Galbadia Region
Encounters: In Galbadia Region – 14 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 Thrustaevis ×2
Wendigo
Atop Cliffs near Deling City Geezard ×2
Geezard, Thrustaevis
Barren Terrain Belhelmel, Blood Soul
Belhelmel, Geezard
Barren Terrain near Cliffs Blood Soul ×2, Thrustaevis
Geezard, Thrustaevis
Barren Terrain near Deling City Blood Soul, Geezard, Wendigo
Geezard
Wendigo
Wendigo ×2
Beaches Fastitocalon-F ×2
Fastitocalon-F ×3
Beaches near Deling City Fastitocalon-F ×2
Deserts Abyss Worm
Chimera
Fastitocalon
Fastitocalon ×2, Fastitocalon-F
Fastitocalon-F ×2, Fastitocalon
Fastitocalon-F ×3
Forests near Cliffs Grendel
Near Cliffs near Deling City Geezard, Thrustaevis
Thrustaevis
Plains Funguar
Geezard, Thrustaevis
Thrustaevis
Thrustaevis ×2
Plains near Cliffs Geezard
Geezard ×3
Plains near Cliffs near Deling City Funguar ×2
Geezard ×2, Funguar
Geezard ×3
Plains near Deling City Geezard
Thrustaevis
Thrustaevis ×2
Items of Interest: In Galbadia Region – 16 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
Blizzara draw point Monterosa Plateau Where river comes out of cliff, southwest of Yaulny Canyon forest
Esuna draw point Great Plains of Galbadia Inside large rail tunnel under Deling City
Scan draw point Wilburn Hill In a narrow gap in the cliff wall southwest of Deling City
Aero draw point Monterosa Plateau Middle of rail bridge through canyon
Bio draw point Monterosa Plateau Low cliff next to entrance to gray central mountains
Shell draw point Monterosa Plateau Gap in cliff deep in gray central mountains
Haste draw point Dingo Desert Western cliff peninsula west of Desert Prison
Dispel draw point Monterosa Plateau Galbadia Garden's foundation after it is gone (once Balamb Garden is mobile)
Confuse draw point Great Plains of Galbadia Remains of Galbadia Missile Base (once Balamb Garden is mobile)
Battle: Thrustaevis ×2 Monterosa Plateau Choose to check out the egg found above the waterfall (requires Ragnarok and hint from Obel Lake)
E A S N P D Rock Monterosa Plateau Defeat the Thrustaevises guarding the egg
Double draw point Monterosa Plateau In ravine west of railroad bridge (requires Ragnarok)
Meltdown draw point Monterosa Plateau Atop the mesa southeast of Deling City (requires Ragnarok)
Float draw point Wilburn Hill Southwest tip of cliffs west of Deling City (requires Ragnarok)
Zombie draw point Rem Archipelago Western tip of island west of Galbadian Continent (requires Ragnarok)
Ultima draw point Lallapalooza Canyon Edge of tallest cliff east of Winhill (requires Ragnarok)
Monsters: Encountered in Galbadia Region – 11 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
Belhelmel 10+6 2 Flying 1–100 369–5,760 4–106 30–33 5–95 10–22 10–27 0–5% Holy
Blood Soul 15+5 1 Flying, Undead 1–100 510–6,500 458 7–62 10–119 150183 8–21 0–5% Fire, Holy
Chimera 150+20 10 - 1–100 352–60,000 21190 41–132 27238 89–180 5–25 2–8% Holy
Fastitocalon 60+20 1 - 1–100 215–9,200 6–110 40–73 36–181 58–78 3–20 5–15% Thunder, Earth
Fastitocalon-F 15+5 3 - 1–100 215–9,200 6–110 40–73 36–181 58–78 3–20 5–15% Thunder, Earth
Funguar 20+3 1 - 1–100 303–2,100 5–62 2–56 1–72 2–56 28 04% -
Geezard 10+5 1 - 1–100 43–1,840 5–65 47 144 117 311 0–7% -
Grendel 80+15 6 - 1–100 2,131–30,000 22226 51–127 52238 121192 10–20 2–9% Earth, Wind, Holy
Thrustaevis 20+8 3 Flying 1–100 310–6,300 8–98 6–58 122 12–16 2047 2028% Wind
Wendigo 30+5 2 - 1–100 1,026–16,000 7–124 3–61 3–29 416 1237 1–5% -
Spells: Found in draw points in Galbadia Region – 14 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
Blizzara Attack Ice - 24 200 15 8 15 8 12 3% 16% 12 - - Ice 80% - +16
Aero Attack Wind - 22 300 17 10 16 10 20 7% 22% 15 - - Wind 80% - +17
Bio Attack Poison Poison 30 700 24 15 24 15 5 2% 4% 4 Poison 100% - - - +22
Ultima Attack - - 80 6,000 100 82 100 95 60 24% 60% 60 - - - 8 elements 100% +44
Esuna Restore - 13 status effects - 500 6 36 12 36 3 1% 3% 10 - 10 statuses 20% - - +16
Scan Indirect - - - 100 5 5 5 5 3 1% 3% 3 - - - - +1
Confuse Indirect - Confuse - 700 22 18 28 18 18 3% 8% 8 Confuse 100% - - - +26
Zombie Indirect - Zombie - 800 15 24 15 12 2 1% 2% 2 Zombie 100% - - - +15
Double Indirect - Double - 200 15 6 18 6 10 4% 40% 2 - - - - +16
Dispel Indirect - 9 status effects - 1,000 12 38 16 60 8 3% 8% 14 - Drain 50% - - +20
Shell Indirect - Shell - 400 6 18 10 40 3 1% 3% 14 - - - 8 elements 20% +17
Float Indirect - Float - 200 8 15 8 15 16 3% 12% 20 - - - Earth 50% +11
Haste Indirect - Haste - 500 12 16 20 20 50 8% 10% 10 - - - - +18
Meltdown Indirect - Vit 0 32 1,500 24 80 20 20 3 2% 12% 4 - - - - +35