Living Rock

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Living Rocks are an enemy fought in the Mall Mines and Greystone Estates.

Living Rock
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 13 5,000 4 5 7 4 3 3 16 0
Easy 20 7,499 6 8 10 5 4 4 12 0
Normal 26 9,999 8 10 13 7 5 5 8 0
Hard 31 9,999 10 12 16 8 6 6 8 0
Nightmare 36 9,999 11 14 18 10 7 7 8 0

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
Living Rock Basic cave creature loot 50% before modifiers; item probabilities are listed in the linked table
Cave Man, Living Rock Mall lower-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 23 5,000 6 10 8 8 3 3 24 0
Easy 34 7,499 9 14 12 11 4 4 18 0
Normal 45 9,999 12 19 16 15 5 5 12 0
Hard 54 9,999 14 23 19 18 6 6 12 0
Nightmare 63 9,999 17 27 22 21 7 7 12 0

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
Cave Man level 2, Living Rock level 2
Living Rock level 2 ×2
Sewer and mine 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.

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
Darkness, 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
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 50% under normal conditions No special condition
Dark Blast Ritual Darkness 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. 16.7% 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%