Armors: Which Prevent Poison Damage – 4 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)Paladin Shld Shield 59 40 59 40 Houses a hero's soul - - - - - 1 GP - Ultima ×1 Absorb HP: Fire, Ice, Thunder, Pearl
No Effect: Water, Wind, Earth, Poison
- All Except Umaro
(Armor)Tabby Suit Armor 54 - 36 - Resembles a tabby cat +2 +2 +2 +2 - 1 GP - - No Effect: Poison - St Re
(Armor)Chocobo Suit Armor 56 - 38 - Feel like a chocobo! +3 +6 +2 - - 1 GP - - No Effect: Poison - St Re
(Armor)Moogle Suit Armor 58 - 52 - Be a moogle! Kupo!! - - - +5 - 1 GP - - No Effect: Poison - St Re
Armors: Which Halve Poison Damage – 1 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
(Armor)Minerva Armor 88 - 70 10 Raises MP by 1/4 +1 +2 +1 +4 - 1 GP - - 50% Dmg: Water, Earth, Pearl, Poison
No Effect: Fire, Ice, Thunder, Wind
- Te Ce
Armors: Weak against Poison Damage – 1 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
Weapons: Poison-elemental – 2 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
(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
(Claw)Poison Claw Claw 95 200 Randomly poisons an enemy Poison - - - - - - - 2,500 GP 1,250 GP - Poison - Sa
Spells: Poison-elemental – 2 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
(Attack)Poison Attack 3 Poisons an enemy One Foe 25 100 Reflect, Runic Poison Poison - Ramuh ×5
(Attack)Bio Attack 26 Poison-elemental attack One/All Foes 53 120 Reflect, Runic Poison Poison - Shoat ×8
Abilities: Poison-elemental – 7 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
Bio Magic One/All Foes 53 26 120 Reflect, Runic Poison Poison -
Bio Blaster Magic All Foes 20 - 100% - Poison Poison -
Pois. Frog Magic One Foe 56 - 100% - Poison Poison -
Poison Magic One Foe 25 3 100 Reflect, Runic Poison Poison -
Virite Magic All Foes 20 20 80 - Poison Poison -
Bio Blast Magic All Foes 60 - 100% - Poison Poison, Seizure Full damage to all targets
Acid Rain Magic All Foes 25 20 100 - Water, Poison Seizure -
Monsters: Weak against Poison Damage – 52 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
Hit 28,000 10,000 73 - - Weak pt: Poison 10 Hits Battle ×1.5 33 40 9 6 808 1,212 115 109% 0 153 80% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex, Human Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Clear, Image, Regen, Haste, Shell, Safe, Reflect
Joker 467 90 17 194 320 Weak pt: Thunder, Poison Parasol Battle ×2 35 16 10 13 60 120 125 102% 0 150 82% 0 100 Tonic (7/8), Green Beret (1/8) Mithril Rod (1/8) Can't Suplex, Human Float
Prevent: Imp
Harvester 428 85 16 291 314 Weak pt: Poison Sickle Battle ×1.5 50 16 10 13 53 80 105 117% 0 150 82% 0 100 Goggles (7/8), DragoonBoots (1/8) Barrier Ring (1/8) Human Float, Haste
Prevent: Imp, Slow, Stop
Poltrgeist 58,000 18,900 67 - - Absorb HP: Fire, Wind
Weak pt: Poison
Psychrip Battle ×2 53 40 13 15 974 1,948 180 59% 0 145 86% 0 100 Red Jacket (1/8) Aura Lance (100%) Can't Control, Can't Suplex Float, Haste, Safe
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
NeckHunter 1,334 150 28 588 1,330 Weak pt: Poison Mad Sickle Muddled 30 18 10 5 114 - 102 120% 0 153 80% 0 100 Dark Hood (1/8) Peace Ring (1/8) Critical Hits if Imp, Human Haste
Prevent: Imp
Punisher 2,191 136 35 1,242 3,000 Weak pt: Poison Pummel Battle ×2 35 20 10 28 382 764 100 121% 115 155 78% 0 100 Rising Sun (7/8), Bone Club (1/8) - Critical Hits if Imp, Human Haste
Prevent: Imp, Psyche, Slow, Stop
GreaseMonk 132 100 8 53 256 Weak pt: Poison LodeWrench Battle ×1.5 35 16 10 15 15 23 100 121% 0 150 82% 0 100 Tonic (7/8), Buckler (1/8) - Human Haste
L.30 Magic 3,000 700 54 - - Absorb HP: Pearl
Weak pt: Poison
- - 36 21 20 10 528 - 200 43% 100 140 90% 0 100 Tincture (1/8) Tincture (1/8) Wound at 0 MP Prevent: Dark, Imp, Mute, Muddled, Stop
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
Retainer 7,050 2,600 59 2,300 2,000 Weak pt: Poison Tradeoff Wound 35 29 5 13 705 - 100 121% 40 180 59% 0 100 Aura (1/8) - Critical Hits if Imp, Human Prevent: Dark, Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche
Madam 8,150 900 53 2,200 700 Weak pt: Poison Sightless Dark 35 31 12 8 467 - 100 121% 0 155 78% 0 100 Goggles (1/8) - Human, Wound at 0 MP Prevent: Dark, Petrify, Wound, Condemned, Near Fatal, Mute
Tap Dancer 4,452 270 43 1,727 526 Weak pt: Poison WaistShake Muddled 39 24 11 13 375 - 105 117% 0 150 82% 0 100 Dirk (7/8), SwordBreaker (1/8) - Human, Wound at 0 MP Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Psyche
Soldier 100 15 11 - 48 Weak pt: Poison Counter Battle ×1.5 30 16 10 12 25 38 80 137% 0 150 82% 0 100 Tonic (7/8), Potion (1/8) Tonic (1/8) Human Prevent: Dark, Psyche
Dahling 3,580 500 37 1,151 1,260 Weak pt: Poison Sightless Dark 35 22 8 1 159 - 110 113% 20 145 86% 0 100 Moogle Suit (1/8) - Human, Wound at 0 MP Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche
Dante 1,945 200 28 1,150 712 Weak pt: Poison QuartzPike Battle ×3 40 19 10 17 183 549 105 117% 0 150 82% 0 100 Diamond Helm (1/8) Gold Shld (1/8) Human, Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Barb-e 3,062 198 39 1,410 631 Weak pt: Poison Slap Mute 30 21 10 13 309 - 100 121% 0 160 74% 0 100 - - Human, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
B.Day Suit 100 100 6 18 54 Weak pt: Poison Hit Battle ×1.5 30 16 10 13 9 14 5 195% 0 150 82% 0 100 - - Can't Control, Can't Scan, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
L.80 Magic 8,000 2,800 53 - - Weak pt: Poison - - 37 31 15 10 508 - 200 43% 100 115 109% 0 100 Ether (1/8) Tincture (1/8) Human, Wound at 0 MP Prevent: Imp, Mute, Berserk, Muddled, Slow, Stop
Warlock 1,300 1,250 38 970 333 Weak pt: Thunder, Poison MagicDrain Battle (MP drain) 39 18 10 10 262 262 180 59% 0 225 23% 0 100 Warp Stone (1/8) Warp Stone (1/8) Human, Wound at 0 MP Prevent: Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled
SoulDancer 2,539 100 22 1,531 769 Weak pt: Poison Red Dance Battle (HP drain) 30 20 30 1 57 57 60 152% 0 170 66% 0 100 Moogle Suit (1/8) - Human, Wound at 0 MP Prevent: Imp, Petrify, Wound, Condemned, Near Fatal
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Monsters: Immune to Poison Damage – 77 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
Brawler 137 100 9 79 84 Absorb HP: Poison
Weak pt: Ice
Punch Battle ×1.5 35 16 10 14 18 27 100 121% 0 70 145% 0 100 Bandana (1/8) Tonic (1/8) Critical Hits if Imp, Human Berserk
Prevent: Poison
Intangir 32,000 16,000 26 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Sleep Clear 50 40 10 25 197 - 150 82% 50 150 82% 0 100 Magicite (1/8) Antidote (1/8) Critical Hits if Imp, Wound at 0 MP Clear, Float, Haste, Shell, Safe
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche
L.40 Magic 4,000 1,000 55 - - Absorb HP: Poison
Weak pt: Thunder
- - 38 23 19 10 547 - 200 43% 100 135 94% 0 100 Tincture (1/8) Tincture (1/8) Human, Wound at 0 MP Float
Prevent: Dark, Imp, Wound, Condemned, Berserk, Muddled, Psyche, Slow, Stop
Karkass 3,850 185 43 1,399 826 Absorb HP: Poison
Weak pt: Fire, Pearl
Figaro Tea Imp 33 23 10 13 375 - 105 117% 0 155 78% 0 100 MithrilBlade (7/8), Soul Sabre (1/8) - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Psyche
Ninja 1,650 130 27 694 520 Absorb HP: Poison
Weak pt: Thunder, Pearl
Inviz Clear 37 19 5 22 196 - 135 94% 50 140 90% 0 100 Cherub Down (1/8) Ninja Star (1/8) Human Float
Prevent: Dark, Petrify, Near Fatal, Muddled, Seizure, Psyche, Slow, Stop
Woolly 3,609 300 43 1,385 826 Absorb HP: Ice, Thunder, Water, Wind, Earth, Poison
Weak pt: Fire
Frenzy Berserk 32 23 11 17 429 - 105 117% 20 150 82% 0 100 Imperial (7/8), Hardened (1/8) - Can't Suplex, Human, Wound at 0 MP Float
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Slow, Stop
Misfit 1,750 140 26 750 786 Absorb HP: Poison
Weak pt: Fire, Pearl
Enmity Dark 35 19 10 26 202 - 105 117% 0 155 78% 0 100 Back Guard (1/8) - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Brainpan 1,300 1,000 25 550 600 Absorb HP: Poison
Weak pt: Fire, Thunder, Pearl
Smirk Stop 35 18 10 24 178 - 120 105% 0 110 113% 0 100 Earrings (1/8) - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Pan Dora 1,522 350 39 622 461 Absorb HP: Poison
Weak pt: Fire, Pearl
Hypno Gas Psyche 25 18 10 13 309 - 140 90% 0 80 137% 0 100 - - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Necromancr 3,525 900 48 1,510 791 Absorb HP: Poison
Weak pt: Fire, Pearl
ZombiStick Zombie 25 22 7 13 467 - 100 121% 0 150 82% 0 100 Fenix Down (1/8) Revivify (7/8) Can't Suplex, Human, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Ing 1,100 50 21 740 442 Absorb HP: Fire, Poison
Weak pt: Water, Pearl
Glare Dark 35 18 12 18 107 - 110 113% 0 150 82% 0 100 Amulet (1/8) Revivify (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Ghost 226 70 10 48 75 Absorb HP: Poison
Weak pt: Fire, Pearl
Pause Stop 30 16 1 1 13 - 105 117% 0 150 82% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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
Poplium 145 25 11 55 55 Absorb HP: Poison
Weak pt: Fire, Pearl
Cling Slow 25 16 10 13 26 - 55 156% 0 150 82% 0 100 Potion (1/8) Tonic (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Lich 590 90 20 374 350 Absorb HP: Fire, Poison
Weak pt: Pearl
Mad Touch Muddled 35 17 10 1 48 - 50 160% 0 190 51% 0 100 Green Cherry (7/8), Poison Rod (1/8) Green Cherry (1/8) Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Hipocampus 2,444 82 37 981 669 Absorb HP: Poison
Weak pt: Fire, Pearl
Clamp Seizure 37 20 10 15 298 - 115 109% 0 160 74% 0 100 Warp Stone (1/8) Warp Stone (1/8) Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Kefka 62,000 38,000 71 - - No Effect: Poison Havoc Wing Battle ×4 72 40 8 80 3,470 13,880 117 108% 45 135 94% 0 190 Megalixir (7/8) - Can't Control, Can't Scan, Can't Suplex, Human Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image, Haste, Shell, Safe, Reflect
Girl 9,999 10,000 58 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Calmness Psyche 41 35 9 73 2,145 - 150 82% 0 155 78% 0 100 Ragnarok (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image, Regen, Haste, Shell, Safe, Reflect
Mover 120 10,500 51 1,500 - Absorb HP: Poison Silencer Mute 85 16 10 20 659 - 115 109% 225 254 1% 0 100 Super Ball (7/8) Magicite (1/8) Can't Suplex, Wound at 0 MP Float
Prevent: Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Image
L.10 Magic 1,000 300 48 - - Absorb HP: Poison
Weak pt: Fire, Pearl
- - 33 17 22 10 417 - 200 43% 100 150 82% 0 100 Tincture (1/8) Tincture (1/8) Can't Suplex, Human, Undead, Wound at 0 MP Float
Prevent: Imp, Wound, Condemned, Near Fatal, Psyche, Slow, Stop
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Rages: With Poison-elemental Abilities – 14 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
Vindr Weak pt: Fire Float
Prevent: Imp, Psyche
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
Innoc Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure, Stop
- Virite All Foes 20 80 - Poison Poison -
Scorpion - Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Psyche - Poison One Foe 25 100 Reflect, Runic Poison Poison -
Evil Oscar Absorb HP: Ice, Thunder, Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Prevent: Dark, Mute - Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Were-Rat Absorb HP: Poison
Weak pt: Fire
Prevent: Dark, Psyche - Poison One Foe 25 100 Reflect, Runic Poison Poison -
Humpty Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead, Wound at 0 MP Poison One Foe 25 100 Reflect, Runic Poison Poison -
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 -
Trilium Absorb HP: Water
Weak pt: Fire
Prevent: Imp - Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Abolisher - Prevent: Imp, Petrify, Mute, Psyche - Poison One Foe 25 100 Reflect, Runic Poison Poison -
Eland Weak pt: Thunder Prevent: Imp, Psyche - Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Rider Weak pt: Fire, Poison Prevent: Zombie, Imp, Muddled Human Virite All Foes 20 80 - Poison Poison -
Mag Roader Absorb HP: Ice
Weak pt: Fire
Safe
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Psyche
- Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Adamanchyt - Safe
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
Exoray Absorb HP: Poison
Weak pt: Fire, Pearl
Shell
Prevent: Dark, Imp, Petrify, Mute, Berserk, Muddled, Psyche
Undead Virite All Foes 20 80 - Poison Poison -
Rages: With Weakness against Poison Damage – 33 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
Joker Weak pt: Thunder, Poison Float
Prevent: Imp
Human Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Harvester Weak pt: Poison Float, Haste
Prevent: Imp, Slow, Stop
Human Haste One Ally - 100% Reflect, Runic - Haste -
NeckHunter Weak pt: Poison Haste
Prevent: Imp
Human Imp One Foe - 100 Reflect, Runic - Imp -
Punisher Weak pt: Poison Haste
Prevent: Imp, Psyche, Slow, Stop
Human Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
GreaseMonk Weak pt: Poison Haste Human Shell One Ally - 100% Reflect, Runic - Shell -
Wizard Weak pt: Thunder, Poison Prevent: Dark, Imp, Petrify, Wound, Condemned, Berserk, Muddled Human Demi One Foe 1/2 HP 120 Runic, Wound, Stamina - - -
Retainer Weak pt: Poison Prevent: Dark, Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche Human Shock All Foes 128 100% - - - -
Madam Weak pt: Poison Prevent: Dark, Petrify, Wound, Condemned, Near Fatal, Mute Human, Wound at 0 MP Pearl One Foe 108 150 Reflect, Runic Pearl - -
Tap Dancer Weak pt: Poison Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Psyche Human, Wound at 0 MP Slow 2 One/All Foes - 150 Reflect, Runic - Slow -
Soldier Weak pt: Poison Prevent: Dark, Psyche Human Fire One/All Foes 21 150 Reflect, Runic Fire - -
Dahling Weak pt: Poison Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche Human, Wound at 0 MP Cure 2 One/All Allies 28 - Reflect, Runic - - -
Dante Weak pt: Poison Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Human, Undead, Wound at 0 MP L.3 Muddle All Foes - 100% - - Muddled -
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% - - - -
Warlock Weak pt: Thunder, Poison Prevent: Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled Human, Wound at 0 MP Pearl One Foe 108 150 Reflect, Runic Pearl - -
SoulDancer Weak pt: Poison Prevent: Imp, Petrify, Wound, Condemned, Near Fatal Human, Wound at 0 MP Osmose One Foe 26 150 Runic - - -
Test Rider Weak pt: Poison Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled Human, Wound at 0 MP Flash Rain All Foes 60 140 - Ice, Water - -
Ogor Weak pt: Thunder, Poison Prevent: Petrify, Wound, Condemned, Near Fatal, Mute, Psyche Human Storm All Foes 100 100% - Ice - -
Marshal Weak pt: Poison Prevent: Poison Human Wind Slash All Foes 48 100% - Wind - Full damage to all targets
SlamDancer Weak pt: Poison Prevent: Poison, Imp, Berserk, Muddled Human Ice 2 One/All Foes 62 150 Reflect, Runic Ice - -
Borras Weak pt: Poison Prevent: Wound, Condemned, Mute Human Revenge One Foe - 100% - - - -
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Rages: Which Grant Immunity to Poison Damage – 52 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
Brawler Absorb HP: Poison
Weak pt: Ice
Berserk
Prevent: Poison
Human Stone One/All Foes 40 75 - - Muddled -
Intangir Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Clear, Float, Haste, Shell, Safe
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche
Wound at 0 MP Pep Up One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Karkass Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Psyche
Undead, Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Ninja Absorb HP: Poison
Weak pt: Thunder, Pearl
Float
Prevent: Dark, Petrify, Near Fatal, Muddled, Seizure, Psyche, Slow, Stop
Human Water Edge All Foes 100 100% - Water - -
Woolly Absorb HP: Ice, Thunder, Water, Wind, Earth, Poison
Weak pt: Fire
Float
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Slow, Stop
Human, Wound at 0 MP Ice 3 One/All Foes 122 150 Reflect, Runic Ice - -
Brainpan Absorb HP: Poison
Weak pt: Fire, Thunder, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Undead, Wound at 0 MP Blow Fish One Foe - 100% - - - -
Misfit Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Undead, Wound at 0 MP Lifeshaver One Foe 84 100% - Earth - -
Ghost Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Ing Absorb HP: Fire, Poison
Weak pt: Water, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Lifeshaver One Foe 84 100% - Earth - -
Pan Dora Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead, Wound at 0 MP Revenge One Foe - 100% - - - -
Rinn Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Fire One/All Foes 21 150 Reflect, Runic Fire - -
Poplium Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Cling One Foe Slow - - - Slow -
Necromancr Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Human, Undead, Wound at 0 MP Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
Lich Absorb HP: Fire, Poison
Weak pt: Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Undead, Wound at 0 MP Fire 2 One/All Foes 60 150 Reflect, Runic Fire - -
Hipocampus Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Undead, Wound at 0 MP Flash Rain All Foes 60 140 - Ice, Water - -
Mover Absorb HP: Poison Float
Prevent: Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Image
Wound at 0 MP Merton All Allies and Foes 138 100% - Fire, Wind - -
Outsider Absorb HP: Poison
Weak pt: Pearl
Haste
Prevent: Dark, Poison, Imp, Berserk, Muddled, Psyche
Human Pearl One Foe 108 150 Reflect, Runic Pearl - -
Scrapper Absorb HP: Poison Haste
Prevent: Petrify, Wound, Condemned, Berserk, Muddled
Human Elf Fire One Foe 72 100% - Fire - -
Evil Oscar Absorb HP: Ice, Thunder, Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Prevent: Dark, Mute - Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Flan No Effect: Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Prevent: Dark, Poison, Imp, Petrify - Slimer One Foe - 100 - - Slow -
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Dance Moves: Poison-elemental – 1 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
Dusk Requium Pois. Frog Cave 1/16 Magic One Foe 56 100% - Poison Poison -
Thrown Objects: Poison-elemental – 1 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
Poison Rod Rod 86 ×2 Physical One Foe 100% Poison - 1,500 GP
Tools: Poison-elemental – 1 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
Bio Blaster 100% Gasses multiple enemies
Use with "Tools" command
20 Magic All Foes 100% - Poison Poison 750 GP
MagiTek Abilities: Poison-elemental – 1 shown
Exclusive abilities can only be used when Terra is piloting Magitek Armor
Name
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
Whether this ability is available to any character using MagiTek armor, or Terra exclusively
Used By
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
Bio Blast 60 Magic All Foes 100% Terra only - Poison Poison, Seizure Full damage to all targets