Maps: Connected to Pandaemonium 4FB – 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
- - Yes -
1 - Yes -
Random Encounters: Found in Pandaemonium 4FB – 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
Beast Demon ×2–4 7 6,000 gil 18.8%
Beast Demon ×1–3, Devil's Bloom ×0–2 6–7 4,830 gil 18.8%
Coeurl ×1–6 6 5,075 gil 18.8%
Devil Wolf ×2–5 7 7,000 gil 9.4%
Devil Wolf ×1–3, Great Malboro ×0–1, Ice Lizard ×0–2 6–7 5,730 gil 4.7%
Iron Giant ×1 7 10,550 gil 1.6%
Lamia Queen ×1, Coeurl ×0–5 6–7 10,505 gil 9.4%
Mythril Golem ×1, Death Rider ×0–2 6–7 10,600 gil 18.8%
Treasures: Found in Pandaemonium 4FB – 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
Genji Helm End of path via second door from left on 4FA Tiamat ×1
Genji Gloves End of path via leftmost door on 4FA Zombie Borghen ×1
Monsters: Found in Pandaemonium 4FB – 12 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
Beast Demon 7 1,000 140 70 6×80% Poison 60 1×75% 6×60% −170% 2,000 gil Spellcaster - Fire, Lightning, Ice
Devil's Bloom 6 1,140 - 70 6×85% Multiple 70 1×65% 5×70% −120% 830 gil - Fire Mind, Death, Body, Ice
Zombie Borghen 7 2,500 370 120 6×95% Paralysis 120 1×60% 10×100% −170% 2,000 gil Undead Fire Mind, Death, Body, Ice
Devil Wolf 7 870 300 70 8×80% - 50 1×75% 6×60% −170% 2,000 gil Spellcaster - -
Great Malboro 6 1,290 - 85 8×85% Multiple 85 1×70% 5×70% −166% 1,800 gil Earth - -
Ice Lizard 6 1,000 190 85 7×85% - 70 1×65% 6×30% −120% 830 gil Earth, Dragon Fire Ice
Death Rider 6 1,290 - 120 8×85% Drain 120 1×70% 5×70% −170% 9,150 gil Spellcaster Fire Mind, Death, Body, Ice
Mythril Golem 7 2,000 - 150 8×95% - 180 1×50% 14×100% −170% 1,450 gil Spellcaster - Matter, Mind, Death, Body, Fire, Poison, Ice
Coeurl 6 1,000 300 40 7×75% KO 60 1×70% 5×40% −161% 1,450 gil - - -
Lamia Queen 7 1,290 370 50 8×95% Sleep 50 2×75% 7×40% −161% 6,880 gil Spellcaster - -
Iron Giant 7 3,500 240 180 12×100% - 180 0×0% 14×100% −170% 10,550 gil Spellcaster Lightning, Ice Matter, Mind, Death, Body, Fire
Tiamat 7 5,000 450 150 8×100% Poison 180 1×80% 8×70% −170% 10,325 gil Magic Beast, Dragon - Fire, Lightning, Poison, Ice
Armor: Found in Pandaemonium 4FB – 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
Genji Helm Head 30 −31% +10% Matter - 60% - 10,000 gil
Genji Gloves Arms 45 −47% +10% Mind - 100% - 10,000 gil