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|Cloud: I couldn't finish 'em. Looks like this's gonna get complicated.||The following tables are incomplete and require the Monster Growth Traits areas to be filled. If you wish, please examine the table and add anything missing. Remove this notice upon completion.|
|Cid: Oh, shut up and help me remodel the Paradigm Pack page!||Please expand this article into a full one. This can be done by putting a list of monsters that is best/cheapest/easy to learn what ability/abilities, which monster role is best to infuse without screwing up/cheapest monster to level and infuse to get the hidden abilities, etc. This could get its own page. This request can be discussed on the associated discussion page.|
The weak must obey the strong. This is the inviolable law of Valhalla. Each monster that falls in battle becomes the servant of the victor. For those whose hearts brim full with chaos, the power to bend monsters to their will extends beyond the borders of the Unseen Realm.
You have obtained a monster crystal!
New functions have been added to Party Paradigms and the Crystarium, and you can now access Monsters in the main menu.
Select Paradigm Pack within Party Paradigms and choose monsters to add into your paradigms. Monsters can also be developed in the Crystarium. Press / and select Monsters to customize your monstrous allies.
If you are not sure how to use these options, detailed information can be found in the Battle primers.
You can selects up to three of the monster crystals you obtain in battle to add into your paradigms. These three monsters make up a Paradigm Pack.
To prepare your monster allies, open the main menu by pressing / and select Party Paradigms. From the Party Paradigms menu, select Paradigm Pack, and then choose the monsters you wish to add to your battle roster. You can now create paradigms that include the creatures in that Paradigm Pack.
Execute paradigm shift during battle to change the summoned monster you wish to fight with. Learn to use your Paradigm Pack and defeat even the most powerful opponents!
Monster HP and KO
During battle, if your current monster ally is wounded and you call upon another using paradigm shift, the replacement monster ally will also be wounded. The same rule applies for status ailments and KO'd monsters.
When you find yourself in a bind, make sure to heal your way back to health.
Obtaining Monster CrystalsEdit
It is possible to increase your chances of obtaining a monster crystal from battles.
Enemies defeated using a monster's Feral Link ability are more likely to become crystals. The more successful you are in inputting the Feral Link ability commands, the higher this chance becomes.
Don't be shy about using monsters' special attacks to obtain monster allies!
Like characters, monsters can be developed through the main menu. Press / to open the menu and select Crystarium. Use monster materials obtained from battles and other means to develop your monsters. Growth bonuses are directly related to the material used, so you can focus on raising a particular attribute.
Each monster has its own role and individual growth characteristics. The characteristics can be found under the status display on the right side of the Crystarium screen.
Monster Growth Traits
The most important traits for monster growth are as follows:
- Early Peaker: Maximum level of 20, but grows quickly.
- Well-Grown: Standard growth.
- Late Bloomer: Capable of reaching level 70, or beyond.
- Strong: Strength is easily improved.
- Magical: Magic is easily improved.
- Hearty: HP (Hit Points) are easily increased.
Keep your monsters' characteristics in mind when choosing which growth items to use.
Monster Growth Items
Items such as potent droplets, power droplets, mana droplets, and vitality droplets are used to develop your monster allies. There are different grades of items such as droplets, slivers, and orbs.
All monsters require grade-appropriate items for development. There are five grades, and the grade of each item will be shown in the description with this icon: . The required item grade increases along with the monster crystarium level.
Bots require different items than beasts. Use materials such as potent bolts, power bolts, mana bolts, and vitality bolts for development. Chips and engines are higher grade items.
Whenever you unlock a crystal, you gain a particular growth bonus, such as a Strength Bonus or Magic Bonus, depending on the material used. Decide which of a monster's attributes you wish to develop to make the most efficient use of the different monster materials.
To obtain monster crystals, the player must defeat monsters in battle. If the player is successful in taming the monster, when it is defeated, its body will disappear with a glow, and a crystal appears in its place.
After the battle, the obtained creature is shown along with the items obtained during the battle. Certain creatures, such as Cie'th and bosses, cannot be tamed, with the exception of Twilight Odin and downloadable bosses from the Coliseum, like Gilgamesh or Omega. The chance of taming a monster depends on the individual monster, but the fragment skill "Monster Collector" adds 20% to the base probability. It is acquired by speaking to the Mystic in Serendipity after obtaining all fragments from the Vile Peaks in all time periods.
Some creatures are given a shortened name when tamed in battle; for example, when the Munchkin Maestro is tamed, it becomes Munchkin Boss. This is likely due to space constraints in the ally name field.
The player can acquire only one of each type of monster at a time; if the player wishes to obtain a new monster of the same type, one must release the previous monster, or infuse it into another monster. The sole exception are chocobos; the player can tame multiple chocobos of the same color. This may be because chocobos have another use than being used in battle: the chocobo racing minigame.
Not all monsters are obtained by defeating them in battle; some monster crystals can only be found by performing an advanced Moogle Throw in some areas. The crystal containing a gold chocobo is found in a treasure sphere in A Dying World, and Sazh can be recruited after completing the Heads or Tails downloadable content episode. All of these crystals are one-of-a-kind items, and therefore cannot be re-obtained if the player releases or infuses them. Twilight Odin is also one-of-a-kind, and the player cannot recruit another Gigantuar once the only three encountered in a playthrough are defeated.
When making use of monsters in a party's paradigm system, the player must place monsters in their Paradigm Pack before use. The Paradigm Pack may fit up to three monsters of the player's choice. Once the monsters are chosen, the player is taken to the Paradigm section of the menu to customize their paradigms.
Once customized, when in battle, the monster selected for that paradigm will appear in battle. If the player shifts to a paradigm with a different monster, the old monster will switch out and the new monster will take its place.
Each creature has its a Feral Link, comparable to a Limit Break ability, which may be used once the Feral Link bar is filled. The bar, located below the creature on the status list, gradually fills over time, but it can be helped along by building chains with the monster present.
If a creature's bar is filled, the borders of its picture on the right side of the screen will be orange. If the bar is filled, pressing on PlayStation 3 or the on Xbox 360 unleashes the ability, which can be powered by completing a given input mechanism. This bar carries over between battles, and if a creature has a full Feral Link gauge, its border in the menu will glow with varying green colors.
Each creature's stats can be increased via its personal Crystarium system. Instead of requiring Crystarium Points, items must be used on monsters to raise their role levels. Organic creatures require items such as droplets, slivers or orbs, whereas mechanical creatures require items such as bolts, chips, or engines.
Each such item has a prefix to determine which bonus it gives in addition to increasing level. Power items increase a monster's strength, mana items increase its magic, vitality items increase its HP, and potent items increase all three stats. Unlike Serah and Noel, each creature's ability crystals are preset on their Crystarium, in addition to other crystals that grant bonuses to a certain type of defense for the monster.
As a creature levels up, it requires more items of each grade. Once it makes its full way around its Crystarium, it gains a choice between a role boost for its role and an additional ATB bar. If the creature is not an Early Peaker, it then works its way around the Crystarium again with its grade increased.
Each type of monster obtained has a different set of traits unique to that particular species of monster and even creatures of the same general species and role can be different from one another.
There are fourty-two different traits, each of which falls under one of these three types:
- Grade: This refers to the level of items required to level up a monster, represented by a stylized monster face, from one to five. The lower the grade, the lower the quality of items required.
- Level Trait: This trait shows how far a monster may be raised. There are three types: Early Peaker, Well-Grown, and Late Bloomer. Each has its advantages and disadvantages, as the Early Peaker has a maximum level of only 20, but has fast growth.
- Type Trait: This trait hints at the sort of upgrades or special traits a monster might find on their Crystarium. The table below displays type traits that can describe monsters' attributes in battle. Other type traits not listed below do not influence battle.
These stats are constant among a specific breed of monster, with the exception of the monster's grade, which rises along with their Crystarium.
|Alien||Unique to PuPu.|
|Balanced||Balanced stat development.|
|Blinding||Unique to Lightning (Ravager).|
|Bodyguard||Unique to Typhon.|
|Boneless||Unique to Ultros.|
|Brainy||Learns many abilities.|
|Cryptic||Unique to Amodar.|
|Divine||Unique to Lightning (Commando).|
|Dramatic||Unique to Gilgamesh.|
|Early Peaker||Maximum level of 20 or less, but grows quickly.|
|Egomaniac||Unique to Nabaat.|
|Fatherly||Unique to Sazh.|
|Flameprone||Innate weakness against Fire.|
|Flameproof||Innate resistance against Fire and/or learns passive abilities that increase resistance to Fire.|
|Fogproof||Innate resistance against Fog and/or learns passive abilities that increase resistance to Fog.|
|Frostprone||Innate weakness against Ice.|
|Frostproof||Innate resistance against Ice and/or learns passive abilities that increase resistance to Ice.|
|Heartless||Unique to Omega.|
|Hearty||Development geared towards HP.|
|Heroic||Unique to Snow.|
|Hexproof||Innate resistance against Curse and/or learns passive abilities that increase resistance to Curse.|
|Late Bloomer||Capable of reaching levels beyond 70.|
|Loyal||Learns passive abilities that activate when allies are KO'd or low on HP.|
|Magical||Development geared towards Magic.|
|Manaproof||Innate resistance against magic attacks and/or learns passive abilities that increase resistance to magic attacks.|
|Meleeproof||Innate resistance against physical attacks and/or learns passive abilities that increase resistance to physical attacks.|
|Painproof||Innate resistance against Pain and/or learns passive abilities that increase resistance to Pain.|
|Pinch Hitter||Learns passive abilities that activate whenever the monster is low on HP.|
|Rare||Monster was difficult to encounter as an enemy or had a very low recruit chance.|
|Resolute||Unique to Valfodr.|
|Resourceful||Learns passive abilities that increases, or improves the chance of, spoils dropped after battle.|
|Sparkprone||Innate weakness against Lightning.|
|Stoic||Innate resistance against many types of attacks and/or learns many passive resistance abilities.|
|Strong||Development geared towards Strength.|
|Thunderproof||Innate resistance against Lightning, or learns passive abilities that increase resistance to Lightning.|
|Venomproof||Innate resistance against Poison and/or learns passive abilities that increase resistance to Poison.|
|Wimpy||Innate weakness against many types of attacks.|
|Windprone||Innate weakness against Wind.|
|Windproof||Innate resistance against Wind, or learns passive abilities that increase resistance to Wind.|
|Zippy||Has fast animation speeds or learns passive abilities that are capable of charging their ATB gauge or bestowing Haste under certain conditions.|
The monster section of the menu allows the player to do a number of things, such as adding adornments to a creature or infusing its crystal and abilities with another monster. A creature's name may be altered as the player desires.
Adornments, obtained in a variety of ways, allow for a player to decorate their creature. The adornments are for aesthetic purposes only, and serve no role in combat.
A creature may be selected to be infused with the powers of another creature. It acquires all of the passive abilities that the infusing creature possesses, except for abilities marked with a red lock symbol. Red locked abilities cannot be acquired, and thus can never be infused.
If the monsters share roles, role abilities may also be chosen for infusion, dictated by the infused monster's Crystarium growth stage - for example, a stage 1 infused monster can only infuse one ability to the other monster, while a stage 2 can infuse two, and so forth.
Infusable role abilitiesEdit
|Commando||Ruinga, Adrenaline, Blindside, Faultsiphon, Lifesiphon, Powerchain, Scourge|
|Ravager||Fire, Blizzard, Thunder, Aero, Fira, Blizzara, Thundara, Aerora, Firaga, Blizzaga, Thundaga, Aeroga, Fearsipoh, Overwhelm|
|Sentinel||Challene, Provoke, Mediguard, Element Guard, Steelguard, Entrench, Vendetta, Deathward, Fringeward|
|Saboteur||Deprotect, Deprotega, Deshell, Deshellga, Poison, Poisonga, Imperil, Imperilga, Dispel, Dispelga, Curse, Cursega, Fog, Pain, Painga, Wound, Woundga|
|Synergist||Bravery, Bravega, Faith, Faithga, Enfire, Enfrost, Enthunder, Enaero, Protect, Protectga, Shell, Shellga, Veil, Veilga, Vigilance, Vigilaga|
|Medic||Cure, Cura, Curasa, Esuna, Esunada, Raise|
If a creature is infused with 99 levels worth of creatures with a different role, it will also learn a hidden ability. This operates in pairs: Medic monsters will learn their hidden skill if infused with e.g. two level 50 Sentinels, and vice versa. The other pairs are: Commandos with Ravagers and Synergists with Saboteurs.
|Commando||Jeopardize||Infuse a Commando monster with Ravager monsters of any variety with a combined level of 99.|
|Ravager||Vigor||Infuse a Ravager monster with Commando monsters of any variety with a combined level of 99.|
|Sentinel||Reprieve||Infuse a Sentinel monster with Medic monsters of any variety with a combined level of 99.|
|Saboteur||Jinx||Infuse a Saboteur monster with Synergist monsters of any variety with a combined level of 99.|
|Synergist||Boon||Infuse a Synergist monster with Saboteur monsters of any variety with a combined level of 99.|
|Medic||Curaja||Infuse a Medic monster with Sentinel monsters of any variety with a combined level of 99.|
A monster can hold a maximum of ten abilities at a time; if more abilities are infused, existing ones may be replaced. Abilities have a rank, higher ranking ones replacing lower. Red locked abilities cannot be replaced, and since they cannot be infused, they will never replace others - they can be upgraded however, via infusion of higher ranked abilities of the same type. Unlike red locked abilities, abilities with a yellow lock symbol can be infused, and therefore replace others. If a particular ability is infused into a monster which already has an unlocked version of that ability, the ability will gain a yellow lock, which, like a red lock, will prevent that ability from being replaced by infusions of higher ranking abilities. If the same ability is infused a third time, the yellow lock will be removed, and the ability will once again be available for/vulnerable to replacement.
There are numerous ways to affect whether or not an ability is yellow locked, or has no lock. To make an ability yellow locked, the infused ability must be of equal or higher rank, regardless of lock for infused ability. To change a yellow locked ability to no lock, the ability must be infused with an ability of equal or lower rank, regardless of lock. There is also an addition of Crystarium Upgrades removing yellow lock: Ex. HP +10% (yellow lock) -> Monster's Crystarium unlocks HP +16% -> HP +16% (no lock).
|Level 1 (No lock)
Level 10 (Yellow lock)
|HP +10%, Strength +10%, Magic +10%, Resist Physical +05%, Resist Magic +05%, Resist Fire +10%, Resist Ice +10%, Resist Lightning +10%, Resist Wind +10%, Resist Deprotect +10%, Resist Deshell +10%, Resist Slow +10%, Resist Poison +10%, Resist Imperil +10%, Resist Curse +10%, Resist Pain +10%, Resist Fog +10%, Resist Dispel +10%|
|Level 2 (No lock)
Level 11 (Yellow lock)
|Resist Fire +33%, Resist Ice +33%, Resist Lightning +33%, Resist Wind +33%|
|Level 3 (No lock)
Level 12 (Yellow lock)
|Resist Physical +15%, Resist Magic +15%|
|Level 4 (No lock)
Level 13 (Yellow lock)
|HP +16%, Strength +16%, Magic +16%, Resist Deprotect +44%, Resist Deshell +44%, Resist Slow +44%, Resist Poison +44%, Resist Imperil +44%, Resist Curse +44%, Resist Pain +44%, Resist Fog +44%, Resist Dispel +44%, Item Scavenger II, Pack Mentality|
|Level 5 (No lock)
Level 14 (Yellow lock)
|Strength +20%, Magic +20%, Resist Fire +45%, Resist Ice +45%, Resist Lightning +45%, Resist Wind +45%, Resist Elements +05%, Resilience +10%, Critical: Bravery, Critical: Faith, Critical: Protect, Critical: Shell, Critical: Veil, Critical: Power Surge, Critical: Shield, Siphon Boost, Chain Bonus Boost, Stagger Maintenance, Improved Guard, Improved Ward, Improved Counter, Defense Maintenance, Improved Cure, Improved Raise, Attack: ATB Charge, Kill: ATB Charge, ATB Advantage, Ally KO: Power Surge, Jungle Law|
|Level 6 (No lock)
Level 15 (Yellow lock)
|Strength +25%, Magic +25%, Resist Physical +26%, Resist Magic +26%, Resist Fire +53%, Resist Ice +53%, Resist Deprotect +66%, Resist Deshell +66%, Resist Slow +66%, Resist Poison +66%, Resist Imperil +66%, Resist Curse +66%, Resist Pain +66%, Resist Fog +66%, Resist Dispel +66%, Critical: Vigilance, Critical: Power Surge II, Critical: Shield II, Gilfinder II, Item Collector, Siphon Boost II, Chain Bonus Boost II, Stagger Maintenance II, Improved Guard II, Improved Counter II, Improved Cure II, Improved Raise II, Attack: ATB Charge II, First Strike, Feral Speed II, Ally KO: Power Surge II, Hindrance, Fettered Magic|
|Level 7 (No lock)
Level 16 (Yellow lock)
|HP +25%, Strength +35%, Magic +35%, Resist Physical +36%, Resist Magic +36%, Resist Elements +20%, Resilience +20%, Auto-Bravery, Auto-Faith, Auto-Protect, Auto-Shell, Auto-Veil, Kill: Libra, Quick Stagger, Role Resonance|
|Level 8 (No lock)
Level 17 (Yellow lock)
|HP +30%, Resilience +40%, Auto-Vigilance, Critical: Haste, Critical: Tetradefense, Rapid Recovery|
|Level 9 (No lock)
Level 18 (Yellow lock)
|Resist Elements +30%, Auto-Haste, Auto-Tetradefense|
If a creature is not desired, it can be released at any time. Only creatures not currently in a player's Paradigm Pack may be released.
paradigm is a concept, thought pattern or a point of view depending on one's experience. A paradigm shift describes a fundamental change in ideology, usually in the field of science. For example, Darwin's theory of evolution replacing Lamarck's theories and creationism is a paradigm shift.A
- Human "monsters" are only available through downloadable content.