Maps: Connected to Sunken Shrine 4F – 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
Sunken Shrine 3F 4 - 3,091 1,748 gil - - -
Sunken Shrine 5F 13 - - - - - -
Random Encounters: Found in Sunken Shrine 4F – 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
White Shark ×1–2, Shark ×0–1 18.8% +0% Yes 3,675 933 gil
Sea Snake ×2–4 18.8% +0% Yes 2,871 1,800 gil
Sahagin Chief ×7–8, Sahagin Prince ×1–2 18.8% +0% No 1,946 1,946 gil
Ghost ×2–5 18.8% +0% No 3,465 3,465 gil
White Shark ×1–2, Shark ×0–1 9.4% +0% Yes 3,675 933 gil
White Shark ×1, Deepeyes ×0–1 9.4% +0% Yes 4,157 2,396 gil
Aquos ×1–3 4.7% +0% No 3,924 1,600 gil
Sea Troll ×1–2, Sea Scorpion ×0–2, Sea Snake ×0–2 1.6% +0% Yes 2,874 2,178 gil
Treasures: Found in Sunken Shrine 4F – 5 shown
Treasure
The specifics of where this treasure can be found
Notes
Diamond Armor Found in a chest in the northern room
20 gil Found in a chest in the central C-shaped room
12,350 gil Found in a chest in the eastern room
Light Axe Found in a chest in the western room
Mage's Staff Found in a chest in the central southern room
Monsters: Found in Sunken Shrine 4F – 10 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
Aquos 300 800 gil 1962 69 1 117 - 1% 20 36 65 - - - Magic Beast Ice Death, Earth, Fire, Poison, Status
Deepeyes 304 3,591 gil 3591 30 2 121 - 1% 16 12 78 - - 50% Aquatic Lightning Earth, Fire
Ghost 180 990 gil 990 93 1 106 Paralysis 1% 30 18 43 - - - Magic Beast, Undead Fire Death, Earth, Ice, Poison, Status
Sahagin Chief 64 105 gil 105 15 1 92 - 1% 8 39 23 31 - - Aquatic Lightning Earth, Fire
Sahagin Prince 204 882 gil 882 47 1 109 - 1% 20 48 51 - - - Aquatic Lightning Earth, Fire
Sea Scorpion 148 300 gil 639 35 3 102 Poison 1% 18 30 43 - - - Aquatic Lightning Earth, Fire
Sea Snake 224 600 gil 957 35 1 111 - 0% 12 24 58 - - - Aquatic, Dragon Lightning Earth, Fire
Sea Troll 216 852 gil 852 40 1 110 - 1% 20 24 55 - - - Aquatic, Regenerating Lightning Earth
Shark 120 66 gil 267 22 1 99 - 1% 0 36 35 21 - - Aquatic Lightning Earth, Fire
White Shark 344 600 gil 2361 50 1 126 - 1% 8 36 85 - - - Aquatic Lightning Earth, Fire
Weapons: Found in Sunken Shrine 4F – 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
Light Axe 28 +15 14.9% - Undead - 5,000 gil Dia2 Wa, Kn, Ni
Mage's Staff 12 +10 15.9% - - - 12,500 gil Fire2 BM, Ni, BW
Armor: Found in Sunken Shrine 4F – 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
Diamond Armor Armor 42 −10 Lightning - 30,000 gil - Kn