Shops: Where Cure is sold – 5 shown
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The map this shop is located in
Map
The type of shop this is; limited shops are closed off at a certain point in the plot; end game shops appear during the closing events of the game
Shop
Altair Spells
Paloom Spells
Poft Spells
Mysidia Spells A
Mysidia Spells B
Characters: Who know Cure – 1 shown
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Temporary characters join your party for limited periods of time; any equipment they are holding when they leave will be lost
Name
The character's starting HP total (not all characters begin with full HP); maximum HP has a chance to increase based on the difference between the character's starting and ending HP totals during a single battle
HP
The character's starting MP total; maximum MP has a chance to increase based on the difference between the character's starting and ending MP totals during a single battle
MP
A character's full strength is added as a bonus to accuracy and ¼ of their strength is added to their weapon's attack; when fighting without a weapon/shield in their secondary hand (including fighting with bare hands), the bonus to attack is instead equal to ½ of the character's strength; strength is increased by attacking physically; any time a character gains a point of strength, they may lose a point of intelligence, and any time they gain a point of spirit, they may lose a point of strength
Str
A character's agility determines their base evasion %, modified by the evasion % bonuses of weapons & shields and the evasion % penalties of armor; evasion % also influences turn order, and Firion's evasion % is used to determine whether there is an ambush; a character's agility will increase more quickly if their evasion % is higher
Agi
Whenever a character gains HP after a battle, the amount of HP gained is equal to their stamina score; %frac12; of a character's stamina is added as a bonus to magic defense %; stamina has a chance to increase based on the difference between the character's starting and ending HP totals during a single battle; any time a character gains a point of intelligence, they may lose a point of stamina
Sta
A character's full intelligence is added as a bonus to the magic accuracy of black magic spells and ¼ of their intelligence is added as a bonus to the power of those spells; intelligence is increased by casting black magic spells; any time a character gains a point of intelligence, they may lose a point of stamina, and any time they gain a point of strength, they may lose a point of intelligence
Int
A character's full spirit is added as a bonus to the magic accuracy of white magic spells and ¼ of their spirit is added as a bonus to the power of those spells; spirit is increased by casting white magic spells; any time a character gains a point of spirit, they may lose a point of strength
Spr
Whenever a character gains MP after a battle, the amount of MP gained is equal to their magic score; ½ of a character's magic is added as a bonus to magic defense %; magic has a chance to increase based on the difference between the character's starting and ending MP totals during a single battle
Mag
Evasion is the number of attempts a character gets to avoid incoming physical attacks; each attempt has a success rate equal to their evasion %
Eva
Magic defense is the number of attempts a character gets to mitigate offensive spells or abilities targeting them; each attempt has a success rate equal to their magic defense %
Mag. Def.
Which hand is the character's dominant hand; weapons should be placed in this hand, and shields in the other hand
Hand
The level of any skills a character has advanced to at least level 2; individual character pages show more precise leveling progress
Advanced Skills
The equipment the character joins the party with; rare equipment can otherwise only be found as treasure or won from monsters; unique equipment can otherwise only be found as treasure
Equipment
All of the character's known spells and their level when they first join the party; individual character pages show more precise leveling progress
Spells
Minwu 175 103 10 20 20 16 48 40 Right - Staff, Copper Cuirass, Conch Shell, Ether Cure 7, Life 7, Basuna 6, Esuna 3, Barrier 7, Blink 5, Protect 5, Shell 6, Wall 5, Dispel 3, Silence 4, Sap 4, Fog 6, Swap 3, Fear 3, Teleport 1
Monsters: Which use Cure – 1 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
Green Soul 4 6 60 25 1×70% - 17 1×40% 3×40% 10% 200 gil Flying, Earth, Magic - Matter*, Mind*, Death*, Body*, Fire*, Lightning*, Poison*, Ice*
Treasures: Containing Cure Tome – 1 shown
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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
Kashuan Keep 1F Southeast tower -