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
Virite Magic All Foes 20 20 80 - Poison Poison -
Acid Rain Magic All Foes 25 20 100 - Water, Poison Seizure -
Poison Magic One Foe 25 3 100 Reflect, Runic Poison Poison -
Bio Magic One/All Foes 53 26 120 Reflect, Runic Poison Poison -
Bio Blast Magic All Foes 60 - 100% - Poison Poison, Seizure Full damage to all targets
Bio Blaster Magic All Foes 20 - 100% - Poison Poison -
Pois. Frog Magic One Foe 56 - 100% - Poison Poison -
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
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
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
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
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
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
Siegfried 32,760 6,000 53 - - Weak pt: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Knuckles Battle ×5 90 40 25 53 1,384 6,920 160 74% 25 150 82% 25 100 - - Critical Hits if Imp, Human Safe
Prevent: Petrify, Wound, Condemned
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
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
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
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
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
Borras 4,771 590 35 2,953 2,500 Weak pt: Poison Uppercut Battle ×5 43 25 10 23 338 1,690 150 82% 105 145 86% 10 100 Potion (7/8), Muscle Belt (1/8) - Critical Hits if Imp, Human Prevent: Wound, Condemned, Mute
Umaro 17,200 6,990 33 - 10 Absorb HP: Ice
Weak pt: Fire, Poison
Tackle Battle ×3 45 40 11 25 316 948 100 121% 0 150 82% 0 100 - - Can't Control, Human Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Stop, Clear
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
Test Rider 3,100 220 32 1,947 520 Weak pt: Poison Gold Lance Battle ×3 40 22 10 27 312 936 135 94% 0 155 78% 0 100 Partisan (1/8) Stout Spear (1/8) Critical Hits if Imp, Human, Wound at 0 MP Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled
Phunbaba 26,000 10,000 31 - - Absorb HP: Thunder
Weak pt: Poison
Solar Plex Battle ×3 35 40 6 15 210 630 100 121% 0 130 98% 0 100 - - Can't Control, Critical Hits if Imp Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Slow, Stop
Phunbaba 26,000 10,000 31 - - Absorb HP: Thunder
Weak pt: Poison
Solar Plex Battle ×3 30 40 6 15 210 630 105 117% 0 150 82% 0 100 - - Can't Control, Critical Hits if Imp Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
Phunbaba 28,000 10,000 31 - - Absorb HP: Thunder
Weak pt: Poison
Solar Plex Battle ×3 30 40 6 15 210 630 105 117% 0 150 82% 0 100 - - Can't Control, Critical Hits if Imp Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
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
Guard 40 15 5 48 48 Weak pt: Poison Critical Battle ×1.5 30 16 6 16 7 11 100 121% 0 140 90% 0 100 Tonic (7/8), Potion (1/8) Tonic (1/8) Human -
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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
Mad Oscar 2,900 980 30 780 2,292 Absorb HP: Water, Poison
Weak pt: Fire
Drool Seizure 30 21 10 20 229 - 95 125% 0 145 86% 0 80 X-Potion (1/8) Remedy (7/8), Revivify (1/8) - Prevent: Imp, Condemned, Near Fatal, Mute, Psyche
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
L.50 Magic 5,000 2,000 57 - - Absorb HP: Poison
Weak pt: Fire, Pearl
- - 45 25 18 10 588 - 200 43% 100 130 98% 0 100 Ether (1/8) Tincture (1/8) Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Berserk, Psyche
Hidonite 3,500 1,000 43 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Pearl, Poison Confuclaw Muddled 30 22 10 13 375 - 115 109% 0 120 105% 0 100 - - Wound at 0 MP Reflect
Prevent: Imp, Wound, Condemned, Mute, Muddled, Psyche, Slow, Stop
Hidonite 3,500 1,000 43 - - Absorb HP: Poison
Weak pt: Earth
PoisonClaw Poison 30 22 10 13 375 - 85 133% 0 150 82% 0 100 - - - Prevent: Zombie, Imp, Berserk, Muddled, Psyche
Hidon 25,000 12,500 43 - - Absorb HP: Poison
Weak pt: Fire, Earth, Pearl
Hit Battle ×1.5 55 40 10 13 375 563 110 113% 0 160 74% 0 100 Warp Stone (7/8), Thornlet (1/8) Warp Stone (100%) Can't Control, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Stop
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
Io 7,862 1,550 39 3,253 1,995 No Effect: Wind, Earth, Poison
Weak pt: Thunder, Water, Pearl
Crush Battle ×3 60 31 10 13 309 927 110 113% 0 150 82% 0 100 - - - Prevent: Dark, Zombie, Poison, Imp, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
Opinicus 3,210 514 38 1,270 519 Absorb HP: Poison
Weak pt: Fire, Pearl
Riot Battle ×1.5 38 22 10 22 388 582 135 94% 0 150 82% 20 100 Warp Stone (1/8) Warp Stone (1/8) Critical Hits if Imp, Undead Seizure
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Displayer 3,826 1,327 38 1,510 393 Absorb HP: Poison
Weak pt: Fire, Pearl
Rib Battle ×2 44 23 10 13 293 586 150 82% 30 135 94% 0 100 Warp Stone (1/8) Warp Stone (1/8) Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Cluck 2,366 185 38 770 422 Absorb HP: Poison
Weak pt: Ice
Lick Petrify 33 20 10 13 293 - 105 117% 0 155 78% 0 100 Warp Stone (1/8) Warp Stone (1/8) - Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Psyche
Hidonite 3,500 1,000 43 - - Absorb HP: Poison
Weak pt: Fire, Pearl
Zombi Claw Zombie 30 22 10 13 375 - 105 117% 0 130 98% 0 100 - - Can't Control, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Scrapper 1,759 68 34 797 2,000 Absorb HP: Poison Knife Battle ×1.5 37 19 10 10 210 315 125 102% 120 145 86% 0 100 Thief Glove (1/8) Air Lancet (1/8) Critical Hits if Imp, Human Haste
Prevent: Petrify, Wound, Condemned, Berserk, Muddled
Presenter 9,845 1,600 31 - 1,000 Absorb HP: Ice, Thunder, Water
No Effect: Poison
Weak pt: Fire
PetriBlast Petrify 35 35 7 75 628 - 80 137% 0 150 82% 0 100 - Dragon Claw (100%) Can't Control, Can't Suplex Prevent: Zombie, Poison, Imp, Near Fatal, Berserk, Muddled, Seizure, Clear, Image
Magic Urn 100 10,000 31 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison - - 40 16 35 5 140 - 220 27% 100 190 51% 0 100 Tonic (7/8), Elixir (1/8) - Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Osteosaur 1,584 143 30 770 542 Absorb HP: Poison
Weak pt: Fire, Pearl
Fossil Zombie 33 19 10 45 392 - 115 109% 0 155 78% 0 100 Remedy (1/8) Revivify (7/8) Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Orog 1,584 250 30 510 716 Absorb HP: Poison
Weak pt: Fire, Pearl
Zombite Zombie 35 19 10 45 392 - 105 117% 0 140 90% 0 100 Amulet (1/8) Amulet (7/8), Revivify (1/8) Human, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
PowerDemon 2,058 360 29 485 385 Absorb HP: Poison
Weak pt: Fire, Pearl
Daze Dance Battle (HP drain) 40 20 10 13 172 172 145 86% 0 140 90% 0 100 Potion (7/8), Diamond Vest (1/8) Amulet (7/8), Revivify (1/8) Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Exoray 1,200 112 29 449 370 Absorb HP: Poison
Weak pt: Fire, Pearl
DoomPollen Zombie 33 18 10 13 172 - 105 117% 0 105 117% 0 100 - Revivify (7/8) Undead Shell
Prevent: Dark, Imp, Petrify, Mute, Berserk, Muddled, Psyche
Were-Rat 24 0 4 21 22 Absorb HP: Poison
Weak pt: Fire
Bite Battle ×1.5 30 16 10 13 5 8 100 121% 0 150 82% 0 100 Tonic (100%) Tonic (1/8) Critical Hits if Imp Prevent: Dark, Psyche
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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
Rider Weak pt: Fire, Poison Prevent: Zombie, Imp, Muddled Human Virite All Foes 20 80 - Poison Poison -
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 -
Innoc Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure, Stop
- Virite All Foes 20 80 - Poison Poison -
Adamanchyt - Safe
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
Vindr Weak pt: Fire Float
Prevent: Imp, Psyche
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
Were-Rat Absorb HP: Poison
Weak pt: Fire
Prevent: Dark, Psyche - Poison One Foe 25 100 Reflect, Runic Poison Poison -
Abolisher - Prevent: Imp, Petrify, Mute, Psyche - Poison One Foe 25 100 Reflect, Runic Poison Poison -
Scorpion - Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, 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 -
Trilium Absorb HP: Water
Weak pt: Fire
Prevent: Imp - Bio One/All Foes 53 120 Reflect, Runic 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 -
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 -
Eland Weak pt: Thunder Prevent: Imp, Psyche - Bio One/All Foes 53 120 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 -
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
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 - - -
Guard Weak pt: Poison - Human Critical One Foe Battle ×1.5 - - - - -
General Weak pt: Poison Safe Human Cure 2 One/All Allies 28 - Reflect, Runic - - -
Trooper Weak pt: Poison - Human Swing One Foe Battle ×2 - - - - -
1st Class Weak pt: Poison - Human Stone One/All Foes 40 75 - - Muddled -
Rider Weak pt: Fire, Poison Prevent: Zombie, Imp, Muddled Human Virite All Foes 20 80 - Poison Poison -
Samurai Weak pt: Poison Prevent: Zombie, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Image Human Lullaby All Foes - 90 - - Psyche -
NeckHunter Weak pt: Poison Haste
Prevent: Imp
Human Imp One Foe - 100 Reflect, Runic - Imp -
Commander Weak pt: Poison - Human Break One Foe - 120 Reflect, Runic, Wound, Stamina - Petrify -
Wizard Weak pt: Thunder, Poison Prevent: Dark, Imp, Petrify, Wound, Condemned, Berserk, Muddled Human Demi One Foe 1/2 HP 120 Runic, Wound, Stamina - - -
HadesGigas Absorb HP: Earth
Weak pt: Poison
- Human Magnitude8 All Foes 100 130 Float Earth - -
Gigantos Weak pt: Poison Safe
Prevent: Muddled, Psyche
Human Magnitude8 All Foes 100 130 Float Earth - -
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 - -
Soldier Weak pt: Poison Prevent: Dark, Psyche Human Fire One/All Foes 21 150 Reflect, Runic Fire - -
Punisher Weak pt: Poison Haste
Prevent: Imp, Psyche, Slow, Stop
Human Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
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 - - -
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 - -
Joker Weak pt: Thunder, Poison Float
Prevent: Imp
Human Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
SlamDancer Weak pt: Poison Prevent: Poison, Imp, Berserk, Muddled Human Ice 2 One/All Foes 62 150 Reflect, Runic Ice - -
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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
Sewer Rat Absorb HP: Poison
Weak pt: Fire
- - Incisor One Foe Battle ×1.5 - - - - -
Poplium Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Cling One Foe Slow - - - Slow -
Wild Rat Absorb HP: Poison
Weak pt: Fire
- - Scratch One Foe Battle ×1.5 - - - - -
Magic Urn Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image Wound at 0 MP Cure 3 One/All Allies 66 - Reflect, Runic - - -
Brawler Absorb HP: Poison
Weak pt: Ice
Berserk
Prevent: Poison
Human Stone One/All Foes 40 75 - - Muddled -
Iron Fist Absorb HP: Poison - Human Stone One/All Foes 40 75 - - Muddled -
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 -
Osteosaur Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead, Wound at 0 MP X-Zone All Foes - 85 Runic, Wound, Stamina - - -
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 -
Displayer Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead, Wound at 0 MP Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
FossilFang Absorb HP: Poison
Weak pt: Fire, Ice, Water, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead Sand Storm All Foes 45 100 - Wind - Full damage to all targets
Mad Oscar Absorb HP: Water, Poison
Weak pt: Fire
Prevent: Imp, Condemned, Near Fatal, Mute, Psyche - Sour Mouth One Foe - 100 - - Dark, Poison, Imp, Mute, Muddled, Psyche -
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 -
Flan No Effect: Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Prevent: Dark, Poison, Imp, Petrify - Slimer One Foe - 100 - - Slow -
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 -
Were-Rat Absorb HP: Poison
Weak pt: Fire
Prevent: Dark, Psyche - Poison One Foe 25 100 Reflect, Runic Poison Poison -
Cruller Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop Undead, Wound at 0 MP Slimer One Foe - 100 - - Slow -
Pm Stalker Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead, Wound at 0 MP Drain One Foe 38 120 Runic - - -
Lizard Absorb HP: Poison
Weak pt: Ice
Prevent: Petrify, Near Fatal, Mute - Break One Foe - 120 Reflect, Runic, Wound, Stamina - Petrify -
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 -
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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