Maps: Connected to World Map Salamand Area – 2 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
- Inn, Sanctuary Yes Weapons, Armor, Items A, Items B, Items C, Spells - -
3 - Yes - 1.0 54 gil
Random Encounters: Found in World Map Salamand Area – 8 shown
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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
Goblin ×4–7 1 88 gil 18.8%
Goblin Guard ×1–4, Goblin ×0–4 1 72 gil 18.8%
Vampire Thorn ×1–3 1 36 gil 18.8%
Soldier ×1 1 29 gil 18.8%
Hornet ×7, Queen Bee ×1 1 74 gil 9.4%
Sasquatch ×1–5 1 48 gil 9.4%
Goblin Guard ×2–7 1 72 gil 4.7%
Sprinter ×1–3 1 16 gil 1.6%
Monsters: Found in World Map Salamand Area – 8 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
Goblin 1 6 - 4 1×50% - 0 0×0% 1×50% 10% 16 gil Giant - -
Goblin Guard 1 10 6 4 1×50% - 0 1×10% 1×50% −20% 16 gil Giant - -
Hornet 1 6 - 4 1×50% Venom 0 1×10% 1×50% 10% 8 gil Flying - -
Queen Bee 1 30 - 9 1×50% Poison 4 1×10% 1×50% −20% 18 gil Flying - -
Sasquatch 1 20 - 4 1×50% - 0 1×10% 1×50% −20% 16 gil - - -
Soldier 1 45 10 17 1×60% - 9 1×10% 2×50% −20% 29 gil - - -
Sprinter 1 30 - 9 1×50% - 0 1×40% 1×50% −20% 8 gil - - -
Vampire Thorn 1 20 - 4 1×60% Venom 0 0×0% 1×50% −20% 18 gil Earth - Mind, Body