Related
The ORB of Earth
Page
4
Give the RUBY to the Titan to reach Sarda's Cave and obtain the ROD allowing you to reach Earth Cave B4.
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 Fire
Page
1
Travel to Crescent Lake where the Circle of Sages give you the CANOE so that you can pursue the Fiend of Fire.
The ORB of Fire
Page
4
Sprite
HP
500
Gold
1 G
Experience
2,000
Absorb
50
Evade
24%
Magic Def.
70%
Damage
50–100
Hit
115%
Attack Status
Paralysis (non-elemental)
Critical Hit Chance
1%
Attack Probability
25%
Family
Magic Beast, Spellcaster, Undead
Morale
255
Encountered In
LICH will likely hit you with NUKE, but he should be easy to destroy before he can do anything else threatening.
HP
800
Gil
3,000 gil
Experience
2,200
Size
Boss
Damage
40
Hit Rate
1×108%
Critical Hit Chance
1%
Absorb
40
Evade
12%
Magic Defense
60%
Morale
255
Monster Family
Magic Beast, Spellcaster, Undead
Attack Probability
25%
Magic Probability
75%
Encountered In
Lich is the first of the four elemental fiends, and the most dangerous boss you have yet faced. He has a ton of HP and no real weaknesses. His Defense and Magic Defense are both very high, so no matter how you decide to attack him, expect it to take a while. Steel and Haste can help you break through his defenses, and Fire3 and Dia3 can deal decent damage when your mages have no better support Spells to cast. Lich will cast a lot of magic, but resists Status so you will not be able to Silence him. Have your White Mage put up Nul Spells to counter the next elemental Spell in his cycle while you wear him down with the rest of your party. It will take a while to slog through 800 HP, but a concentrated assault should succeed. Lich may be hard to beat, but he doesn't have any singular, dangerous attacks. This is a war of attrition, and your best advantage is that you have him outnumbered.
HP
1,000
Gil
1 gil
Experience
2,000
Size
Boss
Damage
50
Hit Rate
1×115%
Critical Hit Chance
1%
Absorb
50
Evade
24%
Magic Defense
70%
Morale
255
Monster Family
Magic Beast, Spellcaster, Undead
Attack Probability
25%
Magic Probability
75%
Encountered In
Lich is much more dangerous the second time around, simply because he likes to open the fight with Flare. it's highly accurate and you can't resist it, so count on taking a lot of damage early on. Ribbons or NulAll will protect you from Banish and Stop, and either a Ribbon or a Protect Ring (or just having 300+ HP) will suffice for Doom, if the battle gets that far. Depending on your party setup, Haste Spell slots may be at a premium, so don't waste them here unless you have to. The Giant's Gloves will go a long way towards making your best fighters break through Lich's defenses and take down his 1,000 HP. Just remember that he's not much of a threat beyond Flare, and you have at least four rounds before he will use it again.
This undead Fiend of Earth commands powerful magic and looks great in purple.
Encountered In
Interdimensional Rift 2
Sprite
HP
590
MP
90
LV
20
Exp
374
GP
350
Bat.Pwr
1
(48)
Hit Rate
100
Defense
50
Evade %
0 (not used)
Mag.Def
190
MBlock%
0
Vulnerability: Physical
160%
Magic
51%
Vigor
56–63
Speed
35
Stamina
17
Mag.Pwr
10
Auto Status
Float
Steal
Green Cherry (7/8), Poison Rod (1/8)
Win
Green Cherry (1/8)
Can't Suplex, Undead, Wound at 0 MP
Counter Attacks
Solo: Fire 3
Run Difficulty
2
Encountered In
Cave to the Sealed Gate
Liches use powerful Fire Spells and lack the usual undead vulnerability to Fire. Physical attacks are highly effective, but will often leave a single Lich alone to start casting Fire 3. Their Mag.Pwr is high enough that that tends to hurt quite a lot, so try to take them out before they get the chance.
Learned from
Lich
Special
Undead, Wound at 0 MP