Globule

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Globules are an enemy found on the first floor of the mall and in Greystone Estates.

Globule
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 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.

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 20 5,000 3 7 3 6 9 3 16 0
Easy 30 7,499 5 11 5 9 14 4 12 0
Normal 40 9,999 6 14 6 12 18 5 8 0
Hard 48 9,999 7 17 7 14 22 6 8 0
Nightmare 56 9,999 8 20 8 17 25 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 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
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 22.2% under normal conditions No special condition
Dark Shield Ritual None all allies applies Stubbornness (100% base chance); applies Skepticism (100% base chance) 22.2% under normal conditions No special condition
Induce Anxiety Ritual None all allies applies Daring (100% base chance); applies Panic (100% base chance) 22.2% under normal conditions No special condition
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 33.3% under normal conditions No special condition
Wait and See Skill None None The user watches the opponent without dealing damage. 0% while higher-rated eligible moves remain available No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Normal rates None Normal rates 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.

This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.

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 20 5,000 1 7 1 7 9 3 16 0
Easy 30 7,499 1 10 1 11 14 4 12 0
Normal 40 9,999 1 13 1 14 18 5 8 0
Hard 48 9,999 1 16 1 17 22 6 8 0
Nightmare 56 9,999 1 18 1 20 25 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
Shopper level 2, Globule level 2
Rat level 3, Globule level 2
Mall higher-tier loot 50% before modifiers; item probabilities are listed in the linked table
Wild Deer, Globule level 2 ×2 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.