Maps: In Narshe – 29 shown
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?
Both World of Ruin
2 Nastidons (1/16)
Nastidon, 2 Red Wolves (5/16)
3 Red Wolves (5/16)
Test Rider (5/16)
1 Love Sonata - - - - No
Both World of Ruin
2 Nastidons (1/16)
Nastidon, 2 Red Wolves (5/16)
3 Red Wolves (5/16)
Test Rider (5/16)
- Love Sonata - - - - No
Both World of Balance First Trip
Were-Rat, Repo Man (6/16)
3 Were-Rats (10/16)
World of Ruin
Mag Roader, 2 Mag Roaders (6/16)
2 Mag Roaders, Mag Roader (10/16)
- Dusk Requium - - - No
Both World of Balance First Trip
2 Were-Rats (5/16)
2 Vaporites (5/16)
Repo Man, Vaporite (6/16)
World of Ruin
Mag Roader, 2 Mag Roaders (6/16)
2 Mag Roaders, Mag Roader (10/16)
- Dusk Requium - - - - No
Both - 3 - - - - - No
Both World of Balance
2 Were-Rats (5/16)
2 Vaporites (5/16)
Repo Man, Vaporite (6/16)
World of Ruin
6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
2 Dusk Requium - - - No
Both World of Ruin
6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
- Dusk Requium - - - - No
Both - - - - - - No
Both - 2 Love Sonata - - - No
Both - 1 - - - - - No
Both - 1 - - - - - No
Both World of Balance
Were-Rat, Repo Man (6/16)
3 Were-Rats (10/16)
World of Ruin
Mag Roader, 2 Mag Roaders (6/16)
2 Mag Roaders, Mag Roader (10/16)
- Dusk Requium - - - - No
Both World of Balance
1st Class, Wild Rat (5/16)
3 1st Classes (5/16)
3 Wild Rats, 2 1st Classes (6/16)
World of Ruin
6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
- Dusk Requium - - - - No
Both World of Ruin
6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
- Dusk Requium - - - - No
Both - 2 - - - - - Yes
Both World of Ruin
6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
- Snowman Jazz - - - No
Both World of Ruin
6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
2 Snowman Jazz - - - - No
Both - 7 - - - - - No
Both - - - - - - - No
Both - - - - - - - No
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Treasures: Found in Narshe – 24 shown
Treasure Map Notes
If certain conditions apply to this treasure becoming available, or if the contents of the treasure change at different points during the game, the details are shown here
Conditions
Pendant Terra begins the game with this -
Sleeping Bag Automatically added to your inventory when Terra wakes up -
Sleeping Bag Automatically added to your inventory when Terra wakes up -
Fenix Down or
Pod Bracelet
In eastern chest World of Balance: Fenix Down
World of Ruin: Pod Bracelet
Sleeping Bag or
Elixir
In western chest World of Balance: Sleeping Bag
World of Ruin: Elixir
Lobo In chest in northwest corner -
Tincture In pot in northeast corner -
Sleeping Bag In chest in northwest corner -
Tonic In chest in northwest corner -
Rune Edge or
Ribbon
In chest in western hall (first accessible during Terra's scenario) World of Balance: Rune Edge
World of Ruin: Ribbon
Elixir In clock (can first be obtained with Terra just after waking up) -
5,000 GP Southern chest -
Earrings Right chest in middle pair -
ThiefKnife Left chest in middle pair -
Wall Ring Right chest in top row -
Sneak Ring Middle chest in top row -
Hyper Wrist Left chest in top row -
Elixir In clock -
- Leftmost chest (locked until you gain control of the Blackjack) -
Mog or
Gold Hairpin
Chase Lone Wolf from the empty chest, then choose which character to talk to Talk to Mog: Mog
Talk to Lone Wolf: Gold Hairpin
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Shop Items: Sold in Narshe – 54 shown
World of Ruin shops replace the original shops in the World of Ruin
Shop
Item Price Map World Notes
Narshe Armor Mithril Shld 1,200 GP Balance Before gaining control of the Blackjack
Narshe Armor Magus Hat 600 GP Balance Before gaining control of the Blackjack
Narshe Armor Bandana 800 GP Balance Before gaining control of the Blackjack
Narshe Armor Iron Helmet 1,000 GP Balance Before gaining control of the Blackjack
Narshe Armor Silk Robe 600 GP Balance Before gaining control of the Blackjack
Narshe Armor Iron Armor 700 GP Balance Before gaining control of the Blackjack
Narshe Items Tonic 50 GP Balance Before gaining control of the Blackjack
Narshe Items Potion 300 GP Balance Before gaining control of the Blackjack
Narshe Items Tincture 1,500 GP Balance Before gaining control of the Blackjack
Narshe Items Soft 200 GP Balance Before gaining control of the Blackjack
Narshe Items Fenix Down 500 GP Balance Before gaining control of the Blackjack
Narshe Items Sleeping Bag 500 GP Balance Before gaining control of the Blackjack
Narshe Items Tent 1,200 GP Balance Before gaining control of the Blackjack
Narshe Items Smoke Bomb 300 GP Balance Before gaining control of the Blackjack
Narshe Relics Barrier Ring 500 GP Balance Before gaining control of the Blackjack
Narshe Relics Fairy Ring 1,500 GP Balance Before gaining control of the Blackjack
Narshe Relics Jewel Ring 1,000 GP Balance Before gaining control of the Blackjack
Narshe Relics Sprint Shoes 1,500 GP Balance Before gaining control of the Blackjack
Narshe Relics True Knight 1,000 GP Balance Before gaining control of the Blackjack
Narshe Relics MithrilGlove 700 GP Balance Before gaining control of the Blackjack
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Party Changes: In Narshe – 24 shown
Character
Whether this character is initially named, joins the party, or leaves the party at this time; 'Temporary' indicates that a character joins for a short period but does not become a long-term party member
Act
Map Notes
Terra Join Game start
Wedge Join Game start
Vicks Join Game start
Wedge Leave After fight with Tritoch
Vicks Leave After fight with Tritoch
Terra Name After fight with Tritoch
Locke Name After Terra falls into the pit
Locke Join After Terra falls into the pit
Mog Temporary When defending Terra
Kupek Temporary When defending Terra
Kupop Temporary When defending Terra
Kumama Temporary When defending Terra
Kuku Temporary When defending Terra
Kutan Temporary When defending Terra
Kupan Temporary When defending Terra
Kushu Temporary When defending Terra
Kurin Temporary When defending Terra
Kuru Temporary When defending Terra
Kamog Temporary When defending Terra
Terra Leave After defeating Kefka
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Encounter Groups: For Narshe Maps – 22 shown
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
World of Ruin 2 Nastidons (1/16)
Nastidon, 2 Red Wolves (5/16)
3 Red Wolves (5/16)
Test Rider (5/16)
1,987 937 1.0 32
World of Ruin 2 Nastidons (1/16)
Nastidon, 2 Red Wolves (5/16)
3 Red Wolves (5/16)
Test Rider (5/16)
1,987 937 1.0 32
World of Balance First Trip Were-Rat, Repo Man (6/16)
3 Were-Rats (10/16)
57 59 - 4–5
World of Ruin Mag Roader, 2 Mag Roaders (6/16)
2 Mag Roaders, Mag Roader (10/16)
1,899 963 1.0 32
World of Balance First Trip 2 Were-Rats (5/16)
2 Vaporites (5/16)
Repo Man, Vaporite (6/16)
46 52 0.3 4–5
World of Ruin Mag Roader, 2 Mag Roaders (6/16)
2 Mag Roaders, Mag Roader (10/16)
1,899 963 1.0 32
World of Balance 2 Were-Rats (5/16)
2 Vaporites (5/16)
Repo Man, Vaporite (6/16)
46 52 0.3 4–5
World of Ruin 6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
2,019 1,397 2.0 32
World of Ruin 6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
2,019 1,397 2.0 32
World of Balance Were-Rat, Repo Man (6/16)
3 Were-Rats (10/16)
57 59 - 4–5
World of Ruin Mag Roader, 2 Mag Roaders (6/16)
2 Mag Roaders, Mag Roader (10/16)
1,899 963 1.0 32
World of Balance 1st Class, Wild Rat (5/16)
3 1st Classes (5/16)
3 Wild Rats, 2 1st Classes (6/16)
428 418 1.0 11–12
World of Ruin 6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
2,019 1,397 2.0 32
World of Ruin 6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
2,019 1,397 2.0 32
World of Ruin 6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
2,019 1,397 2.0 32
World of Ruin 6 Psychots (1/16)
3 Wizards (5/16)
2 Wizards, 3 Psychots (5/16)
2 Red Wolves, 2 Psychots (5/16)
2,019 1,397 2.0 32
World of Balance Were-Rat, Repo Man (6/16)
3 Were-Rats (10/16)
57 59 - 4–5
World of Ruin Mag Roader, 2 Mag Roaders (6/16)
2 Mag Roaders, Mag Roader (10/16)
1,899 963 1.0 32
World of Balance Were-Rat, Repo Man (6/16)
3 Were-Rats (10/16)
57 59 - 4–5
World of Ruin Mag Roader, 2 Mag Roaders (6/16)
2 Mag Roaders, Mag Roader (10/16)
1,899 963 1.0 32
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Set Encounters: In Narshe – 16 shown
Encounter
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
Map Item Won Notes
Lobo 1 - Walk east past the inn during the introductory sequence
2 Guards 1 - Walk north into town during the introductory sequence
2 Lobos 1 - Walk into the main intersection during the introductory sequence (can be avoided, first of two fights)
2 Guards 1 - Walk into the main intersection during the introductory sequence (can be avoided, second of two fights)
Lobo, 2 Guards 6 - Continue walking north past the intersection during the introductory sequence; pincer attack
2 Vomammoths, 2 Guards 11 - Walk up the first set of stairs during the introductory sequence
Whelk - Potion Touch the gate at the north end of the area, then walk into the opening
Vomammoth, Lobo 3 - Run into any of the six creatures while protecting Terra with the moogles
2 Lobos, Marshal 1 Potion Interact with the guard at the south end of the maze while protecting Terra with the moogles
2 Dark Sides (3/4)
Dark Side, Spectre, 3 Rinns (1/4)
48 - Fail a security check
4 Troopers (3/4)
Bounty Man, 2 Troopers (1/4)
12 - Run into any of the six green soldiers while protecting Banon from Kefka
Fidor, Trooper (3/4)
HeavyArmor, 2 Troopers (1/4)
12 - Run into any of the five advancing brown soldiers while protecting Banon from Kefka
Rider 11 Remedy Run into the brown soldier patrolling in front of Kefka while protecting Banon
Kefka - Peace Ring Interact with Kefka while protecting Banon
Ice Dragon - Force Shld Interact with the dragon in the maze in the World of Ruin; one of the 8 legendary dragons
Tritoch - - Interact with the frozen esper in the World of Ruin
Encounters: In Narshe – 36 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
1 37 30 1 5 Can't Run Lobo
1 74 60 - 5 Can't Run Lobos
1 96 96 - 5 4 Guards
1 74 410 - 5–8 Can't Run Lobos, Marshal
2 63 66 - 4 6 Were-Rats
3 87 120 1 1–5 Can't Run Vomammoth, Lobo
4 48 54 - 5 4 Repo Man, Vaporite
6 133 126 - 5 Can't Run Lobo, 2 Guards
6 46 47 - 4–5 4 Were-Rat, Repo Man
6 42 44 - 4 4 Were-Rats
9 46 58 1 5 4 Vaporites
11 196 276 1 1–5 Can't Run Vomammoths, 2 Guards
11 400 1,290 2 14 Can't Run Rider
12 260 387 2 13 Can't Run HeavyArmor, 2 Troopers
12 250 276 1 13 Can't Run Fidor, Trooper
12 360 384 - 13 Can't Run Troopers
12 295 247 1 13 Can't Run Bounty Man, 2 Troopers
17 1,394 596 1 32 4 Nastidons
35 2,061 1,236 1 32 18 Red Wolves
35 1,947 520 1 32 6 Test Rider
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Monsters: Encountered in Narshe – 29 shown
World of Ruin monsters cannot be found in the World of Balance; unique monsters are found as set encounters or treasure guardians, but never in 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
HP MP LV Exp. GP Elements
Most monsters have a special attack that is a modified basic attack; this attack is sometimes referred to as 'Special' regardless of its name
Special Attack
'Battle' refers to the effects of the monster's normal attack; HP draining, and MP draining attacks are indicated by their text color
Special Attack Effect
Speed
Stamina Mag.Pwr Bat.Pwr
The estimated average amount of damage this monster's attack will deal to a target with 128 Defense; actual damage will vary considerably based on the target's Defense and other factors, but this is a good measure of the relative danger of monster's attacks
Damage
The estimated average amount of damage this monster's special attack will deal to a target with 128 Defense; actual damage will vary considerably based on the target's Defense and other factors
S.A. Dmg.
Defense
The percentage of base damage (based on 128 Defense) this monster takes from physical attacks due to its Defense score; a '1' indicates that the monster takes 1 damage from any physical attack
Phys. Vuln.
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
The percentage of base damage (based on 128 Mag.Def) this monster takes from magic attacks due to its Mag.Def score; a '1' indicates that the monster takes 1 damage from any magic attack
Mag.. Vuln.
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Hit Rate
The items that can be stolen from this monster; even if a steal attempt would be successful, if no item is selected it will fail and can be attempted again
Steal
The items that can be dropped by this monster; there is always a chance of a drop if an item is listed
Win
Any special properties the monster has
Notes
Status effects that are always active on this monster as well as those it is immune to
Statuses
Rinn 110 35 11 95 100 Absorb HP: Poison
Weak pt: Fire, Pearl
Cling Slow 25 16 10 10 23 - 55 156% 0 125 102% 0 100 Tonic (100%) - Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Trooper 255 60 13 90 96 Weak pt: Poison Swing Battle ×2 25 16 10 15 38 76 100 121% 0 125 102% 0 100 Tonic (7/8), MithrilBlade (1/8) - Human -
Red Wolf 1,510 110 32 687 412 - Rush Battle ×1.5 25 18 10 10 186 279 155 78% 0 140 90% 0 100 Tonic (100%) Tonic (1/8) - Prevent: Dark, Poison, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop
Vomammoth 115 30 1 50 90 Weak pt: Fire Bear Claw Battle ×1.5 25 16 0 110 2 3 75 141% 0 160 74% 0 100 Tonic (7/8), Potion (1/8) Potion (1/8) - Prevent: Psyche
Whelk 50,000 120 4 - - Absorb HP: Thunder Hit Battle ×4 25 40 5 13 5 20 102 120% 0 155 78% 0 100 - Tincture (100%) Can't Control, Can't Scan, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Guard 40 15 5 48 48 Weak pt: Poison Critical Battle ×1.5 30 16 6 16 7 11 100 121% 0 140 90% 0 100 Tonic (7/8), Potion (1/8) Tonic (1/8) Human -
Wild Rat 160 10 12 135 135 Absorb HP: Poison
Weak pt: Fire
Scratch Battle ×1.5 30 16 10 10 27 41 85 133% 0 100 121% 0 100 Tonic (100%) - - -
1st Class 180 25 11 117 112 Weak pt: Poison Ore Wrench Battle ×1.5 30 16 10 13 26 39 55 156% 0 135 94% 0 100 Tonic (100%) - Human -
Dark Side 255 85 13 165 138 Absorb HP: Poison
Weak pt: Fire, Pearl
Slip Touch Seizure 30 16 8 10 32 - 100 121% 0 150 82% 0 100 Tonic (100%) Potion (1/8) Can't Suplex, Undead Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Vaporite 15 0 5 23 29 Absorb HP: Thunder
Weak pt: Fire, Pearl
Cling Slow 30 16 10 13 7 - 95 125% 0 150 82% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Were-Rat 24 0 4 21 22 Absorb HP: Poison
Weak pt: Fire
Bite Battle ×1.5 30 16 10 13 5 8 100 121% 0 150 82% 0 100 Tonic (100%) Tonic (1/8) Critical Hits if Imp Prevent: Dark, Psyche
Bounty Man 285 50 13 115 55 Weak pt: Fire Bite Battle ×1.5 32 16 10 16 39 59 75 141% 0 140 90% 0 100 Potion (100%) - - -
Mag Roader 1,777 100 32 621 352 - Wheel Battle ×1.5 33 19 10 13 208 312 115 109% 0 145 86% 0 100 Shuriken (7/8), Bolt Edge (1/8) Water Edge (1/8) Wound at 0 MP Prevent: Poison, Imp, Petrify, Mute
Mag Roader 1,380 70 32 647 284 - Rush Battle ×2 33 18 10 14 216 432 105 117% 0 150 82% 0 100 Shuriken (7/8), Bolt Edge (1/8) Fire Skean (1/8) Wound at 0 MP Haste
Prevent: Dark, Poison, Imp, Mute
Psychot 900 55 32 347 275 Absorb HP: Fire
Weak pt: Ice
Mindshock Battle (MP drain) 33 17 10 14 216 216 165 70% 0 125 102% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex Float
Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Psyche
Wizard 1,677 200 32 587 388 Weak pt: Thunder, Poison Doom Step Zombie 33 19 10 13 208 - 50 160% 0 160 74% 0 100 Thunder Rod (7/8), Ice Rod (1/8) Fire Rod (1/8) Human Prevent: Dark, Imp, Petrify, Wound, Condemned, Berserk, Muddled
Spectre 235 120 13 220 138 Absorb HP: Poison
Weak pt: Fire, Pearl
Rod Battle ×1.5 35 16 8 1 21 32 0 199% 0 160 74% 0 100 Tonic (7/8), Ice Rod (1/8) Tonic (1/8) Can't Suplex, Human, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Fidor 355 80 13 160 180 Weak pt: Fire Pounce Battle ×2 35 16 10 25 50 100 55 156% 0 170 66% 0 100 Potion (7/8), Fenix Down (1/8) - Critical Hits if Imp Prevent: Petrify, Psyche
Lobo 27 5 5 37 30 Weak pt: Fire Tusk Battle ×1.5 35 16 3 20 8 12 80 137% 0 120 105% 0 100 Tonic (100%) Tonic (1/8) - -
Repo Man 35 0 5 25 25 Weak pt: Poison Wrench Battle ×1.5 35 16 10 19 8 12 90 129% 0 120 105% 0 100 Tonic (100%) Tonic (1/8) Human -
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Rare Items: Found in Narshe – 1 shown
Name Description
Pendant A pendant worn by the girl who pilots the MagiTek armor
Espers: Found in Narshe – 2 shown
Hidden espers are optional and can be obtained in either world; World of Ruin espers are obtained from various quests; advanced espers have powerful spells and are obtained from difficult quests; ultimate espers are the most difficult to obtain and teach supremely powerful spells
Name
The set of spells that can be learned while this esper is equipped and the rate at which they are learned
Spells Learned
Level Up Bonus Summon MP Description
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
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
Tritoch Fire 3 ×1, Ice 3 ×1, Bolt 3 ×1 Mag.Pwr +2 Tri-Dazer 68 Ice/Fire/Lightning 3-way attack All Foes 110 100% - Fire, Ice, Thunder - -
Ragnarok Ultima ×1 - Metamorph 6 Turns enemy into an Item One Foe - 100% - - - -
Weapons: Found or Sold in Narshe – 16 shown
Rare weapons can be stolen from monsters; unique weapons are usually found as treasure; legendary weapons are dropped by the legendary dragons; strange weapons can be won in the colosseum; ancient weapons are held by the statues; ultimate weapons are the most powerful in the game; starting weapons are owned by certain characters but cannot be otherwise found
Name
Type Bat.Pwr
A 100% Hit Rate indicates that the weapon will not miss regardless of the target's MBlock%
Hit Rate
Description
When you attack with this weapon, there is a 1/4 chance that it will use this spell for 0 MP with a 100% Hit Rate on the same target after the attack; spell damage is affected by row and Jump status; weapons that deal automatic critical hits will deal critical damage with this spell; the spell is not subject to Reflect or the Runic command
Random
Any special battle effects this weapon has
Special
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Vigor Speed
Stamina Mag.Pwr Price Value
If used as an item in combat, this item is lost but has the effect of the listed ability; this ability maximizes damage and ignores defense and environment factors
Item Use
The elemental nature of attacks made with this weapon
Element
Certain commands or abilities require weapons with a specific trait to operate
Used With
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Dirk)Air Lancet Dirk 76 180 Wind-elemental - - - - - - - - 950 GP 475 GP - Wind Runic, 2-hand, Throw Lo St Re Go
(Dirk)Blossom Dirk 112 180 - - - - - - - - - 3,200 GP 1,600 GP - Wind Runic, 2-hand, Throw Sh
(Sword)RegalCutlass Sword 54 150 - - - - - - - - - 800 GP 400 GP - - SwdTech, Runic, 2-hand, Throw Te Ed Ce
(Sword)Rune Edge Sword 55 150 Consumes MP to inflict mortal blow - MP Critical 10 - - - - - 7,500 GP 3,750 GP - - SwdTech, Runic, 2-hand, Throw Te Ed Ce
(Lance)Mithril Pike Lance 70 150 - - - - - - - - - 800 GP 400 GP - - Runic, 2-hand, Throw Ed Mo
(Lance)Trident Lance 93 150 - - - - - - - - - 1,700 GP 850 GP - Water Runic, 2-hand, Throw Ed Mo
(Knife)Kotetsu Knife 66 150 - - - - - - - - - 800 GP 400 GP - - SwdTech, Runic, 2-hand, Throw Cy
(Rod)Poison Rod Rod 86 135 Casts "Poison" when used as an item, and breaks Poison - - - - - - - 1,500 GP 750 GP Poison Poison 2-hand, Throw St Re Go
(Special)Flail Special 86 150 Same damage from back row - Back Row - - - - - - 2,000 GP 1,000 GP - - 2-hand Te Ce St Re Go
(Special)Morning Star Special 109 150 Same damage from back row - Back Row - - - - - - 5,000 GP 2,500 GP - - 2-hand Te Ce St Re Go
(Special)Full Moon Special 95 230 Same damage from back row - Back Row - - - - - - 2,500 GP 1,250 GP - - Throw Lo
(Special)Boomerang Special 102 230 Same damage from back row - Back Row - - - - - - 4,500 GP 2,250 GP - - Throw Lo
(Special)Hawk Eye Special 111 180 Same damage from back row - Back Row - - - - - - 6,000 GP 3,000 GP - - Throw Lo
(Claw)Mithril Claw Claw 65 200 - - - - - - - - - 800 GP 400 GP - - - Sa
(Dirk)ThiefKnife Dirk 88 180 Randomly steals an enemy's item - - 10 10 - +3 - - - 1 GP - - Runic, 2-hand, Throw Lo Sh
(Sword)Ragnarok Sword 255 150 Randomly casts "Flare" Flare MP Critical 30 30 +7 +3 +7 +7 - 1 GP - - SwdTech, Runic, 2-hand, Throw Te Lo Ed Ce
Armors: Found or Sold in Narshe – 16 shown
Rare armor can be stolen from monsters; unique armor is usually found as treasure; strange armor can be won in the colosseum; ultimate armor is the most powerful in the game; starting armor is owned by certain characters but cannot be otherwise found
Namex
Type Defense
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Description Vigor Speed
Stamina Mag.Pwr Price Value
If used as an item in combat, this item is lost but has the effect of the listed ability; this ability maximizes damage and ignores defense and environment factors
Item Use
The item teaches the listed spell at the listed rate in the same manner as an equipped esper
Learned
The elemental protections and weaknesses offered when equipping this item
Elements
The status effects removed by this item
Statuses
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Shield)Cursed Shld Shield - - - - Is cursed −7 −7 −7 −7 - 1 GP - - Weak pt: Fire, Ice, Thunder, Water, Earth, Poison Condemned, Mute, Berserk, Muddled, Seizure All Except Umaro
(Armor)Iron Armor Armor 40 - 27 - - - −2 - - 700 GP 350 GP - - - - Te Lo Cy Ed Ce Se
(Shield)Force Shld Shield - - 70 50 Protects against magic attacks - - - - - 1 GP - Shell ×5 50% Dmg: Fire, Ice, Thunder, Water, Wind, Earth Shell All Except Umaro
(Shield)Mithril Shld Shield 27 10 18 - - - - - - 1,200 GP 600 GP - - - - All Except Umaro
(Shield)Gold Shld Shield 34 10 23 - - - - - - 2,500 GP 1,250 GP - - - - Te Cy Ed Ce Se Mo
(Helmet)Magus Hat Helmet 15 - 16 - - - - - +5 600 GP 300 GP - - - - Te Ce St Re Mo Go
(Helmet)Bandana Helmet 16 - 10 - - - - - - 800 GP 400 GP - - - - Te Lo Sa Ce Re Ga
(Helmet)Iron Helmet Helmet 18 - 12 - - - - - - 1,000 GP 500 GP - - - - Te Lo Cy Ed Ce Se Ga
(Helmet)Bard's Hat Helmet 19 - 21 10 Raises MP a little - - - - 3,000 GP 1,500 GP - - - - All Except Umaro
(Helmet)Green Beret Helmet 19 10 13 - Raises HP a little - - - - 3,000 GP 1,500 GP - - - - All Except Umaro
(Helmet)Mithril Helm Helmet 20 - 13 - - - - - - 2,000 GP 1,000 GP - - - - Te Lo Cy Sh Ed Ce Se Ga Go
(Helmet)Gold Helmet Helmet 22 - 15 - - - - - - 4,000 GP 2,000 GP - - - - Te Cy Ed Ce Mo
(Helmet)Tiara Helmet 22 - 20 - - - - - +2 3,000 GP 1,500 GP - - - - Te Ce Re
(Armor)Silk Robe Armor 39 - 29 - - - - - +1 600 GP 300 GP - - - - Te Ce St Re Mo Go
(Armor)Mithril Mail Armor 51 - 34 - - - - - - 3,500 GP 1,750 GP - - - - Te Lo Cy Ed Ce Se
(Armor)Power Sash Armor 52 - 35 - - +5 +1 +5 - 5,000 GP 2,500 GP - - - - Lo Cy Sh Sa Ga
Relics: Found or Sold in Narshe – 18 shown
Rare relics can be stolen from monsters; unique relics are usually found as treasure; strange relics can be won in the colosseum
Name
Description
The status effects removed by this item
Statuses
The item teaches the listed spell at the listed rate in the same manner as an equipped esper
Learned
Price Value Defense
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Vigor Speed
Stamina Mag.Pwr
The elemental protections and weaknesses offered when equipping this item
Elements
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Relic)Pod Bracelet Casts "Safe", "Shell" Shell, Safe - - 1 GP - - - - - - - - - All Characters
(Relic)MithrilGlove Casts "Safe" when HP is low Safe - 700 GP 350 GP 6 - - - - - - - - All Characters
(Relic)Wall Ring Casts "Rflect" Reflect - 6,000 GP 3,000 GP - - - - - - - - - All Characters
(Relic)True Knight Protects party memebers who are low on HP - - 1,000 GP 500 GP - - - - - - - - - All Characters
(Relic)Sprint Shoes Allows person to sprint - - 1,500 GP 750 GP - - - - - - - - - All Characters
(Relic)Sniper Sight Ensures 100% "Fight" hit rate - - 3,000 GP 1,500 GP - - - - - - - - - All Characters
(Relic)RunningShoes Casts "Haste" Haste
Prevent: Slow
- 7,000 GP 3,500 GP - - - - - - - - - All Characters
(Relic)Ribbon Protects from all status ailments Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Muddled, Seizure, Psyche - - 1 GP - - - - - - - - - All Characters
(Relic)Barrier Ring Casts "Shell" when HP is low Shell - 500 GP 250 GP - - - - - - - +2 - All Characters
(Relic)Peace Ring Protects against "Berserk", "Muddle" Prevent: Berserk, Muddled - 3,000 GP 1,500 GP - - - - - - - - - All Characters
(Relic)Moogle Charm No random enemy encounters - - - 1 GP - - - - - - - - - Mo
(Relic)Jewel Ring Protects against "Dark", "Petrify" Prevent: Petrify - 1,000 GP 500 GP - - - - - - - - - All Characters
(Relic)Hyper Wrist Raises vigor - - 8,000 GP 4,000 GP - - - - - - - - - All Characters
(Relic)Gold Hairpin Halves MP consumed - - - 1 GP - - - - - - - - - All Characters
(Relic)Fairy Ring Protects against "Poison", "Dark" Prevent: Dark, Poison - 1,500 GP 750 GP - - - - - - - - - All Characters
(Relic)Earrings Raises magic damage
More powerful if paired
- - 5,000 GP 2,500 GP - - - - - - - - - All Characters
(Relic)Black Belt Randomly counterattacks when attacked - - 5,000 GP 2,500 GP - - - - - - - - - All Characters
(Relic)Sneak Ring Raises success rate of "Steal" - - 3,000 GP 1,500 GP - - - - - +5 - - - Lo Go
Items: Found or Sold in Narshe – 14 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
Tonic - Recovers 50 HP 50 GP 25 GP -
Potion - Recovers 250 HP 300 GP 150 GP -
Tincture - Recovers 50 MP 1,500 GP 750 GP -
Elixir - Recovers HP/MP to 100% - 1 GP -
Soft - Cures "Petrify" status 200 GP 100 GP Petrify
Green Cherry - Cures "Imp" status 150 GP 75 GP Imp
Remedy - Cures status ailments except "Zombie" 1,000 GP 500 GP Dark, Poison, Imp, Petrify, Mute, Seizure
Fenix Down - Recovers the wounded 500 GP 250 GP Wound
Sleeping Bag - Recovers HP/MP to 100% 500 GP 250 GP Dark, Zombie, Poison, Imp, Petrify, Clear
Tent - Recovers party's HP/MP to 100% 1,200 GP 600 GP Dark, Zombie, Poison, Imp, Petrify, Wound, Clear
Smoke Bomb - Lets party escape from battle 300 GP 150 GP -
(Skean)Bolt Edge Skean Multi Thunder-elemental attack
Use with "Throw" command
500 GP 250 GP -
(Skean)Fire Skean Skean Multiple Fire-elemental attack
Use with "Throw" command
500 GP 250 GP -
(Skean)Water Edge Skean Multi Water-elemental attack
Use with "Throw" command
500 GP 250 GP -