Encounters: In No. 1 Reactor (Staircases) – 8 shown
Limited encounters never appear as random encounters; bosses are involved in important plot fights; special bosses and the final bosses are specifically called out as well; super bosses represent the greatest challenge in the game; Battle Square encounters only appear in the Battle Square; chocobo encounters only appear in certain areas when using a Chocobo Lure and can be caught
Name
The type of terrain where this encounter may be found
Terrain
The higher the terrain's safety rating, the less often you will fight encounters there
Safety
There are several encounter tables in a given area, each with its own encounters; you have a chance to fight an encounter of any given type, and this chance can be modified by certain materia; if no special encounter type is chosen, a Normal Battle will be fought; note that while this usually matches the encounter type, there are exceptions to this rule (e.g., a Back Attack in a Normal Battle slot or vice-versa); Chocobo Lure battles are only fought while on chocobo tracks with a Chocobo Lure materia equipped; only one Mystery Ninja encounter is available at any given time, based on the party's level, and only if Yuffie has not joined the party
Slot Type
How common this encounter is for its slot type; each encounter is out of 256; for Chocobo Lure encounters, these values are for a Meet Chocobos value of 8, and increase proportionally for higher values to a maximum of ×4 at Meet Chocobos 32
Frequency
The range of levels of monsters in this encounter
Level
EXP
AP Gil
In a pincer attack, your party is surrounded; in a side attack, your party surrounds the enemies; in a back attack, the enemy attacks from behind
Type
Whether pre-emptive strikes are possible in this encounter; pre-emptive strikes are only possible during normal battles, and are disabled during any set encounter on a map with no random encounters, even if the encounter would normally allow them; there are no pre-emptive strikes in the battle square
Pre-emptive?
A factor indicating how hard it is to run from a battle; for example, it will generally take twice as long to run from a battle with a ×2 run difficulty than one with a ×1 run difficulty
Run Difficulty
The specific monsters that appear in this encounter; a dagger (†) indicates that one or more of the marked monsters have cover, meaning that they cannot be attacked until certain monsters in closer rows have been defeated
Monsters
3 Grunts Any 128 Normal Battle 32 7 66 6 45 gil Normal Battle Yes ×1 Grunts
3 Grunts Any 128 Back Attack 16 7 66 6 45 gil Back Attack No ×2 Grunts
2 Mono Drives, 1st Ray Any 128 Normal Battle 56 2–4 48 7 21 gil Normal Battle Yes ×1 Mono Drives, 1st Ray
2 1st Rays, Grunt Any 128 Normal Battle 40 4–7 46 4 25 gil Normal Battle Yes ×1 1st Rays, Grunt
2 Grunts Any 128 Normal Battle 44 7 44 4 30 gil Normal Battle Yes ×1 Grunts
3 1st Rays Any 128 Normal Battle 36 4 36 3 15 gil Normal Battle Yes ×1 1st Rays
2 Mono Drives Any 128 Back Attack 16 2 36 6 16 gil Back Attack No ×2 Mono Drives
2 1st Rays Any 128 Normal Battle 48 4 24 2 10 gil Normal Battle Yes ×1 1st Rays
Monsters: Encountered in No. 1 Reactor (Staircases) – 3 shown
Limited monsters never appear in random encounters; bosses are involved in important plot fights; special bosses and the final bosses are specifically called out as well; super bosses represent the greatest challenge in the game; Battle Square monsters only appear in the Battle Square; chocobos only appear in certain areas when using a Chocobo Lure and can be caught
Name
Level HP MP Attack
The base physical damage dealt by this monster's abilities; physical damage abilities typically deal damage as a multiple of this value (P)
Base P
Magic atk
The base magic damage dealt by this monster's abilities; magic damage abilities typically deal damage as a multiple of this value (M)
Base M
Defense
This is the damage a monster will take compared to the base damage of a physical attack
Phys. Vuln.
Magic def
This is the damage a monster will take compared to the base damage of a magic attack
Magic Vuln.
Defense%
Note that party members get a +50 bonus to Dexterity during combat which monsters do not
Dexterity
Luck Elemental Vulnerability Status Immunity EXP AP Gil
The rate of Steal success per item by a character of equal level to the monster; these rates will change based on the level difference between the Stealing character and the monster; hover over a percentage to see the base rate (which is based on being 10 levels higher than the monster); this rate is multiplied by 80%±2% per level difference; only one item can be stolen, so an increase in level may in some cases decrease the effective Steal rate of items later in the list
Steal
A monster will never drop an item if an item was Stolen from it during the battle; only monsters present in the final battle of a multi-battle sequence may drop items
Win
Morph
Grunt 7 40 - 12 12 2 54 10 98% 2 99% 4% 58 8 - - 22 2 15 gil Grenade (11.2%) Potion (26.1%) Potion
Mono Drive 2 28 28 3 3 3 30 6 98% 4 99% 6% 49 2 Invalid: Earth
Weak: Wind
Defend: Frog, Stop, Paralyzed 18 3 8 gil - Potion (14.1%), Ether (4%) Ether
1st Ray 4 18 - 10 10 - - 2 99% 0 100% 0 40 0 Weak: Lightning Defend: Sleep, Small, Darkness, Frog, Poison, Paralyzed, Death-sentence, Sadness, Fury 12 1 5 gil - - Potion