Bag Boy

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Bag Boys are an enemy that can be found in Town, the Mall, the Sewers, and the Beginner Mines during a News Event.

Bag Boy
Weaknesses
Light (1.25× damage)

Where encountered

Combat information

Choose a combat profile. Shared information appears once below the selector.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 75 5,000 8 8 8 8 0 5 120 0
Easy 113 7,499 12 12 12 12 0 8 90 0
Normal 150 9,999 16 16 16 16 0 10 60 0
Hard 180 9,999 19 19 19 19 0 12 60 0
Nightmare 210 9,999 22 22 22 22 0 14 60 0

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

Encounter group Shared loot table Base chance to search for loot
Bag Boy Bag Boy level 1 loot 50% before modifiers; item probabilities are listed in the linked table
See Enemy loot for the search check, die modifiers, limited rewards and shrine-enhanced loot. The linked tables list quantities and chances for every final die result, including repeat rewards.

Stats and battle rewards

Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 100 5,000 12 14 12 14 0 5 240 0
Easy 150 7,499 18 21 18 21 0 8 180 0
Normal 200 9,999 24 28 24 28 0 10 120 0
Hard 240 9,999 29 34 29 34 0 12 120 0
Nightmare 280 9,999 34 39 34 39 0 14 120 0

Drops and encounter loot

EXP and ordinary gold are listed in the stats table. Item loot is awarded for the whole encounter, not once for every enemy defeated. Fixed encounter prizes are separate from corpse searches.

Encounter group Shared loot table Base chance to search for loot
Bag Boy level 2 Bag Boy level 2 loot 50% before modifiers; item probabilities are listed in the linked table
See Enemy loot for the search check, die modifiers, limited rewards and shrine-enhanced loot. The linked tables list quantities and chances for every final die result, including repeat rewards.

Elements and weaknesses

An element rate above 100% is a weakness; a rate below 100% is a resistance.

Attack element(s) Weaknesses Resistances Element immunities
Insanity, Normal attack element Light (125%) None None

Moves

Selection chance uses the enemy's weighted move ratings. An unconditional move is calculated against the other unconditional moves; a conditional move is calculated with its condition active alongside the unconditional pool. If several different conditions overlap at once, the final chance can change. Scripted moves occur whenever their stated encounter trigger runs.

Move Type Element Target Effect Selection chance When used
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 60% under normal conditions No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Attack Skill Normal attack element one enemy Deals normal physical damage and can critically hit. 40% under normal conditions No special condition
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 0% while higher-rated eligible moves remain available No special condition
Touch of Death Skill None one enemy applies Soulrot (100% base chance) 50% while this condition applies During the applicable encounter phase

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +95%
Evasion: -1000%