Related
Mythril
Page
1
Two towns connected by a ferry offer the chance to recover and re-equip on the way to Salamand.
Mythril
Page
3
The party frees the prisoners held at Semitt Falls and recovers the Mythril.
Sprite
HP
16
Gold
18 G
Experience
18
Absorb
6
Evade
5%
Magic Def.
12%
Damage
8–16
Hit
86%
Critical Hit Chance
1%
Family
Giant
Morale
120 (may run at party level 20+)
These slightly tougher versions of IMPS are weak on offense, but are tougher than they look. While most creatures in the beginning of the game have no Absorb, GrIMPS have 6. Several hits may be required to take one down.
HP
16
Gil
18 gil
Experience
18
Size
Small
Damage
8
Hit Rate
1×86%
Critical Hit Chance
1%
Absorb
6
Evade
5%
Magic Defense
12%
Morale
120 (may run if party is level 20 or higher)
Monster Family
Giant
These slightly tougher versions of Goblins are weak on offense, but can be frustrating to kill because of their decent Defense score (for a beginning area creature). While most creatures in the beginning of the game have no defense, Goblin Guards have 6, which is just enough to let them survive an unlucky string of damage rolls. Nonetheless, they aren't much of a threat.