Related
HP
72
Gil
22 gil
Experience
93
Size
Small
Damage
14
Hit Rate
1×93%
Critical Hit Chance
1%
Absorb
0
Evade
27%
Magic Defense
23%
Morale
108 (may run if party is level 14 or higher)
Warg Wolves are basically just beefier Wolves, with more HP, Attack, and Evasion, but still no Defense. Their Attack is high enough that it isn't a bad idea to take them out first in mixed groups with normal Wolves, though Werewolves are a higher priority because they can inflict Poison. Just watch out for their Evasion, as they can be hard to consistently hit. It's probably worth burning a Spell like Fire2 if you run into a group of these on the way to town.
HP
92
Gil
200 gil
Experience
402
Size
Small
Damage
25
Hit Rate
1×95%
Critical Hit Chance
1%
Absorb
0
Evade
27%
Magic Defense
28%
Morale
200
Attack Probability
75%
Special Attack Probability
25%
Special Attack Sequence
Icestorm
Like other Wolves, Winter Wolves have 0 Defense but a decent Evasion score. They are low on HP and Magic Defense, making Fire2 a fantastic Spell to use against groups of them. Left alone, they can use their moderately powerful Icestorm attack. It's not terrible when used once, but three or four of them can devastate your party.
Sprite
HP
68
Gold
67 G
Experience
135
Absorb
6
Evade
21%
Magic Def.
23%
Family
Magic Beast, Regenerating, Werebeast
Morale
120 (may run at party level 20+)
WrWOLVES are like GrWOLVES with a Poisonous attack. This is very dangerous early in the game. Whenever you might run into WrWOLVES, make sure to bring a few PURE Potions.
Sprite
Rank
5
HP
540
Average Drop Value
640 gil
Power
50
Attacks
4×80%
(3.2)
Attack Effect
Poison
Defense
50
Evasion
1×50%
(0.5)
Magic Resistance
4×40%
(1.6)
Monster Family
Werebeast
Fear
−110% (50% at 5,660 party HP)
Treasures
500 gil (40%), 600 gil (30%), 800 gil (20%), 1,000 gil (10%)
Werewolves are not all that interesting. Their attacks are Poisonous, but they are otherwise very standard physical fighters. They have no weaknesses to take advantage of, so just slug it out with them.