Weapons & Shields: Poison-Elemental – 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
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
(Axe)Poison Axe 76 +55% Poison +1% Poison - 50% - - - 10,000 gil
Weapons & Shields: Resistant to Poison – 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
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)Golden Shield 4 +0% - +7% Poison - 70% - - 1,000 gil 500 gil
(Shield)Dragon Shield 5 +0% - +9% Fire, Ice, Lightning, Poison - 70% - - - 7,500 gil
Armor: Resistant to Poison – 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
Golden Armor Body 15 −19% +5% Poison - 30% 2,500 gil 1,250 gil
Dragon Armor Body 50 −54% +5% Fire, Ice, Lightning, Poison - 50% - 32,500 gil
Black Robe Body 35 −5% +21% Fire, Ice, Lightning, Poison Intelligence +10 - - 2,500 gil
Power Armlet Arms 19 −3% +5% Poison Strength +10 2% - 2,500 gil
Spells: Poison-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
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
Scourge Black 10 +0% - Poison - 1,000 gil Scourge 8
Poison Cloud Special 20 +50% - Poison - - -
Monsters: Weak against Poison – 4 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
Stalactite 4 240 - 35 2×70% - 35 1×30% 3×40% −70% 200 gil - Poison Mind
Antlion 5 370 - 50 3×75% Paralysis 40 1×50% 3×50% −85% 300 gil Earth Ice, Poison Fire, Lightning
Thunder Gigas 7 2,500 370 150 8×95% - 150 1×60% 4×50% −130% 2,620 gil Giant Poison Lightning
Blue Dragon 7 3,500 240 180 8×100% - 150 1×75% 8×40% −170% 12,275 gil Dragon,
Magic Beast
Poison Lightning
Monsters: Resistant to Poison – 18 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
Adamantoise 5 450 - 50 2×75% - 60 0×0% 1×50% −70% 475 gil Dragon,
Earth
Ice Lightning, Poison
Land Turtle 3 140 - 35 2×65% - 35 0×0% 2×50% −50% 78 gil Dragon,
Earth
Ice Lightning, Poison
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
Killer Fish 3 100 - 25 2×65% - 17 1×30% 2×50% −70% 65 gil Aquatic Lightning Fire, Poison
Bolt Fish 5 540 80 60 4×80% - 50 1×50% 4×40% −110% 510 gil Aquatic - Fire, Lightning, Poison
Sea Snake 4 300 - 40 3×75% Poison 40 1×40% 3×50% −70% 120 gil Aquatic Lightning Fire, Poison
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
Malboro Terra 6 1,000 - 60 7×80% Multiple 60 1×65% 6×30% −120% 1,850 gil Earth - Lightning, Poison
Vampire Girl 5 540 100 40 5×80% Drain HP 50 1×60% 4×40% −120% 640 gil Earth,
Magic Beast,
Spellcaster,
Undead
Fire Body, Death, Ice, Lightning, Matter, Mind, Poison
Vampire Lady 6 1,140 140 85 6×85% Drain HP 85 1×70% 6×30% −153% 2,345 gil Earth,
Magic Beast,
Spellcaster,
Undead
Fire Body, Death, Ice, Lightning, Matter, Mind, Poison
Imperial Shadow 7 3,000 240 120 8×100% Curse 120 1×80% 8×30% −170% - Earth,
Magic Beast,
Spellcaster,
Undead
- Body, Death, Ice, Lightning, Matter, Mind, Poison
Wood Golem 7 1,620 - 100 6×95% Sleep 120 1×50% 4×100% −170% 830 gil Spellcaster Fire Body, Death, Ice, Matter, Mind, Poison
Mythril Golem 7 2,000 - 150 8×95% - 180 1×50% 14×100% −170% 1,450 gil Spellcaster - Body, Death, Fire, Ice, Matter, Mind, Poison
Emperor - 10,000 540 180 8×100% Drain HP 210 1×80% 16×70% −170% - Earth,
Magic Beast
- All elements
Monsters: Which Absorb Poison – 11 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
Eyemoeba 6 1,140 - 100 6×75% Poison 60 0×0% 6×30% −135% 1,120 gil Earth,
Magic Beast
- Body, Death, Matter, Mind, Poison
Hecteyes 6 1,140 300 85 7×90% KO 70 1×70% 5×70% −166% 1,800 gil Earth,
Magic Beast
- All elements
Green Slime 2 10 6 4 1×50% Venom 210 0×0% 1×50% −20% 8 gil Earth,
Magic Beast
Fire, Ice Body, Death, Matter, Mind, Poison
Yellow Jelly 2 45 6 17 1×60% Poison 210 0×0% 2×40% −20% 8 gil Earth,
Magic Beast
Fire, Ice Body, Death, Lightning, Matter, Mind, Poison
Red Mousse 3 100 45 25 2×65% Poison 210 0×0% 2×50% −70% 120 gil Earth,
Magic Beast
Lightning Body, Death, Ice, Matter, Mind, Poison
Black Flan 5 370 80 40 4×80% Poison 210 0×0% 3×50% −100% 400 gil Earth,
Magic Beast
Fire Body, Death, Ice, Lightning, Matter, Mind, Poison
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
Green Dragon 7 3,000 190 150 7×100% - 150 1×75% 8×40% −170% 3,805 gil Dragon,
Magic Beast
Lightning Poison
Tiamat 7 5,000 450 150 8×100% Poison 180 1×80% 8×70% −170% 10,325 gil Dragon,
Magic Beast
- Fire, Ice, Lightning, Poison