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
Malboro 5 750 - 50 5×80% Paralysis 50 1×60% 4×40% −100% 460 gil Aquatic Lightning Fire, Poison
Manta Ray 5 870 - 70 5×80% - 60 1×60% 4×40% −110% 510 gil Aquatic Lightning Fire, Poison
Sea Dragon 5 870 80 70 5×80% - 60 1×60% 4×40% −110% 510 gil Aquatic Lightning Fire, Poison
Sea Snake 4 300 - 40 3×75% Poison 40 1×40% 3×50% −70% 120 gil Aquatic Lightning Fire, Poison
Bolt Fish 5 540 80 60 4×80% - 50 1×50% 4×40% −110% 510 gil Aquatic - Fire, Lightning, Poison
Killer Fish 3 100 - 25 2×65% - 17 1×30% 2×50% −70% 65 gil Aquatic Lightning Fire, Poison
Vampire Thorn 1 20 - 4 1×60% Venom 0 0×0% 1×50% −20% 18 gil Earth - Mind, Body
King Behemoth 7 5,000 - 150 8×100% - 120 1×50% 8×30% −170% 7,080 gil Earth - -
Behemoth 6 1,620 - 85 3×95% - 50 1×40% 4×50% −85% - Earth - -
Great Malboro 6 1,290 - 85 8×85% Multiple 85 1×70% 5×70% −166% 1,800 gil Earth - -
Malboro Terra 6 1,000 - 60 7×80% Multiple 60 1×65% 6×30% −120% 1,850 gil Earth - Lightning, Poison
Land Ray 5 450 - 40 4×75% Paralysis 40 1×50% 3×50% −85% 400 gil Earth - -
Antlion 5 370 - 50 3×75% Paralysis 40 1×50% 3×50% −85% 300 gil Earth Poison, Ice Fire, Lightning
Leg Eater 1 6 - 4 1×60% - 0 0×0% 1×50% 10% 8 gil Earth - Mind, Body
Adamantoise 5 450 - 50 2×75% - 60 0×0% 1×50% −70% 475 gil Earth, Dragon Ice Lightning, Poison
Ice Lizard 6 1,000 190 85 7×85% - 70 1×65% 6×30% −120% 830 gil Earth, Dragon Fire Ice
Basilisk 6 750 140 70 6×80% - 50 1×65% 6×30% −120% 640 gil Earth, Dragon - -
Land Turtle 3 140 - 35 2×65% - 35 0×0% 2×50% −50% 78 gil Earth, Dragon Ice Lightning, Poison
Thunder Gigas 7 2,500 370 150 8×95% - 150 1×60% 4×50% −130% 2,620 gil Giant Poison Lightning
Fire Gigas 7 1,800 240 100 6×95% - 100 1×40% 4×50% −120% 1,580 gil Giant Ice Fire
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