Characters: Who start with Diamond Gloves – 1 shown
Temporary characters join your party for limited periods of time; any items they are holding when they leave will be lost
Name
The character's starting hit point total (not all characters begin with full hit points); maximum hit points have a chance to increase based on the difference between your starting and ending hit point totals during a single battle
HP
The character's starting magic point total; maximum magic points have a chance to increase based on the difference between your starting and ending magic point totals during a single battle
MP
A character's strength is added as a bonus to physical attack accuracy, and 1/4 of this score is added to their weapon\s attack power; when fighting unarmed or without a weapon or shield in their other hand, the strength bonus is instead equal to 1/2 of the character's score; strength is increased by making physical attacks; any time you gain a point of strength, you may lose a point of intelligence, and any time you gain a point of spirit, you may lose a point of strength
Str
A character's evasion is equal to their agility, modified by the evasion bonuses or penalties of any equipment they are using; evasion also influences turn order, and Firion's evasion is used to determine whether there is an ambush; having a high evasion score will result in agility increasing more quickly
Agi
Each time a character gains hit points after a battle, the number gained is equal to their stamina score; half of a character's stamina is added as a bonus to magic defense rate; stamina has a chance to increase based on the difference between your starting and ending hit point totals during a single battle; any time you gain a point of intelligence, you may lose a point of stamina
Sta
Intelligence is added as a bonus to the accuracy of all black magic spells, and 1/4 of a character's intelligence is added to the power of all black magic spells; intelligence has a chance to increased based on the number of black magic spells you case during battle; any time you gain a point of intelligence, you may lose a point of stamina, and any time you gain a point of strength, you may lose a point of intelligence
Int
Spirit is added as a bonus to the accuracy of all white magic spells, and 1/4 of a character's spirit is added to the power of all white magic spells; white has a chance to increased based on the number of white magic spells you case during battle; any time you gain a point of spirit, you may lose a point of strength
Spr
Each time a character gains magic points after a battle, the number gained is equal to their magic score; half of a character's magic is added as a bonus to magic defense rate; magic has a chance to increase based on the difference between your starting and ending magic point totals during a single battle
Mag
For each level of evasion a character has earned, they get one evasion 'roll' based on their evasion score to avoid a single physical attack
Eva
For each level of magic defense a character has earned, they get one magic defense 'roll' based on their magic defense rate to negate one success of an offensive spell or ability
Mag. Def.
Which hand is the character's dominant hand; weapons should be placed in this hand, and shields in the other hand
Hand
Any skills the character has advanced past level one when they first join the party are listed here, along with their current level; view individual character pages for precise leveling progress
Advanced Skills
The gear the character joins the party with is listed here, including any items held; rare equipment can otherwise only be found as treasure or won from monsters; unique equipment can otherwise only be found as treasure
Equipment
All of the character's known spells and their current level when they first join the party are listed here; view individual character pages for precise leveling progress
Spells
Leon 1,098 5 53 45 46 36 16 32 Left Bare Hands 2, Shield 3, Knife 5, Staff 6, Polearm 7, Sword 8, Axe 9, Bow 4 Flame Sword, Diamond Helm, Diamond Gloves, Poison Axe, Diamond Armor -
Monsters: Which drop Diamond Gloves – 1 shown
Bosses must be defeated as part of the plot; rare monsters appear in trap rooms for the current map or area; the final boss must be defeated to complete the game; superbosses are the most dangerous monsters in the game, but are optional
Name
The probability that the monster will drop this particular item when it is defeated
Drop Chance
The rank of the monster; the rank of any given encounter is determined by the lowest rank of any monster in that encounter; rank is used to determine how quickly skills progress toward the next level
Rk
The monster's starting and maximum hit point total
HP
The monster's starting and maximum magic point total
MP
Each physical hit will deal between one and two times this amount of damage to the target, reduced by the target's defense
Att
The number of attacks the monster makes when it attacks physically, and the accuracy of each of those attacks
Acc
The status ailment or other effect, if any, that can be inflicted by this monster's attacks; if a monster inflicts multiple status ailments, all are inflicted at once; drain attacks always drain 1/16 of the target's total hp or mp, as appropriate, and have an opposite effect against undead creatures
Effect
Each physical hit the monster takes will have its damage reduced by this amount
Def
The number of evasion chances the monster has when attacked physically, and the sucess rate of each of those chances
Eva
The number of magic defense chances the monster has when targeted with a spell or ability, and the sucess rate of each of those chances
Mag. Def.
A monster's fear score is the base chance that it will flee from combat on its turn; this chance is increased when the party has more total HP than all remaining enemies
Fear
The average gil value of the money or items this monster can drop when defeated
Avg. Drop
The families this monster belongs to; Undead creatures are damaged by healing spells and reverse the effects of drain attacks used against them; some weapons get a +20 bonus to attack when used against certain monster families (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Family
The elements this monster is weak against; spells of these elements always have their maximum effect and deal double damage; elemental weapons get a +20 bonus to attack when used against monsters weak against any of their elements (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against)
Weakness
The elements this monster resists or absorbs; spells of resisted elements are always fully resisted and deal half damage, whle spells of absorbed elements have no effect and heal the target; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
General 10% 7 1,800 - 120 10×95% - 100 1×75% 4×60% −145% 4,550 gil - - -
Treasures: Containing Diamond Gloves – 1 shown
The map where the treasure is found
Map
The specifics of where this treasure can be found
Notes
The monsters guarding this treasure, which will attack when the treasure is opened
Guarded By
Cyclone 4F Northwest area (treasure route) -