Tall Man (Enemy)

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For the ranch animal, see Tall Man.

Tall Man is an enemy that can wander onto the Farm. Its head, arms and legs are parts of the same encounter.

Tall Man
Weaknesses
Curse (1.25× damage)
Encounter tip

Play defensively until the head appears, then focus it. Defeating the head ends the fight.

Where encountered

  • Farm — wandering enemy encounters.

Encounter behavior

In the V1 encounter, the legs appear first. Arms appear on turns 2 and 4, and the head on turn 6. Defeating the head ends the fight by defeating the remaining parts.

Combat information

Choose a level, then open a body part. The head’s HP is not the HP of the entire creature.

Head

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.

Left arm

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.

Right arm

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.

Left leg

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.

Right leg (opening form)

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.

Right leg (after head appears)

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.

Head

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 30 5,000 10 9 10 9 0 3 600 0
Easy 45 7,499 15 14 15 14 0 4 450 0
Normal 60 9,999 20 18 20 18 0 5 300 0
Hard 72 9,999 24 22 24 22 0 6 300 0
Nightmare 84 9,999 28 25 28 25 0 7 300 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 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 level 2, Leg level 2, Arm level 2, Arm level 2, Tall Man 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.

Left arm

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 75 5,000 10 12 10 12 0 3 0 0
Easy 113 7,499 15 18 15 18 0 4 0 0
Normal 150 9,999 20 24 20 24 0 5 0 0
Hard 180 9,999 24 29 24 29 0 6 0 0
Nightmare 210 9,999 28 34 28 34 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 level 2, Leg level 2, Arm level 2, Arm level 2, Tall Man 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.

Right arm

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 75 5,000 10 12 10 12 0 3 0 0
Easy 113 7,499 15 18 15 18 0 4 0 0
Normal 150 9,999 20 24 20 24 0 5 0 0
Hard 180 9,999 24 29 24 29 0 6 0 0
Nightmare 210 9,999 28 34 28 34 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 level 2, Leg level 2, Arm level 2, Arm level 2, Tall Man 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.

Left leg

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 10 12 10 12 1 3 0 0
Easy 750 7,499 15 18 15 18 1 4 0 0
Normal 1,000 9,999 20 24 20 24 1 5 0 0
Hard 1,200 9,999 24 29 24 29 1 6 0 0
Nightmare 1,400 9,999 28 34 28 34 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 level 2, Leg level 2, Arm level 2, Arm level 2, Tall Man 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.

Right leg (opening form)

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 10 12 10 12 1 3 0 0
Easy 750 7,499 15 18 15 18 1 4 0 0
Normal 1,000 9,999 20 24 20 24 1 5 0 0
Hard 1,200 9,999 24 29 24 29 1 6 0 0
Nightmare 1,400 9,999 28 34 28 34 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 level 2, Leg level 2, Arm level 2, Arm level 2, Tall Man 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.

Right leg (after head appears)

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 10 12 10 12 1 3 0 0
Easy 750 7,499 15 18 15 18 1 4 0 0
Normal 1,000 9,999 20 24 20 24 1 5 0 0
Hard 1,200 9,999 24 29 24 29 1 6 0 0
Nightmare 1,400 9,999 28 34 28 34 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 level 2, Leg level 2, Arm level 2, Arm level 2, Tall Man 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.