Armor: Which prevents Confusion – 21 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
(Shield)Onion Shield 48 48% 48 - - 32,750 gil All status ailments - - OK
(Shield)Demon Shield 12 14% 18 - 12,500 gil 6,250 gil Conf, Toad - - MK, Ni
(Shield)Diamond Shield 13 14% 15 - 18,000 gil 9,000 gil Conf, Toad Lightning - Dr, Kn, Ni, Vi
(Shield)Aegis Shield 16 16% 25 Agility +5 - 14,000 gil Conf, Petr, Slp, Toad - - Dr, Kn, Ni, Vi
(Shield)Genji Shield 20 18% 35 Agility +5
Strength +5
- 19,000 gil Conf, PPtr, Petr, Psn, Slp, Toad - - MK, Ni
(Shield)Crystal Shield 20 20% 30 Vitality +5
Agility +5
Strength +5
50,000 gil 25,000 gil Conf, Mini, Petr, Slp, Toad - - Dr, Kn, MK, Ni, OK, RM, Vi, Wa
(Helm)Onion Helm 48 48% 48 - - 32,750 gil All status ailments Air, Earth, Fire, Ice, Recovery - OK
(Helm)Diamond Helm 8 12% 9 - 20,000 gil 10,000 gil Conf, Toad Lightning - Dr, Kn, Ni, Vi
(Helm)Genji Helm 10 15% 11 - - 16,000 gil Conf, PPtr, Petr, Psn, Slp, Toad - - MK, Ni
(Helm)Crystal Helm 12 15% 15 - 50,000 gil 25,000 gil Conf, Mini, Petr, Slp, Toad - - Dr, Kn, MK, Ni, OK, RM, Vi, Wa
(Helm)Ribbon 9 10% 10 - - 5 gil All status ailments Air, Earth, Fire, Ice, Recovery - All jobs
(Armor)Onion Armor 48 48% 48 - - 32,750 gil All status ailments - - OK
(Armor)Demon Mail 17 15% 9 - 25,000 gil 12,500 gil Conf, Toad - - MK, Ni
(Armor)Diamond Mail 18 10% 10 - 33,000 gil 16,500 gil Conf, Toad Lightning - Dr, Kn, Ni, Vi
(Armor)Genji Armor 24 20% 15 - - 20,000 gil Conf, PPtr, Petr, Psn, Slp, Toad - - MK, Ni
(Armor)Crystal Mail 28 20% 18 - 65,000 gil 32,500 gil Conf, Mini, Petr, Slp, Toad - - Dr, Kn, MK, Ni, OK, RM, Vi, Wa
(Gloves)Onion Gauntlets 32 32% 32 Vitality +5
Agility +5
Strength +5
- 32,750 gil All status ailments - - OK
(Gloves)Diamond Bracers 6 12% 6 - 10,000 gil 5,000 gil Conf, Toad Lightning - BM, De, Ev, Ge, Ma, Ni, RM, Sa, Sc, Su, WM
(Gloves)Diamond Gloves 6 10% 5 - 15,000 gil 7,500 gil Conf, Toad Lightning - Dr, Kn, Ni, Vi
(Gloves)Genji Gloves 9 15% 7 - - 15,000 gil Conf, PPtr, Petr, Psn, Slp, Toad - - MK, Ni
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Spells: Which inflict Confusion – 3 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
Glare Ability 4 - 80% - - One Enemy - -
Esuna White 7 - 60% 20,000 gil 10,000 gil One Enemy - De, Sa, WM
Confuse White 4 - 25% 3,000 gil 1,500 gil One/All Enemies - De, RM, Sa, WM
Monsters: With Confusion-inflicting Attacks – 4 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
Scylla 10,000 5,400 gil 5,200 160 10×70% - - 11 5×30% 48 2×40% - - All status ailments
Pharaoh 160 145 gil 240 32 4×36% Holy Undead 3 1×45% 2 1×10% Fire, Holy Recovery Toad, Conf
Nightmare 290 360 gil 700 36 6×36% - - 4 2×20% 2 1×25% - - -
Garm 4,240 5,200 gil 4,800 64 8×36% - - 10 4×25% 4 2×20% - - -
Monsters: Which are immune to Confusion – 57 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
Two-Headed Dragon 29,000 6,800 gil 6,000 255 32×99% - - 11 5×50% 80 3×48% - All except Recovery All status ailments
Zombie Dragon 2,000 960 gil 5,000 93 7×90% - Undead 5 2×20% 5 2×50% Fire, Holy Recovery Toad, Conf
Xande's Clone 10,000 1,550 gil 3,400 175 11×90% - - 11 5×30% 48 2×40% - All except Recovery Toad, Conf
Odin 7,000 5,600 gil 5,000 157 10×90% - - 10 4×30% 4 2×25% - - All status ailments
Salamander 2,100 1,800 gil 700 39 4×90% Fire - 3 2×10% 48 2×40% Ice Fire All status ailments
Bahamut 7,500 3,500 gil 2,800 143 9×90% - - 10 4×35% 48 2×40% - All except Recovery All status ailments
Titan 7,800 4,500 gil 4,400 135 9×90% - - 10 4×45% 48 2×40% - All except Recovery All status ailments
Kunoichi 9,000 5,000 gil 4,800 150 10×90% - - 11 5×20% 48 2×40% - All except Recovery All status ailments
General 12,000 5,200 gil 5,000 165 10×90% - - 11 5×30% 48 2×40% - All except Recovery All status ailments
Xande 21,000 - - 175 11×90% - - 11 5×30% 48 2×40% - All except Recovery All status ailments
Cloud of Darkness 65,000 - - 240 11×83% - - 255 32×99% 255 32×99% - All except Recovery All status ailments
Goldor 2,250 3,300 gil 1,640 60 5×80% - - 7 3×30% 80 3×48% - - 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
Haokah 1,010 3,200 gil 4,000 133 9×80% Lightning - 7 3×25% 3 2×10% - Lightning Toad, Conf, Slp, Prlz, PPtr
Azer 1,570 3,700 gil 4,400 140 9×80% Fire - 9 3×50% 3 2×15% Ice Fire Toad, Conf, Slp, Prlz, PPtr
Thor 2,180 4,800 gil 4,800 155 10×80% Lightning - 9 3×60% 4 2×20% - Lightning Toad, Conf
Red Dragon 15,000 5,800 gil 5,600 170 10×80% - - 11 5×30% 48 2×40% - All except Recovery All status ailments
Giant Rat 450 1,000 gil 240 18 3×80% - - 3 1×45% 32 1×16% - - All status ailments
Green Dragon 10,000 2,900 gil 4,000 170 10×80% - - 10 4×30% 4 2×40% - - Toad, Conf
Guardian 12,000 5,600 gil 5,400 163 10×80% - - 11 5×30% 48 2×40% - - All status ailments
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