Friday, January 6, 2017

Wizardry: Tale of the Forsaken Land enemy stats

Wizardry: Tale of the Forsaken Land enemy list (mostly complete)
(a few monsters have stat values I'm not entirely certain of... The code is jumbled up on some of them, and it's difficult for me to ascertain whether certain stats are accurate or not on a few of them. Might need to play-test this game a bit)
Name: Name of the enemy.
HP: How much HP a monster has. Each monster has an HP range.
Offense: How much damage an enemy's attack can do to a character with 0 Defense. Each monster has a damage range.
Defense: Amount of damage blocked from each physical attack. This number is constant for each type.
Hit Freq: Amount of times an enemy hits with its physical attack. This number is constant for each type.
Attacks: Spells, Breath weapons, enemy attacks, etc. go here.
EXP: Exact number of experience gained. Split by the number of party members.
Gold: Amount of gold dropped.
Notes: Things I find noteworthy about each individual monster. Strategies for the harder ones, random observations, etc.

Bubbly Slime
HP: 8?
Offense: 7-10?
Defense: 0
Hit Freq: 1
EXP: 60
Gold: 12

Orc
HP: 8?
Offense: 4-7?
Hit Freq: 1
EXP: 80
Gold: 5
Notes: The code is slightly jumbled up here so I can't tell precisely what its stats are.

Orc King
HP: 48-54
Offense: 10-13
Defense: 0
Hit Freq: 1
EXP: 500
Gold: 54

Pixie
HP: 8-16
Offense: 3-12
Defense: 0
Hit Freq: 2
EXP: 160
Gold: 20


Harpy
HP: 18-22
Offense: 9-18
Defense: 0
Hit Freq: 1
EXP: 140
Gold: 20

Rogue
HP: 11-19
Offense: 10-19
Defense: 0
Hit Freq: 1
EXP: 120
Gold: 22

Bogey Cat
HP: 60-68
Offense: 8-17
Defense: 0
Hit Freq: 2
EXP: 220
Gold: 35

Lv. 3 Samurai
HP: 75-85
Offense: 18-27
Defense: 4
Hit Freq: 2
EXP: 600
Gold: 100
Notes: Can cast Creta and hit pretty hard with his physical attack.  Dangerous when you fight him at the end of B1, but he usually fights alone at that point.

Rotting Corpse
HP: 62-70
Offense: 13-20
Defense: 0
Hit Freq: 1
EXP: 9640
Gold: 80

Dragonfly
HP: 16-24
Offense: 12-19
Defense: 0
Hit Freq: 3
EXP: 500
Gold: 40
Notes: Likely the first enemy you'll see that is capable of using a Breath weapon. This enemy's Breath attack isn't so dangerous individually, but they come in packs, and the damage adds up very quickly.

Boring Beetle
HP: 25-33
Offense: 11-18
Defense: 25
Hit Freq: 1
EXP: 470
Gold: 40

Kobold
HP: 6-12
Offense: 7-16
Defense: 0
Hit Freq: 2
EXP: 120
Gold: 10
Notes: Your first battle of the game is against two of these. They can do a surprising amount of damage, possibly killing a character if they gang up on them. Even so, both of them will most likely die in a single hit.

Giant Toad
HP: 48-52
Offense: 9-12
Defense: 0
Hit Freq: 1
EXP: 330
Gold: 45

Virgo
HP: 172-180
Offense: ?
Defense: 0
Hit Freq: 1
EXP: 780
Gold: 300
Attacks: Creta

Undead Kobold
HP: 10-14
Offense: 3-6 (lol)
Defense: 0
Hit Freq: 1
EXP: 220
Gold: 50
Notes: Might be able to paralyze with its attacks.

Zombie
HP: 50-56
Offense: 8-11 (can paralyze)
Defense: 0
Hit Freq: 1
EXP: 670
Gold: 54

Reaper (B2)
HP: 350-354
Offense: 17-24 (chance of instant death)
Defense: 10
Hit Freq: 4
EXP: 6000
Gold: 1000
Attacks: Underworld Cry (attempts to inflict Fear on your entire party), Teal (~10-20 damage to one row)
Notes: He looks very powerful, but in reality, he's surprisingly easy if you've been keeping your characters and your spells leveled up. If you're disappointed by how easy he is here, just know you haven't seen the last of him.

Gas Dragon
HP: 360-370
Offense: 24-31
Defense: 10
Hit Freq: 3
EXP: 2400
Gold: 400
Attacks: Poison Breath
Notes: Its Poison Breath is VERY powerful, and, true to its name, can poison your characters. This is either the first or second enemy you will meet in the game with a Breath weapon. Luckily, it's highly susceptible to instant death if you have a Samurai or a Ninja. Of course, if you have a Ninja, you've leveled to the point where Gas Dragons are no longer a threat to you.

Spirit
HP: 56-64
Offense: 16-21
Defense: 0
Hit Freq: 1
EXP: 2800
Gold: 200
Notes: Annoying. Can cast Teal for decent amounts of damage. Gives one hell of a scream when defeated, especially in groups. Apparently they're capable of draining levels with their attacks, but in the few times I've seen them physically attack, it's never happened to me.

Shade
HP: 50-58
Offense: 13-18 (Can drain levels)
Defense: 0
Hit Freq: 1
EXP: 3030
Gold: 150
Notes: First enemy capable of draining levels from you. Make killing these a priority.

Huge Spider (Red)
HP: 25-33
Offense: 8-13
Defense: 0
Hit Freq: 1
EXP: 1240
Gold: 40

Huge Spider (Green)
HP: 35-43
Offense: 21-26
Defense: 0
Hit Freq: 1
EXP: 1500
Gold: 60

Giant Spider
HP: 80-88
Offense: 23-32
Defense: 0
Hit Freq: 1
EXP: 2800
Gold: 90
Notes: Loves to appear in huge groups, often including Green and Red Huge Spiders. If they get the drop on you, they'll most likely use Rush for very high amounts of damage, possibly killing a few of your weaker characters. They can also use Front Guard. They're also fairly quick, and can poison with their attacks. Regardless, they die horribly to a good Zakreta or Jakreta. Use it for easy EXP.

Gaze Hound
HP: 300-308
Offense: 31-40
Defense: 20
Hit Freq: 2
EXP: 10500
Gold: 500
Notes: Its Glare can paralyze a character for a couple turns. Its physical attack is fairly strong when you first encounter it, too.

Earth Giant
HP: 160-168
Offense: 36-43
Defense: 40
Hit Freq: 3
EXP: 5200
Gold: 300
Notes: High offense and defense. Easily the most powerful B5 monster. Luckily, it's susceptible to being insta-killed.

Virgo (B5):
HP: 392
Offense: ?
Defense: 10
Hit Freq: 1
EXP: 12000
Skills: Sabarrets
Notes: Slightly more powerful. Comes with two Gaze Hounds. Her Sabarrets can do around ~40 damage, and she loves using it. Use Spell Cancel on her.

Wyvern
HP: 111-119
Offense: 26-35
Defense: 0
Hit Freq: 2
EXP: 7100
Gold: 250
Notes: Has high evade, but no defense to speak of. May inflict poison with its attack.

Gargoyle
HP: 100-108
Offense: 17-29
Defense: 20
Hit Freq: 3
EXP: 3110
Gold: 250
Notes: Has fairly high defense when first encountered on B4, and can target back row characters. They can be fairly painful to fight early on, but they're among the easier encounters you'll face.

Chimera
HP: 400-430
Offense: 51-80 (!!!)
Defense: 20
Hit Freq: 3
EXP: 16000
Gold: 500
Attacks: Fire Breath (VERY powerful, can do 50-100+ damage to everyone at full HP)
Notes: Has a nasty physical attack, and an outright MURDEROUS Fire Breath. Luckily, they're highly susceptible to being insta-killed. However, if your Samurai and/or Ninja can't defeat it before it acts, you're in for a world of pain.

Incubus
HP: 800-900
Offense: 61-80
Defense: 20
Hit Freq: 2
Spells: Kuld, Dipps

Lesser Demon
HP: 250-258
Offense: 35
Defense: 25
Hit Freq: 3
EXP: 20020
Gold: 666
Spells: Zateal


Greater Demon
HP: 600-610
Offense: 56-75
Defense: 60!
Hit Freq: 4
EXP: 35000
Gold: 999
Spells: Zakuld

Flesh Golem
HP: 1,500-1,600
Offense: 46-75 (can cause petrification and instant death)
Defense: 10
Hit Freq: 4
EXP: 150000
Gold: 9760
Spells: Amok

Fairy
HP: 80-88
Offense: 31-40
Defense: 0
Hit Freq: 2
EXP: 7020
Gold: 50
Spells: Kuld (can be surprisingly powerful... Usually does about 30 damage, but once did over 100 to one of my characters, killing them)
Notes: Three of these can be fought as a mini-boss in B6 as part of a quest. Be forewarned; they can be pretty dangerous at this point in the game, due to their high speed and evasion, as well as their damaging Kuld spell. They're normally fought on B8, where they're significantly easier.

Ogre
HP: 180-188
Offense: 21-26
Defense: 0
Hit Freq: 1
EXP: 2330
Gold: 400

Ogre Lord
HP: 300-308
Offense: 101-108 (!!!)
Defense: 30
Hit Freq: 1 (Thankfully)
Exp: 15000
Gold: 370
Notes: Hits like a train full of trucks. Restrict Shot is your best friend here.

Master Ninja
HP: 90-98
Offense: 31-40 (good chance of mortal damage)
Defense: 10
Hit Freq: 3
EXP: 17160
Gold: 470
Strategy: Restrict Shot and End Lash are necessities here, as with all Ninja.

The High Master
HP: 120-128
Offense: 37-51 (good chance of mortal damage)
Defense: 18
Hit Freq: 3
EXP: 18020
Gold: 658
Strategy: Despite being called "The" High Master, there are many of them around on B8-B10, and you can fight several of them at once. Other than that, see above.

High Ninja
HP: 96-104
Offense: 45-54
Defense: 20
Hit Freq: 4
EXP: 21060
Gold: 770
Strategy: The code for this enemy is all jumbled up, so I can't say for sure what its values are for certain stats. But the values I listed seem about right.

Will O Wisp
HP: 80-90 (Undead)
Offense: 21-28
Defense: 0
EXP: 20090
Gold: 2000
Note: Has very high evade, and spells rarely affect it, but is otherwise very easy to defeat. Weak offense, NO defense, doesn't try to flee. Basically like the Metal Slimes or Fobbies of WIzardry. Great to grind out levels on when you're not yet strong enough to beat Silver Slimes. If you have undead-killing weapons on your entire party, and your average party level is 25 or greater, go nuts and Rush 'em for guaranteed, easy EXP.

Ghost
HP: 60-68
Offense: 29-34
Defense: 0
Hit Freq: 1
EXP: 15020
Gold: 444
Notes: Ghosts can cast Jateal for around 40 damage to your entire party. Luckily, they have very low HP, so they are easily dealt with. Also, I've heard that their physical attacks are capable of draining levels, but I have never seen this happen before.

Silver Slime
HP: 130-138
Offense: 101-108
Defense: 100
Hit Freq: 1
EXP: 30000
Gold: 18006
Note: The Metal Babbles of Wizardry, a group of 8 give up to 40,000 EXP, and 144,048 gold! If you get the drop on them, and your party is level 20+, you might be able to beat them by Rushing them twice. Otherwise, if you aren't level 38+, don't bother to Rush these guys as they will almost certainly retreat if you don't kill them right away. If they don't, they will nail one of your characters with a physical attack that hits for 60-80 damage. You can try casting magic on them, but it rarely works.

Blue Dragon
HP: 500-510
Offense: 36-65
Defense: 35
Hit Freq: 3
EXP: 28000
Gold: 4860
Attacks: Thunder Breath, Jateal
Notes: His Thunder Breath is pretty painful. His Jateal can hit everyone for about 40 damage. Thunder Breath is usually the more dangerous of the two, so use Deploy. Blue Dragons are susceptible to being insta-killed.

Fire Dragon
HP: 535-560
Offense: 31-55
Defense: 15
Hit Freq: 3
EXP: 30030
Gold: 3000
Attacks: Fire Breath
Notes: His physical attack is fairly weak considering he's a dragon, but can cause paralysis. His Fire Breath can be pretty deadly, too. He can cast Zakreta to hit one row for about 30 damage.

Raver Lord
HP: 380-388
Offense: 41-48
Defense: 35
Hit Freq: 4
EXP: 21550
Gold: 1900
Attacks: Force, Dipps
Notes: Has a fairly powerful 4-hit combo. Can cast Force for ~70 damage to one character. Not particularly difficult.

Deathbringer
HP: 700-708
Offense: 71-118 (can inflict instant death)
Defense: 40
Hit Freq: 4
Attacks: Jakuld
EXP: 36060
Gold: 3316
Note: Capable of inflicting instant death, and has a pretty powerful physical attack besides, but then again, pretty much everything in the Abyss can do that one way or another, so this enemy is actually fairly unremarkable in comparison to many other Abyss-exclusives. He's one of the few Abyss-exclusives whose EXP and gold rewards match its difficulty, at least. Rarely drops the Neck Breaker, a powreful great sword that occasionally instantly kills enemies.

Stonefly
HP: 87-95
Offense: 11-20 (can inflict petrification)
Defense: 10
Hit Freq: 3
EXP: 12800
Gold: 222
Note: Physically weak, and lacks the breath weapon that its weaker cousin, the Dragonfly, wields, but it can petrify you with its attacks, so kill them all with magic, preferably Jakreta or Megadeth. If your party's average level is 27 or greater, Rush kills them reliably; however, it often travels with other, much more powerful enemies that will immediately get a free shot at you.

Lifestealer
HP: 70-78
Offense: 27-32 (can drain levels)
Defense: 0
Hit Freq: 1
EXP: 16520
Gold: 136
Note: Pretty easy to kill as long as you have undead-killing equipment, but be careful. Their physical attacks are capable of draining levels. If you can't kill them, put up Restrict Shot.

Vampire
HP: 182-190
Offense: 27-36 (Can drain several levels)
Defense: 10
Hit Freq: 1
EXP: 14000
Gold: 275
Note: Either kill these things quickly or use Restrict Shot. Their physical attacks can drain several levels. They can also cast spells, but said spells are little more than an annoyance.

Fire Giant
HP: 220-228
Offense: 45
Defense: 30
Hit Freq: 2
EXP: 12050
Gold: 1100

Frost Giant
HP: ~280-288
Offense: 23-30 (LOL)
Defense: 35
Hit Freq: 2
EXP: 17020
Gold: 1310
Attacks: Cold Breath

Poison Giant
HP: 300-310
Offense: 58
Defense: 50
Hit Freq: 2
EXP: 25000
Gold: 17
Attacks: Poison Breath

Virgo (3)
HP: ~780
Offense: ?
Defense: 10
Hit Freq: 1
EXP: 30000
Gold: 2400
Attacks: Megadeth
Strategy: Comes with a Fire Giant and a Poison Giant. ALWAYS use Spell Cancel unless you want to die. Megadeth is the single strongest spell in the game, and can easily do 250+ damage to your whole team, which is an instant game over unless you're overleveled.

The Reaper
Recommended Party Level: 25+
HP: 2,000-2,100
Offense: 49-58 (high chance of instant death, so try not to get hit)
Defense: 100 (you must use Daiba to do more than single-digit damage)
Hit Freq: 4
EXP: 84060
Gold: 18060
Attacks: Underworld Cry (inflicts Fear status on whole party), Amok (~40 damage to one row), Zakuld (~50 damage to one row), Kuld (~25-30 damage to one row), Jakuld (~60 damage to ALL)
Strategy: Comes with 4 Spirits. Not Ghosts from B8/B9 which can cast Jateal and hit everyone for 40+ damage, Spirits from B4 who can only cast Teal for about 10-20 damage to one row. Strange.

He has the same Defense value as a Silver Slime, meaning he is virtually immune to physical attacks not assisted by Zaiba or Daiba, so make casting that a priority. He can use Kuld, Zakuld, and Jakuld for pretty good damage, so watch out for that. The 4 spirits, while pretty pathetic overall and only capable of casting Teal, are pretty annoying as well, and in a fight like this, even their minuscule contributions can add up fairly quick, so take care of them quickly by casting either Jakreta or Megadeth... It has a decent chance of doing pretty big damage to the Reaper as well. His physical attack is fairly weak, especially considering how friggin' brutal that sword of his looks, but has a good chance of instantly killing its target. It's your call whether you want to use Restrict Shot or Spell Cancel. The last of his notable attacks, and potentially one of the most dangerous, is his Underworld Cry, which invokes fear in one or more party members. This is very bad, because when under Fear status, they will act irrationally, trying to flee or disrupting Allied Actions, which is very annoying, and can be VERY dangerous here.

He's pretty tough, but you can take him out once and for all if your party's levels are at least in the mid-20s, and you do as I tell you. The best thing about killing the Reaper is that any random manifestations of the Reaper's possessing form are no longer a threat throughout the dungeon, as you have finally banished the Reaper back to the abyssal pit whence he came.

Minor Daimyo
HP: 150-158
Offense: 27-36
Defense: 12
Hit Freq: 2
EXP: 1700
Gold: 245

Major Daimyo
HP: 180-188
Offense: 19-28 (can instantly kill)
Defense: 15
Hit Freq: 2
EXP: 13650
Gold: 316
Notes: His physical attack is pretty weak, but remember that this is the first Samurai-class enemy that's capable of instantly killing you with it. They can also cast Creta and Zakreta for crap damage.

Swordsman
HP: 220-230
Offense: 57-66
Defense: 28
Hit Freq: 4
EXP: 16000
Gold: 200
Notes: Powerful attackers that can easily kill a character if they gang up on them, but usually die quickly to Megadeth or Assisted Jakreta/Jakuld.

Champ Samurai
HP: 230-238
Offense: 71-80
Defense: 20
Hit Freq: 3
EXP: 15580
Gold: 250

Hatamoto
HP: 280-288
Offense: 81-90
Defense: 23
Hit Freq: 3
EXP: 20000
Gold: 902

White Dragon
HP: 1000-1008
Offense: 66-73
Defense: 50
Hit Rate: 3
EXP: 90000
Gold: 6430
Attacks: Cold Breath, Kuld
Notes: Use Deploy unless you want to take massive damage from his Cold Breath (100+ to all).  His Kuld is fairly weak, only hitting about 30-40 damage to one row. An Assisted Megadeth can soften him up pretty good, if not outright kill him.

Maelific
HP: 1000-1008
Offense: 41-50 (may inflict poison, paralysis and petrification)
Defense: 50
Hit Rate: 4
EXP: 180170
Gold: 5000
Attacks: Jakreta, Stigma, Jakuld, Jateal, Megadeth, etc.
Notes: This enemy isn't a huge threat in the Dimension World, since it usually attacks alone and you can just Spell Cancel its spells away. Rarely, it might summon another Maelific, which makes the battle exponentially more difficult, but still manageable if you're prepared. Its physical attacks are weaker than a Greater Demon's, but have a pretty good chance of inflicting some nasty status effects, so be careful.

In Smiley's Shop, however, where you fight 4 of them if you try to steal from the shop, they are extremely dangerous, and easily the most dangerous battle in the main game. You can fight these at any point in the game, and you WILL get your ass handed to you if you fight them early. Strangely enough, while they are indeed fond of using Stigma and Megadeth, the ultimate respective Priest and Sorcerer spells, they don't use them exclusively. They're fond of cherry-tapping weaker parties with weaker, but still very powerful spells. You should be at least level 30-35 to have a good chance at surviving. You should also have Lv. 8 Trust so that you can Spell Cancel twice. Sure, you'll still have to eat up to two potential Stigmas or Megadeths every round, but it's still better than eating three or four.

Bu'Shin (EXTREME SPOILERS IN THE STRATEGY SECTION) Recommended Party Level: 28+
HP: 3800
Offense: 71-90
Defense: 60 (when his face changes, ALL attacks do 1 damage)
Hit Freq: 3
EXP: 600,000
Gold: 1,200,000
Attacks: Volcanic Eruption, ~60-70 damage to one row, Energy Ball, ~60 damage to whole party, Spleem (may inflict Sleep, rarely works, but if it does, cast Will), Sarome (May inflict Seal status), Strain (may inflict Paralyze, rarely works, but if it does, cast Will or Parazkea QUICKLY), Underworld Cry (Fear status, hope it misses), Glare (rarely works, but beware if it does), Force (~70 damage to one person)

Strategy: This is it... the final battle of the game! His defense is a little bit lower than the Reaper's, but that is not to say you'll be hurting him for more than lower double-digit damage without Daiba. He's a fairly versatile attacker... He can conjure up volcanic eruptions that hit one or both rows of your party for 60-70 damage, he can throw energy balls at your entire party for around 60 damage, and he can throw three-punch combos that hit for 150-200 damage total to one character. He can hit either row with his physical attack, due to being absolutely massive. He can also cast Underworld Cry, although I haven't seen him cast it. Be careful if he hits you with it, though, because even though he isn't THE strongest attacker ever, this, being the final battle, is one of those fights where you don't want to have Fear inflicted upon any of your teammates. He can also cast Force, which hits for about 70 damage to one character, and is probably his weakest attack. They really should have given him Stigma or Megadeth instead.

His attacks are fairly impressive, but when you consider that he's the dark god of the game, he isn't too bad. As long as you're level 28 or above, you should get through this without any casualties, barring Underworld Cry hitting your entire front row or something else exceptionally unlucky. Spells don't seem to phase him in the slightest, so you should stick to Allied Actions for this. Remember that Restrict Shot doesn't work in this battle, so you won't be defending against a majority of his attacks. Once you inflict around 2,500-3,000 damage to him, a second phase begins... his face changes to one resembling Queen Otelier's, and the main target changes to his centerpiece, Queen Otelier. Don't bother trying to attack Bu'Shin head-on when Queen Otelier's face is in front, as he will NEVER take more than 1 damage from most attacks or spells. At least with me he didn't, and I had the best equipment possible for that point with Daiba capped off on my party. He's not meant to take damage when attacked directly in this form. When Otelier's face is in front, you must attack Queen Otelier, who rests on Bu'Shin's chest. Your front row won't be able to reach Queen Otelier, and spells won't be any more effective, but your back row's weapons are extremely useful in this phase of the battle. After about 500 damage has been dealt to Queen Otelier, he switches back to his own face, and the focus changes to Bu'Shin's main body. Luckily, this means that he's nearly dead, and should collapse in a pool of his... well, the blood of the corpses and tortured souls he's formed from, anyway... after being hit for about 1,000 more damage. If you don't kill him within three turns, he'll switch back to Queen Otelier, and you'll have to do the second phase again.

Here's some things you need to know. You might want to save on an empty slot, because you will lose a lot of the main-game functions. For example, you won't be able to finish quests anymore, any chances to recruit Original Characters are gone; and, for that matter, scripted events (random or otherwise) in the main-game are gone, even the Wandering Priest on Floors B3, B7, and B9, and you won't be able to fight Bu'Shin again. Believe me, I went back there and checked myself. WTF's were had when I found that out. You also won't get to do Gotz's Trap mini-game. You will, however, open up a new dungeon, right where Gotz's room used to be.

Dragon Zombie
HP: 820-828
Offense: 85-94 (will likely do 40-50 damage a hit)
Defense: 30 (?)
Hit Freq: 2
EXP: 35000
Gold: 2
Note: The code I found this monster's entry in is jumbled, so it's hard to tell what its defense value is at the moment. All his other stats are here, though. These are frequently found on B10, but I just thought I'd put them here. They have a Fire Breath weapon that can do 50-100 damage at full health. Jerrold Ng incorrectly stated in his walkthrough at GameFAQs that he turns Undead on the second round. In reality, he's always Undead. The Dragon Zombie has a huge amount of HP for the time he is first met, so I can understand the mistake. But if you reduce all of his HP in the first round, he will still always be left with a small amount of HP until he is hit with a magic weapon or a spell (spells rarely hit, by the way).  In the Dimension World, as well as the Abyss, he often comes with a...

Vampire Lord
HP: 800-808
Offense: 31-40 (RESTRICT SHOT that shit!!!!!!!!!!!!!!!!!!)
Defense: 10
Hit Freq: 1 (that's all he needs)
EXP: 40000
Gold: 3500
Note: You've probably fought one of these as a boss on F8 in the main game,  and have firsthand experience with how utterly terrifying and hate-inducing these things can be. Vampire Lords are one of the most infuriating monsters you will EVER meet. I say ONE of the because the Elder Demon is a regular enemy in the Abyss and can drive the happiest person alive into a nervous breakdown, but I digress. This monster is not much better, but thankfully, if you have a Ceasing Chest Plate, Restrict Shot makes it easier. Otherwise, better start praying. His physical attack usually does only 1 damage, but it's almost guaranteed to drain 5 or more levels if it hits. Jakuld hurts like a bitch, hitting for 60-120 damage to all, but as tempting as Spell Cancel is, Restrict Shot that shit or say goodbye to countless hours of grinding. Double Slash ends his misery swiftly, but only if you either have weapons that can kill Undead, or if you cast Daiba and attack him with all you've got. Just kill him quickly.

Pied Piper
HP: 450-458
Offense: 41-50
Defense: 24
Hit Freq: 2
EXP: 54000
Gold: 2500
Note: The Pied Piper is a rare occurence in the Dimension World, and slightly rarer in the Abyss. If you don't like the hassle of dealing with Teleporters on B10 for an hour just to get to the Dimension World, go to the Abyss. If you're lucky, or, in some cases, unlucky, you may encounter two. The good news is they give lots of EXP and rarely drop some very useful treasures, such as the Pied Piper's Flute, the Valiant Helmet, and, in EXTREMELY rare cases, the Masamune, a powerful Katana that hits three times, increases Offense by 24, hits often, kills Undeads, and, although I don't condone risking such a rare item, can cast Cathedral. There is only one weapon more powerful than this, and the Shogun very, very, *VERY* rarely drops it.

The bad news lies in their abilities. They can whack you with their flute twice, making a notable, fairly creepy, high-pitched laugh as they lunge at you, and whacking you again with an equally creepy, high-pitched yell. The damage is fairly weak, but it can Petrify and/or cause Instant Death, so watch out! They can do Cold Breath, which does some damage, but nothing that can't be healed. Their true ability is the ability to inflict Piper status on your team, making your teammates go insane and attack EACH OTHER. Essentially, it works like the Confuse status in 99% of all other JRPGs. I never saw it work, but watch out, because your team may end up killing themselves. Pied Pipers are really easy to kill, but only if you kill them before they use Piper.


Berserker
HP: 450-458
Offense: 91-129
Defense: 40
Hit Freq: 4 (just a preview of how bad enemies here are)
EXP: 12400
Gold: 716
Note: Don't be fooled by their pink coloring. These enemies are very deadly. Their normal physical attacks are bad enough, but they can also Double Slash for extremely high amounts of damage (sometimes over 1000) that will almost certainly kill the targeted character. Kill them quickly with an Assisted Megadeth.

Shogun
HP: 600-609
Offense: 101-139 (will likely do around 100 damage a hit, may insta-kill)
Defense: 35
Hit Freq: 3
EXP: 54000
Gold: 1900
Note: The Shoguns are almost exactly like the Berserkers, with one new trick: They have a moderately-high chance of insta-killing you with their attacks. If there are 2 or more, they can also use Double Slash, which inflicts utterly HILARIOUS amounts of damage to one unsuspecting character (2000+!). Needless to say, the targeted character dies quickly if this occurs. They have another advantage (for you, anyway...) in that they can cast Jakreta for 20-40 damage (LOL!!!). Like all other Samurai of lower ranks, they may drop a powerful katana when defeated. Actually, although this is very, very, *VERY* rare, they can drop the best weapon BY FAR in the game, the Muramasa, a sword that hits enemies for 100 damage WITHOUT taking your base stats into account. Not only that, it hits twice! It can also cast Stigma, a powerful Level 7 Priest attack spell, but I REALLY don't recommend risking such a powerful item for that. Equip this on your best Samurai and you will be able to severely damage even the most robust enemies in the game. This enemy, unlike most of the new Abyss-exclusive enemies, actually provides pretty good EXP as well, at about 9000 per Shogun for a full party of 6.

Fuma Ninja
HP: 370-378
Offense: 78-85 (probably WILL insta-kill)
Defense: 20
Hit Freq: 4
EXP: 18320
Gold: 1000
Note: The Fuma Ninja are the strongest Ninja in the world of Wizardry, and like many enemies here, if they don't kill a character, they will severely damage him/her. Having dealt with many Ninja-type monsters by now, you likely know that these enemies MUST die quickly, and in some horrible fashion. These enemies are incapable of being killed by Rush, so don't even try it. When defeated, they may drop the Shinobi Shuriken. The Shinobi Shuriken is the best Shuriken-type weapon in the game, with an attack value of 6, and allows a Ninja to hit four times, likely insta-killing the targeted monster.

Necromancer
HP: 200-208
Offense: 51-84
Defense: 20
Hit Freq: 1
EXP: 20160
Gold:  1200
Note: These are the ultimate Mages, and they show their prowess by throwing Megadeth spells at you at the slightest opportunity. Level 8 Trust will be a godsend here, as it will let you block spells twice with Spell Cancel. They can probably be taken care of by your own Megadeth spells... At least they don't block mine. One more note: If you get two of them alongside each other, you had better Spell Cancel NOW, because they will use Assisted Megadeth and your party will get Hiroshima'd up, losing anywhere from 300 to 600 hit points APIECE. They rarely drop the Water Ornament, an Accessory that prevents all status changes (can still get insta-killed though, I think). Only the Sorcerer, the Priest and the Bishop can equip this powerful item.

Lv. 3 Priest
HP: 80-86
Offense: 21-36
Defense: 1
Hit Freq: 1
EXP: 3100
Gold: 82

Lv. 5 Priestess
HP: 56-64
Offense: 26-35
Defense: 0
Hit Freq: 1
EXP: 3300
Gold: 100

Lv. 8 Priest
HP: 68-76
Offense: 31-38
Defense: 5
Hit Freq: 1
EXP: 11100
Gold: 300

High Priest
HP: 80-88
Offense: 23-30
Defense: 7
Hit Freq: 1
EXP: 12300
Gold: 500

Master Priestess
HP: 92-100
Offense: 48-57
Defense: 9
Hit Freq: 1
EXP: 17800
Gold: 777

Arch Priest
HP: 260-268
Offense: 101-135
Defense: 28
Hit Freq: 1
EXP: 18160
Gold: 1100
Attacks: Shulard, Stigma
Note: That staff of theirs HURTS. Also, being the ultimate Priests, they have plenty of powerful priest spells they can use to fuck up your day.

Lv. 8 Bishop
HP: 60-68
Offense: 18-27
Defense: 0
Hit Freq: 1
EXP: 4700
Gold: 505

Lv. 10 Bishop
HP: 100-108
Offense: 21-30
Defense: 5
Hit Freq: 1
EXP: 13000
Gold: 611

Arch Bishop
HP: 200-208
Offense: 34-40
Defense: 20
Hit Freq: 1
EXP: 20000
Gold: 1016

Spiral Beetle
HP: 250-258
Offense: 81-150
Defense: 20
Hit Freq: 1 (luckily)
EXP: 12860
Gold: 300
Note: These enemies are one of the weaker new monsters in the Abyss overall, but, like almost everything else in this place, they can still be VERY deadly if underestimated. These monsters typically come in huge groups, and they can decimate you if you let your guard down for a second. Luckily, Assisted Jakreta or Megadeth makes quick work of these critters. Unless your levels are VERY high, don't risk using Rush, because they CAN kill a character if they gang up. They can be reliably killed by Rush at level 70+.

Gold Dragon
HP: 5,000-5,008
Offense: 101-153
Defense: 10
Hit Freq: 3
EXP: 25700
Gold: 60000
Notes: Often comes with 8 Stoneflies, which are best dealt with by using Jakreta or Megadeth. Has the Cold Breath weapon that will do up to 500 damage to all party members at max HP, so use Deploy frequently! He can also paralyze you with his physical attack if you're unlucky. His physical attacks HURT, but this is a monster that you WANT to use physical attacks instead of Breath Attacks on you. These enemies cannot be insta-killed, so if you want to fight them, you'll have to use Daiba a LOT and Double Slash until you kill it. If you managed to get Orphe and Aoba in the main game, and you're at Lv. 8 Trust, you can use Warp Attack, though you will still get hit by its horrifyingly powerful Breath attack. Despite being the strongest enemy in the game, they give AWFUL  EXP, and while they do give a lot of gold, there are numerously, infinitely safer ways to get gold than fighting these things.

Copper Dragon
HP: 1,500-1,508
Offense: 101-130
Defense: 70
Hit Freq: 3
EXP: 23400
Gold: 5800
Notes: Has the Thunder Breath weapon that will do up to 300 damage to all party members, so use Deploy frequently! He can also paralyze you with his physical attack. His physical attacks HURT, but this is a monster that you WANT to use physical attacks instead of Breath Attacks on you. Fortunately, these enemies are fairly susceptible to being insta-killed, which is a very good thing if you want to fight him.

Spell Demon
HP: 1,500-1,508
Offense: 11-59 (does lol damage, but can inflict poison, paralysis and petrification)
Defense: 0
Hit Freq: 3
EXP: 18010
Gold: 2400
Notes: These enemies are extremely annoying to fight. It's not because of their potential damage output, although it does add up, but instead because of their very high HP values. They can cast Zakuld for up to 50 damage to one row of characters, but that's not too bad. Their physical attacks are highly weak, but can cause some nasty side effects, namely poison, paralysis, and petrification.

Elder Demon
HP: 2,500-2,508
Offense: 101-149 (can inflict paralysis, petrification, instant death and level drain)
Defense: 50
Hit Freq: 4
EXP: 24060
Gold: 4000
Notes: The third strongest monster in this game, and THE most terrifying. This piss-yellow abomination is your worst nightmare in this game... First off, he can cast Megadeth for 130-250+ damage to everyone. That's not what makes him so dangerous, though. The truly nightmarish thing about him is this... His physical attacks are very powerful damage-wise, with a very high chance of doing a variety of status effects on you, such as paralysis, petrification, instant death, and worst of all, LEVEL DRAIN!!! His attacks can drain up to 8-12 levels from his target if you're unlucky, effectively siphoning millions of hard earned experience points from that character!!! He can hit back-row party members too if he wants to, so even Warp Attack doesn't guarantee you'll avoid this. And you want to know the worst part? He can summon MORE Elder Demons at will! I would strongly suggest resetting if you get your levels drained by him to save yourself extreme frustration and anger. One other tactic is to have the Ceasing Chest Plate equipped on your front-row characters, and either the Ceasing Chest Plate or Water Ornament on your back-row characters. These are two of only four items that prevent Level Drain, and THEY ARE A REQUIREMENT if you want to fight an Elder Demon without getting your levels drained. The third item, the Evil Helmet, prevents Sleep, Unconsciousness, Piper and Level Drain, but can only be equipped by a character if their alignment is Evil at the time. The fourth item, the Knight's Helmet, prevents status changes, and should be equipped if you have a Knight.

If you get hit with Level Drain, you not only drop your level, your EXP will be dropped to whatever experience would be needed to reach the level you were dropped to. To make things worse, you lose massive amounts of your statistics... you lose around 20-30 HP per level lost, as well as 1-3 of every stat (Power, Wisdom, Faith, Life, Luck, Agility) per level lost. To have your level dropped is infinitely worse than dying in this game... Hell, the only thing worse than Level Drain is a character with the Lost status, and, possibly Ash status, as you realize that one screwed up revival and you lose that character forever. By the way, the Elder Demon's physical attacks can petrify, drain levels, AND instant kill all at once in one combo, leaving that character as a pile of ash about 5-10 levels weaker. If this happens to you, you really should just reset. You get horrible EXP and Gold for killing these things anyway, so there's little point in fighting them other than for the challenge. They also rarely drop a Death Ring, a cursed item that does 3 HP damage per step to whoever's carrying it JUST having it in their inventory, just as a final fuck you.

Nine Tail
HP: 3,000-3,100
Offense: 101-149
Defense: 40
Hit Freq: 4
EXP: 240000
Gold: 50000
This is the bonus boss of The Abyss, and the second strongest enemy in the game. He has very powerful magic, such as Megadeth, Jakuld, and Stigma, and a cold breath attack that can do well over 400 damage if he is at full health. Deploy is a requirement in every round of this battle, as his breath attack is by far the most dangerous attack in this battle. Using Spell Cancel or Restrict Shot would help a lot, as well, but if your party is at least level 45-50, you may be able to get away with devoting your second Allied Action to Double Slash or Warp Attack. His physical attack is very deadly, and can inflict paralysis, petrification and instant death. I'm not sure if it inflicts Level Drain, but considering how utterly powerful it is in all other areas, it wouldn't surprise me if it did. He's FAR more dangerous than the final boss, damage-wise, though he doesn't have as much HP as Bu'shin, and has a good deal less staying power due to his comparatively low defense. In any case, Daiba is highly recommended to make the fight go by quicker, and the Will spell is practically a requirement on at least three characters to make sure you get out of this fight OK. It should take anywhere from 6-8 rounds to beat him without healing and without Muramasa, 3-5 with at least one Muramasa Katana, and 8-10 if you have to do some extensive healing. You will gain 40,000 EXP and 50,000 Gold, but nothing else other than the satisfaction of beating him.

He is on the 10th floor of the Abyss, and every 10th floor after that, but fighting him is always optional... You can go down to Floor 11 without ever meeting him. To find him, you have to search for him. If you open a door, and find yourself in a highly decorated Japanese shrine with a ball of light in front of it, you are three steps away from fighting Nine Tail. Prepare yourself accordingly, or just turn around and walk back out if you don't feel like fighting him.

2 comments:

  1. Hi, I've been getting really into this game lately, and you're the only person I've found who's looked at the code. I'm curious if there were any exploits that you were able to find that aren't listed in the guides currently available? I was hoping maybe there's some way to predict enemy attacks, or manipulate them into using certain attacks, but I haven't been able to find anything like that with play testing alone. Really though, any info you have about this game would be extremely helpful, as it seems like some information that only existed on forums is gone. Also, love the name, big fan of Berserk.

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  2. I wanted to let you know I've used the information in this article to create an enemy guide on Gamefaqs. I've credited the information to you and provided a link to this page. Thanks for finding all this out and posting it, it's really been a great resource.

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