Soul Swarm

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Soul Swarm is an enemy found on the Farm

Soul Swarm
Weaknesses
Curse (1.25× damage)

Where encountered

These include conditional and spawned encounters; availability depends on the encounter event.

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 50 5,000 8 7 8 7 1 1 100 0
Easy 75 7,499 12 11 12 11 1 1 75 0
Normal 100 9,999 16 14 16 14 1 1 50 0
Hard 120 9,999 19 17 19 17 1 1 50 0
Nightmare 140 9,999 22 20 22 20 1 1 50 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 (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
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 37.5% under normal conditions No special condition
Basic Attack Skill Normal attack element one enemy Deals HP damage; can critically hit 37.5% under normal conditions No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 25% under normal conditions No special condition

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
Soul Swarm, Arms Farm early boss 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 33 5,000 5 6 5 6 0 1 0 0
Easy 49 7,499 8 9 8 9 0 1 0 0
Normal 65 9,999 10 12 10 12 0 1 0 0
Hard 78 9,999 12 14 12 14 0 1 0 0
Nightmare 91 9,999 14 17 14 17 0 1 0 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 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
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

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
Soul Swarm, Arms Farm early boss 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 125 5,000 11 13 11 13 1 1 600 0
Easy 188 7,499 17 20 17 20 1 1 450 0
Normal 250 9,999 22 26 22 26 1 1 300 0
Hard 300 9,999 26 31 26 31 1 1 300 0
Nightmare 350 9,999 31 36 31 36 1 1 300 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 (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 37.5% under normal conditions No special condition
Evil Eye Ritual None one enemy applies Hex (100% base chance); applies Chaos (100% base chance) 25% under normal conditions No special condition
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 37.5% under normal conditions No special condition

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
Soul Swarm level 2, Arms level 2 Farm second-tier boss 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.

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%

Arms

These are combat parts of Soul Swarm.

Stats

The following values show each standard difficulty before temporary buffs, debuffs, or other battle effects.

Arms v2

Difficulty HP MP ATK DEF MAT MDF AGI LUK EXP Gold
Cozy 75 5,000 10 11 10 11 0 1 0 0
Easy 113 7,499 15 17 15 17 0 1 0 0
Normal 150 9,999 20 22 20 22 0 1 0 0
Hard 180 9,999 24 26 24 26 0 1 0 0
Nightmare 210 9,999 28 31 28 31 0 1 0 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
Arms v2 Insanity Curse (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
Arms v2 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

Variant Modified state rates State immunities Modified debuff rates Other innate traits
Arms v2 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.

Encounter group Shared loot table Base chance to search for loot
Soul Swarm level 2, Arms level 2 Farm second-tier boss 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.