Weapons & Shields: Effective Against the Magic Family – 3 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
(Knife)Cat Claws 86 +80% - +1% - Magic 5% - - - 6,000 gil
(Sword)Excalibur 100 +75% - +1% All elements Giant, Magic, Dragon, Werebeast, Undead 30% - - - 65,000 gil
(Axe)Rune Axe 95 +60% - +1% - Magic 50% Fog 6 No - 25,000 gil
Monsters: In the Magic Family – 29 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
Ogre Mage 3 140 30 25 2×65% - 17 1×40% 3×40% −50% 895 gil Giant, Magic - -
Skull 6 640 300 50 6×75% Drain HP 40 1×65% 4×40% −153% 1,450 gil Flying, Magic, Undead Fire Mind, Death*, Body, 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
Beast Demon 7 1,000 140 70 6×80% Poison 60 1×75% 6×60% −170% 2,000 gil Magic - Fire, Lightning, Ice
Devil Wolf 7 870 300 70 8×80% - 50 1×75% 6×60% −170% 2,000 gil Magic - -
Imp 5 300 100 35 4×70% Poison 35 1×50% 3×100% −110% 640 gil Flying, Earth, Magic - Fire, Lightning, Ice
Pit Fiend 6 750 300 60 8×80% Darkness 50 1×65% 6×60% −161% 1,800 gil Flying, Earth, Magic - Fire*, Ice
Salamander 6 1,290 300 100 8×90% - 85 1×70% 5×70% −166% 1,800 gil Magic Ice Fire*
Roundworm 7 2,000 - 120 6×95% - 100 1×10% 4×50% −170% 1,800 gil Flying, Earth, Magic - -
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*
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
Mantis Devil 7 1,290 370 85 8×85% Paralysis 85 1×75% 5×70% −170% 2,000 gil Magic - Fire*, Ice
Death Rider 6 1,290 - 120 8×85% Drain HP 120 1×70% 5×70% −170% 9,150 gil Magic Fire Mind, Death*, Body, 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
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