Abilities: Which Add or Remove Near Fatal – 1 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
Pep Up Magic One Ally 16 1 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Monsters: Immune to Near Fatal – 148 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
Siegfried 100 5 7 - 1 - Hit Battle ×1.5 30 16 10 1 7 11 50 160% 0 150 82% 0 100 - Green Cherry (100%) Can't Control, Can't Scan, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Scorpion 290 19 26 199 336 - Doom Sting Condemned 20 16 9 10 123 - 5 195% 0 215 31% 0 100 Tonic (100%) Tonic (1/8) - Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Psyche
Merchant 119 20 5 26 60 - Hit Battle ×1.5 30 16 10 10 6 9 50 160% 0 150 82% 0 100 Plumed Hat (7/8), Guardian (1/8) - Can't Control, Can't Scan, Human Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Sp Forces 700 20 21 200 - Weak pt: Poison Blow Battle ×3 40 17 10 13 91 273 100 121% 0 140 90% 0 100 Tonic (7/8) Magicite (1/8) Critical Hits if Imp, Human Safe
Prevent: Dark, Zombie, Poison, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Lunaris 582 25 26 308 247 - Face Bite Dark 25 17 10 13 138 - 155 78% 0 145 86% 0 100 Potion (100%) - - Prevent: Wound, Condemned, Near Fatal, Mute, Psyche
HermitCrab 305 35 26 267 400 Weak pt: Water Rock Petrify 10 16 5 5 99 - 150 82% 0 80 137% 0 100 Potion (7/8) Warp Stone (1/8) - Safe
Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Psyche
Adamanchyt 1,305 50 24 1,450 189 - Nail Battle ×1.5 40 18 10 22 156 234 225 23% 0 45 164% 0 100 Gold Shld (1/8) - Critical Hits if Imp Safe
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled
Ipooh 360 60 11 - - Weak pt: Fire Claw Battle ×1.5 35 16 10 18 30 45 105 117% 0 150 82% 0 100 Potion (100%) - Critical Hits if Imp Prevent: Zombie, Poison, Petrify, Wound, Condemned, Near Fatal, Berserk, Muddled, Seizure, Psyche, Clear
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
Drop 1,000 80 27 398 427 Weak pt: Thunder, Water Mad Signal Muddled 30 17 10 6 112 - 100 121% 0 150 82% 0 100 Tincture (7/8) Tincture (1/8) Can't Suplex, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Slatter 2,600 97 37 830 415 Weak pt: Pearl Choke Battle ×1.5 35 21 10 13 278 417 125 102% 20 145 86% 10 100 Warp Stone (1/8) Warp Stone (1/8) Critical Hits if Imp Prevent: Petrify, Wound, Condemned, Near Fatal, Mute
B.Day Suit 100 100 6 18 54 Weak pt: Poison Hit Battle ×1.5 30 16 10 13 9 14 5 195% 0 150 82% 0 100 - - Can't Control, Can't Scan, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
SoulDancer 2,539 100 22 1,531 769 Weak pt: Poison Red Dance Battle (HP drain) 30 20 30 1 57 57 60 152% 0 170 66% 0 100 Moogle Suit (1/8) - Human, Wound at 0 MP Prevent: Imp, Petrify, Wound, Condemned, Near Fatal
Osprey 850 100 26 249 596 Weak pt: Ice Beak Petrify 25 17 10 12 133 - 105 117% 0 120 105% 0 100 - Echo Screen (1/8) Can't Suplex Float
Prevent: Imp, Petrify, Condemned, Near Fatal, Mute, Psyche
Chimera 2,237 100 22 1,144 760 - Frisky Battle ×2 45 20 10 25 141 282 100 121% 0 110 113% 0 100 Hyper Wrist (1/8) Gold Armor (1/8) - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Maliga 952 100 26 360 576 Weak pt: Ice, Thunder, Water Scissors Battle ×1.5 30 17 10 15 148 222 110 113% 0 145 86% 0 100 Tonic (7/8) - - Prevent: Dark, Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Image
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
Mag Roader 250 100 18 198 300 Weak pt: Ice Rush Battle ×1.5 25 16 1 10 60 90 20 184% 0 140 90% 0 100 Shuriken (7/8), Bolt Edge (1/8) Fire Skean (1/8) - Haste
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Berserk, Psyche
Mag Roader 420 100 19 232 277 Absorb HP: Ice
Weak pt: Fire
Wheel Battle ×1.5 30 16 1 12 72 108 25 180% 0 140 90% 0 100 Shuriken (7/8), Bolt Edge (1/8) Water Edge (1/8) - Safe
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, 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
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Rages: With Near Fatal-inflicting Abilities – 3 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 -
Muus No Effect: Water, Wind, Earth, Pearl, Poison Shell
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Berserk, Muddled, Psyche
Wound at 0 MP Pep Up One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Junk Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Pep Up One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Rages: Which Grant Immunity to Near Fatal – 67 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 - -
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 -
Retainer Weak pt: Poison Prevent: Dark, Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche Human Shock All Foes 128 100% - - - -
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
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 - -
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 -
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 -
Bloompire Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche Undead, Wound at 0 MP Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Lizard Absorb HP: Poison
Weak pt: Ice
Prevent: Petrify, Near Fatal, Mute - Break One Foe - 120 Reflect, Runic, Wound, Stamina - Petrify -
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 -
Lethal Wpn Weak pt: Thunder, Water Reflect
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
- Grav Bomb One Foe 1/2 HP 100 Wound, Stamina - - -
Cactrot Weak pt: Ice, Water Prevent: Dark, Zombie, Poison, Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image - Blow Fish One Foe - 100% - - - -
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Lores: Which Add or Remove Near Fatal – 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
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 -