Kashuan Keep 1F

A B
11 1 C
Treasure
1. Cure Tome Sunfire (need Egil's Torch)

Kashuan Keep 1F Inner Hall

A B

Kashuan Keep 2F

2
C D
Treasure
2. 300 gil

Kashuan Keep 3F

D
3
3 E
Treasure
3. Golden Shield (guarded by 2–5 Wererats)

Kashuan Keep 4F

E
G I J

Kashuan Keep 4F Egil's Torch Room

J 11
Treasure
11. Egil's Torch

Kashuan Keep 4F Treasure Room

F 4 5 6
Treasure
4. Mythril Axe
5. Werebuster
6. Mythril Sword

Kashuan Keep 5F Treasure Room

H 8 9 10
Treasure
8. Mallet
9. Antidote
10. Eye Drops

Kashuan Keep 5F

G
7
7 I
Treasure
7. Golden Armor (guarded by 1–4 Mines and 0–2 Balloons)
Maps: In Kashuan Keep – 6 shown
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The name of the map, including both the general area and the specific floor or section; limited maps are closed off at a certain point in the plot; temporary maps only appear during certain brief plot points; end game maps appear during the closing events of the game
Name
The number of treasures to be found on this map
Treasures
If there is an inn or sanctuary on this map, they will be listed here; all inns have a set cost of ¼ of the party's lost HP plus the total of their lost MP, and all sanctuaries are free
Amenities
Do the Teleport and Warp spells function on this map?
Teleport/Warp?
A list of the types of shops that can be found on this map
Shops
The average rank of random encounters on this map
Avg. Rank
The average value of drops from a random encounter on this map
Encounter Value
2 - Yes - 1.0 82 gil
1 - Yes - 2.3 259 gil
1 - Yes - 2.3 310 gil
1 - Yes - 2.6 368 gil
6 - Yes - 2.6 578 gil
1 - Yes - 2.7 494 gil
Maps: Connected to Kashuan Keep – 1 shown
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The name of the map, including both the general area and the specific floor or section; limited maps are closed off at a certain point in the plot; temporary maps only appear during certain brief plot points; end game maps appear during the closing events of the game
Name
The number of treasures to be found on this map
Treasures
If there is an inn or sanctuary on this map, they will be listed here; all inns have a set cost of ¼ of the party's lost HP plus the total of their lost MP, and all sanctuaries are free
Amenities
Do the Teleport and Warp spells function on this map?
Teleport/Warp?
A list of the types of shops that can be found on this map
Shops
The average rank of random encounters on this map
Avg. Rank
The average value of drops from a random encounter on this map
Encounter Value
- - - - 1.0 70 gil
Random Encounters: Found in Kashuan Keep – 48 shown
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The specific map where this encounter can be found
Map
Monsters
The rank of the encounter, determined by the lowest rank of any monster in that encounter; a range indicates that the rank of the encounter may change if certain monsters are not present; rank is used to determine how quickly skills progress toward the next level
Rank
The average value of drops from monsters in this encounter
Avg. Drop
The probability of this encounter occuring when a random battle starts
Frequency
Soldier ×1–3 1 58 gil 18.8%
Soldier ×1–2, Balloon ×0–3 1 56 gil 18.8%
Vampire Thorn ×2–6, Leg Eater ×0–5 1 92 gil 18.8%
Vampire Thorn ×2–4, Hornet ×0–4, Leg Eater ×0–4 1 86 gil 18.8%
Queen Bee ×1, Hornet ×0–7, Leg Eater ×0–4, Vampire Thorn ×0–5 1 107 gil 9.4%
Dead Head ×1–2, Zombie ×1–2 1 48 gil 9.4%
Goblin Guard ×6–7, Goblin Prince ×1–2 1 182 gil 4.7%
Sergeant ×1 3 265 gil 1.6%
Shadow ×2–6 2 128 gil 18.8%
Wererat ×2–5 2 228 gil 18.8%
Ogre ×1–3 2 270 gil 18.8%
Ghoul ×1–3, Shadow ×1–3 2 194 gil 18.8%
Adamantoise ×1 5 475 gil 9.4%
Wraith ×2–6 2 260 gil 9.4%
Ogre ×1–2, Land Turtle ×0–1, Ogre Mage ×0–1 2 689 gil 4.7%
Land Turtle ×1–2, Ogre ×0–2 2–3 252 gil 1.6%
Wraith ×2–6 2 260 gil 18.8%
Wererat ×2–5 2 228 gil 18.8%
Shadow ×2–6 2 128 gil 18.8%
Ogre ×1–3 2 270 gil 18.8%
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Set Encounters: Found in Kashuan Keep – 1 shown
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The specific map where this encounter can be found
Map
Monsters
The rank of the encounter, determined by the lowest rank of any monster in that encounter; a range indicates that the rank of the encounter may change if certain monsters are not present; rank is used to determine how quickly skills progress toward the next level
Rank
The average value of drops from monsters in this encounter
Avg. Drop
The specifics of where this encounter can be found
Notes
Red Soul ×1 5 32 gil Examine the fire guarding Egil's Torch
Treasures: Found in Kashuan Keep – 12 shown
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Treasure
The map where the treasure is found
Map
The specifics of where this treasure can be found
Notes
The monsters guarding this treasure, which will attack when the treasure is opened
Guarded By
Cure Tome Kashuan Keep 1F Southeast tower -
Sunfire Kashuan Keep 1F Use Egil's Torch on the fire -
300 gil Kashuan Keep 2F Northeast tower -
Golden Shield Kashuan Keep 3F Southwest tower Wererat ×2–5
Egil's Torch Kashuan Keep 4F Southwest tower room (reached from 5F) -
Golden Armor Kashuan Keep 5F Central area Mine ×1–4, Balloon ×0–2
Antidote Kashuan Keep Treasure Rooms Northeast tower 5F treasure room -
Eye Drops Kashuan Keep Treasure Rooms Northeast tower 5F treasure room -
Mallet Kashuan Keep Treasure Rooms Northeast tower 5F treasure room -
Mythril Axe Kashuan Keep Treasure Rooms Central 4F treasure room (western door) -
Mythril Sword Kashuan Keep Treasure Rooms Central 4F treasure room (western door) -
Werebuster Kashuan Keep Treasure Rooms Central 4F treasure room (western door) -
Monsters: Found in Kashuan Keep – 22 shown
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Bosses must be defeated as part of the plot; rare monsters appear in trap rooms for the current map or area; the final boss must be defeated to complete the game; superbosses are the most dangerous monsters in the game, but are optional
Name
The rank of the monster; the rank of any given encounter is determined by the lowest rank of any monster in that encounter; rank is used to determine how quickly skills progress toward the next level
Rk
The monster's starting and maximum HP total
HP
The monster's starting and maximum MP total
MP
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 attacks the monster makes when it attacks physically, and the accuracy of each of those attacks
Acc
The status ailment or other effect, if any, that can be inflicted by this monster's attacks; if a monster inflicts multiple status ailments, all are inflicted at once; drain attacks always drain 116 of the target's total HP or MP per hit and have an opposite effect against Undead monsters
Effect
Each physical hit the monster takes will have its damage reduced by this amount
Def
The number of attempts a monster gets to avoid incoming physical attacks, and the evasion % for those attempts
Eva
The number of attempts a monster gets to avoid mitigate the effects of offensive spells or abilities, and the magic defense % for those attempts
Mag. Def.
The base chance a monster will flee from battle on its turn; this chance is increased when the party has more total HP than all remaining monsters
Fear
The average gil value of the money or items this monster can drop when defeated
Avg. Drop
The families this monster belongs to; Undead monsters are damaged by healing spells and reverse the effects of drain attacks used against them; some weapons get a +20 bonus to attack when used against certain monster families (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Family
The elements this monster is weak against; spells of these elements always have their maximum effect and deal double damage; elemental weapons get a +20 bonus to attack when used monsters weak against any of their elements (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against); a dagger (†) indicates that this monster also resists this element, so damage will not be doubled
Weakness
The elements this monster resists or absorbs; absorbed elements are marked with an asterisk (*); spells of resisted elements are always fully resisted and deal half damage, whle spells of absorbed elements have no effect and heal the target; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Adamantoise 5 450 - 50 2×75% - 60 0×0% 1×50% −70% 475 gil Earth, Dragon Ice Lightning, Poison
Balloon 1 20 10 9 1×50% - 0 0×0% 1×50% −20% 8 gil Flying Fire, Lightning Mind, Body
Dead Head 2 45 - 17 1×60% - 9 1×20% 2×40% −20% 16 gil Undead Fire Mind, Death*, Body, Ice
Ghast 3 100 30 25 2×60% Paralysis 9 1×30% 2×50% −50% 120 gil Undead Fire Mind, Death*, Body, Ice
Ghoul 2 60 - 17 1×60% Paralysis 4 1×20% 2×40% −20% 65 gil Undead Fire Mind, Death*, Body, Ice
Goblin Guard 1 10 6 4 1×50% - 0 1×10% 1×50% −20% 16 gil Giant - -
Goblin Prince 1 30 10 9 1×60% - 4 1×10% 2×40% −20% 52 gil Giant - -
Hornet 1 6 - 4 1×50% Venom 0 1×10% 1×50% 10% 8 gil Flying - -
Land Turtle 3 140 - 35 2×65% - 35 0×0% 2×50% −50% 78 gil Earth, Dragon Ice Lightning, Poison
Leg Eater 1 6 - 4 1×60% - 0 0×0% 1×50% 10% 8 gil Earth - Mind, Body
Ogre 2 100 - 25 1×65% - 17 1×20% 2×50% −50% 135 gil Giant - -
Ogre Mage 3 140 30 25 2×65% - 17 1×40% 3×40% −50% 895 gil Giant, Magic - -
Queen Bee 1 30 - 9 1×50% Poison 4 1×10% 1×50% −20% 18 gil Flying - -
Sergeant 3 140 10 35 2×70% - 25 1×30% 3×50% −50% 265 gil - - -
Shadow 2 45 - 17 1×60% Darkness 9 1×20% 2×40% −20% 32 gil Undead Fire Matter, Mind, Death*, Body, Lightning
Soldier 1 45 10 17 1×60% - 9 1×10% 2×50% −20% 29 gil - - -
Vampire Thorn 1 20 - 4 1×60% Venom 0 0×0% 1×50% −20% 18 gil Earth - Mind, Body
Wererat 2 60 - 17 1×60% Poison 4 2×20% 2×40% −50% 65 gil - - Death, Body
Wraith 2 60 - 9 1×65% Drain HP 9 2×20% 2×50% −50% 65 gil Flying, Earth, Undead Fire Matter, Mind, Death*, Body, Poison, Ice
Zombie 1 30 - 17 1×60% - 0 0×0% 1×50% −20% 16 gil Undead Fire Mind, Death*, Body, Ice
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Weapons & Shields: Found in Kashuan Keep – 4 shown
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Rare weapons can only be found as treasure or won from monsters; unique weapons can only be found as treasure; ultimate weapons are uniquely powerful treasures
Name
The base damage dealt by the weapon/shield; ¼ of the wielder's strength score is added to attack, and each hit deals 1–2 times this total in damage, reduced by the target's defense; wielding a weapon/shield in one hand and nothing in the other increases the strength bonus from ¼ to ½ of the wielder's strength score
Attack
The base accuracy of the weapon/shield; this is added to the wielder's strength score to determine final accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 116 of the target's maximum HP in addition to its normal damage on each hit, but this effect is reversed against Undead; the Healing ability means that the target is healed for 30–60 HP per hit in addition to dealing its normal damage; the Ripper ability is intended to add 20 damage per hit, but this damage is not actually applied due to a bug
Effect
Weapons & shields grant a bonus to evasion % equal to this value times the skill level appropriate to the weapon/shield type
Evasion %
When used against a monster weak against one of its elements, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against); there is no penalty for using a weapon against a monster that resists or absorbs any of its elemental properties; shields instead grant resistance to the listed elements
Elements
When used against a monster of any of the listed families, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Effective Against
The magic penalty of a weapon/shield reduces the magic accuracy of any spells cast by its wielder; multiple magic penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in battle, and the level it is used at; specific details on the weapon's battle effect are found on individual weapon pages
Spell
Some weapons may break after being used to cast spells in battle
Break
The cost to buy this weapon/shield in a shop
Price
The amount of gil received when selling this weapon/shield in a shop
Value
(Shield)Golden Shield 4 +0% - +7% Poison - 70% - - 1,000 gil 500 gil
(Axe)Mythril Axe 22 +45% - +1% - - 50% - - 2,000 gil 1,000 gil
(Sword)Mythril Sword 20 +50% - +1% - - 50% - - 1,800 gil 900 gil
(Staff)Werebuster 28 +62% - +1% - Werebeast 20% - - 3,000 gil 1,500 gil
Armor: Found in Kashuan Keep – 1 shown
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Rare armor can only be found as treasure or won from monsters; unique armor can only be found as treasure; ultimate armor are uniquely powerful treasures
Name
The slot where this armor is equipped
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
Most types of armor incur a penalty to the wearer's evasion % based on how heavy the armor is; multiple penalties are cumulative
Evasion %
Some armor grants a bonus to the wearer's magic defense %; multiple bonuses are cumulative
Mag. Def. %
Any elemental resistances this armor provides; resistance to an element causes the wearer to fully resist all spells or abilities of that element, and further reduce damage by half
Resistance
Some armor grants a bonus to a single attribute; multiple bonuses to the same attributes are not cumulative, though bonuses to different attributes are
Bonus
The magic penalty of a piece of armor reduces the magic accuracy of any spells cast by its wearer; multiple magic penalties are cumulative
Mag. Pen.
The cost to buy this armor in a shop
Price
The amount of gil received when selling this armor in a shop
Value
Golden Armor Body 15 −19% +5% Poison - 30% 2,500 gil 1,250 gil
Items: Found in Kashuan Keep – 3 shown
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Rare items can only be found as treasure or won from monsters; unique items can only be found as treasure
Name
The spell cast when this item is used in battle, and the level it is used at; specific details on the item's battle effect are found on individual item pages
Spell
The target of items is preset and cannot be changed
Target
Items may break after being used in battle; in some cases the item always breaks, and in other cases there is a random chance of the item breaking each time it is used
Break
The cost to buy this item in a shop
Price
The amount of gil received when selling this item in a shop
Value
Antidote Antidote 1 Self Yes 200 gil 100 gil
Mallet Mallet 1 Self Yes 2,000 gil 1,000 gil
Eye Drops Eye Drops 1 Self Yes 100 gil 50 gil
Key Items: Found in Kashuan Keep – 2 shown
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Name
The spell cast when this key item is used in battle, and the level it is used at; specific details on the key item's battle effect are found on individual key item pages; key items do not break when used to cast spells
Spell
Egil's Torch -
Sunfire -