Weapons: Which inflict Silence – 3 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
Mute Arrow Arrow 35 - 100 gil 50 gil - Silence - Mage Ce, Ci, cRy, Edw, Fu, Pa, Po, Ro, Ry
Mage Masher Dagger 35 75% Wis +5 - 6,500 gil - Silence - Mage Ce, cRy, Edg, Edw, Ka, Pa, Ry
Silence Staff Staff 52 60% Will +10 - 7,500 gil Mute Silence - Mage cRy, Fu, Po, Ro, Te
Armor: Which prevents Silence – 5 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
Ribbon Helm 9 +2% 12 +12% - - 5 gil All status ailments - All characters except CDK
Crystal Armor Armor 25 −10% 10 +6% Will +3 - 5 gil Berserk, Darkness, Mini, Pig, Silence, Toad - Ce
Bard Robe Armor 2 - 1 - - 700 gil 35 gil Silence - All characters except CDK
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
Rune Ring Gloves 5 - 8 +8% Wis +3, Will +3 2,000 gil 1,000 gil Silence - cRy, Edg, Edw, Fu, Pa, Po, Ro, Ry, Te, Ya
Spells: Which cause Silence – 1 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
Mute White 6 - 90% One/All Silence - Fu, Po, Ro, Te
Monsters: Which are immune to Silence – 72 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 black, 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
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
Ghast 200 100 gil 50 42 - 1 5 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Staleman 1,950 445 gil 703 86 - 4 21 Giant Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Alert 1,425 380 gil 2,008 112 - 0 254 Mech - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Stoneman 2,560 238 gil 2,908 84 - 4 254 Giant Ice - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Ironman 2,900 383 gil 3,659 92 - 3 20 Giant - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Skull 740 116 gil 1,577 74 - 3 18 Undead Fire, Holy Darkness PoDaSiPiMiToPeKOBeCoSlPaCuGP
Clapper 7,600 900 gil 7,777 124 - 4 254 Dragon Projectile Lightning PoDaSiPiMiToPeKOBeCoSlPaCuGP
TrapDoor 5,000 4,500 gil 30,000 88 - 3 38 - - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Juclyote 1,700 1,560 gil 6,999 116 - 5 44 - - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Procyote 2,600 1,850 gil 7,999 120 - 5 54 - - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Beamer 3,000 890 gil 3,199 88 - 4 41 Mech - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Machine 4,900 985 gil 7,999 118 - 3 40 Mech - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Searcher 5,500 900 gil 15,004 138 - 4 52 Mech - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Last Arm 9,500 338 gil 8,703 128 - 5 47 Mech - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
MacGiant 10,000 1,500 gil 31,000 128 - 4 38 Giant, Mech - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Mech D. 18,000 2,550 gil 41,400 138 56 4 38 Dragon - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
Ging-Ryu 7,500 19,000 gil 25,000 124 95 4 44 Dragon - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
King-Ryu 8,200 23,000 gil 30,000 128 30 54 39 Dragon - - PoDaSiPiMiToPeKOBeCoSlPaCuGP
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