Island Closest to Hell
Encounters: In Island Closest to Hell – 1 shown
The specific area within this location where this encounter takes place
Area
The monsters that may be encountered in this area during random battles
Encounters
- Blue Dragon
Grendel
Grendel ×2
Hexadragon
Malboro
Ruby Dragon
T-Rexaur
Items of Interest: In Island Closest to Hell – 32 shown
What this point of interest is
Found
The specific area within this location where this point of interest is located
Area
Details on where this point of interest specifically can be found
Details
Ultima draw point - Shore between southern peninsulas
Meteor draw point - East coast of western peninsula
Holy draw point - East coast of western peninsula
Full-life draw point - East coast of western peninsula
Ultima draw point - East coast of western peninsula
Meteor draw point - Tip of western peninsula
Holy draw point - West coast of western peninsula
Aura draw point - West coast of western peninsula (southern part)
Triple draw point - West coast of western peninsula
Meteor draw point - West coast of western peninsula
Aura draw point - West coast of western peninsula (northern part)
Triple draw point - Slightly inland from east coast of western peninsula
Triple draw point - Central part of western side
Ultima draw point - Along northwest shore
Ultima draw point - Central part of western side
Flare draw point - Along northwest shore
Aura draw point - Near base of northern peninsula
Holy draw point - Near tip of northern peninsula
Meteor draw point - Near tip of northern peninsula
Full-life draw point - East of northern peninsula
loading table data...
Monsters: Encountered in Island Closest to Hell – 6 shown
Special monsters are particularly powerful or otherwise noteworthy; bosses are only encountered in special plot encounters; super bosses are optional special battles of extreme difficulty; the final bosses must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's strength is significantly above average, while numbers shown in red are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's vitality is significantly above average, while numbers shown in red are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's magic is significantly above average, while numbers shown in red are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's spirit is significantly above average, while numbers shown in red are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's speed is significantly above average, while numbers shown in red are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's evade is significantly above average, while numbers shown in red are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
Blue Dragon 100+20 6 - 1–100 236–41,000 15–166 71132 27225 120–170 5–30 0–6% Ice
Grendel 80+15 6 - 1–100 2,131–30,000 22226 51–127 52238 121192 10–20 2–9% Earth, Wind, Holy
Hexadragon 240+30 8 - 1–100 10,052–40,000 52243 71127 47238 51–120 10–18 0–5% Water
Malboro 220+40 12 - 1–100 1,410–146,000 26158 10–22 4–251 8–20 4–18 0–6% Fire, Ice
Ruby Dragon 210+40 14 - 1–100 668–89,100 27250 81180 65240 151221 2–15 0–6% Ice, Holy
T-Rexaur 160+10 10 - 1–100 10,363–76,000 17239 6–18 122 35–39 313 0–5% Ice
Spells: Found in draw points in Island Closest to Hell – 7 shown
Mid-level spells can only be drawn from normal enemies of level 20 and above; high-tier spells can only be drawn from normal enemies of level 30 and above; ultimate spells can only be drawn from draw points and bosses
Name
Whether this is an Attack, Healing, or Indirect spell
Type
The element of the spell; the damage dealt by the spell is affected by the target's vulnerability to that element (damage spells with no element are non-elemental and always deal normal damage)
Element
The status effect inflicted or removed by this spell; hover over a "Multiple" status row to see the specific status list
Status
The relative damaging or curing power of this spell
Power
The number of hit points gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
HP
The amount of strength gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Str
The amount of vitality gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Vit
The amount of magic gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Mag
The amount of spirit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spr
The amount of speed gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spd
The amount of evade gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Eva
The amount of hit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Hit
The amount of luck gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Luck
The percentage of status attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Attack
The percentage of status defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Defense
The percentage of elemental attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Attack
The percentage of elemental defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Defense
A modifier to the difficulty of drawing this spell; spells with a higher draw difficulty will generally yield less stock per draw, and are more likely to have a draw fail altogether
Draw Difficulty
Holy Attack Holy - 48 3,800 55 28 45 48 10 7% 24% 14 - 8 statuses 40% - - +40
Flare Attack - - 48 3,200 56 26 44 26 12 4% 26% 12 - - - 3 elements 80% +40
Meteor Attack - - 20 4,600 75 34 52 34 30 12% 40% 22 - - - 2 elements 150% +42
Ultima Attack - - 80 6,000 100 82 100 95 60 24% 60% 60 - - - 8 elements 100% +44
Full-life Restore - KO - 4,800 20 80 20 85 8 4% 8% 20 - KO 40% - - +38
Triple Indirect - Triple - 2,400 70 10 70 10 70 16% 150% 30 - - - - +36
Aura Indirect - Aura - 3,400 70 22 24 24 10 2% 50% 10 - Curse 100% - - +40