Maps: In Mysidian Tower – 10 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
4 - Yes -
3 - Yes -
3 - Yes -
3 - Yes -
2 - Yes -
2 - Yes -
3 - Yes -
1 - Yes -
3 - Yes -
1 - Yes -
Maps: Connected to Mysidian Tower – 2 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 Mysidian Tower – 72 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
Malboro Terra ×1–5 6 5,550 gil 1.6%
Malboro Terra ×1–5 6 5,550 gil 1.6%
Malboro Terra ×1–2, Basilisk ×0–2 6 3,415 gil 9.4%
Malboro Terra ×1–2, Basilisk ×0–2 6 3,415 gil 9.4%
Malboro Terra ×1–2, Basilisk ×0–2 6 3,415 gil 4.7%
Malboro Terra ×1–2, Basilisk ×0–2 6 3,415 gil 4.7%
Malboro Terra ×1–2, Basilisk ×0–2 6 3,415 gil 1.6%
Imp ×2–8 5 3,200 gil 4.7%
Imp ×2–8 5 3,200 gil 9.4%
Imp ×2–8 5 3,200 gil 9.4%
Imp ×2–8 5 3,200 gil 9.4%
Imp ×2–8 5 3,200 gil 18.8%
Imp ×2–8 5 3,200 gil 18.8%
Imp ×2–8 5 3,200 gil 18.8%
Vampire Girl ×2–6 5 2,560 gil 9.4%
Werewolf ×1–3, Imp ×0–4 5 2,560 gil 18.8%
Vampire Girl ×2–6 5 2,560 gil 1.6%
Werewolf ×1–3, Imp ×0–4 5 2,560 gil 18.8%
Werewolf ×1–3, Imp ×0–4 5 2,560 gil 18.8%
Vampire Girl ×2–6 5 2,560 gil 4.7%
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Set Encounters: Found in Mysidian Tower – 3 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
Thunder Gigas ×1 7 2,620 gil Speak to the mage in the northwestern room
Fire Gigas ×1 7 1,580 gil Speak to the mage in the room
Ice Gigas ×1 7 1,555 gil Speak to the mage in the room
Treasures: Found in Mysidian Tower – 25 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
Potion Mysidian Tower 6F Northeast area -
Unicorn Horn Mysidian Tower 7F North area -
Hermes' Shoes Mysidian Tower 7F Northeast area -
Spider's Silk Mysidian Tower 7F South area -
Staff Mysidian Tower 1F Southeast path -
Staff Mysidian Tower 1F Northeast path -
Staff Mysidian Tower 1F Middle west path -
Wizard's Staff Mysidian Tower 6F North path in southeast area -
Flame Lance Mysidian Tower 2F Northeast area -
Ice Lance Mysidian Tower 5F Southwest area (from west 4F stairs) -
Flame Sword Mysidian Tower 3F East area on middle level -
Ice Brand Mysidian Tower 5F Southeast area -
Flame Bow Mysidian Tower 2F Northeast area -
Ice Shield Mysidian Tower 4F Northwest area -
Flame Shield Mysidian Tower 2F Northwest area -
Flame Helm Mysidian Tower 3F Northwest area on top level -
Flame Armor Mysidian Tower 3F Northeast area on top level -
Ice Armor Mysidian Tower 4F Center area -
White Robe Mysidian Tower 1F North area (accessible via hidden path to southeast) -
Ice Gloves Mysidian Tower 4F Southwest area -
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Monsters: Found in Mysidian Tower – 27 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
White Dragon 7 2,500 140 150 6×95% - 120 1×75% 5×50% −170% 3,610 gil Magic Beast, Dragon Fire Ice
Thunder Gigas 7 2,500 370 150 8×95% - 150 1×60% 4×50% −130% 2,620 gil Giant Poison Lightning
Malboro Terra 6 1,000 - 60 7×80% Multiple 60 1×65% 6×30% −120% 1,850 gil Earth - Lightning, Poison
Gottos 6 2,000 80 70 6×90% - 60 1×65% 5×40% −120% 1,630 gil - - -
Fire Gigas 7 1,800 240 100 6×95% - 100 1×40% 4×50% −120% 1,580 gil Giant Ice Fire
Ice Gigas 7 2,000 140 120 7×95% - 120 1×50% 4×50% −130% 1,555 gil Giant Fire Ice
Devil's Bloom 6 1,140 - 70 6×85% Multiple 70 1×65% 5×70% −120% 830 gil - Fire Mind, Death, Body, Ice
Ice Lizard 6 1,000 190 85 7×85% - 70 1×65% 6×30% −120% 830 gil Earth, Dragon Fire Ice
Basilisk 6 750 140 70 6×80% - 50 1×65% 6×30% −120% 640 gil Earth, Dragon - -
Vampire Girl 5 540 100 40 5×80% Drain 50 1×60% 4×40% −120% 640 gil Magic Beast, Earth, Spellcaster, Undead Fire Matter, Mind, Death, Body, Lightning, Poison, Ice
Imp 5 300 100 35 4×70% Poison 35 1×50% 3×100% −110% 640 gil Magic Beast, Earth, Spellcaster - Fire, Lightning, Ice
Werewolf 5 540 - 50 4×80% Poison 50 1×50% 4×40% −110% 640 gil Werebeast - Death, Body
Big Horn 4 1,140 - 50 4×85% - 50 1×60% 6×30% −110% 640 gil - - -
Ghost 5 540 140 35 5×75% Drain 35 1×60% 3×50% −100% 640 gil Magic Beast, Earth, Spellcaster, Undead Fire Matter, Mind, Death, Body, Poison, Ice
Flying Ray 5 750 - 60 6×80% - 50 1×65% 4×40% −100% 510 gil Magic Beast - -
Killer Mantis 5 750 - 60 5×75% - 50 1×60% 4×40% −100% 510 gil - Ice -
Specter 4 300 100 25 3×75% Drain 25 1×40% 3×50% −85% 510 gil Magic Beast, Earth, Spellcaster, Undead Fire Matter, Mind, Death, Body, Poison, Ice
Black Flan 5 370 80 40 4×80% Poison 210 0×0% 3×50% −100% 400 gil Magic Beast, Earth Fire Matter, Mind, Death, Body, Lightning, Poison, Ice
Bomb 5 640 140 60 5×80% - 50 0×0% 4×40% −110% 400 gil Magic Beast Fire, Lightning Mind, Body
Chimera 5 640 80 60 4×75% - 50 1×50% 3×50% −85% 400 gil Magic Beast, Dragon - -
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Weapons & Shields: Found in Mysidian Tower – 9 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)Ice Shield 4 +0% - +7% Fire - 70% - - 5,000 gil 2,500 gil
(Shield)Flame Shield 4 +0% - +7% Ice - 70% - - - 2,500 gil
(Staff)Staff 4 +70% - +1% - - 5% - - 250 gil 125 gil
(Staff)Wizard's Staff 64 +68% - +1% - - 5% Scourge 16 No - 5,000 gil
(Polearm)Flame Lance 54 +62% - +1% Fire - 40% - - 15,000 gil 7,500 gil
(Polearm)Ice Lance 66 +65% - +1% Ice - 40% - - - 10,000 gil
(Sword)Flame Sword 63 +60% - +1% Fire - 50% - - - 5,000 gil
(Sword)Ice Brand 72 +62% - +1% Ice - 50% - - - 7,500 gil
(Bow)Flame Bow 42 +47% - - Fire - 70% - - 5,000 gil 2,500 gil
Armor: Found in Mysidian Tower – 6 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
Flame Helm Head 13 −14% +5% Ice - 26% - 500 gil
Flame Armor Body 29 −33% +5% Fire - 58% - 5,000 gil
Ice Armor Body 36 −40% +5% Ice - 72% - 5,000 gil
White Robe Body 30 −5% +21% Matter, Mind, Death, Body Spirit +10 - - 2,500 gil
Black Robe Body 35 −5% +21% Fire, Lightning, Poison, Ice Intelligence +10 - - 2,500 gil
Ice Gloves Arms 20 −22% +5% Fire - 80% - 2,500 gil
Items: Found in Mysidian Tower – 6 shown
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 combat, 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 combat; 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
Potion Heal 1 Self Yes 50 gil 25 gil
Cross Cross 1 Self Yes 1,000 gil 500 gil
Unicorn Horn Basuna 16 All allies 10% - 500 gil
Hermes' Shoes Haste 8 Self 10% - 400 gil
Spider's Silk Slow 9 All enemies 50% - 250 gil
Hourglass Stop 8 All enemies 50% - 300 gil