Statistics by Level
Level HP Str Vit Mag Spr Spd Eva
1 1,300 31 14 27 136 31 2%
31 10,300 85 74 90 165 58 4%
Elemental Vulnerability
Fire Ice Thunder Earth Poison Wind Water Holy
100% 100% 100% 100% 150% 100% 100% 100%
Status Vulnerability
KO Poison Petrify Darkness Silence Berserk Zombie Sleep Slow Stop Doom Petrifying Confuse Drain
Immune Immune Immune 80% 80% Immune Immune 70% Immune Immune Immune Immune Immune 100%
Drawn Spells
Dropped Items
LV 1–19 LV 20–29 LV 30+
Mega-Potion ×8 common
Mega-Potion ×8 uncommon
Mega-Potion ×8 rare
Mega-Potion ×8 very rare
Mega-Potion ×8 common
Mega-Potion ×8 uncommon
Mega-Potion ×8 rare
Mega-Potion ×8 very rare
Mega-Potion ×8 common
Mega-Potion ×8 uncommon
Mega-Potion ×8 rare
Mega-Potion ×8 very rare
Stolen Items
LV 1–19 LV 20–29 LV 30+
Mega Phoenix ×8 common
Mega Phoenix ×8 uncommon
Mega Phoenix ×8 rare
Mega Phoenix ×8 very rare
Mega Phoenix ×8 common
Mega Phoenix ×8 uncommon
Mega Phoenix ×8 rare
Mega Phoenix ×8 very rare
Mega Phoenix ×8 common
Mega Phoenix ×8 uncommon
Mega Phoenix ×8 rare
Mega Phoenix ×8 very rare
Items of Interest: Boss Encounters with Seifer – 1 shown
What this point of interest is
Found
The part of the world where this point of interest is located
Location
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
Battle: Seifer Galbadia Garden Master Room At the top of the elevator locked with card key [3]
Spells: Drawn from Seifer – 8 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
Fire Attack Fire - 18 100 10 4 10 4 8 2% 10% 8 - - Fire 50% - +0
Fira Attack Fire - 24 200 15 8 15 8 12 3% 16% 12 - - Fire 80% - +16
Firaga Attack Fire - 35 1,400 30 16 30 16 14 4% 20% 14 - - Fire 100% - +33
Thunder Attack Thunder - 18 100 10 4 10 4 8 2% 10% 8 - - Thunder 50% - +0
Thundara Attack Thunder - 24 200 15 8 15 8 12 3% 16% 12 - - Thunder 80% - +16
Thundaga Attack Thunder - 35 1,400 30 16 30 16 14 4% 20% 14 - - Thunder 100% - +33
Life Restore - KO - 1,200 8 50 10 50 4 1% 3% 4 - KO 20% - - +20
Dispel Indirect - 9 status effects - 1,000 12 38 16 60 8 3% 8% 14 - Drain 50% - - +20
Items: Dropped or Stolen from Seifer – 2 shown
Uncommon items can be obtained from monsters or other repeatable means; rare items can be found, refined, or obtained as rare drops; Pocketstation items are available only through the Chocobo World minigame
Name
The type of item this is, based on the iconshown in game
Type
The cost to buy this item in a shop, if it is available for sale; you receive a 1/3 discount on all items if you have the Haggle menu ability
Price
The amount of gil you receive when selling this item; you get one and a half times this value if you have the Sell-High menu ability
Value
Whether this item can be used in the battle, from the game menu, or if it cannot be used in this way at all (these items are typically used to refine other items or spells)
Used In
Mega-Potion Medicine 10,000 gil 5,000 gil Battle/Menu
Mega Phoenix Medicine 10,000 gil 5,000 gil Battle/Menu