Armor: Which prevents KO – 5 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
(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
(Armor)Onion Armor 48 48% 48 - - 32,750 gil All status ailments - - OK
(Gloves)Onion Gauntlets 32 32% 32 Vitality +5
Agility +5
Strength +5
- 32,750 gil All status ailments - - OK
Spells: Which inflict KO – 9 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
Death Black 8 - 35% 60,000 gil 30,000 gil One Enemy - Ma, Sa
Warp Black 6 - - 10,000 gil 5,000 gil One Enemy - BM, Ma, Sa
Raze Black 5 100 100% 5,000 gil 2,500 gil All Enemies - BM, Ma, Sa
Arise White 8 255 - 60,000 gil 30,000 gil One Enemy Recovery De, Sa
Raise White 5 1 15% 5,000 gil 2,500 gil One Enemy Recovery De, Sa, WM
Teleport White 3 - - 1,500 gil 750 gil One Enemy - De, MK, Ra, RM, Sa, WM
Quicksand Terrain 1 - 30% - - One Enemy - Ge
Sinkhole Terrain 1 - 40% - - One Enemy - Ge
Torrent Terrain 1 - 40% - - One Enemy Lightning Ge
Monsters: Which are immune to KO – 30 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
Bahamut 60,000 5,500 gil 5,000 7 3×65% - - 8 3×50% 7 3×20% - - All status ailments
Odin 7,000 5,600 gil 5,000 157 10×90% - - 10 4×30% 4 2×25% - - All status ailments
Leviathan 7,000 5,700 gil 5,000 160 10×70% - - 10 4×35% 8 3×50% - - All status ailments
Land Turtle 120 500 gil 132 9 3×70% - - 1 0×10% 40 1×32% - - All status ailments
Djinn 480 700 gil 160 16 3×60% Fire - 1 0×30% 32 1×16% Ice Fire All status ailments
Giant Rat 450 1,000 gil 240 18 3×80% - - 3 1×45% 32 1×16% - - All status ailments
Medusa 980 1,200 gil 360 24 4×60% - - 3 2×10% 48 2×40% - Earth All status ailments
Gutsco 1,400 1,500 gil 500 36 4×60% - - 3 1×35% 48 2×40% - - 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
Hein 1,600 2,100 gil 1,040 40 5×60% - - 11 4×60% 5 2×25% - All elements All status ailments
Kraken 1,950 2,500 gil 1,320 50 5×70% - - 5 2×50% 40 1×32% - - All status ailments
Goldor 2,250 3,300 gil 1,640 60 5×80% - - 7 3×30% 80 3×48% - - All status ailments
Garuda 5,000 3,400 gil 2,200 107 7×70% Lightning - 9 3×60% 80 3×48% Air - 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
Doga 4,500 4,000 gil 3,400 110 8×80% - - 10 4×40% 48 2×40% - All except Recovery All status ailments
Unei 4,500 4,200 gil 4,000 110 8×80% - - 10 4×40% 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
Ninja 5,500 4,800 gil 4,600 163 10×80% - - 11 4×50% 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
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