Related
Battle Sprite
Upgrades To
MASTER
Attribute | Start | Growth |
---|---|---|
HP | 33 | B |
Strength | 5 | C |
Agility | 5 | C |
Intelligence | 5 | C |
Vitality | 20 | A |
Luck | 5 | B |
Hit % | 5 | +3/level |
Magic Defense | 10 | +4/level |
The Bl.BELT is a very no-frills attacker. By level 7 or 8 they should be attacking unarmed, making twice as many attacks as any other Class. Their Absorb is nothing to write home about, but they deal plenty of damage. When they get their fifth and sixth attacks at level 21, they start to really shine as your best melee fighter. A Bl.BELT wearing no Armor at all will have Absorb equal to his level, which will often result in better Absorb than using Armor from level 8 or so until you can buy Gold Bracelets.
Upgrades To
Master
Attribute | Start | Growth |
---|---|---|
HP | 33 | B |
Strength | 5 | C |
Agility | 5 | C |
Intelligence | 5 | C |
Endurance | 20 | A |
Luck | 5 | B |
Hit Rate | 5 | +3/level |
Magic Defense | 10 | +4*/level |
The Monk is a very no-frills attacker. By level 7 or 8 they should be attacking unarmed, making twice as many attacks as any other Class. Their Defense is nothing to write home about, but they deal plenty of damage. When they get their fifth and sixth attacks at level 21, they start to really shine as your best melee fighter. Also keep in mind that a Monk wearing no Armor at all will have Defense equal to his level, which will often result in better Defense than using Armor from level 8 or so until you can buy Ruby Armlets. If you like beating the crap out of enemies with very little monetary investment, the Monk is your man.
These ascetic pugilists seek no more in life than to pound their enemies into bloody pulps.
Sprite
Earned
Altar Cave Crystal Room
Strength Grade
A-
Agility Grade
B-
Vitality Grade
B-
Intelligence Grade
F-
Mind Grade
F-
Battle Command 1
Fight (12 skill points per use)
Battle Command 2
Defend (8 skill points per use)
Battle Command 3
Run (no skill points)
Battle Command 4
Item (8 skill points per use)
When unarmed, each of the Monk's hands has a base damage of 1.5× the Monk's level, rounded up (as well as the standard 80% unarmed accuracy). The Monk will therefore outgrow his available Weapons at level 17, at which point he's better off unarmed. Make sure you don't use only one Weapon, since the Monk will not make unarmed attacks with just one hand: it's two Weapons or none at all.
Level
24
HP
1,200
MP
220
Attack
5
(5)
Magic atk
32
(336)
Defense
50
(90%)
Magic def
420
(17%)
Defense%
1%
Dexterity
75
Luck
0
EXP
300
AP
40
Gil
400
Abilities
Bolt2 (305), Ice2 (305), Suicide Yang (1000 †), Happy Yang, Enchanted Yang, Vanish
Battle Square
HP
2,400
Attack
6
(6)
Magic atk
40
(384)
Elements
Halve: Gravity
Status
Defend: Sleep, Small, Confusion, Slow, Frog, Stop, Berserk, Poison, Paralyzed, Petrify, Slow-numb, Manipulate, Death, Death-sentence
Encountered In
Gold Saucer, Nibelheim Mansion