Maps: Connected to Ice Cavern B1 – 2 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 Near Marsh Cave - - 289 209 gil - - -
Ice Cavern B2 3 - 1,850 1,914 gil - - -
Random Encounters: Found in Ice Cavern B1 – 5 shown
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
White Dragon ×1–2 1.6% +0% Yes 2,552 3,000 gil
Bloodbones ×3–6 9.4% +0% Yes 1,701 1,701 gil
Specter ×2–6 14.1% +0% Yes 1,728 1,728 gil
Cockatrice ×2–6, Mummy ×1–5 37.5% +0% Yes 1,534 1,586 gil
Piscodemon ×3–7 37.5% +29% No 1,380 1,500 gil
Treasures: Found in Ice Cavern B1 – 5 shown
Treasure
The specifics of where this treasure can be found
Notes
9,500 gil Found in a chest in the central room
10,000 gil Found in a chest in the small western room
Potion Found in a chest in the S-shaped western room
Sleeping Bag Found in a chest in the central room
Ice Shield Found in a chest in the central room
Monsters: Found in Ice Cavern B1 – 6 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
White Dragon 200 2,000 gil 1701 53 1 108 - 1% 8 60 98 - - 50% Dragon Fire, Lightning Earth, Ice, Poison
Specter 114 432 gil 432 40 1 98 Paralysis 1% 12 54 34 40 - - Magic Beast, Undead Fire Death, Earth, Ice, Poison, Status
Cockatrice 50 200 gil 186 1 1 89 Stone 1% 4 36 24 22 - - - - Earth
Piscodemon 84 300 gil 276 30 2 94 - 1% 16 33 49 23 - - Aquatic, Magic Beast - Fire, Ice, Poison, Status
Bloodbones 144 378 gil 378 26 1 101 - 1% 12 21 38 38 - - Undead Fire Death, Ice, Poison, Status
Mummy 80 300 gil 300 30 1 94 Sleep 1% 20 12 30 46 - - Undead Fire Death, Ice, Poison, Status
Armor: Found in Ice Cavern B1 – 1 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
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
All types of armor (except most shields) incur a penalty to the wearer's evasion rate; each two points of evasion lost result in a 1% smaller chance to evade attacks; multiple penalties are cumulative
Evasion
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 gil 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
Ice Shield Shield 12 - Fire - 5,000 gil - Kn, Ni, Wa
Items: Found in Ice Cavern B1 – 2 shown
Name
The status ailment removed by this item
Cures
Price
The amount of gil received when selling this item in a shop
Value
Potion - 60 gil 30 gil
Sleeping Bag - 75 gil 37 gil