R-hand | Body |
---|---|
Imperial | Ninja Gear |
Related
Searching for a Lost Friend
Page
1
Track down Terra, who has flown off to the west.
The Floating Continent
Page
2
Before heading to the Floating Continent, resolve any outstanding quests and goals and upgrade your gear.
Searching for Friends (Part 1)
Page
3
Now that you have access to every town, take stock of the Items available for sale.
Meeting the Returners
Page
4
Traverse the South Figaro Cave to reach the town of South Figaro.
Meeting the Returners
Page
5
Take some time to gear up and gather information in South Figaro.
The Three Scenarios
Page
6
An Imperial Camp is in Sabin's path, and he'll have to make his way through it.
The Three Scenarios
Page
7
Exploring with the Blackjack
Page
3
Make your way through the Imperial Base to the entrance to the Esper World.
The Floating Continent
Page
4
Fight your way through the hordes of Monsters on the Floating Continent.
The Floating Continent
Page
5
Defeat AtmaWeapon and escape from the Floating Continent.
Searching for Friends (Part 1)
Page
4
Visit the Colosseum, where you can make wagers to earn unique equipment.
Lola's Letter
Page
2
Page
1
Learn how combat works in Final Fantasy VI, and a few pointers on how to maximize your potential.
The Floating Continent
Page
3
Fight your way through a series of battles to reach the Floating Continent.
Finding a New Airship
Page
3
Now that the skies are yours, a world of possibilities has opened up.
Kefka's Tower
Page
1
Plan out the three parties you will use to penetrate Kefka's Tower.
Invading the Empire
Page
7
Make your way out of hostile enemy territory with the help of Setzer.
Sprite
HP
50
Gold
45 G
Experience
90
Absorb
0
Evade
18%
Magic Def.
19%
Family
Magic Beast, Undead
Morale
124 (may run at party level 22+)
SHADOWS don't hit hard and can't take many hits, but their attacks inflict Darkness. Combined with their moderate Evade, SHADOW battles can drag on for some time. They also gain surprise against the party in most battles. HARM is effective due to their low HP, allowing you to save HRM2 and FIR2 for more dangerous Monsters.
HP
50
Gil
45 gil
Experience
90
Size
Small
Damage
10
Hit Rate
1×90%
Critical Hit Chance
1%
Absorb
0
Evade
18%
Magic Defense
19%
Morale
124 (may run if party is level 22 or higher)
Monster Family
Magic Beast, Undead
Shadows would be one of the most annoying creatures in any dungeon except the Marsh Cave. They don't hit hard, and can't take many hits, but their attack inflicts Darkness on its victim. Combined with their moderate evasion, Shadow battles can drag on for some time. Combine this with their extreme surprise factor that nearly guarantees they will ambush you, and the only thing worse than groups of Shadows in the Marsh Cave would be larger groups on the World Map. Oh hey look, they have those! The areas around the Terra Cavern are infested with these guys, and you will quickly grow sick of them. Fortunately Dia1 does quite a number on them due to their low HP.
HP
65
Level
6
Job Level
1
Gil
32 gil
Experience
48
Intelligence
18
Mind
12
Attack Power
14
Attacks/Accuracy
3×70% (2.1)
Attack Element
Holy
Defense
1
Evasion
0×15% (0.0)
Magic Defense
1
Magic Resistance
0×10% (0.0)
Monster Type
This monster is undead (it is damaged by healing effects)
Special Attack Rate
20%
Special Attack
Blind