Monsters: With Condemned-inflicting Special Attacks – 4 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
Vargas 11,600 220 12 - - Weak pt: Poison Doom Fist Battle/Condemned 30 38 10 13 31 31 85 133% 0 150 82% 0 100 Tonic (7/8), Mithril Claw (1/8) - Can't Control, Can't Scan, Can't Suplex, Human Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Scorpion 290 19 26 199 336 - Doom Sting Condemned 20 16 9 10 123 - 5 195% 0 215 31% 0 100 Tonic (100%) Tonic (1/8) - Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Psyche
Chadarnook 56,000 9,400 37 - - Absorb HP: Water, Pearl
Weak pt: Fire
Doom Kiss Condemned 50 40 10 13 278 - 140 90% 0 150 82% 0 100 - - Can't Control, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop
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
Abilities: Which Add or Remove Condemned – 9 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
Disaster Magic One/All Foes - 20 62 Runic - Dark, Imp, Condemned, Mute, Muddled, Float -
Mind Blast Magic All Foes - 20 110 - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Evil Toot Magic All Foes - 20 120 - - Dark, Poison, Imp, Condemned, Berserk, Muddled, Seizure, Slow -
Condemned Magic One Foe - 20 100% Wound - Condemned -
Overcast Magic All Foes - 20 100% Wound - Zombie, Condemned -
Pep Up Magic One Ally 16 1 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Spiraler Magic All Allies 200 - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -
Tapir Magic All Allies - - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Wild Bear Magic All Allies 100 - 100% - - Dark, Zombie, Poison, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -
Monsters: Immune to Condemned – 157 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
Chadarnook 30,000 7,600 41 - - Absorb HP: Thunder
Weak pt: Fire, Pearl
Hit Condemned 61 40 10 18 402 - 135 94% 0 130 98% 0 100 - - Can't Control, Can't Suplex, Wound at 0 MP Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Stop
Spek Tor 250 20 50 1,356 1,524 Weak pt: Water Scratch Battle ×1.5 70 16 10 30 815 1,223 100 121% 50 200 43% 0 100 X-Potion (1/8) - Critical Hits if Imp Prevent: Wound, Condemned, Mute
Brontaur 10,050 12,850 50 3,000 1,200 Weak pt: Ice Wail Battle ×5 35 35 12 15 543 2,715 130 98% 0 110 113% 0 100 Dried Meat (1/8) - - Prevent: Wound, Condemned, Berserk, Muddled
Trixter 3,815 9,900 49 1,698 826 Weak pt: Pearl - - 30 23 7 13 487 - 120 105% 0 165 70% 0 100 Fenix Down (1/8) Fenix Down (1/8) Can't Suplex, Human, Wound at 0 MP Float
Prevent: Dark, Imp, Wound, Condemned, Mute, Muddled, Psyche, Stop
Aquila 6,013 820 49 2,781 906 Absorb HP: Fire
Weak pt: Ice
Flap Battle ×5 40 27 10 13 487 2,435 120 105% 30 145 86% 0 100 Fenix Down (7/8), Economizer (1/8) Fenix Down (1/8) Can't Suplex Float
Prevent: Imp, Petrify, Wound, Condemned, Psyche
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
Phase 4,550 1,700 47 2,600 890 Absorb HP: Fire
Weak pt: Ice
Smirk Stop 30 24 10 11 416 - 105 117% 0 150 82% 0 100 Fenix Down (1/8) Fenix Down (1/8) Wound at 0 MP Float
Prevent: Imp, Petrify, Wound, Condemned, Mute, Psyche
Moe 12,500 2,000 47 - - Absorb HP: Thunder Hit Battle ×2 25 40 6 4 304 608 80 137% 0 130 98% 0 100 - - Can't Control, Critical Hits if Imp, Human, Wound at 0 MP Float
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow
Curley 15,000 2,000 47 - - Absorb HP: Fire
Weak pt: Ice, Water
Hit Battle ×2 35 40 4 1 256 512 100 121% 0 110 113% 0 100 - - Can't Control, Human, Wound at 0 MP Float
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Slow, Stop, Image
Goblin 5,555 1,150 46 2,189 960 Weak pt: Pearl Zap Battle ×4 30 26 7 18 506 2,024 70 145% 0 250 4% 0 100 MithrilGlove (1/8) - Can't Suplex, Wound at 0 MP Reflect
Prevent: Imp, Condemned, Mute, Berserk, Psyche
Wart Puck 3,559 330 44 1,595 1,169 Weak pt: Fire Yawn Psyche 35 22 11 15 421 - 120 105% 0 160 74% 0 100 Flail (7/8), Dried Meat (1/8) - - Prevent: Poison, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Slow, Stop
Ogor 4,211 219 44 1,583 869 Weak pt: Thunder, Poison Zombite Zombie 32 24 11 19 477 - 100 121% 30 150 82% 30 100 Ashura (7/8), Murasame (1/8) Revivify (7/8) Human Prevent: Petrify, Wound, Condemned, Near Fatal, Mute, Psyche
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
Chaos Drgn 9,013 1,300 44 4,881 1,000 Absorb HP: Fire
Weak pt: Ice
Cinderizer Wound 30 33 10 13 393 - 5 195% 0 85 133% 0 100 Fenix Down (1/8) Fenix Down (1/8) Critical Hits if Imp Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche
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
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
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
Harpy 3,615 233 42 1,994 1,221 - Grip Battle ×2 35 23 10 13 358 716 115 109% 0 145 86% 0 100 Fenix Down (1/8) - Can't Suplex Float
Prevent: Imp, Petrify, Wound, Condemned, Psyche
AtmaWeapon 24,000 5,000 37 - - - Full Power Battle ×2 67 40 5 45 596 1,192 142 88% 20 97 123% 10 100 Elixir (7/8), Ribbon (1/8) Elixir (100%) Can't Control, Can't Suplex, Wound at 0 MP Float
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Stop
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Rages: With Condemned-inflicting Abilities – 7 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
Brachosaur Weak pt: Ice Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Image - Disaster One/All Foes - 62 Runic - Dark, Imp, Condemned, Mute, Muddled, Float -
Chaos Drgn Absorb HP: Fire
Weak pt: Ice
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche - Disaster One/All Foes - 62 Runic - Dark, Imp, Condemned, Mute, Muddled, Float -
Zombone Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead Condemned One Foe - 100% Wound - Condemned -
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 -
Critic - Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop Human, Wound at 0 MP Condemned One Foe - 100% Wound - Condemned -
Muus No Effect: Water, Wind, Earth, Pearl, Poison Shell
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Berserk, Muddled, 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 -
Junk Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Pep Up One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Armors: Which Grant Automatic Condemned – 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
Relics: Which Grant Automatic Condemned – 1 shown
Rare relics can be stolen from monsters; unique relics are usually found as treasure; strange relics can be won in the colosseum
Name
Description
The status effects removed by this item
Statuses
The item teaches the listed spell at the listed rate in the same manner as an equipped esper
Learned
Price Value 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%
Vigor Speed Stamina Mag.Pwr
The elemental protections and weaknesses offered when equipping this item
Elements
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Relic)Cursed Ring Is cursed Condemned X-Zone ×5 - 1 GP - - - - - - - - - All Characters
Rages: Which Grant Immunity to Condemned – 78 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
Lunaris - Prevent: Wound, Condemned, Near Fatal, Mute, Psyche - Face Bite One Foe Dark - - - Dark -
Red Wolf - Prevent: Dark, Poison, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop - Rush One Foe Battle ×1.5 - - - - -
Cephaler Weak pt: Thunder Safe
Prevent: Imp, Wound, Condemned, Muddled
- Husk One Foe Battle ×1.5 - - - - -
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 - - -
Maliga Weak pt: Ice, Thunder, Water Prevent: Dark, Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Image - Remedy One Ally - - Runic - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop -
Rhinox Absorb HP: Thunder Safe
Prevent: Petrify, Wound, Condemned
- Life 3 One Ally - - Runic - Life 3 -
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 - - -
Nohrabbit Weak pt: Water Haste
Prevent: Condemned, Near Fatal, Mute, Berserk
- Cure 2 One/All Allies 28 - Reflect, Runic - - -
Brachosaur Weak pt: Ice Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Image - Disaster One/All Foes - 62 Runic - Dark, Imp, Condemned, Mute, Muddled, Float -
Chaos Drgn Absorb HP: Fire
Weak pt: Ice
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche - Disaster One/All Foes - 62 Runic - Dark, Imp, Condemned, Mute, Muddled, Float -
Spek Tor Weak pt: Water Prevent: Wound, Condemned, Mute - Blaster One/All Foes - 70 Runic, Wound - Wound -
Harpy - Float
Prevent: Imp, Petrify, Wound, Condemned, Psyche
- Cyclonic All Foes 15/16 HP 75 Wound - - -
Aquila Absorb HP: Fire
Weak pt: Ice
Float
Prevent: Imp, Petrify, Wound, Condemned, Psyche
- Cyclonic All Foes 15/16 HP 75 Wound - - -
Baskervor - Prevent: Poison, Wound, Condemned - Cyclonic All Foes 15/16 HP 75 Wound - - -
Tyranosaur Weak pt: Ice Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Stop, Image - Meteo All Foes 60 80 - - - Full damage to all targets
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 -
Samurai Weak pt: Poison Prevent: Zombie, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Image Human Lullaby All Foes - 90 - - Psyche -
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 -
Doom Drgn - Float
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop
Wound at 0 MP N. Cross All Foes - 90 Runic - Freeze -
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 -
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Lores: Which Add or Remove Condemned – 2 shown
World of Ruin lores are used by monsters in the World of Ruin; unique monster lores are used only by specific unique creatures; special monster lores are used only certain powerful creatures; some lores can be learned in other ways via the use of special abilities
Name
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
Condemned 20 Begins Doom countdown One Foe - 100% Wound - Condemned -
Pep Up 1 Uses own HP to save the party One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Blitzes: Which Remove Condemned – 1 shown
Quested blitzes can be learned from sidequests in addition to by leveling
Name
The level at which Sabin learns this Blitz if he has not yet earned it in some other manner
LV
Input
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
Description Elements Notes
The status effects inflicted or removed by this ability
Statuses
Spiraler 42 R L X Y Right Left 200 Magic All Allies 100% Recovers party at own expense - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze
Dance Moves: Which Add or Remove Condemned – 2 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
Love Sonata Tapir Town 1/16 Magic All Allies - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Water Rondo Wild Bear Water 1/16 Magic All Allies 100 100% - - Dark, Zombie, Poison, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -