This template creates a "row" in an Enemy Table. It should be in between an "Enemy Table Begin" and an "Enemy Table End" template.


{{Enemy Table Row
|name       = 
|non_us     = 
|index_name = 
|image      = 
|game       = 
|no         = 
|desc       = 
|lv         = 
|exp        = 
|hp         = 
|mp         = 
|abil       = 
|tol        = 
|weak       = 
|stop       = 
|drop       = 
|steal      = 
|guard      = 
|location   = 
|soul       = 
|sp         = 
|atk        = 
|def        = 

Term descriptions

  • Name: The name of the enemy as it appears in the in-game Bestiary or manual (may differ from article name).
  • Japanese name (non_us): The original name for the enemy used in the country the game originated from (usually Japan). This should be translated to English when possible.
  • See also (see_also): A list of other pages that may be relevant to this enemy. If the page is to a page that has the same name as the enemy, the hyperlink should say "here".
  • Image: An image of the enemy from the game.
  • Game: The game this version of the enemy is for.
  • Strategy link (strategy_link): A link to a page that contains game-specific information and strategy about this enemy.
  • Enemy number (no): The enemy's number according to in-game Bestiary or manual, if any.
  • Description (desc): The enemy description according to the in-game Bestiary or manual, if any.
  • Description notes (desc_notes): If the source is not from an English manual or in-game, "desc_notes" should site where the description is from, or indicate if the description is unofficial. Alternate descriptions, or translations of Japanese descriptions can also go here, or a note indicating that the main description is a translation.
  • Level (lv): The enemy's level (when applicable).
  • Experience (exp): The amount of experience gained when defeating this enemy (can also include the level-of-worthlessness here for some games, like "1 when level > 100"), if any.
  • Hit Points (hp): The number of hit points the enemy can take before dying, if any.
  • Mana Points (mp): The number of mana points, if any. Can be checked in Aria of Sorrow with Killer Mantle soul.
  • Abilities (abil): The abilities the enemy has, special moves, status effects, etc.
  • Attack data (atk): The attack power of each of the enemies attacks, if any.
  • Defense data (def): The defensive ability of the enemy.
  • Tolerance (tol): Types of attacks the enemy is immune to, strong against, or absorbs, if any.
  • Weakness (weak): Types of attacks the enemy is weak against, if any.
  • Timestop effect (stop): The way the enemy is affected by time stopping affects, if any.
  • Drop items (drop): The items the creature can drop, along with rates, if any.
  • Common Drop (common): Common (usually on top) item that enemy drops. Use only if enemy has top and bottom item.
  • Rare Drop (rare): Rare (usually on bottom) item that enemy drops. Use only if enemy has both top and bottom item.
  • Steal Items (steal): The items that can be stolen off of a creature by Hector, if any.
  • Guard: An item that this enemy (usually a boss) is guarding that you receive as a reward in a nearby room for defeating them.
  • Location: The areas in which the enemy can be found.
  • Soul details: The type of soul it has, the special affects of that soul, the leveling up details of the soul, and if it can be used to synth with a weapon, if any (only applicable to Aria and Dawn of Sorrow).
  • Skill Points (sp): The amount of Skill Points received when defeating it (only applicable to Portrait of Ruin).

Enemy Data Templates

Often times, enemy table rows will appear in game specific enemy data templates. Additional fields available in this template that help "select" one of the rows from an enemy data template. There are several ways to select a row, all of which involve matching the first argument to the enemy data template with the values of one of the Enemy Table Row fields.

One way to select the enemy is to enter the no (enemy number) field. This method is often used for games where it is debatable what to call an enemy. Entering the number ensures that even if someone updates the name of the enemy in the enemy data template, any references to that enemy in any page they appear in remains unchanged. Changing the "no" value will require updating any other table that references that number. For many of the earlier games, "no" is an arbitrary number and not official.

Another way to select the enemy is to enter the name of the enemy as seen in Name field. Normally, the Name field is a hyperlink to a page with double square brackets around it. If the Name is in this simple form, an enemy can be selected by entering the value of the Name field minus the double square brackets. If the name is a link to one page, but displays the name of another field, this method will not work. Instead, a separate field can be created for this enemy called index_name. This field should match what the Name field looks like to the viewer of the page. For example, if the "name" field is Fish Man (points to the Merman page but displays Fish Man as the name), then the "index_name" field should be "Fish Man". Sometimes when making a change to the Name field in cases where the new name field is in an index-able format (simple hyperlink), the value of the Name can be moved to the "index_name" field to ensure that any pages that used to reference the old name (especially those the updater might not be aware of) can still reference that row.

In cases where there is no "official" English name for an enemy in a particular game and there are multiple names that could be valid, or there are two different "official" names for an enemy in that game, an altname field can be specified. This will cause the word "[alt]" to appear after the enemy name and hovering the mouse above the word alt will cause a popup window to appear to display the altname. Altname can contain more than one name in it. If it only contains one name, however, it is possible to enter that altname to select an enemy from an enemy table template. However, one should be careful if altname for one enemy matches the name or altname of another enemy, as this will cause both enemies to be selected from the table. To avoid this in these instances, you can enter a space after the name in altname to prevent it from being index-able.

Entering no enemy name or number causes "all" of the enemies in that table to be selected. This is usually used in Bestiary pages, which list every enemy in the data template.

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