Abyssal Princess

Level: 130
HP: 164496STR: 255INT: 247VIT: 204WIS: 189AGI: 120LUC: 255
EXP Given: 793690

Damage Vulnerabilities:
125% 125% 125%
125% 125% 125%

Disable Vulnerabilities:
50% 50% 25% 25% 25% 50% 25%
0% 10%
50% 50% 50%
  • Scorching Hell: Deals very severe fire damage to all party members. Reduces hit targets' attack by 50% for 4 turns. Extremely slow, and very accurate.
  • Frozen Hell: Deals very severe ice damage to all party members. Reduces hit targets' defense by 50% for 4 turns. Extremely slow, and very accurate.
  • Thunderous Hell: Deals very severe volt damage to all party members. Reduces hit targets' HP recovery by 50% for 4 turns. Extremely slow, and very accurate.
  • Dark Lunge: Deals very heavy stab damage that pierces party rows before any party members can act. Heals the user for 400% of the damage dealt. Attempts to inflict sleep on hit targets, with a medium chance. Average accuracy.
  • Hellish Stab: Deals overkill stab damage to one party member. Slightly slow, and comically accurate.
  • Endless Drop: Deals very severe bash damage to one row of party members. Attempts to inflict blind and curse on hit targets, with a medium chance. Slow, with average accuracy.
  • Dark Invitation: Deals very heavy bash damage to all party members. Attempts to inflict paralysis on and stun hit targets, with a medium chance. Extremely fast, with average accuracy.
  • Lure of Death: Attempts to instantly kill and inflict poison, panic, sleep, and petrification on all party members, with a low chance, and severe poison damage. Average speed.
  • Violent Blades: Deals 6-9 instances of medium cut damage to random party members. Has no limit on how many times one target can be hit. Attempts to bind the head, arms, and legs of hit targets, with a medium chance. Slightly slow, with average accuracy.
  • Unholy Light: Removes all debuffs, ailments, and binds from the user. Removes all buffs from all party members.
  • Undead Regen: Negates all damage to the user for the turn. Restores the user's HP for 1000% of all damage dealt on that turn.
  • Condemnation: Kills the party.
  • Eternal Body: If any Gothic Souls are alive when Abyssal Princess is killed, prevents Abyssal Princess from dying, and restores a percentage of its max HP, depending on how many Gothic Souls are alive: 12.5%, 25%, 50%, 100%. Does not activate if all alive Gothic Souls are killed at the same time as Abyssal Princess.
  • Scorching Hell: Deals 190% ranged INT-based fire damage to all party members. Reduces hit targets' attack by 50% for 4 turns. Has a 20% speed modifier and a base accuracy of 120%.
  • Frozen Hell: Deals 190% ranged INT-based ice damage to all party members. Reduces hit targets' defense by 50% for 4 turns. Has a 20% speed modifier and a base accuracy of 120%.
  • Thunderous Hell: Deals 190% ranged INT-based volt damage to all party members. Reduces hit targets' HP recovery by 50% for 4 turns. Has a 20% speed modifier and a base accuracy of 120%.
  • Dark Lunge: Deals 170% melee STR-based stab damage that pierces party rows. Heals the user for 400% of the damage dealt. Attempts to inflict sleep on hit targets, with a 25% base chance. Has a 1000% speed modifier and a base accuracy of 99%.
  • Hellish Stab: Deals 350% melee STR-based stab damage to one party member. Has an 80% speed modifier and a base accuracy of 250%.
  • Endless Drop: Deals 200% melee STR-based bash damage to one row of party members. Attempts to inflict blind and curse on hit targets, with a 27% base chance. Has a 70% speed modifier and a base accuracy of 99%.
  • Dark Invitation: Deals 160% melee STR-based bash damage to all party members. Attempts to inflict paralysis on and stun hit targets, with a 25% base chance. Has a 200% speed modifier and a base accuracy of 99%.
  • Lure of Death: Attempts to instantly kill and inflict poison, panic, sleep, and petrification on all party members, with a 4% base chance, and a poison damage range of 320 to 392. Has a 100% speed modifier.
  • Violent Blades: Deals 6-9 instances of 95% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Attempts to bind the head, arms, and legs of hit targets, with a 19% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Unholy Light: Removes all debuffs, ailments, and binds from the user. Removes all buffs from all party members.
  • Undead Regen: Negates all damage to the user for the turn. Restores the user's HP for 1000% of all damage dealt on that turn.
  • Condemnation: Deals 2000% ranged INT-based almighty damage to all party members. Has a 50% speed modifier and a base accuracy of 999%.
  • Eternal Body: If any Gothic Souls are alive when Abyssal Princess is killed, prevents Abyssal Princess from dying, and restores a percentage of its max HP, depending on how many Gothic Souls are alive: 12.5%, 25%, 50%, 100%. Does not activate if all alive Gothic Souls are killed at the same time as Abyssal Princess.
  • Abyssal Princess operates in phases, corresponding to 100% to 81% HP, 80% to 51% HP, 50% to 31% HP, and 30% HP to death. The exact mechanics of each phase are convoluted and best left to the complete AI, but in general, expect Abyssal Princess to get more random and have more specific counters the further you get into the fight.
  • Abyssal Princess will respond to losing 17000 HP in one turn by using Undead Regen on the next turn. If it is fought at night, it is not telegraphed. Otherwise, it is telegraphed.
  • Abyssal Princess can/will use Unholy Light out-of-turn, depending on how many buffs the party has, how many debuffs it has, and if it is afflicted with disables.
  • Gothic Soul summonings occur every 5 turns, and whenever Abyssal Princess loses increments of 10% of its max HP.
  • If five Gothic Souls are left alive at the end of a turn, Abyssal Princess will use Condemnation out of turn.
  • Out-of-turn:
    • If a Gothic Soul was summoned this turn, forget that any skills were used previously.
    • If Abyssal Princess is in night mode, and it lost 17000 HP this turn, queue Undead Regen.
    • If Abyssal Princess is in night mode, and 5 or more turns have passed since the last usage of Undead Regen, queue Undead Regen.
    • If five Gothic Souls are in the battle, use Condemnation.
    • If Abyssal Princess is not in night mode, and it lost 17000 HP this turn, telegraph Undead Regen.
    • If the party has 14 or more buffs collectively, or if Abyssal Princess has 3 debuffs, use Unholy Light.
    • If the party has 11 or more buffs collectively, 20% chance to use Unholy Light.
    • If the party has 6 or more buffs collectively, 10% chance to use Unholy Light.
    • If Abyssal Princess has two or more debuffs, 20% chance to use Unholy Light.
    • If Abyssal Princess has one or more debuffs, 10% chance to use Unholy Light.
    • If Abyssal Princess is afflicted with poison, blind, curse, or paralysis, 10% chance to use Unholy Light.
    • If Abyssal Princess was stunned this turn, or if its head, arms, or legs are bound, 10% chance to use Unholy Light.
    • If Abyssal Princess fell below certain HP thresholds this turn, summon Gothic Souls, up to a maximum of five:
      • 90%: 1 Gothic Soul.
      • 80% to 60%: 2 Gothic Souls.
      • 50%: 3 Gothic Souls. Forgets usage of Scorching Hell, Freezing Hell, and Thunderous Hell.
      • 40%: 3 Gothic Souls.
      • 30%: 3 Gothic Souls. Forgets usage of Scorching Hell, Freezing Hell, Thunderous Hell, Endless Drop, Lure of Death, Dark Lunge, Hellish Stab, Dark Invitation, and Violent Blades.
      • 20% to death: 3 Gothic Souls.
    • If 5 or more turns have passed since the last Gothic Soul summoning, summon enough Gothic Souls for there to be five in the battle.
    • If none of the above happened, summon however many Gothic Souls were summoned at the last HP threshold, up to a maximum of five.
  • If Undead Regen is queued or was telegraphed last turn, use Undead Regen.
  • If Abyssal Princess is in night mode, or if it is at 30% HP or lower:
    • Turn 1:
      • 33% chance to use Scorching Hell.
      • 34% chance to use Frozen Hell.
      • 33% chance to use Thunderous Hell.
    • Turns 2 to 4:
      • If the defensive skill input read was tripped, and Dark Lunge hasn't been used non-randomly in this loop, 20% chance to use Dark Lunge.
      • If all party members are stunned, or have their heads, arms, or legs bound, and Violent Blades hasn't been used non-randomly in this loop, 30% chance to use Violent Blades.
      • If any party members are not stunned, or do not have their heads, arms, or legs bound, and Violent Blades hasn't been used non-randomly in this loop, 10% chacne to use Violent Blades.
      • If any party members are not afflicted with any ailment, and Lure of Death hasn't been used non-randomly in this loop, 20% chance to use Lure of Death.
      • If any Gothic Souls have been damaged, and Hellish Stab hasn't been used non-randomly in this loop, 20% chance to use Hellish Stab, targeting the back row.
      • If any party members are afflicted with blind or curse, and Endless Drop hasn't been used non-randomly in this loop, 20% chance to use Endless Drop.
      • If Violent Blades has been used non-randomly in this loop:
        • If any Gothic Souls are damaged, 40% chance to use Hellish Stab, targeting the back row.
        • If not:
          • 30% chance to use Dark Lunge.
          • 30% chance to use Endless Drop.
          • 40% chance to use Dark Invitation.
      • If none of the above happened:
        • 20% chance to use Hellish Stab, targeting the back row. Force-sets the non-random Hellish Stab flag.
        • 30% chance to use Violent Blades. Force-sets the non-random Violent Blades flag.
        • 30% chance to use Lure of Death. Force-sets the non-random Hellish Stab and Violent Blades flags.
        • 20% chance to use Dark Invitation.
    • Loop back to Turn 1 after.
  • If Abyssal Princess is at 50% to 31% HP:
    • Turn 1:
      • Forget usage of Hellish Stab, Dark Invitation, and Violent Blades.
      • If Thunderous Hell hasn't been used in this phase, use Thunderous Hell.
      • If Scorching Hell hasn't been used in this phase, use Scorching Hell.
      • If neither of the above happened, use Frozen Hell. Resets Thunderous Hell and Scorching Hell.
    • Turn 2:
      • 33% chance to use Hellish Stab.
      • 34% chance to use Dark Invitation.
      • 33% chance to use Violent Blades.
    • Turn 3:
      • If Hellish Stab was used last turn:
        • 50% chance to use Dark Invitation.
        • 50% chance to use Violent Blades.
      • If Dark Invitation was used last turn:
        • 50% chance to use Hellish Stab.
        • 50% chance to use Violent Blades.
      • If Violent Blades was used last turn:
        • 50% chance to use Hellish Stab.
        • 50% chance to use Dark Invitation.
    • Turn 4:
      • If Dark Invitation was used last turn:
        • 50% chance to use Hellish Stab.
        • 50% chance to use Violent Blades.
      • If not:
        • 50% chance to use Hellish Stab.
        • 50% chance to use Dark Invitation.
    • Loop back to Turn 1 after.
  • If Abyssal Princess is at 80% to 51% HP:
    • Turn 1:
      • If Frozen Hell hasn't been used in this phase, use Frozen Hell.
      • If Thunderous Hell hasn't been used in this phase, use Thunderous Hell.
      • If neither of the above happened, use Scorching Hell. Resets Frozen Hell and Thunderous Hell.
    • Turn 2:
      • If Hellish Stab hasn't been used in this phase, use Hellish Stab.
      • If Dark Invitation hasn't been used in this phase, use Dark Invitation.
      • If neither of the above happened, use Violent Blades. Resets Hellish Stab and Dark Invitation.
    • Turns 3 and 4:
      • If Endless Drop hasn't been used in this phase:
        • Force-set the Endless Drop use flag.
        • 50% chance to use Endless Drop.
        • 50% chance to use Lure of Death.
      • If Lure of Death hasn't been used in this phase:
        • Force-set the Lure of Death use flag.
        • 50% chance to use Dark Lunge.
        • 50% chance to use Lure of Death.
      • If none of the above happened:
        • 50% chance to use Dark Lunge. Resets Endless Drop and Lure of Death.
        • 50% chance to use Endless Drop. Resets Endless Drop and Lure of Death.
      • Loop back to Turn 1 after.
  • If none of the above happened:
    • Turn 1:
      • Resets Endless Drop, Lure of Death, and Dark Lunge.
      • If Scorching Hell hasn't been used in this phase, use Scorching Hell.
      • If Freezing Hell hasn't been used in this phase, use Freezing Hell.
      • If neither of the above happened, use Thunderous Hell. Resets Scorching Hell and Freezing Hell.
    • Turn 2:
      • 33% chance to use Endless Drop.
      • 33% chance to use Lure of Death.
      • 34% chance to use Dark Lunge.
    • Turns 3 and 4:
      • If Endless Drop was used in this phase:
        • 50% chance to use Lure of Death.
        • 50% chance to use Dark Lunge.
      • If Lure of Death was used in this phase:
        • 50% chance to use Endless Drop.
        • 50% chance to use Dark Lunge.
      • If none of the above happened:
        • 50% chance to use Lure of Death.
        • 50% chance to use Endless Drop.
Drops:
  • Abyssal Shard. 100% chance. Sells for 500000 en.
    • Ameno Habakiri (+255 ATK, +140 MAT, Black Flash): Made from 1 Abyssal Shard. Costs 999000 en.

Actaeon

Level: 75
HP: 1588STR: 108INT: 65VIT: 75WIS: 68AGI: 48LUC: 64
EXP Given: 8852

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 100% 100% 100% 50% 150% 100%
100% 100%
150% 50% 100%
  • Blast Horn: Deals heavy stab damage to all party members. Slow, with average accuracy.
  • Blast Horn: Deals 120% melee STR-based stab damage to all party members. Has a 60% speed modifier and a base accuracy of 99%.
  • Actaeons are likely to open with Blast Horn.
  • When Actaeons are at 50% HP or lower, they're far more likely to use Blast Horn.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Blast Horn.
    • Else, Attack.
  • If the Actaeon's HP is at 50% or lower:
    • 80% chance to use Blast Horn.
    • Else, Attack.
  • Else:
    • 40% chance to use Blast Horn.
    • Else, Attack.
Drops:
  • Steel Horn. 75% chance. Sells for 1271 en.
    • Zweihander (+94 ATK, +81 MAT, VIT Up Lv4): Made from 1 Steel Horn. Costs 67700 en.
    • Shotgun (+95 ATK, +71 MAT, TP Up Lv5): Made from 1 Steel Hornand 1 Collar Fur (Frilled Lizard Drop 1). Costs 82000 en.
    • Scutum (+38 DEF, +12 MDF): Made from 1 Steel Hornand 1 Feline Ear (Jumping Caracal Drop 1). Costs 37500 en.

Aerodiver

Level: 74
HP: 695STR: 101INT: 65VIT: 79WIS: 68AGI: 86LUC: 67
EXP Given: 3322

Damage Vulnerabilities:
100% 150% 100%
100% 50% 100%

Disable Vulnerabilities:
50% 100% 150% 50% 0% 100% 100%
100% 50%
100% 100% 100%
  • Knockout Tackle: Deals heavy melee bash damage that pierces party rows. Attempts to inflict sleep on hit targets, with a moderate base chance. Very slightly fast, with average accuracy.
  • Knockout Tackle: Deals 100% melee STR-based bash damage that pierces party rows. Attempts to inflict sleep on hit targets, with a 40% base chance. Has a 105% speed modifier and a base accuracy of 99%.
  • Aero Divers are likely to open with Knockout Tackle.
  • When Aero Divers are at 50% HP or lower, they're far more likely to use Knockout Tackle.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Knockout Tackle.
    • Else, Attack.
  • If the Aero Diver's HP is at 50% or lower:
    • 80% chance to use Knockout Tackle.
    • Else, Attack.
  • Else:
    • 40% chance to use Knockout Tackle.
    • Else, Attack.
Drops:
  • Metallic Proboscis. 40% chance. Sells for 634 en.
    • The Blues (+110 ATK, +52 MAT, HP Up Lv5): Made from 2 Feline Ears (Jumping Caracal Drop 1) and 1 Metallic Proboscis. Costs 83500 en.
    • Baselard (+79 ATK, +100 MAT, LUC Up Lv4): Made from 1 Metallic Proboscis. Costs 59500 en.
    • Plackart (+59 DEF, +38 MDF): Made from 2 Metallic Probosciss. Costs 68600 en.

Air Squirrel

Level: 28
HP: 260STR: 41INT: 32VIT: 32WIS: 34AGI: 36LUC: 28
EXP Given: 331

Damage Vulnerabilities:
100% 150% 100%
100% 50% 150%

Disable Vulnerabilities:
50% 100% 50% 100% 150% 150% 100%
50% 100%
100% 100% 150%
  • Balloon Drop: Deals very heavy bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Balloon Drop: Deals 130% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Air Squirrels are likely to open with Balloon Drop.
  • When Air Squirrels are at 50% HP or lower, they're far more likely to use Balloon Drop.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Balloon Drop.
    • Else, Attack.
  • If the Air Squirrel's HP is at 50% or lower:
    • 80% chance to use Balloon Drop.
    • Else, Attack.
  • Else:
    • 40% chance to use Balloon Drop.
    • Else, Attack.
Drops:
  • Fluffy Muffler. 65% chance. Sells for 50 en.
    • Squirrel Bow (+32 ATK, +34 MAT, VIT Up Lv3): Made from 1 Fluffy Muffler. Costs 2000 en.
    • Poofy Bolero (+13 DEF, +22 MDF): Made from 2 Fluffy Mufflers. Costs 1500 en.
    • Alula Shield (+15 DEF, +5 MDF): Made from 1 Fluffy Mufflerand 1 Steel Beak (Gryphon Drop 1). Costs 1050 en.

Air Wolf

Level: 4
HP: 225STR: 26INT: 16VIT: 13WIS: 15AGI: 14LUC: 11
EXP Given: 42

Damage Vulnerabilities:
100% 100% 100%
100% 100% 150%

Disable Vulnerabilities:
150% 100% 150% 100% 150% 100% 100%
100% 100%
100% 100% 150%
  • 地走り: Deals heavy melee cut damage that pierces party rows. Slightly slow, with average accuracy.
  • Ground Dash: Deals 100% melee STR-based cut damage that pierces party rows. Has an 80% speed modifier and a base accuracy of 99%.
  • Aardwolves are far more likely to use Ground Dash than they are to Attack.
  • 80% chance to use Ground Dash.
  • Else, Attack.
Drops:
  • Purple Beast Fang. 100% chance. Sells for 11 en.
    • Kodachi (+21 ATK, +11 MAT, VIT Up Lv1): Made from 1 Purple Beast Fang. Costs 190 en.
    • Culverin (+18 ATK, +13 MAT, AGI Up Lv1): Made from 1 Purple Beast Fangand 1 Koala Claw Arm (Rabid Koala Drop 1). Costs 185 en.

Alraune

Level: 50
HP: 16978STR: 60INT: 62VIT: 64WIS: 66AGI: 40LUC: 49
EXP Given: 30730

Damage Vulnerabilities:
100% 100% 100%
150% 0% 0%

Disable Vulnerabilities:
50% 50% 25% 25% 50% 25% 50%
0% 10%
25% 25% 50%
  • Frost Smile: Deals very heavy ice damage to one row of party members. Attempts to stun hit targets, with a moderately high chance. Fast and extremely accurate.
  • Lightning: Deals very heavy volt damage to all party members. Attempts to bind the heads of hit targets, with a moderately low chance. Slow and extremely accurate.
  • Vampiric Kiss: Deals overkill cut damage to one party member. Heals Alraune for 200% of the damage dealt. Average speed and average accuracy.
  • Tendril Thrash: Deals 4-7 instances of heavy bash damage to random party members. Average speed and average accuracy.
  • Ancient Pollen: Attempts to inflict blind, poison, paralysis, panic, sleep, curse, and petrification on all party members, with a low chance per ailment. Slightly slow.
  • Frost Smile: Deals 110% ranged INT-based ice damage to one row of party members. Attempts to stun hit targets, with a 55% base chance. Has a 110% speed modifier and a base accuracy of 150%.
  • Lightning: Deals 100% ranged INT-based volt damage to all party members. Attempts to bind the heads of hit targets, with a 25% base chance. Has a 70% speed modifier and a base accuracy of 150%.
  • Vampiric Kiss: Deals 240% melee STR-based cut damage to one party member. Heals Alraune for 200% of the damage dealt. Has a 100% speed modifier and a base accuracy of 99%.
  • Tendril Thrash: Deals 4-7 instances of 95% melee STR-based bash damage to random party members. Has a 100% speed modifier and a base accuracy of 99%.
  • Ancient Pollen: Attempts to inflict blind, paralysis, panic, sleep, curse, and petrification on all party members, with a 10% base chance per ailment. Has an 80% speed modifier.
  • Alraune uses Ancient Pollen every 6 turns, as long as her HP is not at 5% or lower.
  • If Alraune's head is bound, she's very likely to use Tendril Thrash.
  • Besides that, her phases are thus (skills ordered from most likely to least):
    • Phase 1 (100% to 75% HP): Tendril Thrash, Frost Smile, Attack.
    • Phase 2 (75% to 50% HP): Frost Smile, Lightning, Tendril Thrash.
    • Phase 3 (50% to 25% HP): Vampiric Kiss, Lightning, Tendril Thrash, Frost Smile.
    • Phase 4 (25% HP to 0% HP): Vampiric Kiss, Tendril Thrash, Frost Smile, Lightning.
  • When Alraune uses Vampiric Kiss, she has a chance to specifically target the party member with the lowest HP. This chance is increased when she is in Phase 4.
  • If the current turn is a multiple of 6, and Alraune's HP is at or above 5%, use Ancient Pollen.
  • If Alraune's head is bound, 70% chance to use Tendril Thrash.
  • If Alraune's HP is at 25% or lower:
    • 40% chance to use Vampiric Kiss.
      • 60% chance to target the party member with the lowest HP.
      • Else, use standard targeting.
    • 20% chance to use Frost Smile.
    • 10% chance to use Lightning.
    • 30% chance to use Tendril Thrash.
  • If Alraune's HP is at 50% or lower:
    • 50% chance to use Vampiric Kiss.
      • 40% chance to target the party member with the lowest HP.
      • Else, use standard targeting.
    • 10% chance to use Frost Smile.
    • 20% chance to use Lightning.
    • 20% chance to use Tendril Thrash.
  • If Alraune's HP is at 75% or lower:
    • 20% chance to use Tendril Thrash.
    • 40% chance to use Frost Smile.
    • 40% chance to use Lightning.
  • If Alraune's HP is at 100% or lower:
    • 80% chance to use Tendril Thrash.
    • 15% chance to use Frost Smile.
    • 5% chance to Attack.
Drops:
  • Royal Vine. 100% chance. Sells for 6500 en.
    • Whispvine Bracers (+25 DEF, +34 MDF, -15% Ailment Resistance): Made from 1 Royal Vine. Costs 5700 en.
  • King's Velvet (Kill while sleeping). 100% chance. Sells for 19400 en.
    • Verdant Attire (+73 DEF, +122 MDF, +30% Head Bind Resistance; ACN Only): Made from 1 King's Velvet. Costs 412000 en.

Angry Baboon

Level: 8
HP: 317STR: 28INT: 18VIT: 17WIS: 16AGI: 12LUC: 18
EXP Given: 80

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
150% 100% 150% 100% 150% 100% 100%
100% 100%
100% 150% 100%
  • Swing: Deals very heavy bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Baboon Dunk: Deals very heavy ranged bash damage to all party members. Attempts to inflict paralysis on hit targets, with a moderate chance. Extremely slow, with average accuracy.
  • Swing: Deals 120% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Baboon Dunk: Deals 120% ranged STR-based bash damage to all party members. Attempts to inflict paralysis on hit targets, with a 40% base chance. Has a 10% speed modifier and a base accuracy of 99%.
  • If there is a Big Roller in the battle, then the Angry Baboon will try to use Baboon Dunk.
  • If there is at least one Roller in the battle, then the Angry Baboon will sometimes try to summon another Roller.
  • Angry Baboons are very likely to open with Swing.
  • When Angry Baboons are at 50% HP or lower, they become far more likely to use Swing.
  • If there is at least one Roller in the battle, there is at least one Big Roller in the battle, and no enemy is afflicted with petrification, sleep, panic, or paralysis, or stunned:
    • If all party members are paralyzed, or if a 40% chance roll is successful, then summon one Roller.
    • Else, use Baboon Dunk.
  • If there is at least one Big Roller in the battle, the party was not blindsided, no enemy is afflicted with petrification, sleep, panic, or paralysis, or stunned, and a 90% chance roll is successful, then use Baboon Dunk.
  • If there is at least one Roller in the battle, the party was not blindsided, and no enemy is afflicted with petrification, sleep, panic, or paralysis, or stunned, and a 90% chance roll is successful, then summon one Roller.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Swing.
    • 20% chance to Attack.
  • If the Angry Baboon's HP is at 50% or lower:
    • 80% chance to use Swing.
    • 20% chance to Attack.
  • If the Angry Baboon's HP is at 100% or lower:
    • 40% chance to use Swing.
    • 60% chance to Attack.
Drops:
  • Ape Bone. 90% chance. Sells for 18 en.
    • Ruffian Scythe (+18 ATK, +21 MAT, AGI Up Lv1): Made from 1 Ape Bone. Costs 220 en.
    • Bone Armor (+11 DEF, +6 MDF): Made from 2 Ape Bonesand 1 Grasseater Leg (Grasseater Drop 2). Costs 290 en.
    • Studded Gloves (+4 DEF, +5 MDF): Made from 2 Small Tooths (Tree Rat Drop 1) and 1 Ape Bone. Costs 130 en.

Archpixie

Level: 113
HP: 1218STR: 135INT: 171VIT: 123WIS: 159AGI: 131LUC: 145
EXP Given: 15273

Damage Vulnerabilities:
100% 150% 100%
0% 0% 0%

Disable Vulnerabilities:
0% 0% 0% 0% 0% 0% 0%
100% 0%
100% 100% 100%
  • Conviction Shine: Attempts to instantly kill one party member, with a high base chance. Slightly slow.
  • Conviction Shine: Attempts to instantly kill one party member, with a 70% base chance. Has an 80% speed modifier.
  • Archpixies are likely to open with Conviction Shine.
  • When Archpixies are at 50% HP or lower, they're far more likely to use Conviction Shine.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Conviction Shine.
    • Else, Attack.
  • If the Aero Diver's HP is at 50% or lower:
    • 80% chance to use Conviction Shine.
    • Else, Attack.
  • Else:
    • 40% chance to use Conviction Shine.
    • Else, Attack.
Drops:
  • Flower Cloth. 50% chance. Sells for 1674 en.
    • Arc Bandages (+141 ATK, +126 MAT, LUC Up Lv4): Made from 1 Flower Clothand 1 Withered Spine (Lord Saguaro Drop 1). Costs 223000 en.
    • Spirit Cape (+68 DEF, +90 MDF): Made from 3 Flower Cloths. Costs 215000 en.
    • Pumpkinhead (+48 DEF, +45 MDF, +8 INT): Made from 1 Bony Thorn (Hexgourd Drop 1) and 1 Flower Cloth. Costs 130000 en.

Army Wasp

Level: 15
HP: 176STR: 26INT: 14VIT: 21WIS: 19AGI: 28LUC: 17
EXP Given: 90

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
100% 100% 100% 100% 100% 150% 100%
100% 100%
100% 100% 150%
  • Piercing Stinger: Deals high stab damage that pierces party rows. Very slightly slow, with extremely high accuracy.
  • Piercing Stinger: Deals 150% melee STR-based stab damage that pierces party rows. Has a 90% speed modifier and a base accuracy of 140%.
  • Army Wasps are likely to open with Piercing Stinger.
  • When Army Wasps are at 50% HP or lower, they're far more likely to use Piercing Stinger.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Piercing Stinger.
    • Else, Attack.
  • If the Army Wasp's HP is at 50% or lower:
    • 80% chance to use Piercing Stinger.
    • Else, Attack.
  • Else:
    • 40% chance to use Piercing Stinger.
    • Else, Attack.
Drops:
  • Sharp Stinger. 60% chance. Sells for 17 en.
    • Gari (+26 ATK, +22 MAT, WIS Up Lv1): Made from 1 Sharp Stinger. Costs 730 en.
    • Slicing Bandages (+29 ATK, +27 MAT, +12 WIS): Made from 1 Bird Limb (Giant Moa Drop 1) and 1 Sharp Stinger. Costs 790 en.
    • Warhammer (+30 ATK, +30 MAT, -2% Base Accuracy, VIT Up Lv1): Made from 1 Light Hardwood (Primitive Jungle Chop Item 1) and 2 Sharp Stingers. Costs 910 en.

Atrocious Walrus

Level: 59
HP: 1869STR: 78INT: 78VIT: 67WIS: 56AGI: 50LUC: 52
EXP Given: 1941

Damage Vulnerabilities:
100% 150% 100%
100% 10% 100%

Disable Vulnerabilities:
50% 100% 50% 50% 100% 150% 150%
100% 100%
100% 100% 100%
  • Petrifying Stare: Attempts to petrify one row of party members, with a moderate base chance. Slightly slow.
  • Petrifying Stare: Attempts to petrify one row of party members, with a 40% base chance. Has an 80% speed modifier.
  • If all party members are petrified, Atrocious Walruses will only Attack.
  • Atrocious Walruses are far more likely to use Petrifying Stare than Attack.
  • If all party members are petrified, Attack.
  • 80% chance to use Petrifying Stare.
  • Else, Attack.

Azure Heart

Level: 104
HP: 3414STR: 174INT: 183VIT: 94WIS: 100AGI: 102LUC: 117
EXP Given: 0

Damage Vulnerabilities:
100% 100% 100%
100% 0% 150%

Disable Vulnerabilities:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%
  • Resonant Ice: Deals moderate ice damage to all party members.
  • Resonant Ice: Deals 65% ranged INT-based ice damage to all party members.
  • The Azure Heart will always use Resonant Ice.
  • Use Resonant Ice.

Baboon

Level: 65
HP: 1338STR: 92INT: 56VIT: 65WIS: 48AGI: 41LUC: 50
EXP Given: 5985

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 150% 100% 50% 100% 100% 150%
50% 100%
100% 150% 100%
  • Mighty Pierce: Deals heavy bash damage to all party members. Slightly slow and very accurate.
  • Mighty Pierce: Deals 90% melee STR-based bash damage to all party members. Has an 80% speed modifier and a base accuracy of 110%.
  • Baboons are likely to open with Mighty Pierce.
  • When Baboons are at 50% HP or lower, they're far more likely to use Mighty Pierce.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Mighty Pierce.
    • Else, Attack.
  • If the Baboon's HP is at 50% or lower:
    • 80% chance to use Mighty Pierce.
    • Else, Attack.
  • Else:
    • 40% chance to use Mighty Pierce.
    • Else, Attack.
Drops:
  • Thick Bone. 85% chance. Sells for 834 en.
    • Sasanoyuki (+91 ATK, +47 MAT, HP Up Lv3): Made from 1 Thick Boneand 1 Frigid Mole Nail (Cold Claw Drop 1). Costs 45500 en.
    • Baboon Rapier (+75 ATK, +75 MAT, HP Up Lv3): Made from 1 Thick Bone. Costs 33500 en.
    • Baboon Bracers (+18 DEF, +25 MDF): Made from 1 Thick Boneand 1 Zapper Tongue (Zapper Frog Drop 2). Costs 14500 en.
  • Baboon Skull (Kill while petrified). 100% chance. Sells for 1982 en.
    • Shiyanqiang (+77 ATK, +58 MAT, Barrage): Made from 1 Baboon Skull. Costs 47000 en.

Baby Salamander

Level: 63
HP: 343STR: 70INT: 72VIT: 48WIS: 54AGI: 43LUC: 56
EXP Given: 0

Damage Vulnerabilities:
100% 100% 100%
10% 150% 100%

Disable Vulnerabilities:
50% 50% 50% 75% 50% 150% 0%
10% 75%
75% 50% 50%
  • Fire Breath: Deals light fire damage to one row of party members. Slow and very accurate.
  • Harsh Cry: Attempts to bind the heads of one row of party members, with a moderate chance. Slightly slow.
  • Dust Tail: Deals 2-4 instances of light bash damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, with average accuracy.
  • Fire Breath: Deals 50% ranged INT-based fire damage to one row of party members. Has a 70% speed modifier and a base accuracy of 120%.
  • Harsh Cry: Attempts to bind the heads of one row of party members, with a 25% base chance. Has an 80% speed modifier.
  • Dust Tail: Deals 2-4 instances of 60% melee STR-based bash damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 99%.
  • Baby Salamanders, normally, will randomly use one of these four actions: Harsh Cry, Fire Breath, Dust Tail, normal Attacks.
    • Baby Salamanders in the front row will prioritize Dust Tail.
    • Baby Salamanders in the back row will prioritize Harsh Cry.
  • When Salamander is at 90% HP or lower, and uses Hellfire Breath, Baby Salamanders have a chance to use Fire Breath. The chance goes up based on how low Salamander's HP is.
  • When all party members have their heads bound, Baby Salamanders will use Fire Breath.
  • If Hellfire Breath was used this turn, and Salamander is at 30% HP or lower, chance to use Fire Breath based on Salamander's current HP:
    • 30% HP or lower: 90%
    • 50% HP to 31% HP: 50%
    • 90% HP to 51% HP: 30%
  • If all party members have their heads bound, use Fire Breath.
  • If the Baby Salamander is in the back row:
    • 50% chance to use Harsh Cry.
    • 30% chance to use Fire Breath.
    • 10% chance to use Dust Tail.
    • 10% chance to Attack.
  • If the Baby Salamander is in the front row:
    • 20% chance to use Harsh Cry.
    • 20% chance to use Fire Breath.
    • 50% chance to use Dust Tail.
    • 10% chance to Attack.

Barbed Tiger

Level: 18
HP: 289STR: 30INT: 30VIT: 24WIS: 27AGI: 26LUC: 18
EXP Given: 147

Damage Vulnerabilities:
100% 100% 100%
100% 100% 50%

Disable Vulnerabilities:
100% 150% 100% 50% 100% 150% 100%
100% 100%
150% 100% 100%
  • Rising Fang: Deals very heavy volt damage to one party member, with splash damage. Very slightly slow, with average accuracy.
  • Rising Fang: Deals 120% ranged INT-based volt damage to one party member, with splash damage. Has a 90% speed modifier and a base accuracy of 99%.
  • If any party members are asleep, Barbed Tiggers will Attack them.
  • Barbed Tigers are far more likely to use Rising Fang than normal Attacks.
  • If any party members are asleep, and the Barbed Tiger is in the front row, Attack, targeting party members that are asleep.
  • 80% chance to use Rising Fang.
  • 20% chance to Attack.
Drops:
  • Tiger Fang. 80% chance. Sells for 25 en.
    • Moonlight (+31 ATK, +14 MAT, HP Up Lv1): Made from 1 Tiger Fangand 1 Broken Wing (Firebird Drop 1). Costs 950 en.
    • Telek (+26 ATK, +26 MAT, TP Up Lv1): Made from 1 Constricting Vine (Slavering Vine Drop 1) and 1 Tiger Fang. Costs 590 en.
    • Aspis (+11 DEF, +3 MDF): Made from 2 Tiger Fangs. Costs 270 en.

Basilisk

Level: 68
HP: 34710STR: 98INT: 87VIT: 52WIS: 58AGI: 52LUC: 70
EXP Given: 108430

Damage Vulnerabilities:
100% 100% 100%
100% 100% 150%

Disable Vulnerabilities:
25% 50% 0% 50% 25% 50% 25%
0% 10%
25% 50% 50%
  • Bite: Deals heavy bash damage to one party member, with splash damage. Attempts to bind the arms of hit targets, with a medium chance. Slightly slow, with average accuracy.
  • Imperial Claws: Deals 4 instances of medium-high cut damage to random party members. Has no limit on how many times one party member can be hit. Slightly slow, and slightly inaccurate.
  • Doom Breath: Reduces all party members' maximum HP by 25% for 4 turns. Average speed.
  • Roar: Reduces all party members' attack by 50% for 4 turns. Attempts to inflict stun on all party members, with a moderate chance. Very fast.
  • Pound: Deals medium-high bash damage to all party members. Attempts to inflict paralysis on hit targets, with a medium chance. Slightly slow, with average accuracy.
  • Bite: Deals 140% melee STR-based bash damage to one party member, with splash damage. Attempts to bind the arms of hit targets, with a 50% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Imperial Claws: Deals 4 instances of 100% melee STR-based cut damage to random party members. Has no limit on how many times one party member can be hit. Has an 80% speed modifier and a base accuracy of 80%.
  • Doom Breath: Reduces all party members' maximum HP by 25% for 4 turns. Has a 100% speed modifier.
  • Roar: Reduces all party members' attack by 50% for 4 turns. Attempts to inflict stun on all party members, with a 30% base chance. Has a 200% speed modifier.
  • Pound: Deals 110% melee STR-based bash damage to all party members. Attempts to inflict paralysis on hit targets, with a 40% base chance. Has a 80% speed modifier and a base accuracy of 99%.
  • Basilisk summons Basilisk Eyes when it first reaches 80% HP and 30% HP. This is done out of turn.
  • Doom Breath has a 5-turn cooldown.
  • The different phases of the Basilisk fight are as follows:
    • Phase 1 (100% HP to 81% HP): Randomly chooses between Attack and Bite.
    • Phase 2 (First Eye summon to 51% HP): Uses Imperial Claws at the start, and if it's queued up. Otherwise, randomly chooses between Attack and Bite. Attacks will queue up Imperial Claws.
    • Phase 3 (50% to 31% HP):: Similar to Phase 2, but incorporates Doom Breath and Roar after Imperial Claws.
    • Phase 4 (Second Eye summon to death): Similar to Phase 3, but starts with Pound, and replaces normal attacks with Bite.
  • If Doom Breath's timer is equal to 1 or higher, 85% chance to reduce Doom Breath's timer by 1.
  • If Basilisk's HP is at 30% or lower:
    • OUT OF TURN: If the second Basilisk Eye summoning has not happened yet, and Basilisk is the only enemy in the fight, summon Basilisk Eye. Enable the guaranteed use of Roar.
  • If Basilisk's HP is at 80% or lower:
    • OUT OF TURN: If the first Basilisk Eye summoning has not happened yet, and Basilisk is the only enemy in the fight, summon Basilisk Eye.
  • If the second Basilisk Eye summoning has occurred:
    • If Pound has not been used yet, or if Pound is queued up, use Pound.
    • If the guaranteed use of Roar is enabled, use Roar. Disable the guaranteed use of Roar.
    • If the Doom Breath timer is at 0 turns or less, use Doom Breath. Set the Doom Breath timer to 5 turns.
    • 20% chance to use Roar.
    • If Basilisk needs to use a normal Attack, Attack. Enable the use of Imperial Claws.
    • If Imperial Claws is enabled, use Imperial Claws. Disable the use of Imperial Claws.
    • Use Bite. Queue up Pound.
  • If Basilisk's HP is at 50% or lower:
    • If Imperial Claws has not been used yet, or is queued up, use Imperial Claws.
    • If the Doom Breath timer is at 0 turns or less, use Doom Breath. Set the Doom Breath timer to 5 turns.
    • If the use of Roar is enabled, 10% chance to use Roar. Disable the use of Roar.
    • 40% chance (if Roar was enabled) or 50% chance (if not) to use Bite, targeting the front row.
    • 50% chance to Attack. Queue up Imperial Claws.
  • If the first Basilisk Eye summoning has occurred:
    • If Imperial Claws has not been used yet, or is queued up, use Imperial Claws.
    • 50% chance to use Bite, targeting the front row.
    • 50% chance to Attack. Queue up Imperial Claws.
  • If Basilisk is at 100% to 81% HP:
    • 50% chance to use Bite, targeting the front row.
    • 50% chance to Attack.
Drops:
  • Stiff Skin. 100% chance. Sells for 23600 en.
    • Snakeskin Shield (+25 DEF, +25 MDF, +30% Petrify Resistance): Made from 1 Stiff Skin. Costs 32000 en.
  • Clouded Eye (Kill while blinded). 100% chance. Sells for 50000 en.
    • Caladbolg (+220 ATK, +190 MAT, Bite): Made from 1 Clouded Eye. Costs 540000 en.

Basilisk Eye

Level: 68
HP: 4071STR: 98INT: 87VIT: 52WIS: 58AGI: 52LUC: 70
EXP Given: 0

Damage Vulnerabilities:
100% 100% 100%
100% 100% 150%

Disable Vulnerabilities:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%
  • Stone Gleam: Attempts to inflict petrification on one row of party members, with a high chance. Slightly slow.
  • Stone Gleam: Attempts to inflict petrification on one row of party members, with a 50% base chance. Has an 80% speed modifier.
  • Basilisk Eye will spam Stone Gleam.
  • Basilisk Eye will repeat Stone Gleam out-of-turn during the first few turns of its life.
  • If Basilisk is petrified, asleep, panicked, or stunned, do nothing.
  • If Stone Gleam has been used in-turn twice or more, use Stone Gleam.
  • If Stone Gleam has been used in-turn once, and was not used last turn, use Stone Gleam, and use it again out-of-turn.
  • If Stone Gleam has not been used in-turn for two or more turns, use Stone Gleam, and use it again out of turn.
  • If none of the above happened, do nothing.

Battering Boar

Level: 89
HP: 1650STR: 143INT: 90VIT: 100WIS: 99AGI: 68LUC: 82
EXP Given: 7912

Damage Vulnerabilities:
100% 50% 100%
150% 50% 50%

Disable Vulnerabilities:
100% 50% 0% 150% 100% 50% 50%
100% 50%
100% 50% 50%
  • Boulder Crush: Deals heavy stab damage to all party members. Instantly kills petrified party members, if they aren't immune to instant death. Slow, with average accuracy.
  • Boulder Crush: Deals 120% melee STR-based stab damage to all party members. Attempts to inflict instant death on petrified party members, with a 200% base chance. Has a 70% speed modifier and a base accuracy of 99%.
  • If any party members are petrified, Battering Boars will always use Boulder Crush.
  • Battering Boars are likely to open with Boulder Crush.
  • When Battering Boars are at 50% HP or lower, they're far more likely to use Boulder Crush.
  • If any party members are petrified, use Boulder Crush.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Boulder Crush.
    • Else, Attack.
  • If the Battering Boar's HP is at 50% or lower:
    • 80% chance to use Boulder Crush.
    • Else, Attack.
  • Else:
    • 40% chance to use Boulder Crush.
    • Else, Attack.
Drops:
  • Jagged Tusk. 65% chance. Sells for 1375 en.
    • Yamato Sickle (+115 ATK, +124 MAT, WIS Up Lv4): Made from 2 Jagged Tusks. Costs 129000 en.
    • Swallow Spear (+127 ATK, +94 MAT, HP Up Lv5): Made from 1 Jagged Tusk. Costs 133000 en.
    • Armet (+35 DEF, +23 MDF): Made from 1 Jagged Tuskand 1 Red Fruit Husk (Pandora Ananas Drop 1). Costs 55000 en.

Berserker King

Level: 10
HP: 4067STR: 29INT: 26VIT: 17WIS: 13AGI: 15LUC: 14
EXP Given: 1350

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
75% 50% 50% 50% 75% 50% 50%
0% 10%
50% 50% 50%
  • Ruinous Strike: Deals medium-high cut damage to one row of party members. Slightly slow, and very accurate.
  • Arm Breaker: Deals heavy bash damage to one party member. Attempts to bind the arms of a target, with an extremely high chance. Slightly slow, with average accuracy.
  • Rock Crusher: Deals medium bash damage to one party member, with splash damage. Attempts to inflict blind on hit targets, with a moderately low chance. Slightly slow, with average accuracy.
  • Stunning Roar: Deals medium almighty damage to all party members. Attempts to stun hit targets, with a moderate chance. Extremely fast, with average accuracy.
  • Berserker Rage: Deals overkill cut damage to 3-5 random party members. Slow, with average accuracy.
  • Berserk: Increases the user's attack by 185% for 4 turns. Slightly slow.
  • Ruinous Strike: Deals 120% melee STR-based cut damage to one row of party members. Has an 80% speed modifier and a base accuracy of 120%.
  • Arm Breaker: Deals 140% melee STR-based bash damage to one party member. Attempts to bind the arms of a target, with an 80% base chance. Has a 80% speed modifier and a base accuracy of 99%.
  • Rock Crusher: Deals 100% melee STR-based bash damage to one party member, with splash damage. Attempts to inflict blind on hit targets, with a 25% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Stunning Roar: Deals 100% melee INT-based almighty damage to all party members. Attempts to stun hit targets, with a 30% base chance. Has a 170% speed modifier and a base accuracy of 99%.
  • Berserker Rage: Deals 210% melee STR-based cut damage to 3-5 random party members. Has a 70% speed modifier and a base accuracy of 99%.
  • Berserk: Increases the user's attack by 185% for 4 turns. Has an 80% speed modifier.
  • Berserker King always opens with Stunning Roar.
  • Berserker King will always Attack when it has the Berserk buff.
  • Berserker King, when it's above 25% HP, will queue Berserker Rage two turns after it last uses it.
    • When it's below 25% HP, it has a 20% chance to use it three turns after last use, and will use it seven turns after last use.
  • Besides all of that, Berserker King's phases are as such, in order of likelihood:
    • Phase 1 (100% to 91% HP): Ruinous Strike, Attack, Stunning Roar.
    • Phase 2 (90% to 76% HP): Use Berserker Rage if it hasn't already been used. Besides that, Ruinous Strike, Attack, and Stunning Roar.
    • Phase 3 (75% to 51% HP): Use Berserker Rage and Arm Breaker if they haven't already been used. Besides that, Arm Breaker, Ruinous Strike, Stunning Roar, Attack.
    • Phase 4 (50% to 26% HP): Use Berserker Rage, Arm Breaker, and Rock Crusher if they haven't already been used. besides that, Rock Crusher, Arm Breaker, Stunning Roar, Ruinous Strike, Attack.
    • Phase 5 (25% HP to death): Use Berserker Rage, Arm Breaker, and Rock Crusher if they haven't already been used. Chance to use Berserk, independent of the other acetions. Besides that, Rock Crusher, Ruinous Strike, Arm Breaker, Stunning Roar, Attack.
  • If Berserker Rage is queued up, use Berserker Rage, and disable use of Berserker Rage.
  • If the Berserker King has the Berserk buff, Attack.
  • If this is the first turn, use Stunning Roar.
  • If the Berserker King is at 25% HP or lower:
    • If Berserker Rage's timer is at 3 turns or higher, Berserker Rage is enabled, and Berserker Rage has already been used, 20% chance to queue up Berserker Rage.
    • If Berserker Rage's timer is at 7 turns or higher, Berserker Rage is enabled, and Berserker Rage has already been used, queue up Berserker Rage.
    • If Berserker Rage is disabled, 30% chance to use Berserk, and enable Berserker Rage.
    • If Berserker Rage has not been used yet, queue up Berseker Rage, and enable Berserker Rage.
    • If Arm Breaker has not been used yet, use Arm Breaker, and enable Berserker Rage.
    • If Rock Crusher has not been used yet, use Rock Crusher, and enable Berserker Rage.
    • 30% chance to use Rock Crusher.
    • 20% chance to use Arm Breaker.
    • 30% chance to use Ruinous Strike.
    • 15% chance to use Stunning Roar.
    • 5% chance to Attack.
  • If Berserker Rage's timer is at 2 turns or higher, and Berserker Rage has already been used, queue up Berserker Rage.
  • If Berserker Rage is not enabled, use Berserk, and enable Berserker Rage.
  • If the Berserker King is at 50% to 26% HP:
    • If Berserker Rage has not been used yet, queue up Berserker Rage.
    • If Arm Breaker has not been used yet, use Arm Breaker, and enable Berserker Rage.
    • If Rock Crusher has not been used yet, use Rock Crusher, and enable Berserker Rage.
    • 40% chance to use Rock Crusher.
    • 30% chance to use Arm Breaker.
    • 10% chance to use Ruinous Strike.
    • 15% chance to use Stunning Roar.
    • 5% chance to Attack.
  • If the Berserker King is at 75% to 51% HP:
    • If Berserker Rage has not been used yet, queue up Berserker Rage.
    • If Arm Breaker has not been used yet, use Arm Breaker, and enable Berserker Rage.
    • 40% chance to use Arm Breaker.
    • 35% chance to use Ruinous Strike.
    • 15% chance to use Stunning Roar.
    • 10% chance to Attack.
  • If the Berserker King is at 90% to 76% HP:
    • If Berserker Rage has not been used yet, queue up Berserker Rage.
    • 60% chance to use Ruinous Strike.
    • 30% chance to Attack.
    • 10% chance to use Stunning Roar.
  • If the Berserker King is at 100% to 91% HP:
    • 50% chance to use Ruinous Strike.
    • 40% chance to Attack.
    • 10% chance to use Stunning Roar.
Drops:
  • Berserker Claw. 100% chance. Sells for 240 en.
    • Dangosashi (+36 ATK, +24 MAT, Claw Sever): Made from 1 Berserker Claw. Costs 650 en.

Big Moth

Level: 48
HP: 960STR: 65INT: 56VIT: 52WIS: 47AGI: 44LUC: 50
EXP Given: 2285

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
150% 100% 50% 50% 100% 100% 100%
100% 100%
100% 50% 100%
  • Confusing Dust: Attempts to inflict panic on all party members, with a moderate chance. Average speed.
  • Slice and Dice: Deals 4-6 instances of very severe cut damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and extremely inaccurate.
  • Confusing Dust: Attempts to inflict panic on all party members, with a 30% base chance. Has a 100% speed modifier.
  • Slice and Dice: Deals 4-6 instances of 230% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 20%.
  • When any party members are petrified, panicked, or blinded, Big Moths are extremely likely to use Slice and Dice.
  • Big Moths are very likely to open with Confusing Dust.
  • Big Moths will use Confusing Dust on turns that are multiples of 3, if no other Big Moths used Confusing Dust.
  • Big Moths are far more likely to use Slice and Dice when they are at 50% HP or lower.
  • If any party members are petrified, panicked, or blinded:
    • If the Big Moth's arms are bound, 40% chance to Attack.
    • Use Slice and Dice.
  • If this is the first turn, and the party wasn't blindsided:
    • 80% chance to use Confusing Dust.
    • 20% chance to Attack.
  • If the current turn is a multiple of 3, and no other enemies used Confusing Dust on this turn, use Confusing Dust.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Slice and Dice.
    • Else, Attack.
  • If the Big Moth's HP is at 50% or lower:
    • 80% chance to use Slice and Dice.
    • Else, Attack.
  • Else:
    • 40% chance to use Slice and Dice.
    • Else, Attack.
Drops:
  • Violet Wing. 65% chance. Sells for 174 en.
    • Long Bow (+48 ATK, +51 MAT, WIS Up Lv3): Made from 1 Violet Wing. Costs 9500 en.
    • Moth Shield (+17 DEF, +16 MDF): Made from 2 Violet Wings. Costs 6900 en.

Big Roller

Level: 13
HP: 250STR: 25INT: 21VIT: 20WIS: 18AGI: 9LUC: 26
EXP Given: 157

Damage Vulnerabilities:
50% 50% 100%
150% 150% 150%

Disable Vulnerabilities:
150% 150% 100% 100% 100% 100% 100%
100% 100%
100% 100% 150%
  • Paralysis Roll: Deals heavy bash damage that pierces party rows. Attempts to inflict paralysis on hit targets, with a moderate chance. Slightly slow, and very accuratee.
  • Paralysis Roll: Deals 130% melee STR-based bash damage that pierces party rows. Attempts to inflict paralysis on hit targets, with a 30% base chance. Has an 80% speed modifier and a base accuracy of 110%.
  • Big Rollers will always use Paralysis Roll as their first action.
  • After that, they will always Attack.
  • If Paralysis Roll has not been used yet, use Paralysis Roll.
  • Attack.
Drops:
  • Big Shell. 90% chance. Sells for 22 en.
    • Claude (+23 ATK, +10 MAT, AGI Up Lv1): Made from 2 Big Shells. Costs 340 en.
    • Targe (+9 DEF, +3 MDF): Made from 2 Bent Twigs (Lush Woodlands Chop Item 1) and 1 Big Shell. Costs 190 en.
    • Stun Gas (Attempts to inflict paralysis on all enemies; 40% base chance, 80% speed modifier): Made from 1 Big Shell. Costs 250 en.
  • Armor Tail. 90% chance. Sells for 24 en.
    • Pallasch (+23 ATK, +23 MAT, VIT Up Lv1): Made from 1 Armor Tail. Costs 440 en.
    • Ring Mail (+14 DEF, +8 MDF): Made from 2 Armor Tails. Costs 470 en.
    • Giant Ball Necklace (Immunity to paralysis): Made from 2 Armor Tails. Costs 500 en.

Bind Snake

Level: 86
HP: 1261STR: 111INT: 108VIT: 87WIS: 85AGI: 63LUC: 96
EXP Given: 0

Damage Vulnerabilities:
150% 150% 150%
150% 150% 150%

Disable Vulnerabilities:
25% 25% 25% 25% 25% 25% 25%
50% 50%
25% 25% 25%
  • Head Bind: Attempts to bind one party member's head, with a very high chance. Slightly slow.
  • Arm Bind: Attempts to bind one party member's arms, with a very high chance. Slightly slow.
  • Leg Bind: Attempts to bind one party member's legs, with a very high chance. Slightly slow.
  • Binding Thrash: Attempts to fully bind all party members, with a high chance. Very slow.
  • Head Bind: Attempts to bind one party member's head, with a 75% base chance. Has an 80% speed modifier.
  • Arm Bind: Attempts to bind one party member's arms, with a 75% base chance. Has an 80% speed modifier.
  • Leg Bind: Attempts to bind one party member's legs, with a 75% base chance. Has an 80% speed modifier.
  • Binding Thrash: Attempts to bind all party members' heads, arms, and legs, with a 60% base chance. Has a 50% speed modifier.
  • Bind Snakes will use Binding Thrash if there are three or more of them in the battle. Only one Binding Thrash can be used per turn.
  • If all party members are fully bound, Bind Snakes will always Attack.
  • If neither of the above happened, then Bind Snakes will randomly use one of their three Bind skills, targeting party members without that skill's respective bind type.
  • If all party members are fully bound, Attack.
  • If there are three or more Bind Snakes in the battle, no enemies are petrified, asleep, panicked, paralyzed, or stunned, and Binding Thrash was not already activated on this turn, use Binding Thrash.
  • 33% chance to use Head Bind, targeting party members whose heads are not bound.
  • 33% chance to use Arm Bind, targeting party members whose arms are not bound.
  • 34% chance to use Leg Bind, targeting party members whose legs are not bound.

Black Boar

Level: 68
HP: 1213STR: 100INT: 59VIT: 72WIS: 56AGI: 52LUC: 66
EXP Given: 4272

Damage Vulnerabilities:
100% 100% 100%
150% 100% 100%

Disable Vulnerabilities:
150% 50% 100% 100% 100% 100% 100%
150% 100%
100% 150% 50%
  • Violent Crash: Deals heavy stab damage that pierces party rows. Attempts to stun hit targets, with a very high chance. Extremely fast, with average accuracy.
  • Violent Crash: Deals 95% melee STR-based stab damage that pierces party rows. Attempts to stun hit targets, with a 65% base chance. Has a 180% speed modifier and a base accuracy of 99%.
  • Black Boars are likely to open with Violent Crash.
  • When Black Boars are at 50% HP or lower, they're far more likely to use Violent Crash.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Violent Crash.
    • Else, Attack.
  • If the Black Boar's HP is at 50% or lower:
    • 80% chance to use Violent Crash.
    • Else, Attack.
  • Else:
    • 40% chance to use Violent Crash.
    • Else, Attack.
Drops:
  • Savage Tusk. 80% chance. Sells for 947 en.
    • Stonetree's Fang (+99 ATK, +85 MAT, +25 HP): Made from 1 Evil Tree Bark (Medusa Tree Drop 1) and 1 Savage Tusk. Costs 60000 en.
    • Dark Shot (+96 ATK, +45 MAT, AGI Up Lv3): Made from 1 Savage Tusk. Costs 56000 en.
    • Stun Seal (Immunity to stun): Made from 3 Savage Tusks. Costs 20000 en.

Black Claw

Level: 93
HP: 2726STR: 135INT: 64VIT: 95WIS: 90AGI: 76LUC: 76
EXP Given: 27397

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
100% 50% 100% 50% 100% 0% 150%
50% 50%
100% 50% 50%
  • Claw Slice: Deals heavy cut damage to 6-8 random party members and enemies, excluding the user. Average speed, with high accuracy.
  • Claw Slice: Deals 100% melee STR-based cut damage to 6-8 random party members and enemies, excluding the user. Has a 100% speed modifier and a base accuracy of 120%.
  • Black Claws will always use Claw Slice if there are any Forbidden Fruits or Suicide Hares in the battle.
  • Black Claws are far more likely to use Claw Slice if they're at 50% HP or lower.
  • If there are any Forbidden Fruits or Suicide Hares in the battle, use Claw Slice.
  • If the Black Claw's HP is at 50% or lower:
    • 80% chance to use Claw Slice.
    • Else, Attack.
  • Else:
    • 40% chance to use Claw Slice.
    • Else, Attack.
Drops:
  • Slaughtering Claw. 70% chance. Sells for 2217 en.
    • Heishin Makai (+168 ATK, +89 MAT, WIS Up Lv4): Made from 1 Slaughtering Claw. Costs 231000 en.
    • Louisette (+180 ATK, +194 MAT, +1 to 3 Force Gain): Made from 1 Battered Armor (Silent Assassin Drop 1) and 1 Slaughtering Claw. Costs 297000 en.
    • Singauta (+53 DEF, +18 MDF): Made from 1 Zircon (Abyssal Shrine Mine Item 2) and 1 Slaughtering Claw. Costs 98000 en.

Bladed Phasmid

Level: 77
HP: 1077STR: 107INT: 63VIT: 82WIS: 82AGI: 69LUC: 83
EXP Given: 5250

Damage Vulnerabilities:
100% 100% 100%
150% 50% 100%

Disable Vulnerabilities:
100% 50% 100% 100% 150% 100% 50%
50% 100%
50% 150% 100%
  • Arm Slash: Deals heavy cut damage to one row of party members. Attempts to bind the arms of hit targets, with a moderate chance. Very slightly slow, with average accuracy .
  • Arm Slash: Deals 125% melee STR-based cut damage to one row of party members. Attempts to bind the arms of hit targets, with a 25% base chance. Has a 90% speed modifier and a base accuracy of 99%.
  • Bladed Phasmids are likely to open with Arm Slash.
  • When Bladed Phasmids are at 50% HP or lower, they're far more likely to use Arm Slash.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Arm Slash.
    • Else, Attack.
  • If the Bladed Phasmid's HP is at 50% or lower:
    • 80% chance to use Arm Slash.
    • Else, Attack.
  • Else:
    • 40% chance to use Arm Slash.
    • Else, Attack.
Drops:
  • Stickbug Switch. 60% chance. Sells for 876 en.
    • Chitin Bandages (+78 ATK, +72 MAT, AGI Up Lv4): Made from 1 Stickbug Switchand 1 Spotted Carapace (Giant Ladybug Drop 1). Costs 50500 en.
    • Natural Breastplate (+51 DEF, +51 MDF): Made from 1 Vigor Wood (Northern Shrine Chop Item 2) and 1 Stickbug Switch. Costs 54500 en.
    • Stickbug Helmet (+29 DEF, +20 MDF): Made from 2 Stickbug Switchs. Costs 31000 en.

Blizzard King

Level: 104
HP: 94592STR: 174INT: 183VIT: 94WIS: 100AGI: 102LUC: 117
EXP Given: 579690

Damage Vulnerabilities:
100% 100% 100%
100% 0% 150%

Disable Vulnerabilities:
25% 75% 25% 25% 0% 25% 50%
0% 10%
25% 25% 50%
  • Ice Breath: Deals heavy ice damage to all party members. Extremely slow, an extremely accurate.
  • Crushing Arm: Deals heavy bash damage to all party members. Attempts to bind the heads of hit targets, with a moderate. Slow, with average accuracy.
  • Triple Strike: Deals 3 instances of heavy cut damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, with average accuracy.
  • Sonic Scream: Reduces all party members' defense by 50% for 4 turns. Attempts to inflict sleep on all party members, with a moderate chance. Fast.
  • Iceblock: Makes the user immune to volt damage for 6 turns. Average speed.
  • Glacial Regen: Restores 2400 HP to the user at the end of turns for 6 turns. Average speed.
  • Ice Breath: Deals 90% ranged INT-based ice damage to all party members. Has a 50% speed modifier and a base accuracy of 180%.
  • Crushing Arm: Deals 110% melee STR-based bash damage to all party members. Attempts to bind the heads of hit targets, with a 25% base chance. Has a 70% speed modifier and a base accuracy of 99%.
  • Triple Strike: Deals 3 instances of 120% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 99%.
  • Sonic Scream: Reduces all party members' defense by 50% for 4 turns. Attempts to inflict sleep on all party members, with a 30% base chance. Has a 120% speed modifier.
  • Iceblock: Makes the user immune to volt damage for 6 turns. Has a 100% speed modifier.
  • Glacial Regen: Restores 2400 HP to the user at the end of turns for 6 turns. Has a 100% speed modifier.
  • Blizzard King summons the Azure Heart at the following times:
    • First time: When it falls below 75% HP.
    • Second time: When it falls below 40% HP.
    • Any further times: When the Azure Heart counter reaches 3 or more. This is incremented by 1 every turn after the second summoning that the Azure Heart isn't alive, and by 1 when Sonic Scream is used after the second summoning.
  • Blizzard King is very likely to open with Ice Breath, but has a small chance to use Iceblock instead.
  • Blizzard King uses Ice Breath every 5 turns when it's not close to death.
  • Blizzard King will use Crushing Arm if its head is bound.
  • Blizzard King has a chance to use Iceblock when it falls below 30% HP and 3 turns or more have passed since the last usage, or if it hasn't been used yet.
  • Blizzard King will use Iceblock after 6 turns have passed, if it hasn't already used it.
  • Blizzard King can use Glacial Regen when its HP falls below 50% and the current turn is even. This chance is reduced when Blizzard King falls below 30% HP.
  • Besides all of that, Blizzard King's phases look like this:
    • Phase 1 (Before first Azure Heart summoning): Triple Strike, followed by Attack. Repeat.
    • Phase 2 (After first Azure Heart summoning): Small chance to use Sonic Scream. Otherwise, cycle between Crushing Arm, Triple Strike, and Attack.
    • Phase 3 (After second Azure Heart summoning): Small chance to use Sonic Scream. Otherwise, cycle between Crushing Arm and Triple Strike.
    • Phase 4 (After third Azure Heart summoning): Moderate chance to use Sonic Scream. Randomly uses either Crushing Arm or Triple Strike. Crushing Arm is prioritized if no party members have their heads bound; otherwise, Triple Strike is prioritized.
  • Out of turn AI:
    • If the Azure Heart counter is at 3 or more, and the Azure Heart is not alive, summon the Azure Heart.
    • When the Blizzard King has first fallen below 40% HP, if the Azure Heart is not alive, summon the Azure Heart.
    • When the Blizzard King has first fallen below 75% HP, if the Azure Heart is not alive, summon the Azure Heart.
  • If this is the first turn:
    • 80% chance to use Ice Breath.
    • 20% chance to use Iceblock.
  • If the 40% HP Azure Heart summoning has taken place, and the Azure Heart is not alive right now, increment the Azure Heart counter by 1.
  • If the Blizzard King's head is bound, use Crushing Arm, and enable Sonic Scream.
  • If the Blizzard King is at 30% HP or lower, it does not have the Iceblock buff, and 3 or more turns have passed since the last usage of Iceblock, 30% chance to use Iceblock, and enable Sonic Scream.
  • If this is turn 6 or more, and Iceblock has not been used yet, use Iceblock, and enable Sonic Scream.
  • If the Blizzard King is between 50% and 30% HP, the current turn is even, and it does not have the Glacial Regen buff, 50% chance to use Glacial Regen, and enable Sonic Scream.
  • If the Blizzard King is at 30% HP or lower, the current turn is even, and it does not have the Glacial Regen buff, 20% chance to use Glacial Regen, and enable Sonic Scream.
  • If the current turn is a multiple of 5, and the Blizzard King is above 10% HP, use Ice Breath. Disables guaranteed usage of Crushing Arm, Triple Strike. Enables usage of Sonic Scream.
  • If the Azure Heart was summoned because of the 3 turns condition:
    • If usage of Sonic Scream is enabled, 40% chance to use Sonic Scream and increment the Azure Heart counter by 1.
    • If any party members have their heads bound:
      • 35% chance to use Crushing Arm.
      • 65% chance to use Triple Strike.
    • If no party members have their heads bound:
      • 85% chance to use Crushing Arm.
      • 15% chance to use Triple Strike.
  • If the Azure Heart was summoned because of the 40% HP condition:
    • If usage of Sonic Scream is enabled, 30% chance to use Sonic Scream.
    • If the guaranteed usage of Crushing Arm is enabled, use Crushing Arm, and disable guaranteed use of Crushing Arm.
    • Use Triple Strike, and enable guaranteed usage of Crushing Arm.
  • If the Azure Heart was summoned because of the 70% HP condition:
    • If usage of Sonic Scream is enabled, 20% chance to use Sonic Scream.
    • If guaranteed usage of Crushing Arm is enabled, use Crushing Arm, and disable guaranteed use of Crushing Arm.
    • If guaranteed usage of Triple Strike is enabled, use Triple Strike, disable guaranteed use of Triple Strike, and enable guaranteed usage of Crushing Arm.
    • If neither guaranteed usages are enabled, Attack, and enable guaranteed usage of Triple Strike.
  • If no Azure Heart summonings have occurred yet:
    • If guaranteed usage of Triple Strike is enabled, use Triple Strike, and disable guaranteed use of Triple Strike.
    • Attack, and enable guaranteed usage of Triple Strike.
Drops:
  • Blizzard Scale. 100% chance. Sells for 66000 en.
    • Dragonbane (+204 ATK, +204 MAT, +8 HP, +8 TP, +8 All Stats): Made from 1 Dragon Scale (Great Dragon Drop 1) and 1 Blizzard Scaleand 1 Emperor Scale (Storm Emperor Drop 1). Costs 620000 en.
    • Blizzard Charm (Immunity to ice): Made from 1 Blizzard Scale. Costs 75000 en.
  • Snow Pterygoid. 5% chance. Sells for 74400 en.
    • Chajin Jinbaori (+60 DEF, +120 MDF, +7% Phys Resistance; SHG Only): Made from 1 Snow Pterygoid. Costs 430000 en.
  • Frozen Wing (Kill with ice damage). 100% chance. Sells for 80000 en.
    • Agneyastra (+210 ATK, +160 MAT, Sonic Scream): Made from 1 Frozen Wing. Costs 680000 en.

Bloodhound Bat

Level: 43
HP: 1200STR: 56INT: 47VIT: 46WIS: 45AGI: 50LUC: 44
EXP Given: 2280

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
25% 50% 75% 50% 75% 50% 50%
10% 10%
50% 50% 50%
  • Echolocation: Attempts to bind the heads of one row of party members, with a medium-high chance. Fast.
  • Bloodsucker: Deals medium-heavy cut damage to 2-4 random party members. Heals the Bloodhound Bat for 300% of the damage dealt. Average speed, with average accuracy.
  • Echolocation: Attempts to bind the heads of one row of party members, with a 45% base chance. Has a 120% speed modifier.
  • Bloodsucker: Deals 110% melee STR-based cut damage to 2-4 random party members. Heals the Bloodhound Bat for 300% of the damage dealt. Has a 100% speed modifier and a base accuracy of 99%.
  • Bloodhound Bats are very likely to open with Echolocation on the back row.
  • If all party members have their heads bound, Bloodhound Bats will always use Bloodsucker.
  • If a Bloodhound Bat has joined in on the Chimaera battle, it has a 60% chance at all times to use Bloodsucker on rows that have party members whose heads aren't bound.
  • Bloodhound Bats start using Bloodsucker and stop using normal Attacks when they first fall below 80% HP. If they go above 80% HP through Bloodsucker healing, they will continue to follow this behavior.
  • If this is the first turn:
    • 80% chance to lose Echolocation, targeting the back row.
    • 20% chance to Attack.
  • If all party members have their heads bound, use Bloodsucker.
  • If Chimaera is in the battle, 60% chance to use Echolocation, targeting rows that have party members whose heads aren't bound.
  • If the Bloodhound Bat has been at below 80% HP at any point during the battle:
    • If any party members have their heads bound:
      • 80% chance to use Bloodsucker.
      • 20% chance to use Echolocation, targeting rows that have party members whose heads aren't bound.
    • 40% chance to use Bloodsucker.
    • 60% chance to use Echolocation, targeting rows that have party members whose heads aren't bound.
  • 40% chance to Attack.
  • 60% chance to use Echolocation, targeting rows that have party members whose heads aren't bound.
Drops:
  • Bat Membrane. 100% chance. Sells for 1800 en.
    • Scarlet Bat (+52 ATK, +60 MAT, +10 STR): Made from 1 Bat Membrane. Costs 11100 en.
    • Bat Shin Guards (+14 DEF, +14 MDF, +7 AGI): Made from 1 Bat Membraneand 1 Carapace Piece (Forest Snail Drop 1). Costs 3600 en.

Bloodthirsty Fly

Level: 51
HP: 455STR: 68INT: 33VIT: 53WIS: 44AGI: 58LUC: 45
EXP Given: 1456

Damage Vulnerabilities:
100% 150% 100%
150% 50% 100%

Disable Vulnerabilities:
100% 100% 150% 100% 100% 100% 50%
100% 100%
100% 150% 100%
  • Power Tackle: Deals heavy bash damage that pierces party rows. Slightly slow, with average accuracy
  • Power Tackle: Deals 120% melee STR-based bash damage that pierces party rows. Has an 80% speed modifier and a base accuracy of 99%.
  • Bloodthirsty Flies are likely to open with Power Tackle.
  • When Bloodthirsty Flies are at 50% HP or lower, they're far more likely to use Power Tackle.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Power Tackle.
    • Else, Attack.
  • If the Bloodthirsty Fly's HP is at 50% or lower:
    • 80% chance to use Power Tackle.
    • Else, Attack.
  • Else:
    • 40% chance to use Power Tackle.
    • Else, Attack.
Drops:
  • Metallic Wing. 45% chance. Sells for 231 en.
    • Heavy Gongs (+53 ATK, +50 MAT, AGI Up Lv3): Made from 1 Primate Patagium (Chiroptilla Drop 1) and 1 Metallic Wing. Costs 15000 en.
    • Aki-no-Arashi (+75 ATK, +40 MAT, VIT Up Lv3): Made from 2 Metallic Wings. Costs 24000 en.
    • Verdun (+63 ATK, +63 MAT, AGI Up Lv3): Made from 3 Metallic Wings. Costs 18700 en.

Blossombeast

Level: 4
HP: 2863STR: 23INT: 18VIT: 13WIS: 16AGI: 14LUC: 18
EXP Given: 460

Damage Vulnerabilities:
150% 100% 100%
150% 100% 100%

Disable Vulnerabilities:
75% 50% 50% 50% 75% 50% 50%
0% 10%
50% 50% 75%
  • Vine Grab: Head: Deals medium cut damage to one row of party members. Attempts to bind the heads of hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Vine Grab: Arm: Deals medium cut damage to one row of party members. Attempts to bind the arms of hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Vine Grab: Leg: Deals medium cut damage to one row of party members. Attempts to bind the legs of hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Suspicious Pollen: Reduces all party members' attack by 30% for 4 turns. Attempts to inflict poison on all party members, with a low chance, and medium poison damage. Average speed.
  • Vine Grab: Head: Deals 60% melee STR-based cut damage to one row of party members. Attempts to bind the heads of hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Vine Grab: Arm: Deals 60% melee STR-based cut damage to one row of party members. Attempts to bind the arms of hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Vine Grab: Leg: Deals 60% melee STR-based cut damage to one row of party members. Attempts to bind the legs of hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Suspicious Pollen: Reduces all party members' attack by 30% for 4 turns. Attempts to inflict poison on all party members, with a 20% base chance, and a base poison factor of 20. Has a 100% speed modifier.
  • When Blossombeast is above 50% HP, it cycles through the three Vine Grabs, in this order: Head, Arm, Leg.
  • When Blossombeast first falls below 50% HP, it will use Suspicious Pollen.
  • After that, it will wait a few turns. Three turns after use, it has a chance to use it again. If it doesn't use it on that turn, it will use it on the following turn.
  • Besides that, when at low HP, Blossombeast will randomly use one of the three Vine Grabs, each with an equal chance.
  • If Blossombeast's HP is at 50% or lower:
    • If Suspicious Pollen has not been used yet, use Suspicious Pollen.
    • If the Suspicious Pollen timer is equal to 3, 30% chance to use Suspicious Pollen and set the Suspicious Pollen timer to 0.
    • If the Suspicious Pollen timer is equal to 4, use Suspicious Pollen, and set the Suspicious Pollen timer to 0.
    • 33% chance to use Vine Grab: Head.
    • 33% chance to use Vine Grab: Arm.
    • 34% chance to use Vine Grab: Leg.
  • If Blossombeast's HP is at 100% to 51%:
    • If the Vine Grab: Head flag is set, use Vine Grab: Head, and then unset it.
    • If the Vine Grab: Arm flag is set, use Vine Grab: Arm, and then unset it.
    • Use Vine Grab: Leg, and set the Vine Grab: Head and Vine Grab: Arm flags.
Drops:
  • Malevolent Thorn. 100% chance. Sells for 200 en.
    • Thorn Scythe (+28 ATK, +31 MAT, Vine Grab: Arm): Made from 1 Malevolent Thorn. Costs 470 en.

Blue Patroller

Level: 18
HP: 226STR: 39INT: 32VIT: 27WIS: 29AGI: 28LUC: 30
EXP Given: 90

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
100% 100% 100% 50% 100% 100% 100%
100% 100%
100% 100% 150%
  • Legsnap Needle: Deals medium stab damage that pierces party rows. Attempts to bind hit targets' legs, with a medium-high chance. Very slightly slow, with average accuracy.
  • Legsnap Needle: Deals 90% melee STR-based stab damage that pierces party rows. Attempts to bind hit targets' legs, with a 50% base chance. Has a 90% speed modifier and a base accuracy of 99%.
  • Blue Patrollers are likely to open with Legsnap Needle.
  • When Blue Patrollers are at 50% HP or lower, they're far more likely to use Legsnap Needle.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Legsnap Needle.
    • Else, Attack.
  • If the Blue Patroller's HP is at 50% or lower:
    • 80% chance to use Legsnap Needle.
    • Else, Attack.
  • Else:
    • 40% chance to use Legsnap Needle.
    • Else, Attack.
Drops:
  • Pink Wing. 85% chance. Sells for 17 en.
    • Serpentine (+28 ATK, +24 MAT, TP Up Lv1): Made from 2 Pink Wings. Costs 1210 en.
    • Zerstorer (+34 ATK, +17 MAT, WIS Up Lv1): Made from 1 Bent Claw (Giant Sloth Drop 1) and 1 Pink Wing. Costs 1360 en.
    • Scarlet Moccasins (+9 DEF, +8 MDF): Made from 3 Pink Wings. Costs 740 en.

Blue Wallaby

Level: 59
HP: 1191STR: 93INT: 58VIT: 43WIS: 53AGI: 44LUC: 48
EXP Given: 4375

Damage Vulnerabilities:
100% 100% 100%
100% 50% 100%

Disable Vulnerabilities:
50% 150% 100% 50% 50% 150% 100%
100% 100%
100% 50% 100%
  • Counter Blow: Counters all physical attacks to the user with severe bash damage to the attacker. Average accuracy.
  • Counter Blow: Counters all physical attacks to the user with 170% melee STR-based bash damage to the attacker. Initial prep has a 600% speed modifier. Counterattacks have a base accuracy of 99%.
  • Blue Wallabies always open with Counter Blow.
  • After that, they will always Attack.
  • If Counter Blow has not been used yet, use Counter Blow.
  • Otherwise, Attack.
Drops:
  • Anchor Tail. 85% chance. Sells for 395 en.
    • Blue Knuckles (+56 ATK, +53 MAT, TP Up Lv3): Made from 1 Anchor Tail. Costs 18800 en.
    • Anchorthorn Knife (+56 ATK, +69 MAT, WIS Up Lv3): Made from 1 Anchor Tailand 1 Pointy Tail (Rattle Nozuchi Drop 2). Costs 18500 en.
    • Blockers (+18 DEF, +18 MDF, +15 HP): Made from 1 Beetle Claw (Platinum Pillbug Drop 1) and 1 Anchor Tail. Costs 11500 en.
  • Pierced Metal Fist (Kill with stab damage). 100% chance. Sells for 435 en.
    • Padded Armor (+39 DEF, +29 MDF, +15% Bash Resistance): Made from 1 Pierced Metal Fist. Costs 22000 en.

Blót

Level: 82
HP: 52680STR: 122INT: 108VIT: 69WIS: 64AGI: 75LUC: 83
EXP Given: 159820

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 75% 25% 25% 25% 75% 0%
0% 10%
25% 25% 50%
  • Shadow Remnant: Passive. Generates a Shadow Remnant whenever Blót uses an attack skill (excluding Miracle Edge EX). The Shadow Remnant will replicate whatever skill created it until it dies.
  • Wide Bravery: Deals heavy cut damage to one party member. If Wide Bravery goes before its target's turn, it will hit all party members instead. Average speed, with average accuracy.
  • Ominous Wave: Reduces all party members' attack by 30%. Attempts to inflict blind on all party members, with a moderate chance. Average speed.
  • Frigid Slash EX: Deals severe ice damage to one party member, with splash damage. Attempts to bind the arms and legs of hit targets, with a moderate chance. Very slightly slow, with average accuracy.
  • Act Breaker: Deals very heavy cut damage to one party member. Attempts to stun the target, with an extremely high chance. Extremely fast, and extremely accurate.
  • Guard Rush EX: Deals light bash damage to all party members at the end of the turn. The damage is increased for each time any enemy was attacked by the party, up to a maximum of 9 times. Average accuracy.
  • Clear Mind EX: Removes all ailments, binds, and debuffs from Blót at the end of the turn. Restores 1750 HP to Blót.
  • Miracle Edge EX: Deals extremely overkill cut damage to all party members. Extremely slow, and comically accurate.
  • Shadow Remnant: Passive. Generates a Shadow Remnant whenever Blót uses an attack skill (excluding Miracle Edge EX). The Shadow Remnant will replicate whatever skill created it until it dies.
  • Wide Bravery: Deals 100% melee STR-based cut damage to one party member. If Wide Bravery goes before its target's turn, it will hit all party members instead. Has a 100% speed modifier and a base accuracy of 99%.
  • Ominous Wave: Reduces all party members' attack by 30%. Attempts to inflict blind on all party members, with a 30% base chance. Has a 100% speed modifier.
  • Frigid Slash EX: Deals 130% melee STR-based ice damage to one party member, with splash damage. Attempts to bind the arms and legs of hit targets, with a 35% base chance. Has a 90% speed modifier and a base accuracy of 99%.
  • Act Breaker: Deals 115% melee STR-based cut damage to one party member. Attempts to stun the target, with an 80% base chance. Has a 150% speed modifier and a base accuracy of 150%.
  • Guard Rush EX: Deals 70% melee STR-based bash damage to all party members. The damage is multiplied by 1.15x for each time any enemy was attacked by the party, up to a maximum of 9 times for a maximum multiplier of 3.5x. Has a 15% speed modifier and a base accuracy of 99%.
  • Clear Mind EX: Removes all ailments, binds, and debuffs from Blót. Restores 1750 HP to Blót. Has a 10% speed modifier.
  • Miracle Edge EX: Deals 240% melee STR-based cut damage to all party members. Has a 60% speed modifier and a base accuracy of 200%.
  • Blót has a global timer that goes up every turn when he's not in his final phase. This timer determines what actions he can use on any given turn.
  • In addition to that, whenever the global timer is at 4, Blót enters a special AI block. This block can be entered during any phase, except for the final phase.
    • If Blót is not afflicted with any disables or debuffs, he will always use Guard Rush EX. This re-enables the rest of his skills.
    • However, if Blót is afflicted with any disables or debuffs, his behavior changes. If he's at 50% HP or lower, and Clear Mind EX isn't disabled, he will always use Clear Mind EX. This disables Clear Mind EX.
    • If his HP is higher than 50%, he has a 50-50 chance to use either Clear Mind EX if it isn't disabled, or Guard Rush EX. Like above, using Guard Rush EX re-enables the rest of his skills.
  • Blót works almost entirely within a few distinct phases.
    • Phase 1: Lasts from 100% to 81% HP. Starts with Wide Bravery, followed by Ominous Wave. After that, Blót randomly uses either Wide Bravery, or normal Attacks, with normal Attacks slightly preferred.
    • Phase 2: Lasts from 80% to 51% HP. This is where Blót's global timer starts factoring into his normal AI. The specifics of this aren't important, but basically, he still uses Wide Bravery, Ominous Wave, and normal attacks. In addition to that, he uses Frigid Slash EX whenever his timer is at 3.
    • Phase 3: Lasts from 50% HP to 31% HP. Blót uses normal Attacks less, and starts using Act Breaker along with the rest of his skills. When Blót goes under 30% HP, he will use Shadow Burst, signaling the end of this phase.
    • Final Phase: Lasts from when Blót uses Shadow Burst until the end of the fight. Blót becomes extremely dangerous during this phase; Guard Rush EX is mixed in with the rest of his skills (though with a low chance), and he heavily prioritizes Frigid Slash EX and Act Breaker. Every three turns, he will use Miracle Edge EX.
  • Out-of-turn AI:
    • If Blót is at 30% HP or lower, and is not petrified, asleep, or panicked, enter the Shadow Burst state. Sets Blót's global timer to 0.
  • If Blót is not in the Shadow Burst state, increment his global timer by 1.
  • If three turns have passed since Blót entered the Shadow Burst state, or last used Miracle Edge EX, use Miracle Edge EX.
  • If Blót's global timer is at 4 or more, and Blót is not in the Shadow Burst state:
    • If Blót is afflicted with any ailments or binds, or has any debuffs, and the Clear Mind EX flag is set:
      • If Blót is at 50% HP or lower, use Clear Mind EX, and unset the Clear Mind EX flag.
      • If Blót is at 100% to 51% HP:
        • 50% chance to use Clear Mind EX, and disable usage of Clear Mind EX.
        • 50% chance to use Guard Rush EX. Resets Blót's global timer to 0. Disables usage of Guard Rush EX. Enables the Wide Bravery, Ominous Wave, Act Breaker, and Clear Mind EX flags.
    • If not, use Guard Rush EX. Resets Blót's global timer to 0. Disables usage of Guard Rush EX. Enables the Wide Bravery, Ominous Wave, Act Breaker, and Clear Mind EX flags.
  • If Blót is in the Shadow Burst state:
    • If usage of Guard Rush EX is enabled, 15% chance to use Guard Rush EX. Disables usage of Guard Rush EX. Enables usage of Frigid Slash EX and Act Breaker.
    • If usage of Frigid Slash EX is enabled, 50% chance to use Frigid Slash EX. Disables usage of Frigid Slash EX. Enables usage of Guard Rush EX.
    • If usage of Act Breaker is enabled, 80% chance to use Act Breaker. Disables usage of Act Breaker. Enables usage of Guard Rush EX.
    • If none of the above happened, use Wide Bravery. Enables usage of Frigid Slash EX and Act Breaker.
  • If Blót's HP is at 50% or lower:
    • If this block is reached, usage of Guard Rush EX is enabled.
    • If Blót's global timer is equal to 1:
      • If Act Breaker has not been used yet in this block, use Act Breaker.
      • 60% chance to use Wide Bravery.
      • 40% chance to use Act Breaker. This does not set variables properly, and will cause the Shadow Remnants generated by this action to use normal attacks.
    • If Blót's global timer is equal to 2:
      • 60% chance to use Ominous Wave.
      • If Wide Bravery has not been used yet in this block, use Wide Bravery. Disables the Wide Bravery flag.
      • If neither of the above happened, use Act Breaker. Disables the Act Breaker flag.
    • If Blót's global timer is equal to 3:
      • 60% chance to use Frigid Slash EX.
      • If the Wide Bravery flag is enabled, use Wide Bravery. Disables the Wide Bravery flag.
      • If the Act Breaker flag is enabled, use Act Breaker. Disables the Act Breaker flag.
      • If none of the above happened, use Ominous Wave.
    • If Blót's global timer is equal to 0, Attack.
  • If Blót's HP is at 80% to 51%:
    • If this block is reached, usage of Guard Rush EX is enabled.
    • If Blót's global timer is equal to 1:
      • 60% chance to use Wide Bravery. Disables the Wide Bravery flag.
      • 40% chance to Attack.
    • If Blót's global timer is equal to 2:
      • 60% chance to use Ominous Wave.
      • If the Wide Bravery flag is enabled, use Wide Bravery.
      • If neither of the above happened, Attack.
    • If Blót's global timer is equal to 3, use Frigid Slash EX.
    • If Blót's global timer is equal to 0, Attack.
  • If Blót's HP is at 100% to 81%:
    • If the Wide Bravery flag is enabled, use Wide Bravery. Disables the Wide Bravery flag. Enables the Ominous Wave flag.
    • If the Ominous Wave flag is enabled, use Ominous Wave. Disables the Ominous Wave flag.
    • 40% chance to use Wide Bravery.
    • 60% chance to Attack.
Drops:
  • Hero's Cloth. 100% chance. Sells for 70000 en.
    • Dusk Muffler (+26 DEF, +26 MDF, +2 All Stats): Made from 1 Hero's Cloth. Costs 45000 en.

Blót (Shadow Remnant)

Level: 82
HP: 1773STR: 122INT: 108VIT: 69WIS: 64AGI: 75LUC: 83
EXP Given: 0

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
75% 75% 75% 50% 50% 75% 0%
50% 75%
75% 75% 50%





Boiling Lizard

Level: 67
HP: 54034STR: 87INT: 90VIT: 68WIS: 71AGI: 48LUC: 69
EXP Given: 90990

Damage Vulnerabilities:
100% 100% 100%
0% 150% 100%

Disable Vulnerabilities:
50% 75% 50% 50% 25% 25% 0%
0% 10%
25% 50% 25%
  • Scorching Fire: Deals heavy (Scale pile destroyed) or severe (undestroyed) fire damage to all party members. Very slow, with average accuracy.
  • Fire Cannon: Deals heavy (Scale pile destroyed) or severe (undestroyed) fire damage to 2-5 random party members. Attempts to inflict blind on hit targets, with a medium chance. Average speed, with average accuracy.
  • Horned Hurl: Deals very heavy or very severe (undestroyed) stab damage that pierces party rows. Very slightly slow, and extremely accurate.
  • Sleep Tail: Deals heavy (Scale pile destroyed) or very severe (undestroyed) bash damage to one row of party members. Attempts to inflict sleep on hit targets, with a medium chance. Slightly fast, with average accuracy.
  • Fire Wall: For 6 turns, counters any damage to the user with medium (Scale pile destroyed) or severe (undestroyed) fire damage to the attacker. Average speed. Counterattacks have average accuracy.
  • Fire Regen: For 6 turns, restores 800 (Scale pile destroyed) or 1600 (Scale pile undestroyed) HP to the user at the end of turns. Average speed.
  • Scorching Fire: Deals 120% (Scale pile destroyed) or 150% (undestroyed) ranged INT-based fire damage to all party members. Has a 70% speed modifier and a base accuracy of 99%.
  • Fire Cannon: Deals 100% (Scale pile destroyed) or 150% (undestroyed) ranged INT-based fire damage to 2-5 random party members. Attempts to inflict blind on hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Horned Hurl: Deals 130% (Scale pile destroyed) or 170% (undestroyed) melee STR-based stab damage that pierces party rows. Has a 90% speed modifier and a base accuracy of 140%.
  • Sleep Tail: Deals 100% (Scale pile destroyed) or 150% (undestroyed) melee STR-based bash damage to one row of party members. Attempts to inflict sleep on hit targets, with a 45% (Scale pile destroyed) or 50% (undestroyed) base chance. Has a 110% speed modifier and a base accuracy of 99%.
  • Fire Wall: For 6 turns, counters any damage to the user with 100% (Scale pile destroyed) or 150% (undestroyed) ranged INT-based fire damage to the attacker. Has a 100% speed modifier. Counterattacks have a base accuracy of 99%.
  • Fire Regen: For 6 turns, restores 800 (Scale pile destroyed) or 1600 (Scale pile undestroyed) HP to the user at the end of turns. Has a 100% speed modifier.
  • Boiling Lizard always opens with Scorching Fire.
  • When there are four Scales in the battle, and if Horned Hurl or normal Attacks were used previously, Boiling Lizard has a chance to randomly use Scorching Fire. This can't happen consecutively.
  • Boiling Lizard summons variable amounts of Scales on turns that are multiples of 4.
  • Boiling Lizard uses Fire Regen when it first falls below 15% (Scale pile destroyed) or 30% (undestroyed) HP.
  • Boiling Lizard uses Fire Wall when it first falls below 25% (Scale pile destroyed) or 50% (undestroyed) HP.
  • Boiling Lizard starts randomly using Sleep Tail when it's below 38% (Scale pile destroyed) or 75% (undestroyed) HP.
  • Besides that, Boiling Lizard shuffles between Fire Cannon, Horned Hurl, and normal Attacks.
  • If the scale pile on B4F was destroyed:
    • If this is the first turn, or if Scorching Fire is queued, use Scorching Fire. Enable the random Scorching Fire flag.
    • If the random Scorching Fire flag is enabled, and there are four Scales in the battle, 40% chance to use Scorching Fire, and disable the random Scorching Fire flag.
    • If the current turn is a multiple of 4:
      • If the Boiling Lizard is at 25% HP or lower:
        • If there are 0 to 2 Scales in the battle, summon two Scales, and queue Scorching Fire.
        • If there are 3 Scales in the battle, summone one Scale, and queue Scorching Fire.
      • If the Boiling Lizard is at 50% to 26% HP, and there are 0 to 3 scales in the battle, summon one Scale, and queue Scorching Fire.
    • If the Boiling Lizard is at 15% HP or lower, and Fire Regen has not been used yet, use Fire Regen.
    • If the Boiling Lizard is at 38% HP or lower:
      • If Sleep Tail has not been used yet, use Sleep Tail.
      • If Sleep Tail has been previously used, 20% chance to use Sleep Tail.
    • If the Boiling Lizard is at 25% HP or lower:
      • If Fire Wall has not been used yet, use Fire Wall.
      • Otherwise:
        • 50% chance to use Fire Cannon.
        • 40% chance to use Horned Hurl and enable the random Scorching Fire flag.
        • 10% chance to Attack and enable the random Scorching Fire flag.
    • If none of the above happened:
      • 40% chance to use Fire Cannon.
      • 20% chance to use Horned Hurl and enable the random Scorching Fire flag.
      • 40% chance to Attack and enable the random Scorching Fire flag.
  • Otherwise:
    • If this is the first turn, or if Scorching Fire is queued, use Scorching Fire. Enable the random Scorching Fire flag.
    • If the random Scorching Fire flag is enabled, and there are four Scales in the battle, 40% chance to use Scorching Fire, and disable the random Scorching Fire flag.
    • If the current turn is a multiple of 4:
      • If the Boiling Lizard is at 30% HP or lower:
        • If there are 0 to 1 Scales in the battle, summon three Scales, and queue Scorching Fire.
        • If there are 2 Scales in the battle, summon two Scales, and queue Scorching Fire.
        • If there are 3 Scales in the battle, summone one Scale, and queue Scorching Fire.
      • If the Boiling Lizard is at 60% to 31% HP:
        • If there are 0 to 2 Scales in the battle, summon two Scales, and queue Scorching Fire.
        • If there are 3 Scales in the battle, summone one Scale, and queue Scorching Fire.
      • If the Boiling Lizard is at 100% to 61% HP, and there are 0 to 3 scales in the battle, summon one Scale, and queue Scorching Fire.
    • If the Boiling Lizard is at 25% HP or lower, and Fire Regen has not been used yet, use Fire Regen.
    • If the Boiling Lizard is at 75% HP or lower:
      • If Sleep Tail has not been used yet, use Sleep Tail.
      • If Sleep Tail has been previously used, 20% chance to use Sleep Tail.
    • If the Boiling Lizard is at 50% HP or lower:
      • If Fire Wall has not been used yet, use Fire Wall.
      • Otherwise:
        • 50% chance to use Fire Cannon.
        • 40% chance to use Horned Hurl and enable the random Scorching Fire flag.
        • 10% chance to Attack and enable the random Scorching Fire flag.
    • If none of the above happened:
      • 40% chance to use Fire Cannon.
      • 20% chance to use Horned Hurl and enable the random Scorching Fire flag.
      • 40% chance to Attack and enable the random Scorching Fire flag.
Drops:
  • Fiery Horn. 100% chance. Sells for 20700 en.
    • Serpentflame Staff (+61 ATK, +116 MAT, Smoke Cannon): Made from 1 Fiery Horn. Costs 60500 en.
  • Comforting Scale (Kill while sleeping). 100% chance. Sells for 52000 en.
    • Rhongomyniad (+225 ATK, +170 MAT, Sleep Tail): Made from 1 Comforting Scale. Costs 647000 en.

Bounding Beast

Level: 35
HP: 6396STR: 56INT: 24VIT: 42WIS: 39AGI: 38LUC: 33
EXP Given: 7855

Damage Vulnerabilities:
100% 100% 100%
150% 150% 150%

Disable Vulnerabilities:
75% 50% 75% 50% 50% 50% 50%
10% 10%
50% 50% 50%
  • Jet Uppercut: Deals severe bash damage to one party member. Slightly slow, and extremely accurate.
  • Boomerang Hook: Deals very heavy bash damage to one row of party members. Extremely slow, and very accurate.
  • Back Smash: Deals overkill bash damage to one party member in the back row, with splash damage. Slightly slow, with average accuracy.
  • Jet Uppercut: Deals 160% melee STR-based bash damage to one party member. Has an 80% speed modifier and a base accuracy of 150%.
  • Boomerang Hook: Deals 125% melee STR-based bash damage to one row of party members. Has a 60% speed modifier and a base accuracy of 120%.
  • Back Smash: Deals 190% melee STR-based bash damage to one party member in the back row, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Bounding Beasts always open with Jet Uppercut.
  • Bounding Beasts use Back Smash on turns that are multiples of 3 if any party members in the back row are injured.
  • When Bounding Beasts are at high HP, they have a low chance to use Jet Uppercut, and are unable to use it consecutively.
  • When Bounding Beasts first fall below 65% HP, they will always use Boomerang Hook. After that, they will randomly use either Jet Uppercut, Boomerang Hook, or normal Attacks.
  • Normal Attacks become very unlikely when the Bounding Beast is at 30% HP or lower.
  • If Jet Uppercut has not been used yet, use Jet Uppercut, and disable Jet Uppercut.
  • If the current turn is a multiple of 3, and any party members in the back row are below 100% HP, use Back Smash, and disable Jet Uppercut.
  • If the Bounding Beast is at 30% HP or lower:
    • If Boomerang Hook has not been used yet, use Boomerang Hook.
    • Otherwise:
      • 45% chance to use Jet Uppercut.
      • 50% chance to use Boomerang Hook.
      • 5% chance to Attack.
  • If the Bounding Beast is at 65% to 31% HP:
    • If Boomerang Hook has not been used yet, use Boomerang Hook.
    • Otherwise:
      • 30% chance to use Jet Uppercut.
      • 50% chance to use Boomerang Hook.
      • 20% chance to Attack.
  • If none of the above happened:
    • If Jet Uppercut is enabled, 40% chance to use Jet Uppercut, and disable Jet Uppercut.
    • Otherwise, Attack, and enable Jet Uppercut.
Drops:
  • Kangaroo Fist. 100% chance. Sells for 700 en.
    • Loose Fist (+42 ATK, +25 MAT, Boomerang Hook): Made from 1 Kangaroo Fist. Costs 2770 en.
    • Fist Shield (+17 DEF, +1 MDF, +3 STR): Made from 1 Kangaroo Fist. Costs 2240 en.

Bugbeast

Level: 60
HP: 26791STR: 84INT: 74VIT: 54WIS: 42AGI: 43LUC: 61
EXP Given: 64430

Damage Vulnerabilities:
100% 100% 100%
100% 100% 150%

Disable Vulnerabilities:
75% 50% 25% 25% 50% 75% 25%
0% 10%
25% 50% 75%
  • Thunder Storm: Deals very heavy volt damage to all party members. Slightly slow, and very accurate.
  • Pierce: Deals very heavy bash damage that pierces party rows. Reduces hit targets' accuracy by 40% for 4 turns. Very slightly slow, and extremely accurate.
  • Safeguard: Increases the user's defense by 75% for 4 turns. Slightly slow.
  • Self Heal: Restores 1250 HP to the user. Removes any ailments and binds from the user. Cancelled if the user takes 1500 damage.
  • Hail Storm: Deals heavy ice damage to 2-5 random party members. Reduces hit targets' attack by 50% for 4 turns. Slightly slow, with average accuracy.
  • Cursed Gas: Attempts to inflict curse on all party members, with a moderate chance.
  • Thrust: Deals very heavy bash damage to one party member, with splash damage. Attempts to bind the arms of hit targets, with a medium chance. Slightly slow, with average accuracy.
  • Petrifying Gas: Attempts to inflict petrification on all party members, with a moderate chance.
  • Panic Gas: Attempts to inflict panic on all party members, with a moderate chance.
  • Thunder Storm: Deals 135% ranged INT-based volt damage to all party members. Has an 80% speed modifier and a base accuracy of 120%.
  • Pierce: Deals 120% melee STR-based bash damage that pierces party rows. Reduces hit targets' accuracy by 40% for 4 turns. Has a 90% speed modifier and a base accuracy of 140%.
  • Safeguard: Increases the user's defense by 75% for 4 turns. Has an 80% speed modifier.
  • Self Heal: Restores 1250 HP to the user. Removes any ailments and binds from the user. Cancelled if the user takes 1500 damage.
  • Hail Storm: Deals 110% ranged INT-based ice damage to 2-5 random party members. Reduces hit targets' attack by 50% for 4 turns. Has an 80% speed modifier and a base accuracy of 99%.
  • Cursed Gas: Attempts to inflict curse on all party members, with a 35% base chance.
  • Thrust: Deals 125% melee STR-based bash damage to one party member, with splash damage. Attempts to bind the arms of hit targets, with a 45% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Petrifying Gas: Attempts to inflict petrification on all party members, with a 35% base chance.
  • Panic Gas: Attempts to inflict panic on all party members, with a 35% base chance.
  • Bugbeast activates Self Heal at 70%, 50%, and 30% HP. Self Heal lasts for 3 turns.
  • If Self Heal has been used at some point in the battle, every 3 turns or so, Bugbeast will use a Gas skill, depending on the last Self Heal threshold it reached.
    • It uses Cursed Gas after 70%, Petrifying Gas at 50%, and Panic Gas at 30%.
  • Generally, Bugbeast operates on a cycle of skills, with minor variations throughout the fight.
    • The fight begins with Thunder Storm, and then either Pierce, or normal Attacks, followed by more Thunder Storm.
    • At 90% HP, Bugbeast starts including Safeguard every 4 turns.
    • At 70% HP, Bugbeast starts including Hail Storm before Thunder Storm.
    • At 50% HP, Bugbeast starts including Thrust before Hail Storm.
    • At 30% HP, Bugbeast starts letting Pierce take precedence over Safeguard.
  • Out-of-turn:
    • If Self Heal has been active for 3 turns, disable Self-Heal.
    • If Self Heal is active, do nothing.
    • When Bugbeast first falls below either 70%, 50%, or 30% HP, activate Self-Heal.
    • If Self Heal is not active and 3 or more turns have passed since the last Gas usage, use one of the following, depending on the last threshold passed:
      • 30%: Panic Gas
      • 50%: Petrifying Gas
      • 70%: Cursed Gas
  • If Bugbeast has been at 30% HP or lower at any point in the battle:
    • If Thrust has not been used yet, or is queued, use Thrust.
    • If Hail Storm has not been used yet, or is queued, use Hail Storm, and queue Thrust.
    • If Thunder Storm has not been used yet, or is queued, use Thunder Storm.
    • If none of the above happened:
      • 50% chance to use Pierce, and queue Hail Storm.
      • If 4 turns have passed since the last usage of Safeguard, use Safeguard.
      • If neither of the above happened, Attack, and queue Thunder Storm.
  • If Bugbeast has been at 50% HP or lower at any point in the battle:
    • If Thrust has not been used yet, or is queued, use Thrust.
    • If Hail Storm has not been used yet, or is queued, use Hail Storm, and queue Thrust.
    • If Thunder Storm has not been used yet, or is queued, use Thunder Storm.
    • If none of the above happened:
      • If 4 turns have passed since the last usage of Safeguard, use Safeguard.
      • 40% chance to use Pierce, and queue Hail Storm.
      • 60% chance to Attack, and queue Thunder Storm.
  • If Bugbeast has been at 70% HP or lower at any point in the battle:
    • If Hail Storm has not been used yet, or is queued, use Hail Storm.
    • If Thunder Storm has not been used yet, or is queued, use Thunder Storm.
    • If none of the above happened:
      • If 4 turns have passed since the last usage of Safeguard, use Safeguard.
      • 40% chance to use Pierce, and queue Hail Storm.
      • 60% chance to Attack, and queue Thunder Storm.
  • If Bugbeast is at 90% to 71% HP:
    • If Safeguard has not been used yet, or if 4 turns have passed since its last usage, use Safeguard.
    • If Thunder Storm has not been used yet, or is queued, use Thunder Storm.
    • If none of the above happened:
      • 30% chance to use Pierce.
      • 70% chance to Attack, and queue Thunder Storm.
  • If none of the above happened:
    • If Thunder Storm has not been used yet, or is queued, use Thunder Storm.
    • Otherwise:
      • 30% chance to use Pierce.
      • 70% chance to Attack, and queue Thunder Storm.
Drops:
  • Beetle Leg. 100% chance. Sells for 14800 en.
    • Steelbug's Piercer (+80 ATK, +80 MAT, Rest): Made from 1 Beetle Leg. Costs 30500 en.
  • Gangly Arm (Kill while arms are bound). 100% chance. Sells for 31500 en.
    • Futsuno Mitama (+180 ATK, +225 MAT, Pierce): Made from 1 Gangly Arm. Costs 527000 en.

Camo Dog

Level: 83
HP: 1201STR: 108INT: 91VIT: 83WIS: 95AGI: 66LUC: 77
EXP Given: 5776

Damage Vulnerabilities:
100% 100% 100%
150% 100% 50%

Disable Vulnerabilities:
50% 100% 50% 150% 0% 150% 100%
100% 100%
50% 100% 100%
  • Roar of Triumph: Reduces all party members' max HP by 65% for 4 turns. Extremely slow.
  • Roar of Triumph: Reduces all party members' max HP by 65% for 4 turns. Has a 60% speed modifier.
  • Camo Dogs open with Roar of Triumph, and use it again every 5 turns.
  • Camo Dogs don't overlap Roars of Triumph.
  • If Roar of Triumph was already used on this turn, or if the Camo Dog is the only enemy in the battle, Attack.
  • If this is the first turn, or if the current turn is a multiple of 5, use Roar of Triumph.
  • If neither of the above happened, Attack.
Drops:
  • Camouflage Fang. 75% chance. Sells for 1000 en.
    • Bastard Sword (+102 ATK, +90 MAT, AGI Up Lv4): Made from 2 Camouflage Fangs. Costs 82000 en.
    • Slaughterer (+112 ATK, +81 MAT, VIT Up Lv4): Made from 1 Golden Pelt (Golden Deer Drop 1) and 1 Camouflage Fang. Costs 112000 en.
    • Shield Fang (+51 DEF, +4 MDF): Made from 1 Camouflage Fang. Costs 53900 en.

Cannon Palm

Level: 18
HP: 434STR: 32INT: 13VIT: 32WIS: 15AGI: 15LUC: 18
EXP Given: 245

Damage Vulnerabilities:
150% 100% 100%
150% 100% 50%

Disable Vulnerabilities:
100% 100% 100% 100% 100% 100% 150%
100% 100%
100% 150% 100%
  • Coconut Strike: Deals very heavy bash damage to 3-5 random party members. Slightly slow, and very accurate.
  • Coconut Strike: Deals 145% melee STR-based bash damage to 3-5 random party members. Has an 80% speed modifier and a base accuracy of 120%.
  • Cannon Palms are likely to open with Coconut Strike.
  • When Cannon Palms are at 50% HP or lower, they're far more likely to use Coconut Strike.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Coconut Strike.
    • Else, Attack.
  • If the Cannon Palm's HP is at 50% or lower:
    • 80% chance to use Coconut Strike.
    • Else, Attack.
  • Else:
    • 40% chance to use Coconut Strike.
    • Else, Attack.
Drops:
  • Palm Bark. 90% chance. Sells for 35 en.
    • Palm Hollow (+24 ATK, +26 MAT, VIT Up Lv1): Made from 1 Palm Bark. Costs 610 en.
    • Sack Dress (+10 DEF, +16 MDF): Made from 1 Palm Barkand 3 Constricting Vines (Slavering Vine Drop 1). Costs 450 en.
  • Immobile Root (Kill while legs are bound). 100% chance. Sells for 70 en.
    • Kamatha (+25 ATK, +26 MAT, Breaking Arrow): Made from 1 Immobile Root. Costs 840 en.

Cernunnos

Level: 13
HP: 5074STR: 34INT: 26VIT: 15WIS: 12AGI: 17LUC: 16
EXP Given: 1760

Damage Vulnerabilities:
100% 100% 100%
50% 100% 150%

Disable Vulnerabilities:
50% 75% 50% 50% 50% 75% 50%
0% 10%
50% 50% 50%
  • Silent Stare: Attempts to bind the heads of all party members, with a medium-high chance. Fast.
  • Cross Counter: Counters all physical attacks to Cernunnos on turn of use with overkill bash damage to the attacker. Average accuracy.
  • Combo Smash: Deals heavy bash damage to one party member, with splash damage. Average speed, with average accuracy.
  • Hurricane Punch: Deals medium bash damage to all party members. Attempts to inflict paralysis on hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Fire Rush: Deals heavy fire damage that pierces party rows. Slightly slow, with average accuracy.
  • Silent Stare: Attempts to bind the heads of all party members, with a 40% base chance. Has a 120% speed modifier.
  • Cross Counter: Counters all physical attacks to Cernunnos on turn of use with 300% melee STR-based bash damage to the attacker. Initial prep has a 600% speed modifier. Counterattacks have a base accuracy of 99%.
  • Combo Smash: Deals 130% melee STR-based bash damage to one party member, with splash damage. Has a 100% speed modifier and a base accuracy of 99%.
  • Hurricane Punch: Deals 95% melee STR-based bash damage to all party members. Attempts to inflict paralysis on hit targets, with a 25% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Fire Rush: Deals 135% ranged INT-based fire damage that pierces party rows. Has an 80% speed modifier and a base accuracy of 99%.
  • Cernunnos uses Cross Counter every 5 turns.
  • Cernunnos summons Healing Rollers at 90%, 50%, and 25% HP. The summoning is delayed if Healing Rollers are already alive.
  • Besides that, Cernunnos works in discrete phases. Skills below are listed in order of chance to be used.
    • Phase 1 (100% to 75% HP): Opens with Silent Stare. After that, Attack, Combo Smash, Silent Stare.
    • Phase 2 (75% to 50% HP): Opens with Hurricane Punch. After that, Combo Smash, Hurricane Punch, Attack, Silent Stare.
    • Phase 3 (50% to 25% HP): Opens with Fire Rush. After that, Fire Rush, Hurricane Punch, Silent Stare, Combo Smash, Attack.
    • Phase 4 (25% HP to death): Hurricane Punch, Fire Rush, Combo Smash, Silent Stare, Attack.
  • If the current turn is a multiple of 5, use Cross Counter.
  • If Cernunnos fell below 90%, 50%, or 25% HP for the first time last turn, it has not done the appropriate summoning yet, and it is the only enemy in the battle, summon two Healing Rollers.
  • If Cernunnos has been at or below 25% HP at any point in the battle:
    • 30% chance to use Hurricane Punch.
    • 30% to use Fire Rush.
    • 25% to use Combo Smash.
    • 10% to use Silent Stare.
    • 5% to Attack.
  • If Cernunnos has been at or below 50% HP at any point in the battle:
    • If this is the first turn that Cernunnos has been at 50% HP or lower, use Fire Rush.
    • 20% chance to use Hurricane Punch.
    • 40% chance to use Fire Rush.
    • 15% chance to use Combo Smash.
    • 20% chance to use Silent Stare.
    • 5% chance to Attack.
  • If Cernunnos has been at or below 75% HP at any point in the battle:
    • If this is the first turn that Cernunnos has been at 75% HP or lower, use Hurricane Punch.
    • 20% chance to use Hurricane Punch.
    • 50% chance to use Combo Smash.
    • 20% chance to Attack.
    • 10% chance to use Silent Stare.
  • If none of the above are true:
    • If Silent Stare has not been used yet, use Silent Stare.
    • 10% chance to use Silent Stare.
    • 40% chance to use Combo Smash.
    • 50% chance to Attack.
Drops:
  • Sharp Horn. 100% chance. Sells for 350 en.
    • Horn Spear (+35 ATK, +44 MAT, Flame Rush): Made from 1 Sharp Horn. Costs 870 en.
  • Usurper's Arm (Kill while fully bound). 100% chance. Sells for 1040 en.
    • Polydeuces (+185 ATK, +175 MAT, Hurricane Punch): Made from 1 Usurper's Arm. Costs 540000 en.

Chameleon King

Level: 38
HP: 9273STR: 48INT: 55VIT: 34WIS: 32AGI: 36LUC: 41
EXP Given: 14440

Damage Vulnerabilities:
100% 100% 100%
100% 50% 100%

Disable Vulnerabilities:
25% 50% 50% 25% 75% 50% 0%
0% 10%
50% 50% 50%
  • Camouflage: Makes the user evade all attacks, except for attacks that do not check for accuracy. Dispelled if the user takes damage. The evasion does not take effect if the user's legs are bound. Extremely slow.
  • Ice Storm: Deals heavy ice damage to all party members. Dispels Camouflage after use. Extremely slow, with average accuracy.
  • Poison Spit: Attempts to inflict poison on all party members, with a moderate chance, and medium damage. Average speed.
  • Lick: Reduces all party members' attack by 25% for 4 turns. Attempts to inflict paralysis on all party members, with a low chance. Slightly slow.
  • Camouflage: Makes the user evade all attacks, except for attacks that do not check for accuracy. Dispelled if the user takes damage. The evasion does not take effect if the user's legs are bound. Has a 50% speed modifier.
  • Ice Storm: Deals 85% ranged INT-based ice damage to all party members. Dispels Camouflage after use. Has a 40% speed modifier and a base accuracy of 99%.
  • Poison Spit: Attempts to inflict poison on all party members, with a 30% base chance, and a poison damage range of 41 to 76. Has a 100% speed modifier.
  • Lick: Reduces all party members' attack by 25% for 4 turns. Attempts to inflict paralysis on all party members, with a 15% base chance. Has an 80% speed modifier.
  • Chameleon King always opens with Poison Spit, followed by Camouflage.
  • If the Chameleon King used Camouflage last turn, and was not interrupted, it will use Ice Storm.
  • Chameleon King will attempt to summon Lizard Retainers if it is not Camouflaged.
  • Besides that, Chameleon King randomly uses either Poison Spit, or Camouflage, prioritizing Poison Spit.
  • If any party members are poisoned, Chameleon King de-prioritizes Poison Spit in favor of Camouflage and normal Attacks.
  • If this is the first turn, use Poison Spit.
  • If this is the second turn, use Camouflage.
  • If the current turn is a multiple of 5, use Lick.
  • If the Chameleon King used Camouflage last turn, use Ice Storm.
  • If there are no Lizard Retainers in the battle, 50% chance to summon two Lizard Retainers.
  • If there is one Lizard Retainer in the battle, 30% chance to summon one Lizard Retainer.
  • If any party members are poisoned:
    • 50% chance to use Camouflage.
    • 20% chance to use Poison Spit.
    • 30% chance to Attack.
  • If none of the above happened:
    • 70% chance to use Poison Spit.
    • 30% chance to use Camouflage.
Drops:
  • Colorful Skin. 100% chance. Sells for 2700 en.
    • Vibrant Vest (+1 DEF, +50% Ailment/Bind Resistance): Made from 1 Colorful Skin. Costs 5500 en.
  • Forked Tongue (Kill while panicked). 100% chance. Sells for 5500 en.
    • Chevalier (+113 DEF, +68 MDF, +45 TP; IMP Only): Made from 1 Forked Tongue. Costs 504000 en.

Charging Rhino

Level: 40
HP: 6546STR: 54INT: 46VIT: 39WIS: 43AGI: 20LUC: 31
EXP Given: 11325

Damage Vulnerabilities:
100% 50% 100%
100% 150% 100%

Disable Vulnerabilities:
50% 50% 25% 50% 75% 25% 50%
10% 10%
200% 25% 75%
  • Absolute Fight: Removes all ailments and binds from the user. Increases the user's attack by 50% for 4 turns. Restores 600 HP to the user. Extremely slow.
  • Horn Strike: Deals severe stab damage that pierces party rows. Very slightly slow, and extremely accurate.
  • Absolute Fight: Removes all ailments and binds from the user. Increases the user's attack by 50% for 4 turns. Restores 600 HP to the user. Has a 50% speed modifier.
  • Horn Strike: Deals 160% melee STR-based stab damage that pierces party rows. Has a 90% speed modifier and a base accuracy of 180%.
  • Charging Rhinos will use Absolute Fight in response to their heads being bound. While they have the Absolute Fight buff, they will heavily prioritize Horn Strike.
  • Charging Rhinos will use Absolute Fight the first time they fall below 25% HP.
  • Charging Rhinos are very likely to open with Horn Strike.
  • Charging Rhinos are more likely to use Horn Strike when they're at 50% HP or lower.
  • If the Charging Rhino's head is bound, use Absolute Fight.
  • If the Charging Rhino has the Absolute Fight buff:
    • 80% chance to use Horn Strike.
    • 20% chance to Attack.
  • If neither of the above happened:
    • If this is the first turn:
      • 80% chance to use Horn Strike.
      • 20% chance to Attack.
    • If the Charging Rhino is at 25% HP or lower, and it has not used Absolute Fight because of falling below 25% HP yet, use Absolute Fight.
    • If the Charging Rhino is at 50% HP or lower:
      • 80% chance to use Horn Strike.
      • 20% chance to Attack.
    • If none of the above happened:
      • 50% chance to use Horn Strike.
      • 50% chance to Attack.
Drops:
  • Red Horn Shard. 100% chance. Sells for 1600 en.
    • Crimson Tuck (+59 ATK, +50 MAT, +25 HP): Made from 1 Red Horn Shard. Costs 7100 en.
    • Pavise (+20 DEF, +1 MDF, +15% Bash Resistance): Made from 1 Red Horn Shardand 1 Arc Branch (Petal Bridge Chop Item 1). Costs 3600 en.

Chimaera

Level: 45
HP: 18568STR: 60INT: 56VIT: 36WIS: 41AGI: 38LUC: 46
EXP Given: 35200

Damage Vulnerabilities:
100% 100% 100%
100% 150% 100%

Disable Vulnerabilities:
50% 25% 50% 50% 75% 50% 25%
0% 10%
50% 50% 75%
  • Double Strike: Deals severe cut damage to two party members. Slightly slow, and extremely accurate.
  • Snake Pile: Deals medium stab damage that pierces party rows. Attempts to inflict poison on hit targets, with a high base chance, and medium-heavy poison damage. Slightly slow, with average accuracy.
  • Great Blaze: Deals heavy fire damage to all party members. Slightly slow, with average accuracy.
  • Doom Assault: Deals 3-7 instances of heavy cut damage to random party members. Has no limit on how many times one target can be hit. Attempts to inflict curse on hit targets, with a moderate chance. Slow, with average accuracy.
  • Menacing Roar: Reduces all party members' defense by 30% for 4 turns.
  • Resonant Growl: Summons and/or aggros Bloodhound Bats.
  • Double Strike: Deals 170% melee STR-based cut damage to two party members. Has an 80% speed modifier and a base accuracy of 150%.
  • Snake Pile: Deals 90% melee STR-based stab damage that pierces party rows. Attempts to inflict poison on hit targets, with a 60% base chance, and a poison damage range of 60 to 98. Has an 80% speed modifier and a base accuracy of 99%.
  • Great Blaze: Deals 100% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Doom Assault: Deals 3-7 instances of 90% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Attempts to inflict curse on hit targets, with a 30% base chance. Has a 70% speed modifier and a base accuracy of 99%.
  • Menacing Roar: Reduces all party members' defense by 30% for 4 turns.
  • Resonant Growl: Summons and/or aggros Bloodhound Bats.
  • Chimaera uses Menacing Roar and Resonant Growl out-of-turn. Both of these are on 4-turn cooldowns, though, Resonant Growl's counter is initially set to 2. The Menacing Roar timer is only incremented when Chimaera is at 90% HP or lower.
  • Chimaera operates entirely within phases besides that:
    • Phase 1 (100% to 91% HP): Snake Pile, followed by Attack, repeat until the phase ends.
    • Phase 2 (90% to 76% HP): Opens with Double Strike. Randomly uses Double Strike. Besides that, cycles between Snake Pile and Attack.
    • Phase 3 (75% to 51% HP): Opens with Great Blaze. Randomly uses Double Strike. Besides that, cycles between Great Blaze, Snake Pile, and Attack.
    • Phase 4 (50% to 31% HP): Opens with Doom Assault. Randomly uses either normal attacks or Double Strike. Besides that, cycles between Doom Assault, Great Blaze, Snake Pile, and normal Attacks.
    • Phase 5 (30% HP to death): Randomly uses, in order of chance, Doom Assault, Great Blaze, Snake Pile, and normal Attacks.
  • Out-of-turn:
    • If Resonant Growl has not been used yet, use Resonant Growl. Set the Resonant Growl timer to 2.
    • If the Menacing Roar timer is at 3 or more, and if no party members have the Menacing Roar debuff, use Menacing Roar, and reset the Menacing Roar counter to 0.
    • If the Resonant Growl timer is at 4 or more, use Resonant Growl, and reset the Resonant Growl counter to 0.
  • If Chimaera is at 30% HP or lower:
    • Increment the Menacing Roar and Resonant Growl timers.
    • 30% chance to use Great Blaze.
    • 10% chance to use Double Strike.
    • 20% chance to use Snake Pile.
    • 40% chance to use Doom Assault.
  • If Chimaera is at 50% to 31% HP:
    • Increment the Menacing Roar and Resonant Growl timers.
    • If Doom Assualt has not been used yet, or if it is enabled, use Doom Assault, and disable Doom Assault.
    • 20% chance to Attack, and enable Great Blaze, Snake Pile, and Doom Assault.
    • 40% chance to use Double Strike.
    • If Great Blaze is enabled, use Great Blaze, and disable Great Blaze.
    • If Snake Pile is enabled, use Snake Pile, and disable Snake Pile.
    • If none of the above happened, Attack, and enable Great Blaze, Snake Pile, and Doom Assault.
  • If Chimaera is at 75% to 51% HP:
    • Increment the Menacing Roar and Resonant Growl timers.
    • If Great Blaze has not been used yet, or if it is enabled, use Great Blaze, and disable Great Blaze.
    • 50% chance to use Double Strike.
    • If Snake Pile is enabled, use Snake Pile, and disable Snake Pile.
    • If none of the above happened, Attack, and enable Great Blaze and Snake Pile.
  • If Chimaera is at 90% to 76% HP:
    • Increment the Menacing Roar and Resonant Growl timers.
    • If Double Strike has not been used yet, use Double Strike.
    • 40% chance to use Double Strike.
    • If Snake Pile is enabled, use Snake Pile, and disable Snake Pile.
    • If none of the above happened, Attack, and enable Snake Pile.
  • If Chimaera is at 100% to 91% HP:
    • Increment the Resonant Growl timer.
    • If Snake Pile has not been used yet, or if it is enabled, use Snake Pile, and disable Snake Pile.
    • Otherwise, Attack, and enable Snake Pile.
Drops:
  • Brute Tail. 100% chance. Sells for 7000 en.
    • Shadow Piercer (+59 ATK, +72 MAT, Venomous Stab): Made from 1 Brute Tail. Costs 13200 en.
  • Poison Wing (Kill with poison damage). 100% chance. Sells for 21000 en.
    • Sylpheed Vest (+93 DEF, +108 MDF, +15% Bind Resistance; SRV Only): Made from 1 Poison Wing. Costs 443000 en.

Chiroptilla

Level: 53
HP: 1044STR: 72INT: 34VIT: 45WIS: 42AGI: 33LUC: 42
EXP Given: 3640

Damage Vulnerabilities:
100% 50% 100%
100% 50% 100%

Disable Vulnerabilities:
150% 100% 100% 50% 100% 50% 100%
50% 50%
100% 50% 100%
  • Giant Hammer: Deals heavy bash damage to all party members. Extremely slow, with average accuracy.
  • Giant Hammer: Deals 90% melee STR-based bash damage to all party members. Has a 60% speed modifier and a base accuracy of 99%.
  • Chiroptillas are likely to open with Giant Hammer.
  • When Chiroptillas are at 50% HP or lower, they're far more likely to use Giant Hammer.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Giant Hammer.
    • Else, Attack.
  • If the Chiroptilla's HP is at 50% or lower:
    • 80% chance to use Giant Hammer.
    • Else, Attack.
  • Else:
    • 40% chance to use Giant Hammer.
    • Else, Attack.
Drops:
  • Primate Patagium. 80% chance. Sells for 347 en.
    • Heavy Gongs (+53 ATK, +50 MAT, AGI Up Lv3): Made from 1 Primate Patagiumand 1 Metallic Wing (Bloodthirsty Fly Drop 1). Costs 15000 en.
    • Kong Breastplate (+32 DEF, +32 MDF): Made from 1 Primate Patagium. Costs 14300 en.
    • Bash Charm (+30% Bash Resistance): Made from 2 Primate Patagiums. Costs 10000 en.

Clawed Mole

Level: 41
HP: 362STR: 52INT: 36VIT: 38WIS: 42AGI: 36LUC: 32
EXP Given: 938

Damage Vulnerabilities:
100% 100% 100%
100% 150% 50%

Disable Vulnerabilities:
50% 100% 150% 100% 50% 100% 100%
100% 100%
100% 100% 100%
  • Crazy Swipe: Deals 2-4 instances of heavy cut damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and extremely accurate.
  • Crazy Swipe: Deals 2-4 instances of 130% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 150%.
  • Clawed Moles are likely to open with Crazy Swipe.
  • When Clawed Moles are at 50% HP or lower, they're far more likely to use Crazy Swipe.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Crazy Swipe.
    • Else, Attack.
  • If the Clawed Mole's HP is at 50% or lower:
    • 80% chance to use Crazy Swipe.
    • Else, Attack.
  • Else:
    • 40% chance to use Crazy Swipe.
    • Else, Attack.
Drops:
  • Soft Hide. 45% chance. Sells for 118 en.
    • Battle Boots (+9 DEF, +21 MDF): Made from 1 Hard Wood (Ancient Forest Chop Item 2) and 1 Soft Hide. Costs 2700 en.
    • Cut Charm (+30% Cut Resistance): Made from 3 Soft Hides. Costs 10000 en.
  • Sealed Mole Claw (Kill while arms are bound). 100% chance. Sells for 259 en.
    • Mole Armor (+33 DEF, +15 MDF, +15% Cut Resistance): Made from 1 Sealed Mole Claw. Costs 9500 en.

Claw Beetle

Level: 64
HP: 876STR: 82INT: 58VIT: 56WIS: 61AGI: 41LUC: 63
EXP Given: 3412

Damage Vulnerabilities:
10% 10% 100%
150% 150% 150%

Disable Vulnerabilities:
100% 150% 150% 100% 100% 50% 100%
100% 50%
100% 100% 50%
  • Stupefying Buzz: Attempts to bind the heads of all party members, with a medium chance. Very fast.
  • Stupefying Buzz: Attempts to bind the heads of all party members, with a 40% base chance. Has a 130% speed modifier.
  • Claw Beetles are likely to open with Stupefying Buzz.
  • When Claw Beetles are at 50% HP or lower, they're far less likely to use Stupefying Buzz.
  • If all party members have their heads bound, Claw Beetles will always Attack.
  • If all party members have their heads bound, Attack.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Stupefying Buzz.
    • Else, Attack.
  • If the Claw Beetle's HP is at 50% or lower:
    • 30% chance to use Stupefying Buzz.
    • Else, Attack.
  • Else:
    • 60% chance to use Stupefying Buzz.
    • Else, Attack.
Drops:
  • Hard Shell. 70% chance. Sells for 498 en.
    • Nagigama (+73 ATK, +78 MAT, VIT Up Lv3): Made from 1 Eclogite (Golden Lair Mine Item 2) and 1 Hard Shell. Costs 38500 en.
    • Ballock Knife (+62 ATK, +80 MAT, VIT Up Lv3): Made from 1 Hard Shell. Costs 30500 en.
    • Tourney Mail (+48 DEF, +31 MDF): Made from 2 Hard Shells. Costs 32000 en.
  • Stagnant Scythe (Kill while blinded). 100% chance. Sells for 764 en.
    • Mikaeri (+95 ATK, +50 MAT, Foot Sweep): Made from 1 Stagnant Scythe. Costs 51000 en.

Cliff Goat

Level: 56
HP: 753STR: 69INT: 48VIT: 53WIS: 59AGI: 52LUC: 54
EXP Given: 2563

Damage Vulnerabilities:
100% 100% 100%
100% 150% 100%

Disable Vulnerabilities:
50% 100% 100% 50% 100% 150% 150%
100% 100%
50% 100% 100%
  • Panic Assault: Deals medium bash damage to one party member, with splash damage. Attempts to inflict panic on hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Panic Assault: Deals 90% melee STR-based bash damage to one party member, with splash damage. Attempts to inflict panic on hit targets, with a 25% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Cliff Goats are very likely to use Panic Assualt over normal Attacks.
  • If Cliff Goats use Panic Assault, and they're not in the back row, they have a small chance to target party members that aren't panicked.
  • 70% chance to use Panic Assault.
    • If all party members are panicked, use standard targeting.
    • If any party members are panicked, and the Cliff Goat is in the back row, 30% chance to target party members that aren't panicked.
    • Otherwise, use standard targeting.
  • 30% chance to Attack.
Drops:
  • Shattered Horn. 65% chance. Sells for 372 en.
    • Goat Wand (+74 ATK, +58 MAT, -2% Base Accuracy, AGI Up Lv3): Made from 1 Shattered Hornand 2 Triangular Trunks (Western Shrine Chop Item 1). Costs 28500 en.
    • Goat Mail (+35 DEF, +35 MDF): Made from 2 Shattered Horns. Costs 18400 en.
    • Sword Shield (+28 DEF, +2 MDF, +5 STR): Made from 1 Sharp Pincer (Glaring Stinger Drop 1) and 1 Shattered Horn. Costs 15500 en.

Cockatrice

Level: 37
HP: 742STR: 48INT: 45VIT: 35WIS: 40AGI: 29LUC: 40
EXP Given: 1495

Damage Vulnerabilities:
100% 50% 100%
100% 50% 150%

Disable Vulnerabilities:
100% 100% 50% 150% 100% 100% 0%
100% 50%
100% 100% 100%
  • Petrifying Stare: Attempts to inflict petrification on one row of party members, with a medium chance. Slightly slow.
  • Petrifying Stare: Attempts to inflict petrification on one row of party members, with a 40% base chance. Has an 80% speed modifier.
  • Petrifying Stare will always target party members who are not petrified.
  • Cockatrices are very likely to open with Petrifying Stare.
  • Cockatrices are far more likely to use Petrifying Stare when there are other enemies in the battle. and when it is at high HP.
  • If all party members are petrified, Cockatrices will always Attack.
  • If all party members are petrified, Attack.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Petrifying Stare, targeting party members who are not petrified.
    • 20% chance to Attack.
  • If the Cockatrice is in the back row:
    • 80% chance to use Petrifying Stare, targeting party members who are not petrified.
    • 20% chance to Attack.
  • If the Cockatrice is at 50% HP or lower, and is the only enemy in the battle:
    • 30% chance to use Petrifying Stare, targeting party members who are not petrified.
    • 70% chance to Attack.
  • If none of the above happened:
    • 70% chance to use Petrifying Stare, targeting party members who are not petrified.
    • 30% chance to Attack.
Drops:
  • Cockatrice Tail. 85% chance. Sells for 153 en.
    • Cotardie (+17 DEF, +29 MDF): Made from 1 Cockatrice Tailand 1 Gold Crest (Ptarmigan Drop 1). Costs 3300 en.
    • Cockatrice Charm (Immunity to petrification): Made from 2 Cockatrice Tails. Costs 500 en.
    • Petrify Gas (Attempts to inflict petrification on all enemies; 30% base chance, 80% speed modifier): Made from 1 Cockatrice Tail. Costs 250 en.

Cocky Capacitor

Level: 63
HP: 1801STR: 41INT: 41VIT: 60WIS: 60AGI: 40LUC: 60
EXP Given: 2943

Damage Vulnerabilities:
100% 100% 100%
100% 100% 0%

Disable Vulnerabilities:
50% 25% 50% 75% 75% 75% 0%
10% 10%
50% 50% 50%


  • Inactive Cocky Capacitors will summon a Cocky Capacitor if there's more than one of them in the battle.
  • Otherwise, they will do nothing.
  • If there are other inactive Cocky Capacitors in the battle, summon a Cocky Capacitor.
  • Otherwise, do nothing.
Drops:
  • Broken Core. 100% chance. Sells for 1800 en.
    • Thunderbolt (+97 ATK, +46 MAT, Adds Volt to Normal Attacks): Made from 1 Electric Ore. Costs 44800 en.
    • Lightning Armor (+47 DEF, +25 MDF, +30% Sleep Resistance, +30% Blind Resistance): Made from 1 Electric Oreand 1 Glittering Tail (Raptor Lord Drop 1). Costs 34400 en.
    • Lively Mittens (+15 DEF, +15 MDF, +15% Bind Resistance): Made from 2 Broken Cores. Costs 17900 en.

Cocky Capacitor

Level: 63
HP: 14159STR: 72INT: 83VIT: 66WIS: 72AGI: 48LUC: 64
EXP Given: 29435

Damage Vulnerabilities:
50% 50% 50%
100% 100% 0%

Disable Vulnerabilities:
50% 25% 50% 75% 75% 75% 0%
10% 10%
50% 50% 50%
  • Dynamo Thunder: Deals very heavy volt damage to all party members. Attempts to inflict paralysis on hit targets, with a moderate chance. Slightly slow, and very accurate.
  • Dynamo Thunder: Deals 85% ranged INT-based volt damage to all party members. Attempts to inflict paralysis on hit targets, with a 25% base chance. Has an 80% speed modifier and a base accuracy of 120%.
  • Cocky Capacitors always open with Dynamo Thunder.
  • At high HP, Cocky Capacitors will use Dynamo Thunder randomly, and never consecutively.
  • At low HP, Cocky Capacitors will use Dynamo Thunder far more frequently.
  • At very low HP, Cocky Capacitors will split apart into four inactive Cocky Capacitors if it is the only enemy in the battle.
    • This does not happen if the Cocky Capacitor is a rare breed.
  • If there are other enemies in the battle, Cocky Capacitors at very low HP will spam Dynamo Thunder until they die.
  • If Dynamo Thunder has not been used yet, use Dynamo Thunder, and disable Dynamo Thunder.
  • If the Cocky Capacitor is at 10% HP or lower:
    • If the Cocky Capacitor is a rare breed, use Dynamo Thunder.
    • If the Cocky Capacitor is the only enemy in the battle, split apart into four inactive Cocky Capacitors.
    • If neither of the above happened, use Dynamo Thunder.
  • If the Cocky Capacitor is at 40% HP to 11% HP:
    • 70% chance to use Dynamo Thunder.
    • 30% chance to Attack.
  • If none of the above happened:
    • If Dynamo Thunder is enabled, 40% chance to use Dyanmo Thunder, and disable Dynamo Thunder.
    • Otherwise, Attack, and enable Dynamo Thunder.
Drops:
  • Electric Ore. 100% chance. Sells for 4100 en.
    • Thunderbolt (+97 ATK, +46 MAT, Adds Volt to Normal Attacks): Made from 1 Electric Ore. Costs 44800 en.
    • Lightning Armor (+47 DEF, +25 MDF, +30% Sleep Resistance, +30% Blind Resistance): Made from 1 Electric Oreand 1 Glittering Tail (Raptor Lord Drop 1). Costs 34400 en.
    • Lively Mittens (+15 DEF, +15 MDF, +15% Bind Resistance): Made from 2 Broken Cores. Costs 17900 en.

Cold Claw

Level: 64
HP: 584STR: 73INT: 79VIT: 67WIS: 53AGI: 60LUC: 49
EXP Given: 2275

Damage Vulnerabilities:
100% 100% 100%
150% 10% 10%

Disable Vulnerabilities:
100% 100% 100% 100% 50% 150% 50%
100% 150%
100% 50% 100%
  • Snowy Claw: Deals 2-4 instances of heavy ice damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, with average accuracy.
  • Snowy Claw: Deals 2-4 instances of 100% ranged INT-based ice damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 99%.
  • Cold Claws are very likely to use Snowy Claw.
  • 80% chance to use Snowy Claw.
  • 20% chance to Attack.
Drops:
  • Frigid Mole Nail. 55% chance. Sells for 295 en.
    • Shamshir (+79 ATK, +68 MAT, LUC Up Lv3): Made from 1 Frigid Mole Nailand 1 Eclogite (Golden Lair Mine Item 2). Costs 39000 en.
    • Stillwater Wand (+50 ATK, +90 MAT, WIS Up Lv3): Made from 2 Frigid Mole Nails. Costs 42500 en.
    • Sasanoyuki (+91 ATK, +47 MAT, HP Up Lv3): Made from 1 Thick Bone (Baboon Drop 1) and 1 Frigid Mole Nail. Costs 45500 en.

Craven Mantrap

Level: 81
HP: 23754STR: 119INT: 80VIT: 84WIS: 86AGI: 74LUC: 70
EXP Given: 70715

Damage Vulnerabilities:
150% 100% 100%
150% 100% 100%

Disable Vulnerabilities:
75% 50% 50% 25% 50% 25% 50%
10% 50%
50% 50% 50%
  • Ivy Drain: Deals heavy cut damage to one row of party members. Heals the user for 450% of the damage dealt. Slightly slow, with average accuracy.
  • Binding Leaf: Deals medium-heavy cut damage to all party members. Attempts to bind the arms and legs of hit targets, with a moderate chance. Average speed, with average accuracy.
  • Guillotine Chomp: Deals very severe cut damage to one party member, with splash damage. Attempts to bind the heads of hit targets, with a medium chance. Slightly slow, with average accuracy.
  • Ivy Drain: Deals 120% melee STR-based cut damage to one row of party members. Heals the user for 450% of the damage dealt. Has an 80% speed modifier and a base accuracy of 99%.
  • Binding Leaf: Deals 100% melee STR-based cut damage to all party members. Attempts to bind the arms and legs of hit targets, with a 25% base chance. Has a 100% speed modifier and a base accuracy of 99%.
  • Guillotine Chomp: Deals 170% melee STR-based cut damage to one party member, with splash damage. Attempts to bind the heads of hit targets, with a 35% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Craven Mantraps will always open with Ivy Drain.
  • Craven Mantraps will always use Ivy Drain on turns that are multiples of 3.
  • Craven Mantraps use Binding Leaf when they first fall below 95% HP, and Guillotine Chomp when they first fall below 50% HP. After that, they randomly choose between those skills and normal Attacks.
  • Craven Mantraps will target asleep party members with Ivy Drain.
  • If all party members are asleep, use Ivy Drain, targeting party members that are asleep.
  • If Ivy Drain has not been used yet, use Ivy Drain.
  • If the current turn is a multiple of 3, use Ivy Drain.
  • If the Craven Mantrap is at 50% HP or lower:
    • If Binding Leaf has not been used yet, use Binding Leaf.
    • If Guillotine Chomp has not been used yet, use Guillotine Chomp.
    • If neither of the above happened:
      • 45% chance to use Binding Leaf.
      • 45% chance to use Guillotine Chomp.
      • 10% chance to Attack.
  • If the Craven Mantrap is at 95% HP to 51% HP:
    • If Binding Leaf has not been used yet, use Binding Leaf.
    • Otherwise:
      • 60% chance to use Binding Leaf.
      • 40% chance to Attack.
  • If none of the above happened, Attack.
Drops:
  • Bizarre Leaf. 100% chance. Sells for 9900 en.
    • Hexenschuss (+111 ATK, +117 MAT, 10% Leg Bind Chance): Made from 1 Bizarre Leafand 1 Lion Claw (Sleeping Lion Drop 1). Costs 89500 en.
    • Fantastical Shield (+45 DEF, +8 MDF, +15% Bash Resistance): Made from 1 Bizarre Leaf. Costs 50500 en.
  • Slumbering Bud (Kill while sleeping). 100% chance. Sells for 27000 en.
    • Health Charm (+50% Ailment Resistance): Made from 1 Slumbering Bud. Costs 100000 en.

Crawler

Level: 44
HP: 877STR: 58INT: 47VIT: 45WIS: 43AGI: 32LUC: 45
EXP Given: 2582

Damage Vulnerabilities:
100% 100% 100%
150% 100% 50%

Disable Vulnerabilities:
50% 150% 50% 100% 100% 100% 100%
100% 100%
100% 150% 50%
  • Bind Fang: Deals heavy bash damage to all party members. Attempts to bind the legs of hit targets, with a moderate chance. Average speed, with average accuracy.
  • Bind Fang: Deals 105% melee STR-based bash damage to all party members. Attempts to bind the legs of hit targets, with a 25% base chance. Has a 100% speed modifier and a base accuracy of 99%.
  • Crawlers are likely to open with Bind Fang.
  • When Crawlers are at 50% HP or lower, they're far more likely to use Bind Fang.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Bind Fang.
    • Else, Attack.
  • If the Crawler's HP is at 50% or lower:
    • 80% chance to use Bind Fang.
    • Else, Attack.
  • Else:
    • 40% chance to use Bind Fang.
    • Else, Attack.
Drops:
  • Small Nail. 85% chance. Sells for 293 en.
    • Caterclaw Knife (+44 ATK, +52 MAT, VIT Up Lv3): Made from 1 Small Nail. Costs 6650 en.
    • Iron Plate (+26 DEF, +26 MDF): Made from 1 Small Nailand 2 Amazonites (Ancient Forest Mine Item 1). Costs 6100 en.

Crimson Gale

Level: 34
HP: 5289STR: 45INT: 28VIT: 36WIS: 38AGI: 41LUC: 36
EXP Given: 6355

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
25% 50% 50% 25% 25% 75% 50%
10% 50%
50% 50% 25%
  • Crimson Gale: Deals very heavy stab damage that pierces party rows. Average speed, and extremely accurate.
  • Scarlet Glare: Reduces all party members' defense by 50% for 4 turns. Extremely slow.
  • Crimson Gale: Deals 110% melee STR-based stab damage that pierces party rows. Has a 100% speed modifier and a base accuracy of 140%.
  • Scarlet Glare: Reduces all party members' defense by 50% for 4 turns. Has a 60% speed modifier.
  • Crimson Gales always open with Crimson Gale.
  • Crimson Gales will use Scarlet Glare if no party members have the Scarlet Glare debuff, and its head is not bound.
  • Crimson Gale isn't used randomly until the Crimson Gale's HP is at 50% or lower. The chance is increased when the Crimson Gale falls below 40% HP.
  • If Crimson Gale has not been used yet, use Crimson Gale.
  • If any party members do not have the Scarlet Glare debuff, and the Crimson Gale's head is not bound, use Scarlet Glare.
  • If the Crimson Gale's HP is at 40% HP or lower:
    • 80% chance to use Crimson Gale.
    • 20% chance to Attack.
  • If the Crimson Gale's HP is at 50% HP or lower:
    • 60% chance to use Crimson Gale.
    • 40% chance to Attack.
  • If none of the above happened, Attack.
Drops:
  • Redbird Plume. 100% chance. Sells for 920 en.
    • Scarlet Lance (+52 ATK, +38 MAT, +0 to 1 Force Gain): Made from 1 Redbird Plumeand 1 Pointed Log (Southern Shrine Chop Item 2). Costs 4000 en.
    • Kazak (+18 DEF, +22 MDF, +15 TP): Made from 1 Redbird Plume. Costs 2650 en.

Crimson Heart

Level: 109
HP: 3650STR: 185INT: 194VIT: 100WIS: 106AGI: 93LUC: 124
EXP Given: 0

Damage Vulnerabilities:
100% 100% 100%
0% 150% 100%

Disable Vulnerabilities:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%
  • Resonant Fire: Restores 2500 HP to the Great Dragon at the end of the turn.
  • Resonant Fire: Restores 2500 HP to the Great Dragon. Has a 10% speed modifier.
  • The Crimson Heart will spam Resonant Fire until it is killed.
  • Use Resonant Fire.

Croaker Slug

Level: 90
HP: 30307STR: 134INT: 127VIT: 100WIS: 103AGI: 68LUC: 106
EXP Given: 105255

Damage Vulnerabilities:
50% 50% 50%
150% 150% 150%

Disable Vulnerabilities:
50% 50% 0% 50% 50% 25% 25%
10% 10%
100% 50% 50%
  • Headbutt Binder: Deals heavy bash damage to 3-4 random party members. Attempts to bind the head, arms, and legs of hit targets, with a moderate chance. Slightly slow, and very accurate.
  • Muddy Plague: Deals medium ice damage to one row of party members. Reduces hit targets' HP recovery by 20% for 4 turns. Slightly fast, and very accurate
  • Pandemic March: Deals heavy bash damage to all party members. Attempts to inflict poison, paralysis, panic, curse, and petrification on hit targets, with a 15% base chance, and severe poison damage. Slightly slow, and extremely accurate.
  • Headbutt Binder: Deals 90% melee STR-based bash damage to 3-4 random party members. Attempts to bind the head, arms, and legs of hit targets, with a 20% base chance. Has an 80% speed modifier and a base accuracy of 120%.
  • Muddy Plague: Deals 65% ranged INT-based ice damage to one row of party members. Reduces hit targets' HP recovery by 20% for 4 turns. Has a 110% speed modifier and a base accuracy of 130%.
  • Pandemic March: Deals 80% melee STR-based bash damage to all party members. Attempts to inflict poison, paralysis, panic, curse, and petrification on hit targets, with a 15% base chance, and a poison damage range of 161 to 217. Has an 80% speed modifier and a base accuracy of 150%.
  • Croaker Slugs always open with Headbutt Binder.
  • Croaker Slugs will counter their head being bound for the first time with Pandemic March on the turn after infliction. This will enable random usage of Pandemic March.
  • Muddy Plague is always used when the Croaker Slug first falls below 40% HP.
  • Croaker Slugs randomly use either Headbutt Binder, normal Attacks, and eventually Muddy Plague otherwise.
  • If the Croaker Slug's head is bound, and it has not used Pandemic March because of this, use Pandemic March.
  • If Headbutt Binder has not been used yet, use Headbutt Binder.
  • If the Croaker Slug is at 40% HP or lower:
    • If Muddy Plague has not been used yet, use Muddy Plague.
    • If Pandemic March was used because the Croaker Slug's head was bound at any point in the battle, 40% chance to use Pandemic March.
    • If the above happened:
      • 25% chance to use Headbutt Binder.
      • 30% chance to use Muddy Plague.
      • 5% chance to Attack.
    • Otherwise:
      • 65% chance to use Headbutt Binder.
      • 30% chance to use Muddy Plague.
      • 5% chance to Attack.
  • If none of the above happened:
    • If Pandemic March was used because the Croaker Slug's head was bound at any point in the battle, 40% chance to use Pandemic March.
    • If the above happened:
      • 25% chance to use Headbutt Binder.
      • 35% chance to Attack.
    • Otherwise:
      • 65% chance to use Headbutt Binder.
      • 35% chance to Attack.
Drops:
  • Slimy Fin. 100% chance. Sells for 14300 en.
    • Cursed Machete (+114 ATK, +141 MAT, 13% Curse Chance): Made from 1 Slimy Fin. Costs 120000 en.
    • Pandora Vest (+67 DEF, +58 MDF, +7 LUC): Made from 1 Slimy Finand 1 Flame Claw (Flame Lynx Drop 1). Costs 111000 en.
  • Bound Cylinder (Kill while head is bound). 100% chance. Sells for 28800 en.
    • Calamity Cannon (+130 ATK, +100 MAT, Calamity Cannon): Made from 1 Bound Cylinder. Costs 159000 en.

Cruella

Level: 72
HP: 15276STR: 95INT: 83VIT: 58WIS: 63AGI: 65LUC: 82
EXP Given: 46083

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
75% 25% 50% 0% 50% 50% 50%
10% 10%
50% 10% 50%
  • Siren Song: Attempts to inflict panic on all party members, with a medium-high chance. Very fast.
  • Wide Bind: Deals severe cut damage to one party member, with splash damage. Attempts to bind the head and arms of hit targets, with a medium-low chance. Slightly slow, with average accuracy.
  • Siren Song: Attempts to inflict panic on all party members, with a 45% base chance. Has a 120% speed modifier.
  • Wide Bind: Deals 130% melee STR-based cut damage to one party member, with splash damage. Attempts to bind the head and arms of hit targets, with a 35% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Cruellas always open with Siren Song.
  • Siren Song cannot be used consecutively.
  • Cruellas stop using normal Attacks and exclusively use Wide Bind at 50% HP or lower.
  • If this is the first turn, use Siren Song, and disable Siren Song.
  • If Siren Song is enabled, at least one party member is not panicked, and Siren Song was not already used on this turn, 80% chance to use Siren Song, and disable Siren Song.
  • 50% chance to enable Siren Song.
  • If Cruella is at 50% HP or lower:
    • Use Wide Bind.
      • If all party members have their heads bound, use standard targeting.
      • Otherwise, target party members whose heads and legs aren't bound.
  • If none of the above happened:
    • If all party members have their heads bound:
      • 60% chance to use Wide Bind.
      • 40% chance to Attack.
    • Otherwise:
      • 60% chance to use Wide Bind, targeting party members whose heads and legs aren't bound.
      • 40% chance to Attack.
Drops:
  • Red String. 100% chance. Sells for 7300 en.
    • Crimson Staff (+70 ATK, +124 MAT, +3 HP, +3 TP, +3 All Stats): Made from 1 Red String. Costs 66000 en.
    • Linen Cuirass (+40 DEF, +50 MDF, +7 WIS): Made from 1 Red Stringand 1 Faerie Wings (Pixie Drop 1). Costs 41700 en.
  • Vine Strand (Kill while fully bound). 100% chance. Sells for 29500 en.
    • Exorcist Gloves (+40 DEF, +60 MDF, +6 STR): Made from 1 Vine Strand. Costs 131000 en.

Cube Gel

Level: 43
HP: 241STR: 46INT: 40VIT: 28WIS: 35AGI: 27LUC: 42
EXP Given: 887

Damage Vulnerabilities:
50% 50% 50%
150% 150% 150%

Disable Vulnerabilities:
50% 150% 100% 50% 100% 150% 100%
100% 100%
100% 50% 100%
  • Vertigo Gel: Reduces all party members' accuracy by 30% for 4 turns. Slightly slow.
  • Vertigo Gel: Reduces all party members' accuracy by 30% for 4 turns. Has an 80% speed modifier.
  • Cube Gels are very likely to use Vertigo Gel on the first turn, and when no party members have its debuff.
  • If this is the first turn, there are other enemies in the battle, and Vertigo Gel was not used already, 80% chance to use Vertigo Gel.
  • If any party members do not have the Vertigo Gel debuff, there are other enemies in the battle, and Vertigo Gel was not used already, 80% chance to use Vertigo Gel.
  • If neither of the above happened, Attack.
Drops:
  • Gel Core. 55% chance. Sells for 130 en.
    • Urumi (+50 ATK, +43 MAT, WIS Up Lv3): Made from 2 Gel Cores. Costs 7700 en.
    • Francis (+58 ATK, +26 MAT, HP Up Lv3): Made from 1 Ray Flower (Sunflower Drop 1) and 1 Gel Core. Costs 9250 en.
  • Tranquilized Gel (Kill while sleeping). 100% chance. Sells for 300 en.
    • Amrita (Restores 40 TP to one party member): Made from 1 Tranquilized Gel. Costs 1200 en.

Curse Locust

Level: 83
HP: 801STR: 123INT: 113VIT: 91WIS: 93AGI: 94LUC: 91
EXP Given: 4504

Damage Vulnerabilities:
100% 100% 100%
50% 100% 150%

Disable Vulnerabilities:
150% 50% 100% 100% 50% 0% 100%
100% 100%
150% 100% 0%
  • Cursed Kick: Deals heavy fire damage to one party member, with splash damage. Attempts to inflict curse on hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Cursed Kick: Deals 110% ranged INT-based fire damage to one party member, with splash damage. Attempts to inflict curse on hit targets, with a 30% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Curse Locusts are far more likely to use Cursed Kick than they are normal Attacks.
  • 80% chance to use Cursed Kick.
  • 20% chance to Attack.
Drops:
  • Locust Leg. 40% chance. Sells for 874 en.
    • Gendawa (+98 ATK, +104 MAT, TP Up Lv5): Made from 1 Locust Legand 1 Fluffy Black Ear (Thunder Hare Drop 1). Costs 95000 en.
    • Cursed Bug Bracers (+26 DEF, +35 MDF): Made from 2 Locust Legs. Costs 43000 en.
    • Boeotia (+44 DEF, +14 MDF): Made from 1 Stiff Branch (Yggdrasil Labyrinth Chop Item 1) and 1 Locust Leg. Costs 58000 en.

Cutter

Level: 13
HP: 1585STR: 25INT: 3VIT: 25WIS: 17AGI: 14LUC: 22
EXP Given: 430

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 50% 50% 50% 75% 50% 75%
10% 10%
50% 50% 50%
  • Terrible Roar: Deals light almighty damage to all party members. Attempts to inflict stun on hit targets, with a moderate chance. Extremely fast and extremely accurate.
  • Charge: Doubles the damage of the user's next physical attack. Slightly slow.
  • Ruinous Strike: Deals very heavy cut damage to one row of party members. Slightly slow, with average accuracy.
  • Double Strike: Deals two instances of medium cut damage to one party member. Slightly slow, with average accuracy.
  • Terrible Roar: Deals 40% ranged STR-based almighty damage to all party members. Attempts to inflict stun on hit targets, with a 30% base chance. Has a 150% speed modifier and a base accuracy of 150%.
  • Charge: Doubles the damage of the user's next physical attack. Has an 80% speed modifier.
  • Ruinous Strike: Deals 150% melee STR-based cut damage to one row of party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Double Strike: Deals two instances of 85% melee STR-based cut damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
  • Cutters always open with Terrible Roar.
  • After that, Cutters will always use Charge.
  • Cutters always use Ruinous Strike after they use Charge.
  • On the first turn where Cutters are at 40% HP or lower, they will always use Double Slash.
  • When Cutters are at 100% HP to 41% HP, they will randomly use either Charge, Terrible Roar, or normal Attacks.
  • When Cutters are at 40% HP or lower, they will randomly use either Double Slash, Charge, or Terrible Roar.
  • If this is the first turn, use Terrible Roar.
  • If Charge was used last turn, use Ruinous Strike.
  • If the Cutter's HP is at 40% or lower:
    • If Double Slash has not been used yet, use Double Slash.
    • 40% chance to use Double Slash.
    • 40% chance to use Charge.
    • 20% chance to use Terrible Roar.
  • If the Cutter's HP is at 100% to 41%:
    • If Charge has not been used yet, use Charge.
    • 40% chance to use Charge.
    • 30% chance to use Terrible Roar.
    • 30% chance to Attack.
Drops:
  • Bear Claw. 100% chance. Sells for 98 en.
    • Rare Bear (+33 ATK, +17 MAT, +20% Base Accuracy): Made from 1 Bear Claw. Costs 570 en.
    • Bear Boots (+5 DEF, +5 MDF, +2 STR): Made from 1 Bear Clawand 1 Granite (Lush Woodlands Mine Item 2). Costs 200 en.
  • Sliced Bear Fang (Kill with cut damage). 100% chance. Sells for 120 en.
    • Kakushu (+26 ATK, +23 MAT, Thumb Jab): Made from 1 Sliced Bear Fang. Costs 390 en.

Dark Skull

Level: 34
HP: 462STR: 48INT: 36VIT: 38WIS: 28AGI: 32LUC: 27
EXP Given: 0

Damage Vulnerabilities:
150% 150% 150%
100% 100% 100%

Disable Vulnerabilities:
50% 25% 50% 50% 50% 25% 100%
100% 50%
150% 25% 25%
  • Dark Mist: Prevents all party members from recovering from ailments and binds for 5 turns. Extremely slow.
  • Dark Mist: Prevents all party members from recovering from ailments and binds for 5 turns. Has a 40% speed modifier.
  • Dark Skulls will try to initiate Dark Mist when the party is not afflicted with it. This has a very small chance of not happening, though.
  • If there are two Dark Skulls in the battle, no enemies are afflicted with a debilitating ailment or stunned, and no party members have the Dark Mist debuff, 90% chance to initiate the Dark Mist team attack with one other Dark Skull.
  • Otherwise, Attack.

Dazing Pumpkin

Level: 120
HP: 50441STR: 304INT: 199VIT: 147WIS: 125AGI: 142LUC: 175
EXP Given: 244395

Damage Vulnerabilities:
100% 100% 100%
0% 0% 0%

Disable Vulnerabilities:
50% 50% 50% 75% 50% 50% 300%
10% 0%
0% 50% 50%
  • Eternal Chant: Attempts to inflict petrification on all party members and enemies, with an extremely high chance. Average speed.
  • Coiling Vine: Attempts to bind the head and legs of all party members, with a medium-high chance. Slightly slow.
  • Absorb Vine: Drains 600 TP from one row of party members at the end of the turn.
  • Eternal Chant: Attempts to inflict petrification on all party members and enemies, with a 100% base chance. Has a 100% speed modifier.
  • Coiling Vine: Attempts to bind the head and legs of all party members, with a 40% base chance. Has an 80% speed modifier.
  • Absorb Vine: Drains 600 TP from one row of party members. Has a -100% speed modifier.
  • Dazing Pumpkins always open with Eternal Chant, and use it again when the current turn is a multiple of 5.
  • Dazing Pumpkins have a very high chance to Attack the party member with the lowest HP when any party members are at 50% HP or lower.
  • Dazing Pumpkins will always use Coiling Vine after the turn they fall below 80% HP, and Absorb Vine at 60% HP.
  • Besides that, Dazing Pumpkins randomly use either normal Attacks, Coiling Vine at below 80% HP, and Absorb Vine at below 60% HP.
  • If Eternal Chant has not been used yet, use Eternal Chant.
  • If the current turn is a multiple of 5, use Eternal Chant.
  • If any party members are at or below 50% HP, 70% chance to Attack, targeting the party member with the lowest HP.
  • If the Dazing Pumpkin is at 60% HP or lower:
    • If Absorb Vine has not been used yet, use Absorb Vine.
    • Otherwise:
      • 45% chance to use Coiling Vine.
      • 45% chance to use Absorb Vine.
      • 10% chance to Attack.
  • If the Dazing Pumpkin is at 80% HP or lower:
    • If Coiling Vine has not been used yet, use Coiling Vine.
    • Otherwise:
      • 45% chance to use Coiling Vine.
      • 55% chance to Attack.
  • If none of the above happened, Attack.
Drops:
  • Pumpkin Head. 100% chance. Sells for 35400 en.
    • Halloween Barrel (+180 ATK, +166 MAT, Halloween): Made from 1 Pumpkin Head. Costs 350000 en.
    • Flygourd's Wall (+65 DEF, +25 MDF, +15 HP): Made from 1 Pumpkin Headand 1 Morado (Abyssal Shrine Chop Item 2). Costs 169000 en.

Deadly Durian

Level: 21
HP: 211STR: 30INT: 24VIT: 23WIS: 27AGI: 31LUC: 27
EXP Given: 164

Damage Vulnerabilities:
150% 100% 100%
150% 100% 50%

Disable Vulnerabilities:
50% 100% 100% 150% 100% 100% 50%
100% 100%
150% 100% 100%
  • Thorn: Attempts to inflict blind on all party members, with a moderately low chance. Average speed.
  • Thorn: Attempts to inflict blind on all party members, with a 20% base chance. Has a 100% speed modifier.
  • Deadly Durians are likely to open with Thorn.
  • When Deadly Durians are at 50% HP or lower, they're far more likely to use Thorn.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Thorn.
    • Else, Attack.
  • If the Deadly Durian's HP is at 50% or lower:
    • 80% chance to use Thorn.
    • Else, Attack.
  • Else:
    • 40% chance to use Thorn.
    • Else, Attack.
Drops:
  • Green Thorn. 65% chance. Sells for 28 en.
    • Rapier (+32 ATK, +32 MAT, HP Up Lv1): Made from 1 Mountain Claw (Great Lynx Drop 1) and 1 Green Thorn. Costs 1390 en.
    • Green Crown Ring (Immunity to blind): Made from 4 Green Thorns. Costs 500 en.
    • Blind Gas (Attempts to inflict blind on all enemies; 40% base chance, 80% speed modifier): Made from 1 Green Thorn. Costs 250 en.

Demon Hopper

Level: 60
HP: 539STR: 84INT: 52VIT: 63WIS: 56AGI: 61LUC: 51
EXP Given: 2171

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
150% 100% 50% 50% 50% 150% 100%
100% 100%
100% 150% 50%
  • Crushing Kick: Deals severe bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Crushing Kick: Deals 130% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Demon Hoppers are likely to open with Crushing Kick.
  • When Demon Hoppers are at 50% HP or lower, they're far more likely to use Crushing Kick.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Crushing Kick.
    • Else, Attack.
  • If the Demon Hopper's HP is at 50% or lower:
    • 80% chance to use Crushing Kick.
    • Else, Attack.
  • Else:
    • 40% chance to use Crushing Kick.
    • Else, Attack.
Drops:
  • Hopper Wing. 40% chance. Sells for 320 en.
    • Devilhopper Bow (+64 ATK, +67 MAT, WIS Up Lv3): Made from 1 Hopper Wingand 1 Hollow Log (Golden Lair Chop Item 1). Costs 29000 en.
    • Demon Fork (+78 ATK, +56 MAT, TP Up Lv3): Made from 1 Hopper Wingand 2 Trileaf Stalks (Golden Lair Chop Item 2). Costs 33900 en.
    • Boulder Armor (+45 DEF, +29 MDF): Made from 1 Scorch Stone (Magma Spawn Drop 1) and 1 Hopper Wing. Costs 28500 en.
  • Tough Leg. 35% chance. Sells for 325 en.
    • Abyssal Sword (+74 ATK, +63 MAT, HP Up Lv3): Made from 2 Tough Legs. Costs 32500 en.
    • Azoth (+60 ATK, +76 MAT, LUC Up Lv3): Made from 2 Tough Legs. Costs 26500 en.
    • Demon Helmet (+22 DEF, +16 MDF): Made from 1 Tough Leg. Costs 13500 en.

Devilfish

Level: 25
HP: 442STR: 40INT: 21VIT: 34WIS: 30AGI: 25LUC: 26
EXP Given: 268

Damage Vulnerabilities:
100% 100% 100%
50% 100% 150%

Disable Vulnerabilities:
100% 100% 150% 50% 100% 100% 100%
100% 100%
150% 100% 100%
  • Sharp Fang: Deals very heavy cut damage that pierces party rows. Very slightly slow, with average accuracy.
  • Ferocious Fish: Deals very severe cut damage to all party members. Extremely slow, with average accuracy.
  • Sharp Fang: Deals 130% melee STR-based cut damage that pierces party rows. Has a 90% speed modifier and a base accuracy of 99%.
  • Ferocious Fish: Deals 200% melee STR-based cut damage to all party members. Has a 40% speed modifier and a base accuracy of 99%.
  • Devilfish will spam Ferocious Fish as long as there is at least one Fanged Fish in the battle.
  • If a Devilfish is the only enemy in the battle, once per battle, it will summon two Fanged Fish.
  • When Devilfishes are at 50% HP or lower, they're far more likely to use Sharp Fang.
  • If there are any Fanged Fish in the battle, Ferocious Fish was not already used on the current turn, and no enemies are afflicted with debilitating ailments or stunned, initiate Ferocious Fish with one Fanged Fish.
  • If the Devilfish is the only enemy in the battle, and it has not summoned any Fanged Fish yet, summon two Fanged Fish.
  • If the Devilfish's HP is at 50% or lower:
    • 80% chance to use Sharp Fang.
    • Else, Attack.
  • Else:
    • 40% chance to use Sharp Fang.
    • Else, Attack.
Drops:
  • Violet Comb. 70% chance. Sells for 36 en.
    • Ultramarine Scythe (+31 ATK, +32 MAT, LUC Up Lv1): Made from 1 Violet Comband 2 Soggy Woods (Waterfall Wood Chop Item 1). Costs 1420 en.
    • Machete (+36 ATK, +42 MAT, +12 LUC): Made from 1 Reptile Dorsal Fin (Greedy Lizard Drop 1) and 1 Violet Comb. Costs 1500 en.
    • Leaf Blazer (+12 DEF, +19 MDF): Made from 1 Starry Case (Starry Slug Drop 1) and 1 Violet Comb. Costs 1000 en.

Diabolix

Level: 73
HP: 15706STR: 97INT: 85VIT: 64WIS: 66AGI: 68LUC: 83
EXP Given: 50490

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 50% 25% 50% 75% 0% 50%
10% 10%
10% 50% 50%
  • Supreme Bind: Attempts to bind the head, arms, and legs of one party member, with a medium-high chance. Slightly slow.
  • High Ecstasy: Deals light damage to one row of party members. If a target has any disable, they instead take overkill cut damage at the end of the turn. Extremely accurate.
  • Leg Hex: Attempts to inflict curse on and bind the legs of all party members, with a moderate chance. Fast.
  • Supreme Bind: Attempts to bind the head, arms, and legs of one party member, with a 50% base chance. Has an 80% speed modifier.
  • High Ecstasy: Deals 50% melee STR-based cut damage to one row of party members. If a target has any disable, they instead take 250% melee STR-based cut damage. Has a 10% speed modifier and a base accuracy of 150%.
  • Leg Hex: Attempts to inflict curse on and bind the legs of all party members, with a 30% base chance. Has a 120% speed modifier.
  • Diabolix always opens with Supreme Bind.
  • Diabolix starts using High Ecstasy on turns that are multiples of 3 once she's damaged a little.
  • Diabolix will not use Supreme Bind if at least one party member isn't fully bound.
  • Diabolix always uses Leg Hex when she first falls below 75% HP.
  • High Ecstasy always targets party members that have disables.
  • When Diabolix is at low HP, she will always use High Ecstasy if any party members have any disable.
  • If none of the special conditions are fulfilled, Diabolix will Attack, and at 75% HP or lower, mix in Leg Hex too.
  • If Supreme Bind has not been used yet, use Supreme Bind.
  • If Diabolix is at or below 45% HP:
    • If any party members are petrified, panicked, or have their heads, arms, or legs bound, use High Ecstasy, targeting party members that are petrified, panicked, or have their heads, arms, or legs bound.
    • Otherwise:
      • If Supreme Bind is enabled, and at least one party member isn't fully bound, 40% chance to use Supreme Bind, and disable Supreme Bind.
      • If all party members are fully bound:
        • 90% chance to use Leg Hex, and enable Supreme Bind.
        • 10% chance to Attack, and enable Supreme Bind.
      • Otherwise:
        • 50% chance to use Leg Hex, and enable Supreme Bind.
        • 10% chance to Attack, and enable Supreme Bind.
  • If Diabolix is at 75% to 46% HP:
    • If the current turn is a multiple of 3, use High Ecstasy.
    • If Leg Hex has not been used yet, use Leg Hex.
    • If at least one party member isn't fully bound, 40% chance to use Supreme Bind, targeting party members who do not have their head, arms, or legs bound.
    • If all party members are fully bound:
      • 80% chance to use Leg Hex.
      • 20% chance to Attack.
    • Otherwise:
      • 40% chance to use Leg Hex
      • 20% chance to Attack.
  • If Diabolix is at 90% to 76% HP:
    • If the current turn is a multiple of 3, use High Ecstasy.
    • If at least one party member isn't fully bound, 40% chance to use Supreme Bind, targeting party members who do not have their head, arms, or legs bound.
    • If all party members are fully bound, Attack.
    • Otherwise, 60% chance to Attack.
  • If none of the above happened:
    • If at least one party member isn't fully bound, 30% chance to use Supreme Bind, targeting party members who do not have their head, arms, or legs bound.
    • If all party members are fully bound, Attack.
    • Otherwise, 70% chance to Attack.
Drops:
  • Purple Thread. 100% chance. Sells for 7500 en.
    • Black Widow (+115 ATK, +56 MAT, +16 WIS): Made from 1 Purple Threadand 1 Demonic Sickle (Forest Warrior Drop 2). Costs 71500 en.
    • Purple Leggings (+20 DEF, +25 MDF, +15% Leg Bind Resistance): Made from 1 Purple Thread. Costs 22200 en.
  • Rose Whip (Kill while fully bound). 100% chance. Sells for 29500 en.
    • Angel Robe (+84 DEF, +96 MDF, +20 WIS; MED Only): Made from 1 Rose Whip. Costs 438000 en.

Diatryma

Level: 37
HP: 371STR: 51INT: 37VIT: 32WIS: 38AGI: 24LUC: 30
EXP Given: 564

Damage Vulnerabilities:
50% 50% 50%
100% 150% 100%

Disable Vulnerabilities:
150% 100% 100% 100% 50% 100% 50%
100% 100%
50% 150% 100%
  • Bad Beak: Deals medium bash damage to one party member. If the target has any disable, deals overkill damage instead. Slightly slow, and extremely accurate.
  • Bad Beak: Deals 95% melee STR-based bash damage to one party member. If the target has any disable, deals 285% melee STR-based bash damage instead. Has an 80% speed modifier and a base accuracy of 140%.
  • If any party members have any disables, Diatrymas are very likely to target them with Bad Beak.
  • Diatrymas are far more likely to use Bad Beak than normal Attacks.
  • If any party members are petrified, panicked, blinded, or have their heads bound:
    • If the Diatryma's head is bound, 40% chance to Attack.
    • Otherwise, use Bad Beak, targeting party members who are petrified, panicked, blinded, or have their heads bound.
  • Otherwise:
    • 80% chance to use Bad Beak.
    • 20% chance to Attack.
Drops:
  • Glinting Beak. 60% chance. Sells for 83 en.
    • Kijin Daiou (+53 ATK, +28 MAT, HP Up Lv3): Made from 1 Glinting Beakand 1 Prehnite (Petal Bridge Mine Item 1). Costs 6200 en.
    • Iron Saker (+45 ATK, +34 MAT, VIT Up Lv3): Made from 1 Prehnite (Petal Bridge Mine Item 1) and 1 Glinting Beak. Costs 6550 en.
    • White Hat (+14 DEF, +10 MDF): Made from 2 Glinting Beaks. Costs 2800 en.

Dinogator

Level: 130
HP: 62523STR: 223INT: 143VIT: 147WIS: 147AGI: 124LUC: 178
EXP Given: 396845

Damage Vulnerabilities:
50% 50% 50%
150% 150% 150%

Disable Vulnerabilities:
25% 25% 0% 0% 25% 50% 0%
0% 10%
25% 25% 25%
  • Playful Bite: Deals very severe cut damage to all party members. Slightly slow, with average accuracy.
  • Frolic: Attempts to bind the heads, arms, and legs of all party members, with a very extremely high chance. Comically fast.
  • Pout: Deals 10 instances of comically overkill cut damage to random party members at the end of the turn. Has no limit on how many times one party member can be hit. Comically accurate.
  • Playful Bite: Deals 150% melee STR-based cut damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Frolic: Attempts to bind the heads, arms, and legs of all party members, with a 120% base chance. Has an 800% speed modifier.
  • Pout: Deals 10 instances of 1200% melee STR-based cut damage to random party members. Has no limit on how many times one party member can be hit. Has a 10% speed modifier and a base accuracy of 180%.
  • Dinogators will always open with Pout.
  • Before Dinogators fall below 70% HP, they will always use Frolic if the party has no binds.
  • Dinogators will use Pout if any party members have any binds when they're between 99% and 71% HP, and 30% HP or lower.
  • Dinogators will always use Playful Bite when they're between 70% and 51% HP.
  • Dinogators will always use Pout when they're between 50% and 31% HP.
  • When Dinogators get to 30% HP or lower, besides using Pout in response to any binds, they will randomly use either Pout, Playful Bite, or Frolic.
  • If the Dinogator is at 30% HP or lower:
    • If any party members have their head, arms, or legs bound, use Pout.
    • Otherwise:
      • 35% chance to use Pout.
      • 35% chance to use Playful Bite.
      • 30% chance to use Frolic.
  • If the Dinogator is at 50% to 31% HP, use Pout.
  • If the Dinogator is at 70% to 51% HP, use Playful Bite.
  • If the Dinogator has taken any damage:
    • If any party members have their head, arms, or legs bound, use Pout.
    • Otherwise, use Frolic.
  • If none of the above happened, use Pout.
Drops:
  • Dinogator Skin. 100% chance. Sells for 88888 en.
    • Cianontedae (+50 DEF, +50 MDF, -70% Speed): Made from 1 Dinogator Skin. Costs 124000 en.
  • Dislodged Fang (Kill with stab damage). 100% chance. Sells for 150000 en.
    • Ahemait Helmet (+53 DEF, +30 MDF, +3 All Stats): Made from 1 Dislodged Fang. Costs 156000 en.

Dinotyrant

Level: 89
HP: 34888STR: 134INT: 99VIT: 108WIS: 90AGI: 72LUC: 94
EXP Given: 107520

Damage Vulnerabilities:
150% 150% 150%
100% 100% 0%

Disable Vulnerabilities:
50% 50% 50% 25% 25% 25% 50%
0% 25%
0% 50% 50%
  • Death Glare: Attempts to instantly kill one party member, with high chance. Slightly slow.
  • Curse Fang: Deals very heavy cut damage to all party members. Attempts to inflict curse on hit targets, with a high chance. Slow, with average accuracy.
  • Sonic Fang: Deals heavy cut damage that pierces party rows at the start of the turn. Average accuracy.
  • Death Glare: Attempts to instantly kill one party member, with a 55% base chance. Has an 80% speed modifier.
  • Curse Fang: Deals 80% melee STR-based cut damage to all party members. Attempts to inflict curse on hit targets, with a 50% base chance. Has a 70% speed modifier and a base accuracy of 99%.
  • Sonic Fang: Deals 65% melee STR-based cut damage that pierces party rows at the start of the turn. Has a base accuracy of 99%.
  • Dinotyrants always open by using Death Glare. After that, they will use it on every turn that is a multiple of 4.
  • Dinotyrants begin by randomly using either Curse Fang or normal Attacks.
  • Dinotyrants will always use Sonic Fang when they first fall below 65% HP. After that, they start randomly cycling between it, Curse Fang, and normal Attacks.
  • At low HP, if any Protector guard/shield skill is used, or a select few other defensive utility skills, Dinotyrants will greatly increase their chance of using Sonic Fang.
    • The complete list of skills can be found in the complete writeup.
  • If Death Glare has not been used yet, use Death Glare.
  • If the player uses any of the following skills, enable Sonic Fang:
    • Front Guard
    • Ally Shield
    • Rear Guard
    • Keep Guard
    • Recovery Guard
    • Heal Guard
    • Line Shield
    • Full Guard
    • Chain Dance
    • Scapegoat
    • Ninpo: Flight
    • Flee
    • Shadow Cloak
  • If the current turn is a multiple of 4, use Death Glare.
  • If the Dinotyrant is at 35% HP or lower:
    • If Sonic Fang has not been used yet, use Sonic Fang.
    • If Sonic Fang is enabled:
      • 80% chance to use Sonic Fang.
      • 15% chance to use Curse Fang.
      • 5% chance to Attack.
    • Otherwise:
      • 40% chance to use Sonic Fang.
      • 55% chance to use Curse Fang.
      • 5% chance to Attack.
  • If the Dinotyrant is at 65% HP to 36% HP:
    • If Sonic Fang has not been used yet, use Sonic Fang.
    • 40% chance to use Sonic Fang.
    • 40% chance to use Curse Fang.
    • 20% chance to Attack.
  • If none of the above happened:
    • 60% chance to use Curse Fang.
    • 40% chance to Attack.
Drops:
  • Bone Plate. 100% chance. Sells for 13400 en.
    • Sonic Dagger (+100 ATK, +130 MAT, +50% Speed): Made from 1 Bone Plate. Costs 90000 en.
    • Pain Shield (+100 DEF, -50% Ailment/Bind Resistance): Made from 1 Bone Plate. Costs 186000 en.

Dire Wolf

Level: 30
HP: 625STR: 39INT: 39VIT: 34WIS: 38AGI: 31LUC: 30
EXP Given: 907

Damage Vulnerabilities:
100% 100% 100%
10% 100% 100%

Disable Vulnerabilities:
100% 50% 100% 100% 100% 150% 50%
100% 100%
100% 100% 100%
  • Flame Howl: Deals very heavy fire damage to 2-4 random party members. Slightly slow, with average accuracy.
  • Flame Howl: Deals 110% ranged INT-based fire damage to 2-4 random party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Dire Wolves are extremely unlikely to use Flame Howl when they're in the back row, and another Dire Wolf already used Flame Howl.
  • If that doesn't happen, then Dire Wolves are very likely to use Flame Howl.
  • If the Dire Wolf is in the back row, and Flame Howl was used already by another enemy:
    • 10% chance to use Flame Howl.
    • 90% chance to Attack.
  • Otherwise:
    • 80% chance to use Flame Howl.
    • 20% chance to Attack.
Drops:
  • Crimson Fang. 80% chance. Sells for 104 en.
    • Crimson Wolf Knife (+28 ATK, +41 MAT, STR Up Lv2): Made from 1 Crimson Fang. Costs 2000 en.
    • Beast Thorn Armor (+25 DEF, +10 MDF, +4 STR): Made from 1 Beast Thorn (Rebel Wolf Drop 1) and 1 Crimson Fang. Costs 3750 en.
    • Wolf Gloves (+8 DEF, +12 MDF): Made from 1 Crimson Fangand 1 Ulexite (Southern Shrine Mine Item 2). Costs 1150 en.
  • Cold Blood (Kill with ice damage). 100% chance. Sells for 145 en.
    • Spirit Bead (+20 HP, +20 WIS): Made from 1 Cold Blood. Costs 1500 en.

Dragonfly

Level: 52
HP: 696STR: 74INT: 45VIT: 58WIS: 52AGI: 53LUC: 54
EXP Given: 2184

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
100% 100% 150% 100% 50% 100% 100%
100% 100%
100% 100% 100%
  • Manic Ambush: Deals heavy cut damage to one party member. Attempts to bind the head and legs of the target, with a high chance. Average speed, with average accuracy.
  • Manic Ambush: Deals 120% melee STR-based cut damage to one party member. Attempts to bind the head and legs of the target, with a 55% base chance. Has a 100% speed modifier and a base accuracy of 99%.
  • Dragonflies will always Attack if all party members have their legs bound.
  • Otherwise, Dragonflies are very likely to use Manic Ambush, specifically targeting party members whose legs aren't bound.
  • If all party members have their legs bound, Attack.
  • Otherwise:
    • 70% chance to use Manic Ambush, targeting party members whose legs aren't bound.
    • 30% chance to Attack.
Drops:
  • Red Foreleg. 65% chance. Sells for 298 en.
    • Shashqa (+64 ATK, +55 MAT, TP Up Lv3): Made from 2 Red Forelegs. Costs 18900 en.
    • Harpe (+57 ATK, +62 MAT, TP Up Lv3): Made from 1 Red Foreleg. Costs 17200 en.
    • Large Cap Shield (+25 DEF, +8 MDF): Made from 1 Open Cap (Giant Shroom Drop 1) and 1 Red Foreleg. Costs 10800 en.

Dream Eater

Level: 58
HP: 12105STR: 79INT: 72VIT: 59WIS: 65AGI: 51LUC: 63
EXP Given: 27650

Damage Vulnerabilities:
100% 50% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 50% 25% 25% 0% 25% 50%
10% 10%
50% 75% 50%
  • Dozing Gaze: Attempts to inflict sleep on all party members, with a medium chance. Slow.
  • Dream Eater: Deals very heavy bash damage to one row of party members. Drains TP from targets with ailments. Slow, with average accuracy.
  • Rush: Deals heavy bash damage to all party members. Very slow, and very accurate.
  • Dozing Gaze: Attempts to inflict sleep on all party members, with a 35% base chance. Has a 70% speed modifier.
  • Dream Eater: Deals 130% melee STR-based bash damage to one row of party members. Drains TP from targets that are afflicted with ailments, using the same formula as the HP damage. Has a 70% speed modifier and a base accuracy of 99%.
  • Rush: Deals 110% melee STR-based bash damage to all party members. Has a 60% speed modifier and a base accuracy of 120%.
  • Dream Eaters always open with Dozing Gaze. They will use Dozing Gaze again on turns that are multiples of 4.
  • Dream Eaters are very likely to use Dream Eater if all party members are asleep.
  • At high HP, Dream Eaters will not use Dream Eater consecutively.
  • Dream Eaters start using Rush when they're at 65% HP or lower.
  • Dream Eaters will specifically target asleep party members with Dream Eater.
  • If all party members are asleep:
    • 80% chance to use Dream Eater.
    • 20% chance to Attack.
  • If Dozing Gaze has not been used yet, use Dozing Gaze, and enable the early Dream Eater flag.
  • If the current turn is a multiple of 4, use Dozing Gaze, and enable the early Dream Eater flag.
  • If the Dream Eater is at 30% HP or lower:
    • If Rush has not been used yet, use Rush.
    • If any party members are asleep:
      • 50% chance to use Dream Eater, targeting party members who are asleep.
      • 50% chance to use Rush.
    • Otherwise:
      • 40% chance to use Dream Eater.
      • 40% chance to use Rush.
      • 20% chance to Attack.
  • If the Dream Eater is at 65% HP or lower:
    • If Rush has not been used yet, use Rush.
    • If any party members are asleep:
      • 70% chance to use Dream Eater, targeting party members who are asleep.
      • 30% chance to use Rush.
    • Otherwise:
      • 40% chance to use Dream Eater.
      • 40% chance to use Rush.
      • 20% chance to Attack.
  • If none of the above happened:
    • If the early Dream Eater flag is enabled, 40% chance to use Dream Eater, and disable the early Dream Eater flag.
    • Otherwise, Attack, and enable the Dream Eater flag.
Drops:
  • Fluffy Wool. 100% chance. Sells for 4500 en.
    • Mary Arch (+69 ATK, +72 MAT, +16 LUC): Made from 1 Fluffy Wooland 1 Barrel Tree (Western Shrine Chop Item 2). Costs 24000 en.
    • Sheep Moccasins (+16 DEF, +20 MDF, +15% Leg Bind Resistance): Made from 1 Fluffy Wool. Costs 10000 en.

Dune Prowler

Level: 85
HP: 25821STR: 181INT: 56VIT: 92WIS: 98AGI: 55LUC: 78
EXP Given: 80015

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
75% 75% 75% 50% 75% 75% 50%
10% 50%
75% 75% 75%
  • Devourer Needle: Deals 4-6 instances of severe stab damage to random party members at the end of the turn. Has no limit on how many times one party member can be hit. Extremely accurate.
  • Molt: Removes all ailments and binds from the user at the end of the turn.
  • Devourer Needle: Deals 4-6 instances of 90% melee STR-based stab damage to random party members. Has no limit on how many times one party member can be hit. Has a 10% speed modifier and a base accuracy of 150%.
  • Molt: Removes all ailments and binds from the user. Has a 10% speed modifier.
  • Dune Prowlers will use Molt in response to being afflicted with any ailemnts or binds.
  • Dune Prowlers are far more likely to use Devourer Needle at 50% HP or lower.
  • If the Dune Prowler is afflicted with any ailment or bind, use Molt.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Devourer Needle.
    • Else, Attack.
  • If the Dune Prowler's HP is at 50% or lower:
    • 80% chance to use Devourer Needle.
    • Else, Attack.
  • Else:
    • 40% chance to use Devourer Needle.
    • Else, Attack.
Drops:
  • Tremor Needles. 100% chance. Sells for 10800 en.
    • Dune Needle (+128 ATK, +128 MAT, Devourer Needle): Made from 1 Tremor Needles. Costs 106000 en.
    • Maximillian (+68 DEF, +40 MDF, +15% Stab Resistance): Made from 1 Tremor Needlesand 1 Golden Pelt (Golden Deer Drop 1). Costs 96500 en.

Duteous Fawn

Level: 10
HP: 152STR: 22INT: 22VIT: 21WIS: 23AGI: 16LUC: 19
EXP Given: 0

Damage Vulnerabilities:
100% 100% 100%
100% 100% 150%

Disable Vulnerabilities:
150% 100% 150% 150% 150% 100% 150%
10% 150%
100% 100% 100%
  • Stomp: Deals medium bash damage to one party member. Slightly slow, with average accuracy.
  • Stomp: Deals 100% melee STR-based bash damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
  • Duteous Fawns are likely to open with Stomp.
  • When Duteous Fawns are at 50% HP or lower, they're far more likely to use Stomp.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Stomp.
    • Else, Attack.
  • If the Duteous Fawn's HP is at 50% or lower:
    • 80% chance to use Stomp.
    • Else, Attack.
  • Else:
    • 40% chance to use Stomp.
    • Else, Attack.

Emperor Falcon

Level: 91
HP: 1178STR: 125INT: 104VIT: 93WIS: 111AGI: 123LUC: 86
EXP Given: 10959

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 100% 0% 50% 50% 50% 50%
0% 0%
50% 150% 50%
  • Piercing Beak: Deals very heavy damage that pierces party rows. Extremely fast, with average accuracy.
  • Piercing Beak: Deals 90% melee STR-based stab damage that pierces party rows. Has a 170% speed modifier and a base accuracy of 99%.
  • Emperor Falcons are very likely to use Piercing Beak.
  • 80% chance to use Piercing Beak.
  • 20% chance to Attack.
Drops:
  • Imperious Tail. 35% chance. Sells for 1132 en.
    • Black Falcon Bow (+131 ATK, +139 MAT, HP Up Lv5): Made from 1 Imperious Tail. Costs 182000 en.
    • Ebon Breastplate (+73 DEF, +73 MDF): Made from 1 Pitchblende (Abyssal Shrine Mine Item 1) and 1 Imperious Tail. Costs 143000 en.
    • Avian Cloak (+56 DEF, +85 MDF): Made from 1 Imperious Tailand 1 Sky Iron Claw (Mauler Mole Drop 1). Costs 125000 en.

Evil Eye

Level: 66
HP: 15557STR: 86INT: 86VIT: 70WIS: 72AGI: 60LUC: 65
EXP Given: 43015

Damage Vulnerabilities:
100% 150% 100%
10% 150% 10%

Disable Vulnerabilities:
75% 25% 50% 50% 50% 25% 10%
10% 10%
25% 50% 50%
  • Stunning Glare: Attempts to inflict poison and paralysis on one row of party members, with a medium chance, and heavy poison damage. Average speed.
  • Scorching Glare: Deals very heavy fire damage to all party members. Slightly slow, with average accuracy.
  • Onrush: Deals severe bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Stunning Glare: Attempts to inflict poison and paralysis on one row of party members, with a 40% base chance, and a poison damage range of 94 to 141. Has a 100% speed modifier.
  • Scorching Glare: Deals 130% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Onrush: Deals 150% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Evil Eyes will always open with Stunning Glare. They'll use it again on every turn that is a multiple of 4.
  • Evil Eyes start using Scorching Glare when they're at 65% HP or lower.
  • If Stunning Glare has not been used yet, use Stunning Glare.
  • If the current turn is a multiple of 4, use Stunning Glare.
  • If the Evil Eye is at 65% HP or lower:
    • If Scorching Glare has not been used yet, use Scorching Glare.
    • Otherwise:
      • 40% chance to use Onrush.
      • 40% chance to use Scorching Glare.
      • 20% chance to Attack.
  • If none of the above happened:
    • 60% chance to use Onrush.
    • 40% chance to Attack.
Drops:
  • Crystal Lens. 100% chance. Sells for 5500 en.
    • Evil Eye's Piercer (+86 ATK, +86 MAT, +16 AGI): Made from 1 Crystal Lens. Costs 37500 en.
    • Evil Eye Headband (+19 DEF, +19 MDF, +7 WIS): Made from 1 Crystal Lensand 1 Frog Belly Skin (Frog Lord Drop 2). Costs 19000 en.
  • Bound Evil Wing (Kill while arms are bound). 100% chance. Sells for 13000 en.
    • Darkwing Mantle (+29 DEF, +50 MDF, +6 AGI): Made from 1 Bound Evil Wing. Costs 29400 en.

Evil Mammoth

Level: 98
HP: 2243STR: 150INT: 101VIT: 111WIS: 102AGI: 67LUC: 81
EXP Given: 28110

Damage Vulnerabilities:
100% 50% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 100% 50% 50% 0% 0% 100%
100% 50%
50% 100% 50%
  • Dust Storm: Reduces all party members' ailment and bind resistances by 50% for 4 turns. Extremely slow.
  • Destructive Fang: Deals severe stab damage to all party members. Extremely slow, with average accuracy.
  • Dust Storm: Reduces all party members' ailment and bind resistances by 50% for 4 turns. Has a 40% speed modifier.
  • Destructive Fang: Deals 140% melee STR-based stab damage to all party members. Has a 60% speed modifier and a base accuracy of 99%.
  • Evil Mammoths will get enraged if any Frog Lords or Zapper Frogs are killed, and will spam Destructive Fang if that happens.
  • Evil Mammoths will always open with Dust Storm, and will use it again on turns that are multiples of 5. However, if there are multiple Evil Mammoths in the battle, they only have a high chance of using it
  • If any Frog Lords or Zapper Frogs were killed during the battle, use Destructive Fang.
  • If there are multiple Evil Mammoths in the battle:
    • If this is the first turn, or the current turn is a multiple of 5:
      • 70% chance to use Dust Storm.
      • 30% chance to Attack.
    • Otherwise, Attack.
  • If none of the above happened:
    • If this is the first turn, or the current turn is a multiple of 5, use Dust Storm.
    • Otherwise, Attack.
Drops:
  • Giant Tusk. 85% chance. Sells for 2436 en.
    • Bicchuu (+124 ATK, +135 MAT, TP Up Lv5): Made from 2 Giant Tusks. Costs 154000 en.
    • Tilled Armor (+84 DEF, +60 MDF): Made from 1 Giant Tusk. Costs 168000 en.

Fanged Fish

Level: 21
HP: 224STR: 32INT: 23VIT: 17WIS: 20AGI: 38LUC: 23
EXP Given: 122

Damage Vulnerabilities:
100% 100% 100%
50% 100% 150%

Disable Vulnerabilities:
100% 100% 150% 100% 100% 100% 100%
150% 100%
100% 100% 100%
  • Sharp Fang: Deals heavy cut damage that pierces party rows. Very slightly slow, with average accuracy.
  • Sharp Fang: Deals 130% melee STR-based cut damage that pierces party rows. Has a 90% speed modifier and a base accuracy of 99%.
  • Fanged Fishes are likely to open with Sharp Fang.
  • When Fanged Fishes are at 50% HP or lower, they're far more likely to use Sharp Fang.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Sharp Fang.
    • Else, Attack.
  • If the Fanged Fish's HP is at 50% or lower:
    • 80% chance to use Sharp Fang.
    • Else, Attack.
  • Else:
    • 40% chance to use Sharp Fang.
    • Else, Attack.
Drops:
  • Sharp Tooth. 60% chance. Sells for 19 en.
    • Suntetsu (+25 ATK, +23 MAT, AGI Up Lv1): Made from 2 Sharp Toothsand 1 Topaz (Waterfall Wood Mine Item 2). Costs 930 en.
    • Kettle Hat (+9 DEF, +6 MDF): Made from 1 Sharp Toothand 2 Phonolites (Waterfall Wood Mine Item 1). Costs 650 en.
    • Strap Shoes (+6 DEF, +13 MDF): Made from 1 Gum Throat (Forest Frog Drop 1) and 2 Sharp Tooths. Costs 600 en.

Fanged Vine

Level: 10
HP: 228STR: 26INT: 22VIT: 20WIS: 14AGI: 12LUC: 23
EXP Given: 75

Damage Vulnerabilities:
150% 100% 100%
150% 100% 100%

Disable Vulnerabilities:
100% 100% 100% 100% 100% 100% 100%
100% 100%
100% 100% 100%
  • Rising Bile: Increases the user's attack by 50% for 4 turns. Slightly slow.
  • Rising Bile: Increases the user's attack by 50% for 4 turns. Has an 80% speed modifier.
  • Fanged Vines will always use Rising Bile as their first action.
  • After that, they will always use normal Attacks.
  • If Rising Bile has not been used yet, use Rising Bile.
  • Attack.
Drops:
  • Thorny Vine. 80% chance. Sells for 13 en.
    • Amood Staff (+25 ATK, +18 MAT, -2% Base Accuracy, WIS Up Lv1): Made from 1 Thorny Vine. Costs 310 en.
    • Hakenbuechse (+21 ATK, +15 MAT, VIT Up Lv1): Made from 1 Granite (Lush Woodlands Mine Item 2) and 1 Thorny Vine. Costs 320 en.
    • Chain Greaves (+4 DEF, +7 MDF): Made from 1 Thorny Vineand 1 Slate (Lush Woodlands Mine Item 1). Costs 110 en.

Fenrir

Level: 30
HP: 8318STR: 45INT: 41VIT: 26WIS: 38AGI: 34LUC: 30
EXP Given: 6100

Damage Vulnerabilities:
100% 100% 100%
150% 50% 100%

Disable Vulnerabilities:
25% 75% 50% 50% 25% 50% 50%
0% 10%
50% 50% 50%
  • Howl: Summons Skolls and aggros all Skolls in Fenrir's room. Very slow.
  • Fierce Rush: Deals very heavy bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Repressive Howl: Attempts to bind the heads and arms of all party members, with a moderately low chance. Very fast.
  • Cold Fangs: Deals very heavy ice damage that pierces party rows. Slightly slow, with average accuracy.
  • Howl: Summons Skolls to the Skoll spawn points, if all Skolls from that point are dead. Aggros all Skolls in Fenrir's room. Has a 60% speed modifier.
  • Fierce Rush: Deals 130% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Repressive Howl: Attempts to bind the heads and arms of all party members, with a 20% base chance. Has a 120% speed modifier.
  • Cold Fangs: Deals 135% ranged INT-based ice damage that pierces party rows. Has an 80% speed modifier and a base accuracy of 99%.
  • Fenrir is very likely to use Howl when there are any Skolls that are not aggroed.
  • Fenrir does not use Howl if it is the only enemy in the battle.
  • Besides that:
    • Phase 1 (100% to 81% HP): Fierce Rush, Howl, and normal Attacks.
    • Phase 2 (80% to 51% HP): Opens with Repressive Howl. Besides that, Repressive Howl, Fierce Rush, Howl, and normal Attacks.
    • Phase 3 (50% to 31% HP): Opens with Cold Fangs. Besides that, Cold Fangs, Repressive Howl, Fierce Rush, Howl, and normal Attacks.
    • Phase 4 (30% HP to death): Stops using normal Attacks. If Fenrir is the only enemy in the battle, stops using Repressive Howl. Besides that, identical to Phase 3.
  • If any of the Skolls in Fenrir's room are not aggroed on the party:
    • If the current turn is less than or equal to 5, use Howl.
    • If all of the Skolls are not aggroed, 90% chance to use Howl.
    • Otherwise, 30% chance to use Howl.
  • If Fenrir is the only enemy in the battle:
    • If Fenrir is at 30% HP or lower:
      • 30% chance to use Howl.
      • 50% chance to use Cold Fangs.
      • 20% chance to use Fierce Rush.
    • If Fenrir is at 50% HP or lower:
      • If Cold Fangs has not been used yet, use Cold Fangs.
      • 20% chance to use Cold Fangs.
      • 30% chance to use Repressive Howl.
      • 30% chance to use Howl.
      • 10% chance to use Fierce Rush.
    • If Fenrir is at 80% HP or lower:
      • If Repressive Howl has not been used yet, use Repressive Howl.
      • 20% chance to use Repressive Howl.
      • 40% chance to use Fierce Rush.
      • 30% chance to use Howl.
      • 10% chance to Attack.
    • If none of the above happened:
      • 50% chance to use Fierce Rush.
      • 30% chance to use Howl.
      • 20% chance to Attack.
  • If Fenrir is not the only enemy in the battle:
      • If Fenrir is at 30% HP or lower:
        • 30% chance to use Repressive Howl.
        • 50% chance to use Cold Fangs.
        • 20% chance to use Fierce Rush.
      • If Fenrir is at 50% HP or lower:
        • If Cold Fangs has not been used yet, use Cold Fangs.
        • 20% chance to use Cold Fangs.
        • 30% chance to use Repressive Howl.
        • 50% chance to use Fierce Rush.
      • If Fenrir is at 80% HP or lower:
        • If Repressive Howl has not been used yet, use Repressive Howl.
        • 30% chance to use Repressive Howl.
        • 40% chance to use Fierce Rush.
        • 30% chance to Attack.
      • If none of the above happened:
        • 50% chance to use Fierce Rush.
        • 50% chance to use Howl.
Drops:
  • Wolf King Mane. 100% chance. Sells for 1500 en.
    • Wolf King Helmet (+14 DEF, +5 MDF, +15% Head Bind Resistance): Made from 1 Wolf King Mane. Costs 1420 en.
  • Wolf Tail (Kill on first turn). 100% chance. Sells for 4500 en.
    • Orion Epaulets (+72 DEF, +110 MDF, +10 INT; ZOD Only): Made from 1 Wolf Tail. Costs 405000 en.

Finned Slug

Level: 34
HP: 562STR: 44INT: 34VIT: 31WIS: 38AGI: 22LUC: 35
EXP Given: 730

Damage Vulnerabilities:
50% 50% 50%
150% 150% 150%

Disable Vulnerabilities:
50% 100% 50% 100% 100% 50% 50%
100% 100%
100% 150% 100%
  • Mucus Frenzy: Deals medium bash damage to 3-6 random party members. Attempts to inflict paralysis and curse on hit targets, with a low chance. Slow, and extremely accurate.
  • Mucus Frenzy: Deals 90% melee STR-based bash damage to 3-6 random party members. Attempts to inflict paralysis and curse on hit targets, with a 15% base chance. Has a 70% speed modifier and a base accuracy of 150%.
  • Finned Slugs are likely to open with Mucus Frenzy.
  • When Finned Slugs are at 50% HP or lower, they're far more likely to use Mucus Frenzy.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Mucus Frenzy.
    • Else, Attack.
  • If the Finned Slug's HP is at 50% or lower:
    • 80% chance to use Mucus Frenzy.
    • Else, Attack.
  • Else:
    • 40% chance to use Mucus Frenzy.
    • Else, Attack.
Drops:
  • Sticky Feeler. 80% chance. Sells for 96 en.
    • Slug Scythe (+36 ATK, +39 MAT, HP Up Lv3): Made from 2 Sticky Feelers. Costs 2700 en.
    • Harpoon (+42 ATK, +30 MAT, TP Up Lv3): Made from 1 Sticky Feeler. Costs 3000 en.
    • Azure Chainmail (+26 DEF, +16 MDF): Made from 1 Indigo Vine (Wrath Bloom Drop 1) and 1 Sticky Feeler. Costs 2800 en.
  • Pierced Whirl (Kill with stab damage). 100% chance. Sells for 122 en.
    • Choking Rapier (+40 ATK, +45 MAT, Hanging): Made from 1 Pierced Whirl. Costs 3500 en.

Firebird

Level: 16
HP: 273STR: 24INT: 22VIT: 22WIS: 26AGI: 19LUC: 20
EXP Given: 130

Damage Vulnerabilities:
100% 100% 100%
10% 100% 150%

Disable Vulnerabilities:
150% 100% 100% 150% 100% 100% 50%
100% 100%
100% 100% 100%
  • Corrode: Reduces all party members' physical defense by 30% for 4 turns. Slightly slow.
  • Fireball: Deals heavy fire damage to all party members. Slightly slow, with average accuracy.
  • Corrode: Reduces all party members' physical defense by 30% for 4 turns. Has an 80% speed modifier.
  • Fireball: Deals 120% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Firebirds are very likely to open with Corrode, if it wasn't already used. They're also very likely to use Corrode again on turns that are multiples of 5, if they're in the back row.
  • Firebirds are extremely unlikely to use Fireball if it was already used on this turn by another Firebird.
  • At high HP, Firebirds are very unlikely to use Fireball consecutively.
  • If this is the first turn, 80% chance to:
    • If the Firebird is in the back row, and Corrode was not already used this turn, use Corrode.
    • Otherwise, Attack.
  • If the current turn is a multiple of 5, no party members have the Corrode debuff, Corrode was not already used this turn, and the Firebird is in the back row, 80% chance to use Corrode.
  • If the Firebird is in the back row, Attack.
  • If the Firebird is in the front row:
    • If Fireball was already used on this turn:
      • 10% chance to use Fireball.
      • 90% chance to Attack.
    • If the Firebird is at 40% HP or lower, 80% chance to use Fireball.
    • If none of the above happened:
      • 80% chance to use Fireball if it wasn't used last turn.
      • Otherwise, Attack.
Drops:
  • Broken Wing. 85% chance. Sells for 30 en.
    • Madfa (+26 ATK, +20 MAT, WIS Up Lv1): Made from 2 Broken Wings. Costs 870 en.
    • Moonlight (+31 ATK, +14 MAT, HP Up Lv1): Made from 1 Tiger Fang (Barbed Tiger Drop 1) and 1 Broken Wing. Costs 950 en.
    • Haubergeon (+13 DEF, +13 MDF): Made from 1 Broken Wingand 3 Entangling Ivys (Primitive Jungle Chop Item 2). Costs 620 en.

Fire Ant

Level: 76
HP: 1077STR: 88INT: 110VIT: 68WIS: 88AGI: 69LUC: 60
EXP Given: 7052

Damage Vulnerabilities:
100% 150% 100%
50% 0% 100%

Disable Vulnerabilities:
150% 100% 150% 50% 50% 100% 100%
50% 50%
50% 100% 50%
  • Infernal Blaze: Deals 3-5 instances of heavy fire damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, with average accuracy.
  • Infernal Blaze: Deals 3-5 instances of 90% ranged INT-based fire damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 99%.
  • Fire Ants are extremely unlikely to use Infernal Blaze if another Fire Ant used it already, but it's not impossible.
  • Aside from that, Fire Ants are very likely to use Infernal Blaze on any given turn.
  • If Infernal Blaze was already used on this turn, 10% chance to use Infernal Blaze.
  • If not, 80% chance to use Infernal Blaze.
  • Otherwise, Attack.
Drops:
  • Sharp Mandibles. 75% chance. Sells for 492 en.
    • Hunter's Bow (+83 ATK, +85 MAT, AGI Up Lv4): Made from 1 Sharp Mandiblesand 1 Steel Chitin (Killer Ant Drop 1). Costs 61000 en.
    • Spangenhelm (+34 DEF, +13 MDF): Made from 2 Sharp Mandibless. Costs 29700 en.
    • Panda Moccasins (+25 DEF, +25 MDF): Made from 1 Monochrome Leg (Panda Ant Drop 1) and 1 Sharp Mandibles. Costs 28900 en.

Fire Eater

Level: 20
HP: 842STR: 29INT: 32VIT: 29WIS: 28AGI: 23LUC: 26
EXP Given: 467

Damage Vulnerabilities:
100% 100% 100%
10% 100% 150%

Disable Vulnerabilities:
150% 100% 100% 150% 100% 100% 50%
25% 100%
50% 100% 100%
  • Corrode: Reduces all party members' physical defense by 30% for 4 turns. Slightly slow.
  • Fire Breath: Deals medium-heavy fire damage to all party members. Attempts to bind the arms of hit targets, with a medium chance. Slightly slow, with average accuracy.
  • Corrode: Reduces all party members' physical defense by 30% for 4 turns. Has an 80% speed modifier.
  • Fire Breath: Deals 100% ranged INT-based fire damage to all party members. Attempts to bind the arms of hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Fire Eaters always open with Corrode.
  • Fire Eaters stop using Corrode at low HP, and become far more likely to use Fire Breath.
  • If this is the first turn, use Corrode.
  • If the Fire Eater is at 50% HP or lower:
    • 75% chance to use Fire Breath.
    • 25% chance to Attack.
  • If none of the above happened:
    • If no party members have the Corrode debuff:
      • 25% chance to use Corrode.
      • 15% chance to use Fire Breath.
      • 60% chance to Attack.
    • Otherwise:
      • 40% chance to use Fire Breath.
      • 60% chance to Attack.

Flame Lizard

Level: 32
HP: 293STR: 33INT: 38VIT: 30WIS: 39AGI: 32LUC: 27
EXP Given: 479

Damage Vulnerabilities:
100% 100% 100%
10% 150% 50%

Disable Vulnerabilities:
100% 150% 50% 50% 100% 100% 100%
100% 100%
50% 100% 100%
  • Burning Wind: Deals medium fire damage to one row of party members. Reduces hit targets' elemental defense by 30% for 4 turns. Extremely slow, with average accuracy.
  • Burning Wind: Deals 65% ranged INT-based fire damage to one row of party members. Reduces hit targets' elemental defense by 30% for 4 turns. Has a 30% speed modifier and a base accuracy of 99%.
  • Flame Lizards are far more likely to use Burning Wind than they are to Attack.
  • 80% chance to use Burning Wind.
  • 20% chance to Attack.
Drops:
  • Crimson Hide. 45% chance. Sells for 61 en.
    • Spatz (+46 ATK, +20 MAT, TP Up Lv3): Made from 1 Crimson Hideand 1 Sticky Vine (Southern Shrine Chop Item 1). Costs 3400 en.
    • Wing Helmet (+13 DEF, +9 MDF): Made from 1 Crimson Hide. Costs 1300 en.
  • Flaming Tail. 40% chance. Sells for 63 en.
    • Bilbo (+37 ATK, +37 MAT, AGI Up Lv3): Made from 1 Flaming Tail. Costs 2600 en.
    • Spike Shield (+16 DEF, +6 MDF): Made from 1 Flaming Tailand 1 Metal Horn (War Bison Drop 1). Costs 1800 en.
    • Fire Charm (+30% Fire Resistance): Made from 2 Flaming Tails. Costs 2000 en.

Flame Lynx

Level: 85
HP: 1240STR: 124INT: 114VIT: 90WIS: 95AGI: 68LUC: 80
EXP Given: 7203

Damage Vulnerabilities:
100% 100% 100%
0% 150% 50%

Disable Vulnerabilities:
100% 100% 150% 50% 100% 50% 0%
100% 100%
150% 0% 100%
  • Flame Claw: Deals very heavy fire damage to all party members. Slightly slow, with average accuracy.
  • Flame Claw: Deals 125% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Flame Lynxes are likely to open with Flame Claw.
  • When Flame Lynxes are at 50% HP or lower, they're far more likely to use Flame Claw.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Flame Claw.
    • Else, Attack.
  • If the Flame Lynx's HP is at 50% or lower:
    • 80% chance to use Flame Claw.
    • Else, Attack.
  • Else:
    • 40% chance to use Flame Claw.
    • Else, Attack.
Drops:
  • Flame Claw. 55% chance. Sells for 1227 en.
    • Sanshobo (+141 ATK, +75 MAT, LUC Up Lv4): Made from 1 Flame Claw. Costs 155000 en.
    • Pandora Vest (+67 DEF, +58 MDF, +7 LUC): Made from 1 Slimy Fin (Croaker Slug Drop 1) and 1 Flame Claw. Costs 111000 en.
    • Boldrons (+29 DEF, +39 MDF): Made from 1 Flame Clawand 1 Cerasite (Yggdrasil Labyrinth Mine Item 2). Costs 54000 en.
  • Suspended Flame (Kill while sleeping). 100% chance. Sells for 2665 en.
    • Godly Orb (+150 TP): Made from 1 Suspended Flame. Costs 40000 en.

Flame Rat

Level: 68
HP: 628STR: 85INT: 88VIT: 73WIS: 66AGI: 69LUC: 59
EXP Given: 2609

Damage Vulnerabilities:
100% 100% 100%
0% 150% 100%

Disable Vulnerabilities:
100% 100% 50% 100% 150% 150% 100%
100% 100%
150% 100% 100%
  • Red-Hot Fangs: Deals medium fire damage to one party member, with splash damage. Reduces hit targets' defense by 30% for 4 turns. Slow, with average accuracy.
  • Red-Hot Fangs: Deals 80% ranged INT-based fire damage to one party member, with splash damage. Reduces hit targets' defense by 30% for 4 turns. Has a 70% speed modifier and a base accuracy of 99%.
  • Flame Rats are far more likely to use Red-Hot Fangs than they are to Attack.
  • 80% chance to use Red-Hot Fangs.
  • 20% chance to Attack.
Drops:
  • Flame Rat Skull. 45% chance. Sells for 472 en.
    • Partigiana (+88 ATK, +64 MAT, WIS Up Lv3): Made from 1 Flame Rat Skulland 1 Hard Shard (Sandy Barrens Mine Item 2). Costs 50500 en.
    • Sandfish Knife (+70 ATK, +90 MAT, TP Up Lv3): Made from 1 Sandfish Eye (Sandfish Drop 1) and 1 Flame Rat Skull. Costs 41500 en.
    • Flamerat Helmet (+25 DEF, +17 MDF): Made from 2 Flame Rat Skulls. Costs 22000 en.
  • Paralyzed Tail (Kill while paralyzed). 100% chance. Sells for 735 en.
    • Flamerat Bow (+80 ATK, +83 MAT, Hellish Pinwheel): Made from 1 Paralyzed Tail. Costs 54000 en.

Forbidden Fruit

Level: 90
HP: 893STR: 100INT: 118VIT: 41WIS: 127AGI: 60LUC: 109
EXP Given: 9228

Damage Vulnerabilities:
300% 300% 300%
50% 0% 50%

Disable Vulnerabilities:
50% 0% 50% 100% 50% 50% 100%
50% 50%
100% 50% 100%
  • Ice-Cold Acid: Deals heavy ice damage to one party member. Attempts to instantly kill the target, with a very high chance. Extremely fast, and extremely inaccurate.
  • Refreshing Honey: Used upon death to physical damage. Restores 9999 HP to all other enemies, and removes any ailments and binds from them.
  • Ice-Cold Acid: Deals 120% ranged INT-based ice damage to one party member. Attempts to instantly kill the target, with a 70% base chance. Has a 150% speed modifier and a base accuracy of 30%.
  • Refreshing Honey: Used upon death to physical damage. Restores 9999 HP to all other enemies, and removes any ailments and binds from them.
  • Forbidden Fruits are more likely to use Ice-Cold Acid than they are to Attack.
  • 80% chance to use Ice-Cold Acid.
  • 20% chance to Attack.
Drops:
  • Small Fruit Core. 35% chance. Sells for 1107 en.
    • Blast Piledriver (+165 ATK, +107 MAT, Death Pile): Made from 1 Coiled Horn (Hellbent Beast Drop 1) and 1 Small Fruit Core. Costs 259000 en.
    • Brave Bracers (+32 DEF, +43 MDF): Made from 2 Small Fruit Cores. Costs 72000 en.
    • Pineapple Charm (Immunity to instant death): Made from 4 Small Fruit Cores. Costs 30000 en.
  • Pineapple Syrup (Kill while paralyzed). 100% chance. Sells for 2835 en.
    • Amrita II (Restores 100 TP to one party member): Made from 1 Pineapple Syrup. Costs 8000 en.

Forest Demon

Level: 72
HP: 19095STR: 110INT: 97VIT: 70WIS: 63AGI: 73LUC: 64
EXP Given: 54215

Damage Vulnerabilities:
100% 100% 100%
50% 50% 50%

Disable Vulnerabilities:
50% 50% 75% 50% 50% 50% 25%
10% 10%
50% 75% 75%
  • Death Glare: Attempts to instantly kill one party member, with a high chance. Slightly slow.
  • Firestorm: Deals heavy fire damage to all party members. Slightly slow, with average accuracy.
  • Volt Strike: Deals medium volt damage to one row of party members. Reduces hit targets' defense by 50% for 4 turns. Average speed, with average accuracy.
  • Death Glare: Attempts to instantly kill one party member, with a 55% base chance. Has an 80% speed modifier.
  • Firestorm: Deals 110% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Volt Strike: Deals 80% ranged INT-based volt damage to one row of party members. Reduces hit targets' defense by 50% for 4 turns. Has a 100% speed modifier and a base accuracy of 99%.
  • Forest Demons always open with Death Glare. They'll also reuse it every 4 turns.
  • Forest Demons always use Volt Strike when they first fall below 65% HP.
  • At 65% HP or lower, Forest Demons are guaranteed to use Firestorm if any party members are petrified.
  • Besides that, Forest Demons just randomly use normal Attacks and Firestorm, with Volt Strike being added in after it's first used.
  • If Death Glare hasn't been used yet, use Death Glare.
  • If the current turn is a multiple of 4, use Death Glare.
  • If the Forest Demon is at 65% HP or lower:
    • If Volt Strike hasn't been used yet, use Volt Strike.
    • If any party members are petrified, use Firestorm.
    • If neither of the above happened:
      • 40% chance to use Firestorm.
      • 40% chance to use Volt Strike.
      • 20% chance to Attack.
  • If none of the above happened:
    • 60% chance to use Firestorm.
    • 40% chance to Attack.
Drops:
  • Evil Plume. 100% chance. Sells for 9000 en.
    • Bone Piercer (+104 ATK, +76 MAT, +25 HP): Made from 1 Evil Plume. Costs 64000 en.
    • Lacy Hide (+44 DEF, +39 MDF, +2 All Stats): Made from 1 Evil Plumeand 1 Bird Tendon (Huge Moa Drop 1). Costs 49000 en.

Forest Druid

Level: 72
HP: 1209STR: 93INT: 94VIT: 74WIS: 63AGI: 56LUC: 66
EXP Given: 4505

Damage Vulnerabilities:
150% 150% 150%
50% 50% 50%

Disable Vulnerabilities:
100% 100% 150% 50% 50% 100% 100%
100% 100%
50% 100% 100%
  • Firestorm: Deals heavy fire damage to all party members. Slightly slow, with average accuracy.
  • Firestorm: Deals 95% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Forest Druids are far more likely to use Firestorm than they are to Attack.
  • 80% chance to use Firestorm.
  • 20% chance to Attack.
Drops:
  • Verdant Cloth. 65% chance. Sells for 605 en.
    • Druid Fist (+72 ATK, +69 MAT, TP Up Lv3): Made from 2 Verdant Cloths. Costs 42500 en.
    • Green Sling (+77 ATK, +80 MAT, HP Up Lv3): Made from 1 Verdant Clothand 1 Dried Peachtree (Sandy Barrens Chop Item 2). Costs 48000 en.
    • Celadon Dress (+36 DEF, +54 MDF): Made from 1 Verdant Cloth. Costs 36600 en.
  • Magatama. 50% chance. Sells for 625 en.
    • Arcana Rod (+60 ATK, +100 MAT, INT Up Lv2): Made from 1 Magatama. Costs 59400 en.
    • Alla Romana (+53 DEF, +42 MDF, +18 TP): Made from 1 Evil Scale (Forest Ogre Drop 1) and 1 Magatama. Costs 54000 en.
    • Sandy Pin (+27 DEF, +19 MDF): Made from 1 Magatamaand 1 Damascus Ingot (Forest Warrior Drop 1). Costs 24300 en.

Forest Frog

Level: 22
HP: 328STR: 33INT: 27VIT: 24WIS: 24AGI: 17LUC: 20
EXP Given: 246

Damage Vulnerabilities:
100% 100% 150%
100% 150% 100%

Disable Vulnerabilities:
150% 100% 100% 100% 100% 100% 100%
100% 100%
100% 100% 100%
  • Jumping: Deals very heavy bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Jumping: Deals 130% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Forest Frogs are likely to open with Jumping.
  • When Forest Frogs are at 50% HP or lower, they're far more likely to use Jumping.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Jumping.
    • Else, Attack.
  • If the Forest Frog's HP is at 50% or lower:
    • 80% chance to use Jumping.
    • Else, Attack.
  • Else:
    • 40% chance to use Jumping.
    • Else, Attack.
Drops:
  • Gum Throat. 70% chance. Sells for 35 en.
    • Pischal (+30 ATK, +23 MAT, HP Up Lv1): Made from 1 Phonolite (Waterfall Wood Mine Item 1) and 1 Gum Throat. Costs 1480 en.
    • Strap Shoes (+6 DEF, +13 MDF): Made from 1 Gum Throatand 2 Sharp Tooths (Fanged Fish Drop 1). Costs 600 en.
    • Caetra (+13 DEF, +4 MDF): Made from 1 Topaz (Waterfall Wood Mine Item 2) and 1 Gum Throat. Costs 500 en.

Forest Hare

Level: 61
HP: 550STR: 70INT: 75VIT: 52WIS: 64AGI: 54LUC: 48
EXP Given: 1635

Damage Vulnerabilities:
100% 100% 100%
100% 50% 100%

Disable Vulnerabilities:
100% 100% 100% 100% 100% 100% 100%
100% 100%
150% 100% 100%
  • Snow Cover: Deals 3 instances of heavy ice damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, with average accuracy.
  • Snow Cover: Deals 3 instances of 90% ranged INT-based ice damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 99%.
  • Forest Hares are far more likely to use Snow Cover than they are to Attack.
  • 80% chance to use Snow Cover.
  • 20% chance to Attack.
Drops:
  • Rabbit Tooth. 55% chance. Sells for 140 en.
    • Moon Spear (+75 ATK, +55 MAT, LUC Up Lv3): Made from 1 Glittering Tail (Raptor Lord Drop 1) and 1 Rabbit Tooth. Costs 30000 en.
    • Aikuchi (+59 ATK, +72 MAT, STR Up Lv2): Made from 3 Rabbit Tooths. Costs 32300 en.
    • Rabbitfang Guards (+18 DEF, +22 MDF): Made from 2 Rabbit Tooths. Costs 16600 en.

Forest Mystic

Level: 70
HP: 976STR: 81INT: 89VIT: 74WIS: 61AGI: 54LUC: 59
EXP Given: 4170

Damage Vulnerabilities:
150% 150% 150%
50% 50% 50%

Disable Vulnerabilities:
150% 150% 150% 50% 100% 100% 100%
100% 100%
50% 100% 100%
  • Forest Breach: Reduces all party members' attack by 35% for 4 turns. Extremely fast.
  • Volt Shot: Deals heavy volt damage that pierces party rows. Very slightly slow, with average accuracy.
  • Forest Breach: Reduces all party members' attack by 35% for 4 turns. Extremely fast.
  • Volt Shot: Deals heavy volt damage that pierces party rows. Very slightly slow, with average accuracy.
  • Forest Mystics are very likely to open with Forest Breach, and re-apply it every 5 turns, if no other Forest Mystics already used it.
  • When Forest Mystics are at 50% HP or lower, they're far more likely to use Volt Shot.
  • If this is the first turn, and Forest Breach wasn't already used on this turn, 90% chance to use Forest Breach.
  • If the current turn is a multiple of 5, and Forest Breach wasn't already used used on this turn, use Forest Breach.
  • If the Forest Mystic is in the back row, use Volt Shot.
  • If the Forest Mystic's HP is at 50% or lower:
    • 80% chance to use Volt Shot.
    • Else, Attack.
  • Else:
    • 40% chance to use Volt Shot.
    • Else, Attack.
Drops:
  • Sand Cloth. 60% chance. Sells for 667 en.
    • Thick Bandages (+70 ATK, +66 MAT, HP Up Lv3): Made from 1 Sand Cloth. Costs 39000 en.
    • Mantle (+34 DEF, +51 MDF): Made from 2 Sand Cloths. Costs 32500 en.
    • Ghillie (+15 DEF, +32 MDF): Made from 2 Withered Vines (Sandy Barrens Take Item 1) and 1 Sand Cloth. Costs 16000 en.

Forest Ogre

Level: 73
HP: 21855STR: 112INT: 95VIT: 71WIS: 64AGI: 57LUC: 65
EXP Given: 59400

Damage Vulnerabilities:
50% 50% 50%
100% 100% 100%

Disable Vulnerabilities:
25% 75% 50% 25% 25% 75% 50%
10% 10%
75% 50% 25%
  • Violent Crash: Deals medium-heavy stab damage that pierces party rows. Attempts to stun hit targets, with a medium-high chance. Extremely fast, with average accuracy.
  • Reverse Solids: Deals very severe cut damage to the back row. Slightly slow, with average accuracy.
  • Volt Shoulder: Deals severe volt damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Violent Crash: Deals 80% melee STR-based stab damage that pierces party rows. Attempts to stun hit targets, with a 50% base chance. Has a 180% speed modifier and a base accuracy of 99%.
  • Reverse Solids: Deals 170% melee STR-based cut damage to the back row. Has an 80% speed modifier and a base accuracy of 99%.
  • Volt Shoulder: Deals 145% ranged INT-based volt damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Forest Ogres always open with Violent Crash.
  • Forest Ogres start using Reverse Solids when they fall below 85% HP. They will only use it if anyone in the back row is damaged.
  • Forest Ogres start using Volt Shoulder when they fall below 40% HP, and they'll always use it on the turn after they first fall below 40% HP.
  • If Violent Crash hasn't been used yet, use Violent Crash.
  • If the Forest Ogre is at 40% HP or lower:
    • If Volt Shoulder hasn't been used yet, use Volt Shoulder.
    • 30% chance to use Volt Shoulder.
    • If any party members in the back row are damaged, 35% chance to use Reverse Solids.
    • 65% chance to use Violent Crash.
    • 5% chance to Attack.
  • If the Forest Ogre is at 85% to 41% HP:
    • If any party members in the back row are damaged, and Reverse Solids hasn't been used yet, use Reverse Solids.
    • If any party members in the back ro ware damaged, and Reverse Solids wasn't used last turn, 40% chance to use Reverse Solids.
    • 80% chance to use Violent Crash.
    • 20% chance to Attack.
  • If none of the above happened:
    • 60% chance to use Violent Crash.
    • 40% chance to Attack.
Drops:
  • Evil Scale. 100% chance. Sells for 9440 en.
    • Demon Fist (+83 ATK, +80 MAT, Reverse Slash): Made from 1 Evil Scale. Costs 46000 en.
    • Alla Romana (+53 DEF, +42 MDF, +18 TP): Made from 1 Evil Scaleand 1 Magatama (Forest Druid Drop 2). Costs 54000 en.

Forest Snail

Level: 41
HP: 323STR: 54INT: 36VIT: 35WIS: 38AGI: 29LUC: 33
EXP Given: 428

Damage Vulnerabilities:
100% 100% 100%
100% 50% 100%

Disable Vulnerabilities:
100% 100% 100% 150% 100% 50% 100%
150% 100%
150% 50% 100%
  • Carapace Wall: Increases one row of enemies' physical defense by 50% for 4 turns. Slightly slow.
  • Carapace Wall: Increases one row of enemies' physical defense by 50% for 4 turns. Has an 80% speed modifier.
  • Forest Snails will always open with Carapace Wall, if another Forest Snail didn't already used it. They'll use it again on turns that are multiples of 5, with the same caveat.
  • If all party members are asleep, Forest Snails will always Attack.
  • If this is the first turn, the party wasn't blindsided, and Carapace Wall wasn't already used, use Carapace Wall.
    • 80% chance to prioritize Sunflowers.
  • If all party members are asleep, Attack.
  • If the current turn is a multiple of 5, and Carapace Wall wasn't already used, use Carapace Wall.
    • 80% chance to prioritize Sunflowers.
  • If none of the above happened, Attack.
Drops:
  • Carapace Piece. 50% chance. Sells for 115 en.
    • Maimai Bat (+38 ATK, +62 MAT, TP Up Lv3): Made from 4 Carapace Pieces. Costs 8400 en.
    • Bat Shin Guards (+14 DEF, +14 MDF, +7 AGI): Made from 1 Bat Membrane (Bloodhound Bat Drop 1) and 1 Carapace Piece. Costs 3600 en.
    • Round Shield (+20 DEF, +7 MDF): Made from 1 Wyvern Skull (Wild Wing Drop 1) and 2 Carapace Pieces. Costs 4200 en.

Forest Soldier

Level: 71
HP: 993STR: 96INT: 76VIT: 76WIS: 69AGI: 67LUC: 73
EXP Given: 4545

Damage Vulnerabilities:
50% 50% 100%
150% 150% 150%

Disable Vulnerabilities:
100% 100% 100% 100% 150% 50% 100%
100% 100%
100% 100% 50%
  • Evil Cry: Increases all enemies' physical attack by 50% for 4 turns. Slightly slow.
  • Evil Cry: Increases all enemies' physical attack by 50% for 4 turns. Has an 80% speed modifier.
  • Forest Soldiers are very likely to open with Evil Cry if another Forest Soldier didn't already use it.
  • Forest Soldiers will reapply Evil Cry every 5 turns, if another Forest Soldier didn't already use it.
  • If this is the first turn, the party wasn't blindsided, and Evil Cry wasn't already used on this turn:
    • 80% chance to use Evil Cry.
    • 20% chance to Attack.
  • If the current turn is a multiple of 5, and Evil Cry was not already used on this turn, use Evil Cry.
  • If none of the above happened, Attack.
Drops:
  • Hard Rock. 65% chance. Sells for 682 en.
    • Ikulimbaang (+87 ATK, +75 MAT, WIS Up Lv3): Made from 1 Sand Twig (Sandy Barrens Chop Item 1) and 1 Hard Rock. Costs 53000 en.
    • Pepperbox (+85 ATK, +64 MAT, AGI Up Lv3): Made from 2 Hard Rocks. Costs 60500 en.
    • Jazeraint (+55 DEF, +35 MDF): Made from 1 Hard Rock. Costs 47900 en.
  • Electric Grin (Kill with volt damage). 100% chance. Sells for 720 en.
    • Lunar Scraper (+85 ATK, +92 MAT, Evil Cry): Made from 1 Electric Grin. Costs 58500 en.

Forest Warrior

Level: 72
HP: 1009STR: 111INT: 77VIT: 77WIS: 76AGI: 65LUC: 68
EXP Given: 4705

Damage Vulnerabilities:
50% 50% 100%
150% 150% 150%

Disable Vulnerabilities:
50% 100% 100% 100% 150% 50% 100%
100% 100%
100% 50% 100%
  • Leg Slash: Deals heavy cut damage to 4-6 random party members. Attempts to bind the legs of hit targets, with a moderate chance. Very slightly slow, and extremely accurate.
  • Leg Slash: Deals 110% melee STR-based cut damage to 4-6 random party members. Attempts to bind the legs of hit targets, with a 25% base chance. Has a 90% speed modifier and a base accuracy of 150%.
  • Forest Warriors are likely to open with Leg Slash.
  • When Forest Warriors are at 50% HP or lower, they're far more likely to use Leg Slash.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Leg Slash.
    • Else, Attack.
  • If the Forest Warrior's HP is at 50% or lower:
    • 80% chance to use Leg Slash.
    • Else, Attack.
  • Else:
    • 40% chance to use Leg Slash.
    • Else, Attack.
Drops:
  • Damascus Ingot. 60% chance. Sells for 601 en.
    • Ookanehira (+105 ATK, +54 MAT, AGI Up Lv3): Made from 1 Damascus Ingot. Costs 70000 en.
    • Fusskampf (+47 DEF, +47 MDF): Made from 1 Damascus Ingotand 1 Faerie Hair (Pixie Drop 2). Costs 42400 en.
    • Sandy Pin (+27 DEF, +19 MDF): Made from 1 Magatama (Forest Druid Drop 2) and 1 Damascus Ingot. Costs 24300 en.
  • Demonic Sickle. 55% chance. Sells for 617 en.
    • Novacula (+80 ATK, +86 MAT, TP Up Lv3): Made from 1 Demonic Sickle. Costs 52500 en.
    • Black Widow (+115 ATK, +56 MAT, +16 WIS): Made from 1 Purple Thread (Diabolix Drop 1) and 1 Demonic Sickle. Costs 71500 en.
    • Sabaton (+16 DEF, +34 MDF): Made from 1 Demonic Sickle. Costs 20400 en.

Forest Wolf

Level: 28
HP: 591STR: 44INT: 36VIT: 33WIS: 30AGI: 28LUC: 32
EXP Given: 507

Damage Vulnerabilities:
100% 100% 100%
150% 50% 100%

Disable Vulnerabilities:
150% 100% 100% 100% 50% 100% 100%
100% 100%
50% 100% 100%
  • Evil Cry: Increases all enemies' attack by 50% for 4 turns. Slightly slow.
  • Lonely Fang: Deals 3-5 instances of very heavy cut damage to random party members. Has no limit on how many times one party member can be hit. Average speed, and extremely accurate.
  • Evil Cry: Increases all enemies' attack by 50% for 4 turns. Has an 80% speed modifier.
  • Lonely Fang: Deals 3-5 instances of 95% melee STR-based cut damage to random party members. Has no limit on how many times one party member can be hit. Has a 100% speed modifier and a base accuracy of 150%.
  • Forest Wolves will always use Lonely Fang when they are the last enemy in the battle.
  • Forest Wolves are very likely to use Evil Cry on the first turn, as well as turns that are multiples of 5.
  • If the Forest Wolf is the only enemy in the battle, use Lonely Fang.
  • If this is the first turn, or if the current turn is a multiple of 5:
    • 70% chance to use Evil Cry.
    • 30% chance to Attack.
  • If none of the above happened, Attack.
Drops:
  • Wolf Fang. 100% chance. Sells for 44 en.
    • Talwar (+32 ATK, +27 MAT, HP Up Lv3): Made from 1 Wolf Fang. Costs 1700 en.
    • Wolf Fang Bracers (+13 DEF, +6 MDF): Made from 2 Wolf Fangs. Costs 880 en.
    • Snow Shoes (+10 DEF, +10 MDF): Made from 1 Wolf Pelt (Skoll Drop 1) and 1 Wolf Fang. Costs 1360 en.

Frigid Mantis

Level: 59
HP: 14655STR: 83INT: 78VIT: 61WIS: 72AGI: 58LUC: 60
EXP Given: 32215

Damage Vulnerabilities:
100% 100% 100%
150% 0% 100%

Disable Vulnerabilities:
50% 75% 50% 25% 75% 75% 25%
10% 50%
50% 25% 50%
  • Frozen Fury: Deals 3-5 instances of overkill ice damage to random party members. Has no limit on how many times one target can be hit. Very slow, and comically inaccurate.
  • Blind Blade: Deals very heavy cut damage to one row of party members. Attempts to inflict blind on hit targets, with a medium chance. Slightly slow, with average accuracy.
  • Frigid Scythe: Deals very heavy ice damage to one party member. Attempts to instantly kill the target, with a moderate chance. Average speed, with average accuracy.
  • Frozen Fury: Deals 3-5 instances of 200% ranged INT-based ice damage to random party members. Has no limit on how many times one target can be hit. Has a 60% speed modifier and a base accuracy of 10%.
  • Blind Blade: Deals 90% melee STR-based cut damage to one row of party members. Attempts to inflict blind on hit targets, with a 45% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Frigid Scythe: Deals 120% ranged INT-based ice damage to one party member. Attempts to instantly kill the target, with a 35% base chance. Has a 100% speed modifier and a base accuracy of 99%.
  • Frigid Mantises always open with Frozen Fury.
  • Frigid Mantises will use Frigid Scythe on turns that are multiples of 4.
  • Frigid Mantises are far less likely to use normal Attacks when at low HP.
  • Frigid Mantises are less likely to use Blind Blade when any party members are blinded.
  • If this is the first turn, use Frozen Fury.
  • If the current turn is a multiple of 4, use Frigid Scythe.
  • If the Frigid Mantis is at 50% HP or lower:
    • If any party members are blinded:
      • 65% chance to use Frozen Fury.
      • 25% chance to use Blind Blade.
      • 10% chance to Attack.
    • Otherwise:
      • 50% chacne to use Blind Blade.
      • 40% chance to use Frozen Fury.
      • 10% chance to Attack.
  • If none of the above happened:
    • If any party members are blinded:
      • 30% chance to use Frozen Fury.
      • 30% chance to use Blind Blade.
      • 40% chance to Attack.
    • Otherwise:
      • 60% chacne to use Blind Blade.
      • 40% chance to Attack.
Drops:
  • Frigid Sickle. 100% chance. Sells for 4850 en.
    • Frigid Scythe (+74 ATK, +80 MAT, Frozen Fury): Made from 1 Frigid Sickle. Costs 26500 en.
    • Ice Slugger (+16 DEF, +16 MDF, +30% Fire Resistance): Made from 1 Frigid Sickle. Costs 11500 en.

Frilled Lizard

Level: 75
HP: 706STR: 109INT: 49VIT: 80WIS: 73AGI: 58LUC: 68
EXP Given: 3163

Damage Vulnerabilities:
100% 100% 100%
100% 150% 100%

Disable Vulnerabilities:
150% 50% 100% 100% 50% 100% 150%
100% 100%
0% 150% 100%
  • Multi-Stab: Deals very heavy stab damage to 3 random party members. Slightly slow, and very accurate.
  • Multi-Stab: Deals 125% melee STR-based stab damage to 3 random party members. Has an 80% speed modifier and a base accuracy of 120%.
  • Frilled Lizards are likely to open with Multi-Stab.
  • When Frilled Lizards are at 50% HP or lower, they're far more likely to use Multi-Stab.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Multi-Stab.
    • Else, Attack.
  • If the Frilled Lizard's HP is at 50% or lower:
    • 80% chance to use Multi-Stab.
    • Else, Attack.
  • Else:
    • 40% chance to use Multi-Stab.
    • Else, Attack.
Drops:
  • Collar Fur. 40% chance. Sells for 643 en.
    • Shotgun (+95 ATK, +71 MAT, TP Up Lv5): Made from 1 Steel Horn (Actaeon Drop 1) and 1 Collar Fur. Costs 82000 en.
    • Frilled Lance (+100 ATK, +72 MAT, LUC Up Lv4): Made from 3 Collar Furs. Costs 77500 en.
    • Hauteclaire (+93 ATK, +93 MAT, WIS Up Lv4): Made from 2 Collar Furs. Costs 63000 en.

Frog Lord

Level: 62
HP: 858STR: 86INT: 70VIT: 65WIS: 55AGI: 56LUC: 48
EXP Given: 3228

Damage Vulnerabilities:
100% 100% 150%
10% 100% 10%

Disable Vulnerabilities:
100% 50% 50% 100% 50% 100% 100%
100% 100%
100% 50% 150%
  • Hama Dive: Deals heavy bash damage to one row of party members. Reduces hit targets' elemental attack by 30% for 4 turns. Average speed, with average accuracy.
  • Hama Dive: Deals 100% melee STR-based bash damage to one row of party members. Reduces hit targets' elemental attack by 30% for 4 turns. Has a 100% speed modifier and a base accuracy of 99%.
  • Frog Lords are likely to open with Hama Dive.
  • When Frog Lords are at 50% HP or lower, they're far more likely to use Hama Dive.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Hama Dive.
    • Else, Attack.
  • If the Frog Lord's HP is at 50% or lower:
    • 80% chance to use Hama Dive.
    • Else, Attack.
  • Else:
    • 40% chance to use Hama Dive.
    • Else, Attack.
Drops:
  • Glassy Eye. 60% chance. Sells for 423 en.
    • Musketeer (+70 ATK, +70 MAT, WIS Up Lv3): Made from 1 Glassy Eye. Costs 26500 en.
    • Gold Gloves (+17 DEF, +23 MDF): Made from 1 Glassy Eyeand 1 Golden Hand (Golden Lair Take Item 1). Costs 13000 en.
    • Worker's Guard (+13 DEF, +29 MDF): Made from 2 Glassy Eyes. Costs 12000 en.
  • Frog Belly Skin. 65% chance. Sells for 431 en.
    • Konote Gashiwa (+87 ATK, +45 MAT, TP Up Lv3): Made from 1 Frog Belly Skinand 1 Golden Hand (Golden Lair Take Item 1). Costs 38500 en.
    • Red Doublet (+30 DEF, +45 MDF): Made from 1 Frog Belly Skin. Costs 21500 en.
    • Evil Eye Headband (+19 DEF, +19 MDF, +7 WIS): Made from 1 Crystal Lens (Evil Eye Drop 1) and 1 Frog Belly Skin. Costs 19000 en.

Furious Hawk

Level: 39
HP: 6316STR: 52INT: 48VIT: 42WIS: 37AGI: 30LUC: 38
EXP Given: 9690

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
50% 75% 50% 50% 50% 75% 50%
10% 10%
50% 25% 50%
  • Rending Claw: Deals comically overkill cut damage to one party member. Slightly slow. Cannot hit unless the target's evasion is disabled.
  • Raging Winds: Deals very heavy cut damage to all party members. Attempts to inflict blind on hit targets, with a medium-high chance. Average speed, with average accuracy.
  • Rending Claw: Deals 500% melee STR-based cut damage to one party member. Has an 80% speed modifier and a base accuracy of 0%.
  • Raging Winds: Deals 130% melee STR-based cut damage to all party members. Attempts to inflict blind on hit targets, with a 45% base chance. Has a 100% speed modifier and a base accuracy of 99%.
  • Furious Hawks always open with Rending Claw.
  • Furious Hawks will spam Rending Claw if all party members are blinded.
  • Furious Hawks will sometimes use Rending Claw if any party members are petrified, panicked, or blinded. When they're below 65% HP, they will always use it.
  • Raging Winds is far more likely to be used when Furious Hawks are at low HP.
  • If this is the first turn, and the party was not blindsided, use Rending Claw.
  • If all party members are blinded, use Rending Claw.
  • If the Furious Hawk is at 65% HP or lower:
    • If any party members are petrified, panicked, or blinded, use Rending Claw.
      • If the Furious Hawk is in the back row, target party members who are petrified, panicked, or blinded.
    • 80% chance to use Raging Winds.
    • 20% chance to Attack.
  • If none of the above happened:
    • If any party members are petrified, panicked, or blinded, 40% chance to use Rending Claw.
      • If the Furious Hawk is in the back row, 30% chance to target party members who are petrified, panicked, or blinded.
    • 40% chance to use Raging Winds.
    • 60% chance to Attack.
Drops:
  • Black Feather. 100% chance. Sells for 1200 en.
    • Liberator (+61 ATK, +31 MAT, +16 AGI): Made from 1 Black Feather. Costs 7800 en.
    • Ebon Mantle (+20 DEF, +25 MDF, +5 LUC): Made from 1 Black Feather. Costs 4500 en.
  • Rocky Drumstick (Kill while petrified). 100% chance. Sells for 2700 en.
    • Vogeljagd (+51 ATK, +55 MAT, Rending Claw): Made from 1 Rocky Drumstick. Costs 6200 en.

Furyfawn

Level: 9
HP: 859STR: 23INT: 16VIT: 18WIS: 20AGI: 18LUC: 17
EXP Given: 450

Damage Vulnerabilities:
150% 150% 150%
150% 100% 150%

Disable Vulnerabilities:
50% 50% 50% 50% 50% 50% 50%
10% 100%
100% 100% 100%
  • Stomp: Deals medium bash damage to one party member. Slightly slow, with average accuracy.
  • Stomp: Deals 120% melee STR-based bash damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
  • Furyfawns are likely to open with Stomp.
  • When Furyfawns are at 40% HP or lower, they're far more likely to use Stomp.
  • Furyfawns, when they are above 40% HP, cannot use Stomp consecutively.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Stomp.
    • 20% chance to Attack.
  • If the Furyfawn's HP is at 40% or lower:
    • 80% chance to use Stomp.
    • 20% chance to Attack.
  • If the Furyfawn's HP is at 100% to 41%:
    • If Stomp can be used right now, 70% chance to use Stomp, and disable Stomp.
    • Else, Attack, and enable Stomp.
Drops:
  • Fawn Hoof. 100% chance. Sells for 40 en.
    • Fawn Bow (+23 ATK, +26 MAT, +12 AGI): Made from 1 Fawn Hoof. Costs 320 en.
    • Fawn Shoes (+3 DEF, +10 MDF): Made from 1 Fawn Hoofand 1 Mandrake Root (Mandrake Drop 1). Costs 160 en.

Furyhorn

Level: 10
HP: 2506STR: 26INT: 26VIT: 21WIS: 25AGI: 20LUC: 23
EXP Given: 900

Damage Vulnerabilities:
100% 100% 100%
100% 100% 150%

Disable Vulnerabilities:
75% 50% 50% 50% 50% 75% 50%
10% 10%
50% 50% 75%
  • Muddle Roar: Attempts to inflict panic on one row of party members, with a moderate chance. Fast.
  • Stomp: Deals severe bash damage to one party member. Slightly slow, with average accuracy.
  • Horned Hurl: Deals severe stab damage that pierces party rows. Very slightly slow, and extremely accurate.
  • Deer Outrage: Deals very, very overkill bash damage to all party members. Extremely slow, with average accuracy.
  • Muddle Roar: Attempts to inflict panic on one row of party members, with a 30% base chance. Has a 110% speed modifier.
  • Stomp: Deals 150% melee STR-based bash damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
  • Horned Hurl: Deals 140% melee STR-based stab damage that pierces party rows. Has a 90% speed modifier and a base accuracy of 140%.
  • Deer Outrage: Deals 220% melee STR-based bash damage to all party members. Has a 30% speed modifier and a base accuracy of 99%.
  • Furyhorns will always use Muddle Roar as their first action.
  • When three or more turns have passed since the last usage of Muddle Roar, Furyhorns are very likely to use it again.
  • Furyhorns, when not using Muddle Roar or Deer Outrage, will use either normal Attacks or Stomp. Stomp becomes more likely when Furyhorns are at 80% HP or lower.
  • When Furyhorns are at 65% HP or lower, they will stop using Stomp, and instead use Horned Hurl.
  • Furyhorns will use Deer Outrage when there is at least one Dutiful Fawn in the battle and no enemies have debilitating disables. Deer Outrage cannot be used consecutively.
  • Furyhorns summon 1 Dutiful Fawn when they first reach 90% HP, 2 at 65% HP, and 4 at 35% HP.
  • If there are one or more Dutiful Fawns present in the battle, Deer Outrage can be used, and all enemies are not petrified, asleep, panicked, paralyzed, or stunned, use Deer Outrage. Disable use of Deer Outrage after use.
  • When the Furyhorn's HP first falls below certain values, summon certain amounts of Dutiful Fawns:
    • 90%: 1 Dutiful Fawn
    • 65%: 2 Dutiful Fawns
    • 35%: 4 Dutiful Fawns
  • If Muddle Roar has not been used yet, use Muddle Roar.
  • If Muddle Roar's timer is at 3 turns or more, 70% chance to use Muddle Roar, and enable Deer Outrage. Resets the Muddle Roar timer to 0 turns.
  • If the Furyhorn's HP is at 65% or lower:
    • 80% chance to use Horned Hurl, and enable Deer Outrage.
    • 20% chance to Attack.
  • If the Furyhorn's HP is at 80% to 66%:
    • Enable Deer Outrage.
    • 70% chance to use Stomp.
      • If any party members are panicked, 40% chance to target panicked party members.
    • 30% chance to Attack.
  • If the Furyhorn's HP is at 100% to 81%:
    • 50% chance to use Stomp, and enable Deer Outrage.
    • 50% chance to Attack.
Drops:
  • Deer Hide. 100% chance. Sells for 90 en.
    • Elk Cuirass (+12 DEF, +10 MDF, +5 HP): Made from 1 Deer Hide. Costs 890 en.

Galatea

Level: 23
HP: 711STR: 40INT: 40VIT: 38WIS: 38AGI: 15LUC: 28
EXP Given: 1275

Damage Vulnerabilities:
0% 0% 0%
0% 300% 0%

Disable Vulnerabilities:
0% 300% 300% 0% 0% 0% 0%
0% 300%
0% 0% 0%
  • Deadly Vortex: Attempts to instantly kill all party members, with a moderately low chance. Has an 80% speed modifier.
  • Deadly Vortex: Attempts to instantly kill all party members, with a 15% base chance. Has an 80% speed modifier.
  • Galateas will spam Deadly Vortex every turn.
  • Use Deadly Vortex.
Drops:
  • Fractured Arm. 100% chance. Sells for 260 en.
    • Pitchfork (+41 ATK, +20 MAT, +12 VIT): Made from 1 Fractured Arm. Costs 1500 en.
    • Dull Stone Armor (+22 DEF, +9 MDF, +15% Bash Resistance): Made from 1 Fractured Armand 1 Bent Claw (Giant Sloth Drop 1). Costs 1700 en.

Ghastly Ananas

Level: 55
HP: 491STR: 63INT: 58VIT: 28WIS: 47AGI: 49LUC: 62
EXP Given: 1709

Damage Vulnerabilities:
200% 200% 200%
50% 100% 50%

Disable Vulnerabilities:
100% 50% 50% 150% 100% 100% 100%
150% 100%
100% 50% 100%
  • Scalding Juice: Deals very heavy fire damage that pierces party rows. Reduces hit targets' evasion by 50% for 4 turns. Slightly slow, and extremely accurate.
  • Binding Juice: Used upon death to physical damage. Attempts to bind the head, arms, and legs of all party members, with a medium-high chance.
  • Scalding Juice: Deals 130% ranged INT-based fire damage that pierces party rows. Reduces hit targets' evasion by 50% for 4 turns. Has a 90% speed modifier and a base accuracy of 140%.
  • Binding Juice: Used upon death to physical damage. Attempts to bind the head, arms, and legs of all party members, with a 45% base chance.
  • Ghastly Ananases are far more likely to use Scalding Juice than they are to Attack.
  • 80% chance to use Scalding Juice.
  • 20% chance to Attack.
Drops:
  • Shattered Pit. 50% chance. Sells for 242 en.
    • Schiavona (+67 ATK, +58 MAT, VIT Up Lv3): Made from 2 Shattered Pits. Costs 23400 en.
    • Red Iron Armor (+42 DEF, +27 MDF): Made from 1 Red Iron Chip (Rattle Nozuchi Drop 1) and 1 Shattered Pit. Costs 24000 en.
    • Pine Shield (+27 DEF, +9 MDF): Made from 1 Shattered Pitand 2 Triangular Trunks (Western Shrine Chop Item 1). Costs 13000 en.

Ghost Owl

Level: 12
HP: 163STR: 20INT: 25VIT: 14WIS: 24AGI: 21LUC: 16
EXP Given: 63

Damage Vulnerabilities:
100% 150% 100%
50% 50% 50%

Disable Vulnerabilities:
100% 100% 100% 100% 150% 100% 100%
100% 100%
150% 100% 100%
  • Thunder Strike: Deals heavy volt damage to one party member. Slightly slow, with average accuracy.
  • Thunder Strike: Deals 120% ranged INT-based volt damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
  • Ghost Owls are far more likely to use Thunder Strike than normal Attacks.
  • 80% chance to use Thunder Strike.
  • 20% chance to Attack.
Drops:
  • Huge Tail Feather. 75% chance. Sells for 16 en.
    • Strix (+20 ATK, +24 MAT, WIS Up Lv1): Made from 1 Huge Tail Featherand 1 Sturdy Timber (Lush Woodlands Chop Item 2). Costs 360 en.
    • Glaucus Spear (+24 ATK, +18 MAT, LUC Up Lv1): Made from 2 Huge Tail Feathers. Costs 500 en.
    • Feather Coat (+8 DEF, +14 MDF): Made from 3 Huge Tail Feathers. Costs 330 en.
  • Bound Beak (Kill while head is bound). 100% chance. Sells for 35 en.
    • Owl Staff (+16 ATK, +28 MAT, Volt Strike): Made from 1 Bound Beak. Costs 520 en.

Giant Gobbler

Level: 29
HP: 853STR: 45INT: 28VIT: 34WIS: 31AGI: 29LUC: 36
EXP Given: 765

Damage Vulnerabilities:
100% 150% 100%
100% 100% 100%

Disable Vulnerabilities:
100% 150% 100% 100% 100% 100% 100%
150% 150%
100% 100% 100%
  • Assault Wing: Increases all enemies' attack by 50% for 4 turns. Slightly slow.
  • Assault Wing: Increases all enemies' attack by 50% for 4 turns. Has an 80% speed modifier.
  • Giant Gobblers always open with Assault Wing, and refresh it every 4 turns.
  • If this is the first turn, and Assault Wing wasn't already used, use Assault Wing.
  • If the current turn is a multiple of 4, and Assault Wing wasn't already used, use Assault Wing.
  • If neither of the above happened, Attack.

Giant Hermit

Level: 46
HP: 359STR: 57INT: 50VIT: 40WIS: 53AGI: 29LUC: 35
EXP Given: 998

Damage Vulnerabilities:
10% 10% 10%
150% 150% 150%

Disable Vulnerabilities:
150% 150% 100% 100% 150% 100% 100%
100% 100%
100% 100% 50%
  • Cover: Redirects all damage to one enemy towards the Ancient Hermit for one turn.
  • Shield Shell: Reduces one row of enemies' physical defense by 50% for 4 turns. Average speed.
  • Cover: Redirects all damage to one enemy towards the Ancient Hermit for one turn. Has a 250% speed modifier.
  • Shield Shell: Reduces one row of enemies' physical defense by 50% for 4 turns. Has a 100% speed modifier.
  • Giant Hermits will not use skills if the party was blindsided.
  • If the Giant Hermit is in the back row, it will use Shield Shell and normal Attacks.
  • If it's in the front row, it will use Cover.
  • If the Giant Hermit is in the back row:
    • If Shield Shell wasn't already used on this turn, and no enemies have the Shield Shell buff, 80% chance to use Shield Shell.
    • Otherwise, Attack.
  • If the party was blindsided, Attack.
  • If the Giant Hermit is the only enemy in the battle, Attack.
  • If Shield Shell wasn't already used on this turn, 80% chance to use Cover.
  • Otherwise, Attack.
Drops:
  • Crabshell. 55% chance. Sells for 178 en.
    • Klewang (+58 ATK, +49 MAT, AGI Up Lv3): Made from 1 Crabshelland 1 Pungent Coral (Rock Coral Drop 1). Costs 12400 en.
    • Namioyogi (+66 ATK, +35 MAT, AGI Up Lv3): Made from 3 Crabshells. Costs 15600 en.

Giant Ladybug

Level: 76
HP: 718STR: 98INT: 66VIT: 68WIS: 89AGI: 79LUC: 69
EXP Given: 3500

Damage Vulnerabilities:
100% 150% 100%
100% 100% 100%

Disable Vulnerabilities:
100% 100% 150% 50% 100% 50% 150%
100% 100%
100% 100% 50%
  • Wind Flash EX: Increases one row of enemies' evasion by 50% for 4 turns. Extremely slow.
  • Wind Flash EX: Increases one row of enemies' evasion by 50% for 4 turns. Has a 50% speed modifier.
  • Giant Ladybugs use Wind Flash EX when no enemies have its buff, the party wasn't blindsided, and no other Giant Ladybugs used it on that turn.
  • If the party wasn't blindsided, no enemies have the Wind Flash EX buff, and Wind Flash EX wasn't already used on this turn, 80% chance to use Wind Flash EX.
  • Otherwise, Attack.
Drops:
  • Spotted Carapace. 45% chance. Sells for 677 en.
    • Chitin Bandages (+78 ATK, +72 MAT, AGI Up Lv4): Made from 1 Stickbug Switch (Bladed Phasmid Drop 1) and 1 Spotted Carapace. Costs 50500 en.
    • Monohoshizao (+116 ATK, +60 MAT, TP Up Lv5): Made from 1 Spotted Carapace. Costs 96500 en.
    • Spotted Blazer (+38 DEF, +60 MDF): Made from 2 Spotted Carapaces. Costs 47000 en.
  • Panicked Needle (Kill while panicked). 100% chance. Sells for 1650 en.
    • Durable Bracers (+27 DEF, +20 MDF, +15% Cut Resistance): Made from 1 Panicked Needle. Costs 37000 en.

Giant Moa

Level: 19
HP: 2928STR: 34INT: 24VIT: 26WIS: 28AGI: 23LUC: 26
EXP Given: 1235

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
75% 50% 50% 50% 50% 75% 50%
10% 10%
50% 50% 50%
  • Rush: Deals very heavy bash damage to all party members. Very slow, and very accurate.
  • Rush: Deals 120% melee STR-based bash damage to all party members. Has a 60% speed modifier and a base accuracy of 120%.
  • Giant Moas are very likely to open with Rush.
  • Giant Moas cannot use Rush consecutively when they're at high HP.
  • Giant Moas are far more likely to use Rush at low HP.
  • Giant Moas are very likely to use Rush if any party members are asleep.
  • If any party members are asleep, and the Giant Moa is in the front row:
    • 80% chance to use Rush.
    • 20% chance to Attack, targeting party members who are asleep.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Rush.
    • 20% chance to Attack.
  • If the Giant Moa is at 40% HP or lower:
    • 80% chance to use Rush.
    • 20% chance to Attack.
  • If none of the above happened:
    • If Rush was not used last turn (turn 1 use excluded), 70% chance to use Rush.
    • Otherwise, Attack.
Drops:
  • Bird Limb. 100% chance. Sells for 200 en.
    • Slicing Bandages (+29 ATK, +27 MAT, +12 WIS): Made from 1 Bird Limband 1 Sharp Stinger (Army Wasp Drop 1). Costs 790 en.
    • Moa Boots (+7 DEF, +7 MDF, +4 AGI): Made from 1 Bird Limb. Costs 380 en.
  • Stunned Quill (Kill while paralyzed). 100% chance. Sells for 400 en.
    • Gae Dearg (+36 ATK, +27 MAT, Silver Thrust): Made from 1 Stunned Quill. Costs 1040 en.

Giant Shroom

Level: 51
HP: 432STR: 58INT: 63VIT: 49WIS: 56AGI: 45LUC: 57
EXP Given: 1386

Damage Vulnerabilities:
150% 100% 100%
150% 100% 100%

Disable Vulnerabilities:
50% 50% 50% 100% 100% 100% 150%
100% 100%
150% 100% 100%
  • Blinding Spores: Attempts to inflict blind on one row of party members, with a medium chance. Fast.
  • Blinding Spores: Attempts to inflict blind on one row of party members, with a 45% base chance. Has a 120% speed modifier.
  • Giant Shrooms are very likely to open with Blinding Spores.
  • Giant Shrooms are likely to use Blinding Spores.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Blinding Spores.
    • Else, Attack.
  • 60% chance to use Blinding Spores.
  • 40% chance to Attack.
Drops:
  • Open Cap. 50% chance. Sells for 224 en.
    • Lactarius Staff (+45 ATK, +79 MAT, INT Up Lv2): Made from 2 Open Caps. Costs 23000 en.
    • Jingasa (+19 DEF, +14 MDF): Made from 3 Open Caps. Costs 8600 en.
    • Large Cap Shield (+25 DEF, +8 MDF): Made from 1 Open Capand 1 Red Foreleg (Dragonfly Drop 1). Costs 10800 en.

Giant Sloth

Level: 18
HP: 508STR: 27INT: 22VIT: 32WIS: 26AGI: 21LUC: 25
EXP Given: 225

Damage Vulnerabilities:
100% 100% 100%
50% 150% 100%

Disable Vulnerabilities:
50% 100% 100% 100% 150% 100% 100%
100% 100%
100% 100% 100%
  • Ripping Arm: Deals heavy bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Ripping Arm: Deals 130% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Giant Sloths are likely to open with Ripping Arm.
  • When Giant Sloths are at 50% HP or lower, they're far more likely to use Ripping Arm.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Ripping Arm.
    • Else, Attack.
  • If the Giant Sloth's HP is at 50% or lower:
    • 80% chance to use Ripping Arm.
    • Else, Attack.
  • Else:
    • 40% chance to use Ripping Arm.
    • Else, Attack.
Drops:
  • Bent Claw. 90% chance. Sells for 33 en.
    • Zerstorer (+34 ATK, +17 MAT, WIS Up Lv1): Made from 1 Bent Clawand 1 Pink Wing (Blue Patroller Drop 1). Costs 1360 en.
    • Dull Stone Armor (+22 DEF, +9 MDF, +15% Bash Resistance): Made from 1 Fractured Arm (Galatea Drop 1) and 1 Bent Claw. Costs 1700 en.
    • Beastclaw Bracers (+10 DEF, +5 MDF): Made from 1 Bent Claw. Costs 470 en.

Giraffa Beetle

Level: 82
HP: 1182STR: 121INT: 89VIT: 86WIS: 89AGI: 54LUC: 65
EXP Given: 6756

Damage Vulnerabilities:
100% 100% 100%
100% 150% 100%

Disable Vulnerabilities:
100% 100% 50% 50% 150% 100% 100%
100% 50%
0% 50% 100%
  • Thrust Up: Deals very heavy stab damage that pierces party rows. Slightly slow, and very accurate.
  • Thrust Up: Deals 120% melee STR-based stab damage that pierces party rows. Has an 80% speed modifier and a base accuracy of 130%.
  • Giraffa Beetles are likely to open with Thrust Up.
  • When Giraffa Beetles are at 50% HP or lower, they're far more likely to use Thrust Up.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Thrust Up.
    • Else, Attack.
  • If the Giraffa Beetle's HP is at 50% or lower:
    • 80% chance to use Thrust Up.
    • Else, Attack.
  • Else:
    • 40% chance to use Thrust Up.
    • Else, Attack.
Drops:
  • Beetle Jaw. 55% chance. Sells for 1167 en.
    • Claymore (+120 ATK, +95 MAT, LUC Up Lv4): Made from 1 Beetle Jawand 2 Stiff Branchs (Yggdrasil Labyrinth Chop Item 1). Costs 116000 en.
    • Ichimonji (+134 ATK, +71 MAT, VIT Up Lv4): Made from 1 Silver Shard (Undead Soldier Drop 1) and 1 Beetle Jaw. Costs 133000 en.
    • Scissor Armor (+70 DEF, +46 MDF): Made from 1 Beetle Jaw. Costs 100000 en.

Glacier Spawn

Level: 61
HP: 1328STR: 63INT: 74VIT: 66WIS: 62AGI: 38LUC: 46
EXP Given: 5427

Damage Vulnerabilities:
50% 50% 50%
300% 0% 100%

Disable Vulnerabilities:
100% 100% 100% 50% 150% 50% 0%
100% 100%
150% 100% 100%
  • Icicle Lump: Deals heavy ice damage to all party members. Slightly slow, and very accurate.
  • Icicle Lump: Deals 90% ranged INT-based ice damage to all party members. Has an 80% speed modifier and a base accuracy of 120%.
  • Glacier Spawns are extremely unlikely to use Icicle Lump when they're in the back row, and another Glacier Spawn already used Icicle Lump.
  • If that doesn't happen, then Glacier Spawns are very likely to use Icicle Lump.
  • If Icicle Lump was used already by another enemy:
    • 10% chance to use Icicle Lump.
    • 90% chance to Attack.
  • Otherwise:
    • 80% chance to use Icicle Lump.
    • 20% chance to Attack.
Drops:
  • Frigid Stone. 100% chance. Sells for 694 en.
    • Icy Wind (+84 ATK, +38 MAT, VIT Up Lv3): Made from 1 Frigid Stone. Costs 39000 en.
    • Armor Blade (+76 ATK, +93 MAT, +25 HP): Made from 1 Armor Shard (Plated Chaser Drop 1) and 1 Frigid Stone. Costs 36000 en.
    • Icerock Breastplate (+37 DEF, +37 MDF): Made from 1 Frigid Stoneand 1 Hollow Log (Golden Lair Chop Item 1). Costs 25000 en.
  • Melted Ice Core (Kill with fire damage). 100% chance. Sells for 1 en.
    • Soma (Restores 100 HP to all party members): Made from 1 Melted Ice Core. Costs 800 en.

Glaring Stinger

Level: 59
HP: 12491STR: 83INT: 68VIT: 63WIS: 63AGI: 40LUC: 58
EXP Given: 30935

Damage Vulnerabilities:
100% 100% 100%
100% 150% 100%

Disable Vulnerabilities:
50% 75% 50% 50% 50% 50% 75%
10% 10%
25% 25% 25%
  • Bind Mace: Deals very heavy bash damage that pierces party rows. Attempts to bind the arms of hit targets, with a medium chance. Very slightly slow, with average accuracy.
  • Violent Beating: Deals 4-6 instances of heavy bash damage to random party members. Has no limit on how many times one target can be hit. Very slow, with average accuracy.
  • Bind Mace: Deals 100% melee STR-based bash damage that pierces party rows. Attempts to bind the arms of hit targets, with a 40% base chance. Has a 90% speed modifier and a base accuracy of 99%.
  • Violent Beating: Deals 4-6 instances of 80% melee STR-based bash damage to random party members. Has no limit on how many times one target can be hit. Has a 60% speed modifier and a base accuracy of 99%.
  • Glaring Stingers are very likely to open with Bind Mace.
  • Glaring Stingers always use Violent Beating when they first fall below 75% HP.
  • When Glaring Stingers are below 75% and 50% HP, Violent Beating cannot be used consecutively.
  • Normal Attacks become very unlikely when Glaring Stingers are at low HP. Violent Beating and Bind Mace are much more likely, with Violent Beating being slightly more likely.
  • If this is the first turn, and the party wasn't blindsided:
    • 80% chance to use Bind Mace.
    • 20% chance to Attack.
  • If the Glaring Stinger is at 30% HP or lower:
    • 45% chance to use Bind Mace.
    • 50% chance to use Violent Beating.
    • 5% chance to Attack.
  • If the Glaring Stinger is at 50% to 31% HP:
    • 35% chance to use Bind Mace.
    • 50% chance to use Violent Beating.
    • 15% chance to Attack.
  • If the Glaring Stinger is at 75% HP to 51% HP:
    • If Violent Beating hasn't been used yet, use Violent Beating.
    • If Violent Beating wasn't used last turn, 40% chance to use Violent Beating.
    • 70% chance to use Bind Mace.
    • 30% chance to Attack.
  • If none of the above happened:
    • 40% chance to use Bind Mace.
    • 60% chance to Attack.
Drops:
  • Sharp Pincer. 100% chance. Sells for 4770 en.
    • Crushing Scythe (+71 ATK, +77 MAT, +25 HP): Made from 1 Sharp Pincer. Costs 23000 en.
    • Sword Shield (+28 DEF, +2 MDF, +5 STR): Made from 1 Sharp Pincerand 1 Shattered Horn (Cliff Goat Drop 1). Costs 15500 en.

Gobbler

Level: 29
HP: 271STR: 37INT: 25VIT: 31WIS: 35AGI: 25LUC: 33
EXP Given: 398

Damage Vulnerabilities:
100% 150% 100%
100% 100% 100%

Disable Vulnerabilities:
100% 150% 100% 100% 100% 100% 100%
150% 150%
100% 50% 100%
  • Guard Wing: Increases one row of enemies' physical defense by 50% for 4 turns. Slightly slow.
  • Guard Wing: Increases one row of enemies' physical defense by 50% for 4 turns. Has an 80% speed modifier.
  • Gobblers will use Guard Wing if there are any Roly-Poly Tanukis or Stun Ananses in the battle.
  • If this is the first turn, the party wasn't blindsided, and Guard Wing wasn't already used this turn:
    • If there are any Roly-Poly Tanukis in the battle, use Guard Wing on their row.
    • If there are any Stun Ananses in the battle, use Guard Wing on the Gobbler's row.
    • Otherwise, attack.
  • If the current turn is a multiple of 5, and Guard Wing wasn't already used this turn:
    • If there are any Roly-Poly Tanukis in the battle, use Guard Wing on their row.
    • If there are any Stun Ananses in the battle, use Guard Wing on the Gobbler's row.
    • Otherwise, attack.
  • Otherwise, Attack.
Drops:
  • Turkey Feather. 50% chance. Sells for 53 en.
    • Turkey Spear (+39 ATK, +28 MAT, HP Up Lv3): Made from 1 Turkey Feather. Costs 2450 en.
    • Feather Fleuret (+34 ATK, +34 MAT, VIT Up Lv3): Made from 1 Turkey Featherand 1 Ferberite (Southern Shrine Mine Item 1). Costs 2150 en.
    • Turkey Clasp (+11 DEF, +8 MDF): Made from 1 Turkey Feather. Costs 1150 en.

Golden Deer

Level: 84
HP: 1221STR: 115INT: 76VIT: 100WIS: 84AGI: 78LUC: 75
EXP Given: 5883

Damage Vulnerabilities:
100% 100% 100%
100% 50% 150%

Disable Vulnerabilities:
150% 50% 100% 50% 150% 50% 50%
100% 50%
100% 50% 150%
  • Rush: Deals heavy bash damage to all party members. Slightly slow, and very accurate.
  • Rush: Deals 100% melee STR-based bash damage to all party members. Has an 80% speed modifier and a base accuracy of 120%.
  • Golden Deers are likely to open with Rush.
  • When Golden Deers are at 50% HP or lower, they're far more likely to use Rush.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Rush.
    • Else, Attack.
  • If the Golden Deer's HP is at 50% or lower:
    • 80% chance to use Rush.
    • Else, Attack.
  • Else:
    • 40% chance to use Rush.
    • Else, Attack.
Drops:
  • Golden Pelt. 65% chance. Sells for 856 en.
    • Slaughterer (+112 ATK, +81 MAT, VIT Up Lv4): Made from 1 Golden Peltand 1 Camouflage Fang (Camo Dog Drop 1). Costs 112000 en.
    • Maximillian (+68 DEF, +40 MDF, +15% Stab Resistance): Made from 1 Tremor Needles (Dune Prowler Drop 1) and 1 Golden Pelt. Costs 96500 en.
    • Gold Shoes (+15 DEF, +54 MDF): Made from 2 Golden Pelts. Costs 60000 en.

Golden Heart

Level: 96
HP: 3058STR: 157INT: 165VIT: 118WIS: 109AGI: 105LUC: 118
EXP Given: 0

Damage Vulnerabilities:
100% 100% 100%
150% 100% 0%

Disable Vulnerabilities:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%
  • Resonant Thunder: Increases the Storm Emperor's defense by 50% for 4 turns at the end of the turn. Can stack three times, which results in a defense increase of 75% (2 stacks) and 87% (3 stacks).
  • Resonant Thunder: Increases the Storm Emperor's defense by 50% for 4 turns at the end of the turn. Can stack three times, which results in a defense increase of 75% (2 stacks) and 87% (3 stacks).
  • The Golden Heart will stack Resonant Thunder until Storm Emperor has no buff slots left.
  • If the Storm Emperor does not have any Resonant Thunder stacks, use Resonant Thunder.
  • Otherwise, do nothing.

Golem

Level: 25
HP: 4608STR: 46INT: 19VIT: 25WIS: 28AGI: 18LUC: 28
EXP Given: 2550

Damage Vulnerabilities:
50% 50% 50%
150% 150% 150%

Disable Vulnerabilities:
25% 75% 25% 25% 50% 75% 0%
10% 10%
75% 50% 75%
  • Reflection: Counters all fire, ice, or volt damage to Golem with double the amount of damage that would've been dealt to Golem at the caster, as almighty damage.
  • Rock Hammer: Deals very severe bash damage to one party member. Slow, with average accuracy.
  • Sledgehammer: Deals very heavy bash damage to one party member, with splash damage. Slow, with average accuracy.
  • Regen: Restores 470 HP to Golem at the end of every turn, for 4 turns. Average speed.
  • Endure: When Golem first reaches 0 HP, restores 50% of its HP.
  • Reflection: Counters all fire, ice, or volt damage to Golem with double the amount of damage that would've been dealt to Golem at the caster, as almighty damage. Initial prep has a 500% speed modifier. Counterattacks cannot miss.
  • Rock Hammer: Deals 160% melee STR-based bash damage to one party member. Has a 70% speed modifier and a base accuracy of 99%.
  • Sledgehammer: Deals 135% melee STR-based bash damage to one party member, with splash damage. Has a 70% speed modifier and a base accuracy of 99%.
  • Regen: Restores 470 HP to Golem at the end of every turn, for 4 turns. Has a 100% speed modifier.
  • Endure: When Golem first reaches 0 HP, restores 50% of its HP.
  • Golem is very likely, at 75% HP or lower, to counter being hit with fire, ice, or volt damage by using Reflection on the next turn. There's a small chance it will use Sledgehammer instead, however.
  • Golem has a chance of using Reflection on any turn where a fire, ice, or volt attack is selected. This chance is very low at high HP, but once Golem falls below 30% HP, this chance is increased quite a bit.
  • When Golem uses normal Attacks, they will specifically target the party member with the lowest HP.
  • Golem's chance of using Rock Hammer and Sledgehammer goes up when it gets to lower HP.
  • If the current turn is a multiple of 5, and Golem is at 50% HP or lower, use Regen.
  • If Golem was hit with fire, ice, or volt damage last turn:
    • If Golem is at 75% HP or lower, 80% chance to use Reflection.
    • Otherwise, use Sledgehammer, targeting the back row.
  • If Golem is at 30% HP or lower:
    • If a fire, ice, or volt attack was selected by any party member this turn:
      • 40% chance to use Reflection.
      • 60% chance to use Sledgehammer, targeting the back row.
    • Otherwise:
      • 30% chance to use Rock Hammer.
      • 60% chance to use Sledgehammer.
      • 10% chance to Attack, targeting the party member with the lowest HP.
  • If Golem is at 50% HP to 31% HP:
    • If a fire, ice, or volt attack was selected by any party member this turn:
      • 10% chance to use Reflection.
      • 90% chance to use Sledgehammer, targeting the back row.
    • Otherwise:
      • 60% chance to use Rock Hammer.
      • 30% chance to use Sledgehammer.
      • 10% chance to Attack, targeting the party member with the lowest HP.
  • If Golem is at 80% HP to 81% HP:
    • If a fire, ice, or volt attack was selected by any party member this turn:
      • 5% chance to use Reflection.
      • 95% chance to use Sledgehammer, targeting the back row.
    • Otherwise:
      • 50% chance to use Rock Hammer.
      • 15% chance to use Sledgehammer.
      • 35% chance to Attack, targeting the party member with the lowest HP.
  • If none of the above happened:
    • 40% chance to use Rock Hammer.
    • 10% chance to use Sledgehammer.
    • 50% chance to Attack, targeting the party member with the lowest HP.
Drops:
  • Statue Finger. 100% chance. Sells for 850 en.
    • Third-Eye Band (+12 DEF, +12 MDF, +10% Base Accuracy): Made from 1 Statue Finger. Costs 1660 en.
  • 3-Lights Gem (Kill while blinded). 100% chance. Sells for 1500 en.
    • Septenmelam (+110 DEF, +72 MDF, +5 All Stats; HRO Only): Made from 1 3-Lights Gem. Costs 527000 en.

Gothic Soul

Level: 130
HP: 3500STR: 218INT: 218VIT: 131WIS: 190AGI: 80LUC: 140
EXP Given: 0

Damage Vulnerabilities:
150% 150% 150%
150% 150% 150%

Disable Vulnerabilities:
0% 0% 0% 0% 0% 0% 0%
50% 0%
0% 0% 0%





Gourmet Pelican

Level: 126
HP: 121468STR: 227INT: 200VIT: 160WIS: 158AGI: 114LUC: 153
EXP Given: 384155

Damage Vulnerabilities:
150% 150% 150%
150% 150% 150%

Disable Vulnerabilities:
25% 50% 25% 25% 50% 0% 25%
10% 10%
25% 25% 50%
  • Strike Barrage: Deals 3-5 instances of severe bash damage to random party members. Has no limit on how many times a target can be hit. Slightly slow, and extremely accurate.
  • Furious Glare: Attempts to inflict curse on all party members, with a medium chance. Average speed.
  • Gorge: Deals light bash damage to one enemy. Increases the Gourmet Pelican's attack by 100% for 4 turns. Extremely slow.
  • Puke Shower: Deals heavy ice damage to all party members. Attempts toinflict poison, paralysis, panic on, and bind the heads of, hit targets, with a moderate chance, and heavy poison damage. Slightly slow, and extremely accurate.
  • Strike Barrage: Deals 3-5 instances of 130% melee STR-based bash damage to random party members. Has no limit on how many times a target can be hit. Has an 80% speed modifier and a base accuracy of 150%.
  • Furious Glare: Attempts to inflict curse on all party members, with a 35% base chance. Has a 100% speed modifier.
  • Gorge: Deals 50% melee STR-based bash damage to one enemy. Increases the Gourmet Pelican's attack by 100% for 4 turns. Has a 30% speed modifier.
  • Puke Shower: Deals 100% ranged INT-based ice damage to all party members. Attempts toinflict poison, paralysis, panic on, and bind the heads of, hit targets, with a 25% base chance, and a poison damage range of 132 to 203. Has an 80% speed modifier and a base accuracy of 150%.
  • Gourmet Pelicans always spend a turn telegraphing their attack skills.
  • Puke Shower can be used after telegraphing an attack after the Gourmet Pelican has fallen below 50% HP.
  • Gourmet Pelicans use Furious Glare after they've first fallen below 90% HP. They'll use it every 5 turns after.
  • Gourmet Pelicans only telegraph attacks every 3 turns when they're above 65% HP.
  • Gourmet Pelicans summon Forbidden Fruits at 80% HP, 50% HP, and 30% HP. They summon 1, 2, and 3 Gourmet Pelicans at those thresholds, respectively.
  • If Forbidden Fruits are in the battle, and the Gourmet Pelican does not have the Gorge buff, it's guaranteed to use Gorge.
  • If the Gourmet Pelican telegraphed an attack last turn:
    • If the Gourmet Pelican is at 50% HP or lower, 65% chance to use Puke Shower.
    • Otherwise, use Strike Barrage.
  • If the Gourmet Pelican has not telegraphed an attack yet, telegraph an attack.
  • If any Forbidden Fruits are in the battle, and the Gourmet Pelican does not have the Gorge buff, use Gorge.
  • If the Gourmet Pelican fell below 80% HP for the first time last turn, summon one Forbidden Fruit.
  • If the Gourmet Pelican fell below 50% HP for the first time last turn, summon two Forbidden Fruits.
  • If the Gourmet Pelican fell below 30% HP for the first time last turn, summon three Forbidden Fruits.
  • If 5 or more turns have passed since the last usage of Furious Glare, use Furious Glare.
  • If the Gourmet Pelican is at 90% HP or lower, and Furious Glare has not been used yet, use Furious Glare.
  • If the Gourmet Pelican is at 65% HP or lower, telegraph an attack.
  • If none of the above happened:
    • If 3 or more turns have passed since the last attack telegraphing, telegraph an attack.
    • Otherwise, Attack.
Drops:
  • Pelican Tail. 100% chance. Sells for 24000 en.
    • Terminator (+211 ATK, +102 MAT, Blade Barrage): Made from 1 Pelican Tail. Costs 373000 en.
    • Albatross Mail (+91 DEF, +84 MDF, +18 HP): Made from 1 Pelican Tailand 1 Fiendish Mane (Suicide Hare Drop 2). Costs 245000 en.
  • Abyssal Pouch (Kill while panicked). 100% chance. Sells for 52800 en.
    • Endyma (+75 DEF, +116 MDF, +30% Arm Bind Resistance; PGL Only): Made from 1 Abyssal Pouch. Costs 419000 en.

Grasseater

Level: 6
HP: 135STR: 25INT: 16VIT: 18WIS: 16AGI: 13LUC: 17
EXP Given: 32

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
150% 100% 150% 100% 100% 100% 100%
100% 100%
100% 100% 150%
  • Jump Kick: Deals very heavy bash damage to one party member. Slightly slow and extremely accurate.
  • Jump Kick: Deals 140% melee STR-based bash damage to one party member. Has an 80% speed modifier and a base accuracy of 150%.
  • Grasseaters are likely to open with Jump Kick.
  • When Grasseaters are at 50% HP or lower, they're far more likely to use Jump Kick.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Jump Kick.
    • Else, Attack.
  • If the Air Squirrel's HP is at 50% or lower:
    • 80% chance to use Jump Kick.
    • Else, Attack.
  • Else:
    • 40% chance to use Jump Kick.
    • Else, Attack.
Drops:
  • Grasseater Jaw. 60% chance. Sells for 6 en.
    • Hopper Sling (+16 ATK, +18 MAT, HP Up Lv1): Made from 1 Grasseater Jaw. Costs 220 en.
    • Balisong (+16 ATK, +22 MAT, TP Up Lv1): Made from 1 Thin Wing (Woodfly Drop 1) and 1 Grasseater Jaw. Costs 235 en.
    • Grasseater Shield (+7 DEF, +2 MDF): Made from 1 Grasseater Jaw. Costs 110 en.
  • Grasseater Leg. 50% chance. Sells for 8 en.
    • Framea (+18 ATK, +15 MAT, STR Up Lv1): Made from 1 Grasseater Legand 1 Small Tooth (Tree Rat Drop 1). Costs 290 en.
    • Bone Armor (+11 DEF, +6 MDF): Made from 2 Ape Bones (Angry Baboon Drop 1) and 1 Grasseater Leg. Costs 290 en.

Great Dragon

Level: 109
HP: 115961STR: 185INT: 194VIT: 100WIS: 106AGI: 93LUC: 124
EXP Given: 646540

Damage Vulnerabilities:
100% 100% 100%
0% 150% 100%

Disable Vulnerabilities:
50% 50% 50% 0% 25% 0% 50%
0% 10%
25% 50% 25%
  • Fire Torrent: Deals very heavy fire damage to all party members. Has a 50% speed modifier and a base accuracy of 180%.
  • Echoing Howl: Reduces all party members' attack by 30% for 4 turns. Attempts to inflict panic on all party members, with a moderate chance. Extremely fast.
  • Red Fang: Deals heavy bash damage to all party members. Attempts to bind the legs of hit targets, with a medium-low chance. Average speed, and very accurate.
  • Dragon Claw: Deals severe cut damage to one row of party members. Attempts to bind the arms of hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Draconic Fury: Increases the user's attack by 50% for 4 turns. Has a 100% speed modifier.
  • Dragon Smash: Deals 4-6 instances of heavy bash damage to random party members. Has no limit on how many times one target can be hit. Attempts to stun hit targets, with a moderate chance. Average speed, with average accuracy.
  • Fire Torrent: Deals 120% ranged INT-based fire damage to all party members. Has a 50% speed modifier and a base accuracy of 180%.
  • Echoing Howl: Reduces all party members' attack by 30% for 4 turns. Attempts to inflict panic on all party members, with a 25% base chance. Has a 150% speed modifier.
  • Red Fang: Deals 105% melee STR-based bash damage to all party members. Attempts to bind the legs of hit targets, with a 30% base chance. Has a 100% speed modifier and a base accuracy of 110%.
  • Dragon Claw: Deals 155% melee STR-based cut damage to one row of party members. Attempts to bind the arms of hit targets, with a 25% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Draconic Fury: Increases the user's attack by 50% for 4 turns. Has a 100% speed modifier.
  • Dragon Smash: Deals 4-6 instances of 115% melee STR-based bash damage to random party members. Has no limit on how many times one target can be hit. Attempts to stun hit targets, with a 20% base chance. Has a 100% speed modifier and a base accuracy of 99%.
  • Great Dragon summons the Crimson Heart at the following times:
    • First time: When it falls below 75% HP.
    • Second time: When it falls below 40% HP.
    • Any further times: When the Crimson Heart counter reaches 3 or more. This is incremented by 1 every turn after the second summoning that the Crimson Heart isn't alive, and by 1 when Echoing Howl is used after the second summoning.
  • Great Dragon always opens with Fire Torrent, and uses it on turns that are multiples of 5--unless it's below 10% HP.
  • Regardless of phase, if Echoing Howl is enabled, Great Dragon has a very small chance to randomly use it on any given turn.
  • Great Dragon is likely to apply Draconic Fury to itself whenever it doesn't have the buff if it's between 75% to 50% HP. At 50% to 30% HP, the chance is reduced, and at lower than 30% HP, it stops trying to apply Draconic Fury entirely.
  • Great Dragon prioritizes skills that don't use the head if its head is bound. If its legs are bound when that happens, it will spam Dragon claw.
  • The non-global chance of Echoing Howl being used goes up the lower that Great Dragon's HP is.
  • Besides all of that, the skills used per phase are:
    • Phase 1 (No Summon): Red Fang, normal Attacks, Dragon Claw.
    • Phase 2 (1 Summoning): Dragon Claw, Red Fang, normal Attacks Echoing Howl.
    • Phase 3 (2 Summonings): Dragon Smash, Echoing Howl, Red Fang, Dragon Claw.
    • Phase 4 (3+ Summonings): Dragon Smash, Echoing Howl, Dragon Claw, Red Fang.
  • Out-of-turn:
    • If the Crimson Heart counter is at 3 or more, and the Crimson Heart is not alive, summon the Crimson Heart.
    • When the Great Dragon has first fallen below 40% HP, if the Crimson Heart is not alive, summon the Crimson Heart.
    • When the Great Dragon has first fallen below 75% HP, if the Crimson Heart is not alive, summon the Crimson Heart.
  • If Echoing Howl is enabled, 10% chance to use Echoing Howl. Disables Echoing Howl.
  • If this is the first turn, use Fire Torrent.
  • If the Great Dragon's head is bound:
    • Enable Echoing Howl.
    • If the Great Dragon's legs are not bound, 70% chance to use Dragon Smash.
    • Otherwise, use Dragon Claw.
  • If Great Dragon is between 75% and 50% HP, and it does not have the Draconic Fury buff, 60% chance to use Draconic Fury. Enables Echoing Howl.
  • If Great Dragon is between 50% and 30% HP, and it does not have the Draconic Fury buff, 30% chance to use Draconic Fury. Enables Echoing Howl.
  • If the current turn is a multiple of 5, and Great Dragon is above 10% HP, use Fire Torrent. Enables Echoing Howl.
  • If the third Crimson Heart summoning has occurred:
    • If Echoing Howl is enabled, 40% chance to use Echoing Howl. Disables Echoing Howl.
    • 10% chance to use Red Fang.
    • 65% chance to use Dragon Smash.
    • 25% chance to use Dragon Claw.
  • If the second Crimson Heart summoning has occurred:
    • If Echoing Howl is enabled, 30% chance to use Echoing Howl. Disables Echoing Howl.
    • 50% chance to use Dragon Smash.
    • 25% chance to use Red Fang.
    • 25% chance to use Dragon Claw.
  • If the first Crimson Heart summoning has occurred:
    • If Echoing Howl is enabled, 20% chance to use Echoing Howl. Disables Echoing Howl.
    • 25% chance to use Red Fang.
    • 50% chance to use Dragon Claw.
    • 25% chance to Attack.
  • If none of the above happened:
    • 55% chance to use Red Fang.
    • 15% chance to use Dragon Claw.
    • 30% chance to Attack.
Drops:
  • Dragon Scale. 100% chance. Sells for 78000 en.
    • Dragonbane (+204 ATK, +204 MAT, +8 HP, +8 TP, +8 All Stats): Made from 1 Dragon Scaleand 1 Blizzard Scale (Blizzard King Drop 1) and 1 Emperor Scale (Storm Emperor Drop 1). Costs 620000 en.
    • Great Fire Charm (Immunity to fire): Made from 1 Dragon Scale. Costs 75000 en.
  • Dragon Fang. 5% chance. Sells for 84000 en.
    • Dragoon Mail (+77 DEF, +113 MDF, +10% Base Accuracy; GNR Only): Made from 1 Dragon Fang. Costs 424000 en.
  • Scorching Horn (Kill with fire damage). 100% chance. Sells for 90000 en.
    • Kurikara (+245 ATK, +134 MAT, Dragon Smash): Made from 1 Scorching Horn. Costs 770000 en.

Great Lynx

Level: 23
HP: 508STR: 44INT: 29VIT: 22WIS: 22AGI: 25LUC: 28
EXP Given: 410

Damage Vulnerabilities:
100% 50% 100%
150% 50% 100%

Disable Vulnerabilities:
100% 100% 100% 100% 100% 150% 100%
100% 100%
100% 150% 100%
  • Bite Off: Deals very severe cut damage to one party member. Slow, and extremely accurate.
  • Bite Off: Deals 160% melee STR-based cut damage to one party member. Has a 75% speed modifier, and a base accuracy of 150%.
  • Great Lynxes are likely to open with Bite Off.
  • When Great Lynxes are at 50% HP or lower, they're far more likely to use Bite Off.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Bite Off.
    • Else, Attack.
  • If the Great Lynx's HP is at 50% or lower:
    • 80% chance to use Bite Off.
    • Else, Attack.
  • Else:
    • 40% chance to use Bite Off.
    • Else, Attack.
Drops:
  • Mountain Claw. 85% chance. Sells for 52 en.
    • Wildcat (+36 ATK, +16 MAT, VIT Up Lv1): Made from 1 Mountain Claw. Costs 1610 en.
    • Rapier (+32 ATK, +32 MAT, HP Up Lv1): Made from 1 Mountain Clawand 1 Green Thorn (Deadly Durian Drop 1). Costs 1390 en.

Great Platypus

Level: 25
HP: 361STR: 35INT: 32VIT: 27WIS: 34AGI: 23LUC: 34
EXP Given: 333

Damage Vulnerabilities:
100% 100% 100%
100% 150% 100%

Disable Vulnerabilities:
100% 50% 100% 100% 100% 100% 100%
100% 150%
100% 100% 100%
  • Icy Leg Lash: Deals medium-heavy ice damage to 3-4 random party members. Attempts to bind the legs of hit targets, with a medium chance. Slightly slow, with average accuracy.
  • Icy Leg Lash: Deals 90% ranged INT-based ice damage to 3-4 random party members. Attempts to bind the legs of hit targets, with a 35% base chance. Has a 80% speed modifier and a base accuracy of 99%.
  • Great Platypuses are likely to open with Icy Leg Lash.
  • When Great Platypuses are at 50% HP or lower, they're far more likely to use Icy Leg Lash.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Icy Leg Lash.
    • Else, Attack.
  • If the Great Platypus's HP is at 50% or lower:
    • 80% chance to use Icy Leg Lash.
    • Else, Attack.
  • Else:
    • 40% chance to use Icy Leg Lash.
    • Else, Attack.
Drops:
  • Hard Venom Tail. 70% chance. Sells for 49 en.
    • Hasta (+33 ATK, +24 MAT, WIS Up Lv1): Made from 1 Hard Venom Tailand 1 Soft Bark (Waterfall Wood Chop Item 2). Costs 1350 en.
    • Husaria Mail (+20 DEF, +12 MDF): Made from 1 Green Feather (Largebill Drop 1) and 1 Hard Venom Tail. Costs 1350 en.
    • Leg Guard (Immunity to leg binds): Made from 2 Hard Venom Tails. Costs 800 en.

Greedy Lizard

Level: 26
HP: 3858STR: 38INT: 35VIT: 28WIS: 34AGI: 27LUC: 35
EXP Given: 2885

Damage Vulnerabilities:
100% 100% 100%
50% 150% 100%

Disable Vulnerabilities:
75% 25% 50% 25% 50% 50% 0%
10% 10%
75% 50% 50%
  • Poison Sting: Deals medium cut damage to one row of party members. Attempts to inflict poison on hit targets, with a moderate chance, and medium poison damage. Slightly slow, with average accuracy.
  • Frigid Tail Whip: Deals severe ice damage to one party member, with splash damage. Increases hit targets' chance of being afflicted with ailments and binds by 100% for 4 turns. Slightly slow, with average accuracy.
  • Poison Sting: Deals 80% melee STR-based cut damage to one row of party members. Attempts to inflict poison on hit targets, with a 25% base chance, and a poison damage range of 43 to 73. Has an 80% speed modifier and a base accuracy of 99%.
  • Frigid Tail Whip: Deals 140% ranged INT-based ice damage to one party member, with splash damage. Increases hit targets' chance of being afflicted with ailments and binds by 100% for 4 turns. Has an 80% speed modifier and a base accuracy of 99%.
  • Greedy Lizards are very likely to open with Poison Sting.
  • Greedy Lizards always use Frigid Tail Whip when they first fall below 75% HP, and again when they first fall below 50% HP.
  • Greedy Lizards are very likely to specifically target party members with the Frigid Tail Whip debuff with Poison Sting.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Poison Sting.
    • 20% chance to Attack.
  • If the Greedy Lizard is at 30% HP or lower:
    • If Frigid Tail Whip has not been used yet in this phase or last phase, use Frigid Tail Whip.
    • If any party members have the Frigid Tail Whip debuff:
      • 70% chance to use Poison Sting, targeting party members who have the Frigid Tail Whip debuff.
      • 20% chance to use Frigid Tail Whip.
      • 10% chance to Attack.
    • Otherwise:
      • 90% chance to use Frigid Tail Whip.
      • 10% chance to Attack.
  • If the Greedy Lizard is at 50% to 31% HP:
    • If Frigid Tail Whip has not been used yet in this phase, use Frigid Tail Whip.
    • If any party members have the Frigid Tail Whip debuff, 60% chance to use Poison Sting, targeting party members who have the Frigid Tail Whip debuff.
    • Otherwise:
      • 40% chance to use Poison Sting.
      • 40% chance to use Frigid Tail Whip.
      • 20% chance to Attack.
  • If the Greedy Lizard is at 75% to 51% HP:
    • If Frigid Tail Whip has not been used yet in this phase, use Frigid Tail Whip.
    • If any party members have the Frigid Tail Whip debuff, 30% chance to use Poison Sting, targeting party members who have the Frigid Tail Whip debuff.
    • Otherwise:
      • 40% chance to use Poison Sting.
      • 40% chance to use Frigid Tail Whip.
      • 20% chance to Attack.
  • If none of the above happened:
    • 70% chance to use Poison Sting.
    • 30% chance to Attack.
Drops:
  • Reptile Dorsal Fin. 100% chance. Sells for 400 en.
    • Machete (+36 ATK, +42 MAT, +12 LUC): Made from 1 Reptile Dorsal Finand 1 Violet Comb (Devilfish Drop 1). Costs 1500 en.
    • Reptile Cuirass (+17 DEF, +14 MDF, +15% Bash Resistance): Made from 1 Reptile Dorsal Fin. Costs 1450 en.
  • Burnt Snout (Kill with fire damage). 100% chance. Sells for 550 en.
    • Mijinmaru (+47 ATK, +27 MAT, Hilt Strike): Made from 1 Burnt Snout. Costs 2100 en.

Gryphon

Level: 29
HP: 609STR: 45INT: 34VIT: 34WIS: 37AGI: 30LUC: 30
EXP Given: 837

Damage Vulnerabilities:
100% 100% 100%
50% 100% 150%

Disable Vulnerabilities:
100% 100% 150% 50% 100% 100% 100%
100% 50%
100% 100% 100%
  • Dust Wings: Deals severe cut damage that pierces party rows. Reduces hit targets' accuracy by 30% for 4 turns. Very slightly slow, and extremely accurate.
  • Dust Wings: Deals 120% melee STR-based cut damage that pierces party rows. Reduces hit targets' accuracy by 30% for 4 turns. Has a 90% speed modifier and a base accuracy of 140%.
  • Gryphons are likely to open with Dust Wings.
  • When Gryphons are at 50% HP or lower, they're far more likely to use Dust Wings.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Dust Wings.
    • Else, Attack.
  • If the Gryphon's HP is at 50% or lower:
    • 80% chance to use Dust Wings.
    • Else, Attack.
  • Else:
    • 40% chance to use Dust Wings.
    • Else, Attack.
Drops:
  • Steel Beak. 85% chance. Sells for 90 en.
    • Ochiba (+43 ATK, +23 MAT, AGI Up Lv3): Made from 2 Steel Beaks. Costs 3300 en.
    • Greif (+42 ATK, +19 MAT, LUC Up Lv3): Made from 1 Steel Beak. Costs 2800 en.
    • Alula Shield (+15 DEF, +5 MDF): Made from 1 Fluffy Muffler (Air Squirrel Drop 1) and 1 Steel Beak. Costs 1050 en.

Haggis

Level: 54
HP: 1196STR: 55INT: 68VIT: 60WIS: 57AGI: 48LUC: 46
EXP Given: 1536

Damage Vulnerabilities:
100% 150% 100%
150% 50% 50%

Disable Vulnerabilities:
100% 150% 100% 100% 150% 100% 100%
100% 100%
100% 100% 100%
  • Holy Shock: Deals very heavy volt damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Holy Shock: Deals 150% ranged INT-based volt damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • Haggises always start the battle asleep.
  • Haggises are very likely to use Holy Shock, unless another Haggis already used it, in which case they are very unlikely to.
  • If Holy Shock was already used by another enemy, 10% chance to use Holy Shock.
  • If not, 80% chance to use Holy Shock.
  • If Holy Shock wasn't used, Attack.
Drops:
  • Yellow Plume. 50% chance. Sells for 235 en.
    • Wing Bow (+55 ATK, +58 MAT, HP Up Lv3): Made from 1 Yellow Plumeand 1 Cassiterite (Western Shrine Mine Item 2). Costs 17800 en.
    • Polka (+26 DEF, +40 MDF): Made from 1 Yellow Plumeand 1 Red Mane (Sleipnir Drop 1). Costs 13500 en.
    • Yellow Mittens (+14 DEF, +20 MDF): Made from 2 Yellow Plumes. Costs 7100 en.

Harpuia

Level: 40
HP: 14131STR: 52INT: 46VIT: 33WIS: 36AGI: 34LUC: 45
EXP Given: 24840

Damage Vulnerabilities:
100% 100% 100%
100% 100% 150%

Disable Vulnerabilities:
25% 75% 50% 25% 25% 50% 50%
0% 10%
75% 50% 25%
  • Bloodbath: Deals light cut damage to all party members at the end of the turn. If a target is afflicted with any ailment or bind, they take comically overkill cut damage instead. Average accuracy.
  • Shrill Cry: Attempts to inflict panic on all party members, with a moderate chance. Fast.
  • Claws of Despair: Deals 2 instances of heavy cut damage to random party members. Has no limit on how many times one target can be hit. Attempts to inflict paralysis on hit targets, with a moderate chance. Slightly slow, and very accurate.
  • Chaos Scream: Reduces all party members' resistance to ailments and binds by 50% for 4 turns.
  • Storm Feather: Deals medium-heavy stab damage to all party members. Attempts to inflict blind on hit targets, with a medium-low chance. Average speed, with average accuracy.
  • Feast: Deals medium cut damage to 2-4 random party members. Attempts to bind the head, arms, and legs of hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Bloodbath: Deals 50% melee STR-based cut damage to all party members. If a target is afflicted with any ailment or bind, they take 400% melee STR-based cut damage instead. Has a 10% speed modifier and a base accuracy of 99%.
  • Shrill Cry: Attempts to inflict panic on all party members, with a 20% base chance. Has a 120% speed modifier.
  • Claws of Despair: Deals 2 instances of 130% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Attempts to inflict paralysis on hit targets, with a 25% base chance. Has an 80% speed modifier and a base accuracy of 125%.
  • Chaos Scream: Reduces all party members' resistance to ailments and binds by 50% for 4 turns.
  • Storm Feather: Deals 110% melee STR-based stab damage to all party members. Attempts to inflict blind on hit targets, with a 35% base chance. Has a 100% speed modifier and a base accuracy of 99%.
  • Feast: Deals 90% melee STR-based cut damage to 2-4 random party members. Attempts to bind the head, arms, and legs of hit targets, with a 30% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Harpuia always opens with Bloodbath, followed by Shrill Cry.
  • Harpuia does not use Shrill Cry non-randomly if it's below 25% HP.
  • Bloodbath is used every 4 turns, and is always followed by Shrill Cry.
  • Harpuia's phases go roughly as thus:
    • Phase 1 (100% to 75% HP): Claws of Despair, followed by Attack.
    • Phase 2 (75% to 50% HP): Opens with Storm Feather. Usually Claws of Despair followed by either Storm Feather or a normal Attack.
    • Phase 3 (50% to 25% HP): Opens with Feast. Besides that, Claws of Despair, Storm Feather, and Attacks. Claws of Despair is followed by Feast, Attacks are followed by Claws of Despair.
    • Phase 4 (25% HP to death): Randomly uses Storm Feather, Claws of Despair, Shrill Cry, and Feast. Shrill Cry is less likely than the others.
  • Out-of-turn:
    • If Harpuia fell below 25% HP this turn, use Chaos Scream.
    • If Harpuia fell below 50% HP this turn, use Chaos Scream.
    • If Harpuia fell below 75% HP this turn, use Chaos Scream.
  • If this is the first turn, use Bloodbath, and queue Shrill Cry.
  • If 3 or more turns have passed since the last usage of Bloodbath, use Bloodbath, and queue Shrill Cry.
  • If Shrill Cry is queued, and Harpuia is above 25% HP, use Shrill Cry.
  • If Harpuia is at 25% HP or lower:
    • 30% chance to use Storm Feather.
    • 30% chance to use Claws of Despair.
    • 10% chance to use Shrill Cry.
    • 30% chance to use Feast.
  • If Harpuia is at 50% HP or lower:
    • If Feast hasn't been used yet, or is queued, use Feast.
    • If Claws of Despair is queued, use Claws of Despair, and queue Feast.
    • If neither of the above happened:
      • 50% chance to use Storm Feather.
      • 50% chance to Attack, and queue Claws of Despair.
  • If Harpuia is at 75% HP or lower:
    • If Storm Feather hasn't been used yet, use Storm Feather.
    • If Claws of Despair is queued, use Claws of Despair.
    • 40% chance to use Storm Feather.
    • If none of the above happened, Attack, and queue Claws of Despair.
  • If none of the above happened:
    • If Claws of Despair hasn't been used yet, or is queued, use Claws of Despair.
    • Otherwise, Attack, and queue Claws of Despair.
Drops:
  • Harpy Wing. 100% chance. Sells for 5000 en.
    • Nicothoe Duster (+51 ATK, +48 MAT, Chaos Scream): Made from 1 Harpy Wing. Costs 7450 en.
  • Queen's Leg (Kill with curse damage). 100% chance. Sells for 19000 en.
    • Cradle Edge (+200 ATK, +220 MAT, Feast): Made from 1 Queen's Leg. Costs 600000 en.

Hazefly

Level: 113
HP: 1827STR: 132INT: 171VIT: 130WIS: 153AGI: 110LUC: 128
EXP Given: 24009

Damage Vulnerabilities:
100% 150% 100%
100% 100% 0%

Disable Vulnerabilities:
100% 50% 50% 50% 50% 100% 100%
100% 100%
50% 50% 100%
  • Spark: Deals medium damage to all party members. Attempts to stun hit targets, with a medium chance. Very fast, with average accuracy.
  • Spark: Deals 70% ranged INT-based volt damage to all party members. Attempts to stun hit targets, with a 40% base chance. Has a 135% speed modifier and a base accuracy of 99%.
  • Hazeflies are very unlikely to use Spark if another Hazefly already used it. If not, it's very likely to use it.
  • If Spark was already used on this turn, 15% chance to use Spark.
  • If not, 80% chance to use Spark.
  • If neither of the above happened, Attack.
Drops:
  • Wing Scale. 50% chance. Sells for 1772 en.
    • Direstar Spear (+163 ATK, +121 MAT, AGI Up Lv4): Made from 1 Wing Scaleand 1 Yellow Furball (Mimic Aye-Aye Drop 2). Costs 252000 en.
    • Kaleido Gloves (+45 DEF, +55 MDF): Made from 1 Wing Scaleand 1 Craggy Fish Skin (Stoneray Drop 1). Costs 123000 en.
    • Butterfly Tall Boots (+30 DEF, +70 MDF): Made from 1 Wing Scale. Costs 88000 en.
  • Frozen Wing (Kill with ice damage). 100% chance. Sells for 2385 en.
    • Rune Tunic (+63 DEF, +100 MDF, +7 LUC): Made from 1 Frozen Wing. Costs 190000 en.

Healing Roller

Level: 13
HP: 123STR: 25INT: 23VIT: 13WIS: 18AGI: 10LUC: 14
EXP Given: 0

Damage Vulnerabilities:
50% 50% 100%
150% 150% 150%

Disable Vulnerabilities:
50% 150% 50% 50% 150% 50% 50%
100% 150%
150% 150% 50%
  • Holy Veil: Increases all enemies' elemental defense by 50% for 4 turns. Average speed.
  • Cure: Restores Cernunnos's HP for a medium amount. Slightly slow.
  • Holy Veil: Increases all enemies' elemental defense by 50% for 4 turns. Has a 100% speed modifier.
  • Cure: Restores 150 HP to Cernunnos. Has an 80% speed modifier.
  • Healing Rollers will apply the Holy Veil buff whenever it isn't active.
  • If Holy Veil doesn't need to be re-applied, and Cernunnos isn't at full HP, Healing Rollers will use Cure.
  • If no enemies have the Holy Veil buff, and Holy Veil was not used on this turn, use Holy Veil.
  • If Cernunnos is not at full HP, use Cure on Cernunnos.
  • If none of the above happened, Attack.

Hedgehog

Level: 41
HP: 348STR: 50INT: 38VIT: 44WIS: 34AGI: 38LUC: 41
EXP Given: 917

Damage Vulnerabilities:
100% 50% 150%
100% 100% 100%

Disable Vulnerabilities:
100% 100% 100% 50% 150% 100% 50%
100% 10%
100% 100% 150%
  • Recoil Needle: Deals medium stab damage to one party member. Attempts to stun the target, with an extremely high chance. Extremely fast, with average accuracy.
  • Recoil Needle: Deals 80% melee STR-based stab damage to one party member. Attempts to stun the target, with an 85% base chance. Has a 140% speed modifier and a base accuracy of 99%.
  • Hedgehogs are very likely to use Recoil Needle.
  • 70% chance to use Recoil Needle.
  • 30% chance to Attack.
Drops:
  • Rat Needle. 55% chance. Sells for 121 en.
    • Camo Fist (+42 ATK, +40 MAT, HP Up Lv3): Made from 2 Rosemarys (Ancient Forest Take Item 1) and 1 Rat Needle. Costs 6500 en.
    • Backsword (+54 ATK, +54 MAT, TP Up Lv3): Made from 2 Rat Needles. Costs 8450 en.

Hellbent Beast

Level: 122
HP: 64809STR: 217INT: 147VIT: 135WIS: 142AGI: 124LUC: 134
EXP Given: 358920

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 50% 50% 50% 50% 50% 50%
10% 10%
0% 0% 0%
  • Reversal Slam: Purges all debuffs from the user. Deals very overkill bash damage to all party members. Extremely slow, with average accuracy.
  • Reed Cutter: Deals very heavy cut damage to one row of party members. Attempts to bind the legs of hit targets, with a high chance. Extremely slow, with average accuracy.
  • Dead Zone: Reduces all party members and all enemies' defense by 100% for 4 turns. Slightly fast.
  • Reversal Slam: Purges all debuffs from the user. Deals 200% melee STR-based bash damage to all party members. Has a 50% speed modifier and a base accuracy of 99%.
  • Reed Cutter: Deals 120% melee STR-based cut damage to one row of party members. Attempts to bind the legs of hit targets, with a 60% base chance. Has a 50% speed modifier and a base accuracy of 99%.
  • Dead Zone: Reduces all party members and all enemies' defense by 100% for 4 turns. Has a 110% speed modifier.
  • Hellbent Beasts are equally likely to open with either Reed Cutter, or a normal Attack.
  • When Hellbent Beasts first fall below 50% HP, they'll always use Dead Zone. They'll use Dead Zone every 4 turns after that.
  • At low HP, Reed Cutter becomes far more likely than normal Attacks.
  • If Hellbent Beasts have any debuffs, they will always use Reversal Slam.
  • If the Hellbent Beast had any debuffs at the start of the turn:
    • If the Hellbent Beast still has any debuffs, use Reversal Slam.
    • Otherwise, use Reed Cutter.
  • If the Hellbent Beast is at 50% HP or lower:
    • If Dead Zone hasn't been used yet, use Dead Zone.
    • If 4 or more turns have passed since the last usage of Dead Zone, use Dead Zone.
    • If neither of the above happened:
      • 80% chance to use Reed Cutter.
      • 20% chance to Attack.
  • If none of the above happened:
    • 50% chance to use Reed Cutter.
    • 50% chance to Attack.
Drops:
  • Coiled Horn. 100% chance. Sells for 39600 en.
    • Blast Piledriver (+165 ATK, +107 MAT, Death Pile): Made from 1 Coiled Hornand 1 Small Fruit Core (Forbidden Fruit Drop 1). Costs 259000 en.
    • Demonswirl Armor (+109 DEF, +63 MDF, +6 STR): Made from 1 Coiled Horn. Costs 276000 en.

Hexgourd

Level: 115
HP: 3883STR: 175INT: 175VIT: 209WIS: 209AGI: 100LUC: 134
EXP Given: 358925

Damage Vulnerabilities:
0% 0% 0%
0% 0% 0%

Disable Vulnerabilities:
25% 25% 25% 25% 25% 300% 25%
10% 0%
25% 25% 25%
  • Coiling Vine: Attempts to bind the heads and arms of all party members, with a medium chance. Slightly slow.
  • Infernal Flame: Deals severe fire damage to all party members at the end of the turn. Comically accurate.
  • Demonic Shine: Reduces all party members' maximum HP by 50% for 4 turns. Very slow.
  • Coiling Vine: Attempts to bind the heads and arms of all party members, with a 40% base chance. Has an 80% speed modifier.
  • Infernal Flame: Deals 80% ranged INT-based fire damage to all party members. Has a 20% speed modifier and a base accuracy of 500%.
  • Demonic Shine: Reduces all party members' maximum HP by 50% for 4 turns. Has a 60% speed modifier.
  • Hexgourds always open with Infernal Flame.
  • Hexgourds use Coiling Vine on turns that are multiples of 3.
  • When Hexgourds first fall below 50% HP, they will always use Demonic Shine. They'll use it again when 3 or more turns have passed since it last used it.
  • Besides all that, Hexgourds will spam Infernal Flame. They have an extremely small chance to use normal Attacks at low HP, though.
  • If Infernal Flame hasn't been used yet, use Infernal Flame.
  • If the current turn is a multiple of 3, use Coiling Vine.
  • If the Hexgourd is at 50% HP or lower:
    • If Demonic Shine has not been used yet, use Demonic Shine.
    • If 3 turns have passed since the last usage of Demonic Shine, use Demonic Shine.
    • 95% chance to use Infernal Flame.
    • 5% chance to Attack.
  • If none of the above happened, use Infernal Flame.
Drops:
  • Bony Thorn. 100% chance. Sells for 21000 en.
    • Pumpkin Bat (+230 ATK, +167 MAT, -2% Base Accuracy, Coiling Vine): Made from 1 Bony Thorn. Costs 478000 en.
    • Pumpkinhead (+48 DEF, +45 MDF, +8 INT): Made from 1 Bony Thornand 1 Flower Cloth (Archpixie Drop 1). Costs 130000 en.
  • Kaleido-Pumpkin (Kill with any elemental type). 100% chance. Sells for 23000 en.
    • Forbidden Cloak (+92 DEF, +110 MDF, +15% Ailment Resistance; HRB Only): Made from 1 Kaleido-Pumpkin. Costs 469000 en.

Hexroot

Level: 67
HP: 817STR: 71INT: 58VIT: 68WIS: 70AGI: 62LUC: 69
EXP Given: 2809

Damage Vulnerabilities:
150% 100% 100%
150% 100% 100%

Disable Vulnerabilities:
100% 150% 100% 10% 100% 100% 50%
100% 50%
100% 100% 100%
  • Calamity Roar: Attempts to inflict panic on and bind the heads of all party members, with a high chance. Very fast.
  • Calamity Roar: Attempts to inflict panic on and bind the heads of all party members, with a 60% base chance. Has a 125% speed modifier.
  • Calamity Roar needs to be telegraphed one turn before it's used.
  • Calamity Roar is less likely to be used when Hexroots are at low HP.
  • If all party members are panicked, Hexroots will always Attack.
  • If Calamity Roar was telegraphed last turn, use Calamity Roar.
  • If all party members are panicked, Attack.
  • If the Hexroot is at 50% HP or lower:
    • 50% chance to telegraph Calamity Roar.
    • 50% chance to Attack.
  • If none of the above happened:
    • 80% chacne to telegraph Calamity Roar.
    • 30% chance to Attack.
Drops:
  • Sap Vine. 50% chance. Sells for 497 en.
    • War Bow (+68 ATK, +76 MAT, STR Up Lv2): Made from 1 Withered Vine (Sandy Barrens Take Item 1) and 1 Sap Vine. Costs 42000 en.
    • Ivy Mittens (+19 DEF, +26 MDF): Made from 2 Sap Vines. Costs 19500 en.
    • Kulbit (+33 DEF, +10 MDF): Made from 1 Sandfish Eye (Sandfish Drop 1) and 1 Sap Vine. Costs 25500 en.

High Onnep

Level: 50
HP: 669STR: 71INT: 48VIT: 57WIS: 42AGI: 44LUC: 43
EXP Given: 1941

Damage Vulnerabilities:
100% 150% 100%
100% 10% 100%

Disable Vulnerabilities:
50% 100% 50% 50% 100% 150% 150%
100% 100%
100% 100% 100%
  • Mangle Fang: Deals medium-heavy stab damage to one row of party members. Reduces hit targets' attack by 30% for 4 turns. Slightly slow, with average accuracy.
  • Mangle Fang: Deals 90% melee STR-based stab damage to one row of party members. Reduces hit targets' attack by 30% for 4 turns. Has a 100% speed modifier and a base accuracy of 99%.
  • High Onneps are likely to open with Mangle Fang.
  • When High Onneps are at 50% HP or lower, they're far more likely to use Mangle Fang.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Mangle Fang.
    • Else, Attack.
  • If the High Onnep's HP is at 50% or lower:
    • 80% chance to use Mangle Fang.
    • Else, Attack.
  • Else:
    • 40% chance to use Mangle Fang.
    • Else, Attack.
Drops:
  • Sea Beast Fur. 70% chance. Sells for 269 en.
    • Kuu (+50 ATK, +53 MAT, TP Up Lv3): Made from 1 Sea Beast Fur. Costs 12100 en.
    • Marine Coat (+24 DEF, +37 MDF): Made from 1 Sea Beast Furand 2 Deep Sea Ivys (Undersea Grotto Take Item 1). Costs 8700 en.
  • Frozen Tusk (Kill with ice damage). 100% chance. Sells for 311 en.
    • Seabeast's Tusk (+61 ATK, +53 MAT, Destructive Tusk): Made from 1 Frozen Tusk. Costs 16600 en.

High Walrus

Level: 48
HP: 640STR: 69INT: 43VIT: 54WIS: 46AGI: 42LUC: 42
EXP Given: 1645

Damage Vulnerabilities:
100% 150% 100%
100% 10% 100%

Disable Vulnerabilities:
100% 100% 50% 100% 150% 150% 150%
100% 100%
150% 100% 100%
  • Ruin Fangs: Deals heavy stab damage to 2 random party members. Slightly slow, and extremely accurate.
  • Ruin Fangs: Deals 110% melee STR-based stab damage to 2 random party members. Has an 80% speed modifier and a base accuracy of 150%.
  • High Walruses are likely to open with Ruin Fangs.
  • When High Walruses are at 50% HP or lower, they're far more likely to use Ruin Fangs.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Ruin Fangs.
    • Else, Attack.
  • If the High Walrus's HP is at 50% or lower:
    • 80% chance to use Ruin Fangs.
    • Else, Attack.
  • Else:
    • 40% chance to use Ruin Fangs.
    • Else, Attack.
Drops:
  • Muscled Arm. 80% chance. Sells for 328 en.
    • Blue Fleuret (+57 ATK, +57 MAT, VIT Up Lv3): Made from 1 Muscled Armand 1 Indigo Pith (Undersea Grotto Chop Item 2). Costs 11600 en.
    • Stab Charm (+30% Stab Resistance): Made from 1 Muscled Arm. Costs 10000 en.

Hippogryph

Level: 68
HP: 31986STR: 109INT: 88VIT: 64WIS: 70AGI: 63LUC: 69
EXP Given: 79963

Damage Vulnerabilities:
100% 100% 100%
100% 100% 150%

Disable Vulnerabilities:
50% 50% 50% 25% 50% 50% 50%
0% 10%
50% 25% 50%
  • Panic Glare: Attempts to inflict panic on one row of party members, with a medium chance. Average speed.
  • Clawbinder: Deals very heavy cut damage to one row of party members. Attempts to bind the arms of hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Back Kick: Deals severe bash damage that pierces party rows. Very fast, with average accuracy
  • Sky Dive: Deals severe cut damage to all party members at the end of the turn. Reduces hit targets' physical attack by 50% for 4 turns. Average accuracy.
  • Wing Shield: Reduces STR-based damage to Hippogryph by 50% for 3 turns. Dispelled if Hippogryph takes 1800 damage before the end.
  • Rest: Restores 1000 HP to Hippogryph.
  • Ebon Gaze: Attempts to inflict curse on all party members, with a moderate chance. Average speed.
  • Lightning Storm: Deals medium-heavy volt damage to 3-5 random party members. Attempts to inflict paralysis on hit targets, with a moderately low chance. Slightly slow, and extremely accurate.
  • Panic Glare: Attempts to inflict panic on one row of party members, with a 35% base chance. Has a 100% speed modifier.
  • Clawbinder: Deals 125% melee STR-based cut damage to one row of party members. Attempts to bind the arms of hit targets, with a 25% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Back Kick: Deals 140% melee STR-based bash damage that pierces party rows. Has a 125% speed modifier and a base accuracy of 99%.
  • Sky Dive: Deals 130% melee STR-based cut damage to all party members. Reduces hit targets' physical attack by 50% for 4 turns. Has a 10% speed modifier and a base accuracy of 99%.
  • Wing Shield: Reduces STR-based damage to Hippogryph by 50% for 3 turns. Dispelled if Hippogryph takes 1800 damage before the end.
  • Rest: Restores 1000 HP to Hippogryph.
  • Ebon Gaze: Attempts to inflict curse on all party members, with a 25% base chance. Has a 100% speed modifier.
  • Lightning Storm: Deals 90% ranged INT-based volt damage to 3-5 random party members. Attempts to inflict paralysis on hit targets, with a 20% base chance. Has an 80% speed modifier and a base accuracy of 150%.
  • Hippogryph always opens with Panic Glare.
  • Hippogryph will always use Sky Dive when it first falls below 80%, 50%, and 30% HP. It will then use Wing Shield at the end of the turn.
  • Hippogryph always uses Ebon Gaze when it first falls below 65% HP, and again when it first falls below 35% HP.
  • Hippogryph always uses Lightning Storm as its first normal action after its second Wing Shield.
  • Besides that, Hippogryph randomly uses any of its skills, with a heavy priority on Clawbinder at high HP, and Lightning Storm at low HP.
  • Out-of-turn: If Wing Shield is queued, enter the Wing Shield state.
  • If Hippogryph is in the Wing Shield state, use Rest.
  • If Sky Dive is queued, use Sky Dive, and queue Wing Shield.
  • If Hippogryph has fallen below any of the following HP thresholds for the first time, queue Sky Dive next turn:
    • 80%
    • 50%
    • 30%
  • If Hippogryph first fell below 65% HP last turn, use Ebon Gaze.
  • If Hippogryph first fell below 35% HP last turn, use Ebon Gaze.
  • If Hippogryph has been at or below 50% HP at any point during the battle:
    • If Lightning Storm hasn't been used yet, use Lightning Storm.
    • 40% chance to use Lightning Storm.
    • 10% chance to use Ebon Gaze.
    • 20% chance to use Back Kick.
    • 10% chance to use Clawbinder.
    • 15% chance to use Panic Glare.
    • 5% chance to Attack.
  • If none of the above happened:
    • If Panic Glare hasn't been used yet, use Panic Glare.
    • 50% chance to use Clawbinder.
    • 30% chance to use Back Kick.
    • 10% chance to use Panic Glare.
    • 10% chance to Attack.
Drops:
  • Hippogryph Wing. 100% chance. Sells for 14000 en.
    • Gryphbreaker (+75 ATK, +68 MAT, Sky Dive): Made from 1 Hippogryph Wing. Costs 33500 en.
  • Bound Talon (Kill while arms are bound). 100% chance. Sells for 25000 en.
    • Hildebrand (+40 DEF, +35 MDF, +7% Phys Resistance): Made from 1 Bound Talon. Costs 215000 en.

Honey Ant

Level: 77
HP: 529STR: 84INT: 75VIT: 83WIS: 77AGI: 68LUC: 64
EXP Given: 0

Damage Vulnerabilities:
100% 100% 100%
50% 150% 100%

Disable Vulnerabilities:
25% 50% 50% 50% 50% 50% 50%
10% 10%
50% 50% 50%
  • Healing Honey: Restores 1000 HP to one enemy. Slightly slow.
  • Healing Honey: Restores 1000 HP to one enemy. Has an 80% speed modifier.
  • Honey Ants will use Healing Honey on Queen Ant and Servitor Ants if there are any in the battle, prioritizing Queen Ant.
  • If Queen Ant is in the battle, use Healing Honey on Queen Ant.
  • If there are any Servitor Ants in the battle, use Healing Honey on a random Servitor Ant.
  • Otherwise, Attack.

Huge Ant

Level: 76
HP: 1178STR: 101INT: 80VIT: 81WIS: 68AGI: 60LUC: 78
EXP Given: 7252

Damage Vulnerabilities:
100% 100% 100%
50% 150% 50%

Disable Vulnerabilities:
50% 100% 50% 100% 100% 150% 50%
50% 100%
100% 50% 50%
  • Earthquake: Deals medium bash damage to all party members. Attempts to stun hit targets, with a medium chance. Average speed, and extremely accurate.
  • Earthquake: Deals 80% melee STR-based bash damage to all party members. Attempts to stun hit targets, with a 40% base chance. Has a 100% speed modifier and a base accuracy of 150%.
  • Huge Ants are very unlikely to use Earthquake if any other Huge Ants used it before their turn.
  • If Earthquake wasn't already used on this turn, 10% chance to use Earthquake.
  • If it wasn't, 80% chance to use Earthquake.
  • If neither of the above happened, Attack.
Drops:
  • Gold Carapace. 90% chance. Sells for 1021 en.
    • Uguisumaru (+110 ATK, +57 MAT, HP Up Lv5): Made from 1 Gold Carapace. Costs 81000 en.
    • Full Plate (+66 DEF, +26 MDF): Made from 1 Gold Carapaceand 1 Monochrome Leg (Panda Ant Drop 1). Costs 61000 en.
    • Steel Shield (+50 DEF): Made from 1 Red Carapace (Servitor Ant Drop 1) and 1 Gold Carapace. Costs 40000 en.

Huge Moa

Level: 69
HP: 1437STR: 95INT: 63VIT: 67WIS: 67AGI: 54LUC: 60
EXP Given: 6950

Damage Vulnerabilities:
100% 150% 100%
100% 100% 150%

Disable Vulnerabilities:
100% 100% 50% 100% 50% 150% 150%
100% 100%
100% 100% 150%
  • Crushing Kick: Deals heavy bash damage to all party members. Attempts to inflict paralysis on hit targets, with a moderate chance. Slightly slow, with average accuracy.
  • Crushing Kick: Deals 95% melee STR-based bash damage to all party members. Attempts to inflict paralysis on hit targets, with a 25% base chance. Has an 80% speed modifier and a base accuracy of 99%.
  • Huge Moas are likely to open with Crushing Kick.
  • When Huge Moas are at 50% HP or lower, they're far more likely to use Crushing Kick.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Crushing Kick.
    • Else, Attack.
  • If the Huge Moa's HP is at 50% or lower:
    • 80% chance to use Crushing Kick.
    • Else, Attack.
  • Else:
    • 40% chance to use Crushing Kick.
    • Else, Attack.
Drops:
  • Bird Tendon. 85% chance. Sells for 967 en.
    • Tsurumaru (+100 ATK, +52 MAT, WIS Up Lv3): Made from 1 Bird Tendonand 1 Damascus Chip (Sandy Barrens Mine Item 1). Costs 60000 en.
    • Huge Plate (+43 DEF, +43 MDF): Made from 1 Bird Tendon. Costs 37000 en.
    • Lacy Hide (+44 DEF, +39 MDF, +2 All Stats): Made from 1 Evil Plume (Forest Demon Drop 1) and 1 Bird Tendon. Costs 49000 en.

Hungry Coral

Level: 48
HP: 427STR: 67INT: 46VIT: 55WIS: 41AGI: 40LUC: 44
EXP Given: 1238

Damage Vulnerabilities:
150% 10% 100%
10% 100% 10%

Disable Vulnerabilities:
100% 100% 150% 150% 100% 100% 0%
100% 100%
100% 50% 100%
  • Slumber Claw: Deals medium-heavy cut damage that pierces party rows. Attempts to inflict sleep on hit targets, with a medium-high chance. Very slightly slow, with average accuracy.
  • Slumber Claw: Deals 90% melee STR-based cut damage that pierces party rows. Attempts to inflict sleep on hit targets, with a 50% base chance. Has a 90% speed modifier and a base accuracy of 99%.
  • Hungry Corals are likely to open with Slumber Claw.
  • When Hungry Corals are at 50% HP or lower, they're far more likely to use Slumber Claw.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Slumber Claw.
    • Else, Attack.
  • If the Hungry Coral's HP is at 50% or lower:
    • 80% chance to use Slumber Claw.
    • Else, Attack.
  • Else:
    • 40% chance to use Slumber Claw.
    • Else, Attack.
Drops:
  • Coral Arm. 55% chance. Sells for 186 en.
    • Cornupugno (+50 ATK, +47 MAT, VIT Up Lv3): Made from 2 Coral Arms. Costs 12600 en.
    • Mandarin (+62 ATK, +32 MAT, STR Up Lv2): Made from 1 Phyllite (Undersea Grotto Mine Item 2) and 1 Coral Arm. Costs 17800 en.
    • Coral Gloves (+13 DEF, +19 MDF): Made from 2 Jets (Undersea Grotto Mine Item 1) and 1 Coral Arm. Costs 4600 en.
  • Scarlet Sugar (Kill with poison damage). 100% chance. Sells for 387 en.
    • Axcela (Restores 25% Force to one party member): Made from 1 Scarlet Sugar. Costs 2000 en.

Hypno Ananas

Level: 117
HP: 3749STR: 167INT: 179VIT: 154WIS: 142AGI: 103LUC: 140
EXP Given: 40015

Damage Vulnerabilities:
150% 150% 150%
50% 0% 50%

Disable Vulnerabilities:
50% 0% 50% 100% 0% 50% 50%
50% 50%
50% 50% 150%
  • Freezing Juice: Deals heavy ice damage to 4-6 random party members. Attempts to inflict sleep on hit targets, with a medium chance. Slow, and extremely accurate.
  • Pinebuster: Deals overkill ice damage to all party members. Attempts to bind the heads, arms, and legs of hit targets, with a very high chance. Very fast, and extremely accurate.
  • Freezing Juice: Deals 100% ranged INT-based ice damage to 4-6 random party members. Attempts to inflict sleep on hit targets, with a 40% base chance. Has a 70% speed modifier and a base accuracy of 150%.
  • Pinebuster: Deals 180% ranged INT-based ice damage to all party members. Attempts to bind the heads, arms, and legs of hit targets, with a 70% base chance. Has a 130% speed modifier and a base accuracy of 150%.
  • Hypno Ananases will always use Pinebuster if there are any Forbidden Fruits in the battle.
  • Freezing Juice becomes more likely when Hypno Ananases are at low HP.
  • If there are any Forbidden Fruits in the battle, Pinebuster wasn't already used, and all enemies are capable of acting, use Pinebuster, cooperating with one Forbidden Fruit.
  • If the Hypno Ananas is at 50% HP or lower:
    • 80% chance to use Freezing Juice.
    • 20% chance to Attack.
  • If none of the above happened:
    • 40% chance to use Freezing Juice.
    • 60% chance to Attack.
Drops:
  • Suspicious Leaf. 70% chance. Sells for 3460 en.
    • Lone Horn (+175 ATK, +82 MAT, VIT Up Lv4): Made from 1 Red Lion Fang (Red Lion Drop 1) and 1 Suspicious Leaf. Costs 287000 en.
    • Zirah Bouk (+157 ATK, +140 MAT, LUC Up Lv4): Made from 1 Suspicious Leaf. Costs 239000 en.
    • Rentner (+102 DEF, +72 MDF): Made from 1 Suspicious Leafand 1 Yellow Furball (Mimic Aye-Aye Drop 2). Costs 213000 en.

Ice Bat

Level: 84
HP: 814STR: 108INT: 116VIT: 84WIS: 94AGI: 89LUC: 76
EXP Given: 4566

Damage Vulnerabilities:
100% 150% 100%
100% 0% 150%

Disable Vulnerabilities:
100% 100% 50% 50% 100% 150% 50%
100% 100%
50% 150% 100%
  • Cold Front: Deals very heavy ice damage that pierces party rows. Very slightly slow, with average accuracy.
  • Cold Front: Deals 110% ranged INT-based ice damage that pierces party rows. Has a 90% speed modifier and a base accuracy of 99%.
  • Ice Bats are far more likely to use Cold Front than they are to Attack.
  • 80% chance to use Cold Front.
  • 20% chance to Attack.
Drops:
  • Cold Patagium. 40% chance. Sells for 790 en.
    • Bat Knuckles (+97 ATK, +90 MAT, HP Up Lv5): Made from 1 Cold Patagium. Costs 92500 en.
    • Sansageki (+142 ATK, +105 MAT, Tri-Death): Made from 1 Pure White Horn (Rhinodozer Drop 1) and 1 Cold Patagium. Costs 148000 en.
    • Guard Poleyn (+20 DEF, +44 MDF): Made from 1 Cold Patagiumand 1 Springy Cork (Yggdrasil Labyrinth Chop Item 2). Costs 37000 en.
  • Icicle Fang. 35% chance. Sells for 807 en.
    • Chain Sickle (+107 ATK, +115 MAT, VIT Up Lv4): Made from 1 Strange Horn (Jackalope Drop 1) and 1 Icicle Fang. Costs 105000 en.
    • Chiropteran (+130 ATK, +61 MAT, TP Up Lv5): Made from 2 Icicle Fangs. Costs 139000 en.
    • Icefang Headband (+33 DEF, +22 MDF): Made from 2 Icicle Fangs. Costs 48000 en.

Ice Squirrel

Level: 78
HP: 740STR: 99INT: 106VIT: 77WIS: 88AGI: 73LUC: 74
EXP Given: 3920

Damage Vulnerabilities:
100% 100% 100%
100% 50% 50%

Disable Vulnerabilities:
50% 150% 0% 100% 50% 100% 50%
50% 100%
50% 100% 50%
  • Ice Shot: Deals heavy ice damage that pierces party rows. Slightly slow, with average accuracy.
  • Ice Shot: Deals 100% ranged INT-based ice damage that pierces party rows. Has an 80% speed modifier and a base accuracy of 99%.
  • Ice Squirrels are far more likely to use Ice Shot than they are to Attack.
  • 80% chance to use Ice Shot.
  • 20% chance to Attack.
Drops:
  • Fluffy Tail. 50% chance. Sells for 715 en.
    • Snow Arch (+90 ATK, +95 MAT, WIS Up Lv4): Made from 1 Fluffy Tail. Costs 76000 en.
    • Chilly Sky Mantle (+42 DEF, +66 MDF): Made from 2 Fluffy Tails. Costs 52900 en.
    • Koshka (+18 DEF, +40 MDF): Made from 1 Canine Jawbone (Spotted Hound Drop 1) and 1 Fluffy Tail. Costs 31700 en.
  • Snow Beast Horn. 45% chance. Sells for 725 en.
    • Snowhorn Staff (+74 ATK, +128 MAT, LUC Up Lv4): Made from 2 Snow Beast Horns. Costs 95500 en.
    • Tinbe (+41 DEF, +13 MDF): Made from 1 Black Carapace (Tortiron Drop 1) and 1 Snow Beast Horn. Costs 45400 en.
    • Wisdom Earring (+45 TP, +16 INT): Made from 3 Snow Beast Horns. Costs 25000 en.

Icy Wind Cutter

Level: 38
HP: 1064STR: 52INT: 50VIT: 37WIS: 41AGI: 35LUC: 34
EXP Given: 952

Damage Vulnerabilities:
100% 100% 100%
100% 50% 100%

Disable Vulnerabilities:
50% 50% 50% 50% 50% 50% 50%
100% 100%
150% 150% 150%
  • Frigid Wind: Deals heavy ice damage to all party members. Slightly slow, with average accuracy.
  • Frigid Wind: Deals 100% ranged INT-based ice damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
  • The Icy Wind Cutter is likely to open with Frigid Wind.
  • When the Icy Wind Cutter is at 50% HP or lower, it's far more likely to use Frigid Wind.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Frigid Wind.
    • Else, Attack.
  • If the Icy Wind Cutter's HP is at 50% or lower:
    • 80% chance to use Frigid Wind.
    • Else, Attack.
  • Else:
    • 40% chance to use Frigid Wind.
    • Else, Attack.

Illbear

Level: 87
HP: 1281STR: 121INT: 98VIT: 96WIS: 94AGI: 79LUC: 92
EXP Given: 7358

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 0% 100% 100% 150% 150% 100%
100% 100%
100% 150% 50%
  • Plague Club: Deals light bash damage to one row of party members. Reduces hit targets' HP recovery by 95% for 4 turns. Slow, with average accuracy.
  • Plague Club: Deals 50% melee STR-based bash damage to one row of party members. Reduces hit targets' HP recovery by 95% for 4 turns. Has a 70% speed modifier and a base accuracy of 99%.
  • Illbears are likely to open with Plague Club.
  • When Illbears are at 50% HP or lower, they're far more likely to use Plague Club.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Plague Club.
    • Else, Attack.
  • If the Illbear's HP is at 50% or lower:
    • 80% chance to use Plague Club.
    • Else, Attack.
  • Else:
    • 40% chance to use Plague Club.
    • Else, Attack.
Drops:
  • Ugly Horn. 60% chance. Sells for 1072 en.
    • Colichemarde (+114 ATK, +114 MAT, TP Up Lv5): Made from 1 Ugly Horn. Costs 118000 en.
    • Brigandine (+64 DEF, +64 MDF): Made from 1 Ugly Hornand 1 Bouncy Furball (Leaf Hat Tanuki Drop 1). Costs 98000 en.
    • Vital Belt (+100 HP): Made from 3 Ugly Horns. Costs 50000 en.
  • Rugged Club. 55% chance. Sells for 1094 en.
    • Sphairai (+105 ATK, +99 MAT, VIT Up Lv4): Made from 1 Bouncy Furball (Leaf Hat Tanuki Drop 1) and 1 Rugged Club. Costs 112000 en.
    • Rugged Mace (+131 ATK, +101 MAT, -2% Base Accuracy, TP Up Lv5): Made from 2 Rugged Clubs. Costs 140000 en.
    • Red Baron (+140 ATK, +66 MAT, WIS Up Lv4): Made from 1 Red Fruit Husk (Pandora Ananas Drop 1) and 1 Rugged Club. Costs 162000 en.

Indignant Mantis

Level: 88
HP: 28027STR: 132INT: 102VIT: 97WIS: 96AGI: 83LUC: 94
EXP Given: 97525

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 50% 50% 50% 50% 50% 50%
10% 10%
25% 50% 50%
  • Charge: Doubles the damage of the user's next attack. Slightly slow.
  • Scythe Slash: Deals overkill cut damage to all party members. Slightly slow, with average accuracy
  • Slash Rampage: Deals 4-6 instances of heavy cut damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and extremely accurate.
  • Charge: Doubles the damage of the user's next attack. Has an 80% speed modifier.
  • Scythe Slash: Deals 140% (280% with Charge) melee STR-based cut damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
  • Slash Rampage: Deals 4-6 instances of 90% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 150%.
  • Indignant Mantises always open with Charge, and use it again every 3 turns.
  • Indignant Mantises always follow Charge with Scythe Slash.
  • Indignant Mantises always use Slash Rampage when they first fall below 50% HP, and are then very likely to use it on every turn after.
  • If Charge was used last turn, use Scythe Slash.
  • If Charge hasn't been used yet, use Charge.
  • If 3 or more turns have passed since the last usage of Charge, use Charge.
  • If the Indignant Mantis is at 50% HP or lower:
    • If Slash Rampage hasn't been used yet, use Slash Rampage.
    • 65% chance to use Slash Rampage.
    • 35% chance to Attack.
  • If none of the above happened, Attack.
Drops:
  • Soft Sickle. 100% chance. Sells for 15600 en.
    • Nihil Youtou (+160 ATK, +86 MAT, Bloodthirsty Blade): Made from 1 Soft Sickle. Costs 175000 en.
    • Blade Boots (+23 DEF, +35 MDF, +5 STR): Made from 1 Soft Sickleand 1 Silver Shard (Undead Soldier Drop 1). Costs 49000 en.

Iron Crab

Level: 101
HP: 1560STR: 157INT: 71VIT: 108WIS: 116AGI: 70LUC: 84
EXP Given: 19152

Damage Vulnerabilities:
0% 0% 100%
0% 0% 100%

Disable Vulnerabilities:
50% 150% 50% 50% 50% 150% 50%
50% 50%
50% 50% 50%
  • Scissor Wrath: Deals severe cut damage to all party members. Average speed, with average accuracy
  • Scissor Wrath: Deals 130% melee STR-based cut damage to all party members. Has a 100% speed modifier and a base accuracy of 100%.
  • Iron Crabs react to any other enemies being killed by spamming Scissor Wrath.
  • If any other enemies were killed, use Scissor Wrath.
  • Otherwise, do nothing.
Drops:
  • Gray Pincer. 50% chance. Sells for 1665 en.
    • Fullmetal Scythe (+136 ATK, +150 MAT, LUC Up Lv4): Made from 1 Gray Pincer. Costs 173000 en.
    • Freiturnier (+91 DEF, +56 MDF): Made from 1 Gray Pincerand 2 Metal Walnuts (Abyssal Shrine Chop Item 1). Costs 184000 en.

Iron Turtle

Level: 50
HP: 1003STR: 57INT: 66VIT: 43WIS: 48AGI: 32LUC: 38
EXP Given: 3235

Damage Vulnerabilities:
10% 10% 10%
150% 150% 150%

Disable Vulnerabilities:
150% 150% 100% 50% 100% 100% 100%
100% 100%
100% 150% 50%
  • Ice Slurry: Deals 3-5 instances of heavy ice damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, with average accuracy.
  • Ice Slurry: Deals 3-5 instances of 100% ranged INT-based ice damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 99%.
  • Iron Turtles are far more likely to use Ice Slurry than they are to Attack.
  • 80% chance to use Ice Slurry.
  • 20% chance to Attack.
Drops:
  • Century Shell. 90% chance. Sells for 401 en.
    • Tepoztopilli (+60 ATK, +44 MAT, LUC Up Lv3): Made from 1 Century Shelland 1 Deep Sea Ivy (Undersea Grotto Take Item 1). Costs 13100 en.
    • Laced Mail (+35 DEF, +23 MDF): Made from 1 Century Shell. Costs 11000 en.

Iwaoropenelep

Level: 73
HP: 44046STR: 113INT: 105VIT: 65WIS: 61AGI: 55LUC: 76
EXP Given: 124240

Damage Vulnerabilities:
100% 100% 100%
50% 150% 50%

Disable Vulnerabilities:
50% 25% 25% 25% 50% 25% 50%
0% 10%
50% 25% 50%
  • Pinion Spear: Deals 7 instances of heavy stab damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and very inaccurate.
  • Deathbringer: Deals severe bash damage to one party member, with splash damage. Attempts to inflict petrification on hit targets, with a medium-low chance. Average speed, and extremely accurate.
  • Thunderwing: Deals heavy volt damage to all party members. Attempts to inflict paralysis on hit targets, with a moderate chance. Slightly slow, and slightly more accurate than average.
  • Menacing Gust: Increases all enemies' attack by 50% for 4 turns.
  • Grip: Deals severe damage that pierces party rows. Attempts to bind the arms of hit targets, with a medium chance. Average speed, with average accuracy.
  • Wind Breath: Deals light almighty damage to all party members. Reduces hit targets' evasion by 50% for 6 turns. Attempts to stun hit targets, with a medium chance. Extremely fast, and extremely accurate.
  • Chaosbringer: Deals severe bash damage to one party member, with splash damage. Attempts to inflict panic on hit targets, with a medium-low chance. Average speed, and extremely accurate.
  • Pinion Spear: Deals 7 instances of 115% melee STR-based stab damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 60%.
  • Deathbringer: Deals 145% melee STR-based bash damage to one party member, with splash damage. Attempts to inflict petrification on hit targets, with a 35% base chance. Has a 100% speed modifier and a base accuracy of 150%.
  • Thunderwing: Deals 90% ranged INT-based volt damage to all party members. Attempts to inflict paralysis on hit targets, with a 25% base chance. Has an 80% speed modifier and a base accuracy of 110%.
  • Menacing Gust: Increases all enemies' attack by 50% for 4 turns.
  • Grip: Deals 130% melee STR-based cut damage that pierces party rows. Attempts to bind the arms of hit targets, with a 40% base chance. Has a 100% speed modifier and a base accuracy of 99%.
  • Wind Breath: Deals 50% ranged INT-based almighty damage to all party members. Reduces hit targets' evasion by 50% for 6 turns. Attempts to stun hit targets, with a 40% base chance. Has a 200% speed modifier and a base accuracy of 150%.
  • Chaosbringer: Deals 145% melee STR-based bash damage to one party member, with splash damage. Attempts to inflict panic on hit targets, with a 35% base chance. Has a 100% speed modifier and a base accuracy of 150%.
  • Iwaoropenelep always opens with Pinion Spear.
  • Iwaoropenelep uses Menacing Gust out-of-turn when it first falls below 75% HP. It'll use it again every 3 turns.
  • Iwaoropenelep has a chance to use Thunderwing when 5 or more turns have passed since either the start of battle or the last usage of it. When Iwaoropenelep is at 50% HP or lower, it's guaranteed to do that when 4 or more turns have passed since the last usage.
  • Iwaoropenelep's normal turns look like thus:
    • Phase 1 (100% to 76% HP): Pinion Spear, then a chance to use either Deathbringer or a normal Attack. Normal Attacks are followed by Pinion Spear.
    • Phase 2 (75% to 51% HP): Gains a chance to use Grip. Deathbringer becomes more likely than normal Attacks.
    • Phase 3 (50% to 26% HP): Starts using Wind Breath; guaranteed to use it when the phase first starts, chance to use it when no party members have the debuff.
    • Phaes 4 (25% HP to death): Starts using Chaosbringer, stops using normal Attacks.
  • Out-of-turn:
    • If Iwaoropenelep fell below 75% HP for the first time on this turn, use Menacing Gust.
    • If 3 or more turns have passed since the last usage of Menacing Gust, and if no party members have the Menacing Gust debuff, use Menacing Gust.
  • If Iwaoropenelep is at 50% HP or lower, and 4 or more turns have passed since the last usage of Thunderwing, use Thunderwing.
  • If 5 or more turns have passed since the beginning of the battle, and Thunderwing hasn't been used yet, use Thunderwing.
  • If Iwaoropenelep is at 25% HP or lower:
    • If Chaosbringer hasn't been used yet, 40% chance to use Chaosbringer.
    • If no party members have the Wind Breath debuff, 40% chance to use Wind Breath.
    • If neither of the above happened:
      • 70% chance to use Pinion Spear.
      • 30% chance to use Grip.
  • If Iwaoropenelep is at 50% to 26% HP:
    • If Pinion Spear hasn't been used yet, or if a normal Attack was used last turn, use Pinion Spear.
    • If Wind Breath hasn't been used yet, use Wind Breath.
    • If no party members have the Wind Breath debuff, 30% chance to use Wind Breath.
    • If none of the above happened:
      • 30% chance to use Deathbringer.
      • 25% chance to Attack.
      • 45% chance to use Grip.
  • If Iwaoropenelep is at 75% to 51% HP:
    • If Pinion Spear hasn't been used yet, or if a normal Attack was used last turn, use Pinion Spear.
    • If Grip hasn't been used yet, 40% chance to use Grip.
    • If neither of the above happened:
      • 75% chance to use Deathbringer.
      • 20% chance to Attack.
  • If none of the above happened:
    • If Pinion Spear hasn't been used yet, or if a normal Attack was used last turn, use Pinion Spear.
    • If not:
      • 40% chance to use Deathbringer.
      • 60% chance to Attack.
Drops:
  • Damascus Claw. 100% chance. Sells for 28000 en.
    • Kamui Ranketam (+130 ATK, +70 MAT, Boulder Toss): Made from 1 Damascus Claw. Costs 107000 en.
  • Golden Plume (Kill while paralyzed). 100% chance. Sells for 60000 en.
    • The Answerer (+215 ATK, +215 MAT, Deathbringer): Made from 1 Golden Plume. Costs 585000 en.

Jackalope

Level: 85
HP: 827STR: 126INT: 101VIT: 93WIS: 93AGI: 84LUC: 86
EXP Given: 4769

Damage Vulnerabilities:
100% 100% 100%
100% 100% 100%

Disable Vulnerabilities:
50% 100% 100% 150% 50% 100% 100%
100% 100%
100% 50% 100%
  • Jolting Blow: Deals very heavy bash damage to one row of party members. Attempts to bind the arms of hit targets, with a medium-low chance. Slightly fast, with average accuracy.
  • Jolting Blow: Deals 110% melee STR-based bash damage to one row of party members. Attempts to bind the arms of hit targets, with a 35% base chance. Has a 110% speed modifier, and a base accuracy of 99%.
  • Jackalopes are likely to open with Jolting Blow.
  • When Jackalopes are at 50% HP or lower, they're far more likely to use Jolting Blow.
  • If this is the first turn, and the party was not blindsided:
    • 80% chance to use Jolting Blow.
    • Else, Attack.
  • If the Jackalope's HP is at 50% or lower:
    • 80% chance to use Jolting Blow.
    • Else, Attack.
  • Else:
    • 40% chance to use Jolting Blow.
    • Else, Attack.
Drops:
  • Strange Horn. 45% chance. Sells for 907 en.
    • Chain Sickle (+107 ATK, +115 MAT, VIT Up Lv4): Made from 1 Strange Hornand 1 Icicle Fang (Ice Bat Drop 2). Costs 105000 en.
    • Poniard (+110 ATK, +110 MAT, AGI Up Lv4): Made from 2 Strange Horns. Costs 99000 en.
    • Jackalope Armor (+59 DEF, +59 MDF): Made from 1 Strange Horn. Costs 84000 en.

Jormungandr

Level: 130
HP: 162844STR: 253INT: 250VIT: 255WIS: 255AGI: 130LUC: 180
EXP Given: 800000

Damage Vulnerabilities:
100% 100% 100%
150% 150% 150%

Disable Vulnerabilities:
25% 50% 50% 25% 25% 50% 25%
0% 10%
25% 50% 25%
  • Quaking Thunder: Deals heavy volt damage to all party members. Reduces hit targets' attack by 95% for 4 turns. Fast, with average accuracy.
  • Megalodive: Deals overkill bash damage that pierces party rows. Attempts to stun hit targets, with a extremely high chance. Goes at the start of the turn, with average accuracy.
  • Hateful Glare: Reduces all party members' HP recovery by 95% for 4 turns. Attempts to inflict petrification on all party members, with a moderate chance. Extremely slow.
  • Clean Sweep: Deals overkill cut damage to one row of party members. Extremely slow, and extremely accurate.
  • Power Press: Deals very severe bash damage to all party members. Attempts to inflict paralysis on hit targets, with a medium chance. Extremely slow, with average accuracy.
  • Sealing Flame: Deals medium-heavy fire damage to 4-6 random party members. Attempts to bind the head, arms, and legs of hit targets, with a medium-low chance. Comcially fast, with average accuracy.
  • Quaking Thunder: Deals 115% ranged INT-based volt damage to all party members. Reduces hit targets' attack by 95% for 4 turns. Has a 120% speed modifier and a base accuracy of 99%.
  • Megalodive: Deals 230% melee STR-based bash damage that pierces party rows. Attempts to stun hit targets, with a 85% base chance. Has a 500% speed modifier and a base accuracy of 99%.
  • Hateful Glare: Reduces all party members' HP recovery by 95% for 4 turns. Attempts to inflict petrification on all party members, with a 25% base chance. Has a 50% speed modifier.
  • Clean Sweep: Deals 220% melee STR-based cut damage to one row of party members. Has a 30% speed modifier and a base accuracy of 200%.
  • Power Press: Deals 190% melee STR-based bash damage to all party members. Attempts to inflict paralysis on hit targets, with a 30% base chance. Has a 20% speed modifier and a base accuracy of 99%.
  • Sealing Flame: Deals 90% ranged INT-based fire damage to 4-6 random party members. Attempts to bind the head, arms, and legs of hit targets, with a 30% base chance. Has a 400% speed modifier and a base accuracy of 99%.
  • Jormungandr changes into Tail Form every 4 turns.
  • Jormungandr always opens with Quaking Thunder.
  • Jormungandr's specific behaviors are far too complex and inter-connected to summarize here, but here's the basic gist:
    • Jormungandr's phase changes based on what HP it was at when it last used Pentacle Slam.
    • What moves Jormungandr uses depend on what moves it has already used in this phase. Certain actions can cause those flags to reset, however, complicating the process of tracking what moves it can use on a given turn.
    • Jormungandr first uses Power Press in its 50% HP or lower phase, and Sealing Flame in its 30% HP or lower phase.
    • At low HP, Jormungandr will counter using Volt Wall or Volt Prophecy to nullify Quaking Thunder, or Fire Wall or Elemental Shield to counter Sealing Flame, by doing something else entirely--usually Power Press.
  • Out-of-turn: If 4 or more turns have passed since the last form change, change into Tail Form.
  • If Jormungandr was at 30% HP or lower when it changed out of Tail Form:
    • Turn 1:
      • If Sealing Flame hasn't been used yet, or if a 30% chance succeeds, use Sealing Flame.
      • 70% chance to use Power Press.
      • If any party member used Volt Wall or Volt Prophecy this turn:
        • If any party member used Fire Wall or Elemental Shield this turn, 60% chance to use Power Press.
        • Otherwise, use Sealing Flame.
      • If none of the above happened, use Quaking Thunder.
    • Turn 2:
      • If Sealing Flame wasn't used last turn, and a 30% chance succeeds:
        • If Fire Wall or Elemental Shield were used this turn, use Clean Sweep.
        • Otherwise, use Sealing Flame.
      • If Sealing Flame was used last turn:
        • 70% chance to use Clean Sweep.
        • 30% chance to use Megalodive.
      • If Quaking Thunder was used last turn, use Power Press.
      • If Quaking Thunder wasn't used last turn:
        • If Volt Wall or Volt Prophecy were used this turn:
          • If Fire Wall or Elemental Shield were used this turn, use Megalodive.
          • If not, use Sealing Flame.
        • If not, use Quaking Thunder.
    • Turn 3:
      • If Quaking Thunder and Power Press were used in this phase:
        • 60% chance to use Clean Sweep.
        • 40% chance to use Megalodive.
      • If Quaking Thunder was used in this phase, but Power Press wasn't, use Power Press.
      • If neither have been used yet:
        • If Volt Wall or Volt Prophecy were used on this turn, and a 75% chance suceeds:
          • If Fire Wall or Elemental Shield were used on this turn, use Power Press.
          • Otherwise, use Sealing Flame.
        • If not, use Quaking Thunder.
    • Turn 4:
      • If Sealing Flame wasn't used in this phase, and a 30% chance succeeds:
        • If some combination of Volt Wall and Volt Prophecy and some combination of Fire Wall and Elemental Shield were used this turn, use Power Press.
        • If not, use Sealing Flame.
      • If the above didn't happen:
        • 30% chance to use Megalodive.
        • 30% chance to use Clean Sweep.
        • 40% chance to use Hateful Glare.
  • If Jormungandr was at 50% to 31% HP when it last changed out of Tail Form:
    • Turn 1:
      • If Power Press hasn't been used yet, or if a 30% chance succeeds, use Power Press.
      • If the above didn't happen:
        • If an 80% chance succeeds:
          • If Volt Wall or Volt Prophecy were used on this turn, 80% chance to use Power Press.
          • Otherwise, use Quaking Thunder.
        • 10% chance to use Clean Sweep.
        • 10% chance to use Megalodive.
    • Turn 2:
      • If Power Press was used in this phase:
        • Forget that Power Press was used in this phase.
        • 70% chance to use Clean Sweep.
        • 30% chance to use Megalodive.
      • If not:
        • If Quaking Thunder was used in this phase, or if Volt Wall or Volt Prophecy were used on this turn, use Power Press.
        • Otherwise, use Quaking Thunder.
    • Turn 3:
      • If Power Press was used in this phase:
        • Forget that Quaking Thunder was used in this phase.
        • 70% chance to use Clean Sweep.
        • 30% chance to use Megalodive.
      • If not:
        • If Quaking Thunder was used in this phase, or if Volt Wall or Volt Prophecy were used on this turn, use Power Press.
        • Otherwise, use Quaking Thunder.
    • Turn 4:
      • If a 40% chance succeeds:
        • If Quaking Thunder was used in this phase, or if Volt Wall or Volt Prophecy were used on this turn, use Power Press.
        • Otherwise, use Quaking Thunder.
      • If the above failed, use Hateful Glare.
  • If Jormungandr was at 80% to 51% HP when it last changed out of Tail Form:
    • Turn 1:
      • If Clean Sweep hasn't been used yet, or if a 30% chance succeeds, use Clean Sweep.
      • If not:
        • 80% chance to use Quaking Thunder.
        • 20% chance to use Megalodive.
    • Turn 2:
      • If Quaking Thunder has been used in this phase:
        • 60% chance to use Clean Sweep. Forgets that Quaking Thunder has been used in this phase.
        • 40% chance to use Megalodive. Forgets that Quaking Thunder has been used in this phase.
      • If not, use Quaking Thunder.
    • Turn 3:
      • If Quaking Thunder has been used in this phase:
        • 60% chance to use Clean Sweep.
        • 40% chance to use Megalodive.
      • If not, use Quaking Thunder.
    • Turn 4:
      • 30% chance to use Megalodive.
      • 70% chance to use Hateful Glare.
  • If none of the above happened:
    • Turn 1:
      • If Quaking Thunder hasn't been used yet, or if a 40% chance succeeds, use Quaking Thunder.
      • If not, use Megalodive.
    • Turn 2:
      • If Quaking Thunder hasn't been used in this phase, 40% chance to use Quaking Thunder. Forgets that Megalodive has been used in this phase.
      • If Megalodive hasn't been used yet, 90% chance to use Megalodive. Forgets that Quaking Thunder has been used in this phase.
      • If not, Attack. Forgets that Quaking Thunder and Megalodive have been used in this phase.
    • Turn 3:
      • If Quaking Thunder hasn't been used in this phase, 60% chance to use Quaking Thunder.
      • If Megalodive hasn't been used in this phase, 90% chance to use Megalodive.
      • If neither of the above happened, Attack.
    • Turn 4: Use Hateful Glare.
Drops:
  • Gaia Wing. 100% chance. Sells for 100000 en.
    • Terminus Boots (+28 DEF, +28 MDF, +15% Elemental Resistance): Made from 1 Gaia Wing. Costs 63000 en.

Jormungandr

Level: 130
HP: 162844STR: 253INT: 250VIT: 255WIS: 255AGI: 130LUC: 180
EXP Given: 0

Damage Vulnerabilities:
100% 100% 100%
150% 150% 150%

Disable Vulnerabilities:
25% 50% 50% 25% 25% 50% 25%
0% 10%
25% 50% 25%
  • Pentacle Slam: Deals very overkill bash damage to all party members at the end of the turn. Extremely accurate.
  • Pentacle Slam: Deals 350% melee STR-based bash damage to all party members. Has a 10% speed modifier and a base accuracy of 180%.
  • Unlike the previous version of Jormungandr, leg binds can only last a maximum of one turn on Tail Form. You cannot stall out Pentacle Slam.
  • Use Pentacle Slam.

Jormungandr

Level: 90
HP: 76487STR: 140INT: 127VIT: 100WIS: 105AGI: 70LUC: 97
EXP Given: 232200

Damage Vulnerabilities:
125% 125% 125%
175% 175% 175%

Disable Vulnerabilities:
25% 50% 50% 50% 50% 50% 25%
0% 10%
25% 50% 50%
  • Quaking Thunder: Deals medium-heavy volt damage to all party members. Reduces hit targets' attack by 50% for 4 turns. Average speed, with average accuracy.
  • Megalodive: Deals severe bash damage that pierces party rows. Attempts to stun hit targets, with a very high chance. Extremely fast, with average accuracy.
  • Hateful Glare: Reduces all party members' HP recovery by 50% for 4 turns. Attempts to inflict petrification on all party members, with a moderate chance. Extremely slow.
  • Clean Sweep: Deals severe cut damage to one row of party members. Slow, and very accurate.
  • Power Press: Deals very heavy bash damage to all party members. Attempts to inflict paralysis on hit targets, with a medium chance. Very slow, with average accuracy.
  • Sealing Flame: Deals medium-heavy fire damage to 4-6 random party members. Attempts to bind the head, arms, and legs of hit targets, with a moderate chance. Extremely fast, with average accuracy.
  • Quaking Thunder: Deals 95% ranged INT-based volt damage to all party members. Reduces hit targets' attack by 50% for 4 turns. Has a 100% speed modifier and a base accuracy of 99%.
  • Megalodive: Deals 160% melee STR-based bash damage that pierces party rows. Attempts to stun hit targets, with a 65% base chance. Has a 150% speed modifier and a base accuracy of 99%.
  • Hateful Glare: Reduces all party members' HP recovery by 50% for 4 turns. Attempts to inflict petrification on all party members, with a 20% base chance. Has a 50% speed modifier.
  • Clean Sweep: Deals 150% melee STR-based cut damage to one row of party members. Has a 70% speed modifier and a base accuracy of 120%.
  • Power Press: Deals 130% melee STR-based bash damage to all party members. Attempts to inflict paralysis on hit targets, with a 35% base chance. Has a 60% speed modifier and a base accuracy of 99%.
  • Sealing Flame: Deals 90% ranged INT-based fire damage to 4-6 random party members. Attempts to bind the head, arms, and legs of hit targets, with a 25% base chance. Has a 130% speed modifier and a base accuracy of 99%.
  • Jormungandr always opens with Quaking Thunder.
  • Jormungandr changes into its tail form every 5 turns.
  • Jormungandr operates in phases that are determined by the HP its tail was left at when it used Pentacle Slam.
  • After changing back into its normal form after Pentacle Slam, Jormungandr will always spend one turn doing nothing.
  • Jormungandr has set behaviors for each specific turn in all of its phases. The exact behaviors can be found in the complete writeup, but in general:
    • Phase 1 (100% to 81% HP): Expect Quaking Thunder and Megalodive. Hateful Glare is always used before the change to the tail.
    • Phase 2 (80% to 51% HP): Clean Sweep starts being used here; it's guaranteed to be used the first time this phase happens. Expect skills from the previous phase alongside Clean Sweep.
    • Phase 3 (50% to 31% HP): Power Press starts being used here; it's guaranteed to be used the first time this phase happens. Expect skills from the previous phase alongside Power Press.
    • Phase 4 (30% HP to death): Sealing Flame starts being used here; it's guaranteed to be used the first time this phase happens. Expect skills from the previous phase alongside Sealing Flame.
  • Out-of-turn:
    • If 4 turns have passed since the last tail usage, change into tail form.
  • If the tail was at 30% HP or lower when it changed back:
    • Turn 1: Do nothing.
    • Turn 2:
      • If Sealing Flame has not been used yet, use Sealing Flame.
      • 30% chance to use Sealing Flame.
      • 40% chance to use Power Press.
      • 30% chance to use Quaking Thunder.
    • Turn 3:
      • If Sealing Flame was used last turn:
        • 70% chance to use Quaking Thunder.
        • 30% chance to use Megalodive.
      • If Quaking Thunder was used last turn, use Power Press.
      • If none of the above happened, use Quaking Thunder.
    • Turn 4:
      • If Sealing Flame was not used on Turn 2:
        • 20% chance to use Sealing Flame.
        • 10% chance to use Megalodive.
        • 30% chance to use Quaking Thunder.
        • 40% chance to use Hateful Glare.
      • Otherwise:
        • 30% chance to use Megalodive.
        • 30% chance to use Quaking Thunder.
        • 40% chance to use Hateful Glare.
  • If the tail was at 50% HP to 31% HP when it changed back:
    • Turn 1: Do nothing.
    • Turn 2:
      • If Power Press has not been used yet, use Power Press.
      • 30% chance to use Power Press.
      • 50% chance to use Quaking Thunder.
      • 10% chance to use Clean Sweep.
      • 10% chance to use Megalodive.
    • Turn 3:
      • If Power Press was used last turn:
        • 70% chance to use Clean Sweep.
        • 30% chance to use Megalodive.
      • If Quaking Thunder was used last turn, use Power Press.
      • If none of the above happened:, use Quaking Thunder.
  • Turn 4:
    • 30% chance to use Megalodive.
    • 70% chance to use Hateful Glare.
  • If the tail was at 80% HP to 51% HP when it changed back:
    • Turn 1: Do nothing.
    • Turn 2:
      • If Clean Sweep has not been used yet, use Clean Sweep.
      • 30% chance to use Clean Sweep.
      • 50% chance to use Quaking Thunder.
      • 20% chance to use Megalodive.
    • Turn 3:
      • If Quaking Thunder was used last turn:
        • 60% chance to use Clean Sweep.
        • 40% chance to use Megalodive.
      • Otherwise, use Quaking Thunder.
  • Turn 4: Use Hateful Glare.
  • If the tail has not been changed to yet, or if the tail was above 80% HP when it changed back:
    • Turn 1:
      • If this is the first turn of the battle, use Quaking Thunder.
      • Otherwise, do nothing.
    • Turn 2:
      • If Quaking Thunder was not used last turn, 40% chance to use Quaking Thunder.
      • Otherwise, use Megalodive.
    • Turn 3:
      • If Quaking Thunder was not used on Turns 1 or 2, 60% chance to use Quaking Thunder.
      • If Megalodive was not used on Turns 1 or 2, 30% (if the above applied), or 90% chance (if not) to use Megalodive.
      • If neither of the above happened, Attack.
    • Turn 4: Use Hateful Glare.
    Drops:
    • Gaia Wing. 100% chance. Sells for 100000 en.
      • Terminus Boots (+28 DEF, +28 MDF, +15% Elemental Resistance): Made from 1 Gaia Wing. Costs 63000 en.

    Jormungandr

    Level: 90
    HP: 76487STR: 140INT: 127VIT: 100WIS: 105AGI: 70LUC: 97
    EXP Given: 0

    Damage Vulnerabilities:
    125% 125% 125%
    175% 175% 175%

    Disable Vulnerabilities:
    25% 50% 50% 50% 50% 50% 25%
    0% 10%
    25% 50% 50%
    • Pentacle Slam: Deals overkill bash damage to all party members at the end of the turn. Extremely accurate.
    • Pentacle Slam: Deals 280% melee STR-based bash damage to all party members. Has a 10% speed modifier and a base accuracy of 150%.
    • Jormungandr's tail form will just use Pentacle Slam.
    • Use Pentacle Slam.

    Juggernaut

    Level: 116
    HP: 136728STR: 212INT: 177VIT: 109WIS: 128AGI: 84LUC: 135
    EXP Given: 717850

    Damage Vulnerabilities:
    100% 100% 100%
    150% 150% 150%

    Disable Vulnerabilities:
    50% 75% 25% 25% 25% 75% 25%
    0% 10%
    25% 50% 25%
    • Brandish: Deals very heavy bash damage to one party member, with splash damage. Attempts to bind the arms of hit targets, with a medium chance. Slightly slow, with average accuracy.
    • Reckless Barrier: Increases the user's defense by 75% for 6 turns.
    • Violent Cry: Deals light almighty damage to all party members at the end of the turn. Removes all buffs from all party members. Cannot miss.
    • King's Rush: Deals overkill bash damage to all party members at the end of the turn. Attempts to bind the heads, arms, and legs of hit targets, with a low chance. Very accurate.
    • Eradicate: Deals heavy bash damage to all party members at the end of the turn. Reduces hit targets' defense by 50% for 4 turns. Average accuracy.
    • Tusk Strike: Deals very heavy stab damage that pierces party rows at the end of the turn. Average accuracy.
    • Putrid Breath: Reduces all party members' accuracy by 35% for 4 turns at the end of the turn. Attempts to inflict blind, poison, and paralysis on all party members, with a medium-low chance, and heavy poison damage.
    • Berserk Cry: Increases all party members' and the user's attack by 100% for 6 turns at the end of the turn.
    • Brandish: Deals 135% melee STR-based bash damage to one party member, with splash damage. Attempts to bind the arms of hit targets, with a 35% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Reckless Barrier: Increases the user's defense by 75% for 6 turns.
    • Violent Cry: Deals 50% ranged INT-based almighty damage to all party members. Removes all buffs from all party members. Has a 20% speed modifier and does not check for accuracy.
    • King's Rush: Deals 250% melee STR-based bash damage to all party members. Attempts to bind the heads, arms, and legs of hit targets, with a 10% base chance. Has a 10% speed modifier and a base accuracy of 120%.
    • Eradicate: Deals 120% melee STR-based bash damage to all party members. Reduces hit targets' defense by 50% for 4 turns. Has a 10% speed modifier and a base accuracy of 99%.
    • Tusk Strike: Deals 130% melee STR-based stab damage that pierces party rows. Has a 10% speed modifier and a base accuracy of 99%.
    • Putrid Breath: Reduces all party members' accuracy by 35% for 4 turns. Attempts to inflict blind, poison, and paralysis on all party members, with a 30% base chance, and a poison damage range of 221 to 288. Has a 20% speed modifier.
    • Berserk Cry: Increases all party members' and the user's attack by 100% for 6 turns. Has a 10% speed modifier.
    • Juggernaut always opens with Brandish.
    • Juggernaut reacts to being hit with elemental damage by using Reckless Barrier out-of-turn. Reckless Barrier has a cooldown of 3 turns.
    • If the party has 7 or more buffs, Juggernaut will use Violent Cry, and use King's Rush next turn. If the party ends up with 5 or less buffs by the end of the turn, he will replace Violent Cry with Putrid Breath, and not use King's Rush.
    • Juggernaut uses Berserk Cry when it first falls below 30% HP, and then uses it every 4 turns after.
    • Juggernaut uses Eradicate every 5 turns (or more, if Berserk Cry overlaps it). The amount of time Juggernaut has used Eradicate determines what phase it is in:
      • Phase 1 (No Uses): Brandish, Attack, repeat.
      • Phase 2 (1 Use): Brandish, chance to use Tusk Strike, Attack. Attacks are followed by Brandish.
      • Phase 3 (2 Uses): Brandish, chance to use Putrid Breath if not used last turn, chance to use either Tusk Strike or a normal Attack. Attacks are followed by Brandish.
      • Phase 4 (3 Uses): Brandish, Putrid Breath, Tusk Strike, repeat.
      • Phase 5 (4+ Uses): If Brandish or Putrid Strike were used last turn, equal chance to use whatever skills weren't used last turn. If Tusk Strike was used last turn, Brandish.
    • Out-of-turn: If Juggernaut was hit with elemental damage this turn, and 3 or more turns have passed since the last usage of Reckless Barrier, use Reckless Barrier.
    • If the party had 7 or more buffs at the start of the turn, and 3 or more turns have passed since the last usage of Violent Cry:
      • If the party has 6 or more buffs (not a typo), use Violent Cry.
      • Otherwise, use Putrid Breath.
    • If Violent Cry was used last turn, use King's Rush.
    • If 5 or more turns have passed since the last usage of Eradicate, use Eradicate.
    • If Juggernaut is at 30% HP or lower, and hasn't used Berserk Cry because of this yet, use Berserk Cry.
    • If Juggernaut has used Berserk Cry, and if 4 or more turns have passed since the last usage of Berserk Cry, use Berserk Cry.
    • If Eradicate has been used four or more times:
      • If Brandish was used last turn:
        • 50% chance to use Putrid Breath.
        • 50% chance to use Tusk Strike.
      • If Putrid Breath was used last turn:
        • 50% chance to use Brandish.
        • 50% chance to use Tusk Strike.
      • If Tusk Strike was used last turn, use Brandish.
    • If Eradicate has been used three times:
      • If Tusk Strike was used last turn, use Brandish.
      • If Brandish was used last turn, use Putrid Breath.
      • If neither of the above happened, use Tusk Strike.
    • If Eradicate has been used two times:
      • If a normal Attack was used last turn, use Brandish.
      • If Putrid Breath wasn't used last turn, or if a 30% chance suceeds, use Putrid Breath.
      • If neither of the above happened:
        • 50% chance to use Tusk Strike.
        • 50% chance to Attack.
    • If Eradicate has been used once:
      • If a normal Attack was used last turn, use Brandish.
      • If Tusk Strike wasn't used last turn, or if a 50% chance succeds, use Tusk Strike.
      • If neither of the above happened, Attack.
    • If none of the above happened:
      • If Brandish hasn't been used yet, or if a normal Attack was used last turn, use Brandish.
      • Otherwise, Attack.
    Drops:
    • Guardian Skin. 100% chance. Sells for 78000 en.
      • Demon Mail (+111 DEF, +76 MDF, +15 AGI; LND Only): Made from 1 Guardian Skin. Costs 515000 en.
    • Sky Metal Tail (Kill while legs are bound). 100% chance. Sells for 121000 en.
      • Sky Metal Mail (+90 DEF, +92 MDF, +10 STR; RON Only): Made from 1 Sky Metal Tail. Costs 477000 en.

    Jumping Caracal

    Level: 74
    HP: 701STR: 103INT: 80VIT: 78WIS: 71AGI: 67LUC: 57
    EXP Given: 3541

    Damage Vulnerabilities:
    100% 100% 100%
    50% 100% 150%

    Disable Vulnerabilities:
    100% 100% 50% 150% 100% 100% 100%
    100% 100%
    100% 100% 50%
    • Illusion Kick: Deals very heavy bash damage to one party member, with splash damage. Reduces hit targets' accuracy by 35% for 4 turns. Slightly slow, with average accuracy.
    • Illusion Kick: Deals 135% melee STR-based bash damage to one party member, with splash damage. Reduces hit targets' accuracy by 35% for 4 turns. Has an 80% speed modifier and a base accuracy of 99%.
    • Jumping Caracals are likely to open with Illusion Kick.
    • When Jumping Caracals are at 50% HP or lower, they're far more likely to use Illusion Kick.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Illusion Kick.
      • Else, Attack.
    • If the Jumping Caracal's HP is at 50% or lower:
      • 80% chance to use Illusion Kick.
      • Else, Attack.
    • Else:
      • 40% chance to use Illusion Kick.
      • Else, Attack.
    Drops:
    • Feline Ear. 45% chance. Sells for 654 en.
      • The Blues (+110 ATK, +52 MAT, HP Up Lv5): Made from 2 Feline Earsand 1 Metallic Proboscis (Aerodiver Drop 1). Costs 83500 en.
      • Kitten Mittens (+22 DEF, +31 MDF): Made from 2 Feline Ears. Costs 27600 en.
      • Scutum (+38 DEF, +12 MDF): Made from 1 Steel Horn (Actaeon Drop 1) and 1 Feline Ear. Costs 37500 en.

    Jungle Killer

    Level: 20
    HP: 2805STR: 33INT: 20VIT: 34WIS: 21AGI: 12LUC: 29
    EXP Given: 1405

    Damage Vulnerabilities:
    100% 50% 100%
    100% 150% 100%

    Disable Vulnerabilities:
    50% 50% 50% 50% 75% 50% 75%
    10% 10%
    50% 50% 50%
    • Slumber Needle: Deals medium stab damage to 3-5 random party members. Attempts to inflict poison and sleep on hit targets, with a moderate chance, and heavy poison damage. Slightly slow, and extremely accurate.
    • Slumber Needle: Deals 60% melee STR-based stab damage to 3-5 random party members. Attempts to inflict poison and sleep on hit targets, with a 30% base chance, and a poison damage range of 42 to 70. Has a 80% speed modifier and a base accuracy of 140%.
    • Jungle Killers are likely to open with Slumber Needle.
    • When Jungle Killers are at 50% HP or lower, they're far more likely to use Slumber Needle.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Slumber Needle.
      • Else, Attack.
    • If the Jungle Killer's HP is at 70% or lower:
      • 80% chance to use Slumber Needle.
      • Else, Attack.
    • Else:
      • 40% chance to use Slumber Needle.
      • Else, Attack.
    Drops:
    • Toxic Barb. 100% chance. Sells for 350 en.
      • Scorpio Sword (+35 ATK, +26 MAT, 8% Sleep Chance, 8% Poison Chance): Made from 1 Toxic Barb. Costs 880 en.
      • Spiky Armor (+18 DEF, +7 MDF, +6 HP): Made from 1 Toxic Barband 1 Light Hardwood (Primitive Jungle Chop Item 1). Costs 1020 en.

    Ketos

    Level: 52
    HP: 20546STR: 70INT: 72VIT: 45WIS: 48AGI: 38LUC: 54
    EXP Given: 54750

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    50% 50% 50% 25% 50% 25% 75%
    0% 10%
    50% 25% 50%
    • Ocean Rave: Deals comically overkill bash damage to all party members. Average speed. Cannot hit unless a target's evasion is disabled.
    • Grand Berry: Deals heavy bash damage that pierces party rows. Attempts to inflict paralysis on hit targets, with a high base chance. Slightly slow, with average accuracy.
    • Spout: Increases the user's evasion by 35% for 4 turns. Average speed.
    • Ancient Roll: Increases the user's accuracy by 35% for 4 turns. Reduces all party members' evasion by 30% for 4 turns. Slightly fast.
    • Freeze Ripple: Deals heavy ice damage to one row of party members. Attempts to bind the legs of hit targets, with a medium-high base chance. Slightly slow, and very accurate.
    • Great Melody: Attempts to inflict sleep on all party members, with a moderate chance. Extremely fast.
    • Ocean Rave: Deals 325% melee STR-based bash damage to all party members. Has an 80% speed modifier and a base accuracy of 0%.
    • Grand Berry: Deals 100% melee STR-based bash damage that pierces party rows. Attempts to inflict paralysis on hit targets, with a 60% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Spout: Increases the user's evasion by 35% for 4 turns. Has a 100% speed modifier.
    • Ancient Roll: Increases the user's accuracy by 35% for 4 turns. Reduces all party members' evasion by 30% for 4 turns. Has a 110% speed modifier.
    • Freeze Ripple: Deals 90% ranged INT-based ice damage to one row of party members. Attempts to bind the legs of hit targets, with a 45% base chance. Has an 80% speed modifier and a base accuracy of 120%.
    • Great Melody: Attempts to inflict sleep on all party members, with a 25% base chance. Has a 140% speed modifier.
    • Ketos always opens with Ocean Rave.
    • Ocean Rave has a cooldown of 4 turns.
    • Ketos always uses Spout when it first falls below 90% HP.
    • Spout has a cooldown of 6 turns. Ketos will not use it when it has fallen below 50% HP.
    • Ketos uses Ancient Roll when it first falls below 75% HP, and again when it first falls below 25% HP. Ancient Roll is always followed by Ocean Rave on the next turn, and Spout on the turn after that.
    • Great Melody is always used when Ketos first falls below 50% HP.
    • Grand Berry cannot be used consecutively. The same rule applies to Freeze Ripple.
    • Besides that, Ketos randomly uses its skills, excluding Spout. Ketos can, rarely, use Ocean Rave at very low HP.
    • If 4 turns have passed since the last usage of Ocean Rave, use Ocean Rave, and enable Grand Berry and Freeze Ripple.
    • If 6 turns have passed since the last usage of Spout, and Ketos is above 50% HP, use Spout, and enable Grand Berry and Freeze Ripple.
    • If Ketos fell below 25% HP for the first time last turn, use Ancient Roll. Force usage of Ocean Rave and Spout on the following two turns.
    • If Ketos fell below 75% HP for the first time last turn, use Ancient Roll. Force usage of Ocean Rave and Spout on the following two turns.
    • If Ketos is at 25% HP or lower:
      • 10% chance to use Ocean Rave, and enable Grand Berry and Freeze Ripple.
      • 15% chance to use Great Melody, and enable Grand Berry and Freeze Ripple.
      • If Freeze Ripple is enabled, 60% chance to use Freeze Ripple, and disable Freeze Ripple.
      • If Grand Berry is enabled, 24% chance to use Grand Berry, and disable Grand Berry.
      • If none of the above happened, Attack, and enable Grand Berry and Freeze Ripple.
    • If Ketos is at 50% to 26% HP:
      • If Great Melody hasn't been used yet, use Great Melody.
      • 10% chance to use Great Melody.
      • If Freeze Ripple is enabled, 40% chance to use Freeze Ripple, and disable Freeze Ripple.
      • If Grand Berry is enabled, 40% chance to use Grand Berry, and disable Grand Berry.
      • If none of the above happened, Attack, and enable Grand Berry and Freeze Ripple.
    • If Ketos is at 75% to 51% HP:
      • If Freeze Ripple is enabled, 30% chance to use Freeze Ripple, and disable Freeze Ripple.
      • If Grand Berry is enabled, 50% chance to use Grand Berry, and disable Grand Berry.
      • If none of the above happened, Attack, and enable Grand Berry and Freeze Ripple.
    • If Ketos is at 90% to 76% HP:
      • If Spout hasn't been used yet, use Spout.
      • If Grand Berry is enabled, 70% chance to use Grand Berry, and disable Grand Berry.
      • Otherwise, Attack, and enable Grand Berry.
    • If none of the above happened:
      • If Ocean Rave hasn't been used yet, use Ocean Rave.
      • If Grand Berry is enabled, 70% chance to use Grand Berry, and disable Grand Berry.
      • Otherwise, Attack, and enable Grand Berry.
    Drops:
    • Whale Fumarole. 100% chance. Sells for 10000 en.
      • Roar of the Sea (+72 ATK, +57 MAT, Chrono Gatling): Made from 1 Whale Fumarole. Costs 26000 en.
    • Whirlpool Hide (Kill while panicked). 100% chance. Sells for 24600 en.
      • Great Mountain (+240 ATK, +120 MAT, Ocean Rave): Made from 1 Whirlpool Hide. Costs 740000 en.

    Killer Ant

    Level: 75
    HP: 708STR: 109INT: 86VIT: 80WIS: 83AGI: 56LUC: 68
    EXP Given: 2901

    Damage Vulnerabilities:
    100% 100% 100%
    50% 150% 50%

    Disable Vulnerabilities:
    100% 150% 50% 100% 100% 150% 50%
    100% 100%
    100% 100% 100%
    • Attack Line EX: Increases one row of enemies' attack by 50% for 4 turns. Slightly slow.
    • Attack Line EX: Increases one row of enemies' attack by 50% for 4 turns. Has an 80% speed modifier.
    • Killer Ants will always use Attack Line EX if no enemies have its buff, and it wasn't already used by another Killer Ant. It will not be used if hte party was blindsided, though.
    • If the party wasn't blindsided, no enemies have the Attack Line EX buff, and Attack Line EX wasn't already used on this turn, use Attack Line EX.
    • If the above didn't happen, Attack.
    Drops:
    • Steel Chitin. 55% chance. Sells for 508 en.
      • Steel Khakkhara (+96 ATK, +75 MAT, -2% Base Accuracy, VIT Up Lv4): Made from 3 Steel Chitins. Costs 55000 en.
      • Hunter's Bow (+83 ATK, +85 MAT, AGI Up Lv4): Made from 1 Sharp Mandibles (Fire Ant Drop 1) and 1 Steel Chitin. Costs 61000 en.
      • Killer Gloves (+29 DEF, +24 MDF): Made from 2 Steel Chitins. Costs 31400 en.

    King Snail

    Level: 43
    HP: 585STR: 56INT: 43VIT: 48WIS: 51AGI: 32LUC: 40
    EXP Given: 1243

    Damage Vulnerabilities:
    100% 100% 100%
    100% 50% 100%

    Disable Vulnerabilities:
    100% 50% 100% 150% 100% 50% 50%
    100% 100%
    150% 50% 100%
    • Giant Swing: Deals very heavy bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
    • Snail Dance: Attempts to inflict sleep on all party members. The chance is increased based on how many Forest Snails are cooperating, ranging from high to guaranteed. Extremely slow.
    • Giant Swing: Deals 130% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
    • Snail Dance: Attempts to inflict sleep on all party members. The base chance depends on the number of cooperating Forest Snails. In order of quantity, from 0 to 4: 5%, 60%, 150%, 500%, 999%. Has a 30% speed modifier.
    • King Snails will attempt to use Snail Dance if any Forest Snails are alive at the start of a given turn.
    • The first time the King Snail is left as the only enemy in the battle, it will summon four Forest Snails.
    • If Snail Dance is not an option, King Snails will sometimes (at high HP) or frequently (at low HP) use Giant Swing.
    • If any Forest Snails were alive at the start of the turn, use Snail Dance.
    • If the King Snail is the only enemy left in the battle, and it has not summoned any Forest Snails yet, summon four Forest Snails.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Giant Swing.
      • Else, Attack.
    • If the King Snail's HP is at 50% or lower:
      • 80% chance to use Giant Swing.
      • Else, Attack.
    • Else:
      • 40% chance to use Giant Swing.
      • Else, Attack.
    Drops:
    • Metal Hull. 75% chance. Sells for 195 en.
      • Magii Irana (+42 ATK, +50 MAT, STR Up Lv2): Made from 1 Metal Hulland 1 Aragonite (Ancient Forest Mine Item 2). Costs 7400 en.
      • King's Plate Mail (+32 DEF, +21 MDF): Made from 2 Metal Hulls. Costs 7200 en.
    • Electric Shell (Kill with volt damage). 100% chance. Sells for 236 en.
      • Snailblade (+61 ATK, +29 MAT, Snail Dance): Made from 1 Electric Shell. Costs 12800 en.

    Koolasuchus

    Level: 49
    HP: 1203STR: 63INT: 32VIT: 47WIS: 43AGI: 31LUC: 37
    EXP Given: 3095

    Damage Vulnerabilities:
    150% 150% 150%
    10% 10% 10%

    Disable Vulnerabilities:
    100% 50% 100% 100% 50% 100% 100%
    150% 150%
    50% 100% 150%
    • Chomp: Deals heavy bash damage to all party members. Heals the Koolasuchus for 175% of the damage dealt. Slightly slow, with average accuracy.
    • Chomp: Deals 120% melee STR-based bash damage to all party members. Heals the Koolasuchus for 175% of the damage dealt. Has an 80% speed modifier and a base accuracy of 99%.
    • Koolasuchuses are likely to open with Chomp.
    • When Koolasuchuses are at 75% HP or lower, they're far more likely to use Chomp.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Chomp.
      • Else, Attack.
    • If the Koolasuchus's HP is at 75% or lower:
      • 80% chance to use Chomp.
      • Else, Attack.
    • Else:
      • 40% chance to use Chomp.
      • Else, Attack.
    Drops:
    • Salamander Lip. 85% chance. Sells for 342 en.
      • Full Moon Scythe (+54 ATK, +59 MAT, WIS Up Lv3): Made from 1 Salamander Lipand 1 Cracked Driftwood (Undersea Grotto Chop Item 1). Costs 14000 en.
      • Three Quarters (+29 DEF, +29 MDF): Made from 1 Salamander Lip. Costs 10500 en.

    Lamia

    Level: 86
    HP: 64067STR: 123INT: 120VIT: 74WIS: 80AGI: 57LUC: 90
    EXP Given: 160030

    Damage Vulnerabilities:
    100% 100% 100%
    100% 150% 100%

    Disable Vulnerabilities:
    25% 25% 50% 50% 50% 50% 25%
    0% 10%
    25% 25% 25%
    • Evil Eye: Reduces all party members' accuracy by 40% for 4 turns. Attempts to inflict petrification on all party members, with a moderate chance. Slightly slow.
    • Serpent's Curse: Deals very severe cut damage to all party members at the start of the turn. Average accuracy.
    • Squeeze Grip: Deals medium-low bash damage to all party members. If a target has binds, they take heavy (1 bind), very severe (2 binds), or overkill (3 binds) damage instead. Extremely slow, and cannot miss.
    • Tail Whip: Deals 2-6 instances of very heavy bash damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and very inaccurate.
    • Poison Flame: Deals medium-low fire damage to all party members. Attempts to inflict poison on hit targets, with a moderately low chance and heavy poison damage. Slightly slow, with average accuracy.
    • Death's Embrace: Attempts to instantly kill, and bind the head, arms, and legs of, one party member, with a medium chance. Slightly slow.
    • Alluring Body: Reduces all party members' resistance to binds by 50% for 4 turns. Attempts to inflict panic on all party members, with a moderate chance. Slightly slow.
    • Evil Eye: Reduces all party members' accuracy by 40% for 4 turns. Attempts to inflict petrification on all party members, with a 25% base chance. Has an 80% speed modifier.
    • Serpent's Curse: Deals 180% melee STR-based cut damage to all party members. Has a 1000% speed modifier and a base accuracy of 99%.
    • Squeeze Grip: Deals 75% melee STR-based bash damage to all party members. If a target has binds, they take 110% (1 bind), 170% (2 binds), or 225% (3 binds) damage instead. Has a 50% speed modifier, and does not check for accuracy.
    • Tail Whip: Deals 2-6 instances of 150% melee STR-based bash damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 60%.
    • Poison Flame: Deals 70% ranged INT-based fire damage to all party members. Attempts to inflict poison on hit targets, with a 20% base chance and a poison damage range of 90 to 144. Has an 80% speed modifier and a base accuracy of 99%.
    • Death's Embrace: Attempts to instantly kill, and bind the head, arms, and legs of, one party member, with a 40% base chance. Has an 80% speed modifier.
    • Alluring Body: Reduces all party members' resistance to binds by 50% for 4 turns. Attempts to inflict panic on all party members, with a 30% base chance. Has an 80% speed modifier.
    • Lamia cannot summon Bind Snakes if her arms are bound.
    • Lamia commands Bind Snakes to use Binding Thrash if any of them have been alive for 3 consecutive turns.
    • Bind Snakes are summoned, at most, every 5 turns, and the amount summons goes up based on how low Lamia's HP is.
    • Lamia responds to Bind Snakes being killed with Serpent's Curse. Serpent's Curse cannot be used consecutively, however.
    • Lamia is very likely to respond to any party members having any body part bound with Squeeze Grip. At high HP, that has a cooldown of 3+ turns.
    • Lamia, besides all that, almost entirely randomly uses skills in phases:
      • Phase 1 (100% to 76% HP): Evil Eye can be used when any party members don't have the debuff. Otherwise, Tail Whip, Poison Flame, and normal Attacks. Skills cannot be used consecutively.
      • Phase 2 (75% to 51% HP):: Evil Eye chance is reduced. Death's Embrace is added into random usage, and the restriction on consecutive use is removed.
      • Phase 3 (50% HP to death):: Evil Eye is replaced with Alluring Body. Normal attacks in the random rotation are replaced by Evil Eye.
    • If Bind Snakes have been alive for 3 or more turns, tell the Bind Snakes to use Binding Thrash this turn.
    • Out-of-turn:
      • If there are less Bind Snakes alive at the end of this turn than there were last turn, queue Serpent's Curse.
      • If all Bind Snakes are dead, accelerate the mass summon timer by an additional turn.
      • If Lamia is at 90% HP or lower, and the 90% HP summoning hasn't occurred yet, summon enough Bind Snakes to have two in the battle.
      • If 5 or more turns have passed since either the start of battle, or since the last Bind Snake summoning:
        • If Lamis is at 30% HP or lower, summon enough Bind Snakes to have four in the battle.
        • If Lamis is at 70% HP or lower, summon enough Bind Snakes to have three in the battle.
        • If neither of the above happened, summon enough Bind Snakes to have two in the battle.
    • If any party members have their head, arms, or legs bound:
      • If Lamia is at 30% HP or lower, and Squeeze Grip wasn't used because of hits last turn, 70% chance to use Squeeze Grip.
      • If not, if 3 or more turns have passed since the last usage of Squeeze Grip because of this timer, 70% chance to use Squeeze Grip.
    • If Serpent's Curse is queued, and wasn't used last turn, Serpent's Curse.
    • If Lamia is at 50% HP or lower:
      • If 3 or more party members have their legs bound, 30% chance to use Tail Whip.
      • If any party members are not panicked, no party members have the Alluring Body debuff, and Alluring Body wasn't used last turn, 50% chance to use Alluring Body.
      • If neither of the above happened:
        • 40% chance to use Death's Embrace.
        • 30% chance to use Tail Whip.
        • 20% chance to use Poison Flame.
        • 10% chance to use Evil Eye.
    • If Lamia is at 75% to 51% HP:
      • If any party members are not petrified, and no party members have the Evil Eye debuff, 30% chance to use Evil Eye.
      • If not:
        • 30% chance to use Death's Embrace.
        • 40% chance to use Tail Whip.
        • 20% chance to use Poison Flame.
        • 10% chance to Attack.
    • If none of the above happened:
      • If Evil Eye was not used last turn, any party members are not petrified, and no party members have the Evil Eye debuff, 50% chance to use Evil Eye.
      • If not:
        • If Tail Whip was used last turn, 70% chance to use Poison Flame.
        • If Poison Flame was used last turn, 50% chance to use Tail Whip.
        • If no skill was used last turn:
          • 40% chance to use Tail Whip.
          • 50% chance to use Poison Flame.
          • 10% chance to Attack.
        • If none of the above happened, Attack.
    Drops:
    • Sinister Serpent. 100% chance. Sells for 36000 en.
      • Lamuros Mask (+40 DEF, +35 MDF, +30% Petrify Resistance): Made from 1 Sinister Serpent. Costs 68000 en.
    • Snakebraid Snarl (Kill while head is bound). 100% chance. Sells for 60000 en.
      • Failnaught (+190 ATK, +200 MAT, Alluring Body): Made from 1 Snakebraid Snarl. Costs 560000 en.

    Largebill

    Level: 26
    HP: 560STR: 42INT: 24VIT: 32WIS: 28AGI: 18LUC: 26
    EXP Given: 555

    Damage Vulnerabilities:
    100% 150% 100%
    50% 100% 100%

    Disable Vulnerabilities:
    150% 100% 50% 100% 150% 100% 100%
    50% 100%
    100% 100% 150%
    • Diving Press: Deals severe bash damage to all party members. Slightly slow, with average accuracy.
    • Diving Press: Deals 100% melee STR-based bash damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Largebills are likely to open with Diving Press.
    • When Largebills are at 50% HP or lower, they're far more likely to use Diving Press.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Diving Press.
      • Else, Attack.
    • If the Largebill's HP is at 50% or lower:
      • 80% chance to use Diving Press.
      • Else, Attack.
    • Else:
      • 40% chance to use Diving Press.
      • Else, Attack.
    Drops:
    • Green Feather. 90% chance. Sells for 71 en.
      • Verdant Bird Knife (+27 ATK, +33 MAT, VIT Up Lv1): Made from 1 Green Feather. Costs 1130 en.
      • Husaria Mail (+20 DEF, +12 MDF): Made from 1 Green Featherand 1 Hard Venom Tail (Great Platypus Drop 1). Costs 1350 en.
      • Green Mittens (+7 DEF, +10 MDF): Made from 2 Green Feathers. Costs 550 en.
    • Preserved Wing (Kill while arms are bound). 100% chance. Sells for 176 en.
      • Shiden (+39 ATK, +18 MAT, Gale Flash): Made from 1 Preserved Wing. Costs 2050 en.

    Leaf Hat Tanuki

    Level: 88
    HP: 2525STR: 113INT: 123VIT: 97WIS: 100AGI: 103LUC: 96
    EXP Given: 7411

    Damage Vulnerabilities:
    50% 100% 100%
    50% 100% 100%

    Disable Vulnerabilities:
    100% 100% 100% 0% 100% 50% 150%
    100% 50%
    50% 100% 100%
    • Leg Zapper: Deals medium volt damage that pierces party rows. Attempts to bind the legs of hit targets, with a medium chance. Slightly slow, with average accuracy.
    • Fire Torrent: Deals light fire damage to all party members. Comically fast, and extremely accurate.
    • Echoing Howl: Reduces all party members' attack by 30% for 4 turns. Attempts to inflict panic on all party members, with a extremely high chance. Comically fast.
    • Ice Breath: Deals light ice damage to all party members. Comically fast, and extremely accurate.
    • Sonic Scream: Reduces all party members' defense by 50% for 4 turns. Attempts to inflict sleep on all party members, with a extremely high chance. Comically fast.
    • Volt Breath: Deals light volt damage to all party members. Comically fast, and extremely accurate.
    • Corrupt Howl: Purges all buffs from all party members. Attempts to instantly kill and inflict curse on all party members, with a medium chance. Comically fast.
    • Frolic: Attempts to bind the heads, arms, and legs of all party members, with a It-Will-Bind-You chance. Too fast.
    • Pout: Deals 10 instances of extremely light cut damage to random party members at the end of the turn. Has no limit on how many times one target can be hit. Extremely acccurate.
    • Leg Zapper: Deals 80% ranged INT-based volt damage that pierces party rows. Attempts to bind the legs of hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Fire Torrent: Deals 50% ranged INT-based fire damage to all party members. Has a 300% speed modifier and a base accuracy of 180%.
    • Echoing Howl: Reduces all party members' attack by 30% for 4 turns. Attempts to inflict panic on all party members, with a 99% base chance. Has a 250% speed modifier.
    • Ice Breath: Deals 50% ranged INT-based ice damage to all party members. Has a 300% speed modifier and a base accuracy of 180%.
    • Sonic Scream: Reduces all party members' defense by 50% for 4 turns. Attempts to inflict sleep on all party members, with a 99% base chance. Has a 250% speed modifier.
    • Volt Breath: Deals 50% ranged INT-based volt damage to all party members. Has a 300% speed modifier and a base accuracy of 180%.
    • Corrupt Howl: Purges all buffs from all party members. Attempts to instantly kill and inflict curse on all party members, with a 40% base chance. Has a 250% speed modifier.
    • Frolic: Attempts to bind the heads, arms, and legs of all party members, with a 120% base chance. Has an 800% speed modifier.
    • Pout: Deals 10 instances of 20% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Has a 10% speed modifier and a base accuracy of 180%.
    • Untransformed, Leaf Hat Tanukis are very likely to use Leg Zapper.
    • Leaf Hat Tanukis will not transform if they're a rare breed.
    • Leaf Hat Tanukis have a 1 in 256 chance of transforming into Dinogator.
    • If the Leaf Hat Tanuki is a rare breed:
      • 80% chance to use Leg Zapper.
      • 20% chance to Attack.
    • If the Leaf Hat Tanuki has taken the apperance of Great Dragon:
      • If all party members are panicked, use Fire Torrent.
      • If not:
        • 20% chance to use Fire Torrent.
        • 80% chance to use Echoing Howl.
    • If the Leaf Hat Tanuki has taken the apperance of Storm Emperor:
      • If all party members are cursed, use Volt Breath.
      • If not:
        • 20% chance to use Volt Breath.
        • 80% chance to use Corrupt Howl.
    • If the Leaf Hat Tanuki has taken the apperance of Blizzard King:
      • If all party members are asleep, use Ice Breath.
      • If not:
        • 20% chance to use Ice Breath.
        • 80% chance to use Sonic Scream.
    • If the Leaf Hat Tanuki has taken the appearance of a Dinogator:
      • 20% chance to use Pout.
      • 80% chance to use Frolic.
    • If the Leaf Hat Tanuki is the last enemy in the battle:
      • 85-in-256 chance to take the appearance of Great Dragon.
      • 85-in-256 chance to take the appearance of Storm Emperor.
      • 85-in-256 chance to take the appearance of Blizzard King.
      • 1-in-256 chance to take the appearance of Dinogator.
    • If none of the above happened:
      • 80% chance to use Leg Zapper.
      • 20% chance to Attack.
    Drops:
    • Bouncy Furball. 60% chance. Sells for 1264 en.
      • Sphairai (+105 ATK, +99 MAT, VIT Up Lv4): Made from 1 Bouncy Furballand 1 Rugged Club (Illbear Drop 2). Costs 112000 en.
      • Brigandine (+64 DEF, +64 MDF): Made from 1 Ugly Horn (Illbear Drop 1) and 1 Bouncy Furball. Costs 98000 en.
      • Evil Tanuki Mantle (+51 DEF, +77 MDF): Made from 2 Bouncy Furballs. Costs 95000 en.
    • Charred Leaf (Kill with fire damage). 100% chance. Sells for 1768 en.
      • Tanuki Staff (+85 ATK, +148 MAT, Leg Zapper): Made from 1 Charred Leaf. Costs 152000 en.

    Leopard Skunk

    Level: 77
    HP: 729STR: 100INT: 86VIT: 75WIS: 84AGI: 78LUC: 80
    EXP Given: 3788

    Damage Vulnerabilities:
    100% 100% 150%
    50% 100% 50%

    Disable Vulnerabilities:
    100% 0% 50% 100% 100% 50% 50%
    100% 100%
    100% 100% 150%
    • Slumber Mist: Attempts to inflict poison and sleep on all party members, with a moderate chance, and sever poison damage. Slightly slow.
    • Slumber Mist: Attempts to inflict poison and sleep on all party members, with a 20% base chance, and a poison damage range of 113 to 164. Has an 80% speed modifier.
    • Leopard Skunks are very likely to open with Slumber Mist.
    • Leopard Skunks become more likely to use Slumber Mist when they fall below 80% HP, but become extremely unlikely to use it at 25% HP or lower.
    • Leopard Skunks will attack party members who are asleep, if any of them are asleep.
    • If any party members are asleep, Attack, targeting party members who are asleep.
    • If this is the first turn, 80% chance to use Slumber Mist.
    • If the Leopard Skunk is at 25% HP or lower:
      • 20% chance to use Slumber Mist.
      • 80% chance to Attack.
    • If the Leopard Skunk is at 80% HP to 26% HP:
      • 80% chance to use Slumber Mist.
      • 20% chance to Attack.
    • If none of the above happened:
      • 40% chance to use Slumber Mist.
      • 60% chance to Attack.
    Drops:
    • Leopard-Spot Fur. 45% chance. Sells for 705 en.
      • Leopard Sword (+98 ATK, +86 MAT, TP Up Lv5): Made from 1 Komatiite (Northern Shrine Mine Item 1) and 1 Leopard-Spot Fur. Costs 74300 en.
      • Liuyedao (+84 ATK, +105 MAT, AGI Up Lv4): Made from 2 Leopard-Spot Furs. Costs 73500 en.
      • Vambraces (+24 DEF, +33 MDF): Made from 1 Leopard-Spot Furand 1 Sanukite (Northern Shrine Mine Item 2). Costs 35200 en.

    Lightning Drake

    Level: 39
    HP: 776STR: 43INT: 49VIT: 34WIS: 36AGI: 32LUC: 37
    EXP Given: 1870

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 10%

    Disable Vulnerabilities:
    100% 100% 50% 150% 150% 100% 50%
    100% 150%
    100% 100% 150%
    • Voltking's Fury: Deals medium volt damage to 2-4 party members. Attempts to inflict blind and petrification on hit targets, with a moderate chance. Slightly slow, with average accuracy.
    • Voltking's Fury: Deals 85% ranged INT-based volt damage to 2-4 party members. Attempts to inflict blind and petrification on hit targets, with a 20% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Lightning Drakes are likely to open with Voltking's Fury.
    • When Lightning Drakes are at 50% HP or lower, they're far more likely to use Voltking's Fury.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Voltking's Fury.
      • Else, Attack.
    • If the Lightning Drake's HP is at 50% or lower:
      • 80% chance to use Voltking's Fury.
      • Else, Attack.
    • Else:
      • 40% chance to use Voltking's Fury.
      • Else, Attack.
    Drops:
    • Voltking Horn. 90% chance. Sells for 200 en.
      • Parazonium (+38 ATK, +49 MAT, LUC Up Lv3): Made from 1 Voltking Horn. Costs 5000 en.
      • Drake Armor (+29 DEF, +19 MDF): Made from 1 Voltking Hornand 1 Arc Branch (Petal Bridge Chop Item 1). Costs 5500 en.

    Lizard Retainer

    Level: 38
    HP: 338STR: 45INT: 53VIT: 40WIS: 34AGI: 30LUC: 35
    EXP Given: 0

    Damage Vulnerabilities:
    100% 100% 100%
    100% 50% 100%

    Disable Vulnerabilities:
    75% 75% 75% 50% 75% 50% 0%
    100% 75%
    75% 75% 75%





    Longisquama

    Level: 19
    HP: 297STR: 27INT: 20VIT: 23WIS: 24AGI: 26LUC: 24
    EXP Given: 163

    Damage Vulnerabilities:
    100% 100% 100%
    50% 100% 50%

    Disable Vulnerabilities:
    100% 150% 100% 100% 100% 100% 100%
    100% 150%
    100% 100% 100%
    • Tail Swipe: Deals medium stab damage to one row of party members. Reduces hit targets' physical attack by 25% for 4 turns. Extremely slow, with average accuracy.
    • Tail Swipe: Deals 110% melee STR-based stab damage to one row of party members. Reduces hit targets' physical attack by 25% for 4 turns. Has a 40% speed modifier and a base accuracy of 99%.
    • Longisquamas are likely to open with Tail Swipe.
    • When Longisquamas are at 50% HP or lower, they're far more likely to use Tail Swipe.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Tail Swipe.
      • Else, Attack.
    • If the Longisquama's HP is at 50% or lower:
      • 80% chance to use Tail Swipe.
      • Else, Attack.
    • Else:
      • 40% chance to use Tail Swipe.
      • Else, Attack.
    Drops:
    • Sharp Scale Tail. 70% chance. Sells for 28 en.
      • Omokage (+32 ATK, +16 MAT, TP Up Lv1): Made from 1 Laterite (Primitive Jungle Mine Item 2) and 1 Sharp Scale Tail. Costs 980 en.
      • Scale Lance (+27 ATK, +19 MAT, AGI Up Lv1): Made from 1 Sharp Scale Tail. Costs 670 en.
      • Plate Mail (+16 DEF, +10 MDF): Made from 1 Scrap Iron (Primitive Jungle Mine Item 1) and 1 Sharp Scale Tail. Costs 840 en.
    • Frozen Back Wing (Kill with ice damage). 100% chance. Sells for 51 en.
      • Squamapris (+13 DEF, +13 MDF, +3 AGI): Made from 1 Frozen Back Wing. Costs 620 en.

    Lord Saguaro

    Level: 114
    HP: 2774STR: 185INT: 137VIT: 149WIS: 125AGI: 99LUC: 116
    EXP Given: 38182

    Damage Vulnerabilities:
    100% 100% 150%
    50% 50% 50%

    Disable Vulnerabilities:
    50% 100% 50% 50% 100% 100% 50%
    50% 100%
    50% 50% 50%
    • Needle Shower: Deals 4-6 instances of very heavy stab damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, with average accuracy.
    • Needle Shower: Deals 4-6 instances of 90% melee STR-based stab damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 99%.
    • Lord Saguari are likely to open with Needle Shower.
    • When Lord Saguari are at 50% HP or lower, they're far more likely to use Needle Shower.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Needle Shower.
      • Else, Attack.
    • If the Lord Saguaro's HP is at 50% or lower:
      • 80% chance to use Needle Shower.
      • Else, Attack.
    • Else:
      • 40% chance to use Needle Shower.
      • Else, Attack.
    Drops:
    • Withered Spine. 70% chance. Sells for 2232 en.
      • Arc Bandages (+141 ATK, +126 MAT, LUC Up Lv4): Made from 1 Flower Cloth (Archpixie Drop 1) and 1 Withered Spine. Costs 223000 en.
      • Joyeuse (+145 ATK, +170 MAT, HP Up Lv5): Made from 1 Withered Spine. Costs 201000 en.
      • Adarga (+75 DEF, +10 MDF): Made from 2 Withered Spines. Costs 154000 en.

    Luminous Bird

    Level: 38
    HP: 584STR: 50INT: 34VIT: 38WIS: 34AGI: 36LUC: 37
    EXP Given: 1041

    Damage Vulnerabilities:
    100% 150% 100%
    50% 50% 50%

    Disable Vulnerabilities:
    50% 100% 100% 50% 150% 150% 100%
    50% 50%
    100% 100% 100%
    • Talon Zapper: Does nothing for one turn. On the next turn, deals severe stab damage to all party members. Attempts to stun hit targets, with a medium-high chance. Very slightly slow, with average accuracy.
    • Talon Zapper: Does nothing for one turn. On the next turn, deals 150% melee STR-based stab damage to all party members. Attempts to stun hit targets, with a 50% base chance. Has a 90% speed modifier and a base accuracy of 99%.
    • Luminous Birds always open with Talon Zapper.
    • At high HP, Luminous Birds wait 3 turns between Talon Zappers.
    • Luminous Birds always use Talon Zapper when they're at low HP.
    • If the Luminous Bird prepared Talon Zapper last turn, use Talon Zapper.
    • If Talon Zapper has not been used yet, prepare Talon Zapper.
    • If the Luminous Bird is at 50% HP or lower, prepare Talon Zapper.
    • If none of the above happened:
      • If 3 or more turns have passed since the Luminous Bird last used Talon Zapper, prepare Talon Zapper.
      • Otherwise, Attack.
    Drops:
    • Gold Claw. 75% chance. Sells for 130 en.
      • Golden Wand (+33 ATK, +54 MAT, INT Up Lv2): Made from 1 Gold Claw. Costs 6200 en.
      • Insect Sandals (+8 DEF, +19 MDF): Made from 1 Prism Shell (Rainbug Drop 1) and 1 Gold Claw. Costs 1960 en.

    Mad Crawler

    Level: 38
    HP: 517STR: 50INT: 34VIT: 41WIS: 37AGI: 25LUC: 35
    EXP Given: 1122

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    100% 150% 150% 50% 100% 50% 100%
    100% 100%
    100% 50% 100%
    • Rage Fangs: Deals very heavy bash damage to one party member, with splash damage. Attempts to inflict panic on hit targets, with a moderate chance. Slightly slow, with average accuracy.
    • Rage Fangs: Deals 110% melee STR-based bash damage to one party member, with splash damage. Attempts to inflict panic on hit targets, with a 20% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Mad Crawlers are very likely to use Rage Fangs.
    • 80% chance to use Rage Fangs.
    • 20% chance to Attack.
    Drops:
    • Caterpillar Fang. 70% chance. Sells for 135 en.
      • Stretched Scythe (+41 ATK, +45 MAT, AGI Up Lv3): Made from 1 Scent Wood (Petal Bridge Chop Item 2) and 1 Caterpillar Fang. Costs 4750 en.
      • Mad Earring (Immunity to panic): Made from 2 Caterpillar Fangs. Costs 500 en.
      • Confuse Gas (Attempts to inflict panic on all enemies; 30% base chance, 80% speed modifier): Made from 1 Caterpillar Fang. Costs 250 en.
    • Dull Claw (Kill while blinded). 100% chance. Sells for 255 en.
      • Nikkari (+58 ATK, +31 MAT, Rage Fangs): Made from 1 Dull Claw. Costs 9350 en.

    Magma Beast

    Level: 99
    HP: 6362STR: 152INT: 161VIT: 103WIS: 93AGI: 95LUC: 136
    EXP Given: 16438

    Damage Vulnerabilities:
    25% 25% 25%
    0% 300% 50%

    Disable Vulnerabilities:
    100% 100% 50% 50% 50% 100% 0%
    25% 50%
    50% 100% 100%
    • Eruption: Deals multiple instances of heavy fire damage to random party members. Has no limit on how many times one target can be hit. The number of hits depends on the number of times the Magma Beast was hit with ice damage: 4 for 0, 8 for 1, 16 for 2 or more. The speed increases based on the number of ice damage hits, too. Average accuracy.
    • Eruption: Deals multiple instances of 90% ranged INT-based fire damage to random party members. Has no limit on how many times one target can be hit. The number of hits depends on the number of times the Magma Beast was hit with ice damage: 4 for 0, 8 for 1, 16 for 2 or more. The speed modifier differs as well: 100% for 0, 300% for 1, 600% for 2 or more. Has a base accuracy of 99%.
    • Magma Beasts will spam Eruption until they die.
    • Use Eruption.

    Magma Spawn

    Level: 61
    HP: 1237STR: 63INT: 74VIT: 64WIS: 60AGI: 38LUC: 46
    EXP Given: 5227

    Damage Vulnerabilities:
    50% 50% 50%
    0% 300% 100%

    Disable Vulnerabilities:
    100% 100% 100% 100% 150% 50% 0%
    100% 100%
    150% 100% 100%
    • Lava Boulder: Deals heavy fire damage to all party members. Slightly slow, and very accurate.
    • Lava Boulder: Deals 90% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 120%.
    • Magma Spawns are extremely unlikely to use Lava Boulder when they're in the back row, and another Magma Spawn already used Lava Boulder.
    • If that doesn't happen, then Magma Spawns are very likely to use Lava Boulder.
    • If Lava Boulder was used already by another enemy:
      • 10% chance to use Lava Boulder.
      • 90% chance to Attack.
    • Otherwise:
      • 80% chance to use Lava Boulder.
      • 20% chance to Attack.
    Drops:
    • Scorch Stone. 100% chance. Sells for 672 en.
      • Rava Gun (+70 ATK, +53 MAT, WIS Up Lv3): Made from 1 Scorch Stone. Costs 34500 en.
      • Boulder Armor (+45 DEF, +29 MDF): Made from 1 Scorch Stoneand 1 Hopper Wing (Demon Hopper Drop 1). Costs 28500 en.
    • Igneous Rock (Kill with ice damage). 100% chance. Sells for 1 en.
      • Boulder Bracers (+21 DEF, +8 MDF, +4 STR): Made from 1 Igneous Rock. Costs 16100 en.

    Mandrake

    Level: 16
    HP: 187STR: 26INT: 22VIT: 22WIS: 27AGI: 21LUC: 24
    EXP Given: 33

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    100% 150% 100% 100% 100% 100% 100%
    100% 100%
    100% 150% 100%
    • Binding Root: Deals medium bash damage to one party member. Attempts to bind the target's arms, with a high chance. Average speed, with average accuracy.
    • Binding Root: Deals 80% melee STR-based bash damage to one party member. Attempts to bind the target's arms, with a 60% base chance. Has a 100% speed modifier and a base accuracy of 99%.
    • Mandrakes are likely to open with Binding Root.
    • When Mandrakes are at 50% HP or lower, they're far more likely to use Binding Root.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Binding Root.
      • Else, Attack.
    • If the Mandrake's HP is at 50% or lower:
      • 80% chance to use Binding Root.
      • Else, Attack.
    • Else:
      • 40% chance to use Binding Root.
      • Else, Attack.
    Drops:
    • Mandrake Root. 70% chance. Sells for 11 en.
      • Mandra Rod (+16 ATK, +24 MAT, LUC Up Lv1): Made from 1 Mandrake Root. Costs 390 en.
      • Medicinal Gloves (+7 DEF, +3 MDF): Made from 2 Mandrake Roots. Costs 170 en.
      • Fawn Shoes (+3 DEF, +10 MDF): Made from 1 Fawn Hoof (Furyfawn Drop 1) and 1 Mandrake Root. Costs 160 en.

    Mauler Mole

    Level: 92
    HP: 919STR: 139INT: 94VIT: 112WIS: 103AGI: 88LUC: 100
    EXP Given: 11352

    Damage Vulnerabilities:
    100% 100% 100%
    100% 150% 100%

    Disable Vulnerabilities:
    0% 50% 50% 150% 50% 100% 50%
    100% 100%
    50% 50% 100%
    • Heavy Claw: Deals very heavy cut damage to one row of party members. Reduces hit targets' evasion by 50% for 4 turns. Attempts to bind the legs of hit targets, with a medium-low chance. Slightly slow, with average accuracy.
    • Heavy Claw: Deals 110% melee STR-based cut damage to one row of party members. Reduces hit targets' evasion by 50% for 4 turns. Attempts to bind the legs of hit targets, with a 35% base chance. Has a 80% speed modifier and a base accuracy of 99%.
    • Mauler Moles are likely to open with Heavy Claw.
    • When Mauler Moles are at 50% HP or lower, they're far more likely to use Heavy Claw.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Heavy Claw.
      • Else, Attack.
    • If the Mauler Mole's HP is at 50% or lower:
      • 80% chance to use Heavy Claw.
      • Else, Attack.
    • Else:
      • 40% chance to use Heavy Claw.
      • Else, Attack.
    Drops:
    • Sky Iron Claw. 40% chance. Sells for 1153 en.
      • Hundred Eye Gun (+132 ATK, +101 MAT, AGI Up Lv4): Made from 1 Sky Iron Clawand 1 Pitchblende (Abyssal Shrine Mine Item 1). Costs 204000 en.
      • Khanjar (+124 ATK, +158 MAT, TP Up Lv5): Made from 2 Sky Iron Claws. Costs 186000 en.
      • Avian Cloak (+56 DEF, +85 MDF): Made from 1 Imperious Tail (Emperor Falcon Drop 1) and 1 Sky Iron Claw. Costs 125000 en.

    Maya Owl

    Level: 63
    HP: 572STR: 66INT: 78VIT: 52WIS: 66AGI: 70LUC: 54
    EXP Given: 2066

    Damage Vulnerabilities:
    100% 150% 100%
    10% 10% 150%

    Disable Vulnerabilities:
    50% 100% 100% 150% 100% 100% 150%
    100% 100%
    50% 100% 100%
    • Blazing Lance: Deals very heavy fire damage that pierces party rows. Slightly slow, with average accuracy.
    • Blazing Lance: Deals 110% ranged INT-based fire damage that pierces party rows. Has an 80% speed modifier and a base accuracy of 99%.
    • Maya Owls are far more likely to use Blazing Lance than they are to Attack.
    • 80% chance to use Blazing Lance.
    • 20% chance to Attack.
    Drops:
    • Glow Quill. 50% chance. Sells for 287 en.
      • Luminous Arch (+67 ATK, +72 MAT, AGI Up Lv3): Made from 2 Glow Quills. Costs 36000 en.
      • General Leather (+40 DEF, +40 MDF): Made from 1 Zapper Skin (Zapper Frog Drop 1) and 1 Glow Quill. Costs 30500 en.
      • Shining Iron Mask (+24 DEF, +16 MDF): Made from 1 Glow Quilland 1 Steel Earth (Golden Lair Mine Item 1). Costs 16000 en.

    Medusa Tree

    Level: 72
    HP: 18566STR: 96INT: 95VIT: 77WIS: 71AGI: 46LUC: 75
    EXP Given: 54215

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    50% 50% 50% 75% 50% 25% 0%
    10% 10%
    25% 50% 50%
    • Stone Gleam: Attempts to inflict petrification on one row of party members, with a high chance. Average speed.
    • Silent Claw: Deals heavy cut damage to one row of party members. Attempts to bind the heads of hit targets, with a medium-low chance. Slightly slow, with average accuracy.
    • Frigid Branch: Deals heavy ice damage to all party members. Slightly slow, with average accuracy.
    • Stone Gleam: Attempts to inflict petrification on one row of party members, with a 55% base chance. Has a 100% speed modifier.
    • Silent Claw: Deals 120% melee STR-based cut damage to one row of party members. Attempts to bind the heads of hit targets, with a 35% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Frigid Branch: Deals 90% ranged INT-based ice damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Medusa Trees always open with Stone Gleam. They'll also reuse it every 3 turns.
    • Medusa Trees always use Frigid Branch when they first fall below 65% HP.
    • At 65% HP or lower, Medusa Trees are guaranteed to use Silent Claw if any party members are petrified.
    • Besides that, Medusa Trees just randomly use normal Attacks and Silent Claw, with Frigid Branch being added in after it's first used.
    • If Stone Gleam hasn't been used yet, use Stone Gleam, targeting party members who aren't petrified.
    • If the current turn is a multiple of 3, use Stone Gleam, targeting party members who aren't petrified.
    • If the Medusa Tree is at 65% HP or lower:
      • If Frigid Branch hasn't been used yet, use Frigid Branch.
      • If any party members are petrified, use Silent Claw.
      • If neither of the above happened:
        • 40% chance to use Silent Claw.
        • 40% chance to use Frigid Branch.
        • 20% chance to Attack.
    • If none of the above happened:
      • 60% chance to use Silent Claw.
      • 40% chance to Attack.
    Drops:
    • Evil Tree Bark. 100% chance. Sells for 8250 en.
      • Stonetree's Fang (+99 ATK, +85 MAT, +25 HP): Made from 1 Evil Tree Barkand 1 Savage Tusk (Black Boar Drop 1). Costs 60000 en.
      • Medusa Gloves (+28 DEF, +18 MDF, +15% Stab Resistance): Made from 1 Evil Tree Bark. Costs 24500 en.
    • Poison Pith (Kill with poison damage). 100% chance. Sells for 23500 en.
      • Kunikuzushi (+98 ATK, +75 MAT, +20% Base Accuracy): Made from 1 Poison Pith. Costs 69500 en.

    Mimic Aye-Aye

    Level: 114
    HP: 1602STR: 185INT: 185VIT: 140WIS: 145AGI: 129LUC: 133
    EXP Given: 16006

    Damage Vulnerabilities:
    100% 100% 100%
    100% 100% 100%

    Disable Vulnerabilities:
    50% 100% 100% 0% 100% 50% 50%
    50% 0%
    50% 50% 50%
    • Copycat: Copies all actions performed by other enemies on this turn.
    • Copycat: Copies all actions performed by other enemies on this turn. Has a 500% speed modifier.
    • Mimic Aye-Ayes are very likely to use Copycat if there are other enemies in the battle. It will not use it if Techno Bash, Heat Wave, or Puke Shower were used, however.
    • If Techno Bash, Heat Wave, or Puke Shower were used on this turn, Attack.
    • If there are other enemies in the battle, 90% chance to use Copycat.
    • If neither of the above happened, Attack.
    Drops:
    • Torn Monkey Nail. 35% chance. Sells for 1434 en.
      • Tyrfing (+180 ATK, +154 MAT, AGI Up Lv4): Made from 1 Torn Monkey Nailand 1 Flying Tailfin (Stoneray Drop 2). Costs 307000 en.
      • Ape Sickle (+151 ATK, +173 MAT, AGI Up Lv4): Made from 2 Torn Monkey Nails. Costs 229000 en.
      • Spica Pumps (+33 DEF, +60 MDF): Made from 1 Evil Wing Bone (Wandering Eye Drop 1) and 1 Torn Monkey Nail. Costs 107000 en.
    • Yellow Furball. 30% chance. Sells for 1479 en.
      • Monkey Staff (+107 ATK, +183 MAT, HP Up Lv5): Made from 2 Yellow Furballs. Costs 261000 en.
      • Direstar Spear (+163 ATK, +121 MAT, AGI Up Lv4): Made from 1 Wing Scale (Hazefly Drop 1) and 1 Yellow Furball. Costs 252000 en.
      • Rentner (+102 DEF, +72 MDF): Made from 1 Suspicious Leaf (Hypno Ananas Drop 1) and 1 Yellow Furball. Costs 213000 en.

    Moth Lord

    Level: 107
    HP: 2540STR: 170INT: 115VIT: 126WIS: 132AGI: 91LUC: 121
    EXP Given: 34685

    Damage Vulnerabilities:
    100% 150% 100%
    100% 100% 150%

    Disable Vulnerabilities:
    100% 50% 0% 0% 50% 50% 50%
    50% 50%
    100% 100% 50%
    • Insanity Scales: Attempts to inflict paralysis and panic on all party members, with a moderate chance. Average speed.
    • Slice and Dice: Deals 4-6 instances of overkill cut damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and extremely inaccurate.
    • Insanity Scales: Attempts to inflict paralysis and panic on all party members, with a 20% base chance. Has a 100% speed modifier.
    • Slice and Dice: Deals 4-6 instances of 250% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 30%.
    • Moth Lords are very likely to open with Insanity Scales.
    • Moth Lords will spam Slice and Dice if any party members are afflicted with evasion-disabling disables. They'll also do that if a Mauler Mole put the Heavy Claw debuff on any party members.
    • Slice and Dice becomes more likely than Insanity Scales at low HP.
    • If any party members are petrified, asleep, panicked, poisoned, or have their legs bound:
      • If the Moth Lord's arms are bound, 40% chance to Attack.
      • Otherwise, use Slice and Dice.
    • If this is the first turn, and the party wasn't blindsided:
      • 80% chance to use Insanity Scales.
      • 20% chance to Attack.
    • If any party members have the Heavy Claw debuff:
      • 90% chance to use Slice and Dice.
      • 10% chance to Attack.
    • If the Moth Lord is at 50% HP or lower:
      • 50% chance to use Slice and Dice.
      • 30% chance to use Insanity Scales.
      • 20% chance to Attack.
    • If none of the above happened:
      • 20% chance to use Slice and Dice.
      • 60% chance to use Insanity Scales.
      • 20% chance to Attack.
    Drops:
    • Carmine Wing. 55% chance. Sells for 1729 en.
      • Shigedou (+154 ATK, +163 MAT, VIT Up Lv4): Made from 1 Wormwood (Abyssal Shrine Take Item 1) and 1 Carmine Wing. Costs 277000 en.
      • Moth's Tanto (+145 ATK, +185 MAT, HP Up Lv5): Made from 1 Carmine Wing. Costs 268000 en.
      • Moth Pauldron (+81 DEF, +81 MDF): Made from 1 Carmine Wingand 1 Flying Tailfin (Stoneray Drop 2). Costs 189000 en.
    • Mauling Claw (Kill while petrified). 100% chance. Sells for 3894 en.
      • Jizoumaru (+188 ATK, +99 MAT, Rend): Made from 1 Mauling Claw. Costs 306000 en.

    Muscle Fly

    Level: 2
    HP: 107STR: 20INT: 13VIT: 15WIS: 11AGI: 18LUC: 12
    EXP Given: 17

    Damage Vulnerabilities:
    100% 150% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    100% 100% 150% 100% 100% 100% 100%
    100% 100%
    100% 150% 100%
    • Tackle: Deals severe bash damage to one party member. Slightly slow, with average accuracy.
    • Tackle: Deals 150% melee STR-based bash damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
    • Muscle Flies are likely to open with Tackle.
    • When Muscle Flies are at 50% HP or lower, they're far more likely to use Tackle.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Tackle.
      • Else, Attack.
    • If the Air Squirrel's HP is at 50% or lower:
      • 80% chance to use Tackle.
      • Else, Attack.
    • Else:
      • 40% chance to use Tackle.
      • Else, Attack.
    Drops:
    • Steel Proboscis. 75% chance. Sells for 5 en.
      • Falcata (+18 ATK, +15 MAT, LUC Up Lv1): Made from 1 Steel Proboscisand 1 Spotted Fur (Spraying Skunk Drop 1). Costs 160 en.
      • Fly Armor (+7 DEF, +7 MDF): Made from 3 Steel Probosciss. Costs 130 en.
      • Power Ring (+5 HP, +5 STR): Made from 1 Steel Proboscis. Costs 200 en.

    Muskoid

    Level: 86
    HP: 941STR: 111INT: 103VIT: 95WIS: 98AGI: 80LUC: 96
    EXP Given: 4802

    Damage Vulnerabilities:
    150% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    150% 50% 50% 100% 50% 100% 0%
    100% 100%
    50% 100% 50%
    • Ruinous Pollen: Attempts to inflict petrification on all party members, with a medium chance. Fast.
    • Ruinous Pollen: Attempts to inflict petrification on all party members, with a 35% base chance. Has a 120% speed modifier.
    • Muskoids will not use Ruinous Pollen if all party members are petrified.
    • Muskoids are extremely unlikely to use Ruinous Pollen if it was already used on the current turn. If not, however, they're very likely to use it.
    • If all party members are petrified, Attack.
    • If Ruinous Pollen was already used on this turn, 10% chance to use Ruinous Pollen.
    • If not, 80% chance to use Ruinous Pollen.
    • If none of the above happened, Attack.
    Drops:
    • Death Stem. 40% chance. Sells for 921 en.
      • Funeral Bow (+105 ATK, +111 MAT, LUC Up Lv4): Made from 2 Death Stems. Costs 110000 en.
      • Floral Jitte (+99 ATK, +125 MAT, VIT Up Lv4): Made from 1 Death Stemand 1 Bismuth (Yggdrasil Labyrinth Mine Item 1). Costs 112000 en.
      • Floral Shield (+48 DEF, +16 MDF): Made from 1 Cerasite (Yggdrasil Labyrinth Mine Item 2) and 2 Death Stems. Costs 67500 en.

    Nasty Packhound

    Level: 80
    HP: 1143STR: 117INT: 62VIT: 94WIS: 86AGI: 73LUC: 66
    EXP Given: 820

    Damage Vulnerabilities:
    100% 100% 100%
    100% 150% 100%

    Disable Vulnerabilities:
    50% 100% 100% 150% 50% 150% 100%
    100% 100%
    150% 50% 100%
    • Focused Bite: Deals light-medium cut damage to one party member. Increases the target's aggro by 80% for 4 turns. Extremely slow, and extremely accuratre.
    • Focused Bite: Deals 60% melee STR-based cut damage to one party member. Increases the target's aggro by 80% for 4 turns. Has a 50% speed modifier and a base accuracy of 200%.
    • Nasty Packhounds will, out of turn, summon enough Nasty Packhounds to keep four in battle at all times.
    • Nasty Packhounds are far more likely to use Focused Bite than they are to Attack.
    • Out-of-turn: summon enough Nasty Packhounds to put 4 Nasty Packhounds in the battle.
    • 80% chance to use Focused Bite.
    • 20% chance to Attack.

    Panda Ant

    Level: 75
    HP: 720STR: 98INT: 95VIT: 83WIS: 80AGI: 78LUC: 58
    EXP Given: 2888

    Damage Vulnerabilities:
    100% 150% 100%
    150% 0% 100%

    Disable Vulnerabilities:
    150% 100% 150% 50% 50% 100% 150%
    100% 50%
    0% 50% 50%
    • Leg Bite: Deals very heavy cut damage to one party member, with splash damage. Attempts to bind the legs of hit targets, with a moderate chance. Slightly slow, with average accuracy.
    • Leg Bite: Deals 120% melee STR-based cut damage to one party member, with splash damage. Attempts to bind the legs of hit targets, with a 30% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Panda Ants are likely to open with Leg Bite.
    • When Panda Ants are at 50% HP or lower, they're far more likely to use Leg Bite.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Leg Bite.
      • Else, Attack.
    • If the Panda Ant's HP is at 50% or lower:
      • 80% chance to use Leg Bite.
      • Else, Attack.
    • Else:
      • 40% chance to use Leg Bite.
      • Else, Attack.
    Drops:
    • Monochrome Leg. 60% chance. Sells for 523 en.
      • Monochrome Sickle (+88 ATK, +94 MAT, LUC Up Lv4): Made from 2 Monochrome Legs. Costs 63000 en.
      • Full Plate (+66 DEF, +26 MDF): Made from 1 Gold Carapace (Huge Ant Drop 1) and 1 Monochrome Leg. Costs 61000 en.
      • Panda Moccasins (+25 DEF, +25 MDF): Made from 1 Monochrome Legand 1 Sharp Mandibles (Fire Ant Drop 1). Costs 28900 en.

    Pandora Ananas

    Level: 88
    HP: 1950STR: 116INT: 125VIT: 106WIS: 80AGI: 59LUC: 99
    EXP Given: 13187

    Damage Vulnerabilities:
    150% 150% 150%
    50% 50% 50%

    Disable Vulnerabilities:
    100% 150% 50% 50% 0% 50% 100%
    100% 150%
    100% 100% 150%
    • Scorching Juice: Deals medium fire damage to 2-6 random party members. Attempts to inflict curse and petrification on hit targets, with a medium chance. Fast, and extremely accurate.
    • Scorching Juice: Deals 65% ranged INT-based fire damage to 2-6 random party members. Attempts to inflict curse and petrification on hit targets, with a 45% base chance. Has a 120% speed modifier and a base accuracy of 150%.
    • Pandora Ananases are likely to open with Scorching Juice.
    • When Pandora Ananases are at 50% HP or lower, they're far more likely to use Scorching Juice.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Scorching Juice.
      • Else, Attack.
    • If the Pandora Ananas's HP is at 50% or lower:
      • 80% chance to use Scorching Juice.
      • Else, Attack.
    • Else:
      • 40% chance to use Scorching Juice.
      • Else, Attack.
    Drops:
    • Red Fruit Husk. 75% chance. Sells for 1578 en.
      • Red Baron (+140 ATK, +66 MAT, WIS Up Lv4): Made from 1 Red Fruit Huskand 1 Rugged Club (Illbear Drop 2). Costs 162000 en.
      • Armet (+35 DEF, +23 MDF): Made from 1 Jagged Tusk (Battering Boar Drop 1) and 1 Red Fruit Husk. Costs 55000 en.
      • Red Shin Guards (+22 DEF, +48 MDF): Made from 1 Red Fruit Husk. Costs 43400 en.
    • Closed Eyelids (Kill while blinded). 100% chance. Sells for 2418 en.
      • Infection Bow (+112 ATK, +120 MAT, Calamity Arrows): Made from 1 Closed Eyelids. Costs 123000 en.

    Petaloid

    Level: 30
    HP: 278STR: 38INT: 36VIT: 33WIS: 32AGI: 20LUC: 34
    EXP Given: 407

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    100% 100% 100% 100% 50% 100% 100%
    100% 100%
    150% 100% 100%
    • Sleep Pollen: Attempts to inflict sleep on all party members, with a medium-low chance. Slow.
    • Sleep Pollen: Attempts to inflict sleep on all party members, with a 30% base chance. Has a 70% speed modifier.
    • Petaloids will only Attack if all party members are asleep.
    • Petaloids are far less likely to use Sleep Pollen if another Petaloid used it on this turn.
    • Otherwise, Petaloids are very likely to use Sleep Pollen on every turn.
    • If all party members are asleep, Attack.
    • If Sleep Pollen was used by another Petaloid on this turn:
      • 10% chance to use Sleep Pollen.
      • 90% chance to Attack.
    • Otherwise:
      • 80% chance to use Sleep Pollen.
      • 20% chance to Attack.
    Drops:
    • Flex Vine. 55% chance. Sells for 57 en.
      • Hazard Knuckles (+34 ATK, +31 MAT, LUC Up Lv3): Made from 1 Flex Vine. Costs 2350 en.
      • Flower Cannon (+38 ATK, +29 MAT, LUC Up Lv3): Made from 2 Flex Vines. Costs 3200 en.
      • Flower Sandals (+7 DEF, +17 MDF): Made from 1 Flex Vineand 1 Sticky Vine (Southern Shrine Chop Item 1). Costs 1200 en.

    Pixie

    Level: 70
    HP: 651STR: 80INT: 94VIT: 62WIS: 46AGI: 81LUC: 79
    EXP Given: 3030

    Damage Vulnerabilities:
    100% 150% 100%
    0% 0% 0%

    Disable Vulnerabilities:
    100% 50% 100% 150% 50% 100% 50%
    100% 150%
    100% 100% 100%
    • Seal Arms: Attempts to bind the arms of all party members, with a moderate chance. Fast.
    • Stone Gleam: Attempts to inflict petrification on one row of party members, with a medium chance. Average speed.
    • Seal Arms: Attempts to bind the arms of all party members, with a 25% base chance. Has a 115% speed modifier.
    • Stone Gleam: Attempts to inflict petrification on one row of party members, with a 45% base chance. Has a 100% speed modifier.
    • Pixies will not use Stone Gleam if there are Hexroots in the battle.
    • Pixies are equally likely to use Seal Arms and Stone Gleam, each of which targets party members who don't have the skill's respective disable.
    • If there are any Hexroots in the battle, or if all party members are petrified:
      • If all party members have their arms bound, Attack.
      • Otherwise, use Seal Arms.
    • If all party members have their arms bound, use Stone Gleam, targeting party members who aren't petrified.
    • If none of the above happened:
      • 50% chance to use Seal Arms.
      • 50% chance to use Stone Gleam, targeting party members who aren't petrified.
    Drops:
    • Faerie Wings. 50% chance. Sells for 456 en.
      • Faerie's Needle (+88 ATK, +88 MAT, TP Up Lv3): Made from 1 Faerie Wingsand 1 Sand Twig (Sandy Barrens Chop Item 1). Costs 54500 en.
      • Linen Cuirass (+40 DEF, +50 MDF, +7 WIS): Made from 1 Red String (Cruella Drop 1) and 1 Faerie Wings. Costs 41700 en.
      • Head Binder (Attempts to inflict head bind on all enemies; 30% base chance, 80% speed modifier): Made from 1 Faerie Wings. Costs 250 en.
      • Arm Binder (Attempts to inflict arm bind on all enemies; 30% base chance, 80% speed modifier): Made from 1 Faerie Wings. Costs 250 en.
      • Leg Binder (Attempts to inflict leg bind on all enemies; 30% base chance, 80% speed modifier): Made from 1 Faerie Wings. Costs 250 en.
    • Faerie Hair. 45% chance. Sells for 464 en.
      • Faerie Knife (+75 ATK, +96 MAT, WIS Up Lv3): Made from 1 Faerie Hair. Costs 50500 en.
      • Fusskampf (+47 DEF, +47 MDF): Made from 1 Damascus Ingot (Forest Warrior Drop 1) and 1 Faerie Hair. Costs 42400 en.
      • Faerie Buckler (+35 DEF, +11 MDF): Made from 2 Faerie Hairs. Costs 28400 en.

    Plated Chaser

    Level: 65
    HP: 15092STR: 99INT: 42VIT: 55WIS: 69AGI: 57LUC: 58
    EXP Given: 40385

    Damage Vulnerabilities:
    50% 50% 50%
    150% 10% 150%

    Disable Vulnerabilities:
    50% 50% 25% 50% 25% 50% 25%
    10% 10%
    50% 75% 25%
    • Oil Spin: Increases the user's evasion by 10% for 4 turns. Average speed.
    • Shell Cutter: Deals 4-6 instances of medium cut damage to random party members. Has no limit on how many times one target can be hit. Average speed, and extremely accurate.
    • Glider: Deals severe bash damage that pierces party rows. Average speed, and extremely accurate.
    • Oil Spin: Increases the user's evasion by 10% for 4 turns. Has a 100% speed modifier.
    • Shell Cutter: Deals 4-6 instances of 95% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Has a 100% speed modifier and a base accuracy of 150%.
    • Glider: Deals 150% melee STR-based bash damage that pierces party rows. Has a 100% speed modifier and a base accuracy of 140%.
    • Plated Chasers always open with Oil Spin. They'll reapply it on turns that are multiples of 5.
    • When Plated Chasers have the Oil Spin buff, they will always use Shell Cutter.
    • Plated Chasers start using Glider at low HP.
    • If this is the first turn, use Oil Spin.
    • If the Plated Chaser has the Oil Spin buff, use Shell Cutter.
    • If the current turn is a multiple of 5, use Oil Spin.
    • If the Plated Chaser is at 40% HP or lower:
      • 80% chance to use Glider.
      • 20% chance to Attack.
    • If the Plated Chaser is at 50% HP or lower:
      • 60% chance to use Glider.
      • 40% chance to Attack.
    • If none of the above happened, Attack.
    Drops:
    • Armor Shard. 100% chance. Sells for 6650 en.
      • Armor Blade (+76 ATK, +93 MAT, +25 HP): Made from 1 Armor Shardand 1 Frigid Stone (Glacier Spawn Drop 1). Costs 36000 en.
      • Shell Armor (+55 DEF, +11 MDF, +14 HP): Made from 1 Armor Shard. Costs 37700 en.

    Platinum Pillbug

    Level: 60
    HP: 12860STR: 82INT: 74VIT: 52WIS: 51AGI: 31LUC: 61
    EXP Given: 25920

    Damage Vulnerabilities:
    50% 50% 50%
    150% 150% 150%

    Disable Vulnerabilities:
    50% 25% 50% 25% 25% 75% 0%
    10% 10%
    50% 50% 50%
    • Carnage Claw: Deals very heavy cut damage to all party members. Slightly slow, and very accurate.
    • Techno Bash: Counters all elemental attacks to the Platinum Pillbug with overkill almighty damage to the attacker. Counterattacks have average accuracy.
    • Magnetic Storm: Attempts to inflict panic on all party members, with a moderate chance. Imbues all party members' attacks with volt for 4 turns. Slightly slow.
    • Carnage Claw: Deals 120% melee STR-based cut damage to all party members. Has an 80% speed modifier and a base accuracy of 120%.
    • Techno Bash: Counters all elemental attacks to the Platinum Pillbug with 250% ranged INT-based almighty damage to the attacker. Initial prep has a 600% speed modifier. Counterattacks have a base accuracy of 99%.
    • Magnetic Storm: Attempts to inflict panic on all party members, with a 25% base chance. Imbues all party members' attacks with volt for 4 turns. Has an 80% speed modifier.
    • Platinum Pillbugs will not use Carnage Claw consecutively if they're not at low HP.
    • Platinum Pillbugs will always use Techno Bash when they first fall below 85% HP. They will use it every 3 turns after that.
    • Magnetic Storm is first used when Platinum Pillbugs fall below 50% HP. It's used again when any party members don't have the debuff, though it's not guaranteed when the Platinum Pillbug is at low HP.
    • If the Platinum Pillbug is at 25% HP or lower:
      • If Techno Bash hasn't been used yet, use Techno Bash.
      • If 3 or more turns have passed since the last use of Techno Bash, use Techno Bash.
      • If any party members don't have the Magnetic Storm buff, 60% chance to use Magnetic Storm.
      • 90% chance to use Carnage Claw.
      • If none of the above happened, Attack.
    • If the Platinum Pillbug is at 50% to 26% HP:
      • If Techno Bash hasn't been used yet, use Techno Bash.
      • If 3 or more turns have passed since the last use of Techno Bash, use Techno Bash.
      • If Magnetic Storm hasn't been used yet, use Magnetic Storm.
      • If any party members don't have the Magnetic Storm buff, use Magnetic Storm.
      • If any other skill, or a normal Attack, was used last turn, use Carnage Claw.
      • If none of the above happened, Attack.
    • If the Platinum Pillbug is at 85% to 51% HP:
      • If Techno Bash hasn't been used yet, use Techno Bash.
      • If 3 or more turns have passed since the last use of Techno Bash, use Techno Bash.
      • If any other skill, or a normal Attack, was used last turn, use Carnage Claw.
      • If none of the above happened, Attack.
    • If none of the above happened:
      • If Carnage Claw has not been used yet, or if a normal Attack was used last turn, use Carnage Claw.
      • If none of the above happened, Attack.
    Drops:
    • Beetle Claw. 100% chance. Sells for 3800 en.
      • Autumn Dew (+88 ATK, +43 MAT, +35 TP): Made from 1 Beetle Claw. Costs 32500 en.
      • Blockers (+18 DEF, +18 MDF, +15 HP): Made from 1 Beetle Clawand 1 Anchor Tail (Blue Wallaby Drop 1). Costs 11500 en.
    • Partial Skull (Kill while head is bound). 100% chance. Sells for 8000 en.
      • Shokudaikiri (+92 ATK, +51 MAT, +1 to 2 Force Gain): Made from 1 Partial Skull. Costs 33000 en.

    Ptarmigan

    Level: 37
    HP: 338STR: 40INT: 42VIT: 34WIS: 45AGI: 44LUC: 36
    EXP Given: 598

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 50%

    Disable Vulnerabilities:
    100% 50% 100% 100% 100% 150% 150%
    100% 100%
    150% 100% 50%
    • Sealing Volt: Deals medium volt damage that pierces party rows. Attempts to bind the heads of hit targets, with a medium chance. Slightly slow, with average accuracy.
    • Sealing Volt: Deals 90% ranged INT-based volt damage that pierces party rows. Attempts to bind the heads of hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Ptarmigans are far more likely to use Sealing Volt than they are to Attack.
    • 80% chance to use Sealing Volt.
    • 20% chance to Attack.
    • .
    Drops:
    • Gold Crest. 55% chance. Sells for 85 en.
      • Katzbalger (+47 ATK, +41 MAT, VIT Up Lv3): Made from 1 Malachite (Petal Bridge Mine Item 2) and 1 Gold Crest. Costs 6000 en.
      • Cotardie (+17 DEF, +29 MDF): Made from 1 Cockatrice Tail (Cockatrice Drop 1) and 1 Gold Crest. Costs 3300 en.
      • Volt Charm (+30% Volt Resistance): Made from 3 Gold Crests. Costs 2000 en.
    • Flat Belly Feather (Kill with bash damage). 100% chance. Sells for 90 en.
      • Lightning Bow (+43 ATK, +48 MAT, Thunder Wall): Made from 1 Flat Belly Feather. Costs 5800 en.

    Purple Anoir

    Level: 35
    HP: 474STR: 49INT: 52VIT: 39WIS: 35AGI: 31LUC: 37
    EXP Given: 684

    Damage Vulnerabilities:
    100% 100% 100%
    100% 50% 100%

    Disable Vulnerabilities:
    100% 100% 100% 50% 150% 100% 0%
    100% 100%
    100% 50% 100%
    • Camouflage: Makes the user evade all attacks, except for attacks that do not check for accuracy. Dispelled if the user takes damage. The evasion does not take effect if the user's legs are bound. Extremely slow.
    • Frozen Tongue: Deals heavy ice damage that pierces party rows. Slightly slow, with average accuracy.
    • Camouflage: Makes the user evade all attacks, except for attacks that do not check for accuracy. Dispelled if the user takes damage. The evasion does not take effect if the user's legs are bound. Has a 50% speed modifier.
    • Frozen Tongue: Deals 100% ranged INT-based ice damage that pierces party rows. Has an 80% speed modifier and a base accuracy of 99%.
    • Purple Anoirs always open with Camouflage.
    • Purple Anoirs will always follow Camouflage with Frozen Tongue.
    • Purple Anoirs are slightly more likely to use normal Attacks than Camouflage.
    • If this is the first turn, use Camouflage.
    • If the Purple Anoir used Camouflage last turn, and was not knocked out of it, use Frozen Tongue.
    • If neither of the above happened:
      • 40% chance to use Camouflage.
      • 60% chance to Attack.
    Drops:
    • Purple Hyoid. 75% chance. Sells for 79 en.
      • Main Gauche (+36 ATK, +46 MAT, AGI Up Lv3): Made from 1 Purple Hyoid. Costs 4300 en.
      • Purple Muffler (+12 DEF, +14 MDF): Made from 2 Purple Hyoids. Costs 3300 en.
      • Scale Boots (+12 DEF, +12 MDF): Made from 1 Fish Scale (Swordfish Drop 1) and 1 Purple Hyoid. Costs 2200 en.

    Queen Ant

    Level: 79
    HP: 56355STR: 115INT: 106VIT: 62WIS: 78AGI: 62LUC: 72
    EXP Given: 112000

    Damage Vulnerabilities:
    100% 100% 100%
    50% 150% 100%

    Disable Vulnerabilities:
    25% 50% 25% 25% 75% 25% 50%
    0% 10%
    25% 25% 75%
    • Ruler's Eye: Attempts to inflict panic on and bind the heads of all party members, with a medium-low chance. Average speed.
    • Grind: Deals severe bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
    • Duster: Reduces all party members' accuracy by 35% for 4 turns. Attempts to inflict blind on all party members, with a moderate chance. Very fast.
    • Queen's Verdict: Deals 4-6 instances of medium-heavy bash damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, with average accuracy.
    • Empress Flare: Deals heavy fire damage to all party members. Attempts to inflict sleep and curse on hit targets, with a moderate chance. Slightly slow, with average accuracy.
    • Ruler's Eye: Attempts to inflict panic on and bind the heads of all party members, with a 30% base chance. Has a 100% speed modifier.
    • Grind: Deals 130% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
    • Duster: Reduces all party members' accuracy by 35% for 4 turns. Attempts to inflict blind on all party members, with a 25% base chance. Has a 130% speed modifier.
    • Queen's Verdict: Deals 4-6 instances of 85% melee STR-based bash damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 99%.
    • Empress Flare: Deals 100% ranged INT-based fire damage to all party members. Attempts to inflict sleep and curse on hit targets, with a 20% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Queen Ant always opens with Ruler's Eye, and uses it again every 5 turns if any party members aren't panicked.
    • Queen Ant starts using Duster when it first falls below 80% HP, and has a moderate chance to use it on non-consecutive turns, regardless of phase.
    • Other than that, Queen Ant operates on simple phases:
      • Phase 1 (100% to 81% HP): Equal chances to use Grind and normal Attacks.
      • Phase 2 (80% to 51% HP): Opens with Queen's Verdict. Roughly equally likely to use either Queen's Verdict, Grind, or normal Attacks after that.
      • Phase 3 (50% to 31% HP): Opens with Empress Flare. Equal chances to use Queen's Verdict and Grind, smaller chance to use Empress Flare.
      • Phase 4 (30% HP to death): Highest chance to use Empress Flare, followed by Queen's Verdict, and Grind.
    • If this is the first turn, use Ruler's Eye.
    • If the curren turn is a multiple of 5, and any party members are not panicked, use Ruler's Eye.
    • If Queen Ant is at 80% HP or lower, and Duster is enabled, 50% chance to use Duster.
    • 30% chance to enable Duster, regardless of action.
    • If Queen Ant has been below 30% HP at any point in the battle:
      • 30% chance to use Queen's Verdict.
      • 50% chance to use Empress Flare.
      • 20% chance to use Grind.
    • If Queen Ant has been below 50% HP at any point in the battle:
      • If Empress Flare hasn't been used yet, use Empress Flare.
      • 20% chance to use Empress Flare.
      • 40% chance to use Queen's Verdict.
      • 40% chance to use Grind.
    • If Queen Ant has been below 80% HP at any point in the battle:
      • If Queen's Verdict hasn't been used yet, use Queen's Verdict.
      • 30% chance to use Queen's Verdict.
      • 40% chance to use Grind.
      • 30% chance to Attack.
    • If none of the above happened:
      • 50% chance to use Grind.
      • 50% chance to Attack.
    Drops:
    • Death Claw. 100% chance. Sells for 27000 en.
      • Queen's Sabre (+123 ATK, +105 MAT, Queen's Verdict): Made from 1 Death Claw. Costs 104000 en.
    • Ant's Jaws (Kill while head is bound). 100% chance. Sells for 48000 en.
      • Royal Byrnie (+107 DEF, +95 MDF, +30% Head Bind Resistance; SOV Only): Made from 1 Ant's Jaws. Costs 496000 en.

    Rabid Koala

    Level: 3
    HP: 113STR: 19INT: 14VIT: 14WIS: 12AGI: 9LUC: 15
    EXP Given: 15

    Damage Vulnerabilities:
    100% 100% 100%
    100% 150% 100%

    Disable Vulnerabilities:
    100% 150% 100% 100% 100% 100% 100%
    100% 100%
    100% 150% 100%
    • Leg Sweep: Attempts to bind the legs of one row of party members, with a moderate chance. Average speed.
    • Leg Sweep: Attempts to bind the legs of one row of party members, with a 40% base chance. Has a 100% speed modifier.
    • Rabid Koalas will always target party members that do not have their legs bound with Leg Sweep, regardless of the circumstances.
    • Rabid Koalas will only Attack if any party members have their legs bound.
    • Rabid Koalas will only Attack if any other enemies used Leg Sweep this turn.
    • Rabid Koalas are very likely to open with Leg Sweep.
    • If any party members have their legs bound, Attack.
    • If no party members have their legs bound:
      • If any other enemies used Leg Sweep, Attack.
      • If no other enemies used Leg Sweep:
        • If this is the first turn, and the party was not blindsided:
          • 80% chance to use Leg Sweep, targeting party members that do not have their legs bound.
          • 20% chance to Attack.
        • If this is not the first turn, or if this is the first turn, and the party was blindsided:
          • 60% chance to use Leg Sweep, targeting party members that do not have their legs bound.
          • 40% chance to Attack.
    Drops:
    • Koala Claw Arm. 85% chance. Sells for 6 en.
      • Culverin (+18 ATK, +13 MAT, AGI Up Lv1): Made from 1 Purple Beast Fang (Air Wolf Drop 1) and 1 Koala Claw Arm. Costs 185 en.
      • Crimson Foliage (+20 ATK, +9 MAT, TP Up Lv1): Made from 2 Koala Claw Arms. Costs 180 en.
      • Beast Helmet (+5 DEF, +3 MDF): Made from 1 Koala Claw Arm. Costs 70 en.
    • Pink Fur. 75% chance. Sells for 8 en.
      • Pink Rod (+13 ATK, +20 MAT, AGI Up Lv1): Made from 1 Pink Fur. Costs 170 en.
      • Stained Sandals (+3 DEF, +6 MDF): Made from 1 Spotted Fur (Spraying Skunk Drop 1) and 1 Pink Fur. Costs 50 en.

    Rafflesia

    Level: 44
    HP: 1277STR: 56INT: 59VIT: 47WIS: 38AGI: 31LUC: 34
    EXP Given: 1285

    Damage Vulnerabilities:
    100% 50% 100%
    150% 100% 50%

    Disable Vulnerabilities:
    100% 100% 100% 150% 150% 150% 50%
    100% 50%
    50% 100% 100%
    • Predatory Ice: Deals heavy ice damage to all party members. Slightly slow, with average accuracy.
    • Predatory Ice: Deals 100% ranged INT-based ice damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Rafflesias are likely to open with Predatory Ice.
    • When Rafflesias are at 50% HP or lower, they're far more likely to use Predatory Ice.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Predatory Ice.
      • Else, Attack.
    • If the Rafflesia's HP is at 50% or lower:
      • 80% chance to use Predatory Ice.
      • Else, Attack.
    • Else:
      • 40% chance to use Predatory Ice.
      • Else, Attack.

    Raging Tyrant

    Level: 25
    HP: 3687STR: 41INT: 23VIT: 31WIS: 28AGI: 23LUC: 31
    EXP Given: 2435

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    25% 75% 50% 50% 50% 50% 50%
    10% 10%
    50% 50% 75%
    • Charge: Doubles the damage of the user's next physical attack. Slightly slow.
    • Crush: Deals severe (overkill with Charge) bash damage to all party members at the end of the turn. Very accurate.
    • Charge: Doubles the damage of the user's next physical attack. Has an 80% speed modifier.
    • Crush: Deals 120% (240% with Charge) melee STR-based bash damage to all party members. Has a 20% speed modifier and a base accuracy of 120%.
    • Raging Tyrants always open with Charge.
    • Raging Tyrants always follow up Charge with Crush.
    • At very low HP, Raging Tyrants will not use Charge if their heads are bound, and instead just use normal Attacks.
    • Otherwise, at very low HP, Raging Tyrants will spam Charge into Crush until death.
    • When they're not at very low HP, Raging Tyrants use Charge every 3 turns.
    • If Charge was used last turn, use Crush.
    • If Charge has not been used yet, use Charge.
    • If the Raging Tyrant is at 25% HP or lower:
    • If the Raging Tyrant's head is bound, Attack.
    • Otherwise, use Charge.
    • If none of the above happened:
      • If 3 turns have passed since the last usage of Charge, use Charge.
      • Otherwise, Attack.
    Drops:
    • Hippo Tusk. 100% chance. Sells for 580 en.
      • Hippo Muzzle (+40 ATK, +31 MAT, +12 VIT): Made from 1 Hippo Tusk. Costs 1970 en.
      • Rampager Bracers (+9 DEF, +9 MDF, +15% Ice Resistance): Made from 1 Hippo Tuskand 1 Soggy Wood (Waterfall Wood Chop Item 1). Costs 750 en.

    Rainbug

    Level: 37
    HP: 330STR: 41INT: 36VIT: 33WIS: 30AGI: 50LUC: 39
    EXP Given: 694

    Damage Vulnerabilities:
    100% 150% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    100% 100% 150% 100% 100% 100% 150%
    100% 100%
    100% 100% 50%
    • Wind Flash: Increases one enemy's evasion by 70% for 4 turns. Extremely slow.
    • Wind Flash: Increases one enemy's evasion by 70% for 4 turns. Has a 50% speed modifier.
    • Rainbugs will use Wind Flash on enemies that do not have the Wind Flash buff. However, multiple Rainbugs cannot use Wind Flash on the same turn.
    • If the party was not blindsided, no enemies have the Wind Flash buff, and Wind Flash was not already used on this turn, 80% chance to use Wind Flash. Targeted enemies are prioritized as thus:
      • Diatryma
      • Luminous Bird
      • Lightning Drake
      • Mad Crawler
      • Ptarmigan
      • The caster
    • Otherwise, Attack.
    Drops:
    • Prism Shell. 60% chance. Sells for 92 en.
      • Dotted Fist (+40 ATK, +38 MAT, WIS Up Lv3): Made from 2 Prism Shells. Costs 4600 en.
      • Rhomphaia (+48 ATK, +36 MAT, VIT Up Lv3): Made from 1 Sharp Wind Blade (Wind Cutter Drop 1) and 1 Prism Shell. Costs 6200 en.
      • Insect Sandals (+8 DEF, +19 MDF): Made from 1 Prism Shelland 1 Gold Claw (Luminous Bird Drop 1). Costs 1960 en.

    Raptor Lord

    Level: 62
    HP: 1262STR: 88INT: 38VIT: 58WIS: 64AGI: 42LUC: 58
    EXP Given: 4087

    Damage Vulnerabilities:
    100% 100% 100%
    100% 150% 100%

    Disable Vulnerabilities:
    100% 100% 100% 50% 100% 100% 50%
    50% 50%
    50% 100% 100%
    • Cruel Fangs: Deals heavy cut damage to all party members. Attempts to bind the arms of hit targets, with a moderate chance. Slightly slow, with average accuracy.
    • Cruel Fangs: Deals 95% melee STR-based cut damage to all party members. Attempts to bind the arms of hit targets, with a 30% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Raptor Lords are likely to open with Cruel Fangs.
    • When Raptor Lords are at 50% HP or lower, they're far more likely to use Cruel Fangs.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Cruel Fangs.
      • Else, Attack.
    • If the Raptor Lord's HP is at 50% or lower:
      • 80% chance to use Cruel Fangs.
      • Else, Attack.
    • Else:
      • 40% chance to use Cruel Fangs.
      • Else, Attack.
    Drops:
    • Glittering Tail. 85% chance. Sells for 280 en.
      • Moon Spear (+75 ATK, +55 MAT, LUC Up Lv3): Made from 1 Glittering Tailand 1 Rabbit Tooth (Forest Hare Drop 1). Costs 30000 en.
      • Lightning Armor (+47 DEF, +25 MDF, +30% Sleep Resistance, +30% Blind Resistance): Made from 1 Electric Ore (Cocky Capacitor Drop 1) and 1 Glittering Tail. Costs 34400 en.
      • Tower Shield (+34 DEF, +1 MDF): Made from 1 Glittering Tail. Costs 15500 en.

    Rattle Nozuchi

    Level: 56
    HP: 502STR: 65INT: 51VIT: 65WIS: 64AGI: 56LUC: 50
    EXP Given: 1718

    Damage Vulnerabilities:
    100% 100% 100%
    50% 150% 100%

    Disable Vulnerabilities:
    100% 100% 100% 100% 150% 100% 100%
    50% 150%
    50% 100% 50%
    • Corrode: Reduces all party members' physical defense by 50% for 4 turns. Slightly slow.
    • Corrode: Reduces all party members' physical defense by 50% for 4 turns. Has an 80% speed modifier.
    • Rattle Nozuchis are very likely to open with Corrode, and are very likely to use it when no party members have the Corrode debuff after that.
    • If this is the first turn, Corrode wasn't already used, and the Rattle Nozuchi isn't the only enemy in the battle, use Corrode.
    • If no party members have the Corrode debuff, Corrode wasn't already used, and the Rattle Nozuchi isn't the only enemy in the battle, use Corrode.
    • If neither of the above happened, Attack.
    Drops:
    • Red Iron Chip. 55% chance. Sells for 249 en.
      • Volt Gun (+67 ATK, +52 MAT, AGI Up Lv3): Made from 1 Sharp Claw (Volt Cat Drop 1) and 1 Red Iron Chip. Costs 30500 en.
      • Rattle Lance (+72 ATK, +52 MAT, HP Up Lv3): Made from 2 Red Iron Chips. Costs 26500 en.
      • Red Iron Armor (+42 DEF, +27 MDF): Made from 1 Red Iron Chipand 1 Shattered Pit (Ghastly Ananas Drop 1). Costs 24000 en.
    • Pointy Tail. 50% chance. Sells for 254 en.
      • Higoyumi (+58 ATK, +60 MAT, VIT Up Lv3): Made from 1 Pointy Tail. Costs 20500 en.
      • Anchorthorn Knife (+56 ATK, +69 MAT, WIS Up Lv3): Made from 1 Anchor Tail (Blue Wallaby Drop 1) and 1 Pointy Tail. Costs 18500 en.
      • Lumberjack (+28 DEF, +43 MDF): Made from 2 Pointy Tails. Costs 17000 en.

    Ravenous Walrus

    Level: 57
    HP: 1609STR: 75INT: 75VIT: 63WIS: 59AGI: 52LUC: 58
    EXP Given: 1645

    Damage Vulnerabilities:
    100% 150% 100%
    100% 10% 100%

    Disable Vulnerabilities:
    100% 100% 50% 50% 150% 150% 150%
    100% 100%
    150% 100% 100%
    • Feral Ice Fang: Deals very heavy ice damage to all party members. Slightly slow, with average accuracy.
    • Feral Ice Fang: Deals 120% ranged INT-based ice damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Ravenous Walruses are likely to open with Feral Ice Fang.
    • When Ravenous Walruses are at 50% HP or lower, they're far more likely to use Feral Ice Fang.
    • Ravenous Walruses will spam Feral Ice Fang if any party members are petrified.
    • If any party members are petrified, use Feral Ice Fang.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Feral Ice Fang.
      • Else, Attack.
    • If the Ravenous Walrus's HP is at 50% or lower:
      • 80% chance to use Feral Ice Fang.
      • Else, Attack.
    • Else:
      • 40% chance to use Feral Ice Fang.
      • Else, Attack.

    Raven

    Level: 37
    HP: 322STR: 42INT: 40VIT: 37WIS: 34AGI: 34LUC: 33
    EXP Given: 542

    Damage Vulnerabilities:
    100% 150% 100%
    100% 100% 100%

    Disable Vulnerabilities:
    100% 150% 100% 100% 100% 100% 100%
    100% 150%
    100% 50% 100%
    • Black Wings: Reduces all party members' physical defense by 30% for 4 turns. Slightly slow.
    • Black Wings: Reduces all party members' physical defense by 30% for 4 turns. Has an 80% speed modifier.
    • Ravens are very likely to open with Black Wings, and use it again on turns that are multiples of 5. Multiple Ravens will not use Black Wings at the same time, though.
    • If this is the first turn, Black Wings wasn't already used on this turn, and there are other enemies in the battle, 80% chance to use Black Wings.
    • If no party members have the Black Wings debuff, Black Wings wasn't already used on this turn, and there are other enemies in the battle, 80% chance to use Black Wings.
    • If neither of the above happened, Attack.
    Drops:
    • Blue Bird's Leg. 65% chance. Sells for 88 en.
      • Huckebein (+50 ATK, +22 MAT, WIS Up Lv3): Made from 2 Blue Bird's Legs. Costs 5650 en.
      • Raven Vest (+22 DEF, +22 MDF): Made from 1 Blue Bird's Legand 1 Prehnite (Petal Bridge Mine Item 1). Costs 4200 en.

    Rebel Wolf

    Level: 33
    HP: 5103STR: 46INT: 47VIT: 37WIS: 40AGI: 33LUC: 36
    EXP Given: 5110

    Damage Vulnerabilities:
    100% 50% 100%
    10% 150% 100%

    Disable Vulnerabilities:
    50% 50% 50% 25% 50% 25% 25%
    10% 50%
    25% 75% 50%
    • Raging Flame: Deals 8 instances of severe fire damage to random party members. Has no limit on how many times one target can be hit. Extremely slow, and comically inaccurate.
    • Hound Howl: Deals very heavy cut damage to one row of party members. Attempts to bind the legs of hit targets, with a high chance. Slightly slow, with average accuracy.
    • Raging Flame: Deals 8 instances of 130% ranged INT-based fire damage to random party members. Has no limit on how many times one target can be hit. Has a 40% speed modifier and a base accuracy of 30%.
    • Hound Howl: Deals 120% melee STR-based cut damage to one row of party members. Attempts to bind the legs of hit targets, with a 60% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Rebel Wolves are extremely likely to open with Raging Flame.
    • Rebel Wolves will always use Hound Howl when they first fall below 75% HP.
    • Rebel Wolves have a chance to use Raging Flame if any party members have their legs bound. This chance is massively increased when Rebel Wolves are at low HP.
    • At low HP, if Rebel Wolves have their heads bound, they will always use Raging Flame.
    • If this is the first turn, and the party was not blindsided:
      • 95% chance to use Raging Flame.
      • 5% chance to Attack.
    • If the Rebel Wolf is at 40% HP or lower:
      • If any party members have their legs bound, 80% chance to use Raging Flame.
      • If the Rebel Wolf's head is bound, use Raging Flame.
      • 10% chance to use Raging Flame.
      • 85% chance to use Hound Howl.
      • 5% chance to Attack.
    • If the Rebel Wolf is at 75% HP or lower:
      • If Hound Howl has not been used yet, use Hound Howl.
      • If any party members have their legs bound, 30% chance to use Raging Flame.
      • 50% chance to use Hound Howl.
      • 35% chance to use Raging Flame.
      • 15% chance to Attack.
    • If none of the above happened:
      • 70% chance to use Raging Flame.
      • 30% chance to Attack.
    Drops:
    • Beast Thorn. 100% chance. Sells for 750 en.
      • Fire Blast Scythe (+45 ATK, +49 MAT, Adds Fire to Normal Attacks): Made from 1 Beast Thorn. Costs 3650 en.
      • Beast Thorn Armor (+25 DEF, +10 MDF, +4 STR): Made from 1 Beast Thornand 1 Crimson Fang (Dire Wolf Drop 1). Costs 3750 en.
    • Confusing Crest (Kill while panicked). 100% chance. Sells for 1800 en.
      • Flame Lance (+48 ATK, +45 MAT, Infernal Barrier): Made from 1 Confusing Crest. Costs 4250 en.

    Red Lion

    Level: 118
    HP: 4088STR: 217INT: 128VIT: 144WIS: 131AGI: 121LUC: 116
    EXP Given: 40492

    Damage Vulnerabilities:
    100% 100% 100%
    100% 100% 100%

    Disable Vulnerabilities:
    100% 100% 100% 50% 25% 100% 50%
    0% 50%
    0% 100% 50%
    • Biting Flurry: Deals very severe cut damage to all party members. Slow, with average accuracy.
    • Biting Flurry: Deals 170% melee STR-based cut damage to all party members. Has a 70% speed modifier and a base accuracy of 99%.
    • Red Lions start the battle asleep.
    • Red Lions are incredibly likely to use Biting Flurry once woken up.
    • 95% chance to use Biting Flurry.
    • 5% chance to Attack.
    Drops:
    • Red Lion Fang. 75% chance. Sells for 3050 en.
      • Shishi no Ko (+210 ATK, +111 MAT, HP Up Lv5): Made from 1 Red Lion Fang. Costs 397000 en.
      • Lone Horn (+175 ATK, +82 MAT, VIT Up Lv4): Made from 1 Red Lion Fangand 1 Suspicious Leaf (Hypno Ananas Drop 1). Costs 287000 en.
      • Cathbharr (+60 DEF, +35 MDF): Made from 1 Red Lion Fang. Costs 118000 en.
    • Tranquil Mane (Kill while sleeping). 100% chance. Sells for 5520 en.
      • Fangtianhuaji (+185 ATK, +136 MAT, Biting Flurry): Made from 1 Tranquil Mane. Costs 328000 en.

    Rhinodozer

    Level: 89
    HP: 29536STR: 135INT: 99VIT: 99WIS: 90AGI: 72LUC: 82
    EXP Given: 101335

    Damage Vulnerabilities:
    100% 50% 100%
    50% 150% 50%

    Disable Vulnerabilities:
    0% 50% 50% 50% 25% 50% 50%
    10% 10%
    150% 50% 50%
    • Absolute Fight: Removes all ailments and binds from the user. Increases the user's attack by 50% for 4 turns. Restores 1200 HP to the user. Extremely slow.
    • Tri-Death: Deals severe stab damage that pierces party rows. Attempts to instantly kill hit targets, with a moderate chance. Average speed, with average accuracy.
    • Rhino Rampage: Deals heavy stab damage to all party members. Slightly slow, with average accuracy
    • Absolute Fight: Removes all ailments and binds from the user. Increases the user's attack by 50% for 4 turns. Restores 1200 HP to the user. Has a 50% speed modifier.
    • Tri-Death: Deals 120% melee STR-based stab damage that pierces party rows. Attempts to instantly kill hit targets, with a 30% base chance. Has a 100% speed modifier and a base accuracy of 99%.
    • Rhino Rampage: Deals 90% melee STR-based stab damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Rhinodozers will react to having their head bound by using Absolute Fight.
    • When Rhinodozers have the Absolute Fight buff, they become extremely dangerous, using normal Attacks extremely rarely, instead prioritizing Tri-Death, with Rhino Rampage being added in at low HP.
    • Rhinodozers always use Rhino Rampage when they first fall below 50% HP.
    • If the Rhinodozer's head is bound, use Absolute Fight.
    • If the Rhinodozer has the Absolute Fight buff:
      • If the Rhinodozer is at 50% HP or lower, 65% chance to use Rhino Rampage.
      • 95% chance to use Tri-Death.
      • If neither of the above happened, Attack.
    • If Tri-Death hasn't been used yet, use Tri-Death.
    • If the Rhinodozer is at 50% HP or lower:
      • If Rhino Rampage hasn't been used yet, use Rhino Rampage.
      • 50% chance to use Rhino Rampage.
      • 45% chance to use Tri-Death.
      • 5% chance to Attack.
    • If none of the above happened:
      • 50% chance to use Tri-Death.
      • 50% chance to Attack.
    Drops:
    • Pure White Horn. 100% chance. Sells for 16380 en.
      • Sansageki (+142 ATK, +105 MAT, Tri-Death): Made from 1 Pure White Hornand 1 Cold Patagium (Ice Bat Drop 1). Costs 148000 en.
      • Pelta (+45 DEF, +22 MDF, +15 TP): Made from 1 Pure White Horn. Costs 74000 en.

    Roaming Ananas

    Level: 33
    HP: 6765STR: 45INT: 45VIT: 35WIS: 37AGI: 27LUC: 41
    EXP Given: 6170

    Damage Vulnerabilities:
    150% 150% 150%
    100% 100% 50%

    Disable Vulnerabilities:
    50% 75% 25% 50% 25% 50% 50%
    10% 50%
    50% 25% 75%
    • Potent Acid: Deals very heavy stab damage to one party member. Attempts to instantly kill the target, with a medium chance. Average speed, with average accuracy.
    • Electrified Juice: Deals very heavy volt damage to one party member, with splash damage. Slightly slow, with average accuracy.
    • Pineapple Mash: Deals severe volt damage to all party members. Attempts to inflict paralysis on hit targets, with a mnoderate chance. Extremely slow, and very accurate.
    • Potent Acid: Deals 120% melee STR-based stab damage to one party member. Attempts to instantly kill the target, with a 40% base chance. Has a 100% speed modifier and a base accuracy of 99%.
    • Electrified Juice: Deals 130% ranged INT-based volt damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
    • Pineapple Mash: Deals 150% ranged INT-based volt damage to all party members. Attempts to inflict paralysis on hit targets, with a 30% base chance. Has a 40% speed modifier and a base accuracy of 120%.
    • Roaming Ananases always open with Potent Acid.
    • Roaming Ananses will always use Pineapple Mash if there are any Stun Ananses in the battle.
    • Roaming Ananses are very likely to target paralyzed party members with Potent Acid.
    • Roaming Ananses summon one Stun Ananas when they first fall below 90% HP, and three when they first fall below 35% HP.
    • Besides that, they randomly use Electrified Juice, Potent Acid, and normal Attacks, with Electrified Juice and Potent Acid being prioritized at low HP.
    • If Potent Acid hasn't been used yet, use Potent Acid.
    • If any Stun Ananases are in the battle, Pineapple Mash wasn't already used on this turn, and no enemies are unable to act on this turn, use Pineapple Mash, cooperating with one Stun Ananas.
    • If any party members are paralyzed, 60% chance to use Potent Acid, targeting party members who are paralyzed.
    • If the Roaming Ananas is at 35% HP or lower:
      • If the Roaming Ananas did not already summon one Stun Ananas, summon one Stun Ananas.
      • If the Roaming Ananas did not already summon three Stun Ananases, summon three Stun Ananases.
      • If neither of the above happened:
        • 60% chance to use Electrified Juice.
        • 35% chance to use Potent Acid.
        • 5% chance to Attack.
    • If the Roaming Ananas is at 90% to 36% HP:
      • If the Roaming Ananas did not already summon one Stun Ananas, summon one Stun Ananas.
      • Otherwise:
        • 40% chance to use Electrified Juice.
        • 25% chance to use Potent Acid.
        • 35% chance to Attack.
    • If none of the above happened:
      • 40% chance to use Electrified Juice.
      • 60% chance to Attack.
    Drops:
    • Pineapple Leaf. 100% chance. Sells for 1050 en.
      • Kaiser Knuckle (+44 ATK, +39 MAT, +19 TP): Made from 1 Pineapple Leaf. Costs 3150 en.
      • Trample Boots (+12 DEF, +7 MDF, +6 LUC): Made from 1 Pineapple Leafand 1 Plump Tail (Roly-Poly Tanuki Drop 1). Costs 1500 en.

    Rock Coral

    Level: 46
    HP: 409STR: 66INT: 49VIT: 53WIS: 40AGI: 38LUC: 43
    EXP Given: 1097

    Damage Vulnerabilities:
    150% 10% 100%
    10% 100% 10%

    Disable Vulnerabilities:
    100% 100% 150% 150% 100% 100% 0%
    100% 100%
    50% 50% 100%
    • Binding Claw: Deals heavy cut damage to one party member, with splash damage. Attempts to bind the arms of hit targets, with a medium chance. Slightly slow, with average accuracy.
    • Binding Claw: Deals 120% melee STR-based cut damage to one party member, with splash damage. Attempts to bind the arms of hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Rock Corals are likely to open with Binding Claw.
    • When Rock Corals are at 50% HP or lower, they're far more likely to use Binding Claw.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Binding Claw.
      • Else, Attack.
    • If the Rock Coral's HP is at 50% or lower:
      • 80% chance to use Binding Claw.
      • Else, Attack.
    • Else:
      • 40% chance to use Binding Claw.
      • Else, Attack.
    Drops:
    • Pungent Coral. 60% chance. Sells for 171 en.
      • Klewang (+58 ATK, +49 MAT, AGI Up Lv3): Made from 1 Crabshell (Giant Hermit Drop 1) and 1 Pungent Coral. Costs 12400 en.
      • Ancientfish Zhezl (+50 ATK, +79 MAT, +25 HP): Made from 1 Depth Scale (Sea Wanderer Drop 1) and 1 Pungent Coral. Costs 18300 en.
      • Coral Shield (+23 DEF, +7 MDF): Made from 2 Pungent Corals. Costs 8000 en.

    Roller

    Level: 9
    HP: 96STR: 20INT: 18VIT: 18WIS: 16AGI: 15LUC: 21
    EXP Given: 50

    Damage Vulnerabilities:
    50% 50% 100%
    150% 150% 150%

    Disable Vulnerabilities:
    100% 150% 100% 100% 100% 100% 100%
    100% 150%
    100% 150% 150%
    • Shell Guard: Increases the Roller's defense by 50% for 4 turns. Slightly slow.
    • Shell Guard: Increases the Roller's defense by 50% for 4 turns. Has an 80% speed modifier.
    • Rollers will always use Shell Guard as their first action.
    • After that, they will always Attack.
    • If Shell Guard has not been used yet, use Shell Guard.
    • Attack.
    Drops:
    • Elastic Skin. 65% chance. Sells for 10 en.
      • Knuckle Ball (+18 ATK, +16 MAT, VIT Up Lv1): Made from 2 Elastic Skins. Costs 240 en.
      • Leather Vest (+9 DEF, +9 MDF): Made from 1 Elastic Skin. Costs 240 en.
      • Stone Helm (+6 DEF, +4 MDF): Made from 2 Slates (Lush Woodlands Mine Item 1) and 1 Elastic Skin. Costs 140 en.

    Roly-Poly Tanuki

    Level: 31
    HP: 529STR: 38INT: 38VIT: 36WIS: 32AGI: 34LUC: 55
    EXP Given: 610

    Damage Vulnerabilities:
    50% 100% 100%
    50% 100% 100%

    Disable Vulnerabilities:
    150% 100% 100% 50% 100% 50% 150%
    100% 100%
    50% 100% 150%
    • Flame Spell: Deals heavy fire damage to one party member. Slightly slow, with average accuracy.
    • Raging Flame: Deals 8 instances of light fire damage to random party members. Has no limit on how many times one target can be hit. Extremely fast, with average accuracy.
    • Hound Howl: Deals light cut damage to one row of party members. Attempts to bind the legs of hit targets, with an extremely high chance. Extremely fast, with average accuracy.
    • Potent Acid: Deals very light stab damage to one party member. Attempts to instantly kill the target, with an extremely high base chance. Very fast, with average accuracy.
    • Scarlet Glare: Reduces all party members' maximum HP by 50% for 4 turns. Extremely fast.
    • Crimson Gale: Deals light stab damage that pierces party rows. Extremely fast, and extremely accurate.
    • Flame Spell: Deals 120% ranged INT-based fire damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
    • Raging Flame: Deals 8 instances of 50% ranged INT-based fire damage to random party members. Has no limit on how many times one target can be hit. Has a 140% speed modifier and a base accuracy of 99%.
    • Hound Howl: Deals 40% melee STR-based cut damage to one row of party members. Attempts to bind the legs of hit targets, with a 100% base chance. Has a 180% speed modifier and a base accuracy of 99%.
    • Potent Acid: Deals 20% melee STR-based stab damage to one party member. Attempts to instantly kill the target, with a 80% base chance. Has a 130% speed modifier and a base accuracy of 99%.
    • Scarlet Glare: Reduces all party members' maximum HP by 50% for 4 turns. Has a 150% speed modifier.
    • Crimson Gale: Deals 40% melee STR-based stab damage that pierces party rows. Has a 180% speed modifier and a base accuracy of 140%.
    • Roly-Poly Tanukis will not transform if they are rare breeds.
    • Roly-Poly Tanukis will randomly take the appearance of a Rebel Wolf, Roaming Ananas, or Crimson Gale when they are the last enemy left in the battle.
    • A Roly-Poly Tanuki that has taken the appearance of a Rebel Wolf will use Raging Flame or Hound Howl, prioritizing Raging Flame.
    • A Roly-Poly Tanuki that has taken the appearance of a Roaming Ananas will spam Potent Acid.
    • A Roly-Poly Tanuki that has taken the appearance of a Crimson Gale will first use Scarlet Glare, and use it again on turns that are multiples of 5. Besides that, it will spam Crimson Gale.
    • If the Roly-Poly Tanuki is a rare breed:
      • 80% chance to use Flame Spell.
      • 20% chance to Attack.
    • If the Roly-Poly Tanuki has taken the appearance of a Rebel Wolf:
      • 80% chance to use Raging Flame.
      • 20% chance to use Hound Howl.
    • If the Roly-Poly Tanuki has taken the appearance of a Roaming Ananas, use Potent Acid.
    • If the Roly-Poly Tanuki has taken the appearance of a Crimson Gale:
      • If Scarlet Glare has not been used yet, use Scarlet Glare.
      • If the current turn is a multiple of 5, use Scarlet Glare.
      • Otherwise, use Crimson Gale.
    • If the Roly-Poly Tanuki is the only enemy in the battle:
      • 40% chance to take the appearance of a Roaming Ananas.
      • flag 2
      • 30% chance to take the appearance of a Rebel Wolf.
      • flag 1
      • 30% chance to take the appearance of a Crimson Gale.
      • flag 3
    • If none of the above happened:
      • 80% chance to use Flame Spell.
      • 20% chance to Attack.
    Drops:
    • Plump Tail. 75% chance. Sells for 76 en.
      • Dotanuki (+49 ATK, +25 MAT, VIT Up Lv3): Made from 1 Plump Tailand 1 Ferberite (Southern Shrine Mine Item 1). Costs 4700 en.
      • Doudounes (+16 DEF, +26 MDF): Made from 1 Plump Tail. Costs 2000 en.
      • Trample Boots (+12 DEF, +7 MDF, +6 LUC): Made from 1 Pineapple Leaf (Roaming Ananas Drop 1) and 1 Plump Tail. Costs 1500 en.
    • Tanuki Fur (Kill while sleeping). 100% chance. Sells for 166 en.
      • Raccoon Hat (+10 DEF, +10 MDF, +5 WIS): Made from 1 Tanuki Fur. Costs 1900 en.

    Roper

    Level: 28
    HP: 263STR: 37INT: 29VIT: 34WIS: 36AGI: 28LUC: 32
    EXP Given: 304

    Damage Vulnerabilities:
    150% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    100% 100% 150% 100% 100% 100% 100%
    100% 100%
    100% 150% 100%
    • Choking Vine: Deals medium-heavy cut damage to one row of party members. Attempts to bind the arms of hit targets, with a medium-high chance. Slightly slow, with average accuracy.
    • Choking Vine: Deals 90% melee STR-based cut damage to one row of party members. Attempts to bind the arms of hit targets, with a 45% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Ropers are likely to open with Choking Vine.
    • Ropers are likely to use Choking Vine if they're in the back row.
    • When Ropers are at 50% HP or lower, they're far more likely to use Choking Vine.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Choking Vine.
      • Else, Attack.
    • If the Roper is in the back row:
      • 70% chance to use Choking Vine.
      • Else, Attack.
    • If the Roper's HP is at 50% or lower:
      • 80% chance to use Choking Vine.
      • Else, Attack.
    • Else:
      • 40% chance to use Choking Vine.
      • Else, Attack.
    Drops:
    • Thorned Ivy. 55% chance. Sells for 48 en.
      • Spiked Bandages (+26 ATK, +26 MAT, STR Up Lv2): Made from 1 Thorned Ivyand 1 Beast's Hull (Stun Ananas Drop 1). Costs 1850 en.
      • Vine Armor (+18 DEF, +18 MDF): Made from 3 Thorned Ivys. Costs 2200 en.
      • Vine Shin Guards (+7 DEF, +14 MDF): Made from 1 Thorned Ivy. Costs 950 en.

    Ruin Creeper

    Level: 102
    HP: 1084STR: 117INT: 128VIT: 107WIS: 110AGI: 99LUC: 100
    EXP Given: 0

    Damage Vulnerabilities:
    100% 100% 100%
    150% 50% 100%

    Disable Vulnerabilities:
    75% 75% 75% 75% 75% 75% 50%
    75% 10%
    0% 0% 75%
    • Ghost Tentacle: Reduces all party members' evasion by 150% for 4 turns at the end of the turn.
    • Ghost Tentacle: Reduces all party members' evasion by 150% for 4 turns. Has a 5% speed modifier.
    • Ruin Creepers need two or more of themselves to use Ghost Tentacle, which is used in anticipation of Cry Soul.
    • If there are two or more Ruin Creepers in the battle, all enemies are capable of acting, Ghost Tentacle wasn't already used, and Cry Soul is going to activate soon, 30% chance to use Ghost Tentacle.
    • Otherwise, Attack.

    Rushing Raptor

    Level: 44
    HP: 10281STR: 62INT: 43VIT: 45WIS: 47AGI: 40LUC: 41
    EXP Given: 15370

    Damage Vulnerabilities:
    100% 100% 100%
    50% 150% 100%

    Disable Vulnerabilities:
    50% 50% 25% 25% 25% 75% 50%
    10% 10%
    25% 50% 75%
    • Paralyze Fang: Deals severe cut damage to one party member, with spalsh damage. Attempts to inflict paralysis on hit targets, with a medium chance. Slightly slow, and extremely accurate.
    • Menacing Glare: Reduces all party members' physical defense by 50% for 4 turns. Slightly slow.
    • Paralyze Fang: Deals 130% melee STR-based cut damage to one party member, with spalsh damage. Attempts to inflict paralysis on hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 150%.
    • Menacing Glare: Reduces all party members' physical defense by 50% for 4 turns. Has an 80% speed modifier.
    • Rushing Raptors are far more likely to use Paralyze Fang when they're at low HP.
    • Rushing Raptors will always use Menacing Glare when they first fall below 80% HP.
    • When 5 or more turns have passed since Rushing Raptors last used Menacing Glare, they're very likely to use it again.
    • If the Rushing Raptor is below 80% HP, and Menacing Glare has not been used yet, use Menacing Glare.
    • If 5 or more turns have passed since the last usage of Menacing Glare, 80% chance to use Menacing Glare.
    • If the Rushing Raptor is at 50% HP or lower:
      • 70% chance to use Paralyze Fang.
      • 30% chance to Attack.
    • If none of the above happened:
      • 30% chance to use Paralyze Fang.
      • 70% chance to Attack.
    Drops:
    • Brass Fang. 100% chance. Sells for 1650 en.
      • Rapidfang Gun (+61 ATK, +47 MAT): Made from 1 Brass Fangand 1 Ray Flower (Sunflower Drop 1). Costs 12000 en.
      • Cuirassair (+27 DEF, +22 MDF, +5 AGI): Made from 1 Brass Fang. Costs 8500 en.
    • Torn Nail (Kill with cut damage). 100% chance. Sells for 1930 en.
      • Dinoslicer (+61 ATK, +54 MAT, 10% Paralysis Chance): Made from 1 Torn Nail. Costs 10500 en.

    Rushing Raptor

    Level: 44
    HP: 10281STR: 62INT: 43VIT: 45WIS: 47AGI: 40LUC: 41
    EXP Given: 15370

    Damage Vulnerabilities:
    100% 100% 100%
    50% 150% 100%

    Disable Vulnerabilities:
    50% 50% 25% 25% 25% 75% 50%
    10% 10%
    25% 50% 75%




    Drops:
    • Brass Fang. 100% chance. Sells for 1650 en.
      • Rapidfang Gun (+61 ATK, +47 MAT): Made from 1 Brass Fangand 1 Ray Flower (Sunflower Drop 1). Costs 12000 en.
      • Cuirassair (+27 DEF, +22 MDF, +5 AGI): Made from 1 Brass Fang. Costs 8500 en.
    • Torn Nail (Kill with cut damage). 100% chance. Sells for 1930 en.
      • Dinoslicer (+61 ATK, +54 MAT, 10% Paralysis Chance): Made from 1 Torn Nail. Costs 10500 en.

    Salamander

    Level: 63
    HP: 29659STR: 85INT: 88VIT: 54WIS: 58AGI: 40LUC: 58
    EXP Given: 80950

    Damage Vulnerabilities:
    100% 100% 100%
    0% 150% 100%

    Disable Vulnerabilities:
    50% 50% 50% 50% 50% 75% 0%
    0% 10%
    50% 50% 50%
    • Hellfire Breath: Deals medium-heavy fire damage to all party members. Slightly slow, and extremely accurate.
    • Avarice Claw: Deals very heavy cut damage that pierces party rows. Attempts to inflict poison and paralysis on hit targets, with a medium-high chance, and medium poison damage. Fast, with average accuracy.
    • Selfless Love: Makes Salamander take all attacks directed at Baby Salamanders for 2 turns. Extremely fast.
    • Crushing Tail: Deals 3-6 instances of heavy bash damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and slightly inaccurate.
    • Healing Howl: Restores 1500 HP to all enemies. Removes all ailments and binds from all enemies. Very fast.
    • Hellfire Breath: Deals 80% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 150%.
    • Avarice Claw: Deals 125% melee STR-based cut damage that pierces party rows. Attempts to inflict poison and paralysis on hit targets, with a 55% base chance, and a poison damage range of 61 to 106. Has a 120% speed modifier and a base accuracy of 99%.
    • Selfless Love: Makes Salamander take all attacks directed at Baby Salamanders for 2 turns. Has a 150% speed modifier.
    • Crushing Tail: Deals 3-6 instances of 120% melee STR-based bash damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 80%.
    • Healing Howl: Restores 1500 HP to all enemies. Removes all ailments and binds from all enemies. Has a 130% speed modifier.
    • Salamander always opens with Hellfire Breath, and can randomly use it non-consecutively in every phase.
    • Salamander summons Baby Salamanders with every 10% of HP it loses. The amount of summoned Baby Salamanders goes up based on what threshold Salamander fell below.
    • Selfless Love has a cooldown of 6 turns.
    • Salamander, at low HP, will use Healing Howl if any enemies are at low HP, or if any of them are afflicted with disables. This cannot be used consecutively.
    • Salamander starts using Selfless Love after the first Baby Salamander summoning, Crushing Tail after it falls below 50% HP, and Healing Howl after it falls below 30% HP.
    • Out-of-turn: Salamander summons varying amounts of Baby Salamanders when it first falls below various HP thresholds, up to a maximum of 5.
      • 90%, 80%: 1 Baby Salamander
      • 70% to 40%: 2 Baby Salamanders
      • 30%, 20%: 3 Baby Salamanders
      • 10%: 4 Baby Salamanders
    • If 6 or more turns have passed since the last usage of Selfless Love, and Salamander isn't the only enemy in the battle, use Selfless Love.
    • If Healing Howl has already been used, and any enemies are afflicted with disables, Salamander has a chance to use Healing Howl because of this or the below condition if it's enabled. The chance depends on a few factors:
      • 3 or fewer Baby Salamanders in the battle: 70% chance
      • 1 Baby Salamander in the battle: 40% chance
      • No Baby Salamanders in the battle: 20% chance
    • If Healing Howl has already been used, and any enemies below 30% HP, Salamander has a chance to use Healing Howl because of this or the above condition if it's enabled. The chance depends on a few factors:
      • 2 or fewer Baby Salamanders in the battle: 50% chance
      • No Baby Salamanders in the battle: 30% chance
    • If Salamander is at 30% HP or lower:
      • Enable Healing Howl.
      • If Healing Howl hasn't been used yet, use Healing Howl.
      • If Hellfire Breath wasn't used last turn, 40% chance to use Hellfire Breath.
      • If none of the above happened:
        • 50% chance to use Crushing Tail.
        • 45% chance to use Avarice Claw.
        • 5% chance to Attack.
    • If Salamander is at 50% to 31% HP:
      • If Crushing Tail hasn't been used yet, use Crushing Tail.
      • If Hellfire Breath wasn't used last turn, 30% chance to use Hellfire Breath.
      • If none of the above happened:
        • 40% chance to use Crushing Tail.
        • 40% chance to use Avarice Claw.
        • 20% chance to Attack.
    • If any Baby Salamanders have been summoned:
      • If Selfless Love hasn't been used yet, use Selfless Love.
      • If Hellfire Breath wasn't used last turn, 30% chance to use Hellfire Breath.
      • If none of the above happened:
        • 60% chance to use Avarice Claw.
        • 40% chance to Attack.
    • If this is the first turn, use Hellfire Breath.
    • If none of the above happened:
      • If Hellfire Breath wasn't used last turn, 40% chance to use Hellfire Breath.
      • If none of the above happened:
        • 40% chance to use Avarice Claw.
        • 60% chance to Attack.
    Drops:
    • Flame Marrow. 100% chance. Sells for 18000 en.
      • Flaming Tall Boots (+20 DEF, +15 MDF, +30% Fire Resistance): Made from 1 Flame Marrow. Costs 18000 en.
    • Burning Tail (Kill while legs are bound). 100% chance. Sells for 38000 en.
      • Mirage Vest (+96 DEF, +105 MDF, +15 LUC; NSK Only): Made from 1 Burning Tail. Costs 481000 en.

    Sandfish

    Level: 67
    HP: 925STR: 94INT: 48VIT: 71WIS: 64AGI: 60LUC: 51
    EXP Given: 4023

    Damage Vulnerabilities:
    100% 100% 150%
    50% 150% 100%

    Disable Vulnerabilities:
    50% 100% 100% 150% 50% 100% 150%
    100% 100%
    100% 50% 100%
    • Blade Fin: Deals heavy cut damage to one row of party members. Average speed, and very accurate.
    • Blade Fin: Deals 110% melee STR-based cut damage to one row of party members. Has a 100% speed modifier and a base accuracy of 120%.
    • Sandfishes are likely to open with Blade Fin.
    • When Sandfishes are at 50% HP or lower, they're far more likely to use Blade Fin.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Blade Fin.
      • Else, Attack.
    • If the Sandfish's HP is at 50% or lower:
      • 80% chance to use Blade Fin.
      • Else, Attack.
    • Else:
      • 40% chance to use Blade Fin.
      • Else, Attack.
    Drops:
    • Sandfish Eye. 65% chance. Sells for 631 en.
      • Telescope Scythe (+76 ATK, +82 MAT, WIS Up Lv3): Made from 2 Sandfish Eyes. Costs 44500 en.
      • Sandfish Knife (+70 ATK, +90 MAT, TP Up Lv3): Made from 1 Sandfish Eyeand 1 Flame Rat Skull (Flame Rat Drop 1). Costs 41500 en.
      • Kulbit (+33 DEF, +10 MDF): Made from 1 Sandfish Eyeand 1 Sap Vine (Hexroot Drop 1). Costs 25500 en.

    Sauroposeidon

    Level: 81
    HP: 2441STR: 111INT: 54VIT: 83WIS: 72AGI: 57LUC: 73
    EXP Given: 9840

    Damage Vulnerabilities:
    100% 100% 100%
    100% 100% 100%

    Disable Vulnerabilities:
    100% 150% 50% 100% 100% 100% 150%
    100% 50%
    100% 100% 100%
    • Hammerhead: Deals overkill bash damage to all party members. Very slow, with average accuracy.
    • Hammerhead: Deals 200% melee STR-based bash damage to all party members. Has a 60% speed modifier and a base accuracy of 99%.
    • Sauroposeidons need one turn before using Hammerhead.
    • Sauroposeidons always open by telegraphing Hammerhead.
    • At high HP, Sauroposeidons wait 3 turns between uses of Hammerhead. At low HP, they will spam it.
    • If Hammerhead was telegraphed last turn, use Hammerhead.
    • If Hammerhead hasn't been used yet, telegraph Hammerhead.
    • If the Sauroposeidon is at 50% HP or lower, telegraph Hammerhead.
    • If none of the above happened:
      • If 3 or more turns have passed since the last usage of Hammerhead, telegraph Hammerhead.
      • Otherwise, Attack.
    Drops:
    • Beast Femur. 80% chance. Sells for 1170 en.
      • Dual Sickle (+96 ATK, +103 MAT, AGI Up Lv4): Made from 1 Beast Femurand 1 Black Dewclaw (Spotted Hound Drop 2). Costs 78000 en.
      • Carabinier (+55 DEF, +55 MDF): Made from 1 Beast Femur. Costs 70000 en.
    • Crushed Horn (Kill with bash damage). 100% chance. Sells for 1207 en.
      • Sauro Pallasch (+105 ATK, +105 MAT, Hammerhead): Made from 1 Crushed Horn. Costs 89500 en.

    Scaled Dragon

    Level: 51
    HP: 9705STR: 73INT: 71VIT: 55WIS: 53AGI: 43LUC: 48
    EXP Given: 21545

    Damage Vulnerabilities:
    100% 100% 100%
    100% 50% 150%

    Disable Vulnerabilities:
    50% 75% 50% 50% 25% 50% 50%
    10% 10%
    50% 50% 25%
    • Charge: Doubles the damage of the user's next attack. Slightly slow.
    • Mow Down: Deals severe (very overkill with Charge) cut damage to one row of party members. Slightly slow, and very accurate.
    • Feeding Vortex: Deals severe (very overkill with Charge) ice damage to all party members. Slightly slow, with average accuracy.
    • Charge: Doubles the damage of the user's next attack. Has an 80% speed modifier.
    • Mow Down: Deals 170% (340% with Charge) melee STR-based cut damage to one row of party members. Has an 80% speed modifier and a base accuracy of 120%.
    • Feeding Vortex: Deals 170% (340% with Charge) ranged INT-based ice damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Scaled Dragons always open with Charge.
    • At high HP, Scaled Dragons wait 3+ turns between uses of Charge.
    • At high HP, Scaled Dragons will always follow Charge with Mow Down.
    • At low HP, Scaled Dragons are likely to use Feeding Vortex after Charge, instead of Mow Down.
    • If Charge was used last turn:
      • If the Scaled Dragon is at 40% HP or lower, 65% chance to use Feeding Vortex.
      • Otherwise, use Mow Down.
    • If Charge hasn't been used yet, use Charge.
    • If the Scaled Dragon is at 65% HP or lower, use Charge.
    • If none of the above happened:
      • If 3 or more turns have passed since the last usage of Charge, use Charge.
      • Otherwise, Attack.
    Drops:
    • Water Spine. 100% chance. Sells for 3000 en.
      • Nozokiryu (+79 ATK, +45 MAT): Made from 1 Water Spine. Costs 21000 en.
      • Water Dragon Mail (+37 DEF, +20 MDF, +10 HP): Made from 1 Water Spineand 1 Phyllite (Undersea Grotto Mine Item 2). Costs 15000 en.
    • Bound Tail (Kill while legs are bound). 100% chance. Sells for 7000 en.
      • Snow Spear (+72 ATK, +54 MAT, Snow Windmill): Made from 1 Bound Tail. Costs 17700 en.

    Scale

    Level: 67
    HP: 617STR: 10INT: 83VIT: 71WIS: 58AGI: 33LUC: 59
    EXP Given: 0

    Damage Vulnerabilities:
    100% 100% 100%
    100% 150% 100%

    Disable Vulnerabilities:
    0% 0% 0% 0% 0% 0% 0%
    0% 0%
    0% 0% 0%





    Scylla

    Level: 102
    HP: 74969STR: 169INT: 159VIT: 117WIS: 128AGI: 114LUC: 128
    EXP Given: 488020

    Damage Vulnerabilities:
    100% 100% 100%
    150% 50% 100%

    Disable Vulnerabilities:
    50% 25% 25% 25% 50% 75% 50%
    0% 10%
    25% 25% 25%
    • Cry Soul: Deals 5-8 instances of comically overkill cut damage to random party members at the end of the turn. Has no limit on how many times one target can be hit. Comically low accuracy, but can hit you if you're unlucky.
    • Ice Shave: Deals very heavy ice damage to the front row of party members. Slightly slow, and very accurate.
    • Piercing Shell: Deals 2 instances of very heavy stab damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, with average accuracy.
    • Lullaby: Attempts to inflict sleep on all party members, with a medium chance. Slow.
    • Six Sins: Attempts to inflict blind, paralysis, and panic on one party member, with a medium-high chance. Slightly slow.
    • Shocking Bind: Deals medium volt damage to all party members. Attempts to stun and bind the legs of hit targets, with a medium chance. Fast, and very accurate.
    • Cry Soul: Deals 5-8 instances of 1200% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Has a 15% speed modifier and a base accuracy of 1%.
    • Ice Shave: Deals 120% ranged INT-based ice damage to the front row of party members. Has an 80% speed modifier and a base accuracy of 130%.
    • Piercing Shell: Deals 2 instances of 130% melee STR-based stab damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 99%.
    • Lullaby: Attempts to inflict sleep on all party members, with a 25% base chance. Has a 70% speed modifier.
    • Six Sins: Attempts to inflict blind, paralysis, and panic on one party member, with a 35% base chance. Has an 80% speed modifier.
    • Shocking Bind: Deals 80% ranged INT-based volt damage to all party members. Attempts to stun and bind the legs of hit targets, with a 30% base chance. Has a 125% speed modifier and a base accuracy of 120%.
    • Scylla summons Ruin Creepers out-of-turn based on what the current turn is. There is a maximum of four Ruin Creepers.
    • Scylla always opens with Cry Soul. Cry Soul is used again on turns that are multiples of 6, which advances the current phase.
    • Scylla starts leading Cry Soul with Lullaby after the second one.
    • Scylla always uses Ice Shave after Cry Soul.
    • Scylla starts using Shocking Bind at 50% HP or lower.
    • Scylla's "phases" can best be described as a set rotation of skills.
      • Phase 1: Ice Shave, Attack, repeat.
      • Phase 2: Ice Shave, chance to use either Piercing Shell or Shocking Bind, Attack. Attacks are always followed by Ice Shave.
      • Phase 3: Ice Shave, guaranteed first use of Six Sins, random chance to use Six Sins or Shocking Bind, random chance to use Piercing Shell, random chance to use Attack. Attack is followed by Ice Shave.
      • Phase 4: Ice Shave, Six Sins, random chance to use Shocking Bind, Piercing Shell. Piercing Shell is followed by Ice Shave.
      • Phase 5+: Ice Shave, random chance to use Shocking Bind, Six Sins, Piercing Shell. Piercing Shell is followed by Ice Shave.
    • Out-of-turn:
      • If the current turn is greater than 24, and a multiple of 2, summon one Ruin Creeper if there are 3 in the battle, two if less, zero if there are 4.
      • If the current turn is between 19 and 22, and a multiple of 2, summon one Ruin Creeper if there are 3 in the battle, two if less, zero if there are 4.
      • If the current turn is between 13 and 16, and a multiple of 2, summon one Ruin Creeper if there are 3 in the battle, two if less, zero if there are 4.
      • If the current turn is between 7 and 10, summon one Ruin Creeper if there are 3 or less in the battle.
      • If the current turn is between 5 and 10, and a multiple of 2, summon one Ruin Creeper if there are 3 or less in the battle.
    • If this is the first turn, use Cry Soul.
    • If the current turn is a multiple of 6, use Cry Soul. Advances the current phase, and queues Ice Shave.
    • If the current turn is 11, or if 6 or more turns have passed since the last usage of Lullaby, use Lullaby.
    • If Scylla is in Phase 5:
      • If Ice Shave is queued, use Ice Shave.
      • If Shocking Bind wasn't used last turn, and Scylla is at 50% HP or lower, 80% chance to use Shocking Bind.
      • If any skill besides Six Sins and Shocking Bind were used last turn, use Six Sins.
      • If none of the above happened, use Piercing Shell. Queues Ice Shave.
    • If Scylla is in Phase 4:
      • If Ice Shave is queued, use Ice Shave.
      • If any skill besides Six Sins and Shocking Bind were used last turn, use Six Sins.
      • If Shocking Bind wasn't used last turn, and Scylla is at 50% HP or lower, use Shocking Bind.
      • If none of the above happened, use Piercing Shell. Queues Ice Shave.
    • If Scylla is in Phase 3:
      • If Ice Shave is queued, use Ice Shave.
      • If Six Sins hasn't been used yet, use Six Sins.
      • If any skill besides Six Sins and Shocking Bind were used last turn, 30% chance to use Six Sins.
      • If Shocking Bind wasn't used last turn, and Scylla is at 50% HP or lower, use Shocking Bind.
      • If none of the above happened:
        • 50% chance to use Piercing Shell.
        • 50% chance to Attack. Queues Ice Shave.
    • If Scylla is in Phase 2:
      • If Ice Shave is queued, use Ice Shave.
      • If Piercing Shell wasn't used last turn, 50% chance to use Piercing Shell.
      • If Shocking Bind wasn't used last turn, and Scylla is at 50% HP or lower, use Shocking Bind.
      • If none of the above happened, Attack. Queues Ice Shave.
    • If Scylla is in Phase 1:
      • If Ice Shave is queued, use Ice Shave.
      • If not, Attack. Queues Ice Shave.
    Drops:
    • Ice Queen's Vine. 100% chance. Sells for 60000 en.
      • Bikini Armor (+1 DEF, +50% Elemental Resistance): Made from 1 Ice Queen's Vine. Costs 250000 en.
    • Ice Queen's Fur (Kill with curse damage). 100% chance. Sells for 150000 en.
      • Curse Mail (+95 DEF, +111 MDF, +50 TP; WMG Only): Made from 1 Ice Queen's Fur. Costs 486000 en.

    Scylla Crab

    Level: 24
    HP: 251STR: 39INT: 24VIT: 24WIS: 24AGI: 15LUC: 22
    EXP Given: 289

    Damage Vulnerabilities:
    50% 50% 50%
    100% 100% 150%

    Disable Vulnerabilities:
    100% 150% 100% 100% 150% 50% 50%
    100% 100%
    100% 100% 100%
    • Pincer Shield: Increases one row of enemies' elemental defense by 50% for 4 turns. Average speed.
    • Pincer Shield: Increases one row of enemies' elemental defense by 50% for 4 turns. Has a 100% speed modifier.
    • Scylla Crabs will use Pincer Shield on the first turn, and turns that are multiples of five.
      • It can use it on Swordfishes on turn 1, but not on subsequent turns.
      • Pincer Shield is used on, in this order: Deadly Durians, Great Lynxes, Swordfishes (if turn 1), self.
    • If this is the first turn, the party wasn't blindsided, and Pincer Shield wasn't already used this turn:
      • 80% chance to use Pincer Shield.
        • Prioritizes enemies in this order: Deadly Durians, Great Lynxes, Swordfishes. If none of those are present, use on self.
      • 20% chance to Attack.
    • If the current turn is a multiple of 5, and Pincer Shield wasn't already used this turn, use Pincer Shield.
      • Prioritizes enemies in this order: Deadly Durians, Great Lynxes. If none of those are present, use on self.
    • If none of the above happened, Attack.
    Drops:
    • Carapace. 80% chance. Sells for 44 en.
      • Cutlass (+30 ATK, +25 MAT, TP Up Lv1): Made from 1 Soggy Wood (Waterfall Wood Chop Item 1) and 1 Carapace. Costs 1300 en.
      • Heshikiri (+33 ATK, +20 MAT, STR Up Lv1): Made from 1 Carapace. Costs 1580 en.
      • Crab Gardbrace (+15 DEF, +15 MDF): Made from 1 Carapaceand 2 Soft Barks (Waterfall Wood Chop Item 2). Costs 1100 en.

    Sea Wanderer

    Level: 50
    HP: 28510STR: 68INT: 52VIT: 30WIS: 32AGI: 45LUC: 53
    EXP Given: 18995

    Damage Vulnerabilities:
    150% 150% 150%
    150% 150% 150%

    Disable Vulnerabilities:
    25% 50% 50% 50% 50% 0% 25%
    10% 10%
    50% 25% 50%
    • Swim Frenzy: Deals very heavy bash damage to 3-5 random party members. Slightly slow, with average accuracy.
    • Ancient Curse: Increases all party members and all enemies' attack by 100% for 4 turns. Attempts to inflict curse on all party members and all enemies, with a very high chance. Average speed.
    • Calming Wave: Attempts to inflict sleep on all party members, with a medium chance. Extremely fast.
    • Swim Frenzy: Deals 120% melee STR-based bash damage to 3-5 random party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Ancient Curse: Increases all party members and all enemies' attack by 100% for 4 turns. Attempts to inflict curse on all party members and all enemies, with a 70% base chance. Has a 100% speed modifier.
    • Calming Wave: Attempts to inflict sleep on all party members, with a 45% base chance. Has a 140% speed modifier.
    • Sea Wanderers always open with Swim Frenzy, followed by Ancient Curse.
    • Ancient Curse and Calming Wave are always followed by Swim Frenzy.
    • Ancient Curse is always used on turns that are multiples of 4.
    • When Sea Wanderers first fall below 50% HP, they will always use Calming Wave.
    • Sea Wanderers are very likely to use Swim Frenzy if all party members are asleep, or all party members are cursed.
    • If Swim Frenzy hasn't been used yet, or is queued, use Swim Frenzy.
    • If all party members are asleep, or all party members are cused:
      • 80% chance to use Swim Frenzy.
      • 20% chance to Attack.
    • If Ancient Curse hasn't been used yet, use Ancient Curse, and queue Swim Frenzy.
    • If the current turn is a multiple of 4, use Ancient Curse, and queue Swim Frenzy.
    • If the Sea Wanderer is at 50% HP or lower:
      • If Calming Wave hasn't been used yet, use Calming Wave, and queue Swim Frenzy.
      • Otherwise:
        • 60% chance to use Swim Frenzy.
        • 30% chance to use Calming Wave, and queue Swim Frenzy.
        • 10% chance to Attack.
    • If none of the above happened:
      • 40% chance to use Swim Frenzy.
      • 60% chance to Attack.
    Drops:
    • Depth Scale. 100% chance. Sells for 2700 en.
      • Ancientfish Zhezl (+50 ATK, +79 MAT, +25 HP): Made from 1 Depth Scaleand 1 Pungent Coral (Rock Coral Drop 1). Costs 18300 en.
      • Scale Helm (+22 DEF, +8 MDF, +5 AGI): Made from 1 Depth Scale. Costs 7500 en.

    Servitor Ant

    Level: 78
    HP: 4634STR: 96INT: 77VIT: 84WIS: 70AGI: 51LUC: 64
    EXP Given: 9530

    Damage Vulnerabilities:
    100% 100% 100%
    50% 150% 100%

    Disable Vulnerabilities:
    50% 50% 50% 50% 50% 50% 50%
    10% 10%
    50% 50% 50%
    • Guard Line: Increases one row of enemies' defense by 30% for 4 turns. Extremely fast.
    • Guard Line: Increases one row of enemies' defense by 30% for 4 turns. Has a 150% speed modifier.
    • Servitor Ants will only use Guard Line once per battle.
    • Servitor Ants will summon Honey Ants if there aren't any in the battle. This can only happen once per Servitor Ant, though.
    • If Queen Ant is not in the battle:
      • If the Servitor Ant is the only enemy in the battle, and it has not already summoned Honey Ants, summon two Honey Ants.
      • If any enemies have the Guard Line buff, Attack.
      • If Guard Line has not been used yet, use Guard Line.
      • If none of the above happened, Attack.
    • If Queen Ant is in the battle:
      • If two or more Honey Ants are in the battle:
        • If any enemies have the Guard Line buff, or if the Servitor Ant used Guard Line at any point in the battle, Attack.
        • If Guard Line was not used on this turn, use Guard Line.
      • Otherwise, if Queen Ant has signalled for Honey Ants to be summoned, summon Honey Ants; 1 if there's already a Honey Ant in the battle, 2 if not.
    Drops:
    • Red Carapace. 100% chance. Sells for 8000 en.
      • Red-Spot Mantle (+40 DEF, +70 MDF, +15% Cut Resistance): Made from 1 Red Carapace. Costs 60700 en.
      • Steel Shield (+50 DEF): Made from 1 Red Carapaceand 1 Gold Carapace (Huge Ant Drop 1). Costs 40000 en.

    Shellbeast

    Level: 34
    HP: 12958STR: 48INT: 44VIT: 27WIS: 28AGI: 29LUC: 41
    EXP Given: 15710

    Damage Vulnerabilities:
    100% 100% 100%
    100% 100% 100%

    Disable Vulnerabilities:
    50% 50% 50% 50% 25% 25% 50%
    0% 10%
    50% 50% 75%
    • Sinister Flame: Deals heavy fire damage to all party members. Attempts to inflict blind on hit targets, with a moderately low chance. Slightly slow, with average accuracy.
    • Darkness Rend: Deals very heavy cut damage to one row of party members. Attempts to inflict curse on hit targets, with a medium chance. Slightly slow, with average accuracy.
    • Deathly Glare: Attempts to instantly kill all party members, with a low chance. Slightly slow.
    • Poison Mist: Attempts to inflict poison on all party members, with a medium chance, and low poison damage. Slightly slow.
    • Thousand Hertz: Attempts to stun and inflict head bind on all party members, with a moderate chance. Extremely fast.
    • Sinister Flame: Deals 100% ranged INT-based fire damage to all party members. Attempts to inflict blind on hit targets, with a 20% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Darkness Rend: Deals 130% melee STR-based cut damage to one row of party members. Attempts to inflict curse on hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Deathly Glare: Attempts to instantly kill all party members, with a 10% base chance. Has an 80% speed modifier.
    • Poison Mist: Attempts to inflict poison on all party members, with a 40% base chance, and a poison damage range of 25 to 58. Has an 80% speed modifier.
    • Thousand Hertz: Attempts to stun and inflict head bind on all party members, with a 30% base chance. Has a 150% speed modifier.
    • Shellbeast always open with Sinister Flame.
    • Shellbeast summons Dark Skulls the turn after it falls below 90% HP, and again every 5 turns after. It will not summon if both Dark Skulls are still alive, however.
    • Deathly Glare is used when Shellbeast first falls below 90% HP, and again when it first falls below 25% HP.
    • All of Shellbeast's skills cannot be used consecutively with themselves.
    • Shellbeast's phases look as such:
      • Phase 1 (100% to 91% HP): Opens with Sinister Flame. Sinister Flame, Darkness Rend and Attacks.
      • Phase 2 (90% to 76% HP): Opens with Deathly Glare. Sinister Flame, Darkness Rend and Attacks.
      • Phase 3 (75% to 51% HP): Opens with Poison Mist. Sinister Flame, Darkness Rend, Poison Mist, and Attacks.
      • Phase 4 (50% to 26% HP): Opens with Thousand Hertz. Sinister Flame, Darkness Rend, Poison Mist, Thousand Hertz, and Attacks.
      • Phase 5 (25% HP to death): Opens with Deathly Glare. Sinister Flame, Darkness Rend, Poison Mist, and Thousand Hertz.
    • Out-of-turn:
      • If 5 or more turns have passed since the last Dark Skull summoning, and 2 Dark Skulls aren't in the battle, summon 1 (if there's already 1 Dark Skull in the battle) or 2 (if not) Dark Skulls.
    • If Shellbeast is at 25% HP or lower:
      • If Deathly Glare hasn't been used yet in this phase, use Deathly Glare.
      • If Poison Mist is enabled, 70% chance to use Poison Mist, and disable Poison Mist.
      • If Thousand Hertz is enabled, 50% chance to use Thousand Hertz, and disable Thousand Hertz.
      • If Darkness Rend is enabled, 90% chance to use Darkness Rend, disable Darkness Rend, and enable Poison Mist.
      • If none of the above happened, use Sinister Flame, and enable Thousand Hertz and Darkness Rend.
    • If Shellbeast is at 50% to 26% HP:
      • If Thousand Hertz hasn't been used yet, use Thousand Hertz, and disable Thousand Hertz.
      • If Poison Mist is queued, use Poison Mist, and enable Thousand Hertz.
      • If Sinister Flame is queued, use Sinister Flame.
      • If Darkness Rend is enabled, 70% chance to use Darkness Rend, disable Darkness Rend, and queue Poison Mist.
      • If Thousand Hertz is enabled, 90% chance to use Thousand Hertz, and disable Darkness Rend.
      • If none of the above happened, Attack, queue Sinister Flame, and enable Darkness Rend and Thousand Hertz.
    • If Shellbeast is at 75% to 51% HP:
      • If Poison Mist hasn't been used yet, or if it is queued, use Poison Mist.
      • If Sinister Flame is queued, use Sinister Flame.
      • If Darkness Rend is enabled, 70% chance to use Darkness Rend, disable Darkness Rend, and queue Poison Mist.
      • If none of the above happened, Attack, queue Sinister Flame, and enable Darkness Rend.
    • If Shellbeast is at 90% to 76% HP:
      • If Deathly Glare hasn't been used yet in this phase, use Deathly Glare. Forces a Dark Skull summoning next turn.
      • If Sinister Flame is queued, use Sinister Flame.
      • If Darkness Rend is enabled, 80% chance to use Darkness Rend, and disable Darkness Rend.
      • If none of the above happened, Attack, queue Sinister Flame, and enable Darkness Rend.
    • If none of the above happened:
      • If Sinister Flame hasn't been used yet, or if it is queued, use Sinister Flame.
      • If Darkness Rend is enabled, 80% chance to use Darkness Rend, and disable Darkness Rend.
      • If none of the above happened, Attack, queue Sinister Flame, and enable Darkness Rend.
    Drops:
    • Shell Pillar. 100% chance. Sells for 3600 en.
      • Whirlwind (+59 ATK, +36 MAT, Darkness Rend): Made from 1 Shell Pillar. Costs 6500 en.
    • Stunned Hide (Kill while paralyzed). 100% chance. Sells for 8200 en.
      • Dark Attire (+70 DEF, +125 MDF, +30% Leg Bind Resistance; NIN Only): Made from 1 Stunned Hide. Costs 398000 en.

    Silent Assassin

    Level: 128
    HP: 67796STR: 225INT: 219VIT: 161WIS: 176AGI: 117LUC: 156
    EXP Given: 214470

    Damage Vulnerabilities:
    50% 50% 50%
    150% 150% 150%

    Disable Vulnerabilities:
    0% 0% 25% 25% 25% 25% 0%
    50% 10%
    50% 50% 50%
    • Carnage Claw: Deals very heavy cut damage to all party members at the end of the turn., and very accurate.
    • Techno Bash: Counters all elemental attacks to the Platinum Pillbug with comically overkill almighty damage to the attacker. Counterattacks have average accuracy.
    • Wintry Moon: Deals heavy ice damage to one row of party members. Attempts to instantly kill hit targets, with a moderately low chance. Slightly slow, with average accuracy.
    • Heat Wave: Deals 2-4 instances of medium-low fire damage to random party members. Has no limit on how many times one party member can be hit. If a hit target has any buffs, the damage becomes severe (1 buff), or very overkill (2 or 3 buffs). Very fast, with average accuracy.
    • Carnage Claw: Deals 140% melee STR-based cut damage to all party members. Has a 10% speed modifier and a base accuracy of 120%.
    • Techno Bash: Counters all elemental attacks to the Platinum Pillbug with 500% ranged INT-based almighty damage to the attacker. Initial prep has a 600% speed modifier. Counterattacks have a base accuracy of 99%.
    • Wintry Moon: Deals 115% ranged INT-based ice damage to one row of party members. Attempts to instantly kill hit targets, with a 15% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Heat Wave: Deals 2-4 instances of 60% ranged INT-based fire damage to random party members. Has no limit on how many times one party member can be hit. If a hit target has any buffs, the damage is increased to 135% (1 buff), 300% (2 buffs), or 680% (3 buffs). Has a 120% speed modifier and a base accuracy of 99%.
    • Silent Assassins always open with Carnage Claw.
    • Carnage Claw is always followed by Techno Bash.
    • Silent Assassins are either extremely likely to, or guaranteed to, use Carnage Claw after any other non-Techno Bash action, depending on its current HP.
    • Silent Assassins, when they're at low HP, will respond to the party having 6 or more buffs collectively by being very likely to use Heat Wave.
    • Silent Assassins start using Wintry Moon when they're below 75% HP, and Heat Wave when they're below 50% HP.
    • If Techno Bash is queued:
      • If the Silent Assassin is at 95% HP or lower, use Techno Bash. Enables Wintry Moon and Heat Wave.
      • Otherwise, do nothing.
    • If Carnage Claw hasn't been used yet, use Carnage Claw, and queue Techno Bash.
    • If the Silent Assassin is at 30% HP or lower:
      • If Wintry Moon hasn't been used yet, use Wintry Moon.
      • If Heat Wave hasn't been used yet, use Heat Wave.
      • If 5 or more turns have passed since the last usage of Techno Bash, use Carnage Claw, and queue Techno Bash.
      • If the party collectively has 6 or more buffs, 70% chance to use Heat Wave. Queues Carnage Claw.
      • If none of the above happened:
        • 35% chance to use Heat Wave.
        • 35% chance to use Wintry Moon.
        • If Carnage Claw wasn't used last turn, use Carnage Claw. Queues Techno Bash.
        • 25% chance to use Wintry Moon.
        • 5% chance to Attack.
    • If the Silent Assassin is at 50% HP to 31% HP:
      • If Wintry Moon hasn't been used yet, use Wintry Moon.
      • If Heat Wave hasn't been used yet, use Heat Wave.
      • If the party collectively has 6 or more buffs, and Heat Wave hasn't been used because of that in this phase, use Heat Wave.
      • If Wintry Moon hasn't been used randomly this phase, 90% chance to use Wintry Moon.
      • If Carnage Claw wasn't used last turn, use Carnage Claw. Queues Techno Bash.
      • If none of the above happened, Attack.
    • If the Silent Assassin is at 70% HP to 51% HP, and if Wintry Moon hasn't been used yet, use Wintry Moon.
    • If none of the above happened:
      • If Carnage Claw wasn't used last turn, use Carnage Claw. Queues Techno Bash.
      • If none of the above happened, Attack.
    Drops:
    • Battered Armor. 100% chance. Sells for 27000 en.
      • Louisette (+180 ATK, +194 MAT, +1 to 3 Force Gain): Made from 1 Battered Armorand 1 Slaughtering Claw (Black Claw Drop 1). Costs 297000 en.
      • Warped Mechablade (+188 ATK, +188 MAT, Delta Block): Made from 1 Battered Armor. Costs 287000 en.
    • Shining Core (Kill within five turns). 100% chance. Sells for 42000 en.
      • Physical Guard (+15% Physical Resistance): Made from 1 Shining Core. Costs 75000 en.

    Skoll

    Level: 29
    HP: 1153STR: 42INT: 39VIT: 28WIS: 25AGI: 33LUC: 29
    EXP Given: 1525

    Damage Vulnerabilities:
    100% 100% 100%
    150% 50% 100%

    Disable Vulnerabilities:
    50% 50% 75% 50% 50% 50% 50%
    10% 10%
    50% 50% 50%
    • Silver Fang: Deals medium-heavy ice damage to one party member. Slightly slow, with average accuracy.
    • Stunning Howl: Deals very light almighty damage to all party members. Attempts to stun hit targets, with a moderately low chance. Extremely fast, and extremely accurate.
    • Silver Fang: Deals 120% ranged INT-based ice damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
    • Stunning Howl: Deals 20% ranged INT-based almighty damage to all party members. Attempts to stun hit targets, with a 20% base chance. Has a 200% speed modifier and a base accuracy of 160%.
    • Skolls have a medium chance of using Stunning Howl when two or more turns have passed since they last used it.
    • Skolls are far more likely to use Silver Fang at low HP.
    • If it has been two or more turns since the last use of Stunning Howl, 40% chance to use Stunning Howl.
    • If the Skoll is at 50% HP or lower:
      • 70% chance to use Silver Fang.
      • 30% chance to Attack.
    • Otherwise:
      • 30% chance to use Silver Fang.
      • 70% chance to Attack.
    Drops:
    • Wolf Pelt. 100% chance. Sells for 210 en.
      • Snow Barrel (+38 ATK, +32 MAT): Made from 1 Wolf Pelt. Costs 1640 en.
      • Snow Shoes (+10 DEF, +10 MDF): Made from 1 Wolf Peltand 1 Wolf Fang (Forest Wolf Drop 1). Costs 1360 en.

    Slavering Vine

    Level: 17
    HP: 254STR: 25INT: 21VIT: 27WIS: 18AGI: 13LUC: 24
    EXP Given: 138

    Damage Vulnerabilities:
    150% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    50% 100% 100% 150% 150% 50% 100%
    100% 100%
    100% 100% 100%
    • Tangling Vine: Attempts to bind the arms of all party members, with a moderate chance. Extremely fast.
    • Tangling Vine: Attempts to bind the arms of all party members, with a 25% base chance. Has a 150% speed modifier.
    • Slavering Vines will always Attack if all party members have their arms bound.
    • Slavering Vines are very likely to open with Tangling Vine.
    • Slavering Vines are more likely to use Tangling Vine if they're in the back row, or if they're at high HP.
    • If all party members have their arms bound, Attack.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Tangling Vine.
      • 20% chance to Attack.
    • If the Slavering Vine is in the back row:
      • 70% chance to use Tangling Vine.
      • 30% chance to Attack.
    • If the Slavering Vine is in the front row, and at or below 50% HP:
      • 30% chance to use Tangling Vine.
      • 70% chance to Attack.
    • If none of the above happened:
      • 60% chance to use Tangling Vine.
      • 40% chance to Attack.
    Drops:
    • Constricting Vine. 75% chance. Sells for 23 en.
      • Telek (+26 ATK, +26 MAT, TP Up Lv1): Made from 1 Constricting Vineand 1 Tiger Fang (Barbed Tiger Drop 1). Costs 590 en.
      • Sack Dress (+10 DEF, +16 MDF): Made from 1 Palm Bark (Cannon Palm Drop 1) and 3 Constricting Vines. Costs 450 en.
      • Arm Guard (Immunity to arm binds): Made from 3 Constricting Vines. Costs 800 en.

    Sleeper Ooze

    Level: 14
    HP: 132STR: 21INT: 17VIT: 18WIS: 18AGI: 12LUC: 23
    EXP Given: 87

    Damage Vulnerabilities:
    50% 50% 50%
    150% 150% 150%

    Disable Vulnerabilities:
    100% 100% 150% 100% 50% 100% 100%
    100% 100%
    100% 100% 100%
    • Sleep Breath: Attempts to inflict sleep on one row of party members, with a moderate chance. Slightly fast.
    • Sleep Breath: Attempts to inflict sleep on one row of party members, with a 35% base chance. Has a 110% speed modifier.
    • Sleeper Oozes are very likely to open with Sleep Breath.
    • Sleeper Oozes have a small chance to target party members who aren't asleep with normal Attacks.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Sleep Breath.
      • 20% chance to Attack.
    • If all party members are asleep, Attack.
    • Otherwise:
      • 60% chance to use Sleep Breath, targeting party members who are not asleep.
      • 40% chance to Attack.
        • If the Sleeper Ooze is in the front row, and any party members are not asleep, 30% chance to target party members who are asleep.
    Drops:
    • Sticky Goo. 70% chance. Sells for 15 en.
      • Creeper Fist (+21 ATK, +19 MAT, HP Up Lv1): Made from 1 Entangling Ivy (Primitive Jungle Chop Item 2) and 2 Sticky Goos. Costs 520 en.
      • Ooze Earring (Immunity to sleep): Made from 4 Sticky Goos. Costs 500 en.
      • Sleep Gas (Attempts to inflict sleep on all enemies; 50% base chance, 80% speed modifier): Made from 1 Sticky Goo. Costs 250 en.

    Sleeping Lion

    Level: 78
    HP: 1865STR: 120INT: 69VIT: 93WIS: 89AGI: 71LUC: 58
    EXP Given: 9470

    Damage Vulnerabilities:
    100% 100% 100%
    100% 100% 100%

    Disable Vulnerabilities:
    150% 100% 50% 50% 300% 50% 100%
    150% 100%
    100% 50% 100%
    • King's Claws: Deals 4-6 instances of very severe cut damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and extremely accurate.
    • King's Claws: Deals 4-6 instances of 170% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 150%.
    • Sleeping Lions always start the battle asleep.
    • Sleeping Lions, when woken up, are very likely to use King's Claws.
    • 80% chance to use King's Claws.
    • 20% chance to Attack.
    Drops:
    • Lion Claw. 80% chance. Sells for 1367 en.
      • Hexenschuss (+111 ATK, +117 MAT, 10% Leg Bind Chance): Made from 1 Bizarre Leaf (Craven Mantrap Drop 1) and 1 Lion Claw. Costs 89500 en.
      • Rochin (+108 ATK, +78 MAT, TP Up Lv5): Made from 1 Lion Clawand 1 Komatiite (Northern Shrine Mine Item 1). Costs 94000 en.
      • Lionclaw Sword (+99 ATK, +99 MAT, LUC Up Lv4): Made from 1 Lion Claw. Costs 77000 en.

    Sleipnir

    Level: 55
    HP: 738STR: 78INT: 53VIT: 56WIS: 54AGI: 48LUC: 51
    EXP Given: 2304

    Damage Vulnerabilities:
    100% 100% 100%
    50% 100% 100%

    Disable Vulnerabilities:
    50% 100% 100% 100% 50% 150% 100%
    100% 100%
    100% 100% 150%
    • Trample: Deals 4-6 instances of very heavy bash damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and extremely inaccurate.
    • Trample: Deals 4-6 instances of 140% melee STR-based bash damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 30%.
    • Sleipnirs will always use Trample if any party members have disables which disable their evasion. They have a small chance to Attack instead if their legs are bound, though.
    • Otherwise, Sleipnirs are very likely to use Trample over normal Attacks.
    • If any party members are panicked, blinded, or have their legs bound:
      • If the Sleipnir's legs are bound, 40% chance to Attack.
      • Otherwise, use Trample, targeting party members who are panicked, blinded, or have their legs bound.
    • If not:
      • 80% chance to use Trample.
      • 20% chance to Attack.
    Drops:
    • Red Mane. 65% chance. Sells for 360 en.
      • Mustang (+72 ATK, +33 MAT, AGI Up Lv3): Made from 1 Red Maneand 2 Chromites (Western Shrine Mine Item 1). Costs 21500 en.
      • Polka (+26 DEF, +40 MDF): Made from 1 Yellow Plume (Haggis Drop 1) and 1 Red Mane. Costs 13500 en.
      • Equine Tall Boots (+11 DEF, +25 MDF): Made from 1 Red Mane. Costs 6300 en.
    • Singed Hoof (Kill with fire damage). 100% chance. Sells for 578 en.
      • Almighty Ring (+8 All Stats): Made from 1 Singed Hoof. Costs 15000 en.

    Spawned Ooze

    Level: 33
    HP: 241STR: 37INT: 35VIT: 30WIS: 27AGI: 22LUC: 31
    EXP Given: 0

    Damage Vulnerabilities:
    50% 50% 50%
    100% 150% 100%

    Disable Vulnerabilities:
    100% 100% 150% 100% 50% 100% 100%
    100% 100%
    100% 100% 100%
    • Flame Burst: Deals severe fire damage to all party members. Slightly slow, with average accuracy.
    • Flame Burst: Deals 160% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Spawned Oozes are very likely to use Flame Burst.
    • 80% chance to use Flame Burst.
    • 20% chance to Attack.

    Spotted Hound

    Level: 80
    HP: 1142STR: 118INT: 62VIT: 95WIS: 79AGI: 68LUC: 66
    EXP Given: 5904

    Damage Vulnerabilities:
    100% 100% 100%
    100% 150% 100%

    Disable Vulnerabilities:
    50% 100% 100% 150% 50% 150% 100%
    100% 100%
    150% 50% 100%
    • Spirit Eroder: Deals heavy cut damage to one row of party members. Reduces hit targets' attack by 30% for 4 turns. Slightly slow, with average accuracy.
    • Spirit Eroder: Deals 95% melee STR-based cut damage to one row of party members. Reduces hit targets' attack by 30% for 4 turns. Has an 80% speed modifier and a base accuracy of 99%.
    • Spotted Hounds are likely to open with Spirit Eroder.
    • When Spotted Hounds are at 50% HP or lower, they're far more likely to use Spirit Eroder.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Spirit Eroder.
      • Else, Attack.
    • If the Spotted Hound's HP is at 50% or lower:
      • 80% chance to use Spirit Eroder.
      • Else, Attack.
    • Else:
      • 40% chance to use Spirit Eroder.
      • Else, Attack.
    Drops:
    • Canine Jawbone. 60% chance. Sells for 968 en.
      • Leiomano (+82 ATK, +75 MAT, WIS Up Lv4): Made from 1 Canine Jawbone. Costs 60000 en.
      • Leopardfrog Bow (+103 ATK, +110 MAT, Lick): Made from 1 Spotted Tongue (Toad Marshal Drop 1) and 1 Canine Jawbone. Costs 84500 en.
      • Koshka (+18 DEF, +40 MDF): Made from 1 Canine Jawboneand 1 Fluffy Tail (Ice Squirrel Drop 1). Costs 31700 en.
    • Black Dewclaw. 50% chance. Sells for 988 en.
      • Dual Sickle (+96 ATK, +103 MAT, AGI Up Lv4): Made from 1 Beast Femur (Sauroposeidon Drop 1) and 1 Black Dewclaw. Costs 78000 en.
      • Veltro (+116 ATK, +53 MAT, VIT Up Lv4): Made from 2 Black Dewclaws. Costs 98000 en.
      • Pickelhaube (+31 DEF, +21 MDF): Made from 1 Black Dewclawand 1 Black Carapace (Tortiron Drop 1). Costs 36500 en.

    Spotted Slug

    Level: 58
    HP: 780STR: 74INT: 65VIT: 47WIS: 54AGI: 36LUC: 60
    EXP Given: 2625

    Damage Vulnerabilities:
    50% 50% 50%
    150% 150% 150%

    Disable Vulnerabilities:
    50% 50% 50% 100% 100% 50% 50%
    100% 100%
    100% 150% 150%
    • Pandemistrike: Deals medium bash damage to 4-6 random party members. Attempts to inflict blind and panic on hit targets, with a moderate chance. Slow, and extremely accurate.
    • Pandemistrike: Deals 85% melee STR-based bash damage to 4-6 random party members. Attempts to inflict blind and panic on hit targets, with a 25% base chance. Has a 70% speed modifier and a base accuracy of 150%.
    • Spotted Slugs are likely to open with Pandemistrike.
    • When Spotted Slugs are at 50% HP or lower, they're far more likely to use Pandemistrike.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Pandemistrike.
      • Else, Attack.
    • If the Spotted Slug's HP is at 50% or lower:
      • 80% chance to use Pandemistrike.
      • Else, Attack.
    • Else:
      • 40% chance to use Pandemistrike.
      • Else, Attack.
    Drops:
    • Spotted Skin. 75% chance. Sells for 402 en.
      • Inabakyo (+78 ATK, +42 MAT, LUC Up Lv3): Made from 2 Spotted Skins. Costs 28500 en.
      • Stained Bracers (+16 DEF, +22 MDF): Made from 1 Spotted Skinand 1 Sharp Claw (Volt Cat Drop 1). Costs 9400 en.
      • Pink Leg Guards (+12 DEF, +27 MDF): Made from 1 Spotted Skin. Costs 8200 en.

    Spraying Skunk

    Level: 2
    HP: 92STR: 16INT: 15VIT: 12WIS: 10AGI: 15LUC: 16
    EXP Given: 20

    Damage Vulnerabilities:
    100% 100% 150%
    100% 100% 100%

    Disable Vulnerabilities:
    100% 100% 100% 100% 150% 100% 100%
    100% 100%
    100% 100% 150%
    • Toxic Mist: Attempts to inflict poison on one party member, with heavy damage and a moderately high chance. Very slow.
    • Toxic Mist: Attempts to inflict poison on one party member, with a base factor of 30 and a base chance of 60%. Has a 65% speed modifier.
    • Spraying Skunks will always Attack if all party members are poisoned.
    • Spraying Skunks are more likely to use Toxic Mist if they're in the back row, and if there are other enemies in the battle.
    • If all party members are poisoned, Attack.
    • If the Spraying Skunk is in the back row:
      • 80% chance to use Toxic Mist.
        • 30% chance to target any party member that isn't poisoned.
        • 70% chance to use standard targeting.
      • 20% chance to Attack.
    • If the Spraying Skunk is the last enemy in the battle:
      • 30% chance to use Toxic Mist.
        • 30% chance to target any party member that isn't poisoned.
        • 70% chance to use standard targeting.
      • 70% chance to Attack.
    • If there are other enemies in the battle, and the Spraying Skunk is in the front row:
      • 60% chance to use Toxic Mist.
        • 30% chance to target any party member that isn't poisoned.
        • 70% chance to use standard targeting.
      • 40% chance to Attack.
    Drops:
    • Spotted Fur. 60% chance. Sells for 3 en.
      • Falcata (+18 ATK, +15 MAT, LUC Up Lv1): Made from 1 Steel Proboscis (Muscle Fly Drop 1) and 1 Spotted Fur. Costs 160 en.
      • Spotted Fist (+15 ATK, +14 MAT, AGI Up Lv1): Made from 2 Spotted Furs. Costs 130 en.
      • Stained Sandals (+3 DEF, +6 MDF): Made from 1 Spotted Furand 1 Pink Fur (Rabid Koala Drop 2). Costs 50 en.
    • Burst Stink Gland (Kill with any physical type). 100% chance. Sells for 4 en.
      • Blaze Oil (Adds fire to one party member's weapon for 6 turns): Made from 1 Burst Stink Gland. Costs 30 en.
      • Freeze Oil (Adds ice to one party member's weapon for 6 turns): Made from 1 Burst Stink Gland. Costs 30 en.
      • Shock Oil (Adds volt to one party member's weapon for 6 turns): Made from 1 Burst Stink Gland. Costs 30 en.

    Stalking Shadow

    Level: 37
    HP: 5555STR: 51INT: 54VIT: 44WIS: 47AGI: 30LUC: 39
    EXP Given: 7220

    Damage Vulnerabilities:
    100% 100% 100%
    100% 50% 100%

    Disable Vulnerabilities:
    50% 50% 50% 25% 75% 50% 0%
    10% 10%
    50% 50% 50%
    • Camouflage: Makes the user evade all attacks, except for attacks that do not check for accuracy. Dispelled if the user takes damage. The evasion does not take effect if the user's legs are bound. Extremely slow.
    • Blizzard: Deals very heavy ice damage to all party members. Slightly slow, with average accuracy
    • Entrapment: Counters all attacks to the Stalking Shadow with medium-heavy stab damage to the attacker. Attempts to inflict panic on hit targets, with a medium-high chance. Counterattacks have average accuracy.
    • Vertigo Lash: Deals severe stab damage that pierces party rows. Attempts to inflict blind on hit targets, with a moderate chance. Very slightly slow, with average accuracy.
    • Camouflage: Makes the user evade all attacks, except for attacks that do not check for accuracy. Dispelled if the user takes damage. The evasion does not take effect if the user's legs are bound. Has a 50% speed modifier.
    • Blizzard: Deals 100% ranged INT-based ice damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Entrapment: Counters all attacks to the Stalking Shadow with 85% melee STR-based stab damage to the attacker. Attempts to inflict panic on hit targets, with a 45% base chance. Initial prep has a 500% speed modifier. Counterattacks have a base accuracy of 99%.
    • Vertigo Lash: Deals 130% melee STR-based stab damage that pierces party rows. Attempts to inflict blind on hit targets, with a 25% base chance. Has a 90% speed modifier and a base accuracy of 99%.
    • Stalking Shadows always open with Camouflage.
    • Stalking Shadows can do one of two things after using Camouflage: Entrapment, or Blizzard.
      • Entrapment cannot be used consecutively between Camouflages.
      • If the Stalking Shadow is blinded, paralyzed, or has its legs bound, and it can use Entrapment, it will.
    • Stalking Shadows replace normal Attacks with Vertigo Lash at 60% HP or lower.
    • If this is the first turn, use Camouflage.
    • If the Stalking Shadow used Camouflage, and was not knocked out of it:
      • If Entrapment was not used last Camouflage:
        • If the Stalking Shadow is blinded, paralyzed, or has its legs bound, use Entrapment.
        • If the Stalking Shadow is at 40% HP or lower, 70% chance to use Entrapment.
        • If neither of the above happened, use Blizzard.
      • Otherwise, use Blizzard.
    • If the Stalking Shadow is at 60% HP or lower:
      • 60% chance to use Vertigo Lash.
      • 40% chance to use Camouflage.
    • If none of the above happened:
      • 40% chance to use Camouflage.
      • 60% chance to Attack.
    Drops:
    • Vibrant Tongue. 100% chance. Sells for 856 en.
      • Piercing Tongue (+57 ATK, +41 MAT, Vertigo Lash): Made from 1 Vibrant Tongue. Costs 6000 en.
      • Vivid Gloves (+2 DEF, +5 MDF, +15% Ailment Resistance): Made from 1 Vibrant Tongueand 1 Fish Scale (Swordfish Drop 1). Costs 3000 en.

    Starry Slug

    Level: 24
    HP: 234STR: 29INT: 33VIT: 18WIS: 37AGI: 26LUC: 25
    EXP Given: 193

    Damage Vulnerabilities:
    100% 150% 100%
    50% 50% 50%

    Disable Vulnerabilities:
    100% 100% 100% 100% 50% 150% 150%
    100% 100%
    100% 100% 100%
    • Zone Icicle: Deals heavy ice damage to one row of party members. Slightly slow, with average accuracy.
    • Zone Icicle: Deals 100% ranged INT-based ice damage to one row of party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Starry Slugs are extremely unlikely to use Zone Icicle if another Starry Slug already used it.
    • Otherwise, they're very likely to use it.
    • If Zone Icicle was already used on this turn, 10% chance to use Zone Icicle.
    • If not, 80% chance to use Zone Icicle.
    • If neither of the above happened, Attack.
    Drops:
    • Starry Case. 65% chance. Sells for 32 en.
      • Leaf Blazer (+12 DEF, +19 MDF): Made from 1 Starry Caseand 1 Violet Comb (Devilfish Drop 1). Costs 1000 en.
      • Ice Charm (+30% Ice Resistance): Made from 3 Starry Cases. Costs 2000 en.
    • Starry Night Toxin (Kill with poison damage). 100% chance. Sells for 80 en.
      • Knight's Round (+12 DEF, +10 MDF, +7 TP): Made from 1 Starry Night Toxin. Costs 700 en.

    Stoneray

    Level: 106
    HP: 1671STR: 168INT: 118VIT: 135WIS: 113AGI: 113LUC: 123
    EXP Given: 20811

    Damage Vulnerabilities:
    100% 100% 50%
    100% 150% 50%

    Disable Vulnerabilities:
    50% 50% 50% 100% 100% 50% 0%
    50% 50%
    50% 50% 0%
    • Rock Coil: Deals very heavy bash damage to one party member, with splash damage. Attempts to bind the head, arms, and legs of hit targets, with a medium chance. Slightly slow, with average accuracy.
    • Rock Coil: Deals 130% melee STR-based bash damage to one party member, with splash damage. Attempts to bind the head, arms, and legs of hit targets, with a 40% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Stonerays are likely to open with Rock Coil.
    • When Stonerays are at 50% HP or lower, they're far more likely to use Rock Coil.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Rock Coil.
      • Else, Attack.
    • If the Stoneray's HP is at 50% or lower:
      • 80% chance to use Rock Coil.
      • Else, Attack.
    • Else:
      • 40% chance to use Rock Coil.
      • Else, Attack.
    Drops:
    • Craggy Fish Skin. 40% chance. Sells for 1387 en.
      • Cross Cannon (+148 ATK, +114 MAT, LUC Up Lv4): Made from 2 Craggy Fish Skins. Costs 269000 en.
      • Kaleido Gloves (+45 DEF, +55 MDF): Made from 1 Wing Scale (Hazefly Drop 1) and 1 Craggy Fish Skin. Costs 123000 en.
      • Guardian (+60 DEF, +22 MDF): Made from 1 Craggy Fish Skinand 1 Tiny Tooth (Suicide Hare Drop 1). Costs 130000 en.
    • Flying Tailfin. 35% chance. Sells for 1459 en.
      • Tyrfing (+180 ATK, +154 MAT, AGI Up Lv4): Made from 1 Torn Monkey Nail (Mimic Aye-Aye Drop 1) and 1 Flying Tailfin. Costs 307000 en.
      • Knuckle Guards (+130 ATK, +149 MAT, TP Up Lv5): Made from 1 Flying Tailfinand 2 Wormwoods (Abyssal Shrine Take Item 1). Costs 189000 en.
      • Moth Pauldron (+81 DEF, +81 MDF): Made from 1 Carmine Wing (Moth Lord Drop 1) and 1 Flying Tailfin. Costs 189000 en.

    Storm Emperor

    Level: 96
    HP: 64298STR: 157INT: 165VIT: 118WIS: 109AGI: 105LUC: 118
    EXP Given: 488790

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 0%

    Disable Vulnerabilities:
    25% 50% 25% 25% 50% 0% 50%
    0% 10%
    25% 25% 25%
    • Volt Breath: Deals heavy volt damage to all party members. Extremely slow, and extremely accurate
    • Corrupt Howl: Removes all buffs from all party members. Attempts to instantly kill and inflict curse on all party members, with a low chance. Average speed.
    • Judgement: Deals heavy bash damage to all party members. Attempts to inflict paralysis on hit targets, with a medium-low chance. Slow, with average accuracy.
    • Soul Strike: Deals severe cut damage that pierces party rows. Heals the user for 500% of the damage dealt. Slightly slow, with average accuracy.
    • Binding Dance: Attempts to bind the head, arms, and legs of all party members, with a medium-low chance. Fast.
    • Volt Breath: Deals 90% ranged INT-based volt damage to all party members. Has a 50% speed modifier and a base accuracy of 180%.
    • Corrupt Howl: Removes all buffs from all party members. Attempts to instantly kill and inflict curse on all party members, with a 15% base chance. Has a 100% speed modifier.
    • Judgement: Deals 90% melee STR-based bash damage to all party members. Attempts to inflict paralysis on hit targets, with a 30% base chance. Has a 70% speed modifier and a base accuracy of 99%.
    • Soul Strike: Deals 135% melee STR-based cut damage that pierces party rows. Heals the user for 500% of the damage dealt. Has an 80% speed modifier and a base accuracy of 99%.
    • Binding Dance: Attempts to bind the head, arms, and legs of all party members, with a 30% base chance. Has a 120% speed modifier.
    • Storm Emperor summons the Golden Heart at the following times:
      • First time: When it falls below 75% HP.
      • Second time: When it falls below 40% HP.
      • Any further times: When the Golden Heart counter reaches 3 or more. This is incremented by 1 every turn after the second summoning that the Golden Heart isn't alive, and by 1 when Binding Dance is used after the second summoning.
    • Storm Emperor always opens with Volt Breath, and reuses it on turns that are multiples of 5 when it's not at 10% HP or lower.
    • Storm Emperor will react to its head being bound by spamming either Binding Dance or Soul Strike until the bind falls off.
    • Besides that, however, Storm Emperor can only use Binding Dance once per battle. The chance of this happening depends on the phase; higher phases have a higher chance of Binding Dance being used.
    • Storm Emperor counters the party having 11 or more buffs by using Corrupt Howl. This threshold is reduced to 7 or more at 50% HP or lower.
    • Storm Emperor's turn-to-turn actions are simple:
      • Phase 1 (No Summons): Judgement, Attack, repeat.
      • Phase 2 (1 Summon): Can use Binding Dance. Soul Strike, followed by either Judgement or a normal Attack. Soul Strike always follows Judgement.
      • Phase 3 (2 Summons): Can use Binding Dance. Soul Strike, Judgement, repeat.
      • Phase 4 (3+ Summons): Can use Binding Dance. Randomly uses either Soul Strike or Judgement.
    • Out-of-turn:
      • If the Golden Heart counter is at 3 or more, and the Golden Heart is not alive, summon the Golden Heart.
      • When the Storm Emperor has first fallen below 40% HP, if the Golden Heart is not alive, summon the Golden Heart.
      • When the Storm Emperor has first fallen below 75% HP, if the Golden Heart is not alive, summon the Golden Heart.
    • If this is the first turn, use Volt Breath.
    • If any enemies are below 50% HP, 20% chance to use Soul Strike.
    • If the Storm Emperor's head is bound:
      • 30% chance to use Binding Dance.
      • 70% chance to use Soul Strike.
    • If the party has 11 or more buffs, use Corrupt Howl.
    • If the Storm Emperor is below 50% HP, and the party has 7 or more buffs, use Corrupt Howl.
    • If the current turn is a multiple of 5, and the Storm Emperor is above 10% HP, use Volt Breath.
    • If the third Golden Heart summoning has occurred:
      • If Binding Dance hasn't been used yet, 40% chance to use Binding Dance.
      • 60% chance to use Soul Strike.
      • 40% chance to use Judgement.
    • If the second Golden Heart summoning has occurred:
      • If Binding Dance hasn't been used yet, 30% chance to use Binding Dance.
      • If Judgement was used last turn, use Soul Strike.
      • If Soul Strike was used last turn, use Judgement.
    • If the first Golden Heart summoning has occurred:
      • If Binding Dance hasn't been used yet, 20% chance to use Binding Dance.
      • If Judgement was used last turn, use Soul Strike.
      • 50% chance to use Judgement.
      • 50% chance to Attack.
    • If none of the above happened:
      • If an Attack was used last turn, use Judgement.
      • If Judgement was used last turn, Attack.
    Drops:
    • Emperor Scale. 100% chance. Sells for 54000 en.
      • Dragonbane (+204 ATK, +204 MAT, +8 HP, +8 TP, +8 All Stats): Made from 1 Dragon Scale (Great Dragon Drop 1) and 1 Blizzard Scale (Blizzard King Drop 1) and 1 Emperor Scale. Costs 620000 en.
      • Storm Charm (Immunity to volt): Made from 1 Emperor Scale. Costs 75000 en.
    • Emperor Barbel. 5% chance. Sells for 64800 en.
      • Holy Armor (+120 DEF, +80 MDF, +30 HP; PRT Only): Made from 1 Emperor Barbel. Costs 553000 en.
    • Thunderous Eye (Kill with volt damage). 100% chance. Sells for 70000 en.
      • Kerykeion (+210 ATK, +255 MAT, Curse Strike): Made from 1 Thunderous Eye. Costs 650000 en.

    Stun Ananas

    Level: 27
    HP: 256STR: 41INT: 26VIT: 19WIS: 39AGI: 20LUC: 35
    EXP Given: 211

    Damage Vulnerabilities:
    150% 150% 150%
    100% 100% 50%

    Disable Vulnerabilities:
    100% 100% 50% 150% 50% 100% 100%
    150% 100%
    100% 25% 100%
    • Stunning Juice: Used upon death to physical damage. Attempts to inflict paralysis on all party members, with a high chance.
    • Stunning Juice: Used upon death to physical damage. Attempts to inflict paralysis on all party members, with a 60% base chance.
    • Stun Ananases will only ever Attack.
    • Attack.
    Drops:
    • Beast's Hull. 60% chance. Sells for 45 en.
      • Spiked Bandages (+26 ATK, +26 MAT, STR Up Lv2): Made from 1 Thorned Ivy (Roper Drop 1) and 1 Beast's Hull. Costs 1850 en.
      • Pine Staff (+26 ATK, +43 MAT, HP Up Lv3): Made from 3 Beast's Hulls. Costs 2550 en.
      • Torador (+36 ATK, +27 MAT, AGI Up Lv3): Made from 1 Beast's Hull. Costs 2600 en.

    Suicide Hare

    Level: 99
    HP: 1313STR: 143INT: 122VIT: 121WIS: 120AGI: 95LUC: 109
    EXP Given: 12768

    Damage Vulnerabilities:
    50% 150% 50%
    50% 50% 50%

    Disable Vulnerabilities:
    50% 100% 100% 50% 50% 100% 50%
    100% 150%
    50% 0% 50%
    • Ominous Wind: Reduces all party members' attack by 30% and makes them act last for 4 turns. Slightly fast.
    • Self-Destruct: Deals very severe bash damage to all party members. Very slow, with average accuracy.
    • Ominous Wind: Reduces all party members' attack by 30% and makes them act last for 4 turns. Has a 110% speed modifier.
    • Self-Destruct: Deals 180% melee STR-based bash damage to all party members. Has a 60% speed modifier and a base accuracy of 99%.
    • Suicide Hares are very likely to open with Ominous Wind, but they won't stack it if another Suicide Hare already used it.
    • Suicide Hares will use Self-Destruct in response to taking any damage at all.
    • If the Suicide Hare has taken any damage, use Self-Destruct.
    • If no party members have the Ominous Wind debuff, and Ominous Wind wasn't already used on this turn, 90% chance to use Ominous Wind.
    • Otherwise, Attack.
    Drops:
    • Tiny Tooth. 30% chance. Sells for 895 en.
      • Violent Gale (+156 ATK, +73 MAT, AGI Up Lv4): Made from 1 Tiny Toothand 1 Metal Walnut (Abyssal Shrine Chop Item 1). Costs 217000 en.
      • Bunny Boots (+26 DEF, +58 MDF): Made from 2 Tiny Tooths. Costs 75000 en.
      • Guardian (+60 DEF, +22 MDF): Made from 1 Craggy Fish Skin (Stoneray Drop 1) and 1 Tiny Tooth. Costs 130000 en.
    • Fiendish Mane. 30% chance. Sells for 910 en.
      • Azure Wand (+166 ATK, +166 MAT, -2% Base Accuracy, VIT Up Lv4): Made from 2 Fiendish Manes. Costs 197000 en.
      • Albatross Mail (+91 DEF, +84 MDF, +18 HP): Made from 1 Pelican Tail (Gourmet Pelican Drop 1) and 1 Fiendish Mane. Costs 245000 en.
      • Tschapka (+42 DEF, +27 MDF): Made from 1 Morado (Abyssal Shrine Chop Item 2) and 1 Fiendish Mane. Costs 80000 en.
    • Screaming Snout (Kill with instant death). 100% chance. Sells for 2346 en.
      • Formaldehyde (Gives all drops of all enemies killed on turn of use): Made from 1 Screaming Snout. Costs 5000 en.

    Suicide Ooze

    Level: 33
    HP: 677STR: 37INT: 35VIT: 30WIS: 27AGI: 22LUC: 31
    EXP Given: 718

    Damage Vulnerabilities:
    50% 50% 50%
    100% 150% 100%

    Disable Vulnerabilities:
    100% 100% 150% 100% 50% 100% 100%
    100% 100%
    100% 100% 100%
    • Flame Burst: Deals very severe fire damage to all party members. Slightly slow, with average accuracy.
    • Flame Burst: Deals 160% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Suicide Oozes start using Flame Burst when 3 or more turns have passed.
    • If the Suicide Ooze is the only enemy in the battle, and less than 3 turns have passed since the start of battle, split apart into 3 Spawned Oozes.
    • Otherwise:
      • 80% chance to use Flame Burst.
      • 20% chance to Attack.

    Sunflower

    Level: 44
    HP: 571STR: 37INT: 53VIT: 45WIS: 38AGI: 38LUC: 36
    EXP Given: 909

    Damage Vulnerabilities:
    150% 100% 100%
    50% 50% 50%

    Disable Vulnerabilities:
    100% 100% 100% 100% 50% 100% 100%
    10% 150%
    100% 100% 50%
    • Solar Flame: Does nothing for one turn. On the next turn, deals severe fire damage to all party members. Slightly slow, and extremely accurate.
    • Solar Flame: Does nothing for one turn. On the next turn, deals 150% ranged INT-based fire damage to all party members. Has an 80% speed modifier and a base accuracy of 135%.
    • Sunflowers always open with Solar Flame.
    • At high HP, Sunflowers wait 3 turns between Solar Flames.
    • Sunflowers always use Solar Flame when they're at low HP.
    • If the Sunflower prepared Solar Flame last turn, use Solar Flame.
    • If Solar Flame has not been used yet, prepare Solar Flame.
    • If the Sunflower is at 50% HP or lower, prepare Solar Flame.
    • If none of the above happened:
      • If 3 or more turns have passed since the Sunflower last used Solar Flame, prepare Solar Flame.
      • Otherwise, Attack.
    Drops:
    • Ray Flower. 60% chance. Sells for 135 en.
      • Rapidfang Gun (+61 ATK, +47 MAT): Made from 1 Brass Fang (Rushing Raptor Drop 1) and 1 Ray Flower. Costs 12000 en.
      • Francis (+58 ATK, +26 MAT, HP Up Lv3): Made from 1 Ray Flowerand 1 Gel Core (Cube Gel Drop 1). Costs 9250 en.
      • Life Belt (+50 HP): Made from 4 Ray Flowers. Costs 12000 en.

    Swordfish

    Level: 36
    HP: 484STR: 53INT: 39VIT: 36WIS: 33AGI: 35LUC: 36
    EXP Given: 652

    Damage Vulnerabilities:
    100% 100% 100%
    150% 50% 100%

    Disable Vulnerabilities:
    100% 50% 100% 150% 100% 50% 100%
    100% 100%
    100% 100% 100%
    • Sudden Slash: Deals medium cut damage to one party member at the start of the turn. Attempts to stun the target, with an extremely high chance. Average accuracy.
    • Sudden Slash: Deals 80% melee STR-based cut damage to one party member. Attempts to stun the target, with an 85% base chance. Has a 200% speed modifier and a base accuracy of 99%.
    • Swordfishes are far more likely to use Sudden Slash than they are to Attack.
    • 80% chance to use Sudden Slash.
    • 20% chance to Attack.
    Drops:
    • Fish Scale. 75% chance. Sells for 66 en.
      • Jintachi (+46 ATK, +23 MAT, TP Up Lv3): Made from 2 Fish Scales. Costs 4000 en.
      • Vivid Gloves (+2 DEF, +5 MDF, +15% Ailment Resistance): Made from 1 Vibrant Tongue (Stalking Shadow Drop 1) and 1 Fish Scale. Costs 3000 en.
      • Scale Boots (+12 DEF, +12 MDF): Made from 1 Fish Scaleand 1 Purple Hyoid (Purple Anoir Drop 1). Costs 2200 en.

    Thunder Hare

    Level: 82
    HP: 788STR: 105INT: 110VIT: 89WIS: 74AGI: 80LUC: 68
    EXP Given: 4053

    Damage Vulnerabilities:
    150% 150% 150%
    50% 50% 0%

    Disable Vulnerabilities:
    50% 50% 100% 100% 50% 100% 150%
    100% 50%
    50% 100% 150%
    • Heavenly Bolt: Deals 2 instances of heavy volt damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and extremely accurate.
    • Heavenly Bolt: Deals 2 instances of 110% ranged INT-based volt damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a base accuracy of 150%.
    • Thunder Hares are far more likely to use Heavenly Bolt than they are to Attack.
    • 80% chance to use Heavenly Bolt.
    • 20% chance to Attack.
    Drops:
    • Fluffy Black Ear. 40% chance. Sells for 884 en.
      • Leporine Staff (+77 ATK, +137 MAT, WIS Up Lv4): Made from 1 Fluffy Black Earand 1 Springy Cork (Yggdrasil Labyrinth Chop Item 2). Costs 116000 en.
      • Gendawa (+98 ATK, +104 MAT, TP Up Lv5): Made from 1 Locust Leg (Curse Locust Drop 1) and 1 Fluffy Black Ear. Costs 95000 en.
      • Bunny Robe (+47 DEF, +71 MDF): Made from 2 Fluffy Black Ears. Costs 79000 en.

    Toad Marshal

    Level: 82
    HP: 24432STR: 121INT: 113VIT: 88WIS: 80AGI: 75LUC: 71
    EXP Given: 76915

    Damage Vulnerabilities:
    100% 100% 100%
    100% 150% 100%

    Disable Vulnerabilities:
    50% 50% 50% 25% 50% 25% 25%
    10% 50%
    50% 50% 50%
    • Licking: Reduces all party members' defense by 50% for 4 turns. Slightly slow.
    • Freezing Jump: Deals very heavy ice damage to one row of party members. Slightly slow, with average accuracy.
    • Dive Twister: Deals very heavy bash damage to all party members. Very slow, with average accuracy.
    • Licking: Reduces all party members' defense by 50% for 4 turns. Has an 80% speed modifier.
    • Freezing Jump: Deals 120% ranged INT-based ice damage to one row of party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Dive Twister: Deals 115% melee STR-based bash damage to all party members. Has a 60% speed modifier and a base accuracy of 99%.
    • Toad Marshals always open with Licking. They'll use it again every 5 turns.
    • Toad Marshals always use Dive Twister when they first fall below 65% HP.
    • At low HP, Toad Marshals have a small chance to use Dive Twister instead of Licking.
    • Besides that, Toad Marshals randomly use either Freezing Jump or normal Attacks, with Dive Twister being added at low HP.
    • If Licking hasn't been used yet, use Licking.
    • If the Toad Marshal is at 65% HP or lower:
      • If Dive Twister hasn't been used yet, use Dive Twister.
      • 15% chance to use Dive Twister.
      • If the current turn is a multiple of 5, use Licking.
      • 25% chance to use Dive Twister.
      • 40% chance to use Freezing Jump.
      • 20% chance to Attack.
    • If none of the above happened:
      • If the current turn is a multiple of 5, use Licking.
      • 60% chance to use Freezing Jump.
      • 40% chance to Attack.
    Drops:
    • Spotted Tongue. 100% chance. Sells for 11500 en.
      • Leopardfrog Bow (+103 ATK, +110 MAT, Lick): Made from 1 Spotted Tongueand 1 Canine Jawbone (Spotted Hound Drop 1). Costs 84500 en.
      • Crapaud Dress (+45 DEF, +56 MDF, +16 HP): Made from 1 Spotted Tongue. Costs 66600 en.

    Tortiron

    Level: 79
    HP: 1689STR: 108INT: 48VIT: 78WIS: 86AGI: 51LUC: 72
    EXP Given: 9822

    Damage Vulnerabilities:
    50% 50% 50%
    150% 150% 150%

    Disable Vulnerabilities:
    100% 50% 100% 50% 100% 50% 50%
    100% 0%
    100% 50% 150%
    • Limb Crusher: Deals severe bash damage to one party member, with splash damage. Attempts to bind the arms and legs of hit targets, with a moderately low chance per bind type. Slightly slow, with very high accuracy.
    • Limb Crusher: Deals 140% melee STR-based bash damage to one party member, with splash damage. Attempts to bind the arms and legs of hit targets, with a 25% base chance per bind type. Has an 80% speed modifier and a base accuracy of 120%.
    • Tortirons are likely to open with Limb Crusher.
    • When Tortiorns are at 50% HP or lower, they're far more likely to use Limb Crusher.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Limb Crusher.
      • Else, Attack.
    • If the Armor Tortoise's HP is at 50% or lower:
      • 80% chance to use Limb Crusher.
      • Else, Attack.
    • Else:
      • 40% chance to use Limb Crusher.
      • Else, Attack.
    Drops:
    • Black Carapace. 80% chance. Sells for 1576 en.
      • Kamewari (+117 ATK, +68 MAT, STR Up Lv3): Made from 1 Black Carapace. Costs 118000 en.
      • Pickelhaube (+31 DEF, +21 MDF): Made from 1 Black Dewclaw (Spotted Hound Drop 2) and 1 Black Carapace. Costs 36500 en.
      • Tinbe (+41 DEF, +13 MDF): Made from 1 Black Carapaceand 1 Snow Beast Horn (Ice Squirrel Drop 2). Costs 45400 en.
    • Shelled Leg (Kill while legs are bound). 100% chance. Sells for 2353 en.
      • Metalfoot Knife (+90 ATK, +114 MAT, Limb Crusher): Made from 1 Shelled Leg. Costs 83000 en.

    Towering Ooze

    Level: 20
    HP: 329STR: 29INT: 26VIT: 23WIS: 21AGI: 18LUC: 29
    EXP Given: 272

    Damage Vulnerabilities:
    50% 50% 50%
    150% 150% 150%

    Disable Vulnerabilities:
    100% 50% 100% 100% 50% 100% 100%
    150% 100%
    100% 50% 100%
    • Sweet Mist: Attempts to inflict poison and sleep on all party members, with a moderately low chance and medium to heavy poison damage. Average speed.
    • Drain: Deals heavy bash damage to one party member. Heals the user for 180% of the damage dealt. Average speed, with average accuracy.
    • Sweet Mist: Attempts to inflict poison and sleep on all party members, with a 20% base chance and a poison damage range of 42 to 70. Has a 100% speed modifier.
    • Drain: Deals 120% melee STR-based bash damage to one party member. Heals the user for 180% of the damage dealt. Has a 100% speed modifier and a base accuracy of 99%.
    • Towering Oozes are very likely to target asleep party members with Drain.
    • Towering Oozes are very likely to open with Sweet Mist. They're also likely to use it if they're in the back row.
    • At low HP, Towering Oozes start prioritizing Drain.
    • If any party members are asleep, and the Towering Ooze is not in the back row:
      • 80% chance to use Drain, targeting party members who are asleep.
      • 20% chance to Attack, targeting party members who are asleep.
    • If the Towering Ooze is in the back row, 50% chance to use Sweet Mist.
    • If this is the first turn, 80% chance to use Sweet Mist.
    • If the Towering Ooze is at 25% HP or lower:
      • 80% chance to use Drain.
      • 20% chance to Attack.
    • If the Towering Ooze is at 80% HP or lower:
      • 80% chance to use Sweet Mist.
      • 20% chance to Attack.
    • If none of the above happened:
      • 40% chance to use Sweet Mist.
      • 60% chance to Attack.
    Drops:
    • Rainbow Gel. 100% chance. Sells for 33 en.
      • Arc-en-ciel (+22 ATK, +24 MAT, LUC Up Lv1): Made from 1 Rainbow Geland 1 Scrap Iron (Primitive Jungle Mine Item 1). Costs 570 en.
      • Rainbow Bracers (+6 DEF, +8 MDF): Made from 1 Rainbow Geland 1 Laterite (Primitive Jungle Mine Item 2). Costs 340 en.

    Toxic Caterpillar

    Level: 39
    HP: 629STR: 48INT: 34VIT: 38WIS: 34AGI: 25LUC: 35
    EXP Given: 748

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    100% 150% 150% 50% 100% 50% 100%
    100% 100%
    100% 50% 100%
    • Noxious Fang: Deals medium-heavy bash damage to all party members. Attempts to inflict poison on hit targets, with a moderate chance, and heavy poison damage. Slightly slow, with average accuracy.
    • Noxious Fang: Deals 80% melee STR-based bash damage to all party members. Attempts to inflict poison on hit targets, with a 25% base chance, and a poison damage range of 55 to 90. Has an 80% speed modifier and a base accuracy of 99%.
    • Toxic Caterpillars are very unlikely to stack Noxious Fang usages at high HP. At low HP, though, they will gladly spam it.
    • If the Toxic Caterpillar is at 50% HP or lower:
      • 80% chance to use Noxious Fang.
      • 20% chance to Attack.
    • If the above didn't happen:
      • If Noxious Fang was already used on this turn, 20% chance to use Noxious Fang.
      • If not, 60% chance to use Noxious Fang.
      • If neither of the above happened, Attack.

    Toxipede

    Level: 80
    HP: 23088STR: 125INT: 71VIT: 86WIS: 83AGI: 53LUC: 78
    EXP Given: 70835

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    50% 0% 50% 50% 50% 50% 50%
    10% 50%
    25% 50% 50%
    • Toxic Comet: Deals heavy cut damage to 4-6 random party members. Attempts to inflict poison on hit targets, with a medium chance, and medium poison damage. Slightly slow, and very accurate.
    • Riposte Fang: Deals severe cut damage that pierces party rows. Instantly kills targets with ailments. Slightly slow, and very accurate.
    • Toxic Comet: Deals 110% melee STR-based cut damage to 4-6 random party members. Attempts to inflict poison on hit targets, with a 35% base chance, and a poison damage range of 85 to 137. Has an 80% speed modifier and a base accuracy of 140%.
    • Riposte Fang: Deals 150% melee STR-based cut damage that pierces party rows. If a target is afflicted with an ailment, they instead take 300% melee STR-based cut damage. Attempts to instantly kill hit targets that are afflicted with ailments, with a 200% base chance. Has an 80% speed modifier and a base accuracy of 150%.
    • Toxipedes always use Riposte Fang if any party members are asleep or poisoned.
    • Toxipedes always open with Toxic Comet, if the party wasn't blindsided.
    • At high HP, Toxipedes will not use Toxic Comet consecutively.
    • If any party members are asleep or poisoned, use Riposte Fang.
    • If this is the first turn, and the party wasn't blindsided, use Riposte Fang.
    • If the Toxipedge is at 40% HP or lower:
      • 80% chance to use Toxic Comet.
      • 20% chance to Attack.
    • If none of the above happened:
      • If Toxic Comet wasn't used last turn, 70% chance to use Toxic Comet.
      • If the above didn't happen, Attack.
    Drops:
    • Metal Pincer. 100% chance. Sells for 12400 en.
      • Crawler Knuckles (+99 ATK, +91 MAT, Toxic Comet): Made from 1 Metal Pincer. Costs 79000 en.
      • Toxic Bug Armor (+64 DEF, +51 MDF, +30% Poison Resistance): Made from 1 Metal Pincerand 1 Exposed Root (Northern Shrine Chop Item 1). Costs 86000 en.

    Tree Rat

    Level: 5
    HP: 129STR: 24INT: 16VIT: 20WIS: 18AGI: 26LUC: 16
    EXP Given: 35

    Damage Vulnerabilities:
    100% 100% 100%
    150% 100% 100%

    Disable Vulnerabilities:
    100% 100% 100% 150% 100% 150% 100%
    100% 100%
    100% 150% 100%


    • Tree Rats will only ever use normal Attacks.
    • Attack.
    Drops:
    • Small Tooth. 75% chance. Sells for 7 en.
      • Framea (+18 ATK, +15 MAT, STR Up Lv1): Made from 1 Grasseater Leg (Grasseater Drop 2) and 1 Small Tooth. Costs 290 en.
      • Small Sword (+20 ATK, +20 MAT, INT Up Lv1): Made from 1 Small Tooth. Costs 260 en.
      • Studded Gloves (+4 DEF, +5 MDF): Made from 2 Small Toothsand 1 Ape Bone (Angry Baboon Drop 1). Costs 130 en.

    Undead Soldier

    Level: 84
    HP: 1211STR: 125INT: 108VIT: 92WIS: 92AGI: 75LUC: 65
    EXP Given: 6931

    Damage Vulnerabilities:
    50% 50% 100%
    150% 150% 150%

    Disable Vulnerabilities:
    100% 150% 150% 100% 100% 100% 50%
    0% 100%
    50% 50% 50%
    • Glinting Blade: Chases elemental attacks with heavy damage of the element that was chased. Average speed.
    • Glinting Blade: Chases elemental attacks with 100% melee STR-based damage of the element that was chased. Has a base accuracy of 99%.
    • Undead Soldiers are extremely likely to use Glinting Blade when any other enemy uses elemental attacks.
    • If any elemental skill was used by any enemy on this turn, 90% chance to use Glinting Blade.
    • Otherwise, Attack.
    Drops:
    • Silver Shard. 50% chance. Sells for 1017 en.
      • Ichimonji (+134 ATK, +71 MAT, VIT Up Lv4): Made from 1 Silver Shardand 1 Beetle Jaw (Giraffa Beetle Drop 1). Costs 133000 en.
      • Radschloss (+108 ATK, +82 MAT, WIS Up Lv4): Made from 1 Silver Shard. Costs 120000 en.
      • Blade Boots (+23 DEF, +35 MDF, +5 STR): Made from 1 Soft Sickle (Indignant Mantis Drop 1) and 1 Silver Shard. Costs 49000 en.
    • Holed Blade (Kill with stab damage). 100% chance. Sells for 1111 en.
      • Elemental Guard (+15% Elemental Resistance): Made from 1 Holed Blade. Costs 75000 en.

    Venomfly

    Level: 42
    HP: 371STR: 40INT: 43VIT: 37WIS: 37AGI: 37LUC: 43
    EXP Given: 893

    Damage Vulnerabilities:
    100% 150% 100%
    100% 100% 150%

    Disable Vulnerabilities:
    100% 50% 150% 100% 100% 100% 100%
    100% 100%
    50% 150% 100%
    • Poison Dust: Attempts to inflict poison on one row of party members, with a medium-low chance and medium poison damage. Slightly slow.
    • Poison Dust: Attempts to inflict poison on one row of party members, with a 30% base chance and a poison damage range of 53 to 90. Has an 80% speed modifier.
    • Venomflies are very likely to use Poison Dust. Poison Dust will deliberately target party members who are not poisoned.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Poison Dust.
      • Else, Attack.
    • If all party members are poisoned, Attack.
    • If none of the above happened:
      • 70% chance to use Poison Dust, targeting party members who are not poisoned.
      • 30% chance to Attack.
    Drops:
    • Poison Wing. 55% chance. Sells for 127 en.
      • Hindi (+46 ATK, +49 MAT, AGI Up Lv3): Made from 1 Poison Wingand 2 Handy Branchs (Ancient Forest Chop Item 1). Costs 7800 en.
      • Butterfly Hairpin (+16 DEF, +11 MDF): Made from 2 Poison Wings. Costs 4000 en.

    Venomshroom

    Level: 60
    HP: 452STR: 68INT: 63VIT: 57WIS: 64AGI: 53LUC: 64
    EXP Given: 2051

    Damage Vulnerabilities:
    150% 100% 100%
    150% 10% 100%

    Disable Vulnerabilities:
    100% 50% 150% 150% 100% 100% 100%
    100% 100%
    100% 100% 100%
    • Poison Spores: Attempts to inflict poison on one row of party members, with a medium-low chance, and heavy poison damage. Average speed.
    • Poison Spores: Attempts to inflict poison on one row of party members, with a 35% base chance, and a poison damage range of 91 to 135. Has a 100% speed modifier.
    • Venomshrooms are likely to open with Poison Spores, and are slightly less likely (but still likely) to use Poison Spores on other turns.
    • If this is the first turn, and the party wasn't blindsided:
      • 80% chance to use Poison Spores.
      • 20% chance to Attack.
    • If all party members are poisoned, Attack.
    • If none of the above happened:
      • 60% chance to use Poison Spores, targeting party members who aren't poisoned.
      • 40% chance to Attack.
    Drops:
    • Poison Ferrule. 50% chance. Sells for 349 en.
      • Needle Scythe (+69 ATK, +72 MAT, AGI Up Lv3): Made from 1 Trileaf Stalk (Golden Lair Chop Item 2) and 1 Poison Ferrule. Costs 29500 en.
      • Poison Earring (Immunity to poison): Made from 3 Poison Ferrules. Costs 500 en.
      • Poison Gas (Attempts to inflict poison on all enemies; 45% base chance, 50 poison factor, 80% speed modifier): Made from 1 Poison Ferrule. Costs 250 en.

    Venom Ooze

    Level: 14
    HP: 118STR: 20INT: 23VIT: 21WIS: 21AGI: 11LUC: 26
    EXP Given: 81

    Damage Vulnerabilities:
    50% 50% 50%
    150% 150% 150%

    Disable Vulnerabilities:
    100% 50% 150% 100% 100% 100% 100%
    100% 100%
    100% 100% 100%
    • Poison Breath: Attempts to inflict poison on one party member, with a high chance, and medium to heavy poison damage. Average speed.
    • Poison Breath: Attempts to inflict poison on one party member, with a 65% base chance, and a poison damage range of 34 to 60. Has a 100% speed modifier.
    • Venom Oozes are very likely to open with Poison Breath.
    • Venom Oozes will always attack when any party members are asleep.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Poison Breath.
      • 20% chance to Attack.
    • If any party members are asleep, Attack.
    • If all party members are poisoned, Attack.
    • Otherwise:
      • 60% chance to use Poison Breath, targeting party members who are not poisoned.
      • 40% chance to Attack.
    Drops:
    • Violet Ore. 65% chance. Sells for 16 en.
      • Ooze Helmet (+8 DEF, +5 MDF): Made from 1 Violet Oreand 1 Light Hardwood (Primitive Jungle Chop Item 1). Costs 400 en.
      • Guard Sole (Nullifies damage and muddy tiles): Made from 1 Violet Ore. Costs 180 en.

    Volt Cat

    Level: 57
    HP: 766STR: 62INT: 74VIT: 55WIS: 75AGI: 50LUC: 48
    EXP Given: 2577

    Damage Vulnerabilities:
    100% 100% 100%
    50% 100% 50%

    Disable Vulnerabilities:
    150% 100% 100% 150% 50% 100% 100%
    100% 100%
    150% 100% 100%
    • Thunderclap: Deals heavy damage to one row of party members. Slightly slow, with average accuracy.
    • Thunderclap: Deals 100% ranged INT-based volt damage to one row of party members. Has an 80% speed modifier and a base accuracy of 99%.
    • Volt Cats are likely to open with Thunderclap.
    • When Volt Cats are at 50% HP or lower, they're far more likely to use Thunderclap.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Thunderclap.
      • Else, Attack.
    • If the Volt Cat's HP is at 50% or lower:
      • 80% chance to use Thunderclap.
      • Else, Attack.
    • Else:
      • 40% chance to use Thunderclap.
      • Else, Attack.
    Drops:
    • Sharp Claw. 70% chance. Sells for 391 en.
      • Volt Gun (+67 ATK, +52 MAT, AGI Up Lv3): Made from 1 Sharp Clawand 1 Red Iron Chip (Rattle Nozuchi Drop 1). Costs 30500 en.
      • Saetta (+76 ATK, +35 MAT, WIS Up Lv3): Made from 1 Sharp Claw. Costs 26500 en.
      • Stained Bracers (+16 DEF, +22 MDF): Made from 1 Spotted Skin (Spotted Slug Drop 1) and 1 Sharp Claw. Costs 9400 en.
    • Panicked Fang (Kill while panicked). 100% chance. Sells for 784 en.
      • Lightning Blade (+70 ATK, +60 MAT, Wide Spark): Made from 1 Panicked Fang. Costs 27000 en.

    Wandering Eye

    Level: 124
    HP: 67741STR: 209INT: 195VIT: 160WIS: 163AGI: 133LUC: 149
    EXP Given: 289845

    Damage Vulnerabilities:
    100% 100% 100%
    100% 100% 100%

    Disable Vulnerabilities:
    75% 75% 25% 0% 25% 75% 25%
    10% 10%
    75% 50% 50%
    • Piercing Gaze: Deals heavy volt damage that pierces party rows. Attempts to stun hit targets, with an extremely high chance. Very fast, with average accuracy.
    • Severing Claw: Deals very severe cut damage to 3 random party members. Attempts to bind the head, arms, and legs of hit targets, with a medium chance. Slightly slow, with average accuracy.
    • Enchanted Eyes: Deals medium fire damage to all party members. Reduces hit targets' defense by 50% for 4 turns. Extremely slow, with average accuracy.
    • Crazy Eye: Attempts to instantly kill all party members, with a moderate chance. Slightly slow.
    • Piercing Gaze: Deals 90% ranged INT-based volt damage that pierces party rows. Attempts to stun hit targets, with a 85% base chance. Has a 140% speed modifier and a base accuracy of 99%.
    • Severing Claw: Deals 120% melee STR-based cut damage to 3 random party members. Attempts to bind the head, arms, and legs of hit targets, with a 30% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Enchanted Eyes: Deals 65% ranged INT-based fire damage to all party members. Reduces hit targets' defense by 50% for 4 turns. Has a 40% speed modifier aand a base accuracy of 99%.
    • Crazy Eye: Attempts to instantly kill all party members, with a 15% base chance. Has an 80% speed modifier.
    • Wandering Eyes always open with Peircing Gaze.
    • When Wandering Eyes first have their arms or legs bound, they will respond with Enchanted Eyes. This enables random usage of Enchanted Eyes.
    • When Wandering Eyes are first afflicted with an ailment, they will respond with Crazy Eye. This enables random usage of Crazy Eye.
    • Wandering Eyes are very likely to use Severing Claw if their heads are bound.
    • If the Wandering Eye's arms or legs are bound, and it hasn't used Enchanted Eyes because of this, use Enchanted Eyes.
    • If the Wandering Eye is afflicted with any ailment, and it hasn't used Crazy Eye because of this, use Crazy Eye.
    • If Piercing Gaze hasn't been used yet, use Piercing Gaze.
    • If the Wandering Eye is at 40% HP or lower:
      • If Enchanted Eyes has been used before, 30% chance to use Enchanted Eyes.
      • 55% chance to use Severing Claw.
      • If the Wandering Eye's head is bound, 90% chance to use Severing Claw.
      • If Crazy Eye has been used before, 80% chance to use Crazy Eye.
      • 95% chance to use Piercing Gaze.
      • If none of the above happened, Attack.
    • If none of the above happened:
      • 40% chance to use Severing Claw.
      • If the Wandering Eye's head is bound, 90% chance to use Severing Claw.
      • If Enchanted Eyes has been used before, 75% chance to use Enchanted Eyes.
      • If Crazy Eye has been used before, 85% chance to use Crazy Eye.
      • 95% chance to use Piercing Gaze.
      • If none of the above happened, Attack.
    Drops:
    • Evil Wing Bone. 100% chance. Sells for 21600 en.
      • Madness Staff (+130 ATK, +224 MAT, Enchanted Eyes): Made from 1 Evil Wing Bone. Costs 339000 en.
      • Spica Pumps (+33 DEF, +60 MDF): Made from 1 Evil Wing Boneand 1 Torn Monkey Nail (Mimic Aye-Aye Drop 1). Costs 107000 en.
    • Writhing Arm (Kill while arms are bound). 100% chance. Sells for 50000 en.
      • Bind Charm (+50% Bind Resistance): Made from 1 Writhing Arm. Costs 100000 en.

    War Bison

    Level: 33
    HP: 677STR: 50INT: 23VIT: 32WIS: 30AGI: 27LUC: 28
    EXP Given: 1197

    Damage Vulnerabilities:
    100% 50% 100%
    150% 50% 100%

    Disable Vulnerabilities:
    150% 50% 100% 100% 100% 100% 150%
    100% 100%
    100% 100% 50%
    • Stampede: Deals heavy bash damage to all party members. Slightly slow, and very accurate.
    • Stampede: Deals 100% melee STR-based bash damage to all party members. Has an 80% speed modifier and a base accuracy of 120%.
    • War Bisons are likely to open with Stampede.
    • At high HP, War Bisons will not use Stampede consecutively.
    • When War Bisons are at 50% HP or lower, they're far more likely to use Stampede.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Stampede.
      • Else, Attack.
    • If the War Bison's HP is at 50% or lower:
      • 80% chance to use Stampede.
      • Else, Attack.
    • Else:
      • If Stampede wasn't used last turn, 40% chance to use Stampede.
      • Else, Attack.
    Drops:
    • Metal Horn. 80% chance. Sells for 124 en.
      • Pinuti (+41 ATK, +42 MAT, INT Up Lv2): Made from 1 Indigo Vine (Wrath Bloom Drop 1) and 1 Metal Horn. Costs 2930 en.
      • Cinquedea (+34 ATK, +44 MAT, WIS Up Lv3): Made from 1 Metal Horn. Costs 3000 en.
      • Spike Shield (+16 DEF, +6 MDF): Made from 1 Flaming Tail (Flame Lizard Drop 2) and 1 Metal Horn. Costs 1800 en.

    Whorled Puffer

    Level: 47
    HP: 916STR: 50INT: 52VIT: 30WIS: 29AGI: 42LUC: 54
    EXP Given: 1011

    Damage Vulnerabilities:
    200% 200% 200%
    200% 200% 200%

    Disable Vulnerabilities:
    50% 50% 50% 50% 50% 50% 50%
    100% 10%
    150% 150% 150%
    • Foul Spew: Attempts to inflict curse on all party members, with a moderate chance. Average speed.
    • Foul Spew: Attempts to inflict curse on all party members, with a 25% base chance. Has a 100% speed modifier.
    • Whorled Puffers will always attack if all party members are cursed.
    • Whorled Puffers are far more likely to use Foul Spew than normal Attacks.
    • If all party members are cursed, Attack.
    • 80% chance to use Foul Spew.
    • 20% chance to Attack.
    Drops:
    • Spherical Bone. 50% chance. Sells for 164 en.
      • Coin Loafers (+10 DEF, +23 MDF): Made from 4 Spherical Bones. Costs 4700 en.
      • Vortex Ring (Immunity to curse): Made from 2 Spherical Bones. Costs 500 en.
      • Curse Gas (Attempts to inflict curse on all enemies; 50% base chance, 80% speed modifier): Made from 1 Spherical Bone. Costs 250 en.
    • Stunned Pellicle (Kill while paralyzed). 100% chance. Sells for 245 en.
      • Rush Guard (+23 DEF, +44 MDF, +15% Ice Resistance): Made from 1 Stunned Pellicle. Costs 11600 en.

    Wicked Silurus

    Level: 26
    HP: 7993STR: 42INT: 40VIT: 24WIS: 24AGI: 25LUC: 27
    EXP Given: 6770

    Damage Vulnerabilities:
    100% 100% 100%
    100% 100% 150%

    Disable Vulnerabilities:
    75% 50% 75% 25% 50% 50% 50%
    0% 10%
    50% 50% 50%
    • Mud Throw: Deals heavy ice damage to one row of party members. Attempts to inflict blind on hit targets, with a very high chance. Very fast, and extremely accurate.
    • Whip Ripper: Deals very heavy cut damage to 3-6 random party members. Average speed, with average accuracy.
    • Fin Strike: Deals severe bash damage to one party member, with splash damage. Reduces hit targets' elemental defense by 50% for 4 turns. Slightly slow, with average accuracy.
    • Ram: Deals severe bash damage that pierces party rows. Attempts to inflict panic on hit targets, with a medium-high chance. Very slow, with average accuracy.
    • Marsh Dive: Causes Wicked Silurus to dive at the end of the turn. The amount of holes generated depends on Wicked Silurus's HP: 2 at 90% HP to 76% HP, 3 at 75% to 51% HP, 4 at 50% to 26% HP, and 6 and 25% HP or lower.
    • Earthquake: Deals very heavy almighty damage to all party members. Extremely accurate.
    • Rest: Restores 350 HP to Wicked Silurus.
    • Mud Throw: Deals 100% ranged INT-based ice damage to one row of party members. Attempts to inflict blind on hit targets, with a 70% base chance. Has a 130% speed modifier and a base accuracy of 150%.
    • Whip Ripper: Deals 130% melee STR-based cut damage to 3-6 random party members. Has a 100% speed modifier and a base accuracy of 99%.
    • Fin Strike: Deals 140% melee STR-based bash damage to one party member, with splash damage. Reduces hit targets' elemental defense by 50% for 4 turns. Has a 80% speed modifier and a base accuracy of 99%.
    • Ram: Deals 140% melee STR-based bash damage that pierces party rows. Attempts to inflict panic on hit targets, with a 45% base chance. Has a 60% speed modifier and a base accuracy of 99%.
    • Marsh Dive: Causes Wicked Silurus to dive at the end of the turn. The amount of holes generated depends on Wicked Silurus's HP: 2 at 90% HP to 76% HP, 3 at 75% to 51% HP, 4 at 50% to 26% HP, and 6 and 25% HP or lower.
    • Earthquake: Deals 130% ranged INT-based almighty damage to all party members. Has a base accuracy of 150%.
    • Rest: Restores 350 HP to Wicked Silurus.
    • When Wicked Silurus is diving, if it is not damaged, it will use Rest at the end of the turn. If it is, it will use Earthquake, and stop diving.
    • When Wicked Silurus emerges from a dive, it starts a countdown until it can next use Marsh Dive again. At 3-4 turns, it has a low to moderately low chance of using it again, depending on its current HP. At 5 turns, it's guaranteed to dive again.
    • Wicked Silurus cannot use Mud Throw consecutively.
    • Wicked Silurus will always use Ram when it first falls below 50% HP.
    • Wicked Silurus starts using Fin Strike at 75% HP and lower.
    • Besides all that, Wicked Silurus just randomly uses any of the skills it's already used. The more dangerous skills are prioritized at lower HP.
    • If Wicked Silurus is currently in the Dive state:
      • If Wicked Silurus was damaged while Diving, use Earthquake.
      • Otherwise, use Rest.
    • If Wicked Silurus is at 25% HP or lower:
      • If 6-Hole Marsh Dive has not been used yet, use 6-Hole Marsh Dive, and enable Mud Throw.
      • If 3 turns have passed since the last Marsh Dive, 40% chance to use 6-Hole Marsh Dive, and enable Mud Throw.
      • If 5 turns have passed since the last Marsh Dive, use 6-Hole Marsh Dive, and enable Mud Throw.
      • If none of the above happened:
        • If Mud Throw is enabled:
          • 30% chance to use Fin Strike.
          • 10% chance to use Mud Throw.
          • 10% chance to use Whip Ripper.
          • 20% chance to use Ram.
          • 30% chance to Attack, and enable Mud Throw.
        • Otherwise:
          • 30% chance to use Fin Strike.
          • 20% chance to use Whip Ripper.
          • 20% chance to use Ram.
          • 30% chance to Attack, and enable Mud Throw.
    • If Wicked Silurus is at 50% to 21% HP:
      • If 4-Hole Marsh Dive has not been used yet, use 4-Hole Marsh Dive, and disable Mud Throw.
      • If Ram has not been used yet, use Ram.
      • If 3 turns have passed since the last Marsh Dive, 30% chance to use 4-Hole Marsh Dive, and disable Mud Throw.
      • If 5 turns have passed since the last Marsh Dive, use 4-Hole Marsh Dive, and disable Mud Throw.
      • If Mud Throw is enabled, use Mud Throw.
      • If none of the above happened:
        • 30% chance to use Fin Strike.
        • 40% chance to use Whip Ripper.
        • .
        • 20% chance to use Ram.
        • 10% chance to Attack, and enable Mud Throw.
    • If Wicked Silurus is at 75% to 51% HP:
      • If 3-Hole Marsh Dive has not been used yet, use 3-Hole Marsh Dive, and disable Mud Throw.
      • If 3 turns have passed since the last Marsh Dive, 20% chance to use 3-Hole Marsh Dive, and disable Mud Throw.
      • If 5 turns have passed since the last Marsh Dive, use 3-Hole Marsh Dive, and disable Mud Throw.
      • If Mud Throw is enabled, use Mud Throw.
      • If none of the above happened:
        • 40% chance to use Fin Strike.
        • 40% chance to use Whip Ripper.
        • .
        • 20% chance to Attack, and enable Mud Throw.
    • If Wicked Silurus is at 90% to 76% HP:
      • If 2-Hole Marsh Dive has not been used yet, use 2-Hole Marsh Dive, and disable Mud Throw.
      • If 3 turns have passed since the last Marsh Dive, 20% chance to use 2-Hole Marsh Dive, and disable Mud Throw.
      • If 5 turns have passed since the last Marsh Dive, use 2-Hole Marsh Dive, and disable Mud Throw.
      • If Mud Throw is enabled, use Mud Throw.
      • If none of the above happened:
        • 50% chance to use Whip Ripper.
        • .
        • 50% chance to Attack, and enable Mud Throw.
    • If none of the above happened:
      • If Mud Throw is enabled, use Mud Throw.
      • 40% chance to use Whip Ripper.
      • 60% chance to Attack, and enable Mud Throw.
    Drops:
    • Volt Whisker. 100% chance. Sells for 1800 en.
      • Reseph's Bow (+40 ATK, +42 MAT, Volt Barrage): Made from 1 Volt Whisker. Costs 3050 en.
    • Immobilized Fin (Kill while petrified). 100% chance. Sells for 4600 en.
      • Kokopelli Vest (+88 DEF, +88 MDF, +8 All Stats; FRM Only): Made from 1 Immobilized Fin. Costs 455000 en.

    Wild Wing

    Level: 42
    HP: 834STR: 56INT: 34VIT: 43WIS: 38AGI: 42LUC: 37
    EXP Given: 2292

    Damage Vulnerabilities:
    100% 150% 100%
    100% 100% 100%

    Disable Vulnerabilities:
    150% 100% 50% 100% 100% 50% 150%
    100% 100%
    50% 100% 100%
    • Peck Rush: Deals very heavy stab damage that pierces party rows. Very slightly slow, and extremely accurate.
    • Peck Rush: Deals 130% melee STR-based stab damage that pierces party rows. Has a 90% speed modifier and a base accuracy of 140%.
    • Wild Wings are likely to open with Peck Rush.
    • When Wild Wings are at 50% HP or lower, they're far more likely to use Peck Rush.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Peck Rush.
      • Else, Attack.
    • If the Wild Wing's HP is at 50% or lower:
      • 80% chance to use Peck Rush.
      • Else, Attack.
    • Else:
      • 40% chance to use Peck Rush.
      • Else, Attack.
    Drops:
    • Wyvern Skull. 80% chance. Sells for 231 en.
      • Oodachi (+62 ATK, +33 MAT, WIS Up Lv3): Made from 1 Wyvern Skull. Costs 11600 en.
      • Round Shield (+20 DEF, +7 MDF): Made from 1 Wyvern Skulland 2 Carapace Pieces (Forest Snail Drop 1). Costs 4200 en.

    Wind Cutter

    Level: 38
    HP: 465STR: 48INT: 40VIT: 37WIS: 41AGI: 35LUC: 34
    EXP Given: 952

    Damage Vulnerabilities:
    100% 100% 100%
    50% 100% 100%

    Disable Vulnerabilities:
    50% 50% 50% 50% 50% 50% 50%
    100% 100%
    150% 150% 150%
    • Air Slash: Deals heavy cut damage to one row of party members. Reduces hit targets' resistance to ailments and binds by 100% for 4 turns. Slightly slow, and very accurate.
    • Air Slash: Deals 100% melee STR-based cut damage to one row of party members. Reduces hit targets' resistance to ailments and binds by 100% for 4 turns. Has an 80% speed modifier and a base accuracy of 125%.
    • Wind Cutters are likely to open with Air Slash.
    • When Wind Cutters are at 50% HP or lower, they're far more likely to use Air Slash.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Air Slash.
      • Else, Attack.
    • If the Wind Cutter's HP is at 50% or lower:
      • 80% chance to use Air Slash.
      • Else, Attack.
    • Else:
      • 40% chance to use Air Slash.
      • Else, Attack.
    Drops:
    • Sharp Wind Blade. 65% chance. Sells for 101 en.
      • Rhomphaia (+48 ATK, +36 MAT, VIT Up Lv3): Made from 1 Sharp Wind Bladeand 1 Prism Shell (Rainbug Drop 1). Costs 6200 en.
      • Cyclone Shield (+18 DEF, +6 MDF): Made from 2 Sharp Wind Blades. Costs 2700 en.

    Woodfly

    Level: 7
    HP: 124STR: 19INT: 24VIT: 12WIS: 20AGI: 23LUC: 20
    EXP Given: 29

    Damage Vulnerabilities:
    100% 150% 100%
    100% 100% 150%

    Disable Vulnerabilities:
    100% 150% 100% 100% 100% 100% 100%
    100% 100%
    150% 100% 100%
    • Harsh Buzz: Attempts to bind the heads of one row of party members, with a medium chance. Slightly slow.
    • Harsh Buzz: Attempts to bind the heads of one row of party members, with a 40% base chance. Has an 80% speed modifier.
    • If any party members have their heads bound, Woodflies will only use normal Attacks.
    • If a Woodfly is the last enemy in the battle, it is less likely to use Harsh Buzz instead of normal Attacks.
    • Harsh Buzz is extremely likely to target the back row.
    • If any party members have their heads bound, Attack.
    • If the Woodfly is the only enemy in the battle:
      • 30% chance to use Harsh Buzz.
        • 90% chance to target the back row.
        • 10% chance to use normal tareting.
      • 70% chance to Attack.
    • If other enemies are in the battle:
      • 65% chance to use Harsh Buzz.
        • 90% chance to target the back row.
        • 10% chance to use normal tareting.
      • 35% chance to Attack.
    Drops:
    • Thin Wing. 65% chance. Sells for 9 en.
      • Balisong (+16 ATK, +22 MAT, TP Up Lv1): Made from 1 Thin Wingand 1 Grasseater Jaw (Grasseater Drop 1). Costs 235 en.
      • Leaf Coat (+6 DEF, +11 MDF): Made from 2 Thin Wings. Costs 200 en.
      • Head Guard (Immunity to head binds): Made from 3 Thin Wings. Costs 800 en.
    • Shocked Bug Eye (Kill with volt damage). 100% chance. Sells for 14 en.
      • Butterfly Barrel (+24 ATK, +18 MAT, Harsh Buzz): Made from 1 Shocked Bug Eye. Costs 530 en.

    Wrath Bloom

    Level: 33
    HP: 948STR: 34INT: 45VIT: 31WIS: 34AGI: 31LUC: 29
    EXP Given: 1217

    Damage Vulnerabilities:
    100% 50% 100%
    150% 100% 50%

    Disable Vulnerabilities:
    100% 100% 100% 150% 150% 150% 50%
    100% 50%
    100% 100% 100%
    • Unload: Deals heavy volt damage to all party members. Slightly slow, with average accuracy.
    • Devour Ally: Deals severe bash damage to one other enemy. Restores 500 HP to the Wrath Bloom, and increases its attack by 50% for 4 turns. Slightly slow.
    • Unload: Deals 100% ranged INT-based volt damage to all party members. Has an 80% speed modifier and a base accuracy of 120%.
    • Devour Ally: Deals 200% melee STR-based bash damage to one other enemy. Restores 500 HP to the Wrath Bloom, and increases its attack by 50% for 4 turns. Has an 80% speed modifier.
    • Wrath Blooms are likely to open with Unload.
    • If there are other enemies in the battle, Wrath Blooms will attempt to use Devour Ally. If all other enemies are killed before Devour Ally goes off, the Wrath Bloom will do nothing.
    • When Wrath Blooms are at 50% HP or lower, they're far more likely to use Unload.
    • If the Wrath Bloom has the Devour Ally buff:
      • 80% chance to use Unload.
      • 20% chance to Attack.
    • If there are other enemies in the battle, use Devour Ally, targeting the following types of enemies, in order of priority:
      • Roly-Poly Tanuki
      • Stun Ananas
      • Roaming Ananas
      • Finned Slug
      • Rebel Wolf
      • Crimson Gale
      • Flame Lizard
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Unload.
      • Else, Attack.
    • If the Wrath Bloom's HP is at 50% or lower:
      • 80% chance to use Unload.
      • Else, Attack.
    • Else:
      • 40% chance to use Unload.
      • Else, Attack.
    Drops:
    • Indigo Vine. 90% chance. Sells for 145 en.
      • Pinuti (+41 ATK, +42 MAT, INT Up Lv2): Made from 1 Indigo Vineand 1 Metal Horn (War Bison Drop 1). Costs 2930 en.
      • Azure Chainmail (+26 DEF, +16 MDF): Made from 1 Indigo Vineand 1 Sticky Feeler (Finned Slug Drop 1). Costs 2800 en.
      • Indigo Bracers (+9 DEF, +14 MDF): Made from 1 Indigo Vine. Costs 1600 en.

    Wyvern

    Level: 20
    HP: 6859STR: 42INT: 34VIT: 24WIS: 23AGI: 26LUC: 23
    EXP Given: 3210

    Damage Vulnerabilities:
    100% 100% 100%
    50% 150% 50%

    Disable Vulnerabilities:
    50% 50% 50% 50% 25% 75% 50%
    0% 10%
    50% 50% 50%
    • Wing Talon: Deals heavy cut damage to one party member. Slightly slow, with average accuracy.
    • Galvanic Ray: Deals very severe volt damage to one party member. Slightly slow, with average accuracy.
    • Shining Breath: Deals 4-7 instances of medium-heavy volt damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and very inaccurate.
    • Whirlwind: Attempts to bind the legs of all party members, with a high chance. Fast.
    • Tail Strike: Deals medium-heavy bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
    • Wing Talon: Deals 125% melee STR-based cut damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
    • Galvanic Ray: Deals 180% ranged INT-based volt damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
    • Shining Breath: Deals 4-7 instances of 100% ranged INT-based volt damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a 60% base accuracy.
    • Whirlwind: Attempts to bind the legs of all party members, with a 60% base chance. Has a 120% speed modifier.
    • Tail Strike: Deals 110% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
    • On the first fight against Wyvern only, Wyvern is guaranteed to do nothing on the turn after a party member first dies. The next three times a party member dies, Wyvern has a diminishing chance to be distracted.
    • Shining Breath has a 4 turn cooldown.
    • Wyvern always follows Shining Breath with Whirlwind if it's above 25% HP.
    • Shining Breath is first used when Wyvern falls below 90% HP.
    • Tail Strike is first used when Wyvern falls below 50% HP.
    • When Wyvern uses Wing Talon, it will always target the party member with the lowest HP.
    • Besides that, Wyvern just randomly chooses between its available skills. The more dangerous skills are prioritized when Wyvern gets to low HP.
    • If a party member died last turn:
      • If that was the first time a party member died, Wyvern is guaranteed to do nothing.
      • If that was the second time a party member died, Wyvern has a 80% chance to do nothing.
      • If that was the third time a party member died, Wyvern has a 50% chance to do nothing.
      • If that was the fourth time a party member died, Wyvern has a 30% chance to do nothing.
    • If Shining Breath has been used at some point in the battle, and 4 turns have passed since the last usage of Shining Breath, use Shining Breath, and queue Whirlwind.
    • If Whirlwind is queued, and Wyvern is above 25% HP, use Whirlwind.
    • If Wyvern is at 25% HP or lower:
      • If Tail Strike has not been used yet, use Tail Strike.
      • If Shining Breath has not been used yet, use Shining Breath, and queue Whirlwind.
      • 40% chance to use tail Strike.
      • 10% chance to use Galvanic Ray.
      • 20% chance to use Whirlwind.
      • 29% chance to use Wing Talon, targeting the party member with the lowest HP.
      • 1% chance to Attack.
    • If Wyvern is at 50% to 26% HP:
      • If Tail Strike has not been used yet, use Tail Strike.
      • If Shining Breath has not been used yet, use Shining Breath, and queue Whirlwind.
      • 40% chance to use Tail Strike.
      • 20% chance to use Galvanic Ray.
      • 30% chance to use Wing Talon, targeting the party member with the lowest HP.
      • 10% chance to Attack.
    • If Wyvern is at 75% to 51% HP:
      • If Shining Breath has not been used yet, use Shining Breath, and queue Whirlwind.
      • 50% chance to use Galvanic Ray.
      • 30% chance to use Wing Talon, targeting the party member with the lowest HP.
      • 20% chance to Attack.
    • If Wyvern is at 90% to 76% HP:
      • If Shining Breath has not been used yet, use Shining Breath, and queue Whirlwind.
      • 20% chance to use Galvanic Ray.
      • 30% chance to use Wing Talon, targeting the party member with the lowest HP.
      • 50% chance to Attack.
    • If none of the above happened:
      • 20% chance to use Galvanic Ray.
      • 30% chance to use Wing Talon, targeting the party member with the lowest HP.
      • 50% chance to Attack.
    Drops:
    • Tough Wing. 100% chance. Sells for 1000 en.
      • Wyvern's Wing (+41 ATK, +36 MAT, Whirlwind): Made from 1 Tough Wing. Costs 1640 en.
    • Wyvern Tail (Kill on first turn). 100% chance. Sells for 3500 en.
      • Apocalypse (+100 DEF, +100 MDF, +30% Arm Bind Resistance; HIL Only): Made from 1 Wyvern Tail. Costs 492000 en.

    Zapper Frog

    Level: 66
    HP: 909STR: 76INT: 87VIT: 63WIS: 43AGI: 58LUC: 62
    EXP Given: 3591

    Damage Vulnerabilities:
    100% 100% 150%
    10% 10% 10%

    Disable Vulnerabilities:
    100% 50% 50% 100% 100% 100% 100%
    100% 100%
    50% 50% 100%
    • Electric Dive: Deals heavy volt damage to one row of party members. Attempts to inflict paralysis on hit targets, with a medium-low chance. Slightly slow, with average accuracy.
    • Electric Dive: Deals 95% ranged INT-based volt damage to one row of party members. Attempts to inflict paralysis on hit targets, with a 35% base chance. Has an 80% speed modifier and a base accuracy of 99%.
    • Zapper Frogs are likely to open with Electric Dive.
    • When Zapper Frogs are at 50% HP or lower, they're far more likely to use Electric Dive.
    • If this is the first turn, and the party was not blindsided:
      • 80% chance to use Electric Dive.
      • Else, Attack.
    • If the Zapper Frog's HP is at 50% or lower:
      • 80% chance to use Electric Dive.
      • Else, Attack.
    • Else:
      • 40% chance to use Electric Dive.
      • Else, Attack.
    Drops:
    • Zapper Skin. 50% chance. Sells for 422 en.
      • Grenouille (+64 ATK, +60 MAT, WIS Up Lv3): Made from 1 Zapper Skin. Costs 28000 en.
      • General Leather (+40 DEF, +40 MDF): Made from 1 Zapper Skinand 1 Glow Quill (Maya Owl Drop 1). Costs 30500 en.
      • Rubber Dress (+32 DEF, +48 MDF): Made from 2 Zapper Skins. Costs 24900 en.
    • Zapper Tongue. 45% chance. Sells for 439 en.
      • Krasavetz (+92 ATK, +43 MAT, HP Up Lv3): Made from 2 Zapper Tongues. Costs 50500 en.
      • Baboon Bracers (+18 DEF, +25 MDF): Made from 1 Thick Bone (Baboon Drop 1) and 1 Zapper Tongue. Costs 14500 en.
      • Frog Greaves (+14 DEF, +31 MDF): Made from 1 Zapper Tongue. Costs 14500 en.


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