Maps: In Leviathan – 3 shown
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 1/4 of the party's lost hp plus the total of their lost mp, and all sanctuaries are free
Amenities
Do the Warp and Teleport spells operate on this map?
Warp?
A list of the types of shops that can be found here
Shops
2 - No -
1 - No -
2 - No -
Maps: Connected to Leviathan – 1 shown
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 1/4 of the party's lost hp plus the total of their lost mp, and all sanctuaries are free
Amenities
Do the Warp and Teleport spells operate on this map?
Warp?
A list of the types of shops that can be found here
Shops
- - - -
Random Encounters: Found in Leviathan – 8 shown
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 any given encounter being this one when you have a random battle on its map
Frequency
Bolt Fish ×2–5 5 1,785 gil 37.5%
Bolt Fish ×1–2, Manta Ray ×0–1, Sea Dragon ×0–2 5 1,530 gil 37.5%
Sea Dragon ×1–4 5 1,275 gil 18.8%
Manta Ray ×1–5 5 1,530 gil 6.2%
Bolt Fish ×2–5 5 1,785 gil 37.5%
Bolt Fish ×1–2, Manta Ray ×0–1, Sea Dragon ×0–2 5 1,530 gil 37.5%
Sea Dragon ×1–4 5 1,275 gil 18.8%
Manta Ray ×1–5 5 1,530 gil 6.2%
Set Encounters: Found in Leviathan – 1 shown
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
Roundworm ×1 7 1,800 gil Speak to the worm near the ship
Treasures: Found in Leviathan – 5 shown
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
Power Sash Leviathan 1F Northeast area -
Twist Headband Leviathan 1F Southwest area -
Power Armlet Leviathan 2F North central "room" -
Diamond Shield Leviathan 3F Southeast tip of the main area Red Soul ×2–5
Gaia Blade Leviathan 3F Northeast tip of the main area -
Monsters: Found in Leviathan – 5 shown
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 hit point total
HP
The monster's starting and maximum magic point 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 1/16 of the target's total hp or mp, as appropriate, and have an opposite effect against undead creatures
Effect
Each physical hit the monster takes will have its damage reduced by this amount
Def
The number of evasion chances the monster has when attacked physically, and the sucess rate of each of those chances
Eva
The number of magic defense chances the monster has when targeted with a spell or ability, and the sucess rate of each of those chances
Mag. Def.
A monster's fear score is the base chance that it will flee from combat on its turn; this chance is increased when the party has more total HP than all remaining enemies
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 creatures 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 against 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)
Weakness
The elements this monster resists or absorbs; 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
Bolt Fish 5 540 80 60 4×80% - 50 1×50% 4×40% −110% 510 gil Aquatic - Fire, Lightning, Poison
Manta Ray 5 870 - 70 5×80% - 60 1×60% 4×40% −110% 510 gil Aquatic Lightning Fire, Poison
Sea Dragon 5 870 80 70 5×80% - 60 1×60% 4×40% −110% 510 gil Aquatic Lightning Fire, Poison
Red Soul 5 540 30 35 1×80% - 40 1×60% 4×40% −85% 32 gil Magic Beast, Earth, Spellcaster - Matter, Mind, Death, Body, Fire, Lightning, Poison, Ice
Roundworm 7 2,000 - 120 6×95% - 100 1×10% 4×50% −170% 1,800 gil Magic Beast, Earth, Spellcaster - -
Weapons & Shields: Found in Leviathan – 2 shown
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; this is added to 1/4 of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense; wielding a weapon in one hand and nothing in the other increases the strength bonus from 1/4 to 1/2 of the wielder's strength score
Attack
The accuracy bonus of the weapon; this is added to the wielder's strength score to determine physical attack accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 1/16 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 attack value of the weapon is ignored except against undead, and the target is healed for 30–60 hit points per hit; the Ripper ability appears to add 20 damage per hit, but this damage is not actually applied and the ability has no actual effect
Effect
Weapons and shields grant a bonus to evasion equal to this value times the skill level appropriate to the item 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
Most weapons and shields incur a penalty to the accuracy of any spells cast by the wearer; multiple penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in combat, and the level it is used at; specific details on the weapon's battle effect are found on individual item pages
Spell
Some weapons may break after being used to cast spells in combat
Break
The cost to buy this weapon in a shop
Price
The amount of gil received when selling this weapon in a shop
Value
(Shield)Diamond Shield 4 +0% - +7% Lightning - 70% - - - 4,000 gil
(Sword)Gaia Blade 52 +58% - +1% - Earth 50% - - - 5,000 gil
Armor: Found in Leviathan – 3 shown
Rare armors can only be found as treasure or won from monsters; unique armors can only be found as treasure; ultimate armors 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 rate based on how heavy the armor is; multiple penalties are cumulative
Evade
Some armor grants a bonus to the wearer's magic defense rate; 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 reducing damage by half
Resistance
Some armor grants a bonus to a single statistic; multiple bonuses to the same statistic are not cumulative, though bonuses to different statistics are
Bonus
Most types of armor incur a penalty to the accuracy of any spells cast by the wearer based on how heavy the armor is; multiple 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
Power Armlet Arms 19 −3% +5% Poison Strength +10 2% - 2,500 gil
Power Sash Body 25 −5% +5% Body Strength +10 1% - 25 gil
Twist Headband Head 12 −2% +5% Mind Strength +10 2% - 25 gil