Weapons: Ice-Elemental – 4 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
Ice Claw Claw 0 80% - 450 gil 225 gil - - Ice - Edg, Ya
Ice Rod Rod 5 45% - 220 gil 110 gil Ice1 - Ice Reptile cRy, Fu, Pa, Ry, Te
Ice Spear Spear 77 80% - 21,000 gil 10,500 gil Ice2 - Ice, Projectile - Ka
Ice Brand Sword 75 80% - 26,000 gil 13,000 gil - - Ice - Ce, Ka
Armor: Resistant to Ice – 10 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
Flame Shield Shield 3 +28% 2 +2% - 1,250 gil 625 gil - Ice 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
Flame Armor Armor 15 −10% 4 +2% - 30,000 gil 15,000 gil - Ice Ce, Ci, Ka
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: Ice-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
Ice1 Black 5 8 100% One/All - Ice cRy, Fu, Pa, Ry, Te
Ice2 Black 15 32 100% One/All - Ice Fu, Pa, Ry, Te
Ice3 Black 30 128 100% One/All - Ice cRy, Fu, Pa, Ry, Te
Shiva Summon 30 40 100% All Enemies - Ice Ry
Flood Ninja 20 60 100% All Enemies - Ice Edg
Blizzard Special - - - - - Ice -
Monsters: Weak against Ice – 21 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
Sand Man 20 17 gil 70 20 - 0 4 Reptile Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
CaveToad 47 24 gil 89 11 - 2 6 Reptile Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Mad Toad 59 34 gil 127 11 - 1 7 Reptile Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Gator 175 95 gil 236 22 - 2 10 - Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Turtle 190 46 gil 234 20 - 1 10 Reptile Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Crocdile 292 218 gil 660 38 - 2 15 - Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Python 108 222 gil 720 46 - 0 22 - Holy, Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Carapace 700 224 gil 920 72 - 4 14 Reptile Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Staleman 1,950 445 gil 703 86 - 4 21 Giant Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Tortoise 435 234 gil 1,666 70 - 3 17 Reptile Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Tofu 298 384 gil 1,808 66 - 254 12 Pudding Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
FlameMan 579 300 gil 1,708 76 - 4 19 - Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
BlackLiz 792 43 gil 1,298 64 16 4 15 Reptile Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
FlameDog 1,221 244 gil 1,708 68 - 3 22 - Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Stoneman 2,560 238 gil 2,908 84 - 4 254 Giant Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
TinyToad 600 335 gil 1,841 19 47 5 37 Mage, Reptile Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Arachne 3,650 585 gil 4,388 102 10 3 18 - Ice, Projectile - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Red D. 15,000 65,000 gil 41,500 162 79 4 39 Dragon Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
Cagnazzo 5,312 4,000 gil 5,500 44 29 2 48 - Ice, Lightning - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Rubicant 34,000 7,000 gil 18,000 80 16 3 37 - Ice Fire PoDaSiPiMiToPeKOBeCoSlPaCuGP
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Monsters: Which Absorb Ice – 9 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
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
Chimera 700 228 gil 1,708 80 - 3 18 - - Fire, Ice, Lightning 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
Milon Z. 3,523 2,500 gil 3,600 46 31 1 22 Undead Fire, Holy, Projectile Ice PoDaSiPiMiToPeKOBeCoSlPaCuGP
Elements (Milon Z.) 25,000 2,500 gil 15,625 132 ? 3 ? Undead Fire, Holy Ice, 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