Items: Which Remove Wound – 2 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
Fenix Down - Recovers the wounded 500 GP 250 GP Wound
Tent - Recovers party's HP/MP to 100% 1,200 GP 600 GP Dark, Zombie, Poison, Imp, Petrify, Wound, Clear
Spells: Which Add or Remove Wound – 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)Life Healing 30 Recovers life One Ally 1/8 HP - Reflect, Runic - Wound - Phoenix ×10, Sraphim ×5, Bismark ×2
(Attack)Doom Attack 35 Dispatches an enemy One Foe - 95 Reflect, Runic, Wound, Stamina - Wound - Shoat ×2
(Healing)Life 2 Healing 60 Recovers life and HP/MP One Ally 100% HP - Reflect, Runic - Wound - Phoenix ×2
Monsters: With Wound-inflicting Special Attacks – 7 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
Outsider 8,050 400 18 2,600 2,800 Absorb HP: Poison
Weak pt: Pearl
Ruin Wound 40 31 4 15 72 - 105 117% 0 155 78% 0 100 Break Blade (1/8) - Can't Suplex, Human Haste
Prevent: Dark, Poison, Imp, Berserk, Muddled, Psyche
Samurai 3,000 500 40 1,545 791 Weak pt: Poison Fatal Wound 20 21 10 13 325 - 10 191% 0 20 184% 0 100 - - Critical Hits if Imp, Human Prevent: Zombie, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Image
Evil Oscar 7,000 500 56 2,800 1,320 Absorb HP: Ice, Thunder, Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Demon Kiss Wound 30 29 6 13 635 - 115 109% 0 105 117% 0 100 Warp Stone (7/8) - - Prevent: Dark, Mute
Chaos Drgn 9,013 1,300 44 4,881 1,000 Absorb HP: Fire
Weak pt: Ice
Cinderizer Wound 30 33 10 13 393 - 5 195% 0 85 133% 0 100 Fenix Down (1/8) Fenix Down (1/8) Critical Hits if Imp Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche
Retainer 7,050 2,600 59 2,300 2,000 Weak pt: Poison Tradeoff Wound 35 29 5 13 705 - 100 121% 40 180 59% 0 100 Aura (1/8) - Critical Hits if Imp, Human Prevent: Dark, Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche
KatanaSoul 37,620 7,400 61 - 30,000 Weak pt: Poison SlayerEdge Wound 75 40 11 25 1,077 - 115 109% 20 175 63% 0 130 Murasame (7/8), Strato (1/8) Offering (100%) Can't Control, Human Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Psyche, Slow, Stop
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
Abilities: Which Add or Remove Wound – 18 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
X-fer Magic One Foe - - 120 Wound, Stamina - Wound -
Chain Saw Physical One Foe - - 100% Wound - Wound -
Cleave Magic All Foes - - 182 Wound - Wound -
Fenix Down Item One Ally 1/8 HP - 100% - - Wound -
Antlion Magic One Foe - - 100 Wound, Stamina - Wound -
Possess Physical One Foe - - 100% - - Wound -
Star Prism Magic One Foe - - 100% Wound - Wound -
Sabre Soul Magic One Foe - - 100% Wound - Wound -
Snare Magic One Foe - - 100 Wound, Stamina - Wound -
Roulette Magic One Random Ally or Foe - 10 100% Wound - Wound -
Blaster Magic One/All Foes - 20 70 Runic, Wound - Wound -
L.5 Doom Magic All Foes - 22 100% Wound - Wound -
Life Magic One Ally 1/8 HP 30 - Reflect, Runic - Wound -
Doom Magic One Foe - 35 95 Reflect, Runic, Wound, Stamina - Wound -
Life 2 Magic One Ally 100% HP 60 - Reflect, Runic - Wound -
Atom Edge Magic All Foes - 70 110 Wound, Stamina - Wound -
True Edge Magic All Foes - 80 140 Wound, Stamina - Wound -
Rebirth Magic All Allies 1/4 HP 110 100% - - Wound -
Monsters: Immune to Wound – 155 shown
World of Ruin monsters cannot be found in the World of Balance; unique monsters are found as set encounters or treasure guardians, but never in a random battle; legendary dragons are unique monsters that are found in the World of Ruin; special bosses have unique music and immense power; the final bosses are the last creatures fought in the game
Name
HP MP
LV Exp. GP Elements
Most monsters have a special attack that is a modified basic attack; this attack is sometimes referred to as 'Special' regardless of its name
Special Attack
'Battle' refers to the effects of the monster's normal attack; HP draining, and MP draining attacks are indicated by their text color
Special Attack Effect
Speed Stamina Mag.Pwr Bat.Pwr
The estimated average amount of damage this monster's attack will deal to a target with 128 Defense; actual damage will vary considerably based on the target's Defense and other factors, but this is a good measure of the relative danger of monster's attacks
Damage
The estimated average amount of damage this monster's special attack will deal to a target with 128 Defense; actual damage will vary considerably based on the target's Defense and other factors
S.A. Dmg.
Defense
The percentage of base damage (based on 128 Defense) this monster takes from physical attacks due to its Defense score; a '1' indicates that the monster takes 1 damage from any physical attack
Phys. Vuln.
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
The percentage of base damage (based on 128 Mag.Def) this monster takes from magic attacks due to its Mag.Def score; a '1' indicates that the monster takes 1 damage from any magic attack
Mag.. Vuln.
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Hit Rate
The items that can be stolen from this monster; even if a steal attempt would be successful, if no item is selected it will fail and can be attempted again
Steal
The items that can be dropped by this monster; there is always a chance of a drop if an item is listed
Win
Any special properties the monster has
Notes
Status effects that are always active on this monster as well as those it is immune to
Statuses
Siegfried 100 5 7 - 1 - Hit Battle ×1.5 30 16 10 1 7 11 50 160% 0 150 82% 0 100 - Green Cherry (100%) Can't Control, Can't Scan, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Merchant 119 20 5 26 60 - Hit Battle ×1.5 30 16 10 10 6 9 50 160% 0 150 82% 0 100 Plumed Hat (7/8), Guardian (1/8) - Can't Control, Can't Scan, Human Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Sp Forces 700 20 21 200 - Weak pt: Poison Blow Battle ×3 40 17 10 13 91 273 100 121% 0 140 90% 0 100 Tonic (7/8) Magicite (1/8) Critical Hits if Imp, Human Safe
Prevent: Dark, Zombie, Poison, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Gigan Toad 458 20 26 235 340 Weak pt: Ice Croak Battle ×2 30 16 10 11 128 256 100 121% 0 130 98% 0 100 - Sleeping Bag (1/8) - Prevent: Poison, Wound, Condemned
Spek Tor 250 20 50 1,356 1,524 Weak pt: Water Scratch Battle ×1.5 70 16 10 30 815 1,223 100 121% 50 200 43% 0 100 X-Potion (1/8) - Critical Hits if Imp Prevent: Wound, Condemned, Mute
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
Lunaris 582 25 26 308 247 - Face Bite Dark 25 17 10 13 138 - 155 78% 0 145 86% 0 100 Potion (100%) - - Prevent: Wound, Condemned, Near Fatal, Mute, Psyche
Rhinox 800 35 19 592 400 Absorb HP: Thunder BaneStrike Poison 30 17 10 13 74 - 200 43% 0 100 121% 0 100 Flash (1/8) - Critical Hits if Imp Safe
Prevent: Petrify, Wound, Condemned
Rizopas 775 39 13 - - Absorb HP: Water
Weak pt: Thunder
Bite Battle ×1.5 40 17 3 14 37 56 110 113% 0 175 63% 0 100 - Remedy (100%) Can't Control, Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Mute
Adamanchyt 1,305 50 24 1,450 189 - Nail Battle ×1.5 40 18 10 22 156 234 225 23% 0 45 164% 0 100 Gold Shld (1/8) - Critical Hits if Imp Safe
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled
Psychot 900 55 32 347 275 Absorb HP: Fire
Weak pt: Ice
Mindshock Battle (MP drain) 33 17 10 14 216 216 165 70% 0 125 102% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex Float
Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, 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
Chitonid 1,111 60 26 321 356 Weak pt: Thunder Carapace Battle ×1.5 25 18 10 13 138 207 140 90% 0 80 137% 0 100 Potion (7/8) Remedy (1/8) Critical Hits if Imp Safe
Prevent: Petrify, Wound, Mute
Piranha 10 60 9 - - Weak pt: Thunder Hit Battle ×1.5 30 16 10 13 18 27 100 121% 0 150 82% 0 100 - Tonic (1/8) Can't Control, Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Wound
Scrapper 1,759 68 34 797 2,000 Absorb HP: Poison Knife Battle ×1.5 37 19 10 10 210 315 125 102% 120 145 86% 0 100 Thief Glove (1/8) Air Lancet (1/8) Critical Hits if Imp, Human Haste
Prevent: Petrify, Wound, Condemned, Berserk, Muddled
Drop 1,000 80 27 398 427 Weak pt: Thunder, Water Mad Signal Muddled 30 17 10 6 112 - 100 121% 0 150 82% 0 100 Tincture (7/8) Tincture (1/8) Can't Suplex, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Slatter 2,600 97 37 830 415 Weak pt: Pearl Choke Battle ×1.5 35 21 10 13 278 417 125 102% 20 145 86% 10 100 Warp Stone (1/8) Warp Stone (1/8) Critical Hits if Imp Prevent: Petrify, Wound, Condemned, Near Fatal, Mute
Nastidon 1,877 100 32 697 298 Weak pt: Fire Grab Battle ×1.5 35 19 10 13 208 312 145 86% 0 105 117% 0 100 Tonic (7/8), Potion (1/8) Potion (1/8) - Safe
Prevent: Wound, Condemned
SoulDancer 2,539 100 22 1,531 769 Weak pt: Poison Red Dance Battle (HP drain) 30 20 30 1 57 57 60 152% 0 170 66% 0 100 Moogle Suit (1/8) - Human, Wound at 0 MP Prevent: Imp, Petrify, Wound, Condemned, Near Fatal
Chimera 2,237 100 22 1,144 760 - Frisky Battle ×2 45 20 10 25 141 282 100 121% 0 110 113% 0 100 Hyper Wrist (1/8) Gold Armor (1/8) - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
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Rages: With Wound-inflicting Abilities – 10 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
Rhodox - Prevent: Dark, Mute, Berserk - Snare One Foe - 100 Wound, Stamina - Wound -
Bleary Weak pt: Fire - - Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
Displayer Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead, Wound at 0 MP Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
Rhobite Weak pt: Water - - Life One Ally 1/8 HP - Reflect, Runic - Wound -
Wild Cat Weak pt: Fire, Water Prevent: Mute - Blaster One/All Foes - 70 Runic, Wound - Wound -
Allosaurus Weak pt: Fire, Pearl Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche - Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
Spek Tor Weak pt: Water Prevent: Wound, Condemned, Mute - Blaster One/All Foes - 70 Runic, Wound - Wound -
Necromancr Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Human, Undead, Wound at 0 MP Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
Veteran - Prevent: Imp, Petrify, Wound, Condemned, Near Fatal Human Roulette One Random Ally or Foe - 100% Wound - Wound -
Sky Base Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
Relics: Which Grant Immunity to Wound – 2 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)Memento Ring Departed mom's love protects against fatal magic attacks Prevent: Zombie, Petrify, Wound - - 1 GP - - - - - - - - - Sh Re
(Relic)Safety Bit Protects from mortal magic attacks Prevent: Zombie, Petrify, Wound - - 1 GP - - - - - - - - - All Characters
Rages: Which Grant Immunity to Wound – 71 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 -
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% - - - -
Hazer Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned Human, Wound at 0 MP Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
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 - - -
Steroidite Weak pt: Pearl Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Psyche - Blizzard All Foes 25 140 - Ice - -
Baskervor - Prevent: Poison, Wound, Condemned - Cyclonic All Foes 15/16 HP 75 Wound - - -
Suriander Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned, Berserk, Muddled, Slow, Stop, Clear - Aqua Rake All Foes 71 150 - Water, Wind - -
Chimera - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image - Aqua Rake All Foes 71 150 - Water, Wind - -
White Drgn Absorb HP: Pearl Prevent: Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Berserk, Muddled, Seizure, Psyche, Image - Pearl One Foe 108 150 Reflect, Runic Pearl - -
Doom Drgn - Float
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop
Wound at 0 MP N. Cross All Foes - 90 Runic - Freeze -
Brachosaur Weak pt: Ice Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Image - Disaster One/All Foes - 62 Runic - Dark, Imp, Condemned, Mute, Muddled, Float -
Tyranosaur Weak pt: Ice Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Stop, Image - Meteo All Foes 60 80 - - - Full damage to all targets
Harpy - Float
Prevent: Imp, Petrify, Wound, Condemned, Psyche
- Cyclonic All Foes 15/16 HP 75 Wound - - -
Gilomantis Weak pt: Fire Prevent: Imp, Wound, Condemned, Muddled, Psyche - Shrapnel One/All Foes 120 120 - - - -
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 -
ChickenLip Weak pt: Ice Prevent: Poison, Imp, Petrify, Wound, Condemned, Mute, Psyche - Quake All Allies and Foes 111 100% Float Earth - -
M-TekArmor Weak pt: Thunder Safe
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
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 -
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 -
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Lores: Which Add or Remove Wound – 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
Roulette 10 Begins Doom roulette One Random Ally or Foe - 100% Wound - Wound -
L.5 Doom 22 Casts "Doom" on LV5, 10, 15, ... enemy All Foes - 100% Wound - Wound -
SwdTechs: Which Inflict Wound – 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
Cleave 70 8 - Magic All Foes 182 Dices up enemies Wound Wound
Dance Moves: Which Add or Remove Wound – 4 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
Desert Aria Antlion Desert 6/16 Magic One Foe - 100 Wound, Stamina - Wound -
Love Sonata Snare Town 2/16 Magic One Foe - 100 Wound, Stamina - Wound -
Dusk Requium Snare Cave 6/16 Magic One Foe - 100 Wound, Stamina - Wound -
Snowman Jazz Snare Snowfield 2/16 Magic One Foe - 100 Wound, Stamina - Wound -
Tools: Which Inflict Wound – 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
If a tool has multiple abilities, they are chosen randomly at the listed rate
Chance
Description
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
Elements
The status effects inflicted or removed by this ability
Statuses
Price
Chain Saw 1/4 Randomly dispatches an enemy
Use with "Tools" command
- Physical One Foe 100% Wound - Wound -
Espers: Which Add or Remove Wound – 3 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
Odin Meteor ×1 Speed +1 Atom Edge 70 Slices through enemies All Foes - 110 Wound, Stamina - Wound -
Raiden Quick ×1 Vigor +2 True Edge 80 Slices through enemies All Foes - 140 Wound, Stamina - Wound -
Phoenix Life ×10, Life 2 ×2, Life 3 ×1, Cure 3 ×2, Fire 3 ×3 - Rebirth 110 Recovers battle status All Allies 1/4 HP 100% - - Wound -
Commands: Which Add or Remove Wound – 1 shown
Temporary commands cannot be used by characters that join the party permanently; modified commands replace another command in the command list; utility commands are always available and are not shown on the command list
Name
Some equipment or situations convert one command into another; the required parent command is listed here
Based On
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
The status effects inflicted or removed by this ability
Statuses
Possess - Physical One Foe - Wound
MagiTek Abilities: Which Inflict Wound – 1 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
X-fer - Magic One Foe 120 Terra only Wound, Stamina - Wound -