Maps: In World Map – 19 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
World Map Coneria Area - - 24 24 G - - -
World Map North of Coneria - - 29 24 G - - -
World Map Near Temple of Fiends - - 45 22 G - - -
World Map Pravoka Area - - 162 60 G - - -
World Map Southwest of Pravoka - - 224 124 G - - -
World Map Ocean - - 223 173 G - - -
World Map ElfLand Area - - 271 163 G - - -
World Map Near Marsh Cave - - 289 209 G - - -
World Map Melmond Area - - 543 339 G - - -
World Map Crescent Lake Area - - 1,510 871 G - - -
World Map South Rivers - - 1,241 165 G - - -
World Map Gaia Area - - 2,231 1,051 G - - -
World Map Cardian Islands - - 2,497 741 G - - -
World Map East of Castle of Ordeal - - 2,391 995 G - - -
World Map Near Castle of Ordeal - - 2,590 1,786 G - - -
World Map Near Caravan - - 2,416 788 G - - -
World Map North Rivers - - 2,907 1,458 G - - -
World Map Lefein Area - - 2,621 2,233 G - - -
World Map Mirage Tower Area - - 3,929 412 G - - -
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 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
Coneria - - - - 30 G 40 G Armor, Items, L1 Bl.Magic, L1 Wh.Magic, Weapons
Castle Coneria 7 6 - - - - -
Temple of Fiends 6 3 80 31 G - - -
Matoya's Cave 4 - - - - - -
Pravoka - - - - 50 G 80 G Armor, Items, L2 Wh.Magic, L2 Bl.Magic, Weapons
Castle of Elf 5 4 - - - - -
ElfLand - - - - 100 G 200 G Armor, Items, L3 Bl.Magic, L3 Wh.Magic, L4 Bl.Magic, L4 Wh.Magic, Weapons
Dwarf Cave 11 8 - - - - -
Northwest Castle 4 3 - - - - -
Marsh Cave B1 - - 305 139 G - - -
Melmond - - - - 100 G - Armor, L5 Bl.Magic, L5 Wh.Magic, Weapons
Earth Cave B1 5 - 686 402 G - - -
Titan's Tunnel 4 - 614 319 G - - -
Sarda's Cave 1 - - - - - -
Crescent Lake - - - - 200 G 400 G Armor, Items, L6 Bl.Magic, L6 Wh.Magic, Weapons
Gurgu Volcano B1 - - 1,681 1,331 G - - -
Ice Cave B1 5 - 1,535 1,607 G - - -
Gaia 1 - - - 500 G 750 G Armor, Items, L7 Bl.Magic, L7 Wh.Magic, L8 Bl.Magic, L8 Wh.Magic, Weapons
Cardia 13 - - - - - -
Castle of Ordeal 1F - - - - - - -
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Random Encounters: Found in World Map – 114 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
World Map Coneria Area IMP ×3–5 100.0% +0% Yes 24 24 G
World Map North of Coneria IMP ×3–6, GrIMP ×0–4 1.6% +0% Yes 61 61 G
World Map North of Coneria MADPONY ×1 4.7% +0% Yes 63 15 G
World Map North of Coneria WOLF ×1–2 9.4% +0% Yes 36 9 G
World Map North of Coneria GrIMP ×1–3 9.4% +0% Yes 36 36 G
World Map North of Coneria IMP ×3–5 75.0% +0% Yes 24 24 G
World Map Near Temple of Fiends MADPONY ×2–4 1.6% +0% Yes 189 45 G
World Map Near Temple of Fiends IMP ×3–6, GrIMP ×0–4 4.7% +0% Yes 61 61 G
World Map Near Temple of Fiends MADPONY ×1 9.4% +0% Yes 63 15 G
World Map Near Temple of Fiends CREEP ×1–2 9.4% +0% Yes 95 23 G
World Map Near Temple of Fiends IMP ×3–5 18.8% +0% Yes 24 24 G
World Map Near Temple of Fiends BONE ×2–4 18.8% +0% Yes 27 9 G
World Map Near Temple of Fiends SPIDER ×1–2 18.8% +51% Yes 45 12 G
World Map Near Temple of Fiends GrIMP ×1–3 18.8% +0% Yes 36 36 G
World Map Pravoka Area OGRE ×1, CREEP ×1–3 1.6% +0% Yes 321 225 G
World Map Pravoka Area OGRE ×1–2 4.7% +0% Yes 293 293 G
World Map Pravoka Area GrIMP ×1–3, GrWOLF ×0–2, IMP ×0–2, WOLF ×0–2 18.8% +0% Yes 159 70 G
World Map Pravoka Area CREEP ×1–2 18.8% +0% Yes 95 23 G
World Map Pravoka Area IGUANA ×1 18.8% +0% Yes 153 50 G
World Map Pravoka Area WOLF ×4–6, GrWOLF ×0–1 18.8% +0% Yes 167 41 G
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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 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
T REX 600 600 G 7,200 115 1 155 - 15% 10 30 100 35 - - Dragon - -
TYRO 480 502 G 3,387 65 1 150 - 1% 10 30 100 32 - - Dragon - -
ANKYLO 352 1 G 2,610 98 1 127 - 1% 48 24 78 32 - - - - -
NAOCHO 344 500 G 3,189 35 3 126 Poison 1% 32 12 85 - - - - - -
GrPEDE 320 1,000 G 2,244 73 1 123 - 1% 24 24 93 48 - - - - Fire, Cold
FrGIANT 336 1,752 G 1,752 60 1 122 - 1% 16 24 75 - - - Giant Fire Cold
FrGATOR 288 2,000 G 1,890 56 2 119 - 1% 20 24 72 31 - - Dragon Lightning Fire, Earth
WYRM 260 502 G 1,218 40 1 116 - 1% 22 30 66 35 - - Dragon - Earth
R.ANKYLO 256 300 G 1,428 60 3 115 - 1% 38 28 65 33 - - - - -
GIANT 240 879 G 879 38 1 113 - 1% 12 24 60 28 - - Giant - -
SPHINX 228 1,160 G 1,160 23 3 112 - 1% 12 60 58 26 - - - - Earth
PEDE 222 300 G 1,194 39 1 111 Poison 1% 20 24 58 16 - - - - -
ZomBULL 224 1,050 G 1,050 40 1 111 - 1% 14 18 58 28 - - Undead Fire Status, Poison, Death, Cold
SAURIA 196 658 G 1,977 30 1 110 - 1% 20 12 46 - - 50% Dragon - -
HYDRA 212 150 G 915 30 3 110 - 1% 14 18 58 29 - - Dragon - -
WYVERN 212 50 G 1,173 30 1 110 Poison 1% 12 48 58 35 - - Dragon - Earth
OCHO 208 102 G 1,224 20 3 109 Poison 1% 24 12 58 48 - - - Lightning Fire, Earth
Saber T 200 500 G 843 24 2 108 - 35% 8 21 53 50 - - - - -
Sand W 200 900 G 2,683 46 1 108 - 1% 14 31 52 22 - 50% - - Earth
CEREBUS 192 600 G 1,182 30 1 107 - 1% 8 24 52 33 - 50% - Cold -
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