No file loaded. Provide a .bin Mode2/2352 image (or a raw PROT.DAT).

How to read the table

Click a column header to sort, type in the filter box to narrow by name or id, and click a row to open its battle model. The stat columns show what you actually fight - see the note on the international release below.

ATK
Physical offense.
UDF / LDF
Upper and lower defense - a high attack meets UDF, a low attack meets LDF.
INT
Magical damage and magic defense; also seeds the hit / evade roll.
SPD
Battle turn order.
AGL
The action gauge the enemy spends to act each round (the in-game "Power Up" buff raises it).
Elem
The monster's element. Its effect on damage is small: same element 96%, opposed element 104%, anything else 100% - and an Art applies it twice.
EXP / Gold
Base rewards. The game scales them down at the end of a fight: EXP is reduced then split among the party, gold lands at roughly a quarter to a third of the base.
Drop
The item the enemy can leave behind, and the chance.
Steal
What the Evil God Icon takes (item + chance). Steals come from a separate table in the game executable, not from the monster's record - which is why a monster's steal and drop usually differ.
Magic attacks
The enemy's named spells and their MP cost.

Names for spells, drops and steals resolve from a full disc image; a raw PROT.DAT shows raw ids instead, and no steal column - that table lives in the executable, not in PROT.DAT.

The international release is harder than the Japanese one

The ATK / UDF / LDF / INT columns default to the in-battle values, because the raw record on the disc is not what you fight: the US / PAL battle loader boosts those four stats as it installs each enemy - ATK ×5/4, UDF ×2, LDF ×2, INT ×9/8 (HP, MP, AGL and SPD are unchanged). This cross-region difference was first surfaced by Zetopheonix. Untick Show international release stats to see the raw record.

About this data — the monster archive, the 3D models, animations, downloads

Where it comes from

The whole roster lives in one LZS-compressed archive on the disc - the game's monster_data file. Each enemy id maps to a fixed slot holding a stat record, the 3D model and its animations; this page decodes it with the same parser the native tools use, compiled to WebAssembly. Your disc is cached locally and shared across pages, so it auto-loads on reload - use Forget to clear.

asset monster-archive extracted/PROT/0867_battle_data.BIN

The player characters' battle data is a different set of files (one per character) - see characters.

The 3D model

Click any row to spin its battle model - textured and shaded straight from your disc, the model the battle camera shows. 186 of the 194 ids carry one (the rest are filler slots).

asset monster-archive … --id N --obj enemy.obj --texture-png enemy.png

Animations

Every action an enemy can play - idle, move cycle, and each spell or special - ships as its own keyframe stream in the same archive. When a monster carries more than one, toggle buttons appear beside the model.

asset monster-archive … --id N --anim

Download

The ⬇ Download .glb button packs the selected enemy - mesh, baked texture and all of its animations - into a single binary glTF file that drops straight into Blender, three.js or any glTF tool. The same export is available offline from the CLI.

asset monster-archive … --id N --glb enemy.glb