Shopper (Enemy)

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Shopper is an enemy family with multiple combat variants encountered in Mall.

Shopper
Weaknesses
V1 — Shopper, V2 — Shopper: Curse (1.25× damage)
V1 — Shopper Shroom Head, V2 — Shopper Shroom Head: Darkness (1.25× damage)
V1 — Shopper Teeth Head, V2 — Shopper Teeth Head: Light (1.25× damage)
V1 — Shopper Worm Head, V2 — Shopper Worm Head: Insanity (1.25× damage)

Where encountered

  • Mall — Kitchen
  • Mall — Mall F1 Hallway, Mall F1 (random encounters).
  • Appears during Hardest Mall 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 15 5,000 6 6 6 6 2 3 16 0
Easy 23 7,499 9 9 9 9 2 4 12 0
Normal 30 9,999 12 12 12 12 3 5 8 0
Hard 36 9,999 14 14 14 14 4 6 8 0
Nightmare 42 9,999 17 17 17 17 4 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
Insanity, Normal attack element, Curse Curse (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
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 0% while higher-rated eligible moves remain available While HP is between 0% and 50%
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 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
Globule, Shopper
Mall lower-tier loot 50% before modifiers; item probabilities are listed in the linked table
Shopper ×2
Shopper, Rat level 2
Office Slime, Shopper
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.
Mall shop counter Gold 5 100% Reward for this specific encounter, not for every enemy of this species; claim any associated task reward when applicable.

Stealable items

Item Base steal chance
Bitter Herb 25%

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 6 7 6 8 8 3 16 0
Easy 27 7,499 8 11 8 12 11 4 12 0
Normal 36 9,999 11 14 11 16 15 5 8 0
Hard 43 9,999 13 17 13 19 18 6 8 0
Nightmare 50 9,999 15 20 15 22 21 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
Light, Normal attack element Darkness (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
Touch of Death Skill None one enemy applies Soulrot (100% base chance) 100% while this condition applies Turn 1

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
Shopper
Mall lower-tier loot 50% before modifiers; item probabilities are listed in the linked table
Office Slime, Shopper
Shopper ×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
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 15 5,000 7 6 5 6 4 3 16 0
Easy 23 7,499 11 9 8 9 5 4 12 0
Normal 30 9,999 14 12 10 12 7 5 8 0
Hard 36 9,999 17 14 12 14 8 6 8 0
Nightmare 42 9,999 20 17 14 17 10 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
Darkness, 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
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
Shopper
Mall lower-tier loot 50% before modifiers; item probabilities are listed in the linked table
Office Slime, Shopper
Shopper ×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
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 15 5,000 5 7 7 8 1 3 16 0
Easy 23 7,499 8 11 11 12 1 4 12 0
Normal 30 9,999 10 14 14 16 1 5 8 0
Hard 36 9,999 12 17 17 19 1 6 8 0
Nightmare 42 9,999 14 20 20 22 1 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
Insight, Darkness Insanity (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
Dark Blast Ritual Darkness 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
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
Shopper
Mall lower-tier loot 50% before modifiers; item probabilities are listed in the linked table
Office Slime, Shopper
Shopper ×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
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 9 9 7 9 4 3 28 0
Easy 30 7,499 13 14 11 14 6 4 21 0
Normal 40 9,999 17 18 14 18 8 5 14 0
Hard 48 9,999 20 22 17 22 10 6 14 0
Nightmare 56 9,999 24 25 20 25 11 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
Insanity, Normal attack element, Curse Curse (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
Soul Drain Ritual Curse one enemy Deals Curse ritual damage and restores the user by the HP drained from the target. 25% while this condition applies While HP is between 0% and 50%
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 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 ×2
Shopper level 2, Rat level 3
Shopper level 2, Globule level 2
Shopper 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.

Stealable items

Item Base steal chance
Bitter Herb 25%

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 8 11 8 9 1 3 28 0
Easy 30 7,499 12 17 12 14 1 4 21 0
Normal 40 9,999 16 22 16 18 1 5 14 0
Hard 48 9,999 19 26 19 22 1 6 14 0
Nightmare 56 9,999 22 31 22 25 1 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
Light, Normal attack element Darkness (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
Touch of Death Skill None one enemy applies Soulrot (100% base chance) 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 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
Shopper level 2
Shopper level 2 ×2
Shopper level 2, Rat level 3
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 18 5,000 11 9 7 10 6 3 28 0
Easy 26 7,499 17 14 10 15 9 4 21 0
Normal 35 9,999 22 18 13 20 12 5 14 0
Hard 42 9,999 26 22 16 24 14 6 14 0
Nightmare 49 9,999 31 25 18 28 17 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
Darkness, 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
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
Shopper level 2
Shopper level 2 ×2
Shopper level 2, Rat level 3
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 18 5,000 9 9 11 11 3 3 28 0
Easy 26 7,499 13 13 17 17 4 4 21 0
Normal 35 9,999 17 17 22 22 5 5 14 0
Hard 42 9,999 20 20 26 26 6 6 14 0
Nightmare 49 9,999 24 24 31 31 7 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
Insight, Darkness, Normal attack element Insanity (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
Dark Blast Ritual Darkness one enemy Deals HP damage; can critically hit 50% under normal conditions No special condition
Light Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 50% 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
Shopper level 2
Shopper level 2 ×2
Shopper level 2, Rat level 3
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.