Bestiary
Slimes
Entry: Cube Slime
Description:
Can take various shapes. Is often seen as a gelatin blob, but can also take on other forms including those that look like city guards. Recommended approach: Avoid physical attacks. Cutting it will cause the slime to duplicate its self and make it even stronger. Have mages handle these ones. Change your basic attack to one of the following if you have no other skills.
FTH - Light damage, magical
INT - Arcane, magical
WIS - Nature, Magical
CHR - Water, hybrid
Entry: Elemental Slimes
Description:
Can take various shapes. It was once seen as a mimic in a cave, paired with a light slime. Magma slimes and water slimes have also been spotted around Spira. Recommended approach: Avoid attacking with elements that match the slime. Use basics if you have to. For light slimes, it's recommended to change to a different basic attack if you're a paladin or priest.
Entry: Snake Slime
Description:
A large snake humanoid with an engorged chest. It's prone to eating anything ad everything. Given the opportunity she'll eat you and spit you out once you are unconscious and naked. That's if she doesn't do anything to you first. Recommended: Don't get eaten and don't use physical attacks. They heal her.
Entry: Slimes General info
Does anyone know more about these creatures abilities?
Slather: Reduces max FP by 20
Absorb: Average damage attack that heals for the same amount
Resistances: 150+ possibly
Focus: over 500+? Don't bother with FP draining, it seems like they have unlimited stamina
Non Story Teller NPC
Entry: Ghost Armor
Description:
Haunted armor that roams the ruins of Spira, throwing those out or possessing them should they not listen to its warnings. Recommended approach: Don't use Arcane attacks on it, its armor is resistant to magic
Entry: The Corrupted
Description:
Can take on various forms/shells of dark corrupted energy. Often wanders around the mine and catacombs. Be careful, it can envelop the opponents with this energy and take over (spell check / Wise Check(>D40) to resist) these then fight until the master died for him or a priest has exorcised the dark energy (Wise Check(>D50)/ spell check). Priests and Paladins can banish this enemy with Holy Magic(Wise Check(>D70)Spell check) You can often find after defeat in a pile of ashes, armor from a bygone era(T1) or Shards.
Golems
Entry: Golem
Description:
Changes its resistances after each incoming hit. This means It must switch between Magic and Physical damage by turns. Resistances: 150+ of the last incoming hit. (No heal if you attacked with the wrong attack, just 0 dmg)
Focus: 500+? Don't bother with FP drain, it seems like they have unlimited stamina