Starting Equipment
Party Changes: Gogo – 2 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
Area Map Notes
Gogo Name Talk to Gogo
Gogo Join Talk to Gogo
Commands: Usable by Gogo – 22 shown
Temporary commands cannot be used by characters that join the party permanently; modified commands replace another command in the command list; utility commands are always available and are not shown on the command list
Name
Some equipment or situations convert one command into another; the required parent command is listed here
Based On
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
The status effects inflicted or removed by this ability
Statuses
Blitz - - - - -
Capture Steal Physical One Foe - -
Control Sketch Magic One Foe - Control
Dance - Physical Self - Dance
Def. - - - - -
Fight - - - - -
GP Rain Slot Physical All Foes - -
Item - - - - -
Jump Fight Physical One Foe - -
Lore - - - - -
Magic - - - - -
Mimic - - - - -
Rage - - - - -
Row - - - - -
Runic - Physical Self - Runic
Sketch - Physical One Foe - -
Slot - - - - -
Steal - Physical One Foe - -
SwdTech - - - - -
Throw - - - - -
loading table data...
SwdTechs: Usable by Gogo – 8 shown
Name
The level at which Cyan learns this SwdTech if he has not yet earned it in some other manner
LV
Charge
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
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
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Description
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
The status effects inflicted or removed by this ability
Statuses
Cleave 70 8 - Magic All Foes 182 Dices up enemies Wound Wound
Dispatch 1 1 120 Physical One Random Foe 100% Single attack - -
Empowerer 24 5 49 Magic One Random Foe 100% Absorbs an enemy's HP/MP - -
Quadra Slam 15 4 72 Physical One Random Foe 100% 4-stroke attack - -
Quadra Slice 44 7 70 Physical One Random Foe 100% 4-stroke attack - -
Retort 6 2 56 Magic Self 100% Single counter attack - -
Slash 12 3 1/2 HP Physical One Random Foe 100% Halves an enemy's HP Wound Seizure
Stunner 34 6 97 Magic All Foes 100% Multiple attack/casts "Stop" - Stop
Thrown Objects: Usable by Gogo – 74 shown
Item Type
The base power of this ability, which determines the amount of damage it does; a dagger (†) indicates that the attack ignores Defense, making it more powerful than other abilities with the same Bat.Pwr; normally thrown weapons deal double damage, indicated by a ×2
Bat.Pwr
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
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Element
The status effect granted to the target of this ability
Status
Price
Dirk Dirk 26 ×2 Physical One Foe 100% - - 150 GP
MithrilKnife Dirk 30 ×2 Physical One Foe 100% - - 300 GP
Guardian Dirk 59 ×2 Physical One Foe 100% - - -
Air Lancet Dirk 76 ×2 Physical One Foe 100% Wind - 950 GP
ThiefKnife Dirk 88 ×2 Physical One Foe 100% - - -
Assassin Dirk 106 ×2 Physical One Foe 100% - - -
Man Eater Dirk 146 ×2 Physical One Foe 100% - - 11,000 GP
SwordBreaker Dirk 164 ×2 Physical One Foe 100% - - 16,000 GP
Graedus Dirk 204 ×2 Physical One Foe 100% Pearl - -
Imperial Dirk 82 ×2 Physical One Foe 100% - - -
Kodachi Dirk 93 ×2 Physical One Foe 100% - - 1,200 GP
Blossom Dirk 112 ×2 Physical One Foe 100% Wind - 3,200 GP
Hardened Dirk 121 ×2 Physical One Foe 100% - - -
Striker Dirk 190 ×2 Physical One Foe 100% - - -
Stunner Dirk 220 ×2 Physical One Foe 100% - - -
MithrilBlade Sword 38 ×2 Physical One Foe 100% - - 450 GP
RegalCutlass Sword 54 ×2 Physical One Foe 100% - - 800 GP
Rune Edge Sword 55 ×2 Physical One Foe 100% - - 7,500 GP
Epee Sword 98 ×2 Physical One Foe 100% - - 3,000 GP
Blizzard Sword 108 ×2 Physical One Foe 100% Ice - 7,000 GP
loading table data...
Tools: Usable by Gogo – 9 shown
Rare items can be stolen from monsters; limited items are usually found as treasure; strange items can be won in the colosseum
Name
If a tool has multiple abilities, they are chosen randomly at the listed rate
Chance
Description
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
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
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
Price
Air Anchor 100% Enemy becomes self-destructive
Use with "Tools" command
128 Physical One Foe 100% Wound - - -
AutoCrossbow 100% Strikes multiple enemies
Use with "Tools" command
125 Physical All Foes 100% - - - 250 GP
Bio Blaster 100% Gasses multiple enemies
Use with "Tools" command
20 Magic All Foes 100% - Poison Poison 750 GP
Chain Saw 3/4 Randomly dispatches an enemy
Use with "Tools" command
252 Physical One Foe 100% - - - -
Chain Saw 1/4 Randomly dispatches an enemy
Use with "Tools" command
- Physical One Foe 100% Wound - Wound -
Debilitator 100% Casts weak point randomly
Use with "Tools" command
- Physical One Foe 100% - - - 5,000 GP
Drill 100% Penetrates an enemy's defense
Use with "Tools" command
191 Physical One Foe 100% - - - 3,000 GP
Flash 100% Blinds multiple enemies
Use with "Tools" command
42 Magic All Foes 100% - - Dark 1,000 GP
NoiseBlaster 100% Confuses multiple enemies
Use with "Tools" command
- Physical All Foes 100% - - Muddled 500 GP
Blitzes: Usable by Gogo – 8 shown
Quested blitzes can be learned from sidequests in addition to by leveling
Name
The level at which Sabin learns this Blitz if he has not yet earned it in some other manner
LV
Input
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
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
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Description Elements Notes
The status effects inflicted or removed by this ability
Statuses
Air Blade 30 Up Up-right Right Down-right Down Down-left Left 78 Magic All Foes 100% Wind-attack slams enemies Wind Full damage to all targets -
AuraBolt 6 Down Down-left Left 68 Magic One Random Foe 100% Mystical purity slams an enemy Pearl - -
Bum Rush 70 Left Up-left Up Up-right Right Down-right Down Down-left Left 128 Magic One Random Foe 100% Strikes a mortal blow - - -
Fire Dance 15 Left Down-left Down Down-right Right 42 Magic All Foes 100% Fire-attack slams enemies Fire Full damage to all targets -
Mantra 23 R L R L X Y - Magic All Allies 100% Refreshes other party members - - Dark, Poison, Mute, Seizure
Pummel 1 Left Right Left 110 Physical One Random Foe 100% Cuts through an enemy's defenses - - -
Spiraler 42 R L X Y Right Left 200 Magic All Allies 100% Recovers party at own expense - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze
Suplex 10 X Y Down Up 180 Physical One Random Foe 100% Puts the drop on an enemy - - -
Lores: Usable by Gogo – 24 shown
World of Ruin lores are used by monsters in the World of Ruin; unique monster lores are used only by specific unique creatures; special monster lores are used only certain powerful creatures; some lores can be learned in other ways via the use of special abilities
Name
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
Aero 41 Wind-elemental damage All Foes 125 150 - Wind - -
Aqua Rake 22 Wind/Water elemental damage All Foes 71 150 - Water, Wind - -
Big Guard 80 Casts Shell/Safe on party All Allies - 100% - - Shell, Safe -
Blow Fish 50 1000 damage One Foe - 100% - - - -
CleanSweep 30 Water-elemental damage All Foes 50 150 - Water - Full damage to all targets
Condemned 20 Begins Doom countdown One Foe - 100% Wound - Condemned -
Dischord 68 Cuts enemy's level by 1/2 One Foe - 100 Wound - - -
Exploder 1 Forfeit life to inflict mortal damage One Foe - 100% - - - -
ForceField 24 Throws up anti-elemental barrier All Allies and Foes - 100% - - - -
GrandTrain 64 Mortal damage pierces enemies' defenses All Foes 84 100% - - - -
L.3 Muddle 28 Casts "Muddle" on LV3, 6, 9, ... enemy All Foes - 100% - - Muddled -
L.4 Flare 42 Casts "Flare" on LV2, 4, 6, ... enemy All Foes 66 100% - - - Full damage to all targets
L.5 Doom 22 Casts "Doom" on LV5, 10, 15, ... enemy All Foes - 100% Wound - Wound -
L? Pearl 50 Pearl attack on LV ? Enemy All Foes 120 100% - Pearl - -
Pearl Wind 45 Use own HP to help party All Allies - 100% - - - -
Pep Up 1 Uses own HP to save the party One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Quasar 50 Damage pierces enemies' defenses All Foes 57 100% - - - -
Reflect??? - Status attack on wall-protected enemy All Foes - 100% - - Dark, Mute, Slow -
Revenge 31 HP lowering attack One Foe - 100% - - - -
Rippler 66 Switches status with an enemy's One Foe - 111 - - - -
loading table data...
Slots: Usable by Gogo – 7 shown
Advanced combinations are powerful but the game may sometimes prevent their combination; the good and bad versions of Joker Doom have opposed effects; non-combinations are used when no combination is found
Name
Combination
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
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
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
The status effects inflicted or removed by this ability
Statuses
Notes
7-Flush 3 Diamonds 84 Magic All Foes 100% - - -
Chocobop 3 Chocobos 36 Magic All Foes 100% Float - Full damage to all targets
H-Bomb 3 Airships 130 Magic All Foes 100% - - -
Joker Doom 7-7-Bar - Magic All Allies 100% - - -
Joker Doom 3 7's - Magic All Foes 100% - - -
Lagomorph Any wrong 10 Magic All Allies 100% - Dark, Poison, Psyche -
Sun Flare 3 Dragons 92 Magic All Foes 100% - - -
Dance Moves: Usable by Gogo – 32 shown
World of Balance dances cannot be obtained in the World of Ruin, and World of Ruin dances cannot be obtained in the World of Balance
Name
Dance moves are always shown in purple to differentiate them from other abilities
Ability
If you perform a dance in the wrong terrain, there is a 50% chance of stumbling instead of beginning the dance; if the dance begins, the terrain graphic changes; Mog will learn a dance if you win a battle in a terrain for a dance he does not yet know
Terrain
Once a dance has successfully begun, a random move from that dance will be chosen each turn at the listed probabilities
Frequency
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
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
Desert Aria Wind Slash Desert 2/16 Magic All Foes 48 100% - Wind - Full damage to all targets
Desert Aria Sand Storm Desert 7/16 Magic All Foes 45 100 - Wind - Full damage to all targets
Desert Aria Kitty Desert 1/16 Magic All Allies - 100% - - Haste -
Desert Aria Antlion Desert 6/16 Magic One Foe - 100 Wound, Stamina - Wound -
Dusk Requium Cave In Cave 7/16 Magic One Foe 3/4 HP 100% Wound - Seizure -
Dusk Requium Snare Cave 6/16 Magic One Foe - 100 Wound, Stamina - Wound -
Dusk Requium Pois. Frog Cave 1/16 Magic One Foe 56 100% - Poison Poison -
Dusk Requium Elf Fire Cave 2/16 Magic One Foe 72 100% - Fire - -
Earth Blues Whump Mountain 1/16 Magic One Foe 53 100% Float - - -
Earth Blues Sun Bath Mountain 2/16 Magic All Allies 50 100% - - - -
Earth Blues Sonic Boom Mountain 6/16 Magic One Foe 5/8 HP 100% Wound - Seizure -
Earth Blues Land Slide Mountain 7/16 Magic One Foe 65 100% - - - -
Forest Suite Rage Forest 7/16 Magic All Foes 50 100% - - - Full damage to all targets
Forest Suite Wombat Forest 1/16 Magic One Foe 88 100% Float - - -
Forest Suite Harvester Forest 6/16 Magic All Allies - 100% - - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop -
Forest Suite Elf Fire Forest 2/16 Magic One Foe 72 100% - Fire - -
Love Sonata Elf Fire Town 7/16 Magic One Foe 72 100% - Fire - -
Love Sonata Tapir Town 1/16 Magic All Allies - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Love Sonata Specter Town 6/16 Magic One Foe - 120 - - Muddled -
Love Sonata Snare Town 2/16 Magic One Foe - 100 Wound, Stamina - Wound -
loading table data...
Rages: Usable by Gogo – 252 shown
World of Ruin rages cannot be learned in the World of Balance; unique monster rages are learned from monsters found as set encounters or treasure guardians (but not in random battles); legendary dragon rages are based on unique monsters that are found in the World of Ruin
Name
While using a rage ability, the monster's elemental properties become active; any conflicts with elemental properties of armor or relics are resolved in favor of better elemental defense
Elements
While using a rage ability, the monster's status effects and immunities are applied
Statuses
Other special properties inherited from this monster
Special
Each turn there is a 50% chance of a normal attack and a 50% chance of the attack listed here; special attacks are handled like modified normal attacks
Ability
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 effect of this special attack or 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/Effect
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
Ability Elements
The status effects inflicted or removed by this ability
Ability Statuses
Notes
1st Class Weak pt: Poison - Human Stone One/All Foes 40 75 - - Muddled -
Abolisher - Prevent: Imp, Petrify, Mute, Psyche - Poison One Foe 25 100 Reflect, Runic Poison Poison -
Actaneon Absorb HP: Water
Weak pt: Fire, Thunder
Dark
Prevent: Zombie, Imp, Mute, Berserk, Muddled, Psyche
- Clamp One Foe Battle ×1.5 - - - - -
Adamanchyt - Safe
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
Allosaurus Weak pt: Fire, Pearl Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche - Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
Anemone Absorb HP: Thunder, Water
Weak pt: Fire
Prevent: Dark, Imp, Berserk, Muddled, Psyche - Giga Volt One/All Foes 110 130 Runic Thunder - -
Anguiform Absorb HP: Water
Weak pt: Thunder
Dark
Prevent: Imp
- Aqua Rake All Foes 71 150 - Water, Wind - -
Apokryphos Weak pt: Thunder, Water, Pearl Prevent: Zombie, Poison, Imp, Condemned, Near Fatal, Berserk, Muddled Wound at 0 MP L.3 Muddle All Foes - 100% - - Muddled -
Apparite Absorb HP: Fire, Poison
Weak pt: Ice, Pearl
Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Undead Imp One Foe - 100 Reflect, Runic - Imp -
Aquila Absorb HP: Fire
Weak pt: Ice
Float
Prevent: Imp, Petrify, Wound, Condemned, Psyche
- Cyclonic All Foes 15/16 HP 75 Wound - - -
Areneid Weak pt: Ice, Water - - Numb One Foe Stop - - - Stop -
Aspik Absorb HP: Water
Weak pt: Fire
Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
- Giga Volt One/All Foes 110 130 Runic Thunder - -
Balloon Absorb HP: Fire
Weak pt: Ice, Water
Float
Prevent: Imp, Psyche
- Exploder One Foe - 100% - - - -
Barb-e Weak pt: Poison Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image Human, Wound at 0 MP Love Token One Foe - 100% - - - -
Baskervor - Prevent: Poison, Wound, Condemned - Cyclonic All Foes 15/16 HP 75 Wound - - -
Beakor Weak pt: Fire Prevent: Imp - Duster One Foe Poison - - - Poison -
Behemoth Weak pt: Ice Prevent: Dark, Poison, Imp, Condemned, Mute, Muddled, Psyche, Slow, Stop - Meteor All Foes 36 100% - - - Full damage to all targets
Black Drgn Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Storm All Foes 100 100% - Ice - -
Bleary Weak pt: Fire - - Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
Bloompire Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche Undead, Wound at 0 MP Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
loading table data...
Weapons: Usable by Gogo – 19 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)Dirk Dirk 26 180 - - - - - - - - - 150 GP 75 GP - - Runic, 2-hand, Throw Te Lo Sh Ed Ce St Re Se Mo Go
(Rod)Fire Rod Rod 79 135 Casts "Fire 2" when used as an item, and breaks Fire 2 - - - - - - - 3,000 GP 1,500 GP Fire 2 Fire 2-hand 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
(Dirk)Graedus Dirk 204 180 Pearl-elemental - - 10 - - - - - - 1 GP - Pearl SwdTech, Runic, 2-hand, Throw Te Lo Sh Ed Ce St Re Se Mo Go
(Rod)Gravity Rod Rod 120 135 Casts "Quartr" when used as an item, and breaks Quartr - - - - - - - 13,000 GP 6,500 GP Quartr Earth 2-hand, Throw St Re Go
(Rod)Heal Rod Rod 200 100% Recovers target's HP - Always Hits, Heals, Heals Undead - - - - - - - 1 GP - - 2-hand, Throw St Re Go
(Rod)Ice Rod Rod 79 135 Casts "Ice 2" when used as an item, and breaks Ice 2 - - - - - - - 3,000 GP 1,500 GP Ice 2 Ice 2-hand St Re Go
(Lance)Imp Halberd Lance 253 150 ??? if equipped while an Imp - - - - - - - - - 1 GP - - Runic, 2-hand, Throw All Except Umaro
(Rod)Magus Rod Rod 168 135 Mag Pwr up - - - 30 - - - +7 - 1 GP - - Runic, 2-hand, Throw St Re Go
(Dirk)Man Eater Dirk 146 180 Doubles damage to a human target - - - 10 - - - - 11,000 GP 5,500 GP - - Runic, 2-hand, Throw Te Lo Sh Ed Ce St Re Se Go
(Rod)Mithril Rod Rod 60 135 - - - - - - - - +2 500 GP 250 GP - - 2-hand, Throw St Re Go
(Dirk)MithrilKnife Dirk 30 180 - - - - - - - - - 300 GP 150 GP - - Runic, 2-hand, Throw Te Lo Sh Ed Ce St Re Se Mo 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
(Rod)Pearl Rod Rod 124 135 Casts "Pearl" when used as an item, and breaks Pearl - - - - - - - 12,000 GP 6,000 GP Pearl Pearl 2-hand, Throw St Re Go
(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
(Rod)Punisher Rod 111 150 Uses MP to inflict mortal blow - MP Critical - - - - - - - 1 GP - - 2-hand, Throw St Re Go
(Dirk)SwordBreaker Dirk 164 180 Randomly evades an enemy's attack - - 30 - - - - - 16,000 GP 8,000 GP - - SwdTech, Runic, 2-hand, Throw Lo Sh St Re Go
(Rod)Thunder Rod Rod 79 135 Casts "Bolt 2" when used as an item, and breaks Bolt 2 - - - - - - - 3,000 GP 1,500 GP Bolt 2 Thunder 2-hand St Re Go
Armors: Usable by Gogo – 35 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)Aegis Shld Shield 46 20 52 40 Randomly evades magic attack - - - - - 1 GP - - - - All Except Umaro
(Helmet)Bard's Hat Helmet 19 - 21 10 Raises MP a little - - - - 3,000 GP 1,500 GP - - - - All Except Umaro
(Shield)Buckler Shield 16 10 10 - - - - - - 200 GP 100 GP - - - - All Except Umaro
(Helmet)Circlet Helmet 25 - 19 - - +2 +1 +3 +4 7,000 GP 3,500 GP - - - - All Except Umaro
(Armor)Cotton Robe Armor 32 - 21 - - - - - - 200 GP 100 GP - - - - Te St Re Go
(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)Dark Gear Armor 68 - 46 - - - +6 - - 13,000 GP 6,500 GP - - - - Lo Sh Sa Se Ga Go
(Helmet)Dark Hood Helmet 26 - 17 - - - - - - 7,500 GP 3,750 GP - - - - Lo Sh Sa Mo Ga Go
(Armor)Diamond Vest Armor 65 - 44 - - - - - - 12,000 GP 6,000 GP - - - - Te Lo Cy Sh Ed Sa Ce Se Mo Ga Go
(Shield)Flame Shld Shield 41 20 28 10 Absorbs Fire-elemental attack - - - - - 1 GP Fire 3 Fire 2 ×5 Absorb HP: Fire
No Effect: Ice
Weak pt: Water
- All Except Umaro
(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
(Armor)Gaia Gear Armor 53 - 43 - Absorbs Earth-elemental attack - - - - 6,000 GP 3,000 GP - - Absorb HP: Earth - Te Lo Sh Sa Ce St Re Se Mo Ga Go
(Helmet)Genji Helmet Helmet 36 - 38 - - - - - - - 1 GP - - - - All Except Umaro
(Shield)Genji Shld Shield 54 20 50 20 - - - - - - 1 GP - - - - All Except Umaro
(Helmet)Green Beret Helmet 19 10 13 - Raises HP a little - - - - 3,000 GP 1,500 GP - - - - All Except Umaro
(Shield)Ice Shld Shield 42 20 28 10 Absorbs Ice-elemental attack - - - - - 1 GP Ice 3 Ice 2 ×5 Absorb HP: Ice
No Effect: Fire
Weak pt: Wind
- All Except Umaro
(Armor)Imp's Armor Armor 100 - 100 - ??? if equipped while an Imp - - - - - 1 GP - Imp ×1 Absorb HP: Water - All Except Umaro
(Helmet)Leather Hat Helmet 11 - 7 - - - - - - - 25 GP - - - - All Except Umaro
(Armor)LeatherArmor Armor 28 - 19 - - - - - - - 75 GP - - - - Te Lo Cy Sh Ed Ce St Re Se Mo Ga Go
(Armor)Light Robe Armor 60 - 43 - - - - - +2 11,000 GP 5,500 GP - - - - St Re Go
loading table data...
Relics: Usable by Gogo – 50 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)Amulet Protects against "Poison", "Dark", "Zombie" Prevent: Dark, Zombie, Poison - 5,000 GP 2,500 GP - - - - - - - - - All Characters
(Relic)Atlas Armlet Raises fight damage - - 5,000 GP 2,500 GP - - - - - - - - - All Characters
(Relic)Back Guard Evades "Back attack" and "Pincer attack" - - 7,000 GP 3,500 GP - - - - - - - - - All Characters
(Relic)Barrier Ring Casts "Shell" when HP is low Shell - 500 GP 250 GP - - - - - - - +2 - All Characters
(Relic)Beads Randomly evades enemies' attack - - 4,000 GP 2,000 GP - 20 - - - - - - - All Characters
(Relic)Black Belt Randomly counterattacks when attacked - - 5,000 GP 2,500 GP - - - - - - - - - All Characters
(Relic)Charm Bangle Encounters fewer random enemies - - - 1 GP - - - - - - - - - All Characters
(Relic)Cherub Down Casts "Float" Float - 6,300 GP 3,150 GP - - - - - - - - - All Characters
(Relic)Coin Toss Changes "Slot" into "GP Rain" - - - 1 GP - - - - - - - - - Se Go
(Relic)Crystal Orb Raises MP by 1/2 - - - 1 GP - - - - - - - - - All Characters
(Relic)Cure Ring Casts "Regen" Regen - 8,000 GP 4,000 GP - - - - - - - - - All Characters
(Relic)Cursed Ring Is cursed Condemned X-Zone ×5 - 1 GP - - - - - - - - - All Characters
(Relic)Dragon Horn Makes "Jump" continuous - - - 1 GP - - - - - - - - - All Except Umaro
(Relic)DragoonBoots Changes "Fight" into "Jump" - - 9,000 GP 4,500 GP - - - - - - - - - All Except Umaro
(Relic)Earrings Raises magic damage
More powerful if paired
- - 5,000 GP 2,500 GP - - - - - - - - - All Characters
(Relic)Economizer Cuts MP consumed to 1 - - - 1 GP - - - - - - - - - All Except Umaro
(Relic)Exp. Egg Doubles obtained Exp. - - - 1 GP - - - - - - - - - All Characters
(Relic)Fairy Ring Protects against "Poison", "Dark" Prevent: Dark, Poison - 1,500 GP 750 GP - - - - - - - - - All Characters
(Relic)FakeMustache Changes "Sketch" into "Control" - - - 1 GP - - - - - - - - - Re Go
(Relic)Gale Hairpin Raises "Preemptive attack" rate - - 8,000 GP 4,000 GP - - - - - - - - - All Characters
loading table data...