Armor: Resistant to Lightning – 4 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
Opal (Armor) Armor 42 −10 Lightning - 30,000 G - Kn
Dragon (Armor) Armor 42 −10 Fire, Cold, Lightning - 30,000 G - Kn
Opal (Shield) Shield 16 - Lightning - 7,500 G - Kn
Ribbon Helmet 1 −1 All elements - 1 G - All classes
Spells: Lightning-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
LIT Black 1 100 G 20 +96 One foe - Lightning RM, BM, Ni, RW, BW
LIT2 Black 3 1,500 G 60 +96 All foes - Lightning RM, BM, Ni, RW, BW
LIT3 Black 6 20,000 G 120 +96 All foes - Lightning BM, RW, BW
Special Attacks: Lightning-elemental – 1 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
THUNDER 152 +100 All Foes - Lightning
Monsters: Weak against Lightning – 20 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
GUARD 200 400 G 1,224 25 2 108 Paralysis 1% 40 36 55 - - - - Lightning Status, Poison, Death
NAGA 356 2,355 G 2,355 9 1 119 Poison 1% 8 36 58 - 75% - Aquatic, Spellcaster Lightning Fire, Earth
OCHO 208 102 G 1,224 20 3 109 Poison 1% 24 12 58 48 - - - Lightning Fire, Earth
LOBSTER 148 300 G 639 35 3 102 Poison 1% 18 30 43 - - - Aquatic Lightning Fire, Earth
Frost D 200 2,000 G 1,701 53 1 108 - 1% 8 60 98 - - 50% Dragon Fire, Lightning Poison, Cold, Earth
KRAKEN 800 5,000 G 4,245 50 8 128 - 1% 60 42 80 - - 25% Aquatic Lightning Fire, Earth
SENTRY 400 2,000 G 4,000 102 1 128 - 1% 48 48 80 35 - - - Lightning Status, Poison, Death, Fire, Cold, Earth
FrGATOR 288 2,000 G 1,890 56 2 119 - 1% 20 24 72 31 - - Dragon Lightning Fire, Earth
GATOR 184 900 G 816 42 2 106 - 1% 16 24 52 29 - - - Lightning Fire, Earth
CARIBE 92 20 G 240 22 1 95 - 1% 0 36 34 29 - - - Lightning Fire, Earth
MUCK 76 70 G 255 30 1 93 - 1% 7 2 28 36 - - - Lightning Status, Poison, Death, Fire, Cold, Earth
SAHAG 28 30 G 30 10 1 87 - 1% 4 36 14 15 - - Aquatic Lightning Fire, Earth
SeaTROLL 216 852 G 852 40 1 110 - 1% 20 24 55 - - - Aquatic, Regenerating Lightning Earth
SeaSNAKE 224 600 G 957 35 1 111 - 0% 12 24 58 - - - Dragon, Aquatic Lightning Fire, Earth
BigEYE 304 3,591 G 3,591 30 2 121 - 1% 16 12 78 - - 50% Aquatic Lightning Fire, Earth
OddEYE 10 10 G 42 4 1 85 - 1% 0 42 7 15 - 100% - Lightning Fire, Earth
GrSHARK 344 600 G 2,361 50 1 126 - 1% 8 36 85 - - - Aquatic Lightning Fire, Earth
SHARK 120 66 G 267 22 1 99 - 1% 0 36 35 21 - - Aquatic Lightning Fire, Earth
WzSAHAG 204 882 G 882 47 1 109 - 1% 20 48 51 - - - Aquatic Lightning Fire, Earth
R.SAHAG 64 105 G 105 15 1 92 - 1% 8 39 23 31 - - Aquatic Lightning Fire, Earth
Monsters: Resistant to Lightning – 14 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
CHAOS 2,000 - - 100 2 183 Paralysis 1% 100 50 100 - 50% 25% - - All elements
SCUM 24 20 G 84 1 1 84 Poison 1% 255 0 18 22 - - - Fire, Cold Status, Poison, Death, Lightning, Earth
SLIME 156 900 G 1,101 49 1 103 Poison 1% 255 12 43 - - - - Fire Status, Poison, Death, Cold, Lightning, Earth
MudGOL 176 800 G 1,257 64 1 105 Poison 1% 7 14 47 - 25% - Magic Beast, Spellcaster - Status, Poison, Death, Fire, Cold, Lightning
MANCAT 110 800 G 603 20 3 98 - 1% 30 30 31 35 75% - Spellcaster - Status, Poison, Death, Fire, Cold, Lightning, Earth
EARTH 288 768 G 1,536 66 1 119 - 1% 20 9 65 - - - Magic Beast Fire Status, Poison, Death, Cold, Lightning, Earth
OOZE 76 70 G 252 32 1 93 - 1% 6 3 28 32 - - - Fire, Cold Status, Poison, Death, Lightning, Earth
Blue D 454 2,000 G 3,274 92 1 126 - 1% 20 48 100 - - 50% Dragon - Lightning, Earth
RockGOL 200 1,000 G 2,385 70 1 108 - 1% 16 12 55 - 38% - Magic Beast, Spellcaster - Status, Poison, Death, Fire, Cold, Lightning, Earth
WarMECH 1,000 32,000 G 32,000 128 2 183 - 1% 80 48 100 - - 25% Regenerating - Status, Poison, Death, Fire, Cold, Lightning, Earth
KARY 600 3,000 G 2,475 40 6 115 - 1% 50 24 92 - 38% - Magic Beast, Spellcaster Status Poison, Fire, Cold, Lightning
KARY 700 1 G 2,000 60 6 115 - 1% 60 30 92 - 38% - Magic Beast, Spellcaster - Poison, Fire, Cold, Lightning
TIAMAT 1,000 6,000 G 5,496 49 4 123 - 1% 80 36 100 - - 50% Dragon Poison Fire, Cold, Lightning, Earth
TIAMAT 1,100 1 G 2,000 75 4 126 - 1% 90 45 100 - 50% 25% Dragon, Spellcaster - Fire, Cold, Lightning, Earth
Monsters: With Lightning-Elemental Status Attacks – 4 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
GUARD 200 400 G 1,224 25 2 108 Paralysis 1% 40 36 55 - - - - Lightning Status, Poison, Death
LOBSTER 148 300 G 639 35 3 102 Poison 1% 18 30 43 - - - Aquatic Lightning Fire, Earth
OCHO 208 102 G 1,224 20 3 109 Poison 1% 24 12 58 48 - - - Lightning Fire, Earth
NAGA 356 2,355 G 2,355 9 1 119 Poison 1% 8 36 58 - 75% - Aquatic, Spellcaster Lightning Fire, Earth