Items: Which Remove Clear – 2 shown
Rare items can be stolen from monsters; limited items are usually found as treasure; strange items can be won in the colosseum
Name
Type Description Price Value
The status effects removed by this item
Statuses
Sleeping Bag - Recovers HP/MP to 100% 500 GP 250 GP Dark, Zombie, Poison, Imp, Petrify, Clear
Tent - Recovers party's HP/MP to 100% 1,200 GP 600 GP Dark, Zombie, Poison, Imp, Petrify, Wound, Clear
Spells: Which Add or Remove Clear – 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
(Effect)Vanish Effect 18 Renders target invisible One Ally - 100% Runic - Clear - Phantom ×3
(Effect)Dispel Effect 25 Maintains poor status One Foe - 100% Runic - Berserk, Slow, Stop, Clear, Float, Image, Regen, Haste, Shell, Safe, Reflect, Life 3 - Alexandr ×10, Unicorn ×2
Monsters: With Clear-inflicting Special Attacks – 5 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
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
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
Junk 2,000 200 53 2,200 1,100 Weak pt: Thunder, Water Parallout Clear 35 19 10 2 345 - 190 51% 0 170 66% 0 100 NoiseBlaster (1/8) - - Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
Doom Drgn 18,008 10,000 54 8,500 2,700 - Melt Clear 48 40 13 13 591 - 110 113% 0 90 129% 0 100 Pod Bracelet (1/8) - Can't Suplex, Wound at 0 MP Float
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop
Covert 4,530 240 44 1,757 1,768 Absorb HP: Poison
Weak pt: Pearl
Disappear Clear 35 24 11 25 561 - 100 121% 50 150 82% 0 100 Shuriken (7/8), Tack Star (1/8) - Critical Hits if Imp, Human Prevent: Petrify, Wound, Condemned, Near Fatal, Mute, Muddled
Abilities: Which Add or Remove Clear – 5 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
Dispel Magic One Foe - 25 100% Runic - Berserk, Slow, Stop, Clear, Float, Image, Regen, Haste, Shell, Safe, Reflect, Life 3 -
Fader Magic All Allies - 38 100% - - Clear -
Inviz Edge Physical Self - - 100% - - Clear -
Revenger Magic All Foes - - 100% - - Clear, Float, Image, Regen, Haste, Shell, Safe, Reflect, Life 3 -
Vanish Magic One Ally - 18 100% Runic - Clear -
Monsters: Immune to Clear – 64 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
Scullion 27,000 9,000 57 9,000 - Weak pt: Thunder, Water Gamma Rays Condemned 40 40 15 13 658 - 175 63% 0 145 86% 0 100 Air Anchor (1/8) - - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
TunnelArmr 1,300 900 16 - 250 Weak pt: Thunder, Water Drill Battle ×2 40 18 15 10 48 96 29 177% 0 145 86% 0 100 Air Lancet (7/8), Bio Blaster (1/8) Elixir (100%) Can't Control, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Speck 420 285 25 - - Weak pt: Thunder, Water Hit Battle ×1.5 15 16 10 12 123 185 230 20% 0 160 74% 0 100 Amulet (1/8) - Can't Control, Can't Suplex Runic
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Sleep 40,000 10,000 71 - - - Calmness Wound 46 40 6 63 2,848 - 140 90% 0 120 105% 0 100 Atma Weapon (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, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image, Haste, Shell, Safe
MissileBay 3,000 7,000 25 - - Weak pt: Thunder, Water Hit Battle ×1.5 20 21 8 12 123 185 135 94% 0 150 82% 0 100 Debilitator (1/8) - Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Prometheus 14,500 2,050 56 5,200 1,300 Weak pt: Thunder, Water Drill Battle ×1.5 47 40 10 13 635 953 170 66% 0 150 82% 0 100 Debilitator (1/8) - - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
Lethal Wpn 9,200 1,956 47 5,848 1,189 Weak pt: Thunder, Water Metal Arm Battle ×2 55 33 15 18 528 1,056 190 51% 10 125 102% 10 100 Debilitator (1/8) - - Reflect
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Long Arm 33,000 10,000 73 - - Weak pt: Wind - - 39 40 30 35 1,929 - 110 113% 5 150 82% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Short Arm 27,000 10,000 73 - - Weak pt: Water VacuumWave Battle ×1.5 37 40 10 50 2,509 3,764 115 109% 10 155 78% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche, Stop, Clear, Image
Magic 41,000 10,000 72 - - Weak pt: Earth - - 35 40 8 1 598 - 145 86% 0 125 102% 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, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image, Regen, Haste, Shell, Safe, Reflect
Tools 24,000 10,000 73 - - Weak pt: Thunder - - 29 40 10 13 1,079 - 105 117% 0 153 80% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image, Regen, Haste, Shell, Safe, Reflect
Face 30,000 10,000 74 - - No Effect: Earth
Weak pt: Fire
Slip Hit Seizure 44 40 12 63 3,094 - 140 90% 10 140 90% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex, Human Prevent: Zombie, Poison, Imp, Petrify, Wound, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Tiger 30,000 10,000 70 - - Absorb HP: Earth
Weak pt: Ice
Doom Tusk Zombie 21 40 7 13 992 - 120 105% 0 153 80% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop, Clear
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
Air Force 8,000 750 25 - - Weak pt: Thunder, Water Hit Battle ×1.5 35 31 12 10 114 171 150 82% 0 120 105% 0 100 Elixir (7/8) Czarina Ring (100%) Can't Control, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
MagiMaster 50,000 50,000 68 - - - - - 90 40 25 1 534 - 250 4% 100 100 121% 0 100 Elixir (7/8), Crystal Orb (1/8) Megalixir (100%) Can't Control, Can't Suplex, Human, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Kefka 3,000 3,000 18 - - - Hit Battle ×1.5 45 21 9 25 95 143 55 156% 30 160 74% 30 100 Ether (7/8), Elixir (1/8) Peace Ring (100%) Can't Control, Can't Scan, Can't Suplex, Human Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Still Life 4,889 390 37 2,331 1,574 Weak pt: Fire Bane Kiss Poison 45 25 10 13 278 - 150 82% 0 150 82% 0 100 FakeMustache (1/8) - Can't Suplex, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
FlameEater 8,400 480 26 - - Absorb HP: Fire
No Effect: Thunder, Earth, Pearl, Poison
Weak pt: Ice
Hit Battle ×1.5 34 32 7 13 138 207 105 117% 20 150 82% 0 130 Flame Sabre (7/8) - Can't Control, Can't Suplex, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
Striker 11,000 2,600 67 - - Absorb HP: Ice
Weak pt: Fire
Slash Battle ×2 26 37 7 13 909 1,818 75 141% 0 185 55% 0 100 Flame Shld (1/8) - Can't Control, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
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Rages: With Clear-inflicting Abilities – 1 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
Gabbldegak Weak pt: Poison - Human Vanish One Ally - 100% Runic - Clear -
Rages: Which Grant Automatic Clear – 1 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
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 -
Rages: Which Grant Immunity to Clear – 17 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
Rain Man Weak pt: Ice, Water, Pearl Float
Prevent: Zombie, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche, Clear
Human, Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Ursus Weak pt: Fire Prevent: Zombie, Poison, Mute, Muddled, Clear - Net One Foe - 100 - - Stop -
Suriander Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned, Berserk, Muddled, Slow, Stop, Clear - Aqua Rake All Foes 71 150 - Water, Wind - -
Chimera - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image - Aqua Rake All Foes 71 150 - Water, Wind - -
Nightshade Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image - Charm One Foe - 80 - - Charm -
Telstar Weak pt: Thunder, Water Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
- Sonic Boom One Foe 5/8 HP 100% Wound - Seizure -
Lethal Wpn Weak pt: Thunder, Water Reflect
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
- Grav Bomb One Foe 1/2 HP 100 Wound, Stamina - - -
Cactrot Weak pt: Ice, Water Prevent: Dark, Zombie, Poison, Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image - Blow Fish One Foe - 100% - - - -
Still Life Weak pt: Fire Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image Wound at 0 MP Lullaby All Foes - 90 - - Psyche -
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 - - -
Drop Weak pt: Thunder, Water Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image Wound at 0 MP Muddle One Foe - 94 Reflect, Runic - Muddled -
Scullion Weak pt: Thunder, Water Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image - Dischord One Foe - 100 Wound - - -
Slurm Weak pt: Fire Prevent: Dark, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image - Slimer One Foe - 100 - - Slow -
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% - - - -
Sp Forces Weak pt: Poison Safe
Prevent: Dark, Zombie, Poison, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Human Safe One Ally - 100% Reflect, Runic - Safe -
Mandrake Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Psyche, Clear, Image - Raid One Foe 40 100 - - - -
Io No Effect: Wind, Earth, Poison
Weak pt: Thunder, Water, Pearl
Prevent: Dark, Zombie, Poison, Imp, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image - Flare Star All Foes 80 100% - Fire - -
Monsters: With Automatic Clear – 1 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
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
Thrown Objects: Which Grant Clear – 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
Inviz Edge Skean - Physical Self 100% - Clear 200 GP
Espers: Which Add or Remove Clear – 1 shown
Hidden espers are optional and can be obtained in either world; World of Ruin espers are obtained from various quests; advanced espers have powerful spells and are obtained from difficult quests; ultimate espers are the most difficult to obtain and teach supremely powerful spells
Name
The set of spells that can be learned while this esper is equipped and the rate at which they are learned
Spells Learned
Level Up Bonus Summon 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
Phantom Bserk ×3, Vanish ×3, Demi ×5 MP +10% Fader 38 Makes the party invisible All Allies - 100% - - Clear -