Grandma
Grandma is a hostile supernatural old woman encountered at Granny’s House.
- Granny's House
- Weaknesses
- Insanity (1.25× damage)
Stats
The following values show each standard difficulty before temporary buffs, debuffs, or other battle effects.
Grandma
| Difficulty | HP | MP | ATK | DEF | MAT | MDF | AGI | LUK | EXP | Gold |
|---|---|---|---|---|---|---|---|---|---|---|
| Cozy | 750 | 5,000 | 32 | 37 | 37 | 27 | 0 | 0 | 4,000 | 0 |
| Easy | 1,125 | 7,499 | 47 | 55 | 55 | 40 | 0 | 0 | 3,000 | 0 |
| Normal | 1,500 | 9,999 | 63 | 73 | 73 | 53 | 0 | 0 | 2,000 | 0 |
| Hard | 1,800 | 9,999 | 76 | 88 | 88 | 64 | 0 | 0 | 2,000 | 0 |
| Nightmare | 2,100 | 9,999 | 88 | 102 | 102 | 74 | 0 | 0 | 2,000 | 0 |
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
| Variant | Attack element(s) | Weaknesses | Resistances | Element immunities |
|---|---|---|---|---|
| Grandma | Insight, Insanity, Normal attack element, Darkness | Insanity (125%) | None | None |
Attacks and behavior
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.
| Variant | Move | Type | Element | Target | Effect | Selection chance | When used |
|---|---|---|---|---|---|---|---|
| Grandma | Frenzy Blast | Ritual | Insanity | one enemy | Deals HP damage; can critically hit | 17.6% under normal conditions | No special condition |
| Grandma | Frenzy Slash | Skill | Insanity | one enemy | Deals HP damage; can critically hit; Performs a triple attack on a random enemy. | 17.6% under normal conditions | No special condition |
| Grandma | Guard Break | Skill | Normal attack element | one enemy | Deals heavy normal physical damage and can critically hit. | 17.6% under normal conditions | No special condition |
| Grandma | Heavy Slam | Skill | Normal attack element | one enemy | Strikes twice, can critically hit, and may inflict Stun. | 17.6% under normal conditions | No special condition |
| Grandma | Dark Blast | Ritual | Darkness | one enemy | Deals HP damage; can critically hit | 17.6% under normal conditions | No special condition |
| Grandma | Evil Eye | Ritual | None | one enemy | applies Hex (100% base chance); applies Chaos (100% base chance) | 5.9% under normal conditions | No special condition |
| Grandma | Cosmic Premonition | Ritual | None | one enemy | applies Sickness (100% base chance); applies Weakness (100% base chance) | 5.9% under normal conditions | No special condition |
| Grandma | 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) | 0% while higher-rated eligible moves remain available | No special condition |
| Grandma | Slow Wag | Skill | Normal attack element | one enemy | Performs a slow wag without dealing direct damage. | 100% when its scripted trigger occurs | Scripted during a specific encounter |
Status and combat traits
| Variant | Modified state rates | State immunities | Modified debuff rates | Other innate traits |
|---|---|---|---|---|
| Grandma | Normal rates | None | Normal rates | Hit rate: +95% Evasion: -1000% |
Loot
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.
Specific encounter rewards
| Specific encounter | Reward | Quantity | Chance when its award conditions are met | Notes |
|---|---|---|---|---|
| Grandma's Cabin (The Deep Woods) | Essence of Delvek | 1 | 100% | Reward for this specific encounter, not for every enemy of this species; claim any associated task reward when applicable. |
Interactions and dialogue
| Situation | When or requirement | Task or interaction details | Items, rewards and other results |
|---|---|---|---|
| Farm Path — Choice response | Activate Grandma is active; Mobs on Farm ≥ 1 | “Just pay Grandma lots of money, and I'll make the scary monsters go away.” “How about you pay Grandma, hmmm... 200 gold.” “How about you pay Grandma, hmmm... 400 gold.” |
Gold paid: 200 Gold paid: 400 |
| Granny's House — Request or task | Speak to Grandma in Granny's House to accept Helping Grandma; retrieve the Palewood Branch she asks for. | “You just have to do a little favor for Grandma, and all will be forgiven.” | No immediate inventory item or gold change. |
| Granny's House — Encounter | Return to Granny's House carrying the Palewood Branch. Giving it to Grandma triggers her battle; win to receive the Essence of Delvek. | “You deserve a reward.” | Required or removed: Palewood Branch Items received: Essence of Delvek Encounter: Grandma |
Show dialogue by situation
- Farm Path — Initial conversation
When: Activate Grandma is active; Mobs on Farm ≥ 1.
- “Oooh... oh ho ho ho...”
- “Would you look at this... another stupid dummy.”
- “Oh ho ho, so dumb... dumb dumb dumb.”
- “Yes, I'm talking about you, dummy.”
- “Playing around near the woods... inviting trouble...”
- “It's no wonder you have something evil on your farm.”
- “Don't worry, though. Grandma's here.”
- “Just pay Grandma lots of money, and I'll make the scary monsters go away.”
- Farm Path — Initial conversation
When: Activate Grandma is active; Mobs on Farm ≥ 1; Grandma Tier = 0.
- “How about you pay Grandma, hmmm... 200 gold.”
- Player responses: “Yes”; “No”
- Farm Path — Choice response
When: Activate Grandma is active; Mobs on Farm ≥ 1; Grandma Tier = 0; the player chooses “Yes”.
- “Yesss.... moneyyy...”
- “Okay, that's it. The monsters are gone.”
- “Have fun on your farm, dummy.”
- Farm Path — Choice response
When: Activate Grandma is active; Mobs on Farm ≥ 1; Grandma Tier = 0; the player chooses “No”.
- “You'll be back, fool.”
- Farm Path — Initial conversation
When: Activate Grandma is active; Mobs on Farm ≥ 1; Grandma Tier = 1.
- “How about you pay Grandma, hmmm... 400 gold.”
- Player responses: “Yes”; “No”
- Granny's House — Task in progress
- “So you've finally come out to visit Grandma, have you?”
- Granny's House — Initial conversation
- “I'm so happy.”
- “You've been such a bad, bad grandchild. Leaving Grandma out here, all alone.”
- “It's so lonely out here, in the dark, scary woods.”
- “Don't worry, Grandma will forgive you for being bad.”
- “Just take a little walk up the path to the north, and take a little branch from the Palewood Tree.”
- “Bring that branch back here, and put it on the table.”
- “Then, Grandma will forgive you for being so, so bad.”
- Granny's House — Request or task
- “You just have to do a little favor for Grandma, and all will be forgiven.”
- Granny's House — Encounter
When: the player has Palewood Branch.
- “Ohh... yesss, there it is... just put it down on the table over there.”
- “You've been so good, bringing this to Grandma.”
- “You deserve a reward.”
- “Here... let Grandma give you a nice big hug.”
- Granny's House — Encounter
When: the player has Palewood Branch; Helping Grandma = 1.
- “Heh heh heh... not in the hugging mood today, are we?”
- “Oooohhh that's alright... Grandma understands.”
- “Here... if you won't settle for a hug, perhaps you'd like this instead.”
- “Don't forget to come back and visit Grandma, once in a while...”
- Granny's House — Conversation
When: Helping Grandma ≥ 2.
- “You wouldn't want to become a bad, stupid grandchild...”



