Weapons & Shields: Fire-Elemental – 4 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; shields instead grant resistance to the listed elements
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
(Polearm)Flame Lance 54 +62% - +1% Fire - 40% - - 15,000 gil 7,500 gil
(Sword)Flame Sword 63 +60% - +1% Fire - 50% - - - 5,000 gil
(Sword)Excalibur 100 +75% - +1% All elements Giant, Spellcaster, Dragon, Werebeast, Undead 30% - - - 65,000 gil
(Bow)Flame Bow 42 +47% - - Fire - 70% - - 5,000 gil 2,500 gil
Weapons & Shields: Resistant to Fire – 2 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; shields instead grant resistance to the listed elements
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)Ice Shield 4 +0% - +7% Fire - 70% - - 5,000 gil 2,500 gil
(Shield)Dragon Shield 5 +0% - +9% Fire, Lightning, Poison, Ice - 70% - - - 7,500 gil
Armor: Resistant to Fire – 5 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
Flame Armor Body 29 −33% +5% Fire - 58% - 5,000 gil
Dragon Armor Body 50 −54% +5% Fire, Lightning, Poison, Ice - 50% - 32,500 gil
Black Robe Body 35 −5% +21% Fire, Lightning, Poison, Ice Intelligence +10 - - 2,500 gil
Ice Gloves Arms 20 −22% +5% Fire - 80% - 2,500 gil
Spells: Fire-elemental – 2 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; bugged spells have either no effect or a much lesser effect than intended, and may not be worth learning or leveling up
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 ailments inflicted or cured if the spell is successful, if any; if a number is shown, the spell requires that number of successes to cure the listed status ailment
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
Fire Black 10 +0% - Fire 400 gil 100 gil Fire 8
Blaze Special 20 +50% - Fire - - -
Monsters: Weak against Fire – 30 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
White Dragon 7 2,500 140 150 6×95% - 120 1×75% 5×50% −170% 3,610 gil Magic Beast, Dragon Fire Ice
Death Rider 6 1,290 - 120 8×85% Drain 120 1×70% 5×70% −170% 9,150 gil Spellcaster Fire Mind, Death, Body, Ice
Vampire Lady 6 1,140 140 85 6×85% Drain 85 1×70% 6×30% −153% 2,345 gil Magic Beast, Earth, Spellcaster, Undead Fire Matter, Mind, Death, Body, Lightning, Poison, Ice
Skull 6 640 300 50 6×75% Drain 40 1×65% 4×40% −153% 1,450 gil Magic Beast, Spellcaster, Undead Fire Mind, Death, Body, Ice
Ice Lizard 6 1,000 190 85 7×85% - 70 1×65% 6×30% −120% 830 gil Earth, Dragon Fire Ice
Devil's Bloom 6 1,140 - 70 6×85% Multiple 70 1×65% 5×70% −120% 830 gil - Fire Mind, Death, Body, Ice
Zombie Borghen 7 2,500 370 120 6×95% Paralysis 120 1×60% 10×100% −170% 2,000 gil Undead Fire Mind, Death, Body, Ice
Vampire Girl 5 540 100 40 5×80% Drain 50 1×60% 4×40% −120% 640 gil Magic Beast, Earth, Spellcaster, Undead Fire Matter, Mind, Death, Body, Lightning, Poison, Ice
Ghost 5 540 140 35 5×75% Drain 35 1×60% 3×50% −100% 640 gil Magic Beast, Earth, Spellcaster, Undead Fire Matter, Mind, Death, Body, Poison, Ice
Ice Gigas 7 2,000 140 120 7×95% - 120 1×50% 4×50% −130% 1,555 gil Giant Fire Ice
Dual Deads 5 300 - 40 5×65% - 25 1×50% 3×50% −70% 300 gil Undead Fire Mind, Death, Body, Ice
Wood Golem 7 1,620 - 100 6×95% Sleep 120 1×50% 4×100% −170% 830 gil Spellcaster Fire Matter, Mind, Death, Body, Poison, Ice
Wraith 2 60 - 9 1×65% Drain 9 2×20% 2×50% −50% 65 gil Magic Beast, Earth, Undead Fire Matter, Mind, Death, Body, Poison, Ice
Specter 4 300 100 25 3×75% Drain 25 1×40% 3×50% −85% 510 gil Magic Beast, Earth, Spellcaster, Undead Fire Matter, Mind, Death, Body, Poison, Ice
Revenant 4 240 - 40 3×70% - 25 1×40% 3×40% −70% 400 gil Undead Fire Mind, Death, Body, Ice
Ghast 3 100 30 25 2×60% Paralysis 9 1×30% 2×50% −50% 120 gil Undead Fire Mind, Death, Body, Ice
Shadow 2 45 - 17 1×60% Darkness 9 1×20% 2×40% −20% 32 gil Undead Fire Matter, Mind, Death, Body, Lightning
Snowman 2 45 - 9 1×60% - 4 1×20% 2×40% −20% 32 gil - Fire Ice
Ghoul 2 60 - 17 1×60% Paralysis 4 1×20% 2×40% −20% 65 gil Undead Fire Mind, Death, Body, Ice
Dead Head 2 45 - 17 1×60% - 9 1×20% 2×40% −20% 16 gil Undead Fire Mind, Death, Body, Ice
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Monsters: Resistant to Fire – 14 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
Astaroth 7 7,000 540 150 8×100% Drain 180 1×80% 8×70% −170% 6,775 gil Magic Beast, Earth, Spellcaster - Fire, Lightning, Ice
Emperor - 10,000 540 180 8×100% Drain 210 1×80% 16×70% −170% - Magic Beast, Earth - Matter, Mind, Death, Body, Fire, Lightning, Poison, Ice
Beast Demon 7 1,000 140 70 6×80% Poison 60 1×75% 6×60% −170% 2,000 gil Spellcaster - Fire, Lightning, Ice
Hecteyes 6 1,140 300 85 7×90% KO 70 1×70% 5×70% −166% 1,800 gil Magic Beast, Earth - Matter, Mind, Death, Body, Fire, Lightning, Poison, Ice
Sea Dragon 5 870 80 70 5×80% - 60 1×60% 4×40% −110% 510 gil Aquatic Lightning Fire, Poison
Manta Ray 5 870 - 70 5×80% - 60 1×60% 4×40% −110% 510 gil Aquatic Lightning Fire, Poison
Malboro 5 750 - 50 5×80% Paralysis 50 1×60% 4×40% −100% 460 gil Aquatic Lightning Fire, Poison
Antlion 5 370 - 50 3×75% Paralysis 40 1×50% 3×50% −85% 300 gil Earth Poison, Ice Fire, Lightning
Bolt Fish 5 540 80 60 4×80% - 50 1×50% 4×40% −110% 510 gil Aquatic - Fire, Lightning, Poison
Imp 5 300 100 35 4×70% Poison 35 1×50% 3×100% −110% 640 gil Magic Beast, Earth, Spellcaster - Fire, Lightning, Ice
Stone Golem 7 1,800 240 120 7×95% - 150 1×50% 14×100% −170% 830 gil Spellcaster - Matter, Mind, Death, Body, Fire, Lightning, Ice
Mythril Golem 7 2,000 - 150 8×95% - 180 1×50% 14×100% −170% 1,450 gil Spellcaster - Matter, Mind, Death, Body, Fire, Poison, Ice
Sea Snake 4 300 - 40 3×75% Poison 40 1×40% 3×50% −70% 120 gil Aquatic Lightning Fire, Poison
Killer Fish 3 100 - 25 2×65% - 17 1×30% 2×50% −70% 65 gil Aquatic Lightning Fire, Poison
Monsters: Which Absorb Fire – 12 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
Tiamat 7 5,000 450 150 8×100% Poison 180 1×80% 8×70% −170% 10,325 gil Magic Beast, Dragon - Fire, Lightning, Poison, Ice
Beelzebub 7 5,000 450 150 8×100% Poison 180 1×80% 8×70% −170% 6,790 gil Magic Beast, Earth, Spellcaster - Fire, Ice
Mantis Devil 7 1,290 370 85 8×85% Paralysis 85 1×75% 5×70% −170% 2,000 gil Spellcaster - Fire, Ice
Red Dragon 7 5,000 450 180 8×100% - 180 1×75% 8×40% −170% 12,083 gil Magic Beast, Dragon Ice Fire
Salamander 6 1,290 300 100 8×90% - 85 1×70% 5×70% −166% 1,800 gil Spellcaster Ice Fire
Abyss Worm 6 1,290 370 150 8×90% - 85 1×70% 5×70% −170% 1,450 gil Magic Beast, Earth - Mind, Death, Body, Fire
Pit Fiend 6 750 300 60 8×80% Darkness 50 1×65% 6×60% −161% 1,800 gil Magic Beast, Earth, Spellcaster - Fire, Ice
Red Soul 5 540 30 35 1×80% - 40 1×60% 4×40% −85% 32 gil Magic Beast, Earth, Spellcaster - Matter, Mind, Death, Body, Fire, Lightning, Poison, Ice
Green Soul 4 6 60 25 1×70% - 17 1×40% 3×40% 10% 200 gil Magic Beast, Earth, Spellcaster - Matter, Mind, Death, Body, Fire, Lightning, Poison, Ice
Yellow Soul 4 20 80 35 1×70% - 25 1×40% 3×40% 10% 200 gil Magic Beast, Earth, Spellcaster - Matter, Mind, Death, Body, Fire, Lightning, Poison, Ice
Fire Gigas 7 1,800 240 100 6×95% - 100 1×40% 4×50% −120% 1,580 gil Giant Ice Fire
Iron Giant 7 3,500 240 180 12×100% - 180 0×0% 14×100% −170% 10,550 gil Spellcaster Lightning, Ice Matter, Mind, Death, Body, Fire