Related
Page
2
The mechanics and bugs of FFII are laid bare.
Mythril
Page
3
The party frees the prisoners held at Semitt Falls and recovers the Mythril.
Sprite
HP
24
Gold
20 G
Experience
84
Absorb
255
Evade
0%
Magic Def.
18%
Morale
124 (may run at party level 22+)
Encountered In
SCUMS have a weak attack that causes Poison, and usually gain surprise. They also have 255 Absorb, meaning anything but a critical hit will deal 1 damage to them. FIR2 will take out a full group, while FIRE or ICE will take out a single SCUM. In truth, SCUMS are more of an obstacle than an enemy. They are not worth wasting valuable Spells on—you're better off simply running away.
HP
24
Gil
20 gil
Experience
84
Size
Small
Damage
1
Hit Rate
1×84%
Critical Hit Chance
1%
Absorb
255
Evade
0%
Magic Defense
18%
Morale
124 (may run if party is level 22 or higher)
Encountered In
There are two creatures in the game with 255 Defense, and Green Slimes are the first you run into. They exist primarily to annoy you: they deal 1 damage per hit, but Poison their targets. A bunch of Green Slimes won't kill you, but it will drain your resources—both the Antidotes used to cure their Poison and the Spells used to actually kill them. 255 Defense means every attack will deal 1 damage per hit, unless it is a critical hit. Hoping for critical hits is no way to fight, so either hit these things with Fire (or Ice) Spells, or simply run away.
As an aside, D&D veterans may recognize Green Slime as more of an obstacle than an actual creature, which explains some of their statistics—not to mention their high surprise factor.
As an aside, D&D veterans may recognize Green Slime as more of an obstacle than an actual creature, which explains some of their statistics—not to mention their high surprise factor.