Maps: Connected to Coneria – 1 shown
The name of the map, including both the general area and the specific floor or section
Name
The number of treasures to be found on this map
Treasures
The number of treasures to be found past doors locked with the KEY on this map
Locked
The average amount of total experience you can expect to earn from a random encounter here (this is split evenly among surviving party members)
Avg. Exp.
The average amount of gold you can expect to earn from a random encounter here
Avg. Gold
The cost to stay at the inn, if there is one present
Inn
The cost to revive a party member at the clinic, if there is one present
Clinic
A list of the types of shops that can be found here
Shops
World Map Coneria Area - - 24 24 G - - -
Shops: Found in Coneria – 5 shown
Shop Goods
Armor Cloth (10 G)
Wooden Armor (50 G)
Chain Armor (80 G)
Items HEAL Potion (60 G)
PURE Potion (75 G)
TENT (75 G)
L1 Bl.Magic FIRE (100 G)
SLEP (100 G)
LOCK (100 G)
LIT (100 G)
L1 Wh.Magic CURE (100 G)
HARM (100 G)
FOG (100 G)
RUSE (100 G)
Weapons Wooden Staff (5 G)
Small Dagger (5 G)
Wooden Nunchuck (10 G)
Rapier (10 G)
Iron Hammer (10 G)
Weapons: Found in Coneria – 5 shown
Rare weapons can only be found as treasure, not purchased; enchanted items cast spells when used in combat; legendary weapons can be earned via sidequest; ultimate weapons are uniquely powerful treasures
Name
The base damage dealt by the weapon; this is added to half of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's absorb
Damage
This value is added to the wielder's base hit % to determine the overall accuracy of the weapon's attacks; the base chance to hit is approximately 84% plus half of this value, modified by the target's evasion; a character gains an extra hit for every 32 points of hit % they have
Hit %
The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's damage rating to their normal damage (this extra damage ignores absorb)
Crit
Price
The amount of gold received when selling this weapon in a shop
Value
If used as an item in combat, some weapons can cast a particular magic spell free of cost
Spell
Equipped By
Iron (Hammer) 9 +0 3.0% 10 G 5 G - Fi, WM, Kn, Ni, WW
Rapier 9 +5 2.5% 10 G 5 G - Fi, Th, RM, Kn, Ni, RW
Small (Dagger) 5 +10 1.5% 5 G 2 G - Fi, Th, RM, BM, Kn, Ni, RW, BW
Wooden (Nunchuck) 12 +0 1.0% 10 G 5 G - BB, Ni, Ma
Wooden (Staff) 6 +0 2.0% 5 G 2 G - Fi, BB, RM, WM, BM, Kn, Ni, Ma, RW, WW, BW
Armor: Found in Coneria – 3 shown
Rare armors can only be found as treasure, not purchased; enchanted armors casts spells when used in combat; ultimate armors are uniquely powerful treasures
Name
The slot that the armor protects; you can have no more than one piece of armor equipped per slot
Type
Each physical hit you take will have its damage reduced by this amount; the absorb value of multiple pieces of armor is cumulative
Absorb
All types of armor (except most shields) incur a penalty to the wearer's evasion rate; each two points of evade % lost result in a 1% smaller chance to evade attacks; multiple penalties are cumulative
Evade %
Any elemental resistances this armor provides; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage
Resistance
Price
The amount of gold received when selling this armor in a shop
Value
If used as an item in combat, some pieces of armor can cast a particular magic spell free of cost
Spell
Equipped By
Chain (Armor) Armor 15 −15 - 80 G 40 G - Fi, RM, Kn, Ni, RW
Cloth Armor 1 −2 - 10 G 5 G - All classes
Wooden (Armor) Armor 4 −8 - 50 G 25 G - Fi, Th, BB, RM, Kn, Ni, Ma, RW
Items: Found in Coneria – 3 shown
Key items and purchased key items are required to complete the game; quest items are required for sidequests
Name
The status ailment removed by this item
Cures
Price
HEAL (Potion) - 60 G
PURE (Potion) Poison 75 G
TENT - 75 G
Spells: Sold in Coneria – 8 shown
Exclusive spells can only be learned and cast by a single class; advanced spells can only be learned and cast by advanced classes; ultimate spells are available only from the hidden shop in Lefein; bugged spells have either no effect or an unintended negative effect when you use them, and should be avoided
Name
Type Level Price
Healing spells and damaging spells that are not resisted have a hit point effect between one and two times this number, or half that when resisted (damage can be further modified by elemental weaknesses or resistances)
Power
A modifier to the likelihood of the spell being resisted; there is a base chance to hit of approximately 74% plus half this value, modified by the target's magic defense
Hit %
Target
The status ailment cured of inflicted by the spell if it is not resisted
Status
The elemental nature of the spell; weakness to the element makes the spell approximately 20% more likely to hit and adds a 50% bonus to any damage dealt, while resistance halves damage and nearly guarantees that the spell will be resisted (for a net of 1/4 normal damage)
Element
Learned By
FIRE Black 1 100 G 20 +96 One foe - Fire RM, BM, Ni, RW, BW
LIT Black 1 100 G 20 +96 One foe - Lightning RM, BM, Ni, RW, BW
LOCK Black 1 100 G - +115 One foe - - RM, BM, Ni, RW, BW
SLEP Black 1 100 G - +96 All foes Sleep Status RM, BM, Ni, RW, BW
CURE White 1 100 G 16 - One ally - - RM, WM, Kn, RW, WW
FOG White 1 100 G - - One ally - - RM, WM, Kn, RW, WW
HARM White 1 100 G 40 +96 All foes - - WM, WW
RUSE White 1 100 G - - Caster - - WM, Kn, RW, WW