Related
These knights are cursed to think but a single thought for all time--none shall pass.
Encountered In
Fabul Waterway 3, Interdimensional Rift 7
Sprite
HP
260
Gold
1,800 G
Experience
1,263
Absorb
38
Evade
18%
Magic Def.
68%
Damage
44–88×2
Hit
116%
Critical Hit Chance
1%
Morale
200
BADMEN get two powerful attacks, making them dangerous in large groups. They look small and weak, but they have plenty of HP and Defense. High Magic Defense makes them a pain to take out quickly, though it's worth using your various spellcasting items to soften them up while your melee fighters do the hard work. FOG2 or INV2 can also help a lot against large groups.
HP
260
Gil
1,800 gil
Experience
1,263
Size
Small
Damage
44
Hit Rate
2×116%
Critical Hit Chance
1%
Absorb
38
Evade
18%
Magic Defense
68%
Morale
200
Black Knights get two powerful attacks, making them dangerous in large groups. They look small and weak, but they have plenty of HP and Defense. High Magic Defense makes them a pain to take out quickly, though it's worth using your various spellcasting items to soften them up while your melee fighters do the hard work. Shld2 or Invis2 can also help a lot against large groups.
Sprite
Rank
6
HP
1,140
Average Drop Value
3,488 gil
Power
85
Attacks
7×80%
(5.6)
Defense
85
Evasion
1×70%
(0.7)
Magic Resistance
5×40%
(2.0)
Fear
−170% (50% at 8,180 party HP)
Treasures
1,500 gil (40%), 2,000 gil (30%), Diamond Shield (10%), Yoichi's Bow (10%), Hi-Potion (5%), Sun Blade (5%)
Encountered In
You may remember Black Knights from the game's introduction. Fighting them is a lot more fair when you meet them in Castle Palamecia. They're more dangerous than their Royal Guard brethren, with 7 attacks that are a bit more powerful, though not Poisonous, and higher defense and HP. Treat them as tougher versions of those enemies. However, they can be profitable to fight, as they drop both Yoichi's Bows and powerful Sun Blades, which you will likely want two of if you can get them.
Game
Final Fantasy II
Type
Monster
Card Number
42/81