r M m R
Maps: In Deist Cavern – 5 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
If there is an inn or sanctuary on this map, they will be listed here; all inns have a set cost of 1/4 of the party's lost hp plus the total of their lost mp, and all sanctuaries are free
Amenities
Do the Warp and Teleport spells operate on this map?
Warp?
A list of the types of shops that can be found here
Shops
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
If there is an inn or sanctuary on this map, they will be listed here; all inns have a set cost of 1/4 of the party's lost hp plus the total of their lost mp, and all sanctuaries are free
Amenities
Do the Warp and Teleport spells operate on this map?
Warp?
A list of the types of shops that can be found here
Shops
1 Yes
5 Yes
3 Yes
1 Yes
4 Yes
r M m R
Maps: Connected to Deist Cavern – 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
If there is an inn or sanctuary on this map, they will be listed here; all inns have a set cost of 1/4 of the party's lost hp plus the total of their lost mp, and all sanctuaries are free
Amenities
Do the Warp and Teleport spells operate on this map?
Warp?
A list of the types of shops that can be found here
Shops
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
If there is an inn or sanctuary on this map, they will be listed here; all inns have a set cost of 1/4 of the party's lost hp plus the total of their lost mp, and all sanctuaries are free
Amenities
Do the Warp and Teleport spells operate on this map?
Warp?
A list of the types of shops that can be found here
Shops
r M m R
Random Encounters: Found in Deist Cavern – 20 shown
The specific map where this encounter can be found
Map
The monsters that can be involved in this encounter; names in bold italics indicate monsters that appear only one time as bosses
Monsters
The probability of any given encounter being this one when you have a random battle on its map
Frequency
The specific map where this encounter can be found
Map
The monsters that can be involved in this encounter; names in bold italics indicate monsters that appear only one time as bosses
Monsters
The probability of any given encounter being this one when you have a random battle on its map
Frequency
Ogre Mage, Land Turtle ×0‑2, Ogre ×0‑2, Stalactite ×0‑2 37.5%
Ghast ×1‑2, Ghoul ×1‑2, Shadow ×1‑3, Wraith ×1‑3 37.5%
Hill Gigas ×1‑2 18.8%
Yellow Soul ×2‑6 6.2%
Ghast ×1‑2, Ghoul ×1‑2, Shadow ×1‑3, Wraith ×1‑3 37.5%
Hill Gigas ×1‑2 37.5%
Yellow Soul ×2‑6 18.8%
Revenant ×2‑5 6.2%
Hill Gigas ×1‑2 37.5%
Yellow Soul ×2‑6 37.5%
Revenant ×2‑5 18.8%
Ogre Chief ×1‑3, Ogre Mage ×0‑3 6.2%
Yellow Soul ×2‑6 37.5%
Revenant ×2‑5 37.5%
Ogre Chief ×1‑3, Ogre Mage ×0‑3 18.8%
Adamantoise ×1‑2, Dual Heads ×0‑2, Stalactite ×0‑2 6.2%
Revenant ×2‑5 37.5%
Ogre Chief ×1‑3, Ogre Mage ×0‑3 37.5%
Adamantoise ×1‑2, Dual Heads ×0‑2, Stalactite ×0‑2 18.8%
Gigantoad ×1‑4 6.2%
r M m R
Set Encounters: Found in Deist Cavern – 1 shown
The specific map where this encounter can be found
Map
The monsters that can be involved in this encounter; names in bold italics indicate monsters that appear only one time as bosses
Monsters
The specifics of where this encounter can be found
Notes
The specific map where this encounter can be found
Map
The monsters that can be involved in this encounter; names in bold italics indicate monsters that appear only one time as bosses
Monsters
The specifics of where this encounter can be found
Notes
Chimera ×1‑4 Creature guarding spring
r M m R
Treasures: Found in Deist Cavern – 14 shown
The contents of the treasure; names in italics indicate items that can only be found as treasure or won from monsters, while names in bold italics indicate items that can only be found as treasure
Treasure
The map where the treasure is found
Map
The specifics of where this treasure can be found
Notes
The monsters guarding this treasure, which will attack when the treasure is opened
Guarded By
The contents of the treasure; names in italics indicate items that can only be found as treasure or won from monsters, while names in bold italics indicate items that can only be found as treasure
Treasure
The map where the treasure is found
Map
The specifics of where this treasure can be found
Notes
The monsters guarding this treasure, which will attack when the treasure is opened
Guarded By
30 gil Deist Cavern B1 Northern path
Mage's Staff Deist Cavern B2 South path west of middle stairs Green Soul ×2‑5
Mythril Armor Deist Cavern B2 Northern fork on northern path
Mythril Helm Deist Cavern B2 First southern fork on northern path
Pendant Deist Cavern B2 On corpse (from northeast stairs on B1)
Potion Deist Cavern B2 Southern area on treasure path
Mythril Gloves Deist Cavern B3 West side of middle area
Mythril Mirror Deist Cavern B3 East side of middle area
Mythril Shield Deist Cavern B3 Southwest area near the stairs and broken bridge
Acid Phial Deist Cavern B4 North of stairs down on spring path
Flame Bow Deist Cavern B5 Southeast area
Knight's Armor Deist Cavern B5 Southeast area (lone bottom chest) Adamantoise ×1‑4
Sage's Wisdom Deist Cavern B5 Southeast area
Saint's Spirit Deist Cavern B5 Southeast area
r M m R
Monsters: Found in Deist Cavern – 17 shown
The name of the monster; names in italics indicate monsters that only appear in trap rooms (on map pages only), while names in bold italics indicate monsters that appear only one time as bosses
Name
The rank of the monster; the rank of any given encounter is determined by the lowest rank of any monster in that encounter; rank is used to determine how quickly skills progress toward the next level
Rk
The monster's starting and maximum hit point total
HP
The monster's starting and maximum magic point total
MP
Each physical hit will deal between one and two times this amount of damage to the target, reduced by the target's defense
Att
The number of attacks the monster makes when it attacks physically, and the accuracy of each of those attacks
Acc
The status ailment or other effect, if any, that can be inflicted by this monster's attacks; if a monster inflicts multiple status ailments, all are inflicted at once; drain attacks always drain 1/16 of the target's total hp or mp, as appropriate, and have an opposite effect against undead creatures
Effect
Each physical hit the monster takes will have its damage reduced by this amount
Def
The number of evasion chances the monster has when attacked physically, and the sucess rate of each of those chances
Eva
The number of magic defense chances the monster has when targeted with a spell or ability, and the sucess rate of each of those chances
Mag. Def.
The higher its fear score, the more likely a monster is to flee from combat
Fear
The average gil value of the money or items this monster can drop when defeated
Avg. Drop
The families this monster belongs to; undead creatures are damaged by healing spells and reverse the effects of drain attacks used against them; some weapons get a +20 bonus to attack when used against certain monster families (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Family
The elements this monster is weak against; spells of these elements always have their maximum effect and deal double damage; elemental weapons get a +20 bonus to attack when used against monsters weak against any of their elements (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against)
Weakness
The elements this monster resists or absorbs; spells of resisted elements are always fully resisted and deal half damage, whle spells of absorbed elements have no effect and heal the target; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
The name of the monster; names in italics indicate monsters that only appear in trap rooms (on map pages only), while names in bold italics indicate monsters that appear only one time as bosses
Name
The rank of the monster; the rank of any given encounter is determined by the lowest rank of any monster in that encounter; rank is used to determine how quickly skills progress toward the next level
Rk
The monster's starting and maximum hit point total
HP
The monster's starting and maximum magic point total
MP
Each physical hit will deal between one and two times this amount of damage to the target, reduced by the target's defense
Att
The number of attacks the monster makes when it attacks physically, and the accuracy of each of those attacks
Acc
The status ailment or other effect, if any, that can be inflicted by this monster's attacks; if a monster inflicts multiple status ailments, all are inflicted at once; drain attacks always drain 1/16 of the target's total hp or mp, as appropriate, and have an opposite effect against undead creatures
Effect
Each physical hit the monster takes will have its damage reduced by this amount
Def
The number of evasion chances the monster has when attacked physically, and the sucess rate of each of those chances
Eva
The number of magic defense chances the monster has when targeted with a spell or ability, and the sucess rate of each of those chances
Mag. Def.
The higher its fear score, the more likely a monster is to flee from combat
Fear
The average gil value of the money or items this monster can drop when defeated
Avg. Drop
The families this monster belongs to; undead creatures are damaged by healing spells and reverse the effects of drain attacks used against them; some weapons get a +20 bonus to attack when used against certain monster families (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Family
The elements this monster is weak against; spells of these elements always have their maximum effect and deal double damage; elemental weapons get a +20 bonus to attack when used against monsters weak against any of their elements (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against)
Weakness
The elements this monster resists or absorbs; spells of resisted elements are always fully resisted and deal half damage, whle spells of absorbed elements have no effect and heal the target; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Adamantoise 5 450 50 2×75% 60 0×0% 1×50% 100 475 gil Dragon,
Earth
Ice Lightning, Poison
Dual Heads 2 80 25 2×50% 17 1×20% 2×50% 150 102 gil Giant Body Mind
Ghast 3 100 30 25 2×60% Paralysis 9 1×30% 2×50% 120 120 gil Undead Fire Body, Death, Ice, Mind
Ghoul 2 60 17 1×60% Paralysis 4 1×20% 2×40% 150 65 gil Undead Fire Body, Death, Ice, Mind
Gigantoad 5 450 40 4×75% Poison 40 1×50% 3×50% 100 300 gil Ice
Hill Gigas 5 750 100 3×80% 60 1×30% 4×40% 120 315 gil Giant
Land Turtle 3 140 35 2×65% 35 0×0% 2×50% 120 78 gil Dragon,
Earth
Ice Lightning, Poison
Ogre 2 100 25 1×65% 17 1×20% 2×50% 120 135 gil Giant
Ogre Chief 4 300 40 3×70% 35 1×40% 3×40% 100 590 gil Giant
Ogre Mage 3 140 30 25 2×65% 17 1×40% 3×40% 120 895 gil Giant,
Spellcaster
Revenant 4 240 40 3×70% 25 1×40% 3×40% 100 400 gil Undead Fire Body, Death, Ice, Mind
Shadow 2 45 17 1×60% Darkness 9 1×20% 2×40% 150 32 gil Undead Fire Body, Death, Lightning, Matter, Mind
Stalactite 4 240 35 2×70% 35 1×30% 3×40% 100 200 gil Poison Mind
Wraith 2 60 9 1×65% Drain HP 9 2×20% 2×50% 120 65 gil Earth,
Magic Beast,
Undead
Fire Body, Death, Ice, Matter, Mind, Poison
Yellow Soul 4 20 80 35 1×70% 25 1×40% 3×40% 180 200 gil Earth,
Magic Beast,
Spellcaster
All elements
Chimera 5 640 80 60 4×75% 50 1×50% 3×50% 85 400 gil Dragon,
Magic Beast
Green Soul 4 6 60 25 1×70% 17 1×40% 3×40% 180 200 gil Earth,
Magic Beast,
Spellcaster
All elements
r M m R
Weapons & Shields: Found in Deist Cavern – 3 shown
The name of the weapon; names in italics indicate weapons that can only be found as treasure or won from monsters, while names in bold italics indicate weapons that can only be found as treasure
Name
The base damage dealt by the weapon; this is added to 1/4 of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense; wielding a weapon in one hand and nothing in the other increases the strength bonus from 1/4 to 1/2 of the wielder's strength score
Attack
The accuracy bonus of the weapon; this is added to the wielder's strength score to determine physical attack accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 1/16 of the target's maximum hp in addition to its normal damage on each hit, but this effect is reversed against undead; the Healing ability means that the attack value of the weapon is ignored except against undead, and the target is healed for 30-60 hit points per hit; the Ripper ability appears to add 20 damage per hit, but this damage is not actually applied and the ability has no actual effect
Effect
Weapons and shields grant a bonus to evasion equal to this value times the skill level appropriate to the item type
Evasion
When used against a monster weak against one of its elements, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against); there is no penalty for using a weapon against a monster that resists or absorbs any of its elemental properties
Elements
When used against a monster of any of the listed families, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Effective Against
Most weapons and shields incur a penalty to the accuracy of any spells cast by the wearer; multiple penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in combat, and the level it is used at; specific details on the weapon's battle effect are found on individual item pages
Spell
Some weapons may break after being used to cast spells in combat
Break
The cost to buy this weapon in a shop
Price
The amount of gil received when selling this weapon in a shop
Value
The name of the weapon; names in italics indicate weapons that can only be found as treasure or won from monsters, while names in bold italics indicate weapons that can only be found as treasure
Name
The base damage dealt by the weapon; this is added to 1/4 of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense; wielding a weapon in one hand and nothing in the other increases the strength bonus from 1/4 to 1/2 of the wielder's strength score
Attack
The accuracy bonus of the weapon; this is added to the wielder's strength score to determine physical attack accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 1/16 of the target's maximum hp in addition to its normal damage on each hit, but this effect is reversed against undead; the Healing ability means that the attack value of the weapon is ignored except against undead, and the target is healed for 30-60 hit points per hit; the Ripper ability appears to add 20 damage per hit, but this damage is not actually applied and the ability has no actual effect
Effect
Weapons and shields grant a bonus to evasion equal to this value times the skill level appropriate to the item type
Evasion
When used against a monster weak against one of its elements, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against); there is no penalty for using a weapon against a monster that resists or absorbs any of its elemental properties
Elements
When used against a monster of any of the listed families, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Effective Against
Most weapons and shields incur a penalty to the accuracy of any spells cast by the wearer; multiple penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in combat, and the level it is used at; specific details on the weapon's battle effect are found on individual item pages
Spell
Some weapons may break after being used to cast spells in combat
Break
The cost to buy this weapon in a shop
Price
The amount of gil received when selling this weapon in a shop
Value
(Bow)Flame Bow 42 +47% Fire 70% 5,000 gil 2,500 gil
(Staff)Mage's Staff 40 +64% +1% 5% Thunder No 2,500 gil
(Shield)Mythril Shield 3 +0% +6% 70% 500 gil 250 gil
r M m R
Armor: Found in Deist Cavern – 4 shown
The name of the armor; a name in italics indicates armor that can only be found as treasure or won from monsters, while a name in bold italics indicates armor that can only be found as treasure
Name
The slot where this armor is equipped
Type
Each physical hit you take will have its damage reduced by this amount; the defense value of multiple pieces of armor is cumulative
Defense
Most types of armor incur a penalty to the wearer's evasion rate based on how heavy the armor is; multiple penalties are cumulative
Evade
Some armor grants a bonus to the wearer\s magic defense rate; multiple bonuses are cumulative
Mag. Def.
Any elemental resistances this armor provides; resistance to an element causes the wearer to fully resist all spells or abilities of that element, and further reducing damage by half
Resistance
Some armor grants a bonus to a single statistic; multiple bonuses to the same statistic are not cumulative, though bonuses to different statistics are
Bonus
Most types of armor incur a penalty to the accuracy of any spells cast by the wearer based on how heavy the armor is; multiple penalties are cumulative
Mag. Pen.
The cost to buy this armor in a shop
Price
The amount of gil received when selling this armor in a shop
Value
The name of the armor; a name in italics indicates armor that can only be found as treasure or won from monsters, while a name in bold italics indicates armor that can only be found as treasure
Name
The slot where this armor is equipped
Type
Each physical hit you take will have its damage reduced by this amount; the defense value of multiple pieces of armor is cumulative
Defense
Most types of armor incur a penalty to the wearer's evasion rate based on how heavy the armor is; multiple penalties are cumulative
Evade
Some armor grants a bonus to the wearer\s magic defense rate; multiple bonuses are cumulative
Mag. Def.
Any elemental resistances this armor provides; resistance to an element causes the wearer to fully resist all spells or abilities of that element, and further reducing damage by half
Resistance
Some armor grants a bonus to a single statistic; multiple bonuses to the same statistic are not cumulative, though bonuses to different statistics are
Bonus
Most types of armor incur a penalty to the accuracy of any spells cast by the wearer based on how heavy the armor is; multiple penalties are cumulative
Mag. Pen.
The cost to buy this armor in a shop
Price
The amount of gil received when selling this armor in a shop
Value
Knight's Armor Body 22 -26% +5% 44% 5,000 gil 2,500 gil
Mythril Armor Body 10 -14% +5% 20% 1,000 gil 500 gil
Mythril Gloves Arms 6 -8% +5% 24% 800 gil 400 gil
Mythril Helm Head 4 -5% +5% 8% 300 gil 150 gil
r M m R
Items: Found in Deist Cavern – 5 shown
The name of the item; names in italics indicate items that can only be found as treasure or won from monsters, while names in bold italics indicate items that can only be found as treasure
Name
The spell cast when this item is used in combat, and the level it is used at; specific details on the item's battle effect are found on individual item pages
Spell
Items may break after being used in combat; in some cases the item always breaks, and in other cases there is a random chance of the item breaking each time it is used
Break
The cost to buy this item in a shop
Price
The amount of gil received when selling this item in a shop
Value
The name of the item; names in italics indicate items that can only be found as treasure or won from monsters, while names in bold italics indicate items that can only be found as treasure
Name
The spell cast when this item is used in combat, and the level it is used at; specific details on the item's battle effect are found on individual item pages
Spell
Items may break after being used in combat; in some cases the item always breaks, and in other cases there is a random chance of the item breaking each time it is used
Break
The cost to buy this item in a shop
Price
The amount of gil received when selling this item in a shop
Value
Potion Heal 1 Yes 50 gil 25 gil
Sage's Wisdom Intelligence 0 Yes 5,000 gil
Saint's Spirit Spirit 0 Yes 5,000 gil
Acid Phial Poison Cloud 16 Yes 300 gil
Mythril Mirror Wall 16 Yes 500 gil
r M m R
Key Items: Found in Deist Cavern – 1 shown
The name of the key item; all key item names are shown in bold italics to indicate that they must be found
Name
The spell cast when this key item is used in combat, and the level it is used at; specific details on the item's battle effect are found on individual item pages; key items do not break when used to cast spells
Spell
The name of the key item; all key item names are shown in bold italics to indicate that they must be found
Name
The spell cast when this key item is used in combat, and the level it is used at; specific details on the item's battle effect are found on individual item pages; key items do not break when used to cast spells
Spell
Pendant
Links Scroll Column What is this?

About the Reference Column

The Reference Column is a convenience feature that will appear if your browser has enough space to show it. A list of every card referenced on the page will appear here, and you can use them as a quick reference to get more details about anything listed on the page. You can also perform searches with this column.

Each time you look at a new card, all the cards it references are added to the Reference Column as well. In this way, you can find all the information you might need for a particular area, item, or monster without ever leaving the page! If you click on any link on a card in the Reference Column, the column will scroll to that card rather than opening a new page. You can always click a card header to open that card's page.

The "Links Scroll Column" checkbox will determine whether clicking links outside the Reference Column will scroll the Reference Column (when checked) or simply load the linked page (when unchecked). This feature is only on by default on individual card pages.

Quick Find results will be added to the current list. Click "Quick Find" again to cycle through the results for the current search.