Items: Which Remove Mute – 2 shown
Rare items can be stolen from monsters; limited items are usually found as treasure; strange items can be won in the colosseum
Name
Type Description Price Value
The status effects removed by this item
Statuses
Echo Screen - Cures "Mute" status 120 GP 60 GP Mute
Remedy - Cures status ailments except "Zombie" 1,000 GP 500 GP Dark, Poison, Imp, Petrify, Mute, Seizure
Spells: Which Add or Remove Mute – 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
(Healing)Remedy Healing 15 Cures status ailments except for "Zonbie" and "Imp" One Ally - - Runic - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop - Starlet ×20, Alexandr ×15, Sraphim ×4, Unicorn ×3
(Effect)Mute Effect 8 Silences target One Foe - 100 Reflect, Runic - Mute - Siren ×8
Monsters: With Mute-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
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
Gobbler 470 63 19 438 250 - Silence Mute 30 16 8 13 74 - 170 66% 0 120 105% 0 100 Potion (7/8), Green Cherry (1/8) - Can't Suplex Float
Prevent: Imp
Mover 120 10,500 51 1,500 - Absorb HP: Poison Silencer Mute 85 16 10 20 659 - 115 109% 225 254 1% 0 100 Super Ball (7/8) Magicite (1/8) Can't Suplex, Wound at 0 MP Float
Prevent: Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Image
Commando 580 35 18 252 273 Weak pt: Thunder, Water Program 65 Mute 30 17 10 13 67 - 210 35% 0 145 86% 0 100 Tent (7/8), Mithril Vest (1/8) Tent (1/8) Human Prevent: Zombie, Poison, Imp, Petrify, Seizure
Sky Armor 900 170 24 350 400 Weak pt: Thunder, Wind Backlash Mute 30 17 7 16 130 - 150 82% 0 120 105% 0 100 Tincture (7/8) - Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
ChickenLip 545 155 18 190 279 Weak pt: Ice Lash Mute 30 17 3 11 62 - 150 82% 0 150 82% 0 100 Tonic (7/8), Sleeping Bag (1/8) - - Prevent: Poison, Imp, Petrify, Wound, Condemned, Mute, Psyche
Barb-e 3,062 198 39 1,410 631 Weak pt: Poison Slap Mute 30 21 10 13 309 - 100 121% 0 160 74% 0 100 - - Human, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Abilities: Which Add or Remove Mute – 18 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 -
Echo Screen Item One Ally - - 100% - - Mute -
Harvester Magic All Allies - - 100% - - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop -
Heal Horn Magic All Allies - 30 100% - - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop -
Hope Song Magic All Foes - 16 136 - - Mute -
Mantra Magic All Allies - - 100% - - Dark, Poison, Mute, Seizure -
Mind Blast Magic All Foes - 20 110 - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Mute Magic One Foe - 8 100 Reflect, Runic - Mute -
Mute Magic All Foes - 20 90 - - Mute -
Pep Up Magic One Ally 16 1 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Reflect??? Magic All Foes - - 100% - - Dark, Mute, Slow -
Remedy Magic One Ally - 15 - Runic - Dark, Poison, Petrify, Mute, 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 -
Train Magic All Foes - - 100% - - Dark, Mute -
Wild Bear Magic All Allies 100 - 100% - - Dark, Zombie, Poison, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -
Monsters: Immune to Mute – 193 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
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
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
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
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
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
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
Prometheus 14,500 2,050 56 5,200 1,300 Weak pt: Thunder, Water Drill Battle ×1.5 47 40 10 13 635 953 170 66% 0 150 82% 0 100 Debilitator (1/8) - - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
Lethal Wpn 9,200 1,956 47 5,848 1,189 Weak pt: Thunder, Water Metal Arm Battle ×2 55 33 15 18 528 1,056 190 51% 10 125 102% 10 100 Debilitator (1/8) - - Reflect
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
MissileBay 3,000 7,000 25 - - Weak pt: Thunder, Water Hit Battle ×1.5 20 21 8 12 123 185 135 94% 0 150 82% 0 100 Debilitator (1/8) - Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Dante 1,945 200 28 1,150 712 Weak pt: Poison QuartzPike Battle ×3 40 19 10 17 183 549 105 117% 0 150 82% 0 100 Diamond Helm (1/8) Gold Shld (1/8) Human, Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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
Atma 55,000 19,000 67 - - Absorb HP: Water, Wind, Earth, Pearl, Poison Hit Battle ×1.5 63 40 10 20 1,137 1,706 75 141% 0 70 145% 0 100 Drainer (7/8), Crystal Orb (1/8) - Can't Control, Can't Suplex, Wound at 0 MP Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Stop
Ultros 17,000 8,000 26 - - Absorb HP: Water
Weak pt: Fire, Poison
OctopusInk Battle/Dark 30 40 3 10 123 123 20 184% 0 10 191% 0 100 Dried Meat (7/8) - Can't Control, Can't Scan, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop
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
Bloompire 12 400 26 510 896 Absorb HP: Water
Weak pt: Fire
Energy Sap Zombie 35 16 10 13 138 - 254 1% 0 254 1% 0 100 Echo Screen (1/8) Smoke Bomb (1/8) Can't Suplex, Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche
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Rages: With Mute-inflicting Abilities – 8 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 -
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 -
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 -
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 -
Mag Roader Weak pt: Ice Haste
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Berserk, Psyche
- Mute One Foe - 100 Reflect, Runic - Mute -
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 -
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 -
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 Mute – 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 Immunity to Mute – 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 Mute – 110 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 -
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 - -
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 - - -
Rhodox - Prevent: Dark, Mute, Berserk - Snare One Foe - 100 Wound, Stamina - Wound -
Ursus Weak pt: Fire Prevent: Zombie, Poison, Mute, Muddled, Clear - Net One Foe - 100 - - Stop -
Steroidite Weak pt: Pearl Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Psyche - Blizzard All Foes 25 140 - Ice - -
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
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
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 -
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
HermitCrab Weak pt: Water Safe
Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Psyche
- Net One Foe - 100 - - Stop -
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 -
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Lores: Which Add or Remove Mute – 3 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
Reflect??? - Status attack on wall-protected enemy All Foes - 100% - - Dark, Mute, Slow -
Sour Mouth 32 Inflicts status ailment on an enemy One Foe - 100 - - Dark, Poison, Imp, Mute, Muddled, Psyche -
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 Mute – 2 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
Mantra 23 R L R L X Y - Magic All Allies 100% Refreshes other party members - - Dark, Poison, Mute, Seizure
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 Mute – 3 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
Forest Suite Harvester Forest 6/16 Magic All Allies - 100% - - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop -
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 -
Espers: Which Add or Remove Mute – 2 shown
Hidden espers are optional and can be obtained in either world; World of Ruin espers are obtained from various quests; advanced espers have powerful spells and are obtained from difficult quests; ultimate espers are the most difficult to obtain and teach supremely powerful spells
Name
The set of spells that can be learned while this esper is equipped and the rate at which they are learned
Spells Learned
Level Up Bonus Summon MP Description
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
Siren Sleep ×10, Mute ×8, Slow ×7, Fire ×6 HP +10% Hope Song 16 Silences enemies All Foes - 136 - - Mute -
Unicorn Cure 2 ×4, Remedy ×3, Dispel ×2, Safe ×1, Shell ×1 - Heal Horn 30 Casts Remedy on the party All Allies - 100% - - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop -