Leviathan 1F

1 2 A
Treasure
1. Twist Headband 2. Power Sash

Leviathan 3F

B 4
5
Treasure
4. Gaia Blade 5. Diamond Shield (guarded by 2–5 Red Souls)
Maps: In Leviathan – 3 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 - No - 5.0 1,578 gil
1 - No - - -
2 - No - 5.0 1,578 gil
Maps: Connected to Leviathan – 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
- - - - 2.9 485 gil
Random Encounters: Found in Leviathan – 8 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
Whether it is possible to flee from this encounter
Flee?
The chance that the monsters will achieve surprise in this encounter; the chance that the party will achieve surprise is equal to Firion's agility score as a percentage; if both the monsters and the party achieve surprise, or neither does, there is no ambush; if only one side gains surprise, they ambush the side that did not
Surprise
The average value of drops from monsters in this encounter
Avg. Drop
The probability of this encounter occuring when a random battle starts
Frequency
Bolt Fish ×2–5 5 Yes 32% 1,785 gil 37.5%
Bolt Fish ×1–2, Manta Ray ×0–1, Sea Dragon ×0–2 5 Yes 32% 1,530 gil 37.5%
Sea Dragon ×1–4 5 Yes 32% 1,275 gil 18.8%
Manta Ray ×1–5 5 Yes 32% 1,530 gil 6.2%
Bolt Fish ×2–5 5 Yes 32% 1,785 gil 37.5%
Bolt Fish ×1–2, Manta Ray ×0–1, Sea Dragon ×0–2 5 Yes 32% 1,530 gil 37.5%
Sea Dragon ×1–4 5 Yes 32% 1,275 gil 18.8%
Manta Ray ×1–5 5 Yes 32% 1,530 gil 6.2%
Set Encounters: Found in Leviathan – 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
Whether it is possible to flee from this encounter
Flee?
The chance that the monsters will achieve surprise in this encounter; the chance that the party will achieve surprise is equal to Firion's agility score as a percentage; if both the monsters and the party achieve surprise, or neither does, there is no ambush; if only one side gains surprise, they ambush the side that did not
Surprise
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 No 40% 1,800 gil Interact with the worm near the ship
Treasures: Found in Leviathan – 5 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
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
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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
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 Flying, Earth, Magic - Matter*, Mind*, Death*, Body*, Fire*, Lightning*, Poison*, Ice*
Roundworm 7 2,000 - 120 6×95% - 100 1×10% 4×50% −170% 1,800 gil Flying, Earth, Magic - -
Weapons & Shields: Found in Leviathan – 2 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)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
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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
Power Armlet Hands 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