Monsters: Found in Waterway B1F – 4 shown
Minibosses appear as treasure guardians or are otherwise especially powerful monsters; bosses are unique monsters that are defeated as part of the plot; lunar guardians are powerful monsters guarding forbidden weapons; the final boss must be defeated to complete the game; special monsters are not fought in standard battles
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
Magic determines how powerful the monster's spells and special abilities are
Magic
Defense reduces the amount of damage taken per physical hit
Def
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
Some weapons are especially effective against certain monster families
Family
The monster takes extra damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take reduced damage from spells or attacks of that element, while monsters that absorb an element are healed by spells instead of taking damage (elemental weapon attacks are resisted instead of absorbed); individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
The monster is vulnerable to status ailments listed in white, and immune to those listed in red; the status ailments are Poison, Darkness, Silence, Pig, Mini, Toad, Petrify, KO, Berserk, Confuse, Sleep, Paralyze, Curse, and Gradual Petrification
Status Vulnerability
AquaWorm 638 219 gil 690 42 - 0 22 - Lightning - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Crocdile 292 218 gil 660 38 - 2 15 - Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Guard 280 230 gil 710 40 26 3 14 Mage - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Hydra 257 209 gil 670 44 - 2 14 Reptile Lightning - PoDaSiPiMiToPeKOBeCoSlPaCuGP