Abilities – 294 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 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
50 Gs Magic All Foes - 20 100% Runic - Float -
7-Flush Magic All Foes 84 - 100% - - - -
Absolute 0 Magic All Foes 110 20 140 - Ice - -
Acid Rain Magic All Foes 25 20 100 - Water, Poison Seizure -
Aero Magic All Foes 125 41 150 - Wind - -
Air Anchor Physical One Foe 128 - 100% Wound - - -
Air Blade Magic All Foes 78 - 100% - Wind - Full damage to all targets
Antdot Magic One Ally - 3 - Runic - Poison, Seizure -
Antidote Item One Ally - - 100% - - Poison -
Antlion Magic One Foe - - 100 Wound, Stamina - Wound -
Aqua Rake Magic All Foes 71 22 150 - Water, Wind - -
Atom Edge Magic All Foes - 70 110 Wound, Stamina - Wound -
Atomic Ray Magic All Foes 80 20 150 Runic Fire - -
AuraBolt Magic One Random Foe 68 - 100% - Pearl - -
AutoCrossbow Physical All Foes 125 - 100% - - - -
BabaBreath Magic One Foe - - 100% - - - -
Back Blade Magic One Foe 140 - 100% - - - -
Big Guard Magic All Allies - 80 100% - - Shell, Safe -
Bio Magic One/All Foes 53 26 120 Reflect, Runic Poison Poison -
Bio Blast Magic All Foes 60 - 100% - Poison Poison, Seizure Full damage to all targets
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