Abilities: Poison-causing – 2 shown
The role that can learn this ability
Role
Auto abilities are always active and do not need to be used; secondary abilities are only available in characters' secondary crystariums; unique abilities are available to only a single character; basic abilities cannot be used once the crystarium has been unlocked
Name
The number of ATB sections required to use this ability; "Auto" abilities are automatically used rather than selected, and have no associated ATB cost
ATB Cost
If this ability is of a particular element or causes a particular status effect, it is listed here; elemental abilities may be more or less effective depending on the resistances and vulnerabilities of the target
Element/Status
The crystarium stage at which Lightning can learn this ability; clicking this header will bring up Lightning's character page
Lightning
The crystarium stage at which Sazh can learn this ability; clicking this header will bring up Sazh's character page
Sazh
The crystarium stage at which Hope can learn this ability; clicking this header will bring up Hope's character page
Hope
The crystarium stage at which Vanille can learn this ability; clicking this header will bring up Vanille's character page
Vanille
The chapter in which this ability first becomes available to any character
Chapter
Saboteur Poison 1 Poison
5
6
-
4
6
Saboteur Poisonga 3 Poison
10
-
7
8
10
Monsters: Weak against Poison – 7 shown
Unique monsters are only encountered during one-time plot encounters; mission monsters appear only during missions; the final bosses make up the last set of encounters in the game; eidolons are special monsters that are not defeated through sheer martial prowess; 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 datalog
Type
The monster's subtype, as indicated by the in-game datalog
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
The monster's level
Level
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 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
The level of vulnerability this monster has against this status effect; a typical monster has 70% vulnerability to any given status effect; a higher percentage is considered a weakness, while a lower percentage is considered a vulnerability; some monsters are completely immune to certain status ailments
Vulnerability
The first chapter where you can encounter this monster
Chapter
Zwerg Scandroid Militarized Units Zwerg Droids 57 13 31 12 0 130.0% 9 - Torn Leather 25% Thickened Hide 5% 100% 2
Bloodfang Bass Feral Creatures Terraquatics 81 18 - 10 0 200.0% 30 3 Strange Fluid 25% Enigmatic Fluid 5% 100% 3
Enki Feral Creatures Woodwraiths 75,600 133 171 56 65 150.0% 43 500 Riptide Ring 100% - - 100% 6
Enlil Feral Creatures Woodwraiths 70,200 120 185 56 65 150.0% 43 500 Fulmen Ring 100% - - 100% 6
Rafflesia Feral Creatures Nudibranchs 127,500 - 1,077 4 75 350.0% 300 1,500 Gummy Oil 25% Esoteric Oil 5% 100% 11
Orobon Feral Creatures Sahagin 257,400 382 127 4 90 125.0% 75 1,855 Moistened Scale 25% Abyssal Scale 5% 100% 11
Juggernaut Pulse Automata Armaments 1,584,000 1,151 2,130 3 95 200.0% 600 3,900 Tungsten Tube 25% Particle Accelerator 5% 100% 11
Monsters: Resistant to Poison – 145 shown
Unique monsters are only encountered during one-time plot encounters; mission monsters appear only during missions; the final bosses make up the last set of encounters in the game; eidolons are special monsters that are not defeated through sheer martial prowess; 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 datalog
Type
The monster's subtype, as indicated by the in-game datalog
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
The monster's level
Level
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 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
The level of vulnerability this monster has against this status effect; a typical monster has 70% vulnerability to any given status effect; a higher percentage is considered a weakness, while a lower percentage is considered a vulnerability; some monsters are completely immune to certain status ailments
Vulnerability
The first chapter where you can encounter this monster
Chapter
Flanborg Militarized Units Flan 12,600 147 391 10 0 190.0% 27 102 Murky Ooze 25% Vibrant Ooze 5% 1% 9
PSICOM Marauder Soldiers PSICOM Elites 600 20 19 25 0 104.0% 1 - Credit Chip 100% - - 40% 1
Myrmidon Militarized Units Tilters 1,260 36 - 18 0 110.0% 3 - Digital Circuit 25% Polymer Emulsion 5% Immune 1
Crusader Militarized Units Tilters 7,290 70 - 11 0 200.0% 30 16 Digital Circuit 25% Ferroelectric Film 5% Immune 3
Manasvin Warmech Militarized Units Annihilators 360 15 15 75 0 300.0% 60 - - - - - Immune 1
Manasvin Warmech Militarized Units Annihilators 990 15 15 75 0 300.0% 60 - Potion 100% - - Immune 1
Microchu Feral Creatures Ochu 114,750 300 - 6 4 444.0% 107 1,300 Chocobo Plume 25% Gloomstalk 5% Immune 11
Picochu Feral Creatures Ochu 262,500 1,250 - 10 4 444.0% 107 2,500 Chocobo Plume 25% Gloomstalk 5% Immune 11
Megistotherian Feral Creatures Beasts 438,480 904 550 7 10 450.0% 117 2,600 Chipped Fang 25% Monstrous Fang 5% Immune 11
Leyak Feral Creatures Spooks 15,300 108 154 1 10 150.0% 17 440 Torn Leather 25% Smooth Hide 5% 50% 11
Gorgonopsid Feral Creatures Beasts 30,600 225 93 5 10 160.0% 20 440 Chipped Fang 25% Monstrous Fang 5% Immune 11
Cryohedron Pulse Automata Bombs 35,100 136 200 14 10 250.0% 50 1,190 Bomb Ashes 25% Bomb Core 5% 10% 11
Ectopudding Feral Creatures Flan 133,200 518 259 4 10 600.0% 167 980 Murky Ooze 25% Wonder Gel 5% 30% 11
Seeker Cie'th Unusual Cie'th 34,175 100 1,367 2 10 260.0% 53 630 Cie'th Tear 25% Tear of Remorse 5% 30% 11
Flowering Cactuar Feral Creatures Cactuars 123,750 - 1,800 2 11 111.0% 4 7,500 Chocobo Tail Feather 25% Ribbon 5% Immune 11
Left Foreleg Feral Creatures Oretoises 356,200 11,537 5,916 6 20 300.0% 75 - - - - - Immune 11
Mushussu Feral Creatures Stalkers 121,275 475 163 10 20 185.0% 32 2,500 Molted Tail 25% Entrancing Tail 5% Immune 11
Left Foreleg Feral Creatures Oretoises 1,080,000 13,043 12,724 6 20 450.0% 131 - - - - - 10% 11
Borgbear Feral Creatures Goblins 396,000 1,836 - 4 20 140.0% 15 3,000 Fractured Horn 25% Infernal Horn 5% Immune 11
Amphisbaena Feral Creatures Wyverns 360,000 569 366 6 20 350.0% 94 3,500 Severed Wing 25% Abominable Wing 5% 10% 11
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