Maps: Connected to Mysidian Cave B1 – 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
- - - -
2 - Yes -
Random Encounters: Found in Mysidian Cave B1 – 8 shown
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
Black Flan ×2–3, Red Mousse ×0–4 3–5 1,240 gil 18.8%
Black Flan ×2–5 5 1,400 gil 18.8%
Cockatrice ×2–6 5 2,040 gil 18.8%
Brain ×2–5 5 1,400 gil 18.8%
Specter ×1–3, Ghast ×0–3, Revenant ×0–2, Wraith ×0–3 2–4 1,698 gil 9.4%
Malboro ×1–2, Parasite ×0–3 4–5 1,290 gil 9.4%
Malboro ×1, Brain ×0–2, Changer ×0–2, Parasite ×0–2 3–5 1,460 gil 4.7%
Red Soul ×1–2, Red Mousse ×0–3, Yellow Jelly ×0–4, Yellow Soul ×0–3 2–5 544 gil 1.6%
Random Encounters: Found in Mysidian Cave B1 Trap rooms – 8 shown
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 ×1, Brain ×0–2, Changer ×0–2, Parasite ×0–2 3–5 1,460 gil 18.8%
Red Soul ×1–2, Red Mousse ×0–3, Yellow Jelly ×0–4, Yellow Soul ×0–3 2–5 544 gil 18.8%
Malboro ×1–5 5 1,380 gil 18.8%
Flying Ray ×1–5 5 1,530 gil 18.8%
Rhyos ×1–4 5 1,600 gil 9.4%
Rhyos ×1–2, Death Flower ×0–2, Ghost ×0–1 5 1,521 gil 9.4%
Flying Ray ×1–2, Gigantoad ×0–2, Wild Horn ×0–2 5 1,265 gil 4.7%
Ghost ×1–3, Death Flower ×0–3 5 1,642 gil 1.6%
Treasures: Found in Mysidian Cave B1 – 2 shown
Treasure
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
Black Garb Middle east area -
Gold Hairpin Northwest area -
Monsters: Found in Mysidian Cave B1 – 20 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
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
Brain 5 240 100 40 4×75% - 35 1×60% 3×50% −85% 400 gil Werebeast Mind Death, Body
Changer 3 140 80 35 2×70% - 25 1×50% 3×40% −70% 200 gil Werebeast Mind Death, Body
Cockatrice 5 370 - 35 4×70% Stone 40 1×50% 3×50% −100% 510 gil Magic Beast - -
Ghast 3 100 30 25 2×60% Paralysis 9 1×30% 2×50% −50% 120 gil Undead Fire Mind, Death, Body, Ice
Malboro 5 750 - 50 5×80% Paralysis 50 1×60% 4×40% −100% 460 gil Aquatic Lightning Fire, Poison
Parasite 4 300 - 35 3×70% Drain 40 1×40% 3×50% −85% 400 gil Magic Beast Ice Mind
Red Mousse 3 100 45 25 2×65% Poison 210 0×0% 2×50% −70% 120 gil Magic Beast, Earth Lightning Matter, Mind, Death, Body, Poison, Ice
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
Revenant 4 240 - 40 3×70% - 25 1×40% 3×40% −70% 400 gil Undead Fire Mind, Death, Body, 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
Wraith 2 60 - 9 1×65% Drain 9 2×20% 2×50% −50% 65 gil Magic Beast, Earth, Undead Fire Matter, Mind, Death, Body, Poison, Ice
Yellow Jelly 2 45 6 17 1×60% Poison 210 0×0% 2×40% −20% 8 gil Magic Beast, Earth Fire, Ice Matter, Mind, Death, Body, Lightning, Poison
Yellow Soul 4 20 80 35 1×70% - 25 1×40% 3×40% 10% 200 gil Magic Beast, Earth, Spellcaster - Matter, Mind, Death, Body, Fire, Lightning, Poison, Ice
Death Flower 5 540 - 40 4×80% Confuse 40 0×0% 3×50% −85% 241 gil - Fire, Ice Mind, Body
Flying Ray 5 750 - 60 6×80% - 50 1×65% 4×40% −100% 510 gil Magic Beast - -
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
Gigantoad 5 450 - 40 4×75% Poison 40 1×50% 3×50% −70% 300 gil - Ice -
Rhyos 5 750 140 60 5×80% - 50 1×60% 4×40% −110% 640 gil Magic Beast, Dragon - -
Wild Horn 5 300 - 40 3×85% - 35 1×30% 3×50% −70% 200 gil - - -
Armor: Found in Mysidian Cave B1 – 2 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
Black Garb Body 40 - +5% Matter Agility +10 1% - 1,250 gil
Gold Hairpin Head 11 - +10% Lightning Agility +10 2% - 300 gil