Items: Which Cure Poison – 1 shown
Key items and purchased key items are required to complete the game; quest items are required for sidequests
Name
Price
PURE (Potion) 75 G
Spells: Which Cure Poison – 2 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
PURE White 4 4,000 G - - One ally Poison - RM, RW, WM, WW
CUR4 White 7 45,000 G - - One ally All but KO and Stone - WW
Monsters: With Poison-inflicting Attacks – 16 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 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
WrWOLF 68 67 G 135 14 1 92 1% 6 21 23 20 - - - - -
ASP 56 50 G 123 6 1 91 1% 6 15 23 14 - - - - -
SCORPION 84 70 G 225 22 2 94 1% 10 27 28 16 - - - - -
LOBSTER 148 300 G 639 35 3 102 1% 18 30 43 - - - - Lightning Earth, Fire
MEDUSA 68 699 G 699 20 1 92 1% 10 18 28 35 - 50% - - -
CATMAN 160 780 G 780 30 2 103 1% 16 24 47 34 - - - - -
PEDE 222 300 G 1,194 39 1 111 1% 20 24 58 16 - - - - -
SCUM 24 20 G 84 1 1 84 1% 255 0 18 22 - - - Cold, Fire Death, Earth, Lightning, Poison, Status
SLIME 156 900 G 1,101 49 1 103 1% 255 12 43 - - - - Fire Cold, Death, Earth, Lightning, Poison, Status
ARACHNID 64 50 G 141 5 1 92 1% 12 12 23 16 - - - - -
WYVERN 212 50 G 1,173 30 1 110 1% 12 48 58 35 - - - - Earth
OCHO 208 102 G 1,224 20 3 109 1% 24 12 58 48 - - - Lightning Earth, Fire
NAOCHO 344 500 G 3,189 35 3 126 1% 32 12 85 - - - - - -
NAGA 356 2,355 G 2,355 9 1 119 1% 8 36 58 - 75% - - Lightning Earth, Fire
GrNAGA 420 4,000 G 3,489 7 1 127 1% 16 24 72 37 75% - - - -
MudGOL 176 800 G 1,257 64 1 105 1% 7 14 47 - 25% - - - Cold, Death, Fire, Lightning, Poison, Status
Special Attacks: Which inflict Poison – 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 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
STINGER - +84 All Foes Poison