Toothache

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Toothache is an enemy found in town during All Hallows' Eve.

Toothache
Weaknesses
Darkness (1.25× damage)

Where encountered

  • Town (special encounter).
  • Farm — Town Outskirts (West), Ranch (special encounter).
  • Greystone Estates — Town (special encounter).
  • The Old Woods — Town Outskirts (North) (special 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 12 5,000 5 4 4 5 13 1 30 0
Easy 18 7,499 7 6 6 8 19 2 23 0
Normal 24 9,999 9 8 8 10 25 2 15 0
Hard 29 9,999 11 10 10 12 30 2 15 0
Nightmare 34 9,999 13 11 11 14 35 3 15 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 50% under normal conditions No special condition
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
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 33.3% under normal conditions No special condition
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 16.7% under normal conditions No special condition

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 70 5,000 9 9 9 9 13 1 60 0
Easy 105 7,499 13 14 13 14 19 2 45 0
Normal 140 9,999 17 18 17 18 25 2 30 0
Hard 168 9,999 20 22 20 22 30 2 30 0
Nightmare 196 9,999 24 25 24 25 35 3 30 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, Curse 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 50% under normal conditions No special condition
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
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 33.3% 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 99%
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 16.7% under normal conditions No special condition

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 100 5,000 14 17 14 17 30 0 100 0
Easy 150 7,499 21 26 21 26 45 0 75 0
Normal 200 9,999 28 34 28 34 60 0 50 0
Hard 240 9,999 34 41 34 41 72 0 50 0
Nightmare 280 9,999 39 48 39 48 84 0 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
Light, Normal attack element, Insanity, Curse 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 33.3% under normal conditions No special condition
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 16.7% 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. 50% under normal conditions No special condition
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
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 99%
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 0% while higher-rated eligible moves remain available No special condition

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 150 5,000 21 23 21 23 40 0 160 0
Easy 225 7,499 32 35 32 35 60 0 120 0
Normal 300 9,999 42 46 42 46 80 0 80 0
Hard 360 9,999 50 55 50 55 96 0 80 0
Nightmare 420 9,999 59 64 59 64 112 0 80 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, Insanity, Curse 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 33.3% under normal conditions No special condition
Terror Blast Ritual Normal attack element one enemy Deals HP damage; can critically hit 22.2% 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. 33.3% under normal conditions No special condition
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
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 99%
Cosmic Premonition Ritual None one enemy applies Sickness (100% base chance); applies Weakness (100% base chance) 11.1% 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%

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.

This variation is not assigned a standard corpse-loot table. Its encounter-specific prizes, where present, are listed below; this does not mean that all battles against it are rewardless.