FFDX Bestiary
written by Lord Steak
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.
|
|
200 |
250 |
106 |
||
1 |
15-30 |
1% |
none |
|||
25 |
25 |
64 |
255 |
|||
none |
Status |
|||||
Trance |
||||||
|
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
|
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
|
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
|
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.