Ghost enemy line

The Ghost, Ghost Mage, Horned Ghost, and Lich are species of monsters found in Golden Sun and Golden Sun: The Lost Age. These monsters, resembling corporeal floating humanoids draped in hoods, are palette swaps of each other and have differing levels of power and defense. This is the only monster line to feature four distinctive members all together in the same game cart - the only other monster line with four members is the Cuttle monster line, which has three members in Golden Sun and a fourth in The Lost Age.

Ghost
A normal-sized member with a violet hood that has a red underside, orange eyes, pale purple gloves, and a somewhat turquoise tunic. The Ghost features 56 HP, 6PP, 38 Attack, 12 Defense, 12 Agility, and 2 Luck. It is most resistant to Mercury Psynergy and has decreasing resistance values to Mars, then Venus, and lastly Jupiter, to which it is extremely succeptible.

Ghosts are quite weak as opponents even among when they can first be battled. They can attack with a physical attack, cast the Impair Psynergy (up to a total of two times thanks to its PP meter), and a Monster skill called Rumble, which summons a small group of orange skull-faced spirits to attack multiple adepts.

Felling a Ghost yields 9 EXP, 9 coins, and in somewhat uncommon cases, an Oil Drop. It is fought in Goma Cave and the region of Golden Sun's overworld map encompassing Bilibin and the entrances to Bilibin Cave and Kolima Bridge. In The Lost Age it is fought in the Shrine of the Sea God and the Dekhan Plateau.

Ghost Mage
A normal-sized member with a purple hood that has a dark purple underside, blue eyes, pale pink gloves, and a somewhat light-green tunic. The Ghost Mage features 161 HP, 19PP, 168 Attack, 43 Defense, 86 Agility, and 9 Luck. It is most resistant to Mercury Psynergy and has decreasing resistance values to Mars, then Venus, and lastly Jupiter, to which it is extremely succeptible.

Ghosts Mages are as magical as their titles imply: They can attack with a physical attack and cast the Spire Psynergy for Venus damage to a single Adept, Whirlwind for minor Jupiter damage to multiple Adepts, and the Haunt Psynergy. These are not particularly powerful Psynergies.

Felling a Ghost Mage yields 80 EXP, 110 coins, and in somewhat uncommon cases, a Bramble Seed. It is fought in the optional Vale Cave and Vault Cave dungeons in Golden Sun, and in The Lost Age it is fought in Taopo Swamp and several mid-game overworld areas like eastern Osenia, the Apojii Islands, Izumo, and the area around Champa and Ankohl Ruins.

Horned Ghost
A normal-sized member with a green hood that has a bold blue underside, purple eyes, light green gloves, and a somewhat orange tunic. The Horned Ghost features 236 HP, 32PP, 268 Attack, 78 Defense, 116 Agility, and 5 Luck. It is most resistant to Mercury Psynergy and has decreasing resistance values to Mars, then Venus, and lastly Jupiter, to which it is extremely succeptible.

Horned Ghosts are certainly much more respectable as opponents than their predecessors by the time they are first encountered, and they may be more damaging than the other enemies they appear with because they have better offensive measures. They can attack with a physical attack, cast the Ice Horn and Hail Prism for stronger Mercury-based damage to multiple Adepts, and the Haunt Psynergy.

Felling a Horned Ghost yields 199 EXP, 166 coins, and in uncommon cases, an Elixer. It is fought in Suhalla Gate and the earlier frontal portion of Venus Lighthouse.

Lich
A normal-sized member with a tan hood that has a red-orange underside, violet eyes, light green gloves, and a somewhat light-blue tunic. The Lich features 900 HP, 52PP, 192 Attack, 48 Defense, 106 Agility, and 15 Luck. Like its predecessors, it is most resistant to Mercury Psynergy and has decreasing resistance values to Mars, then Venus, and lastly Jupiter, to which it is very succeptible. Interestingly, all of its resistances are higher in general.

Only one Lich is fought in Golden Sun, as one of three "sub-boss" enemies guarding the third floor of Crossbone Isle, with its two counterparts being a pair of Fiendish Ghouls. Because it can be fought well before any Horned Ghost (the Tolbi-bound Ship hidden method), its Attack, Defense, and Agility stats are notable lower than the Horned Ghost. It is given boss-like HP, PP, and Luck values, and its battling arsenal is meant to work with the Fiendish Ghouls it battles with. It can physically attack, cast Glacier for strong Mercury Damage to multiple Adepts, and cast a horde of buffing/debuffing/status Psynergies: Revive, Debilitate, Enfeeble, Bind, Haunt, and Curse. Of these, Revive is the most noteworthy because it can allow the Lich to bring a fallen Fiendish Ghoul to life and make the battle much longer. This effect occurs rarely to players, though, because with its limited PP meter it will often use it up on its other spells before randomly using Revive on a Fiendish Ghoul, and it will only use a physical attack on each of the remaining turns.

Felling the Lich yields 263 EXP, 1200 coins, and a guaranteed Psy Crystal. Taken together with the two fiendish ghouls, the total battle rewards would come out to 437 EXP and 1418 Coins, and possibly some additional Antidotes.