Dollet Region
Encounters: In Dollet Region – 5 shown
The specific area within this location where this encounter takes place
Area
The monsters that may be encountered in this area during random battles
Encounters
Atop Cliffs Anacondaur
Geezard ×2, Anacondaur
Beaches Adamantoise ×2
Fastitocalon-F ×3
Forests Anacondaur, Funguar, Wendigo
Funguar ×3
Near Cliffs Geezard
Geezard ×2, Anacondaur
Plains Geezard
Geezard ×2, Anacondaur
Items of Interest: In Dollet Region – 9 shown
What this point of interest is
Found
The specific area within this location where this point of interest is located
Area
Details on where this point of interest specifically can be found
Details
Cure draw point Hasberry Plains Gap in cliff northwest of Dollet
Water draw point Malgo Peninsula At the tip of the peninsula across from Tomb of the Unknown King
Mr. Monkey Hasberry Plains In the forest west of the city after the creature at Obel Lake mentions him
Cura draw point Hasberry Plains Where river meets cliff northeast of Galbadia Garden
Quake draw point Holy Glory Cape Western tip of island east of long northern island (once Balamb Garden is mobile)
Aura draw point Long Horn Island Western tip of long northern island (once Balamb Garden is mobile)
U R H A E O Rock Hasberry Plains Throw rocks at Mr. Monkey after the Obel Lake creature indicates that he has a special rock and you've skipped a stone many many times
Pain draw point Hasberry Plains At the base of the communications tower near Dollet (requires Ragnarok)
Drain draw point Holy Glory Cape Western tip of cliff near northern islands (requires Ragnarok)
Monsters: Encountered in Dollet Region – 6 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
Fastitocalon-F 15+5 3 - 1–100 215–9,200 6–110 40–73 36–181 58–78 3–20 5–15% Thunder, Earth
Geezard 10+5 1 - 1–100 43–1,840 5–65 47 144 117 311 0–7% -
Anacondaur 60+10 4 - 1–100 842–24,800 18–138 10–60 2–122 2–84 10–20 0–6% Ice
Wendigo 30+5 2 - 1–100 1,026–16,000 7–124 3–61 3–29 416 1237 1–5% -
Funguar 20+3 1 - 1–100 303–2,100 5–62 2–56 1–72 2–56 28 04% -
Adamantoise 50+10 4 - 1–100 573–42,500 13–155 210 2–70 151203 310 3% Thunder, Earth
Spells: Found in draw points in Dollet Region – 7 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 element of the spell; the damage dealt by the spell is affected by the target's vulnerability to that element (damage spells with no element are non-elemental and always deal normal damage)
Element
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
Water Attack Water - 26 300 20 14 18 14 12 4% 18% 13 - - Water 100% - +18
Quake Attack Earth - 40 2,600 40 20 40 20 7 3% 30% 12 - - Earth 100% - +38
Cure Restore - - 18 200 4 15 4 15 3 2% 2% 2 - - - - +0
Cura Restore - - 36 500 8 28 8 28 4 2% 3% 3 - - - - +15
Aura Indirect - Aura - 3,400 70 22 24 24 10 2% 50% 10 - Curse 100% - - +40
Pain Indirect - 3 status effects - 2,800 42 38 60 45 4 2% 4% 10 3 statuses 100% - - - +40
Drain Indirect - Drain 26 400 13 30 20 24 6 2% 5% 4 Drain 100% - - - +18