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
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
Ice (Armor) Armor 34 −10 Fire - 15,000 G - Fi, Kn, Ni
Dragon (Armor) Armor 42 −10 Cold, Fire, Lightning - 30,000 G - Kn
White (Robe) Armor 24 −2 Death, Fire - 1 G INV2 WW
Ice (Shield) Shield 12 - Fire - 5,000 G - Fi, Kn, Ni
Ribbon Helmet 1 −1 All elements - 1 G - 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 Lefein
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
FIRE Black 1 100 G 20 +96 One foe - Fire BM, BW, Ni, RM, RW
FIR2 Black 3 1,500 G 60 +96 All foes - Fire BM, BW, Ni, RM, RW
FIR3 Black 5 8,000 G 100 +96 All foes - Fire BM, BW, RM, RW
Special Attacks: Fire-elemental – 5 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
SCORCH 14 +100 All Foes - Fire
HEAT 24 +100 All Foes - Fire
CREMATE 48 +100 All Foes - Fire
BLAZE 128 +100 All Foes - Fire
INFERNO 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 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
FrWOLF 92 200 G 402 25 1 95 - 1% 0 27 28 - - 25% - Fire Cold
FrGIANT 336 1,752 G 1,752 60 1 122 - 1% 16 24 75 - - - - Fire Cold
BONE 10 3 G 9 10 1 85 - 1% 0 6 9 22 - - Undead Fire Cold, Death, Poison, Status
R.BONE 144 378 G 378 26 1 101 - 1% 12 21 38 38 - - Undead Fire Cold, Death, Poison, Status
CREEP 56 15 G 63 17 1 91 - 1% 8 12 20 12 - - - Fire -
ZomBULL 224 1,050 G 1,050 40 1 111 - 1% 14 18 58 28 - - Undead Fire Cold, Death, Poison, Status
TROLL 184 621 G 621 24 3 106 - 1% 12 24 50 28 - - - Fire -
SHADOW 50 45 G 90 10 1 90 Darkness 1% 0 18 19 22 - - Undead Fire Cold, Death, Earth, Poison, Status
IMAGE 86 231 G 231 22 1 95 Paralysis 1% 4 45 26 40 - - Undead Fire Cold, Death, Earth, Poison, Status
WRAITH 114 432 G 432 40 1 98 Paralysis 1% 12 54 34 40 - - Undead Fire Cold, Death, Earth, Poison, Status
GHOST 180 990 G 990 93 1 106 Paralysis 1% 30 18 43 - - - Undead Fire Cold, Death, Earth, Poison, Status
ZOMBIE 20 12 G 24 10 1 86 - 1% 0 3 13 20 - - Undead Fire Cold, Death, Earth, Poison, Status
GHOUL 48 50 G 93 8 3 90 Paralysis 1% 6 6 18 22 - - Undead Fire Cold, Death, Poison, Status
GEIST 56 117 G 117 8 3 91 Paralysis 1% 10 23 20 40 - - Undead Fire Cold, Death, Poison, Status
SPECTER 52 150 G 150 20 1 90 Paralysis 1% 12 21 23 40 - - Undead Fire Cold, Death, Poison, Status
PHANTOM 360 1 G 1 120 1 158 Paralysis 20% 60 12 80 - 50% 25% Undead Fire Cold, Death, Earth, Poison, Status
GrMEDUSA 96 1,218 G 1,218 11 10 96 Paralysis 1% 12 36 35 - - 50% - Fire Cold, Earth
VAMPIRE 156 2,000 G 1,200 76 1 103 Paralysis 1% 24 36 38 - - 25% Undead Fire Cold, Death, Earth, Poison, Status
WzVAMP 300 3,000 G 2,385 90 1 104 Paralysis 1% 28 36 42 - 25% 19% Undead Fire Cold, Death, Earth, Poison, Status
EARTH 288 768 G 1,536 66 1 119 - 1% 20 9 65 - - - - Fire Cold, Death, Earth, Lightning, Poison, Status
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Monsters: Resistant to Fire – 42 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% - Cold Fire
R.GIANT 300 1,506 G 1,506 73 1 125 - 1% 20 24 68 - - - - Cold Fire
SAHAG 28 30 G 30 10 1 87 - 1% 4 36 14 15 - - - Lightning Earth, Fire
R.SAHAG 64 105 G 105 15 1 92 - 1% 8 39 23 31 - - - Lightning Earth, Fire
WzSAHAG 204 882 G 882 47 1 109 - 1% 20 48 51 - - - - Lightning Earth, Fire
SHARK 120 66 G 267 22 1 99 - 1% 0 36 35 21 - - - Lightning Earth, Fire
GrSHARK 344 600 G 2,361 50 1 126 - 1% 8 36 85 - - - - Lightning Earth, Fire
OddEYE 10 10 G 42 4 1 85 - 1% 0 42 7 15 - 100% - Lightning Earth, Fire
BigEYE 304 3,591 G 3,591 30 2 121 - 1% 16 12 78 - - 50% - Lightning Earth, Fire
SeaSNAKE 224 600 G 957 35 1 111 - 0% 12 24 58 - - - - Lightning Earth, Fire
LOBSTER 148 300 G 639 35 3 102 Poison 1% 18 30 43 - - - - Lightning Earth, Fire
Grey W 280 400 G 1,671 50 1 118 - 1% 31 2 72 - - - - Cold Earth, Fire
MANCAT 110 800 G 603 20 3 98 - 1% 30 30 31 35 75% - - - Cold, Death, Earth, Fire, Lightning, Poison, Status
GrPEDE 320 1,000 G 2,244 73 1 123 - 1% 24 24 93 48 - - - - Cold, Fire
R.GOYLE 94 387 G 387 10 4 96 - 1% 32 36 64 27 50% - - - Cold, Earth, Fire
FIRE 276 800 G 1,620 50 1 118 - 1% 20 21 65 - - - - Cold Death, Earth, Fire, Poison, Status
Red D 248 4,000 G 2,904 75 1 114 - 1% 30 48 100 - - 50% - Cold, Poison Earth, Fire
MUCK 76 70 G 255 30 1 93 - 1% 7 2 28 36 - - - Lightning Cold, Death, Earth, Fire, Poison, Status
PERILISK 44 500 G 423 20 1 89 - 1% 4 36 23 22 - 25% - Cold Earth, Fire
CARIBE 92 20 G 240 22 1 95 - 1% 0 36 34 29 - - - Lightning Earth, Fire
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Monsters: With Fire-Elemental Status Attacks – 17 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
SHADOW 50 45 G 90 10 1 90 Darkness 1% 0 18 19 22 - - Undead Fire Cold, Death, Earth, Poison, Status
IMAGE 86 231 G 231 22 1 95 Paralysis 1% 4 45 26 40 - - Undead Fire Cold, Death, Earth, Poison, Status
WRAITH 114 432 G 432 40 1 98 Paralysis 1% 12 54 34 40 - - Undead Fire Cold, Death, Earth, Poison, Status
GHOST 180 990 G 990 93 1 106 Paralysis 1% 30 18 43 - - - Undead Fire Cold, Death, Earth, Poison, Status
GHOUL 48 50 G 93 8 3 90 Paralysis 1% 6 6 18 22 - - Undead Fire Cold, Death, Poison, Status
GEIST 56 117 G 117 8 3 91 Paralysis 1% 10 23 20 40 - - Undead Fire Cold, Death, Poison, Status
SPECTER 52 150 G 150 20 1 90 Paralysis 1% 12 21 23 40 - - Undead Fire Cold, Death, Poison, Status
PHANTOM 360 1 G 1 120 1 158 Paralysis 20% 60 12 80 - 50% 25% Undead Fire Cold, Death, Earth, Poison, Status
GrMEDUSA 96 1,218 G 1,218 11 10 96 Paralysis 1% 12 36 35 - - 50% - Fire Cold, Earth
VAMPIRE 156 2,000 G 1,200 76 1 103 Paralysis 1% 24 36 38 - - 25% Undead Fire Cold, Death, Earth, Poison, Status
WzVAMP 300 3,000 G 2,385 90 1 104 Paralysis 1% 28 36 42 - 25% 19% Undead Fire Cold, Death, Earth, Poison, Status
ZombieD 268 999 G 2,331 56 1 117 Paralysis 1% 30 12 68 - - - Undead Fire Cold, Death, Earth, Poison, Status
SCUM 24 20 G 84 1 1 84 Poison 1% 255 0 18 22 - - - Cold, Fire Death, Earth, Lightning, Poison, Status
SLIME 156 900 G 1,101 49 1 103 Poison 1% 255 12 43 - - - - Fire Cold, Death, Earth, Lightning, Poison, Status
MUMMY 80 300 G 300 30 1 94 Sleep 1% 20 12 30 46 - - Undead Fire Cold, Death, Poison, Status
WzMUMMY 188 1,000 G 984 43 1 107 Sleep 1% 24 12 48 34 - - Undead Fire Cold, Death, Poison, Status
LICH 400 3,000 G 2,200 40 1 108 Paralysis 1% 40 12 60 - 75% - Undead Fire Cold, Death, Poison, Status