FFDX Bestiary

written by Lord Steak

lord_steak@yahoo.com

 

I remember getting Final Fantasy years ago.  It came with sheets, including maps and the bestiary.  While I’m not providing maps, I will provide the bestiary.  Seems reasonable.  This gives you a screen capture of all 128 monsters and their stats.  The 118 smaller monsters are separated from the ten larger monsters.  The format is as follows:

 

 

picture

name

Exp.

Gold

hp

no. of attacks

damage

crit %

status attack

defense

evade

mag. def.

morale

weaknesses

resistances

special attacks

commentary

 

While most of these creatures remain the same old thorns in your hindquarters, some have been completely redone.  To wit, seven creatures (ASP, CREEP, CRAWL, IGUANA, SPHYNX, MANTICOR, and ANKYLO) are gone.  They’ve been replaced, by stronger (and in the first four’s cases, much stronger) opponents.  All seven of which you’ll quickly come to hate.

 

A fair number of monsters have been renamed.  Some that’ll jump out at you are the old IMPs now being called Goblins, and the old WarMECH now just called Mech.  I also de-capitalized the entire list of monsters.  You’ll also note that in many places I changed the palette of existing monsters without doing much to them.  Other times, palette and name were changed, but the monster was barely touched (i.e., WORM -> P.Worm).

 

Standard Monsters (alphabetized)

 

 

 

 

Air E

2,017

807

358

1

53-106

1%

none

24

144

130

255

Earth

all except Earth

none

Air Elementals aren’t much fun.  They are the strongest of the elementals, and are notably more elusive than the other elementals.  Like other Elementals, you cannot escape them, and they are totally fearless.  Suck it up and hope you can spare some 4th Lvl Magic charges.

 

 

Ankheg

2,000

750

222

1

45-90

1%

poison

35

48

116

200

none

none

none

Ankheg.  Formerly known as PEDE.  Ankhegs are surprisingly more difficult than other monsters around where you first encounter them.  Their stronger defense often proves effective against fighter-types.  Hang tough, they give good rewards for where they’re first fought.

 

 

Astos

8,000

10,000

365

1

68-136

2%

none

80

100

170

255

none

Status, Poison, Death

Aerga, Mute, Doom, Break, Aquga, Bane, Weak, Wall

Astos returns, with avenge.  Your encounter with Astos will come about when you expect it…which is a bit later than you’re used to.  You’ll be stronger then…so is he.  This fellow is not pleasant to deal with.  Strategy here depends more than ever on party taken in.  Squads of strictly fighter-types, you’d best level some before fighting this ass-clown.  Harder to hit, and soaks the damage if you do.

 

 

B.Widow

141

50

64

1

5-10

1%

poison

12

24

46

111

none

none

none

Black Widow.  Formerly known as ARACHNID.  Same damn monster.  Again, its sole purpose in a fight is to poison as many of your troops as possible before biting it itself.  You can usually escape these damn things.

 

 

Basilisk

1977

658

196

1

30-60

1%

none

20

24

91

200

Air

Earth, Poison

Glance

Basilisk.  Formerly known as SAURIA.  These S.O.B.’s like to petrify members of your group swiftly and frequently.  Dispatch or silence them quick.

 

 

Beholder

3,225

3,225

200

2

30-60

1%

paralysis

45

12

255

200

none

Status, Poison, Death

spells: Doom, Sloga, Mudle, Slpga, Hold, Mute, Slow, Sleep

enemy attacks: Glance, Squint, Gaze, Stare

Beholder.  Formerly known as EYE.  Japanese graphics restored.  Now they’re a bit more of a threat than they were before, and not worth the extra risk.  Like actual beholders, magic is almost guaranteed to have a minimal effect on these things.  Shortly before your final battle, you may encounter packs of these things

 

 

BigEye

3,591

3,591

304

2

30-60

1%

none

30

84

156

200

Fire, Lightning

Water, Earth

Gaze, Flash

BigEye rarely makes an appearance.  Consider yourself lucky when killing one.  They aren’t much of a threat, or much of support.  They appear with Grey S, and never with anything else, or alone.  They almost never strike, and their enemy spells are effectively useless by that time.

 

 

Black D

5,012

4,000

408

1

100-200

1%

none

38

160

200

255

Lightning

all except Lightning

Acid

Enter a newcomer: Black Dragon.  Replaces CRAWL.   Black Dragons are the nastiest of the Dragons.  Like other dragons, they never flee, and you cannot flee them.  Black Dragons always come in squads of four.  Their Acid breath strikes hard, as do their physical attacks.  Hang tough when fighting them.

 

 

Black K

1,263

1,800

260

3

44-88

1%

none

45

36

135

200

none

none

none

Black Knight.  Formerly known as BADMAN.  Same old pains in the rear they were the first time.  They appear in larger groups now.

 

 

Blood S

378

378

144

1

26-52

1%

none

12

42

76

156

Fire

Water, Status, Poison, Death

none

Blood Skeletons are just another undead.  They might strike surprisingly early in the game if your luck is bad.  They aren’t much of a threat.

 

 

Blue D

3,774

4,000

454

1

114-228

1

none

45

140

200

255

Poison

all except Fire, Water and Poison

Thunder

Blue Dragons are big.  While they do more damage and are harder to kill in a physical match, their weakness to Poison-elemental spells (Break, Bane, etc.) leaves them wide open for a quick kill.

 

 

Bulette

2,250

1

256

3

60-120

1%

none

38

56

130

255

Air

Earth

special attack

Bulettes aren’t scared of anything, nor should they be.  These things can tear a hole in almost anything.  They cause pain regardless when you fight them.  Either escape quickly, or open up on them.

 

 

Chimera

2,064

2,500

300

4

30-60

1%

none

20

72

130

200

Water

Fire, Status, Poison, Death

Cremate

Chimeras, when you meet them, aren’t much of a threat.  They’re more annoying than anything.  By this point in the game, most, if not all, of your party should have magical defenses available, and somebody should have AFire.  They shouldn’t be anything to worry about.

 

 

Cloud D

2,750

3,000

224

1

59-118

1%

none

25

190

200

255

Earth

all except Earth

Gale

Enter a newcomer: Cloud Dragon.  Replaces MANTICOR. Cloud Dragons aren’t the most common of the dragons.  They resemble White Dragons.  Don’t be fooled; these are much more dangerous.  The key point is that they are nearly impossible to hit, and have excellent magic defense.  They don’t strike as hard as some of the bigger dragons (Blue, Black, and Green Dragons), but their evade rate makes up for it.  Be careful; like other dragons, you cannot escape them, and they are fearless.

 

 

Cobra

165

50

80

1

22-44

31%

poison

10

36

56

120

none

none

none

Cobras aren’t much of a threat, but more of a nuisance.  In this version they can and will poison your troops.  If facing large numbers of these and/or Scorpions (often found together), perhaps holding off on neutralizing the poison until after battle would be a better solution.

 

 

Coctrice

186

200

50

1

1-2

1%

petrification

4

72

47

154

Air

Earth

none

Cockatrices are not much fun at any time.  Their beaks randomly petrify thing randomly.  Shortly after seeing Soft potions in a shop, these fellows will show up.  Be sure to carry those expensive potions afterward.

 

 

CpGoblin

18

18

16

1

8-16

1%

none

6

9

23

120

none

none

none

Captain Goblins.  Formerly known as GrIMP.  A blessing to find early in the game; a pathetic annoyance not too much later.  Let ‘me have it however one wants.

 

 

Cream

352

100

80

1

32

1%

poison

80

6

55

144

Fire and Water

all except Fire and Water

none

Cream.  Formerly known as OOZE.  Poisonous this time, with notably heavier defense.  Just like the original, they are nearly impossible to find.

 

 

Croc

816

900

184

2

42-84

1%

none

16

48

103

148

Fire, Lightning

Water, Earth

none

Crocodile.  Formerly known as GATOR.  Crocodiles are fun…ha ha.  No, they tend to cause more pain than what they’re worth, particularly if your group is more heavily focused on spells.

 

 

D.Bhldr

6,500

5,000

360

1

120-240

40%

paralysis

60

24

255

255

Fire

Water, Status, Poison, Death

spells: Stop, Stone, Weak, Sloga, Mudle, Stone, Mute, Storm

enemy attacks: Glare

Death Beholder.  Formerly known as PHANTOM.  You won’t encounter these things until nearly the end of the game.  There’s two unpleasant ways of finding the second-strongest undead: the first is in pairs accompanied by six Ghosts, the other is a squad of Death Beholders, with 1 or 2 Beholders, if any, with them.  You cannot escape either way.  Brace yourself; this will hurt.

 

 

Dead D

2,775

2,000

268

1

56-112

1%

paralysis

30

120

200

255

Fire

all except Fire

Rot

Dead Dragon.  Formerly known as ZombieD.  They are the only monster in the game to have a status-aligned spell or enemy attack that does damage rather a status attack.  They are much more of a threat this time, obviously.

 

 

Death K

4,700

3,000

300

3

55-110

10%

paralysis

75

102

175

255

none

all except Fire

Weak, Storm, Weak, Doom, Blind, Pyrga, Stop, Flare

Death Knight.  Formerly known as EVILMAN.  I’ve fiddled with him to behave like an actual Death Knight.  Try not to hang in a fire fight with him for long; he’ll eventually bust out Flare, from which there is no protection.  These are the third mightiest of the undead, and could give a Death Beholder a run for its money, or may actually win.

 

 

Earth E

1,536

768

288

1

66-132

1%

none

20

18

130

255

Air

all except Air

none

Earth Elementals are the weakest of the Elementals.  They look thrice as vicious as they really are, though when you first meet one, it’s not a pleasant encounter.  It only gets worse.

 

 

Eye

42

10

10

1

6-12

1%

none

0

82

14

110

Fire, Lightning

Water, Earth

Gaze, Flash

Eye.  Formerly known as OddEYE.  The old annoyance is back, with the option of trying to blind the group this time.  The thing might just attack this time.  Its defenses rival that of a newborn, with notably higher dexterity.

 

 

Fire E

1,620

800

276

1

50-100

1%

none

20

42

130

255

Water

all except Water

none

Fire Elementals are possibly weaker than Earth Elementals, yet the original values, which have not been touched (save elemental defenses), are right before you.  More than twice as likely to dodge, yet the evade rate still stinks.  I don’t get it either; I’ll just leave it alone.

 

 

Fire G

1,506

1,506

300

1

73-146

1%

none

20

48

135

200

Water

Fire

none

Fire Giant.  Formerly known as R.GIANT.  Much more appropriate.  Same old monster, just prettier with a more appropriate name.  They appear more often now.

 

 

Frost G

1,752

1,752

336

1

70-140

2%

none

20

48

150

200

Fire

Water

none

Frost Giant.  Formerly known as FrGIANT.  More of the same, except this time I righted the anomaly of the weaker monster providing a greater reward.  Frost Giants appear with Winter Wolves.  Consequently, these are the rarest of the Giants.

 

 

Garland

200

250

106

1

15-30

1%

none

25

25

64

255

none

Status

Trance

Garland is stronger this time.  The ample evidence of that are his frequent attempts to put your party into a Trance.  He’s worth a bit more Exp., and has resistance to Status attacks.  Have fun with your new first boss.

 

 

Ghast

235

235

70

3

16-32

1%

paralysis

12

42

45

160

Fire

Water, Status, Poison, Death

none

Ghast.  Formerly known as SPECTER.  This are stronger than Ghouls, just enough to really notice.  This time they strike more than just once.

 

 

Ghost

1,340

1,340

220

1

93-186

1%

paralysis

40

110

100

255

Fire

Water, Status, Poison, Death

none

Ghosts stand among the most hated monsters, with good reason.  They hit very hard, and escape from them is impossible.  While they may stun part of your team, this isn’t very often.  At the end, they come in large squads that will almost assuredly get the drop on your party.

 

 

Ghoul

117

117

56

3

8-16

1%

paralysis

10

46

40

160

Fire

Water, Status, Poison, Death

none

Ghouls are a step up from Wights.  The difference between these two is slight, but it more notable in hit percentage and rewards.

 

 

GlassGol

1,257

800

176

1

64-128

1%

darkness

25

28

93

255

none

all except Fire

spells: Dark, Dark, Blind

enemy attacks: Flash

Glass Golem.  Formerly known as MudGOL.  Glass Golems are more of bother than anything.  They seem to continually try to blind the group.  While their attack hits hard for when they are first met, that doesn’t last.

 

 

Goblin

6

6

8

1

4-8

1%

none

4

6

16

106

none

none

none

Goblin.  Formerly known as IMP.  Meet the original monster of the Final Fantasy series, dressed in red.  So many fun ways to kill these things….

 

 

Gorgon

3,117

2,650

280

3

30-60

5%

paralysis

80

45

170

200

Air

all except Water and Air

S.Breath

Enter a newcomer: Gorgon.  Replaces SPHYNX.  Gorgons aren’t the kind of horse people shouldn’t take anywhere.  While they’re supposed to be bulls, I didn’t like the Minotaur bitmap for the job.  Anyway ya’ cut this up, Gorgons are not pleasant opponents.  They don’t attack as hard as most other creatures for their time, but their defense more than makes up for it most of the time.  They will occasionally belch up Stone Breath, which could petrify the entire group.

 

 

GorMera

4,584

5,000

400

4

40-80

1%

paralysis

55

60

180

200

none

all except Water and Air

S.Breath, Cremate

Gorgimera.  Formerly known as JIMERA.  These half-breeds of Chimeras and Gorgons seem to get the best of both worlds.  They embrace their Gorgon half first when using breath weapons.  Physical attacks, they too can stun your troops.  This time they have no true weak points in their elemental defenses.  If your party isn’t ready, the fire fight may last longer than what it should.

 

 

Green D

4,068

5,000

352

1

72-144

1%

poison

30

140

200

255

Lightning

all except Fire, Water, & Lightning

Poison

Green Dragon.  Formerly known as Gas D.  The most dangerous of the original Dragons, and still a royal pain.  This time they are weak against lightning, which is more true to actual Green Dragons.  Open all gun ports, and hope you’ve got Ribbons or enough people to cast Wall to save you a bunch of curative headaches after battle.

 

 

Gremlin

800

600

94

4

25-50

1%

paralysis

32

72

130

170

Water

all except Water and Lightning

Pyra, Hold, Pyro, Pyra, Stun, Slpga, Pyrga, Virus

Gremlin.  Formerly known as R.GOYLE.  The pain they caused went up, but this time it’s easier to get them back for it.  Now they have an elemental weakness.  Use it.

 

 

Grey S

2,361

600

344

1

50-100

1%

none

8

72

170

200

Fire, Lightning

Water, Earth

none

Grey Shark.  Formerly spelled GrSHARK.  Same old, same old, with elemental resistances adjusted to reflect the changes in the elemental system.

 

 

Grey W

1,671

400

280

1

50-100

1%

none

31

4

141

200

Water

Fire, Earth

none

Grey Worms are grey this time, not green.  Aside that, these fellows are no different.

 

 

GrMummy

984

1,000

188

1

43-86

1%

sleep

24

24

95

178

Fire

Water, Status, Poison, Death

none

Greater Mummy.  Formerly known as WzMUMMY.  I never figured out that name; they never cast anything.  Name aside, these fellows should bring back the same old B.S. they did before.

 

 

GrNaga

3,489

4,000

420

1

7-14

1%

poison

16

48

143

200

Earth

all except Fire, Water and Earth

Blink, Mute, Slow, Dark, Aera, Slpga, Aera, Praya

Grey Nagas are easy pickin’s.  They slither around with Air Elementals, and don’t put up enough of a fight.  Dispatch them quickly and deal with the Elementals.

 

 

GrOgre

282

300

132

1

23-46

1%

none

14

30

71

126

none

none

none

Green Ogres look more like ogres now, without the purple toga.  These fellows are just exactly what you should remember, just a bit uglier more realistic.

 

 

Guard

1,224

400

200

2

25-50

1%

paralysis

40

72

110

200

Lightning

Status, Poison, Death

none

Guard is also the same old, same old.  The only difference is that lightning is a bit harder to access in FFDX than in the original.

 

 

H.Hound

1,182

600

192

1

30-60

1%

none

8

48

103

148

Water

Fire

Cremate

Hell Hound.  Formerly known as CEREBUS.  While the Hell Hound is worth no more than what they were before, they now have a much stronger fire coming from their mouths, and more frequently.  I always thought SCORCH was a waste of time.

 

 

Hill G

879

879

240

1

42-84

1%

none

12

48

120

150

Air

Earth

none

Hill Giant.  Formerly known as GIANT.  These are the good ol’ boys you remember, with a minutely stronger attack, and a personal bias in favour of earth.

 

 

Hydra

915

150

212

3

30-60

1%

none

14

36

116

138

Fire, Lightning

Water, Earth

none

Hydras are in the same places they always were, and just as irritating at first as they were the first time.  Elemental defenses were rotated to reflect the change; otherwise they’re just the same.

 

 

Hyena

288

72

120

1

22-44

1%

none

4

48

76

122

none

none

none

Hyenas are no different from what they were before.  Just as hard to find, too.

 

 

Illithid

276

300

84

2

30-60

1%

none

16

66

98

126

none

all except Air, Earth & Lightning

none

Illithid.  Formerly known as WIZARD.  The only difference is the rotated elemental defense.

 

 

Imp

160

100

80

4

12-24

1%

none

8

45

53

132

Air

all except Water, Air & Lightning

none

Imp.  Formerly known as GARGOYLE.  These are the same irritations from the original, with a difference in elemental defenses.  Reoccurring theme, I know.

 

 

IronGol

6,717

3,000

304

1

93-186

1%

paralysis

100

44

200

255

none

all except Lightning

Toxic

Iron Golems were almost never seen in the original.  They’re much easier to find this time.  They appear in pairs, no more, no less.  You cannot escape them.  They hit hard, they have incredible physical and elemental defenses, and then they belch Toxic gas.  This could wipe out your whole party.  Hang tough…the fight will last awhile, likely.

 

 

Jelly

84

20

24

1

4-8

1%

poison

255

0

36

124

Fire, Water, & Lightning

all except Fire, Water & Lightning

none

Jelly.  Formerly known as SCUM.  These have enormous physical defense, more so now than before.  Magic or patience will be necessary.

 

 

Lobster

639

300

148

3

35-70

1%

none

18

60

85

200

Fire, Lightning

Water, Earth

none

Lobsters aren’t this colour until they’ve been cooked, but oh well.  These should be the same opponents from the first game, minus the bull about them poisoning party members.

 

 

M.Flayer

822

1,000

122

3

1-2

1%

death

12

48

187

200

none

all except Air, Earth & Lightning

Trance

Mind Flayer.  Formerly known as SORCEROR.  These bastards are back, and in full swing.  They are a bit more resilient to spells this time, and much braver.  They can suddenly kill your troops with a single strike, and they frequently try to stun the entire group.  The faster they die the better.

 

 

Mage

1,095

1,095

105

1

26-52

1%

none

40

78

170

200

none

none

Aerga, Terga, Aquga, Pyrga, Stun, Mudle, Bane, Storm

Mage is back, and with a new look and spell list.  Instead of outright killing party members right off the bat, Mages now like to beat on them for awhile first.  Even with elemental defenses in place, these fellows still cause much pain.

 

 

Mate

40

50

10

1

8-16

1%

none

12

15

40

255

none

Earth, Poison, Lightning, Death

none

Mate.  Formerly known as PIRATE.  These are the same old, same old with 10 more gold per head, and some elemental defenses, none of which could apply.

 

 

Mech

32,000

32,000

1,000

2

128-256

1%

paralysis

80

120

200

255

none

all

Nuclear

Mech.  Formerly known as WarMECH.  Mightiest of the non-boss creatures in the original, and arguably more of a threat than any monster short of CHAOS himself.  Not so anymore…you’ll see further down the list.  A quarter of the time he’ll pop loose a Nuclear weapon…those hurt.  A bunch…80-320 non-aligned damage, all members.  You cannot escape a Mech; prepare for a hellish scrap…you’ll probably hang in this fire fight for awhile.

 

 

Medusa

700

700

68

4

20-40

1%

poison

10

36

55

150

none

Poison

Glance

Medusa returns, minus one article of clothing.  Perhaps your troops feel the petrification is a release from the torture of seeing these things topless.  Often the snakes on the head will poison somebody.  Hopefully luck goes with you and you won’t have to soften anyone.

 

 

Mercury

1,101

900

156

1

49-98

1%

poison

255

24

85

200

Fire and Lightning

all except Fire and Lightning

none

Mercury.  Formerly known as SLIME.  “Hydrargyrus” (Latin for “liquid silver;” hence the Hg) is a bit longer than what I have to work with.  “Thou hast done well in defeating the Metal Slime.”  Oh, wait, wrong game.  It’s all good (in the hood).  These things can withstand damn near anything you can throw at them in a physical scrap.  Use the Mage Staff or spells.  These things are rare though…don’t except to find them too often.

 

 

Minotaur

489

489

164

2

22-44

1%

none

4

48

95

124

none

none

none

Minotaur.  Formerly known as BULL.  I don’t like the minotaurs represented by most of AD&D; I prefer the ones on Krynn…or the “real one” on Crete in legend.  I don’t think those you bump into here are the bastard children of Zeus though.  These’re the same old nincompoops you fought in the original.  Hardly seems worth the effort, eh?

 

 

Mummy

300

300

80

1

30-60

1%

sleep

20

24

60

172

Fire

Water, Status, Poison, Death

none

Mummies are still the same…still not Egyptian.  Egypt wasn’t the only place with mummies, just the best-known.  Re-kill as done before.

 

 

Mustang

63

15

64

2

10-20

1%

none

2

22

40

106

none

none

none

Mustang.  Formerly known as MADPONY.  More stylistic a name.  These are the same old hardass at the beginning who quickly proves to be a putz.

 

 

N.Otyugh

3,189

500

344

3

35-70

1%

poison

32

24

170

200

Fire, Lightning

Water, Earth

none

Neo-Otyugh.  Formerly known as NAOCHO.  You’re no longer eating a plate of nachos in battle.  These are the same irritations you fought before, except they hold elemental defenses that are identical to all other water monsters.

 

 

Naga

2,355

2,355

356

1

9-18

1%

poison

8

72

116

200

Fire, Lightning

Water, Earth

Aqua, Hold, Slow, Dark, Aquo, Confu, Sleep, Aquo

Nagas are slightly different, mostly with the spell list.  They appear with Water Elementals.  Like Grey Nagas, these things are definitely not a threat on their own, and really don’t provide much support for the Elementals.

 

 

Nile C

3,090

2,000

288

2

75-150

10%

paralysis

55

48

183

255

Fire, Lightning

Water, Earth

none

Nile Crocodile.  Formerly known as FrGATOR.  These aren’t very common, thankfully.  Like a real Nile Crocodile, these things aren’t afraid of a damn thing.  They can kill things, and quickly.  You’re food in their eyes.  They have decent defense, the shock of being attacked by a 40’ croc can stun your troops, and then there’s the raw damage something that size does with a minimal effort.  Nile Crocodiles often have Piranhas nearby, as if the small fish pick up everything dropped by the large crocodilians. Both are water-based monsters; fire is your friend.

 

 

Nitemare

1,272

700

200

3

30-60

1%

darkness

24

132

100

200

Water

all except Water, Air & Lightning

none

Nightmares are the steeds of Hell.  In the original they were an obnoxious white and lavender combo, and used SNORTING to attempt to darken your troop’s sight.  This time, they’re dark, and their attacks can inflict the said darkness.

 

 

Ogre

195

195

100

1

18-36

1%

none

10

18

65

116

none

none

none

Ogres are big, stupid, and hit hard, in relation to normal humans.  In FFDX they just look a little different.  That’s all.

 

 

Ogre L

723

723

165

1

40-80

1%

none

25

44

85

144

none

none

none

Ogre Lord.  Formerly known as WzOGRE.  This time they aren’t casting waste-of-time spells, they’re just bashing whomever.  Ogre Lords hit almost as hard as Hill Giants.  Use care in battle.

 

 

Otyugh

1,224

108

202

3

20-40

1%

poison

24

24

116

176

Fire, Lightning

Water, Earth

none

Otyugh.  Formerly known as OCHO.  These fellows always seemed to service no purpose beyond poisoning party members.  The name’s correct, the colouration’s a bit different, and the shit is still the same.

 

 

P.Worm

5,344

1,500

448

1

65-130

10%

paralysis

50

36

200

200

none

Earth, Status, Poison, Death

none

Purple Worm.  Formerly known as WORM.  A bit prettier, a bit deadlier.  This time they can stun your troops; I too would be a little taken aback if a 200’ long worm that was bigger around than me was trying to bite my head off.  Their physical defense soaks five times as much damage as it did in the original.  Have fun; you sill cannot escape them.

 

 

Piranha

546

46

172

1

37-74

1%

none

20

72

83

142

Fire, Lightning

Water, Earth

 

Piranha.  Formerly known as R.CARIBE.  These fish dwell the warmer northern rivers.  Essentially these are the same freaks that you dealt with on the first pass.

 

 

Pirate

60

120

50

1

14-28

1%

none

12

24

37

106

none

Earth

none

Pirate.  Formerly known as KYZOKU.  These are the exact same fellows you fought in the first game.  They may have a sixth cohort this time.

 

 

PrHydra

1,250

400

242

3

30-60

1%

none

14

36

123

152

Water

Fire

Cremate

Pyro Hydra.  Formerly known as R.HYDRA.  These headaches haven’t changed.  Aspirin comes in the form of Aqua and Aquga.

 

 

Priest

3,420

3,420

200

2

90-180

1%

paralysis

45

90

200

200

none

Status, Poison, Death

Wall, Weak, Praga, Safga, Invga, Curga, Mute, Holy

Priest.  Formerly known as FIGHTER.  These fellows are much more dangerous this time, and come in larger groups.  Longer in the scrap you remain, the nastier their abilities become.  Eighth spell in the list is Holy; kill them before that get that far along the line.

 

 

Pudding

275

100

76

1

30-60

1%

poison

60

4

55

152

Air & Lightning

all except Air & Lightning

none

Pudding.  Formerly known as MUCK.  Their defenses and elemental resistances have been tweaked, and this time, they poison as well.

 

 

Pyrolisk

600

500

50

1

25-50

1%

none

6

79

50

154

Water

Fire

Squint

Pyrolisk.  Formerly known as PERILISK.  Making eye-contact with one of these things is not a good idea; those who do often times burst into flames and die.  They will try to make eye-contact incessantly.  Be careful when fighting them.

 

 

R.Sahgin

105

105

64

1

15-30

1%

none

8

78

46

142

Fire, Lightning

Water, Earth

none

Red Sahaugins are the same as you remember, just with more vibrant colouration.

 

 

R.Wyvern

1,218

502

260

1

40-80

1%

poison

22

60

131

150

none

none

none

Red Wyvern.  Formerly known as WYRM.  Mostly, these are the same winged freaks from the first game, except this time, they too can poison your troops.

 

 

Rakshasa

1,203

800

110

3

20-40

1%

none

30

60

120

170

none

all except Earth and Lightning

Pyra, Hold, Pyro, Pyra, Stun, Slga, Pyrga, Virus

Rakshasa.  Formerly known as MANCAT.  These nasty fellows spew the same spell list as a Gremlin (go figure; I have a limited no. of AI sets to work with).  Use Terra, Terga, Bolt and Storm quickly; they do too much damage if the battle lasts long, since they start using nastier and nastier attack spells.

 

 

Red D

2,904

4,000

267

1

75-150

1%

none

30

140

200

255

Water

all except Water

Blaze

Red Dragons continue to spit fire in the same ways they always have before.  This time, though, there is no vulnerability to the Poison element, so Break and Bane have little use against these mighty foes.  This time around Red Dragons are much more common.  In the original, there was the one placed to guard the Flame Armour, plus they were the rare encounter on the bottom two floors of the volcano, and a pack of them was the rare encounter on the Fire Floor of the Temple of Fiends.  Now…there are a few more of them.  Dragon Isle is the first and most obvious pointer.  Another is an interesting encounter on the bottom floor of the Temple of Fiends…two Red Dragons accompanied by six Vampire Lords…what spell do you use then…?

 

 

Remorhaz

2,500

3,500

320

1

73-146

20%

paralysis

60

48

100

255

Fire

all except Fire and Lightning

Lit

Remorhaz.  Formerly known as GrPEDE.  The lightning spitting worms of the north.  Your first encounter with a Remorhaz will come before you’d think you were ready for one.  These are the first monsters that you’ll encounter again in the ancient Temple of Fiends.  Open all gun ports, so to speak.  You’ll need to, before this thing starts slaying your party one by one.

 

 

RockGol

2,685

1,250

200

1

70-140

1%

none

60

24

110

255

none

all except Air

Slow

Rock Golems aren’t much different from what you remember.  The elemental defenses were tweaked, and while the spell they use is the same, the spell’s parameters were modified.  Those two factors aside, these fellows are the same-old, same-old.

 

 

Saber T

843

500

200

2

24-48

70%

none

8

42

106

180

none

none

none

Saber Tooth Tigers are the fun-fun creatures that occasionally have a “meh” hit instead of a “yeouch” hit.  These are still the same.

 

 

Sahgin

30

30

28

1

10-20

1%

none

4

72

28

110

Fire, Lightning

Water, Earth

none

Sahaugins are still the same.  Still hard to hit, still annoying, with the new elemental system.

 

 

Sahgin L

882

882

204

1

47-94

1%

none

20

96

101

200

Fire, Lightning

Water, Earth

none

Sahaugin Lord.  Formerly known as WzOGRE.  They look a bit different, and they’ve got a new name.  Those aside, these fellows have the same-old, same-old, with the new elemental system.

 

 

Salamndr

2,472

1,200

296

2

31-62

1%

none

18

36

143

200

Water

Fire

Cremate

Salamander.  Formerly known as AGAMA.  This time they too come equipped with Cremate, so prepare to take more damage this time.

 

 

Sand W

2,683

900

200

1

46-92

1%

none

14

62

103

124

none

Earth, Death

Crack

Sand Worms are fun.  They still come with the Earth-aligned death attack Crack, hoping to toss your troops into a fissure.  They’re defended against death attacks this time.

 

 

Scorpion

225

70

84

2

22-44

1%

poison

10

54

55

112

none

none

none

Scorpions are the same foes you fought the first time.  This time they’re grey.

 

 

SeaSnake

957

600

224

1

35-70

1%

poison

12

48

116

200

Fire, Lightning

Water, Earth

none

SeaSnakes are the same as they used to be, just a bit different looking.

 

 

SeaTroll

1,152

1,152

216

3

40-80

1%

none

20

48

110

200

Fire, Lightning

Water, Earth

none

SeaTrolls, again, are still the same.  Not much to comment on.

 

 

Sentry

4,000

2,000

400

1

102-204

1%

paralysis

48

96

160

200

Lightning

all except Air, Earth & Lightning

none

Sentries strike hard compared to everything else, almost, compared to everything else you’ve fought up till that point.  They are still the same bastards you fought the first time.

 

 

Shadow

90

45

50

1

10-20

1%

darkness

0

36

37

124

Fire

Water, Status, Poison, Death

none

Shadows come in one set…one size of pack.  In combat Shadows are right now no different from those in the original.  This time, though, you cannot escape them.

 

 

Shark

267

66

120

1

22-44

1%

none

0

72

70

121

Fire, Lightning

Water, Earth

none

Sharks are no different this time that what they were last time.  The elemental defenses were rotated to reflect the changes.

 

 

Skeleton

10

10

10

1

10-20

1%

none

0

12

17

124

Fire

Water, Status, Poison, Death

none

Skeleton.  Formerly known as BONE.  Skeletons this time are worth the bother they cause, ‘cuz that they certainly weren’t the first time.

 

 

Specter

432

432

114

1

40-80

1%

paralysis

12

108

67

160

Fire

Water, Status, Poison, Death

none

Specter.  Formerly known as WRAITH.  Again, the same-old, same-old.  Woohoo.

 

 

Spider

30

8

28

1

10-20

1%

none

0

30

23

109

none

none

none

Spider.  Have we seen these before?  Yeah…exactly the same as last time.

 

 

Stheno

1,418

1,418

96

10

30-60

15%

paralysis

12

72

70

200

none

all except Fire and Air

Glance

Stheno.  Formerly known as GrMEDUSA.  Named for one of Medusa’s older sisters.  If your levels aren’t very high, these things can and will do incredible damage to a Monk/Shaolin in a very short period of time.  Seriously, one Stheno, a Lvl 35 Shaolin can easily take over 150 damage per round.

 

 

Storm G

456

3,875

3,875

1

110-220

10%

paralysis

60

80

200

200

none

Air, Status, Poison, Lightning, Death

Thunder

Enter a newcomer: Storm Giant.  Replaces ASP.  The mightiest of the giants by far.  Storm Giants occasionally pitch lightning, but by that time you should have found three of the four Ribbons (at the earliest you can meet them).  Their punch is something that high-level characters will still feel in the morning.  You cannot escape them.  They are by far the rarest of the giants, appearing, at the earliest, in the Sky Castle on rare occasions.  It is more likely that you will not encounter these buggers until you are on the bottom floor of the Temple of Fiends.

 

 

T Rex

7,200

600

600

1

115-230

30%

paralysis

50

60

200

255

none

none

none

T Rex was such a rarity in the original.  Now…you can find them a bit more often, sometimes accompanied by a Tyro.  T Rex hits oh-so-very hard, and has a noteworthy critical rate.  You can escape this thing…which is often advised.  The fun thing, though, is the actual T Rex seemed to have been an oversized scavenger.  To be bit by one, that’s got to be scary as hell, if one has enough time to feel scared.

 

 

Tiger

438

108

132

2

22-44

25%

none

8

48

85

116

none

none

none

Tigers also have a higher rate of critical hits.  This they’ve always had…this monster, too, was not touched, save its graphic.

 

 

Troll

621

621

184

3

24-48

1%

none

12

48

100

146

Fire

none

none

Trolls, somehow, never struck me as the type of creature that would wear pink.  These are still green, this time with brown stuff hanging off them.  Otherwise, they’re the same.

 

 

Trout

240

20

92

1

22-44

1%

none

0

72

68

138

Fire, Lightning

Water, Earth

none

Trout.  Formerly known as CARIBE.  I never understand fish carrying gold coins, much the same as I never understood wolves carrying gold coins.  But they do.  And they haven’t changed.

 

 

Tyro

3,387

502

480

1

65-130

1%

none

30

60

200

200

none

none

none

Tyro is back, and the same blockhead he’s always been.  This time you may fight multiple Tyros in a scrap, which could be fun for awhile.

 

 

Vamp L

2,385

3,000

300

1

90-180

1%

paralysis

28

72

84

255

Fire

Water, Status, Poison, Death

spells: Mute, AFire, Pyra, Terra, Aera, Aqua, Slpga, Dark

enemy attacks: Gaze, Trance

Vampire Lord.  Formerly known as WzVAMP.  You get to deal with one of these at Melmond.  The spell list and enemy attack lists are both different from the original.  And, on the bottom floor of the Temple of Fiends, you could encounter six of these fellows accompanied by a pair of Red Dragons.  Strange combination, eh?

 

 

Vampire

1,200

2,000

156

1

76-172

1%

paralysis

24

72

75

200

Fire

Water, Status, Poison, Death

Gaze, Trance

Vampires are fun…almost.  You get to fight them after you deal with Ghosts, yet for some reason they simply aren’t as much of a threat, yet they’re worth more.  I don’t know how they figured that in the first place, but they did.  I even improved them by granting them Trance, but they never live long enough to use it.  Nothing to complain about there.

 

 

WarMech

64,000

0

2,500

3

128-256

1%

paralysis

100

160

200

255

none

all

Nuclear

Enter a newcomer: WarMech.  Replaces CREEP.  Yes…this is the new and improved WarMech.  I call it Big Blue.  By the time you fight this thing money is no longer an issue.  You cannot escape it.  This is possibly the second-mightiest creature in the game…there is one other contender for that slot.  This foe can give you pain, even at very high levels.  Found only on the bottom floor of the Temple of Fiends; the odds of any given battle being one of these are 1/16.

 

 

Water E

1,962

800

300

1

69-138

1%

none

20

72

130

255

Fire

all except Fire

none

Water Elementals are back, and a bit prettier.  There’s not much to be said; they’ve got good elemental defenses, and aside the weakness rotation, they’re the same as last time.

 

 

White D

1,701

2,000

200

1

53-106

1%

none

20

150

200

255

Fire

all except Fire

Blizzard

White Dragon.  Formerly known as Frost D.  This is the weakest of the dragons, but it is not to be underestimated.  They are more elusive than most dragons, which is to be expected from a smaller foe.  The breath weapon still hurts though; provide defense vs. water.

 

 

Wight

93

50

48

3

8-16

1%

paralysis

6

12

36

124

Fire

Water, Status, Poison, Death

none

Wight.  Formerly known as GHOUL.  They look a bit different, but they’re the same.

 

 

Winter W

402

200

92

1

25-50

1%

none

0

54

55

200

Fire

Water

Frost

Winter Wolf.  Formerly known as FrWOLF.  Don’t they look better in white?  No?  Well, puh.  Aside the sprite, these foes are exactly as you remember.  Cannot escape them, either.

 

 

Wolf

24

6

20

1

8-16

1%

none

0

36

28

105

none

none

none

Wolves are red this time…and a little different looking.  But that’s it.

 

 

Worg

93

22

72

1

14-28

1%

none

0

54

46

108

none

none

none

Worg.  Formerly known as GrWOLF.  Looks a little different, fights exactly the same.

 

 

Wraith

231

231

86

1

22-44

1%

paralysis

4

90

52

160

Fire

Water, Status, Poison, Death

none

Wraith.  Formerly known as IMAGE.  I never did get that name at all.  I mean, I’ve heard hordes of spiffy names of types of undead, but IMAGE...?  Let’s keep it real, folks.  They’re green, but they fight exactly as the IMAGE does, since they haven’t been tweaked.

 

 

WrTiger

780

780

160

2

30-60

1%

poison

16

48

93

148

none

none

none

Were-Tiger.  Formerly known as CATMAN.  I thought that name was stupid too.  Half-expecting some lame-ass knock-off of Batman to show up, and start throwing weird things.  No, no…these are just some lycanthropes showing up.  The monster is just the same as it was the first time.

 

 

WrWolf

135

67

68

1

14-28

1%

poison

6

42

45

120

none

none

none

Were-Wolves are almost guaranteed to inflict poison with each strike.  I can’t program lycanthropy into the game…if I could, well, that’d be interesting, eh?  Aside the increased rate of poisoning, these pups are the same hassle they were before.

 

 

Wyvern

1,173

50

212

1

30-60

1%

poison

12

96

115

150

none

none

none

Wyverns are still a hassle and nothing more.  By the time you encounter them they don’t do much damage.  These fellows haven’t been touched aside the graphic.

 

 

Yellow D

3,510

3,000

300

1

98-196

1%

none

35

130

200

255

Air

all except Air

SndStorm

Enter a newcomer: Yellow Dragon.  Replaces ANKYLO.  Yellow Dragons are the dragons you’re mostly likely to bump into back-to-back before arriving at the ancient Temple of Fiends.  Their breath weapon is earth-based, Sand Storm.  Have fun in the desert.  You cannot escape them.

 

 

Zombie

24

12

20

1

10-20

1%

paralysis

0

6

25

120

Fire

Water, Status, Poison, Death

none

Zombies are smelly.  These are the second-weakest of the undead.  They haven’t changed.

 

 

Zombie M

1,050

1,050

224

1

40-80

1%

none

14

36

116

186

Fire

Water, Status, Poison, Death

none

Zombified Minotaur.  Formerly known as ZomBULL.  These fellows are things I went looking for frequently northeast of Provoka in the original.  This time that peninsula doesn’t reach that far north.  These freaks are the same as they were the first time.

 

Larger Monsters (in order encountered, most likely)

 

 

Lich

2,200

3,500

400

1

40-80

1%

paralysis

40

24

120

255

Air

all except Air

Slpga, Terra, Break, Mudle, Hold, Terga, Sloga, Doom

Lich is back and he’s pissed off.  He should’ve brushed his teeth sometime during his life; he’s still got tartar after all these years.  This is the Fiend of the Earth.  Aera and Turna are your weapons for this match.  If you’ve got a party of fighter-types…make haste.  Spells six, seven and eight will cause incredible hell for brawling groups.

 

 

Kary

2,475

4,000

600

6

40-80

1%

none

50

48

183

255

Water

all except Water

Pyra, Dark, Slpga, Mudle, Pyra, Stun, Slpga, Stop

Kary has returned minus a bra.  The Fiend of Fire is back with resistance to status attacks this time.  I mean, that made her pathetic the first time.  Keep churning out Mute and Stun until they both worked, and then, she was immobile, and whenever she could move again, she was without spell support.  A lucky shot of Holy could kill her, but the chance of that happening approaches zero.  Knocking her block off shouldn’t be a problem.

 

 

Kraken

4,245

5,000

800

8

50-100

1%

none

60

84

160

255

Fire

all except Fire and Lightning

Ink

Kraken always gave me hell.  It’s those eight attacks, and my history of taking groups more heavily concentrated on spells that always did it to me.  Pyrga, Storm and Flare are the tools of the Wizards in this match.  Fighting parties should be in excellent shape; it’s just a toe-to-toe bashing party.  Open up, and you *should* survive.

 

 

Tiamat

5,500

6,000

1,000

4

65-130

1%

paralysis

80

90

200

255

Earth

all except Earth

Gale, Poison, SndStorm, Blaze

Tiamat, they say, is the dark queen of evil dragons.  She comes equipped with four breath weapons, and strikes that stun.  This time, there is no weakness to poison.  You cannot petrify her, or sit there with the Bane Sword (which, BTW, is notably different this time) and keep activating it, waiting for the beast to just keel over.  It’s not gonna happen.  You will actually have to fight Tiamat.  She’s not all that difficult, given the level.

 

 

DemiLich

2,000

1

1,200

1

50-100

1%

paralysis

50

48

200

255

none

all except Air

spells: Flare, Stone, Stop, Doom, Flare, Stone, Stop, Doom

enemy attacks: Rockfall

Demi-Lich guards the exit of the Earth Floor.  You should not have disturbed the skull.  From time to time, he’ll have parts of the ceiling collapse on you.  More often, though, he’ll belt out 8th Lvl Magic, starting with Flare.  Open all gun-ports; if you wait he will cause enough damage that you will run low on Cure Potions before getting very deep into the Temple.

 

 

Marilith

2,000

1

1,400

6

60-120

1%

none

60

60

200

266

none

all except Water

spells: Virus, Pyrga, Bane, Mudle, Pyrga, Bane, Pyrga, Bane

enemy attacks: Inferno

Marilith is more unpleasant.  She doesn’t go hurling Flare as an opener, but she can do heavy damage to one character in a flash.  Note the spell list.  Get Wall on anyone unprotected immediately; the fourth Ribbon is on the next Floor.  Just lay into her…she doesn’t deserve your mercy.  She won’t give any to you either.  The best weapons for a Dark Knight and a Mage Knight are both on this floor, the Belial Sword and the Magus Sword, respectively.  Flames from her come in the forms of Pyrga (base damage 60) and Inferno (base damage 96).  Protection vs. fire is a must; don’t hesitate to use that and other protections necessary.

 

 

Cthulhu

2,000

1

1,600

8

70-140

1%

none

70

98

200

255

none

all except Fire

spells: Aquga, Storm, Aqua, Aqua, Slpga, Aqua, Aqua, Aqua

enemy attacks: Tsunami, Ink

Cthulhu is a super-bastard.  If your luck sucks somebody will die very quickly.  Like the other reprise Fiends, he’s not worth the effort, but he’s blocking the path, and you cannot run away.  All members, exception being any Shaolins in the group, should now be equipped with full elemental defense.  Kill this thing and fast…that’s what he’s trying to do to you.

 

 

Takhisis

2,000

1

1,800

4

75-150

1%

paralysis

90

120

200

255

none

all except Earth

spells: Aerga, Terga, Pyrga, Aquga, Stop, Storm, Stone, Virus

enemy attacks: Tornado, Acid, Poison, Thunder

Takhisis is here...you must fight the Dark Queen of Krynn to access the bottom floor of the Temple of Fiends.  This will not be a pleasant bout.  Somewhere on the Air Floor is Durin’s Axe, the best weapon available to a Paladin.  Just beyond the stairs down is a room with the Adamant, guarded by a Mech.  Get that for Mjolnir, and suddenly watch your Abbess turn from a healer to a death engine.  First…you must kill this thing.  Wall any Shaolin in the group, and open all gun-ports.  You’ll need to…stay long in this scrap and she’ll wear you down enough you might not get past Chaos’s final guard….

 

 

Balor

2,000

1

2,000

3

128-256

1%

paralysis

120

90

200

255

none

all

spells: Storm, Flare, Slpga, Virus, Stop, Bane, Blind, Stone

enemy attacks: Inferno, Trance, Toxic, Crack

Enter the newcomer: Balor.  Replaces IGUANA.  If for some reason there is any break point in your defenses the Balor will find them.  This is the final battle before fighting Chaos.  By this point all characters should have their ultimate weapon, and best armour.  Shaolins, obviously, will need to be Walled at the beginning if you do not want to likely have to revive them after this scrap.  The most dangerous thing about the Balor is the use of Trance…the only non-aligned status attack the game has to offer.  The fight will be miserable, and perhaps lengthy.  Keep the attack going, he doesn’t heal himself.  This should be some form of relief.  Afterwards, time to fight…

 

 

Chaos

Game Boss

5,000 hit points

255% hit rate

5

128-256

85%

petrification

160

220

200

255

none

all

spells: Weak, Sloga, Virus, Curga, Holy, Storm, Curga, Flare

enemy attacks: Rockfall, Inferno, Tsunami, Tornado

Chaos strikes again.  While his physical attacks aren’t very frequent, one of them can easily kill a Lvl 50 Paladin with 999 hp and maximum armour with Safga already cast.  Even if the victim of his strike survives the hit, there are five chances at petrification.  Have all of your party members at no less than Lvl 40 before fighting this thing.  Regardless what party you take this fellow is hell; his evade rate makes him nearly impossible to hit, and his magic defense protects him for the most part against Holy and Flare.  Curga is on his spell list twice.  A Shaolin with Wall and Haste cast on him is one of your best chances of survival.  Opening round…you’re looking at each of your troops taking a hit, likely losing one, or likely having one of their elemental defenses knocked out.  The more often he uses the super enemy attacks the better for you…spells advance towards using Curga, and physical attacks will probably slay a party member, particularly a spellcaster.  Good luck…you will need it.