This is for extra things that you missed and/or were never used. Things posted here aren't officially canon and solely for curiosity's sake.
I'm posting this as a little bonus since last session was short.
Hilda's stat sheet. She wasn't with you long and left just before VSM and Iddy joined the game. There's not a lot of interest to see here, but here you go anyway.
I think I got all her mechanics right.
Hilda Krim
Level 2 Warrior
HP 52
MP 8
ACC 4
AVD 6
PWR 10
RES 8
DEX 5
MND 4
Force 4
Finesse 2
Attacks
Iron Sword: 2d6+20
Cyclone: 2d6+10, attacks all in short rage, enemies damaged can't escape.
ARM 12
M.ARM 4
Destiny 4
Earth: - Fire: - Ice: - Lightning: - Water: - Wind: - Holy: - Shadow: -
Job Abilities (3)
Victory Pose (Innate): +1 to destiny gain after defeating a boss/last boss.
Trauma: +1 damage step when statused.
Cyclone: See attacks.
Status Resistant: Immune to Poison and Fear.
Skills (20) (Max ranks 3)
Whatever, fill in later.
Inventory
Iron Sword: Tier 2 sword, reliable, blah blah blah.
Iron Armor: Tier 2 armor. 12/4
The IMP IMP IMP boss y'all missed.
The steal mechanics were raw back then, as I was trying a few things out.
Gray Imp (Boss)
Level 1 Boss Beast
HP 188
MP 16
ACC 6
AVD 9
PWR 13
RES 17
DEX 10
MND 6
Force 7
Finesse 4
ARM 3
M.ARM 2
Destiny 1
Earth: - Fire: - Ice: Vulnerable Lightning: - Water: - Wind: - Holy: - Shadow: -
Status Immunities: Charm, Transform
Biological Attacks: -
Combat Abilities: -
Imp Slash: 2d6+6
Imp's Fury!: 2d6+13, deals wind damage.
Ruse: 4 MP, +2 AVD until end of battle. +4 instead if HP is at 50% or less.
Potion: Heals 47 HP, can be used once per battle.
Gil: 200
Drop: Potion (100% or 0%), Imp's Sword (100%), Imp's Cap (50%)
Steal: Potion (If not already used)
Imp's Cap: Tier 2 accessory, 600 gil, +1 ACC, Imps enchant these to aim better. Wait, imps can use magic?!
Titan's helpers you didn't fight. Not much to say about them. They're essentially gray wolves.
Gold Wolf
Level 2 Normal Beast
HP 74
MP 8
ACC 4
AVD 7
PWR 9
RES 7
DEX 6
MND 2
Force 4
Finesse 2
ARM 3
M.ARM 3
Destiny 0
Earth: - Fire: Vulnerable Ice: Vulnerable Lightning: - Water: - Wind: - Holy: - Shadow: Vulnerable
Status Immunities: -
Biological Attacks: -
Combat Abilities: Call for Help
Bite: 2d6+9
Hamstring: 2d6+9, slow action, +1 ACC, -2 to target's AVD for 1 round
Howl: Inflicts Confuse on one target, can only be used once per battle.
Gil: 15
Drop: Gold Ring (10%), Golden Noon (5%)
Steal: Gold Ring
Gold Ring: Tier 1 accessory, 300 gil, nullifies racial weakness to shadow. A ring of gold blessed by a nature spirit.
The reward for killing him while Shiva charged up Diamond Dust was three shots at a stat booster and some gil. It also hit like a freight train, so finishing the battle was the right call.
Helldiver
Level 2 Notorious Aerial
HP 168
MP 8
ACC 3
AVD 8 (-4 penalty to short ranged weapons)
PWR 30
RES 2
DEX 2
MND 2
Force 8
Finesse 1
ARM 0
M.ARM 6
Destiny 0
Earth: Immune Fire: - Ice: - Lightning: Vulnerable Water: - Wind: Vulnerable Holy: - Shadow: Immune
Status Immunities: Charm, Transform
Biological Attacks: Flight
Combat Abilities: Petrification Touch (60%)
Hellbeak: 2d6+30 and 60% chance of petrification
Helldive: 2d6+60 and 60% chance of petrification
Gil: 300
Drop: Gold Needle (100%), PWR Source (5%), MND Source (5%), MP Source (5%)
Steal: Gold Needle
Since it looks like you won't be fighting ogres any time soon.
Ogre
Level 3 Normal Humanoid
HP 147
MP 27
ACC 3
AVD 7
PWR 12
RES 9
DEX 2
MND 4
Force 5
Finesse 1
ARM 8
M.ARM 4
Destiny 0
Earth: - Fire: - Ice: - Lightning: - Water: - Wind: - Holy: - Shadow: -
Status Immunities: -
Biological Attacks: Large, Improved Defenses(ARM)x2
Combat Abilities: Counterattack(25%), Call for Help(Ogre).
Clubbing: 2d6+24
Goblin Bomb: 3 MP, slow action, deals 2d6+48 M.ARM fire damage. 25% it also damages caster.
Potions: Heals 50 HP to self and all allies within short range.
Gil: 50
Drop: Potion (21%), Huge Club(15%), Ogre's Belt (5%), PWR Source (1%)
Steal: Huge Club
Huge Club, tier 2 huge, 915 gil, heavy swing plus +2 PWR. You have to wonder if it's compensating for something.
Ogre's Belt, tier 2 accessory, 810 gil, +2 PWR plus +1 RES plus -10 MP. Made from horse leather, not ogre leather.