Weapons: Effective Against the Magic Beast Family – 1 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
Monsters: In the Magic Beast Family – 26 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
Lich 1,000 1 gil 2000 50 1 115 Paralysis 1% 50 24 70 - 75% - Magic Beast, Spellcaster, Undead - Death, Ice, Poison, Status
Lich 800 3,000 gil 2200 40 1 108 Paralysis 1% 40 12 60 - 75% - Magic Beast, Spellcaster, Undead Fire Death, Ice, Poison, Status
Death Eye 360 1 gil 1 120 1 158 Paralysis 20% 60 12 80 - 50% 25% Magic Beast, Regenerating, Undead Fire Death, Earth, Ice, Poison, Status
Horned Devil 94 387 gil 387 10 4 96 - 1% 32 36 64 27 50% - Magic Beast - Earth, Fire, Ice
Marilith 1,400 1 gil 2000 60 6 115 - 1% 60 30 92 - 38% - Magic Beast, Spellcaster - Fire, Ice, Lightning, Poison
Stone Golem 200 1,000 gil 2385 70 1 108 - 1% 16 12 55 - 38% - Magic Beast, Spellcaster - Death, Earth, Fire, Ice, Lightning, Poison, Status
Marilith 1,200 3,000 gil 2475 40 6 115 - 1% 50 24 92 - 38% - Magic Beast, Spellcaster Status Fire, Ice, Lightning, Poison
Clay Golem 176 800 gil 1257 64 1 105 Poison 1% 7 14 47 - 25% - Magic Beast, Spellcaster - Death, Fire, Ice, Lightning, Poison, Status
Vampire Lord 300 3,000 gil 2385 90 1 104 Paralysis 1% 28 36 42 - 25% 19% Magic Beast, Regenerating, Spellcaster, Undead Fire Death, Earth, Ice, Poison, Status
Doom Knight 190 3,000 gil 2700 55 1 107 - 1% 32 21 87 - 25% - Magic Beast, Spellcaster - Death, Poison, Status
Pyros 276 800 gil 1620 50 1 118 - 1% 20 21 65 - - - Magic Beast Ice Death, Earth, Fire, 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
Weretiger 160 780 gil 780 30 2 103 Poison 1% 16 24 47 34 - - Magic Beast, Regenerating, Werebeast - -
Werewolf 68 67 gil 135 14 1 92 Poison 1% 6 21 23 20 - - Magic Beast, Regenerating, Werebeast - -
Nightmare 200 700 gil 1272 30 3 108 - 1% 24 66 50 - - 25% Magic Beast Ice Death, Earth, Fire, Poison, Status
Ghost 180 990 gil 990 93 1 106 Paralysis 1% 30 18 43 - - - Magic Beast, Undead Fire Death, Earth, Ice, Poison, Status
Aquos 300 800 gil 1962 69 1 117 - 1% 20 36 65 - - - Magic Beast Ice Death, Earth, Fire, Poison, Status
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
Aeros 358 807 gil 1614 53 1 114 - 1% 4 72 65 - - - Magic Beast - Death, Earth, Poison, Status
Gnoma 288 768 gil 1536 66 1 119 - 1% 20 9 65 - - - Magic Beast Fire Death, Earth, Ice, Lightning, Poison, Status
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