Items: Which Cause or Remove Doom – 3 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 Battle/Menu
Abilities: Which Cause or Remove Doom – 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 Doom Shiva -
Guardian Forces: Whose Skills Cause or Remove Doom – 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: Resistant to Doom – 12 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
Imp 60+10 3 - 1–100 4,212–11,400 6–76 8–33 9–124 121180 4–53 3045% Holy
Torama 100+10 4 - 1–100 231–38,000 11–105 39–100 64233 111–168 10–23 1035% -
Cockatrice 40+10 2 - 1–100 1,007–5,200 9–96 9–78 14–198 91–162 1229 2–19% Wind
Granaldo 40+10 5 Flying 1–100 1,314–9,700 2–118 3251 2–188 3213 10–23 017% Wind
Elite Soldier 30+5 2 - 1–100 148–4,940 3–127 36–48 6–123 38–41 6–14 2–10% Poison
Grendel 80+15 6 - 1–100 2,131–30,000 22226 51–127 52238 121192 10–20 2–9% Earth, Wind, Holy
Anacondaur 60+10 4 - 1–100 842–24,800 18–138 10–60 2–122 2–84 10–20 0–6% Ice
Behemoth 200+30 12 - 1–100 35,263–91,000 64250 12–18 3–243 3226 39 0–6% -
T-Rexaur 160+10 10 - 1–100 10,363–76,000 17239 6–18 122 35–39 313 0–5% Ice
Snow Lion 150+20 8 - 1–100 1,063–136,000 16164 25–58 1–128 8–24 10–23 04% Fire, Earth, Wind
Elnoyle 220+20 18 Flying 1–100 30,968–159,000 64251 11–83 64250 81–180 10–16 03% Wind
Raldo - 3 - 1–100 111–6,700 272 32–268 2–212 57–248 3047 03% -
Monsters: Immune to Doom – 80 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
Helix - - Flying 1–65 4,400–30,000 17143 80–96 68255 200232 255 120127% -
Droma - - Flying 1–56 1,010–3,128 12–82 8 12–121 5 5053 1024% Wind
Left Probe - - Flying 1–41 5,100–9,100 12–64 255 9–102 255 5057 1522% -
Right Probe - - Flying 1–41 5,100–9,100 12–64 255 9–102 255 5057 1522% -
Odin - 20 - 1–100 1,300–31,000 4–143 121218 26212 151231 145 020% -
Forbidden 85+15 4 Undead 1–100 221–22,100 14–163 25–37 1–133 200212 1160 2–19% Fire
Bahamut - 40 Flying 1–100 10,800–90,000 59255 71170 62251 16–120 1050 017% -
Fujin - 8 - 1–44 5,300–18,200 24110 31–61 8–99 121–156 3041 1015% Poison
Fujin - 10 - 1–29 300–8,700 2372 6–20 8–67 121–144 1522 1013% Poison
Elastoid 80+20 3 Flying 1–100 531–18,500 9–141 130131 10–182 120–132 3–20 4–12% Thunder
Abadon - 40 Undead 1–34 510–17,010 3985 2–19 6191 2–19 1622 812% Fire, Holy
Base Leader 30+5 2 - 1–100 806–4,400 6–163 31–100 9–170 45–97 6–13 2–10% Poison
Base Soldier 30+5 1 - 1–100 217–10,400 7–114 23–92 4–101 32–35 4–11 0–8% -
Chimera 150+20 10 - 1–100 352–60,000 21190 41–132 27238 89–180 5–25 2–8% Holy
Diablos - 20 Flying 1–100 1,600–80,800 17255 51–112 5–226 77–225 1562 0–8% Wind
Seifer - - - 1–32 1,200–7,400 1673 81113 2794 131159 9–39 4–8% Poison
Edea - 50 - 1–32 500–16,000 5–13 41–66 64118 151174 2024 0–8% -
Oilboyle - 10 - 1–100 2,136–15,630 37232 47–200 26–149 76–130 6 0–7% Fire
Tiamat - 30 Flying 1–58 21,200–89,600 57172 81138 62181 4–119 20 0–7% -
Cerberus - 30 - 1–30 7,100–10,000 2799 11–40 55202 101–138 1138 5–7% -
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