Fingermen

From Welcome to Elderfield Wiki
Jump to navigation Jump to search

Fingermen are an enemy found on the third floor of the Mall Mines, as well as within The Old Woods and The Old Woods Mines.

Fingermen
Weaknesses
Insanity (1.25× damage)
Encounter tip

Use AoE attacks to damage all three fingers together.

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 30 5,000 9 9 9 9 5 3 24 0
Easy 45 7,499 14 14 14 14 8 4 18 0
Normal 60 9,999 18 18 18 18 10 5 12 0
Hard 72 9,999 22 22 22 22 12 6 12 0
Nightmare 84 9,999 25 25 25 25 14 7 12 0

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
Insight, Normal attack element, Curse, Insanity Insanity (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
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 42.9% under normal conditions No special condition
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 14.3% under normal conditions No special condition
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 28.6% under normal conditions No special condition
Induce Anxiety Ritual None the user applies Daring (100% base chance); applies Panic (100% base chance) 14.3% under normal conditions No special condition

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
Fingerman, Fingerman, Fingerman Sewer and mine higher-tier loot 50% before modifiers; item probabilities are listed in the linked table
Fingerman level 2, Fingerman level 2, Fingerman level 2, Fingerman, Fingerman, Fingerman Old Woods higher-tier 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 30 5,000 9 9 9 9 5 3 24 0
Easy 45 7,499 14 14 14 14 8 4 18 0
Normal 60 9,999 18 18 18 18 10 5 12 0
Hard 72 9,999 22 22 22 22 12 6 12 0
Nightmare 84 9,999 25 25 25 25 14 7 12 0

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
Insight, Normal attack element, Curse, Insanity Insanity (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
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 42.9% under normal conditions No special condition
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 14.3% under normal conditions No special condition
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 28.6% under normal conditions No special condition
Induce Anxiety Ritual None the user applies Daring (100% base chance); applies Panic (100% base chance) 14.3% under normal conditions No special condition

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
Fingerman, Fingerman, Fingerman Sewer and mine higher-tier loot 50% before modifiers; item probabilities are listed in the linked table
Fingerman level 2, Fingerman level 2, Fingerman level 2, Fingerman, Fingerman, Fingerman Old Woods higher-tier 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 50 5,000 14 17 14 17 5 3 60 0
Easy 75 7,499 21 26 21 26 8 4 45 0
Normal 100 9,999 28 34 28 34 10 5 30 0
Hard 120 9,999 34 41 34 41 12 6 30 0
Nightmare 140 9,999 39 48 39 48 14 7 30 0

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
Insight, Insanity, Normal attack element, Curse Insanity (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. 37.5% 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
Dizzy Glare Ritual Normal attack element one enemy Deals HP damage; can critically hit; Applies Dizziness to the enemy for 1 turn. +50% Attack Fail Rate (Influenced by luck) 12.5% under normal conditions No special condition
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 11.1% while this condition applies While HP is between 0% and 99%
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 12.5% under normal conditions No special condition

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
Fingerman level 2, Fingerman level 2, Fingerman level 2 Old Woods lower-tier loot 50% before modifiers; item probabilities are listed in the linked table
Fingerman level 2, Fingerman level 2, Fingerman level 2, Fingerman, Fingerman, Fingerman Old Woods higher-tier 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 50 5,000 14 17 14 17 5 3 60 0
Easy 75 7,499 21 26 21 26 8 4 45 0
Normal 100 9,999 28 34 28 34 10 5 30 0
Hard 120 9,999 34 41 34 41 12 6 30 0
Nightmare 140 9,999 39 48 39 48 14 7 30 0

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
Insight, Insanity, Normal attack element, Curse Insanity (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. 37.5% 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
Dizzy Glare Ritual Normal attack element one enemy Deals HP damage; can critically hit; Applies Dizziness to the enemy for 1 turn. +50% Attack Fail Rate (Influenced by luck) 12.5% under normal conditions No special condition
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 11.1% while this condition applies While HP is between 0% and 99%
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 12.5% under normal conditions No special condition

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
Fingerman level 2, Fingerman level 2, Fingerman level 2 Old Woods lower-tier loot 50% before modifiers; item probabilities are listed in the linked table
Fingerman level 2, Fingerman level 2, Fingerman level 2, Fingerman, Fingerman, Fingerman Old Woods higher-tier 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.

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%

Specific encounter rewards

Specific encounter Reward Quantity Chance when its award conditions are met Notes
Abandoned Mill (The Old Woods) Lost Mirror 1 100% Reward for this specific encounter, not for every enemy of this species; claim any associated task reward when applicable.