ARIBINE
MINISTRY OF JUSTICE FOOTMEN/GUARDS
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Strategy - These elite soldiers are more used to missions of secrecy, though they're decent in combat if needed. If you happen to be fighting against a pair, and one has a crossbow, definitely take out the crossbow wielding one first.
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MISTY GROVE
BURROWING BEETLE
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Last Resort: "Burrow" - The burrowing beetle will use this ability when its health falls below 25%. For 10 seconds, it will be burrowed underground, unable to be attacked, but also not being able to attack itself. It will also replenish some hit points while burrowed.
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Strategy - You will usually fight these in pairs. They are not that strong, though you must be careful when they are low on life. For instance, if you are low on life, and you think that you are about to kill them, they might burrow into the ground, replenishing their hit points, and turning the tables on you.
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Possible Drops - Red beetle skins.
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SOUTH SHINKARA FOREST
SHINKARA WOLF
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Strategy - Simply put, these wolves are quite easy and will not pose any problems unless you
are fighting more than 3 at a time.
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Possible Drops - Wolf skins.
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SHINKARA WORG
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Last Resort: "Howl" - Whoever is the last to attack it when its hit points drop below 25%
will be deafened and stunned for up to 10 seconds.
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Strategy - Unlike their weaker counterparts, shinkara worgs are formidable foes all by themselves. They always hang out in groups, but if you have a bow, they could be "pulled" one by one. Another tip is to plan on having at least full health when you anticipate them using "Howl",
as you will not be able to move for at least the next 2 rounds of combat.
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Possible Drops - Wolf skins.
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SHINKARA DIRE WOLF
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Strategy - To take this beast on normally would be suicide. However, if Aramus has the ability "Illuminate", he can use it to scare if away. Then, while it runs from you, you should be able to get in some free hits.
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Drops - Wolves iron.
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SHINKARA PACK LEADER
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Strategy - This is the leader of all the wolves/worgs in South Shinkara Forest. You will probably be too weak
to defeat this creature the first time you go through this area, but there will be a time when you
come back, and you will be much stronger at that time.
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SHINKARA GOBLINS ***BOSS***
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Strategy - These beings are quite weak and do not stand a chance in the face of a 2 handed great sword...
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NORTH SHINKARA FOREST
SHINKARA GOBLIN MARAUDER
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Last Resort - "Flurry Attack" - This special ability will be unleashed when the Shinkara Goblin Marauder's hit points drop below 25%. For 10 seconds, the strength of the goblin will increase, as well as the speed of attack.
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Strategy - When fighting these, you must be watchful of your health when you think you have killed them, as their "Flurry Attack" can kill you faster than you think.
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SHINKARA GOBLIN EVOKER
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Last Resort - "Protection Of The Roses" - This will increase the AC of the user for 30 seconds. Strategy - These magic casting goblins are very weak, but due to their shields, are difficult to hit. When fighting groups of goblins, evokers should be taken out first so that they cannot heal the other goblins.
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SHINKARA GOBLIN MARKSMAN
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Strategy - Though these goblins can attack from afar, they are not that strong and are more of a nuisance
than anything else.
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SHINKARA SHADOW
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Last Resort - "Life Transfer" - After losing 25% of its health, Shinkara Shadows will drain 75% of the total health from their attacker.
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Strategy - These are fearsome creatures. They move with lightning speed, attack hard, and disappear into the shadows. Their one weakness however is the power of "Illuminate", an ability Aramus will get later in his journeys. Whenever they see the bright light, they will stop what they are doing and flee. Be sure to use "Illuminate" to your advantage while fighting these creatures. Also, if they they happen to use Strength Drain on you, a Toxin Remover will cure you of it.
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SHINKARA WORG RIDERS ***BOSS***
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Last Resort - "Flurry Attack" - This special ability will be unleashed when the Shinkara Worg Rider's hit points drop below 25%. For 10 seconds, the strength of the goblin will increase, as well as the speed of attack.
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Strategy - Since you will only fight these after they dismount from their Worgs, you would have already lost some life. Remember that even though they resemble Shinkara Goblin Marauders, they are quite stronger as they have a spear as well as a shield.
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CHALLSEUS' HOUSE
ORACINE ***BOSS***
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Last Resort 1 - "Flurry Attack" - For 10 seconds, the strength of Oracine will increase, as well as the speed of his attack.
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Last Resort 2 - "Protection Of The Roses" - This will increase the AC of Oracine for 30 seconds.
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Strategy - When you fight Oracine, he will be accompanied by 3 Ministry Of Justice soldiers, one whom wields a crossbow. The first thing you should try to do is take out these sentries. Also, make sure to protect Clopon, as they will undoubtedly go for her first. Once you have defeated them, use caution when taking on Oracine. He wields a dazing whip that has a 25% chance of stunning you. He will also use 2 Last Resorts (Flurry Attack at 50% health, Protection Of The Roses at 25% health). If you start to run low on life, pull out a ranged weapon, and let either Clopon or Challseus take some hits.
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SHINKARA FIELDS
SHINKARA ASPS
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Strategy - These snakes are quite weak, but will drain your strength and poison you with their lethal venom. If you plan on fighting these, you should be sure to carry many Toxin Removers on you.
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DEFENDERS OF LEGACY FOOTMEN
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Strategy - Unlike Ministry Of Justice soldiers who specialized in missions of secrecy, these soldiers are simply used
when brute force is needed. They employ attacks such as disarm and called shot, as well as critical attacks.
The only real strategy is to make sure all of your caster party members cast as many buffs as possible on you.
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DEFENDERS OF LEGACY PRIESTESS
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Strategy - These are low level priestess cadets fresh out of school. Do not let this phase you however, as they are quite formidable foes. The first thing they will usually do is cast "Sanctuary", so for the beginning of the fight, you most likely will not be able to see them. When they do come visible however, make sure to take them out as soon as possible. If not, the battle will be prolonged, as they will be able to heal the wounds of their allies.
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ELLOQUINCE
ICE CONSTITUENTS
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Last Resort - "Hypothermia" - After losing 25% of their health, Ice Constituents will unleash this powerful
cold attack upon their last attacker. The attacker will receive 10 points of cold damage,
as well as slowed for 30 seconds.
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Strategy - These hug elements are very slow, hit and run tactics can be useful. Just remember that their
Last Resort will "always" deal 10 points of cold damage, so do not try to kill them while your
own hit points are low...
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DUNGEON OF TRIALS - FLOOR 1
PETTY MUCKS
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Strategy - These small slimes will only prove a problem if you fight more than 4 at a time.
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AVERAGE DIVERGING MUCKS
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Strategy - These average sized slimes are twice as big and twice as powerful as petty mucks. Their protective
coat of slime makes them invulnerable to fire.
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On Death - On death, average diverging mucks will diverge into 2 petty mucks.
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GREAT DIVERGING MUCKS
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Strategy - These great sized slimes are twice as big and twice as powerful as average diverging mucks. Their
protective coat of slime makes them invulnerable to fire.
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On Death - On death, great diverging mucks will diverge into 2 average diverging mucks.
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GREAT ABSORBING MUCKS
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Last Resort - "Engulfing Muck" - Whoever is the last to attack the great absorbing muck will be paralyzed for
10 seconds. During this time, enemies may achieve a "Coup de Grace" attack
on you, instantly killing you.
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Strategy - These powerful mucks have over 100 hit points and have a strong resistance to all types of melee
attacks. The only thing that seems to damage them is powerful magic.
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STODGY MUCK ***BOSS***
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Strategy - This is the boss of the first floor of the Dungeon Of Trials. It has over 600 hitpoints and will
spawn countless mucks from it's own body at different intervals. You should make sure Lenina buffs
the entire party first, and make sure she uses melee attacks against it. Tell Lenin before to stay
6 meters from you so that he stays in the back, casting spells. As the Stodgy Muck spawns more and
more mucks, wait until there are many petty ones, and then use Lenin and Lenina's Unison Ability,
"Antipode". |
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