Items: Which Grant or Remove Pain – 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 -
Painkiller Item 100 gil 50 gil Pain -
Unicorn Horn Item 1,600 coins 1,600 gil All dispellable effects -
Abilities: Which Grant or Remove Pain – 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
Pain Saboteur Magic 1 - Pain Yes ×0.35 +4.50 1 - 15/10
Pain II Saboteur Physical 1 - Pain No ×0.55 +0.50 1 - 25
Esuna Medic Magic 2 - All status ailments Yes - +1.16 1 - -
Painga Saboteur Magic 3 - Pain Yes ×0.35 +4.50 1 - 15/10
Heavy Painga Saboteur Magic 3 - Pain No ×0.80 +0.50 1 - 25
Esunada Medic Magic 3 - All status ailments Yes - +1.16 1 - -
Monsters: Weak against Pain – 6 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
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%
Pitterpatter Feral Creatures Terraquatic 7,610 60 108 30 160.0% 26 60 135 5 Weakness 30 Saboteur (grade 3) 10% 100% Power Sliver 20% Power Orb 5%
Gandayaks Feral Creatures Demon 6,800 150 - 66 200.0% 88 72 84 15 Weakness 50 Commando (grade 2) 25% 90% Power Sliver 33% Shattered Bone 5%
Viking Militarized Units Tilter 6,500 85 85 80 200.0% 150 75 158 20 Weakness 50 Saboteur (grade 2) 15% 100% Power Bolt 20% Millerite 5%
Ispusteke Cie'th Unusual Cie'th 105,900 152 423 100 130.0% 900 308 629 85 Immune 30 - - 100% Mana Crystal 20% Blaster's Sapphire 2%
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%
Monsters: Resistant to Pain – 157 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
Nekton Rift Beasts Vermin 180 7 7 0 110.0% 3 4 10 5 Weakness 30 Ravager (grade 1) 15% Immune Potion 10% Phoenix Down 5%
Clione Rift Beasts Vermin 1,980 65 65 0 200.0% 30 40 54 5 Weakness 20 Synergist (grade 2) 20% Immune Potent Droplet 25% Power Sliver 5%
Meonekton Rift Beasts Vermin 960 15 21 0 110.0% 3 12 20 15 Immune 30 Commando (grade 1) 15% Immune Potion 15% Phoenix Down 5%
Chelicerata Rift Beasts Vermin 6,820 72 120 25 200.0% 40 70 72 15 Weakness 30 Saboteur (grade 2) 20% Immune Potent Sliver 20% Mana Sliver 10%
Mánagarmr Feral Creatures Beast 63,540 420 912 33 500.0% 179 200 600 40 Weakness 30 Commando (grade 3) 10% 10% Potent Essence 20% Spined Horn 5%
Gremlin Feral Creatures Spook 640 10 70 0 140.0% 12 23 27 5 Weakness 30 Ravager (grade 1) 30% 40% Potent Droplet 33% - -
Garchimacera Feral Creatures Spook 640 10 70 0 140.0% 12 23 27 5 Weakness 30 Ravager (grade 1) 30% 40% Potent Droplet 33% - -
Ahriman Feral Creatures Spook 6,954 185 185 90 140.0% 120 57 163 15 Weakness 30 Saboteur (grade 2) 10% 10% Potent Sliver 30% Vitality Droplet 5%
Yaksha Feral Creatures Demon 11,000 110 25 50 300.0% 120 90 200 30 Weakness 30 Commando (grade 3) 15% Immune Power Engine 20% Rhodochrosite 5%
Vodianoi Feral Creatures Demon 23,616 329 329 60 250.0% 113 150 306 15 Weakness 30 Commando (grade 4) 10% Immune Potent Orb 25% Vitality Orb 5%
Shaguma Feral Creatures Demon 8,820 286 25 75 500.0% 480 216 480 25 Weakness 100 Commando (grade 2) 5% Immune Power Engine 30% Power Booster 5%
Samovira Feral Creatures Demon 11,808 296 296 80 140.0% 60 150 306 15 Weakness 50 Saboteur (grade 4) 10% Immune Potent Orb 25% Vitality Orb 5%
Haguma Feral Creatures Demon 4,640 318 318 80 130.0% 45 216 480 5 Weakness 50 Medic (grade 1) 5% Immune Power Engine 30% Power Booster 5%
Bunkerbeast Feral Creatures Armadillon 189,191 389 329 95 130.0% 180 180 594 85 Resistant 401 Sentinel (grade 2) 30% Immune Vitality Sliver 20% Vitality Orb 3%
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%
Illuyankas Feral Creatures Wyvern 48,800 913 137 80 260.0% 240 336 1,008 25 Immune 20 Saboteur (grade 3) 10% Immune Cobaltite 15% Martyr's Emblem 5%
Xolotl Feral Creatures Woodwraith 105,000 560 720 33 300.0% 90 350 800 40 Immune 100 Sentinel (grade 3) 3% 10% Mana Orb 30% Moonblossom Seed 5%
Miquiztli Feral Creatures Woodwraith 55,400 320 500 50 300.0% 120 350 800 40 Immune 100 Synergist (grade 3) 3% 10% Vitality Orb 30% Moonblossom Seed 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%
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