Maps: Connected to World Map Melmond Area – 4 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
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 - - - - - -
Random Encounters: Found in World Map Melmond Area – 7 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
SHADOW ×3–7 37.5% +86% Yes 450 225 G
GrOGRE ×1, OGRE ×1–2 18.8% +0% Yes 575 593 G
GHOUL ×2–5, GEIST ×0–4 18.8% +0% Yes 560 409 G
OGRE ×1–3, HYENA ×0–2 9.4% +0% Yes 618 429 G
GrWOLF ×4–8 9.4% +0% Yes 558 132 G
TIGER ×1–3 4.7% +23% Yes 876 216 G
ARACHNID ×3–6, SPIDER ×0–2 1.6% +51% Yes 665 233 G
Monsters: Found in World Map Melmond Area – 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 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
ARACHNID 64 50 G 141 5 1 92 Poison 1% 12 12 23 16 - - - - -
GEIST 56 117 G 117 8 3 91 Paralysis 1% 10 23 20 40 - - Undead Fire Cold, Death, Poison, Status
GHOUL 48 50 G 93 8 3 90 Paralysis 1% 6 6 18 22 - - Undead Fire Cold, Death, Poison, Status
GrOGRE 132 300 G 282 23 1 100 - 1% 14 15 36 23 - - - - -
GrWOLF 72 22 G 93 14 1 93 - 1% 0 27 23 14 - - - - -
HYENA 120 72 G 288 22 1 99 - 1% 4 24 38 21 - - - - -
OGRE 100 195 G 195 18 1 96 - 1% 10 9 33 18 - - - - -
SHADOW 50 45 G 90 10 1 90 Darkness 1% 0 18 19 22 - - Undead Fire Cold, Death, Earth, Poison, Status
SPIDER 28 8 G 30 10 1 87 - 1% 0 15 14 15 - - - - -
TIGER 132 108 G 438 22 2 100 - 13% 8 24 43 18 - - - - -