Post by Trance Kuja on Aug 10, 2005 21:57:23 GMT -5
Thoughout the four different areas of Phantasy Star Online, you will encounter a large and varied range of monsters to do combat with. The only way to gain experience is to defeat these beasts, and each type gives a different amount of experience.
Below, you will find a listing of the monsters in PSO, along with the following information about each type as well as how to defeat them.
Name: The creature's name.
Attribute: Each monster type has a different attribute attached to it. Certain types of weapons do better against certain types of monsters than others.
Found: Where you can find the creature.
Exp Given: This is the number of experience the monster gives you when you kill it while playing the game in NORMAL mode. Defeating the same monster in Hard or Very Hard will provide more experience. Also, if you are fighting in a group the experience that you will receive from a monster will vary.
Special Abilities: If the monster has any extra abilities such as being able to cast a spell, it will be listed here.
Rag Rappy and al rappy
;
Attribute: Native
Found: Forest 1 and 2
Exp Given: 4
Special Abilities: None
These guys are little yellow bird-like creatures. They move pretty slowly, but once you knock them down they aren't completely dead yet. After a few seconds, they will jump up and attempt to run away. If you hit them one last time as they flee, they will drop an item for you to pick up.
They move rather slowly, so you can simply run up to them and slash them down. Out of the enemies in the Forest, these guys have the fewest hit points (with the exception of the Mothmants).
Booma, Goboomba, and Gigoboomba
;
Attribute: Native
Found: Forest
Exp Given: 5, 6, and 7
Special Abilities: None
Boomba's (and their kin) are the main monsters that you will find in the Forest area. Large, and bear-like they walk on two legs and slash at you with sharp claws. They have no special attacks and can be easily out-run.
The main thing to remember with the Boomba's is that they are rather slow after they try to swipe at you. So if they swing their claw, and miss, you will have enough time to run around to it's side and go to town with the weapon of your choice. The Boomba's get progressively more powerful on up to their Gigoboomba form, but that same tactic can be used to fight all of them.
Mothmant
;
Attribute: Native
Found: Forest
Exp Given: 1
Special Abilities: None
These are small little flying bugs that are launched out by the Monest. They have the lowest amount of hit points out of any monster in the Forest, so they will only take a couple hits to be taken care of. If they swarm up, they can do considerable damage, at which point you should run to a better location to take them out.
Monest
;
Attribute: Native
Found: Forest
Exp Given: 6
Special Abilities: Produces Mothmants.
This is the monster that produces the Mothmant. It cannot attack on it's own, but rather relies on the Mothmants to do the damage.
To defeat it, target the large purple sack and hit it continually. Once it has been taken down to about half life, it will fall to the ground where you can continue to attack it until it dies.
Savage Wolf and Barbarous Wolf
;
Attribute: Native
Found: Forest
Exp Given: 5 and 7
Special Abilities: Can cast Jellen and Zalure on itself.
The Savage Wolf is the first of the wolves that you will encounter in the Forest. They rarely attack from the front, but rather they wait until your back is turned to strike. And yes, you did read the Special Abilities correct, the wolves do cast Jellen Zalure on themselves for some strange reason.
The easiest way to fight these wolves is to keep one in your targeting cursor as you follow it in the circle that it walks around you. Keep tapping the L shoulder button so the camera is always behind you and you will be able to keep the beast targeted as you attack it.
Hildebear
;
Attribute: Native
Found: Forest 2
Exp Given: 10
Special Abilities: Is able to cast Foie.
This beast is nasty. He looks like a giant combination of a bat and gorilla, but without the wings and a very bad disposition. His fists can hit very hard, and if you get to far away, he will cast Foie and a fire ball will scorch you (and the fireball can pass through gates to strike you even in a safe zone).
As a Ranger or Force character, you can fight this guy from a distance. Hunters need to go in, take a few swipes, and then back away to avoid the fists of pain.
Evil Shark, Pal Shark, and Guil Shark
;
Attribute: A.Beast
Found: Cave
Exp Given: 10, 12, and 14
Special Abilities: None.
Just as with the Boomba's in the Forest, the Sharks are your common enemy in the Caves. They have the same style attacks as the Boomba's, simply with more HP and damage.
The main thing to remember with the Shark's is that they are rather slow after they try to swipe at you. So if they swing their claw, and miss, you will have enough time to run around to it's side and go to town with the weapon of your choice. The Shark's get progressively more powerful on up to their Guil Shark form, but that same tactic can be used to fight all of them.
Poison Lily
;
Attribute: A.Beast
Found: Cave
Exp Given: 10
Special Abilities: Can poison and paralyze.
These flowers are found throughout the Caves area. They can toss a poisoning bubble at you from a distance, as well as standing the chance of paralyzing a character if they get too close. Despite that danger, they can be easily taken out with a few hits.
The poison attack of the flower has a limited range, so if you are a Ranger or Force character, you can safely shoot at them from a distance and not risk being poisoned or paralyzed.
Grass Assassin
;
Attribute: A.Beast
Found: Cave
Exp Given: 17
Special Abilities: Can entwine a character's feet.
The Grass Assassin looks like a giant mutated Praying Mantis. He can entwine your feet if you stand still for too long, as well as charge at you as one of his attacks. As long as you keep moving when the monster first appears, you can avoid the entwining spell.
This bug will also attempt to charge you. The way to tell he is about to use this attack is that he will rear up on his hind legs like a horse. If you hit him the instant he comes down, you can prevent the charge and continue on with your attack.
Pan Arms (splits into Migium and Hidoom)
;
Attribute: A.Beast
Found: Cave
Exp Given: 4 per side.
Special Abilities: Can split into two monsters, as well as fire an energy attack.
This strange beast starts off as one monster, but then can split into two. Only offensive techniques can damages the joined form, although if you cast Shifta on yourself you may be able to do a little damage to it.
The joined form can fire off an energy attack that is easily dodged since you can see it charging, which takes quite a few seconds to do.
When they separate, the duo's favorite form of attack is to try to skewer you with their giant horn-like arms. You can use a similar tactic to eliminate these guys as the Sharks/Boombas of before.
Nano Dragon
;
Attribute: A.Beast
Found: Cave
Exp Given: 15
Special Abilities: Can fire an energy attack, as well as fly.
At the point where you first encounter these mini-dragons, they will be a very formidable opponent. Not only can they fly, which makes it a little more annoying for a Hunter to attack, they can also fire off a very powerful energy beam, which can do a lot of damage to a character.
Rangers and Force characters can shoot this guy out of the air, as can Hunters if you bother equipping a projectile weapon. On the ground, the energy beam can be avoided if you are at a distance from the dragon. The closer you are, the harder it is to dodge.
Pofuilly Slime and "Orange" Slime
;
Attribute: A.Beast
Found: Cave
Exp Given: 10
Special Abilities: None
The Pofuilly Slime can be a frustrating opponent due to the way to moves and attacks you. It starts off as a small puddle of water, and then forms into the main form of the monster. It can then attack you anywhere in the room via an arm that pops out of the ground.
The frustrating thing is that you can only hit it once before it reverts back to the puddle. As long as you hit it as soon as it forms, you can prevent the attack from it.
Gillchic
;
Attribute: Machine
Found: Mine
Exp Given: 18
Special Abilities: Can slow a character, and fire laser beams from a distance.
These robots are the "common" enemies of the Mines, just as the Boombas and Sharks were common in the Forest and Caves. They only have two forms, and the second one is more rare (see Dubchic, below). Their main attack is a punch that can randomly slow a character, but they can also fire off a laser beam at you from a distance.
Since they usually come at you in a pack, it is best to use a weapon that can hit multiple enemies at once. For a Hunter a Sword works wonders, and Rangers could make used of a Shot.
Dubchic
;
Attribute: Machine
Found: Mine
Exp Given: 18
Special Abilities: Cannot be killed by normal means.
This is the second form of the Gillchic, and has the same sort of attacks, but they cannot be destroyed in the same way. No matter how much damage you do to them, they will continue to get up off the ground and come after you.
Whenever these enemies appear, there is also a small round saucer-shaped object nearby that will not attack you. The only way to wipe out the Dubchics is to destroy the saucer with several well-placed hits.
Canadine and Canane
;
Attribute: Machine
Found: Mine
Exp Given: 18 and 17
Special Abilities: Casts Zonde while in air.
Canadine are small flying robots that like to zap you with a lightning bolt while they are in the air. When they hover near the ground they can be taken out with a few well placed hits, but while airborne, they can be a real pain - especially for Hunters.
You can knock them out of the air by firing at them with a gun, or using a range-based offensive technique such as Zonde.
Canane is a red version of Canadine that is usually surrounded by a small group of Canadines. When you destroy it, the Canadine will immediately surround you and try to drill you to death, so take out some of the surrounding robots before tackling the center one.
Sinow Beat and Sinow Gold
;
Attribute: Machine
Found: Mine
Exp Given: 20
Special Abilities: Can confuse a character and create illusions of itself. Gold is able to himself and other enemies.
These guys can be extremely annoying with lower leveled characters. They attack very quickly, and stand the chance of confusing you.
The best way to combat them is to hit and run. Hit them when you have an opening, and then run out of the way before they can hit you. The Gold versions are able to heal themselves and others, so when you have to fight both at once, go after the Gold first.
Garanz
;
Attribute: Machine
Found: Mine
Exp Given: 22
Special Abilities: Can launch missiles at you.
Big, tough, and deadly. That is how you describe this, the biggest of the robots in the Mines. His main attack includes firing off multiple missiles at you, which attempt to seek you out and cause you much pain.
When going up against this foe, be sure to have plenty of health items and be ready to run and cast Resta on yourself. Hit and run tactics are the best to use against this guy, as occasionally you can out run the deadly missiles before they hit you.
Dimenian, La Dimenian, So Dimenian
;
Attribute: Dark
Found: Ruins
Exp Given: 22, 24, 26
Special Abilities: None.
Dimenian (and their kin) are the main monsters that you will find in the Ruins area. Large, and shark-like they walk on two legs and slash at you with sharp blades. They have no special attacks and can be easily out-run.
The main thing to remember with the Dimenian is that they are rather slow after they try to swipe at you. So if they swing their claw, and miss, you will have enough time to run around to it's side and go to town with the weapon of your choice. The Dimenian get progressively more powerful on up to their So Dimenian form, but that same tactic can be used to fight all of them.
Claw
;
Attribute: Dark
Found: Ruins
Exp Given: 6
Special Abilities: None.
The Claws are the Mothmants of the Ruins area. They are the weakest enemies, and they always show up in packs.
A weapon such as a Sword or Shot work well against them since you can hit multiple enemies at once by using those weapons. Out of all the enemies in the Ruins, they have the fewest hit points and take the fewest hits to put down.
Bulclaw
;
Attribute: Dark
Found: Ruins
Exp Given: 24
Special Abilities: None.
Similar to the Monest in Forest, the Bulclaw produces Claws, but only if it comes in contact with a character. If you hit them before they latch onto you, you can prevent a group of claws from appearing.
In terms of their toughness, they actually aren't much more powerful than the Claws, so a few hits is all that is needed to take them down.
Delsaber
;
Attribute: Dark
Found: Ruins
Exp Given: 25
Special Abilities: Can avoid being hit.
This is one of the tougher enemies in the Ruins, and they can definitely cause some problems for you if they manage to gang up on you.
The one thing that is annoying about these guys is their abilities to avoid being hit from the front via a special blocking ability that they have. Since they cannot be hit most often from the front, you need to hit them from behind. As they are kind of sluggish in turning around after they start swinging at you, you can get to their side or rear and hit them.
Weapons that can hit multiple enemies definitely help in that tactic as you stand a better chance of striking a hit than with a normal weapon.
Chaos Sorcerer
;
Attribute: Dark
Found: Ruins
Exp Given: 24
Special Abilities: Fire and Ice attacks, as well as teleportation.
Here is one of the more deadly enemies in the Ruins, due to its powerful Technique casting abilities. Two powerful diamonds that allow him to cast a painful fire-based attack as well as a shower of ice flank the Sorcerer.
If you have a good weapon that can strike multiple targets, you’ll want to use it against this enemy. By doing so, you damage the Sorcerer as well as both diamonds. If you take out the diamonds, his offensive capabilities will be crippled for a while, then you can easily wipe him out.
Dark Belra
;
Attribute: Dark
Found: Ruins
Exp Given: 28
Special Abilities: Fires fist at characters, and can paralyze.
You’ll encounter these slow moving automatons early in the Ruins area, and they look a lot more intimidating than they actually are.
These giant metal creatures have two main attacks. When you are at long range from it, they like to fire off their fist at you. That attack can be simply dodged since you can see him preparing to fire.
The second attack comes when you are in melee range of the beast. They will rise up both arms and slam them into you, randomly paralyzing the character in the process. When you see them raise their arms up, it is then time to run.
Dark Gunner
;
Attribute: Dark
Found: Ruins
Exp Given: 20
Special Abilities: Fires an energy bolt.
These are small robots that slide around the ground, and usually appear in groups. They cannot be damaged when they are "collapsed". When their little antenna pops up, you are able to damage them and combo them.
Their main attack is an energy bolt. You can actually stop the group from firing this if you target a specific unit. There will usually be one gunner with a red antenna, if you attack that one, the rest of the group will not fire on you.
Chaos Bringer
;
Attribute: Dark
Found: Ruins
Exp Given: 30
Special Abilities: Can Confuse
As one of the more menacing opponents in the Ruins, the Chaos Bringers actually have a major weekness. When these centaurs charge at you, you can dodge out of the way and hit them in the back multiple times as they have a long recovery time after they try to ram you.
Below, you will find a listing of the monsters in PSO, along with the following information about each type as well as how to defeat them.
Name: The creature's name.
Attribute: Each monster type has a different attribute attached to it. Certain types of weapons do better against certain types of monsters than others.
Found: Where you can find the creature.
Exp Given: This is the number of experience the monster gives you when you kill it while playing the game in NORMAL mode. Defeating the same monster in Hard or Very Hard will provide more experience. Also, if you are fighting in a group the experience that you will receive from a monster will vary.
Special Abilities: If the monster has any extra abilities such as being able to cast a spell, it will be listed here.
Rag Rappy and al rappy
;
Attribute: Native
Found: Forest 1 and 2
Exp Given: 4
Special Abilities: None
These guys are little yellow bird-like creatures. They move pretty slowly, but once you knock them down they aren't completely dead yet. After a few seconds, they will jump up and attempt to run away. If you hit them one last time as they flee, they will drop an item for you to pick up.
They move rather slowly, so you can simply run up to them and slash them down. Out of the enemies in the Forest, these guys have the fewest hit points (with the exception of the Mothmants).
Booma, Goboomba, and Gigoboomba
;
Attribute: Native
Found: Forest
Exp Given: 5, 6, and 7
Special Abilities: None
Boomba's (and their kin) are the main monsters that you will find in the Forest area. Large, and bear-like they walk on two legs and slash at you with sharp claws. They have no special attacks and can be easily out-run.
The main thing to remember with the Boomba's is that they are rather slow after they try to swipe at you. So if they swing their claw, and miss, you will have enough time to run around to it's side and go to town with the weapon of your choice. The Boomba's get progressively more powerful on up to their Gigoboomba form, but that same tactic can be used to fight all of them.
Mothmant
;
Attribute: Native
Found: Forest
Exp Given: 1
Special Abilities: None
These are small little flying bugs that are launched out by the Monest. They have the lowest amount of hit points out of any monster in the Forest, so they will only take a couple hits to be taken care of. If they swarm up, they can do considerable damage, at which point you should run to a better location to take them out.
Monest
;
Attribute: Native
Found: Forest
Exp Given: 6
Special Abilities: Produces Mothmants.
This is the monster that produces the Mothmant. It cannot attack on it's own, but rather relies on the Mothmants to do the damage.
To defeat it, target the large purple sack and hit it continually. Once it has been taken down to about half life, it will fall to the ground where you can continue to attack it until it dies.
Savage Wolf and Barbarous Wolf
;
Attribute: Native
Found: Forest
Exp Given: 5 and 7
Special Abilities: Can cast Jellen and Zalure on itself.
The Savage Wolf is the first of the wolves that you will encounter in the Forest. They rarely attack from the front, but rather they wait until your back is turned to strike. And yes, you did read the Special Abilities correct, the wolves do cast Jellen Zalure on themselves for some strange reason.
The easiest way to fight these wolves is to keep one in your targeting cursor as you follow it in the circle that it walks around you. Keep tapping the L shoulder button so the camera is always behind you and you will be able to keep the beast targeted as you attack it.
Hildebear
;
Attribute: Native
Found: Forest 2
Exp Given: 10
Special Abilities: Is able to cast Foie.
This beast is nasty. He looks like a giant combination of a bat and gorilla, but without the wings and a very bad disposition. His fists can hit very hard, and if you get to far away, he will cast Foie and a fire ball will scorch you (and the fireball can pass through gates to strike you even in a safe zone).
As a Ranger or Force character, you can fight this guy from a distance. Hunters need to go in, take a few swipes, and then back away to avoid the fists of pain.
Evil Shark, Pal Shark, and Guil Shark
;
Attribute: A.Beast
Found: Cave
Exp Given: 10, 12, and 14
Special Abilities: None.
Just as with the Boomba's in the Forest, the Sharks are your common enemy in the Caves. They have the same style attacks as the Boomba's, simply with more HP and damage.
The main thing to remember with the Shark's is that they are rather slow after they try to swipe at you. So if they swing their claw, and miss, you will have enough time to run around to it's side and go to town with the weapon of your choice. The Shark's get progressively more powerful on up to their Guil Shark form, but that same tactic can be used to fight all of them.
Poison Lily
;
Attribute: A.Beast
Found: Cave
Exp Given: 10
Special Abilities: Can poison and paralyze.
These flowers are found throughout the Caves area. They can toss a poisoning bubble at you from a distance, as well as standing the chance of paralyzing a character if they get too close. Despite that danger, they can be easily taken out with a few hits.
The poison attack of the flower has a limited range, so if you are a Ranger or Force character, you can safely shoot at them from a distance and not risk being poisoned or paralyzed.
Grass Assassin
;
Attribute: A.Beast
Found: Cave
Exp Given: 17
Special Abilities: Can entwine a character's feet.
The Grass Assassin looks like a giant mutated Praying Mantis. He can entwine your feet if you stand still for too long, as well as charge at you as one of his attacks. As long as you keep moving when the monster first appears, you can avoid the entwining spell.
This bug will also attempt to charge you. The way to tell he is about to use this attack is that he will rear up on his hind legs like a horse. If you hit him the instant he comes down, you can prevent the charge and continue on with your attack.
Pan Arms (splits into Migium and Hidoom)
;
Attribute: A.Beast
Found: Cave
Exp Given: 4 per side.
Special Abilities: Can split into two monsters, as well as fire an energy attack.
This strange beast starts off as one monster, but then can split into two. Only offensive techniques can damages the joined form, although if you cast Shifta on yourself you may be able to do a little damage to it.
The joined form can fire off an energy attack that is easily dodged since you can see it charging, which takes quite a few seconds to do.
When they separate, the duo's favorite form of attack is to try to skewer you with their giant horn-like arms. You can use a similar tactic to eliminate these guys as the Sharks/Boombas of before.
Nano Dragon
;
Attribute: A.Beast
Found: Cave
Exp Given: 15
Special Abilities: Can fire an energy attack, as well as fly.
At the point where you first encounter these mini-dragons, they will be a very formidable opponent. Not only can they fly, which makes it a little more annoying for a Hunter to attack, they can also fire off a very powerful energy beam, which can do a lot of damage to a character.
Rangers and Force characters can shoot this guy out of the air, as can Hunters if you bother equipping a projectile weapon. On the ground, the energy beam can be avoided if you are at a distance from the dragon. The closer you are, the harder it is to dodge.
Pofuilly Slime and "Orange" Slime
;
Attribute: A.Beast
Found: Cave
Exp Given: 10
Special Abilities: None
The Pofuilly Slime can be a frustrating opponent due to the way to moves and attacks you. It starts off as a small puddle of water, and then forms into the main form of the monster. It can then attack you anywhere in the room via an arm that pops out of the ground.
The frustrating thing is that you can only hit it once before it reverts back to the puddle. As long as you hit it as soon as it forms, you can prevent the attack from it.
Gillchic
;
Attribute: Machine
Found: Mine
Exp Given: 18
Special Abilities: Can slow a character, and fire laser beams from a distance.
These robots are the "common" enemies of the Mines, just as the Boombas and Sharks were common in the Forest and Caves. They only have two forms, and the second one is more rare (see Dubchic, below). Their main attack is a punch that can randomly slow a character, but they can also fire off a laser beam at you from a distance.
Since they usually come at you in a pack, it is best to use a weapon that can hit multiple enemies at once. For a Hunter a Sword works wonders, and Rangers could make used of a Shot.
Dubchic
;
Attribute: Machine
Found: Mine
Exp Given: 18
Special Abilities: Cannot be killed by normal means.
This is the second form of the Gillchic, and has the same sort of attacks, but they cannot be destroyed in the same way. No matter how much damage you do to them, they will continue to get up off the ground and come after you.
Whenever these enemies appear, there is also a small round saucer-shaped object nearby that will not attack you. The only way to wipe out the Dubchics is to destroy the saucer with several well-placed hits.
Canadine and Canane
;
Attribute: Machine
Found: Mine
Exp Given: 18 and 17
Special Abilities: Casts Zonde while in air.
Canadine are small flying robots that like to zap you with a lightning bolt while they are in the air. When they hover near the ground they can be taken out with a few well placed hits, but while airborne, they can be a real pain - especially for Hunters.
You can knock them out of the air by firing at them with a gun, or using a range-based offensive technique such as Zonde.
Canane is a red version of Canadine that is usually surrounded by a small group of Canadines. When you destroy it, the Canadine will immediately surround you and try to drill you to death, so take out some of the surrounding robots before tackling the center one.
Sinow Beat and Sinow Gold
;
Attribute: Machine
Found: Mine
Exp Given: 20
Special Abilities: Can confuse a character and create illusions of itself. Gold is able to himself and other enemies.
These guys can be extremely annoying with lower leveled characters. They attack very quickly, and stand the chance of confusing you.
The best way to combat them is to hit and run. Hit them when you have an opening, and then run out of the way before they can hit you. The Gold versions are able to heal themselves and others, so when you have to fight both at once, go after the Gold first.
Garanz
;
Attribute: Machine
Found: Mine
Exp Given: 22
Special Abilities: Can launch missiles at you.
Big, tough, and deadly. That is how you describe this, the biggest of the robots in the Mines. His main attack includes firing off multiple missiles at you, which attempt to seek you out and cause you much pain.
When going up against this foe, be sure to have plenty of health items and be ready to run and cast Resta on yourself. Hit and run tactics are the best to use against this guy, as occasionally you can out run the deadly missiles before they hit you.
Dimenian, La Dimenian, So Dimenian
;
Attribute: Dark
Found: Ruins
Exp Given: 22, 24, 26
Special Abilities: None.
Dimenian (and their kin) are the main monsters that you will find in the Ruins area. Large, and shark-like they walk on two legs and slash at you with sharp blades. They have no special attacks and can be easily out-run.
The main thing to remember with the Dimenian is that they are rather slow after they try to swipe at you. So if they swing their claw, and miss, you will have enough time to run around to it's side and go to town with the weapon of your choice. The Dimenian get progressively more powerful on up to their So Dimenian form, but that same tactic can be used to fight all of them.
Claw
;
Attribute: Dark
Found: Ruins
Exp Given: 6
Special Abilities: None.
The Claws are the Mothmants of the Ruins area. They are the weakest enemies, and they always show up in packs.
A weapon such as a Sword or Shot work well against them since you can hit multiple enemies at once by using those weapons. Out of all the enemies in the Ruins, they have the fewest hit points and take the fewest hits to put down.
Bulclaw
;
Attribute: Dark
Found: Ruins
Exp Given: 24
Special Abilities: None.
Similar to the Monest in Forest, the Bulclaw produces Claws, but only if it comes in contact with a character. If you hit them before they latch onto you, you can prevent a group of claws from appearing.
In terms of their toughness, they actually aren't much more powerful than the Claws, so a few hits is all that is needed to take them down.
Delsaber
;
Attribute: Dark
Found: Ruins
Exp Given: 25
Special Abilities: Can avoid being hit.
This is one of the tougher enemies in the Ruins, and they can definitely cause some problems for you if they manage to gang up on you.
The one thing that is annoying about these guys is their abilities to avoid being hit from the front via a special blocking ability that they have. Since they cannot be hit most often from the front, you need to hit them from behind. As they are kind of sluggish in turning around after they start swinging at you, you can get to their side or rear and hit them.
Weapons that can hit multiple enemies definitely help in that tactic as you stand a better chance of striking a hit than with a normal weapon.
Chaos Sorcerer
;
Attribute: Dark
Found: Ruins
Exp Given: 24
Special Abilities: Fire and Ice attacks, as well as teleportation.
Here is one of the more deadly enemies in the Ruins, due to its powerful Technique casting abilities. Two powerful diamonds that allow him to cast a painful fire-based attack as well as a shower of ice flank the Sorcerer.
If you have a good weapon that can strike multiple targets, you’ll want to use it against this enemy. By doing so, you damage the Sorcerer as well as both diamonds. If you take out the diamonds, his offensive capabilities will be crippled for a while, then you can easily wipe him out.
Dark Belra
;
Attribute: Dark
Found: Ruins
Exp Given: 28
Special Abilities: Fires fist at characters, and can paralyze.
You’ll encounter these slow moving automatons early in the Ruins area, and they look a lot more intimidating than they actually are.
These giant metal creatures have two main attacks. When you are at long range from it, they like to fire off their fist at you. That attack can be simply dodged since you can see him preparing to fire.
The second attack comes when you are in melee range of the beast. They will rise up both arms and slam them into you, randomly paralyzing the character in the process. When you see them raise their arms up, it is then time to run.
Dark Gunner
;
Attribute: Dark
Found: Ruins
Exp Given: 20
Special Abilities: Fires an energy bolt.
These are small robots that slide around the ground, and usually appear in groups. They cannot be damaged when they are "collapsed". When their little antenna pops up, you are able to damage them and combo them.
Their main attack is an energy bolt. You can actually stop the group from firing this if you target a specific unit. There will usually be one gunner with a red antenna, if you attack that one, the rest of the group will not fire on you.
Chaos Bringer
;
Attribute: Dark
Found: Ruins
Exp Given: 30
Special Abilities: Can Confuse
As one of the more menacing opponents in the Ruins, the Chaos Bringers actually have a major weekness. When these centaurs charge at you, you can dodge out of the way and hit them in the back multiple times as they have a long recovery time after they try to ram you.