Bestiary
Select a bestiary category.


Achelous - Bunyip
Cactuar - Dual Horn
Epaaj - Funguar
Gandarewa - Guado Guardian
Halma - Lord Ochu
Machea - Mushussu
Nebrios - Remora
Sahagin - Swamp Madfet
Thorn - Wraith
Xiphos - Zu


Page 1 Ammes - Oblitzerator
Page 2 Choco.Eater - Wendigo
Page 3 Evrae - Seymour Flux
Page 4 S.Keeper - Yunalesca


Area Creations
Species Creations
Original Creations
The Final Battle

Bribing Special Items
What are the chances of successfully bribing an item for the least expensive price?

The ± sign indicates a random range of values centering on a given number. The ± influence is determined by how much you bribed a monster. For instance, 30±15 means that a random number is chosen between all values from below 30 and down to 15, and above 30 up to 45. To influence getting a value above 30 or below 30 more more often, bribe less than the amount given to get a value below 30, or bribe more than the amount given to get a value above 30.

The ~ sign means a random value is chosen between the two values shown. For instance 24~78 means a random value is chosen from 24 to 78.

Collecting Abilities
What kind of abilities can I acquire to support my weapons and armor?

Whenever an enemy is defeated, there is a chance it may drop one piece of equipment, either a weapon or an armor, for one character chosen at random. The abilities listed for the monster tell you what abilities under which qualifications are attached to that piece of equipment. Monsters drop weapons with a differing number of slots and a random number of abilities indicated on their Drop Weapon and Armor information. Some regular enemies drop weapons with no abilities at all. Regular enemies drop equipment with a given chance, some more often than others. Bosses will always drop equipment.

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B E S T I A R Y   C A T E G O R Y   P R O P E R T I E S
Select a Final Fantasy X enemy category from the enemy selection menu for a complete and comprehensive list, including descriptions, resident locations, HP, MP, overkill, AP values, as well as steal and bribing items, dropped equipment, immunities, and more.

Enemies*
Bosses*
Arena Monsters*
General enemies you'll encounter throughout the game.
Bosses you'll encounter throughout your progression in the game. By default, they are listed in the order you'll encounter them.
Monsters you can fight at the Monster Arena.

* information fields can be sorted in ascending or descending order.




E N E M Y   P R O P E R T I E S
Enemies you fight throughout battle consist of their regular attacks, based on their abilities and offensive/defensive properties.

Enemy*
HP*
Overkill*
MP*
Name of the enemy. To the left of this field is an image of what the enemy looks like.
Amount of hit points the enemy possesses.
Amount of hit points necessary to inflict in a single attack to instantly dispatch the enemy, regardless of total HP value.
Amount of magic points the enemy possesses.
Battle Location
AP*
Gil*
Desc via Scan/Sensor
Locations throughout the journey where the enemy can be encountered.
Amount of AP your party will receive from this enemy when defeated. Characters must perform at least one action to receive AP.
Amount of Gil your party will receive from this enemy when defeated.
Enemy description based on the Scan or Sensor ability when used.
Atk, Def, MPwr, MDef
Agl, Luck, Eva, Acc
Bribe Gil/Item
Drop Weapons/Armor
Attack, Defense, Magic Power, and Magic Defense statistics. The higher the value, the stronger the enemy is in attack or defense, both physically and magically.
Agility, Luck, Evade, and Accuracy statistics. The higher the value, the better the enemy is at evading attacks and inflicting damage based on its attack power. Higher agility enables the enemy to attack more often.
Rare item which can be bribed from the enemy for the corresponding price.
Offensive and defensive abilities dropped by the enemy.
Ability Immunity
Weak/Absorb/Immune/Half
Lancet
Steal/Win Item*
Abilities the enemy is immune to or have a weaker affect as a result of defenses.
Elements that cause extreme damage, are absorbed, have no effect, or are halved. In order, each type is Fire, Lightning, Water, and Ice.
Lancet ability Kimarhi can learn from the enemy.
Items that can be stolen or acquired from the enemy after it's defeated.

* information fields can be sorted in ascending or descending order.




B O S S   P R O P E R T I E S
Bosses are much more powerful end-scenario bosses you'll encounter as your progress further into the game. Though they have many of the same characteristics of general enemies, they tend to use more attacks in specialized manners and possess greater abilities.

Boss*
HP*
Overkill*
MP*
Name of the boss. To the left of this field is an image of what the boss looks like.
Amount of hit points the boss possesses.
Amount of hit points necessary to inflict in a single attack to instantly dispatch the boss, regardless of total HP value.
Amount of magic points the boss possesses.
Battle Location/Strategy
AP*
Gil*
Desc via Scan/Sensor
Location where the battle takes place and the strategy to defeating the boss.
Amount of AP your party will receive from this boss when defeated. Characters must perform at least one action to receive AP.
Amount of Gil your party will receive from this boss when defeated.
Boss description based on the Scan or Sensor ability when used.
Atk, Def, MPwr, MDef
Agl, Luck, Eva, Acc
Bribe Gil/Item
Drop Weapons/Armor
Attack, Defense, Magic Power, and Magic Defense statistics. The higher the value, the stronger the boss is in attack or defense, both physically and magically.
Agility, Luck, Evade, and Accuracy statistics. The higher the value, the better the boss is at evading attacks and inflicting damage based on its attack power. Higher agility enables the boss to attack more often.
Only a select few bosses can be bribed to obtain rare items.
Offensive and defensive abilities dropped by bosses.
Ability Immunity
Weak/Absorb/Immune/Half
Accompanied
Steal/Win Item*
Abilities the boss is immune to or have a weaker affect as a result of defenses.
Elements that cause extreme damage, are absorbed, have no effect, or are halved. In order, each type is Fire, Lightning, Water, and Ice.
Enemies accompanied by the boss.
Items that are stolen or won from the boss.

* information fields can be sorted in ascending or descending order.




A R E N A   M O N S T E R S
Arena Monsters are special enemies that can be unlocked after capturing a certain amount of regular enemies using supported capture weapons. Enemies that are captured can be fought in an arena, as well as the special bosses.

Unlock Requirement
Unlock Prize
Required captured enemies to unlock this Arena Monster.
Special item acquired for unlocking this Arena Monster.

* information fields can be sorted in ascending or descending order.