Flash Gaming Wiki
Flash Gaming Wiki

Epic Battle Fantasy 5 is the fifth game in the Epic Battle Fantasy series. It plays very similarly to Epic Battle Fantasy 4 but also features many brand-new mechanics to make for a more interesting experience; among them, some of the more notable ones include the ability to capture enemies and use them as Summons, a weather system, and the addition of NoLegs the cat as a fully playable character for the first time (aside from the spinoff games Bullet Heaven and Bullet Heaven 2).

Interestingly, rather than directly continue the story from the previous four games, EBF5 reboots the story in an alternate timeline.

Premium Version[]

Epic Battle Fantasy 5 has a premium version that can be bought online through the expansion pack offer or on Steam for $14.99. This premium version contains extra content including new enemies, bosses, equips, and locations. Additionally, a mobile version was released on January 17th, 2022; this port is free to play, with microtransactions to unlock the premium content. It's currently acccessible on Android devices and will become available on iOS sometime later.

Controls[]

  • Arrow Keys/WASD: Move characters (on the overworld)
  • Space Bar: Interact (talk to NPCs, open chests, challenge enemies, etc. on the overworld map)
  • Mouse: Interact with game menus, move characters (on the overworld), interact with items on the overworld

Plot[]

THIS SECTION CONTAINS SPOILERS! READ AT YOUR OWN RISK!

The story begins in Hope Harbor with Matt sitting at home playing a video game.  He's just defeated the final boss and is about to watch the ending cutscene when suddenly an earthquake occurs, knocking out the power.  Frustrated, Matt goes outside to find out what's going on.  After talking to a few of his friends, he learns that a cat has been stealing his trash and decides to confront it.  Not far from his house, Matt finds the cat, which turns out to be a mighty cat warrior.  Despite this, Matt is able to defeat the cat fairly easily and scolds him, but then realizes that he admires the cat's fighting spirit and decides to spare him.  Matt names the cat NoLegs and offers to let him join Matt's adventure.  The newly formed duo decides to go to the farmer's market to find a shovel to dig through some huge dirt chunks created by the earthquake that are blocking off some key paths in Hope Harbor.  Because of said dirt chunks, they're forced to take a slightly longer route through the Wild Tropics, where they get some fighting practice on the jungle monsters living there.  At the end of the Wild Tropics, the pair discovers a strange-looking stone emitting some otherworldly energy that seems to be making nearby creatures more hostile.  They then find their way to the market, where they find the shovel and steal it.  However, they're witnessed by a mage named Natalie, who attempts to aprehend them for theft.  Panicked, the pair fights back and they accidentally knock Natalie out.  Matt wakes Natalie up and tries to make her think that he and NoLegs didn't do anything wrong, but she remembers everything.  As Matt tries to explain his actions, Natalie realizes that he and NoLegs, despite being dimwitted, could prove useful to her due to their fighting skills.  Natalie reveals that the earthquake that occured earlier was caused by a disaster called the Great Impact - wherein a meteor hit the earth further south and seriously ravaged the surrounding land with dark energy - and she's actually a missionary sent to investigate the phenomenon.  She asks the duo to accompany her on her travels towards the crash site, and they all agree to travel south together to get there.

The team reaches an Ice Cave that connects Hope Harbor to other parts of the world, but the entrance is blocked by a brutish cyclops named Jotun.  They manage to defeat Jotun, and the family living inside the Ice Cave lets them pass through as thanks.  The party makes it through without much trouble, but after coming out the other side, Matt and NoLegs are shocked to discover that the land in that area is occupied by a massive military stronghold known as the Iron Fortress.  Natalie sheepishly explains that there's another part to her mission: she was also tasked with investigating the Iron Fortress to try and find out the motives behind its personnel's bizarre and nefarious crimes, which mainly include destroying forests and kidnapping women.  Matt and NoLegs aren't upset about this and agree to help Natalie break into the Iron Fortress, but as they approach the entrance, they're ambushed by Lance, the leader of the Iron Fortress army.  He rams the party with his artificially intelligent tank, the Neon Valkyrie, knocking the three of them out.  When Matt and NoLegs wake up, they discover that Natalie is gone and realize that Lance must have kidnapped her.  The pair decides to continue with their original plan to storm the Iron Fortress so they can save Natalie and get revenge on Lance, but they're stopped by a forest ranger named Anna.  Anna immediately assumes that Matt and NoLegs are working for Lance, and attacks them despite Matt's protests.  As Anna continues her assault even after Matt claims his and NoLegs's innocence, the pair realizes they'll have to beat her down, and do just that.  After the fight, Anna is surprised to see Matt and NoLegs sparing her life, and finally realizes that the duo is not evil.  She apologizes for her mistake and joins the team to make up for it.  The three of them enter the Iron Fortress and find Lance.  Catching him by surprise, the party beats him, but he escapes.  So the party continues exploring the fortress, and they soon find and rescue Natalie, and also discover that Lance has a secret lab full of more strange space rocks like the one Matt and NoLegs found in the Wild Tropics.  With Natalie back on the team, the heroes decide to leave the fortress but find Lance and the Neon Valkyrie blocking the way out.  The heroes take Lance on yet again, this time beating him into submission.

Forced to surrender, Lance explains that the only reason he did all the heinous things he did was because he'd tried to warn everyone about an incoming invasion from a large army of the space rocks, which are actually high-tech alien machines called Cosmic Monoliths.  However, nobody believed Lance, leaving him to believe that he had to take over the world by force so he could protect it from the Cosmic Monoliths.  So he amassed an army of robots and like-minded militarists and had them help him gather resources from nearby forests and abduct women for the purpose of repopulation after the rest of the human population was destroyed by the Cosmic Monoliths.  After hearing his story, the rest of the team wonders if these Cosmic Monoliths had anything to do with the Great Impact, and decide to continue their trek to the south.  They force Lance to come along with them, effectively holding him prisoner for his crimes but letting him fight with them due to his impressive combat knowledge.  The party heads further east to Anna's hometown, Greenwood Village, so they can stop by Anna's house and get her ax so they can use it to enter the Mystic Woods, a haunted forest near Greenwood that's full of strange undead creatures.  They make their way through the Mystic Woods in search of the Raftmaker, a man who builds rafts for a living, so they can use a raft to cross Rainbow River to get closer to the crash site of the Great Impact.  However, the party finds that the path to the Raftmaker is blocked by Laurelin, a sentient treehouse inhabited by a gang of cat warriors.  After a tough fight, the group breaks Laurelin down and finally find the Raftmaker, who gives them a raft.  Using the raft, the party members cross Rainbow River to sail further south.

By following Rainbow River, the party winds up in the Frozen Valley, which isn't far from where the Great Impact took place.  After fighting their way through the valley, the party discovers that Poseidon, an ancient ice golem who apparently rules the valley, has gone insane due to the humans constantly polluting the water and won't let anyone pass, so they're forced to destroy him.  After doing so, the heroes continue onward and find themselves in Redpine Town, which is Lance's former hometown.  The group is horrified to learn that the town is mostly deserted as it's been overrun with monsters coming from the wasteland that had been razed by the Great Impact; the few humans left in the town are either badly injured, consumed with fear, or both.  More determined than ever to find out what dark forces caused this disaster, the party ventures eastward into the focal point of the Great Impact, aptly dubbed the Rapture due to it being utterly terraformed by the force of the meteor and the Cosmic Monoliths.  In this alien landscape, the heroes encounter many unearthly monsters, including some fully functional Cosmic Monoliths in all their unholy glory.  They also come across what appears to be an interdimensional gateway powered by four magic orbs.  After finding all four of these orbs, the group opens the gateway and is warped to a pocket dimension somewhere in outer space, known as the Beyond.

In the Beyond, the heroes realize that they're being watched and controlled by an outside guardian (the player).  Knowing that they're very close to facing the true culprit behind all the madness, they make appeals to the player, requesting that the player help guide them through this final fight, and then approach the final opponent - the Cosmic Gigalith, a much larger Cosmic Monolith that acts as the main control unit for all the other Cosmic Monoliths.  After fighting it for a while, the team realizes that the Cosmic Gigalith has been gathering energy to open up a wormhole, meaning that the Cosmic Monoliths were just a taste of what's to come and the real invading army was still on its way!  Eventually, the party manages to destroy the Cosmic Gigalith, but it releases one final burst of energy just before completely breaking down, allowing the real final boss to show up - an enormous tentacled eyeball monster called the Devourer!  Through his egomaniacal monologues, the Devourer reveals that the entire Epic Battle Fantasy universe is a simulated universe he created, with the goal of creating a perfect world where everything would behave exactly as he programmed it to.  However, Matt and his friends have repeatedly interfered with this goal by acting against their programming due to being controlled by the player, forcing him to reboot the simulation to try and restore order; each game in the EBF series represents a new version of the Devourer's simulation, meaning that he's had to reset his simulation four times already because of the heroes and the player controlling them.  The Devourer even admits that he created Akron and Godcat (the main antagonists of EBF3 and EBF4 respectively) to try and destroy the heroes for good, but obviously to no avail.  This time, the Devourer took extra steps to try and deter the heroes by resetting the timeline and wiping their memories (explaining why this game's plot is a reboot that doesn't follow the continuity of the previous four games), as well as programming the Cosmic Monoliths (which he created to be his personal security system) to be more involved with monitoring the heroes' actions and reporting back to the Devourer.

The heroes, having only just learned that they're being controlled by the player, are utterly confused by all this new info, but they do realize that the Devourer has been distorting reality for his own amusement, and decide to defeat him so no one has to live in fear anymore.  This proves to be very difficult, as the Devourer has extremely powerful magic that allows him to use devastating attacks on them.  As a last resort to try and kill them for good, the Devourer even deletes Earth itself so that the heroes fade away from existence, but they manage to kill him anyway, severing his control over the EBF universe.  However, the Devourer reveals that he's still alive, and that the battle between him and the heroes was just a diversion for him to use the player's computer to transport himself into the real world - where the heroes can never follow him - so he could put a stop to the heroes' antics forever by getting rid of the player...

In the meantime, with both the Cosmic Gigalith and the Devourer gone, the Cosmic Monoliths deactivate, and the heroes' memories of their previous adventures slowly return to them.  With the world at peace, they go off to have more adventures.


Endings[]

Unlike the past four games, EBF5 actually has three different endings - a bad ending, a good ending, and a best ending.  The ending you get depends on how well the four human party members (Matt, Natalie, Lance, and Anna) get along together; this is determined by achieving Relationship Scores between each of the six possible pairing of the four of them.  A relationship is considered complete when its Relationship Score surpasses a certain threshold.  This Relationship Score is hidden from view at all times, but after defeating Laurelin and acquiring the Raft, an NPC called the Bard appears in the Warp Zone to help you keep track of which relationships you still have to complete by "telling your fortune" and give you some gossip about the relationships that haven't been completed yet.  After completing all six relationships, the Bard will say that he can't detect any gossip among your party.

To gain points for a Relationship Score between any of the six possible pairs, you just need to let the two party members in that pair fight together; for every turn the two of them are alive in battle, one point (or three, if NoLegs is also alive in the front line) is added to that pair's Relationship Score.  Additionally, you can also lower the threshold needed to complete a relationship through various actions in the game; the initial threshold is 3000 points (3600 in the premium version), but it goes down one point for every Medal you've earned, every type of enemy you have captured, and every three treasure chests you've opened.  Allowing Surrendering enemies to flee the battle (i.e. Sparing them) also contributes to lowering the threshold using this formula: Threshold - (Spared / (Executed + Spared + 1) * 200) .

Bad Ending[]

You get this ending by having three or less relationships completed by the time you beat the final boss.

In this ending, the heroes can't see past their differences and split up after defeating the Devourer, going their own separate ways.  They only ever meet up once and a while to hang out, but don't go on any more big adventures.

Good Ending[]

You get this ending by having four or five relationships completed by the time you beat the final boss.

In this ending, the heroes become widely respected for saving the world, but criticized for their reckless actions along the way.  They continue to be reliable heroes when trouble arises but are mostly just a major annoyance any other time.

Best Ending[]

You get this ending by having all six relationships completed by the time you beat the final boss.

In this ending, the heroes celebrate their success at saving the world, and then go back to undo all the damage they did along the way by rebuilding towns, paying debts, and donating the monsters they captured to preservation projects.  They stay good friends for a really long time.

Extra Scenes[]

Each completed relationship also adds an extra scene to the ending, showing you what the two characters in that relationship do after the events of EBF5.

Matt and Natalie[]

Matt gives up his thieving ways and spends his days plundering monster-filled dungeons instead of innocent townsfolk to please Natalie.  They start spending more time alone together and eventually become a couple.

Natalie and Lance[]

Lance attempts to atone for his crimes and starts rebuilding the towns he destroyed in order to get close to Natalie.  He dreams of Natalie becoming romantically interested in him instead of Matt, but focuses on redeeming himself in the meantime.

Natalie and Anna[]

Anna's parents kick her out of their house, so she buys her own house and fills it with plants.  This attracts worms, which causes her health to suffer, so Natalie moves in with Anna to stage an intervention.  Together they clean up the place and start a gardening business which becomes successful with local hippies and grannies.

Matt and Anna[]

Matt and Anna bond over the fact that they both like video games.  But they grew up playing on different consoles, so they spend their playtime introducing each other to new games that they missed out on.

Lance and Anna[]

Lance and Anna start going on hunting trips together, often hunting down pests and occasionally taking a bounty on more powerful monsters.  Between Anna's respect for nature and Lance's knowledge of weaponry, the two of them learn much from each other.

Matt and Lance[]

Matt and Lance team up to build new weapons in case any other aliens try to invade Earth in the future.  Lance is still fixated on taking over the world, but is content with doing it peacefully by starting a technological revolution with Matt's help.


Gameplay[]

EBF5 has many elements found in a traditional RPG, and also plays very similarly to EBF4 but also boasts several new mechanics. In this game, the goal is to explore the world map, fight enemies to gain XP, and find treasures. Much like EBF4, EBF5's map is divided into several different regions with widely varying environments and enemies. Most regions contain a boss at the end, but some do not, and there are many secrets that require backtracking to be obtained. Additionally, each major region contains a Slime Cat allowing you to enter an area known as the Warp Zone, which allows you to teleport to any other region on the map as long as you've found and activated the Slime Cat of whichever region you wish to visit.

This game also features key items which are needed to advance to new parts of the game (an ax to cut down trees blocking paths, a candle to light torches to light up dark areas, etc.). Additionally, there are a myriad of NPCs that offer rewards in exchange for completing their sidequests. Some NPCs give minor rewards such as gold, special skills, equips, or consumable items, but others give you key items you need to advance further in the game. Due to the nature of this gameplay, EBF5 also includes a fully-implemented save feature, allowing you to save game data across seven slots, plus an autosave feature.

Battles play out much like in the previous four games; the player and enemy parties take turns using abilities to attack the other party, with the goal being to eliminate all waves of enemies before all of your party is killed. There are some new features, however, which make battle more interesting. Firstly, there is now a Weather system - in certain areas, after every turn a weather condition is triggered that impacts the battle in various ways. Secondly, enemies are now capable of Surrendering - this happens when an enemy becomes aware that it's in a bad spot and can't possibly win. Surrendering can be triggered by bringing an enemy's health down to almost zero very quickly, restoring your party to full health while an enemy's health is very low, applying certain status effects such as Lovable to your entire party, or using equips that scare certain enemies. Thirdly, enemies can be captured, after which they can be named and used as Summons (by the developer's admission, this mechanic was inspired directly by the Pokemon franchise). Also worth noting is that enemies in this game are smarter overall; instead of just using random attacks on random party members, many enemies will target a particular party member based on various criteria (amount of health, elemental resistances/weaknesses, etc.).

This time around, the team includes Matt, Natalie, Lance, Anna, and NoLegs. Because the party consists of five characters when the most you can have out in battle is three, you have the option to swap characters in and out to create a more personalized strategy for yourself since each character functions differently. Ordinarily, this can be done at will by you, the player, without costing a turn; however, in this game there are a few enemies that can forcibly send party members into backup and pull a different party member out in their place.

Each of the characters has unique stats and abilities that can be utilized in battle. These abilities can be unlocked/upgraded using skill points you earn by leveling up your party. Some of these abilities are exclusive to one character in particular, but others can be assigned to multiple characters or even any character in the party. Some of these skills are Limit Breaks, super-powerful abilities that can only be used after a character has taken enough damage to fill up their rage meter. In this game, you can also make your characters "forget" skills to get your skill points back to use on other characters. Many of these skills evolve and become more powerful versions of themselves as you upgrade them (as opposed to prior games where you simply unlock separate stronger versions of basic abilities).

Normal vs. Magic Attack/Defense[]

Like most traditional JRPGs, EBF4 distinguishes damage dealt between normal and magic. Normal attack damage mainly concerns physical attacks, while magic attack damage usually comes from spells and magic-powered attacks. On a similar note, normal defense only reduces damage against normal attacks while magic defense only reduces damage against magic attacks.

Extra Modes[]

In addition to the main game, there are a few extra modes you can check out for more challenge.  They're only available in the premium version.

New Game+ and New Game++[]

These are modes that allow you to replay a completed save file from the beginning with higher difficulty, but you retain all the equips, skills, gold, and items you had on the original save file.  NG+ is accessed after completing the game normally; in NG+, the enemies' levels are massively scaled up - they start from level 31 instead of level 1, and the final bosses are at level 44.  After beating NG+, you then access NG++, which is even harder - enemies start from level 44 and the final bosses are at level 50.

In these modes, you can capture both the Cosmic Gigalith and the Devourer (but not his limbs), which is something you can't do in a normal game.

Custom Game[]

This mode lets you enable unique challenges on the game when starting a new file.  These challenges include:

  • Foe Remix: Changes which enemies appear in almost every battle.  This also applies to enemies summoned by bosses.  It also causes enemies which are normally exclusive to certain areas of the game to appear all over the map.
  • Weather Remix: Changes which type of weather occurs in most battles.  This can result in battles that usually don't have weather to experience weather.
  • Random Equips: Changes the locations of all the equips in the game, causing you to get them in a completely new and random order.
  • Scaling Foes: Scales all enemies to your party's level.
  • Limited Players: Limits the number of party members you can bring into battles.  You get to choose which ones to use in each battle.
    • 3-Player Battles: Allows only 3 party members in battle.  Enemy health, damage, and status infliction chance are slightly reduced.
    • 2-Player Battles: Allows only 2 party members in battle.  Enemy health, damage, status infliction chance, and status effect strength (i.e. how many turns status effects last on party members) are fairly reduced.  Enemies are somewhat easier to capture.
    • 1-Player Battles: Allows only 1 party member in battle.  Enemy health, damage, status infliction chance, and status effect strength are heavily reduced.  Enemies are much easier to capture.  The Confuse, Berserk, Stun, and Hungry status effects only last for one turn unless you inflict them on yourself.  Enemies with the ability to invert buffs and debuffs now simply inflict Dispel on your party member.

Difficulty Settings[]

In EBF5, you can choose between five difficulty levels when starting a new game. This can be changed at any time in the game's pause menu.

  • Zero: Enemy stats are at 25%, making them very weak.
  • Easy: Enemy stats are at 50%, making them weaker than normal.
  • Normal: Enemy stats are at 100% - the normal amount.
  • Hard: Enemy stats are at 150%, making them stronger than normal, and they get other buffs too (note: in the Endless Battle and the Temple of Trials, the game is forced to this difficulty).
  • Epic: Enemy stats are at 200%, making them very powerful, and they get other buffs too.

Medals[]

Just like in previous installments, EBF5 has a set of achievements that can be obtained by doing various tasks in the game.

Note: Medal names in BOLD are exclusive to the premium version.

  • What Game?: Splat 100 Slimes on the game's loading screen.  (Note: Once you fulfill the requirement for this Medal, you don't earn it instantly; instead, you earn it once you get to the main menu.)
  • Wandering Out: Enter the Wild Tropics for the first time.
  • Slip n' Slide: Step on ice tiles for the first time.
  • Over the Wall: Enter the Iron Fortress for the first time.
  • Party Hard: Unlock all five party members.
  • Swamped: Enter the Mystic Woods for the first time.
  • River Rapids: Enter Rainbow River for the first time.
  • Arctic Expedition: Enter the Frozen Valley for the first time.
  • Family Roots: Go back to Greenwood Village and talk to Anna's parents after reaching Redpine Town.
  • Alien Landscape: Enter the Rapture for the first time.
  • World Saved?: Defeat the Devourer and finish the game.
  • Instant Knowledge: Learn a new skill (by buying it with AP).
  • Bonus Skills: Equip a special skill to any party member (Limit Breaks don't count).
  • Roid Rage: Use a steroid to permanently boost a party member's stats.
  • Cooling Off: Use a skill that has a 10-turn cooldown (i.e. M.O.A.B., Star Blast, or Nine Lives).
  • Upgrade Complete: Fully upgrade any weapon, hat, or armor.
  • Conductive Status: Exploit a status effect that increases damage done to an enemy.  (Attack a Wet enemy with Thunder/Ice, a Dry enemy with Fire/Bomb, a Chilled enemy with Ice/Water, a Light enemy with Wind, a Heavy enemy with Earth, a Tired enemy with Bio, a Weakened enemy with Dark, or a Cursed enemy with Holy.)
  • Second Chance: Have a party member either be revived by Auto-Revive after being killed or survive a powerful hit with the Morale status.
  • Sometimes Invincible: Have either a party member or an enemy nullify incoming damage with either the Invisible or Enchanted status effect.
  • Berserker's Rage: Have a party member get Berserked (any infliction method counts).
  • Disarmed: Have a party member get Disabled (any infliction method counts).
  • Fog of War: Have a party member get Shrouded (any infliction method counts).  Unlike most other negative status effects, Shroud can only be cured by taking Wind or Holy damage, or by using the Reflex skill on your party members.
  • Uncontrollable Hunger: Have a party member get Hungry (any infliction method counts).
  • Confusion: Have a party member get Confused (any infliction method counts).
  • Back Attack: Have a party member in backup take damage.
  • RIP in Peace: Swap out a dead party member's body with a living one in backup.
  • Freebie: Have an enemy get killed by the weather or another enemy's attack.
  • Owned: Have a party member get killed by the weather.
  • EXP Pipeline: Kill 1,337 enemies.
  • Limits Broken: Use a Limit Break for the first time.
  • Nuclear Holocaust: Use every Limit Break at least once.
  • Unlimited Blade Works: Collect 150 equips.
  • Mercy: Let a Surrendering enemy flee the battle.
  • No Mercy: Kill a Surrendering enemy.
  • Unusual Torture: Use a captured enemy as material to upgrade an equip.
  • Slave Trader: Capture an enemy.
  • Beast Tamer: Capture a powerful enemy (enemies included in this category include every type of Creep, Boulder, Clay, Flybot, Pixel, Fallen, Slinger, Crystal, Bear, Chomper, Big Slime, Squid, Defender, Mammoth, Monolith, Dragon, Hydra, and Arcade Enemy, as well as most bosses in the game - see the Enemies section for more info on these enemy types).
  • Not Pok*mon: Have more than 6 captured enemies equipped as Summons.
  • None are Safe: Capture 50 different enemies.
  • None are Free: Capture 100 different enemies.
  • Boss's Boss: Capture an extremely powerful enemy (enemies included in this category include GUOYEs, TREAGUREs, Mini-Glitches, Cosmic Monoliths, Omega Dragons, Origami Dragons, every type of Hydra, CORALIAs, THE MAWs, and most of the bosses in the game).
  • X-Ray Goggles: Scan 125 different enemies.
  • Secret Barn: Help a wizard grow totally legal herbs in a barn (by solving the floor tile puzzle in the barn in Redpine Town).
  • Video Games: Talk to every type of video game console in the game (there are 5 in total: one in Matt's House in Hope Harbor, one in the Hope Harbor item shop, one in Anna's house in Greenwood Village, one in Jamie's house in Greenwood Village, and one in Redpine Town's steroid shop).
  • Book Worm: Read every book in Greenwood Library.
  • Art Connoisseur: View any painting in the Grand Gallery or Iron Fortress.
  • Squishy: Click on something squishy 10 times ("squishy" things in the game include Natalie's breasts, Natalia's breasts, Jotun's eye, Sol's eye, Skadi's eye, the Slime Bunny hat, the Blue Elephant hat, and the tiny snowmen that appear on your party members when they get Frozen).
  • Where's Satan?: Discover the demon hiding in plain sight (this can be done by clicking on any goat, penguin, seagull, or snail on the overworld map until it turns into a demon - the demon has a 2% chance of appearing whenever you click on any of the aforementioned animals).
  • Code Breaker: Enter a valid code in the Forgotten Ruins' flower puzzle.
  • Cartographer: Fill in the entire world map (not including secret or underground areas).
  • Give 100%: Buff a party member up to 100%.
  • Cat Person: Make NoLegs surrender during his fight instead of defeating him.
  • Nice Guy: Make Natalie surrender during her fight instead of defeating her.
  • Child Minder: Make Anna surrender during her fight instead of defeating her.
  • Seduction: Make Lance surrender during his third fight instead of defeating him.
  • Helping Hand: Complete 10 quests for NPCs.
  • Public Servant: Complete 20 quests for NPCs.
  • Quest Cuck: Complete 30 quests for NPCs.
  • Generic Holiday: Complete a holiday quest (these are rare quests that can only be obtained and completed during certain times of the year; completing them gives you special rewards).
  • Dim Depths: Obtain one of the Sacred Jewels.
  • Secret World: Use the three Sacred Jewels in the Forgotten Ruins' temple to open the portal to the Computer Land).
  • Treasure Hunter: Find and open 200 treasure chests.
  • Chest Grabber: Find and open 400 treasure chests.
  • Like a Bird: Find 50 secret treasures.
  • Eagle Eye: Find 100 secret treasures.
  • Secret Soundboard: Find the game's secret soundboard (by opening the Quests menu and clicking on any of the NPCs in the menu 5 times - each NPC in this menu makes a souns when clicked on).
  • -□□□ .¬: Enter one of the Glitch Zones.
  • 1K Damage: Deal 1,000 damage to an enemy.
  • 10K Damage: Deal 10,000 damage to an enemy.
  • 100K Damage: Deal 100,000 damage to an enemy.
  • 1M Damage: Deal 1,000,000 damage to an enemy.
  • 10M Damage: Deal 10,000,000 damage to an enemy.
  • Pop Eye: Defeat Jotun on Epic difficulty.
  • Firewood: Defeat Anna on Epic difficulty.
  • Bash the Fash: Defeat Lance and the Neon Valkyrie on Epic difficulty.
  • The Cat King: Defeat Laurelin on Epic difficulty.
  • Forgotten Myths: Defeat Poseidon on Epic difficulty.
  • Golden God: Defeat Ultra Chibi Knight on Epic difficulty.
  • Triple Death: Defeat a three-headed Zombie Hydra on Epic difficulty.
  • Burning Soul: Defeat a three-headed Blaze Hydra on Epic difficulty.
  • Determination: Defeat Snowflake on Epic difficulty.
  • Reformat: Defeat the Glitch on any difficulty.
  • Ultimate Hero: Beat the final fight (Cosmic Gigalith and the Devourer) on Epic difficulty.
  • Uncharted Islands: Enter the Great Sea for the first time.
  • Best Customer: Buy everything in the equipment shop (in this game, all the equipment shops basically act as one shop spread out in multiple locations - if you buy anything from one equipment shop, the purchased item(s) will disappear from all the other shops).
  • Critical Condition: Land a triple critical hit on an enemy.
  • Epidemic: Let everyone on the battlefield get infected with a Virus.
  • Gotta Catch 'em All: Capture 151 different enemies.
  • Adventure Remix: Enter Greenwood Village for the first time on a Custom Game file.
  • Quest Completionist: Complete 40 quests for NPCs.
  • Booty Burglar: Find and open 600 treasure chests.
  • Tunnel Vision: Find and open all the treasure chests in Mineshaft Maze.
  • Sixth Sense: Find 200 secret treasures.
  • Trading Cards: Find 25 Monster Cards.
  • Card Shark: Find 50 Monster Cards.
  • List of Fame: Watch the entire credits.
  • Retaliation: Win 30 battles with the Counter-Attacking Foes challenge enabled.
  • New Strats: Win 30 battles with the More Foe Resistance and Less Player Resistance challenges enabled.
  • Extreme Difficulty: Defeat any boss with all challenges enabled.
  • Out of Bounds: Enter a secret room with an arcade machine (the arcade machines warp you to a secret room where you fight an Arcade enemy).
  • Game Collector: Beat all the arcade machine battles (this unlocks the Arcade Enemy Rush at Matt's house).
  • History Lessons: Beat all the simulations on the Data Bunker's B2 floor, on any difficulty.
  • Gladiators: Complete the Battle Arena with all five party members on any difficulty.
  • Dungeon Crawler: Defeat all the optional dungeons' bosses (Sol and Skadi (they count as one), Neon Valhalla, Telperion, Vulcan, and the Crystal Hydra).
  • Real Deal: Defeat all five Evil Players on any difficulty.
  • Double Trouble: Defeat Sol and Skadi on Epic difficulty.
  • Drill Breaker: Defeat the Neon Valhalla on Epic difficulty.
  • Catastrophe: Defeat Telperion on Epic difficulty.
  • Fry, You Fools: Defeat Vulcan on Epic difficulty.
  • No Respawn: Defeat a Crystal Hydra on Epic difficulty.
  • Paper Shredder: Defeat the sketch bosses in Greenwood Library on Epic difficulty.
  • EBF1 Done: Beat both Epic Battle Fantasy 1 simulations on Epic difficulty.
  • EBF2 Through: Beat both Epic Battle Fantasy 2 simulations on Epic difficulty.
  • EBF3 Clear: Beat both Epic Battle Fantasy 3 simulations on Epic difficulty.
  • EBF4 No More: Beat both Epic Battle Fantasy 4 simulations on Epic difficulty.
  • Solo Swordsman: Complete the Battle Arena with Matt on Epic difficulty.
  • Wizard Battle: Complete the Battle Arena with Natalie on Epic difficulty.
  • Shooting Range: Complete the Battle Arena with Lance on Epic difficulty.
  • Bow Master: Complete the Battle Arena with Anna on Epic difficulty.
  • Cat Battle: Complete the Battle Arena with NoLegs on Epic difficulty.
  • Dust to Dust: Defeat Matteus on Epic difficulty.
  • Purifying Flame: Defeat Natalia on Epic difficulty.
  • Twisted Metal: Defeat Lancelot on Epic difficulty.
  • Demon Hunter: Defeat Annabelle on Epic difficulty.
  • Super Sa*yan: Defeat God on Epic difficulty.
  • Epic Duo: Beat the 2-Player Boss Rush on Epic difficulty.
  • Epic Trio: Beat the 3-Player Boss Rush on Epic difficulty.
  • Retro Gamer: Beat the Arcade Enemy Rush on Epic difficulty.
  • Deathbringer: Beat the Monster Marathon on Epic difficulty.
  • Miniboss Rush: Beat the first Boss Marathon on Epic difficulty.
  • Boss Rush: Beat the second Boss Marathon on Epic difficulty.
  • Mega Boss Rush: Beat the third Boss Marathon on Epic difficulty.
  • Endgame: Reach wave 30 in the Endless Battle.


Stats[]

Like any RPG ever, EBF5 employs a system of stats which determine various aspects of the characters in your party as they do battle with enemies. These stats include:

  • Health Points (HP): The maximum amount of damage a character can take before dying.
  • Attack: The overall physical damage output of a character.
  • Magic Attack: The overall magic damage output of a character.
  • Defense: Reduces the amount of physical damage a character takes.
  • Magic Defense: Reduces the amount of magic damage a character takes.
  • Accuracy: The overall chance of a character successfully hitting an enemy with an attack.
  • Evade: The overall chance of a character successfully dodging an enemy's attack.

Elements[]

As with the previous four installments, EBF5 features elements that can be channeled by both your party and enemies to provide different attack methods. All characters in the game can have elemental resistances and weaknesses. Just like in EBF3 and EBF4, both your party members and enemies can also absorb certain elements, allowing them to be healed if they get hit with an attack that uses an element they absorb! It's important to use these things to your advantage by using equips and skills that enemies are weak to, as well as using equips that resist elements that enemies use, in order to win battles more easily. The elements are as follows:

  • Fire: Fire attacks, which can sometimes burn or dry targets. Highly effective against Ice enemies, plants, and animals, but doesn't do well against Water enemies, robots, or Earth enemies.
  • Thunder: Electric attacks, which can sometimes stun targets. Works great against Water enemies, robots, and flying enemies, but not so much for Earth enemies.
  • Ice: Frost attacks, which can sometimes chill or freeze targets. Effective against Earth, Water, and Fire enemies.
  • Earth: Ground- and stone-based attacks, which tend to stun or stagger targets, or sometimes make them tired. Great at dealing with Ice and Thunder enemies, but not with flying or armored enemies.
  • Bio: Heavily associated with plant and poison attacks, and deals extensively with inflicting the Poison status effect on targets. Good for taking out animalistic enemies and enemies with high HP, but is useless against non-biological enemies (i.e. robots, the undead, and some Earth enemies).
  • Bomb: Explosive attacks, which can sometimes stagger targets. Great against Earth and mechanical enemies, but doesn't work well on Ice or Fire enemies.
  • Wind: Air attacks, usually associated with speed and evasion. They tend to make enemies lighter. Attacks with this element are more accurate than most others and can sometimes stagger targets. Good for dealing with flying and Fire enemies easily, but is weak against Earth enemies.
  • Water: Aquatic attacks, which usually make targets wet - this makes Water attacks especially good for setting up elemental combos if followed up with Ice or Thunder attacks.  Effective against Fire and Earth enemies.
  • Holy: Light-themed attacks and "positive" magic. Aside from powerful attacks, this element is also associated with healing spells and status effects that weaken enemies' attacks and negate buffs. Being the opposite of Dark, it is both effective against and weak to Dark enemies.
  • Dark: Attacks using cosmic forces or "evil" magic, also associated with the supernatural/undead. They tend to curse enemies or make them heavier.  This is the most destructive element in the game, and is both effective against and weak to Holy enemies.

Status Effects[]

Status Effects are special conditions that can be inflicted on any character during battle through various methods including attacks, equips, summons, and weather. Some help characters through various means, while others bring harm. They are as follows:

  • Attack Up/Down: Increases or decreases the target's normal attacking power.
  • Defense Up/Down: Increases or decreases the target's normal defense.
  • Magic Attack Up/Down: Increases or decreases the target's magic attacking power.
  • Magic Defense Up/Down: Increases or decreases the target's magic defense.
  • Accuracy Up/Down: Increases or decreases the target's accuracy.
  • Evade Up/Down: Increases or decreases the target's evade.
  • Dispel: Removes any buffs and positive effects from the target.
  • Stagger: The target is guaranteed to suffer a critical hit from the next attack it receives.
  • Target: The target becomes the target of all single-target attacks.
  • Weaken: Debuffs the target's attack and magic attack by 10% each turn; ignores stat buffs and works alongside stat debuffs.  The target takes extra damage from Dark attacks.
  • Curse: Debuffs the target's defense and magic defense by 10% each turn; ignores stat buffs and works alongside stat debuffs.  The target takes extra damage from Holy attacks.
  • Tired: Debuffs the target's accuracy and evade by 10% each turn; ignores stat buffs and works alongside stat debuffs.  The target takes extra damage from Bio attacks.
  • Disable: Some of the target's skills get forced into a cooldown. Can only be inflicted on party members.
  • Syphon: Prevents the target from using anything except normal physical attacks.
  • Shroud: Hides the target's HP bar, stats, and status effects (besides Shroud).
  • Invisible: The target is immune to physical damage but magic damage is doubled.
  • Enchanted: The target is immune to magic damage but physical damage is doubled.
  • Dry: The target takes double damage from Fire and Bomb attacks but half damage from Thunder and Ice attacks, and is twice as likely to get Burned or Scorched by a Fire attack.
  • Wet: The target takes double damage from Thunder and Ice attacks but half damage from Fire attacks, and is twice as likely to get Frozen by an Ice attack.
  • Chill: The target takes double damage from Water and Ice attacks but half damage from Bio attacks, and is twice as likely to get Frozen by an Ice attack. If the target gets Wet while Chilled, the target gets Frozen automatically.
  • Heavy: The target takes 50% more damage from Earth attacks but half damage from Wind attacks.
  • Light: The target takes 50% more damage from Wind attacks but half damage from Earth attacks.
  • Stun: The target is stunned and can't do anything.
  • Freeze: The target is frozen in ice and can't do anything. The target takes extra damage if attacked while Frozen.
  • Poison: Deals some Bio damage to the target every turn.
  • Virus: Same as Poison, but does twice as much damage and has a chance to spread to another character at the end of a turn.
  • Burn: Same as Poison, but deals Fire damage.
  • Scorch: Same as Burn, but does twice as much damage and debuffs the target's max HP by 10% each turn.
  • Bad Luck: Gives the target worse luck (all attacks have 20% lower accuracy, 20% less critical hit chance, and 20% less chance to inflict status effects and/or debuffs. Incoming attacks have 10% more accuracy, 30% more critical hit chance, and 25% more chance to cause status effects and/or debuffs. Doom becomes Death instead. For party members, the likelihood to successfully capture an enemy is lower.)
  • Doom: Instantly kills the target after a few turns.
  • Death: Instantly kills the target regardless of their HP.
  • Delete: Disables the ability to flee the battle, and causes the target to progressively take more and more damage (increasing at intervals of 1.5% of the target's max HP) at the end of each turn. Can only be inflicted on party members, and can't be removed.
  • Stoned: Limit Breaks are disabled, and after 15 turns the target is stripped of all health-boosting buffs (Invisible, Enchanted, Morale, and Auto-Revive) and instantly killed. Can only be inflicted on party members, and can't be removed.
  • Undead: Reduces the target's Fire and Holy resistance by 100%. Healing skills have no effect and Revive just leaves revived characters with 0 health.  Can only be inflicted on party members, and can't be removed.
  • Repulsion: Disables summons and automatic skills. Can only be inflicted on party members, and can't be removed.
  • Brimstone: All buffs become debuffs, with no way to make them buffs again. Debuffs are unaffected. Can only be inflicted on party members, and can't be removed.
  • Random: Inflicts a random negative status effect on the target.
  • Hungry: The target becomes uncontrollable and just eats a random consumable item each turn, restoring some HP.  Can only be inflicted on party members.
  • Stuffed: The target can't eat consumable items.  Can only be inflicted on party members.
  • Confuse: The target becomes uncontrollable and uses a random skill each turn. Can only be inflicted on party members.
  • Berserk: The target becomes more aggressive and does more damage . If a party member goes Berserk, that party member can't be controlled and will randomly attack an enemy with a powerful physical attack on the party's turn.
  • Charge: The target becomes able to unleash an extra-powerful attack on the next turn.
  • Haste: The target gets to take an extra turn.
  • Defend: Halves all damage taken by the target on the next turn.
  • Lovable: Prevents enemies from focusing single-target attacks on the target. If all front-line party members are Lovable, enemies will be forced to either use multi-target attacks or Surrender.
  • Brave: Makes the target more likely to land critical hits, and makes the target immune to critical hits and attack/magic attack debuffs.
  • Epic: Buffs all of the target's stats by 25%.
  • Bless: Makes the target immune to negative status effects (but doesn't remove negative effects that were already applied to the target, and doesn't protect the target from self-inflicted effects).
  • Good Luck: Gives the target better luck (all attacks have 25% higher accuracy, 25% more critical hit chance, and 25% more chance to inflict status effects and/or debuffs. Incoming attacks have 10% less accuracy, 30% less critical hit chance, and 25% less chance to cause status effects and/or debuffs. Instant Death becomes Stagger instead. For party members, the likelihood to successfully capture an enemy is greater.)
  • Morale: Prevents the target from being killed in one hit if its HP is at 49% or higher.
  • Regen: Automatically restores some of the target's HP at the start of every turn.
  • Auto-Revive: Allows the target to instantly revive if killed.
  • Surrender: The target flees the battle on its next turn. Can only be inflicted on enemies.

Weather[]

Weather causes conditions during battle that affect party members and enemies alike after each turn. They sometimes happen naturally, but can also be generated by enemies, summons, and equips. The types of conditions are as follows:

  • Normal: Completely ordinary weather that doesn't do anything.
  • Clear: Same as Normal, but is prone to becoming another type of condition.
  • Rain: Everyone gets Wet between turns.
  • Blizzard: Everyone has a chance of getting Frozen between turns.
  • Hot Ash: Everyone has a chance of getting Burned between turns.
  • Sunny: Everyone has a chance of getting Brave or Morale between turns.
  • Acid Rain: Everyone has a chance of getting Poisoned between turns.
  • Earthquake: Everyone has a chance of getting Staggered between turns.
  • Huge Hail: Everyone gets Chilled between turns.
  • Cherry Blossom: Everyone has a small chance of getting Haste between turns.
  • Breezy: Everyone gets Blessed between turns.
  • Sandstorm: Everyone gets Dry between turns.
  • Stormy: Everyone has a chance of getting Dispelled between turns.
  • Electric: Everyone has a chance of getting Stunned between turns.
  • Sacred Land: Everyone has a chance of getting Good Luck or Regen between turns.
  • Cursed Land: Everyone has a chance of getting Doom between turns.
  • Low Gravity: Everyone gets Light between turns.
  • High Gravity: Everyone gets Heavy between turns.
  • Smog: Everyone has a chance of getting Shrouded between turns.
  • Radiation: Everyone gets random defense debuffs (normal, magic, or max HP) between turns.
  • Energy: Everyone gets random offense buffs (normal, magic, or accuracy) between turns.
  • Falling Stars: Stars fall from the sky between turns, dealing non-elemental damage to whoever gets hit.
  • Air Strikes: Bombs, missiles, and medipacks fall from the sky between turns. Bombs and missiles deal Bomb damage, medipacks heal.
  • Eruption: Volcanic rocks fall from the sky between turns, dealing Fire damage.
  • Overgrowth: Poisonous vines sprout up between turns, dealing Bio damage and sometimes inflicting Poison.
  • Geysers: Geysers erupt from the ground between turns, dealing Water damage.
  • Lava Flow: Lava and boiling water erupt from the ground between turns. Lava deals Fire damage, boiling water deals Water damage, and both have a chance to Burn.
  • Restless Dead: Buried bodies attack between turns, using Ice attacks, Dark attacks, or a Syphoning spell.
  • Thunderstorm: Lightning strikes between turns, dealing Thunder damage.
  • Stalactites: Rocks fall from the ceiling, dealing Earth damage.
  • Glitchy (real name ??--[[/@#,,): Hides some characters' HP bars, stats, and status effects. Different characters get affected by this every time someone's status bar gets updated.
  • Super Glitchy (real name !!--[[/@#,,): Same as Glitchy, but also severely distorts action icon and dropped item graphics.

Characters[]

  • Matt: A wannabe adventurer who's skilled with swords. Most of his abilities involve dealing heavy, concentrated damage to a single target. Being the character with the highest HP, attack, and defense, he's basically the tank of the team.
  • Natalie: A mage who acts as the group's support unit. She has lots of abilities that help the team by healing or buffing them, but also has a good number of attacks that can damage many foes at once.  Her magic attack and magic defense are especially high, but her normal attack, normal defense, and health are a bit lacking.
  • Lance: A gun-loving militarist who mostly uses multi-target attacks, much like Natalie, but his abilities are stronger and able to heavily debuff enemies, and thus have longer cooldowns than the other characters' skills.  Has the highest accuracy of the five heroes.
  • Anna: A seasoned ranger who is mainly a control unit, possessing a diverse assortment of physical and magic attacks that are very good at inflicting status effects on enemies. She also has a few unique support skills that allow her to become a secondary healer for the group if needed.
  • NoLegs: Matt's legless pet cat who is a fierce warrior. Like Anna, he has a wide variety of powerful status-inflicting attacks, with his physical attacks being especially strong, and a few unique support skills. He also has the unique advantage of being able to move on to a new target if the one he was originally attacking dies in the middle of most attacks. But he has the lowest HP and defense of the five heroes, making him a glass cannon.

Skills[]

Matt's Skills[]

  • Quick Slash: Attacks an enemy with really high accuracy, using the element of Matt's weapon.
  • Slicing Cyclone: Hits all enemies several times using the element of Matt's weapon.  Has a 1-turn cooldown.
  • Unleash: Triggers the special effect of Matt's weapon.
  • Revenge: Jumping slash attack that deals more damage the lower Matt's health is. Also gains more power if any of Matt's allies are dead.
  • Legend: Powerful attack that hits an enemy multiple times, using the element of Matt's weapon.  Has a 2-turn cooldown.
  • Steal: Weak melee attack with low accuracy that steals an item from an enemy.
  • Temper: Buffs one party member's attack and makes them Brave.  Has a 1-turn cooldown.
  • Light Blade: Basic single-target Holy attack.  At Level 3, this skill becomes Seiken.
    • Seiken: Advanced single-target Holy attack that sometimes Dispels enemies.
  • Tremor: Basic single-target Earth attack.  At Level 3, this skill becomes Quake.
    • Quake: Advanced single-target Earth attack.  At Level 5, this skill becomes Cataclysm.
      • Cataclysm: Expert single-target Earth attack with a high critical hit rate.
  • Geyser: Basic single-target Water attack that sometimes Wets enemies.   At Level 3, this skill becomes Torrent.
    • Torrent: Advanced single-target Water attack that sometimes Wets enemies.   At Level 5, this skill becomes Typhoon.
      • Typhoon: Expert single-target Water attack that sometimes Wets enemies and has a high critical hit rate.
  • Magma: Basic single-target Fire attack that sometimes Dries enemies.   At Level 3, this skill becomes Eruption.
    • Eruption: Advanced single-target Fire attack that sometimes Dries enemies. 
  • Tundra: Basic single-target Ice attack that sometimes Chills enemies.   At Level 3, this skill becomes Iceberg.
    • Iceberg: Advanced single-target Ice attack that sometimes Chills enemies.
  • Nettle: Basic single-target Bio attack that sometimes Poisons enemies.   At Level 3, this skill becomes Overgrowth.
    • Overgrowth: Advanced single-target Bio attack that hits twice and sometimes Poisons enemies.
  • Cleaver (Limit Break Ability): Matt lands five powerful hits on an enemy (he'll switch over to another enemy if the one he originally targeted dies) using the element and effects of his weapon.  Has a high critical hit rate.
  • Ragnarok (Limit Break Ability): Makes giant swords rain from the sky to damage enemies.

Natalie's Skills[]

  • Lucky Star: Basic non-elemental attack that deals random damage to an enemy and has a high critical hit rate.
    • Star Shower: Advanced non-elemental attack that deals random damage to all enemies and has a high critical hit rate.
  • Star Power: Boosts one party member's magic attack and gives them Good Luck.  Has a 1-turn cooldown.
  • Cleanse: Removes one party member's debuffs and bad status effects, and Blesses them.
  • Fire: Basic single-target Fire attack that sometimes Burns enemies.  At Level 3, this skill becomes Fireball.
    • Fireball: Advanced single-target Fire attack that sometimes Burns enemies.  At Level 5, this skill becomes Fire Storm.
      • Fire Storm: Expert Fire attack that sometimes Burns enemies.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Ice: Basic single-target Ice attack that sometimes Freezes enemies.  At Level 3, this skill becomes Iceshard.
    • Iceshard: Advanced single-target Ice attack that sometimes Freezes enemies.  At Level 5, this skill becomes Ice Storm.
      • Ice Storm: Expert Ice attack that sometimes Burns enemies.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Thunder: Basic single-target Thunder attack that sometimes Stuns enemies.  At Level 3, this skill becomes Thunderbolt.
    • Thunderbolt: Advanced single-target Thunder attack that sometimes Stuns enemies.  At Level 5, this skill becomes Thunder Storm.
      • Thunder Storm: Expert Thunder attack that sometimes Stuns enemies.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Toxic: Basic Bio attack that Poisons an enemy.
  • Dark Pulse: Basic single-target Dark attack that sometimes makes enemies Heavy.
  • Pulsar: Advanced Dark attack that hits all enemies and sometimes makes them Heavy.  Has a 2-turn cooldown.
  • Holy Light: Basic single-target Holy attack that sometimes Weakens enemies.
  • Judgement: Advanced single-target Holy attack with high accuracy that deals heavy damage and leeches the targeted enemy's HP, giving it to Natalie.  Has a 2-turn cooldown.
  • Spectrum: Magic attack that hits a single enemy using the element and effects of Natalie's weapon.  At Level 3, this skill becomes Rainbow Blast.
    • Rainbow Blast: Stronger magic attack that uses the element and effects of Natalie's weapon.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Mute: Syphons an enemy.  Has a 2-turn cooldown.  At Level 3, this skill becomes Syphon.
    • Syphon: Can either Syphon all enemies or be focused on a single enemy to have the selected enemy Syphoned for much longer.  Has a 2-turn cooldown.
  • 7th Heaven (Limit Break Ability): Instantly heals the party, removes negative status effects from the part, and buffs their attack and defense.  Natalie becomes Lovable.
  • Genesis (Limit Break Ability): Deals massive Holy damage to all enemies and inflicts Auto Revive on the party.  Has high accuracy.

Lance's Skills[]

  • Snipe: Extremely accurate single-target attack that uses the element of Lance's weapon.  Has a 1-turn cooldown.
  • Double Shot: Standard single-target shooting attack that hits twice using the element and effects of Lance's weapon, and makes the effects of the weapon stronger.  Moves on to a new enemy if the original target dies.
  • Unload: Much stronger shooting attack that is similar to Double Shot but hits six times instead of two and has a high critical hit rate.  Has a 5-turn cooldown.
  • Plasma Shot: Basic single-target Thunder attack that sometimes debuffs enemies' evade.  At Level 3, this skill becomes Plasma Wave.  Has a 1-turn cooldown.
    • Plasma Wave: Advanced Thunder attack that sometimes debuffs enemies' evade.  Can either hit all enemies or be focused on a single enemy for extra damage.  At Level 5, this skill becomes Plasma Field.  Has a 1-turn cooldown.
      • Plasma Field: Expert Thunder attack that sometimes debuffs enemies' evade.  Can either hit all enemies for even damage or be focused on one enemy, with the rest receiving 1/3 damage.  Has a 1-turn cooldown.
  • Flame Shot: Basic single-target Fire attack that sometimes debuffs enemies' defense.  At Level 3, this skill becomes Flame Burst.  Has a 1-turn cooldown.
    • Flame Burst: Advanced Fire attack that sometimes debuffs enemies' defense.  Can either hit all enemies or be focused on a single enemy for extra damage.  At Level 5, this skill becomes Bullet Hell.  Has a 1-turn cooldown.
      • Bullet Hell: Expert Fire attack that sometimes debuffs enemies' defense.  Can either hit all enemies for even damage or be focused on one enemy, with the rest receiving 1/3 damage.  Has a 1-turn cooldown.
  • Dark Shot: Basic single-target Dark attack that sometimes debuffs enemies' magic defense.  At Level 3, this skill becomes Gravity Surge.  Has a 1-turn cooldown.
    • Gravity Surge: Advanced Dark attack that sometimes debuffs enemies' magic defense.  Can either hit all enemies or be focused on a single enemy for extra damage.  At Level 5, this skill becomes Antimatter Flux.  Has a 1-turn cooldown.
      • Antimatter Flux: Expert Dark attack that sometimes debuffs enemies' magic defense.  Can either hit all enemies for even damage or be focused on one enemy, with the rest receiving 1/3 damage.  Has a 1-turn cooldown.
  • Big Bomb: Basic single-target Bomb attack that sometimes Staggers enemies.  At Level 3, this skill becomes Airstrike.  Has a 3-turn cooldown.
    • Airstrike: Advanced Bomb attack that sometimes Staggers enemies.  Can either hit all enemies or be focused on a single enemy for extra damage.  Has a 3-turn cooldown.
  • Armor Crush: Slam attack that Dispels enemies, and uses the element and effects of Lance's weapon.  Has a 1-turn cooldown.
  • Machine Guns: Bomb attack that hits all enemies many times.  Has a 1-turn cooldown.
  • MOAB: Extra-powerful Bomb attack that hits all enemies, and sometimes Staggers them.  Has a 10-turn cooldown.
  • Poison Gas: Bio attack that Poisons all enemies.  Has a 3-turn cooldown.
  • Medipack: Heals one party member and removes any bad status effects they have.  Has a three-turn cooldown.
    • Health Strike: Heals all party members and removes any bad status effects they have.  Has a three-turn cooldown.
  • Hyper Beam: Magic attack that takes two turns to use; the first turn Charges the attack, and the second turn has Lance fire a huge energy beam that hits all enemies, using the element and effects of his weapon.
  • Oblivion (Limit Break Ability): Deals massive Bomb damage to all enemies.  Has high accuracy.
  • Nuke (Limit Break Ability): Deals massive Fire damage to all enemies, Burns everyone, and replaces the current weather with Radiation for five turns.  Has high accuracy.

Anna's Skills[]

  • Piercing Shot: Attacks an enemy with really high accuracy, using the element and effects of Anna's weapon.  Ignores defense buffs and has a high critical hit rate.
  • Arrow Rain: Hits all enemies multiple times, using the element and effects of Anna's weapon.  Has a 1-turn cooldown.
  • Combo Shot: High-accuracy attack that hits an enemy three times, using the element and effects of Anna's weapon.  Has a 1-turn cooldown.
  • Bow Whack: Melee attack using the element and effects of Anna's weapon.  Makes enemies more likely to Surrender, but can't kill enemies.
  • Leaf Blade: Basic Bio attack that hits an enemy twice.  At Level 3, this skill becomes Razor Leaf.
    • Razor Leaf: Advanced Bio attack that hits enemies multiple times.  Can either hit all enemies (hitting them five times) or be focused on a single enemy (hitting it twice) for extra damage.
  • Log: Basic Earth attack that hits an enemy and might Stagger the enemy.  At Level 3, this skill becomes Lumber.
    • Lumber: Advanced Earth attack that hits an enemy three times, with a higher chance to Stagger the enemy.
  • Gust: Basic single-target Wind attack that sometimes makes enemies Light.  At Level 3, this skill becomes Whirlwind.
    • Whirlwind: Advanced single-target Wind attack that sometimes makes enemies Light and sometimes debuffs their magic defense.  At Level 5, this skill becomes Hurricane.
      • Hurricane: Expert Wind attack that sometimes makes enemies Light and sometimes debuffs their magic defense.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Blessed Arrow: Basic single-target Holy attack that sometimes Weakens enemies.  At Level 3, this skill becomes Blessed Barrage.
    • Blessed Barrage: Advanced Holy attack that sometimes Weakens enemies.  Can either hit all enemies or be focused on a single enemy for extra damage; if all enemies are targeted, Anna shoots one arrow for every enemy alive, but they hit random targets.
  • Spark Arrow: Basic single-target Thunder attack that sometimes Stuns enemies.  At Level 3, this skill becomes Spark Shower.
    • Spark Shower: Advanced Thunder attack that sometimes Stuns enemies.  Can either hit all enemies or be focused on a single enemy for extra damage; if all enemies are targeted, Anna shoots one arrow for every enemy alive, but they hit random targets.
  • Aqua Arrow: Basic single-target Water attack that deals heavy damage and sometimes Wets enemies.  At Level 3, this skill becomes Aqua Volley.
    • Aqua Volley: Advanced Water attack that sometimes Wets enemies.  Can either hit all enemies or be focused on a single enemy for extra damage; if all enemies are targeted, Anna shoots one arrow for every enemy alive, but they hit random targets.
  • Frost Arrow: Basic single-target Ice attack that sometimes Freezes enemies.  At Level 3, this skill becomes Frost Flurry.
    • Frost Flurry: Advanced Ice attack that sometimes Freezes enemies.  Can either hit all enemies or be focused on a single enemy for extra damage; if all enemies are targeted, Anna shoots one arrow for every enemy alive, but they hit random targets.
  • Nitro Arrow: Basic single-target Bomb attack that sometimes Dispels enemies.  At Level 3, this skill becomes Nitro Blitz.
    • Nitro Blitz: Advanced Bomb attack that sometimes Dispels enemies.  Can either hit all enemies or be focused on a single enemy for extra damage; if all enemies are targeted, Anna shoots one arrow for every enemy alive, but they hit random targets.
  • Renew: Heals one party member.  At Level 3, this skill becomes Refresh.
    • Refresh: Heals and Blesses one party member.
  • Mother Earth (Limit Break Ability): Deals massive Bio damage to and inflicts Poison on all enemies, Blesses all your party members, and replaces the current weather with Clear for five turns.  Has high accuracy.
  • Mighty Oak (Limit Break Ability): Summons Mighty Oak to use several Earth attacks on all enemies.  Mighty Oak's attacks deal very heavy damage and have high accuracy.

NoLegs's Skills[]

  • Swift Slash: High-accuracy attack that hits all enemies, using the element and effects of NoLegs's weapon.  Has a 1-turn cooldown.
  • Jump Attack: Basic melee attack that hits an enemy three times, using the element and effects of NoLegs's weapon.  NoLegs moves on to a new enemy if the original target dies during the attack. and he gets an extra hit for every enemy he kills.  At Level 3, this skill becomes Sword Dance.
    • Sword Dance: Advanced melee attack that does more damage.  At Level 5, this skill becomes Final Cutter.
      • Final Cutter: Expert melee attack that does even more damage.
  • Swordplay: Basic melee attack that hits an enemy four times, using the element and effects of NoLegs's weapon.  Has a 1-turn cooldown.  At Level 3, this skill becomes Blade Blitz.
    • Blade Blitz: Advanced melee attack that hits an enemy eleven times, using the element and effects of NoLegs's weapon.  Has a 1-turn cooldown.
  • Whispy Strike: Basic Wind attack that hits an enemy three times, and might also Weaken the enemy.  NoLegs moves on to a new enemy if the original target dies during the attack. and he gets an extra hit for every enemy he kills.  At Level 4, this skill becomes Tornado Tantrum.
    • Tornado Tantrum: Advanced Wind attack that does more damage and has a higher chance to Weaken an enemy.
  • Bubbly Strike: Basic Water attack that hits an enemy three times, and might also Wet the enemy.  NoLegs moves on to a new enemy if the original target dies during the attack. and he gets an extra hit for every enemy he kills.  At Level 4, this skill becomes Water Whirl.
    • Water Whirl: Advanced Water attack that does more damage and has a higher chance to Wet an enemy.
  • Lightning Strike: Basic Thunder attack that hits an enemy three times, and might also Stun the enemy.  NoLegs moves on to a new enemy if the original target dies during the attack. and he gets an extra hit for every enemy he kills.  At Level 4, this skill becomes Bolt Boogie.
    • Bolt Boogie: Advanced Thunder attack that does more damage and has a higher chance to Stun an enemy.
  • Sacred Strike: Basic Holy attack that hits an enemy three times, and might also Syphon the enemy.  NoLegs moves on to a new enemy if the original target dies during the attack. and he gets an extra hit for every enemy he kills.  At Level 4, this skill becomes Divine Divide.
    • Divine Divide: : Advanced Holy attack that does more damage and has a higher chance to Syphon an enemy.
  • Shadow Strike: Basic Dark attack that hits an enemy three times, and might also Curse the enemy.  NoLegs moves on to a new enemy if the original target dies during the attack. and he gets an extra hit for every enemy he kills.  At Level 4, this skill becomes Twilight Tango.
    • Twilight Tango: Advanced Dark attack that does more damage and has a higher chance to Curse an enemy.
  • Cherish: Makes one party member Lovable.  Has a 2-turn cooldown.  At Level 3, this skill becomes Loving Aura.
    • Loving Aura: Can either make all your party members Lovable or be focused on just one to make the selected party member Lovable for much longer.  Has a 3-turn cooldown.
  • Berserk: Makes one party member or enemy Berserk.  Has a 1-turn cooldown.  At Level 3, this skill becomes Raging Force.
    • Raging Force: Can either make all your party members Berserk or be focused on just one party member or enemy to make the selected target Berserk for much longer.  Has a 2-turn cooldown.
  • Star Blast: High-accuracy non-elemental attack that hits all enemies, with a chance to Dispel them.  Has a 10-turn cooldown.
  • Nine Lives: Revives all dead party members, and heals and inflicts Auto-Revive to dead ones.  Has a 10-turn cooldown.
  • Sushi Cat: Summons Sushi Cat to bounce on three random enemies to deal non-elemental damage, and then bounce on the two most damaged party members to heal them.  Has a 2-turn cooldown.
    • Sushi Cat!: Sushi Cat does more damage to enemies, and also gives your party members Good Luck when healing them.  Has a 2-turn cooldown.
  • The Destroyer (Limit Break Ability): Summons the Destroyer to use many Dark attacks on all enemies and then Dispel them.  The Destroyer's attacks have high accuracy.
  • The Creator (Limit Break Ability): Summons the Creator to use a Holy attack that deals massive damage to all enemies, give your party members Good Luck, and replace the current weather with Clear for five turns.  The Creator's attack has high accuracy.

Special Skills[]

These skills are shared between two, three, four, or all five of the party members, thus they can be assigned to the character of your choosing.

Note: Skill names in BOLD are exclusive to the premium version.

  • Ivy: Basic single-target Bio attack that sometimes Poisons enemies.  At Level 3, this attack becomes Vines.
    • Vines: Advanced single-target attack that sometimes Poisons enemies and debuffs their evade.
  • Acid: Basic single-target Bio attack that sometimes debuffs enemies' magic defense.  At Level 3, this skill becomes Acid Blast.
    • Acid Blast: Advanced Bio attack that sometimes debuffs enemies' magic defense.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Gale: Basic single-target Wind attack that sometimes Lightens enemies.  At Level 3, this skill becomes Tempest.
    • Tempest: Advanced single-target Wind attack that sometimes Lightens enemies.
  • Shock: Basic single-target Thunder attack that sometimes Staggers enemies.  At Level 3, this skill becomes Surge.
    • Surge: Advanced single-target Thunder attack that sometimes Staggers enemies.
  • Sand: Basic single-target Earth attack that sometimes Dries enemies and debuffs their accuracy.  At Level 3, this skill becomes Sand Dune.
    • Sand Dune: Advanced single-target Earth attack that sometimes Dries enemies and debuffs their accuracy.
  • Bullet Bob: Basic single-target Bomb attack that has a high critical hit rate.  At Level 3, this skill becomes Big Bullet.
    • Big Bullet: Advanced single-target Bomb attack that has a high critical hit rate.
  • Purging Flame: High-accuracy Holy attack that Dispels a single enemy and debuffs its magic attack.
  • Giga Drill: Powerful single-target Earth attack that does much more damage if the enemy is either Defending or has defense and/or magic defense buffs.  Has a 2-turn cooldown.
  • Electron Gun: Thunder attack that Stuns a single enemy.  Has a 5-turn cooldown.
  • Bubble Ring: Water attack that Syphons a single enemy.  Can do either physical or magic damage, depending on whether the user's normal attack or magic attack stat is higher.  Has a 1-turn cooldown.
  • Gaia Seed: Basic single-target Earth attack that sometimes Tires enemies.  At Level 3, this skill becomes Gaia Bloom.
    • Gaia Bloom: Advanced single-target Earth attack that sometimes Tires enemies.  At Level 5, this skill becomes Gaia Blossom.
      • Gaia Blossom: Expert Earth attack that sometimes Tires enemies.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Bubble: Basic single-target Water attack that sometimes Wets enemies.  At Level 3, this skill becomes Whirlpool.
    • Whirlpool: Advanced single-target Water attack that sometimes Wets enemies and debuffs their evade.  At Level 5, this skill becomes Bubble Blast.
      • Bubble Blast: Expert Water attack that sometimes Wets enemies and debuffs their evade.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Air: Basic single-target Wind attack that sometimes Staggers enemies.  At Level 3, this skill becomes Airwave.
    • Airwave: Advanced single-target Wind attack that sometimes Staggers enemies.  At Level 5, this skill becomes Shockwave.
      • Shockwave: Expert Wind attack that sometimes Staggers enemies.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Energy: Basic single-target Bomb attack that has a high critical hit rate.  At Level 3, this skill becomes Energy Bomb.
    • Energy Bomb: Advanced single-target Bomb attack that has a high critical hit rate.  At Level 5, this skill becomes Energy Barrage.
      • Energy Barrage: Expert Bomb attack that has a high critical hit rate.  Can either hit all enemies or be focused on a single enemy for extra damage.
  • Sawblade: Basic single-target non-elemental attack that ignores defense buffs and sometimes inflicts Death on enemies.  At Level 3, this skill becomes Shredder.
    • Shredder: Advanced non-elemental attack that hits all enemies, ignores defense buffs, and sometimes inflicts Death on enemies.  Has a 1-turn cooldown.
  • Snow Bunnies: Basic Ice attack that hits all enemies and sometimes Chills enemies.  At Level 3, this skill becomes Snow Cats.  Has a 2-turn cooldown.
    • Snow Cats: Advanced Ice attack that hits all enemies and has a higher chance to Chill enemies.  Has a 2-turn cooldown.
  • Fire Spin: Fire attack that hits all enemies, and sometimes Burns enemies and debuffs their defense.  Has a 1-turn cooldown.
  • Fairy Bombs: High-accuracy Holy attack that hits all enemies.  Has a 1-turn cooldown.
  • Demon Swords: Dark attack that can either hit all enemies or be focused on a single enemy for extra damage.  Has a 1-turn cooldown.
  • Geometry: Single-target non-elemental attack that has high accuracy and a high critical hit rate.  Can do either physical or magic damage, depending on whether the user's normal attack or magic attack stat is higher.  Has a 2-turn cooldown.
  • Encore: Gives one party member Haste.  Has a 2-turn cooldown.
  • Power Metal: Wind attack that hits all enemies and heals all your party members.  Has a 2-turn cooldown.
  • Screamer: Dark attack that hits all enemies, debuffs their attack, and makes them more likely to Surrender.  Has a 3-turn cooldown.
  • The Reaper: Low-accuracy Dark attack that inflicts Death on enemies.  Has a 5-turn cooldown.
  • Lock On: Buffs one party member's accuracy and gives them Good Luck.  Has a 1-turn cooldown.
  • Heavenly Shield: Buffs one party member's defense and magic defense.  Has a 1-turn cooldown.
  • Protect: Buffs all your party members' defense.  Has a 5-turn cooldown.
  • Barrier: Buffs all your party members' magic defense.  Has a 5-turn cooldown.
  • Reflex: Buffs all your party members' evade.  Has a 5-turn cooldown.
  • Debilitate: Debuffs all enemies' defense.  Has a 5-turn cooldown.
  • Enfeeble: Debuffs all enemies' magic defense.  Has a 5-turn cooldown.
  • Dispel: Can either be used to Dispel all enemies or remove all debuffs from your party members.  Has a 5-turn cooldown.
  • Sharpen: Can either be used to make all your party members' good status effects last longer or make all enemies' bad status effects last longer.  Has a 5-turn cooldown.
  • Bind: Debuffs all enemies' evade.  Has a 5-turn cooldown.
  • Flare: Debuffs all enemies' accuracy.  Has a 5-turn cooldown.
  • Heal: Basic healing spell that heals one party member.  Has a 1-turn cooldown.
    • Heal More: Advanced healing spell that can either heal all your party members or be focused on one party member for stronger healing.  Has a 1-turn cooldown.
  • Revive: Revives a dead party member, or grants Auto-Revive to a living one.
  • Purify: Removes all bad status from either all your party members or all enemies.  Has a 2-turn cooldown.
  • Phyrnna's Blessing: Buffs all your party members' magic attack and gives them Regen.  Has a 10-turn cooldown.
  • Firecrackers: Gives Good Luck to all your party members and Bad Luck to all enemies, and makes enemies more likely to Surrender.  Has a 3-turn cooldown.
  • Annihilate (Limit Break Ability): Sends out a non-elemental energy blast that has a high chance of instantly killing enemies.  Doesn't work well on bosses and has low accuracy.
  • Ion Cannon (Limit Break Ability): Deals massive Thunder damage to all enemies and sometimes Stuns them.  Has very high accuracy and also Charges Lance's Hyper Beam.
  • Supernova (Limit Break Ability): Deals massive Fire damage to and Burns everyone.  Can't be evaded.
  • Absolute Zero (Limit Break Ability): Deals massive Ice damage to all enemies, debuffs their evade, Freezes them, and clears all your party members' cooldowns.  Has high accuracy.
  • Tsunami (Limit Break Ability):  Deals massive Water damage to all enemies, Wets them, and might inflict Death on them.  Has very high accuracy and can do either physical or magic damage, depending on whether the user's normal attack or magic attack stat is higher.
  • Black Hole (Limit Break Ability): Deals massivve Dark damage to all enemies and makes them Heavy, but also kills the user.  Has high accuracy.
  • Seven Swords (Limit Break Ability): Deals massive Holy damage to all enemies and has high accuracy.
  • Death Metal (Limit Break Ability): Deals massive Wind damage to all enemies and has high accuracy.  Also heals all your party members and gives them Morale.
  • Hidden Power (Limit Break Ability): Hits all enemies with a huge shockwave that hits ten times and uses the element and effects of the user's weapon.  Has high accuracy and can do either physical or magic damage, depending on whether the user's normal attack or magic attack stat is higher.
  • Art Attack (Limit Break Ability): Heals all your party members, removes their bad status effects, and buffs their accuracy, evade, and max HP.

Equips[]

Equips (short for Equipments) are items that can be equipped to your party members to alter their stats and resistances to make them better suited for fighting certain types of enemies (for example, using equips that boost Dark resistance are good to use in areas like the Mystic Woods or the Rapture where Dark enemies are common). Equips can be leveled up by using crafting items (or sometimes captured enemies) to upgrade them.

Hats and Armors are articles of clothing that mainly serve to add resistances, buff stats, and boost certain skills. Weapons (Swords, Staffs, Guns, Bows, and Cat Toys) function the same way but are also imbued with a specific element, thus providing further boosts to certain skills and attacks.  Certain skills utilize the element of the weapon a character is currently equipped with; said skills are referred to as weapon-elemental skills.  These equips can be upgraded up to Level 5.

Flairs are small badges, bobbles, or in some cases companions that provide even further (albeit more minor) buffs, mostly stuff like extra resistance to a single element, an extra effect or buff when Defending, or the ability to randomly automatically use a certain skill or summon on some turns. Each character can be equipped with three Flairs. These equips can only be upgraded up to Level 3, but they require less items to upgrade than other types of equips.

Note: Equip names in BOLD are exclusive to the premium version.

Hats[]

Male Hats[]

Matt, Lance, and NoLegs's hats.

  • Captain's Hat: Increases the chances of inflicting status effects and boosts Bomb and Dark resistance.
  • Knight's Helmet: Randomly summons Cat Warrior between turns and boosts Water resistance, but lowers Fire and Thunder resistance.
  • Horned Helmet: Occasionally Berserks the wearer between turns and boosts Ice and Wind resistance.
  • Spartan Helmet: Occasionally gives the wearer Morale between turns, buffs the wearer's max HP when Defending, and boosts Fire and Death resistance.
  • Genji Helmet: Gives the wearer Good Luck when Defending and boosts Earth and Wind resistance.
  • Basket Helmet: Boosts the power and effects of attack items and boosts Thunder, Tired, and Weaken resistance.
  • Dragon Helm: Occasionally makes the wearer Brave between turns and boosts Fire, Earth, Burn, and Scorch resistance.
  • Army Helmet: Randomly casts Medipack between turns and boosts Bomb, Stun, Stagger, and Confuse resistance.
  • Officer's Hat: Randomly casts Tank Cannon between turns and boosts Fire, Thunder, and Dark resistance.
  • Space Helmet: Occasionally gives the wearer Regen between turns and boosts Burn, Scorch, Poison, Virus, and Wet resistance.
  • Scottish Cap: Occasionally Blesses the wearer between turns, Blesses the wearer when Defending, and boosts Water, Wind, and Death resistance.
  • Spelunking Hat: Improves the chances of capturing enemies and boosts Earth, Dark, Stagger, and Confuse resistance.
  • Wizard Hat: Boosts the power of healing skills and boosts Holy, Syphon, and Dispel resistance.
  • Headband: Occasionally makes the wearer Brave between turns, buffs the wearer's magic defense when Defending, and boosts Fire, Bomb, and Holy resistance.
  • Necromancer's Helmet: Boosts the wearer's attack, defense, magic attack, and magic defense, but occasionally Curses the wearer between turns and lowers Fire and Holy resistance.
  • Cardboard Box: Boosts the power of buffing and debuffing skills and boosts Thunder, Syphon, and Dispel resistance.
  • Gas Mask: Randomly casts Poison Gas between turns and boosts Water, Bio, Poison, and Virus resistance.
  • Death Mask: Heavily boosts the wearer's attack but lowers Fire, Burn, and Scorch resistance.
  • Puppy Hat: Randomly summons Rescue Dog between turns, improves the chances of capturing enemies, and boosts Chill, Freeze, Stun, and Dispel resistance.
  • Pumpkin Head: Randomly summons Blood Bat between turns and boosts Bio and Holy resistance.
  • Santa Hat: Randomly casts Surprise Present (Bomb attack that gives an enemy Bad Luck) between turns, boosts the effects of healing and buffing consumable items, and boosts Ice, Chill, and Freeze resistance.

Female Hats[]

Natalie and Anna's hats.

  • Red Ribbon: Occasionally gives the wearer Auto-Revive between turns and boosts Fire, Thunder, and Ice resistance.
  • Amber Bobble: Randomly summons Stumpy Gloop between turns and boosts Fire, Thunder, and Holy resistance.
  • Nurse Hat: Randomly casts Heal between turns, occasionally gives the wearer Regen between turns, and boosts Dark, Stun, and Death resistance.
  • Fur Hat: Randomly summons Woolly Mammoth between turns and boosts Ice, Wind, and Water resistance.
  • Pope Hat: Boosts Water, Holy, Curse, and Bad Luck resistance.
  • Leafy Clip: Randomly summons Leaf Wraith between turns, occasionally Blesses the wearer between turns, and boosts Earth, Bio, Poison, and Virus resistance.
  • Curly Horns: Increases the chances of capturing enemies, heavily buffs the wearer's defense when Defending, and boosts Stagger, Confuse, Syphon, and Dispel resistance.
  • Cat Ears: Randomly summons Cat Wizard between turns, gives the wearer Good Luck when Defending, and boosts Tired, Weaken, Curse, and Bad Luck resistance.
  • Flower Bobble: Randomly casts Refresh between turns, occasionally makes the wearer Lovable between turns, and boosts Earth, Holy, Tired, and Weaken resistance.
  • Dark Bobble: Heavily buffs the wearer's magic attack when Defending and boosts Dark and Syphon resistance.
  • Slime Bunny: Randomly casts Cleanse between turns, occasionally gives the wearer Regen between turns, and boosts Curse and Bad Luck resistance, but lowers Dark and Death resistance.
  • Ninja Chopsticks: Boosts the power and effects of attack items and boosts Thunder, Wind, Tired, and Weaken resistance.
  • Robot Ears: Randomly casts Cat Sniper between turns and boosts Bio and Bomb resistance, but lowers Thunder resistance.
  • Drill Bits: Boosts Earth resistance but lowers Thunder and Stun resistance.
  • Bunny Ears: Occasionally gives the wearer Haste between turns, increases the chances of capturing enemies, buffs the wearer's evade when Defensing, and boosts Stun, Stagger, and Confuse resistance.
  • Ice Shards: Randomly summons Icicle Creep between turns and boosts Fire, Ice, Chill, and Freeze resistance.
  • Royal Crown: Occasionally makes the wearer Brave and boosts Thunder and Water resistance.
  • Rubber Duck: Boosts the power of buffing and debuffing skills and boosts Fire, Water, Burn, and Scorch resistance.
  • Blue Elephant: Randomly summons War Mammoth between turns, increases the chances of inflicting status effects, and boosts Water, Bio, and Bomb resistance.
  • Spider Bobble: Randomly casts Spider Swarm (non-elemental attack that debuffs all enemies' evade and gives them Bad Luck) between turns, makes enemies more likely to Surrender, and boosts Dark, Curse, Bad Luck, and Death resistance.
  • Holly Hairpin: Randomly casts Candy Canes (non-elemental attack that hits an enemy three times), boosts the effects of healing and buffing consumable items, and boosts Holy, Chill, Freeze, and Dispel resistance.

Armors[]

Male Armors[]

Matt, Lance, and NoLegs's armors.

  • Captain's Coat: Randomly summons Pink Squid between turns, boosts the power of Water skills, and boosts Water and Bomb resistance.
  • Heroic Armor: Boosts the damage of non-elemental skills and boosts Thunder resistance, but lowers Fire and Water resistance.
  • Viking Fur: Randomly summons Brown Bear between turns, boosts the power of Ice skills, increases the chances of capturing enemies, and boosts Ice, Water, Chill, and Freeze resistance.
  • Spartan Curess: Randomly summons Crucified Fallen between turns, boosts the power of Fire skills, buffs the wearer's defense when Defending, and boosts Bomb, Tired, and Weaken resistance.
  • Genji Armor: Boosts the power of Earth skills, buffs the wearer's attack when Defending, and boosts Earth and Wind resistance.
  • Ninja Gear: Boosts the power of Wind skills, boosts the power and effects of attack items, makes the wearer Invisible when Defending, and boosts Thunder, Wind, Heavy, and Light resistance.
  • Dragon Armor: Boosts the power of Fire skills, occasionally gives the wearer Good Luck between turns, and boosts Fire, Thunder, and Ice resistance.
  • Camo Jacket: Randomly casts Big Bomb between turns, boosts the power of Bomb skills, and boosts Bomb, Stagger, and Confuse resistance.
  • Officer's Coat: Randomly casts Machine Guns between turns, boosts the power of Dark skills, and boosts Fire, Thunder, and Dark resistance.
  • Space Ace: Randomly casts Flare between turns, boosts the power of Thunder skills, occasionally gives the wearer Regen between turns, and boosts Chill, Freeze, Heavy, Light, and Stun resistance.
  • Scottish Kilt: Randomly changes the weather to Rain between turns, occasionally gives the wearer Morale between turns, and boosts Earth and Wet resistance, but lowers Water resistance.
  • Explorer's Jacket: Boosts the power of Bio skills, increases the chances of capturing enemies, and boosts Bio, Poison, Virus, and Wet resistance.
  • Wizard Robe: Heavily buffs the wearer's magic attack when Defending and boosts Syphon and Dispel resistance.
  • Turtle GI: Occasionally gives the wearer Morale between turns and boosts Stun, Stagger, and Confuse resistance.
  • Flame Suit: Boosts the power of Water skills, increases the chances of inflicting status effects, boosts the power of buffing skills, and boosts Fire, Burn, and Scorch resistance.
  • Hobo Clothes: Boosts Earth resistance, steals items with single-target melee attacks, and boosts Bio, Stun, and Death resistance.
  • Hipster Shirt: Boosts the power of healing items and buffing skills and boosts Water, Stun, and Death resistance.
  • Shell Armor: Boosts the power of Holy skills, Enchants the wearer when Defending, and boosts Holy and Dispel resistance.
  • Priest's Tunic: Boosts the power of Holy and healing skills, occasionally gives the wearer Auto-Revive between turns, and boosts Holy, Dark, Poison, and Virus resistance.
  • Coat of Teeth: Randomly summons Skeleton Hand between turns, boosts the power of Dark and debuffing skills, and boosts Dark, Curse, Bad Luck, and Death resistance.
  • Santa Outfit: Randomly casts Surprise Present between turns, boosts the power of Ice skills, and boosts Ice, Chill, Freeze, and Wet resistance.

Female Armors[]

Natalie and Anna's armors.

  • Red Dress: Increases the chances of inflicting status effects, occasionally gives the wearer Good Luck between turns, and boosts Fire, Thunder, and Ice resistance.
  • Ranger Skirt: Randomly casts Bind between turns, boosts the power of Earth skills, increases the chances of capturing enemies, and boosts Earth, Bio, Tired, and Weaken resistance.
  • Nurse Outfit: Randomly casts Heal More between turns, boosts the power of Holy and healing skills, and boosts Holy, Poison, Virus, and Syphon resistance.
  • Fur Dress: Randomly summons Viking Monolith between turns, boosts the power of Ice skills, increases the chances of capturing enemies, and boosts Ice, Water, Chill, and Freeze resistance.
  • Pope Dress: Boosts the power of Holy skills, occasionally gives the wearer Auto-Revive between turns, and boosts Holy, Dark, Curse, and Bad Luck resistance.
  • Catcus Dress: Randomly casts Cactus (Bio attack that occasionally Stuns an enemy) between turns, boosts the power of Bio skills, and boosts Earth, Bio, Poison, and Virus resistance.
  • Cow Costume: Boosts the power of Earth and debuffing skills, buffs the wearer's max HP when Defending, and boosts Earth, Water, and Dispel resistance.
  • Maid Outfit: Boosts the power of consumable items and attack items, and boosts Earth, Wind, and Stun resistance.
  • Summer Kimono: Randomly changes the weather to Cherry Blossom between turns, boosts the power of Thunder skills, occasionally gives the wearer Good Luck between turns, and boosts Thunder, Wind, and Stun resistance.
  • Dark Gown: Boosts the power of Dark skills, heavily buffs the wearer's magic defense when Defending, and boosts Dark and Death resistance, but lowers Holy resistance.
  • Magical Skirt: Randomly summons Slime Bunny between turns, boosts the power of non-elemental skills, occasionally makes the wearer Lovable between turns, and boosts Poison, Virus, Curse, Bad Luck, and Death resistance.
  • Ninja Skirt: Boosts the power of Wind skills and attack items, makes the wearer Invisible when Defending, and boosts Wind, Dark, and Stun resistance.
  • Mecha Suit: Randomly summons Cat Bomber between turns, boosts the power of Bomb skills, and boosts Bio and Bomb resistance, but lowers Thunder resistance.
  • Obsidian Armor: Randomly summons Roasted Gloop between turns, boosts the power of Fire skills, occasionally makes the wearer Brave between turns, and boosts Fire, Burn, and Scorch resistance.
  • School Uniform: Steals items when using single-target melee attacks, heavily buffs the wearer's attack when Defending, and boosts Tired, Weaken, Heavy, Light, Curse, and Bad Luck resistance.
  • Bubble Dress: Randomly summond Zircon Ore between turns, boosts the power of Water skills, Enchants the wearer when Defending, and boosts Water, Tired, Weaken, and Dispel resistance.
  • Camo Skirt: Randomly casts Medipack between turns, boosts the power of Bomb skills, and boosts Bio, Bomb, Stagger, and Confuse resistance.
  • Sami Dress: Boosts the power of Wind and buffing skills, and boosts Wind and Holy resistance.
  • Casual Skirt: Boosts the power of consumable items and buffing skills, and boosts Syphon, Stun, and Death resistance.
  • Spider Gown: Randomly summons Haunted Mirror between turns, boosts the power of Dark skills and debuffing skills, and boosts Fire, Earth, and Dark resistance.
  • Santa Skirt: Randomly casts Candy Canes between turns, boosts the power of Ice skills, and boosts Ice, Chill, Freeze, and Wet resistance.

Weapons[]

Swords[]

Matt's weapons.

  • Heaven's Gate: 50% Holy.  Boosts the power of Holy skills, might cast Seiken while attacking, and allows Matt to counter-attack with Unleash when hit by an enemy.  Boosts Holy, Weaken, Tired, and Dispel resistance.
  • Berzerker: No element.  Boosts the power of non-elemental skills, occasionally makes Matt Tired, allows Matt to counter-attack with Revenge when hit by an enemy, and might Dispel enemies when using weapon-elemental attacks.  Boosts Earth, Wind, Weaken, and Tired resistance.
  • Inferno: 50% Fire.  Boosts the power of Fire skills, might cast Fiery Fume (a Fire spell that works similarly to Magma but Burns enemies instead of Drying them) while attacking, and Burns enemies when using weapon-elemental attacks.  Boosts Ice, Bomb, Chill, and Freeze resistance.
  • Ice Needle: 50% Ice.  Boosts the power of Ice skills, might cast Tundra while attacking, and might Freeze enemies when using weapon-elemental attacks.  Boosts Ice, Water, and Wet resistance.
  • Lightning Shard: 50% Thunder.  Boosts the power of Thunder Skills, might cast Thunder while attacking, allows Matt to counter-attack with Slicing Cyclone when hit by an enemy, and might Stun enemies when using weapon-elemental attacks.  Boosts Thunder, Ice, and Stun resistance.
  • Sapphire Saint: 50% Water.  Boosts the power of Water skills, might cast Torrent while attacking, and Wets enemies when using weapon-elemental attacks.  Boosts Fire, Holy, Burn, and Scorch resistance.
  • Black Fang: 50% Bio. Boosts the power of Bio skills, drains HP from enemies, might cast Overgrowth while attacking, and Poisons enemies when using weapon-elemental attacks. Boosts Dark, Bio, Curse, and Bad Luck resistance.
  • The Chopper: 50% Earth.  Boosts the power of Earth skills and might cast Log while attacking.  Boosts Water and Bio resistance.
  • Giant Slayer: No element.  Ignores enemies' defensive debuffs, makes enemies more likely to Surrender, and allows Matt to counter-attack with a normal attack when hit by an enemy.  Boosts Wind, Heavy, Light, Stagger, and Confuse resistance.
  • Hyper Drill: 50% Earth.  Boosts the power of Earth skills, might cast Stalactites while attacking, and debuffs enemies' defense when using weapon-elemental attacks.  Boosts Earth resistance but lowers Thunder resistance.
  • Emerald Smasher: 50% Bio.  Boosts the power of Bio skills, might cast Earthquake while attacking, allows Matt to counter-attack with Nettle when hit by an enemy, and might Stagger enemies when using weapon-elemental attacks.  Boosts Earth, Bomb, Stagger, and Confuse resistance.
  • Devil's Fork: 50% Fire.  Boosts the power of Fire skills and buffing skills, might cast Black Spikes (Dark attack that deals moderate damage and hits an enemy three times) while attacking, and Dries enemies when using weapon-elemental attacks.  Boosts Fire, Ice, and Dark resistance.
  • Ultra Pro 9000X: No element.  Steals items with single-target melee attacks, boosts the power of healing items, boosts the chance of inflicting status effects, and Chills enemies when using weapon-elemental attacks.  Boosts Water, Ice, Chill, and Freeze resistance.
  • Club of Withering: No element.  Randomly casts Bone Star (Dark attack that sometimes Syphons an enemy) between turns, increases the power of debuffing skills, might cast Bones (Dark attack that occasionally Dooms an enemy) while attacking, and Weakens enemies and debuffs their magic defense when using weapon-elemental attacks.  Boosts Weaken, Tired, Curse, Bad Luck, Stagger, and Confuse resistance.
  • Crimson Razorback: 50% Wind.  Randomly casts Power Metal between turns, increases the power of Wind skills, might cast Gust while attacking, and makes enemies Light and debuffs their magic attack when using weapon-elemental attacks.  Boosts Thunder, Wind, and Syphon resistance.
  • Dragon's Feather: 50% Wind.  Boosts the power of Wind skills, occasionally gives Matt Haste, might cast Gale when attacking, allows Matt to counter-attack with a normal attack when hit by an enemy, and makes enemies Light when using weapon-elemental attacks.  Boosts Ice, Wind, and Holy resistance.
  • Golden Axe: 50% Thunder.  Boosts the power of Thunder skills, occasionally gives Matt Good Luck, might cast Big Spark (advanced Thunder attack that deals heavy damage to an enemy) when attacking, and gives enemies Bad Luck when using weapon-elemental attacks.  Boosts Thunder, Dispel, and Death resistance.
  • Dark Stalker: 50% Dark.  Boosts the power of Dark skills, might cast Bone Star while attacking, and Syphons enemies and debuffs their attack when using weapon-elemental attacks.  Boosts Bio, Dark, and Syphon resistance.
  • Fusion Sword: 50% Bomb.  Boosts the power of Bomb skills, ignores enemies' defensive buffs, might cast Bullet Bob with certain skills, and Burns enemies when using weapon-elemental attacks.  Boosts Fire, Bio, and Bomb resistance.
  • Soul Eater: 50% Dark.  Drains HP from enemies, occasionally Curses Matt, allows Matt to counter-attack with a normal attack when hit by an enemy, and might Curse enemies when using weapon-elemental attacks, but lowers Holy and Dark resistance.
  • Love Blade: 50% Holy.  Boosts the power of healing and buffing skills, makes Matt Lovable when defending, and reduces enemies' accuracy when using weapon-elemental attacks.  Boosts Holy, Dark, and Death resistance.

Staves[]

Natalie's weapons.

  • Sol Spear: 50% Fire.  Randomly casts Flare between turns, boosts the power of Fire skills, might cast Flame Blast while attacking, and Dries enemies when using weapon-elemental attacks.  Boosts Fire, Ice, Chill, and Freeze resistance.
  • Arctic Trident: 50% Ice.  Boosts the power of Ice skills, occasionally Chills Natalie, allows Natalie to counter-attack with Iceshard when hit by an enemy, and Chiils enemies when using weapon-elemental attacks.  Boosts Ice, Wind, Burn, and Scorch resistance.
  • Wrath of Zeus: 50% Thunder.  Randomly casts Thunderstorm between turns, boosts the power of Thunder skills, and might cast Plasma Cage (powerful Thunder attack that has high accuracy and Stuns an enemy) while attacking.  Boosts Thunder, Wind, and Stun resistance.
  • Druid Staff: 50% Bio.  Randomly casts Mushroom (Bio attack that occasionally Stuns an enemy) between turns, boosts the power of Bio skills, occasionally gives Natalie Regen, might cast Vines while attacking, and makes enemies Tired when using weapon-elemental attacks.  Boosts Water, Bio, Poison, and Virus resistance.
  • Nimbus Rod: 50% Water.  Randomly changes the weather to Rain between turns, boosts the power of Water skills, might cast Bubble Ring while attacking, and Chiils enemies when using weapon-elemental attacks.  Boosts Fire, Ice, Water, and Holy resistance.
  • Dragon Wings: 50% Fire.  Randomly summons Omega Dragon between turns, boosts the power of Fire skills, allows Natalie to counter-attack with Fireball when hit by an enemy, and Burns enemies when using weapon-elemental attacks.  Boosts Fire, Dark, and Dispel.
  • Gigavolt: 50% Thunder.  Boosts the power of Thunder skills, might cast Surge while attacking, and allows Natalie to counter-attack with a normal attack when hit by an enemy.  Boosts Thunder, Bomb, and Dispel resistance.
  • Alchemy Set: No element.  Incrreases the chance of inflicting status effects, boosts the power of debuffing skills, allows Natalie to counter-attack with Spectrum when hit by an enemy, and inflicts Random on enemies and debuffs their accuracy when using weapon-elemental attacks.  Boosts Weaken, Tired, Curse, and Bad Luck resistance.
  • Kaladanda: No element.  Might cast Bones while attacking, allows Natalie to counter-attack with a normal attack when hit by an enemy, and Weakens enemies and debuffs their defense when using weapon-elemental attacks.  Boosts Stagger, Confuse, Weaken, Tired, Curse, and Bad Luck resistance.
  • Wrecking Rod: 50% Bomb.  Boosts the power of Bomb skills, might cast Big Blast (advanced Bomb attack that hits all enemies and might Stagger them) with certain skills, allows Natalie to counter-attack with a normal attack when hit by an enemy, and Staggers enemies using weapon-elemental attacks.  Boosts Thunder, Bomb, Stagger, and Confuse resistance.
  • Elder's Wisdom: 50% Earth.  Randomly casts Big Root (Earth attack that sometimes Poisons an enemy) between turns, boosts the power of Earth skills and buffing skills, and might cast Enchantment while attacking.  Boosts Earth, Holy, Heavy, and Light resistance.
  • Obsidian Staff: 50% Dark.  Boosts the power of Dark skills, might cast Invisibility while attacking, and Dries enemies when using weapon-elemental attacks. Boosts Fire and Syphon resistance.
  • Celtic Cross: 50% Holy.  Boosts the power of Holy skills, might cast Talisman Seal (Holy attack that Curses enemies and debuffs their magic attack) while attacking, and allows Naralie to counter-attack with Holy Light when hit by an enemy.  Boosts Water, Holy, and Dark resistance.
  • Dark Tooth: 50% Dark.  Boosts the power of Dark skills, might cast Space Distortion (Dark attack that debuffs an enemy's magic defense and might Invisiblizes it) while attacking, allows Natalie to counter-attack with Dark Pulse when hit by an enemy, and might Dispel enemies when using weapon-elemental attacks.  Boosts Dark, Curse, Bad Luck, and Dispel resistance.
  • The Knife: No element.  Boosts the power of healing items and buffing skills, allows Natalie to counter-attack with a normal attack when hit by an enemy, and might inflict Death on enemies when using weapon-elemental attacks.  Boosts Curse, Bad Luck, and Death resistance.
  • Paper Fan: 50% Wind.  Boosts the power of Wind skills, occasionally gives Natalie Haste, and might cast Whirlwind while attacking.  Boosts Wind, Bomb, and Holy resistance.
  • Oak Staff: 50% Earth.  Randomly summons Stumpy Gloop between turns and occasionally gives Natalie Regen.  Boosts Earth, Wind, and Bio resistance.
  • Beholding Eye: No element.  Boosts the power of buffing and debuffing skills, might cast Tentacles while attacking, and gives enemies a Virus when using weapon-elemental attacks.  Boosts Bio, Dark, and Syphon resistance.
  • Soul Crusher: No element.  Randomly summons Steel Wraith between turns, makes enemies more likely to Surrender, and Curses enemies when using weapon-elemental attacks.  Boosts Thunder and Wind resistance.
  • Shooting Star: No element.  Randomly casts Star Shower between turns, boosts the power of non-elemental skills, occasionally gives Natalie Good Luck, and might cast Lucky Star while attacking.  Boosts Syphon, Dispel, and Death resistance.
  • Slime Staff: 50% Holy.  Randomly summons Slime Bunny between turns and boosts the power of Holy and healing skills.  Boosts Ice, Holy, and Syphon resistance.

Guns[]

Lance's weapons.

  • Nitro Blaster XL: 50% Bomb.  Randomly casts Air Strike between turns boosts the power of Bomb skills, might cast Nitro Burn (Bomb attack that behaves identically to Anna's Nitro Arrow skill) while attacking, allows Lance to counter-attack with Energy Bomb when hit by an enemy, and might Stagger enemies when using weapon-elemental attacks.  Boosts Fire, Thunder, and Bomb resistance.
  • Hellfire Shotgun: 50% Fire.  Boosts the power of Fire skills, might cast Flame Burst while attacking, allows Lance to counter-attack with Snipe when hit by an enemy, and Dries enemies when using weapon-elemental attacks.  Boosts Fire, Bio, and Dark resistance.
  • Thunder Core: 50% Thunder.  Boosts the power of Thunder skills, occasionally Charges Lance, allows Lance to counter-attack with Plasma Shot when hit by an enemy, and might Stun enemies when using weapon-elemental attacks.  Boosts Thunder, Stun, and Syphon resistance.
  • Deep Blue: 50% Water.  Boosts the power of Water skills, might cast Typhoon while attacking, allows Lance to counter-attack with Armor Crush when hit by an enemy, and might Wet enemies when using weapon-elemental attacks.  Boosts Fire, Water, and Wet resistance.
  • Chainsaw Gun: No element.  Boosts the power of non-elemental attacks, ignores enemies' defensive buffs, and might cast Sawblade while attacking.  Boosts Bomb, Stagger, Confuse, and Death resistance.
  • Vortex Cannon: 50% Wind.  Boosts the power of Wind skills, might cast Whirlwind while attacking, allows Lance to counter-attack with Airwave when hit by an enemy, and might Dispel enemies when using weapon-elemental attacks.  Boosts Wind, Heavy, Light, Stagger, and Confuse resistance.
  • Sub Zero: 50% Ice.  Boosts the power of Ice skills, occasionally Charges Lance, might cast Iceberg while attacking, and might Freeze enemies when using weapon-elemental attacks.  Boosts Ice, Water, Burn, and Scorch resistance.
  • Shadow Blsater: 50% Dark.  Boosts the power of Dark skills, might cast Gravity Surge while attacking, and allows Lance to counter-attack with Dark Shot when hit by an enemy.  Boosts Thunder, Dark, and Death resistance.
  • Biohazard Blaster: 50% Bio.  Boosts the power of Bio skills, drains HP from enemies, occasionally Poisons Lance, and gives enemies a Virus when using weapon-elemental attacks.
  • Crystal WingL 50% Holy.  Randomly casts Heal More between turns, boosts the power of Holy, healing, and buffing skills, and might Syphon enemies when using weapon-elemental attacks.  Boosts Ice, Bomb, and Holy resistance.
  • Heavy Claw: 50% Bomb.  Randomly casts Bullet Bob between turns, boosts the power of Bomb skills, occasionally makes Lance Heavy, and might debuff enemies' defense when using weapon-elemental attacks.  Boosts Earth, Bomb, and Dispel resistance.
  • Soul Pistol: 50% Holy.  Boosts the power of Holy skills, drains HP from enemies, might cast Blessed Arrow while attacking, allows Lance to counter-attack with Double Shot when hit by an enemy, and Weakens enemies when using weapon-elemental attacks.  Boosts Wind, Holy, Weaken, and Tired resistance.
  • Super Snipe ZX: No element.  Randomly casts Lock On between turns, boosts the power of Wind skills, might cast Geometry while attacking, allows Lance to counter-attack with Snipe when hit by an enemy, and might inflict Death on enemies when using weapon-elemental attacks.  Boosts Wind, Weaken, Tired, and Syphon resistance.
  • Coconut Shooter: 50% Earth.  Randomly casts Lumber between turns, boosts the power of Earth skills, might cast Stone Fist (Earth attack that occasionally Staggers an enemy) while attacking, and might Stagger enemies when using weapon-elemental attacks.  Boosts Earth, Water, and Bio resistance.
  • Flame Titan: 50% Fire.  Boosts the power of Fire skills, occasionally makes Lance Heavy, and Burns enemies when using weapon-elemental attacks.  Boosts Earth, Wind, Heavy, and Light resistance.
  • Heartstopper: 50% Thunder.  Boosts the power of Thunder skills, might cast Spark (basic Thunder attack that deals moderate damage to an enemy) when attacking, allows Lance to counter-attack with Double Shot when hit by an enemy, and might Doom enemies when using weapon-elemental attacks.  Boosts Thunder, Bomb, and Stun resistance.
  • Gungnir: No element.  Staggers enemies when using weapon-elemental attacks.  Boosts Syphon, Dispel, and Death resistance.
  • Spine Snapper: 50% Dark.  Randomly summons Beheaded Fallen between turns, boosts the power of Dark and debuffing skills, increases the chance of inflicting status effects, and might inflict Death on enemies when using weapon-elemental attacks.  Boosts Dark and Death resistance but lowers Holy resistance.
  • Desert Scorpion: 50% Bomb.  Boosts the power of Bomb skills, might cast Sand Dune while attacking, and Dries enemies when using weapon-elemental attacks.  Boosts Fire, Earth, and Wet resistance.
  • Accelerator: No element.  Randomly casts Speed Up between turns, occasionally gives Lance Haste, might cast Slow Down while attacking, and gives enemies Bad Luck and debuffs their accuracy when using weapon-elemental attacks.
  • Green Goliath: No element.  Boosts the power of Bio skills, occasionally makes Lance Tired, might cast Bamboo Trap (Bio attack that sometimes Poisons an enemy), and might make enemies Tired when using weapon-elemental attacks.  Boosts Wind, Weaken, Tired, and Syphon resistance.

Bows[]

Anna's weapons.

  • Fairy Bow: 50% Bio.  Randomly casts Lumber between turns, boosts the power of Bio skills, might cast Leaf Blade while attacking, and Poisons enemies when using weapon-elemental attacks.  Boosts Earth, Water, and Bio resistance.
  • Cold Steel: 50% Ice.  Boosts the power of Ice skills, might cast Iceshard while attacking, allows Anna to counter-attack with a normal attack when hit by an enemy, and might Freeze enemies when using weapon-elemental attacks.  Boosts Ice, Water, Chill, and Freeze resistance.
  • Thor's Hammer: 50% Thunder.  Randomly casts Thunder Storm between turns, boosts the power of Thunder skills, might cast Thunderbolt while attacking, allows Anna to counter-attack with Piercing Shot when hit by an enemy, and might Stun enemies when using weapon-elemental attacks.  Boosts Thunder, Wind, and Stun resistance.
  • Aquamarine: 50% Water.  Boosts the power of Water skills, might cast Enchantment while attacking, allows Anna to counter-attack with Aqua Arrow when hit by an enemy, and might Chill enemies when using weapon-elemental attacks.  Boosts Fire, Ice, and Water resistance.
  • Gaia's Gift: 50% Earth.  Boosts the power of Earth and healing skills, occasionally gives Anna Regen, might cast Invisibility while attacking, and makes enemies Heavy when using weapon-elemental attacks.  Boosts Earth, Bio, and Dark resistances.
  • Crimson Dragon: 50% Fire.  Randomly casts Fire Spin between turns, boosts the power of Fire skills, might cast Fire Crystals (Fire attack that hits an enemy three times, and also debuffs the enemy's defense and might Burn it) while attacking, and Burns enemies when using weapon-elemental attacks.  Boosts Fire and Ice resistance but lowers Water resistance.
  • Iron Tusk: 50% Bomb.  Boosts the power of Bomb skills, might cast Energy Bomb while attacking, allows Anna to counter-attack with Bow Whack when hit by an enemy, and Staggers enemies when using weapon-elemental attacks.  Boosts Thunder, Bomb, Stagger, and Confuse resistance.
  • Fenrir's Jaw: No element.  Randomly summons Lost Fallen between turns, boosts the power of non-elemental skills, drains HP from enemies, allows Anna to counter-attack with a normal attack when hit by an enemy, and might make enemies Tired when using weapon-elemental attacks.  Boosts Poison, Virus, and Death resistance.
  • The Deceased: No element.  Randomly summons Zombie Hand between turns, boosts the power of debuffing skills, might cast Bone Star while attacking, and might Doom enemies and debuff their defense when using weapon-elemental attacks.  Boosts Weaken, Tired, Curse, Bad Luck, and Death resistance.
  • Juggernaut: 50% Bomb.  Boosts the power of Bomb skills, makes enemies more likely to Surrender, might cast Bomb Blast (basic Bomb attack that might Stagger an enemy), and might Dispel enemies when using weapon-elemental attacks.  Boosts Stun, Stagger, Confuse, and Dispel resistance.
  • Emerald Cyclone:  50% Wind.  Randomly casts Hurricane between turns, boosts the power of Wind skills, allows Anna to counter-attack with Piercing Shot when hit by an enemy, and might Dispel enemies when using weapon-elemental attacks.  Boosts Earth, WInd, Weaken, and Tired resistance.
  • Eagle Eye: No element.  Randomly casts Bind between turns, occasionally gives Anna Good Luck, allows Anna to counter-attack with Piercing Shot when hit by an enemy, and gives enemies Bad Luck when using weapon-elemental attacks.  Boosts Weaken, Tired, Stagger, Confuse, and Syphon resistance.
  • The Stinger: 50% Bio.  Randomly casts Razor Leaf between turns, boosts the power of Bio skills, might cast Vines while attacking, and might Stun enemies when using weapon-elemental attacks.  Boosts Bio and Dark resistance, but lowers Burn and Scorch resistance.
  • Chieftan's Horns: No element.  Randomly casts Refresh between turns, boosts the power of Wind and buffing skills, allows Anna to counter-attack with a normal attack when hit by an enemy, and might makes enemies Light and debuffs their magic defense when using weapon-elemental attacks.  Boosts Earth, Bomb, and Holy resistance.
  • Regal Turtle: 50% Holy.  Boosts the power of Holy and buffing skills, and occasionally gives Anna Defend status.  Boosts Fire, Bomb, and Holy resistance.
  • Alchemist's Bow: No element.  Increases the chance of inflicting status effects, boosts the power of healing items, allows Anna to counter-attack with a normal attack when hit by an enemy, and inflicts Random on enemies when using weapon-elemental attacks.  Boosts Burn, Scorch, Poison, Virus, and Syphon resistance.
  • Black Widow: 50% Dark.  Randomly casts Spider Swarm between turns, boosts the power of Dark attacks, makes enemies more likely to Surrender, allows Anna to counter-attack with a normal attack when hit by an enemy, and Curses enemies when using weapon-elemental attacks.  Boosts Dark, Curse, Bad Luck, and Death resistance.
  • Angel Wing: 50% Holy.  Randomly casts Arrow Rain between turns, boosts the power of Holy attacks, occasionally gives Anna Auto-Revive, and Weakens enemies when using weapon-elemental attacks.  Boosts Fire, Holy, Weaken, and Tired resistance.
  • Sharanga: No element.  Might cast Geometry while attacking and might Dispel enemies when using weapon-elemental attacks.  Boosts Wet, Light, Heavy, and Dispel resistance.
  • Earth's Whisper: 50% Earth.  Randomly casts Refresh between turns, boosts the power of Earth skills, might cast Cataclysm while attacking, and might makes enemies Heavy when using weapon-elemental attacks.  Boosts Earth and Bio resistance.
  • Heaven's Voice: 50% Holy.  Boosts the power of Holy skills, might cast Judgement while attacking, allows Anna to counter-attack with Piercing Shot when hit by an enemy, and might Syphon enemies when using weapon-elemental attacks.  Boosts Holy, Light, Heavy, and Syphon resistance.

Cat Toys[]

NoLegs's weapons.

  • Steel Buckler: No element.  Boosts the power of non-elemental skills and allows NoLegs to counter-attack with Blade Blitz when hit by an enemy.  Boosts Earth, Wind, Light, and Heavy resistance.
  • Bandit Blade: 50% Water.  Boosts the power of Water skills, steals items with single-target melee attacks, and occasionally gives NoLegs Haste.  Boosts Wind, Stun, Stagger, and Confuse resistance.
  • Neon Lightbulb: 50% Thunder.  Boosts the power of Thunder skills, might cast Plasma Cage while attacking, allows NoLegs to counter-attack with a normal attack when hit by an enemy, and might Stun enemies when using weapon-elemental attacks.  Boosts Thunder and Dark resistance but lowers Earth resistance.
  • Honjo Masamune: 50% Wind.  Boosts the power of Wind skills, might cast Tempest while attacking, and allows NoLegs to counter-attack with a normal attack when hit by an enemy.  Boosts Thunder, Wind, and Stun resistance.
  • Riot Shield:  50% Dark.  Randomly casts Bind between turns, boosts the power of Dark skills, counter-attack with a normal attack when hit by an enemy, and Weakens enemies when using weapon-elemental attacks.  Boosts Dark, Stagger, Confuse, and Death resistance.
  • Leaf Shield: 50% Earth.  Randomly summons Wooden Idol between turns, boosts the power of healing items, and occasionally gives NoLegs Regen.  Boosts Earth, Water, and Bio resistance.
  • Star Hammer: No element.  Randomly casts Falling Star (non-elemental attack that deals moderate damage to an enemy), boosts the power of non-elemental skills, might cast Star Punch (non-elemental attack that occasionally Stuns an enemy), and Stuns enemies when using weapon-elemental attacks.  Boosts Fire, Thunder, and Ice attacks.
  • Dog Sausage: 50% Fire.  Boosts the power of Fire skills, buffing skills, and healing items, and Burns enemies when using weapon-elemental attacks.  Boosts Fire, Burn, Scorch, Chill, and Freeze resistance.
  • Ice Cream Sandwich: 50% Ice.  Boosts the power of Ice, buffing, and healing skills, and might cast Wafer (non-elemental attack that deals light damage and hits an enemy twice).
  • Godly Book: 50% Holy.  Boosts the power of Holy skills, occasionally gives NoLegs Auto-Revive, might cast Talisman Seal while attacking, and Curses enemies when using weapon-elemental attacks.  Boosts Holy, Dark, Curse, and Bad Luck resistance.
  • Human Skull: No element.  Randomly casts The Reaper between turns, boosts the power of debuffing skills, increases the chance of inflicting status effects, and gives enemies Bad Luck and might debuff their defense when using weapon-elemental attacks.  Boosts Bio, Dark, Curse, and Bad Luck resistance.
  • Blood Bank: 50% Bio.  Boosts the power of Bio skills, drains HP from enemies, occasionally gives NoLegs Regen, and Poisons enemies when using weapon-elemental skills.  Boosts Weaken, Tired, Poison, Virus, and Death resistance.
  • Viking Buckler: No element.  Occasionally makes NoLegs Berserk, might cast Undead Blade (Ice attack that has a small chance to Chill an enemy) while attacking, allows NoLegs to counter-attack with Sword Dance when hit by an enemy, and might Stagger enemies when using weapon-elemental skills.  Boosts Ice, Wind, and Water resistance.
  • Turtle Shell: 50% Water.  Boosts the power of Water skills and healing items, and might cast Torrent while attacking.  Boosts Fire, Water, and Wet resistance.
  • Elven Shield: 50% Earth.  Randomly casts Fairy Bomb between turns, boosts the power of Earth skills, occasionally gives NoLegs Good Luck, might cast Stone Fist while attacking, and gives enemies Bad Luck when using weapon-elemental skills.  Boosts Earth, Bio, and Holy resistance.
  • Pixel Popper: No element.  Randomly casts Rice Ball Bomb (non-elemental skill that deals heavy damage and hits an enemy three times), boosts the power of non-elemental skills, might cast Bone Fish (non-elemental skill that deals heavy damage to a single enemy), and inflicts Random on enemies when using weapon-elemental skills.  Boosts Thunder, Light, Heavy, and Stun resistance.
  • Book of Spells: 50% Ice.  Randomly changes the weather to Hail between turns, boosts the power of Ice skills, might cast Enchantment while attacking, and might Freeze enemies when using weapon-elemental skills.  Boosts Water, Wind, and Ice resistance.
  • Power Paw:  50% Bomb.  Randomly summons Gray Pixel between turns, boosts the power of Bomb skills, might cast Bullet Bob while attacking, and might Stagger enemies when using weapon-elemental skills.  Boosts Thunder, Bio, and Bomb resistance.
  • Devil's Sunrise: 50% Dark.  Boosts the power of Dark skills, might cast Black Spikes while attacking, and might Doom enemies when using weapon-elemental skills.  Boosts Holy, Burn, Scorch, Weaken, and Tired resistance.
  • King's Guard: 50% Holy.  Boosts the power of Holy skills, makes NoLegs Brave when defending and on random occasionals, and might debuff enemies' accuracy when using weapon-elemental skills.  Boosts Holy, Burn, Scorch, Weaken, and Tired resistance.
  • Buster Sword: No element.  Boosts the power of buffing skills, might cast Paper Storm (non-elemental attack that deals massive damage and Dispels an enemy) while attacking, and allows NoLegs to counter-attack with a normal attack when hit by an enemy.  Lowers Fire, Water, and Wind resistance.

Flairs[]

  • Flame Badge: Boosts Fire, Burn, and Scorch resistance.
  • Lightning Badge: Boosts Thunder and Stun resistance.
  • Frost Badge: Boosts Ice, Chill, and Freeze resistance.
  • Pearl Necklace: Boosts Water and Wet resistance.
  • Surgical Mask: Boosts Bio, Poison, and Virus status resistance.
  • Angel Pin: Boosts Wind, Heavy, and Light resistance.
  • Bandage: Boosts Earth and Death resistance.
  • Iron Cross: Boosts Bomb, Stagger, and Confuse resistance.
  • Silver Cross: Boosts Dark, Curse, and Bad Luck resistance.
  • Golden Pendant: Boosts Holy, Tired, and Weaken resistance.
  • Nano Machines: Boosts Poison, Virus, and Syphon resistance.
  • Battle Paint: Occasionally makes the wearer Brave between turns, makes the wearer Brave when Defending, and boosts Water resistance.
  • Lucky Clover: Occasionally Blesses the wearer between turns, Blesses the wearer when Defending, and boosts Bio resistance.
  • Hoop Earrings: Occasionally gives the wearer Good Luck between turns, gives the wearer Good Luck when Defending, and boosts Thunder resistance.
  • The Tr*force: Charges up the wearer's Limit Break bar by 5% after each turn, occasionally gives the wearer Morale between turns, gives the wearer Morale when Defending, and boosts Dispel and Syphon resistance.
  • Green Cross: Occasionally gives the wearer Regen between turns, gives the wearer Regen when Defending, and boosts Burn and Scorch resistance.
  • Fairy: Occasionally gives the wearer Auto-Revive between turns, gives the wearer Auto-Revive when Defending, and boosts Holy resistance.
  • Pocket Watch: Occasioally gives the wearer Haste between turns and boosts Stun resistance.
  • Meow Meow Badge: Makes weapon unleashes activate much more often and boosts Stun resistance.
  • Captain Viridian: Gives the wearer Haste on their next turn if they skip a turn, and boosts Earth, Wind, Heavy, and Light.
  • Agnry Faic: Gives the wearer Target when Defending and boosts Fire resistance.
  • Target Badge: Gives the wearer Target when Defending and boosts Wind resistance.
  • Tentacle: Randomly casts Tentacles (non-elemental attack that Poisons an enemy and debuffs its evade) between turns, gives enemies a Virus when using weapon-elemental attacks, and boosts Stun resistance.
  • Peace Badge: Sometimes Weakens enemies when using weapon-elemental attacks and boosts Tired and Weaken resistance.
  • Crossbone Pin: Sometimes Curses enemies when using weapon-elemental attacks and boosts Curse, Bad Luck, and Death resistance.
  • Chrome Earrings: Sometimes Freezes enemies when using weapon-elemental attacks and boosts Ice resistance.
  • Amethyst Earrings: Sometimes Dries enemies when using weapon-elemental attacks and boosts Stun resistance.
  • Emerald Earrings: Sometimes Poisons enemies when using weapon-elemental attacks and boosts Bio resistance.
  • Fat Fly: Randomly casts Fly Bomb (Bio attack that occasionally gives an enemy a Virus) between turns, sometimes Dooms enemies when using weapon-elemental attacks, and boosts Bio and Dark resistance.
  • Bitey Badge: Sometimes Tires enemies when using weapon-elemental attacks and boosts Dark, Tired, and Weaken resistance.
  • Baby Penguin: Sometimes Wets enemies when using weapon-elemental attacks and boosts Ice resistance.
  • Pet Rock: Sometimes makes enemies Heavy when using weapon-elemental attacks and boosts Wind resistance.
  • Tetromino: Makes the wearer only take 4 damage if the wearer is dealt any damage that ends with the number 4.
  • Pixel Glasses: Lets the wearer survive a hit with 0 HP and boosts Holy and Dark resistance.
  • Fake Mustache: Steals items with single-target attacks and boosts Ice resistance.
  • Big Eyebrows: Boosts Stun, Stagger, Confuse, and Death resistance.
  • RAM Chip: Boosts the party's max SP and boosts Dispel resistance.
  • Juicy Beast: Gives the party a few SP after every turn and boosts Bio resistance.
  • Small Cloud: Gives you more SP when you kill enemies and boosts Water resistance.
  • Dinosaur Egg: Gives you more AP after each battle.
  • Lucky Fish: Increases the chances of getting items from defeated enemies.
  • Coin Charm: Gives you more gold after each battle.
  • Mini Drone: Increases the chances of capturing enemies and boosts Earth and Bomb resistance.
  • Heart Pendant: Occasionally makes the wearer Lovable between turns, makes the wearer Lovable when Defending, and boosts Death resistance.
  • The One R*ng: Occasionally Scorches the wearer and boosts Ice, Chill, and Freeze Resistance.
  • Companion C*be: Fully heals the wearer and buffs their max HP when the wearer is revived, and boosts Thunder resistance.
  • Dog Tags: Buffs the wearer's attack when the wearer is revived, and boosts Bomb resistance.
  • Narutomaki: Buffs the wearer's defense when the wearer is revived, and boosts Water resistance.
  • Cat Tail: Buffs the wearer's evade when Defending and boosts Dark resistance.
  • Tooth: Buffs the wearer's max HP when Defending and boosts Holy resistance.
  • Balance Badge: Slightly boosts all the wearer's base stats, as well as Holy and Dark resistance.
  • Sword Medal: Boosts the wearer's attack.
  • Shield Medal: Boosts the wearer's defense.
  • Gold Star: Boosts the wearer's magic attack.
  • Platinum Star: Boosts the wearer's magic defense.

Scaring Enemies with Equips[]

A few equips in this game can scare certain types of enemies.  Depending on the enemy type, this can cause affected enemies to either flee immediately, Surrender, or go Berserk.

  • Devil's Fork and Slime Staff: Scares Slimes.
    • Enemies that Flee when scared by these Equips: Chocolate Slime, Sand Slime, Ice Cream Slime, Mud Slime, Lava Slime, Water Slime, Slime Bunny, Slime Mouse, Green Pixel
    • Enemies that go Berserk when scared by these Equips: Big Chocolate Slime, Big Sand Slime, Big Ice Cream Slime, Big Mud Slime, Big Lava Slime
  • The Chopper, Oak Staff, and Chainsaw Gun: Scares Trees (i.e. plant-themed enemies)
    • Enemies that Flee when scared by these Equips: Green Bush, Red Bush, Muddy Bush, Sandy Bush, Stumpy Gloop, Roasted Gloop
    • Enemies that Surrender when scared by these Equips: Wooden Idol
    • Enemies that go Berserk when scared by these Equips: Fabulous Gloop, Leafy Chomper, Seaweed Chomper
  • Dog Sausage: Scares Dogs, Bears, and Mammoths
    • Enemies that Surrender when scared by these Equips: Tanuki Dog, Wolf Dog
    • Enemies that go Berserk when scared by these Equips: Zap Dog, Mage Dog, Brown Bear, Grolar Bear, Panda Bear, Black Bear, Woolly Mammoth, Camel Mammoth, War Mammoth
  • Celtic Cross and Pope Hat: Scares Ghosts (i.e. Wraiths and the Fallen)
    • Enemies that Surrender when scared by these Equips: Flame Wraith, Frost Wraith, Leaf Wraith
      • Burned Fallen, Lost Fallen, Crucified Fallen, Drowned Fallen, and Beheaded Fallen will also Surrender if their HP is below 50%
    • Enemies that go Berserk when scared by these Equips: Steel Wraith, Origami Wraith, Master Wraith
      • Burned Fallen, Lost Fallen, Crucified Fallen, Drowned Fallen, and Beheaded Fallen will also go Berserk if their HP is above 50%

Items[]

Attack Items[]

These items are used in-battle to damage enemies in various ways.  They can also be used as crafting items.

  • Snowball: Deals Ice damage an enemy, and also Chills the enemy.
  • Brick: Deals Earth damage to an enemy, and also Berserks the enemy.
  • Shuriken: Deals Bio damage to an enemy, and also Poisons the enemy.
  • Hand Bomb: Deals Bomb damage to an enemy, and also Staggers the enemy.

Food Items[]

Battle Boosters[]

These items are used in-battle to help out your party members.

  • Pumpkin: Heals a party member for either 300 HP or 20% of their max HP, whichever is higher.
  • Pineapple: Heals a party member for either 1000 HP or 40% of their max HP, whichever is higher.
  • Watermelon: Heals a party member for either 3000 HP or 60% of their max HP, whichever is higher.
  • Dragon Fruit: Heals a party member for either 10000 HP or 80% of their max HP, whichever is higher.
  • Raspberries: Heals all party members for either 200 HP or 20% of their max HP, whichever is higher.
  • Blueberries: Heals all party members for either 1000 HP or 30% of their max HP, whichever is higher.
  • Cloudberries: Heals all party members for either 6000 HP or 40% of their max HP, whichever is higher.
  • Garlic: Removes all bad status effects from a party member.
  • Banana: Removes all debuffs from a party member.
  • Pretzel: Removes all debuffs from all party members, and Stuffs them for 2 turns.
  • Apple: Reduces a party member's cooldowns by 1.
  • Cupcake: Reduces a party member's cooldowns by 2, and Stuffs then for 3 turns.
  • Beer: Buffs a party member's attack by 60%.
  • Cola: Buffs a party member's magic attack by 60%.
  • Iron Brew: Buffs a party member's accuracy by 60%.
  • Energy Drink: Buffs a party member's evade by 60%.
  • Coffee: Revives a dead party member with 30% HP.
  • Expresso: Revives a dead party member with full HP and buffs their max HP by 50%.
  • Chili Pepper: Instantly fills up a party member's Limit Break bar, but also Scorches the party member.  Very rare.
  • Orange Juice: Buffs a party member's max HP by 100%.  Very rare.
  • Crisps: Reduces all party members' cooldowns by 1, and Stuffs them for 1 turn.
  • Chips: Heals all party members for 60% of their max HP, and Stuffs them for 2 turns.
  • Hamburger: Fully heals a party member, reduces their cooldowns by 3, and Stuffs them for 3 turns.
  • Pizza: Fully heals all party members, reduces their cooldowns by 3, and Stuffs them for 3 turns.  Very rare.

Steroids[]

These items are used in the overworld to boost your party members' basic stats.  Each party member has a unique set of Steroids.

  • Matt's Steroids
    • Crispy Bacon: Boosts Matt's attack and defense by 2%.
    • Raw Beef: Boosts Matt's magic attack and magic defense by 2%.
    • Chicken Leg: Boosts Matt's evade and accuracy by 1%.
    • Fried Egg: Boosts Matt's HP by 2%.
  • Natalie's Steroids
    • Poptart: Boosts Natalie's attack and defense by 2%.
    • Donut: Boosts Natalie's magic attack and magic defense by 2%.
    • Cake: Boosts Natalie's evade and accuracy by 1%.
    • Lollipop: Boosts Natalie's HP by 2%.
  • Lance's Steroids
    • Bread: Boosts Lance's attack and defense by 2%.
    • Potato: Boosts Lance's magic attack and magic defense by 2%.
    • Red Pill: Boosts Lance's evade and accuracy by 1%.
    • Mushroom: Boosts Lance's HP by 2%.
  • Anna's Steroids
    • Turnip: Boosts Anna's attack and defense by 2%.
    • Grapes: Boosts Anna's magic attack and magic defense by 2%.
    • Mint Leaf: Boosts Anna's evade and accuracy by 1%.
    • Hard Nut: Boosts Anna's HP by 2%.
  • NoLegs's Steroids
    • Sushi: Boosts NoLegs's attack and defense by 2%.
    • Rice Ball: Boosts NoLegs's magic attack and magic defense by 2%.
    • Yogurt: Boosts NoLegs's evade and accuracy by 1%.
    • Chocolate Milk: Boosts NoLegs's HP by 2%.

Crafting Items[]

These items are used in the overworld to complete NPC quests and upgrade your equips.

  • Wool
  • Earth Ball
  • Seashell
  • Cactus
  • Iron Plate
  • White Feather
  • Jungle Flower
  • Spring
  • Soft Wood
  • Herb
  • Copper Pipe
  • Duct Tape
  • Geode
  • Gash Root
  • Gunpowder
  • Glass Shards
  • Fine Fur
  • Butterfly Wing
  • Rainbow Ore
  • Liquid Ice
  • Solid Water
  • Belt Buckle
  • Steel Plate
  • Magma Chunk
  • Floppy
  • Silk
  • Metal Gear
  • Plastic
  • Amber
  • Leather
  • Bio Virus
  • Razor Claw
  • Sacred Rune
  • Bone Spike
  • Silver Plate
  • Satin
  • Ruby
  • Topaz
  • Sapphire
  • Emerald
  • Gold Plate
  • Dark Rune
  • P2 Processor
  • Nano Fiber
  • Opal
  • Lecko Brick
  • Moon Pearl
  • Dragon Scales
  • Game Child
  • Titanium
  • Diamond
  • Dark Matter
  • Plutonium Core
  • The Holy Grail
  • Mythril Shard
  • Star Fragment
  • Red Envelope

Key Items[]

These items are used in the overworld to make progress in the game by gaining access to new areas that initially weren't accessible.

  • Scouter: Lets your party scan enemies to add them to the Bestiary.
  • World Map: Lets the party access the world map.
  • Old Boots: Lets the party go outside. (Note: This is essentially a throwaway item, since it is available right at the start of the game.)
  • Magnetic Boots: Lets the party stop moving on metal plates after stepping on a Booster Tile (a tile in the overworld that makes your party continuously move in the direction the tile is facing when you touch it).
  • Leafy Boots: Lets the party walk on lily pads.
  • Spiked Boots: Lets the party walk on ice without sliding on it.
  • Thermal Boots: Lets the party walk on magma tiles, but they still take light Fire damage over time.
  • Rubber Boots: Lets the party walk on acidic tiles.  (Note: This is essentially a throwaway item, since there are no acidic tiles in the game.)
  • Shovel: Lets the party smash dirt and snow barriers that block certain paths.
  • Hammer: Lets the party smash boulders that block certain paths.
  • Big Hammer: Lets the party smash red crystal barriers that block certain paths.
  • Stepladder: Lets the party fix small gaps in bridges.
  • Raft: Lets the party float on water.
  • Candle: Lets the party light torches to brighten dark rooms and unlock secrets.
  • Fishing Rod: Was originally planned to serve some purpose, but is now a quest item.
  • Coral Key: Lets the party remove one Coral Block.
  • Copper Key: Lets the party remove one Copper Block.
  • Wooden Key: Lets the party remove one Wooden Block.
  • Topaz Key: Lets the party remove one Topaz Block.
  • Gold Key: Lets the party remove one Gold Block.
  • Diamond Key: Lets the party remove one Diamond Block.
  • Stone Head: Used to open the gate to the Frozen Valley.
  • Turd: Used to open a door in Deathly Hollows.
  • Elemental Orbs (Earth, Wind, Fire, and Water): Used to open the rift to the Beyond.
  • Sacred Jewels (Emerald of Life, Sapphire of Dreams, and Ruby of Death): Used to open the rift to the Computer World.

Monster Cards[]

Available only in the premium version, Monster Cards are collectible items in the form of trading cards featuring random monsters.  They're found in treasure chests and provide small buffs to your party.  There are 50 Monster Cards in total, and they are as follows:

  • Baby Bush: Increases your party's max SP by 1.
  • Big Bush: Increases your party's max SP by 2.
  • Bazooka Bush: Increases your party's max SP by 3.
  • Lava Slime: Increases your party's max SP by 1.
  • Magma Slime: Increases your party's max SP by 2.
  • Volcano Slime: Increases your party's max SP by 3.
  • Normal Turtle: Increases your party's max SP by 1.
  • Derpy Turtle: Increases your party's max SP by 2.
  • Titanic Turtle: Increases your party's max SP by 3.
  • Donut Snake: Increases your party's max SP by 2.
  • Potted Gloop: Increases your party's max SP by 2.
  • Crystal Gloop: Increases your party's max SP by 2.
  • Sandstone Gloop: Increases your party's max SP by 2.
  • Ice Mite: Increases your party's max SP by 1.
  • Ice Roach: Increases your party's max SP by 3.
  • Specter: Increases your party's max SP by 2.
  • Toaster: Increases your party's max SP by 2.
  • Baby Bacon: Increases your party's max SP by 1.
  • Bacon Roll: Increases your party's max SP by 2.
  • Adult Bacon: Increases your party's max SP by 3.
  • Creepy Idol: Boosts the damage of Summons by 1%.
  • Undead Boulder: Boosts the damage of Summons by 3%.
  • Beholding Bat: Boosts the damage of Summons by 2%.
  • Beholding Beast: Boosts the damage of Summons by 2%.
  • Eyeball Plant: Boosts the damage of Summons by 2%.
  • Famine Face: Boosts the damage of Summons by 2%.
  • Frosty Face: Boosts the damage of Summons by 2%.
  • Fire Face: Boosts the damage of Summons by 2%.
  • Snarky Radish: Boosts the damage of Summons by 1%.
  • Snarky Tree: Boosts the damage of Summons by 3%.
  • Chibi Robot: Boosts the damage of Summons by 1%.
  • Dai Robot: Boosts the damage of Summons by 3%.
  • Electron Child: Boosts the damage of Summons by 1%.
  • Electron Cloud: Boosts the damage of Summons by 2%.
  • Electron Knight: Boosts the damage of Summons by 3%.
  • Touchy Octopus: Makes enemies 2% easier to capture.
  • Mountain Goat: Makes enemies 2% easier to capture.
  • Hollow Soldier: Makes enemies 2% easier to capture.
  • Pupper: Makes enemies 2% easier to capture.
  • Doggo: Makes enemies 2% easier to capture.
  • Evil Fungus: Makes enemies drop 2% more gold when defeated.
  • Spy Satellite: Makes enemies drop 1% more gold when defeated.
  • Flybot Drone: Makes enemies drop 2% more gold when defeated.
  • Angry Bee: Makes enemies drop 1% more gold when defeated.
  • Fighter Bee: Makes enemies drop 2% more gold when defeated.
  • Sacred Guardian: Makes enemies drop 3% more gold when defeated.
  • Sea Jelly: Makes enemies drop 2% more gold when defeated.
  • Fire Elemental: Makes enemies drop 2% more gold when defeated.
  • Cursed Medallion: Makes enemies drop 2% more gold when defeated.
  • Cursed Chest: Makes enemies drop 3% more gold when defeated.

Map Regions[]

Note: Region names in BOLD are exclusive to the premium version.

  • Hope Harbor - Beach Section: A small beach village near the sea, home to Matt. Serves as the game's first town, and mostly contains weak Water and Earth enemies. Some friendly NPCs and shops can also be found here.
  • Wild Tropics: A dense jungle just to the west of Hope Harbor, populated by various low- to mid-level nature-themed enemies.
  • Grand Gallery: A big, prestigious museum that features many pieces of EBF fanart drawn by fans of the series, as well as a slew of rooms blocked off by NPCs, which can only be accessed by collecting enough Medals. Each room contains great treasures but also very powerful enemies that scale to your party's level. This area is a bonus area, so you don't get any XP or gold for killing enemies here.
  • Hope Harbor - Desert Section: A sandier section of Hope Harbor further to the east, containing slightly stronger Water and Earth enemies.
  • Ice Cave: A small cave of ice connecting Hope Harbor to the rest of the world. Exclusively features Ice enemies.
    • Freezeflame Dungeon: A more elaborate cave network within the Ice Cave that, interestingly enough, boasts not one but two environments - a frozen area and a fiery area, each hosting enemies of the corresponding types.  These environments converge at the end so you ultimately wind up in the same place no matter which path you take.
  • No Man's Land: A ravaged area that used to be a lush forest, but is now the perimeter of Lance's Iron Fortress. Features a mixture of animal and mechanical enemies.
    • Mineshaft Maze: An underground bunker located underneath No Man's Land containing a wide assortment of enemies, mostly ground-themed.
  • Iron Fortress: Lance's heavily guarded high-tech fortress, occupied by many mechanical and electric enemies.
  • Greenwood Village: Anna's hometown, which serves as the second town of the game. This is a peaceful area containing weak Bio enemies, plenty of friendly NPCs, and a few shops.
    • Greenwood Library: The village library. In the free Flash version, this area only contains a single room where you can read books containing helpful hints about the game. But in the premium version, there are extra rooms in the library where you can fight unique paper-themed enemies, culminating to a boss rush at the heart of the library where you must fight four evil doodle bosses in a row.
  • Mystic Woods: A haunted forest near Greenwood Village that's plagued by the undead, and other Dark and Bio enemies.
    • Deathly Hollows: An abandoned crypt accessed from an entry point at the far west end of Mystic Woods, crawling with dangerous Bio and Dark enemies.
  • Rainbow River: A huge river, with some small islands here and there, separating the north side of the overworld from the south side. It can only be traversed using the Raft, and even then there are many currents that can make it hard to get around (but they disappear after you kill Poseidon). Most of the enemies along this river are water-themed, but various other enemies also show up in certain parts of the river.
  • Lost Ruins: A secret area, located all the way up north on the overworld and accessible only with the Raft, which appears to be the ruins of an ancient temple. It contains extremely powerful Earth, Wind, and Holy enemies which scale to your party's level, as well as several great treasures - some of which can only be obtained by entering secret codes into a set of pedestals.
    • Computer Land: A hidden area located in cyberspace that can be accessed from the Lost Ruins by obtaining the three Sacred Jewels from the three towns (Hope Harbor, Greenwood, and Redpine) and placing them on the three pedestals inside the old temple in the Lost Ruins. It contains some treasures and no enemies, aside from a boss fight against a very powerful digital creature.
  • Frozen Valley: An icy wasteland where Ice enemies are prominent, with some Water and Earth enemies mixed in too.
    • Great Sea: A more expansive ocean area further south, which contains a few false exits that just warp you to another part of the Great Sea instead of letting you leave. Enemies here are very sparse, with only a few Water, Earth, and Wind enemies appearing in some spots.
      • Battle Arena: A small fortress containing five solo challenges - one for each of the five party members - where you play with only one party member and fight against various enemies, including some that don't appear anywhere else in the game.
      • Data Bunker: A computer facility operated by a bunch of scientists experimenting with simulations. Contains several two-player challenges where you play with only two party members and fight against classic enemies from the first four EBF games.
  • Redpine Town: Lance's former hometown, serving as the game's final town. Having been badly affected by the Great Impact, the town is almost entirely abandoned aside from a few NPCs. Aside from that, the place is overrun with far more enemies than your average RPG town, consisting of powerful undead, Dark, and Fire enemies.
    • Crystal Caverns: Another cave area, this one containing three environments: a rocky area, a frozen area, and a very small fiery area, each with matching enemy types.
  • The Rapture: The area where the mysterious meteor landed, utterly decimating the land. It's full of extra-strong Bio, Fire, and Dark enemies, including the much-maligned Cosmic Monoliths that began invading the planet after the Great Impact.
    • Temple of Trials: A dark temple full of daunting challenges, including a Monster Marathon, boss rushes, and battles against the Evil Players.
    • Lava Lake: A portion of the Rapture that's been flooded with lava, inhabited almost exclusively by Fire enemies.
    • The Beyond: A small area in outer space, accessed from the Rapture by collecting the four elemental orbs and placing them on their respective pedestals to open a portal to the Beyond. It contains only the strongest Dark enemies.
  • Glitch Zones: Four glitchy areas accessed through portals found in No Man's Land, Mystic Woods, Frozen Valley, and Hope Harbor. They're populated by very powerful digitized creatures.
    • The Void (real name 54 68 65 20 56 6f 69 64): A fifth Glitch Zone accessed through a portal in Redpine Town that only opens after you kill all the enemies in the other four Glitch Zones. It contains a few very valuable treasures, guarded by the dreaded Glitch.
  • Warp Zone: A small hub area that can be accessed by touching one of the Slime Cats scattered across the map. It contains all of the Slime Cats you've discovered so far, allowing you to warp to and from their respective areas.

Enemies[]

Note: Enemy names in BOLD are exclusive to the premium version.

Slimes[]

Simple enemies with various elemental properties, and have a small chance to get your characters Confused.  Some of them also have Big variants, which have low evade and can summon normal-sized versions of themselves.

  • Chocolate Slime: Uses Earth attacks and has a small chance to make your party members Hungry.
    • As a Summon: Uses an Earth attack that debuffs an enemy's accuracy.  Costs 5 SP to use.
  • Big Chocolate Slime: Uses stronger Earth attacks, has a higher chance to make your party members Hungry, and can Stagger your party, debuff their accuracy, or make then Heavy. Can summon Chocolate Slimes.
    • As a Summon: Uses an Earth attack that hits all enemies and makes them Heavy.  Costs 35 SP to use.
  • Sand Slime: Uses Earth and Bio attacks, and can Stun or Poison your party.
    • As a Summon: Uses a Bio attack that might Stun an enemy. Can summon Sand Slimes.  Costs 11 SP to use.
  • Big Sand Slime: Uses stronger Earth and Bio attacks, charge itself, and Stagger, Dry, or Poison your party members.
    • As a Summon: Uses a stronger Bio attack with a higher chance to Stun an enemy.  Costs 46 SP to use.
  • Ice Cream Slime: Uses Ice attacks, can Chill your party, and has a small chance to make your party members Hungry.
    • As a Summon: Uses an Ice attack that Chills an enemy.  Costs 8 SP to use.
  • Big Ice Cream Slime: Uses stronger Ice and Earth attacks, has a higher chance to make your party members Hungry, and can Chill, Freeze, or Stagger your party. Can summon Ice Cream Slimes.
    • As a Summon: Uses an Ice attack that Chills all enemies.  Costs 36 SP to use.
  • Mud Slime: Uses Bio attacks.
    • As a Summon: Uses a Bio attack on an enemy.  Costs 9 SP to use.
  • Big Mud Slime: Uses stronger Bio, Earth, and Water attacks, and can Stagger, Stun, Poison, or Wet your party. Can summon Mud Slimes.
    • As a Summon: Uses a Bio attack that hits all enemies and might Stun them.  Costs 40 SP to use.
  • Lava Slime: Uses Fire attacks, and can Dry or Burn your party.
    • As a Summon: Uses a Fire attack that Dries an enemy.  Costs 12 SP to use.
  • Big Lava Slime: Uses stronger Fire, Earth, and Dark attacks, and can Dry, Burn, or Stagger your party. Can summon Lava Slimes.
    • As a Summon: Uses a Fire attack that heavily Burns an enemy.  Costs 56 SP to use.
  • Water Slime: Uses Water attacks and can Wet your party.
    • As a Summon: Uses a Water attack on an enemy.  Costs 1 SP to use.
  • Slime Bunny: Friendly Slime that only ever uses healing spells on your party (but it can use them on enemies on Hard or Epic difficulty).
    • As a Summon: Gives Regen to your party (also affects party members in backup).  Costs 36 SP to use.
  • Slime Mouse: Uses Thunder attacks and can Stun your party.
    • As a Summon: Uses a Thunder attack which has a very high chance to Stun.  Costs 10 SP to use.

Cats[]

Cat warriors hailing from the Kitten Kingdom, who attack with various fighting styles. They tend to target the most damaged party member. Some of them carry a shield which allows them to Defend, but they lose the shield if hit with a powerful attack.

  • Cat Warrior: Carries a shield and uses non-elemental physical attacks.
    • As a Summon: Uses several non-elemental attacks on an enemy.  Costs 14 SP to use.
  • Cat Wizard: Carries a shield and uses magic non-elemental, Fire, Thunder, Ice, Wind, and Bio attacks, and sometimes heals another enemy. Unlike the other Cats, this one doesn't target any specific party member, but its healing spell always targets the most damaged enemy.
    • As a Summon: Heals a party member.  Costs 4 SP to use.
  • Cat Sniper: Carries a shield, uses non-elemental and Bomb attacks, buffs other enemies' accuracy, and can Stagger or Target your party members.
    • As a Summon: Uses a Bomb attack on an enemy, which might cause Death.  Costs 14 SP to use.
  • Cat Bomber: Immediately suicide bombs your party on its first turn, doing Bomb damage to a party member with a small chance to Stagger. Drops one of its bombs if hit with a powerful attack, reducing the amount of damage it can do.
    • As a Summon: Uses a Bomb attack that Staggers an enemy.  Costs 26 SP to use.
  • Cat Ninja: Uses physical, Bio, and Earth attacks, can Stagger or Poison your party members, and can Shroud itself. Also carries a shuriken it can throw to use a one-time Bio attack, but drops the shuriken if hit with a powerful attack.
    • As a Summon: Changes the weather to Cherry Blossom for five turns (in the premium version, it gives one party member Haste).  Costs 19 SP (27 in the premium version) to use.
  • Skeleton Cat: Carries a shield, uses physical and Dark attacks, and can give your party members Bad Luck.
    • As a Summon: Uses a Dark attack that gives an enemy Bad Luck.  Costs 18 SP to use.

Bushes[]

Timid, weak plant creatures that can inflict buffs and debuffs.

  • Green Bush: Uses Bio attacks and can Poison your party members or debuff their attack.
    • As a Summon: Slightly debuffs all enemies' attack.  Costs 17 SP to use.
  • Red Bush: Uses normal and Bio attacks, and can Stun your party members or debuff their defense.
    • As a Summon: Slightly debuffs all enemies' defense.  Costs 15 SP to use.
  • Muddy Bush: Uses normal and Bio attacks, and can Poison your party members or debuff their magic attack.
    • As a Summon: Slightly debuffs all enemies' magic attack.  Costs 16 SP to use.
  • Sandy Bush: Uses normal and Earth attacks, and can debuff your party members' accuracy or magic defense.
    • As a Summon: Slightly debuffs all enemies' magic attack.  Costs 14 SP to use.
  • Dark Bush: Uses normal attacks and can debuff your party members' evade.
    • As a Summon: Slightly debuffs all enemies' evade.  Costs 18 SP to use.  Costs 13 SP to use.

Worms[]

Small enemies that use weak elemental attacks and inflict annoying status effects. They also have a small chance to passively summon more Worms when they take a turn.

  • Putrid Worm: Uses normal and Bio attacks, can cast Regen on itself, and can Poison your party members or debuff their evade. Has a small chance to summon another Putrid Worm whenever it takes a turn (unless it Surrenders).
    • As a Summon: Uses a non-elemental attack that heavily debuffs an enemy's evade.  Costs 16 SP to use.
  • Fuzzy Worm: Uses normal attacks, can buff its magic attack, and can Confuse your party members. If there are no other enemies left, it summons another Fuzzy Worm, with a small chance to also summon a Putrid Worm.
    • As a Summon: Uses a non-elemental attack that gives an enemy a Virus.  Costs 9 SP to use.
  • Scaly Worm: Uses normal and Water attacks, can buff its defense, and can Disable your party members. Has a small chance to summon either another Scaly Worm or a Cutie Worm whenever it takes a turn (unless it Surrenders).
    • As a Summon: Wets all your party members so they take less damage from Fire attacks.  Costs 13 SP to use.
  • Cutie Worm: Uses normal attacks, can buff its evade, and can heal other enemies, buff their magic attack, make them Lovable. Has a small chance to summon either a Putrid Worm, Fuzzy Worm, or Scaly Worm whenever it takes a turn (unless it Surrenders).
    • As a Summon: Removes all neutral status effects from your party members.  Costs 8 SP to use.
  • Book Worm: Uses normal attacks, can Confuse your party members, and can Enchant itself or your party members. Has a small chance to summon either a Putrid Worm, Fuzzy Worm, Cutie Worm, or another Book Worm whenever it takes a turn (unless it Surrenders).
    • As a Summon: Buffs all party members' accuracy.  Costs 30 SP to use.

Bats[]

Weak flying creatures that mostly use Wind attacks.

  • Blood Bat: Uses Wind and Bio attacks, can heal itself by biting your party members, and can give your party members a Virus.
    • As a Summon: Uses a Bio attack to drain HP from an enemy and give it to whoever summons it.  Costs 14 SP to use.
  • Snow Bat: Uses Wind and Ice attacks, and can make your party members Light or debuff their magic defense.
    • As a Summon: Chills all your party members so they take less damage from Bio attacks.  Costs 21 SP (13 in the premium version) to use
  • Bone Bat: Uses Wind and Dark attacks, and can Target or Doom your party members.
    • As a Summon: Gives a Virus to all your party members, even if any of them are resistant to Virus.  Costs 28 SP to use.
  • Electric Bat: Uses Thunder attacks and can Stun or Confuse your party members.  Can't do anything if Syphoned.
    • As a Summon: Confuses all your party members, basically initiating an auto-battle mode (don't try this during boss battles!)  Costs 2 SP to use.

Dogs[]

Mid-level enemies that serve various roles on their team, and fight using a combination of physical and magic attacks.  They tend to target the last party member who attacked them and leave party members with status effects alone.

  • Rescue Dog: Uses normal attacks, can buff other enemies' evade, can debuff your party members' attack, and can heal itself.
    • As a Summon: Makes all your party members Lovable.  Costs 19 SP to use.
  • Tanuki Dog: Uses normal and Fire attacks, Burns your party members, and can heal itself.  Won't attack Burning players.
    • As a Summon: Uses a Fire attack that Burns an enemy.  Costs 25 SP to use.
  • Wolf Dog: Uses normal and Ice attacks, Freezes your party members, and can buff other enemies' attack.  Won't attack Frozen Players.
    • As a Summon: Uses an Ice attack that Freezes an enemy.  Costs 29 SP to use.
  • Zap Dog: Uses normal and Thunder attacks, can Charge itself, and can Stagger your party members.
    • As a Summon: Uses a Thunder attack on all enemies that might Stagger them.  Costs 35 SP to use.
  • Mage Dog: Uses normal, Holy, and Dark attacks, can debuff or Dispel your party members, and can heal the whole enemy team.  Targets party members who aren't resistant to Holy and/or Dark.
    • As a Summon: Uses a Holy attack that Curses all enemies.  Costs 53 SP (54 in the premium version) to use.

Bears[]

Big, aggressive enemies that deal heavy damage and go Berserk if they get hit by a powerful attack.

  • Brown Bear: Uses powerful physical and Earth attacks, and can Stun your party members.
    • As a Summon: Uses a non-elemental attack that deals more damage the lower the summoner's health is; also gains more power if any of the summoner's allies are dead.  Costs 36 SP to use.
  • Grolar Bear: Uses normal, Ice, and Wind attacks, and can Chill or Weaken your party members.
    • As a Summon: Uses an Ice attack that hits all enemies and might also Freeze them.  Costs 76 SP to use.
  • Panda Bear: Uses normal, Bio, and Earth attacks, and can Stun or Poison your party members.  Doesn't do anything until you damage it for the first time.
    • As a Summon: Uses a Bio attack that hits all enemies and might also Poison them.  Costs 79 SP to use.
  • Black Bear: Uses normal, Fire, and Earth attacks, and can Dry or Burn your party members.
    • As a Summon: Uses a Fire attack that Dries an enemy.  Costs 76 SP to use.

Mammoths[]

Huge, hulking enemies with really high attack power. They sometimes come back to life and restore a small amount of their health when killed, forcing you to kill them again (the chances of this happening can be lowered by killing a Mammoth while it's Tired or Weakened), and they can make your party members Hungry when officially killed.

  • Woolly Mammoth: Uses powerful physical, Earth, and Ice attacks, can buff other enemies' attack, can debuff your party members' attack and magic attack, and can Chill, Stagger, or Disable your party members.
    • As a Summon: Uses a non-elemental attack that deals massive damage to a selected enemy, with the rest receiving 1/3 of the damage.  Might also Stun some or all of the enemies.  Costs 103 SP to use.
  • Camel Mammoth: Uses powerful physical, Water, Earth, and Bio attacks, can debuff your party members' magic defense, and can Wet, Stagger, Disable, or Stun your party members.
    • As a Summon: Buffs all your party members' magic defense and uses an Earth attack that hits all enemies that might Stagger them.  Costs 78 SP to use.
  • War Mammoth: Uses powerful physical, Earth, and Bomb attacks and can Stagger, Dispel, or inflict Death on your party members.
    • As a Summon: Buffs all your party members' defense and uses a Bomb attack that hits all enemies and might Stagger them.  Costs 102 SP to use.

Idols[]

Weak but energetic little golems that use basic magic attacks.

  • Wooden Idol: Uses normal and Earth attacks, and can Stagger your party members.
    • As a Summon: Blesses all your party members.  Costs 37 SP (21 in the premium version) to use.
  • Stone Idol: Uses normal and Earth attacks.
    • As a Summon: Dries all your party members so they take less damage from Thunder and Ice attacks.  Costs 13 SP (14 in the premium version) to use.
  • Metal Idol: Uses normal and Earth attacks, and can Disable your party members.
    • As a Summon: Makes all your party members Heavy so they take less damage from Wind attacks.  Costs 13 SP (14 in the premium version) to use.
  • Gem Idol: Uses normal, Earth, and Wind attacks, and can make your party members Light.  Can also use either Holy, Fire, or Ice attacks depending on the color of its gem (green for Holy, red for Fire, blue for Ice).
    • As a Summon: Makes all your party members Light so they take less damage from Earth attacks.  Costs 13 SP (14 in the premium version) to use.

Gloops[]

Strange blob creatures that use various materials as makeshift shells. They're defensive enemies that can buff themselves by Defending, and mostly use Dark attacks.

  • Stumpy Gloop: Uses Earth and Dark attacks, can Stagger your party members, and can Bless itself and buff its magic defense by Defending.
    • As a Summon: Gives all your party members Morale.  Costs 24 SP to use.
  • Chunky Gloop: Uses Earth and Dark attacks, can make your party members Tired or Invisible, and can buff its magic defense by Defending.
    • As a Summon: Makes an enemy Invisible so it takes double damage from magic attacks.  Costs 61 SP to use.
  • Hardy Gloop: Uses Ice and Dark attacks, can make your party members Invisible or Freeze them, and can Enchant itself and buff its defense by Defending.
    • As a Summon: Enchants an enemy so it takes double damage from physical attacks.  Costs 70 SP to use.
  • Roasted Gloop: Uses Fire and Dark attacks, can Dry your party members, and can Burn itself and buff its accuracy by Defending.
    • As a Summon: Makes all your party members Brave.  Costs 18 SP to use.
  • Fabulous Gloop: Randomly uses attacks from every element (except Bomb), each of which can inflict various status effects on your party members, and can make itself Lovable and remove all negative status effects from itself by Defending.
    • As a Summon: Replaces the current weather with Cherry Blossom for five turns.  Costs 17 SP to use.

Sprites[]

Mid-level enemies that use elemental attacks and favor a specific element.  They can manipulate the weather.

  • Fire Sprite: Uses Fire attacks, can Burn your party members or debuff their accuracy, and can change the weather to Hot Ash.
    • As a Summon: Replaces the current weather with Hot Ash for five turns.  Costs 23 SP to use.
  • Ice Sprite: Uses Ice attacks, can Freeze or Weaken your party members, and can change the weather to Snow.
    • As a Summon: Replaces the current weather with Blizzard for five turns.  Costs 29 SP to use.
  • Rock Sprite: Uses Earth attacks, can Stagger your party members, and can create Earthquakes.
    • As a Summon: Replaces the current weather with Earthquakes for five turns.  Costs 23 SP to use.
  • Thunder Sprite: Uses Thunder attacks, can Stun or Tire your party members, can Charge itself, and can change the weather to Electric.
    • As a Summon: Replaces the current weather with Electric for five turns.  Costs 34 SP (26 in the premium version) to use.
  • Wind Sprite: Uses Wind attacks, can Confuse your party members or make them Light or debuff their magic defense, and can change the weather to Stormy.
    • As a Summon: Replaces the current weather with Stormy for five turns.  Costs 30 SP (21 in the premium version) to use.

Chompers[]

Huge man-eating plants that can heal themselves by biting your party members and use magic attacks.

  • Leafy Chomper: Uses Bio attacks, can Poison your party members, can use Refresh to heal other enemies, and can buff the enemy team's magic attack. Refresh always targets the most damaged enemy.
    • As a Summon: Replaces the current weather with Breezy for five turns.  Costs 52 SP (34 in the premium version) to use.
  • Seaweed Chomper: Uses Bio, Thunder, and Water attacks, can Wet, Stagger, or Stun your party members, and can debuff your party members' magic defense.
    • As a Summon: Replaces the current weather with Rain for five turns.  Costs 48 SP to use.
  • Magma Chomper: Uses Fire and Water attacks, can Dry, Burn, or Syphon your party members, can debuff your party members' defense, and can buff other enemies' attack.
    • As a Summon: Replaces the current weather with Sunny for five turns.  Costs 32 SP (25 in the premium version) to use.
  • Mutant Chomper: Uses normal, Bio, and Dark attacks, can Burn, Poison, or infect your party members with a Virus, and can debuff your party members' defense, magic defense, or evade.
    • As a Summon: Replaces the current weather with Acid Rain for five turns.  Costs 34 SP (24 in the premium version) to use.

Squids[]

High-tier enemies that use powerful magic attacks and can heavily debuff your party's accuracy with ink. If you hit them with a powerful attack, they'll lose their arms and become unable to use some of their abilities. They can make your party members Stuffed when killed.

  • Pink Squid: Uses Water, Ice, Bomb, and Dark attacks, can Wet, Freeze, Dispel, Shroud, or Invisiblize your party members, and can debuff your party members' accuracy or evade.
    • As a Summon: Uses a Dark attack on an enemy, which also debuffs the enemy's accuracy and makes it invisible.  Costs 86 SP to use.
  • Purple Squid: Uses Bio, Bomb, and Dark attacks, can Poison, Burn, Dispel, Doom, or Invisiblize your party members, and can debuff your party members' magic defense or evade.
    • As a Summon: Debuffs all enemies' accuracy, and might also Doom them.  Costs 42 SP to use.
  • Lime Squid: Uses Water, Thunder, Bomb, and Dark attacks, can Wet, Disable, Dispel, Shroud, or Invisiblize your party members, and can debuff your party members' accuracy or evade.
    • As a Summon: Uses two Thunder attacks that hit and Stun all enemies.  Costs 101 SP to use.

Creeps[]

Weird insect-like creatures that use crab and turtle shells for protection; they can Defend, and some of them also buff themselves by Defending.

  • Thorny Creep: Uses Earth and Thunder attacks, and can Stun your party members or make them Heavy.
    • As a Summon: Uses an Earth attack on an enemy, which might also Stun the enemy.  Costs 28 SP to use.
  • Icicle Creep: Uses Ice attacks and can Chill or Freeze your party members.
    • As a Summon: Uses an Ice attack on an enemy, which might also Chill the enemy.  Costs 26 SP to use.
  • Hermit Creep: Uses normal and Water attacks, can Wet your party members or debuff their evade, and can buff its magic defense by Defending.
    • As a Summon: Uses a non-elemental attack on an enemy.  Costs 27 SP to use.
  • Green Creep: Uses normal attacks; sometimes uses multi-target attacks that can also hit and damage other enemies.  Can buff its defense by Defending.
    • As a Summon: Uses three non-elemental attacks on an enemy, moving on to a new enemy if the original target dies.  Costs 55 SP to use.
  • Red Creep: Uses normal and Wind attacks; sometimes uses multi-target attacks that can also hit and heal other enemies.  Can Stagger or Weaken your party members with its attacks, and can buff its magic defense by Defending.
    • As a Summon: Uses a Wind attack that Staggers an enemy.  Costs 60 SP to use.
  • Blue Creep: Uses normal attacks and can Dispel your party members; sometimes uses multi-target attacks that can also hit and damage other enemies.  Can buff its evade by Defending, and self-destructs when its HP gets low, dealing Bomb damage to a party member.
    • As a Summon: Uses a Bomb attack that Stuns an enemy.  Costs 68 SP to use.

Fish[]

Weird flying fish robots that use a Bomb attack on a random party member when killed; this final attack can be prevented by killing a Fish while it's Syphoned or Stunned.

  • Steam Fish: Uses Wind and Bomb attacks, and can Stagger your party members or make them Light.
    • As a Summon: Uses a Wind attack that hits all enemies and might make them Light.  Costs 29 SP to use.
  • Jet Fish: Uses Thunder and Bomb attacks, and can debuff your party members' evade.
    • As a Summon: Uses a Bomb attack that hits all enemies.  Costs 35 SP to use.
  • Gold Fish: Uses Fire, Holy, and Bomb attacks, and can Stagger or Burn your party members.
    • As a Summon: Uses a Holy attack that hits all enemies and might Dry them.  Costs 30 SP to use.

Flybots[]

Flying drones with various high-tech attacks that can inflict dangerous status effects and invert the buffs and debuffs of your party members or other enemies (buffs become debuffs, and vice versa).

  • Red Flybot: Uses non-elemental physical and magic attacks, and can Target or Syphon your party members.
    • As a Summon: Inverts the buffs and debuffs of an enemy or a party member.  Costs 22 SP to use.
  • Yellow Flybot: Uses Thunder attacks, can buff other enemies' magic defense, and can Confuse or Stun your party members.
    • As a Summon: Inverts the buffs and debuffs of all enemies.  Costs 27 SP to use.
  • Blue Flybot: Uses Water, Ice, and Wind attacks, and can Wet, Chill, or Syphon your party members.
    • As a Summon: Inverts the buffs and debuffs of all your party members.  Costs 21 SP to use.

Turrets[]

Huge machines that buff other enemies, debuff your party members, and use heavy-hitting and multi-target attacks.  They can also appear as attachments for a tank (i.e. Neon Valkyrie or Neon Valhalla).  Can't be captured.

  • Cannon Turret: Uses Thunder and Bomb attacks, can buff other enemies' accuracy, and can Stagger, Confuse, Syphon, or Target your party members.
  • Laser Turret: Uses Thunder and Holy attacks, can invert the buffs and debuffs of other characters, can buff other enemies' accuracy, and can Weaken, Confuse, Disable, or Stun your party members.
  • Harpoon Turret: Uses physical and Thunder attacks, can invert the buffs and debuffs of other characters, can buff other enemies' accuracy,  can Confuse your party members or debuff their evade, and can pull one of your party members out of backup.
  • Giga Harpoon: Same as a Harpoon Turret, but with higher HP and attacking power.

Bombs[]

Large explosive devices that launch themselves and use a super powerful multi-target attack after three turns, but don't do anything until them. They automatically Surrender if they're Syphoned by the time their countdown expires.  They can also appear as attachments for a tank (i.e. Neon Valkyrie or Neon Valhalla).  Can't be captured.

  • Nuclear Bomb: When launched, uses a huge Fire attack that hits and Burns all your party members, and changes the weather to Radiation.
  • Acid Bomb: When launched, uses a huge Bio attack that hits and Burns all your party members.
  • Earthquake Bomb: When launched, it hits a random party member, dealing light Earth damage, then uses a huge Earth attack that hits and Staggers all your party members.
  • Shockwave Bomb: When launched, uses a huge Wind attack that hits and Dispels all your party members.

Defenders[]

Heavy-duty battle mechs with a wide array of weaponry.

  • Defender MK III: Uses powerful Thunder and Bomb attacks, can Stagger or Stun your party members, and can debuff your party members' accuracy or evade.
    • As a Summon: Uses a Thunder attack on all enemies that might Stagger them.  Costs 80 SP to use.
  • Bubbler MX-01: Uses Water, Ice, Wind, and Bomb attacks, can Stagger, Wet, Freeze, or Lighten your party members, and can debuff your party members' accuracy or evade.
    • As a Summon: Uses a Water attack on an enemy that might also Wet the enemy.  Costs 83 SP to use.
  • Prototype 9X: Uses normal, Bomb, and Dark attacks, can Dry your party members, can debuff your party members' accuracy, and always lands critical hits.
    • As a Summon: Uses several Dark attacks on all enemies, which are always critical hits. Costs 101 SP to use.

Wraiths[]

Ghost enemies which use powerful magic attacks and try to attack whichever party member is the weakest to their attacks.

  • Flame Wraith: Uses Fire and Dark attacks, and can Dry, Berserk, or Doom your party members.  Targets party members that aren't resistant to Fire.
    • As a Summon: Uses a Fire attack that Berserks an enemy.  Costs 66 SP to use.
  • Frost Wraith: Uses Ice and Dark attacks, and can Chill, Doom, or inflict Death on your party members.  Targets party members that aren't resistant to Ice.
    • As a Summon: Uses an Ice attack that might inflict Death on an enemy.  Costs 69 SP to use.
  • Leaf Wraith: Uses Bio and Dark attacks, and can Stagger, Poison, or Doom your party members.  Targets party members that aren't resistant to Bio.
    • As a Summon: Uses several Bio attacks that Poison an enemy and debuff its magic defense.  Costs 43 SP to use.
  • Steel Wraith: Uses normal, Bomb, and Dark attacks, and can Stagger, Doom, or inflict Death on your party members.  Targets the party member with the most health.
    • As a Summon: Uses several Bomb attacks that Stagger an enemy and debuff its defense.  Costs 49 SP to use.
  • Origami Wraith: Uses normal, Fire, and Dark attack, and can Dry, Dispel, Syphon, or Doom your party members.  When Dispelling a party member, it targets the party member with the most buffs.
    • As a Summon: Uses a non-elemental attack that Dispels an enemy.  Costs 71 SP to use.
  • Master Wraith: Uses Fire, Ice, Bio, and Dark attacks, and can Dry, Berserk, Syphon, Doom, or inflict Death on your party members.  Targets party members that aren't resistant to the element of whichever attack it decides to use on its turn.
    • As a Summon: Uses a Dark attack that Syphons an enemy.  Costs 45 SP to use.

Mirrors[]

Magic mirrors that reflect some damage back to your party members and inflict Bad Luck if one of your party members breaks their glass.  They can also break their own glass and use the shards to attack your party members if they're Berserked or low on health.  Broken Mirrors can only use basic melee attacks.

  • Haunted Mirror: Uses normal and Dark attacks, and can Curse or Invisiblize your party members.  Reflects magic attacks.
    • As a Summon: Uses a Dark attack that Curses an enemy.  Costs 47 SP to use.
  • Wise Mirror: Uses normal, Wind, and Bio attacks, and can Lighten, Poison, or Stun your party members.  Reflects all attacks.
    • As a Summon: Blesses all your party members.  Costs 50 SP to use.
  • Demon Mirror: Uses normal, Fire, and Dark attacks, can Burn your party members, and can buff other enemies' attack.  Reflects physical attacks.
    • As a Summon: Makes all your party members Invisible.  Costs 44 SP to use.
  • Angel Mirror: Uses normal, Fire, Wind, and Holy attacks, can Dry, Burn, Enchant, or Confuse your party members, and can debuff your party members' accuracy.  Reflects all attacks.
    • As a Summon: Makes all your party members Enchanted.  Costs 48 SP to use.

Hands[]

Disembodied hands of unseen monsters which use magic attacks and wield a melee weapon. They can possess one of six different weapons (dagger, sword, magma sword, ice sword, ax, or hammer), each of which uses a different element, and can switch between these weapons during battle.

The dagger has no element and sometimes gives your party members Bad Luck.  The sword is Wind-elemental and sometimes Dispels your party members.  The magma sword is Fire-elemental and sometimes Burns your party members.  The ice sword is Ice-elemental and sometimes Freezes your party members.  The ax is Dark-elemental and sometimes Curses your party members.  The hammer has no element and sometimes Staggers your party members.

  • Skeleton Hand: Can use any of the six weapons except the hammer.  Can also give other enemies Good Luck and use a Dark magic attack that sometimes Syphons your party members.
    • As a Summon: Gives all your party members Good Luck.  Costs 24 SP to use. 
  • Zombie Hand: Can use any of the six weapons except the magma sword.  Can also Doom your party members and use a Bio magic attack that Burns your party members and debuffs their magic defense.
    • As a Summon: Dooms all enemies.  Costs 28 SP to use.
  • Magma Hand: Can use any of the six weapons except the ice sword.  Can also Berserk itself and use a Fire magic attack that sometimes Burns your party members.
    • As a Summon: Berserks all your party members.  Costs 25 SP to use.

The Fallen[]

Haunted armors of deceased warriors that use physical and magic attacks, and are good at exploiting your party members' weaknesses.

  • Burned Fallen: Uses Fire and Bomb attacks, can Charge itself and make itself Brave, can Burn or Stun your party members, can debuff your party members' defense, and can give other enemies Haste.  Targets party members that aren't resistant to Fire.
    • As a Summon: Uses a Fire attack that hits and Dries all enemies, and replaces the current weather with Sandstorm for five turns.  Costs 51 SP to use.
  • Lost Fallen: Uses normal, Ice, Earth, and Wind attacks, and can Chill your party members.  Targets party members that aren't resistant to Ice or Wind.
    • As a Summon: Uses a Wind attack on an enemy, and gives all your party members Morale.  Costs 54 SP to use.
  • Crucified Fallen: Uses normal and Holy attacks, can give itself Morale and make itself Brave, and can Weaken, Enchant, or inflict Death on your party members.
    • As a Summon: Uses a Holy attack that might inflict Death on an enemy.  Costs 75 SP to use.
  • Drowned Fallen: Uses normal, Wind, and Water attacks, and can Stagger or Syphon your party members.  It can choose between using Wind or Water attacks depending on which of the two elements your party members are weaker to.
    • As a Summon: Removes all stat debuffs from your party members.  Costs 37 SP to use.
  • Beheaded Fallen: Uses normal, Fire, Earth, and Dark attacks, and can Dry your party members.  Does high damage but has lower accuracy than the other Fallen.  It can choose between using Fire, Earth, or Dark attacks depending on which of the three elements your party members are weakest to.
    • As a Summon: Uses a Dark attack on an enemy, and makes all your party members Brave.  Costs 44 SP to use.

Voodoo Dolls[]

Voodoo dolls modeled after the party members, which use some of the same abilities as the heroes they're based on. Damaging them also deals damage to their respective party members unless they're Syphoned.

  • Matt Doll: Uses normal and Holy attacks, can buff its own attack and magic attack, and can buff other enemies' defense and magic defense.  Damaging it also hurts Matt.
    • As a Summon: Blesses and heavily buffs the attack of one party member.  Costs 35 SP to use.
  • Natalie Doll: Uses normal, Fire, Thunder, and Ice attacks, can heal itself and other enemies, and can Burn, Stun, or Freeze your party members.  Damaging it also hurts Natalie.
    • As a Summon: Gives Morale to and heavily buffs the magic attack of one party member.  Costs 35 SP to use.
  • Lance Doll: Uses normal and Bomb attacks, can Charge itself, can heal other enemies, and can Stagger your party members.  Damaging it also hurts Lance.
    • As a Summon: Uses a Bomb attack that hits and Staggers all enemies.  Costs 78 SP to use.
  • Anna Doll: Uses normal, Water, Ice, Thunder, Bomb, and Holy attacks, can heal other enemies, and can Wet, Freeze, Stun, Dispel, or Weaken your party members.  Damaging it also hurts Anna.
    • As a Summon: Uses a Bio attack on an enemy that does more damage if the enemy is either Defending or has defense and/or magic defense buffs.  Costs 17 SP to use.
  • NoLegs Doll: Uses normal, Water, Wind, and Dark attacks, can Berserk other enemies or make them Lovable, and can Weaken, Curse, or give Bad Luck to your party members.  Damaging it also hurts NoLegs.
    • As a Summon: Debuffs all enemies' evade and gives them Bad Luck.  Costs 31 SP to use.

Ores[]

Chunks of rocks with elemental properties, that suicide bomb your party (or sometimes the enemy team when using a buffing ability) immediately on their first turn, unless Syphoned or Berserked.

  • Zircon Ore: Uses either a multi-target Ice attack that might Freeze your party members, or a barrier spell that buffs all other enemies' magic defense.
    • As a Summon: Buffs all your party members' magic defense.  Costs 37 SP to use.
  • Sapphire Ore: Uses either a single-target or a multi-target Water attack; both might Wet your party members.
    • As a Summon: Uses a Water attack that Wets all enemies.  Costs 18 SP to use.
  • Peridot Ore: Uses either a single-target or a multi-target Bio attack; the single-target attack can Poison your party members, and the multi-target attack can Burn them.
    • As a Summon: Uses a Bio attack that Poisons all enemies.  Costs 18 SP to use.
  • Quartz Ore: Uses either a Holy attack that might Dispel your party members and debuff their magic attack, or a healing spell that heavily heals all enemies.
    • As a Summon: Heavily heals all your party members.  Costs 20 SP (25 in the premium version) to use.
  • Amethyst Ore: Uses either a single-target Wind attack that debuffs your party members' magic defense and might Disable them, or a single-target Bomb attack.
    • As a Summon: Uses a Wind attack that debuffs an enemy's magic defense and might Stun them.  Costs 16 SP to use.
  • Topaz Ore: Uses either a multi-target Thunder attack that might Stagger your party members, or a protective spell that buffs all other enemies' defense.
    • As a Summon: Buffa all your party members' defense.  Costs 37 SP to use.
  • Ruby Ore: Uses either a single-target or a multi-target Fire attack; both can sometimes Burn your party members, and the single-target attack also debuffs your party members' defense.
    • As a Summon: Uses a Fire attack that debuffs an enemy's defense and might Burn them.  Costs 16 SP to use.

Boulders[]

Medium-sized golems that use physical attacks and like to attack with regular boulders.

  • Dirt Boulder: Uses Earth attacks and can Tire your party members or make them Heavy.
    • As a Summon: Uses an Earth attack that makes all enemies Tired.  Costs 32 SP to use.
  • Sandstone Boulder: Uses Earth attacks and can Stagger your party members or debuff their accuracy.
    • As a Summon: Uses an Earth attack on an enemy.  Costs 41 SP to use.
  • Coral Boulder: Uses Earth and Water attacks, can Stagger or Wet your party members, and can debuff your party members' defense or magic defense.
    • As a Summon: Uses a Water attack that Staggers an enemy.  Costs 41 SP to use.
  • Marble Boulder: Uses normal and Wind attacks, can Stagger, Disable, or Syphon your party members, and can debuff your party members' magic defense.  Has higher magic defense than the other Boulders.
    • As a Summon: Uses a Wind attack that Syphons all enemies.  Costs 58 SP to use.
  • Obsidian Boulder: Uses normal and Fire attacks, can Stagger, Dry, or Burn your party members, and can debuff your party members' defense.  Its Fire attacks deal very random damage, ranging from pathetically weak to devastatingly high.
    • As a Summon: Uses a Fire attack that deals random damage and Burns all enemies.  Costs 39 SP to use.

Golems[]

Huge stone creatures with powerful attacks and high durability. They can also summon Ores or Idols.

  • Bone Golem: Uses normal, Earth, and Wind attacks, can Shroud, Stagger, or Weaken your party members, can debuff your party members' accuracy, and can summon Stone Idols.
    • As a Summon: Uses a non-elemental attack that hits all enemies and might Weaken them.  Costs 85 SP to use.
  • Pearl Golem: Uses normal, Water, Ice, and Earth attacks, can Stagger, Wet, or Chill your party members, and can summon Quartz or Sapphire Ores.
    • As a Summon: Uses an Ice attack that Chills all enemies and replaces the current weather with Huge Hail for five turns.  Costs 68 SP to use.
  • Amethyst Golem: Uses normal, Earth, and Wind attacks, can Stagger, Lighten, Disable, Syphon, or Confuse your party members, can debuff your party members' magic defense, and can summon Amethyst Ores.
    • As a Summon: Uses several non-elemental attacks that hit all enemies and might Stagger them.  Costs 77 SP to use.
  • Topaz Golem: Uses Fire and Thunder attacks, can Stagger, Dry, Burn, or Stun your party members, can debuff your party members' defense, and can summon Topaz or Ruby Ores.
    • As a Summon: Uses several Thunder attacks on an enemy that might also Stun the enemy.  Costs 91 SP to use.

Monoliths[]

Huge stone slabs imbued with magic, with very high HP, extremely powerful magic attacks, and the ability to Charge themselves to unleash even stronger attacks. They can't do anything if Syphoned or Stunned (unless you're playing on Hard or Epic, then they can use a powerful physical attack), but are highly resistant to those status effects.

  • Viking Monolith: Uses normal, Water, Ice, and Wind attacks, can Wet, Chill, Lighten or Freeze your party members, can debuff your party members' magic defense or evade, can buff other enemies' attack or evade, and can Charge itself.
    • As a Summon: Gives all your party members Haste.  Costs 100 SP (135 in the premium version) to use.
  • Ancient Monolith: Uses Thunder attacks, can Stun or Confuse your party members, can buff other enemies' defense and magic defense, and can Charge itself.
    • As a Summon: Gives all your party members the Defend status effect.  Costs 33 SP to use.
  • Cosmic Monolith: Uses Wind, Bomb, and Dark attacks, can Stagger, Invisiblize, Scorch, or inflict Heavy on your party members, can debuff your party members' magic defense, can buff other enemies magic attack and evade, and can Charge itself.  Unlike the other Monoliths, this one can use a powerful physical attack if Syphoned or Berserked on any difficulty instead of just on Hard or Epic.
    • As a Summon: Uses a Dark attack that Scorches all enemies.  Costs 111 SP to use.

Pixels[]

Digitized versions of normal enemies created by the Glitch.

  • Gray Pixel: Uses Thunder and Bomb attacks, can Stagger your party members, and can debuff your party members' magic defense.  Has really low HP but really high defense and magic defense.
    • As a Summon: Uses three Bomb attacks on an enemy, Weakening it.  Costs 9 SP to use.
  • Dead Pixel: Uses Wind and Dark attacks, and can give your party members Bad Luck.
    • As a Summon: Uses a Dark attack that gives an enemy Bad Luck.  Costs 7 SP to use.
  • Red Pixel: Uses normal and Fire attacks, can Dry or Burn your party members, and can debuff your party members' defense.
    • As a Summon: Uses a Fire attack that Dries an enemy.  Costs 8 SP to use.
  • Green Pixel: Uses Earth and Bio attacks, and can Tire or Poison your party members.
    • As a Summon: Uses a Bio attack that Tires an enemy.  Costs 6 SP to use.
  • Mini Glitch (real name ?0x00??FF45): Uses non-elemental attacks that deal extremely massive damage and can inflict Random on your party members.
    • As a Summon: Uses an extremely powerful non-elemental attack that inflicts Random on an enemy.  Costs 99 SP to use.

Dragons[]

Extremely powerful, top-tier enemies that are so huge that only their heads fit on the screen. They have massive amounts of HP and use all sorts of powerful physical and magic attacks.

  • Earth Dragon: Uses powerful normal, Fire, Earth, and Bio attacks, can Stagger, Dry, Burn, or Poison your party members, can debuff your party members' attack, and can buff other enemies' defense.  Targets party members who aren't resistant to Earth or Fire attacks.
    • As a Summon: Debuffs all enemies' magic defense, and then uses a Bio attack on them.  Costs 94 SP to use.
  • Sea Dragon: Uses normal, Water, Ice, Thunder, and Earth attacks, can Stagger, Wet, or Chill your party members, can debuff your party members' magic attack, and can buff other enemies' magic defense.
    • As a Summon: Debuffs all enemies' attack, and then uses a Water attack that Wets them.  Costs 97 SP to use.
  • Sky Dragon: Uses Wind, Ice, and Thunder attacks, can Lighten, Dispel, Stun, or Freeze your party members, can debuff your party members' magic defense or evade, and can buff other enemies' accuracy.  It can choose between using Wind, Ice, or Thunder attacks depending on which of the three elements your party members are weakest to.
    • As a Summon: Debuffs all enemies' defense, and then uses a Wind attack on them.  Costs 93 SP to use.
  • Omega Dragon: Uses attacks from every element (except Bio and Dark), each of which can inflict various status effects on your party members, and can choose the best element to use on your party members based on their resistances and weaknesses (although it tends to favor using Fire and Holy over other elements).
    • As a Summon: Debuffs all enemies' magic attack, and then uses a Holy attack that might Stun them.  Costs 98 SP to use.
  • Origami Dragon: Uses normal, Fire, and Wind attacks, and can Dispel, Syphon, Dry, or Burn your party members.
    • As a Summon: Buffs all your party members' evade and uses a non-elemental attack on all enemies.  Costs 78 SP to use.

Hydras[]

Even more powerful dragons that have multiple heads and are basically boss-level enemies. They can have either two or three heads and can fully revive any heads you kill if there are still any heads left, so you have to kill all the heads at the same time. If you hit a Hydra head with a powerful attack, its neck will be destroyed, leaving it as a floating skull that has permanently buffed evade and can use extra abilities.

  • Blaze Hydra: Uses Fire, Water, Bomb, and Dark attacks, can Dry, Burn, Scorch, or inflict Death on your party members, and can debuff your party members' accuracy.  Avoids using Fire attacks if your party members are resistant to Fire.
    • As a Summon: Uses a Fire attack that Burns all enemies.  Costs 87 SP to use.
  • Zombie Hydra: Uses normal, Fire, and Dark attacks, can Burn, Berserk, Doom, or inflict Death on your party members, and can debuff your party members' attack, defense, magic defense, or max HP.
    • As a Summon: Uses a Dark attack that instantly kills all enemies, or if that fails, gives them massive Dark damage.  Costs 144 SP (124 in the premium version) to use.
  • Crystal Hydra: Uses Water, Ice, Wind, and Holy attacks, can Wet, Chill, Lighten, Dispel, Syphon, Freeze, or inflict Death on your party members, and can debuff your party members' magic defense or evade.
    • As a Summon: Uses three Ice attacks on an enemy.  Costs 92 SP to use.

Tentacles[]

The Devourer's appendages, capable of serving various roles to damage the party and help the Devourer.  Their base stats can be boosted depending on the number of optional bosses you killed and the number of medals you earned when you begin the battle with the Devourer.  If you hit them with a powerful attack, they'll get cut and only be able to use a simple Bio attack that hits all your party members.  Can't be captured.

  • Evil Eye: Uses normal and Wind attacks, can Stuff or Curse your party members, can invert the buffs and debuffs of your party members or other enemies, can heal other enemies (which also cures them of Stun and/or Syphon), and can cast a powerful buffing spell which buffs another enemy's attack, magic attack, defense, magic defense, and accuracy.  Unlike the other Tentacles, this one can't get cut.
  • Slimy Tentacle: Uses normal, Ice, and Wind attacks, and can Syphon, Freeze, or Curse your party members.
  • Spiky Tentacle: Uses Wind and Earth attacks, and can Stagger your party members.

Arcade Enemies[]

Powerful 8-bit enemies that act as minibosses in various secret rooms.  Their base stats can be boosted depending on the number of optional bosses you killed and the number of medals you earned when you begin a battle with them.

  • BOSH: Uses Water and Bio attacks, can Dispel or Tire your party members, and can debuff your party members' attack, defense, magic defense, and evade.  Berserks itself if there's only one other enemy left in the battle (this only happens once per battle).
    • As a Summon: Debuffs all enemies' attack.  Costs 69 SP to use.
  • ROBO: Uses Thunder and Bomb attacks, can Dispel, Confuse, or Stun your party members, can debuff your party members' defense, and always lands critical hits.  Won't attack party members that are Confused or Stunned.
    • As a Summon: Uses a Thunder attack that Stuns an enemy and heavily debuffs its attack.  Costs 65 SP to use.
  • GLOB: Uses Earth, Wind, and Bio attacks, can Berserk itself, and uses a deadly bad breath attack that can inflict many bad status effects on your party members at once.  Won't attack party members that are Shrouded.
    • As a Summon: Uses a non-elemental attack that Dispels, Tires, Curses, Weakens, gives Bad Luck to, and Shrouds an enemy (in that order).  Costs 44 SP to use.
  • SNEK: Uses normal, Earth, and Bio attacks, can Stagger, Disable, Poison, or Scorch your party members, and can debuff your party members' max HP.  Targets party members that aren't resistant to the element of whichever attack it decides to use on its turn.  Berserks itself when its health gets low (this only happens once per battle).  When it takes a turn, another SNEK will spawn to replace any dead SNEKs, unless it's Stunned or Frozen.
    • As a Summon: Uses a non-elemental attack that heavily Burns and Poisons an enemy.  Costs 22 SP to use.
  • PUMPKUS: Uses normal, Earth, and Bio attacks, can make your party members Heavy or Tired, can debuff your party members' evade, and can make itself Lovable.  Becomes angry and attacks more aggressively when damaged, and goes back to normal when healed.
    • As a Summon: Normally does nothing, but if you summon it two or more times in a row, it becomes angry and uses three extremely powerful non-elemental attacks on random enemies.  Costs 12 SP to use.
  • ANGRY CHAIR: Uses normal and Bomb attacks, can Stagger your party members, and can debuff your party members' defense.  Tends to target the party member with the most health.
    • As a Summon: Debuffs all enemies' magic attack, then uses a Bomb attack that hits all of them.  Costs 77 SP to use.
  • PHOENIX: Uses normal, Fire, and Dark attacks, can Burn or Doom your party members, can debuff your party members' defense and magic defense, can give itself Regen, and can revive itself or a dead PHOENIX.
    • As a Summon: Revives all dead party members and gives all living ones Auto-Revive.  Costs 75 SP to use.
  • TREAGURE: Uses normal and Bomb attacks, as well as a gem attack that deals random elemental damage (either Fire, Ice, Thunder, Water, Wind, Bomb, or Holy) that inflicts a status effect respective to the chosen element (Burn, Freeze, Stun, Disable, Syphon, Confuse, Doom).  Can also Dispel your party members and buff its evade and magic attack.  Berserks itself if it's the only enemy left in the battle (this only happens once per battle).
    • As a Summon: Uses a random-elemental attack on random enemies to inflict random status effects (Fire - Scorch, Ice - Freeze, Thunder - Stun, Water - Bad Luck, Wind - Syphon, Bomb - Stagger, Holy - Doom).  The attack hits eight times.  Costs 57 SP to use.
  • TOTOM: Uses normal, Earth, and Bio attacks, can Stagger, Syphon, Poison, or Stun your party members, can debuff your party members' evade or max HP, and can heal and Bless other enemies.  If you hit it with a powerful attack, it'll lose one of its body parts; this slightly buffs its Wind resistance, Thunder Resistance, and evade, and causes it to attack more aggressively.
    • As a Summon: Removes all debuffs and bad status effects from your party members, and then heals them.  Costs 35 SP to use.
  • GUOYE: Uses normal, Ice, Wind, and Dark attacks, can Disable, Freeze, Enchant, or Invisiblize your party members, and can debuff your party members' defense, magic defense, or evade.  Tends to avoid attacking party members that are Enchanted or Invisible.
    • As a Summon: Massively buffs all your party members' accuracy.  Costs 55 SP to use.
  • CORALIA: Uses Water, Ice, Wind, and Bio attacks, can Wet, Poison, Disable, Syphon, or inflict Random on your party members, can debuff your party members' attack or max HP, and can use her mirror to buff herself.  The mirror can buff either her attack and defense, magic attack and magic defense, or defense and magic defense.  Gets two turns.
    • As a Summon: Massively buffs all your party members' evade.  Costs 70 SP to use.
  • THE MAW: Uses normal and Bio attacks, can Disable, Poison, or Doom your party members, and debuff your party members' defense.  Gets two turns, and sometimes uses a Bio counterattack.
    • As a Summon: Uses a Bio attack that gives all enemies a Virus.  Costs 66 SP to use.

Classic Enemies[]

Older enemies returning from the first four EBF games, encountered in the Data Bunker.  They'll attack your party members even if they have the Lovable status effect.

  • Furry Slime: Can only use basic non-elemental attacks.  Pathetically weak.
    • As a Summon: Uses a non-elemental attack on an enemy.  Costs 1 SP to use.
  • Haunted Tree: Uses Bio attacks and can Poison or Stun your party members.
    • As a Summon: Uses a Bio attack on all enemies that might Stun them.  Costs 22 SP.
  • Eyeball: Uses physical and magic non-elemental attacks.
    • As a Summon: Uses a non-elemental attack on all enemies.  Costs 28 SP to use.
  • Rock Eater: Uses normal, Fire, and Earth attacks, can debuff your party members' magic defense, and can buff its attack, magic attack, defense, and magic attack.
    • As a Summon: Uses a Fire attack that Dries all enemies.  Costs 32 SP to use.
  • Glacier Eater: Uses normal and Ice attacks, can Freeze your party members, and can buff its defense and magic defense.
    • As a Summon: Uses an Ice attack that has low damage but Freezes all enemies.  Costs 44 SP to use.
  • Red Bee: Uses normal, Wind, and Bio attacks, can Stun your party members, can debuff your party members' magic defense or accuracy, and sometimes summons Spiky Moths or more Red Bees.
    • As a Summon: Massively debuffs an enemy's magic attack.  Costs 38 SP to use.
  • Spiky Moth: Uses normal and Wind attacks, can Poison your party members, can debuff your party members' defense, and sometimes summons Red Bees or more Spiky Moths.
    • As a Summon: Massively debuffs an enemy's attack.  Costs 38 SP to use.
  • Sandworm's Tail: Uses normal and Earth attacks, and can Stun your party members.  Can't be captured.
  • Swordslinger: Uses powerful non-elemental attacks using swords and blades.
    • As a Summon: Uses a powerful non-elemental attack on an enemy that always has a 50% chance of landing a hit and ignores defense buffs.  Doesn't work well against enemies with high evade.  Costs 26 SP.
  • Gunslinger: Uses Bomb attacks and can inflict Death on your party members.
    • As a Summon: Uses a powerful Bomb attack on an enemy that always has a 50% chance of landing a hit and ignores defense buffs.  Doesn't work well against enemies with high evade.  Costs 28 SP.
  • Red Clay: Uses Earth and Fire attacks, and can debuff your party members' defense.
    • As a Summon: Uses an Earth attack that makes an enemy Heavy for many turns.  Costs 38 SP to use.
  • Blue Clay: Uses Wind attacks, can debuff your party members' attack, and can buff the enemy team's evade.
    • As a Summon: Uses a Wind attack that makes an enemy Light for many turns.  Costs 36 SP to use.
  • Light Clay: Uses Holy attacks, can heal other enemies and give them Regen, and can give lots of buffs to other enemies.
    • As a Summon: Heals all your party members.  Costs 40 SP to use.
  • Dark Clay: Uses Earth and Dark attacks, can Doom your party members, and can debuff your party members' attack, magic attack, defense, and magic attack.
    • As a Summon: Uses a Dark attack that Dooms an enemy and debuffs its attack, magic attack, defense, and magic attack.  Costs 62 SP to use.
  • Florn: Uses normal and Bio attacks, and can Poison your party members.  Self-destructs when its HP is low.  Can't be captured.
  • Frose: Uses Water and Ice attacks, can Freeze your party members, can Wet everyone, and can debuff your party members' evade.  Can't be captured.
  • Stunflower: Uses normal and Thunder attacks, can Stagger or Stun your party members, can debuff your party members' accuracy, and can Charge itself.  Can't be captured.
  • Heasy: Uses Earth attacks, can Tire your party members, and can heal, Bless, or give Regen to other enemies.  Can't be captured.
  • Blue Crystal: Uses Water and Ice attacks, can Wet, Freeze, or Syphon your party members, and can buff other enemies' defense and magic defense.
    • As a Summon: Uses an Ice attack that Freezes an enemy for many turns.  Costs 43 SP to use.
  • Red Crystal: Uses Fire attacks, can Curse, Berserk, Burn, or Scorch your party members, and can buff other enemies' attack and magic attack.
    • As a Summon: Uses a Fire attack that Scorches an enemy.  Costs 55 SP to use.

Bosses[]

Standard Bosses[]

NoLegs[]

Much like in EBF4, you don't start the game with the full party right away; in this game, though, the other party members don't just join your party as soon as you find them...you have to fight them first!  NoLegs is the first party member you have to fight; he's encountered in Hope Harbor, just one screen to the right of Matt's house.  Considering how early you fight him, his battle is extremely easy.  He is only resistant to Fire and only uses basic non-elemental attacks and sometimes Defends, so there's not much more to it than hitting him until he goes down.

There is another way to beat him more quickly, though.  As bosses, each of the other four party members will also Surrender and join the party if certain conditions are met during their battle.  Getting NoLegs to Surrender is ridiculously easy - you just have to use a Water attack on him.  Matt already has a Water skill - Geyser - at the start of the game, so you can either use that or the Water Slime summon to make NoLegs Surrender.  Both methods will work fine, although using the Water Slime summon is less risky because it deals very low damage, practically eliminating the risk of unintentionally "killing" NoLegs while trying to get him to Surrender.

Natalie[]

Natalie is encountered further up in Hope Harbor, appearing in the screen to the right of the farmer's market after you steal the Shovel from there.  She's not much harder than NoLegs, as she only uss simple physical and magic attacks.  Her physical attacks are very weak Dark-elemental melee attacks.  Her magic attacks, which include basic Fire, Thunder, Ice, and non-elemental spells, pack a bit more of a punch since her magic stats are much higher than her physical stats, but this also means that using physical attacks on Natalie will do more damage to her than magic attacks.

To make Natalie Surrender, you need to make both Matt and NoLegs lovable.  This can be done using NoLegs's Cherish skill, which makes one party member Lovable.  Since this skill has a 2-turn cooldown, you'll just have to withstand Natalie's attacks for a couple of turns after using it for the first time before you can use it again to make both Matt and NoLegs Lovable.

Jotun[]

Jotun is a huge, brutish cyclops who is the "true" boss of Hope Harbor, encountered at the Ice Cave entrance in Hope Harbor's Desert Section.  He isn't very hard, but packs a wallop - his attacks include hard-hitting non-elemental and Earth attacks which sometimes Stagger, and he'll also start using Bomb attacks once his health gets low.  He can also buff his attack and magic attack for even more damage!  With this in mind, you should keep your defense buffed up while fighting Jotun.  You should also use Earth- and Bomb-resistant equips for extra protection.

Jotun only has three weaknesses - Water, Ice, and Bio - but he's very vulnerable to them, especially Ice.  Obviously, using equips that boost the power of skills with these elements can help you chew through Jotun's health.  Two great ways to beat him down are to either use Water attacks to get him Wet and then hit him with Ice attacks for extra damage, or use Bio attacks to stack Poison on him.  The second approach works especially well if you keep Poisoning Jotun to the point where he takes heavy Bio damage after every turn.

Every few turns, Jotun can summon enemies to back him up.  He only ever summons weak Earth enemies, which include Stone Idols, Sandy Bushes, and Sand Slimes.  These enemies barely pose a threat, but once Jotun's health gets low he'll start throwing Chunky Gloops into the mix, which may prove to be a bit more annoying.  Another thing to note about Jotun's fight is that the weather during this battle is Sandstorm, which Dries everyone after each turn.  This mostly benefits Jotun since the Dry status makes his Bomb attacks do more damage to your party members and makes your Ice attacks do less against Jotun.

  • As a Summon: Like most major bosses in this game, Jotun can be captured to use as a summon.  He costs 65 SP to use, and uses a powerful Bomb attack on all enemies that might Stun them.

Anna[]

Anna is encountered in the middle of No Man's Land, just after the section where Lance ambushed your party and kidnapped Natalie, leaving you with only Matt and NoLegs.  Compared to the previous two party member fights, Anna is considerably harder.  She has a hefty amount of skills at her disposal - the majority of them are Bio attacks, but she can also use some other elemental attacks too.  Outside of the Bio attacks, Anna can use her Aqua Arrow, Frost Arrow, and Spark Arrow attacks, which can be devastating since those three attacks always have a high chance to inflict status effects - Wet, Freeze, and Stun respectively.  She usually uses these attacks at random, but on Hard or Epic difficulty she makes use of elemental combos to Wet your party members with Aqua Arrow first, and then using either Frost Arrow or Spark Arrow if either of your party members are Wet.  On top of all that, Anna can also use the Wind-elemental Whirlwind attack (or its stronger counterpart, Hurricane, on Hard or Epic difficulty), which also summons an enemy - either a Green Bush, Wooden Idol, or Putrid Worm.

Anna also makes use of consumable items and Limit Breaks.  When her health gets low, she'll eat a pumpkin to heal herself - thankfully, she can only do this once.  If you deal heavy damage to her, she'll use her Mighty Oak Limit Break, dealing massive Earth damage to your party.

All of these things together make Anna a serious threat to deal with, especially considering the fact that you only have two party members to fight her with.  In order to survive her all-natural onslaught, you'll need to really bulk up your resistances - Bio, Poison, Stun, and Freeze resistance is extremely important here!

Forcing Anna to Surrender is no easy feat either...to accomplish this, you have to inflict four negative or neutral status effects on her (neutral status effects include things like Wet, Dry, Chill, etc.).  This can be tricky to do since you have to make sure you can stack enough status effects on Anna before the ones already active on her expire.  A good combo for this task would be starting with a Shuriken to Poison her, then using a Water attack for Wet (use the Baby Penguin Flair to boost your chances of inflicting Wet), then summoning a Dirt Boulder to make her Tired, and finishing her off with a Hand Bomb that will Stagger her.

Lance[]

First Encounter - Ambush[]

This is your first encounter with Lance; it occurs in No Man's Land, a few screens away from the Iron Fortress's main entrance.  This is a throwaway fight - as soon as it starts, the Neon Valkyrie will ram into your party members, knocking them all out.  Lance will then abduct Natalie, and a cutscene will play showing Matt and NoLegs waking up to find her missing.

Second Encounter - Lance[]

Deep within the Iron Fortress, you'll run into Lance again, this time without the Neon Valkyrie.  During this battle, Lance mostly uses Bomb, Fire, and Thunder attacks, all of which debuff your party members in various ways.  The Bomb attacks Stagger your party members, the Fire attacks debuff defense, and Thunder attacks debuff evade.  Though, these attacks shouldn't be too much of a problem if your Bomb, Fire, and Thunder resistance is high enough.  On Hard or Epic difficulty, keeping these resistances high is actually very important to winning, because on these difficulties Lance will target party members who aren't resistant to Fire or Thunder instead of simply attacking at random.

Besides those attacks, Lance can also use his Snipe attack to land a super-accurate non-elemental attack on one of your party members, as well as Medipack to heal himself.  He can also summon Red Flybots for backup.  Additionally, if you deal heavy damage to him on Hard or Epic difficulty, he'll use his Ion Cannon Limit Break, dealing massive Thunder damage and Stunning your party members.

Lance is immune to Dark attacks but very weak to Holy ones, so make good use of your Holy skills when fighting him.

Third Encounter - Lance and Neon Valkyrie[]

After you rescue Natalie and explore the entirety of the Iron Fortress, Lance will block the way out, looking for revenge.  This time around, the Neon Valkyrie is with him again, allowing you to take them both on in a proper boss fight.  Lance is almost exactly the same as he was in his second encounter, except he never summons Red Flybots and can't use Ion Cannon.

As for the Neon Valkyrie, it is a heavy-hitting opponent that uses non-elemental, Bomb, and Wind attacks, all of which hit your entire party.  It can heavily buff its own accuracy and evade, and it can outfit itself with various turret attachments (i.e. summon a Turret or Bomb enemy).  It begins the battle with a Cannon Turret attached to it, but once that's destroyed it'll never summon another Cannon Turret.  Instead, the Neon Valkyrie will summon a Laser Turret every other time it decides to summon another enemy.  Once its health is low it'll start summoning Harpoon Turrets, and when its health is critical it'll summon Nuclear Bombs.  Plan for these summons accordingly, but mostly focus on having high Bomb resistance since Bomb is the most common element between Lance and the Neon Valkyrie.  Fire and Thunder resistance are important too.

Offensively, you want to focus on Thunder, Water, and Bomb attacks when dealing with the Neon Valkyrie, since it's weak to those three elements (especially Thunder).  Lance is still weak to Holy, so pummel him with those Holy attacks if you want to get rid of him quickly.

Alternatively, you can make Lance Surrender during this fight.  It's not as difficult to do as with Anna, but it does take a good amount of time to set up the proper conditions; to get Lance to Surrender, you have to reduce both him and the Neon Valkyrie to low health, and then use Natalie's 7th Heaven Limit Break to seduce Lance into giving up.  It doesn't matter if the Neon Valkyrie is alive or not when you do this, but Lance must be alive for it to work.

Chibi Knight[]

Yes, that's right - Chibi Knight is in this game!  Being a hero herself, she's annoyed that Matt and his friends are getting the limelight in this game, so she's going to show up every now and then to express her frustration through combat.  You encounter her for the first time in the middle of the Mystic Woods, where she appears as a miniboss.  She's quite easy to deal with here, as she only ever uses simple non-elemental attacks and has no resistances, but is weak to Fire, Thunder, and Ice.  She sometimes summons Panda Bears, though.

Unlike most bosses (that aren't party member bosses) in the game, Chibi Knight can't be captured; when she's out of health, she flees the battle.

Laurelin[]

Laurelin is a strange-looking treehouse inhabited by an army of Cats, and is apparently sentient.  It is encountered at the end of the Mystic Woods, just before the area where the Raftmaker lives.  Due to the nature of its existence, Laurelin is able to take two turns whenever it attacks - one for Laurelin itself, and one for the Cats inside of it.  As if that weren't annoying enough, the weather during this battle is Breezy, making it very difficult if not impossible to inflict status effects on Laurelin and its allies due to the Blessed status that the weather provides to all fighters.  This can be bypassed if you use summons to temporarily change the weather.

Laurelin uses a wide variety of Earth, Bio, and Holy attacks that can inflict various status effects on your party, but it also has lots of weaknesses that can make it easy to chip away its health, even without the use of status effects.  Its two biggest weaknesses are Fire and Wind, so equip your party members accordingly to boost skills using those two elements, as well as resistances against the Earth, Bio, and Holy attacks Laurelin uses.  Certain summons can also be really helpful here; the Fire Sprite, for instance, not only removes the Breezy Weather for a few turns, but also Burns Laurelin and its team, allowing you to get in more Fire damage on them between turns.  The Burned Fallen is also a great summon to use, as it can make Laurelin's team Dry so they take even more damage from Fire attacks.

On its first turn, Laurelin uses a powerful attack that can be either Earth, Bio, or Poison.  Its Earth attacks can either Poison or Tire your party members, its Bio attacks can sometimes give your party members a Virus, and its Holy attacks can Syphon your party members or debuff their magic defense.  It also passively summons enemies during this turn; initially, it only ever summons Cat Warriors and Cat Wizards, but when its health gets low it instead summons Leaf Wraiths, Wise Mirrors, and Stumpy Gloops.  Laurelin then takes its next turn, in which a Cat emerges and uses either a weak attack (using one of the same elements that Laurelin uses) or a support spell that buffs either Laurelin's defense or its magic defense.  If Laurelin has any negative status effects, the Cat will use this turn to remove them.

Once Laurelin's health gets very low, it'll use the Mother Earth Limit Break to deal massive Bio damage to your party (as well as Poisoning them) and giving Regen to itself and all its allies.  The Regen should be Dispelled as soon as possible.

  • As a Summon: Like most major bosses in this game, Laurelin can be captured to use as a summon.  It costs 109 SP to use, and takes two actions when summoned; first, it buffs all your party members' magic attack, and then it uses several Bio attacks on all enemies.

Super Chibi Knight[]

Chibi Knight returns for another attempt at stealing the spotlight from Matt and his pals, this time confronting them in the Frozen Valley to fight them once more as a miniboss.  Now known as Super Chibi Knight due to her improved armor and combat skills, she's not particularly dangerous but definitely more formidable than in her first fight.  As with Laurelin, Super Chibi Knight takes two turns instead of one when she attacks; the first turn has her cast an elemental spell which deals either Fire, Ice, or Thunder damage - she can choose the best of these three elements to use on your party members based on whichever one they're most weak to.  On her second turn, Super Chibi Knight mainly uses stronger non-elemental attacks that hit multiple times, but once her health gets lower she'll sometimes use this turn to summon a Pearl Golem or buff her defense and magic defense.  Chibi Knight also has some resistances and weaknesses this time around; she resists Fire, Ice, and Thunder, but is weak to Bio and Dark.

Just like last time, Super Chibi Knight flees the battle once her healthis depleted, making it impossible to capture her at this time.

Poseidon[]

Poseidon is an insane ice golem who believes he is a god and resents humans for the destruction they cause to the environment.  He is encountered at the end of the Frozen Valley, blocking the path to Redpine Town.  Being a strong magic user, Poseidon is truly a force to be reckoned with; he has an insanely diverse range of attacks to choose from.  He uses Water, Ice, Earth, Wind, Bio, and Holy attacks, and usually chooses the best element to attack with based on your party members' weaknesses and resistances, but sometimes he'll just pick a random element.  On top of that, Poseidon also passively summons Ores when taking his turn; these Ores can be Sapphire, Zircon, Peridot, or Quartz Ores.  Luckily, despite the sheer amount of elements Poseidon has at his disposal, setting up a viable defense against him isn't too difficult.  Having high Water, Ice, and Holy resistance will make the fight considerably easier since most of his attacks use those elements.  In terms of status effects, you should have high Poison, Dispel, and Disable resistance to mitigate the status effects from Poseidon's Bio and Wind attacks, therefore making them much less dangerous.  Also, make sure to constantly buff your party's defense and magic defense to reduce the blows from Poseidon's more heavy-hitting attacks.

Poseidon is resistant to almost every element, but is very weak to Ice and Bomb, making those two the ideal elements to use against him.  Bomb attacks are especially useful as all of the Ores he summons are also weak to Bomb.  Due to this, Lance in particular can be very useful for this fight since he has several multi-target Bomb attacks that can easily wipe out the Ores and deal heavy damage to Poseidon.  Due to their self-destructive nature, the Ores should be taken down as quickly as possible (particularly the Zircon and Quartz Ores, which can buff the enemy team's magic defense and heal them, respectively), especially once Poseidon gets low on health and starts fighting more defensively.  Not only does Poseidon start summoning more Ores as his health dwindles, but he'll also start Defending often - this buffs his defense and magic defense (and also gives him Haste if you're playing on Hard or Epic difficulty).  Additionally, once his health is very low, Poseidon can also use the Tsunami Limit Break to deal massive Water damage to your party members, with a chance to inflict Death on them.

  • As a Summon: Like most major bosses in this game, Poseidon can be captured to use as a summon.  He costs 108 SP to use, and uses an incredibly powerful Water attack on all enemies that might also Wet them.

The Glitch[]

The Glitch (labeled in-game as ??.@\'¬?]-?e??255) is a sentient jumble of code that was created by some sort of bug in the Devourer's simulation.  It lives in the Void, a pocket dimension made entirely out of glitched code that can be accessed through a portal in Redpine Town after completing the other four Glitch Zones.  The Glitch is extremely dangerous because it, along with the Mini  Glitches that appear alongside it, can use ridiculously powerful non-elemental attacks that can instantly kill your party members in one hit.  Worse still, the Glitch will sometimes target and kill all the party members you have in backup rather than hitting one of your front-line fighters, and it also has an attack that does no damage but passively summons a Mini Glitch and Dispels, Confuses, Disables, and Dooms your party members.  It also absorbs all ten elements in the game, making it vulnerable only to non-elemental attacks.

With all these factors in mind, fighting the Glitch can be a daunting task, but it's still doable if you know how to approach it.  You should fight the Glitch with equips that boost non-elemental skills like Star Shower or Shredder, as well ashealing skills.  Equips that boost Dispel, Confuse, Using equips, skills, and summons that apply Revive and Morale to your party are especially useful since they can help ensure your party survives the deadly attacks of the Glitch and its minions, and not have to waste turns using consumable items and/or skills to bring them back to life.  One particularly good strategy you can use to wipe out the Mini Glitches and massively damage the Glitch is to debuff their defense, buff Matt's attack, and then use the Ragnorok Limit Break to deal enormous non-elemental damage.

Snowflake[]

Snowflake is a Pixel creature living in the Computer World that can be accessed from the temple in the Lost Ruins.  He's not really evil, he just wants to socialize with your party members...unfortunately, however, Snowflake's idea of socializing involves hitting your party members with magic attacks, forcing you to put him down.  Unlike most bosses in the game, Snowflake doesn't summon other enemies, use special game-changing abilities, or even heal himself; his method of attack relies entirely on extremely powerful non-elemental attacks, most of which either hit your entire party or hit a single party member many times - this is made even more deadly by the fact that he takes two turns when attacking.  Some of these attacks can also apply annoying status effects on your party members, namely Disable, Dispel, Stagger, Hungry, and Stuffed.  Hungry and Stuffed can only be blocked by keeping your party members Blessed, but the other effects can be blocked by resistances, so try to give all your party members equips that boost their Disable, Dispel, and Stagger resistances.  Additionally, it may also be a good idea to turn one of your party members into a tank to absorb Snowflake's attack while the others chip away at his health; Lance is the best one for this job since he's the most durable party member, making it easy to turn him into a viable damage sponge when given the right equips.

Since Snowflake is an entirely non-elemental being, he has no weaknesses to exploit; thus, you should focus on using attacks that can Weaken, Tire, and/or Curse Snowflake so he deals less damage to your party members and takes more damage from your attacks.  Buffing your party's attack and defense is also a great way to get in more damage and reduce the risk of Snowflake killing your party.  Poisoning Snowflake can also be useful for draining his health.

  • As a Summon: Like most major bosses in this game, Snowflake can be captured to use as a summon.  He costs 135 SP to use, and takes two actions when summoned; first, he Dispels all enemies, and then he uses several incredibly powerful non-elemenetal attacks on them.

Ultra Chibi Knight[]

Having outfitted herself with all the best equipment she could find, Chibi Knight confronts your party again for one final clash in the Beyond, just a couple screens before the final fight.  Appropriately enough, this final form of hers is called Ultra Chibi Knight, and she packs quite a punch this time around!  Just like in her previous battle as Super Chibi Knight, she takes two turns when attacking, though her actions here are a little different.  On her first turn, Ultra Chibi Knight usually enchants her sword with either Fire, Ice, or Thunder - always picking the best element to use based on your party members' resistances and weaknesses - and then attacks one of your party members with it.  Though, she never takes the time to change her sword's element before attacking if Berserked.  If Ultra Chibi Knight attacks without enchanting her sword, her attacks will deal Holy damage by default.

On her second turn, Ultra Chibi Knight usually uses a more powerful melee attack that hits multiple times and uses the same element that she chose on her first turn.  Once her health gets low, though, she'll sometimes use this second turn to buff her defense and magic defense.  She also periodically summons War Mammoths throughout the battle, which pose their own set of problems due to their raw strength and stupendously high health, plus the fact that they make your party members Hungry when you kill them.

Funnily enough, one of the best ways to deal with Ultra Chibi Knight is to handle her the same way you would with Snowflake - turn one of your party members into a damage sponge and use them to draw attention away from the others, and use attacks that can Weaken, Tire, Curse, and/or Poison Ultra Chibi Knight.  This works well because although Ultra Chibi Knight has a few resistances - she absorbs Fire, Ice, Thunder, and Holy - she has no resistance against any of the aforementioned status effects, and is very weak to Bio and Dark attacks.  Thus, this strategy works well against Ultra Chibi Knight so long as you keep your party's attack and defense buffed to soften the blows from her attacks (and the War Mammoth's).

  • As a Summon: This time around, Chibi Knight can finally be captured to be used as a summon.  She costs 100 SP to use, and takes two actions when summoned; first she buffs all your party members' attack, and then she uses several powerful non-elemental attacks on an enemy (she can move on to a new enemy if the one she was originally attacking dies before the attack is finished).

Final Fight[]

This is the epic final battle that goes down at the center of the Beyond, wherein the heroes confront the source of all the evil chaos that struck the Earth!  It is here where they take down the Cosmic Monoliths' controller, only to subsequently come face to face with the real monster that was pulling the strings all along...

Cosmic Gigalith[]

The Cosmic Gigalith is an enormous Monolith that is the central control unit for all the regular Cosmic Monoliths.  It was responsible for all the problems that happened in the game's story - the invasion of the Cosmic Monoliths, the Great Impact, the creation of the Rapture, and even the bending of space and time itself!  Now the time has finally come for this gigantic doomsday device to meet its demise at the hands of our heroes, but not after putting up a good, hard fight...

The Cosmic Gigalith's main claim to fame is that it, unlike any other enemy in the game, can constantly change its elemental resistances and weaknesses.  It usually changes them every five turns, but will do so more frequently if you inflict it with Weaken, Tired, or Cursed.  The Gigalith is always extremely weak to one element and immune (or absorbent on Hard or Epic Difficulty) to the other nine; when changing its element, it changes which one of the ten elements it's weak to.  Annoyingly, the Gigalith always picks an element at random, so you have to make sure the party members you use for this fight have learned enough skills to be able to have all ten elements covered.  This is important because although you could use non-elemental attacks which the Gigalith will never be able to resist, they won't do as much damage because its elemental weakness is ludicrously high, so much so that the Gigalith takes triple damage from elemental attacks that it's weak to.  When attacking, the Gigalith uses multi-target Fire, Ice, Thunder, Wind, and Bio attacks; they all hit hard and have a very high chance to inflict status effects (namely Dry, Chill, Stagger, Light, and Poison), but you should be fine as long as you outfit all your party members with equips to boost their resistance against those five elements.  Sometimes, though, the Gigalith will instead Enchant or Syphon all your party members; the Syphon can be blocked with Bless, but the Enchant can't.  Being Enchanted during this fight is dangerous because it increases the damage taken from physical attacks, and all of the Gigalith's attacks are physical attacks.  To deal with this, use Summons like Cutie Worm that can remove neutral status effects, of which Enchanted is one.  Additionally, when it's low on health, the Gigalith will add a new attack to its arsenal: a non-elemental magic attack that bombards your party members with lasers that can Scorch them.  It uses this scorching laser attack more and more often as its health continues to dwindle, until it eventually resorts to only ever using the laser attack once its health is critically low.

One more thing about the Gigalith that greatly adds to the frustration is that it can counterattack your party members.  Whenever one of your party members deals damage to it, the Gigalith uses a single-target version of one of its attacks on that party member - on Hard or Epic difficulty, it chooses the best element to use based on the party member's resistances and weaknesses, but on all other difficulties it just picks a random attack.  This can be manipulated by making use of the Target and Lovable status effects; when counterattacking, the Gigalith will usually redirect its attack to a party member with Target, and will almost never attack a Lovable party member (but occasionally it will, probably due to a glitch).

As if all this weren't enough, the Gigalith has two other behaviors it performs exclusively on Hard and Epic difficulties.  Firstly, on these difficulties it also buffs its evade - which is already very high to begin with - when changing its element, making it necessary to use Summons like Putrid Worm or NoLegs Doll to lower its evade.  And secondly, when the Gigalith is killed on these difficulties, it casts Doomsday just before breaking down entirely.  Doomsday is an absurdly powerful Dark attack that deals massive damage, leaving your party members vulnerable to being immediately slaughtered by the Devourer if not outright killing them.  You have been warned!

  • As a Summon: On New Game+ and New Game++, the Cosmic Gigalith can be captured to use as a summon.  It costs 150 SP to use, and uses several extremely powerful non-elemental attacks on all enemies, which also Scorches them.
The Devourer[]

The master of the Monoliths is no more, but don't celebrate yet!  In its final moments, the Cosmic Gigalith managed to muster the energy to open the wormhole it's been trying to conjure since the beginning of the game, allowing the real villain to come crawling into our plane of existence...enter the Devourer!!  Once the Gigalith is destroyed and the Devourer enters the battlefield, he wastes no time to launch his first assault against your party - he immediately gets the first turn after the Gigalith is destroyed! Between the Devourer himself and the appendages he summons to back him up, this eldritch god is insanely powerful and tough to beat.  Perhaps the most important thing to keep in mind when fighting him is that you cannot - I repeat, CANNOT win by playing defensively.  Your instincts may tell you to focus on keeping your team's defense, evade, and health up, but if you spend more time doing that than launching attacks, you'll be overwhelmed by the combined force of the Devourer and his extra limbs.  Therefore, you should focus primarily on keeping up a good offense, especially when the battle first begins.  Your first priority should be to get rid of all the appendages the Devourer begins his battle with, preferably using powerful Limit Breaks such as Ragnarok or Annihilate that can damage the entire enemy team.  Once that's done, you can alternate between attacking and maintaining your team's health.  One thing you should definitely do is make sure your team is constantly Blessed and has Regen (summons like Slime Bunny and Wise Mirror are strongly recommended for this), so that your party members can block bad status effects and heal without too much trouble.  Be wary, though...even without any appendages by his side, the Devourer is still immensely powerful on his own...plus, he constantly spawns more appendages as the battle rages on!

Much like the Cosmic Gigalith, the Devourer uses heavy-hitting multi-target attacks, although his are mostly magic.  The elements he uses with these attacks include Fire, Thunder, Earth, Wind, and Bomb, and the status effects they can inflict include Scorch, Poison, and Confuse.  He tends to favor his Fire, Wind, and Bomb attacks, so focus on boosting your party members' resistance to these three elements for best results.  Bomb resistance is especially important, because the Devourer has another lethal attack called Giga Doomsday up his theoretical sleeve, which is basically an even stronger version of Doomsday that deals Bomb damage!  Thankfully, though, the Devourer can only use Giga Doomsday at certain health intervals, and even then he first has to Charge himself by using his Thunder attack.  In terms of resistances and weaknesses, this much can be said about the Devourer: what he has in attacking power, he sorely lacks in defense.  His resistances are very simplistic as he only absorbs Bio and is weak to Holy and Dark.  This is easy to exploit since all five party members have skills pertaining to at least one of those two elements; as such, you should focus on using Holy and Dark attacks on the Devourer (and also do your best to Curse and Weaken him with these attacks).  Try to get in as much damage as you can at all times; every few turns, the Devourer can use a strong healing spell that heals the entire enemy team, removes Stun and Syphon from any affected enemies, and then gives him another turn!

As mentioned earlier, the Devourer constantly summons extra appendages which act as separate enemies throughout the battle; there are three types of appendages he can summon, each one posing its own threats (see their section on this page for more info).  Two of these varieties include the Slimy Tentacle and Spiky Tentacle, which specialize in powerful magic and physical attacks respectively.  These should be taken out quickly as their attacks combined with the Devourer's make him extremely overwhelming to deal with.  Both Tentacle types absorb Bio, and the Slimy Tentacle also absorbs Water and Bomb, but they're both quite weak to Fire, Ice, and Thunder; thus, the best way to handle them is to use Thunder attacks to Stun them (preferably using Anna since she's the best at inflicting status effects on enemies) and then attack the Devourer, and repeat this cycle until they die.  Although, you need to be careful not to deal too much damage to the Tentacles, lest you run the risk of cutting them, which then limits them to using a Bio attack that Poisons all your party members.  This is especially dangerous on Hard or Epic difficulty, wherein said Bio attack instead gives your party members a Virus which can then spread to the Devourer and heal him since he absorbs Bio.  The final appendage type, the Evil Eye, is slightly less dangerous overall because it's primarily a support unit, but it can still be very infuriating to put up with because it can mess with your party members' buffs and heavily heal and buff the enemy team.  Evil Eyes have the same elemental resistances as the Devourer (with the addition of partially resisting Water), so bombard them with Holy and Dark attacks as often as you can so they can't impede your progress.

One last thing to know about the Devourer: he is not a fair fighter.  When his health gets very low, he'll use his godlike powers to their fullest potential and pull the ultimate trump card by deleting the Earth.  Once he does this, two things happen: 1. all your party members get inflicted with a nasty status effect called Delete, which can't be removed and deals non-elemental damage after every turn, which increases more and more the longer the battle lasts; and 2. you can no longer flee the battle.  This is the point of no return; with the fleeing option disabled, your only option is to kill the Devourer or die trying.  And you HAVE to kill him fast - if he doesn't wipe you out with his attacks, the Delete status will if you take too long!  If things take a turn for the worst at this point, the best thing you can do is use any Chili Peppers you have left in your inventory and use them to instantly fill your party members' Limit Break bars so you can pepper the Devourer with Limit Breaks, thereby allowing you to kill him faster.  There literally couldn't be a better time than this to start making use of the Chili Peppers, seeing as it is the final battle.

  • As a Summon: On New Game+ and New Game++, the Devourer can be captured to use as a summon.  He costs 250 SP to use, and takes two actions when summoned; first, he removes all status effects from everyone in the battle, and then he deals colossal non-elemental damage to everyone, resulting in a game over.  A few seconds later, the game closes itself.  Thus, the Devourer is a throwaway summon who's meant to merely be a trophy for anyone who managed to beat New Game+.

Premium Bosses[]

Sol and Skadi[]

Sol and Skadi are a pair of cyclopses who happen to be Jotun's older sisters...they heard about their brother's death at your hands, and they want revenge! They appear at the end of Freezeflame Dungeon, the optional bonus dungeon tucked away inside the Ice Cave. Befitting the duality of the dungeon itself, each of the two sisters embodies a different element - Sol has an affinity for Fire, while Skadi is imbued with Ice. This comes into play during their battle; unlike Jotun, who mainly uses non-elemental attacks, Sol and Skadi each mainly use attacks based on their own respective elements, although both of them also sometimes use Earth attacks too. Since you have to fight both cyclopses at the same time, they normally don't summon any enemies for backup, although they can sometimes summon Ores if you're fighting them on Hard or Epic difficulty; Sol can summon Ruby and Topaz Ores, and Skadi can summon Sapphire and Zircon Ores. However, once one of the cyclopses is defeated, the one left standing will become angry and take two turns for the rest of the battle, making her considerably more dangerous. Keep this in mind as you consider which one of the sisters you want to pick off first, and use your equips to prepare accordingly. Alternatively, you can focus on spreading your attacks out between the two sisters and weakening them with status effects to kill them both at the same time, though this may require significantly more effort than just focusing on killing one and then the other.

Obviously, you want to use equips that boost your resistance to Ice and Fire, although you can choose whether to build your party up to resist both elements simultaneously, or focus on completely resisting one element so you can concentrate on wearing down the cyclops opposite to the element you've built up resistance to. Offensively, using Bio attacks are your best bet - even though they have wildly different resistances thanks to their elemental powers, both Sol and Skadi are very vulnerable to Bio, which means you can reliably deal with them using the same Poison-stacking strategy one would use on Jotun.

One more thing to note about Sol and Skadi's battle is that you can choose which environment you want to fight them in; the sisters both appear in the same room but on opposite sides, so whichever one you pick to initiate the battle determines what the weather will be during the battle. If you pick Sol, the weather will be Lava Flow; if you pick Skadi, the weather will be Stalactites.

  • As a Summon: Like most major bosses in this game, Sol and Skadi can be captured to use as a summon.
    • Sol: She costs 92 SP to use, and uses a powerful Fire attack on an enemy that hits several times. All other enemies take 1/3 of the damage dealt to the main target, and all enemies have a chance of getting Burned.
    • Skadi: She costs 95 SP to use, and uses a powerful Ice attack on an enemy that hits several times. All other enemies take 1/3 of the damage dealt to the main target, and all enemies have a chance of getting Frozen.

Neon Valhalla[]

GunKat-800XL[]

Papalotl[]

Xolotl[]

Glaurung[]

Telperion[]

Vulcan[]

King Slime[]

Beholder[]

Giga Golem[]

Sandworm[]

Jack[]

Protector[]

Praetorian[]

Rafflesia[]

Matteus[]

Natalia[]

Lancelot[]

Annabelle[]

God[]

Errors[]

  • Oddly, the skill Bubble evolves into Whirlpool first, and then Bubble Blast, defying the naming convention set forth by other skills that follow a similar path (e.g. Air, Airwave, Shockwave).  Under the standard naming convention, Bubble would evolve into Bubble Blast and then Whirlpool.
  • In some parts of No Man's Land, tank tread tracks can be seen on the ground, and the party members' comments on the tracks imply that they were made by the Neon Valkyrie.  However, the Neon Valkyrie gets around by hovering, and thus has no tank treads it could have made the tracks with.
  • The Defender Mk III's name doesn't make sense considering that there's never been a Defender Mk II in any of the previous EBF games.  Although, the name could be a reference to the fact that EBF5 marks the third time Defenders have appeared as enemies in the series.

Trivia[]

  • Much of the music in this game contains remixes of music from EBF2, EBF3, and EBF4.
  • The skill Phyrnna's Blessing is a reference to Phyrnna, the composer who's been making music for the series since EBF2.
  • This is the first EBF game to have voice acting of any kind, as all five heroes grunt or scream when killed, and every NPC in the game makes a noise of some kind when you talk to them.
  • The Capture Foes mechanic was inspired directly by Pokemon.
  • In early demos of EBF5, all the Gloop enemies (aside from the Fabulous Gloop, a variant wearing a cherry blossom tree shell, which was added to the game in a later update) had different names that were based more closely on what their shells are made of.
    • The Stumpy Gloop, which has a tree shell, was originally called Tree Gloop.
    • The Chunky Gloop, which has a rock shell, was originally called Stone Gloop.
    • The Hardy Gloop, which has a crystal shell, was originally called Crystal Gloop.
    • The Roasted Gloop, which has a burnt tree shell, was originally called Ashen Gloop.
  • The Green, Red, and Blue Creeps are references to the Koopa Shell power-ups from the Mario Kart series.  The Blue Creep's self-destructing attack is even a reference to how the Blue Shell acts as an explosive missile as it targets the racer in 1st place.
  • Although several groups of classic EBF enemies did not return in this game (until the introduction of the Data Bunker in version 2.0 of the premium version), some of the new enemies in this game appear to be inspired by older enemies that didn't make the cut for the enemy roster.
    • Much like Turtles and Crabs from the previous four EFB games, the Creeps are defensive enemies who use their shells to give themselves strong defensive buffs and mainly use physical attacks.
    • The Ores are similar to Bits from the previous games in that both species are magic floating chunks of rock which self-destruct to damage your party members.
    • The Fallen are essentially living humanoid statues that use physical attacks supplemented with magic, just like the Clays from EBF3 and EBF4.
    • The Flybots are based on the Drill Bot from EBF2, EBF3, and EBF4.  Ironically, the Drill Bot's own name was Flybot in EBF2.