Spells: Which Add or Remove Psyche – 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)Sleep Effect 5 Puts target to sleep One Foe - 111 Reflect, Runic - Psyche - Siren ×10
Monsters: With Psyche-inflicting Special Attacks – 11 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
Bleary 119 10 7 53 80 Weak pt: Fire Slumber Psyche 30 16 10 13 11 - 100 121% 0 155 78% 0 100 Tonic (100%) Tonic (1/8) - -
Mind Candy 290 100 15 128 168 Weak pt: Fire, Wind SleepSting Psyche 30 16 10 14 49 - 105 117% 0 165 70% 0 100 Tonic (7/8), Soft (1/8) Soft (1/8) Can't Suplex Float
Prevent: Imp, Psyche
SlamDancer 392 120 15 224 296 Weak pt: Poison Daze Dance Psyche 35 16 10 13 47 - 115 109% 0 145 86% 0 100 Potion (7/8), ThiefKnife (1/8) - Human Prevent: Poison, Imp, Berserk, Muddled
Coelecite 480 15 20 290 270 Absorb HP: Fire
Weak pt: Ice
HypnoSting Psyche 35 16 10 20 103 - 120 105% 0 130 98% 0 100 Potion (7/8), Antidote (1/8) Antidote (1/8) - Prevent: Dark, Imp, Mute, Berserk, Muddled, Psyche
Deep Eye 1,334 100 28 385 485 Weak pt: Fire Dreamland Psyche 30 18 10 14 166 - 100 121% 0 150 82% 0 100 Eyedrop (7/8) - - Prevent: Imp, Psyche
Pan Dora 1,522 350 39 622 461 Absorb HP: Poison
Weak pt: Fire, Pearl
Hypno Gas Psyche 25 18 10 13 309 - 140 90% 0 80 137% 0 100 - - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Rain Man 2,722 180 39 890 485 Weak pt: Ice, Water, Pearl Umbrawler Psyche 34 21 10 13 309 - 110 113% 0 145 86% 30 100 - - Can't Suplex, Human, Wound at 0 MP Float
Prevent: Zombie, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche, Clear
Suriander 2,912 228 40 1,150 435 Weak pt: Pearl Yawn Psyche 30 21 10 13 325 - 105 117% 0 155 78% 0 100 - - - Prevent: Zombie, Imp, Wound, Condemned, Berserk, Muddled, Slow, Stop, Clear
Wart Puck 3,559 330 44 1,595 1,169 Weak pt: Fire Yawn Psyche 35 22 11 15 421 - 120 105% 0 160 74% 0 100 Flail (7/8), Dried Meat (1/8) - - Prevent: Poison, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Slow, Stop
SrBehemoth 19,000 9,999 49 - - Absorb HP: Poison
Weak pt: Fire, Pearl
Hypno Gas Psyche 39 40 10 27 731 - 105 117% 0 150 82% 0 100 - BehemothSuit (100%) Can't Control, Undead Prevent: Poison, Imp, Petrify, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Image
Girl 9,999 10,000 58 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Calmness Psyche 41 35 9 73 2,145 - 150 82% 0 155 78% 0 100 Ragnarok (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image, Regen, Haste, Shell, Safe, Reflect
Abilities: Which Add or Remove Psyche – 12 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
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 -
Lagomorph Magic All Allies 10 - 100% - - Dark, Poison, Psyche -
Lullaby Magic All Foes - 20 90 - - Psyche -
Mind Blast Magic All Foes - 20 110 - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Pep Up Magic One Ally 16 1 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Remedy Magic One Ally - 15 - Runic - Dark, Poison, Petrify, Mute, Muddled, Seizure, Psyche, Slow, Stop -
Sleep Magic One Foe - 5 111 Reflect, Runic - Psyche -
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 -
Wild Bear Magic All Allies 100 - 100% - - Dark, Zombie, Poison, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -
Monsters: Immune to Psyche – 214 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
Vomammoth 115 30 1 50 90 Weak pt: Fire Bear Claw Battle ×1.5 25 16 0 110 2 3 75 141% 0 160 74% 0 100 Tonic (7/8), Potion (1/8) Potion (1/8) - Prevent: Psyche
Were-Rat 24 0 4 21 22 Absorb HP: Poison
Weak pt: Fire
Bite Battle ×1.5 30 16 10 13 5 8 100 121% 0 150 82% 0 100 Tonic (100%) Tonic (1/8) Critical Hits if Imp Prevent: Dark, Psyche
Whelk 50,000 120 4 - - Absorb HP: Thunder Hit Battle ×4 25 40 5 13 5 20 102 120% 0 155 78% 0 100 - Tincture (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, Slow, Stop, Clear, Image
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
Vaporite 15 0 5 23 29 Absorb HP: Thunder
Weak pt: Fire, Pearl
Cling Slow 30 16 10 13 7 - 95 125% 0 150 82% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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
Whelk 1,600 1,000 6 - - - Slime Slow 45 19 10 22 11 - 100 121% 0 155 78% 0 100 - Potion (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
Officer 102 25 7 33 66 Weak pt: Poison Hit Battle ×1.5 30 16 10 13 11 17 100 121% 0 150 82% 0 100 Tonic (7/8), Potion (1/8) - Human Prevent: Poison, Imp, Petrify, Wound, Condemned, Berserk, Muddled, Seizure, Psyche, Slow, Stop
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
Ghost 226 70 10 48 75 Absorb HP: Poison
Weak pt: Fire, Pearl
Pause Stop 30 16 1 1 13 - 105 117% 0 150 82% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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
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
Poplium 145 25 11 55 55 Absorb HP: Poison
Weak pt: Fire, Pearl
Cling Slow 25 16 10 13 26 - 55 156% 0 150 82% 0 100 Potion (1/8) Tonic (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Rinn 110 35 11 95 100 Absorb HP: Poison
Weak pt: Fire, Pearl
Cling Slow 25 16 10 10 23 - 55 156% 0 125 102% 0 100 Tonic (100%) - Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Soldier 100 15 11 - 48 Weak pt: Poison Counter Battle ×1.5 30 16 10 12 25 38 80 137% 0 150 82% 0 100 Tonic (7/8), Potion (1/8) Tonic (1/8) Human Prevent: Dark, Psyche
Actaneon 230 98 12 57 125 Absorb HP: Water
Weak pt: Fire, Thunder
Clamp Battle ×1.5 35 16 10 13 31 47 100 121% 0 150 82% 0 100 Potion (7/8) - - Dark
Prevent: Zombie, Imp, Mute, Berserk, Muddled, Psyche
Aspik 220 330 12 48 115 Absorb HP: Water
Weak pt: Fire
NumbSpines Stop 40 16 2 2 19 - 100 121% 0 150 82% 0 100 Tonic (1/8) X-Potion (1/8) Can't Suplex Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
StillGoing 200 84 12 54 135 Absorb HP: Poison
Weak pt: Fire, Pearl
Slip Touch Seizure 30 16 10 10 27 - 100 121% 0 150 82% 0 100 - Potion (1/8) Human, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Vargas 11,600 220 12 - - Weak pt: Poison Doom Fist Battle/Condemned 30 38 10 13 31 31 85 133% 0 150 82% 0 100 Tonic (7/8), Mithril Claw (1/8) - Can't Control, Can't Scan, Can't Suplex, Human Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Whisper 230 90 12 42 125 Absorb HP: Poison
Weak pt: Fire, Pearl
- - 30 16 10 12 30 - 95 125% 0 150 82% 0 100 Potion (1/8) Soft (1/8) Can't Suplex, Undead Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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Rages: With Psyche-inflicting Abilities – 9 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 -
Still Life Weak pt: Fire Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image Wound at 0 MP Lullaby All Foes - 90 - - Psyche -
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 -
Mind Candy Weak pt: Fire, Wind Float
Prevent: Imp, Psyche
- SleepSting One Foe Psyche - - - 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 -
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 -
Sea Flower Absorb HP: Fire, Water
Weak pt: Ice, Thunder
Prevent: Dark, Poison, Imp, Mute, Berserk, Muddled, Psyche - Sleep One Foe - 111 Reflect, Runic - Psyche -
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 -
Relics: Which Grant Immunity to Psyche – 1 shown
Rare relics can be stolen from monsters; unique relics are usually found as treasure; strange relics can be won in the colosseum
Name
Description
The status effects removed by this item
Statuses
The item teaches the listed spell at the listed rate in the same manner as an equipped esper
Learned
Price Value Defense
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Vigor Speed Stamina Mag.Pwr
The elemental protections and weaknesses offered when equipping this item
Elements
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Relic)Ribbon Protects from all status ailments Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Muddled, Seizure, Psyche - - 1 GP - - - - - - - - - All Characters
Rages: Which Grant Immunity to Psyche – 127 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
Soldier Weak pt: Poison Prevent: Dark, Psyche Human Fire One/All Foes 21 150 Reflect, Runic Fire - -
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 - -
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 -
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 - -
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 - - -
Were-Rat Absorb HP: Poison
Weak pt: Fire
Prevent: Dark, Psyche - Poison One Foe 25 100 Reflect, Runic Poison Poison -
Steroidite Weak pt: Pearl Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Psyche - Blizzard All Foes 25 140 - Ice - -
Vomammoth Weak pt: Fire Prevent: Psyche - Blizzard All Foes 25 140 - Ice - -
Fidor Weak pt: Fire Prevent: Petrify, Psyche - Pounce One Foe Battle ×2 - - - - -
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
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 -
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Lores: Which Add or Remove Psyche – 2 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 -
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 Psyche – 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 Psyche – 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 Psyche – 1 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
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 -
Slots: Which Remove Psyche – 1 shown
Advanced combinations are powerful but the game may sometimes prevent their combination; the good and bad versions of Joker Doom have opposed effects; non-combinations are used when no combination is found
Name
Combination
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
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
The status effects inflicted or removed by this ability
Statuses
Notes
Lagomorph Any wrong 10 Magic All Allies 100% - Dark, Poison, Psyche -