Weapons & Shields: Effective Against the Magic Beast Family – 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
(Polearm)Demon Spear 42 +60% - +1% - Magic Beast 40% - - 10,000 gil 5,000 gil
(Sword)Wing Sword 42 +56% - +1% - Magic Beast 50% - - 5,000 gil 2,500 gil
Monsters: In the Magic Beast Family – 44 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
Hornet 1 6 - 4 1×50% Venom 0 1×10% 1×50% 10% 8 gil Magic Beast - -
Queen Bee 1 30 - 9 1×50% Poison 4 1×10% 1×50% −20% 18 gil Magic Beast - -
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
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
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
Scissorjaws 6 870 - 70 6×80% - 60 1×70% 4×40% −145% 1,450 gil Magic Beast - -
Chimera 5 640 80 60 4×75% - 50 1×50% 3×50% −85% 400 gil Magic Beast, Dragon - -
Rhyos 5 750 140 60 5×80% - 50 1×60% 4×40% −110% 640 gil Magic Beast, Dragon - -
Chimera Sphinx 6 1,140 370 85 6×90% - 70 1×70% 5×40% −170% 2,000 gil Magic Beast, Dragon - -
Helldiver 3 140 - 35 2×65% - 17 1×50% 2×50% −50% 120 gil Magic Beast - -
Cockatrice 5 370 - 35 4×70% Stone 40 1×50% 3×50% −100% 510 gil Magic Beast - -
Flying Ray 5 750 - 60 6×80% - 50 1×65% 4×40% −100% 510 gil Magic Beast - -
Parasite 4 300 - 35 3×70% Drain 40 1×40% 3×50% −85% 400 gil Magic Beast Ice Mind
Mega Parasite 6 750 300 40 6×75% Amnesia 50 1×65% 4×40% −166% 1,800 gil Magic Beast Ice Mind
Imp 5 300 100 35 4×70% Poison 35 1×50% 3×100% −110% 640 gil Magic Beast, Earth, Spellcaster - Fire, Lightning, Ice
Pit Fiend 6 750 300 60 8×80% Darkness 50 1×65% 6×60% −161% 1,800 gil Magic Beast, Earth, Spellcaster - Fire, Ice
Eyemoeba 6 1,140 - 100 6×75% Poison 60 0×0% 6×30% −135% 1,120 gil Magic Beast, Earth - Matter, Mind, Death, Body, Poison
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
Roundworm 7 2,000 - 120 6×95% - 100 1×10% 4×50% −170% 1,800 gil Magic Beast, Earth, Spellcaster - -
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