Maps: In Altar Cave – 4 shown
The name of the map, including both the general area and the specific floor or section; Limited maps are closed off at a certain point in the plot; temporary maps only appear during certain brief plot points; once you reach end game maps, you can no longer save or return to other areas
Name
The number of treasures to be found on this map
Treasures
The cost to stay at the inn, if there is one present
Inn
Miscellaneous helpful features of the area, such as healing springs and fat chocobos
Amenities
A list of the types of shops that can be found here
Shops
2 - - -
9 - HP/MP Spring -
3 - - -
- - - -
Maps: Connected to Altar Cave – 1 shown
The name of the map, including both the general area and the specific floor or section; Limited maps are closed off at a certain point in the plot; temporary maps only appear during certain brief plot points; once you reach end game maps, you can no longer save or return to other areas
Name
The number of treasures to be found on this map
Treasures
The cost to stay at the inn, if there is one present
Inn
Miscellaneous helpful features of the area, such as healing springs and fat chocobos
Amenities
A list of the types of shops that can be found here
Shops
- - - -
Plot Battles: Found in Altar Cave – 1 shown
The specific map where this plot battle will be fought
Map
Monsters
The specifics of where this plot battle will be fought
Notes
Altar Cave Crystal Room Land Turtle Entranceway
Treasures: Found in Altar Cave – 17 shown
Treasure
The map where the treasure is found
Map
The specifics of where this treasure can be found
Notes
Guarded By
1,000 gil Altar Cave B1 Chest in hidden room -
1,000 gil Altar Cave B1 Chest in hidden room -
Antarctic Wind Altar Cave B2 Southwest passage of path to the crystal -
Antarctic Wind Altar Cave B2 Northeast passage of path to the crystal -
Bronze Bracers Altar Cave B2 South chest in pit room -
Longsword Altar Cave B2 Southeast chest in pit room -
Longsword Altar Cave B2 West chest in pit room -
Nunchaku Altar Cave B2 Southwest chest in pit room -
Potion Altar Cave B2 Southeast passage of path to the crystal -
Potion Altar Cave B2 North area of path to the crystal -
Sleep Altar Cave B2 Northeast chest in pit room -
Knife ×4 Altar Cave B3 Starting equipment -
Leather Cap ×4 Altar Cave B3 Starting equipment -
Leather Shield Altar Cave B3 West side of main hall -
Leather Shield Altar Cave B3 Past rock wall -
Potion Altar Cave B3 East side of main hall -
Vest ×4 Altar Cave B3 Starting equipment -
Monsters: Found in Altar Cave – 5 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
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
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Blue Wisp 10 10 gil 20 7 3×65% Holy - 1 0×10% 1 0×10% - - Petr, Slp
Carbuncle 7 5 gil 16 5 3×60% Earth - 1 0×10% 1 0×10% - Earth -
Eye Fang 8 7 gil 16 7 3×65% - - 1 0×10% 1 0×10% - - -
Goblin 5 3 gil 16 5 3×60% - - 1 0×10% 1 0×10% - - -
Land Turtle 120 500 gil 132 9 3×70% - - 1 0×10% 40 1×32% - - All status ailments
Jobs: Earned in Altar Cave – 5 shown
Wind crystal, fire crystal, water crystal, and earth crystal jobs are unlocked progressively throughout the game; ultimate jobs are hidden but extremely powerful
Name
Jobs cannot be used until a character has reached at least this level
Min. Level
The relative level of strength growth compared to other jobs; strength grants a bonus to attack power
Str
The relative level of agility growth compared to other jobs; agility grants bonuses to accuracy, evasion, attack multiplier, and both defense and magic defense multipliers
Agi
The relative level of vitality growth compared to other jobs; vitality grants bonuses to defense and the amount of hit points gained when the character gains a level
Vit
The relative level of intelligence growth compared to other jobs; intelligence grants bonuses to black magic power, accuracy, and multipliers, and also grants bonuses to magic resistance and magic defense multiplier
Int
The relative level of mind growth compared to other jobs; mind grants bonuses to white magic power, accuracy, and multipliers, and also grants bonuses to magic resistance and magic defense multiplier
Mnd
The first battle command available to this job
Command 1
The second battle command available to this job
Command 2
The third battle command available to this job
Command 3
The fourth battle command available to this job
Command 4
The types and level range of spells this job is capable of casting
Magic
The specific map on which this job is first earned
Earned
Black Mage 1 C- D C- B D Fight Magic Run Item Black LV. 1–7 Altar Cave Crystal Room
Monk 1 A- B- B- F- F- Fight Defend Run Item - Altar Cave Crystal Room
Red Mage 1 C- C D+ C C Fight Magic Run Item Black/White LV. 1–4 Altar Cave Crystal Room
Warrior 1 B- B- C D- D- Fight Defend Run Item - Altar Cave Crystal Room
White Mage 1 C- D- C D+ B Fight Magic Run Item White LV. 1–7 Altar Cave Crystal Room
Weapons: Found in Altar Cave – 3 shown
Rare weapons can only be found as treasure or won from monsters; unique weapons can only be found as treasure or purchased in hidden shops; ultimate weapons are uniquely powerful treasures; onion weapons are rare treasures of unmatched but narrow power
Name
The higher a weapon's power, the more damage physical attacks made with it deal; characters gain a bonus to power based on strength
Power
A weapon's base accuracy; characters gain a bonus to accuracy based on agility and job level; note that the accuracy of arrows is ignored in favor of the bow's accuracy when using a bow and arrow combination
Accuracy
Some weapons offer a bonus to one or more statistics; certain weapons also offer a bonus to one or more element types, but this has no effect; for the curious, the elemental bonuses are shown on individual weapon pages
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 double damage, while targets that resist this element take half damage; targets that absorb this element gain hit points equal to the usual damage dealt
Elements
The jobs which are capable of using this weapon
Equipped By
(Knife)Knife 6 85% - 20 gil 10 gil - - BM, Kn, Ni, OK, RM, Th, Wa
(Sword)Longsword 10 80% - 100 gil 50 gil - - Kn, Ni, OK, Wa
(Nunchaku)Nunchaku 12 70% - 60 gil 30 gil - - Mo, Ni
Armor: Found in Altar Cave – 4 shown
Rare armors can only be found as treasure or won from monsters; unique armors can only be found as treasure; ultimate armors are uniquely powerful treasures; onion armors are rare treasures of unmatched but narrow power
Name
Defense reduces the amount of damage taken per physical hit; the defense value of multiple pieces of armor is cumulative
Defense
Most types of armor grant a bonus to the wearer's evasion; the evasion bonus 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.
Some types of armor offer a bonus to one or more statistics
Bonuses
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 half damage from spells or attacks of any of the listed elements; if the wearer is also using a piece of armor with a weakness to a resisted element, the resistance takes precedence
Resistance
The wearer takes double damage from spells or attacks of any of the listed elements; if the wearer is also using a piece of armor resistant to the element this armor is weak against, the resistance takes precedence
Weakness
The jobs which are capable of using this armor
Equipped By
(Gloves)Bronze Bracers 1 2% 3 - 80 gil 40 gil - - - BM, De, Ev, Ge, Ma, Ni, RM, Sa, Sc, Su, WM
(Helm)Leather Cap 1 1% 1 - 15 gil 7 gil - - - All jobs except Mystic Knight
(Shield)Leather Shield 3 3% 2 - 40 gil 20 gil - - - Dr, Kn, Ni, OK, RM, Th, Vi, Wa
(Armor)Vest 1 - 0 - 50 gil 25 gil - - - All jobs except Mystic Knight
Spells: Available in Altar Cave – 1 shown
Summons are spells with differing effects based on class; hidden spells must be earned or purchased in hidden shops; item effects power items and cannot be learned; terrain effects are used by geomancers; special abilities are used only by monsters; summon effects are written as Summon: Effect; evoker effects are used at random, while summoner effects are always the same
Name
The type of spell this is, which determines which jobs can cast it; terrain spells are the effects created by geomancers' terrain ability; 'item'-type spells are created by using items in battle; abilities are used only by monsters
Type
The level of the spell, which determines which jobs can cast it and what level mp it takes to cast
Level
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; healing spells do not get any bonus
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 cost to buy this spell's tome in a shop
Price
The amount of gil received when selling this spell in a shop
Value
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' split their damage among all targets if used to target a group; both 'one/all' and 'one' target spells can be used against both enemies and allies, regardless of the default target
Target
Any status ailments this spell inflicts on a successful casting
Status
The elemental nature of this spell; targets that are weak to this element take double damage, while targets that resist this element take half damage; targets that absorb this element gain hit points equal to the usual damage dealt
Element
The jobs which are capable of casting this spell; a character of any job can have any spell on their spell list, even if they cannot cast it
Cast By
Sleep Black 1 - 15% 100 gil 50 gil One/All Enemies - BM, Ma, RM, Sa
Items: Found in Altar Cave – 2 shown
Rare items can only be found as treasure or won from monsters; unique items can only be found as treasure; key items are unique items that are important to the plot
Name
Some items can only be used in combat, some can only be used in the field, and some can be used in either situation; key items cannot be used at all
Type
The cost to buy this item in a shop
Price
The amount of gil received when selling this item in a shop
Value
The spell cast when this item is used in battle; using the item in this way consumes it
Effect
Antarctic Wind Combat - 500 gil Blizzara
Potion Anywhere 150 gil 75 gil Recovery