Items: Which Remove Zombie – 3 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
Revivify - Cures "Zombie" status 300 GP 150 GP Zombie
Sleeping Bag - Recovers HP/MP to 100% 500 GP 250 GP Dark, Zombie, Poison, Imp, Petrify, Clear
Tent - Recovers party's HP/MP to 100% 1,200 GP 600 GP Dark, Zombie, Poison, Imp, Petrify, Wound, Clear
Monsters: With Zombie-inflicting Special Attacks – 13 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
FossilFang 1,399 219 20 380 1,870 Absorb HP: Poison
Weak pt: Fire, Ice, Water, Pearl
Bone Zombie 35 18 3 25 117 - 100 121% 0 165 70% 0 100 Remedy (7/8), Revivify (1/8) - Can't Suplex, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Zombone 1,991 160 21 1,072 309 Absorb HP: Poison
Weak pt: Fire, Pearl
Bone Zombie 40 19 10 29 142 - 150 82% 0 100 121% 0 100 Potion (7/8), Fenix Down (1/8) Fenix Down (1/8) Can't Suplex, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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
Bloompire 12 400 26 510 896 Absorb HP: Water
Weak pt: Fire
Energy Sap Zombie 35 16 10 13 138 - 254 1% 0 254 1% 0 100 Echo Screen (1/8) Smoke Bomb (1/8) Can't Suplex, Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche
Exoray 1,200 112 29 449 370 Absorb HP: Poison
Weak pt: Fire, Pearl
DoomPollen Zombie 33 18 10 13 172 - 105 117% 0 105 117% 0 100 - Revivify (7/8) Undead Shell
Prevent: Dark, Imp, Petrify, Mute, Berserk, Muddled, Psyche
Orog 1,584 250 30 510 716 Absorb HP: Poison
Weak pt: Fire, Pearl
Zombite Zombie 35 19 10 45 392 - 105 117% 0 140 90% 0 100 Amulet (1/8) Amulet (7/8), Revivify (1/8) Human, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Osteosaur 1,584 143 30 770 542 Absorb HP: Poison
Weak pt: Fire, Pearl
Fossil Zombie 33 19 10 45 392 - 115 109% 0 155 78% 0 100 Remedy (1/8) Revivify (7/8) Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Wizard 1,677 200 32 587 388 Weak pt: Thunder, Poison Doom Step Zombie 33 19 10 13 208 - 50 160% 0 160 74% 0 100 Thunder Rod (7/8), Ice Rod (1/8) Fire Rod (1/8) Human Prevent: Dark, Imp, Petrify, Wound, Condemned, Berserk, Muddled
Hidonite 3,500 1,000 43 - - Absorb HP: Poison
Weak pt: Fire, Pearl
Zombi Claw Zombie 30 22 10 13 375 - 105 117% 0 130 98% 0 100 - - Can't Control, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Ogor 4,211 219 44 1,583 869 Weak pt: Thunder, Poison Zombite Zombie 32 24 11 19 477 - 100 121% 30 150 82% 30 100 Ashura (7/8), Murasame (1/8) Revivify (7/8) Human Prevent: Petrify, Wound, Condemned, Near Fatal, Mute, Psyche
Necromancr 3,525 900 48 1,510 791 Absorb HP: Poison
Weak pt: Fire, Pearl
ZombiStick Zombie 25 22 7 13 467 - 100 121% 0 150 82% 0 100 Fenix Down (1/8) Revivify (7/8) Can't Suplex, Human, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Uroburos 50 760 48 1,780 390 Absorb HP: Fire
Weak pt: Ice
Doom Touch Zombie 40 16 10 13 467 - 252 2% 0 252 2% 0 100 Fenix Down (1/8) Fenix Down (1/8) - Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Psyche
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
Abilities: Which Add or Remove Zombie – 9 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
Mind Blast Magic All Foes - 20 110 - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
ChokeSmoke Magic One Foe - 20 100% - - Zombie -
Overcast Magic All Foes - 20 100% Wound - Zombie, Condemned -
Pep Up Magic One Ally 16 1 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Revivify Item One Ally 1/8 HP - 100% - - Zombie -
Soul Out Magic One Foe - 20 100% - - Zombie -
Spiraler Magic All Allies 200 - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -
Tapir Magic All Allies - - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Wild Bear Magic All Allies 100 - 100% - - Dark, Zombie, Poison, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -
Monsters: Immune to Zombie – 171 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
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
Brachosaur 46,050 51,420 77 14,396 - Weak pt: Ice Swing Battle ×6 95 40 25 55 3,006 18,036 190 51% 70 145 86% 50 100 Ribbon (1/8) Economizer (1/8) - Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Image
Storm Drgn 42,000 1,250 74 - - Absorb HP: Wind
Weak pt: Thunder
Wing Saber Battle ×3 65 40 9 13 1,108 3,324 110 113% 0 150 82% 0 100 - Force Armor (100%) Can't Control, Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop
Ice Dragon 24,400 9,000 74 - - Absorb HP: Ice
Weak pt: Fire
Hit Battle ×2 60 40 10 13 1,108 2,216 110 113% 0 150 82% 0 100 - Force Shld (100%) Can't Control, Wound at 0 MP Prevent: Zombie, Imp, Petrify, Wound, Near Fatal, Psyche, Stop
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
Tools 24,000 10,000 73 - - Weak pt: Thunder - - 29 40 10 13 1,079 - 105 117% 0 153 80% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image, Regen, Haste, Shell, Safe, Reflect
Short Arm 27,000 10,000 73 - - Weak pt: Water VacuumWave Battle ×1.5 37 40 10 50 2,509 3,764 115 109% 10 155 78% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche, Stop, Clear, Image
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
Long Arm 33,000 10,000 73 - - Weak pt: Wind - - 39 40 30 35 1,929 - 110 113% 5 150 82% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
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
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
Magic 41,000 10,000 72 - - Weak pt: Earth - - 35 40 8 1 598 - 145 86% 0 125 102% 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, 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
Guardian 50,000 5,000 71 - - - Hit Battle ×1.5 50 40 10 250 9,684 14,526 235 16% 50 185 55% 50 100 - - Can't Control, Can't Scan, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Zone Eater 7,700 57,000 61 2,000 2,000 Absorb HP: Ice
No Effect: Fire, Thunder, Water, Wind, Earth, Poison
Weak pt: Pearl
Hit Battle ×1.5 60 31 10 23 1,024 1,536 120 105% 0 150 82% 0 100 Warp Stone (1/8) - Can't Control, Can't Suplex, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Image
Rough 8,000 770 69 - - Absorb HP: Thunder
Weak pt: Ice
Rapier Battle ×1.5 30 31 10 13 964 1,446 80 137% 0 190 51% 0 100 Flame Shld (1/8) - Can't Control, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
MagiMaster 50,000 50,000 68 - - - - - 90 40 25 1 534 - 250 4% 100 100 121% 0 100 Elixir (7/8), Crystal Orb (1/8) Megalixir (100%) Can't Control, Can't Suplex, Human, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Goddess 44,000 19,000 68 - - Absorb HP: Thunder, Pearl Hit Battle ×1.5 50 40 14 13 936 1,404 85 133% 0 150 82% 0 100 Minerva (1/8) Excalibur (100%) Can't Control, Can't Suplex Haste, Shell
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
Striker 11,000 2,600 67 - - Absorb HP: Ice
Weak pt: Fire
Slash Battle ×2 26 37 7 13 909 1,818 75 141% 0 185 55% 0 100 Flame Shld (1/8) - Can't Control, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Red Dragon 30,000 1,780 67 - - Absorb HP: Fire
Weak pt: Ice, Water
Eraser Battle/Removes Reflect 75 40 10 13 909 909 110 113% 0 150 82% 0 100 - Strato (100%) Can't Control Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Psyche, Stop
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Rages: With Zombie-inflicting Abilities – 3 shown
World of Ruin rages cannot be learned in the World of Balance; unique monster rages are learned from monsters found as set encounters or treasure guardians (but not in random battles); legendary dragon rages are based on unique monsters that are found in the World of Ruin
Name
While using a rage ability, the monster's elemental properties become active; any conflicts with elemental properties of armor or relics are resolved in favor of better elemental defense
Elements
While using a rage ability, the monster's status effects and immunities are applied
Statuses
Other special properties inherited from this monster
Special
Each turn there is a 50% chance of a normal attack and a 50% chance of the attack listed here; special attacks are handled like modified normal attacks
Ability
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The effect of this special attack or base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores Defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr/Effect
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Ability Elements
The status effects inflicted or removed by this ability
Ability Statuses
Notes
Intangir Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Clear, Float, Haste, Shell, Safe
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche
Wound at 0 MP Pep Up One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
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 -
Junk Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Pep Up One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Relics: Which Grant Immunity to Zombie – 4 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)Amulet Protects against "Poison", "Dark", "Zombie" Prevent: Dark, Zombie, Poison - 5,000 GP 2,500 GP - - - - - - - - - All Characters
(Relic)Memento Ring Departed mom's love protects against fatal magic attacks Prevent: Zombie, Petrify, Wound - - 1 GP - - - - - - - - - Sh Re
(Relic)Ribbon Protects from all status ailments Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Muddled, Seizure, Psyche - - 1 GP - - - - - - - - - All Characters
(Relic)Safety Bit Protects from mortal magic attacks Prevent: Zombie, Petrify, Wound - - 1 GP - - - - - - - - - All Characters
Rages: Which Grant Immunity to Zombie – 79 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
Over Grunk Weak pt: Fire Prevent: Dark, Zombie, Imp, Berserk, Muddled, Psyche - Bane Touch One Foe Poison - - - Poison -
Dahling Weak pt: Poison Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche Human, Wound at 0 MP Cure 2 One/All Allies 28 - Reflect, Runic - - -
Poplium Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Cling One Foe Slow - - - Slow -
Magic Urn Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image Wound at 0 MP Cure 3 One/All Allies 66 - Reflect, Runic - - -
Actaneon Absorb HP: Water
Weak pt: Fire, Thunder
Dark
Prevent: Zombie, Imp, Mute, Berserk, Muddled, Psyche
- Clamp One Foe Battle ×1.5 - - - - -
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 -
Innoc Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure, Stop
- Virite All Foes 20 80 - Poison Poison -
Rider Weak pt: Fire, Poison Prevent: Zombie, Imp, Muddled Human Virite All Foes 20 80 - Poison Poison -
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 -
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
Osteosaur Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead, Wound at 0 MP X-Zone All Foes - 85 Runic, Wound, Stamina - - -
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 -
Samurai Weak pt: Poison Prevent: Zombie, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Image Human Lullaby All Foes - 90 - - Psyche -
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 -
Sky Base Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Doom One Foe - 95 Reflect, Runic, Wound, Stamina - 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 -
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 -
Allosaurus Weak pt: Fire, Pearl Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche - Doom One Foe - 95 Reflect, Runic, Wound, Stamina - Wound -
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 - - -
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 -
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Lores: Which Add or Remove Zombie – 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 -
Blitzes: Which Remove Zombie – 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 Zombie – 2 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
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 -