Monsters: Which Quake can be drawn from – 9 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
The spells or Guardian Forces that can be drawn from this monster at any level less than 20; note that certain monsters use a level range less than 30 or 35 rather than 20
Draw (LV 1–19)
The spells or Guardian Forces that can be drawn from this monster at any level between 20 and 29 (inclusive); for monsters with a non-standard level range, this may instead consist of levels 30–39 or 35–44
Draw (LV 20–29)
The spells or Guardian Forces that can be drawn from this monster at any level greater than 29; for monsters with a non-standard level range, this may instead be any level greater than 39 or 44
Draw (LV 30+)
Abyss Worm 100+10 6 - 1–100 210–26,000 11–145 2–63 3–59 8–20 3–16 04% Wind, Water Aero Aero Aero, Tornado, Quake
Armadodo 80+15 3 - 1–100 731–18,700 12–116 120128 1–79 416 4–14 04% - Protect Protect, Shell Protect, Shell, Quake
Iron Giant 140+30 8 - 1–100 663–96,000 14–207 120126 3–20 113 7–20 0–5% Thunder Haste, Shell, Reflect Haste, Quake, Shell, Reflect Haste, Quake, Shell, Reflect
Lefty 40+10 3 - 1–100 1,821–13,800 144 110 33234 180194 212 0–5% Holy Blind, Drain Blind, Drain, Slow Bio, Demi, Quake, Regen
Malboro 220+40 12 - 1–100 1,410–146,000 26158 10–22 4–251 8–20 4–18 0–6% Fire, Ice Bio Bio, Demi Bio, Demi, Quake
T-Rexaur 160+10 10 - 1–100 10,363–76,000 17239 6–18 122 35–39 313 0–5% Ice Fire, Thunder Fira, Thundara Firaga, Thundaga, Quake
Cerberus - 30 - 1–30 7,100–10,000 2799 11–40 55202 101–138 1138 5–7% - Quake, Double Quake, Double, Triple Quake, Double, Triple
Gargantua - 42 - 1–54 10,100–15,400 26111 180 5–160 0 2636 03% - Bio, Quake, Reflect, Cerberus Bio, Quake, Reflect, Cerberus Bio, Quake, Reflect, Cerberus
Griever - - Flying 1–65 16,750–115,950 28117 22–131 55255 19–53 95108 03% Wind, Holy Bio, Quake, Tornado Bio, Quake, Tornado Bio, Quake, Tornado
Items of Interest: Quake draw points – 7 shown
What this point of interest is
Found
The part of the world where this point of interest is located
Location
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
Quake draw point Trabia Region Vienne Mountains Where the snow and mountains meet on the shore at the southern part of the eastern peninsula
Quake draw point Dollet Region Holy Glory Cape Western tip of island east of long northern island (once Balamb Garden is mobile)
Quake draw point Esthar Odine's Laboratory Outside the lab
Quake draw point Trabia Region Sorbald Snowfield Eastern tip of southwest peninsula on Winter Island (requires Ragnarok)
Quake draw point Island Closest to Heaven - Slightly inland from southwest side of island
Quake draw point Island Closest to Heaven - East of northwest tip
Quake draw point Island Closest to Heaven - Slightly inland from northern side of island
Refine Formulas: Yielding Quake – 3 shown
The sequence of menu abilities that must be used to complete this refine formula; each step in a sequence uses all of the results from the previous step
Abilities
The number of this item, spell, or card that is consumed by this formula
×
The item, spell, or card that is consumed by this formula
Source
The number of this item or spell that is created by this formula
×
The item or spell that is created by this formula
Yield
Card Mod, Time Mag-RF Armadodo Card 20× Quake
Time Mag-RF Dino Bone 20× Quake
Card Mod, Time Mag-RF T-Rexaur Card 20× Quake