Beckoning Branch

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Beckoning Branch is an enemy family with multiple combat variants encountered in The Deep Woods.

Beckoning Branch
Weaknesses
Insight (1.25× damage)
Encounter tip

When several appear together, attacks that hit all enemies help spread damage across the group.

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 150 5,000 27 25 27 27 500 0 600 0
Easy 225 7,499 40 37 40 41 749 0 450 0
Normal 300 9,999 53 49 53 54 999 0 300 0
Hard 360 9,999 64 59 64 65 999 0 300 0
Nightmare 420 9,999 74 69 74 76 999 0 300 0

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
Guiding Light Ritual None the user Grants the user Guiding Light, preparing its special follow-up behavior. 28.6% under normal conditions No special condition
Attack Skill Normal attack element one enemy Deals normal physical damage and can critically hit. 42.9% under normal conditions No special condition
Blinding Blast Ritual Light one enemy Deals Light ritual damage, can critically hit, and may inflict Fear. 28.6% under normal conditions No special condition

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 125 5,000 26 25 26 27 500 0 600 0
Easy 188 7,499 38 37 38 41 749 0 450 0
Normal 250 9,999 51 49 51 54 999 0 300 0
Hard 300 9,999 61 59 61 65 999 0 300 0
Nightmare 350 9,999 71 69 71 76 999 0 300 0

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
Guiding Light Ritual None the user Grants the user Guiding Light, preparing its special follow-up behavior. 25% under normal conditions No special condition
Attack Skill Normal attack element one enemy Deals normal physical damage and can critically hit. 37.5% under normal conditions No special condition
Blinding Blast Ritual Light one enemy Deals Light ritual damage, can critically hit, and may inflict Fear. 37.5% under normal conditions No special condition

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 Insight (125%) None None

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates Hit rate: +100%
Evasion: -1000%

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
Beckoning Branch (Small) ×2, Beckoning Branch (Large) Deep Woods creature 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.