Final Fantasy/Enemies


 * See the bosses page for strategies on defeating bosses.

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 * Note: These are the stats for the enemies in the Final Fantasy Origins version (normal mode). Some names and stats have changed since the original NES edition.

Aeros

 * HP: 358
 * Gil: 807
 * Exp: 1614
 * Atk: 53
 * Def: 4
 * MDef: 130
 * Strong Against: Quake, Death, Confusion, Paralysis
 * Weak Against: None

Anaconda

 * HP: 80
 * Gil: 50
 * Exp: 165
 * Atk: 22
 * Def: 10
 * MDef: 56
 * Strong Against: None
 * Weak Against: None

Astos

 * HP: 168
 * Gil: 2000
 * Exp: 2250
 * Atk: 26
 * Def: 40
 * MDef: 170
 * Strong Against: None
 * Weak Against: Silence

Aquos

 * HP: 300
 * Gil: 800
 * Exp: 1962
 * Atk: 69
 * Def: 20
 * MDef: 130
 * Strong Against: Quake, Fire, Death, Confusion, Paralysis
 * Weak Against: Ice

Basilisk

 * HP: 196
 * Gil: 658
 * Exp: 1977
 * Atk: 30
 * Def: 20
 * MDef: 91
 * Strong Against: None
 * Weak Against: None

Black Widow

 * HP: 28
 * Gil: 8
 * Exp: 30
 * Atk: 10
 * Def: 0
 * MDef: 28
 * Strong Against: None
 * Weak Against: None

Spiders are eight-legged creatures that attack parties of adventurers in large groups. The most common type is non-poisonous, but there are enough related poisonous species that any warrior bitten by a spider should take precautions as if he had been poisoned. Spiders are found in the forests near Coneria and the Temple of Fiends.

Larger variants of the Spider include the poisonous Arachnid.

Bloodbones

 * HP: 144
 * Gil: 378
 * Exp: 378
 * Atk: 26
 * Def: 12
 * MDef: 76
 * Strong Against: Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Blue Dragon

 * HP: 454
 * Gil: 2000
 * Exp: 3274
 * Atk: 92
 * Def: 20
 * MDef: 200
 * Strong Against: Quake, Bolt
 * Weak Against: None

Centipede

 * HP: 222
 * Gil: 300
 * Exp: 1194
 * Atk: 39
 * Def: 20
 * MDef: 116
 * Strong Against: None
 * Weak Against: None

Chaos

 * HP: 4000
 * Gil: 0
 * Exp: 0
 * Atk: 100
 * Def: 100
 * MDef: 200
 * Strong Against: Quake, Lighting, Ice, Fire, Bane, Sleep, Break, Stun,scrouge
 * Weak Against: None

Chimera

 * HP: 300
 * Gil: 2500
 * Exp: 2064
 * Atk: 30
 * Def: 20
 * MDef: 130
 * Strong Against: Quake, Fire
 * Weak Against: Ice

Crawler

 * HP: 84
 * Gil: 200
 * Exp: 186
 * Atk: 1
 * Def: 8
 * MDef: 51
 * Strong Against: None
 * Weak Against: None

Crazy Horse

 * HP: 64
 * Gil: 15
 * Exp: 63
 * Atk: 10
 * Def: 2
 * MDef: 40
 * Strong Against: None
 * Weak Against: None

The Mad Pony is a dangerous equine creature that attacks travelers with its single horn or its front hooves. These creatures are considered by scholars to be the basis of legends of unicorns, but tales of benevolent unicorns do not reflect the hostility that Mad Ponies bear towards anyone foolish enough to come close. Despite rumors of mystical powers said to be found in the horns of these animals, the horns are actually no more mystical than the average short sword and are used for much the same purpose. Mad Ponies can be found near Coneria and Pravoka.

Crocodile

 * HP: 184
 * Gil: 900
 * Exp: 816
 * Atk: 42
 * Def: 16
 * MDef: 103
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Cobra

 * HP: 56
 * Gil: 50
 * Exp: 123
 * Atk: 6
 * Def: 6
 * MDef: 46
 * Strong Against: None
 * Weak Against: None

The Asp is a form of snake common to the Pravoka and Elfland regions. Asps are poisonous, using their bite to afflict foes with a deadly venom. However, these creatures are easily killed, so it becomes imperative for adventurers to spot Asps and destroy the monsters before the snakes have a chance to bite.

Cockatrice

 * HP: 50
 * Gil: 200
 * Exp: 186
 * Atk: 1
 * Def: 4
 * MDef: 47
 * Strong Against: Quake
 * Weak Against: None

Dark Wizard

 * HP: 105
 * Gil: 1095
 * Exp: 1095
 * Atk: 26
 * Def: 40
 * MDef: 170
 * Strong Against: None
 * Weak Against: None

Death Eye

 * Original Name: Phantom
 * HP: 360
 * Gil: 1
 * Exp: 1
 * Atk: 120
 * Def: 60
 * MDef: 160
 * Strong Against: Quake, Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Desert Baretta

 * HP: 352
 * Gil: 1
 * Exp: 2610
 * Atk: 98
 * Def: 48
 * MDef: 156
 * Strong Against: None
 * Weak Against: None

Dragon Zombie

 * Original Name: Zombie Dragon
 * HP: 268
 * Gil: 999
 * Exp: 2331
 * Atk: 56
 * Def: 30
 * MDef: 135
 * Strong Against: Quake, Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Earth Medusa

 * HP: 96
 * Gil: 1218
 * Exp: 1218
 * Atk: 11
 * Def: 12
 * MDef: 70
 * Strong Against: Quake, Ice
 * Weak Against: Fire

Evil Eye

 * Original Name: Eye
 * HP: 162
 * Gil: 3225
 * Exp: 3225
 * Atk: 30
 * Def: 30
 * MDef: 92
 * Strong Against: Quake
 * Weak Against: None

Fire Gigas

 * HP: 300
 * Gil: 1506
 * Exp: 1506
 * Atk: 73
 * Def: 20
 * MDef: 135
 * Strong Against: Fire
 * Weak Against: Ice

Fire Hydra

 * HP: 182
 * Gil: 400
 * Exp: 1215
 * Atk: 20
 * Def: 14
 * MDef: 103
 * Strong Against: Fire
 * Weak Against: Ice

Fire Lizard

 * HP: 296
 * Gil: 1200
 * Exp: 2472
 * Atk: 31
 * Def: 18
 * MDef: 143
 * Strong Against: Fire
 * Weak Against: Ice

Garland

 * HP: 106
 * Gil: 250
 * Exp: 130
 * Atk: 15
 * Def: 10
 * MDef: 64
 * Strong Against: None
 * Weak Against: None

Gigas Worm

 * HP: 56
 * Gil: 15
 * Exp: 63
 * Atk: 17
 * Def: 8
 * MDef: 40
 * Strong Against: None
 * Weak Against: Fire

The Creep is a strange creature that lives on the southern continent near Pravoka. Genetic freak or created monster, Creeps have an extremely unnatural appearance dominated by the oversized mouth ringed by a set of eight tentacles. These tentacles are used by the Creep to paralyze their prey and then stuff the immobilized morsel into the Creep's mouth. Creeps are tough to kill even if a warrior can penetrate through the tentacles to strike the body of the creature.

Ghast

 * HP: 56
 * Gil: 117
 * Exp: 117
 * Atk: 8
 * Def: 10
 * MDef: 40
 * Strong Against: Quake, Ice, Death, Paralysis, Confusion
 * Weak Against: Fire, Dia

Geists, undead creatures resembling Ghouls, are partially resurrected monstrosities that exist only to hunt the living. Like their cousins, Geists attack with a freezing touch that paralyzes their prey. As with all undead, Geists are vulnerable to Fire and Harm, but immune to mental attacks and resistant to Ice. Geists are found near Elfland, the area east of Pravoka, and around Melmond.

Ghost

 * HP: 180
 * Gil: 990
 * Exp: 990
 * Atk: 93
 * Def: 30
 * MDef: 85
 * Strong Against: Quake, Ice, Death, Paralysis, Confusion
 * Weak Against: Fire, Dia

Ghoul

 * HP: 48
 * Gil: 50
 * Exp: 93
 * Atk: 8
 * Def: 6
 * MDef: 36
 * Strong Against: Quake, Ice, Death, Paralysis, Confusion
 * Weak Against: Fire, Dia

Ghouls are undead monsters that have been raised to serve evil sorcerors. They are ravenous, drooling creatures that hunger for the flesh of the living. They attack with their bare hands and the touch of a Ghoul is cold enough to paralyze all but the strongest of heroes. The Ghoul does have the standard undead weaknesses to Fire and Harm and immunities to mental attacks and Ice.

Ghouls are found in the Temple of the Fiends.

An exceptionally powerful variant of the Ghoul is called a Geist.

Gnoma

 * HP: 288
 * Gil: 768
 * Exp: 1536
 * Atk: 66
 * Def: 20
 * MDef: 130
 * Strong Against: Quake, Ice, Bolt, Death, Confusion, Paralysis
 * Weak Against: Fire

Goblin

 * HP: 8
 * Gil: 6
 * Exp: 6
 * Atk: 4
 * Def: 4
 * MDef: 16
 * Strong Against: None
 * Weak Against: None

Imps are primitive bipedal creatures that have only recently begun using tools. Their favorite "tool" is a dagger, with which the Imp preys on unarmed and unsuspecting travelers. Imps tend to attack in large groups, sometimes led by one of their Gray Imp cousins, as individual Imps are weak and a single armed warrior is often capable of destroying entire Imp ambush parties. Imps are most common in the forested areas around the city of Coneria and many have taken shelter inside the nearby Temple of the Fiends. Some Imps have even been forced to move to the forests near Pravoka by their ambitious leaders.

Goblin Guard

 * HP: 16
 * Gil: 18
 * Exp: 18
 * Atk: 8
 * Def: 6
 * MDef: 23
 * Strong Against: None
 * Weak Against: None

The Gray Imp is a tougher cousin of the common Imp. Gray Imps are thought to be either mutated or intentionally bred Imps, but regardless of their origins the Gray Imps have proven to be much more dangerous than their progenitors. They typically are found leading groups of their weaker relatives, though some Gray Imps are brave enough to venture out into the forests on their own in search of defenseless humans to rob. Like the Imp, Gray Imps are usually found in the forests of Coneria, the Temple of the Fiends, Pravoka and nearby areas.

Goggler

 * HP: 10
 * Gil: 10
 * Exp: 42
 * Atk: 4
 * Def: 0
 * MDef: 14
 * Strong Against: Bolt, Ice
 * Weak Against: Quake, Fire

The Odd Eye is an aquatic monstrosity that comprises a pair of floating eyes. Odd Eyes are extremely fragile and easy to destroy, but have the ability to paralyze their foes with a Gaze attack. This paralyzing attack is essential to the Odd Eye, as the creature is not physically powerful and can take a long time to devour a human. Like most aquatic creatures, Odd Eyes are weak to Lightning spells but are immune to Quake.

Green Dragon

 * HP: 342
 * Gil: 5000
 * Exp: 4068
 * Atk: 72
 * Def: 16
 * MDef: 200
 * Strong Against: Quake
 * Weak Against: Ice

Green Slime

 * HP: 24
 * Gil: 20
 * Exp: 84
 * Atk: 1
 * Def: 255
 * MDef: 36
 * Strong Against: Quake, Bolt, Confusion, Death, Paralysis
 * Weak Against: Ice, Fire

Grey Ooze

 * HP: 76
 * Gil: 70
 * Exp: 255
 * Atk: 30
 * Def: 7
 * MDef: 55
 * Strong Against: Quake, Ice, Fire, Confusion, Death
 * Weak Against: Bolt

Guardian

 * HP: 200
 * Gil: 400
 * Exp: 1224
 * Atk: 25
 * Def: 40
 * MDef: 110
 * Strong Against: Death, Confusion, Paralysis
 * Weak Against: Bolt

Hellhound

 * HP: 192
 * Gil: 600
 * Exp: 1182
 * Atk: 30
 * Def: 8
 * MDef: 103
 * Strong Against: None
 * Weak Against: Ice

Hill Gigas

 * HP: 240
 * Gil: 879
 * Exp: 879
 * Atk: 38
 * Def: 12
 * MDef: 120
 * Strong Against: None
 * Weak Against: None

Horned Devil

 * HP: 94
 * Gil: 387
 * Exp: 387
 * Atk: 10
 * Def: 32
 * MDef: 127
 * Strong Against: Quake, Fire, Ice
 * Weak Against: None

Hydra

 * HP: 212
 * Gil: 150
 * Exp: 915
 * Atk: 30
 * Def: 14
 * MDef: 116
 * Strong Against: None
 * Weak Against: None

Ice Gigas

 * HP: 336
 * Gil: 1752
 * Exp: 1752
 * Atk: 60
 * Def: 16
 * MDef: 150
 * Strong Against: Ice
 * Weak Against: Fire

Kraken (first fight)

 * HP: 1600
 * Gil: 5000
 * Exp: 4245
 * Atk: 50
 * Def: 60
 * MDef: 160
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Kraken (second fight)

 * HP: 1800
 * Gil: 1
 * Exp: 2000
 * Atk: 70
 * Def: 70
 * MDef: 200
 * Strong Against: Quake, Fire
 * Weak Against: None

Lesser Tiger

 * HP: 132
 * Gil: 108
 * Exp: 438
 * Atk: 22
 * Def: 8
 * MDef: 85
 * Strong Against: None
 * Weak Against: None

Lich (first fight)

 * HP: 800
 * Gil: 3000
 * Exp: 2200
 * Atk: 40
 * Def: 40
 * MDef: 120
 * Strong Against: Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Lich (second fight)

 * HP: 1000
 * Gil: 1
 * Exp: 2000
 * Atk: 50
 * Def: 50
 * MDef: 140
 * Strong Against: Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Lizard

 * HP: 92
 * Gil: 50
 * Exp: 153
 * Atk: 18
 * Def: 12
 * MDef: 55
 * Strong Against: None
 * Weak Against: None

Iguanas are giant lizards with six legs. Their long tongues are used as tactile sensory organs, searching for prey by feeling vibrations in the air. When an Iguana determines that a creature is to be dinner, the lizard's speed becomes evident. The six legs allow an Iguana to close with its intended meal quickly, and the bite of an Iguana is often enough to kill small mammals before they realize that they are under attack. Well-prepared adventurers, however, have little to fear from these lizards. They are found near Pravoka.

Manticore

 * HP: 164
 * Gil: 650
 * Exp: 1317
 * Atk: 22
 * Def: 8
 * MDef: 95
 * Strong Against: Quake
 * Weak Against: None

Marilith (first fight)

 * Original Name: Kary
 * HP: 1200
 * Gil: 3000
 * Exp: 2475
 * Atk: 40
 * Def: 50
 * MDef: 183
 * Strong Against: Bolt, Ice, Fire
 * Weak Against: Paralysis

Marilith (second fight)

 * Original Name: Kary
 * HP: 1400
 * Gil: 1
 * Exp: 2000
 * Atk: 60
 * Def: 60
 * MDef: 183
 * Strong Against: Bolt, Ice, Fire
 * Weak Against: None

Medusa

 * HP: 68
 * Gil: 699
 * Exp: 699
 * Atk: 20
 * Def: 10
 * MDef: 55
 * Strong Against: None
 * Weak Against: None

Mummy

 * HP: 80
 * Gil: 300
 * Exp: 300
 * Atk: 30
 * Def: 20
 * MDef: 60
 * Strong Against: Ice, Death, Paralysis, Confusion
 * Weak Against: Fire, Dia

Necrotaur

 * HP: 224
 * Gil: 1050
 * Exp: 1050
 * Atk: 40
 * Def: 14
 * MDef: 116
 * Strong Against: Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Neochu

 * HP: 344
 * Gil: 500
 * Exp: 3189
 * Atk: 35
 * Def: 32
 * MDef: 170
 * Strong Against: None
 * Weak Against: None

Nightmare

 * HP: 200
 * Gil: 700
 * Exp: 1272
 * Atk: 30
 * Def: 24
 * MDef: 100
 * Strong Against: Quake, Fire, Death, Confusion, Paralysis
 * Weak Against: Ice

Ogre

 * HP: 100
 * Gil: 195
 * Exp: 195
 * Atk: 18
 * Def: 10
 * MDef: 65
 * Strong Against: None
 * Weak Against: None

The Ogre is a large and fearsome beast. Ogres have purple skin and are many times the size of normal men. They are sapient, but not intelligent to any noticable degree. They wander the lands of the southern continent, especially near Pravoka and Elfland, preying on the hapless human who wanders too far from the safety of a city or a large group of friends. Ogres use rudimentary clubs made from rough tree trunks, often with branches only partially snapped off to create a spiked weapon.

Ogres are often seen accompanied by their larger and more powerful cousins, the Green Ogres.

Ogre Chieftain

 * HP: 132
 * Gil: 300
 * Exp: 282
 * Atk: 23
 * Def: 14
 * MDef: 71
 * Strong Against: None
 * Weak Against: None

Green Ogres are gigantic, powerful monsters. As their name suggests, they are related to the lesser Ogres and possess skin of a nauseating green coloration. Green Ogres are slightly more intelligent than their smaller kin, but still use no tools more complex than a large club fashioned from a tree trunk. Because of their size and ferocity, Green Ogres are considered a threat to civilization, though they are usually not interested in humans unless defenseless wanderers accidentally intrude upon the creatures' stomping grounds. Green Ogres typically do not approach cities, as the large number of human defenders discourages such forays. They have been spotted near Elfland, however.

Ogre Mage

 * HP: 144
 * Gil: 723
 * Exp: 723
 * Atk: 23
 * Def: 10
 * MDef: 80
 * Strong Against: Quake
 * Weak Against: None

Piranha

 * HP: 92
 * Gil: 20
 * Exp: 240
 * Atk: 22
 * Def: 0
 * MDef: 68
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Pirate

 * HP: 6
 * Gil: 40
 * Exp: 40
 * Atk: 8
 * Def: 0
 * MDef: 15
 * Strong Against: None
 * Weak Against: None

Piscodemon

 * Original Name: Wizard
 * HP: 84
 * Gil: 300
 * Exp: 276
 * Atk: 30
 * Def: 16
 * MDef: 98
 * Strong Against: Ice, Fire, Confusion, Paralysis
 * Weak Against: None

Privateer

 * HP: 50
 * Gil: 120
 * Exp: 60
 * Atk: 14
 * Def: 6
 * MDef: 37
 * Strong Against: Quake
 * Weak Against: None

The Kyzoku are bands of ruthless corsairs, pirates, and privateers. They sail the seas looking for rich merchant ships to plunder, and often attack even fairly well-defended vessels. They use wicked curved swords known as Scimitars. However, even as rough as these men are, they are still mere men and possess no magical abilities, giving them a severe disadvantage in a world filled with mystical beasts.

Purple Worm

 * HP: 448
 * Gil: 1000
 * Exp: 4344
 * Atk: 65
 * Def: 10
 * MDef: 200
 * Strong Against: Quake
 * Weak Against: None

Pyros

 * HP: 276
 * Gil: 800
 * Exp: 1620
 * Atk: 50
 * Def: 20
 * MDef: 130
 * Strong Against: Quake, Fire, Death, Confusion, Paralysis
 * Weak Against: Ice

Pyrolisk

 * HP: 44
 * Gil: 500
 * Exp: 423
 * Atk: 20
 * Def: 4
 * MDef: 45
 * Strong Against: Quake, Fire
 * Weak Against: Ice

Rakshasa

 * HP: 110
 * Gil: 800
 * Exp: 603
 * Atk: 20
 * Def: 30
 * MDef: 62
 * Strong Against: Quake, Bolt, Fire, Ice, Death, Confusion, Paralysis
 * Weak Against: None

Red Dragon

 * HP: 248
 * Gil: 4000
 * Exp: 2904
 * Atk: 75
 * Def: 30
 * MDef: 200
 * Strong Against: Quake, Fire
 * Weak Against: None

Red Piranha

 * HP: 172
 * Gil: 46
 * Exp: 546
 * Atk: 37
 * Def: 20
 * MDef: 83
 * Strong Against: None
 * Weak Against: None

Remora

 * HP: 320
 * Gil: 1000
 * Exp: 2244
 * Atk: 73
 * Def: 24
 * MDef: 185
 * Strong Against: Fire, Ice
 * Weak Against: None

Sabretooth

 * HP: 200
 * Gil: 500
 * Exp: 843
 * Atk: 24
 * Def: 8
 * MDef: 106
 * Strong Against: None
 * Weak Against: None

Sand Worm

 * HP: 200
 * Gil: 900
 * Exp: 2683
 * Atk: 46
 * Def: 14
 * MDef: 103
 * Strong Against: Quake
 * Weak Against: None

Sahagin

 * HP: 28
 * Gil: 30
 * Exp: 30
 * Atk: 10
 * Def: 4
 * MDef: 28
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Sahagin are vicious cross-breeds that are said to be the result of mixing between Sharks and either men or elves. Their true place in nature or magic is nearly impossible to determine, as nobody has been able to penetrate to the secret hideouts of the Sahagin. Regardless of their origins, Sahagin are deadly creatures that live underwater and attack any ship that comes close. They attack with wicked claws, attempting to tear their foes to pieces. They do have a weakness to Lightning but are resistant to Fire and immune to Quake due to their aquatic nature. Sahagin are often found with their tougher relatives, Red Sahagin.

Sahagin Chief

 * HP: 64
 * Gil: 105
 * Exp: 105
 * Atk: 15
 * Def: 8
 * MDef: 46
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Red Sahagin are warriors and captains in the watery Sahagin society. These blood-red colored creatures are similar to their lesser cousins, except bigger and stronger. Red Sahagin are commonly a match for two or three Sahagin, and more than a match for most merchants. Their claws rend foes that Red Sahagin confront aboard any ship that comes within their swimming range. Like all aquatic monsters, Red Sahagin are weak to Lightning but resistant to Fire as well as immune to Quake.

Sahagin Prince

 * HP: 204
 * Gil: 882
 * Exp: 882
 * Atk: 47
 * Def: 20
 * MDef: 101
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Scorpion

 * HP: 84
 * Gil: 70
 * Exp: 225
 * Atk: 22
 * Def: 10
 * MDef: 55
 * Strong Against: None
 * Weak Against: None

Scorpions are deadly, giant arachnids found primarily in the deserts and other warm places of the world. Scorpions have poisonous stingers that strike with blinding speed, often twice in rapid succession. Their exoskeletons are hard and difficult to puncture, making the Scorpion a much-dreaded foe. They live primarily near Elfland, though some have been spotted closer to Pravoka.

Sea Scorpion

 * HP: 148
 * Gil: 300
 * Exp: 639
 * Atk: 35
 * Def: 18
 * MDef: 85
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Sea Snake

 * HP: 224
 * Gil: 600
 * Exp: 957
 * Atk: 35
 * Def: 12
 * MDef: 116
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Sea Troll

 * HP: 216
 * Gil: 852
 * Exp: 852
 * Atk: 40
 * Def: 20
 * MDef: 110
 * Strong Against: Quake
 * Weak Against: Bolt, Ice

Shadow

 * HP: 50
 * Gil: 45
 * Exp: 90
 * Atk: 10
 * Def: 0
 * MDef: 37
 * Strong Against: Quake, Ice, Death, Paralysis, Confusion
 * Weak Against: Fire, Dia

Shark

 * HP: 120
 * Gil: 66
 * Exp: 267
 * Atk: 22
 * Def: 0
 * MDef: 70
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

The Shark is a large fish with deadly jaws. Sharks inhabit the oceans of the world and often attack passing ships, attempting to make a meal of the crew and passengers. They are extremely tough and, unlike most fish, not generally used for human consumption. Rumors abound of unnatural experiments that crossed Sharks with men or elves to create the brutal Sahagin. The truth or falsehood of these rumors is impossible to ascertain, as the origins of the Sahagin are hidden by the depths.

Sharks, like all aquatic creatures, have an immunity to Quake and a resistance to Fire but a weakness to Lightning.

Skeleton

 * HP: 10
 * Gil: 3
 * Exp: 9
 * Atk: 10
 * Def: 0
 * MDef: 17
 * Strong Against: Quake, Ice, Death, Paralysis, Confusion
 * Weak Against: Fire, Dia

A Bone is a menacing undead warrior that wields a sword made from a thigh bone. They appear as nothing more than animated skeletons with no skin, muscle, or flesh. The magic that animates Bones is relatively weak, and the Bone can be destroyed by even minor physical attacks. It is also weak to fire and harm spells, though like all other undead it is immune to many mind-damaging spells and to Ice attacks.

Bones are typically found guarding low-level dungeons, such as the Temple of the Fiends. Occasionally they wander outside into the surrounding areas.

Soldier

 * HP: 400
 * Gil: 2000
 * Exp: 4000
 * Atk: 102
 * Def: 48
 * MDef: 160
 * Strong Against: Quake, Fire, Ice, Death, Confusion, Paralysis
 * Weak Against: Bolt

Specter

 * HP: 114
 * Gil: 432
 * Exp: 432
 * Atk: 40
 * Def: 12
 * MDef: 67
 * Strong Against: Quake, Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Sphinx

 * HP: 228
 * Gil: 1160
 * Exp: 1160
 * Atk: 23
 * Def: 12
 * MDef: 115
 * Strong Against: Quake
 * Weak Against: None

Stone Golem

 * HP: 200
 * Gil: 1000
 * Exp: 2385
 * Atk: 70
 * Def: 16
 * MDef: 110
 * Strong Against: Quake, Bolt, Fire, Ice, Death, Confusion, Paralysis
 * Weak Against: None

Tarantula
The Arachnid is a large eight-legged creature related to the Spider. Unlike the Spider, Arachnids are highly poisonous. A bite from one of these creatures may not hurt much initially, but the injected venom is able to kill a full-grown human in about twenty minutes. Arachnids are most commonly found in the forests of Elfland, though have been known to spread to other nearby woods.

Tiamat (first fight)

 * HP: 2000
 * Gil: 6000
 * Exp: 5496
 * Atk: 49
 * Def: 80
 * MDef: 200
 * Strong Against: Quake, Bolt, Fire, Ice
 * Weak Against: Break

Tiamat (second fight)

 * HP: 2200
 * Gil: 1
 * Exp: 2000
 * Atk: 75
 * Def: 90
 * MDef: 200
 * Strong Against: Quake, Bolt, Fire, Ice
 * Weak Against: None

Troll

 * HP: 184
 * Gil: 621
 * Exp: 621
 * Atk: 24
 * Def: 12
 * MDef: 100
 * Strong Against: None
 * Weak Against: Fire

Vampire

 * HP: 156
 * Gil: 2000
 * Exp: 1200
 * Atk: 76
 * Def: 24
 * MDef: 75
 * Strong Against: Quake, Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Vampire Lord
Original Name: WzVAMP
 * HP: 300
 * Gil: 3000
 * Exp: 2385
 * Atk: 90
 * Def: 28
 * MDef: 84
 * Strong Against: Quake, Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Warg Wolf

 * HP: 72
 * Gil: 22
 * Exp: 93
 * Atk: 14
 * Def: 0
 * MDef: 46
 * Strong Against: None
 * Weak Against: None

The Gray Wolf is a larger and stronger variant of the common Wolf. Like the smaller Wolves, Gray Wolves are quick and agile. They attack with teeth and claws, and pose a threat to civilians and even lightly armed parties. Sometimes found hunting in packs and commonly with lesser Wolves, these animals inhabit the Temple of the Fiends as well as the forests near Pravoka. Some have suggested that the lycanthropic Werewolf is created from Gray Wolf stock rather than standard Wolves.

Warmech

 * HP: 2000
 * Gil: 32,000
 * Exp: 32,000
 * Atk: 128
 * Def: 80
 * MDef: 200
 * Strong Against: Quake, Bolt, Death, Ice, Fire, Paralysis, Confusion
 * Weak Against: None

Water Naga

 * HP: 356
 * Gil: 2355
 * Exp: 2355
 * Atk: 9
 * Def: 8
 * MDef: 116
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Weretiger

 * HP: 160
 * Gil: 780
 * Exp: 780
 * Atk: 30
 * Def: 16
 * MDef: 93
 * Strong Against: None
 * Weak Against: None

Werewolf

 * HP: 68
 * Gil: 67
 * Exp: 135
 * Atk: 14
 * Def: 6
 * MDef: 45
 * Strong Against: None
 * Weak Against: None

The Werewolf is a lycanthrope. Similar to the Wolf and Gray Wolf, the Werewolf is a quick canine with dangerous claws. Unlike its cousins, however, the Werewolf's bite is poisonous. Werewolves live in the forests of Pravoka, attacking helpless citizens. They are rumored to have regenerative abilities far beyond those normally found in nature.

White Croc

 * HP: 288
 * Gil: 2000
 * Exp: 1890
 * Atk: 56
 * Def: 20
 * MDef: 143
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

White Dragon

 * HP: 200
 * Gil: 2000
 * Exp: 1701
 * Atk: 53
 * Def: 8
 * MDef: 196
 * Strong Against: Quake, Ice
 * Weak Against: Bolt, Fire

White Shark

 * HP: 344
 * Gil: 600
 * Exp: 2361
 * Atk: 50
 * Def: 8
 * MDef: 170
 * Strong Against: Quake, Fire
 * Weak Against: Bolt, Ice

Wight

 * HP: 52
 * Gil: 150
 * Exp: 150
 * Atk: 20
 * Def: 12
 * MDef: 45
 * Strong Against: Ice, Death, Confusion, Paralysis
 * Weak Against: Fire, Dia

Winter Wolf

 * HP: 92
 * Gil: 200
 * Exp: 402
 * Atk: 25
 * Def: 0
 * MDef: 55
 * Strong Against: Ice
 * Weak Against: Fire

Wolf

 * HP: 20
 * Gil: 6
 * Exp: 24
 * Atk: 8
 * Def: 0
 * MDef: 28
 * Strong Against: None
 * Weak Against: None

Wolves are dangerous canines that live in the forests of Coneria and Pravoka and inside the Temple of the Fiends and attack hapless wanderers. They are quick and deadly in attacking, but armed warriors can defeat wolves with relative ease. Wolves are often found in large packs, occasionally joined by Gray Wolves, their larger relatives. Lycanthropic relatives, known as Werewolves, are known to exist.

Wyvern

 * HP: 212
 * Gil: 50
 * Exp: 1173
 * Atk: 30
 * Def: 12
 * MDef: 115
 * Strong Against: Quake
 * Weak Against: None

Zombie

 * HP: 20
 * Gil: 12
 * Exp: 24
 * Atk: 10
 * Def: 0
 * MDef: 25
 * Strong Against: Quake, Ice, Death, Paralysis, Confusion
 * Weak Against: Fire, Dia

The Zombie is a fearsome undead creature. They are created by reviving recently slain bodies, resulting in a shambling monstrosity often still covered in dirt from its grave. Even bodies in perfect condition can be distinguished as undead rather than truly alive by the red glow of the eyes. Zombies can be found in the Temple of the Fiends and on the southern continent near Pravoka.