Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
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.
Status and combat traits
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.
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
Stealable items
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
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.
Status and combat traits
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.
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
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
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.
Status and combat traits
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.
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
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
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.
Status and combat traits
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.
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
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
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.
Status and combat traits
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.
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.
Stealable items
Stats and battle rewards
Values are shown for each standard difficulty, before temporary buffs, debuffs or other battle effects.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
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.
Status and combat traits
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.
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.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
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.
Status and combat traits
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.
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.
Elements and weaknesses
An element rate above 100% is a weakness; a rate below 100% is a resistance.
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.
Status and combat traits
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.
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.