Items: Which Grant or Remove Poison – 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 -
Antidote Item 100 gil 50 gil Poison -
Unicorn Horn Item 1,600 coins 1,600 gil All dispellable effects -
Abilities: Which Grant or Remove Poison – 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
Poison Saboteur Magic 1 - Poison Yes ×0.35 +4.50 1 - 15/10
Poison II Saboteur Physical 1 - Poison No ×0.55 +0.50 1 - 25
Poisonga Saboteur Magic 3 - Poison Yes ×0.35 +4.50 1 - 15/10
Heavy Poisonga Saboteur Physical 3 - Poison No ×0.80 +0.50 1 - 25
Esuna Medic Magic 2 - All status ailments Yes - +1.16 1 - -
Esunada Medic Magic 3 - All status ailments Yes - +1.16 1 - -
Monsters: Weak against Poison – 5 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
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%
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%
Xolotl Feral Creatures Woodwraith 105,000 560 720 33 300.0% 90 350 800 40 Immune 100 Sentinel (grade 3) 3% 100% 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% 100% Vitality Orb 30% Moonblossom Seed 5%
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%
Monsters: Resistant to Poison – 132 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
Long Gui Feral Creatures Oretoise 4,160,000 2,228 2,228 100 700.0% 18,000 4,000 7,200 95 Immune 31 - - Immune Ribbon 10% Adamantite 5%
Black Chocobo Feral Creatures Chocobo 95,892 257 294 80 200.0% 150 300 468 15 Resistant 30 Saboteur (grade 1) 15% Immune Chocobo Plume 20% Afro & Black Chick 1%
Blue Chocobo Feral Creatures Chocobo 90,768 137 121 70 - 899 320 461 15 Resistant 30 Ravager (grade 1) 15% Immune Chocobo Plume 20% Afro & Blue Chick 1%
Purple Chocobo Feral Creatures Chocobo 25,000 680 680 70 300.0% 200 240 648 40 Resistant 50 Synergist (grade 1) 15% Immune Chocobo Plume 25% Afro & Purple Chick 1%
Red Chocobo Feral Creatures Chocobo 87,352 257 206 90 200.0% 300 240 346 15 Resistant 30 Commando (grade 1) 15% Immune Chocobo Plume 20% Afro & Red Chick 1%
White Chocobo Feral Creatures Chocobo 99,796 257 206 70 200.0% 100 300 468 15 Resistant 30 Medic (grade 1) 15% Immune Chocobo Plume 20% Afro & White Chick 1%
Orion Militarized Units Tilter 16,600 128 128 80 250.0% 225 160 220 30 Weakness 50 Commando (grade 2) 10% Immune Potent Chip 30% Analog Circuit 5%
Fencer Militarized Units Tilter 15,680 150 10 66 200.0% 88 120 150 25 Weakness 20 Ravager (grade 2) 5% Immune Potent Engine 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% Immune Potent Droplet 30% Analog Circuit 5%
Malebranche Cie'th Shambling Cie'th 317,700 1,014 1,014 95 - 5,394 800 1,920 40 Resistant 30 - - Immune Power Generator 20% Berserker's Ruby 2%
Ispusteke Cie'th Unusual Cie'th 105,900 152 423 100 130.0% 900 308 629 85 Immune 30 - - Immune Mana Crystal 20% Blaster's Sapphire 2%
Valfodr Lv. 45DLC Rift Beasts Netherknight 7,679,362 - - 80 300.0% 300 - - - - Immune Cactuarama - Cactuarina -
Valfodr Lv. 70DLC Rift Beasts Netherknight 8,620,000 - - 80 300.0% 300 - - - - Immune Nanochu - Chichu -
Giant Cactuar Feral Creatures Cactuar 7,777 180 120 50 777.0% 406 50 - 50 Weakness 500 - - Immune Potent Orb 30% Chocobo Tail Feather 3%
Cactuar Feral Creatures Cactuar 7,777 50 50 50 777.0% 406 50 - 50 Weakness 500 Commando (grade 3) 33% Immune Potent Orb 30% Chocobo Tail Feather 3%
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%
Flangonzola Feral Creatures Flan 11,388 160 170 95 200.0% 600 210 231 20 Weakness 60 Commando (grade 3) 10% 30% Vitality Sliver 20% Chronomist 2%
Narasimha Feral Creatures Behemoth 50,000 712 712 70 600.0% 500 2,000 2,200 40 Resistant 80 Commando (grade 3) 10% 50% Potent Sliver 20% Chronomist 2%
Fomoire Cie'th Shambling Cie'th 882,500 1,520 - 50 400.0% 180 800 1,920 85 Weakness 30 - - 50% Power Crystal 20% Defender's Topaz 2%
Ochu Feral Creatures Ochu 317,200 587 685 90 444.0% 1,032 1,600 2,880 40 Resistant 30 - - Immune Grasitha 10% Gandiva 5%
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