Elemental Vulnerability
Fire Ice Thunder Water Wind Earth Pearl Poison
Weak pt Normal Normal Normal Normal Normal Weak pt Absorb HP
Status Vulnerability
Dark Zombie Poison Imp Petrify Wound Condemned Near Fatal Mute
Prevent Prevent Prevent Prevent Prevent Normal Normal Normal Normal
Berserk Muddled Seizure Psyche Slow Stop Freeze Charm HP Leak
Prevent Normal Normal Prevent Normal Normal Normal Normal Normal
Clear Float Image Regen Haste Shell Safe Reflect Life 3
Normal Normal Normal Normal Normal Normal Normal Normal Normal
Metamorph (50% chance of success)
Sketch
Bserk (3/4) Bio (1/4)
Battle Bio Bserk Haste2
Abilities: Used by L.50 Magic – 8 shown
Monster abilities cannot normally be used by characters; character abilities are learned by specific characters and are covered in this guide under the appropriate section; spells are normal spells that characters can learn; lores are monster abilities that can be learned by Strago; esper abilities are the results of summoning; dance moves are used while dancing; special attacks are used by some characters in certain circumstances; item abilities are how items function
Name
Whether this ability is physical or magical in nature; the game determines hits and damage differently for each; item abilities have non-random effects
Type
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The estimated average amount of damage this ability will deal to a target with 128 Mag.Def when used by this monster; actual damage will vary considerably based on the target's Defense or Mag.Def and other factors, but this is a good measure of the relative danger of this ability; a dagger (†) indicates that the ability ignores defense; fractional damage estimates are based on the maximum HP of characters of a similar level to the monster
Damage
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
MP
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
Bio Magic One/All Foes 1,283 53 26 120 Reflect, Runic Poison Poison -
Bserk Magic One Ally - - 16 150 Reflect, Runic - Berserk -
Dispel Magic One Foe - - 25 100% Runic - Berserk, Slow, Stop, Clear, Float, Image, Regen, Haste, Shell, Safe, Reflect, Life 3 -
Doom Magic One Foe - - 35 95 Reflect, Runic, Wound, Stamina - Wound -
Haste2 Magic One/All Allies - - 38 100% Reflect, Runic - Haste -
Poison Magic One Foe 606 25 3 100 Reflect, Runic Poison Poison -
Remedy Magic One Ally - - 15 - Runic - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop -
Slow Magic One Foe - - 5 120 Reflect, Runic - Slow -
Encounter Groups: With L.50 Magic – 7 shown
Area Map Condition Encounters
The average amount of experience won in an encounter in this group
Avg. Exp.
The average amount of GP won in an encounter in this group
Avg. GP
The average amount of magic points won in an encounter in this group
Avg. Mag. Pts.
The range of average levels of monsters found in this group's encounters; level directly impacts the damage done by a monster's attacks, and is a good general indicator of the difficulty of any given encounter
Level
- L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
- - 5.6 31–57
- 2 Magic Urns (1/16)
L.50 Magic (5/16)
L.40 Magic, L.50 Magic, L.60 Magic (5/16)
L.30 Magic, L.20 Magic, L.10 Magic (5/16)
- - 5.6 31–57
- L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
- - 5.6 31–57
- L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
- - 5.6 31–57
- L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
- - 5.6 31–57
- L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
- - 5.6 31–57
- 2 Magic Urns (1/16)
L.60 Magic, L.30 Magic, 2 L.10 Magics (5/16)
2 L.70 Magics, L.50 Magic (5/16)
L.70 Magic, L.50 Magic, L.40 Magic (5/16)
- - 7.2 31–56
Encounters: With L.50 Magic – 4 shown
World of Ruin encounters cannot be found in the World of Balance; unique encounters are found as set encounters or treasure guardians, but never as a random battle; legendary dragons are unique monsters that are found in the World of Ruin; special bosses have unique music and immense power; the final bosses are the last creatures fought in the game
Name
Any encounters you've seen that appear on the Veldt will appear in groups; each encounter goes to the next group with at least one available encounter in it; encounters with no value listed do not appear on the Veldt
Veldt Group
Exp. GP Magic Points
The range of levels of monsters found in this encounter; level directly impacts the damage done by a monster's attacks, and is a good general indicator of the difficulty of any given encounter
Level
Each party member must run long enough to set their run value to at least this number in order to escape this encounter; side attacks have a run difficulty of zero and it is not possible to run from pincer attacks unless all monsters on one side have been defeated
Run Difficulty
The specific monsters that appear during this encounter
Monsters
- - - 5 57 Can't Run L.50 Magic
- - - 6 55–58 Can't Run L.40 Magic, L.50 Magic, L.60 Magic
- - - 5 56–57 Can't Run L.70 Magics, L.50 Magic
- - - 9 55–57 Can't Run L.70 Magic, L.50 Magic, L.40 Magic
Maps: Where L.50 Magic is found – 7 shown
Area
World of Ruin maps cannot be found in the World of Balance; persistent maps are found in both the World of Balance as well as the World of Ruin
Name
World
The random encounters found on this map; if the encounter list changes at certain points during the game, each list is shown here
Encounters
The number of treasures found on this map
Treasures
The dance learned by Mog upon fighting a battle on this map; if this dance is used during a battle here, the dancer has no chance of stumbling; different terrain types on the world map have different dances; plains and wastelands use the Wind Song, forests use the Forest Suite, and deserts use the Desert Aria
Dance
The price of the inn found on this map; this inn is not necessarily available at all times
Inn Price
The price of the chocobo rental found on this map; this chocobo rental is not necessarily available at all times
Chocobo Price
Save Point Recovery Spring
Whether it is possible to use Warp on this map
Warp?
Ruin L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
1 Love Sonata - - - - No
Ruin 2 Magic Urns (1/16)
L.50 Magic (5/16)
L.40 Magic, L.50 Magic, L.60 Magic (5/16)
L.30 Magic, L.20 Magic, L.10 Magic (5/16)
- Love Sonata - - - - No
Ruin L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
1 Love Sonata - - - - No
Ruin 2 Magic Urns (1/16)
L.60 Magic, L.30 Magic, 2 L.10 Magics (5/16)
2 L.70 Magics, L.50 Magic (5/16)
L.70 Magic, L.50 Magic, L.40 Magic (5/16)
- Love Sonata - - - - No
Ruin L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
2 Love Sonata - - - - No
Ruin L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
1 Love Sonata - - - - No
Ruin L.50 Magic (5/16)
L.90 Magic (5/16)
2 Magic Urns (6/16)
1 Love Sonata - - - - No
Items: Obtained from L.50 Magic – 3 shown
Rare items can be stolen from monsters; limited items are usually found as treasure; strange items can be won in the colosseum
Name
Type Description Price Value
The status effects removed by this item
Statuses
Tincture - Recovers 50 MP 1,500 GP 750 GP -
Ether - Recovers 150 MP - 1 GP -
Remedy - Cures status ailments except "Zombie" 1,000 GP 500 GP Dark, Poison, Imp, Petrify, Mute, Seizure