Spells: Which Cause or Remove Confuse – 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 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
Esuna Restore - 13 status effects - 500 6 36 12 36 3 1% 3% 10 - 10 statuses 20% - - +16
Confuse Indirect - Confuse - 700 22 18 28 18 18 3% 8% 8 Confuse 100% - - - +26
Items: Which Cause or Remove Confuse – 4 shown
Uncommon items can be obtained from monsters or other repeatable means; rare items can be found, refined, or obtained as rare drops; Pocketstation items are available only through the Chocobo World minigame
Name
The type of item this is, based on the iconshown in game
Type
The cost to buy this item in a shop, if it is available for sale; you receive a 1/3 discount on all items if you have the Haggle menu ability
Price
The amount of gil you receive when selling this item; you get one and a half times this value if you have the Sell-High menu ability
Value
Whether this item can be used in the battle, from the game menu, or if it cannot be used in this way at all (these items are typically used to refine other items or spells)
Used In
Elixir Medicine 50,000 gil 2,500 gil Battle/Menu
Megalixir Medicine - 5,000 gil Battle/Menu
Remedy Medicine 1,000 gil 500 gil Battle/Menu
Remedy+ Medicine - 1,000 gil Battle/Menu
Abilities: Which Cause or Remove Confuse – 1 shown
What type of ability this is, based on its in-game icon
Type
Exclusive abilities are learned by certain GFs and cannot be learned with items; rare abilities are not learned by any GF normally, and can only be learned with items
Name
The Guardian Forces that can learn this ability without the use of items
Guardian Forces
The item that can be used to teach a Guardian Force this ability
Item
Command Treatment Siren Med Kit
Guardian Forces: Whose Skills Cause or Remove Confuse – 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 element of the Guardian Force's combat skill, if any, used with the GF command; the damage dealt by the skill is affected by the target's vulnerability to that element (damaging skills with no element are non-elemental and always deal normal damage)
Element
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
Doomtrain Runaway Train Poison 10 status effects Junk Shop, Forbid Med-RF
Monsters: Weak against Confuse – 1 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
Bite Bug 15+5 1 Flying 1–100 114–2,510 272 46 153 218 4–9 2–9% Ice, Wind
Monsters: Resistant to Confuse – 4 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
Anacondaur 60+10 4 - 1–100 842–24,800 18–138 10–60 2–122 2–84 10–20 0–6% Ice
Blobra 40+8 3 - 1–100 246–3,840 8–74 240245 9–153 170181 6–10 0–10% -
Elite Soldier 30+5 2 - 1–100 148–4,940 3–127 36–48 6–123 38–41 6–14 2–10% Poison
T-Rexaur 160+10 10 - 1–100 10,363–76,000 17239 6–18 122 35–39 313 0–5% Ice
Monsters: Immune to Confuse – 100 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
Armadodo 80+15 3 - 1–100 731–18,700 12–116 120128 1–79 416 4–14 04% -
Behemoth 200+30 12 - 1–100 35,263–91,000 64250 12–18 3–243 3226 39 0–6% -
Belhelmel 10+6 2 Flying 1–100 369–5,760 4–106 30–33 5–95 10–22 10–27 0–5% Holy
Blitz 20+10 2 - 1–100 611–7,200 9–103 35–39 57–78 25–31 2–19 0–5% -
Bomb 30+5 1 Flying 1–100 288–5,080 2–91 2–57 1–132 4–105 2–15 0–5% Ice, Wind
Cactuar 1+1 20 - 1–100 202–1,400 227 16–189 5–134 254 8–21 100% Water
Chimera 150+20 10 - 1–100 352–60,000 21190 41–132 27238 89–180 5–25 2–8% Holy
Creeps 35+8 2 - 1–100 210–6,200 6–74 38 7–101 171220 2538 3040% Holy
Elastoid 80+20 3 Flying 1–100 531–18,500 9–141 130131 10–182 120–132 3–20 4–12% Thunder
Elnoyle 220+20 18 Flying 1–100 30,968–159,000 64251 11–83 64250 81–180 10–16 03% Wind
Esthar Soldier 30+3 1 - 1–100 163–7,950 8–140 44–47 6–131 31–85 6–46 0–6% Thunder
Forbidden 85+15 4 Undead 1–100 221–22,100 14–163 25–37 1–133 200212 1160 2–19% Fire
Gayla 30+5 2 Flying 1–100 1,021–13,000 5–93 15–65 7–112 34–105 1035 1–9% Wind
GIM52A 30+8 3 - 1–100 1,431–19,400 13–140 3–104 5–104 120–132 5–18 0–5% Thunder, Earth, Water
Granaldo 40+10 5 Flying 1–100 1,314–9,700 2–118 3251 2–188 3213 10–23 017% Wind
Hexadragon 240+30 8 - 1–100 10,052–40,000 52243 71127 47238 51–120 10–18 0–5% Water
Imp 60+10 3 - 1–100 4,212–11,400 6–76 8–33 9–124 121180 4–53 3045% Holy
Iron Giant 140+30 8 - 1–100 663–96,000 14–207 120126 3–20 113 7–20 0–5% Thunder
Jelleye 30+5 1 Flying 1–100 510–6,500 5–56 6–39 21208 80–130 10–16 0–5% Wind, Holy
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