Weapons & Shields: Body-Elemental – 1 shown
Rare weapons can only be found as treasure or won from monsters; unique weapons can only be found as treasure; ultimate weapons are uniquely powerful treasures
Name
The base damage dealt by the weapon; this is added to 1/4 of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense; wielding a weapon in one hand and nothing in the other increases the strength bonus from 1/4 to 1/2 of the wielder's strength score
Attack
The accuracy bonus of the weapon; this is added to the wielder's strength score to determine physical attack accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 1/16 of the target's maximum hp in addition to its normal damage on each hit, but this effect is reversed against undead; the Healing ability means that the attack value of the weapon is ignored except against undead, and the target is healed for 30–60 hit points per hit; the Ripper ability appears to add 20 damage per hit, but this damage is not actually applied and the ability has no actual effect
Effect
Weapons and shields grant a bonus to evasion equal to this value times the skill level appropriate to the item type
Evasion
When used against a monster weak against one of its elements, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against); there is no penalty for using a weapon against a monster that resists or absorbs any of its elemental properties
Elements
When used against a monster of any of the listed families, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Effective Against
Most weapons and shields incur a penalty to the accuracy of any spells cast by the wearer; multiple penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in combat, and the level it is used at; specific details on the weapon's battle effect are found on individual item pages
Spell
Some weapons may break after being used to cast spells in combat
Break
The cost to buy this weapon in a shop
Price
The amount of gil received when selling this weapon in a shop
Value
(Sword)Excalibur 100 +75% - +1% All elements Dragon, Giant, Spellcaster, Undead, Werebeast 30% - - - 65,000 gil
Weapons & Shields: Resistant to Body – 1 shown
Rare weapons can only be found as treasure or won from monsters; unique weapons can only be found as treasure; ultimate weapons are uniquely powerful treasures
Name
The base damage dealt by the weapon; this is added to 1/4 of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense; wielding a weapon in one hand and nothing in the other increases the strength bonus from 1/4 to 1/2 of the wielder's strength score
Attack
The accuracy bonus of the weapon; this is added to the wielder's strength score to determine physical attack accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 1/16 of the target's maximum hp in addition to its normal damage on each hit, but this effect is reversed against undead; the Healing ability means that the attack value of the weapon is ignored except against undead, and the target is healed for 30–60 hit points per hit; the Ripper ability appears to add 20 damage per hit, but this damage is not actually applied and the ability has no actual effect
Effect
Weapons and shields grant a bonus to evasion equal to this value times the skill level appropriate to the item type
Evasion
When used against a monster weak against one of its elements, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against); there is no penalty for using a weapon against a monster that resists or absorbs any of its elemental properties
Elements
When used against a monster of any of the listed families, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Effective Against
Most weapons and shields incur a penalty to the accuracy of any spells cast by the wearer; multiple penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in combat, and the level it is used at; specific details on the weapon's battle effect are found on individual item pages
Spell
Some weapons may break after being used to cast spells in combat
Break
The cost to buy this weapon in a shop
Price
The amount of gil received when selling this weapon in a shop
Value
(Shield)Aegis Shield 6 +0% - +10% Body, Death, Matter, Mind - 70% - - - 20,000 gil
Armor: Resistant to Body – 3 shown
Rare armors can only be found as treasure or won from monsters; unique armors can only be found as treasure; ultimate armors are uniquely powerful treasures
Name
The slot where this armor is equipped
Type
Each physical hit you take will have its damage reduced by this amount; the defense value of multiple pieces of armor is cumulative
Defense
Most types of armor incur a penalty to the wearer's evasion rate based on how heavy the armor is; multiple penalties are cumulative
Evade
Some armor grants a bonus to the wearer\s magic defense rate; multiple bonuses are cumulative
Mag. Def.
Any elemental resistances this armor provides; resistance to an element causes the wearer to fully resist all spells or abilities of that element, and further reducing damage by half
Resistance
Some armor grants a bonus to a single statistic; multiple bonuses to the same statistic are not cumulative, though bonuses to different statistics are
Bonus
Most types of armor incur a penalty to the accuracy of any spells cast by the wearer based on how heavy the armor is; multiple penalties are cumulative
Mag. Pen.
The cost to buy this armor in a shop
Price
The amount of gil received when selling this armor in a shop
Value
Ribbon Head 10 - +21% All elements - - - 5,000 gil
White Robe Body 30 −5% +21% Body, Death, Matter, Mind Spirit +10 - - 2,500 gil
Power Sash Body 25 −5% +5% Body Strength +10 1% - 25 gil
Spells: Body-elemental – 4 shown
Rare spell tomes can only be found as treasure or won from monsters; unique spell tomes that only be found as treasure; special abilities are used by monsters or triggered by items, and cannot be learned from tomes
Name
Whether this spell is black magic, white magic, or a special ability; characters cannot learn to cast special abilities
Type
For damaging or healing spells, each spell success causes or heals between one and two times this amount of damage; non-damaging spells heal targets that absorb their element based on the spell's listed power
Power
When cast by a character, the spell grants a bonus to accuracy; spells or abilities used by monsters or created by items use a preset base accuracy value instead of the usual spell accuracy
Accuracy
The status ailment inflicted if the spell is successful, if any
Status
The elemental nature of the spell; weakness to the element causes the spell to have perfect success, and doubles the damage dealt; resistance to the element causes the spell to have minimal effects, and halves damage; if the target absorbs the element, the spell is treated like the Cure spell and other effects are ignored
Element
The cost to buy this spell's tome in a shop
Price
The amount of gil received when selling this spell's tome in a shop
Value
When used as an item in combat, spell tomes cast their spell at a high level, but are lost in the process; view individual spell pages for the base accuracy and targets of the tome's combat effect
Tome Effect
Stun Black 5 +40% Paralysis Body - 4,000 gil Stun 6
Blind Black 5 +50% Darkness Body - 2,000 gil Blind 6
Silence White 5 +30% Mute Body 800 gil 400 gil Silence 8
Slow White 5 +30% - Body 3,000 gil 1,500 gil Slow 8
Monsters: Weak against Body – 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 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
Dual Heads 2 80 - 25 2×50% - 17 1×20% 2×50% −20% 102 gil Giant Body Mind
Monsters: Resistant to Body – 41 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 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
Leg Eater 1 6 - 4 1×60% - 0 0×0% 1×50% 10% 8 gil Earth - Body, Mind
Vampire Thorn 1 20 - 4 1×60% Venom 0 0×0% 1×50% −20% 18 gil Earth - Body, Mind
Dual Deads 5 300 - 40 5×65% - 25 1×50% 3×50% −70% 300 gil Undead Fire Body, Death, Ice, Mind
Wererat 2 60 - 17 1×60% Poison 4 2×20% 2×40% −50% 65 gil - - Body, Death
Dead Head 2 45 - 17 1×60% - 9 1×20% 2×40% −20% 16 gil Undead Fire Body, Death, Ice, Mind
Skull 6 640 300 50 6×75% Drain HP 40 1×65% 4×40% −153% 1,450 gil Magic Beast,
Spellcaster,
Undead
Fire Body, Death, Ice, Mind
Zombie 1 30 - 17 1×60% - 0 0×0% 1×50% −20% 16 gil Undead Fire Body, Death, Ice, Mind
Ghoul 2 60 - 17 1×60% Paralysis 4 1×20% 2×40% −20% 65 gil Undead Fire Body, Death, Ice, Mind
Ghast 3 100 30 25 2×60% Paralysis 9 1×30% 2×50% −50% 120 gil Undead Fire Body, Death, Ice, Mind
Revenant 4 240 - 40 3×70% - 25 1×40% 3×40% −70% 400 gil Undead Fire Body, Death, Ice, Mind
Shadow 2 45 - 17 1×60% Darkness 9 1×20% 2×40% −20% 32 gil Undead Fire Body, Death, Lightning, Matter, Mind
Wraith 2 60 - 9 1×65% Drain HP 9 2×20% 2×50% −50% 65 gil Earth,
Magic Beast,
Undead
Fire Body, Death, Ice, Matter, Mind, Poison
Specter 4 300 100 25 3×75% Drain HP 25 1×40% 3×50% −85% 510 gil Earth,
Magic Beast,
Spellcaster,
Undead
Fire Body, Death, Ice, Matter, Mind, Poison
Ghost 5 540 140 35 5×75% Drain HP 35 1×60% 3×50% −100% 640 gil Earth,
Magic Beast,
Spellcaster,
Undead
Fire Body, Death, Ice, Matter, Mind, Poison
Death Flower 5 540 - 40 4×80% Confuse 40 0×0% 3×50% −85% 241 gil - Fire, Ice Body, Mind
Devil's Bloom 6 1,140 - 70 6×85% Multiple 70 1×65% 5×70% −120% 830 gil - Fire Body, Death, Ice, Mind
Zombie Borghen 7 2,500 370 120 6×95% Paralysis 120 1×60% 10×100% −170% 2,000 gil Undead Fire Body, Death, Ice, Mind
Changer 3 140 80 35 2×70% - 25 1×50% 3×40% −70% 200 gil Werebeast Mind Body, Death
Brain 5 240 100 40 4×75% - 35 1×60% 3×50% −85% 400 gil Werebeast Mind Body, Death
Werewolf 5 540 - 50 4×80% Poison 50 1×50% 4×40% −110% 640 gil Werebeast - Body, Death
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Monsters: Which Absorb Body – 3 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 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
Red Soul 5 540 30 35 1×80% - 40 1×60% 4×40% −85% 32 gil Earth,
Magic Beast,
Spellcaster
- All elements
Green Soul 4 6 60 25 1×70% - 17 1×40% 3×40% 10% 200 gil Earth,
Magic Beast,
Spellcaster
- All elements
Yellow Soul 4 20 80 35 1×70% - 25 1×40% 3×40% 10% 200 gil Earth,
Magic Beast,
Spellcaster
- All elements