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
Cactrot 3 60,000 27 - 10,000 Weak pt: Ice, Water Mind Sting Berserk 39 16 50 1 85 - 255 1 250 255 1 250 100 Soft (1/8) Soft (1/8) - Prevent: Dark, Zombie, Poison, Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Woolly 3,609 300 43 1,385 826 Absorb HP: Ice, Thunder, Water, Wind, Earth, Poison
Weak pt: Fire
Frenzy Berserk 32 23 11 17 429 - 105 117% 20 150 82% 0 100 Imperial (7/8), Hardened (1/8) - Can't Suplex, Human, Wound at 0 MP Float
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Slow, Stop
Ninja 1,650 130 27 694 520 Absorb HP: Poison
Weak pt: Thunder, Pearl
Inviz Clear 37 19 5 22 196 - 135 94% 50 140 90% 0 100 Cherub Down (1/8) Ninja Star (1/8) Human Float
Prevent: Dark, Petrify, Near Fatal, Muddled, Seizure, Psyche, Slow, Stop
Covert 4,530 240 44 1,757 1,768 Absorb HP: Poison
Weak pt: Pearl
Disappear Clear 35 24 11 25 561 - 100 121% 50 150 82% 0 100 Shuriken (7/8), Tack Star (1/8) - Critical Hits if Imp, Human Prevent: Petrify, Wound, Condemned, Near Fatal, Mute, Muddled
Doom Drgn 18,008 10,000 54 8,500 2,700 - Melt Clear 48 40 13 13 591 - 110 113% 0 90 129% 0 100 Pod Bracelet (1/8) - Can't Suplex, Wound at 0 MP Float
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop
Intangir 32,000 16,000 26 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Sleep Clear 50 40 10 25 197 - 150 82% 50 150 82% 0 100 Magicite (1/8) Antidote (1/8) Critical Hits if Imp, Wound at 0 MP Clear, Float, Haste, Shell, Safe
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche
Chadarnook 56,000 9,400 37 - - Absorb HP: Water, Pearl
Weak pt: Fire
Doom Kiss Condemned 50 40 10 13 278 - 140 90% 0 150 82% 0 100 - - Can't Control, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop
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
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
Wrexsoul 23,066 5,066 53 - - Absorb HP: Fire, Pearl
Weak pt: Ice
KarmicBlow Condemned 40 40 5 27 855 - 70 145% 0 220 27% 0 100 Memento Ring (1/8) Pod Bracelet (100%) Can't Control Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear
Dahling 3,580 500 37 1,151 1,260 Weak pt: Poison Sightless Dark 35 22 8 1 159 - 110 113% 20 145 86% 0 100 Moogle Suit (1/8) - Human, Wound at 0 MP Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche
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
Madam 8,150 900 53 2,200 700 Weak pt: Poison Sightless Dark 35 31 12 8 467 - 100 121% 0 155 78% 0 100 Goggles (1/8) - Human, Wound at 0 MP Prevent: Dark, Petrify, Wound, Condemned, Near Fatal, Mute
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
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
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
Number 024 4,777 777 24 - - - Overflow Muddled 40 25 3 20 147 - 170 66% 0 100 121% 0 100 Rune Edge (7/8), Drainer (1/8) Flame Sabre (7/8), Blizzard (1/8) Can't Control, Critical Hits if Imp, Human, Wound at 0 MP Prevent: Dark, Zombie, Poison, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Slow, Stop
Tap Dancer 4,452 270 43 1,727 526 Weak pt: Poison WaistShake Muddled 39 24 11 13 375 - 105 117% 0 150 82% 0 100 Dirk (7/8), SwordBreaker (1/8) - Human, Wound at 0 MP Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Psyche
Telstar 1,800 250 14 - - Weak pt: Thunder, Water SonicBlast Muddled 35 19 13 20 51 - 120 105% 0 150 82% 0 100 X-Potion (1/8) Green Beret (100%) Can't Control, Can't Suplex Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
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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 -
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 -
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 -
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
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% - - - -
Woolly Absorb HP: Ice, Thunder, Water, Wind, Earth, Poison
Weak pt: Fire
Float
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Slow, Stop
Human, Wound at 0 MP Ice 3 One/All Foes 122 150 Reflect, Runic Ice - -
Covert Absorb HP: Poison
Weak pt: Pearl
Prevent: Petrify, Wound, Condemned, Near Fatal, Mute, Muddled Human Wind Slash All Foes 48 100% - 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 -
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 - -
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 -
Scullion Weak pt: Thunder, Water Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image - Dischord One Foe - 100 Wound - - -
Scorpion - Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Psyche - Poison One Foe 25 100 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 - - -
Lunaris - Prevent: Wound, Condemned, Near Fatal, Mute, Psyche - Face Bite One Foe Dark - - - Dark -
Madam Weak pt: Poison Prevent: Dark, Petrify, Wound, Condemned, Near Fatal, Mute Human, Wound at 0 MP Pearl One Foe 108 150 Reflect, Runic Pearl - -
Karkass Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Psyche
Undead, Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Ceritops Absorb HP: Thunder
Weak pt: Fire
Safe
Prevent: Dark, Poison, Petrify, Wound, Condemned, Near Fatal, Muddled
Wound at 0 MP Giga Volt One/All Foes 110 130 Runic Thunder - -
Lizard Absorb HP: Poison
Weak pt: Ice
Prevent: Petrify, Near Fatal, Mute - Break One Foe - 120 Reflect, Runic, Wound, Stamina - Petrify -
Kiwok Weak pt: Ice Prevent: Imp, Petrify, Near Fatal, Mute - Imp One Foe - 100 Reflect, Runic - Imp -
Drop Weak pt: Thunder, Water Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image Wound at 0 MP Muddle One Foe - 94 Reflect, Runic - Muddled -
Tap Dancer Weak pt: Poison Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Psyche Human, Wound at 0 MP Slow 2 One/All Foes - 150 Reflect, Runic - Slow -
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 -
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 - -
Barb-e Weak pt: Poison Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image Human, Wound at 0 MP Love Token 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 -