Monsters – 128 shown
Bosses must be defeated as part of the plot; rare monsters appear in trap rooms for the current map or area; the final boss must be defeated to complete the game; superbosses are the most dangerous monsters in the game, but are optional
Name
The rank of the monster; the rank of any given encounter is determined by the lowest rank of any monster in that encounter; rank is used to determine how quickly skills progress toward the next level
Rk
The monster's starting and maximum hit point total
HP
The monster's starting and maximum magic point total
MP
Each physical hit will deal between one and two times this amount of damage to the target, reduced by the target's defense
Att
The number of attacks the monster makes when it attacks physically, and the accuracy of each of those attacks
Acc
The status ailment or other effect, if any, that can be inflicted by this monster's attacks; if a monster inflicts multiple status ailments, all are inflicted at once; drain attacks always drain 1/16 of the target's total hp or mp, as appropriate, and have an opposite effect against undead creatures
Effect
Each physical hit the monster takes will have its damage reduced by this amount
Def
The number of evasion chances the monster has when attacked physically, and the sucess rate of each of those chances
Eva
The number of magic defense chances the monster has when targeted with a spell or ability, and the sucess rate of each of those chances
Mag. Def.
A monster's fear score is the base chance that it will flee from combat on its turn; this chance is increased when the party has more total HP than all remaining enemies
Fear
The average gil value of the money or items this monster can drop when defeated
Avg. Drop
The families this monster belongs to; Undead creatures are damaged by healing spells and reverse the effects of drain attacks used against them; some weapons get a +20 bonus to attack when used against certain monster families (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Family
The elements this monster is weak against; spells of these elements always have their maximum effect and deal double damage; elemental weapons get a +20 bonus to attack when used against monsters weak against any of their elements (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against)
Weakness
The elements this monster resists or absorbs; spells of resisted elements are always fully resisted and deal half damage, whle spells of absorbed elements have no effect and heal the target; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Wererat 2 60 - 17 1×60% Poison 4 2×20% 2×40% −50% 65 gil - - Death, Body
Werewolf 5 540 - 50 4×80% Poison 50 1×50% 4×40% −110% 640 gil Werebeast - Death, Body
Werepanther 3 190 - 35 2×70% Poison 25 1×30% 3×40% −50% 120 gil Werebeast - Death, Body
Changer 3 140 80 35 2×70% - 25 1×50% 3×40% −70% 200 gil Werebeast Mind Death, Body
Brain 5 240 100 40 4×75% - 35 1×60% 3×50% −85% 400 gil Werebeast Mind Death, Body
Salamander 6 1,290 300 100 8×90% - 85 1×70% 5×70% −166% 1,800 gil Spellcaster Ice Fire
Red Dragon 7 5,000 450 180 8×100% - 180 1×75% 8×40% −170% 12,083 gil Magic Beast, Dragon Ice Fire
Fire Gigas 7 1,800 240 100 6×95% - 100 1×40% 4×50% −120% 1,580 gil Giant Ice Fire
Beelzebub 7 5,000 450 150 8×100% Poison 180 1×80% 8×70% −170% 6,790 gil Magic Beast, Earth, Spellcaster - Fire, Ice
Pit Fiend 6 750 300 60 8×80% Darkness 50 1×65% 6×60% −161% 1,800 gil Magic Beast, Earth, Spellcaster - Fire, Ice
Mantis Devil 7 1,290 370 85 8×85% Paralysis 85 1×75% 5×70% −170% 2,000 gil Spellcaster - Fire, Ice
Antlion 5 370 - 50 3×75% Paralysis 40 1×50% 3×50% −85% 300 gil Earth Poison, Ice Fire, Lightning
Imp 5 300 100 35 4×70% Poison 35 1×50% 3×100% −110% 640 gil Magic Beast, Earth, Spellcaster - Fire, Lightning, Ice
Astaroth 7 7,000 540 150 8×100% Drain 180 1×80% 8×70% −170% 6,775 gil Magic Beast, Earth, Spellcaster - Fire, Lightning, Ice
Beast Demon 7 1,000 140 70 6×80% Poison 60 1×75% 6×60% −170% 2,000 gil Spellcaster - Fire, Lightning, Ice
Bolt Fish 5 540 80 60 4×80% - 50 1×50% 4×40% −110% 510 gil Aquatic - Fire, Lightning, Poison
Tiamat 7 5,000 450 150 8×100% Poison 180 1×80% 8×70% −170% 10,325 gil Magic Beast, Dragon - Fire, Lightning, Poison, Ice
Manta Ray 5 870 - 70 5×80% - 60 1×60% 4×40% −110% 510 gil Aquatic Lightning Fire, Poison
Malboro 5 750 - 50 5×80% Paralysis 50 1×60% 4×40% −100% 460 gil Aquatic Lightning Fire, Poison
Killer Fish 3 100 - 25 2×65% - 17 1×30% 2×50% −70% 65 gil Aquatic Lightning Fire, Poison
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