Pandaemonium 1F

A

Pandaemonium 2F

A 1
Treasure
1. Ether

Pandaemonium 3F

2
Treasure
2. Eye Drops

Pandaemonium 4F

B C D E

Pandaemonium 5F

C B F
3 4
Treasure
3. Genji Gloves (guarded by Zombie Borghen)
4. Genji Helm (guarded by Tiamat)

Pandaemonium 5F Secret Room

F 7
Treasure
7. Masamune

Pandaemonium 6F

D E
5 6
Treasure
5. Ribbon (guarded by Astaroth)
6. Genji Armor (guarded by Beelzebub)

Pandaemonium 7F

8
Treasure
8. Sage's Wisdom

Pandaemonium 8F

A 9 10
Treasure
9. Acid Phial 10. Hellfire

Pandaemonium 9F

Pandaemonium 10F

Maps: In Pandaemonium – 11 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
- - Yes - 6.4 11,670 gil
1 - Yes - 6.4 8,813 gil
1 - Yes - 6.4 7,356 gil
- - Yes - 6.4 8,813 gil
2 - Yes - 6.4 7,044 gil
1 - Yes - 6.9 6,143 gil
2 - Yes - 6.2 6,250 gil
1 - Yes - 6.1 6,134 gil
2 - Yes - 5.8 5,998 gil
- - Yes - 5.8 4,861 gil
- - Yes - 6.3 5,793 gil
Maps: Connected to Pandaemonium – 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
- - Yes - 6.0 4,786 gil
Random Encounters: Found in Pandaemonium – 80 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
King Behemoth ×1 7 7,080 gil 18.8%
Blue Dragon ×1 7 12,275 gil 18.8%
Thunder Gigas ×1, Bomb ×0–5 5–7 3,620 gil 18.8%
Bomb ×2–4, Ice Gigas ×1 5 2,755 gil 18.8%
Fire Gigas ×1–3 7 3,160 gil 9.4%
Roundworm ×1–3 7 3,600 gil 9.4%
Ice Gigas ×1–3 7 3,110 gil 4.7%
Red Dragon ×1 7 12,083 gil 1.6%
Death Rider ×1–4 6 22,875 gil 18.8%
Lamia Queen ×1, Lamia ×0–5 6–7 9,680 gil 18.8%
Death Rider ×1–2, Mantis Devil ×0–2 6 15,725 gil 18.8%
Mantis Devil ×1–4 7 5,000 gil 18.8%
Lamia Queen ×1, Coeurl ×0–2, Lamia ×0–2 6–7 9,450 gil 9.4%
Mythril Golem ×1–2 7 2,175 gil 9.4%
Mythril Golem ×1, Death Rider ×0–2 6–7 10,600 gil 4.7%
Beast Demon ×2–4 7 6,000 gil 1.6%
Lamia Queen ×1, Coeurl ×0–2, Lamia ×0–2 6–7 9,450 gil 18.8%
Death Rider ×1–2, Mantis Devil ×0–2 6 15,725 gil 18.8%
Lamia Queen ×1, Lamia ×0–5 6–7 9,680 gil 18.8%
Mythril Golem ×1–2 7 2,175 gil 18.8%
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Set Encounters: Found in Pandaemonium – 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
Emperor ×1 - - Approach the Emperor
Treasures: Found in Pandaemonium – 10 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
Ether Pandaemonium 2F Central area -
Eye Drops Pandaemonium 3F Path south from teleport destination -
Genji Gloves Pandaemonium 5F End of path via leftmost door on 4FA Zombie Borghen ×1
Genji Helm Pandaemonium 5F End of path via second door from left on 4FA Tiamat ×1
Masamune Pandaemonium 5F Secret Room In secret room at end of path via leftmost door on 4FA -
Genji Armor Pandaemonium 6F End of path via rightmost door on 4FA Beelzebub ×1
Ribbon Pandaemonium 6F End of path via second door from right on 4FA Astaroth ×1
Sage's Wisdom Pandaemonium 7F Central area -
Acid Phial Pandaemonium 8F Northwest corner -
Hellfire Pandaemonium 8F Southeast corner -
Monsters: Found in Pandaemonium – 25 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
Beast Demon 7 1,000 140 70 6×80% Poison 60 1×75% 6×60% −170% 2,000 gil Magic - Fire, Lightning, Ice
Blue Dragon 7 3,500 240 180 8×100% - 150 1×75% 8×40% −170% 12,275 gil Flying, Dragon Poison Lightning*
Bomb 5 640 140 60 5×80% - 50 0×0% 4×40% −110% 400 gil Flying Fire, Lightning Mind, Body
Coeurl 6 1,000 300 40 7×75% KO 60 1×70% 5×40% −161% 1,450 gil - - -
Death Rider 6 1,290 - 120 8×85% Drain HP 120 1×70% 5×70% −170% 9,150 gil Magic Fire Mind, Death*, Body, Ice
Devil Wolf 7 870 300 70 8×80% - 50 1×75% 6×60% −170% 2,000 gil Magic - -
Devil's Bloom 6 1,140 - 70 6×85% Multiple 70 1×65% 5×70% −120% 830 gil - Fire Mind, Death*, Body, Ice
Fire Gigas 7 1,800 240 100 6×95% - 100 1×40% 4×50% −120% 1,580 gil Giant Ice Fire*
Great Malboro 6 1,290 - 85 8×85% Multiple 85 1×70% 5×70% −166% 1,800 gil Earth - -
Ice Gigas 7 2,000 140 120 7×95% - 120 1×50% 4×50% −130% 1,555 gil Giant Fire Ice*
Ice Lizard 6 1,000 190 85 7×85% - 70 1×65% 6×30% −120% 830 gil Earth, Dragon Fire Ice*
Iron Giant 7 3,500 240 180 12×100% - 180 0×0% 14×100% −170% 10,550 gil Magic Lightning, Ice Matter, Mind, Death, Body, Fire*
King Behemoth 7 5,000 - 150 8×100% - 120 1×50% 8×30% −170% 7,080 gil Earth - -
Lamia 6 1,000 60 70 6×85% Sleep 70 1×65% 6×30% −135% 1,120 gil Magic - -
Lamia Queen 7 1,290 370 50 8×95% Sleep 50 2×75% 7×40% −161% 6,880 gil Magic - -
Mantis Devil 7 1,290 370 85 8×85% Paralysis 85 1×75% 5×70% −170% 2,000 gil Magic - Fire*, Ice
Mythril Golem 7 2,000 - 150 8×95% - 180 1×50% 14×100% −170% 1,450 gil Magic Lightning Matter, Mind, Death, Body, Fire, Poison, Ice
Red Dragon 7 5,000 450 180 8×100% - 180 1×75% 8×40% −170% 12,083 gil Flying, Dragon Ice Fire*
Roundworm 7 2,000 - 120 6×95% - 100 1×10% 4×50% −170% 1,800 gil Flying, Earth, Magic - -
Thunder Gigas 7 2,500 370 150 8×95% - 150 1×60% 4×50% −130% 2,620 gil Giant Poison Lightning*
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Weapons & Shields: Found in Pandaemonium – 1 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
(Sword)Masamune 150 +90% - +2% - - - Haste 11 No - 40,000 gil
Armor: Found in Pandaemonium – 4 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
Genji Armor Body 75 −79% +10% Death - 100% - 15,000 gil
Genji Gloves Hands 45 −47% +10% Mind - 100% - 10,000 gil
Genji Helm Head 30 −31% +10% Matter - 60% - 10,000 gil
Ribbon Head 10 - +21% All elements - - - 5,000 gil
Items: Found in Pandaemonium – 5 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
Eye Drops Eye Drops 1 Self Yes 100 gil 50 gil
Ether Ether 1 Self Yes 2,500 gil 1,250 gil
Sage's Wisdom Intelligence 0 Self Yes - 5,000 gil
Acid Phial Poison Cloud 16 All enemies Yes - 300 gil
Hellfire Fire 5 All enemies 10% - 150 gil