Related
HP
50
Gil
45 gil
Experience
90
Size
Small
Damage
10
Hit Rate
1×90%
Critical Hit Chance
1%
Absorb
0
Evade
18%
Magic Defense
19%
Morale
124 (may run if party is level 22 or higher)
Monster Family
Magic Beast, Undead
Shadows would be one of the most annoying creatures in any dungeon except the Marsh Cave. They don't hit hard, and can't take many hits, but their attack inflicts Darkness on its victim. Combined with their moderate evasion, Shadow battles can drag on for some time. Combine this with their extreme surprise factor that nearly guarantees they will ambush you, and the only thing worse than groups of Shadows in the Marsh Cave would be larger groups on the World Map. Oh hey look, they have those! The areas around the Terra Cavern are infested with these guys, and you will quickly grow sick of them. Fortunately Dia1 does quite a number on them due to their low HP.
HP
86
Gil
231 gil
Experience
231
Size
Small
Damage
22
Hit Rate
1×95%
Critical Hit Chance
1%
Absorb
4
Evade
45%
Magic Defense
26%
Morale
160 (may run if party is level 40 or higher)
Monster Family
Magic Beast, Undead
Wraiths continue the general theme of Undead with Paralyzing attacks, but they also come with annoyingly high Evasion scores. They're not hard to kill if you can hit them, but that is no trivial matter. They do decent damage with their attacks, but the Paralysis is the main threat. Take them out with Dia2 or Fire2 if you can spare the Spell slot.
HP
180
Gil
990 gil
Experience
990
Size
Small
Damage
93
Hit Rate
1×106%
Critical Hit Chance
1%
Absorb
30
Evade
18%
Magic Defense
43%
Morale
184
Monster Family
Magic Beast, Undead
Encountered In
Ghosts are nasty Undead that hit extremely hard. Like most Undead, they paralyze their victims, but the real danger here is their high Attack score. A high Defense doesn't help either. Fortunately, the Sunken Shrine provides a number of items that can help against Ghosts, including the Light Axes and Mage's Staff. And as the only creature in the Sunken Shrine that is weak to Fire rather than resistant to it, your Black Wizard can freely toss off Fire3 Spells to take them down fast. And you'll want to take them out fast, since it is impossible to run from them.
Sprite
HP
114
Gold
432 G
Experience
432
Absorb
12
Evade
54%
Magic Def.
34%
Family
Magic Beast, Undead
Morale
160 (may run at party level 40+)
Encountered In
WRAITHS are the latest addition to the Undead roster, appearing exclusively (and often) in the Ice Cave. They are low on Absorb but high on Evade, and have more hit points than most of the Undead you've faced, so HARM is a waste against them. FIR2 or more powerful HARM Spells can do quite a number on them, and it's best to take them out before they Paralyze the party.
Sprite
Rank
4
HP
300
MP
100
Average Drop Value
510 gil
Power
25
Attacks
3×75%
(2.2)
Attack Effect
Drain HP
Defense
25
Evasion
1×40%
(0.4)
Magic Resistance
3×50%
(1.5)
Abilities
Attack (75%), Sleep 6 (10%), Blizzard 8 (10%), Break 6 (5%)
Monster Family
Earth, Magic Beast, Spellcaster, Undead
Fear
−85% (50% at 4,620 party HP)
Treasures
400 gil (40%), 500 gil (30%), 600 gil (20%), 800 gil (10%)
Sprite
HP
235
MP
120
LV
13
Exp
220
GP
138
Bat.Pwr
1
(21)
Hit Rate
100
Special
Rod
Effect
Battle ×1.5
(32)
Defense
0
Evade %
0 (not used)
Mag.Def
160
MBlock%
0
Vulnerability: Physical
199%
Magic
74%
Vigor
56–63
Speed
35
Stamina
16
Mag.Pwr
8
Spectres can use all three basic Elemental Spells, making them dangerous offensively. They also like to use Rod, which is much less threatening. They are extremely vulnerable to physical attacks like Edgar's AutoCrossbow.