Weapons & Shields: Matter-Elemental – 1 shown
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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/shield; ¼ of the wielder's strength score is added to attack, and each hit deals 1–2 times this total in damage, reduced by the target's defense; wielding a weapon/shield in one hand and nothing in the other increases the strength bonus from ¼ to ½ of the wielder's strength score
Attack
The base accuracy of the weapon/shield; this is added to the wielder's strength score to determine final accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 116 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 target is healed for 30–60 HP per hit in addition to dealing its normal damage; the Ripper ability is intended to add 20 damage per hit, but this damage is not actually applied due to a bug
Effect
Weapons & shields grant a bonus to evasion % equal to this value times the skill level appropriate to the weapon/shield 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
The magic penalty of a weapon/shield reduces the magic accuracy of any spells cast by its wielder; multiple magic penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in battle, and the level it is used at; specific details on the weapon's battle effect are found on individual weapon pages
Spell
Some weapons may break after being used to cast spells in battle
Break
The cost to buy this weapon/shield in a shop
Price
The amount of gil received when selling this weapon/shield in a shop
Value
(Sword)Excalibur 100 +75% - +1% All elements Giant, Magic, Dragon, Werebeast, Undead 30% - - - 65,000 gil
Weapons & Shields: Resistant to Matter – 1 shown
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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/shield; ¼ of the wielder's strength score is added to attack, and each hit deals 1–2 times this total in damage, reduced by the target's defense; wielding a weapon/shield in one hand and nothing in the other increases the strength bonus from ¼ to ½ of the wielder's strength score
Attack
The base accuracy of the weapon/shield; this is added to the wielder's strength score to determine final accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 116 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 target is healed for 30–60 HP per hit in addition to dealing its normal damage; the Ripper ability is intended to add 20 damage per hit, but this damage is not actually applied due to a bug
Effect
Weapons & shields grant a bonus to evasion % equal to this value times the skill level appropriate to the weapon/shield 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
The magic penalty of a weapon/shield reduces the magic accuracy of any spells cast by its wielder; multiple magic penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in battle, and the level it is used at; specific details on the weapon's battle effect are found on individual weapon pages
Spell
Some weapons may break after being used to cast spells in battle
Break
The cost to buy this weapon/shield in a shop
Price
The amount of gil received when selling this weapon/shield in a shop
Value
(Shield)Aegis Shield 6 +0% - +10% Matter, Mind, Death, Body - 70% - - - 20,000 gil
Armor: Resistant to Matter – 4 shown
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Rare armor can only be found as treasure or won from monsters; unique armor can only be found as treasure; ultimate armor 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 % based on how heavy the armor is; multiple penalties are cumulative
Evasion %
Some armor grants a bonus to the wearer's magic defense %; 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 reduce damage by half
Resistance
Some armor grants a bonus to a single attribute; multiple bonuses to the same attributes are not cumulative, though bonuses to different attributes are
Bonus
The magic penalty of a piece of armor reduces the magic accuracy of any spells cast by its wearer; multiple magic 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
Genji Helm Head 30 −31% +10% Matter - 60% - 10,000 gil
Ribbon Head 10 - +21% All elements - - - 5,000 gil
White Robe Body 30 −5% +21% Matter, Mind, Death, Body Spirit +10 - - 2,500 gil
Black Garb Body 40 - +5% Matter Agility +10 1% - 1,250 gil
Spells: Matter-elemental – 9 shown
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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 or weapons and cannot be learned from tomes; bugged spells have either no effect or a much lesser effect than intended
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 1–2 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 magic accuracy; spells or abilities used by monsters use a preset base magic accuracy value instead of the usual spell magic accuracy
Mag. Acc.
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 or family nature of the spell; weakness to the element causes the spell to have maximum effect 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; monsters of the listed family take double damage
Element/Family
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 items in battle, spell tomes cast their spell at a high level, but are lost in the process; view individual spell pages for the base magic accuracy and targets of the tome's battle effect
Tome Effect
Stop Black 5 +30% Paralysis Matter - 4,000 gil Stop 6
Toad Black 5 +30% Toad Matter - 5,000 gil Toad 6
Break Black 5 +20% Stone Matter - 5,000 gil Break 6
Warp Black 5 +10% KO Matter 1,500 gil 750 gil Warp 6
Mini White 5 +20% Mini Matter 3,000 gil 1,500 gil Mini 8
Swap White 5 +30% - Matter 8,000 gil 4,000 gil Swap 8
Teleport White 5 +0% KO Matter 1,500 gil 750 gil Teleport 8
Bad Breath Special - +50% Stone Matter - - -
Gaze Special - +50% Stone Matter - - -
Monsters: Resistant to Matter – 17 shown
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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 HP total
HP
The monster's starting and maximum MP 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 116 of the target's total HP or MP per hit and have an opposite effect against Undead monsters
Effect
Each physical hit the monster takes will have its damage reduced by this amount
Def
The number of attempts a monster gets to avoid incoming physical attacks, and the evasion % for those attempts
Eva
The number of attempts a monster gets to avoid mitigate the effects of offensive spells or abilities, and the magic defense % for those attempts
Mag. Def.
The base chance a monster will flee from battle on its turn; this chance is increased when the party has more total HP than all remaining monsters
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 monsters 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 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); a dagger (†) indicates that this monster also resists this element, so damage will not be doubled
Weakness
The elements this monster resists or absorbs; absorbed elements are marked with an asterisk (*); 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
Shadow 2 45 - 17 1×60% Darkness 9 1×20% 2×40% −20% 32 gil Undead Fire Matter, Mind, Death*, Body, Lightning
Wraith 2 60 - 9 1×65% Drain HP 9 2×20% 2×50% −50% 65 gil Flying, Earth, Undead Fire Matter, Mind, Death*, Body, Poison, Ice
Specter 4 300 100 25 3×75% Drain HP 25 1×40% 3×50% −85% 510 gil Flying, Earth, Magic, Undead Fire Matter, Mind, Death*, Body, Poison, Ice
Ghost 5 540 140 35 5×75% Drain HP 35 1×60% 3×50% −100% 640 gil Flying, Earth, Magic, Undead Fire Matter, Mind, Death*, Body, Poison, Ice
Eyemoeba 6 1,140 - 100 6×75% Poison 60 0×0% 6×30% −135% 1,120 gil Flying, Earth - Matter, Mind, Death, Body, Poison*
Hecteyes 6 1,140 300 85 7×90% KO 70 1×70% 5×70% −166% 1,800 gil Flying, Earth - Matter, Mind, Death, Body, Fire, Lightning, Poison*, Ice
Green Slime 2 10 6 4 1×50% Venom 210 0×0% 1×50% −20% 8 gil Flying, Earth Fire, Ice Matter, Mind, Death, Body, Poison*
Yellow Jelly 2 45 6 17 1×60% Poison 210 0×0% 2×40% −20% 8 gil Flying, Earth Fire, Ice Matter, Mind, Death, Body, Lightning, Poison*
Red Mousse 3 100 45 25 2×65% Poison 210 0×0% 2×50% −70% 120 gil Flying, Earth Lightning Matter, Mind, Death, Body, Poison*, Ice
Black Flan 5 370 80 40 4×80% Poison 210 0×0% 3×50% −100% 400 gil Flying, Earth Fire Matter, Mind, Death, Body, Lightning, Poison*, Ice
Vampire Girl 5 540 100 40 5×80% Drain HP 50 1×60% 4×40% −120% 640 gil Flying, Earth, Magic, Undead Fire Matter, Mind, Death*, Body, Lightning, Poison, Ice
Vampire Lady 6 1,140 140 85 6×85% Drain HP 85 1×70% 6×30% −153% 2,345 gil Flying, Earth, Magic, Undead Fire Matter, Mind, Death*, Body, Lightning, Poison, Ice
Imperial Shadow 7 3,000 240 120 8×100% Curse 120 1×80% 8×30% −170% - Flying, Earth, Magic, Undead - Matter, Mind, Death*, Body, Lightning, Poison, Ice
Wood Golem 7 1,620 - 100 6×95% Sleep 120 1×50% 4×100% −170% 830 gil Magic Fire Matter, Mind, Death, Body, Poison, Ice
Stone Golem 7 1,800 240 120 7×95% - 150 1×50% 14×100% −170% 830 gil Magic Poison Matter, Mind, Death, Body, Fire, Lightning, Ice
Mythril Golem 7 2,000 - 150 8×95% - 180 1×50% 14×100% −170% 1,450 gil Magic Lightning Matter, Mind, Death, Body, Fire, Poison, Ice
Iron Giant 7 3,500 240 180 12×100% - 180 0×0% 14×100% −170% 10,550 gil Magic Lightning, Ice Matter, Mind, Death, Body, Fire*
Monsters: Which Absorb Matter – 4 shown
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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 HP total
HP
The monster's starting and maximum MP 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 116 of the target's total HP or MP per hit and have an opposite effect against Undead monsters
Effect
Each physical hit the monster takes will have its damage reduced by this amount
Def
The number of attempts a monster gets to avoid incoming physical attacks, and the evasion % for those attempts
Eva
The number of attempts a monster gets to avoid mitigate the effects of offensive spells or abilities, and the magic defense % for those attempts
Mag. Def.
The base chance a monster will flee from battle on its turn; this chance is increased when the party has more total HP than all remaining monsters
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 monsters 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 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); a dagger (†) indicates that this monster also resists this element, so damage will not be doubled
Weakness
The elements this monster resists or absorbs; absorbed elements are marked with an asterisk (*); 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 Flying, Earth, Magic - Matter*, Mind*, Death*, Body*, Fire*, Lightning*, Poison*, Ice*
Green Soul 4 6 60 25 1×70% - 17 1×40% 3×40% 10% 200 gil Flying, Earth, Magic - Matter*, Mind*, Death*, Body*, Fire*, Lightning*, Poison*, Ice*
Yellow Soul 4 20 80 35 1×70% - 25 1×40% 3×40% 10% 200 gil Flying, Earth, Magic - Matter*, Mind*, Death*, Body*, Fire*, Lightning*, Poison*, Ice*
Emperor - 10,000 540 180 8×100% Drain HP 210 1×80% 16×70% −170% - Flying, Earth - Matter*, Mind, Death*, Body, Fire, Lightning, Poison, Ice