Rat

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Rats are an enemy found on the first floor of the mall.

Rat
Weaknesses
Light (1.25× damage)

Where encountered

  • Appears during Sleep Hazard Roll OLD.
  • Mall — Mall F1 (random encounters).
  • Beginner Mines — Mine F1, Mines (random encounters).
  • Appears during Hardest Mall Encounter.
  • Town — Home (special encounter).

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 9 5,000 6 6 6 6 3 3 8 0
Easy 13 7,499 9 9 9 9 4 4 6 0
Normal 17 9,999 12 12 12 12 5 5 4 0
Hard 20 9,999 14 14 14 14 6 6 4 0
Nightmare 24 9,999 17 17 17 17 7 7 4 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
Curse, 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 100% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Sickness: 110.0% 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.

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 12 5,000 6 6 6 6 5 3 16 0
Easy 18 7,499 9 9 9 9 8 4 12 0
Normal 24 9,999 12 12 12 12 10 5 8 0
Hard 29 9,999 14 14 14 14 12 6 8 0
Nightmare 34 9,999 17 17 17 17 14 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
Curse, Insanity, 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
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 25% under normal conditions No special condition
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 75% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Sickness: 110.0% 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
Rat level 2
Globule, Rat level 2
Mall lower-tier loot 50% before modifiers; item probabilities are listed in the linked table
Rat level 2 ×2
Shopper, Rat level 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
Town abandoned house Tier 1 supply loot 2 100% This encounter awards a roll on the linked loot table; item chances are shown there.

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 18 5,000 7 8 7 8 7 3 28 0
Easy 26 7,499 11 12 11 12 11 4 21 0
Normal 35 9,999 14 16 14 16 14 5 14 0
Hard 42 9,999 17 19 17 19 17 6 14 0
Nightmare 49 9,999 20 22 20 22 20 7 14 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
Curse, Insanity 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
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 100% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Sickness: 110.0% 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
Rat level 3 ×2
Shopper level 2, Rat level 3
Rat level 3, Globule level 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.

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 40 5,000 14 13 14 13 10 3 16 0
Easy 60 7,499 21 20 21 20 15 4 12 0
Normal 80 9,999 28 26 28 26 20 5 8 0
Hard 96 9,999 34 31 34 31 24 6 8 0
Nightmare 112 9,999 39 36 39 36 28 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
Curse, Insanity, 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
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 25% under normal conditions No special condition
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 75% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Sickness: 110.0% 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.

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 60 5,000 16 17 16 17 10 3 16 0
Easy 90 7,499 24 26 24 26 15 4 12 0
Normal 120 9,999 32 34 32 34 20 5 8 0
Hard 144 9,999 38 41 38 41 24 6 8 0
Nightmare 168 9,999 45 48 45 48 28 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
Curse, Insanity, 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
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 25% under normal conditions No special condition
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 75% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Sickness: 110.0% 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.

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 100 5,000 20 20 20 20 10 3 16 0
Easy 150 7,499 30 30 30 30 15 4 12 0
Normal 200 9,999 40 40 40 40 20 5 8 0
Hard 240 9,999 48 48 48 48 24 6 8 0
Nightmare 280 9,999 56 56 56 56 28 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
Curse, Insanity, 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
Frenzy Slash Skill Insanity one enemy Deals HP damage; can critically hit; Performs a triple attack on a random enemy. 25% under normal conditions No special condition
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 75% under normal conditions No special condition

Status and combat traits

Modified state rates State immunities Modified debuff rates Other innate traits
Sickness: 110.0% 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.

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.