Items: Which Remove Seizure – 1 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
Remedy - Cures status ailments except "Zombie" 1,000 GP 500 GP Dark, Poison, Imp, Petrify, Mute, Seizure
Spells: Which Add or Remove Seizure – 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)Antdot Healing 3 Cures poisoning One Ally - - Runic - Poison, Seizure - Kirin ×4
(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
Monsters: With Seizure-inflicting Special Attacks – 20 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
Vermin 499 40 16 145 235 Absorb HP: Poison
Weak pt: Ice
Bacteria Seizure 35 16 10 20 66 - 120 105% 0 190 51% 0 100 Antidote (7/8), Potion (1/8) Potion (1/8) Critical Hits if Imp -
General 650 30 19 232 308 Weak pt: Poison Bio Attack Seizure 30 17 10 13 74 - 155 78% 0 105 117% 0 100 Tonic (7/8), Mithril Shld (1/8) Green Cherry (1/8) Critical Hits if Imp, Human Safe
Hipocampus 2,444 82 37 981 669 Absorb HP: Poison
Weak pt: Fire, Pearl
Clamp Seizure 37 20 10 15 298 - 115 109% 0 160 74% 0 100 Warp Stone (1/8) Warp Stone (1/8) Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Hemophyte 6,800 1,600 56 3,090 200 - CursedGaze Seizure 40 29 14 12 613 - 110 113% 0 145 86% 0 100 Tack Star (1/8) - Human Prevent: Imp, Petrify, Wound, Condemned, Near Fatal
Slurm 505 20 23 232 270 Weak pt: Fire Dijestive Seizure 30 16 10 12 105 - 50 160% 0 50 160% 0 100 Potion (7/8) - Can't Suplex Prevent: Dark, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Mad Oscar 2,900 980 30 780 2,292 Absorb HP: Water, Poison
Weak pt: Fire
Drool Seizure 30 21 10 20 229 - 95 125% 0 145 86% 0 80 X-Potion (1/8) Remedy (7/8), Revivify (1/8) - Prevent: Imp, Condemned, Near Fatal, Mute, Psyche
Crawly 122 0 7 71 120 Weak pt: Fire Heart Burn Seizure 30 16 10 13 11 - 45 164% 0 155 78% 0 100 Tonic (7/8), Remedy (1/8) - Can't Suplex -
Flan 255 110 19 160 120 No Effect: Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Slip Gunk Seizure 30 16 10 13 74 - 13 189% 0 100 121% 0 100 Tonic (7/8), Magicite (1/8) - - Prevent: Dark, Poison, Imp, Petrify
Face 30,000 10,000 74 - - No Effect: Earth
Weak pt: Fire
Slip Hit Seizure 44 40 12 63 3,094 - 140 90% 10 140 90% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex, Human Prevent: Zombie, Poison, Imp, Petrify, Wound, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Critic 1,200 330 40 1,323 531 - Slip Seed Seizure 30 18 10 13 325 - 125 102% 0 150 82% 0 100 - - Human, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Apparite 781 60 20 415 300 Absorb HP: Fire, Poison
Weak pt: Ice, Pearl
Slip Touch Seizure 35 17 10 17 94 - 110 113% 0 150 82% 0 100 Potion (7/8), Revivify (1/8) Revivify (1/8) Can't Suplex, Undead Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Pm Stalker 265 190 26 258 491 Absorb HP: Poison
Weak pt: Fire, Pearl
Slip Touch Seizure 20 16 6 9 119 - 140 90% 0 115 109% 0 100 X-Potion (1/8) - Can't Suplex, Undead, Wound at 0 MP Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Dark Side 255 85 13 165 138 Absorb HP: Poison
Weak pt: Fire, Pearl
Slip Touch Seizure 30 16 8 10 32 - 100 121% 0 150 82% 0 100 Tonic (100%) Potion (1/8) Can't Suplex, Undead Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, 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
Wyvern 892 95 18 484 434 Weak pt: Ice Slip Wing Seizure 30 17 10 15 72 - 140 90% 0 155 78% 0 100 Tonic (7/8), DragoonBoots (1/8) - Can't Suplex Prevent: Imp
Sky Cap 3,262 200 40 1,253 441 Weak pt: Thunder, Water, Wind SlipAnchor Seizure 35 22 8 13 325 - 105 117% 0 150 82% 0 100 - - Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
Dadaluma 3,270 1,005 22 - 1,210 Weak pt: Poison Sweep Battle/Seizure 30 22 3 12 96 96 85 133% 0 143 88% 10 100 Jewel Ring (7/8), Sneak Ring (1/8) ThiefKnife (7/8), Head Band (1/8) Critical Hits if Imp, Human Prevent: Zombie, Poison, Wound, Near Fatal, Berserk, Muddled, Seizure
Mesosaur 1,112 130 26 459 456 Weak pt: Ice T. Lash Seizure 30 18 10 13 138 - 110 113% 0 150 82% 0 100 Antidote (7/8) - - -
Reach Frog 3,511 220 52 1,550 2,600 Weak pt: Ice Tongue Seizure 35 22 7 13 548 - 130 98% 0 145 86% 0 100 Potion (7/8), Tack Star (1/8) - - Prevent: Poison, Berserk, Muddled, Psyche
Pterodon 380 70 12 464 325 Weak pt: Fire Wing Seizure 45 16 10 25 43 - 65 148% 0 180 59% 0 100 MithrilKnife (7/8), Guardian (1/8) Potion (1/8) Can't Suplex Float
Prevent: Imp
Abilities: Which Add or Remove Seizure – 24 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
Acid Rain Magic All Foes 25 20 100 - Water, Poison Seizure -
Antdot Magic One Ally - 3 - Runic - Poison, Seizure -
Bio Blast Magic All Foes 60 - 100% - Poison Poison, Seizure Full damage to all targets
Cave In Magic One Foe 3/4 HP - 100% Wound - Seizure -
Discard Magic One Foe - - 100% - - Seizure -
Evil Toot Magic All Foes - 20 120 - - Dark, Poison, Imp, Condemned, Berserk, Muddled, Seizure, Slow -
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 -
HyperDrive Magic One Foe 118 - 100% Runic - Seizure -
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 -
Missile Magic One Foe 1/4 HP 20 126 Wound - Seizure -
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 -
Remedy Item One Ally - - 100% - - Dark, Poison, Imp, Petrify, Mute, Seizure -
Seize Magic One Foe - - 100% - - Seizure, Slow -
Shadow Fang Magic One Foe 140 - 100% - - Seizure -
Slash Physical One Random Foe 1/2 HP - 100% Wound - Seizure -
Snowball Magic One Foe 1/2 HP - 100% Wound - Seizure -
Sonic Boom Magic One Foe 5/8 HP - 100% Wound - Seizure -
loading table data...
Monsters: Immune to Seizure – 121 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
Hit 28,000 10,000 73 - - Weak pt: Poison 10 Hits Battle ×1.5 33 40 9 6 808 1,212 115 109% 0 153 80% 0 100 Elixir (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, Muddled, Seizure, Psyche, Clear, Image, Regen, Haste, Shell, Safe, Reflect
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
Doom Gaze 55,555 38,000 68 - - Absorb HP: Ice, Poison
Weak pt: Fire, Pearl
Bane Claw Poison 95 40 8 35 1,674 - 150 82% 30 170 66% 30 150 - - Can't Control, Can't Suplex, Wound at 0 MP Float, Shell, Safe
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
Still Life 4,889 390 37 2,331 1,574 Weak pt: Fire Bane Kiss Poison 45 25 10 13 278 - 150 82% 0 150 82% 0 100 FakeMustache (1/8) - Can't Suplex, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Tyranosaur 12,770 420 57 8,800 - Weak pt: Ice Bite Battle ×7 55 40 16 33 1,129 7,903 125 102% 0 160 74% 0 100 Imp's Armor (1/8) Imp Halberd (1/8) Critical Hits if Imp Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Stop, 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
Innoc 6,600 390 52 2,400 1,950 Weak pt: Thunder, Water BrainBlast Muddled 33 28 12 13 548 - 155 78% 0 155 78% 0 100 Bio Blaster (1/8) - - Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure, Stop
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
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
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
Pug 8,000 15,500 27 1,200 3,333 Absorb HP: Water
Weak pt: Fire, Thunder
Cleaver Battle ×8 35 31 10 13 149 1,192 150 82% 50 180 59% 50 100 - Tintinabar (1/8) Critical Hits if Imp Prevent: Wound, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
Master Pug 22,000 1,200 73 - - Absorb HP: Water Cleaver Battle ×8 45 40 9 13 1,079 8,632 100 121% 0 165 70% 0 100 Elixir (7/8), Megalixir (1/8) Graedus (100%) Can't Control Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Stop
Vectagoyle 7,500 880 57 2,900 900 - Counter Battle ×2 37 30 9 22 870 1,740 110 113% 30 150 82% 30 100 SwordBreaker (1/8) - - Prevent: Dark, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
PlutoArmor 2,850 220 39 853 629 Weak pt: Thunder, Water Crash Battle ×2 35 21 9 13 309 618 105 117% 0 150 82% 0 100 - - - Prevent: Zombie, Poison, Imp, Petrify, Seizure
Io 7,862 1,550 39 3,253 1,995 No Effect: Wind, Earth, Poison
Weak pt: Thunder, Water, Pearl
Crush Battle ×3 60 31 10 13 309 927 110 113% 0 150 82% 0 100 - - - Prevent: Dark, Zombie, Poison, Imp, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
Tomb Thumb 2,000 100 33 500 150 Weak pt: Thunder, Water Dash Haste 32 19 10 10 198 - 150 82% 0 120 105% 0 100 - Green Cherry (1/8) Human Prevent: Zombie, Poison, Imp, Petrify, Seizure
Doom 63,000 4,800 73 - - Absorb HP: Ice, Poison
Weak pt: Pearl
Demon Rage Battle ×4 61 40 9 60 2,895 11,580 110 113% 0 160 74% 0 100 Safety Bit (1/8) Sky Render (100%) Can't Control, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop
IronHitman 2,000 800 52 2,000 700 Weak pt: Thunder, Water Destroy Battle ×2 31 19 25 13 548 1,096 20 184% 0 165 70% 0 100 AutoCrossbow (1/8) - - Prevent: Zombie, Poison, Imp, Petrify, Seizure
Slurm 505 20 23 232 270 Weak pt: Fire Dijestive Seizure 30 16 10 12 105 - 50 160% 0 50 160% 0 100 Potion (7/8) - Can't Suplex Prevent: Dark, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
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
loading table data...
Rages: With Seizure-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
Vindr Weak pt: Fire Float
Prevent: Imp, Psyche
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
Slatter Weak pt: Pearl Prevent: Petrify, Wound, Condemned, Near Fatal, Mute - Cave In One Foe 3/4 HP 100% Wound - Seizure -
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 -
Crawly Weak pt: Fire - - Heart Burn One Foe Seizure - - - Seizure -
Adamanchyt - Safe
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
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 -
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 -
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 -
Armors: Which Grant Automatic Seizure – 2 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
(Helmet)Thornlet Helmet 38 - - - Thorns inflict pain - - - - - 1 GP - - - Seizure All Except Umaro
Rages: Which Grant Automatic Seizure – 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
Black Drgn Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Storm All Foes 100 100% - Ice - -
EarthGuard Weak pt: Water Seizure, Safe
Prevent: Dark, Imp, Petrify, Condemned, Psyche
- Big Guard All Allies - 100% - - Shell, Safe -
Opinicus Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Slide All Foes 75 100% Float Earth - -
Enuo Weak pt: Pearl Seizure, Reflect
Prevent: Dark, Poison, Imp, Near Fatal, Berserk, Muddled, Psyche, Slow, Stop
- CleanSweep All Foes 50 150 - Water - Full damage to all targets
Dark Side Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Ice 2 One/All Foes 62 150 Reflect, Runic Ice - -
Apparite Absorb HP: Fire, Poison
Weak pt: Ice, Pearl
Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Undead Imp One Foe - 100 Reflect, Runic - Imp -
Pm Stalker Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead, Wound at 0 MP Drain One Foe 38 120 Runic - - -
Peepers Weak pt: Ice, Water Seizure
Prevent: Poison
- Pearl Wind All Allies - 100% - - - -
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 - - -
Relics: Which Grant Immunity to Seizure – 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 Seizure – 43 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
Sky Armor Weak pt: Thunder, Wind Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
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 -
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
Sp Forces Weak pt: Poison Safe
Prevent: Dark, Zombie, Poison, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Human Safe One Ally - 100% Reflect, Runic - Safe -
Innoc Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure, Stop
- Virite All Foes 20 80 - Poison Poison -
Pug Absorb HP: Water
Weak pt: Fire, Thunder
Prevent: Wound, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop - Break One Foe - 120 Reflect, Runic, Wound, Stamina - Petrify -
Vectagoyle - Prevent: Dark, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop - Aqua Rake All Foes 71 150 - Water, Wind - -
PlutoArmor Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Tek Laser One Foe 20 150 Runic Thunder - -
Io No Effect: Wind, Earth, Poison
Weak pt: Thunder, Water, Pearl
Prevent: Dark, Zombie, Poison, Imp, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image - Flare Star All Foes 80 100% - Fire - -
Tomb Thumb Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure Human Step Mine One Foe 32 100% - - - -
IronHitman Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Dischord One Foe - 100 Wound - - -
Slurm Weak pt: Fire Prevent: Dark, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image - Slimer One Foe - 100 - - Slow -
Fortis Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Fire Ball All Foes 50 150 - Fire - -
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 - -
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 - - -
SrBehemoth Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Poison, Imp, Petrify, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Image Undead Fire 3 One/All Foes 121 150 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 - -
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 -
Dueller Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Mega Volt One/All Foes 20 150 Runic Thunder - -
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 - - -
loading table data...
Monsters: With Automatic Seizure – 9 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
Black Drgn 4,000 600 26 780 502 Absorb HP: Poison
Weak pt: Fire, Pearl
BonePowder Zombie 30 23 10 14 143 - 102 120% 0 20 184% 0 100 Revivify (7/8) Tent (1/8) Can't Suplex, Undead Seizure
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
EarthGuard 1 18 23 1 - Weak pt: Water PoisonTail Poison 45 16 10 6 82 - 5 195% 0 5 195% 0 100 Megalixir (1/8) - - Seizure, Safe
Prevent: Dark, Imp, Petrify, Condemned, Psyche
Opinicus 3,210 514 38 1,270 519 Absorb HP: Poison
Weak pt: Fire, Pearl
Riot Battle ×1.5 38 22 10 22 388 582 135 94% 0 150 82% 20 100 Warp Stone (1/8) Warp Stone (1/8) Critical Hits if Imp, Undead Seizure
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Enuo 4,635 280 46 1,429 968 Weak pt: Pearl Slime Slow 30 25 10 13 429 - 50 160% 0 250 4% 0 100 X-Potion (1/8) - - Seizure, Reflect
Prevent: Dark, Poison, Imp, Near Fatal, Berserk, Muddled, Psyche, Slow, Stop
Dark Side 255 85 13 165 138 Absorb HP: Poison
Weak pt: Fire, Pearl
Slip Touch Seizure 30 16 8 10 32 - 100 121% 0 150 82% 0 100 Tonic (100%) Potion (1/8) Can't Suplex, Undead Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Apparite 781 60 20 415 300 Absorb HP: Fire, Poison
Weak pt: Ice, Pearl
Slip Touch Seizure 35 17 10 17 94 - 110 113% 0 150 82% 0 100 Potion (7/8), Revivify (1/8) Revivify (1/8) Can't Suplex, Undead Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Pm Stalker 265 190 26 258 491 Absorb HP: Poison
Weak pt: Fire, Pearl
Slip Touch Seizure 20 16 6 9 119 - 140 90% 0 115 109% 0 100 X-Potion (1/8) - Can't Suplex, Undead, Wound at 0 MP Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Peepers 1 19 23 2 - Weak pt: Ice, Water Tail Battle ×1.5 35 16 10 7 85 128 5 195% 0 5 195% 0 100 Elixir (1/8) - Can't Suplex Seizure
Prevent: Poison
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
Lores: Which Add or Remove Seizure – 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 -
SwdTechs: Which Inflict Seizure – 1 shown
Name
The level at which Cyan learns this SwdTech if he has not yet earned it in some other manner
LV
Charge
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
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
Slash 12 3 1/2 HP Physical One Random Foe 100% Halves an enemy's HP Wound Seizure
Blitzes: Which Remove Seizure – 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 Seizure – 6 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 -
Earth Blues Sonic Boom Mountain 6/16 Magic One Foe 5/8 HP 100% Wound - Seizure -
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 -
Dusk Requium Cave In Cave 7/16 Magic One Foe 3/4 HP 100% Wound - Seizure -
Snowman Jazz Snowball Snowfield 7/16 Magic One Foe 1/2 HP 100% Wound - Seizure -
Espers: Which Add or Remove Seizure – 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 -
MagiTek Abilities: Which Inflict Seizure – 2 shown
Exclusive abilities can only be used when Terra is piloting Magitek Armor
Name
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
Whether this ability is available to any character using MagiTek armor, or Terra exclusively
Used By
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
Bio Blast 60 Magic All Foes 100% Terra only - Poison Poison, Seizure Full damage to all targets
TekMissile 58 Magic One Foe 100% Terra only - - Seizure -