Weapons: Fire-Elemental – 7 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)Wyvern Claws 48 100% - - 9,000 gil Aero Fire, Lightning BB, Ni
(Rod)Fire Rod 12 70% - 3,000 gil 1,500 gil - Fire BM, Ev, Ma, Ni, RM, Sa, Su
(Rod)Omnirod 20 80% - - 15,000 gil - Air, Earth, Fire, Holy, Ice, Lightning Ma, Ni, Sa, Su
(Sword)Salamand Sword 32 80% - 3,000 gil 1,500 gil Fire Fire Kn, Ni, Wa
(Book)Book of Fire 32 70% - - 1,650 gil - Fire Ni, Sa, Sc
(Book)Tome of Fire 65 70% - 15,000 gil 7,500 gil - Fire Ni, Sa, Sc
(Bow)Fire Arrow 30 90% - 30 gil 15 gil - Fire Ni, Ra
Weapons: Enhance Fire spells – 2 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
(Rod)Fire Rod 12 70% - 3,000 gil 1,500 gil - Fire BM, Ev, Ma, Ni, RM, Sa, Su
(Rod)Elder Staff 30 90% - - 32,500 gil Cure - De, Ni, Sa
Armor: Resistant to Fire – 6 shown
Rare armors can only be found as treasure or won from monsters; unique armors can only be found as treasure; ultimate armors are uniquely powerful treasures; onion armors are rare treasures of unmatched but narrow power
Name
Defense reduces the amount of damage taken per physical hit; the defense value of multiple pieces of armor is cumulative
Defense
Most types of armor grant a bonus to the wearer's evasion; the evasion bonus of multiple pieces of armor is cumulative
Evasion
Magic defense reduces the amount of damage taken by spells and special attacks; the magic defense value of multiple pieces of armor is cumulative
Mag. Def.
Some types of armor offer a bonus to one or more statistics
Bonuses
The cost to buy this armor in a shop
Price
The amount of gil received when selling this armor in a shop
Value
The wearer becomes immune to all of the listed status ailments while using this armor
Status Immunity
The wearer takes half damage from spells or attacks of any of the listed elements; if the wearer is also using a piece of armor with a weakness to a resisted element, the resistance takes precedence
Resistance
The wearer takes double damage from spells or attacks of any of the listed elements; if the wearer is also using a piece of armor resistant to the element this armor is weak against, the resistance takes precedence
Weakness
The jobs which are capable of using this armor
Equipped By
(Shield)Ice Shield 8 9% 8 - 1,800 gil 900 gil - Fire Ice Dr, Kn, Ni, OK, RM, Th, Vi, Wa
(Helm)Onion Helm 48 48% 48 - - 32,750 gil All status ailments Air, Earth, Fire, Ice, Recovery - OK
(Helm)Ice Helm 4 6% 6 - 1,200 gil 600 gil - Fire Ice Dr, Kn, Ni, Ra, RM, Th, Vi, Wa
(Helm)Ribbon 9 10% 10 - - 5 gil All status ailments Air, Earth, Fire, Ice, Recovery - All jobs
(Armor)Ice Armor 5 6% 4 - 2,400 gil 1,200 gil - Fire Ice Dr, Kn, Ni, Ra, Vi, Wa
(Armor)Flame Mail 5 6% 4 - 2,400 gil 1,200 gil - Ice Fire Dr, Kn, Ni, Ra, Vi, Wa
Spells: Fire-elemental – 7 shown
Summons are spells with differing effects based on class; hidden spells must be earned or purchased in hidden shops; item effects power items and cannot be learned; terrain effects are used by geomancers; special abilities are used only by monsters; summon effects are written as Summon: Effect; evoker effects are used at random, while summoner effects are always the same
Name
The type of spell this is, which determines which jobs can cast it; terrain spells are the effects created by geomancers' terrain ability; 'item'-type spells are created by using items in battle; abilities are used only by monsters
Type
The level of the spell, which determines which jobs can cast it and what level mp it takes to cast
Level
The effect of damaging or healing spells is increased with a high power; characters add a bonus to the spell power of damaging spells based on intelligence for black magic or mind for white magic; healing spells do not get any bonus
Power
The base accuracy of the spell; characters add a bonus to accuracy based on intelligence for black magic or mind for white magic
Accuracy
The cost to buy this spell's tome in a shop
Price
The amount of gil received when selling this spell in a shop
Value
The targets that this spell can be used on; spells that target 'all' cannot be retargeted, and deal full damage to each target; spells that have a target of 'one/all' split their damage among all targets if used to target a group; both 'one/all' and 'one' target spells can be used against both enemies and allies, regardless of the default target
Target
Any status ailments this spell inflicts on a successful casting
Status
The elemental nature of this spell; 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
Element
The jobs which are capable of casting this spell; a character of any job can have any spell on their spell list, even if they cannot cast it
Cast By
Firaga Black 6 150 100% 10,000 gil 5,000 gil One/All Enemies Fire BM, Ma, Sa
Fira Black 3 55 100% 1,500 gil 750 gil One/All Enemies Fire BM, Ma, RM, Sa
Fire Black 1 25 100% 100 gil 50 gil One/All Enemies Fire BM, Ma, RM, Sa
Ifrit: Hellfire Summon 3 85 100% - - One Enemy Fire Ev
Ifrit: Inferno Summon 6 128 100% - - All Enemies Fire Sa, Su
Titan: Clobber Summon 6 101 100% - - One Enemy Fire Ev
Flame Ability 6 40 100% - - All Enemies Fire -
Monsters: With Fire-elemental attacks – 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
Firefly 72 36 gil 52 14 3×70% Air, Fire - 1 0×20% 1 0×10% Air, Ice Fire Conf, Slp, Prlz, PPtr
Bomb 125 110 gil 160 28 4×60% Fire - 3 1×35% 1 0×30% Fire - -
Balloon 143 125 gil 180 30 4×80% Fire - 3 1×40% 2 1×10% Fire - -
Vulcan 250 280 gil 500 40 5×60% Fire - 3 2×15% 2 1×20% Ice Fire Conf, Slp, Prlz, PPtr
Azer 1,570 3,700 gil 4,400 140 9×80% Fire - 9 3×50% 3 2×15% Ice Fire Toad, Conf, Slp, Prlz, PPtr
Djinn 480 700 gil 160 16 3×60% Fire - 1 0×30% 32 1×16% Ice Fire All status ailments
Salamander 2,100 1,800 gil 700 39 4×90% Fire - 3 2×10% 48 2×40% Ice Fire All status ailments
Monsters: Weak against Fire – 18 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
Red Wisp 34 18 gil 32 10 3×75% Holy Undead 1 0×10% 1 0×10% Fire, Holy Recovery Toad, Conf
Dark Eye 38 20 gil 32 12 3×60% - Undead 1 0×10% 1 0×10% Fire, Holy Recovery Toad, Conf
Zombie 42 22 gil 40 12 3×60% Holy Undead 1 0×10% 1 0×10% Fire, Holy Recovery Toad, Conf
Mummy 48 24 gil 40 14 3×70% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Skeleton 54 26 gil 40 13 3×65% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Cursed Copper 35 28 gil 48 14 3×70% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Larva 38 30 gil 48 13 3×65% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Shadow 65 32 gil 48 14 3×70% Holy Undead 1 0×15% 1 0×10% Fire, Holy Recovery Toad, Conf
Revenant 70 34 gil 52 10 3×21% Holy Undead 1 0×20% 1 0×10% Fire, Holy Recovery Toad, Conf
Bomb 125 110 gil 160 28 4×60% Fire - 3 1×35% 1 0×30% Fire - -
Balloon 143 125 gil 180 30 4×80% Fire - 3 1×40% 2 1×10% Fire - -
Red Marshmallow 155 140 gil 200 32 4×60% - - 13 2×25% 4 2×40% Fire - -
Pharaoh 160 145 gil 240 32 4×36% Holy Undead 3 1×45% 2 1×10% Fire, Holy Recovery Toad, Conf
Lemur 164 150 gil 240 32 4×60% Holy Undead 3 1×45% 2 1×10% Fire, Holy Recovery Toad, Conf
Poison Toad 200 190 gil 360 37 5×36% - - 3 1×60% 2 1×15% Fire - -
Frostfly 325 430 gil 960 52 5×80% Air, Ice - 4 2×30% 2 1×30% Fire Air, Ice Conf, Slp, Prlz, PPtr
Zombie Dragon 2,000 960 gil 5,000 93 7×90% - Undead 5 2×20% 5 2×50% Fire, Holy Recovery Toad, Conf
Bone Dragon 2,500 2,600 gil 3,800 125 8×80% - Undead 7 3×20% 3 2×10% Fire, Holy Recovery Toad, Conf
Monsters: Resistant to Fire – 28 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
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 -
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 -
Djinn 480 700 gil 160 16 3×60% Fire - 1 0×30% 32 1×16% Ice Fire All status ailments
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
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Monsters: Which Absorb Fire – 6 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
Firefly 72 36 gil 52 14 3×70% Air, Fire - 1 0×20% 1 0×10% Air, Ice Fire Conf, Slp, Prlz, PPtr
Vulcan 250 280 gil 500 40 5×60% Fire - 3 2×15% 2 1×20% Ice Fire Conf, Slp, Prlz, PPtr
Amon 7,040 3,450 gil 4,200 137 9×70% - - 11 5×40% 7 2×60% - All elements Conf, Slp, Prlz, PPtr
Azer 1,570 3,700 gil 4,400 140 9×80% Fire - 9 3×50% 3 2×15% Ice Fire Toad, Conf, Slp, Prlz, PPtr
Salamander 2,100 1,800 gil 700 39 4×90% Fire - 3 2×10% 48 2×40% Ice Fire All status ailments
Hein 1,600 2,100 gil 1,040 40 5×60% - - 11 4×60% 5 2×25% - All elements All status ailments