Characters: Who can use Magic – 13 shown
Hidden characters will join after special quests in the World of Ruin; temporary characters will only join the party for a short time and cannot be re-equipped
Name
The special command that is unique to this character
Command
If a character uses the Fight command while at low HP (less than 1/8 of maximum), they have a 1/16 chance of using this special attack instead; each attack can be used only once per battle
Special
The character's starting Vigor score; this does not increase with level but may be permanently increased with esper bonuses
Vigor
The character's starting Speed score; this does not increase with level but may be permanently increased with esper bonuses
Speed
The character's starting Stamina score; this does not increase with level but may be permanently increased with esper bonuses
Stamina
The character's starting Mag.Pwr score; this does not increase with level but may be permanently increased with esper bonuses
Mag.Pwr
The character's base Bat.Pwr score; this is augmented by equipped weapons but cannot be permanently increased
Bat.Pwr
The character's base Defense score; this is augmented by equipped armor and relics but cannot be permanently increased
Defense
The character's base Evade % score; it is shown in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
The character's base Mag.Def score; this is augmented by equipped armor and relics but cannot be permanently increased
Mag.Def
The character's base MBlock% score; this is augmented by equipped armor and relics but cannot be permanently increased; due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
The character's base HP score at level 1; this increases with level and may be increased further with esper bonuses
Base HP
The character's base MP score at level 1; this increases with level and may be increased further with esper bonuses
Base MP
The first time a character joins the party in each of the World of Balance and the World of Ruin, their level will be increased to the average party level modified by this number; Terra begins the game at level 3
LV
While running, the character's run value increases by a value in this range at regular intervals; they will successfully run when this value is greater than or equal to the encounter's run difficulty
Run Skill
Terra Morph Riot Blade 31 33 28 39 12 42 5 33 7 40 16 0 1–4
Locke Steal Mirager 37 40 31 28 14 46 15 23 2 48 7 +2 1–5
Cyan SwdTech Back Blade 40 28 33 25 25 48 6 20 1 53 5 +2 1–3
Shadow Throw Shadow Fang 39 38 30 33 23 47 28 25 9 51 6 0 1–5
Edgar Tools Royal Shock 39 30 34 29 20 50 4 22 1 49 6 +2 1–4
Sabin Blitz Tiger Break 47 37 39 28 26 53 12 21 4 58 3 +2 1–4
Celes Runic Spin Edge 34 34 31 36 16 44 7 31 9 44 15 0 1–4
Strago Lore Sabre Soul 28 25 19 34 10 33 6 27 7 35 13 +2 1–3
Relm Sketch Star Prism 26 34 22 44 11 35 13 30 9 37 18 0 1–5
Setzer Slot Red Card 36 32 32 29 18 48 9 26 1 46 9 0 1–4
Mog Dance Moogle Rush 29 36 26 35 16 52 10 36 12 39 16 +5 1–5
Gau Rage - 44 38 36 34 99 44 21 34 18 45 10 +2 1–5
Gogo Mimic X-Meteo 25 30 20 26 13 39 10 25 6 36 12 +2 1–4
Commands: Based on Magic – 1 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
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
X Magic - - - -
Spells – 54 shown
Hidden esper spells can first be taught by hidden espers in the World of Balance; World of Ruin spells are taught by espers obtained via World of Ruin quests; advanced spells are taught by espers obtained from difficult quests; ultimate spells are taught by the most well-hidden and powerful espers
Name
Type 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 Taught By
(Healing)Cure Healing 5 Recovers HP One/All Allies 10 - Reflect, Runic - - - Starlet ×25, Sraphim ×20, Kirin ×5, Shiva ×3
(Healing)Cure 2 Healing 25 Recovers HP One/All Allies 28 - Reflect, Runic - - - Starlet ×16, Sraphim ×8, Golem ×5, Unicorn ×4, Kirin ×1
(Healing)Cure 3 Healing 40 Recovers HP One/All Allies 66 - Reflect, Runic - - - Phoenix ×2, Starlet ×1
(Healing)Life Healing 30 Recovers life One Ally 1/8 HP - Reflect, Runic - Wound - Phoenix ×10, Sraphim ×5, Bismark ×2
(Healing)Life 2 Healing 60 Recovers life and HP/MP One Ally 100% HP - Reflect, Runic - Wound - Phoenix ×2
(Healing)Antdot Healing 3 Cures poisoning One Ally - - Runic - Poison, Seizure - Kirin ×4
(Healing)Remedy Healing 15 Cures status ailments except for "Zonbie" and "Imp" One Ally - - Runic - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop - Starlet ×20, Alexandr ×15, Sraphim ×4, Unicorn ×3
(Healing)Regen Healing 10 Gradually recovers HP One Ally - - Reflect, Runic - Regen - Starlet ×20, Sraphim ×10, Kirin ×3
(Healing)Life 3 Healing 50 Protects from wound One Ally - - Runic - Life 3 - Phoenix ×1
(Attack)Fire Attack 4 Fire-elemental attack One/All Foes 21 150 Reflect, Runic Fire - - Bismark ×20, Ifrit ×10, Siren ×6
(Attack)Ice Attack 5 Ice-elemental attack One/All Foes 22 150 Reflect, Runic Ice - - Bismark ×20, Shiva ×10
(Attack)Bolt Attack 6 Lightning-elemental attack One/All Foes 20 150 Reflect, Runic Thunder - - Bismark ×20, Ramuh ×10
(Attack)Poison Attack 3 Poisons an enemy One Foe 25 100 Reflect, Runic Poison Poison - Ramuh ×5
(Attack)Drain Attack 15 Drains HP from an enemy One Foe 38 120 Runic - - - Ifrit ×1
(Attack)Fire 2 Attack 20 Fire-elemental attack One/All Foes 60 150 Reflect, Runic Fire - - Ifrit ×5, Maduin ×3, Flame Shld ×5
(Attack)Ice 2 Attack 21 Ice-elemental attack One/All Foes 62 150 Reflect, Runic Ice - - Shiva ×5, Maduin ×3, Ice Shld ×5
(Attack)Bolt 2 Attack 22 Lightning-elemental attack One/All Foes 61 150 Reflect, Runic Thunder - - Maduin ×3, Ramuh ×2, Thunder Shld ×5
(Attack)Bio Attack 26 Poison-elemental attack One/All Foes 53 120 Reflect, Runic Poison Poison - Shoat ×8
(Attack)Fire 3 Attack 51 Fire-elemental attack One/All Foes 121 150 Reflect, Runic Fire - - Phoenix ×3, Tritoch ×1
(Attack)Ice 3 Attack 52 Ice-elemental attack One/All Foes 122 150 Reflect, Runic Ice - - Tritoch ×1
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