Maps: Connected to Temple of Fiends Past 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 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 B1 - - 5,961 4,208 G - - -
Temple of Fiends Past B3 - - 7,747 4,264 G - - -
Random Encounters: Found in Temple of Fiends Past B2 – 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 gold you can expect to earn from this encounter
Avg. Gold
Red D ×2–4 1.6% +0% Yes 8,712 12,000 G
FIRE ×3–4 4.7% +0% No 5,670 2,800 G
AGAMA ×2–4 18.8% +0% Yes 7,416 3,600 G
R.GIANT ×1, AGAMA ×0–3 37.5% +0% Yes 5,214 3,306 G
Grey W ×2–4 37.5% +0% Yes 5,013 1,200 G
Set Encounters: Found in Temple of Fiends Past B2 – 1 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
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
KARY ×1 +0% No Below the staircase down (unavoidable) 2,000 1 G
Treasures: Found in Temple of Fiends Past B2 – 4 shown
Treasure
The specifics of where this treasure can be found
Notes
ProRing In the chest in the southwest room
Katana In the chest at the end of the path past the southwest room
ProCape In the chest in the southeast room
26,000 G In the chest at the end of the path past the southeast room
Monsters: Found in Temple of Fiends Past B2 – 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 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
Red D 248 4,000 G 2,904 75 1 114 - 1% 30 48 100 - - 50% Dragon Poison, Cold Fire, Earth
AGAMA 296 1,200 G 2,472 31 2 120 - 1% 18 18 72 - - 25% Dragon Cold Fire
R.GIANT 300 1,506 G 1,506 73 1 125 - 1% 20 24 68 - - - Giant Cold Fire
Grey W 280 400 G 1,671 50 1 118 - 1% 31 2 72 - - - - Cold Fire, Earth
FIRE 276 800 G 1,620 50 1 118 - 1% 20 21 65 - - - Magic Beast Cold Status, Poison, Death, Fire, Earth
KARY 700 1 G 2,000 60 6 115 - 1% 60 30 92 - 38% - Magic Beast, Spellcaster - Poison, Fire, Cold, Lightning
Weapons: Found in Temple of Fiends Past B2 – 1 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
Armor: Found in Temple of Fiends Past B2 – 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
ProCape Shield 8 −2 - - 10,000 G - Fi, Th, RM, WM, BM, Kn, Ni, RW, WW, BW
ProRing Gloves 8 −1 Death 20,000 G 10,000 G - All classes