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)Float Effect 28 Makes target float One/All Allies - 100% Runic - Float - Palidor ×5, Stray ×2
(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
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
50 Gs Magic All Foes - 20 100% Runic - Float -
Disaster Magic One/All Foes - 20 62 Runic - Dark, Imp, Condemned, Mute, Muddled, Float -
Dispel Magic One Foe - 25 100% Runic - Berserk, Slow, Stop, Clear, Float, Image, Regen, Haste, Shell, Safe, Reflect, Life 3 -
Float Magic One/All Allies - 28 100% Runic - Float -
Revenger Magic All Foes - - 100% - - Clear, Float, Image, Regen, Haste, Shell, Safe, Reflect, Life 3 -
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
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 - -
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 - -
Whisper Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Demi One Foe 1/2 HP 120 Runic, Wound, Stamina - - -
Pterodon Weak pt: Fire Float
Prevent: Imp
- Fire Ball All Foes 50 150 - Fire - -
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 -
Dark Wind Weak pt: Fire Float
Prevent: Imp
- Break One Foe - 120 Reflect, Runic, Wound, Stamina - Petrify -
Vulture Weak pt: Wind Float
Prevent: Imp
- Shimsham One Foe 1/2 HP 100% Runic, Wound - - -
Harpy - Float
Prevent: Imp, Petrify, Wound, Condemned, Psyche
- Cyclonic All Foes 15/16 HP 75 Wound - - -
Trapper Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- L.3 Muddle All Foes - 100% - - Muddled -
Hornet Weak pt: Fire Float
Prevent: Imp
- IronNeedle One Foe Battle ×1.5 - - - - -
CrassHoppr Weak pt: Fire, Wind Float
Prevent: Imp, Psyche
- Bserk One Ally - 150 Reflect, Runic - Berserk -
Sky Armor Weak pt: Thunder, Wind Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
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 -
Vaporite Absorb HP: Thunder
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Blaze One/All Foes 68 120 - Fire - -
Ing Absorb HP: Fire, Poison
Weak pt: Water, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Lifeshaver One Foe 84 100% - Earth - -
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% - - - -
Harvester Weak pt: Poison Float, Haste
Prevent: Imp, Slow, Stop
Human Haste One Ally - 100% Reflect, Runic - Haste -
Bomb Absorb HP: Fire
Weak pt: Ice, Water
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify
- Blaze One/All Foes 68 120 - Fire - -
Boxed Set Weak pt: Pearl Float, Reflect
Prevent: Poison, Imp, Near Fatal
Wound at 0 MP Meteor All Foes 36 100% - - - Full damage to all targets
Mover Absorb HP: Poison Float
Prevent: Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Image
Wound at 0 MP Merton All Allies and Foes 138 100% - Fire, Wind - -
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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
Kefka 62,000 38,000 71 - - No Effect: Poison Havoc Wing Battle ×4 72 40 8 80 3,470 13,880 117 108% 45 135 94% 0 190 Megalixir (7/8) - Can't Control, Can't Scan, Can't Suplex, Human Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image, Haste, Shell, Safe, Reflect
Dirt Drgn 28,500 16,500 53 - - Weak pt: Water, Wind Honed Tusk Battle ×5 55 40 12 23 773 3,865 110 113% 0 150 82% 0 100 X-Potion (1/8) Magus Rod (100%) Can't Control Float
Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Stop
Storm Drgn 42,000 1,250 74 - - Absorb HP: Wind
Weak pt: Thunder
Wing Saber Battle ×3 65 40 9 13 1,108 3,324 110 113% 0 150 82% 0 100 - Force Armor (100%) Can't Control, Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, 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
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
Tritoch 30,000 50,000 62 - - Absorb HP: Ice
No Effect: Thunder, Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Hit Battle ×1.5 40 40 4 19 946 1,419 254 1% 0 70 145% 0 100 - - Can't Control, Can't Suplex Float
Prevent: Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop
Dullahan 23,450 1,721 37 - - Absorb HP: Ice
Weak pt: Fire
Morn Star Battle ×2 55 40 7 55 695 1,390 130 98% 10 160 74% 0 150 X-Potion (7/8), Genji Glove (1/8) - Wound at 0 MP Float, Haste
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Stop
Boxed Set 4,020 105 45 1,504 465 Weak pt: Pearl Mirror Orb Battle ×3 30 23 7 13 411 1,233 90 129% 0 250 4% 0 100 Antidote (1/8) - Can't Suplex, Wound at 0 MP Float, Reflect
Prevent: Poison, Imp, Near Fatal
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
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
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
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
Larry 10,000 2,000 47 - - Absorb HP: Ice, Wind
Weak pt: Fire
Hit Battle ×2 30 35 5 2 272 544 90 129% 0 120 105% 0 100 - - Can't Control, Human Float
Prevent: Zombie, Poison, Imp, Petrify, Near Fatal, Berserk, Seizure, Psyche, Stop
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
Wirey Drgn 2,802 200 26 895 1,300 - Wing Battle ×2 31 21 10 35 246 492 150 82% 0 115 109% 0 100 DragoonBoots (1/8) - Can't Suplex Float, Safe
Prevent: Imp
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
Harpiai 1,418 100 29 449 909 Weak pt: Wind Nail Battle ×1.5 30 18 10 19 208 312 102 120% 0 153 80% 0 100 Fenix Down (1/8) - Can't Suplex Float
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche, Slow, Stop
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
Naughty 3,000 195 24 - - Absorb HP: Ice
No Effect: Water, Wind, Earth, Poison
Weak pt: Fire, Thunder, Pearl
Hit Battle ×2 48 21 10 11 110 220 115 109% 0 145 86% 0 100 - - Can't Suplex, Critical Hits if Imp, Human, Wound at 0 MP Float, Safe
Prevent: Wound, Condemned, Near Fatal, Berserk, Muddled, Seizure, Slow, Stop, Image
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
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