Spells: Which Add or Remove Float – 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)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
(Effect)Float Effect 28 Makes target float One/All Allies - 100% Runic - Float - Palidor ×5, Stray ×2
Abilities: Which Add or Remove Float – 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 -
Revenger Magic All Foes - - 100% - - Clear, Float, Image, Regen, Haste, Shell, Safe, Reflect, Life 3 -
Disaster Magic One/All Foes - 20 62 Runic - Dark, Imp, Condemned, Mute, Muddled, Float -
50 Gs Magic All Foes - 20 100% Runic - Float -
Float Magic One/All Allies - 28 100% Runic - Float -
Rages: With Float-inflicting Abilities – 2 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 -
Relics: Which Grant Automatic Float – 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)Cherub Down Casts "Float" Float - 6,300 GP 3,150 GP - - - - - - - - - All Characters
Rages: Which Grant Automatic Float – 59 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 -
Luridan Weak pt: Fire, Wind Float
Prevent: Dark, Imp, Berserk, Muddled, Psyche
- Land Slide One Foe 65 100% - - - -
Insecare Weak pt: Fire, Wind Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
- Wing Whisp One Foe Berserk - - - Berserk -
Aspik Absorb HP: Water
Weak pt: Fire
Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
- Giga Volt One/All Foes 110 130 Runic Thunder - -
Bug Weak pt: Ice, Water Float
Prevent: Dark, Imp, Mute, Psyche
- Stop One Foe - 100 Reflect, Runic - Stop -
WeedFeeder Weak pt: Fire, Wind Float
Prevent: Dark, Imp, Mute, Psyche
- Bserk One Ally - 150 Reflect, Runic - Berserk -
Trixter Weak pt: Pearl Float
Prevent: Dark, Imp, Wound, Condemned, Mute, Muddled, Psyche, Stop
Human, Wound at 0 MP Fire 2 One/All Foes 60 150 Reflect, Runic Fire - -
Karkass Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Psyche
Undead, Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Ninja Absorb HP: Poison
Weak pt: Thunder, Pearl
Float
Prevent: Dark, Petrify, Near Fatal, Muddled, Seizure, Psyche, Slow, Stop
Human Water Edge All Foes 100 100% - Water - -
Woolly Absorb HP: Ice, Thunder, Water, Wind, Earth, Poison
Weak pt: Fire
Float
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Slow, Stop
Human, Wound at 0 MP Ice 3 One/All Foes 122 150 Reflect, Runic Ice - -
Psychot Absorb HP: Fire
Weak pt: Ice
Float
Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Psyche
- Lifeshaver One Foe 84 100% - Earth - -
Misfit Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Undead, Wound at 0 MP Lifeshaver One Foe 84 100% - Earth - -
Brainpan Absorb HP: Poison
Weak pt: Fire, Thunder, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Undead, Wound at 0 MP Blow Fish One Foe - 100% - - - -
Bomb Absorb HP: Fire
Weak pt: Ice, Water
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify
- Blaze One/All Foes 68 120 - Fire - -
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 -
Parasite Weak pt: Fire Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Wound at 0 MP Giga Volt One/All Foes 110 130 Runic Thunder - -
Pan Dora Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead, Wound at 0 MP Revenge One Foe - 100% - - - -
Ghost Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Poplium Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Cling One Foe Slow - - - Slow -
Rinn Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Fire One/All Foes 21 150 Reflect, Runic Fire - -
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Monsters: With Automatic Float – 83 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
Luridan 2,079 122 34 707 1,000 Weak pt: Fire, Wind Horn Battle ×2 33 20 10 12 227 454 210 35% 25 125 102% 0 100 Potion (7/8) - - Float
Prevent: Dark, Imp, Berserk, Muddled, Psyche
Insecare 977 80 23 292 410 Weak pt: Fire, Wind Wing Whisp Berserk 35 17 10 15 116 - 115 109% 0 155 78% 0 100 Echo Screen (7/8) Smoke Bomb (1/8) Can't Suplex Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
Aspik 220 330 12 48 115 Absorb HP: Water
Weak pt: Fire
NumbSpines Stop 40 16 2 2 19 - 100 121% 0 150 82% 0 100 Tonic (1/8) X-Potion (1/8) Can't Suplex Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
Bug 310 20 16 165 210 Weak pt: Ice, Water StoneSpine Petrify 35 16 10 13 53 - 120 105% 0 150 82% 0 100 Potion (7/8), Soft (1/8) - Can't Suplex Float
Prevent: Dark, Imp, Mute, Psyche
WeedFeeder 480 20 17 278 234 Weak pt: Fire, Wind Flap Berserk 30 16 10 13 60 - 115 109% 0 150 82% 0 100 Antidote (7/8) Echo Screen (1/8) Can't Suplex Float
Prevent: Dark, Imp, Mute, Psyche
L.40 Magic 4,000 1,000 55 - - Absorb HP: Poison
Weak pt: Thunder
- - 38 23 19 10 547 - 200 43% 100 135 94% 0 100 Tincture (1/8) Tincture (1/8) Human, Wound at 0 MP Float
Prevent: Dark, Imp, Wound, Condemned, Berserk, Muddled, Psyche, Slow, Stop
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
Karkass 3,850 185 43 1,399 826 Absorb HP: Poison
Weak pt: Fire, Pearl
Figaro Tea Imp 33 23 10 13 375 - 105 117% 0 155 78% 0 100 MithrilBlade (7/8), Soul Sabre (1/8) - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Psyche
Ninja 1,650 130 27 694 520 Absorb HP: Poison
Weak pt: Thunder, Pearl
Inviz Clear 37 19 5 22 196 - 135 94% 50 140 90% 0 100 Cherub Down (1/8) Ninja Star (1/8) Human Float
Prevent: Dark, Petrify, Near Fatal, Muddled, Seizure, Psyche, Slow, Stop
Woolly 3,609 300 43 1,385 826 Absorb HP: Ice, Thunder, Water, Wind, Earth, Poison
Weak pt: Fire
Frenzy Berserk 32 23 11 17 429 - 105 117% 20 150 82% 0 100 Imperial (7/8), Hardened (1/8) - Can't Suplex, Human, Wound at 0 MP Float
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Slow, Stop
Psychot 900 55 32 347 275 Absorb HP: Fire
Weak pt: Ice
Mindshock Battle (MP drain) 33 17 10 14 216 216 165 70% 0 125 102% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex Float
Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Psyche
Misfit 1,750 140 26 750 786 Absorb HP: Poison
Weak pt: Fire, Pearl
Enmity Dark 35 19 10 26 202 - 105 117% 0 155 78% 0 100 Back Guard (1/8) - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Brainpan 1,300 1,000 25 550 600 Absorb HP: Poison
Weak pt: Fire, Thunder, Pearl
Smirk Stop 35 18 10 24 178 - 120 105% 0 110 113% 0 100 Earrings (1/8) - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Presenter 9,230 1,600 19 - 1,000 Absorb HP: Ice, Thunder, Water
Weak pt: Fire
Hit Battle ×1.5 30 34 10 53 179 269 160 74% 0 195 47% 0 100 - Dragon Claw (100%) Can't Control, Can't Suplex, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Image
Bomb 160 50 8 35 80 Absorb HP: Fire
Weak pt: Ice, Water
- - 30 16 1 10 13 - 90 129% 0 150 82% 0 100 Tonic (7/8), Potion (1/8) Potion (1/8) Can't Suplex Float
Prevent: Dark, Zombie, Poison, Imp, Petrify
Parasite 1,000 230 39 455 461 Weak pt: Fire Mind Stop Stop 20 17 1 1 177 - 140 90% 0 5 195% 0 100 - - Can't Suplex, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Vaporite 15 0 5 23 29 Absorb HP: Thunder
Weak pt: Fire, Pearl
Cling Slow 30 16 10 13 7 - 95 125% 0 150 82% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Ing 1,100 50 21 740 442 Absorb HP: Fire, Poison
Weak pt: Water, Pearl
Glare Dark 35 18 12 18 107 - 110 113% 0 150 82% 0 100 Amulet (1/8) Revivify (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Necromancr 3,525 900 48 1,510 791 Absorb HP: Poison
Weak pt: Fire, Pearl
ZombiStick Zombie 25 22 7 13 467 - 100 121% 0 150 82% 0 100 Fenix Down (1/8) Revivify (7/8) Can't Suplex, Human, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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