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 | 1 | 5,000 | 4 | 5 | 4 | 5 | 0 | 3 | 100 | 0 |
| Easy | 1 | 7,499 | 5 | 8 | 5 | 8 | 0 | 4 | 75 | 0 |
| Normal | 1 | 9,999 | 7 | 10 | 7 | 10 | 0 | 5 | 50 | 0 |
| Hard | 1 | 9,999 | 8 | 12 | 8 | 12 | 0 | 6 | 50 | 0 |
| Nightmare | 1 | 9,999 | 10 | 14 | 10 | 14 | 0 | 7 | 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 |
|---|---|---|---|---|---|---|
| Basic Attack | Skill | Normal attack element | one enemy | Deals HP damage; can critically hit | 75% 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 |
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 |
|---|---|---|
| Leg, Arm, Tall Man, Leg, Arm | 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 | 25 | 5,000 | 4 | 5 | 4 | 5 | 0 | 3 | 0 | 0 |
| Easy | 38 | 7,499 | 6 | 8 | 6 | 8 | 0 | 4 | 0 | 0 |
| Normal | 50 | 9,999 | 8 | 10 | 8 | 10 | 0 | 5 | 0 | 0 |
| Hard | 60 | 9,999 | 10 | 12 | 10 | 12 | 0 | 6 | 0 | 0 |
| Nightmare | 70 | 9,999 | 11 | 14 | 11 | 14 | 0 | 7 | 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, 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 | 60% under normal conditions | No special condition |
| Frenzy Slash | Skill | Insanity | one enemy | Deals HP damage; can critically hit; Performs a triple attack on a random enemy. | 40% 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 |
|---|---|---|
| Leg, Arm, Tall Man, Leg, Arm | 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 | 25 | 5,000 | 4 | 5 | 4 | 5 | 0 | 3 | 0 | 0 |
| Easy | 38 | 7,499 | 6 | 8 | 6 | 8 | 0 | 4 | 0 | 0 |
| Normal | 50 | 9,999 | 8 | 10 | 8 | 10 | 0 | 5 | 0 | 0 |
| Hard | 60 | 9,999 | 10 | 12 | 10 | 12 | 0 | 6 | 0 | 0 |
| Nightmare | 70 | 9,999 | 11 | 14 | 11 | 14 | 0 | 7 | 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, 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 | 60% under normal conditions | No special condition |
| Frenzy Slash | Skill | Insanity | one enemy | Deals HP damage; can critically hit; Performs a triple attack on a random enemy. | 40% 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 |
|---|---|---|
| Leg, Arm, Tall Man, Leg, Arm | 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 | 500 | 5,000 | 4 | 5 | 4 | 5 | 1 | 3 | 0 | 0 |
| Easy | 750 | 7,499 | 5 | 8 | 5 | 8 | 1 | 4 | 0 | 0 |
| Normal | 1,000 | 9,999 | 7 | 10 | 7 | 10 | 1 | 5 | 0 | 0 |
| Hard | 1,200 | 9,999 | 8 | 12 | 8 | 12 | 1 | 6 | 0 | 0 |
| Nightmare | 1,400 | 9,999 | 10 | 14 | 10 | 14 | 1 | 7 | 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, 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 | 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 |
|---|---|---|
| Leg, Arm, Tall Man, Leg, Arm | 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 | 500 | 5,000 | 4 | 5 | 4 | 5 | 1 | 3 | 0 | 0 |
| Easy | 750 | 7,499 | 5 | 8 | 5 | 8 | 1 | 4 | 0 | 0 |
| Normal | 1,000 | 9,999 | 7 | 10 | 7 | 10 | 1 | 5 | 0 | 0 |
| Hard | 1,200 | 9,999 | 8 | 12 | 8 | 12 | 1 | 6 | 0 | 0 |
| Nightmare | 1,400 | 9,999 | 10 | 14 | 10 | 14 | 1 | 7 | 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, 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 | 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 |
|---|---|---|
| Leg, Arm, Tall Man, Leg, Arm | 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 | 500 | 5,000 | 4 | 5 | 4 | 5 | 1 | 3 | 0 | 0 |
| Easy | 750 | 7,499 | 5 | 7 | 5 | 7 | 1 | 4 | 0 | 0 |
| Normal | 1,000 | 9,999 | 7 | 9 | 7 | 9 | 1 | 5 | 0 | 0 |
| Hard | 1,200 | 9,999 | 8 | 11 | 8 | 11 | 1 | 6 | 0 | 0 |
| Nightmare | 1,400 | 9,999 | 10 | 13 | 10 | 13 | 1 | 7 | 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, 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 | 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 |
|---|---|---|
| Leg, Arm, Tall Man, Leg, Arm | 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.







