Spells: Wind-elemental – 2 shown
Mid-level spells can only be drawn from normal enemies of level 20 and above; high-tier spells can only be drawn from normal enemies of level 30 and above; ultimate spells can only be drawn from draw points and bosses
Name
Whether this is an Attack, Healing, or Indirect spell
Type
The status effect inflicted or removed by this spell; hover over a "Multiple" status row to see the specific status list
Status
The relative damaging or curing power of this spell
Power
The number of hit points gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
HP
The amount of strength gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Str
The amount of vitality gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Vit
The amount of magic gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Mag
The amount of spirit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spr
The amount of speed gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spd
The amount of evade gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Eva
The amount of hit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Hit
The amount of luck gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Luck
The percentage of status attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Attack
The percentage of status defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Defense
The percentage of elemental attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Attack
The percentage of elemental defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Defense
A modifier to the difficulty of drawing this spell; spells with a higher draw difficulty will generally yield less stock per draw, and are more likely to have a draw fail altogether
Draw Difficulty
Aero Attack - 22 300 17 10 16 10 20 7% 22% 15 - - Wind 80% - +17
Tornado Attack - 38 3,000 48 24 42 24 33 13% 38% 14 - - Wind 100% - +39
Guardian Forces: With Wind-elemental Skill – 1 shown
Drawn GFs must be acquired from certain bosses using the Draw ability
Name
The name of the Guardian Force's combat skill, used with the GF command
Skill
The status effect created by the Guardian Force's combat skill; hover over a "Multiple" status row to see the specific status list
Status
The unique abilities that this Guardian Force is able to learn; these abilities cannot be learned by other Guardian Forces or through items
Unique Abilities
Pandemona Tornado Zone - -
Monsters: Weak against Wind – 20 shown
Special monsters are particularly powerful or otherwise noteworthy; bosses are only encountered in special plot encounters; super bosses are optional special battles of extreme difficulty; the final bosses must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's strength is significantly above average, while numbers shown in red are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's vitality is significantly above average, while numbers shown in red are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's magic is significantly above average, while numbers shown in red are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's spirit is significantly above average, while numbers shown in red are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's speed is significantly above average, while numbers shown in red are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's evade is significantly above average, while numbers shown in red are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
Abyss Worm 100+10 6 - 1–100 210–26,000 11–145 2–63 3–59 8–20 3–16 04% Wind, Water
Bite Bug 15+5 1 Flying 1–100 114–2,510 272 46 153 218 4–9 2–9% Ice, Wind
Bomb 30+5 1 Flying 1–100 288–5,080 2–91 2–57 1–132 4–105 2–15 0–5% Ice, Wind
Buel 5+1 1 Flying 1–100 43–1,840 143 17 3–227 200212 10–17 04% Wind, Holy
Cockatrice 40+10 2 - 1–100 1,007–5,200 9–96 9–78 14–198 91–162 1229 2–19% Wind
Elnoyle 220+20 18 Flying 1–100 30,968–159,000 64251 11–83 64250 81–180 10–16 03% Wind
Gayla 30+5 2 Flying 1–100 1,021–13,000 5–93 15–65 7–112 34–105 1035 1–9% Wind
Granaldo 40+10 5 Flying 1–100 1,314–9,700 2–118 3251 2–188 3213 10–23 017% Wind
Grendel 80+15 6 - 1–100 2,131–30,000 22226 51–127 52238 121192 10–20 2–9% Earth, Wind, Holy
Jelleye 30+5 1 Flying 1–100 510–6,500 5–56 6–39 21208 80–130 10–16 0–5% Wind, Holy
Red Bat 8+3 1 Flying 1–100 23–1,820 151 2–56 140 424 6–19 1027% Wind
Snow Lion 150+20 8 - 1–100 1,063–136,000 16164 25–58 1–128 8–24 10–23 04% Fire, Earth, Wind
Thrustaevis 20+8 3 Flying 1–100 310–6,300 8–98 6–58 122 12–16 2047 2028% Wind
Diablos - 20 Flying 1–100 1,600–80,800 17255 51–112 5–226 77–225 1562 0–8% Wind
Droma - - Flying 1–56 1,010–3,128 12–82 8 12–121 5 5053 1024% Wind
Griever - - Flying 1–65 16,750–115,950 28117 22–131 55255 19–53 95108 03% Wind, Holy
Minotaur - 20 - 1–75 578–27,218 9–154 40–63 26–120 31–71 1043 0–6% Poison, Wind
NORG - 20 - 1–27 4,400–12,200 1783 48 52105 11–31 5–17 0–3% Wind
Sacred - 20 - 1–75 855–36,375 12–194 60–69 36–130 31–108 1043 0–6% Poison, Wind
Trauma - 30 Flying 1–55 5,555–34,114 2130 180 12–149 36 36 3% Wind
Monsters: Resistant to Wind – 10 shown
Special monsters are particularly powerful or otherwise noteworthy; bosses are only encountered in special plot encounters; super bosses are optional special battles of extreme difficulty; the final bosses must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's strength is significantly above average, while numbers shown in red are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's vitality is significantly above average, while numbers shown in red are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's magic is significantly above average, while numbers shown in red are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's spirit is significantly above average, while numbers shown in red are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's speed is significantly above average, while numbers shown in red are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's evade is significantly above average, while numbers shown in red are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
Chimera 150+20 10 - 1–100 352–60,000 21190 41–132 27238 89–180 5–25 2–8% Holy
Ruby Dragon 210+40 14 - 1–100 668–89,100 27250 81180 65240 151221 2–15 0–6% Ice, Holy
Bahamut - 40 Flying 1–100 10,800–90,000 59255 71170 62251 16–120 1050 017% -
Cerberus - 30 - 1–30 7,100–10,000 2799 11–40 55202 101–138 1138 5–7% -
Fujin - 10 - 1–29 300–8,700 2372 6–20 8–67 121–144 1522 1013% Poison
Fujin - 8 - 1–44 5,300–18,200 24110 31–61 8–99 121–156 3041 1015% Poison
Left Orb - - - 1–27 57–2,865 11–55 255 4–56 255 2145 01% -
Omega Weapon - 250 - 1–100 111,105–1,161,000 67255 61–113 70255 121–175 61 0–5% -
Right Orb - - - 1–27 57–2,865 11–55 255 4–56 255 4165 01% -
Tiamat - 30 Flying 1–58 21,200–89,600 57172 81138 62181 4–119 20 0–7% -
Cards: Wind-elemental – 3 shown
Boss cards are found rarely when using Card on normal monsters; GF cards are unique and only found in certain ways; player cards are unique and exceptionally powerful
Name
The level of this card
LV
The type of this card
Type
The value of the top of this card
T
The value of the left side of this card
L
The value of the right side of this card
R
The value of the bottom of this card
B
The number of this card that is used when refining it with Card Mod
Mod
The number of this item is created when refining this card with Card Mod
×
The item that is created when refining this card with Card Mod
Yield
The monsters who, when defeated with the Card ability, may yield this card; this does not include monsters that drop a card when defeated normally or for plot reasons; boss cards are only found as rare Card rewards
Monsters
Thrustaevis 2 Monster 5 5 3 2 ×1 Shear Feather Thrustaevis
Elvoret 6 Boss 7 4 8 3 ×1 10× Death Stone Bite Bug, Ochu
Pandemona 9 GF A 7 1 7 ×1 100× Windmill -