Spells: Which Add or Remove Stop – 3 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)Stop Effect 10 Stops an enemy One Foe - 100 Reflect, Runic - Stop - Golem ×5, Fenrir ×3
(Effect)Dispel Effect 25 Maintains poor status One Foe - 100% Runic - Berserk, Slow, Stop, Clear, Float, Image, Regen, Haste, Shell, Safe, Reflect, Life 3 - Alexandr ×10, Unicorn ×2
Monsters: With Stop-inflicting Special Attacks – 8 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
Sky Base 6,000 550 52 2,300 670 Weak pt: Thunder, Water Mind Slap Stop 35 27 5 10 489 - 140 90% 0 140 90% 0 100 Flash (1/8) - - Prevent: Zombie, Poison, Imp, Petrify, Seizure
Parasite 1,000 230 39 455 461 Weak pt: Fire Mind Stop Stop 20 17 1 1 177 - 140 90% 0 5 195% 0 100 - - Can't Suplex, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Areneid 87 15 6 37 94 Weak pt: Ice, Water Numb Stop 30 16 10 20 11 - 80 137% 0 135 94% 0 100 Tonic (7/8) Tonic (1/8) - -
Primordite 145 10 11 90 115 Weak pt: Thunder Numblade Stop 30 16 10 13 26 - 50 160% 0 150 82% 0 100 Tonic (7/8), Eyedrop (1/8) - - Prevent: Imp
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
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
Brainpan 1,300 1,000 25 550 600 Absorb HP: Poison
Weak pt: Fire, Thunder, Pearl
Smirk Stop 35 18 10 24 178 - 120 105% 0 110 113% 0 100 Earrings (1/8) - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Phase 4,550 1,700 47 2,600 890 Absorb HP: Fire
Weak pt: Ice
Smirk Stop 30 24 10 11 416 - 105 117% 0 150 82% 0 100 Fenix Down (1/8) Fenix Down (1/8) Wound at 0 MP Float
Prevent: Imp, Petrify, Wound, Condemned, Mute, Psyche
Abilities: Which Add or Remove Stop – 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
Dispel Magic One Foe - 25 100% Runic - Berserk, Slow, Stop, Clear, Float, Image, Regen, Haste, Shell, Safe, Reflect, Life 3 -
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 -
Mind Blast Magic All Foes - 20 110 - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Net Magic One Foe - 20 100 - - 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 -
Spiraler Magic All Allies 200 - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -
Stop Magic One Foe - 10 100 Reflect, Runic - Stop -
Stunner Magic All Foes 97 - 100% - - Stop -
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 Stop – 108 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
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
Cruller 1,334 100 28 419 797 Absorb HP: Poison
Weak pt: Fire, Pearl
BrainStorm Muddled 30 18 4 11 149 - 110 113% 100 70 145% 0 100 Tonic (7/8) - Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, 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
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
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
Hidonite 3,500 1,000 43 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Pearl, Poison Confuclaw Muddled 30 22 10 13 375 - 115 109% 0 120 105% 0 100 - - Wound at 0 MP Reflect
Prevent: Imp, Wound, Condemned, Mute, Muddled, Psyche, Slow, 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
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
PowerDemon 2,058 360 29 485 385 Absorb HP: Poison
Weak pt: Fire, Pearl
Daze Dance Battle (HP drain) 40 20 10 13 172 172 145 86% 0 140 90% 0 100 Potion (7/8), Diamond Vest (1/8) Amulet (7/8), Revivify (1/8) Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Allo Ver 8,000 8,000 19 - - Absorb HP: Poison
Weak pt: Fire, Pearl
Dead End Wound 55 31 55 13 74 - 140 90% 0 160 74% 0 100 Tonic (7/8), Potion (1/8) Tiger Fangs (100%) Human, Undead Prevent: Poison, Imp, Mute, Berserk, Psyche, Stop
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
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
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
Tiger 30,000 10,000 70 - - Absorb HP: Earth
Weak pt: Ice
Doom Tusk Zombie 21 40 7 13 992 - 120 105% 0 153 80% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop, Clear
loading table data...
Rages: With Stop-inflicting Abilities – 11 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
Chitonid Weak pt: Thunder Safe
Prevent: Petrify, Wound, Mute
- Stop One Foe - 100 Reflect, Runic - 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 -
Areneid Weak pt: Ice, Water - - Numb One Foe Stop - - - Stop -
Primordite Weak pt: Thunder Prevent: Imp - Numblade One Foe Stop - - - 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 -
HermitCrab Weak pt: Water Safe
Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Psyche
- Net One Foe - 100 - - Stop -
GloomShell Weak pt: Ice Prevent: Dark, Poison, Imp, Petrify, Berserk, Muddled, Psyche - Net One Foe - 100 - - 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 -
Ursus Weak pt: Fire Prevent: Zombie, Poison, Mute, Muddled, Clear - Net One Foe - 100 - - 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 -
Bug Weak pt: Ice, Water Float
Prevent: Dark, Imp, Mute, Psyche
- Stop One Foe - 100 Reflect, Runic - Stop -
Rages: Which Grant Immunity to Stop – 38 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
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 -
Cruller Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop Undead, Wound at 0 MP Slimer One Foe - 100 - - Slow -
Hipocampus Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Undead, Wound at 0 MP Flash Rain All Foes 60 140 - Ice, Water - -
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 - -
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 - -
PowerDemon Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop Undead, Wound at 0 MP Flare One Foe 60 150 Reflect, Runic - - -
Slurm Weak pt: Fire Prevent: Dark, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image - Slimer One Foe - 100 - - Slow -
Sprinter Weak pt: Thunder Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Slow, Stop - Aero All Foes 125 150 - Wind - -
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 - -
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 - -
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 - -
Lich Absorb HP: Fire, Poison
Weak pt: Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Undead, Wound at 0 MP Fire 2 One/All Foes 60 150 Reflect, Runic Fire - -
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 -
Harpiai Weak pt: Wind Float
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche, Slow, Stop
- Aero All Foes 125 150 - Wind - -
Nightshade Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image - Charm One Foe - 80 - - Charm -
loading table data...
Lores: Which Add or Remove Stop – 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 Stop – 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
Stunner 34 6 97 Magic All Foes 100% Multiple attack/casts "Stop" - Stop
Blitzes: Which Remove Stop – 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 Stop – 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 Stop – 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 -