Characters: Who start with Ether – 1 shown
Temporary characters join your party for limited periods of time; any items they are holding when they leave will be lost
Name
The character's starting hit point total (not all characters begin with full hit points); maximum hit points have a chance to increase based on the difference between your starting and ending hit point totals during a single battle
HP
The character's starting magic point total; maximum magic points have a chance to increase based on the difference between your starting and ending magic point totals during a single battle
MP
A character's strength is added as a bonus to physical attack accuracy, and 1/4 of this score is added to their weapon\s attack power; when fighting unarmed or without a weapon or shield in their other hand, the strength bonus is instead equal to 1/2 of the character's score; strength is increased by making physical attacks; any time you gain a point of strength, you may lose a point of intelligence, and any time you gain a point of spirit, you may lose a point of strength
Str
A character's evasion is equal to their agility, modified by the evasion bonuses or penalties of any equipment they are using; evasion also influences turn order, and Firion's evasion is used to determine whether there is an ambush; having a high evasion score will result in agility increasing more quickly
Agi
Each time a character gains hit points after a battle, the number gained is equal to their stamina score; half of a character's stamina is added as a bonus to magic defense rate; stamina has a chance to increase based on the difference between your starting and ending hit point totals during a single battle; any time you gain a point of intelligence, you may lose a point of stamina
Sta
Intelligence is added as a bonus to the accuracy of all black magic spells, and 1/4 of a character's intelligence is added to the power of all black magic spells; intelligence has a chance to increased based on the number of black magic spells you case during battle; any time you gain a point of intelligence, you may lose a point of stamina, and any time you gain a point of strength, you may lose a point of intelligence
Int
Spirit is added as a bonus to the accuracy of all white magic spells, and 1/4 of a character's spirit is added to the power of all white magic spells; white has a chance to increased based on the number of white magic spells you case during battle; any time you gain a point of spirit, you may lose a point of strength
Spr
Each time a character gains magic points after a battle, the number gained is equal to their magic score; half of a character's magic is added as a bonus to magic defense rate; magic has a chance to increase based on the difference between your starting and ending magic point totals during a single battle
Mag
For each level of evasion a character has earned, they get one evasion 'roll' based on their evasion score to avoid a single physical attack
Eva
For each level of magic defense a character has earned, they get one magic defense 'roll' based on their magic defense rate to negate one success of an offensive spell or ability
Mag. Def.
Which hand is the character's dominant hand; weapons should be placed in this hand, and shields in the other hand
Hand
Any skills the character has advanced past level one when they first join the party are listed here, along with their current level; view individual character pages for precise leveling progress
Advanced Skills
The gear the character joins the party with is listed here, including any items held; rare equipment can otherwise only be found as treasure or won from monsters; unique equipment can otherwise only be found as treasure
Equipment
All of the character's known spells and their current level when they first join the party are listed here; view individual character pages for precise leveling progress
Spells
Minwu 175 103 10 20 20 16 48 40 Right - Staff, Copper Cuirass, Conch Shell, Ether Cure 7, Life 7, Basuna 6, Esuna 3, Barrier 7, Blink 5, Protect 5, Shell 6, Wall 5, Dispel 3, Silence 4, Sap 4, Fog 6, Swap 3, Fear 3, Teleport 1
Abilities: Battle Effect of Ether – 1 shown
The spell that this ability uses; 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
Spell
The level at which the spell is cast
Level
Whether the spell is white magic, black magic, or a special ability
Type
Some items may break after being used to cast a spell in combat; in some cases the item always breaks, and in other cases there is a chance of the item breaking each time it is used
Item Break
The base power of the spell; the base damage range for this ability is between one and four times the spell's power times its level; monsters and item-based special abilities use this number as is, but party members add 1/4 of their intelligence to the power of black magic abilities, or 1/4 of their spirit to the power of white magic abilities
Power
The base accuracy of the spell; this percentage times the level determines the average number of successes the spell has; monsters and item-based special abilities use this number as is, but party members add their intelligence to the accuracy of black magic abilities, or their spirit to the accuracy of white magic abilities
Accuracy
The status ailment inflicted by a successful use of this ability
Status
The elemental nature of the associated spell; targets that absorb this element will ignore its effects and gain hit points based on its power, even for non-damaging spells; targets that resist this element will fully resist any spell effects and take half damage; targets that are weak against this element automatically suffer the full effects of the spell and damage is doubled
Element
The target of abilities is preset and cannot be changed, beyond choosing which 'one' target is used
Target
Ether 1 1 Special Yes 20 100% - - Self
Shops: Where Ether is sold – 8 shown
The map this shop is located in
Map
The type of shop this is; limited shops are closed off at a certain point in the plot; end game shops appear during the closing events of the game
Shop
Altair Items C
Gatrea Items C
Fynn Items C
Paloom Items C
Poft Items C
Salamand Items C
Bafsk Items C
Mysidia Items C
Monsters: Which drop Ether – 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 probability that the monster will drop this particular item when it is defeated
Drop Chance
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
Malboro 10% 5 750 - 50 5×80% Paralysis 50 1×60% 4×40% −100% 460 gil Aquatic Lightning Fire, Poison
Malboro Terra 10% 6 1,000 - 60 7×80% Multiple 60 1×65% 6×30% −120% 1,850 gil Earth - Lightning, Poison
Mantis King 10% 6 1,140 - 85 7×80% - 70 1×70% 5×40% −170% 3,600 gil - Ice -
Death Rider 10% 6 1,290 - 120 8×85% Drain 120 1×70% 5×70% −170% 9,150 gil Spellcaster Fire Mind, Death, Body, Ice
Treasures: Containing Ether – 3 shown
The map where the treasure is found
Map
The specifics of where this treasure can be found
Notes
The monsters guarding this treasure, which will attack when the treasure is opened
Guarded By
Coliseum B2 In central treasure room -
Tropical Island B1 Central southern path -
Pandaemonium 2F Central area -