Maps: In World Map – 6 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; once you reach end game maps, you can no longer save or return to other areas
Name
The number of treasures to be found on this map
Treasures
The cost to stay at the inn, if there is one present
Inn
Miscellaneous helpful features of the area, such as healing springs and fat chocobos
Amenities
A list of the types of shops that can be found here
Shops
- - - -
- - - -
- - - -
- - - -
- - - -
- - - -
Maps: Connected to World Map – 31 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; once you reach end game maps, you can no longer save or return to other areas
Name
The number of treasures to be found on this map
Treasures
The cost to stay at the inn, if there is one present
Inn
Miscellaneous helpful features of the area, such as healing springs and fat chocobos
Amenities
A list of the types of shops that can be found here
Shops
20 - - -
13 - Revive Spring, Fat Chocobo Armor
12 - - -
8 - - -
7 200 gil Revive Spring Armor, Items, Weapons
5 200 gil - Items, Magic
5 640 gil Revive Spring Armor, Items, Magic, Weapons
3 - - -
2 - - -
2 - - -
2 320 gil - Armor, Items, Weapons
1 320 gil - Items, LV. 4 Magic, LV. 5 Magic, Spears, Weapons
1 - - -
1 - HP/MP Spring, Revive Spring, Fat Chocobo Items, Magic
1 200 gil - Armor, Items, Weapons
1 - - -
- - HP/MP Spring, Revive Spring -
- - Fat Chocobo -
- 320 gil - Items, Magic
- - Fat Chocobo -
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Monsters: Found in World Map – 27 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Anet 179 165 gil 288 34 4×80% - - 3 1×50% 2 1×15% Lightning - -
Mermaid 182 170 gil 288 35 4×90% - - 3 1×50% 2 1×15% Lightning - -
Seahorse 185 175 gil 320 35 4×90% - - 3 1×50% 2 1×15% Lightning - -
Sea Serpent 190 180 gil 320 36 4×60% - - 3 1×50% 2 1×15% Lightning - -
Black Flan 240 260 gil 440 39 4×90% - - 5 2×50% 8 3×50% Air - -
Hellgaroo 245 270 gil 500 39 4×90% - - 3 2×15% 2 1×20% - - -
Vulcan 250 280 gil 500 40 5×60% Fire - 3 2×15% 2 1×20% Ice Fire Conf, Slp, Prlz, PPtr
Dracrocotta 255 290 gil 500 36 6×36% - - 3 2×15% 2 1×20% - - -
Magician 260 300 gil 560 24 4×60% - - 3 2×15% 2 1×20% - - -
Hellgaroo Mage 295 370 gil 700 46 5×90% - - 13 2×25% 2 1×25% - - -
Needle Monkey 300 380 gil 700 36 6×36% - - 13 2×25% 2 1×25% - - -
Catoblepas 305 390 gil 800 48 5×60% - - 13 2×25% 2 1×25% - - -
Sorceror 310 400 gil 800 29 4×70% - - 13 2×25% 2 1×25% - - -
Sand Worm 320 420 gil 960 52 5×80% - - 4 2×30% 2 1×25% - - -
Frostfly 325 430 gil 960 52 5×80% Air, Ice - 4 2×30% 2 1×30% Fire Air, Ice Conf, Slp, Prlz, PPtr
Simurgh 335 450 gil 1,040 54 5×90% Air - 4 2×30% 2 1×30% Air - -
Harpy 1,000 460 gil 1,040 56 5×60% Air - 4 2×30% 2 1×30% Air - -
Gargoyle 345 470 gil 1,200 56 5×60% Air - 4 2×35% 2 1×30% Air - -
Chimera 350 475 gil 1,200 48 7×36% - - 4 2×35% 2 1×30% - - -
Noggle 380 540 gil 1,440 60 5×80% - - 4 2×40% 3 1×35% - - -
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