Encounters: In Deep Sea Deposit – 1 shown
The specific area within this location where this encounter takes place
Area
The monsters that may be encountered in this area during random battles
Encounters
- Behemoth
Elnoyle
Grendel, Imp
Iron Giant ×2
Ruby Dragon
Tri-Face
Items of Interest: In Deep Sea Deposit – 21 shown
What this point of interest is
Found
The specific area within this location where this point of interest is located
Area
Details on where this point of interest specifically can be found
Details
Battle: Tri-Face - Forced encounter on first screen in front of save point if you have at least 10 RSP
Save Point - In the first area
Battle: Tri-Face - Forced encounter on first screen if Zell opened the door on level 6
Battle: Tri-Face - Forced encounter on first screen if Zell opened the door on level 6
Battle: Grendel, Imp - Forced encounter on second screen if Zell opened the door on level 6
Battle: Grendel, Imp - Forced encounter on second screen if Zell opened the door on level 6
Battle: Grendel, Imp - Forced encounter on second screen if Zell opened the door on level 6
Battle: Behemoth - Forced encounter on third screen if Zell opened the door on level 6
Triple draw point - At the start of the third screen
Battle: Behemoth - Forced encounter on third screen if Zell opened the door on level 6
Battle: Behemoth - Forced encounter on third screen if Zell opened the door on level 6
Battle: Ruby Dragon - Forced encounter on fourth screen if Zell opened the door on level 6
Battle: Ruby Dragon - Forced encounter on fourth screen if Zell opened the door on level 6
Battle: Ruby Dragon - Forced encounter on fourth screen if Zell opened the door on level 6
Battle: Iron Giant ×2 - Forced encounter on fifth screen if Zell opened the door on level 6
Battle: Iron Giant ×2 - Forced encounter on fifth screen if Zell opened the door on level 6
Ultima draw point (hidden) - Near the bottom of the fifth screen
Battle: Iron Giant ×2 - Forced encounter on fifth screen if Zell opened the door on level 6
Save Point (hidden) - At the bottom of the area
Battle: Ultima Weapon - Use 10 RSP at the terminal at the bottom
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Monsters: Encountered in Deep Sea Deposit – 8 shown
Special monsters are particularly powerful or otherwise noteworthy; bosses are only encountered in special plot encounters; super bosses are optional special battles of extreme difficulty; the final bosses must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's strength is significantly above average, while numbers shown in red are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's vitality is significantly above average, while numbers shown in red are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's magic is significantly above average, while numbers shown in red are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's spirit is significantly above average, while numbers shown in red are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's speed is significantly above average, while numbers shown in red are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's evade is significantly above average, while numbers shown in red are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
Behemoth 200+30 12 - 1–100 35,263–91,000 64250 12–18 3–243 3226 39 0–6% -
Elnoyle 220+20 18 Flying 1–100 30,968–159,000 64251 11–83 64250 81–180 10–16 03% Wind
Grendel 80+15 6 - 1–100 2,131–30,000 22226 51–127 52238 121192 10–20 2–9% Earth, Wind, Holy
Imp 60+10 3 - 1–100 4,212–11,400 6–76 8–33 9–124 121180 4–53 3045% Holy
Iron Giant 140+30 8 - 1–100 663–96,000 14–207 120126 3–20 113 7–20 0–5% Thunder
Ruby Dragon 210+40 14 - 1–100 668–89,100 27250 81180 65240 151221 2–15 0–6% Ice, Holy
Tri-Face 130+40 8 - 1–100 6,027–21,600 16165 41–94 10–253 20–25 5–30 0–5% Fire, Holy
Ultima Weapon - 100 - 1–100 51,100–160,000 40254 12–188 8–213 127–160 27145 0–5% -
Spells: Found in draw points in Deep Sea Deposit – 2 shown
Mid-level spells can only be drawn from normal enemies of level 20 and above; high-tier spells can only be drawn from normal enemies of level 30 and above; ultimate spells can only be drawn from draw points and bosses
Name
Whether this is an Attack, Healing, or Indirect spell
Type
The element of the spell; the damage dealt by the spell is affected by the target's vulnerability to that element (damage spells with no element are non-elemental and always deal normal damage)
Element
The status effect inflicted or removed by this spell; hover over a "Multiple" status row to see the specific status list
Status
The relative damaging or curing power of this spell
Power
The number of hit points gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
HP
The amount of strength gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Str
The amount of vitality gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Vit
The amount of magic gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Mag
The amount of spirit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spr
The amount of speed gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spd
The amount of evade gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Eva
The amount of hit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Hit
The amount of luck gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Luck
The percentage of status attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Attack
The percentage of status defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Defense
The percentage of elemental attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Attack
The percentage of elemental defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Defense
A modifier to the difficulty of drawing this spell; spells with a higher draw difficulty will generally yield less stock per draw, and are more likely to have a draw fail altogether
Draw Difficulty
Ultima Attack - - 80 6,000 100 82 100 95 60 24% 60% 60 - - - 8 elements 100% +44
Triple Indirect - Triple - 2,400 70 10 70 10 70 16% 150% 30 - - - - +36
Cards: Found in Deep Sea Deposit – 1 shown
Boss cards are found rarely when using Card on normal monsters; GF cards are unique and only found in certain ways; player cards are unique and exceptionally powerful
Name
The level of this card
LV
The type of this card
Type
The value of the top of this card
T
The value of the left side of this card
L
The value of the right side of this card
R
The value of the bottom of this card
B
The element of this card; when the Elemental rule is in play, placing a card on a space with its elemental property will increase all numeric values on the card by 1, while placing a card on the wrong element decreases these values by 1
Element
The number of this card that is used when refining it with Card Mod
Mod
The number of this item is created when refining this card with Card Mod
×
The item that is created when refining this card with Card Mod
Yield
The monsters who, when defeated with the Card ability, may yield this card; this does not include monsters that drop a card when defeated normally or for plot reasons; boss cards are only found as rare Card rewards
Monsters
Eden 9 GF 4 A 4 9 - ×1 Monk's Code -