Items: Which Remove Imp – 4 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
Green Cherry - Cures "Imp" status 150 GP 75 GP Imp
Remedy - Cures status ailments except "Zombie" 1,000 GP 500 GP Dark, Poison, Imp, Petrify, Mute, Seizure
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 Imp – 1 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)Imp Effect 10 Changes to/from "Imp" One Foe - 100 Reflect, Runic - Imp - Stray ×5, TortoiseShld ×1, Titanium ×1, Imp's Armor ×1
Monsters: With Imp-inflicting Special Attacks – 7 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
Lizard 1,280 70 26 297 356 Absorb HP: Poison
Weak pt: Ice
Imp Glare Imp 30 18 10 14 143 - 102 120% 0 153 80% 0 100 Drainer (1/8) Soft (1/8) - Prevent: Petrify, Near Fatal, Mute
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
Pipsqueak 250 50 18 115 100 Weak pt: Thunder, Water Program 55 Imp 25 16 10 13 67 - 200 43% 0 150 82% 0 100 Tonic (7/8) - Human Prevent: Zombie, Poison, Imp, Petrify, Seizure
Anemone 2,000 100 33 1,000 550 Absorb HP: Thunder, Water
Weak pt: Fire
Imp Touch Imp 33 19 10 10 198 - 115 109% 0 145 86% 0 100 - Green Cherry (7/8) - Prevent: Dark, Imp, Berserk, Muddled, Psyche
Ceritops 2,000 100 33 1,000 850 Absorb HP: Thunder
Weak pt: Fire
Pal Maker Imp 34 19 10 10 198 - 130 98% 0 150 82% 0 100 - White Cape (7/8), Green Cherry (1/8) Critical Hits if Imp, Wound at 0 MP Safe
Prevent: Dark, Poison, Petrify, Wound, Condemned, Near Fatal, Muddled
Kiwok 2,000 100 33 1,000 750 Weak pt: Ice Pick Imp 33 19 10 10 198 - 105 117% 0 145 86% 0 100 - White Cape (7/8), Green Cherry (1/8) Critical Hits if Imp Prevent: Imp, Petrify, Near Fatal, Mute
Poppers 1,000 100 33 800 350 Weak pt: Fire Tail Imp 34 17 10 5 158 - 120 105% 0 140 90% 0 100 - Green Cherry (1/8) Can't Suplex Safe
Prevent: Imp
Abilities: Which Add or Remove Imp – 10 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 -
Evil Toot Magic All Foes - 20 120 - - Dark, Poison, Imp, Condemned, Berserk, Muddled, Seizure, Slow -
Green Cherry Item One Ally - - 100% - - Imp -
Imp Magic One Foe - 10 100 Reflect, Runic - Imp -
Imp Song Magic All Foes - 20 100 - - Imp -
Mind Blast Magic All Foes - 20 110 - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Remedy Item One Ally - - 100% - - Dark, Poison, Imp, Petrify, Mute, Seizure -
Sour Mouth Magic One Foe - 32 100 - - Dark, Poison, Imp, Mute, Muddled, Psyche -
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 -
Monsters: Immune to Imp – 279 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
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
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
Orog 1,584 250 30 510 716 Absorb HP: Poison
Weak pt: Fire, Pearl
Zombite Zombie 35 19 10 45 392 - 105 117% 0 140 90% 0 100 Amulet (1/8) Amulet (7/8), Revivify (1/8) Human, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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
CrassHoppr 243 80 11 89 145 Weak pt: Fire, Wind Wing Snap Berserk 30 16 10 10 23 - 50 160% 0 155 78% 0 100 Antidote (100%) Potion (1/8) Can't Suplex Float
Prevent: Imp, 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
Abolisher 860 82 24 485 525 - Down Dust Poison 35 17 10 16 130 - 125 102% 0 150 82% 0 100 Antidote (7/8) Fenix Down (1/8) - Prevent: Imp, Petrify, Mute, Psyche
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
IronHitman 2,000 800 52 2,000 700 Weak pt: Thunder, Water Destroy Battle ×2 31 19 25 13 548 1,096 20 184% 0 165 70% 0 100 AutoCrossbow (1/8) - - Prevent: Zombie, Poison, Imp, Petrify, Seizure
Trapper 555 80 19 235 200 Weak pt: Thunder, Water Program 18 Reflect 35 17 10 13 74 - 180 59% 0 135 94% 0 100 AutoCrossbow (1/8) - Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
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
Innoc 6,600 390 52 2,400 1,950 Weak pt: Thunder, Water BrainBlast Muddled 33 28 12 13 548 - 155 78% 0 155 78% 0 100 Bio Blaster (1/8) - - Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure, Stop
Chaser 1,202 140 19 691 380 Weak pt: Thunder, Water Program 17 Shell 40 18 8 13 74 - 200 43% 0 150 82% 0 100 Bio Blaster (7/8) - Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
Outsider 8,050 400 18 2,600 2,800 Absorb HP: Poison
Weak pt: Pearl
Ruin Wound 40 31 4 15 72 - 105 117% 0 155 78% 0 100 Break Blade (1/8) - Can't Suplex, Human Haste
Prevent: Dark, Poison, Imp, Berserk, Muddled, Psyche
Dueller 7,200 1,600 53 2,500 800 Weak pt: Thunder, Water Megashock Battle ×3 35 30 10 13 569 1,707 185 55% 0 145 86% 0 100 Chain Saw (1/8) - - Prevent: Zombie, Poison, Imp, Petrify, Seizure
Vindr 885 87 36 653 497 Weak pt: Fire Beak Petrify 30 17 10 14 273 - 100 121% 90 150 82% 0 100 Chocobo Suit (1/8) - Can't Suplex Float
Prevent: Imp, Psyche
Dark Force 8,940 700 55 2,950 600 Weak pt: Pearl - - 35 33 7 12 591 - 105 117% 0 155 78% 0 100 Crystal (1/8) - Human, Wound at 0 MP Prevent: Imp, Near Fatal, Mute, Berserk, Muddled, Psyche, Stop
Apokryphos 1,900 195 26 1,200 525 Weak pt: Thunder, Water, Pearl Silencer Mute 37 19 10 18 163 - 80 137% 0 150 82% 0 100 Cure Ring (1/8) - Can't Suplex, Wound at 0 MP Prevent: Zombie, Poison, Imp, Condemned, Near Fatal, Berserk, Muddled
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Rages: With Imp-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 -
Pipsqueak Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure Human Imp One Foe - 100 Reflect, Runic - Imp -
Mad Oscar Absorb HP: Water, Poison
Weak pt: Fire
Prevent: Imp, Condemned, Near Fatal, Mute, Psyche - Sour Mouth One Foe - 100 - - Dark, Poison, Imp, Mute, Muddled, Psyche -
Apparite Absorb HP: Fire, Poison
Weak pt: Ice, Pearl
Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Undead Imp One Foe - 100 Reflect, Runic - Imp -
NeckHunter Weak pt: Poison Haste
Prevent: Imp
Human Imp One Foe - 100 Reflect, Runic - Imp -
Kiwok Weak pt: Ice Prevent: Imp, Petrify, Near Fatal, Mute - Imp One Foe - 100 Reflect, Runic - Imp -
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 Immunity to Imp – 2 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)Ribbon Protects from all status ailments Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Muddled, Seizure, Psyche - - 1 GP - - - - - - - - - All Characters
(Relic)White Cape Protects against "Imp", "Mute" Prevent: Imp, Mute - 5,000 GP 2,500 GP 5 - 5 10 - - - - - All Characters
Rages: Which Grant Immunity to Imp – 177 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
Samurai Weak pt: Poison Prevent: Zombie, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Image Human Lullaby All Foes - 90 - - Psyche -
Orog Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Human, Undead Pearl One Foe 108 150 Reflect, Runic Pearl - -
Mag Roader Absorb HP: Ice
Weak pt: Fire
Safe
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Psyche
- Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Hazer Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned Human, Wound at 0 MP Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
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 - - -
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 - -
Apokryphos Weak pt: Thunder, Water, Pearl Prevent: Zombie, Poison, Imp, Condemned, Near Fatal, Berserk, Muddled Wound at 0 MP L.3 Muddle All Foes - 100% - - Muddled -
Dark Force Weak pt: Pearl Prevent: Imp, Near Fatal, Mute, Berserk, Muddled, Psyche, Stop Human, Wound at 0 MP CleanSweep All Foes 50 150 - Water - Full damage to all targets
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 - - -
Over-Mind Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead Elf Fire One Foe 72 100% - Fire - -
Osteosaur Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead, Wound at 0 MP X-Zone All Foes - 85 Runic, Wound, Stamina - - -
Steroidite Weak pt: Pearl Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Psyche - Blizzard All Foes 25 140 - Ice - -
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 - -
Behemoth Weak pt: Ice Prevent: Dark, Poison, Imp, Condemned, Mute, Muddled, Psyche, Slow, Stop - Meteor All Foes 36 100% - - - Full damage to all targets
Pterodon Weak pt: Fire Float
Prevent: Imp
- Fire Ball All Foes 50 150 - Fire - -
FossilFang Absorb HP: Poison
Weak pt: Fire, Ice, Water, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead Sand Storm All Foes 45 100 - Wind - Full damage to all targets
White Drgn Absorb HP: Pearl Prevent: Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Berserk, Muddled, Seizure, Psyche, Image - Pearl One Foe 108 150 Reflect, Runic Pearl - -
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 -
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 -
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Lores: Which Add or Remove Imp – 1 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
Sour Mouth 32 Inflicts status ailment on an enemy One Foe - 100 - - Dark, Poison, Imp, Mute, Muddled, Psyche -
Blitzes: Which Remove Imp – 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 Imp – 1 shown
World of Balance dances cannot be obtained in the World of Ruin, and World of Ruin dances cannot be obtained in the World of Balance
Name
Dance moves are always shown in purple to differentiate them from other abilities
Ability
If you perform a dance in the wrong terrain, there is a 50% chance of stumbling instead of beginning the dance; if the dance begins, the terrain graphic changes; Mog will learn a dance if you win a battle in a terrain for a dance he does not yet know
Terrain
Once a dance has successfully begun, a random move from that dance will be chosen each turn at the listed probabilities
Frequency
Whether this ability is physical or magical in nature; the game determines hits and damage differently for each; item abilities have non-random effects
Type
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
Love Sonata Tapir Town 1/16 Magic All Allies - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -