Armor: Resistant to Cold – 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
The slot that the armor protects; you can have no more than one piece of armor equipped per slot
Type
Each physical hit you take will have its damage reduced by this amount; the absorb value of multiple pieces of armor is cumulative
Absorb
All types of armor (except most shields) incur a penalty to the wearer's evasion rate; each two points of evade % lost result in a 1% smaller chance to evade attacks; multiple penalties are cumulative
Evade %
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 gold 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
Black (Robe) Armor 24 −2 Time, Cold - 1 G ICE2 BW
Dragon (Armor) Armor 42 −10 Fire, Cold, Lightning - 30,000 G - Kn
Flame (Armor) Armor 34 −10 Cold - 15,000 G - Fi, Kn, Ni
Flame (Shield) Shield 12 - Cold - 5,000 G - Fi, Kn, Ni
Ribbon Helmet 1 −1 All elements - 1 G - All classes
Spells: Cold-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 Lefein; bugged spells have either no effect or an unintended negative effect when you use them, and should be avoided
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
Hit %
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
ICE Black 2 400 G 40 +96 One foe - Cold RM, BM, Ni, RW, BW
ICE2 Black 4 4,000 G 80 +96 All foes - Cold RM, BM, Ni, RW, BW
ICE3 Black 7 45,000 G 140 +96 All foes - Cold BM, RW, BW
Special Attacks: Cold-elemental – 2 shown
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
Hit %
The targets affected by the special attack; single targets are chosen randomly
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
BLIZZARD 100 +100 All Foes - Cold
FROST 48 +100 All Foes - Cold
Monsters: Weak against Cold – 15 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 Gold
The total amount of experience earned for defeating this monster (this is split evenly 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 absorb
Dmg
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 hit % of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's hit %, modified by the target's evade %
Hit %
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; note that, due to a bug, misses after the attack's first hit have a chance to inflict a status ailment despite not hitting
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 damage rating to their normal damage (this extra damage ignores absorb)
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 evade % 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 HARM spells; note that other monster families have no mechanical effect
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
AGAMA 296 1,200 G 2,472 31 2 120 - 1% 18 18 72 - - 25% Dragon Cold Fire
CEREBUS 192 600 G 1,182 30 1 107 - 1% 8 24 52 33 - 50% - Cold -
CHIMERA 300 2,500 G 2,064 30 4 113 - 1% 20 36 65 - - 50% Dragon Cold Fire, Earth
FIRE 276 800 G 1,620 50 1 118 - 1% 20 21 65 - - - Magic Beast Cold Status, Poison, Death, Fire, Earth
Gas D 353 5,000 G 4,068 72 1 117 - 1% 16 48 100 - - 50% Dragon Cold Earth
Grey W 280 400 G 1,671 50 1 118 - 1% 31 2 72 - - - - Cold Fire, Earth
JIMERA 350 5,000 G 4,584 40 4 118 - 1% 18 30 72 - - 50% Dragon Cold Fire, Earth
NITEMARE 200 700 G 1,272 30 3 108 - 1% 24 66 50 - - 25% Magic Beast Cold Status, Poison, Death, Fire, Earth
OOZE 76 70 G 252 32 1 93 - 1% 6 3 28 32 - - - Fire, Cold Status, Poison, Death, Lightning, Earth
PERILISK 44 500 G 423 20 1 89 - 1% 4 36 23 22 - 25% - Cold Fire, Earth
R.GIANT 300 1,506 G 1,506 73 1 125 - 1% 20 24 68 - - - Giant Cold Fire
R.HYDRA 182 400 G 1,215 20 3 106 - 1% 14 18 52 36 - 50% Dragon Cold Fire
Red D 248 4,000 G 2,904 75 1 114 - 1% 30 48 100 - - 50% Dragon Poison, Cold Fire, Earth
SCUM 24 20 G 84 1 1 84 Poison 1% 255 0 18 22 - - - Fire, Cold Status, Poison, Death, Lightning, Earth
WATER 300 800 G 1,962 69 1 117 - 1% 20 36 65 - - - Magic Beast Cold Status, Poison, Death, Fire, Earth
Monsters: Resistant to Cold – 40 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 Gold
The total amount of experience earned for defeating this monster (this is split evenly 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 absorb
Dmg
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 hit % of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's hit %, modified by the target's evade %
Hit %
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; note that, due to a bug, misses after the attack's first hit have a chance to inflict a status ailment despite not hitting
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 damage rating to their normal damage (this extra damage ignores absorb)
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 evade % 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 HARM spells; note that other monster families have no mechanical effect
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
BONE 10 3 G 9 10 1 85 - 1% 0 6 9 22 - - Undead Fire Status, Poison, Death, Cold
EARTH 288 768 G 1,536 66 1 119 - 1% 20 9 65 - - - Magic Beast Fire Status, Poison, Death, Cold, Lightning, Earth
FrGIANT 336 1,752 G 1,752 60 1 122 - 1% 16 24 75 - - - Giant Fire Cold
Frost D 200 2,000 G 1,701 53 1 108 - 1% 8 60 98 - - 50% Dragon Fire, Lightning Poison, Cold, Earth
FrWOLF 92 200 G 402 25 1 95 - 1% 0 27 28 - - 25% - Fire Cold
GEIST 56 117 G 117 8 3 91 Paralysis 1% 10 23 20 40 - - Undead Fire Status, Poison, Death, Cold
GHOST 180 990 G 990 93 1 106 Paralysis 1% 30 18 43 - - - Magic Beast, Undead Fire Status, Poison, Death, Cold, Earth
GHOUL 48 50 G 93 8 3 90 Paralysis 1% 6 6 18 22 - - Undead Fire Status, Poison, Death, Cold
GrMEDUSA 96 1,218 G 1,218 11 10 96 Paralysis 1% 12 36 35 - - 50% Magic Beast Fire Cold, Earth
GrPEDE 320 1,000 G 2,244 73 1 123 - 1% 24 24 93 48 - - - - Fire, Cold
IMAGE 86 231 G 231 22 1 95 Paralysis 1% 4 45 26 40 - - Magic Beast, Undead Fire Status, Poison, Death, Cold, Earth
IronGOL 304 3,000 G 6,717 93 1 121 - 1% 100 12 72 - - 13% Magic Beast - Status, Poison, Death, Fire, Cold, Earth
MUCK 76 70 G 255 30 1 93 - 1% 7 2 28 36 - - - Lightning Status, Poison, Death, Fire, Cold, Earth
MUMMY 80 300 G 300 30 1 94 Sleep 1% 20 12 30 46 - - Undead Fire Status, Poison, Death, Cold
R.BONE 144 378 G 378 26 1 101 - 1% 12 21 38 38 - - Undead Fire Status, Poison, Death, Cold
SENTRY 400 2,000 G 4,000 102 1 128 - 1% 48 48 80 35 - - - Lightning Status, Poison, Death, Fire, Cold, Earth
SHADOW 50 45 G 90 10 1 90 Darkness 1% 0 18 19 22 - - Magic Beast, Undead Fire Status, Poison, Death, Cold, Earth
SLIME 156 900 G 1,101 49 1 103 Poison 1% 255 12 43 - - - - Fire Status, Poison, Death, Cold, Lightning, Earth
SPECTER 52 150 G 150 20 1 90 Paralysis 1% 12 21 23 40 - - Undead Fire Status, Poison, Death, Cold
TIAMAT 1,000 6,000 G 5,496 49 4 123 - 1% 80 36 100 - - 50% Dragon Poison Fire, Cold, Lightning, Earth
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Monsters: With Cold-Elemental Status Attacks – 1 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 Gold
The total amount of experience earned for defeating this monster (this is split evenly 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 absorb
Dmg
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 hit % of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's hit %, modified by the target's evade %
Hit %
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; note that, due to a bug, misses after the attack's first hit have a chance to inflict a status ailment despite not hitting
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 damage rating to their normal damage (this extra damage ignores absorb)
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 evade % 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 HARM spells; note that other monster families have no mechanical effect
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
SCUM 24 20 G 84 1 1 84 Poison 1% 255 0 18 22 - - - Fire, Cold Status, Poison, Death, Lightning, Earth