Related
Sprite
HP
50
Gold
45 G
Experience
90
Absorb
0
Evade
18%
Magic Def.
19%
Family
Magic Beast, Undead
Morale
124 (may run at party level 22+)
SHADOWS don't hit hard and can't take many hits, but their attacks inflict Darkness. Combined with their moderate Evade, SHADOW battles can drag on for some time. They also gain surprise against the party in most battles. HARM is effective due to their low HP, allowing you to save HRM2 and FIR2 for more dangerous Monsters.
Sprite
HP
86
Gold
231 G
Experience
231
Absorb
4
Evade
45%
Magic Def.
26%
Family
Magic Beast, Undead
Morale
160 (may run at party level 40+)
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.
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.
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
Rank
5
HP
540
MP
140
Average Drop Value
640 gil
Power
35
Attacks
5×75%
(3.8)
Attack Effect
Drain HP
Defense
35
Evasion
1×60%
(0.6)
Magic Resistance
3×50%
(1.5)
Abilities
Attack (65%), Curse 8 (10%), Stun 16 (10%), Scourge 16 (10%), Mini 7 (5%)
Monster Family
Earth, Magic Beast, Spellcaster, Undead
Fear
−100% (50% at 5,340 party HP)
Treasures
500 gil (40%), 600 gil (30%), 800 gil (20%), 1,000 gil (10%)
Ghosts are annoying Spellcasting Undead.Scourge 16 particularly can be dangerous. Deal with these guys with Fire.
Battle Sprite
Portrait
Vigor
14
Speed
15
Stamina
10
Mag.Pwr
30
Bat.Pwr
22
LV 1 HP
26
Defense
66
Evade %
0 (not used)
Mag.Def
52
MBlock%
0
Starting LV Adjustment
0
Equipment
Relic Ring
Some of the ghosts wandering the Phantom Train offer to join the party. They aren't particularly powerful, but they do have a one-use Possess Command that can take out any single Monster. Keep in mind the ghost isn't just killed when using this attack, but removed from the party entirely.
Battle Sprite
Portrait
Vigor
14
Speed
15
Stamina
10
Mag.Pwr
30
Bat.Pwr
22
LV 1 HP
20
Defense
66
Evade %
0 (not used)
Mag.Def
52
MBlock%
0
Starting LV Adjustment
−3
Equipment
Relic Ring
Sprite
HP
226
MP
70
LV
10
Exp
48
GP
75
Bat.Pwr
1
(13)
Hit Rate
100
Defense
105
Evade %
0 (not used)
Mag.Def
150
MBlock%
0
Vulnerability: Physical
117%
Magic
82%
Vigor
56–63
Speed
30
Stamina
16
Mag.Pwr
1
Auto Status
Float
Learned from
Ghost
Special
Undead
Level
10
HP
130
MP
80
Attack
25
(32)
Magic atk
18
(168)
Defense
8
(98%)
Magic def
56
(89%)
Defense%
10%
Dexterity
48
Luck
6
EXP
30
AP
3
Gil
22
Battle Square
HP
260
Attack
31
(40)
Magic atk
22
(195)
Steal
Ghost Hand (41.2%)
Drop
Ghost Hand (4.7%)
Morph
Ether
Encountered In
Midgar Sector 7, Gold Saucer