Force dependent weapons
[Damage dealt = Strength + (Strength/4) * Weapon power * Random number range (1 to 1.5) - Enemy defense]
Special effect = critical (instant death) or attack that ignores defense power
The random number range seems to decrease as the weapon power increases. For Dragon Sword and above, the random number becomes 1 and the expected value decreases.
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Battle Hammer |
Power 2, number of times 50 |
Long Sword |
Power 3, number of times 50 |
Battle Ax |
Power 4, number of times 50 |
Seiryuto |
Power 5, number of times 50 |
Katana |
Power 6, number of times 50 |
Rune Ax |
Power 7, number of times 50, magic reflection to user |
King's Sword |
Power 8, number of times ∞, × Special attack on enemies with fire, cold, and electricity |
Coral Sword |
Power 8, number of times 50, effective against fish, crab, and octopus |
Ogre Killer |
Power 8, number of times 50, effective against demons, martial artists, and samurai types |
Mithril Sword |
Power 9, number of times 50 |
Frame sword |
Power 10, number of times 50, × special attack on flame enemies |
Ice brand |
Power 10, number of times 50, x special attack on cold enemies |
Thunder Ax |
Power 10, number of times 50, × special attack on electric enemies |
Dragon Sword |
Power 11, number of times 50, effective against dragons, lizards, chimeras, and snakes |
Defender |
Power 12, number of times 50, damage taken by physical attacks halved |
Sunblade |
Power 13, number of times 50, effective against skeletons, zombies, and ghosts |
Glass Sword |
[Damage dealt = Strength + (255-510)] Ignore defense power, number of times 1 |
Masamune |
[Damage dealt = Strength + (150-300)] Ignore defense power, number of times ∞ |
Weapons that depend on speed
[Damage dealt = Quickness + (Quickness / 4) * Weapon power * Random number (1 to 1.5) - Enemy defense]
There are no special effects and it is a relatively unfortunate existence. The random number width seems to get closer to 1 as the power increases.
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Rapier |
Power 2, number of times 50 |
Saber |
Power 6, number of times 50 |
Lightsaber |
Power 9, number of times 50 |
Cat claw |
Power 11, number of times 50 |
Taijutsu
[Damage dealt = Power +100 - Number of current uses + Speed + Random number (0 ~ Power) - Enemy defense]
[Damage dealt with 1 remaining count = [Power +100-1 + Speed + Random number (0 ~ Power)] * 3 - Enemy defense]
The damage dealt increases as the number of uses decreases. If there is 1 remaining number of hits, a special calculation formula will be used, and the damage will be approximately 3 times as much.
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Punch |
Power 5, number of times 99 |
Kick |
Power 6, number of times 88 |
Sandandzuki |
Power 7, number of times 66 |
Tobihigeri |
Power 8, number of times 44 |
Porcupine |
Power 9, number of times 22 |
Jigokuguruma |
Power 10, number of times 11 |
Magic dependent weapon
[Damage dealt = Magic power + (Magic power/4) * Weapon power * Random number (1 to 1.5) - Enemy defense]
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Psycho Dagger |
Power 7, number of times 50 |
Psycho Sword |
Power 12, number of times 50 |
Blood Sword |
Power: 4, number of times: 30, recovers HP by the amount of damage inflicted, ignores defense, no damage to skeletons, zombies, and ghosts |
Magic book etc.
[Damage dealt = Magic power + (Magic power/4) * Weapon power * Random number (1 to 1.5)]
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Cure no Sho |
Power 4, number of times 30, HP recovery for a single ally [recovery amount = magic power + (magic power / 4) + power (4) * random number (1 to 1.5) + target's magic power] |
Healing staff |
Power 5, number of times 30, HP recovery for a single ally [recovery amount = magic power + (magic power / 4) + power (5) * random number (1 to 1.5) + target's magic power] |
Magic Staff |
Power 7, number of times 30, fire damage to enemy group |
Wand of Madness |
Confuse the enemy group 20 times. The higher the enemy's magic power, the lower the success rate |
Nenbutsu no Sho |
Power 10, number of times, damage to undead enemy groups (otherwise no damage) |
Fire Sho |
Power 6, number of times 20, fire damage to enemy group |
Blizzard no Sho |
Power 6, number of times 20, cold damage to enemy group |
Thunder's Sho |
Power 6, number of times 20, lightning damage to enemy group |
Clauder's Sho |
Power 6, number of times 20, poison damage to enemy group |
Flare no Sho |
Power 10, number of times 20, non-elemental damage to all enemies |
Slipple no Sho |
20 times, puts enemy group to sleep, success rate depends on magic power (however, original success rate is higher) |
Break no Sho |
20 times, petrifies the enemy group (instant death), success rate depends on magic power (however, the original success rate is higher) |
Death's Sho |
20 times, instantly kills the enemy group (undead type) |
Nagashime |
Confuse the enemy group 30 times. Success rate depends on magical power |
Weapons
[Damage dealt = Power + Random number - Enemy defense]
It does not depend on ability values, and increases or decreases depending on random numbers.
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Yumi |
Power 25, number of times 50, single enemy target, sure hit |
Yomi Yumi |
Power 160, number of times 50, single enemy target, sure hit |
Apollo's Yumi |
Power 300, number of times 50, single enemy target, sure hit |
Iwa |
Power 120, number of times 16, hit rate depends on power |
Derringer |
Power 45, number of times 30, hit rate depends on power |
Hinawaju |
Power 170, number of times 30, hit rate depends on power |
44 Magnum |
Power 300, number of times 30, hit rate depends on power |
Whip |
Power: 20, number of times: 50, hit rate depends on speed, makes attack target incapacitated for that turn |
Dengeki Whip |
Power: 90, number of times: 50, hit rate depends on speed, makes attack target incapacitated for that turn |
Chainsaw |
30 times, hit rate depends on power, [if user's power
|
Submachine gun |
Power 65, number of times 25, enemy group target, sure hit |
Shuryudan |
Power 110, number of times 20, enemy group target, sure hit |
Bazooka |
Power 200, number of times 20, enemy group target, sure hit |
Balkan Ho |
Power 250, number of times 20, enemy group target, sure hit |
Missile |
Power 290, number of times 5, targets all enemies, ignores defense power, sure hit |
Kakubakudan |
Power 650, number of times 1, targets all enemies, ignores defense power, sure hit |
Beam rifle |
Power 120, number of times 30, targets a single enemy, hit rate depends on speed, ignores defense |
How about it |
3 times, instantly kills all enemies (boss invalid) |
Excalibur |
[Damage dealt = (240-340)-enemy defense power] Group attack, number of times ∞ |
Other weapons
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Cross counter |
20 times, reflect physical attacks on yourself (*2) |
The Sword of Urami |
Reflects physical attacks on yourself 50 times (*2) |
*2: If you receive a physical attack during the turn you use it, the damage will be doubled and returned. The damage you receive will continue to occur, and if you die, there will basically be no reflected damage (however, in rare cases, you may receive instant death damage and counterattack).
Shield
You can evade physical attacks with a certain probability during the turn you use it. Some shields create a permanent resistance barrier for all allies for the duration of the battle. If you use another shield barrier in succession, it will overlap. (Example: If Fire Shield is used with Ice Shield, all allies will be in a flame/cold state)
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King's Tate |
Number of times ∞, 〇Cold air/poison/petrification barrier applied |
Bronze fresh |
Number of times 50 |
Gold fresh |
Number of times 50 |
Mithril no TaTe |
Number of times 50 |
Hono no Tate |
50 times, 〇Flame barrier added |
Ice Shield |
50 times, 〇Cold air barrier added |
Dragon's Stand |
50 times, 〇damage barrier added |
Aegis no Tate |
50 times, 〇Earthquake/change barrier added |
Abilities
An ability that Espers acquire randomly. Abilities marked as [Passive] become effective just by learning them.
[Damage dealt = Magic power + (Magic power/4) * Power * Random number (1 to 1.5)]
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Fire |
Power 4, number of times 10, fire damage to 1 group of enemies |
Reiki |
Power 4, number of times 10, cold damage to 1 group of enemies |
Inazuma |
Power 4, number of times 10, lightning damage to 1 group of enemies |
Jishin |
Power 4, number of times 3, earthquake damage to all enemies |
Dokugiri |
Power 4, number of times 10, poison damage to 1 group of enemies |
Psycho Blast |
Power 4, number of times 5, non-elemental damage to all enemies |
Sekikanarimi |
Turns 1 group of enemies into stone 5 times |
Mahizume |
Paralyzes a single enemy 20 times. The success rate decreases as the enemy's magic power increases |
Telekinesis |
Paralyze 1 group of enemies 10 times. The success rate decreases as the enemy's magic power increases |
Memutaime |
Puts 1 group of enemies to sleep 20 times. The success rate decreases as the enemy's magic power increases |
Hypnosis |
Confuses 1 group of enemies 5 times. The success rate decreases as the enemy's magic power increases |
Yuwaku no Me |
Confuses 1 group of enemies 5 times. The success rate decreases as the enemy's magic power increases |
Death glare |
Instantly kills 1 group of enemies 5 times. The success rate decreases as the enemy's magic power increases |
Akushyu |
10 times, power of 1 enemy group -12.5% (ineffective against opponents with power 45 or higher?) |
Dengeki |
10 times, -12.5% speed of one group of enemies (ineffective against opponents with speed 45 or higher?) |
Telepathy |
25 times, has a certain probability of avoiding physical attacks on itself only in the turn it is used. |
Kagebunshin |
10 times, own speed +20 (permanent during battle, stackable, upper limit 99) |
Psycho barrier |
5 times, defense +10 for all allies (permanent during battle, stackable, upper limit 255, with overflow) |
Super power |
3 times, own power +99 (permanent during battle, upper limit 99) |
Body armor |
3 times, own defense +99 (permanent during battle, upper limit 99) |
Healing |
Recovers HP of a single ally 10 times. [Recovery amount = Magic power + (Magic power/4) + Power (4) * Random number (1 to 1.5) + Target's magic power] |
〇Honoo |
[Passive] Immunity to damage from fire attributes |
〇Damage |
[Passive] Immunity to damage from fire, cold, electricity, and poison attributes |
〇What's wrong |
[Passive] Halves damage taken from weapon attacks, nullifies paralysis, sleep, darkness, curse, confusion, instant death, and petrification |
〇Mahi/buki |
[Passive] Halve damage taken from weapon attacks, nullifies paralysis, sleep, darkness, curse, confusion, and instant death |
×Fire |
[Passive] Instant death or increased damage taken when attacked by fire attribute |
If you touch it, it will burn |
25 times, if you receive a physical attack during the turn you use it, deal 100 damage to that enemy |
Life Reach |
3 times, deals 10 damage to all enemies and allies, and recovers own HP (recovery amount = 10 * number of enemies and allies) |
Psycho Mirror |
3 times, turn of use, magic reflection to user (*1) |
Fuuchi |
[Passive] During an encounter, there is a certain probability of a surprise attack (1 turn first) |
Yochinouryoku |
[Passive] Prevents surprise attacks from enemies with a certain probability during encounters |
Teleport |
5 times, can only be used while moving, select an already reached floor and warp |
*1: Only on the turn in which Psycho Mirror is used, it reflects magic that does not target the entire target (returns it to the opponent without being affected at all). It can also reflect non-damaging magic such as Slipple. The reflected magical power depends on the magical power of the Psycho Mirror user.
Armor
Some items give you resistance just by equipping them.
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Bronze mail |
Defense 4 |
Gold mail |
Defense 8 |
Mithril Mail |
Defense 13 |
Dragon Mail |
Defense 19, 〇Damage |
King's Armor |
Defense 20, 〇All |
Battle suit |
Defense 25, 〇Weapon |
Fighting armor |
Defense 38, 〇paralysis, petrification |
Powered suit |
Defense 70, attack +10, speed +10, full body armor |
helmet
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Bronze helmet |
Defense 3 |
Gold helmet |
Defense 5 |
Mithril helmet |
Defense 8 |
Arai's Met |
Defense 17 |
Circlet |
Defense 22,〇change,earthquake |
Zoku headband |
Defense 25, 〇All |
Kote
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Bronze trowel |
Defense 1 |
Gold Trowel |
Defense 3 |
Mithril Trowel |
Defense 4 |
Kyojin's iron |
Defense 6, attack +10 |
Genji's Trowel |
Defense 15, Speed +10 |
Shoes
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Hermes shoes |
Defense 7, Speed +10 |
Tetsugeta |
Defense 7, attack +10 |
Komei's shoes |
Defense 10, magic power +10 |
Item
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Potion |
Recovers 30-50 HP of a single ally, price 50, number of times 3 |
Hi-Potion |
Recovers 90-150 HP of a single ally, price 200, number of times 3 |
Kinnoguri |
Cures petrification of a single ally, price 500, number of times 3 |
Jujika |
Cure cursed status on a single ally, price 500, number of times 3 |
Megusuri |
Cures blindness on a single ally, price 500, number of times 3 |
Dokukeshi |
Cure poison status for a single ally, price 100, number of times 3 |
Awakening? |
Cures a single ally's sleep state, price 100, number of times 3 |
Frying pan |
Cure confusion for a single ally, price 100, number of times 3 |
Paralysis |
Cures paralysis for a single ally, price 100, number of times 3 |
Ikikaeri |
Revives a single ally. However, it has no effect on allies without hearts, price 15000, number of times 3 |
Elixir |
Can only be used while moving/Completely recovers HP, status, ability number of times, price 10000, number of times 1 |
Heart |
Can only be used while moving/One ally's heart +1 (maximum 7), price 10000, number of times 1 |
Kenja no Ishi |
Can only be used while moving/returns the number of uses of any one item to the maximum value, price 10000, number of times 1 |
Door |
Can only be used while moving/Warp to a floor you have visited before, price 5000, number of times 3 |
The source of power |
Can only be used while moving/Human attack +2 (permanent), price 300, number of times 1 |
The source of speed |
Can only be used while moving/Human agility +3 (permanent), price 300, number of times 1 |
HP200 |
Can only be used while moving/Maximum HP +5 to 20 for humans with less than HP 200 (permanent)/Maximum HP +1 if already max HP 200 or higher, price 100, number of times 1 |
HP400 |
Can only be used while moving/Maximum HP +5 to 20 for humans with less than HP 400 (permanent)/Maximum HP +1 if already max HP 400 or above, price 1000, number of times 1 |
HP600 |
Can only be used while moving/Maximum HP +5 to 20 for humans with less than HP 600 (permanent)/Maximum HP +1 if already max HP 600 or above, price 5000, number of times 1 |