Weapons: Holy-Elemental – 5 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
Legend Sword Holy Sword 40 99% Will +3 - - - - Holy - Ce
Light Sword Holy Sword 99 99% Str +3, Will +3 - 21,000 gil - - Holy - Ce
Excalibur Holy Sword 160 99% Str +10 - 40,000 gil - - Holy - Ce
Ragnarok Holy Sword 200 99% Str +15, Vit +15, Will +15 - 5,000 gil - - Holy Undead Ce
Holy Lance Spear 109 80% - - 37,000 gil Holy - Holy, Projectile Ghoul Ka
Spells: Holy-elemental – 2 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
Meteo Black 99 255 100% All Enemies - Holy cRy, Fu, Pa, Ry, Te
Holy White 46 170 99% One - Holy Fu, Po, Ro
Monsters: Weak against Holy – 26 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
Zombie 52 31 gil 112 13 - 2 9 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Spirit 86 122 gil 278 24 6 1 9 Ghoul Holy Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Skeleton 135 126 gil 238 26 - 2 8 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Gargoyle 160 90 gil 315 28 - 2 12 Reptile Holy, Projectile - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Red Bone 213 169 gil 315 34 - 3 12 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Soul 200 165 gil 460 28 - 3 10 Ghoul Holy Fire 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
Ghast 200 100 gil 50 42 - 1 5 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Python 108 222 gil 720 46 - 0 22 - Holy, Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Panther 342 252 gil 820 50 - 2 16 - Holy - PoDaSiPiMiToPeKOBeCoSlPaCuGP
VampGirl 270 195 gil 810 38 21 2 15 Undead Fire, Holy Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP
CaveNaga 285 201 gil 740 40 5 3 12 Reptile Holy - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Cave Bat 334 151 gil 598 42 - 3 12 - Holy, Projectile Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP
Ogre 865 240 gil 800 60 - 2 12 Giant Holy - PoDaSiPiMiToPeKOBeCoSlPaCuGP
SwordMan 360 175 gil 840 64 - 2 19 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
BladeMan 1,050 211 gil 2,559 76 - 4 19 Ghoul Holy - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Grudger 1,400 149 gil 2,459 76 - 4 22 - Holy Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP
Skull 740 116 gil 1,577 74 - 3 18 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Hooligan 2,200 484 gil 4,088 108 - 5 12 Ghoul Holy, Projectile - PoDaSiPiMiToPeKOBeCoSlPaCuGP
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Monsters: Resistant to Holy – 1 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
Fighter 65 100 gil 400 28 - 2 4 - - Darkness, Holy PoDaSiPiMiToPeKOBeCoSlPaCuGP
Monsters: Which Absorb Holy – 6 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
Blue D. 15,000 40,200 gil 36,000 144 - 4 47 Dragon - All elements PoDaSiPiMiToPeKOBeCoSlPaCuGP
Octomamm 2,350 500 gil 1,200 22 - 0 25 - Darkness, Lightning Holy PoDaSiPiMiToPeKOBeCoSlPaCuGP
Dark D. 3,927 5,000 gil 6,000 80 15 1 254 Dragon Holy Holy 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
Mist D. 465 200 gil 700 16 10 5 31 - - Holy PoDaSiPiMiToPeKOBeCoSlPaCuGP