Weapons: Fire-elemental – 2 shown
Rare weapons can only be found as treasure, not purchased; enchanted items cast spells when used in combat; legendary weapons can be earned via sidequest; ultimate weapons are uniquely powerful treasures
Name
The base damage dealt by the weapon; this is added to half of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense
Damage
This value is added to the wielder's base accuracy to determine the overall accuracy of the weapon's attacks; the base chance to hit is approximately 84% plus half of this value, modified by the target's evasion; a character gains an extra hit for every 32 points of accuracy they have
Hit Rate
The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's attack rating to their normal damage (this extra damage ignores defense)
Crit
When used against a monster weak against one of its elements, the weapon gets a +4 bonus to attack and is 20% more likely to hit
Element
When used against a monster of a family it is effective against, the weapon gets a +4 bonus to attack and is 20% more likely to hit
Effective Against
Price
The amount of gil received when selling this weapon in a shop
Value
If used as an item in combat, some weapons can cast a particular magic spell free of cost
Spell
Equipped By
Excalibur 45 +35 19.9% All elements All families - 30,000 gil - Kn
Flame Sword 26 +20 10.4% Fire Regenerating, Undead - 5,000 gil - Wa, RM, Kn, Ni, RW
Armor: Resistant to Fire – 5 shown
Rare armors can only be found as treasure, not purchased; enchanted armors casts spells when used in combat; ultimate armors are uniquely powerful treasures
Name
Type
Each physical hit you take will have its damage reduced by this amount; the defense value of multiple pieces of armor is cumulative
Defense
All types of armor (except most shields) incur a penalty to the wearer's evasion rate; each two points of evasion lost result in a 1% smaller chance to evade attacks; multiple penalties are cumulative
Evasion
Any elemental resistances this armor provides; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage
Resistance
Price
The amount of gil received when selling this armor in a shop
Value
If used as an item in combat, some pieces of armor can cast a particular magic spell free of cost
Spell
Equipped By
White Robe Armor 24 −2 Death, Fire - 1 gil Invis2 WW
Dragon Mail Armor 42 −10 Fire, Ice, Lightning - 30,000 gil - Kn
Ice Armor Armor 34 −10 Fire - 15,000 gil - Kn, Ni, Wa
Ice Shield Shield 12 - Fire - 5,000 gil - Kn, Ni, Wa
Ribbon Helm 1 −1 All elements - 1 gil - All classes
Spells: Fire-elemental – 3 shown
Exclusive spells can only be learned and cast by a single class; advanced spells can only be learned and cast by advanced classes; ultimate spells are available only from the hidden shop in Lufenia
Name
Type Level Price
Healing spells and damaging spells that are not resisted have a hit point effect between one and two times this number, or half that when resisted (damage can be further modified by elemental weaknesses or resistances)
Power
A modifier to the likelihood of the spell being resisted; there is a base chance to hit of approximately 74% plus half this value, modified by the target's magic defense
Accuracy
Target
The status ailment cured of inflicted by the spell if it is not resisted
Status
The elemental nature of the spell; weakness to the element makes the spell approximately 20% more likely to hit and adds a 50% bonus to any damage dealt, while resistance halves damage and nearly guarantees that the spell will be resisted (for a net of 1/4 normal damage)
Element
Learned By
Fire1 Black 1 100 gil 20 +96 One foe - Fire BM, BW, Ni, RM, RW
Fire2 Black 3 1,500 gil 60 +96 All foes - Fire BM, BW, Ni, RM, RW
Fire3 Black 5 8,000 gil 100 +96 All foes - Fire BM, BW, RM, RW
Special Attacks: Fire-elemental – 5 shown
Similar special attacks may share the same name, but have different effects and animation (see individual pages to determine which monsters use which version of a given attack)
Name
Damaging special attacks that are not resisted deal between one and two this this amount of damage, or half that when resisted (damage can be further modified by elemental weaknesses or resistances)
Power
A modifier to the likelihood of the special attack being resisted; there is a base chance to hit of approximately 74% plus half this value, modified by the target's magic defense
Accuracy
Target
The status ailment inflicted if the special attack is not resisted, if any
Status
The elemental nature of the special attack; weakness to the element makes the special attack approximately 20% more likely to hit and adds a 50% bonus to any damage dealt, while resistance halves damage and nearly guarantees that the special attack will be resisted (for a net of 1/4 normal damage)
Element
Blaze 14 +100 All Foes - Fire
Blaze 24 +100 All Foes - Fire
Blaze 48 +100 All Foes - Fire
Blaze 128 +100 All Foes - Fire
Blaze 192 +100 All Foes - Fire
Monsters: Weak against Fire – 28 shown
Minibosses are only found in repeatable set encounters; bosses are encountered only one time during the game; the final boss must be defeated to complete the game; superbosses are the most dangerous monsters in the game, but are optional
Name
HP Gil
The total amount of experience earned for defeating this monster (this is split evently among surviving party members)
Exp
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 hit chances the monster gets whenever it attacks; each successful hit will deal full damage and can be a critical hit
Hits
The accuracy of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's accuracy, modified by the target's evasion
Acc
The status ailment, if any, that can be inflicted by this monster's attacks; the base chance of affliction is 50%, reduced by 1% for each two points of magic defense the target has
Status
The chance of each of this monster's attacks being a critical hit (unless the attack misses); critical hits add double the monster's attack rating to their normal damage (this extra damage ignores defense)
Crit
Each physical hit the monster takes will have its damage reduced by this amount
Abs
The monster's base chance to evade any given physical attack; each two points of evasion result in a 1% better chance to evade attacks
Eva
For each two points of magic defense, the monster has a 1% better chance of resisting any given spell
Mag. Def.
The lowest party level at which the monster may choose to run away; the chance to run is approximately 4% for each level the party leader is above this level
Run Lev.
The chance that the monster uses a magic spell on its turn; each monster that can cast spells has a specific cycle of spells that they always use in the same order (see the monster page for specifics)
Magic
The chance that the monster uses a special attack on its turn; monsters with multiple special attacks have a specific cycle of special attacks that they always use in the same order (see the monster page for specifics)
Sp. Att
The families this monster belongs to; only undead monsters are affected by Dia spells; regenerating monsters recover 5% of their maximum hp (rounded down) at the beginning of each round; some weapons gain a +4 bonus to attack and are approximately 20% more likely to hit when used against certain monster families
Family
The elements this monster is weak against; weakness against an element causes spells and special attacks of that element to be approximately 20% more likely to hit, and damaging spells or special attacks deal an additional 50% damage
Weakness
The elements this monster is resistant to; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage
Resists
Bloodbones 144 378 gil 378 26 1 101 - 1% 12 21 38 38 - - Undead Fire Death, Ice, Poison, Status
Dark Flan 156 900 gil 1101 49 1 103 Poison 1% 255 12 43 - - - - Fire Death, Earth, Ice, Lightning, Poison, Status
Dragon Zombie 268 999 gil 2331 56 1 117 Paralysis 1% 30 12 68 - - - Dragon, Undead Fire Death, Earth, Ice, Poison, Status
Earth Medusa 96 1,218 gil 1218 11 10 96 Paralysis 1% 12 36 35 - - 50% Magic Beast Fire Earth, Ice
Ghast 56 117 gil 117 8 3 91 Paralysis 1% 10 23 20 40 - - Undead Fire Death, Ice, Poison, Status
Ghost 180 990 gil 990 93 1 106 Paralysis 1% 30 18 43 - - - Magic Beast, Undead Fire Death, Earth, Ice, Poison, Status
Ghoul 48 50 gil 93 8 3 90 Paralysis 1% 6 6 18 22 - - Undead Fire Death, Ice, Poison, Status
Gigas Worm 56 15 gil 63 17 1 91 - 1% 8 12 20 12 - - - Fire -
Gnoma 288 768 gil 1536 66 1 119 - 1% 20 9 65 - - - Magic Beast Fire Death, Earth, Ice, Lightning, Poison, Status
Green Slime 24 20 gil 84 1 1 84 Poison 1% 255 0 18 22 - - - Fire, Ice Death, Earth, Lightning, Poison, Status
Ice Gigas 336 1,752 gil 1752 60 1 122 - 1% 16 24 75 - - - Giant Fire Ice
King Mummy 188 1,000 gil 984 43 1 107 Sleep 1% 24 12 48 34 - - Undead Fire Death, Ice, Poison, Status
Mummy 80 300 gil 300 30 1 94 Sleep 1% 20 12 30 46 - - Undead Fire Death, Ice, Poison, Status
Necrotaur 224 1,050 gil 1050 40 1 111 - 1% 14 18 58 28 - - Undead Fire Death, Ice, Poison, Status
Ochre Jelly 76 70 gil 252 32 1 93 - 1% 6 3 28 32 - - - Fire, Ice Death, Earth, Lightning, Poison, Status
Shadow 50 45 gil 90 10 1 90 Darkness 1% 0 18 19 22 - - Magic Beast, Undead Fire Death, Earth, Ice, Poison, Status
Skeleton 10 3 gil 9 10 1 85 - 1% 0 6 9 22 - - Undead Fire Death, Ice, Poison, Status
Specter 114 432 gil 432 40 1 98 Paralysis 1% 12 54 34 40 - - Magic Beast, Undead Fire Death, Earth, Ice, Poison, Status
Troll 184 621 gil 621 24 3 106 - 1% 12 24 50 28 - - Regenerating Fire -
Vampire 156 2,000 gil 1200 76 1 103 Paralysis 1% 24 36 38 - - 25% Magic Beast, Regenerating, Undead Fire Death, Earth, Ice, Poison, Status
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Monsters: Resistant to Fire – 43 shown
Minibosses are only found in repeatable set encounters; bosses are encountered only one time during the game; the final boss must be defeated to complete the game; superbosses are the most dangerous monsters in the game, but are optional
Name
HP Gil
The total amount of experience earned for defeating this monster (this is split evently among surviving party members)
Exp
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 hit chances the monster gets whenever it attacks; each successful hit will deal full damage and can be a critical hit
Hits
The accuracy of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's accuracy, modified by the target's evasion
Acc
The status ailment, if any, that can be inflicted by this monster's attacks; the base chance of affliction is 50%, reduced by 1% for each two points of magic defense the target has
Status
The chance of each of this monster's attacks being a critical hit (unless the attack misses); critical hits add double the monster's attack rating to their normal damage (this extra damage ignores defense)
Crit
Each physical hit the monster takes will have its damage reduced by this amount
Abs
The monster's base chance to evade any given physical attack; each two points of evasion result in a 1% better chance to evade attacks
Eva
For each two points of magic defense, the monster has a 1% better chance of resisting any given spell
Mag. Def.
The lowest party level at which the monster may choose to run away; the chance to run is approximately 4% for each level the party leader is above this level
Run Lev.
The chance that the monster uses a magic spell on its turn; each monster that can cast spells has a specific cycle of spells that they always use in the same order (see the monster page for specifics)
Magic
The chance that the monster uses a special attack on its turn; monsters with multiple special attacks have a specific cycle of special attacks that they always use in the same order (see the monster page for specifics)
Sp. Att
The families this monster belongs to; only undead monsters are affected by Dia spells; regenerating monsters recover 5% of their maximum hp (rounded down) at the beginning of each round; some weapons gain a +4 bonus to attack and are approximately 20% more likely to hit when used against certain monster families
Family
The elements this monster is weak against; weakness against an element causes spells and special attacks of that element to be approximately 20% more likely to hit, and damaging spells or special attacks deal an additional 50% damage
Weakness
The elements this monster is resistant to; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage
Resists
Aquos 300 800 gil 1962 69 1 117 - 1% 20 36 65 - - - Magic Beast Ice Death, Earth, Fire, Poison, Status
Chimera 300 2,500 gil 2064 30 4 113 - 1% 20 36 65 - - 50% Dragon Ice Earth, Fire
Crocodile 184 900 gil 816 42 2 106 - 1% 16 24 52 29 - - - Lightning Earth, Fire
Deepeyes 304 3,591 gil 3591 30 2 121 - 1% 16 12 78 - - 50% Aquatic Lightning Earth, Fire
Fire Gigas 300 1,506 gil 1506 73 1 125 - 1% 20 24 68 - - - Giant Ice Fire
Fire Hydra 182 400 gil 1215 20 3 106 - 1% 14 18 52 36 - 50% Dragon Ice Fire
Fire Lizard 296 1,200 gil 2472 31 2 120 - 1% 18 18 72 - - 25% Dragon Ice Fire
Goggler 10 10 gil 42 4 1 85 - 1% 0 42 7 15 - 100% - Lightning Earth, Fire
Gray Ooze 76 70 gil 255 30 1 93 - 1% 7 2 28 36 - - - Lightning Death, Earth, Fire, Ice, Poison, Status
Hellhound 192 600 gil 1182 30 1 107 - 1% 8 24 52 33 - 50% - Ice Fire
Iron Golem 304 3,000 gil 6717 93 1 121 - 1% 100 12 72 - - 13% Magic Beast - Death, Earth, Fire, Ice, Poison, Status
Kraken 1,600 5,000 gil 4245 50 8 128 - 1% 60 42 80 - - 25% Aquatic Lightning Earth, Fire
Lava Worm 280 400 gil 1671 50 1 118 - 1% 31 2 72 - - - - Ice Earth, Fire
Nightmare 200 700 gil 1272 30 3 108 - 1% 24 66 50 - - 25% Magic Beast Ice Death, Earth, Fire, Poison, Status
Ochu 208 102 gil 1224 20 3 109 Poison 1% 24 12 58 48 - - - Lightning Earth, Fire
Piranha 92 20 gil 240 22 1 95 - 1% 0 36 34 29 - - - Lightning Earth, Fire
Piscodemon 84 300 gil 276 30 2 94 - 1% 16 33 49 23 - - Aquatic, Magic Beast - Fire, Ice, Poison, Status
Pyrolisk 44 500 gil 423 20 1 89 - 1% 4 36 23 22 - 25% - Ice Earth, Fire
Pyros 276 800 gil 1620 50 1 118 - 1% 20 21 65 - - - Magic Beast Ice Death, Earth, Fire, Poison, Status
Red Dragon 248 4,000 gil 2904 75 1 114 - 1% 30 48 100 - - 50% Dragon Ice, Poison Earth, Fire
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