Related
Sprite
HP
168
Gold
2,000 G
Experience
2,250
Absorb
40
Evade
39%
Magic Def.
85%
Damage
26–52
Hit
104%
Critical Hit Chance
1%
Attack Probability
25%
Morale
255
Encountered In
Sprite
HP
105
Gold
1,095 G
Experience
1,095
Absorb
40
Evade
39%
Magic Def.
85%
Damage
26–52
Hit
97%
Critical Hit Chance
1%
Attack Probability
50%
Family
Spellcaster
Morale
200
The ORB of Wind
Page
4
Climb the five levels of the Floating Castle and face TIAMAT, the Fiend guarding the ORB of Wind.
Page
1
Learn how combat works in Final Fantasy... and the many mechanics that don't work.
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
200
Gil
3,420 gil
Experience
3,420
Size
Small
Damage
40
Hit Rate
1×106%
Critical Hit Chance
1%
Absorb
38
Evade
45%
Magic Defense
93%
Morale
158 (may run if party is level 39 or higher)
Monster Family
Spellcaster
Attack Probability
63%
Magic Probability
38%
On their own, Dark Warriors are not much of a threat. Their cousins the Dark Wizards, who you may remember from the Ice Cavern, are far nastier. This is because Dark Warriors are support mages rather than offensive mages. They don't last against physical attacks, nor is their physical attack dangerous. They will appear with groups of Dark Wizards in the Temple of Chaos Past, and this can be a tough fight. You might be tempted to take down the Dark Warrior first, since it will often lead with a NulAll Spell, but you're not going to want to use offensive magic anyway. Take down the Dark Wizards before they tear apart your party. Unless the battle goes far longer than it should, the Dark Warrior will never get around to its more annoying Spells.