Related
Sprite
HP
276
Gold
800 G
Experience
1,620
Absorb
20
Evade
21%
Magic Def.
65%
Damage
50–100
Hit
118%
Critical Hit Chance
1%
Family
Magic Beast
Morale
200
FIRES are similar to EARTHS, though they can appear in pairs in Gurgu Volcano. ICE2 is recommended in these cases. Otherwise, hunker down for a brawl and be ready to use some HEAL Potions afterwards.
Sprite
HP
300
Gold
800 G
Experience
1,962
Absorb
20
Evade
36%
Magic Def.
65%
Damage
69–138
Hit
117%
Critical Hit Chance
1%
Family
Magic Beast
Morale
200
Sprite
HP
358
Gold
807 G
Experience
1,614
Absorb
4
Evade
72%
Magic Def.
65%
Damage
53–106
Hit
114%
Critical Hit Chance
1%
Family
Magic Beast
Morale
200
AIRS are unique among the elementals, in that they lack Absorb in favor of very high Evade. You can use magic against them, but they have no elemental weakness and their HP total is too high for this to be very effective. They don't hit too hard individually, but groups can wear down a party. Inexplicably, they are the only elemental you can run from. (How do you run from air?)
The ORB of Fire
Page
3
Gather loot in the Treasure room of Gurgu Volcano B2 before proceeding further.
The ORB of Earth
Page
3
Descend into the Earth Cave to defeat the VAMPIRE that seems to be responsible for the earth's rot.
The ORB of Earth
Page
5
Return to the Earth Cave and plumb its deepest depths to destroy LICH and restore light to the ORB of Earth.
The ORB of Water
Page
3
Use the OXYALE to explore the upper floors of the Sunken Shrine to find the SLAB and other Treasures.
The Final Battle
Page
2
Return to the Temple of Fiends and warp to the Temple of Fiends Past to begin your final quest.
HP
288
Gil
768 gil
Experience
1,536
Size
Large
Damage
66
Hit Rate
1×119%
Critical Hit Chance
1%
Absorb
20
Evade
9%
Magic Defense
65%
Morale
200
Monster Family
Magic Beast
These earth elementals are incredibly dangerous when you meet them in the Terra Cavern, but fortunately most of them are avoidable Treasure guardians. They have more Attack and HP than anything you've seen yet, along with a high Defense and a very high Magic Defense score. Don't waste offensive Spells on them, despite their weakness to Fire. Spells like Steel and Haste will help a lot, but defensive Spells like Shld1 and Invis1 are not as useful as you might hope. Even your Warrior will take huge damage from a Gnoma's attack, so keep everyone healed and take them out as quickly as you can. Fortunately they will only appear alone until you reach the Temple of Chaos Past's earth floor. Even then they can be dangerous foes, but you should be more than capable of taking them out quickly at that point.