Abilities: Battle Effect of Antarctic Wind – 1 shown
The spell that this ability uses; rare spell tomes can only be found as treasure or won from monsters; unique spell tomes that only be found as treasure; special abilities are used by monsters or triggered by items, and cannot be learned from tomes
Spell
The level at which the spell is cast
Level
Whether the spell is white magic, black magic, or a special ability
Type
Some items may break after being used to cast a spell in combat; in some cases the item always breaks, and in other cases there is a chance of the item breaking each time it is used
Item Break
The base power of the spell; the base damage range for this ability is between one and four times the spell's power times its level; monsters and item-based special abilities use this number as is, but party members add 1/4 of their intelligence to the power of black magic abilities, or 1/4 of their spirit to the power of white magic abilities
Power
The base accuracy of the spell; this percentage times the level determines the average number of successes the spell has; monsters and item-based special abilities use this number as is, but party members add their intelligence to the accuracy of black magic abilities, or their spirit to the accuracy of white magic abilities
Accuracy
The status ailment inflicted by a successful use of this ability
Status
The elemental nature of the associated spell; targets that absorb this element will ignore its effects and gain hit points based on its power, even for non-damaging spells; targets that resist this element will fully resist any spell effects and take half damage; targets that are weak against this element automatically suffer the full effects of the spell and damage is doubled
Element
The target of abilities is preset and cannot be changed, beyond choosing which 'one' target is used
Target
Icestorm 16 16 Special Yes 20 95% - Ice All enemies
Monsters: Which drop Antarctic Wind – 2 shown
Bosses must be defeated as part of the plot; rare monsters appear in trap rooms for the current map or area; the final boss must be defeated to complete the game; superbosses are the most dangerous monsters in the game, but are optional
Name
The probability that the monster will drop this particular item when it is defeated
Drop Chance
The rank of the monster; the rank of any given encounter is determined by the lowest rank of any monster in that encounter; rank is used to determine how quickly skills progress toward the next level
Rk
The monster's starting and maximum hit point total
HP
The monster's starting and maximum magic point total
MP
Each physical hit will deal between one and two times this amount of damage to the target, reduced by the target's defense
Att
The number of attacks the monster makes when it attacks physically, and the accuracy of each of those attacks
Acc
The status ailment or other effect, if any, that can be inflicted by this monster's attacks; if a monster inflicts multiple status ailments, all are inflicted at once; drain attacks always drain 1/16 of the target's total hp or mp, as appropriate, and have an opposite effect against undead creatures
Effect
Each physical hit the monster takes will have its damage reduced by this amount
Def
The number of evasion chances the monster has when attacked physically, and the sucess rate of each of those chances
Eva
The number of magic defense chances the monster has when targeted with a spell or ability, and the sucess rate of each of those chances
Mag. Def.
A monster's fear score is the base chance that it will flee from combat on its turn; this chance is increased when the party has more total HP than all remaining enemies
Fear
The average gil value of the money or items this monster can drop when defeated
Avg. Drop
The families this monster belongs to; Undead creatures are damaged by healing spells and reverse the effects of drain attacks used against them; some weapons get a +20 bonus to attack when used against certain monster families (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Family
The elements this monster is weak against; spells of these elements always have their maximum effect and deal double damage; elemental weapons get a +20 bonus to attack when used against monsters weak against any of their elements (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against)
Weakness
The elements this monster resists or absorbs; spells of resisted elements are always fully resisted and deal half damage, whle spells of absorbed elements have no effect and heal the target; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Ice Gigas 5% 7 2,000 140 120 7×95% - 120 1×50% 4×50% −130% 1,555 gil Giant Fire Ice
White Dragon 10% 7 2,500 140 150 6×95% - 120 1×75% 5×50% −170% 3,610 gil Magic Beast, Dragon Fire Ice
Treasures: Containing Antarctic Wind – 2 shown
The map where the treasure is found
Map
The specifics of where this treasure can be found
Notes
The monsters guarding this treasure, which will attack when the treasure is opened
Guarded By
Jade Passage B2 East side from central path -
Snow Cavern B3 End of northwest path -