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Characters: Tellah's Membership History – 1 shown
Job
The minimum level the character joins the party at; if the character previously attained a higher level, they rejoin at that level instead
Level
The gear this character joins the party with
Gear
The battle commands this character has access to
Commands
The specific map on which this character joins the party
Join Map
Details on exactly when this character joins the party
Join Notes
The specific map on which this character leaves the party
Leave Map
Details on exactly when this character leaves the party
Leave Notes
Job
The minimum level the character joins the party at; if the character previously attained a higher level, they rejoin at that level instead
Level
The gear this character joins the party with
Gear
The battle commands this character has access to
Commands
The specific map on which this character joins the party
Join Map
Details on exactly when this character joins the party
Join Notes
The specific map on which this character leaves the party
Leave Map
Details on exactly when this character leaves the party
Leave Notes
Sage 20 Staff, Leather Armor Fight, White, Black, Recal, Item Water Cavern South Talk to him after seeing Rosa Damcyan Castle Arrival at 3F
Sage 21 Staff, Gaia Gear, Iron Ring Fight, White, Black, Recal, Item Mt. Ordeals Third Elevation Joins automatically Tower of Zot 6F During cutscene with Golbez
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Weapons: Usable by Tellah – 15 shown
Rare weapons can only be found as treasure or won or stolen from monsters; unique weapons can only be found as treasure or as rare monster drops; forbidden weapons are powerful items found in the Lunar Subterrane; exceptional weapons are found only as rare monster drops
Name
The specific type of weapon this is; this has no special in-game meaning
Type
The higher a weapon's power, the more damage physical attacks made with it deal
Power
A weapon's base accuracy
Accuracy
Some weapons grant a bonus or penalty to one or more statistics; bonuses are listed in green, while penalties are listed in red
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 extra damage, while targets that resist or absorb this element take reduced damage
Elements
When used against monsters of any of the listed families, this weapon does increased damage
Families
The characters which are capable of using this weapon
Equipped By
Rare weapons can only be found as treasure or won or stolen from monsters; unique weapons can only be found as treasure or as rare monster drops; forbidden weapons are powerful items found in the Lunar Subterrane; exceptional weapons are found only as rare monster drops
Name
The specific type of weapon this is; this has no special in-game meaning
Type
The higher a weapon's power, the more damage physical attacks made with it deal
Power
A weapon's base accuracy
Accuracy
Some weapons grant a bonus or penalty to one or more statistics; bonuses are listed in green, while penalties are listed in red
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 extra damage, while targets that resist or absorb this element take reduced damage
Elements
When used against monsters of any of the listed families, this weapon does increased damage
Families
The characters which are capable of using this weapon
Equipped By
Rod Rod 3 40% - 100 gil 50 gil Rod - - - cRy, Fu, Pa, Ry, Te
Ice Rod Rod 5 45% - 220 gil 110 gil Ice1 - Ice Reptile cRy, Fu, Pa, Ry, Te
Flame Rod Rod 7 45% Wis +3 380 gil 190 gil Fire1 - Fire - cRy, Fu, Pa, Ry, Te
Thunder Rod Rod 10 50% Wis +3 700 gil 350 gil Bolt1 - Lightning - cRy, Fu, Pa, Ry, Te
Change Rod Rod 15 50% Wis +5 - 625 gil Piggy - - - cRy, Fu, Pa, Ry, Te
Fairy Rod Rod 30 55% Wis +10 5,000 gil 2,500 gil Charm - - - cRy, Fu, Pa, Ry, Te
Stardust Rod Rod 45 60% Wis +15 - 5,500 gil Comet - - - cRy, Fu, Pa, Ry, Te
Lilith Rod Rod 13 10% Wis +5 - 550 gil Psych - Absorb Undead cRy, Fu, Pa, Ry, Te
Staff Staff 4 45% - 160 gil 80 gil Staff - - - Ce, cRy, Fu, Po, Ro, Te
Cure Staff Staff 8 50% - 480 gil 240 gil Cure Staff - - - Ce, cRy, Fu, Po, Ro, Te
Mythril Staff Staff 12 55% Will +3 4,000 gil 2,000 gil Mythril Staff - - Undead Ce, cRy, Fu, Po, Ro, Te
Power Staff Staff 30 99% Str +10 2,000 gil 1,000 gil - Berserk - - cRy, Fu, Po, Ro, Te
Lunar Staff Staff 36 60% Will +10 7,000 gil 3,500 gil Dspel - - - cRy, Fu, Po, Ro, Te
Sage Staff Staff 48 65% Will +15 - 11,000 gil Life1 - - - cRy, Fu, Po, Ro, Te
Silence Staff Staff 52 60% Will +10 - 7,500 gil Mute Silence - Mage cRy, Fu, Po, Ro, Te
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Armor: Usable by Tellah – 30 shown
Rare armors can only be found as treasure or won or stolen from monsters; unique armors can only be found as treasure or as rare monster drops; forbidden armors are powerful items found in the Lunar Subterrane; exceptional armors are found only as rare monster drops
Name
The slot where this armor is equipped
Type
Defense reduces the amount of damage taken per physical hit; the defense value of multiple pieces of armor is cumulative
Defense
All shields and some types of armor grant a bonus to the wearer's evasion, while other armor incurs a penalty to evasion; the evasion adjustments 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.
Most types of armor grant a bonus to the wearer's magic evasion; the magic evasion bonus of multiple pieces of armor is cumulative
Mag. Eva.
Some types of armor grant a bonus or penalty to one or more statistics; bonuses are listed in green, while penalties are listed in red
Stat Modifications
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 reduced damage from spells or attacks of any of the listed elements
Resistance
The characters who are capable of using this armor
Equipped By
Rare armors can only be found as treasure or won or stolen from monsters; unique armors can only be found as treasure or as rare monster drops; forbidden armors are powerful items found in the Lunar Subterrane; exceptional armors are found only as rare monster drops
Name
The slot where this armor is equipped
Type
Defense reduces the amount of damage taken per physical hit; the defense value of multiple pieces of armor is cumulative
Defense
All shields and some types of armor grant a bonus to the wearer's evasion, while other armor incurs a penalty to evasion; the evasion adjustments 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.
Most types of armor grant a bonus to the wearer's magic evasion; the magic evasion bonus of multiple pieces of armor is cumulative
Mag. Eva.
Some types of armor grant a bonus or penalty to one or more statistics; bonuses are listed in green, while penalties are listed in red
Stat Modifications
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 reduced damage from spells or attacks of any of the listed elements
Resistance
The characters who are capable of using this armor
Equipped By
Leather Cap Helm 1 −5% 1 +1% - 100 gil 50 gil - - All characters except CDK
Feather Cap Helm 2 −4% 3 +3% - 330 gil 165 gil - - All characters except CDK
Magus Hat Helm 3 −3% 5 +5% Wis +3, Will +3 700 gil 350 gil - - Ce, cRy, Fu, Pa, Po, Ro, Ry, Te
Wizard Hat Helm 5 −2% 7 +7% Will +5 2,000 gil 1,000 gil - - Ce, cRy, Fu, Pa, Po, Ro, Ry, Te
Ribbon Helm 9 +2% 12 +12% - - 5 gil All status ailments - All characters except CDK
Headband Helm 1 - 1 +1% Str +5 450 gil 225 gil Confuse - All characters except CDK
Bandanna Helm 3 +2% 1 +1% Str +5, Vit +5 - 550 gil - - All characters except CDK
Ninja Hood Helm 5 +4% 1 +1% Str +3, Agil +3, Vit +3 - 1,000 gil Sleep - All characters except CDK
Glass Helm Helm 30 +99% 0 - - - 2,500 gil - - All characters except CDK
Clothes Armor 1 - 0 - - 50 gil 25 gil - - All characters except CDK
Leather Armor Armor 2 - 1 +1% - 200 gil 100 gil - - All characters except CDK
Gaia Gear Armor 3 - 3 +3% - 500 gil 250 gil Petrify - Ce, cRy, Fu, Pa, Po, Ro, Ry, Te
Wizard Robe Armor 5 - 5 +5% Will +5 1,200 gil 600 gil - - Ce, cRy, Fu, Pa, Po, Ro, Ry, Te
Black Robe Armor 8 - 7 +7% Wis +5 10,000 gil 5,000 gil - - cRy, Fu, Pa, Ry, Te
Sorcerer Robe Armor 12 - 9 +9% Wis +5, Will +5 30,000 gil 15,000 gil - Lightning Ce, cRy, Fu, Pa, Po, Ro, Ry, Te
White Robe Armor 18 - 10 +6% Will +15 - 5 gil Darkness - Ce, cRy, Fu, Po, Ro, Te
Power Vest Armor 15 - 0 - Str +15 - 2,000 gil - - All characters except CDK
Prisoner Clothes Armor 1 - 1 - - - 35 gil Sleep - All characters except CDK
Bard Robe Armor 2 - 1 - - 700 gil 35 gil Silence - All characters except CDK
Kenpo Gi Armor 5 +10% 2 +1% Str +3 4,000 gil 2,000 gil - - All characters except CDK
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r M m R
Spells: Usable by Tellah – 44 shown
Plot spells are learned as part of the plot rather than at a specific level; ultimate spells are learned at very high levels; quest spells are learned by completing sidequests; hidden spells are earned by finding rare monster drops; item effects power items and cannot be learned
Name
The type of spell this is; twin spells are the result of using Palom and Porom's Twin battle command; special spells are the effects and abilities created by items or monsters
Type
The number of magic points required to cast this spell
MP
At what level or after which event this character learns this spell
Learned
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
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 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' are less effective against each target if used to target a group
Target
The status effect this spell causes on a successful casting
Status
The elemental nature of this spell; targets that are weak to this element take extra damage, while targets that resist this element take reduced damage; targets that absorb this element gain hit points based on the usual damage dealt
Element
The characters which can learn this spell; the level at which the spell is learned is shown on individual character pages
Learned By
Plot spells are learned as part of the plot rather than at a specific level; ultimate spells are learned at very high levels; quest spells are learned by completing sidequests; hidden spells are earned by finding rare monster drops; item effects power items and cannot be learned
Name
The type of spell this is; twin spells are the result of using Palom and Porom's Twin battle command; special spells are the effects and abilities created by items or monsters
Type
The number of magic points required to cast this spell
MP
At what level or after which event this character learns this spell
Learned
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
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 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' are less effective against each target if used to target a group
Target
The status effect this spell causes on a successful casting
Status
The elemental nature of this spell; targets that are weak to this element take extra damage, while targets that resist this element take reduced damage; targets that absorb this element gain hit points based on the usual damage dealt
Element
The characters which can learn this spell; the level at which the spell is learned is shown on individual character pages
Learned By
Bolt1 Black 5 Start 8 100% One/All - Lightning cRy, Fu, Pa, Ry, Te
Fire1 Black 5 Start 8 100% One/All - Fire cRy, Fu, Pa, Ry, Te
Ice1 Black 5 Start 8 100% One/All - Ice cRy, Fu, Pa, Ry, Te
Psych Black 0 Start 8 100% One - Absorb cRy, Fu, Pa, Ry, Te
Stop Black 15 Start - 80% One Stop - cRy, Fu, Pa, Ry, Te
Blink White 8 Start - 50% One Blink - Fu, Po, Ro, Te
Charm White 10 Start - 65% One Confuse - Fu, Po, Ro, Te
Cure2 White 9 Start 24 100% One/All - - Ce, Fu, Po, Ro, Te
Esuna White 20 Start - 80% One - - Ce, Fu, Po, Ro, Te
Exit White 10 Start - 100% - - - Ce, Fu, Po, Ro, Te
Life1 White 8 Start - 75% One - - Fu, Po, Ro, Te
Bio Black 20 When Cecil becomes a Paladin 64 100% One/All Sap - cRy, Fu, Pa, Ry, Te
Bolt2 Black 15 When Cecil becomes a Paladin 32 100% One/All - Lightning Fu, Pa, Ry, Te
Bolt3 Black 30 When Cecil becomes a Paladin 128 100% One/All - Lightning cRy, Fu, Pa, Ry, Te
Drain Black 18 When Cecil becomes a Paladin 10 100% One - Absorb cRy, Fu, Pa, Ry, Te
Fire2 Black 15 When Cecil becomes a Paladin 32 100% One/All - Fire Fu, Pa, Ry, Te
Fire3 Black 30 When Cecil becomes a Paladin 128 100% One/All - Fire cRy, Fu, Pa, Ry, Te
Ice2 Black 15 When Cecil becomes a Paladin 32 100% One/All - Ice Fu, Pa, Ry, Te
Ice3 Black 30 When Cecil becomes a Paladin 128 100% One/All - Ice cRy, Fu, Pa, Ry, Te
Meteo Black 99 When Cecil becomes a Paladin 255 100% All Enemies - Holy cRy, Fu, Pa, Ry, Te
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