Maps: In World Map – 18 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 Mystic 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 gil you can expect to earn from a random encounter here
Avg. Gil
The cost to stay at the inn, if there is one present
Inn
The cost to revive a party member at the sanctuary, if there is one present
Sanctuary
Shops
World Map Cornelia Area - - 24 24 gil - - -
World Map North of Cornelia - - 29 24 gil - - -
World Map Near Temple of Chaos - - 45 22 gil - - -
World Map Pravoca Area - - 162 60 gil - - -
World Map Southwest of Pravoca - - 224 124 gil - - -
World Map Ocean - - 223 173 gil - - -
World Map Elfheim Area - - 271 163 gil - - -
World Map Near Marsh Cave - - 289 209 gil - - -
World Map Melmond Area - - 543 339 gil - - -
World Map Crescent Lake Area - - 1,510 871 gil - - -
World Map Rivers - - 2,907 1,458 gil - - -
World Map Gaia Area - - 2,231 1,051 gil - - -
World Map Dragon's Islands - - 2,497 741 gil - - -
World Map East of Citadel of Trials - - 2,391 995 gil - - -
World Map Near Citadel of Trials - - 2,590 1,786 gil - - -
World Map Near Desert Caravan - - 2,416 788 gil - - -
World Map Lufenia Area - - 2,621 2,233 gil - - -
World Map Tower of Mirage Area - - 3,929 412 gil - - -
Maps: Connected to World Map – 25 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 Mystic 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 gil you can expect to earn from a random encounter here
Avg. Gil
The cost to stay at the inn, if there is one present
Inn
The cost to revive a party member at the sanctuary, if there is one present
Sanctuary
Shops
Castle Cornelia 7 6 - - - - -
Cornelia - - - - 30 gil 40 gil Armor, Items, L1 Bl.Magic, L1 Wh.Magic, Weapons
Temple of Chaos 6 3 80 31 gil - - -
Pravoca - - - - 50 gil 80 gil Armor, Items, L2 Bl.Magic, L2 Wh.Magic, Weapons
Elven Castle 5 4 - - - - -
Elfheim - - - - 100 gil 200 gil Armor, Items, L3 Bl.Magic, L3 Wh.Magic, L4 Bl.Magic, L4 Wh.Magic, Weapons
Mt. Duergar 11 8 - - - - -
Matoya's Cave 4 - - - - - -
Western Keep 4 3 - - - - -
Marsh Cave B1 - - 305 139 gil - - -
Melmond - - - - 100 gil - Armor, L5 Bl.Magic, L5 Wh.Magic, Weapons
Terra Cavern B1 5 - 686 402 gil - - -
Titan's Cave 4 - 614 319 gil - - -
Sage's Cave 1 - - - - - -
Crescent Lake 1 - - - 200 gil 400 gil Armor, Items, L6 Bl.Magic, L6 Wh.Magic, Weapons
Mt. Gulg B1 - - 1,681 1,331 gil - - -
Ice Cavern B1 5 - 1,535 1,607 gil - - -
Gaia 1 - - - 500 gil 750 gil Armor, Items, L7 Bl.Magic, L7 Wh.Magic, L8 Bl.Magic, L8 Wh.Magic, Weapons
Dragon's Cave 13 - - - - - -
Citadel of Trials 1F - - - - - - -
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Random Encounters: Found in World Map – 108 shown
Map
The monsters that can be involved in this encounter; minibosses are only found in repeatable set encounters; bosses are encountered only one time during the game; the final boss must be defeated to complete the game; superbosses are the most dangerous monsters in the game
Monsters
The probability of any given encounter being this one when you have a random battle on its map
Frequency
A modifier to the base chance of the monsters surprising the party; your party leader's agility and luck also factor into the surprise chance
Surprise
Is it possible to run from this encounter?
Run?
The average amount of total experience you can expect to earn from this encounter (this is split evenly among surviving party members)
Avg. Exp.
The average amount of gil you can expect to earn from this encounter
Avg. Gil
World Map Cornelia Area Goblin ×3–5 100.0% +0% Yes 24 24 gil
World Map North of Cornelia Goblin ×3–6, Goblin Guard ×0–4 1.6% +0% Yes 61 61 gil
World Map North of Cornelia Crazy Horse ×1 4.7% +0% Yes 63 15 gil
World Map North of Cornelia Wolf ×1–2 9.4% +0% Yes 36 9 gil
World Map North of Cornelia Goblin Guard ×1–3 9.4% +0% Yes 36 36 gil
World Map North of Cornelia Goblin ×3–5 75.0% +0% Yes 24 24 gil
World Map Near Temple of Chaos Crazy Horse ×2–4 1.6% +0% Yes 189 45 gil
World Map Near Temple of Chaos Goblin ×3–6, Goblin Guard ×0–4 4.7% +0% Yes 61 61 gil
World Map Near Temple of Chaos Crazy Horse ×1 9.4% +0% Yes 63 15 gil
World Map Near Temple of Chaos Gigas Worm ×1–2 9.4% +0% Yes 95 23 gil
World Map Near Temple of Chaos Goblin ×3–5 18.8% +0% Yes 24 24 gil
World Map Near Temple of Chaos Skeleton ×2–4 18.8% +0% Yes 27 9 gil
World Map Near Temple of Chaos Black Widow ×1–2 18.8% +51% Yes 45 12 gil
World Map Near Temple of Chaos Goblin Guard ×1–3 18.8% +0% Yes 36 36 gil
World Map Pravoca Area Ogre ×1, Gigas Worm ×1–3 1.6% +0% Yes 321 225 gil
World Map Pravoca Area Ogre ×1–2 4.7% +0% Yes 293 293 gil
World Map Pravoca Area Goblin Guard ×1–3, Goblin ×0–2, Warg Wolf ×0–2, Wolf ×0–2 18.8% +0% Yes 159 70 gil
World Map Pravoca Area Gigas Worm ×1–2 18.8% +0% Yes 95 23 gil
World Map Pravoca Area Lizard ×1 18.8% +0% Yes 153 50 gil
World Map Pravoca Area Wolf ×4–6, Warg Wolf ×0–1 18.8% +0% Yes 167 41 gil
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Monsters: Found in World Map – 55 shown
Minibosses are only found in repeatable set encounters; bosses are encountered only one time during the game; the final boss must be defeated to complete the game; superbosses are the most dangerous monsters in the game, but are optional
Name
HP Gil
The total amount of experience earned for defeating this monster (this is split evently among surviving party members)
Exp
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 hit chances the monster gets whenever it attacks; each successful hit will deal full damage and can be a critical hit
Hits
The accuracy of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's accuracy, modified by the target's evasion
Acc
The status ailment, if any, that can be inflicted by this monster's attacks; the base chance of affliction is 50%, reduced by 1% for each two points of magic defense the target has
Status
The chance of each of this monster's attacks being a critical hit (unless the attack misses); critical hits add double the monster's attack rating to their normal damage (this extra damage ignores defense)
Crit
Each physical hit the monster takes will have its damage reduced by this amount
Abs
The monster's base chance to evade any given physical attack; each two points of evasion result in a 1% better chance to evade attacks
Eva
For each two points of magic defense, the monster has a 1% better chance of resisting any given spell
Mag. Def.
The lowest party level at which the monster may choose to run away; the chance to run is approximately 4% for each level the party leader is above this level
Run Lev.
The chance that the monster uses a magic spell on its turn; each monster that can cast spells has a specific cycle of spells that they always use in the same order (see the monster page for specifics)
Magic
The chance that the monster uses a special attack on its turn; monsters with multiple special attacks have a specific cycle of special attacks that they always use in the same order (see the monster page for specifics)
Sp. Att
The families this monster belongs to; only undead monsters are affected by Dia spells; regenerating monsters recover 5% of their maximum hp (rounded down) at the beginning of each round; some weapons gain a +4 bonus to attack and are approximately 20% more likely to hit when used against certain monster families
Family
The elements this monster is weak against; weakness against an element causes spells and special attacks of that element to be approximately 20% more likely to hit, and damaging spells or special attacks deal an additional 50% damage
Weakness
The elements this monster is resistant to; 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
Resists
Shadow 50 45 gil 90 10 1 90 Darkness 1% 0 18 19 22 - - Magic Beast, Undead Fire Death, Earth, Ice, Poison, Status
Ghast 56 117 gil 117 8 3 91 Paralysis 1% 10 23 20 40 - - Undead Fire Death, Ice, Poison, Status
Ghoul 48 50 gil 93 8 3 90 Paralysis 1% 6 6 18 22 - - Undead Fire Death, Ice, Poison, Status
Werewolf 68 67 gil 135 14 1 92 Poison 1% 6 21 23 20 - - Magic Beast, Regenerating, Werebeast - -
Scorpion 84 70 gil 225 22 2 94 Poison 1% 10 27 28 16 - - - - -
Centipede 222 300 gil 1194 39 1 111 Poison 1% 20 24 58 16 - - - - -
Weretiger 160 780 gil 780 30 2 103 Poison 1% 16 24 47 34 - - Magic Beast, Regenerating, Werebeast - -
Tarantula 64 50 gil 141 5 1 92 Poison 1% 12 12 23 16 - - - - -
Cobra 56 50 gil 123 6 1 91 Poison 1% 6 15 23 14 - - Dragon - -
Neochu 344 500 gil 3189 35 3 126 Poison 1% 32 12 85 - - - - - -
Ochu 208 102 gil 1224 20 3 109 Poison 1% 24 12 58 48 - - - Lightning Earth, Fire
Wyvern 212 50 gil 1173 30 1 110 Poison 1% 12 48 58 35 - - Dragon - Earth
Lizard 92 50 gil 153 18 1 95 - 5% 12 12 28 27 - - Dragon - -
Warg Wolf 72 22 gil 93 14 1 93 - 1% 0 27 23 14 - - - - -
Sahagin 28 30 gil 30 10 1 87 - 1% 4 36 14 15 - - Aquatic Lightning Earth, Fire
Sahagin Chief 64 105 gil 105 15 1 92 - 1% 8 39 23 31 - - Aquatic Lightning Earth, Fire
Black Widow 28 8 gil 30 10 1 87 - 1% 0 15 14 15 - - - - -
Skeleton 10 3 gil 9 10 1 85 - 1% 0 6 9 22 - - Undead Fire Death, Ice, Poison, Status
Tyrannosaur 600 600 gil 7200 115 1 155 - 15% 10 30 100 35 - - Dragon - -
Wolf 20 6 gil 24 8 1 86 - 1% 0 18 14 13 - - - - -
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