Related
Sprite
HP
24
Gold
20 G
Experience
84
Absorb
255
Evade
0%
Magic Def.
18%
Morale
124 (may run at party level 22+)
Encountered In
SCUMS have a weak attack that causes Poison, and usually gain surprise. They also have 255 Absorb, meaning anything but a critical hit will deal 1 damage to them. FIR2 will take out a full group, while FIRE or ICE will take out a single SCUM. In truth, SCUMS are more of an obstacle than an enemy. They are not worth wasting valuable Spells on—you're better off simply running away.
Sprite
HP
76
Gold
70 G
Experience
255
Absorb
7
Evade
2%
Magic Def.
28%
Damage
30–60
Hit
93%
Critical Hit Chance
1%
Morale
152 (may run at party level 36+)
After seeing the 255-Defense SCUMS, you might assume that MUCKS are also immune to physical attacks, but this is not the case. In point of fact, MUCKS have very low Absorb, and can be taken down with a few powerful physical attacks. Their own attack is powerful, easily breaking through even a FIGHTER's Armor. LIT2 and LIT are the only effective Spells, but should not be necessary.
Sprite
HP
156
Gold
900 G
Experience
1,101
Absorb
255
Evade
12%
Magic Def.
43%
Morale
200
SLIMES are a throwback to the SCUMS you met in the Marsh Cave, in that they are virtually immune to physical attacks. You can break through their Absorb with critical hits, which should be quite common at this stage of the game, but in the groups they appear in are too large for this to be efficient. Hit them with FIR3 or repeated uses of the Mage Staff.
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.
Ochre Jellies deal a lot of damage, but they are more notorious for being difficult to find than being difficult to fight. The best place to look if you're rounding out your bestiary is the bottom floor of the Terra Cavern. Watch out of their powerful attack. Fortunately their defenses are pathetic, and it shouldn't take more than one or two attacks to take one out.
Sprite
Rank
2
HP
45
MP
6
Average Drop Value
8 gil
Power
17
Attacks
1×60%
(0.6)
Attack Effect
Poison
Defense
210
Evasion
0×0%
(0.0)
Magic Resistance
2×40%
(0.8)
Monster Family
Earth, Magic Beast
Fear
−20% (50% at 2,285 party HP)
Treasures
3 gil (40%), 6 gil (30%), 12 gil (20%), 25 gil (10%)
Yellow Jellies are, like Red Mousses, slime-type enemies that have impenetrable physical defense. Fortunately they are low on HP and vulnerable to both Fire and Ice, so you should be able to clear a whole complement of them (if not their allies) with one Spell.