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Imperil
Type
Negative
Compare Imperil to other Status Effects
Items: Which Grant or Remove
Imperil
– 3 shown
Rare items
cannot be purchased but may be dropped by monsters;
unique items
must be found or otherwise earned;
key items
are unique and have special uses;
DLC items
are only available if you have the relevant content
Name
Type
The cost to buy this item; prices in gil are purchased from Chocolina, while prices in coins are purchased with Casino Coins in Serendipity
Price
Value
The status effects removed by this item, if any
Removed Status
The status effects granted by this item, if any
Granted Status
Remedy
Item
250 gil
125 gil
Poison
,
Pain
,
Fog
,
Curse
,
Deprotect
,
Deshell
,
Imperil
,
Debrave
,
Defaith
,
Slow
,
Daze
,
Doom
,
Dispel
,
Wound
-
Wax
Item
100 gil
50 gil
Imperil
-
Unicorn Horn
Item
1,600 coins
1,600 gil
All dispellable effects
-
Abilities: Which Grant or Remove
Imperil
– 6 shown
Monster abilities
can only be learned by tamed monsters;
exclusive abilities
can only be learned by one of your two main characters;
feral link abilities
are monster-specific special abilities;
DLC abilities
are only available if you have the relevant content
Name
Role
Type
ATB Cost
Element
The status effects added or removed by this ability
Status Effects
Whether this ability can be infused in a tamed monster of the same role as the original monster who knew the ability
Infusible
The adjustment to base damage dealt by this ability; base damage is based on strength or magic as well as any applicable bonuses
Damage Modifier
The base amount added to a monster's chain gauge when this ability is used on them; the actual chain gauge addition is also based on chain resistance and any bonuses the ability user has
Chain Bonus
The number of hits involved in this ability; ability statistics apply to individual hits
Hits
The base duration of any status affects added by this ability, in seconds; the actual duration may be modified by other factors
Duration
The relative interrupt value of this ability; abilities with higher values will interrupt abilities with lower values, though these values may be modified by other factors and circumstances; if two numbers are listed, the first indicates the ability's interruption ability, while the second indicates how difficult the ability is to interrupt
Interrupt
Imperil
Saboteur
Magic
1
-
Imperil
Yes
×0.35
+4.50
1
-
15/10
Imperil II
Saboteur
Physical
1
-
Imperil
No
×0.55
+0.50
1
-
25
Esuna
Medic
Magic
2
-
All status ailments
Yes
-
+1.16
1
-
-
Imperilga
Saboteur
Magic
3
-
Imperil
Yes
×0.35
+4.50
1
-
15/10
Heavy Imperilga
Saboteur
Physical
3
-
Imperil
No
×0.80
+0.50
1
-
25
Esunada
Medic
Magic
3
-
All status ailments
Yes
-
+1.16
1
-
-
Monsters: Weak against
Imperil
– 16 shown
Rare monsters
are hard to find in random encounters;
unique monsters
are only encountered during one-time plot encounters; the
final bosses
must be defeated to complete the main plot; note that multiple monsters may have the same name, especially in the case of multi-stage bosses
Name
The monster's type, as indicated by the in-game bestiary
Type
The monster's subtype, as indicated by the in-game bestiary
Subtype
The monster's starting and maximum hit points
HP
The monster's strength; a standard physical attack will deal approximately this amount of damage
Strength
The monster's magic power; a typical magic attack will deal approximately this amount of damage
Magic
A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0
Chain Resistance
When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%
Stagger Point
A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance
Stagger Index
The amount of CP earned by defeating this monster
CP
The amount of gil earned by defeating this monster
Gil
The relative priority of this monster's actions; the comparison of this value to that of other actions determines which actions succeed and which are interrupted
Action Priority
The vulnerability of this monster to the Launch ability
Launch?
The relative amount of bestiary data earned by fighting this monster normally
Libra
The role and starting grade of the tamed version of this monster, if it can be tamed
Tamed Role
The base chance that you will earn the monster crystal for this monster after battle
Tame Chance
The level of vulnerability this monster has against this status effect; a typical monster has 70% vulnerability to any given status effect; above 80% is considered a weakness, while a percentage below 60% is considered a vulnerability; some monsters are completely immune to certain status ailments
Vulnerability
The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Common Drop
The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories
Rate
The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Rare Drop
The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories
Rate
Mánagarmr
Feral Creatures
Beast
63,540
420
912
33
500.0%
179
200
600
40
Weakness
30
Commando (grade 3)
10%
100%
Potent Essence
20%
Spined Horn
5%
Bloodfang Bass
Feral Creatures
Terraquatic
2,531
89
89
30
125.0%
11
24
54
5
Weakness
30
Ravager (grade 3)
10%
100%
Power Sliver
25%
Millerite
5%
Ceratosaur
Feral Creatures
Terraquatic
1,860
42
6
0
120.0%
6
35
70
5
Weakness
30
Saboteur (grade 1)
20%
100%
Potent Sliver
25%
Moistened Scale
5%
Ceratoraptor
Feral Creatures
Terraquatic
8,660
50
60
75
150.0%
60
60
100
5
Weakness
30
Ravager (grade 1)
20%
100%
Potent Sliver
33%
Moistened Scale
5%
Fachan
Feral Creatures
Spook
2,400
25
85
0
150.0%
15
40
85
5
Weakness
20
Synergist (grade 2)
25%
85%
Mana Sliver
25%
Scaled Wing
5%
Unsaganashi
Feral Creatures
Spook
2,400
25
85
0
150.0%
15
40
85
5
Weakness
20
Saboteur (grade 2)
25%
85%
Mana Sliver
25%
Scaled Wing
5%
Bunkerbeast
Feral Creatures
Armadillon
189,191
389
329
95
130.0%
180
180
594
85
Resistant
401
Sentinel (grade 2)
30%
100%
Vitality Sliver
20%
Vitality Orb
3%
Seeping Brie
Feral Creatures
Flan
13,420
286
172
90
130.0%
90
110
281
40
Weakness
50
Commando (grade 2)
10%
100%
Vitality Sliver
20%
Potent Orb
5%
Miniflan
Feral Creatures
Flan
4,000
15
35
90
130.0%
90
25
50
5
Weakness
20
Commando (grade 1)
33%
100%
Potent Droplet
30%
Vitality Sliver
5%
Zaghnal
Feral Creatures
Behemoth
43,920
411
411
90
200.0%
300
240
648
40
Resistant
80
Ravager (grade 3)
10%
90%
Power Essence
20%
Martyr's Emblem
2%
Pulsework Gladiator
Ancient Automata
Pulsework Soldier
26,503
296
422
80
180.0%
120
100
240
95
Immune
30
Sentinel (grade 3)
10%
100%
Vitality Chip
20%
Thrust Bearing
5%
Cactuaroni
Feral Creatures
Cactuar
777,777
20
20
50
777.0%
406
1,000
-
50
Weakness
30
Commando (grade 3)
5%
100%
Potent Essence
20%
Chocobo Tail Feather
5%
Blue Miniflan
Feral Creatures
Flan
4,000
15
35
90
120.0%
60
25
50
10
Weakness
1000
-
-
100%
Mana Essence
100%
-
-
Yellow Miniflan
Feral Creatures
Flan
4,000
15
35
90
120.0%
60
25
50
10
Weakness
1000
-
-
100%
Vitality Essence
100%
-
-
Black Miniflan
Feral Creatures
Flan
4,000
15
35
90
120.0%
60
25
50
10
Weakness
1000
-
-
100%
Power Essence
100%
-
-
Pink Miniflan
Feral Creatures
Flan
4,000
15
35
90
120.0%
60
25
50
10
Weakness
1000
-
-
100%
Potent Essence
100%
-
-
Monsters: Resistant to
Imperil
– 76 shown
Rare monsters
are hard to find in random encounters;
unique monsters
are only encountered during one-time plot encounters; the
final bosses
must be defeated to complete the main plot; note that multiple monsters may have the same name, especially in the case of multi-stage bosses
Name
The monster's type, as indicated by the in-game bestiary
Type
The monster's subtype, as indicated by the in-game bestiary
Subtype
The monster's starting and maximum hit points
HP
The monster's strength; a standard physical attack will deal approximately this amount of damage
Strength
The monster's magic power; a typical magic attack will deal approximately this amount of damage
Magic
A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0
Chain Resistance
When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%
Stagger Point
A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance
Stagger Index
The amount of CP earned by defeating this monster
CP
The amount of gil earned by defeating this monster
Gil
The relative priority of this monster's actions; the comparison of this value to that of other actions determines which actions succeed and which are interrupted
Action Priority
The vulnerability of this monster to the Launch ability
Launch?
The relative amount of bestiary data earned by fighting this monster normally
Libra
The role and starting grade of the tamed version of this monster, if it can be tamed
Tamed Role
The base chance that you will earn the monster crystal for this monster after battle
Tame Chance
The level of vulnerability this monster has against this status effect; a typical monster has 70% vulnerability to any given status effect; above 80% is considered a weakness, while a percentage below 60% is considered a vulnerability; some monsters are completely immune to certain status ailments
Vulnerability
The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Common Drop
The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories
Rate
The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Rare Drop
The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories
Rate
Vodianoi
Feral Creatures
Demon
23,616
329
329
60
250.0%
113
150
306
15
Weakness
30
Commando (grade 4)
10%
50%
Potent Orb
25%
Vitality Orb
5%
Vouivre
Feral Creatures
Wyvern
34,560
450
380
70
250.0%
150
90
480
40
Immune
50
Commando (grade 2)
5%
55%
Potent Sliver
40%
Molted Tail
5%
Garganzola
Feral Creatures
Flan
17,600
650
111
66
300.0%
176
160
130
85
Weakness
30
Commando (grade 2)
2%
50%
Potent Orb
30%
Mutant Extract
10%
Feral Behemoth
Feral Creatures
Behemoth
32,000
560
480
80
300.0%
300
300
360
40
Resistant
151
Commando (grade 2)
10%
50%
Potent Sliver
75%
Power Chip
5%
Reaver
Feral Creatures
Behemoth
46,080
800
800
80
350.0%
375
330
960
40
Immune
80
Commando (grade 2)
10%
55%
Potent Sliver
40%
Sinister Fang
5%
Goblin Chieftan
Feral Creatures
Goblin
8,880
220
150
66
200.0%
88
135
160
25
Weakness
30
Sentinel (grade 2)
15%
55%
Potent Droplet
20%
Mana Sliver
5%
Major Moblin
Feral Creatures
Goblin
61,000
257
257
80
235.0%
203
144
260
25
Weakness
40
Sentinel (grade 3)
10%
10%
Vitality Essence
30%
Royal Armlet
5%
Buccaboo Ace
Feral Creatures
Goblin
26,240
211
148
80
200.0%
150
108
195
25
Weakness
30
Ravager (grade 3)
10%
50%
Potent Orb
30%
Power Orb
5%
Gancanagh Ace
Feral Creatures
Goblin
48,800
257
171
80
200.0%
150
144
260
25
Weakness
30
Synergist (grade 3)
10%
10%
Sinister Fang
15%
Entite Ring
5%
Apkallu
Feral Creatures
Sahagin
42,860
860
350
66
200.0%
88
180
500
40
Weakness
20
Commando (grade 3)
10%
50%
Potent Orb
15%
Magistral Crest
5%
Cactuar
Feral Creatures
Cactuar
7,777
50
50
50
777.0%
406
50
-
50
Weakness
500
Commando (grade 3)
33%
50%
Potent Orb
30%
Chocobo Tail Feather
3%
Giant Cactuar
Feral Creatures
Cactuar
7,777
180
120
50
777.0%
406
50
-
50
Weakness
500
-
-
50%
Potent Orb
30%
Chocobo Tail Feather
3%
Metallicactuar
Feral Creatures
Cactuar
2,500
33
33
25
250.0%
60
1,000
-
95
Weakness
30
Commando (grade 4)
2%
Immune
Potent Booster
20%
Hermes Sandals
5%
Flowering Cactuar
Feral Creatures
Cactuar
7,777
35
35
50
777.0%
406
50
-
50
Weakness
30
Medic (grade 3)
33%
50%
Potent Essence
30%
Chocobo Tail Feather
3%
Schrodinger
Feral Creatures
Potcat
7,777
572
186
99
200.0%
3,000
75
150
15
Immune
20
Saboteur (grade 3)
10%
50%
Potent Orb
20%
Fractal Pot
5%
Chocobo
Feral Creatures
Chocobo
10,000
75
75
66
200.0%
88
90
100
15
Resistant
30
Commando (grade 1)
100%
55%
Chocobo Plume
30%
Yellow Chick in Afro
1%
Orion
Militarized Units
Tilter
16,600
128
128
80
250.0%
225
160
220
30
Weakness
50
Commando (grade 2)
10%
50%
Potent Chip
30%
Analog Circuit
5%
Dragoon
Militarized Units
Golem
4,960
128
128
80
250.0%
225
60
100
30
Immune
50
Commando (grade 2)
10%
50%
Potent Droplet
30%
Analog Circuit
5%
Thermadon
Militarized Units
Armadon
15,200
385
385
95
150.0%
300
70
120
85
Resistant
151
Commando (grade 2)
7%
10%
-
-
-
-
Garuda
Militarized Units
Annihilator
186,000
650
550
75
300.0%
240
300
900
50
Immune
500
Saboteur (grade 3)
5%
50%
Vitality Droplet
25%
Grimoire Hat
5%
loading table data...
Deshell
Debrave
Related
Imperil
Type
Status Ailment
Removed With
Wax