Monsters – 219 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Goblin 5 3 gil 16 5 3×60% - - 1 0×10% 1 0×10% - - -
Carbuncle 7 5 gil 16 5 3×60% Earth - 1 0×10% 1 0×10% - Earth -
Eye Fang 8 7 gil 16 7 3×65% - - 1 0×10% 1 0×10% - - -
Blue Wisp 10 10 gil 20 7 3×65% Holy - 1 0×10% 1 0×10% - - Petr, Slp
Killer Bee 20 12 gil 20 10 3×21% - - 1 0×10% 1 0×10% - - -
Werewolf 24 14 gil 20 9 3×70% - - 1 0×10% 1 0×10% - - -
Berserker 30 16 gil 32 10 3×75% - - 1 0×10% 1 0×10% - - -
Red Wisp 34 18 gil 32 10 3×75% Holy Undead 1 0×10% 1 0×10% Fire, Holy Recovery Toad, Conf
Dark Eye 38 20 gil 32 12 3×60% - Undead 1 0×10% 1 0×10% Fire, Holy Recovery Toad, Conf
Zombie 42 22 gil 40 12 3×60% Holy Undead 1 0×10% 1 0×10% Fire, Holy Recovery Toad, Conf
Mummy 48 24 gil 40 14 3×70% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Skeleton 54 26 gil 40 13 3×65% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Cursed Copper 35 28 gil 48 14 3×70% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Larva 38 30 gil 48 13 3×65% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Shadow 65 32 gil 48 14 3×70% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Revenant 70 34 gil 52 10 3×21% Holy Undead 1 0×20% 1 0×10% Fire, Holy Recovery Toad, Conf
Firefly 72 36 gil 52 14 3×70% Air, Fire - 1 0×20% 1 0×10% Air, Ice Fire Conf, Slp, Prlz, PPtr
Helldiver 85 38 gil 52 10 3×21% Air - 1 0×20% 1 0×10% Air - -
Rust Bird 92 40 gil 60 16 3×60% Air - 1 0×20% 1 0×10% Air - -
Rukh 120 42 gil 60 18 3×80% Air - 1 0×20% 1 0×10% Air - -
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