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 | 8 | 5,000 | 1 | 6 | 1 | 6 | 6 | 3 | 16 | 0 |
| Easy | 11 | 7,499 | 1 | 8 | 1 | 9 | 9 | 4 | 12 | 0 |
| Normal | 15 | 9,999 | 1 | 11 | 1 | 12 | 12 | 5 | 8 | 0 |
| Hard | 18 | 9,999 | 1 | 13 | 1 | 14 | 14 | 6 | 8 | 0 |
| Nightmare | 21 | 9,999 | 1 | 15 | 1 | 17 | 17 | 7 | 8 | 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 |
|---|---|---|---|
| Normal | 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 |
|---|---|---|---|---|---|---|
| Cosmic Premonition | Ritual | None | one enemy | applies Sickness (100% base chance); applies Weakness (100% base chance) | 25% under normal conditions | No special condition |
| Dark Shield | Ritual | None | all allies | applies Stubbornness (100% base chance); applies Skepticism (100% base chance) | 25% under normal conditions | No special condition |
| Induce Anxiety | Ritual | None | all allies | applies Daring (100% base chance); applies Panic (100% base chance) | 25% under normal conditions | No special condition |
| Evil Eye | Ritual | None | one enemy | applies Hex (100% base chance); applies Chaos (100% base chance) | 25% under normal conditions | No special condition |
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% |
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 |
|---|---|---|
| Globule, Shopper Globule, Rat level 2 |
Mall lower-tier loot | 50% before modifiers; item probabilities are listed in the linked table |
| Office Slime, Globule ×2 | Mall 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.
Specific encounter rewards
| Specific encounter | Reward | Quantity | Chance when its award conditions are met | Notes |
|---|---|---|---|---|
| Mall shop counter | Star Necklace +1 | 1 | 100% | Reward for this specific encounter, not for every enemy of this species; claim any associated task reward when applicable. |



