02/24/15 UPDATE: All statistical figures are extracted from the game's source code. This guide now contains detailed information on most enemies, including level, HP, MP, Power, Guard, Magic, Speed, elemental resistances, experience, and gold gained. This post is still incomplete, as there are some enemies that are completely inaccessible after certain points in the game, but I will get to updating their stats eventually, when I decide to do another full playthrough of this game.
06/21/16 UPDATE: Finally got all the enemies' information mostly down. Might have missed a few enemies' resistances, but all their listed levels, HP, MP, Power, etc. are there for everyone to see, lifted straight from the ROM data. I'll consider myself about 98% done with this list. Monsters are listed in the order they appeared in the ROM data. Also, there are two other resistances listed after Wind in the data for each monster, but I haven't really figured out what they do yet, so I have omitted them until I have figured out precisely what they do, and get the time to update this.
Note: This guide uses the Aeon Genesis translation for all enemies, items, magic, locations, etc. Same applies to all the other Mystic Ark posts on this blog.
Sand World enemies
1. Crow
LV 1 | HP 8 | MP 0
Power: 6 | Guard: 2 | Magic: 2 | Speed: 5
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP: 20 | Gold: 8
Note: First enemy of the game. 7th Saga players might recognize this enemy as the Wyvern, one of the first two enemies fought in that game. Can be dangerous if you meet two of them when you're level 1 or 2, but otherwise they're suitably pathetic. And yes, that battle music is awesome. It's called "Your Fighting Eyes Are Always Beautiful". It's the world map battle music, and I promise you, the battle music only gets more and more badass from here on out.
2. Skeleton
LV 2 | HP 15 | MP 0
Power: 8 | Guard: 4 | Magic: 2 | Speed: 7
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP: 30 | Gold: 40
Item: Rusted Sword
Note: Nearly as pathetic as the crows if you're level 2 or 3, and bought a full set of armor.
3. Green Slime
LV 3 | HP 20 | MP 0
Power: 14 | Guard: 6 | Magic: 8 | Speed: 15
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP: 35 | Gold: 2
Note: Completely unremarkable unless you've neglected to upgrade your equipment. Even then, only a significant threat if you're somehow below level 5 by the time you encounter these.
4. Grey Slime
LV 6 | HP: 40 | MP: 6
Power: 28 | Guard: 10 | Magic: 14 | Speed: 30
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP: 40 | Gold: 35
Item: Healing Seed
Attacks: Health
Note: Capable of healing itself or other enemies.
5. Undead Tole
LV 5 | HP 30 | MP 0
Power: 24 | Guard: 11 | Magic: 16 | Speed: 18
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP: 38 | Gold: 30
Note: These enemies can do a decent amount of damage if you're under level 7, but are fairly easy otherwise. 7th Saga veterans might recognize this as the Undead, a zombie enemy in the Cave of Earth that has an annoying habit of reviving its fallen comrades. Luckily, it can't do that in this game.
6. Sand Worm
LV 10 | HP 120 | MP 0
Power: 35 | Guard: 13 | Magic: 16 | Speed: 18
Resistances: Fire 20% | Ice 20% | Thunder 20% | Earth 20% | Wind 20%
EXP: 220 | Gold: 100
Attacks: None
Note: First boss of the game. Physical attack can be fairly nasty. As long as you're level 7-8, you should be fine. Music for this battle is called "The People Who Await Me In The Cave Of The Abyss Are Tough". I know, really weird, unnecessarily long song title. It's one of two mid-boss themes. It's pretty kickass.
7. King Mole 1
LV 10 | HP 240 | MP 0
Power: 34 | Guard: 14 Magic: 15 | Speed: 20
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP 300 | Gold 210
Attacks: None
Notes: Physical attack is fairly damaging, but nothing that can't be healed from. Also, check out that awesome boss music. It's called "Hey! Don't Attack Me!". It's the other mid-boss theme, and it really, really rocks. You'll hear it quite a lot in the future.
8. Bloody Bone
LV 10 | HP 60 | MP 6
Power: 44 | Guard: 14 | Magic: 36 | Speed: 22
EXP 50 | Gold 50
Attacks: Fire
Notes: Can do about 15-20 damage with Fire. Their physical attacks are no joke, either.
9. Vampire
LV 9 | HP 70 | MP 8
Power: 43 | Guard: 20 | Magic: 38 | Speed: 24
Resistances: Fire 20% | Ice 20% | Thunder 20% | Earth 20% | Wind 20%
EXP 66 | Gold 90
Attacks: Fire, Sleep
Note: Can put you to sleep and then kill you with fire and surprisingly decent physical attacks.
10. King Mole 2
LV 14 | HP 320 | MP 50
Power: 47 | Guard: 20 | Magic: 40 | Speed: 35
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP 1200 | Gold 700
Attacks: Earthquake, Health
Notes: Significantly harder this time around. Physical attack isn't that big of a deal, since you're probably a couple levels higher than you were last time you fought it, but it can cast Earthquake for 30-50 damage, and can cast Health to heal itself for 50 HP. This could be a pretty long battle. Though the boss music, "Match Time", is epic, so it might not be a bad thing. It generally plays during plot-important boss fights, so you'll be hearing it a lot throughout the game.
11. Owl Eagle
LV 10 | HP 40 | MP 0
Power: 50 | Guard: 15 | Magic: 8 | Speed: 50
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 75 | Gold 38
Note: These enemies exist.
12. Flying Ray
LV 11 | HP 55 | MP 40
Power: 48 | Guard: 18 | Magic: 30 | Speed: 36
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP: 85 | Gold: 44
Attacks: Health
Note: Like Grey Jellies and Vampires, these can heal themselves when low on HP.
13. Red Jelly
LV 12 | HP 40 | MP 40
Power: 52 | Guard: 15 | Magic: 20 | Speed: 40
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 88 | Gold 60
Attacks: Cold Down, Hard
Note: Cold Down does about 15-20 damage. It can buff its defense with Hard, though it only increases Guard by about 4 points per cast.
Plant World enemies
14. Goblin
LV 12 | HP 50 | MP 20
Power: 42 | Guard: 16 | Magic: 32 | Speed: 36
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 88 | Gold 60
Note: Easy EXP.
15. Gargoyle
LV 12 | HP 80 | MP 14
Power: 55 | Guard: 17 | Magic: 35 | Speed: 38
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 110 | Gold 70
Note: Can be fairly tough when starting out on World 2. After you upgrade your equipment and gain a level or two, these quickly become as easy as the Goblins. Can be transformed into a Gargoyle Suit, though this knowledge only applies AFTER you've cleared this world.
16. Mammoth
LV 14 | HP 250 | MP 16
Power: 80 | Guard: 60 | Magic: 30 | Speed: 18
Resistances: Fire 60% | Ice 60% | Thunder 60% | Earth 60% | Wind 60%
EXP 220 | Gold 180
Attacks: Earthquake
Note: Unless you're at least level 15, it's probably best to just run if you encounter one of these. It's not worth it. They can't be turned into figurines, have high Power and Guard, give crap EXP/gold, their Earthquake attack does 40-70 damage, and they like to run when you've almost got them beat. Also, attack magic is completely WORTHLESS against them.
17. Sly (Metal Fox 1)
LV 15 | HP 340 | MP 40
Power: 70 | Guard: 32 | Magic: 44 | Speed: 41
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP 780 | Gold 420
Attacks: Lightning, Morehealth
Note: He can do about 30-40 damage with Lightning. This fight can be pretty challenging if he decides to spam it. He can use Morehealth when he gets low on HP, which will prolong the fight.
18. Mini Beetle
LV 13 | HP 60 | MP 10
Power: 70 | Guard: 32 | Magic: 40 | Speed: 44
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 120 | Gold 60
19. Killer Statue
LV 13 | HP 50 | MP 15
Power: 75 | Guard: 30 | Magic: 43 | Speed: 42
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 150 | Gold 110
Attacks: Fire
Note: Can inflict 20-30 damage with Fire.
20. Siren
LV 14 | HP 140 | MP 20
Power: 63 | Guard: 20 | Magic: 50 | Speed: 40
Resistances: Fire 30% | Ice 90% | Thunder 50% | Earth 50% | Wind 50%
EXP 150 | Gold 50
Item: Mana Perfume
Note: Has higher HP than most non-Mammoth enemies in World 2, and can cast magic. Not really that tough overall though.
21. Sly (Beetle)
LV 15 | HP 420 | MP 0
Power: 80 | Guard: 42 | Magic: 43 | Speed: 45
Resistances: Fire 70% | Ice 50% | Thunder 70% | Earth 70% | Wind 70%
EXP 1300 | Gold 520
Note: Actually LESS creepy looking than his fox form. In fact, looks pretty cool. Also significantly easier, due to not having any magic.
22. Tole
LV 12 | HP 80 | MP 10
Power: 74 | Guard: 33 | Magic: 32 | Speed: 45
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 170 | Gold 140
Notes: Have decent attack power. You might recognize this enemy from 7th Saga, where it was called "Demon".
23. Death Flower
LV 15 | HP 120 | MP 50
Power: 82 | Guard: 27 | Magic: 50 | Speed: 35
Resistances: Fire 20% | Ice 50% | Thunder 50% | Earth 50% | Wind 50%
EXP 260 | Gold 160
Note: Can inflict poison with their attacks. Can't be turned into figurines. Carry a few antidotes with you and you'll have no problem.
24. Beetle
LV 17 | HP 440 | MP 80
Power: 93 | Guard: 30 | Magic: 30 | Speed: 32
Resistances: Fire 70% | Ice 50% | Thunder 70% | Earth 70% | Wind 70%
EXP 1500
Gold 820
Attacks: Morehealth, Fire Storm
Note: Slightly harder than Sly's Beetle form, but still absolutely pathetic. Fire Storm can do about 40-50 damage, but it's nothing that can't be patched up. Send him clicking back home to mama.
25. Neo-Beetle
LV 15 | HP 80 | MP 20
Power: 90 | Guard: 38 | Magic: 60 | Speed: 48
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 180 | Gold 90
Note: Has a fairly powerful physical attack. Can inflict about 20 damage with Fire.
26. King Beetle
LV 18 | HP 550 | MP 60
Power: 100 | Guard: 35 | Magic: 55 | Speed: 38
Resistances: Fire 70% | Ice 50% | Thunder 70% | Earth 70% | Wind 70%
EXP 2200 | Gold 1600
Attacks: Morehealth, Fire, Fire Storm, Red Burn, Sleep
Note: Red Burn and Firestorm can do about 40-50 damage to both characters. Likes to cast Morehealth when low on HP. Sleep can be annoying, but thankfully, he doesn't use it that often. Not that difficult as long as you keep your health up.
27. Sly (Metal Fox 2)
LV 14 | HP 340 | MP 80
Power: 90 Guard: 38 | Magic: 55 | Speed: 41
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP 780 | Gold 420
Attacks: Lightning
Note: Comes immediately after the King Beetle fight. His stats have improved slightly, but not nearly enough to make a difference. Also, he's lost the ability to cast Morehealth, meaning he's a complete and utter joke. And yes, he actually went DOWN a level from the first time you fought him.
28-33. Fox
LV 14 | HP 240 | MP 40
Power: 61 | Guard: 30 | Magic: 34 | Speed: 32
Resistances: Fire 50% | Ice 50% | Thunder 50% | Earth 50% | Wind 0%
EXP: 320 | Gold: 150
Attacks: Lightning
Note: Their character design can be most accurately described as Slenderman if he were a furry. Yeah, they look pretty creepy. You have to fight 6 of these in the cavern underneath Gourd Bridge. If they decide to spam Lightning, you could have a bit of trouble. Yes, each of the 6 Foxes you fight is coded individually, despite being virtually identical in every way, shape and form. Your guess is as good as mine as to why the programmers coded them separately.
Child's World enemies
34. Troll
LV 16 | HP 160 | MP 30
Power: 88 | Guard: 30 | Magic: 45 | Speed: 60
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 200 | Gold 150
Attacks: Icerock Nail
Note: Decent attack power. It likes to use Icerock Nail to deal 50-80 damage. Its figurine can be turned into a Troll Suit, which is a pretty good piece of armor.
35. Gobbs
LV 15 | HP 90 | MP 0
Power: 83 | Guard: 30 | Magic: 32 | Speed: 58
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 100 | Gold 140
Note: Cannon fodder. 7th Saga players might recognize this enemy as the Hermit, one of the first two enemies encountered in that game. Can be turned into a Gobsmet, a pretty good helmet.
36. Elemental
LV 17 | HP 150 | MP 20
Power: 80 | Guard: 30 | Magic: 50 | Speed: 58
Resistances: Fire 90% | Ice 20% | Thunder 60% | Earth 60% | Wind 60%
EXP 220 | Gold 210
Attacks: Fire Storm, Heat Cyclone
Note: Very dangerous. Can cast Heat Cyclone, which can do 60-80 damage to your whole party. Its figurine can be turned into a Fire Shield, which is a pretty good shield, and also reduces Fire damage by a little bit. Also, note the battle music for Sweets Mountain, the area you usually fight Elementals in. It's called "I Am A Powerful Ally!", and, it's one of the most awesome songs in a game whose entire soundtrack is awesome.
37. Firefly
LV 16 | HP 80 | MP 30
Power: 88 | Guard: 32 | Magic: 46 | Speed: 75
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 140 | Gold 60
Note: Looks more like a bird/phoenix to me. Its figurine can be transformed into a Cutter, a pretty powerful weapon for Reeshine.
38. Bloody Rose
LV 17 | HP 310 | MP 80
Power: 95 | Guard: 40 | Magic: 66 | Speed: 58
Resistances: Fire 20% | Ice 80% | Thunder 80% | Earth 80% | Wind 80%
EXP 320 | Gold 280
Attacks: Sleep
Note: Can inflict poison with its attacks. Can also cast Sleep. Don't worry about using non-fire spells against it, as they won't do any meaningful damage.
39. Drone
LV 15 | HP 230 | MP 40
Power: 115 | Guard: 48 | Magic: 68 | Speed: 60
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 250 | Gold 250
Item: Rusted Sword (+0 Attack, has literally NO reason for existing)
Note: Fairly high HP and attack power. Can put characters to sleep. Can't be turned into a figurine. Likes to run away. 7th Saga veterans might recognize this enemy as the Ghoul, a late-game enemy.
40. Stompas
LV 17 | HP 210 | MP 50
Power: 85 | Guard: 32 | Magic: 78 | Speed: 61
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 260 | Gold 210
Attacks: Icewall, Icerock Nail
Notes: Green troll that knows ice magic and can actually dish out some pretty good damage. Do as his name says and stomp his ass.
41. Death Marmalade
LV 16 | HP 180 | MP 10
Power: 90 | Guard: 28 | Magic: 40 | Speed: 62
Resistances Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 250 | Gold 410
Note: Can inflict poison with its attacks. Hope you have several Antidotes on you.
42. Aqua Hydra
LV 18 | HP 1100 | MP 100
Power: 120 | Guard: 45 | Magic: 70 | Speed: 64
Resistances: Fire 10% | Ice 90% | Thunder 80% | Earth 80% | Wind 80%
EXP: 3500 | Gold: 2600
Spells: Ice Chain
Notes: Lots of HP, fairly high attack, can cast powerful ice spells for 50-80 damage, and has the MP to sustain this onslaught for a while. Laughs at all attack magic except Fire. Unless you're somewhat overleveled, this will be the first challenging boss you fight.
43 & 44. Minotaurus
LV 17 | HP 340 | MP 0
Power: 110 (120) | Guard: 50 | Magic: 40 | Speed: 65
Resistances: Fire 50% | Ice 50% | Thunder 50% | Earth 50% | Wind 50%
EXP 1000 | Gold 1500
Notes: You fight 2 battles against these before fighting Chimera. The first one is against one Minotaurus. The second battle is against two of them. The second battle's Minotauri have 120 Power instead of 110 for some reason, but are otherwise identical to the first one.
45. Undead Heart
LV 18 | HP 100 | MP 0
Power: 95 | Guard: 75 | Magic: 40 | Speed: 50
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 310 | Gold 300
Note: Some people might recognize this enemy from 7th Saga, where it was called the Brain. Its figurine can be transformed into a Guard Figurine. Not so coincidentally, this enemy also disappears forever after World 3 is cleared, so get as many Undead Heart figurines as you can before you clear it. Battle music for the area this enemy is in is called "Resting, We Basked Outside In The Light". The title reminds me of a Secret of Mana song, and parts of the song itself sound kinda Secret of Mana-ish; that is to say, awesome (yes I'm well aware I overuse that word). You've heard it before in the last two worlds.
46. Chimera
LV 22 | HP 520 | MP 200
Power: 140 | Guard: 72 | Magic: 65 | Speed: 65
Resistances: Fire 90% | Ice 90% | Thunder 90% | Earth 90% | Wind 90%
EXP 4000 | Gold 2500
Attacks: Highhealth, Kill, Fireball, Heat Cyclone
Note: Has surprisingly low HP for a scenario boss, but more than makes up for it by being the first enemy to know Kill, which can cause instant death. Be sure to use Deathguard or a Cross on your Hero first, and your partner second. He also likes to cast Highhealth at low HP to prolong the battle. Also, he has an awesome design. As you can see by his super-high resistances, he gives no fucks about attack magic, so don't even bother with that.
Color World enemies
47. Hobgoblin
LV 19 | HP 180 | MP 0
Power: 100 | Guard: 40 | Magic: 80 | Speed: 66
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 210 | Gold 240
Notes: Cannon fodder enemy of the Color World.
48. Bonehead
LV 20 | HP 210 | MP 17
Power: 120 | Guard: 54 | Magic: 85 | Speed: 77
Resistances: Fire 40% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 260 | Gold 310
Attacks: Fire Storm
Notes: Fairly powerful. Fire Storm can inflict some pretty decent damage.
49 & 50. Daedalus Worm
LV 21 | HP 220 | MP 0
Power: 110 | Guard: 70 | Magic: 70 | Speed: 65
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 320 | Gold 450
Notes: Has decent Guard, but is otherwise unremarkable.
51. Bar Patron
LV 22 | HP 250 | MP 0
Power: 115 | Guard: 60 | Magic: 95 | Speed: 72
EXP: 500 | Gold 620
Notes: This enemy can be challenged to a fight in Keepensign in World 4 by ordering milk at the bar, but only if you're playing as a male hero. If playing as a female, they simply flirt with you.
52. Weaponsmith
LV 22 | HP 250 | MP 0
Power: 115 | Guard: 60 | Magic: 95 | Speed: 72
EXP: 500 | Gold 620
Notes: This enemy can be challenged to a fight in Ratwood in World 4, but only if you don't have the Black Iron from World 1. It is identical to the Bar Patron.
53 & 54. Orc
LV 21 | HP 160 | MP 0
Power: 130 | Guard: 50 | Magic: 72 | Speed: 70
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 280 | Gold 340
Notes: Has decent attack power, but low defensive stats.
55 & 56. Beholder
LV 22 | HP 310 | MP 17
Power: 125 | Guard: 55 | Magic: 67 | Speed: 67
Resistances: Fire 20% | Ice 90% | Thunder 20% | Earth 20% | Wind 20%
EXP 420 | Gold 220
Attacks: Stone, Kill, Icerock Nail
Note: Can petrify or kill characters, and even though their success rate is low, it WILL eventually stick, so be careful. Its figurine can also be transformed into an MP Figurine. Oddly enough, one of the few World 4 enemies that DOESN'T disappear from the game entirely after World 4 is cleared.
57. Zombie
LV 22 | HP 220 | MP 30
Power: 120 | Guard: 45 | Magic: 90 | Speed: 70
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP 420 | Gold 120
Attacks: Sick, Slow
Notes: Capable of reducing your Guard and Speed with Sick and Slow. Magic has no meaningful effect on them, so stick to physical attacks.
58 & 59. Bullfoot
LV 23 | HP 720 | MP 0
Power: 140 | Guard: 70 | Magic: 75 | Speed: 50
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP: 1200
Gold: 710
Note: Blue Mammoths... Have HUGE HP and decent attack/defense, but are somewhat easier than Mammoths were due to neither having nor resisting magic and actually give pretty good EXP/gold, though not enough to be worth the hassle. Like all large enemies, can't be figurined. Disappears forever after World 4 is cleared.
60. Metal Crab
LV 24 | HP 780 | MP 0
Power: 140 | Guard: 75 | Magic: 90 | Speed: 74
Resistances: Fire 40% | Ice 40% | Thunder 40% | Earth 40% | Wind 40%
EXP 3500 | Gold 2400
Notes: Mid-boss. Has decent attack and defense, but is otherwise unremarkable as a boss.
61. Tetsujin GPG710
LV 23 | HP 200 | MP 0
Power: 140 | Guard: 60 | Magic: 80 | Speed: 68
Resistances: Fire 80% | Ice 80% | Thunder 0% | Earth 0% | Wind 0%
EXP 410 | Gold 260
Attacks: None
Notes: They exist.
62. Oil Slime
LV 23 | HP 160 | MP 20
Power: 140 | Guard: 45 | Magic: 90 | Speed: 110
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP: 580 | Gold: 150
Attacks: Morehealth
Notes: These enemies can poison with their attacks, and use Morehealth when their HP is low.
63. Tetsujin M003
LV 24 | HP 250 | MP 40
Power: 160 | Guard: 66 | Magic: 88 | Speed: 75
Resistances: Fire 80% | Ice 80% | Thunder 0% | Earth 0% | Wind 0%
EXP 520 | Gold 280
Attacks: Plasma Field
Notes: Their Plasma Field attack can be pretty painful, hitting for around 80-100 damage.
64. Metal Gate
LV 23 | HP 120 | MP 0
Power: 170 | Guard: 95 | Magic: 80 | Speed: 70
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 700 | Gold 230
Note: Other than looking creepy, and being another transplant from 7th Saga (Statues, enemies from the first dungeon in that game, with about a billion palette swaps in later dungeons), there's nothing remarkable about these enemies.
65. Medusa
LV 24 | HP 160 | MP 50
Power: 140 | Guard: 64 | Magic: 120 | Speed: 100
Resistances: Fire 30% | Ice 60% | Thunder 30% | Earth 30% | Wind 30%
EXP 440 | Gold 260
Attacks: Morehealth, Stone, Ice Chain, Kill
Notes: Pretty dangerous. Capable of petrifying you and inflicting instant death, and they're pretty good at it, too. Also blurs the line between looking sexy and looking kinda creepy, due to her leg bending in a weird way.
66. Tetsujin M004
LV 24 | HP 280 | MP 60
Power: 195 | Guard: 80 | Magic: 95 | Speed: 80
Resistances: Fire 80% | Ice 80% | Thunder 0% | Earth 0% | Wind 0%
EXP 800 | Gold 300
Attacks: Plasma Field
Note: Plasma Field can do 100+ damage to one character. His physical attacks can sting a bit, too.
67. Death Knight
LV 26 | HP 980 | MP 130
Power: 195 | Guard: 75 | Magic: 120 | Speed: 94
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP: 3200 (9600 total)
Gold 1600 (4800 total)
Attacks: Morehealth, Fireball, Kill
Note: Boss fight near the end of World 4. Just one of these is individually stronger than any of the bosses you've faced so far, and would make for a reasonable challenge. You get to fight THREE of these at the same time. They have huge HP, pretty high attack power, high resistance to attack magic, can cast powerful fire magic, and can even instantly kill one of your characters (although the chance of success is pretty low, you should cast Deathguard just in case), though thankfully, all of their attacks are single-target only. REMEMBER: If they manage to get Kill to work on your Hero, it's an instant Game Over! If they decide to gang up on one character, you could be in trouble, especially if they gang up on the Hero with his/her pathetic Guard stat, which could also result in him/her dying, therefore causing a Game Over. Again, be sure to throw up Deathguard or use Crosses on all your characters immediately. Also, magic doesn't work very well on them, because of course magic doesn't work well on bosses in this game. This is where the game begins to get very challenging. If you thought you were just going to cruise through the game beating every boss on Auto mode, well, this is the boss battle that will prove you dead wrong.
Giant's World enemies
68. Flying Manta
LV 25 | HP 240 | MP 0
Power: 165 | Guard: 70 | Magic: 75 | Speed: 100
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 820 | Gold 410
Note: 7th Saga players might recognize this as a fairly obnoxious enemy from 7th Saga simply called the Manta, except they were black there instead of being yellowish-brown. They're far easier here, serving as cannon fodder. Kill these for easy EXP.
69. Stone Golem
LV 27 | HP 350 | MP 0
Power: 210 | Guard: 120 | Magic: 90 | Speed: 95
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 1500 | Gold 720
Note: Fairly strong monster that can't be figurined. Unremarkable otherwise.
70. Dark Bull
LV 25 | HP 210 | MP 0
Power: 170 | Guard: 77 | Magic: 80 | Speed: 100
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 950 | Gold 510
Note: Ugly creepy pedophile-looking thing that attacks with a club and dies easy. Does not resemble a bull. Yet another transplant from 7th Saga (they're called Orcs in that game. They were unremarkable there too).
71. Air Needle
LV 26 | HP 260 | MP 24
Power: 180 | Guard: 80 | Magic: 85 | Speed: 95
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0 %
EXP: 720 | Gold: 540
Item: Herb Cookie
Attacks: Ice Chain, Morehealth
Note: Their Ice Chain can do 80+ damage to your entire party. It can also cast Morehealth to heal itself or other enemies with low HP. Also, this enemy is only fought in a single dungeon which disappears from the map entirely after you reach the end of it the first time. Its figurine can't be changed into anything useful, and it doesn't drop anything of significance, either, so it doesn't really matter, though. Enjoy the incredibly awesome battle music (I Am A Powerful Ally!) that plays in the sole dungeon this is encountered in.
72. Devil Kite
LV 26 | HP 340 | MP 50
Power: 184 | Guard: 75 | Magic: 105 | Speed: 100
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 60% | Wind 0%
EXP 920 | Gold 670
Attacks: Hurricane
Notes: Hurricane can do 70-110 damage to your whole party, so watch out. Also has pretty high HP, and likes to appear in packs.
73. Stone Demon
LV 26 | HP 260 | MP 20
Power: 190 | Guard: 90 | Magic: 110 | Speed: 110
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 1000 | Gold 650
Attacks: Heat Cyclone, Fire Storm
Notes: Heat Cyclone can do 50-90 damage to your whole party. They can be turned into HP Figurines, though, so try to get a few of their figurines if possible.
74. Glow Tole
LV 27 | HP 280 | MP 20
Power: 190 | Guard: 95 | Magic: 100 | Speed: 100
Resistances: Fire 60% | Ice 60% | Thunder 60% | Earth 60% | Wind 60%
EXP 1200 | Gold 550
Attacks: Kill
Notes: Their Kill has a low success rate, but the problem is, they spam the living hell out of that attack. And they are quite fond of coming in packs of 3 or joining up with some other, equally nasty monster. I think it would be prudent to mention that this is the point where the game starts to become complete and utter BULLSHIT and every other enemy starts spamming instant death spells and/or powerful multitarget attacks on you.
75. Rodem
LV 29 | HP 560 | MP 0
Power: 210 | Guard: 98 | Magic: 85 | Speed: 110
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 4300 | Gold 2500
Note: Decent attack power, but ultimately an easy mid-boss. Slightly weird looking in a cool way. Doesn't even bother using boss music due to how easy it is.
76. Stone Mask
LV 30 | HP 420 | MP 30
Power: 200 | Guard: 95 | Magic: 140 | Speed: 100
Resistances: Fire 40% | Ice 40% | Thunder 10% | Earth 10% | Wind 10%
EXP 2100 | Gold 1100
Attacks: Stone
Note: You might recognize these enemies from 7th Saga as the Stone Witch. You probably have nightmares about them due to how hard they were to kill, and how they petrified you and then easily wiped the floor with you without letting you get an attack in edgewise. Thankfully, this isn't 7th Saga, and while they are capable of casting Stone in this game, it's fairly inaccurate, and they are fairly weak and unremarkable otherwise.
77. Mimic
LV 27 | HP 410 | MP 40
Power: 200 | Guard: 80 | Magic: 130 | Speed: 110
Resistances: Fire 90% | Ice 90% | Thunder 90% | Earth 90% | Wind 90%
EXP: 3300 (6600 total)
Gold: 3600 (7200 total)
Attacks: Kill
Notes: More 7th Saga transplants (they're called Tricks in that game, and they're an absolute BITCH to kill). You fight two of these as a mid-boss encounter in Ancient Mirror Cave in World 5. They're generally pathetic, especially compared to their 7th Saga counterparts, but watch out for their Kill spell. Kill is pretty accurate when cast by these things, and if your Hero is successfully hit by this, it's game over for you! Magic is useless against these things. Unfortunately, or, depending how you look at it, very, VERY fortunately, you never fight these anywhere else in the game. You should probably use Deathguard or a Cross on the Hero, at least.
78. Bi-Golem
LV 29 | HP 450 | MP 30
Power: 240 | Guard: 130 | Magic: 125 | Speed: 118
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP 2100 | Gold 920
Attacks: Stone
Note: Bisexual golem? Bipolar golem? Bismuth golem? Big golem? Whatever it is, it's reasonably strong, but it always fights alone, so it's really not that tough at all. Can't be figurined. Capable of casting Stone to petrify characters. Also, magic doesn't work very well against them.
79. Green Gate
LV 28 | HP 320 | MP 0
Power: 210 | Guard: 130 | Magic: 80 | Speed: 120
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 1600 | Gold 560
Notes: Another enemy that exists.
80. Termite
LV 27 | HP 160 | MP 20
Power: 180 | Guard: 90 | Magic: 120 | Speed: 130
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 1300 | Gold 520
Attacks: Power, Highhealth
Note: They really look more like ticks. They can increase the power of other enemies and cast Highhealth to restore 180 HP, but usually die in one or two hits.
81. Ferret
LV 28 | HP 280 | MP 20
Power: 235 | Guard: 85 | Magic: 110 | Speed: 145
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 1500 | Gold 480
Item: Mushroom
Attacks: Speed
Note: The glass cannons of World 5. Can do quite a bit of damage with their attacks, but die fairly easily. Can cast Speed to increase their already high accuracy and evasion. They resemble purple and orange bipedal... things with bloody claws and what looks like either its soul or a heart showing through its transparent stomach. Basically, they look pretty creepy.
82-95. Clone
LV 27 | HP 450 (300) | MP 80
Power: 245 | Guard: 140 | Magic: 140 | Speed: 130
Resistances: Fire 40% | Ice 40% | Thunder 80% | Earth 40% | Wind 40%
EXP 1500 | Gold 1400
Attacks: Plasma Field, Sleep
Note: Guards the entrance to Coln. Teleports you back to the world map if you don't have the Ancient Mirror. Tries to fight you and generally dies bloodily within one or two rounds. Several clones pop out of the test tubes in the Ancient One's shrine, and aside from only having 300 HP, they are identical to the first in every way, shape and form. Plasma Field can do about 100+ damage to one person, so watch out for that, I guess. By the way, this enemy has FOURTEEN separate entries in the ROM's enemy list, thirteen of which are absolutely identical in every single way, shape and form.
96. Ancient One (Cougar)
LV 33 | HP 2600 | MP 140
Power: 270 | Guard: 170 | Magic: 150 | Speed: 145
Resistances: Fire 80% | Ice 80% | Thunder 95% | Earth 60% | Wind 60%
EXP 16000 | Gold 5200
Attacks: Prominence, Highhealth, Sick, Draw
Note: Absurd HP and Guard... Unless you're overleveled, you're unlikely to do more than about 50-80 damage without stat buffs. Also, he has powerful spells... Prominence can do 120+ to your whole party, Sick reduces defense by 20%, Draw reduces power by 20%, and Highhealth prolongs an already lengthy fight by healing 180 HP. Mirror can help you here, though his physical attack can be fairly rough too. Needless to say, he's a LOT more difficult than his clones. Arguably the toughest boss in the game aside from the final boss.
97-102. Stone Dragon
LV 30 | HP 670 | MP 50
Power: 230 | Guard: 110 | Magic: 130 | Speed: 110
Resistances: Fire 40% | Ice 40% | Thunder 40% | Earth 40% | Wind 40%
EXP 2400 | Gold 3200
Attacks: Hurricane
Note: Repeatable scripted battle. You have to fight several of these to get to the Ancient Mirror in World 5. These things sometimes run from you if you're a high enough level. Can be fairly difficult during your first run through the area that you fight them in. Hurricane can do 100+ damage. Worth plenty of EXP and Gold. Three guesses as to whether this can be figurined or not. Also, this enemy has six separate, completely identical entries in the ROM's enemy list.
Dark World Enemies
103. Ghost
LV 30 | HP 520 | MP 16
Power: 220 | Guard: 90 | Magic: 140 | Speed: 130
Resistances: Fire 40% | Ice 40% | Thunder 40% | Earth 40% | Wind 40%
EXP 3800 | Gold 1200
Item: Herb Cookie
Attacks: Highhealth
Note: The last 7th Saga transplant to appear in this game, excepting palette swaps. It's called a Chimera in 7th Saga, and appears in the first dungeon of that game, and, predictably, has about a billion palette swaps that appear in later dungeons. Can't be figurined. Casts Highhealth when on low HP. Dark World-exclusive. Great for EXP.
104. Dance
LV 32 | HP 400 | MP 0
Power: 230 | Guard: 100 | Magic: 130 | Speed: 150
Resistances: Fire 10% | Ice 10% | Thunder 10% | Earth 10% | Wind 10%
EXP 2100 | Gold 1400
Item: Mana Musk
Note: Can't be figurined. Dark World-exclusive.
105. Undead Chimera
LV 34 | HP 780 | MP 30
Power: 230 | Guard: 100 | Magic: 150 | Speed: 140
Resistances: Fire 10% | Ice 80% | Thunder 10% | Earth 10% | Wind 10%
EXP 4000 | Gold 1700
Item Nothing?
Attacks: Ice Chain, Fullhealth
Note: Can't be figurined, which is a shame because they look so awesome. Dark World-exclusive. Pretty rare. Can dish out quite a bit of damage. Is one of only two enemies in the game that can cast Fullhealth, and the only enemy with enough HP to warrant being able to cast it.
106. Beast
LV 34 | HP 1200 | MP 0
Power: 300 | Guard: 120 | Magic: 120 | Speed: 160
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 11000 | Gold 3500
Notes: Looks pretty cool. Moderate HP, high speed, ABSURD attack power. Can't bring party members with you, either. Not quite superboss levels, but definitely one of the tougher battles you will face. Unless you had the hindsight to farm Guard Figurines by turning Undead Hearts into figurines back in World 3 prior to clearing it, you're in for one hell of a boss fight. This boss can do 100-150 damage to you under normal circumstances. My main character had 220 Guard and the best equipment available, and she still took ~50-70 damage. If you're playing a female hero, cast Hard several times to increase your Guard; if you're a male hero, use Guard Bottles or use Fullhealth every 2-3 rounds. Thankfully, you don't have to fight this monstrosity if you don't want to, though you miss out on some awesome treasure if you skip this fight.
Fairytale World Enemies
107. Big Troll
LV 31 | HP 320 | MP 0
Power: 210 | Guard: 100 | Magic: 120 | Speed: 120
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 1600 | Gold 700
Note: Another standard-issue physical attacker. Kill it for EXP.
108. Orc Guarder
LV 32 | HP 360 | MP 0
Power: 230 | Guard: 130 | Magic: 125 | Speed: 128
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 1800 | Gold 620
Note: Fairly high HP and defense, but otherwise unremarkable. Can be transformed into Gold Figurines, which sell for 5000G, if for some reason you need gold.
109. Cursed Warrior
LV 33 | HP 420 | MP 0
Power: 250 | Guard: 130 | Magic: 127 | Speed: 130
Resistances: Fire 10% | Ice 10% | Thunder 10% | Earth 10% | Wind 10%
EXP 1700 | Gold 750
Note: Palette swap of the Minotaur mini-bosses from World 3. Pretty high HP and strong physical attacks. Its figurine can be turned into a Power Figurine, which permanently increases Power by 1-4 when used. So try to farm a few of their figurines if you're having trouble doing enough damage.
110. Jackal
LV 34 | HP 560 | MP 40
Power: 250 | Guard: 150 | Magic: 165 | Speed: 140
Resistances: Fire 60% | Ice 60% | Thunder 60% | Earth 60% | Wind 60%
EXP 2100
Gold 1100
Attacks: Bolt Earth
Note: Palette swap of the terrifyingly long-legged Fox enemies. Moderately more difficult than them as well due to having Bolt Earth, which can do 120+ to your whole party. Can't be figurined.
111. Hermit
LV 32 | HP 310 | MP 0
Power: 245 | Guard: 120 | Magic: 120 | Speed: 135
Resistances: Fire 10% | Ice 10% | Thunder 10% | Earth 10% | Wind 10%
EXP 1500 | Gold 540
Note: Ugly. Has big nose. Looks like a pedophile. Attacks with spiked club. Dies easily.
112. Wolf
LV 33 | HP 860 | MP 0
Power: 260 | Guard: 150 | Magic: 130 | Speed: 190
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 5600 | Gold 3200
Attacks: Highhealth
Note: Decent attack power. Has high speed, meaning attacks tend to miss often. However, due to his low HP and Guard, he dies quickly and messily. Surprisingly enough, has absolutely no resistances whatsoever, meaning attack magic works quite well on him!
113. Jasmine 49
LV 33 | HP 240 | MP 50
Power: 250 | Guard: 140 | Magic: 170 | Speed: 140
Resistances: Fire 80% | Ice 80% | Thunder 80% | Earth 80% | Wind 80%
EXP 1900 | Gold 1100
Item: Perfume
Attacks: Stone, Kill
Note: Pretty much the same as Medusa, except with higher stats and instant death capability added on. Its figurine can be transformed into a Magic Figurine, which permanently increases your Magic stat by 1-4 when used. Just be careful of Kill. It has a low chance of success, but it WILL work eventually. Also, attack magic is absolutely WORTHLESS against them. Breath, which is actually useful against most enemies due to its damage scaling upwards as Kamiwoo's Magic stat increases, is equally useless against them.
114. Insect Elder
LV 34 | HP 620 | MP 30
Power: 270 | Guard: 150 | Magic: 150 | Speed: 150
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 2200 | Gold 1400
Attacks: Prominence
Note: Palette swap of the King Beetle. Prominence can do 120+ damage to your whole party, though he can only use it once due to low MP. For some reason, seems quite fond of running away at the slightest hint of danger. Can't be figurined.
115. Grander
LV 35 | HP 540 | MP 60
Power: 260 | Guard: 170 | Magic: 155 | Speed: 140
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 2300 | Gold 880
Attacks: Hurricane
Note: Palette swap of the King Mole. Has a pretty strong attack and can cast Hurricane for 80-120+ to your whole party. Gives crap EXP, can't be figurined, etc.
116. Death Lich
LV 33 | HP 310 | MP 0
Power: 270 | Guard: 120 | Magic: 145 | Speed: 155
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 1860 | Gold 750
Note: Decent HP, HIGH attack power.
117. Elder Ghoul
LV 34 | HP 210 | MP 40
Power: 240 | Guard: 100 | Magic: 140 | Speed: 140
Resistances: Fire 60% | Ice 60% | Thunder 60% | Earth 60% | Wind 60%
EXP 2000 | Gold 320
Attacks: Highhealth
Note: Low HP and stats, casts Highhealth. Second weakest enemy on World 7.
118. Chaos Lady
LV 34 | HP 270 | MP 50
Power: 250 | Guard: 100 | Magic: 175 | Speed: 150
Resistances: Fire 40% | Ice 40% | Thunder 40% | Earth 40% | Wind 40%
EXP 2100 | Gold 760
Attacks: Ice Chain
Note: Dangerous. Ice Chain can deal 70-110 damage to your whole party. Chaos Ladies like to travel in packs of 3 as well, and if all of them spam Ice Chain in quick succession, you're in serious trouble.
119. Burned Body
LV 34 | HP 160 | MP 100
Power: 260 | Guard: 95 | Magic: 150 | Speed: 160
Resistances: Fire 60% | Ice 60% | Thunder 60% | Earth 60% | Wind 60%
EXP 2200
Gold 420
Attacks: Fullhealth
Note: The weakest enemy in World 7. Fairy HP/Guard, decent speed/magic. Likes to cast Fullhealth when low on HP, but it will most likely never get the chance. Its physical attack is surprisingly powerful, but, again, its pathetic HP usually ensures that it doesn't get the chance to do much with it.
120. Water Dragon
LV 36 | HP 1300 | MP 60
Power: 270 | Guard: 160 | Magic: 170 | Speed: 155
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP 7800
Gold 3400
Attacks: Freezing Hell
Note: Materializes out of nowhere for no reason other than to have an impromptu boss fight with you. Fairly easy to beat. He has Freezing Hell, which hurts everyone for 100-150+ damage, but he can only pull this off once due to his low MP. His magic resistances are set to 70%, so magic won't hurt him much, but this doesn't really matter, as you can just beat him using physical attacks. Apparently, he can be avoided by using the Clothes of Concealment. I haven't confirmed this for myself, though.
121. Sly (Metal Fox 3)
LV 36 | HP 980 | MP 0
Power: 260 | Guard: 155 | Magic: 140 | Speed: 155
Resistances: Fire 40% | Ice 40% | Thunder 40% | Earth 40% | Wind 40%
EXP 6500
Gold 3200
Note: Damn! This annoying son of a bitch just won't d-i-e! At any rate, he's a complete and utter joke now. His HP is absolutely pathetic even by mid-boss standards, and his other stats are nothing special, either. He doesn't even have any magic anymore! Even his elemental resistances are somewhat low for a boss, being set at 40%. You should be able to beat him in 3-4 rounds at most.
122. Darkness
LV 40 | HP 3100 | MP 500
Power: 280 | Guard: 170 | Magic: 200 | Speed: 160
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP 12000
Gold 7800
Attacks: Draw (Power Down), Sick (Guard Down), Death Flare (attempts to kill everyone)
Note: Has high HP and attack power and slightly above average Guard, and his death spells are SCARY, but Deathguard/Crosses render him fairly easy to beat. Also has a pretty cool design. Reminds me of an undead, extremely psychotic Perfect Cell.
Nexus of Darkness Enemies
123. Blue Beholder
LV 36 | HP 420 | MP 0
Power: 250 | Guard: 160 | Magic: 150 | Speed: 150
Resistances: Fire 0% | Ice 0% | Thunder 0% | Earth 0% | Wind 0%
EXP 2200 | Gold 890
Note: Palette swap of the Beholder with higher stats. Has a pretty high attack power, which is a good thing for it, because it can only do physical attacks. Can be transformed into a Premium Figurine, which is worth 6000G, if for whatever reason killing everything you see isn't netting you enough money. Probably the least dangerous enemy here. Also the only random encounter here that isn't a humanoid woman. Make of that what you will.
124. Alik
LV 35 | HP 280 | MP 50
Power: 240 | Guard: 140 | Magic: 150 | Speed: 160
Resistances: Fire 20% | Ice 20% | Thunder 20% | Earth 20% | Wind 20%
EXP 2400 | Gold 1120
Item: Perfume
Attacks: Hurricane, Slow
Note: Pretty much the same as a Chaos Lady, except with Hurricane instead of Ice Chain. Hurricane can do 100+ damage to your team, and Aliks can appear in groups of 3. Can also cast Slow, for what it even matters. Like many other enemies, can be transformed into a Mini Figurine, which is worth a paltry 200G and is completely worthless. Also drops Perfume quite often.
125. Lesser Demon (see unknown enemies)
126. Organic Decoy (see unknown enemies)
127. Brandy Witch
LV 37 | HP 380 | MP 50
Power: 260 | Guard: 160 | Magic: 170 | Speed: 160
Resistances: Fire 10% | Ice 10% | Thunder 10% | Earth 10% | Wind 10%
EXP 2600 | Gold 1800
Item: Brandy
Attacks: Stone, Highhealth
Note: Can petrify characters. Also likes to cast Highhealth when on low HP. Apparently drunk enough on brandy to pretend she's some sort of threat. Can be transformed into a Special Figurine, which is worth 10,000G, though at the time you encounter this enemy, money really doesn't matter anymore, and besides, it's far more lucrative to just kill everything that picks a fight with you. Also drops Brandy with annoying frequency. By the time you reach the final boss, you'll most likely have enough Brandy to open your own bar.
128. Iron Claw
LV 38 | HP 1300 | MP 100
Power: 300 | Guard: 170 | Magic: 170 | Speed: 170
Resistances: Fire 50% | Ice 50% | Thunder 50% | Earth 50% | Wind 50%
EXP 12000
Gold 4500
Attacks: Sleep
Notes: Pretty much Sly with actual damage and defense capabilities. His stats are actually quite well rounded, and does have status debuffs. His HP is absolutely pathetic, but he can still put up a decent enough fight that you might need to heal once or twice before you manage to kill him.
129. Naga Raja
LV 39 | HP 2100 | MP 120
Power: 300 | Guard: 180 | Magic: 170 | Speed: 175
Resistances: Fire 70% | Ice 70% | Thunder 70% | Earth 70% | Wind 70%
EXP 22000
Gold 7200
Attacks: Freezing Hell, Sick
Note: Aqua Hydra palette swap with better stats and magical capabilities. Freezing Hell HURTS, doing 100-180+ to all characters, so you're probably going to need to heal a few times. Thankfully, he can only cast it two or three times. Sick reduces defense by 20%. His elemental resistances are set to 70%, so magic won't hurt him much.
130. Malice
LV 50 | HP 7600 | MP 500
Power: 310 | Guard: 215 | Magic: 200 | Speed: 200
Resistances: Fire 90% | Ice 90% | Thunder 90% | Earth 90% | Wind 90%
EXP 0
Gold 0
Item Nothing
Attacks: Draw, Bolt Earth, Prominence, Blizzard Hole, Freezing Hell, Stone
Notes: The final boss. Has one of the most epic, underheard final boss themes ever made, called "Are You The True Form of Darkness?". He(/she/it?), like most other final bosses, has incredibly high HP and defense, high Power, high Magic and above-average Speed. His physical attack opens up a portal to outer space and hurls meteors at you for 80-120+ damage. You'd think getting hit by a meteor shower would do a lot more damage than that, but it's still fairly painful, nonetheless. Blizzard Hole hits one character for 150-230 damage. Bolt Earth and Prominence hit the team for about 100-150 damage, and Freezing Hell can do 150-200 damage to your whole party. He can petrify one of your characters as well, though the rate of success depends on your Magic stat. He can be a pretty difficult fight, if the RNG wills it. He might only go once for every 3-4 of your actions, and waste his turns casting stat-reducing magic that seldom works or lobbing meteor showers at people for decent damage, or he might choose to go several times in quick succession, and spend all of those actions casting powerful spells like Bolt Earth, Prominence or Freezing Hell, and utterly waste your team.
Due to his extremely high defense, you'll be lucky to deal more than double-digit damage without buffs. If you have Meisia (if you're under level 40, you really SHOULD have her on your team to guarantee survival), have her cast Power on your attackers until it stops working, and Highheal when anyone's HP gets below 200. Don't bother with Fullheal unless you're really in dire straits. Don't be afraid to have the hero use Fullhealth if necessary. If you have Reeshine or Tokio, have them spam War Cry until the team's power stops increasing. If his magic proves to be too much of a problem, don't be afraid to use Magic Mirrors if you have them. He still has his powerful physical attack, but he's certainly a lot more manageable when he's not spamming Freezing Hell, Prominence and Bolt Earth on you. Keep attacking and healing until he goes down. Don't be afraid to use some of those Perfumes if you run low on MP. Don't bother using attack magic or Breath here... Malice's elemental resistances are all set to 90%, meaning he's virtually immune to both.
Note: If you lose to Malice, he gives you some special dialogue taunting you for your failure to defeat him. Not sure if all bosses have special dialogue when they defeat you, or if it's just this one. But it's actually kinda neat.
Note 2: A Japanese site I looked at claims Malice's Guard is 180. The ROM's source code has Malice's Guard stat at 215. I'm guessing that either the Japanese site was incorrect, or Malice's Guard stat was increased for the fan translations. Here's the link: https://translate.googleusercontent.com/translate_c?depth=1&hl=en&rurl=translate.google.com&sl=ja&sp=nmt4&tl=en&u=http://lucifer.s14.xrea.com/hobby/mysticark/monster/last.htm&usg=ALkJrhihPirZkuKgJDyXfROUdrg_WW-5Sw
Unknown Enemies
124. Lesser Demon
LV 36 HP 340 | MP 30
Power: 270 | Guard: 150 | Magic: 180 | Speed: 170
Resistances: Fire 30% | Ice 30% | Thunder 30% | Earth 30% | Wind 30%
EXP 2300 | Gold 1400
Attacks: Kill
Notes: Judging by this enemy's place in the ROM data, and its stats, this would probably appear in the Nexus of Darkness. It has a pretty creepy-looking sprite, too, even by the standards of this game. Words don't do it justice, so I'll just show you what the Lesser Demon would have looked like if it ever actually appeared in-game. The images were taken from this site: https://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Flucifer.s14.xrea.com%2Fhobby%2Fmysticark%2F
.
125. Organic Decoy (purple Undead Heart)
LV 37 | HP 420 | MP: 0
Power: 260 | Guard: 210 | Magic: 150 | Speed: 155
Resistances: Fire 10% | Ice 10% | Thunder 10% | Earth 10% | Wind 10%
EXP: 3100 | Gold: 2400
Notes: I've seen this enemy a few times in the Figurine Arena, but I never really found out if it's encountered in any other area in this game. Was this enemy dummied out or something (there are DOZENS of dummied items in this game; I imagine a few enemies didn't make the cut either), or is it just a really rare encounter in some specific room somewhere, or what? I searched this enemy up on Google, too, and not a single result showed up. Judging by its stats and its place in the ROM data, it seems like it would be in the Nexus of Darkness.
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