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
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% -
Cockatrice 40+10 2 - 1–100 1,007–5,200 9–96 9–78 14–198 91–162 1229 2–19% 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
Imp 60+10 3 - 1–100 4,212–11,400 6–76 8–33 9–124 121180 4–53 3045% Holy
Raldo - 3 - 1–100 111–6,700 272 32–268 2–212 57–248 3047 03% -
Snow Lion 150+20 8 - 1–100 1,063–136,000 16164 25–58 1–128 8–24 10–23 04% Fire, Earth, Wind
Torama 100+10 4 - 1–100 231–38,000 11–105 39–100 64233 111–168 10–23 1035% -
T-Rexaur 160+10 10 - 1–100 10,363–76,000 17239 6–18 122 35–39 313 0–5% Ice
Elnoyle 220+20 18 Flying 1–100 30,968–159,000 64251 11–83 64250 81–180 10–16 03% Wind
Granaldo 40+10 5 Flying 1–100 1,314–9,700 2–118 3251 2–188 3213 10–23 017% Wind
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
Oilboyle - 10 - 1–100 2,136–15,630 37232 47–200 26–149 76–130 6 0–7% Fire
Ultimecia - - - 1–65 4,600–43,000 49142 81–116 54255 81–116 110122 03% Poison
UFO? - - - 1–100 121–12,100 373 2–56 2–13 2–56 2645 0–5% -
Righty 40+10 3 - 1–100 1,821–13,800 12–143 80–105 131 511 212 0–5% Holy
Right Orb - - - 1–27 57–2,865 11–55 255 4–56 255 4165 01% -
Red Giant - 30 - 1–56 30,000 26123 255 2–9 255 4–11 02% -
Raijin - 12 - 1–44 5,400–22,600 32129 52–132 3–51 112 3037 2–4% Poison
Raijin - 10 - 1–29 400–11,600 3288 42–91 3–34 18 10–15 2–3% Poison
PuPu - - - 1–100 10 373 2–56 2–13 2–56 2645 0–5% -
Omega Weapon - 250 - 1–100 111,105–1,161,000 67255 61–113 70255 121–175 61 0–5% -
Ruby Dragon 210+40 14 - 1–100 668–89,100 27250 81180 65240 151221 2–15 0–6% Ice, Holy
Odin - 20 - 1–100 1,300–31,000 4–143 121218 26212 151231 145 020% -
Ochu 140+20 7 - 1–100 152–40,000 19188 20–40 9–226 16–22 4–14 0–5% Fire, Ice
NORG POD - - - 1–27 2,000 16 150156 117 171192 5680 1% -
NORG - 20 - 1–27 4,400–12,200 1783 48 52105 11–31 5–17 0–3% Wind
Minotaur - 20 - 1–75 578–27,218 9–154 40–63 26–120 31–71 1043 0–6% Poison, Wind
Malboro 220+40 12 - 1–100 1,410–146,000 26158 10–22 4–251 8–20 4–18 0–6% Fire, Ice
"Sorceress" - - - 45 32,500 125 119 267 30 50 2% -
Left Orb - - - 1–27 57–2,865 11–55 255 4–56 255 2145 01% -
Jumbo Cactuar - 20 - 1–100 6,000–600,000 21160 26–81 13–123 13–142 5–18 03% Water
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