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
Shadow Throw Shadow Fang 39 38 30 33 23 47 28 25 9 51 6 0 1–5
Gau Rage - 44 38 36 34 99 44 21 34 18 45 10 +2 1–5
Locke Steal Mirager 37 40 31 28 14 46 15 23 2 48 7 +2 1–5
Relm Sketch Star Prism 26 34 22 44 11 35 13 30 9 37 18 0 1–5
Sabin Blitz Tiger Break 47 37 39 28 26 53 12 21 4 58 3 +2 1–4
Mog Dance Moogle Rush 29 36 26 35 16 52 10 36 12 39 16 +5 1–5
Gogo Mimic X-Meteo 25 30 20 26 13 39 10 25 6 36 12 +2 1–4
Setzer Slot Red Card 36 32 32 29 18 48 9 26 1 46 9 0 1–4
Celes Runic Spin Edge 34 34 31 36 16 44 7 31 9 44 15 0 1–4
Cyan SwdTech Back Blade 40 28 33 25 25 48 6 20 1 53 5 +2 1–3
Strago Lore Sabre Soul 28 25 19 34 10 33 6 27 7 35 13 +2 1–3
Terra Morph Riot Blade 31 33 28 39 12 42 5 33 7 40 16 0 1–4
Edgar Tools Royal Shock 39 30 34 29 20 50 4 22 1 49 6 +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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