Related
Sprite
HP
20
Gold
12 G
Experience
24
Absorb
0
Evade
3%
Magic Def.
13%
Damage
10–20
Hit
86%
Critical Hit Chance
1%
Family
Undead
Morale
120 (may run at party level 20+)
ZOMBIES lack defense and can be taken out with simple melee attacks. Their attacks are on par with other creatures found in the Temple of Fiends. HARM is guaranteed to destroy ZOMBIES, but this is overkill if they are not encountered alongside GHOULS.
Sprite
HP
48
Gold
50 G
Experience
93
Absorb
6
Evade
6%
Magic Def.
18%
Family
Undead
Morale
124 (may run at party level 22+)
Sprite
HP
56
Gold
117 G
Experience
117
Absorb
10
Evade
23%
Magic Def.
20%
Family
Undead
Morale
160 (may run at party level 40+)
GEISTS first appear near the Marsh Cave and will make your life miserable. Their attacks cause Paralysis, and they make three of them each round. They aren't hard to kill if you can hit them, but often your Warriors will be paralyzed before they even get a chance. HRM2 or FIR2 can take out groups quickly.
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.
HP
52
Gil
150 gil
Experience
150
Size
Small
Damage
20
Hit Rate
1×90%
Critical Hit Chance
1%
Absorb
12
Evade
21%
Magic Defense
23%
Morale
160 (may run if party is level 40 or higher)
Monster Family
Undead
Wights are essentially the next step up from Ghasts. While they do more damage per hit, they only attack once, making them arguably less dangerous than their brethren. Nonetheless, they often appear in large groups with other Paralyzing Undead, and it is not a bad idea to take them out with Dia or Fire Spells.
Type
Cie'th
Subtype
Winged Cie'th
HP
270
Level
24
Chain Resistance
0
Stagger Point
110.0%
Stagger Index
3
Strength
41
Magic
75
CP
-
Common Drop
Cie'th Tear (25%)
Rare Drop
Tear of Frustration (5%)
Chapter
2
Note
Frequently evades attacks.