Weapons: Effective Against the Dragon Family – 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
Wyrmkiller 19 +15 11.4% - Dragon - 4,000 gil - Wa, Th, RM, Kn, Ni, RW
Excalibur 45 +35 19.9% All elements All families - 30,000 gil - Kn
Monsters: In the Dragon Family – 22 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
Cobra 56 50 gil 123 6 1 91 Poison 1% 6 15 23 14 - - Dragon - -
Lizard 92 50 gil 153 18 1 95 - 5% 12 12 28 27 - - Dragon - -
Anaconda 80 50 gil 165 22 1 94 - 16% 10 18 28 15 - - Dragon - -
White Croc 288 2,000 gil 1890 56 2 119 - 1% 20 24 72 31 - - Dragon Lightning Earth, Fire
Hydra 212 150 gil 915 30 3 110 - 1% 14 18 58 29 - - Dragon - -
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
Red Dragon 248 4,000 gil 2904 75 1 114 - 1% 30 48 100 - - 50% Dragon Ice, Poison Earth, Fire
White Dragon 200 2,000 gil 1701 53 1 108 - 1% 8 60 98 - - 50% Dragon Fire, Lightning Earth, Ice, Poison
Wyvern 212 50 gil 1173 30 1 110 Poison 1% 12 48 58 35 - - Dragon - Earth
Wyrm 260 502 gil 1218 40 1 116 - 1% 22 30 66 35 - - Dragon - Earth
Basilisk 196 658 gil 1977 30 1 110 - 1% 20 12 46 - - 50% Dragon - -
Allosaurus 480 502 gil 3387 65 1 150 - 1% 10 30 100 32 - - Dragon - -
Dragon Zombie 268 999 gil 2331 56 1 117 Paralysis 1% 30 12 68 - - - Dragon, Undead Fire Death, Earth, Ice, Poison, Status
Sea Snake 224 600 gil 957 35 1 111 - 0% 12 24 58 - - - Aquatic, Dragon Lightning Earth, Fire
Tyrannosaur 600 600 gil 7200 115 1 155 - 15% 10 30 100 35 - - Dragon - -
Chimera 300 2,500 gil 2064 30 4 113 - 1% 20 36 65 - - 50% Dragon Ice Earth, Fire
Blue Dragon 454 2,000 gil 3274 92 1 126 - 1% 20 48 100 - - 50% Dragon - Earth, Lightning
Green Dragon 353 5,000 gil 4068 72 1 117 - 1% 16 48 100 - - 50% Dragon Ice Earth
Tiamat 2,000 6,000 gil 5496 49 4 123 - 1% 80 36 100 - - 50% Dragon Poison Earth, Fire, Ice, Lightning
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