Shops: Where FIR2 is sold – 1 shown
Monsters: Which use FIR2 – 7 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
MANCAT 110 800 G 603 20 3 98 - 1% 30 30 31 35 75% - - - Cold, Death, Earth, Fire, Lightning, 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
R.GOYLE 94 387 G 387 10 4 96 - 1% 32 36 64 27 50% - - - Cold, Earth, Fire
ASTOS 168 2,000 G 2,250 26 1 104 - 1% 40 39 85 - 75% - - - -
LICH 400 3,000 G 2,200 40 1 108 Paralysis 1% 40 12 60 - 75% - Undead Fire Cold, Death, Poison, Status
KARY 600 3,000 G 2,475 40 6 115 - 1% 50 24 92 - 38% - - Status Cold, Fire, Lightning, Poison
TIAMAT 1,100 1 G 2,000 75 4 126 - 1% 90 45 100 - 50% 25% - - Cold, Earth, Fire, Lightning
Weapons: Which can cast FIR2 – 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 absorb
Damage
This value is added to the wielder's base hit % 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 hit % they have
Hit %
The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's damage rating to their normal damage (this extra damage ignores absorb)
Crit
Price
The amount of gold 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
Mage (Staff) 12 +10 15.9% - 12,500 G FIR2 BM, Ni, BW