Weapons: Dark-Elemental – 6 shown
Rare weapons can only be found as treasure or won from monsters; unique weapons can only be found as treasure or purchased in hidden shops; ultimate weapons are uniquely powerful treasures; onion weapons are rare treasures of unmatched but narrow power
Name
The higher a weapon's power, the more damage physical attacks made with it deal; characters gain a bonus to power based on strength
Power
A weapon's base accuracy; characters gain a bonus to accuracy based on agility and job level; note that the accuracy of arrows is ignored in favor of the bow's accuracy when using a bow and arrow combination
Accuracy
Some weapons offer a bonus to one or more statistics; certain weapons also offer a bonus to one or more element types, but this has no effect; for the curious, the elemental bonuses are shown on individual weapon pages
Bonuses
The cost to buy this weapon in a shop
Price
The amount of gil received when selling this weapon in a shop
Value
The spell cast when this weapon is used as an item in combat; unlike items, weapons are not consumed when used to cast spells
Spell
The status ailment that may be inflicted by hits with this weapon
Status
The elemental nature of this weapon; targets that are weak to this element take double damage, while targets that resist this element take half damage; targets that absorb this element gain hit points equal to the usual damage dealt
Elements
The jobs which are capable of using this weapon
Equipped By
(Nunchaku)Hellish Claws 60 100% - - 20,000 gil - Dark BB, Ni
(Sword)Ragnarok 180 100% - - 32,750 gil - Dark Kn, MK, Ni
(Dark Blade)Ashura 65 100% - 20,000 gil 10,000 gil - Dark MK, Ni
(Dark Blade)Kotetsu 105 90% - - 10,500 gil - Dark MK, Ni
(Dark Blade)Kiku-Ichimonji 125 100% - - 11,000 gil - Dark MK, Ni
(Dark Blade)Masamune 160 90% - - 32,500 gil - Dark MK, Ni
Monsters: Weak against Dark – 7 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Silenus 910 900 gil 320 87 6×70% - Dividing 5 2×15% 3 1×45% Dark All except Dark -
Gaap 1,000 920 gil 320 87 6×70% - Dividing 5 2×15% 3 1×45% Dark All except Dark -
Azrael 1,100 940 gil 320 90 6×80% - - 5 2×15% 3 1×45% Dark All except Dark -
Chronos 1,550 1,000 gil 320 97 7×80% - Dividing 5 2×25% 5 2×50% Dark All except Dark -
Valefor 1,620 1,050 gil 320 97 7×80% - Dividing 5 2×25% 5 2×50% Dark All except Dark -
Haniel 1,600 1,100 gil 320 100 7×70% - Dividing 5 2×25% 5 2×50% Dark All except Dark -
Vassago 720 1,150 gil 320 100 7×70% - Dividing 5 2×25% 5 2×50% Dark All except Dark -
Monsters: Resistant to Dark – 20 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Unei's Clone 1,500 50 gil 72 110 8×80% - - 9 3×45% 48 2×40% - All except Recovery Toad, Conf
Xande's Clone 10,000 1,550 gil 3,400 175 11×90% - - 11 5×30% 48 2×40% - All except Recovery Toad, Conf
Doga's Clone 1,500 2,800 gil 4,000 110 8×80% - - 9 3×45% 48 2×40% - All except Recovery Toad, Conf
Kage 2,520 4,000 gil 4,400 145 9×70% - - 9 3×60% 3 2×15% - All except Recovery -
Shadow Master 2,110 4,100 gil 4,400 145 9×70% - - 10 4×30% 4 2×35% - All except Recovery -
Bahamut 7,500 3,500 gil 2,800 143 9×90% - - 10 4×35% 48 2×40% - All except Recovery All status ailments
Doga 4,500 4,000 gil 3,400 110 8×80% - - 10 4×40% 48 2×40% - All except Recovery All status ailments
Unei 4,500 4,200 gil 4,000 110 8×80% - - 10 4×40% 48 2×40% - All except Recovery All status ailments
Titan 7,800 4,500 gil 4,400 135 9×90% - - 10 4×45% 48 2×40% - All except Recovery All status ailments
Ninja 5,500 4,800 gil 4,600 163 10×80% - - 11 4×50% 48 2×40% - All except Recovery All status ailments
Kunoichi 9,000 5,000 gil 4,800 150 10×90% - - 11 5×20% 48 2×40% - All except Recovery All status ailments
General 12,000 5,200 gil 5,000 165 10×90% - - 11 5×30% 48 2×40% - All except Recovery All status ailments
Red Dragon 15,000 5,800 gil 5,600 170 10×80% - - 11 5×30% 48 2×40% - All except Recovery All status ailments
Xande 21,000 - - 175 11×90% - - 11 5×30% 48 2×40% - All except Recovery All status ailments
Cerberus 23,000 6,400 gil 5,800 40 1×32% - - 11 5×40% 96 5×56% - All except Recovery All status ailments
Two-Headed Dragon 29,000 6,800 gil 6,000 255 32×99% - - 11 5×50% 80 3×48% - All except Recovery All status ailments
Echidna 32,000 7,000 gil 7,000 185 11×70% - - 11 5×50% 80 3×48% - All except Recovery All status ailments
Ahriman 35,000 7,200 gil 8,000 185 11×70% - - 11 5×50% 80 3×48% - All except Recovery All status ailments
Cloud of Darkness 45,000 - - 185 11×70% - - 11 5×50% 96 5×56% - All except Recovery All status ailments
Cloud of Darkness 65,000 - - 240 11×83% - - 255 32×99% 255 32×99% - All except Recovery All status ailments
Monsters: Which Absorb Dark – 2 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Amon 7,040 3,450 gil 4,200 137 9×70% - - 11 5×40% 7 2×60% - All elements Conf, Slp, Prlz, PPtr
Hein 1,600 2,100 gil 1,040 40 5×60% - - 11 4×60% 5 2×25% - All elements All status ailments