Ribbon is a level 1 unsellable weaver glamour headgear that all jobs can wear. It can be purchased from Jonathas in Old Gridania for two achivement certificates. It grants 6 defense and 11 magical defense.
The item has dye allowed, is storeable, projectable and has crest awolled.
Enemies drop items when felled. The possible drops range from healing items to cooking ingredients to items that can be sold for money. Daemons don't drop parts like feathers, scales or antlers like natural enemies do, as their form is fully destroyed when they are killed and they fade away into smoke. Instead, killing daemons nets accessories or potions, although the drop rates tend to be low. Infantry units can drop items that yield temporary stat boosts (e.g. Reflex Enhancers) and also drop accessories.
In Final Fantasy XV Episode Duscae the person who felled the monster is said to obtain the item; if it is someone else than Noctis, the player gets a message that another party member has obtained an item. In the final game, the player simply obtains the items and it doesn't say who picked it up. Gladiolus obtains items at random after battles as his Survival skill when he is in the party; the items he receives improve the more he levels up his Survival skill.
Some monster drops are obtained by breaking off enemy appendages, such as the horns on the Spiracorns and Duplicorns. A good way to gain these drops is to lock onto the appendage and warp-strike from a distance. Some royal arms are also excellent for breaking off appendages.
Enemies do not drop random items. Instead, after each battle, gil is awarded. Additionally after story battles, preset items are also given.
The party receives item drops from monsters as they harvest their phantoma. The Harvest Phantoma command is available when locking onto a defeated enemy. Imperial troops do not give drops, but defeating the area's leader has all other imperial units surrender, and talking to them has them relinquish items.
Defeated enemies will sometimes leave a treasure chest behind that will contain an item.
Monsters may leave behind weapons, armor, items, or sometimes meat. If a monster has eaten the meat, they can transform themselves into either a stronger or weaker monster. Items are awarded after the player has collected their experiences and GP.
Items, weapons, armor, or spells drop from defeated opponents. Although, bosses don't drop anything. There is also a exclusive drop present to this game, defeated opponents will sometimes drop meat or parts. If a character has "eaten" or "installed", that character will undergo a transformation. Items are awarded after the player has collected their experiences and GP.
Items and Gems are received after battle. While the player can hold 99 gems of each type, the player can only collect the items from battle if they have enough space in their inventory. Each character has 15 spaces for items in their personal inventory, and the items are distributed to whoever has space, or the player can distribute the item drops manually.
Gallery[edit | edit source]
References[edit | edit source]
- Final Fantasy XII International Zodiac Job System Ultimania, p.268
- Final Fantasy VII Enemy Mechanics FAQ by TFergusson
- Crisis Core -Final Fantasy VII- FAQ/Walkthrough by Absolute Steve
- Final Fantasy VIII Battle Mechanics FAQ
- Final Fantasy XII International Zodiac Job System Ultimania. p066.
- Final Fantasy XII Game Mechanics FAQ by maltzsan