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
200
Gold
3,420 G
Experience
3,420
Absorb
38
Evade
45%
Magic Def.
93%
Damage
40–80
Hit
106%
Critical Hit Chance
1%
Attack Probability
63%
Family
Spellcaster
Morale
158 (may run at party level 39+)
FIGHTERS are support mages, and are not threatening on their own. They should be taken out quickly when they accompany MAGES in the Temple of Fiends Past, though.
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
105
Gil
1,095 gil
Experience
1,095
Size
Small
Damage
26
Hit Rate
1×97%
Critical Hit Chance
1%
Absorb
40
Evade
39%
Magic Defense
85%
Morale
200
Monster Family
Spellcaster
Attack Probability
50%
Magic Probability
50%
Dark Wizards are deadly enemies that usually take the party by surprise, and often open with Fire3 Spells. A large group of these can kill the party outright before they even have a chance to flee. They don't have a lot of HP, but they do have a lot of Defense (both physical and magical), and no weaknesses. The Rune Blade is useful against them due to its Accuracy bonus, but it's no simple matter breaking through their defenses. It might be worth burning high-level Spell slots to soften them up, or just running away. Their Spell selection doesn't get any less deadly after their first Spell, so don't get into a long fight with them.