Weapons: Fire-Elemental – 6 shown
Rare weapons can only be found as treasure or won or stolen from monsters; unique weapons can only be found as treasure or as rare monster drops; forbidden weapons are powerful items found in the Lunar Subterrane; exceptional weapons are found only as rare monster drops
Name
The specific type of weapon this is; this has no special in-game meaning
Type
The higher a weapon's power, the more damage physical attacks made with it deal
Power
A weapon's base accuracy
Accuracy
Some weapons grant a bonus or penalty to one or more statistics; bonuses are listed in green, while penalties are listed in red
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 extra damage, while targets that resist or absorb this element take reduced damage
Elements
When used against monsters of any of the listed families, this weapon does increased damage
Families
The characters which are capable of using this weapon
Equipped By
Fire Claw Claw 0 80% - 350 gil 175 gil - - Fire - Edg, Ya
Gaia Hammer Hammer 65 75% Str +5 - 6,000 gil Quake - Fire Mech Ci
Flame Rod Rod 7 45% Wis +3 380 gil 190 gil Fire1 - Fire - cRy, Fu, Pa, Ry, Te
Fire Spear Spear 66 80% - 11,000 gil 5,500 gil Fire2 - Fire, Projectile - Ka
Flame Sword Sword 65 80% - 14,000 gil 7,000 gil - - Fire - Ce, Ka
Fire Lash Whip 50 65% Str +5, Agil +5, Vit +5, Wis −5, Will −5 - 8,000 gil - Paralyze Fire - cRy, Ry
Armor: Resistant to Fire – 9 shown
Rare armors can only be found as treasure or won or stolen from monsters; unique armors can only be found as treasure or as rare monster drops; forbidden armors are powerful items found in the Lunar Subterrane; exceptional armors are found only as rare monster drops
Name
The slot where this armor is equipped
Type
Defense reduces the amount of damage taken per physical hit; the defense value of multiple pieces of armor is cumulative
Defense
All shields and some types of armor grant a bonus to the wearer's evasion, while other armor incurs a penalty to evasion; the evasion adjustments 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.
Most types of armor grant a bonus to the wearer's magic evasion; the magic evasion bonus of multiple pieces of armor is cumulative
Mag. Eva.
Some types of armor grant a bonus or penalty to one or more statistics; bonuses are listed in green, while penalties are listed in red
Stat Modifications
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 reduced damage from spells or attacks of any of the listed elements
Resistance
The characters who are capable of using this armor
Equipped By
Ice Shield Shield 3 +30% 2 +2% - 10,000 gil 5,000 gil - Fire Ce, Ci, Ka
Dragon Shield Shield 6 +38% 3 +5% - - 5 gil - Fire, Ice, Lightning Ce, Ci, Ka
Dragon Helm Helm 11 −10% 7 +4% - - 5 gil - Fire, Ice, Lightning Ce, Ci, Ka
Crystal Helm Helm 12 −10% 8 +5% Will +3 - 5 gil - Fire, Ice, Lightning Ce
Ice Armor Armor 17 −10% 4 +2% - 35,000 gil 17,500 gil - Fire, Ice, Lightning Ce, Ci, Ka
Dragon Armor Armor 23 −10% 8 +5% - - 5 gil - Fire, Ice, Lightning Ce, Ci, Ka
Adamant Armor Armor 100 +99% 20 +12% Str +15, Agil +15, Vit +15, Wis +15, Will +15 - 5 gil All status ailments Fire, Ice, Lightning All characters except CDK
Dragon Gloves Gloves 9 −10% 6 +3% - - 5 gil - Fire, Ice, Lightning Ce, Ci, Ka
Protect Ring Gloves 10 +5% 12 +10% Vit +15 - 3,000 gil - Fire, Ice, Lightning All characters except CDK
Spells: Fire-elemental – 6 shown
Plot spells are learned as part of the plot rather than at a specific level; ultimate spells are learned at very high levels; quest spells are learned by completing sidequests; hidden spells are earned by finding rare monster drops; item effects power items and cannot be learned
Name
The type of spell this is; twin spells are the result of using Palom and Porom's Twin battle command; special spells are the effects and abilities created by items or monsters
Type
The number of magic points required to cast this spell
MP
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
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 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' are less effective against each target if used to target a group
Target
The status effect this spell causes on a successful casting
Status
The elemental nature of this spell; targets that are weak to this element take extra damage, while targets that resist this element take reduced damage; targets that absorb this element gain hit points based on the usual damage dealt
Element
The characters which can learn this spell; the level at which the spell is learned is shown on individual character pages
Learned By
Fire1 Black 5 8 100% One/All - Fire cRy, Fu, Pa, Ry, Te
Fire2 Black 15 32 100% One/All - Fire Fu, Pa, Ry, Te
Fire3 Black 30 128 100% One/All - Fire cRy, Fu, Pa, Ry, Te
Ifrit Summon 30 40 100% All Enemies - Fire Ry
Flame Ninja 15 40 100% All Enemies - Fire Edg
Inferno Special - - - - - Fire -
Monsters: Weak against Fire – 29 shown
Minibosses appear as treasure guardians or are otherwise especially powerful monsters; bosses are unique monsters that are defeated as part of the plot; lunar guardians are powerful monsters guarding forbidden weapons; the final boss must be defeated to complete the game; special monsters are not fought in standard battles
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
Magic determines how powerful the monster's spells and special abilities are
Magic
Defense reduces the amount of damage taken per physical hit
Def
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
Some weapons are especially effective against certain monster families
Family
The monster takes extra damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take reduced damage from spells or attacks of that element, while monsters that absorb an element are healed by spells instead of taking damage (elemental weapon attacks are resisted instead of absorbed); individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
The monster is vulnerable to status ailments listed in white, and immune to those listed in red; the status ailments are Poison, Darkness, Silence, Pig, Mini, Toad, Petrify, KO, Berserk, Confuse, Sleep, Paralyze, Curse, and Gradual Petrification
Status Vulnerability
Jelly 35 36 gil 134 15 - 254 7 Pudding Fire - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Zombie 52 31 gil 112 13 - 2 9 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Skeleton 135 126 gil 238 26 - 2 8 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Red Bone 213 169 gil 315 34 - 3 12 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Ghoul 222 179 gil 505 32 - 3 11 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Revenant 250 186 gil 575 36 - 1 12 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Lilith 466 262 gil 2,703 46 - 3 13 Reptile, Undead Fire - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Ghast 200 100 gil 50 42 - 1 5 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Treant 335 148 gil 687 52 2 1 15 - Fire - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Cannibal 440 210 gil 650 24 - 2 17 - Fire - PoDaSiPiMiToPeKOBeCoSlPaCuGP
VampGirl 270 195 gil 810 38 21 2 15 Undead Fire, Holy Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP
Slime 105 50 gil 750 52 - 254 9 Pudding Fire - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Puppet 256 180 gil 800 56 15 3 16 - Fire - PoDaSiPiMiToPeKOBeCoSlPaCuGP
SwordMan 360 175 gil 840 64 - 2 19 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Gremlin 410 275 gil 1,221 56 31 3 15 Mage Fire - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Ice Liz 480 289 gil 1,331 62 2 2 14 Reptile Fire Ice PoDaSiPiMiToPeKOBeCoSlPaCuGP
IceBeast 520 276 gil 1,441 64 3 3 13 - Fire Ice PoDaSiPiMiToPeKOBeCoSlPaCuGP
TrapRose 370 32 gil 1,204 62 - 2 6 - Fire - PoDaSiPiMiToPeKOBeCoSlPaCuGP
GiantBat 439 262 gil 1,977 56 - 3 16 - Fire, Projectile Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP
Skull 740 116 gil 1,577 74 - 3 18 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
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Monsters: Which Absorb Fire – 14 shown
Minibosses appear as treasure guardians or are otherwise especially powerful monsters; bosses are unique monsters that are defeated as part of the plot; lunar guardians are powerful monsters guarding forbidden weapons; the final boss must be defeated to complete the game; special monsters are not fought in standard battles
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
Magic determines how powerful the monster's spells and special abilities are
Magic
Defense reduces the amount of damage taken per physical hit
Def
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
Some weapons are especially effective against certain monster families
Family
The monster takes extra damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take reduced damage from spells or attacks of that element, while monsters that absorb an element are healed by spells instead of taking damage (elemental weapon attacks are resisted instead of absorbed); individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
The monster is vulnerable to status ailments listed in white, and immune to those listed in red; the status ailments are Poison, Darkness, Silence, Pig, Mini, Toad, Petrify, KO, Berserk, Confuse, Sleep, Paralyze, Curse, and Gradual Petrification
Status Vulnerability
Spirit 86 122 gil 278 24 6 1 9 Ghoul Holy Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Soul 200 165 gil 460 28 - 3 10 Ghoul Holy Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Carapace 700 224 gil 920 72 - 4 14 Reptile Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
FlameMan 579 300 gil 1,708 76 - 4 19 - Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Chimera 700 228 gil 1,708 80 - 3 18 - - Fire, Ice, Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP
FlameDog 1,221 244 gil 1,708 68 - 3 22 - Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Ghost 2,800 362 gil 3,141 100 11 3 23 - - Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Mantcore 3,400 1,200 gil 28,000 114 - 3 38 - - Fire, Ice, Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP
Blue D. 15,000 40,200 gil 36,000 144 - 4 47 Dragon - All elements PoDaSiPiMiToPeKOBeCoSlPaCuGP
Red D. 15,000 65,000 gil 41,500 162 79 4 39 Dragon Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Rubicant 34,000 7,000 gil 18,000 80 16 3 37 - Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Elements (Rubicant) 25,000 2,500 gil 15,625 132 ? 3 ? - Ice Fire, Holy, Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP
Elements (Cagnazzo) 30,000 2,500 gil 15,625 128 ? 3 ? - Lightning Fire, Holy, Ice PoDaSiPiMiToPeKOBeCoSlPaCuGP
White D. 32,700 - 55,000 156 31 5 48 Dragon - Fire, Ice, Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP