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Mint Leaf. 42.5% chance. Sells for 110 en.
Theriaca B (Cures status ailment from one party member): Made from 1 Mint Leaf. Costs 400 en.
Sap Lump. 42.5% chance. Sells for 120 en.
Soma (Restores 80 HP to all party members): Made from 1 Sap Lump. Costs 700 en.
Cross Seed. 15% chance. Sells for 500 en.
Fire/Ice/Volt Talisman (Deals 180% ranged TEC-based fire/ice/volt damage to one enemy; 90% speed modifier, 99% base accuracy): Made from 1 Cross Seed. Costs 150 en.
- Ambush Chance: 8%









Cannon Palm
HP: 472 | STR: 22 | TEC: 19 | VIT: 21 | AGI: 12 | LUC: 19 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Coconut Strike: Deals heavy bash damage to 2-5 party members. Slightly slow.
Coconut Strike: Deals 110% melee STR-based bash damage to 2-5 party members. The damage ranges from 75 to 86 on average. Has an 80% speed modifier and a base accuracy of 90%.
- Cannon Palms are very likely to open with Coconut Strike.
- If any party members are asleep, Cannon Palms are likely to target asleep party members.
- Coconut Strike becomes more likely when the Cannon Palm is at 80% HP or lower.
- If this is the first turn, and the party was not blindsided:
- 79% chance to use Coconut Strike.
- Else, Attack.
- If any party members are asleep, 19% chance:
- 39% chance to use Coconut Strike.
- Else, Attack sleeping party members.
- If the Cannon Palm is at 80% HP or below:
- 59% chance to use Coconut Strike.
- Else, Attack.
- If the Cannon Palm is between 100% and 81% HP:
- 19% chance to use Coconut Strike.
- Else, Attack.
Coconut Strike: Deals bash damage to 2-5 enemies. Slightly slow.
Coconut Strike: Deals melee STR-based bash damage to 2-5 enemies. Has an 80% speed modifier and a base accuracy of 90%.
Drops:
- Normal:
Palm Bark. 50% chance. Sells for 92 en.
Hindi (+61 ATK, +2 TEC): Made from 1 Palm Bark. Costs 2450 en.
Biliomg (+77 ATK, +2 VIT): Made from 3 Glow Talons (Glowbird rare) and 2 Palm Barks (Cannon Palm normal). Costs 3900 en.
- Rare:
Starseed. 25% chance. Sells for 108 en.
Star Charm (+40 TP): Made from 1 Starseed. Costs 800 en.










































































































Barbed Tiger
HP: 300 | STR: 21 | TEC: 20 | VIT: 16 | AGI: 19 | LUC: 16 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Rising Fang: Deals moderate volt damage that pierces party rows. Slow.
Rising Fang: Deals 140% ranged TEC-based volt damage that pierces party rows. The damage ranges from 52 to 68 on average. Has a 70% speed modifier and a base accuracy of 99%.
- Barbed Tigers have a high chance of opening with Rising Fang.
- Barbed Tigers have a small chance of specifically targeting sleeping party members, if there are any.
- Barbed Tigers are unlikely to use Rising Fang until they hit 80% or lower, at which point it becomes their most likely action.
- If this is the first turn:
- 79% chance to use Rising Fang.
- 21% chance to Attack.
- If any party members are asleep, 29% to target a sleeping party member with an Attack.
- If the Barbed Tiger's HP is above 80%:
- 19% chance to use Rising Fang.
- 81% chance to Attack.
- If the Barbed Tiger's HP is 80% or below:
- 60% chance to use Rising Fang.
- 40% chance to Attack.
Rising Fang: Deals STR-based volt damage that pierces enemy rows. Slow.
Rising Fang: Deals ranged STR-based volt damage that pierces enemy rows. Has a 70% speed modifier and a base accuracy of 99%.
Drops:
- Normal:
Tiger Fur. 35% chance. Sells for 54 en.
Tiger Coat (+27 DEF): Made from 1 Tiger Fur. Costs 1300 en.
Jelly Shield (+20 DEF, +10% fire resistance): Made from 3 Rainbow Gels (Towering Ooze normal) and 3 Tiger Furs (Barbed Tiger normal). Costs 1040 en.
- Rare:
Tiger Fang. 20% chance. Sells for 61 en.
Tiger Fang (+55 ATK, +10 HP, +5 VIT): Made from 1 Tiger Fang. Costs 2050 en.
Tiger Lance (+71 ATK, +1 TEC): Made from 1 Tiger Fang. Costs 3290 en.
Sensui (+84 ATK, +2 AGI): Made from 4 Tiger Fangs. Costs 4420 en.
Viking (+65 ATK, +1 VIT): Made from 1 Laterite (2nd Stratum Mine 2) and 3 Tiger Fangs (Barbed Tiger rare). Costs 3000 en.



















































































Giant Moa
HP: 2041 | STR: 26 | TEC: 20 | VIT: 18 | AGI: 22 | LUC: 19 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Rush: Deals heavy bash damage to all party members. Slow and very slightly inaccurate.
Rush: Deals 80% melee STR-based bash damage to all party members. The damage ranges from 72 to 84 on average. Has a 70% speed modifier and a base accuracy of 90%.
- Giant Moas are very likely to open with Rush.
- Giant Moas have a small chance to specifically target sleeping party members.
- Giant Moas are more likely to use Rush when their HP is at 80% or lower.
- If this is the first turn:
- 79% chance to use Rush.
- Else, Attack.
- If any party members are asleep, 19% chance to do the following:
- 39% chance to use Rush.
- Else, Attack, targeting party members that are asleep.
- If the Giant Moa's HP is at 80% or lower:
- 59% chance to use Rush.
- Else, Attack.
- If the Giant Moa's HP is at 100% to 81%:
- 29% chance to use Rush.
- Else, Attack.
Rush: Deals bash damage to all enemies. Average speed and very slightly inaccurate.
Rush: Deals melee STR-based bash damage to all enemies. Has no speed modifier and a base accuracy of 90% at all levels.
Drops:
- Normal:
Bird Limb. 90% chance. Sells for 412 en.
Hereward's Bow (+58 ATK, +2 AGI): Made from 1 Bird Limb. Costs 2140 en.

























































































Jungle Killer
HP: 2017 | STR: 29 | TEC: 17 | VIT: 25 | AGI: 17 | LUC: 16 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Numbing Sting: Deals severe stab damage to one party member. Attempts to inflict poison and paralysis on the target, with a medium chance. The poison ticks for heavy damage. Slightly slow.
Numbing Sting: Deals 100% melee STR-based stab damage to one party member. The damage ranges from 105 to 120 on average. Attempts to inflict poison and paralysis on the target, with a 50% base chance. The effective chance ranges from 46% to 55% on average. The poison ticks for 87 to 92 damage. Has an 80% speed modifier and a base accuracy of 99%.
- Jungle Killers are likely to open with Numbing Sting.
- Jungle Killers will specifically target party members that are not paralyzed with Numbing Sting.
- If this is the first turn:
- 79% chance to use Numbing Sting.
- Else, Attack.
- If the Jungle Killer is at 50% HP or lower:
- 69% chance to use Numbing Sting.
- If any party members are not paralyzed, target party members that are not paralyzed.
- Else, use standard targeting.
- Else, Attack.
- If the Jungle Killer is at 100% to 51% HP:
- 39% chance to use Numbing Sting.
- If any party members are not paralyzed, target party members that are not paralyzed.
- Else, use standard targeting.
- Else, Attack.
Numbing Sting: Deals stab damage to one party member. Attempts to inflict poison and paralysis on the target. Slightly slow.
Numbing Sting: Deals melee STR-based stab damage to one party member. Attempts to inflict poison and paralysis on the target. Has an 80% speed modifier and a base accuracy of 99%.
Drops:
- Normal:
Toxic Barb. 90% chance. Sells for 453 en.
Scorpion (+65 ATK, +3 AGI): Made from 1 Toxic Barb. Costs 2860 en.


























































B10F B5 Chop Point
Light Wood. 40% chance. Sells for 110 en.
Flame Spear (+62 ATK, stab+fire normal attacks): Made from 1 Light Wood (2nd Stratum Chop 2) and 5 Fire Feathers (Firebird normal). Costs 2470 en.
Shotgun (+65 ATK): Made from 2 Venom Barbs (Death Scorpion rare) and 2 Light Woods (2nd Stratum Chop 2). Costs 2700 en.
Lamellar Armor (+23 DEF, +5 HP): Made from 2 Light Woods (2nd Stratum Chop 2) and 10 Sticky Goos (Sleeper Ooze/Venom Ooze normal). Costs 930 en.
Pearlescent Staff (+54 ATK, +30 TP, +2 TEC): Made from 1 Rainbow Gel (Towering Ooze normal) and 4 Light Woods. Costs 1950 en.
Entangling Ivy. 40% chance. Sells for 120 en.
Lute (+50 TP; Troubadour only): Made from 1 Entangling Ivy. Costs 900 en.
Leaf Tunic (+22 DEF): Made from 2 Entangling Ivies (2nd Stratum Chop 2) and 2 Leafy Branches (Fanged Vine normal). Costs 880 en.
Jomon Oak. 20% chance. Sells for 500 en.
Ganryu-jima (+79 ATK, +20 HP, +10 TP): Made from 1 Jomon Oak. Costs 3920 en.
- Ambush Chance: 15%

































B10F E4 Mine Point
Scrap Iron. 42.5% chance. Sells for 110 en.
Kurodachi (+75 ATK): Made from 1 Scrap Iron. Costs 3300 en.
Chain Boot (+9 DEF, +20 HP): Made from 2 Scrap Irons. Costs 520 en.
Toxic Whip (+63 ATK, +1 TEC): 3 Venom Barbs (Death Scorpion rare) and 5 Scrap Irons (2nd Stratum Mine 1). Costs 2720 en.
Laterite. 42.5% chance. Sells for 120 en.
Viking (+65 ATK, +1 VIT): Made from 1 Laterite (2nd Stratum Mine 2) and 3 Tiger Fangs (Barbed Tiger rare). Costs 3000 en.
Smashed Fossil. 15% chance. Sells for 500 en.
Old Choker (+7 DEF, immunity to arm binds): Made from 1 Smashed Fossil. Costs 2500 en.
- Ambush Chance: 8%
























































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