Maps: In Temple of Fiends Past – 8 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 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 gold you can expect to earn from a random encounter here
Avg. Gold
The cost to stay at the inn, if there is one present
Inn
The cost to revive a party member at the clinic, if there is one present
Clinic
A list of the types of shops that can be found here
Shops
Temple of Fiends Past 1F - - 6,354 5,159 G - - -
Temple of Fiends Past 2F - - 6,848 5,218 G - - -
Temple of Fiends Past 3F 2 - 10,031 12,739 G - - -
Temple of Fiends Past B1 - - 5,961 4,208 G - - -
Temple of Fiends Past B2 4 - 5,628 2,684 G - - -
Temple of Fiends Past B3 - - 7,747 4,264 G - - -
Temple of Fiends Past B4 1 - 8,698 5,678 G - - -
Temple of Fiends Past B5 - - - - - - -
Maps: Connected to Temple of Fiends Past – 1 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 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 gold you can expect to earn from a random encounter here
Avg. Gold
The cost to stay at the inn, if there is one present
Inn
The cost to revive a party member at the clinic, if there is one present
Clinic
A list of the types of shops that can be found here
Shops
Temple of Fiends 6 3 80 31 G - - -
Random Encounters: Found in Temple of Fiends Past – 35 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 gold you can expect to earn from this encounter
Avg. Gold
Temple of Fiends Past 1F SLIME ×4–8 1.6% +0% Yes 6,606 5,400 G
Temple of Fiends Past 1F CHIMERA ×3–4 14.1% +0% Yes 7,224 8,750 G
Temple of Fiends Past 1F WORM ×1–2 37.5% +0% No 6,516 1,500 G
Temple of Fiends Past 1F Frost D ×3–4 46.9% +0% Yes 5,954 7,000 G
Temple of Fiends Past 2F ZombieD ×1–2, WzVAMP ×1–3 1.6% +0% Yes 8,267 7,499 G
Temple of Fiends Past 2F SLIME ×4–8 4.7% +0% Yes 6,606 5,400 G
Temple of Fiends Past 2F CHIMERA ×1–2, JIMERA ×1–2 18.8% +0% Yes 9,972 11,250 G
Temple of Fiends Past 2F FrGIANT ×2, FrWOLF ×2–6 37.5% +0% No 5,112 4,304 G
Temple of Fiends Past 2F ZombieD ×2–4 37.5% +0% No 6,993 2,997 G
Temple of Fiends Past 3F ZombieD ×1–2, WzVAMP ×1–3 1.6% +0% Yes 8,267 7,499 G
Temple of Fiends Past 3F MAGE ×2–3, FIGHTER ×1 14.1% +71% Yes 6,158 6,158 G
Temple of Fiends Past 3F BADMAN ×5–9 37.5% +0% Yes 8,841 12,600 G
Temple of Fiends Past 3F Gas D ×2–4 46.9% +0% No 12,204 15,000 G
Temple of Fiends Past B1 SAURIA ×2–4 1.6% +23% Yes 5,931 1,974 G
Temple of Fiends Past B1 EARTH ×2–4 23.4% +0% No 4,608 2,304 G
Temple of Fiends Past B1 MudGOL ×1–4, RockGOL ×1–3 37.5% +0% Yes 6,070 3,000 G
Temple of Fiends Past B1 GrMEDUSA ×4–7 37.5% +0% Yes 6,699 6,699 G
Temple of Fiends Past B2 Red D ×2–4 1.6% +0% Yes 8,712 12,000 G
Temple of Fiends Past B2 FIRE ×3–4 4.7% +0% No 5,670 2,800 G
Temple of Fiends Past B2 AGAMA ×2–4 18.8% +0% Yes 7,416 3,600 G
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Set Encounters: Found in Temple of Fiends Past – 6 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
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 specifics of where this encounter can be found (note that set encounters other than some boss fights will remain in place once fought, and can be fought multiple times)
Notes
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 gold you can expect to earn from this encounter
Avg. Gold
Temple of Fiends Past 3F PHANTOM ×1 +0% No Inside the door of the central room (unavoidable) 1 1 G
Temple of Fiends Past B1 LICH ×1 +0% No Above the staircase down (unavoidable) 2,000 1 G
Temple of Fiends Past B2 KARY ×1 +0% No Below the staircase down (unavoidable) 2,000 1 G
Temple of Fiends Past B3 KRAKEN ×1 +0% No In the western hallway leading to the staircase down (unavoidable) 2,000 1 G
Temple of Fiends Past B4 TIAMAT ×1 +0% No In the hallway between the northwest and northeast quadrants (unavoidable) 2,000 1 G
Temple of Fiends Past B5 CHAOS ×1 +0% No Speak to the NPC in the central room - -
Treasures: Found in Temple of Fiends Past – 7 shown
Treasure Map
The specifics of where this treasure can be found
Notes
45,000 G Temple of Fiends Past 3F In the left chest in the central room
65,000 G Temple of Fiends Past 3F In the right chest in the central room
ProRing Temple of Fiends Past B2 In the chest in the southwest room
Katana Temple of Fiends Past B2 In the chest at the end of the path past the southwest room
ProCape Temple of Fiends Past B2 In the chest in the southeast room
26,000 G Temple of Fiends Past B2 In the chest at the end of the path past the southeast room
Masmune Temple of Fiends Past B4 In the chest at the end of the path leading from the southeast quadrant
Monsters: Found in Temple of Fiends Past – 43 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 Gold
The total amount of experience earned for defeating this monster (this is split evenly 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 absorb
Dmg
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 hit % of the monster's attacks; the base chance to hit is approximately 84% plus half of the monster's hit %, modified by the target's evade %
Hit %
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; note that, due to a bug, misses after the attack's first hit have a chance to inflict a status ailment despite not hitting
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 damage rating to their normal damage (this extra damage ignores absorb)
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 evade % 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 HARM spells; note that other monster families have no mechanical effect
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
SLIME 156 900 G 1,101 49 1 103 Poison 1% 255 12 43 - - - - Fire Status, Poison, Death, Cold, Lightning, Earth
CHAOS 2,000 - - 100 2 183 Paralysis 1% 100 50 100 - 50% 25% - - All elements
IronGOL 304 3,000 G 6,717 93 1 121 - 1% 100 12 72 - - 13% Magic Beast - Status, Poison, Death, Fire, Cold, Earth
TIAMAT 1,100 1 G 2,000 75 4 126 - 1% 90 45 100 - 50% 25% Dragon, Spellcaster - Fire, Cold, Lightning, Earth
KRAKEN 900 1 G 2,000 70 8 140 - 1% 70 49 100 - 38% 16% Aquatic - Fire, Earth
KARY 700 1 G 2,000 60 6 115 - 1% 60 30 92 - 38% - Magic Beast, Spellcaster - Poison, Fire, Cold, Lightning
PHANTOM 360 1 G 1 120 1 158 Paralysis 20% 60 12 80 - 50% 25% Magic Beast, Undead, Regenerating Fire Status, Poison, Death, Cold, Earth
LICH 500 1 G 2,000 50 1 115 Paralysis 1% 50 24 70 - 75% - Magic Beast, Undead, Spellcaster - Status, Poison, Death, Cold
MAGE 105 1,095 G 1,095 26 1 97 - 1% 40 39 85 - 50% - Spellcaster - -
FIGHTER 200 3,420 G 3,420 40 1 106 - 1% 38 45 93 39 38% - Spellcaster - -
BADMAN 260 1,800 G 1,263 44 2 116 - 1% 38 18 68 - - - - - -
EVILMAN 190 3,000 G 2,700 55 1 107 - 1% 32 21 87 - 25% - Magic Beast, Spellcaster - Status, Poison, Death
Grey W 280 400 G 1,671 50 1 118 - 1% 31 2 72 - - - - Cold Fire, Earth
ZombieD 268 999 G 2,331 56 1 117 Paralysis 1% 30 12 68 - - - Dragon, Undead Fire Status, Poison, Death, Cold, Earth
Red D 248 4,000 G 2,904 75 1 114 - 1% 30 48 100 - - 50% Dragon Poison, Cold Fire, Earth
WzVAMP 300 3,000 G 2,385 90 1 104 Paralysis 1% 28 36 42 - 25% 19% Magic Beast, Undead, Spellcaster, Regenerating Fire Status, Poison, Death, Cold, Earth
VAMPIRE 156 2,000 G 1,200 76 1 103 Paralysis 1% 24 36 38 - - 25% Magic Beast, Undead, Regenerating Fire Status, Poison, Death, Cold, Earth
NITEMARE 200 700 G 1,272 30 3 108 - 1% 24 66 50 - - 25% Magic Beast Cold Status, Poison, Death, Fire, Earth
WATER 300 800 G 1,962 69 1 117 - 1% 20 36 65 - - - Magic Beast Cold Status, Poison, Death, Fire, Earth
R.GIANT 300 1,506 G 1,506 73 1 125 - 1% 20 24 68 - - - Giant Cold Fire
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Weapons: Found in Temple of Fiends Past – 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 absorb
Damage
This value is added to the wielder's base hit % 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 hit % they have
Hit %
The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's damage rating to their normal damage (this extra damage ignores absorb)
Crit
Price
The amount of gold 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
Katana 33 +35 19.4% - 30,000 G - Ni
Masmune 56 +50 20.4% - 30,000 G - All classes
Armor: Found in Temple of Fiends Past – 2 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
The slot that the armor protects; you can have no more than one piece of armor equipped per slot
Type
Each physical hit you take will have its damage reduced by this amount; the absorb value of multiple pieces of armor is cumulative
Absorb
All types of armor (except most shields) incur a penalty to the wearer's evasion rate; each two points of evade % lost result in a 1% smaller chance to evade attacks; multiple penalties are cumulative
Evade %
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 gold 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
ProRing Gloves 8 −1 Death 20,000 G 10,000 G - All classes
ProCape Shield 8 −2 - - 10,000 G - Fi, Th, RM, WM, BM, Kn, Ni, RW, WW, BW