Maps: Connected to Marsh Cave B2 – 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
Marsh Cave B1 - - 305 139 gil - - -
Marsh Cave B3 9 3 453 240 gil - - -
Random Encounters: Found in Marsh Cave B2 – 8 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
Werewolf ×2–5, Warg Wolf ×0–5 1.6% +29% Yes 686 283 gil
Scorpion ×2–4 4.7% +23% Yes 675 210 gil
Skeleton ×2–4, Bloodbones ×1, Crawler ×1 9.4% +0% Yes 591 587 gil
Tarantula ×1–2, Black Widow ×0–2, Gray Ooze ×0–1, Green Slime ×0–1 9.4% +51% Yes 411 128 gil
Gargoyle ×2–3 18.8% +0% Yes 330 200 gil
Skeleton ×3–5, Crawler ×0–2 18.8% +0% Yes 222 212 gil
Ghoul ×2–4, Zombie ×2–3 18.8% +0% Yes 339 180 gil
Green Slime ×2–4 18.8% +51% Yes 252 60 gil
Treasures: Found in Marsh Cave B2 – 4 shown
Treasure
The specifics of where this treasure can be found
Notes
620 gil Found in a chest in the southern room of the northern path
680 gil Found in a chest in the northwestern room of the northern path, or the eastern room of the southern path
Dagger Found in a chest in the northeastern room of the northern path
Broadsword Found in a chest in the southern room of the northern path, or either middle room of the southern path
Monsters: Found in Marsh Cave B2 – 13 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
Ghoul 48 50 gil 93 8 3 90 Paralysis 1% 6 6 18 22 - - Undead Fire Death, Ice, Poison, Status
Crawler 84 200 gil 186 1 8 94 Paralysis 1% 8 21 26 13 - - - - -
Werewolf 68 67 gil 135 14 1 92 Poison 1% 6 21 23 20 - - Magic Beast, Regenerating, Werebeast - -
Tarantula 64 50 gil 141 5 1 92 Poison 1% 12 12 23 16 - - - - -
Scorpion 84 70 gil 225 22 2 94 Poison 1% 10 27 28 16 - - - - -
Green Slime 24 20 gil 84 1 1 84 Poison 1% 255 0 18 22 - - - Fire, Ice Death, Earth, Lightning, Poison, Status
Skeleton 10 3 gil 9 10 1 85 - 1% 0 6 9 22 - - Undead Fire Death, Ice, Poison, Status
Black Widow 28 8 gil 30 10 1 87 - 1% 0 15 14 15 - - - - -
Warg Wolf 72 22 gil 93 14 1 93 - 1% 0 27 23 14 - - - - -
Zombie 20 12 gil 24 10 1 86 - 1% 0 3 13 20 - - Undead Fire Death, Earth, Ice, Poison, Status
Gray Ooze 76 70 gil 255 30 1 93 - 1% 7 2 28 36 - - - Lightning Death, Earth, Fire, Ice, Poison, Status
Gargoyle 80 80 gil 132 12 4 94 - 1% 8 23 27 26 - - Magic Beast - Earth
Bloodbones 144 378 gil 378 26 1 101 - 1% 12 21 38 38 - - Undead Fire Death, Ice, Poison, Status
Weapons: Found in Marsh Cave B2 – 2 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 defense
Damage
This value is added to the wielder's base accuracy 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 accuracy they have
Hit Rate
The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's attack rating to their normal damage (this extra damage ignores defense)
Crit
When used against a monster weak against one of its elements, the weapon gets a +4 bonus to attack and is 20% more likely to hit
Element
When used against a monster of a family it is effective against, the weapon gets a +4 bonus to attack and is 20% more likely to hit
Effective Against
Price
The amount of gil 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
Broadsword 15 +10 3.5% - - 550 gil 275 gil - Wa, RM, Kn, Ni, RW
Dagger 7 +10 5.5% - - 175 gil 87 gil - Wa, Th, RM, BM, Kn, Ni, RW, BW