Weapons: Air-Elemental – 7 shown
Rare weapons can only be found as treasure or won from monsters; unique weapons can only be found as treasure or purchased in hidden shops; ultimate weapons are uniquely powerful treasures; onion weapons are rare treasures of unmatched but narrow power
Name
The higher a weapon's power, the more damage physical attacks made with it deal; characters gain a bonus to power based on strength
Power
A weapon's base accuracy; characters gain a bonus to accuracy based on agility and job level; note that the accuracy of arrows is ignored in favor of the bow's accuracy when using a bow and arrow combination
Accuracy
Some weapons offer a bonus to one or more statistics; certain weapons also offer a bonus to one or more element types, but this has no effect; for the curious, the elemental bonuses are shown on individual weapon pages
Bonuses
The cost to buy this weapon in a shop
Price
The amount of gil received when selling this weapon in a shop
Value
The spell cast when this weapon is used as an item in combat; unlike items, weapons are not consumed when used to cast spells
Spell
The status ailment that may be inflicted by hits with this weapon
Status
The elemental nature of this weapon; targets that are weak to this element take double damage, while targets that resist this element take half damage; targets that absorb this element gain hit points equal to the usual damage dealt
Elements
The jobs which are capable of using this weapon
Equipped By
(Rod)Omnirod 20 80% - - 15,000 gil - Air, Earth, Fire, Holy, Ice, Lightning Ma, Ni, Sa, Su
(Axe)Triton Hammer 85 80% - 20,000 gil 10,000 gil - Air Ni, Vi
(Spear)Blood Lance 70 80% - - 10,000 gil - Air, Recovery Dr, Ni
(Spear)Holy Lance 100 80% - - 22,500 gil - Air, Holy Dr, Ni
(Spear)Thunder Spear 35 80% - 8,000 gil 4,000 gil Thundara Air, Lightning Dr, Ni
(Spear)Wind Spear 50 80% - 10,000 gil 5,000 gil Aero Air Dr, Ni
(Knife)Air Knife 60 100% - - 5,000 gil Aero Air Ni, Th
Armor: Resistant to Air – 2 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; onion armors are rare treasures of unmatched but narrow power
Name
Defense reduces the amount of damage taken per physical hit; the defense value of multiple pieces of armor is cumulative
Defense
Most types of armor grant a bonus to the wearer's evasion; the evasion bonus of multiple pieces of armor is cumulative
Evasion
Magic defense reduces the amount of damage taken by spells and special attacks; the magic defense value of multiple pieces of armor is cumulative
Mag. Def.
Some types of armor offer a bonus to one or more statistics
Bonuses
The cost to buy this armor in a shop
Price
The amount of gil received when selling this armor in a shop
Value
The wearer becomes immune to all of the listed status ailments while using this armor
Status Immunity
The wearer takes half damage from spells or attacks of any of the listed elements; if the wearer is also using a piece of armor with a weakness to a resisted element, the resistance takes precedence
Resistance
The wearer takes double damage from spells or attacks of any of the listed elements; if the wearer is also using a piece of armor resistant to the element this armor is weak against, the resistance takes precedence
Weakness
The jobs which are capable of using this armor
Equipped By
(Helm)Onion Helm 48 48% 48 - - 32,750 gil All status ailments Air, Earth, Fire, Ice, Recovery - OK
(Helm)Ribbon 9 10% 10 - - 5 gil All status ailments Air, Earth, Fire, Ice, Recovery - All jobs
Spells: Air-elemental – 7 shown
Summons are spells with differing effects based on class; hidden spells must be earned or purchased in hidden shops; item effects power items and cannot be learned; terrain effects are used by geomancers; special abilities are used only by monsters; summon effects are written as Summon: Effect; evoker effects are used at random, while summoner effects are always the same
Name
The type of spell this is, which determines which jobs can cast it; terrain spells are the effects created by geomancers' terrain ability; 'item'-type spells are created by using items in battle; abilities are used only by monsters
Type
The level of the spell, which determines which jobs can cast it and what level mp it takes to cast
Level
The effect of damaging or healing spells is increased with a high power; characters add a bonus to the spell power of damaging spells based on intelligence for black magic or mind for white magic; healing spells do not get any bonus
Power
The base accuracy of the spell; characters add a bonus to accuracy based on intelligence for black magic or mind for white magic
Accuracy
The cost to buy this spell's tome in a shop
Price
The amount of gil received when selling this spell in a shop
Value
The targets that this spell can be used on; spells that target 'all' cannot be retargeted, and deal full damage to each target; spells that have a target of 'one/all' split their damage among all targets if used to target a group; both 'one/all' and 'one' target spells can be used against both enemies and allies, regardless of the default target
Target
Any status ailments this spell inflicts on a successful casting
Status
The elemental nature of this spell; targets that are weak to this element take double damage, while targets that resist this element take half damage; targets that absorb this element gain hit points equal to the usual damage dealt
Element
The jobs which are capable of casting this spell; a character of any job can have any spell on their spell list, even if they cannot cast it
Cast By
Cyclone Terrain 1 120 60% - - One Enemy Air Ge
Whirlpool Terrain 1 120 60% - - All Enemies Air Ge
Wind Slash Terrain 1 120 30% - - One Enemy Air Ge
Aero White 2 45 100% 700 gil 350 gil One/All Enemies Air, Ice De, RM, Sa, WM
Aeroga White 6 115 100% 10,000 gil 5,000 gil One/All Enemies Air, Ice De, Sa, WM
Leviathan: Cyclone Summon 7 133 100% - - All Enemies Air Ev
Tornado White 8 4 40% 60,000 gil 30,000 gil One/All Enemies Air De, Sa
Monsters: With Air-elemental attacks – 12 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Dira 1,250 610 gil 1,640 66 5×70% Air - 4 2×45% 3 1×35% Air - -
Firefly 72 36 gil 52 14 3×70% Air, Fire - 1 0×20% 1 0×10% Air, Ice Fire Conf, Slp, Prlz, PPtr
Flyer 190 82 gil 120 22 3×80% Air - 2 1×20% 1 0×25% Air - -
Flyer Mage 555 520 gil 1,440 34 4×80% Air - 4 2×40% 3 1×35% Air - -
Frostfly 325 430 gil 960 52 5×80% Air, Ice - 4 2×30% 2 1×30% Fire Air, Ice Conf, Slp, Prlz, PPtr
Gargoyle 345 470 gil 1,200 56 5×60% Air - 4 2×35% 2 1×30% Air - -
Harpy 1,000 460 gil 1,040 56 5×60% Air - 4 2×30% 2 1×30% Air - -
Helldiver 85 38 gil 52 10 3×21% Air - 1 0×20% 1 0×10% Air - -
Pterodactyl 440 640 gil 1,640 68 5×80% Air - 4 2×50% 3 1×35% Air - -
Rukh 120 42 gil 60 18 3×80% Air - 1 0×20% 1 0×10% Air - -
Rust Bird 92 40 gil 60 16 3×60% Air - 1 0×20% 1 0×10% Air - -
Simurgh 335 450 gil 1,040 54 5×90% Air - 4 2×30% 2 1×30% Air - -
Monsters: Weak against Air – 13 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Black Flan 240 260 gil 440 39 4×90% - - 5 2×50% 8 3×50% Air - -
Dira 1,250 610 gil 1,640 66 5×70% Air - 4 2×45% 3 1×35% Air - -
Firefly 72 36 gil 52 14 3×70% Air, Fire - 1 0×20% 1 0×10% Air, Ice Fire Conf, Slp, Prlz, PPtr
Flyer 190 82 gil 120 22 3×80% Air - 2 1×20% 1 0×25% Air - -
Flyer Mage 555 520 gil 1,440 34 4×80% Air - 4 2×40% 3 1×35% Air - -
Gargoyle 345 470 gil 1,200 56 5×60% Air - 4 2×35% 2 1×30% Air - -
Garuda 5,000 3,400 gil 2,200 107 7×70% Lightning - 9 3×60% 80 3×48% Air - All status ailments
Harpy 1,000 460 gil 1,040 56 5×60% Air - 4 2×30% 2 1×30% Air - -
Helldiver 85 38 gil 52 10 3×21% Air - 1 0×20% 1 0×10% Air - -
Pterodactyl 440 640 gil 1,640 68 5×80% Air - 4 2×50% 3 1×35% Air - -
Rukh 120 42 gil 60 18 3×80% Air - 1 0×20% 1 0×10% Air - -
Rust Bird 92 40 gil 60 16 3×60% Air - 1 0×20% 1 0×10% Air - -
Simurgh 335 450 gil 1,040 54 5×90% Air - 4 2×30% 2 1×30% Air - -
Monsters: Resistant to Air – 27 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Ahriman 35,000 7,200 gil 8,000 185 11×70% - - 11 5×50% 80 3×48% - All except Recovery All status ailments
Azrael 1,100 940 gil 320 90 6×80% - - 5 2×15% 3 1×45% Dark All except Dark -
Bahamut 7,500 3,500 gil 2,800 143 9×90% - - 10 4×35% 48 2×40% - All except Recovery All status ailments
Cerberus 23,000 6,400 gil 5,800 40 1×32% - - 11 5×40% 96 5×56% - All except Recovery All status ailments
Chronos 1,550 1,000 gil 320 97 7×80% - Dividing 5 2×25% 5 2×50% Dark All except Dark -
Cloud of Darkness 65,000 - - 240 11×83% - - 255 32×99% 255 32×99% - All except Recovery All status ailments
Cloud of Darkness 45,000 - - 185 11×70% - - 11 5×50% 96 5×56% - All except Recovery All status ailments
Doga 4,500 4,000 gil 3,400 110 8×80% - - 10 4×40% 48 2×40% - All except Recovery All status ailments
Doga's Clone 1,500 2,800 gil 4,000 110 8×80% - - 9 3×45% 48 2×40% - All except Recovery Toad, Conf
Echidna 32,000 7,000 gil 7,000 185 11×70% - - 11 5×50% 80 3×48% - All except Recovery All status ailments
Gaap 1,000 920 gil 320 87 6×70% - Dividing 5 2×15% 3 1×45% Dark All except Dark -
General 12,000 5,200 gil 5,000 165 10×90% - - 11 5×30% 48 2×40% - All except Recovery All status ailments
Haniel 1,600 1,100 gil 320 100 7×70% - Dividing 5 2×25% 5 2×50% Dark All except Dark -
Kage 2,520 4,000 gil 4,400 145 9×70% - - 9 3×60% 3 2×15% - All except Recovery -
Kunoichi 9,000 5,000 gil 4,800 150 10×90% - - 11 5×20% 48 2×40% - All except Recovery All status ailments
Ninja 5,500 4,800 gil 4,600 163 10×80% - - 11 4×50% 48 2×40% - All except Recovery All status ailments
Red Dragon 15,000 5,800 gil 5,600 170 10×80% - - 11 5×30% 48 2×40% - All except Recovery All status ailments
Shadow Master 2,110 4,100 gil 4,400 145 9×70% - - 10 4×30% 4 2×35% - All except Recovery -
Silenus 910 900 gil 320 87 6×70% - Dividing 5 2×15% 3 1×45% Dark All except Dark -
Titan 7,800 4,500 gil 4,400 135 9×90% - - 10 4×45% 48 2×40% - All except Recovery All status ailments
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Monsters: Which Absorb Air – 3 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Amon 7,040 3,450 gil 4,200 137 9×70% - - 11 5×40% 7 2×60% - All elements Conf, Slp, Prlz, PPtr
Frostfly 325 430 gil 960 52 5×80% Air, Ice - 4 2×30% 2 1×30% Fire Air, Ice Conf, Slp, Prlz, PPtr
Hein 1,600 2,100 gil 1,040 40 5×60% - - 11 4×60% 5 2×25% - All elements All status ailments