Game Systems

Contents

About Stats

Stats and What They Affect

LabelFull NameMeaningMaxAffects
ATPAttack PowerAttack power999Base power of Fight and IP skills
DFPDefense PowerDefense power999Half of it is subtracted from the power of physical attacks
STRStrengthStrength999Added to ATP. Half of it is added to DFP.
AGLAgilityAgility999Affects turn order. Half of it is added to DFP.
INTIntelligenceIntelligence999Added to the power of attack spells
GUTGutsGuts199The higher it is, the faster IP builds up when you take damage. Caps at 199.
MGRMagic ResistanceMagic resistance999Half of it is subtracted from the power of attack spells

How ATP Is Determined

  • Character's base STR + equipment STR + total equipment ATP

How DFP Is Determined

  • (Character's base STR & AGL + equipment STR & AGL) / 2 + total equipment DFP

How Other Stats Are Determined

  • STR, AGL, INT, GUT and MGR are the character's base value + the total from equipment

About the 999 Cap

  • 999 is only the display limit, and the actual value can exceed 999
  • Battle calculations use the actual number, even beyond 999
  • Values can go up to 65535
  • Only GUT is capped at 199
  • Example: if a character with 500 ATP equips Egg ring, the screen shows 999 ATP, but the actual value is 500 + 999 = 1499

How Equipment Changes ATP and DFP

  • Equipment has ATP and STR as separate values
  • So equipment that raises both ATP and STR raises your actual ATP by more than its own ATP value
  • Example: Gold eye gives ATP +20 and STR +20, so ATP ends up +40
  • DFP works the same way: equipment has DFP and STR/AGL as separate values
  • So equipment that raises DFP along with STR or AGL raises your actual DFP by more than its own DFP value
  • Example: Gold eye gives DFP +20 and STR +20, so DFP ends up +30 (the STR increase / 2 is added)
  • Characters, on the other hand, have no ATP or DFP values of their own. These are calculated from STR, AGL and so on.
  • So a bare-handed character with STR 100 has 100 ATP

How Much Stat Potions Raise Stats

  • 1 Power potion, Speed potion, Mind potion or Brave raises STR, AGL, INT or GUT respectively by 3
  • 1 Life potion or Spell potion raises max HP or max MP respectively by 3–7
  • No stat potion raises MGR

When Stat Potions Can Be Used

  • Power potion, Speed potion and Mind potion can only be used while that stat is below 999
  • Brave can only be used while GUT is below 199
  • The check uses the value including equipment, so remove equipment before using them once you near the cap
  • The value does not stop at 999 after use, so using one at 998 gives 1001

Notes

  • AGL has no bearing on whether "Escape" succeeds. It only affects whether enemies act before you escape.
  • GUT affects nothing except how easily party members build up IP
  • However, for capsule monsters (Class 1–4) only, GUT also affects how easy it is to escape

Stats in Battle

Ways to Raise Stats in Battle

StatTypeNameMax Increase
ATPSpellTrick40%
IP SkillBattle lust80%
Beserker80%
Wave motion100%
ItemPower gourd30%
Pear cider10%
Sour cider15%
Lime cider20%
Plum cider25%
Apple cider40%
DFPSpellBravery40%
Courage60%
IP SkillIronclad80%
Forcefield80%
Wave motion100%
AGLSpellFake40%
IP SkillFleet80%
Quicksilver80%
Wave motion100%
INTIP SkillLightbulb80%
Wave motion100%
ItemMind gourd30%
GUTIP SkillWave motion100%
MGRSpellShield40%
IP SkillSpell repel80%
Aura protect80%
Wave motion100%
ItemMagic guard30%

Ways to Lower Stats in Battle

StatTypeNameMax Decrease
ATPIP SkillMenace30%
Weaponweak40%
Swordsplitter50%
DFPSpellDread20%
IP SkillDread20%
Weakpoint30%
Meltdown40%
AGLIP SkillSluggish50%
Slow50%
Spiderweb80%
INTIP SkillForgetful50%
Dimwit50%
MGRIP SkillSpellstruck50%
Vulnerable50%

How Stat-Raising Spells Work

  • The cap on the increase is "base stat × increase (%)"
  • Each cast raises the stat by half the remaining gap to the cap (rounded up)
  • Example: casting Trick (40% increase) repeatedly on someone with 1000 ATP gives +200 → +300 → +350 … and stops at +400
  • When someone wearing Trick ring or Fake ring casts them, the cap on the increase becomes 2x as high (Trick and Fake become 80%)
  • The effect is the same whether cast on 1 person or on all, with no reduction
  • The effect lasts for the rest of the battle

Calculations Use the Actual Value

  • The increase from stat-raising spells and IP skills is based on the actual value, not the displayed cap of 999
  • Example: casting Trick on someone with an actual ATP of 1499 gives +300 (+200 if it were based on 999)

Damage Calculation

Physical Attack Damage

  • Damage = (power × random number − target's DFP / 2) / 2
  • The power of Fight is your ATP (including increases made during battle)
  • The random number is 1.00–1.25x for Fight and 1.00–1.12x for IP skills with 3x power
  • If the result falls below 0, damage is 0
  • Example: someone with 1000 ATP using Fight on an enemy with 500 DFP deals (1000–1246 − 250) / 2, or 375–498 damage

Critical Hits

  • A critical hit treats the target's DFP as 0, then applies a multiplier set by the weapon
  • Critical rate and multiplier are set per weapon and listed in the Effect column of the weapon list
  • Example: Lizard blow has a 10% rate and 2x, while Dragon blade has a 25% rate and 3x
  • Weapons with no critical hit in the Effect column, and bare hands, have a 5% rate and 1x (they only ignore DFP)
  • Some weapons have a multiplier below 1x. Example: Fortune whip is 0.125x.
  • IP skills that use the same process as "Fight", such as hits 1–7 of Octo-strike, have a 5% rate and 1x regardless of the weapon
  • The higher an enemy's DFP, the more damage a critical hit adds

Magic Damage

  • Damage = (power × random number − target's MGR / 2) / 2
  • The power of attack spells is the spell's power + the caster's INT (including increases made during battle)
  • The random number is 1.00–1.12x
  • Casting on all enemies splits power, recovery amount and success rate by the number of targets
  • For attack spells, a multiplier based on the number of targets applies to the power before MGR is subtracted
  • Damage of a spell cast on all = (power × target-count multiplier × random number − target's MGR / 2) / 2
  • The multiplier is not "1 ÷ number of targets" but the values in the table below (half at 3 targets, then falling off gently)
  • If enemies call allies to reach 6 and you cast on all, the game reads neighboring data as the missing value for 6 targets, and power becomes 1/256 (almost 0)
Number of TargetsPower Multiplier
1 enemy1x (no multiplier applied)
2 enemies147 / 256 (about 0.57x)
3 enemies128 / 256 (0.5x)
4 enemies114 / 256 (about 0.45x)
5 enemies104 / 256 (about 0.41x)
6 enemies1 / 256 (almost 0x)

All-Enemy IP Skills Do Not Split Power

  • Weapon skills that hit all enemies, such as Firestorm and Gloomsplash, do not split power. Every enemy takes the power for 1 target.
  • Against 4 enemies, they deal about 2.2x the damage of a spell cast on all
  • Status ailment IP skills such as Dark force and Immobilize also do not divide their success rate by the number of enemies
  • Breath skills (Incendiary, Groundshock, Tidal wave, Flash, Magma blast and others) split power, just like spells
  • Even with 6 enemies, weapon skills that hit all enemies work as usual

Damage Cap

  • The damage number on screen stops at 9999, but larger damage actually goes through
  • The actual damage cap is 32767
  • Example: using Battlecry on Egg Dragon at full HP (65535) shows 9999 on screen, but the actual damage is 10922–13640

Power Limit

  • If power exceeds 32768, it counts as healing instead of damage
  • Example: using Battle fury on Egg Dragon at full HP (65535) gives 33016 power. 33016 exceeds 32768 by 248, so it ends up counting as healing

Elements and Slayers (Basics)

Elemental Attacks

  • Power is 2x against a weakness, halved against a resistance, and 0 when the element has no effect
  • Physical attack damage = (power × element multiplier × random number − target's DFP / 2) / 2
  • Magic damage = (power × element multiplier × random number − target's MGR / 2) / 2
  • The multiplier applies to power before DFP or MGR is subtracted, so against well-defended enemies the actual damage gap grows beyond 2x
  • Some enemies resist non-elemental attacks
  • An attack with neither an element nor a slayer effect is treated as non-elemental
  • The elements are Fire, Water, Thunder, Ice, Light, Dark, Earthquake, Wind and Earth
  • Wind and Earth appear only on some capsule monster skills, and no enemy is weak to them
  • Earthquake attacks (Groundshock, Mega quake) have no effect on flying enemies

How Attacks Gain an Element

  • An attack gains an element in these cases
  • A spell or IP skill has a set element
  • The weapon has an element
  • A ring adds an element (Undead ring only)
  • A battle item has an element
  • A capsule monster skill has an element

Slayer Attacks

  • A slayer effect works especially well, but only against enemies of a specific type
  • The slayer multiplier is 2x against the target type and half against a resistance
  • Only the Hard slayer has enemies resistant to the slayer itself (Leech and others)
  • No spell has a slayer effect
  • Physical attack damage = (power × slayer multiplier × random number − target's DFP / 2) / 2

How Attacks Gain a Slayer Effect

  • An attack gains a slayer effect in these cases
  • An IP skill has a set slayer effect (9 in total)
  • The weapon has a slayer effect (13 in total)
  • A ring adds a slayer effect (Dragon ring only)
  • A battle item has a slayer effect

Breakdown of Enemy Elements and Slayers

  • Of the 214 kinds of enemies in battle, 144 have a weakness and 70 have none
  • Fire has the most enemies weak to it, more than 3x those resistant to it, so it works on the most enemies
  • More enemies resist Water than are weak to it
  • 21 kinds of enemies have 2 weaknesses, most commonly Fire and Light (8 kinds)
  • The only enemy with 3 weaknesses is Mummy, weak to Fire, Water and Light
Element / SlayerWeaknessResistanceNo Effect
Fire74 kinds22 kinds1 kind
Light39 kinds12 kinds2 kinds
Ice24 kinds36 kinds1 kind
Water16 kinds47 kinds0 kinds
Thunder11 kinds20 kinds4 kinds
Dark3 kinds17 kinds19 kinds
Wind0 kinds8 kinds0 kinds
Earth0 kinds8 kinds0 kinds
Non-elemental0 kinds12 kinds0 kinds
Earthquake0 kinds8 kinds38 kinds
Hard slayer23 kinds6 kinds0 kinds
Flying slayer38 kinds8 kinds0 kinds
Dragon slayer13 kinds8 kinds0 kinds
Insect slayer13 kinds8 kinds0 kinds

* Enemies that halve slayer effects are the Gorem family, which halve everything except their weaknesses, and Demise and Leech, which halve the Hard slayer

Elements and Slayers (Advanced)

What Weapon and Ring Effects Apply To

  • Weapon elements and slayer effects apply only to "Fight"
  • Ring elements and slayer effects apply only to "Fight" and to some IP skills that use the same process as "Fight"
  • Specifically, multi-hit attacks, status ailment attacks and attack-then-spell IP skills (11 in total)
  • For multi-hit attacks, every hit except the last 1 counts
  • For attack-then-spell skills, only hit 1, the physical one, counts
  • Example: using Octo-strike (Non-elemental) with Gades blade (Dark) does not add Dark
  • Example: using Octo-strike (Non-elemental) with Gades blade (Dark) and Undead ring (Light) equipped means that of the 8 hits, hits 1–7 are Light attacks, and only hit 8 has no Light
  • Neither applies to spells
  • The only ring that adds a slayer effect is Dragon ring
  • The only ring that adds an element is Undead ring
  • Sea ring does exist, but the Sea element is not used in the game
AttackWeapon Element / SlayerRing Element / Slayer
FightAppliesApplies
IP skills using the same process as "Fight"Does not applyApplies
Other IP skillsDoes not applyDoes not apply
SpellsDoes not applyDoes not apply

Overlapping Elements

  • An attack with multiple elements is checked per element, and all applicable multipliers are multiplied together
  • Physical attack damage = (power × element 1 multiplier × element 2 multiplier × … × random number − target's DFP / 2) / 2
  • Magic damage = (power × element 1 multiplier × element 2 multiplier × … × random number − target's MGR / 2) / 2
  • Example: hitting Flame genie, weak to Ice and resistant to Fire, with Combo attack from Gorgan rock (Fire, Water, Thunder, Ice) gives × 2 and ÷ 2, for normal power
  • Example: hitting Cokatoris, weak to Water and Ice, with Combo attack from Gorgan rock (Fire, Water, Thunder, Ice) gives × 2 and × 2, for 4x
  • Example: using Fight on Mummy, weak to Fire and Light, with Sizzle sword (Fire) and Undead ring (Light) equipped gives × 2 and × 2, for 4x

Overlapping Slayers

  • An attack with 2 slayer effects gets neither
  • This is because a slayer effect works only when it is the only 1 on the attack
  • Slayer effects overlap only when using "Fight" with a non-dragon slayer weapon and Dragon ring equipped
  • Example: using Fight on Green Dragon (flying & dragon) with Flying blow (Flying slayer) and Dragon ring (Dragon slayer) equipped looks like it should give 2x × 2x = 4x, but it is actually not even 2x, only 1x
  • Example: equipping Dragon ring (Dragon slayer) with Lizard blow (Dragon slayer) does not give 4x, only a plain 2x

Overlapping Elements and Slayers

  • Slayer effects are separate from elements, but the game calculates them with the same system as elements
  • An element works if the attack includes that element
  • A slayer effect works only if the attack has no other element
  • So when a slayer effect and an element combine on 1 attack, the slayer effect is nullified
  • Example: using Fight on Rogue Shape, which flies and is weak to Light, with Flying blow (Flying slayer) and Undead ring (Light) equipped looks like it should give 2x × 2x = 4x, but it is actually only the 2x from Light
  • Example: using Fight on Green Dragon, a dragon weak to Fire, with Sizzle sword (Fire) and Dragon ring (Dragon slayer) equipped looks like it should give 2x × 2x = 4x, but it is actually only the 2x from Fire

Elements and Slayers (Expert)

Dragon ring

  • Clear reward for the Master of the Ancient Cave
  • The only equipment that can add a slayer effect
  • Basically effective for normal attacks
  • Also effective for some IP skills
  • No effect on IP skills with a slayer effect
  • No effect on spells
  • Nullified when used with a non-dragon slayer weapon
  • Nullified when used with an elemental weapon
  • Example: using Fight on T Rex, a dragon, with Old sword, which has no element or slayer effect, gives 2x power
  • Example: attacking with Gades blade (Dark) nullifies the Dragon slayer and leaves only Dark
  • Example: using Octo-strike (Non-elemental) with Gades blade applies only the Dragon slayer, not Dark
  • Example: attacking with Flying blow (Flying slayer) nullifies both slayer effects, leaving a plain attack at normal power
  • Example: Swoop (Flying slayer), the IP skill of Flying blow, is unaffected and stays a plain Flying slayer
Equipped WeaponFightNormal IP SkillsIP Skills with a SlayerEligible IP SkillsSpells
Weapon with no element or slayerDragon slayerNo effectSkill's slayerDragon slayerNo effect
Elemental weaponWeapon element onlyNo effectSkill's slayerDragon slayerNo effect
Dragon slayer weaponDragon slayerNo effectSkill's slayerDragon slayerNo effect
Non-dragon slayer weaponNone (normal power)No effectSkill's slayerDragon slayerNo effect

Undead ring

  • Found in a chest at the Treasure Sword Shrine
  • The only equipment that can add the Light element
  • Basically effective for normal attacks
  • Also effective for some IP skills
  • No effect on spells
  • When used with a slayer weapon, the slayer effect is nullified
  • When used with an elemental weapon, both the weapon's element and Light work
  • Example: attacking with Gades blade (Dark) makes a Dark & Light attack
  • Example: using Fight on Hound, weak to Light, with Old sword, which has no element or slayer effect, gives 2x power
  • Example: using Fight with Sizzle sword (Fire) on Mummy, weak to Fire and Light, makes both work for 4x
  • Example: using Fight with Aqua sword (Water) on Dark Warrior, weak to Water and resistant to Light, gives × 2 and ÷ 2, for normal power
  • Example: using Fight with Sizzle sword (Fire) on Gorgon, resistant to Fire and weak to Light, gives ÷ 2 and × 2, for normal power
  • Example: using Octo-strike (Non-elemental) with Gades blade applies only Light, not Dark
  • Example: attacking with Flying blow (Flying slayer) nullifies the Flying slayer and leaves only Light
  • Example: Swoop (Flying slayer), the IP skill of Flying blow, is unaffected and stays a plain Flying slayer
Equipped WeaponFightNormal IP SkillsIP Skills with a SlayerEligible IP SkillsSpells
Weapon with no element or slayerLightNo effectSkill's slayerLightNo effect
Elemental weaponWeapon element + LightNo effectSkill's slayerLightNo effect
Slayer weaponLight onlyNo effectSkill's slayerLightNo effect

Critical Hits, Elements and Slayers

  • Critical rate and multiplier are set by the weapon
  • Critical rate and multiplier only matter for normal attacks
  • The critical multiplier is applied separately from element and slayer multipliers
  • Critical damage = (power × element/slayer multiplier × critical multiplier × random number) / 2
  • A critical hit treats the target's DFP as 0, so DFP is not subtracted
  • The critical multiplier and element multiplier can coexist
  • The critical multiplier and slayer multiplier can coexist
  • However, elements and slayer effects cannot coexist
  • Example: using Fight on Hound, weak to Light, with only Deadly sword (8% critical, 3x) equipped deals 1x on a normal hit and 3x on a critical hit
  • Example: using Fight on Hound, weak to Light, with Deadly sword (8% critical, 3x) and Undead ring (Light) equipped deals 2x on a normal hit and 6x on a critical hit
  • Example: using Fight on T Rex, a dragon, with Deadly sword (8% critical, 3x) and Dragon ring (Dragon slayer) equipped deals 2x on a normal hit and 6x on a critical hit
  • Example: using Fight with Sizzle sword (Fire, 10% critical, 2x) and Dragon ring (Dragon slayer) equipped, the Dragon slayer does not work, and only Fire and the critical hit do
  • Example: using Fight on T Rex, a dragon that takes normal Fire damage, with Sizzle sword (Fire, 10% critical, 2x) and Dragon ring (Dragon slayer) equipped, the Dragon slayer does not work, dealing 1x on a normal hit and 2x on a critical hit
  • Example: using Fight on Green Dragon, a dragon weak to Fire, with Sizzle sword (Fire, 10% critical, 2x) and Dragon ring (Dragon slayer) equipped, the Dragon slayer does not work, dealing 2x on a normal hit and 4x on a critical hit
  • Example: using Fight on Mummy, weak to Fire and Light, with Sizzle sword (Fire, 10% critical, 2x) and Undead ring (Light) equipped deals 4x on a normal hit and 8x on a critical hit
  • The table below assumes a weapon critical multiplier of 2x
Weapon Element / SlayerRingEnemy WeaknessNormal HitCritical Hit
NoneNone-1x2x
Undead ringNone1x2x
Light2x4x
Dragon ringNone1x2x
Dragons2x4x
ElementNoneNone1x2x
Weapon element2x4x
Undead ringNone1x2x
Weapon element2x4x
Light2x4x
Weapon element & Light4x8x
Dragon ringNone1x2x
Dragons1x2x
Weapon element2x4x
Weapon element & Dragons2x4x
Dragon slayerNoneNone1x2x
Dragons2x4x
Undead ringNone1x2x
Dragons1x2x
Light2x4x
Dragons & Light2x4x
Dragon ringNone1x2x
Dragons2x4x
Non-dragon slayerNoneNone1x2x
Weapon's slayer type2x4x
Undead ringNone1x2x
Weapon's slayer type1x2x
Light2x4x
Weapon's slayer type & Light2x4x
Dragon ringNone1x2x
Weapon's slayer type1x2x
Dragons1x2x
Weapon's slayer type & Dragons1x2x

* Power multiplier for "Fight". All critical multipliers are assumed to be 2x.

Dragon blade

  • A prize at the Markao casino, exchanged for 500000 coins
  • Despite its name, it has no Dragon slayer, and its attacks are non-elemental
  • Critical rate 25%, multiplier 3x
  • Dragon ring only shows its true worth when paired with a non-elemental weapon
  • The strongest non-elemental weapon is Dragon blade
  • Equipping Dragon ring with this sword makes it the strongest Dragon slayer weapon
  • Rumor has it Lizard blow with Egg ring is stronger, but never mind that (lol)
  • Example: using Fight on T Rex, a dragon, with only Dragon blade equipped deals 1x on a normal hit and 3x on a critical hit
  • Example: using Fight on T Rex, a dragon, with Dragon blade and Dragon ring (Dragon slayer) equipped deals 2x on a normal hit and 6x on a critical hit

How IP Builds Up

When IP Builds Up

  • IP builds up only when you take damage from an enemy attack
  • It builds up for every 1 hit that lands, so multi-hit attacks build it up as many times as they hit
  • Attacking and dealing damage do not build it up
  • Poison damage, damage from allies and 0 damage do not build it up
  • When a character falls, it does not build up and drops to 0

How Much IP Builds Up

  • The amount depends on the damage taken as a ratio of HP before the hit, and on GUT
  • The base is HP before the hit, not max HP
  • Ratio = damage taken ÷ HP before the hit
  • Amount = 2.56 × GUT × (1 − cos(ratio × 90°)) + 12
  • While the ratio is small, almost none builds up, and the larger the ratio, the faster it builds up
  • Even the smallest damage always builds up at least 12 per 1 hit
  • Max IP is 255
Damage RatioGUT 50GUT 100GUT 150GUT 199
10%13151617
25%21314049
50%4987124160
75%91170249255
90%121230255255
95%130249255255

Filling IP Back Up by Taking Damage

  • To go from 0 to 255 at once, you must lose most of your HP without falling
  • The higher your GUT, the less damage it takes to fill up
  • At GUT 95 or below, no amount of damage fills it in 1 hit
GUTDamage Ratio Needed to Fill
95 or belowNot reachable
10096.1%
12086.7%
15075.8%
19964.8%

When IP Drops and When It Stays

  • Using an IP skill spends its IP cost, and the rest carries over
  • Falling resets it to 0
  • IP does not drop when a battle ends or when you stay at an inn
  • IP is kept in your save data, so you can fill it up before taking on a tough enemy

How IP Skills Work

IP Skills and Trick

  • Some IP skills add the ATP raised by Trick to their power, and some do not
  • Whether Trick applies depends on the skill, with no general rule
  • See the "IP Skill List" page for details on each skill

IP Skills and Mirror

  • Some IP skills bounce back when used on a target under Mirror, and some do not
  • All IP skills that make magic attacks bounce back
  • IP skills that make only physical attacks do not bounce back
  • IP skills that cast a spell after a physical attack (Phoenix blow and others) bounce back
  • IP skills that deal no damage vary by skill
  • See the "IP Skill List" page for details on each skill

How IP Skill Barriers and Reflection Work

  • Shield and glove IP skills (the ~ guard and ~ barrier skills and others) put you in a "barrier" state for a short time, and only during that time does the shield's defense process halve or nullify elemental damage
  • Helmet IP skills (Flame return, the ~ mirror skills and others) put you in a "reflect" state for a short time, and only during that time does the helmet's defense process bounce attacks back
  • So the effect of barriers and reflection differs for each piece of equipment with the IP skill
  • Gold shield, Plati shield and others halve elemental damage only while the barrier is up
  • Dark mirror takes no Dark damage while the barrier is up, but in exchange loses the instant death protection it normally gives
  • Mega shield reads a different value when no barrier is up, which appears to be a typo in the data (the Japanese version has it too)

Other Battle Mechanics

Escape

  • In battles that start by touching an enemy on the field, "Escape" always succeeds
  • In battles that start from an event, it always fails, and your party does nothing that turn. What decides this is whether it is an event battle, not whether it is a boss.
  • Success is not affected by random numbers, AGL, level, the number of enemies or the number of failed attempts, and no equipment or item makes escaping easier
  • Smoke ball works the same way: it always works in battles you can escape, and has no effect in battles you cannot
  • AGL only matters for whether enemies attack you before you escape. Only enemies faster than "Escape" act before you escape.
  • The speed of "Escape" is set randomly between the AGL of the slowest and fastest party members able to fight. With 1 slow party member, you are more likely to be attacked before escaping.
  • Example: with all 4 party members at AGL 100, enemies at AGL 95 or below cannot act first, enemies at 100 act first 31% of the time, enemies at 105 act first 88% of the time, and enemies at 108 or above always act first
  • On a turn when you get the first strike, you can escape without being attacked. On a turn when you take a surprise attack, you cannot choose anything.
  • Smoke ball acts on the AGL of the party member using it, so if a fast party member uses it, you can get away before "Escape" would
  • Use it when you have a slow party member and want to avoid being attacked before escaping

Drops

  • Whether an enemy drops an item depends only on its set chance value and a random number. Your party's stats, levels and equipment do not matter.
  • On defeat, the enemy drops its item if a random number from 0–99 is below the chance value and a further 1/4 check passes
  • Because of how the random numbers are generated, the actual chance is slightly above 1/4 of the value. Value 1 gives 0.29%, 10 gives 2.54%, 30 gives 7.52%, 50 gives 12.5%, 100 gives 25%.
  • In 1 battle, only 1 item drops. Checks run in order of defeat, and the item comes from the 1 enemy that passes first.
  • Enemies defeated by poison damage give EXP and money, but skip the item drop check

Drops Vanish When Your Inventory Is Full

  • If an enemy drops an item when your inventory is full, the item is silently lost
  • No "obtained" message appears either, so you cannot even tell it dropped

Sleep and Confusion Are Always Cured by Ally Attacks

  • A party member who is asleep or confused is cured 100% of the time when another party member attacks them. From an enemy attack, it is 20%.
  • Recovery actions do not cure them

Recovery Spells Can Attack Undead

  • Recovery spells deal damage to the 21 undead enemies. Valor (recovers 2000) becomes an attack with 2000 power.
  • Leech halves non-elemental attacks, so the damage is halved

Cast Mirror on Everyone to Reflect Enemy All-Target Spells

  • A reflected spell always hits the original caster. With all 4 party members under Mirror, the 4 members' worth of an enemy all-target spell all hit the 1 enemy caster, for about 1.78x a single-target cast.
  • Recovery and support spells cast on an ally under Mirror also bounce back to the caster
  • Spells do not bounce back twice
  • IP skills that make only physical attacks do not bounce off Mirror, so they reliably hit enemies that use Mirror (Archfiend, Leech, Demise, Vampire, Green Dragon and others, 12 kinds)

Special Enemy Rules

Enemies That Halve Non-Elemental Attacks

  • These 12 kinds halve the power of non-elemental attacks: Fiend, Archfiend, Shadow, Demise, Leech, Medusa, Ramia, Deadly Sword, Deadly Armor, Asashin, Black Dragon and Gargoyle
  • The halving applies to "Fight" with a non-elemental weapon, bare hands, and IP skills with the same power as "Fight"
  • All attack spells have an element, so they are not halved
  • Slayer weapons also count as elemental attacks and are not halved
  • A slayer weapon of the matching type hits at 2x, and a non-matching one hits at normal power. Example: against Fiend, Flying blow is 2x and Lizard blow is normal power.
  • Demise and Leech also halve the Hard slayer, so blunt weapons such as maces and rods are halved too
  • 9 of the 12 kinds are weak to Light, so a Light weapon avoids the halving and deals 2x

Gorem-Type Enemies Halve Elements Other Than Their Weaknesses

  • The 8 Gorem-type enemies (Bone Gorem, Wood Gorem, Mad Gorem, Green Clay, Sand Gorem, Magma Gorem, Iron Gorem, Gold Gorem) halve the power of attacks with an element
  • Their defense checks weaknesses first, and an attack that hits a weakness becomes 2x and the check ends there. Halving applies only to attacks that did not hit a weakness.
  • Example: Wood Gorem is weak to Fire, so using Fight with Sizzle sword (Fire) is not halved and hits at 2x
  • Slayer weapons also count as elemental attacks. A slayer of the matching type hits at 2x, and a non-matching one is halved.
  • Non-elemental attacks are not halved and hit at normal power
  • The Thunder immunity of Sand Gorem and the Fire immunity of Magma Gorem also apply only to attacks that did not hit a weakness
  • Only Iron Gorem and Gold Gorem halve even when a weakness is hit. The Hard slayer (maces, rods and others) is 2x and then halved, so it hits at normal power.

Cores Reduce Damage to 1/10

  • Red Core, Blue Core, Green Core and No Core reduce the power beyond half their DFP to 1/10, so the damage they take is about 1/10
  • Example: an attack with 1000 power before defense deals 42 damage to Red Core (DFP 300), not 425
  • Critical hits ignore defense, so the damage that gets through rises greatly. Cores with only 10–50 HP can almost always be defeated by a critical hit.
  • They have no element multipliers, and poison, magic seal, instant death, paralysis, confusion and sleep have no effect

Pierre and Daniele Can Cancel Attacks

  • Pierre and Daniele nullify attacks that do not hit a weakness about 23% (59/256) of the time
  • This includes non-elemental attacks and attacks of elements they halve
  • Attacks that include a weak element are not canceled and hit at 2x. Pierre is weak to Ice and Water, and Daniele is weak to Thunder and Fire.

The Barrier of Daos

  • Daos has no barrier at the start of battle. On its 4th, 10th, 16th… turns (every 6 turns), it raises a barrier good for 3 hits.
  • While the barrier is up, each damaging attack reduces it by 1 and inflicts neither damage nor status ailments. It blocks Fight, spells and IP skills alike.
  • Recovery spells and items do not hit the barrier or reduce its count
  • When raised again, it resets to 3 no matter how many hits remain
  • While there is no barrier, Light deals 2x, Dark, Thunder, Fire, Water and Ice are halved, and instant death, poison, magic seal, paralysis, confusion and sleep have no effect
  • Daos is the only enemy with this mechanic

6 Enemies Appear Only When Allies Are Called