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Equipment Effects are the special bonuses pieces of equipment (be it weapons, armor, hats or flairs) give to their wearer that are neither stat bonuses, resistances nor inflictable status effects/debuffs in the case of weapons. The exact scope of their effects varies from game to game, generally with newer games having a wider variety of them, starting from EBF4, most of them scale with the level of the equipment. Below one will find a list of the different equipment effects present in each game and their specific effects.

Epic Battle Fantasy

In EBF the only equipment available were Matt's Swords.


Boosts X


Drains HP/MP

  • Devil's Sunrise: recovers a % of damage done as MP, depending on attack used.
    • Normal Attack: 10% of damage done.
    • Wind Slash: 6.(6)% of damage done.
    • Legend: 6.(6)% of damage done with the final hit.
  • Devil's Sunrise: recovers a % of damage done as HP, depending on attack used.
    • Normal Attack and Wind Slash: 50% of damage done.
    • Legend: 60% of damage done with the final hit.


Epic Battle Fantasy 2

Again, in EBF2 the only equipment available were Matt's Swords, each with their own particular effects.


Boosts X


Drains HP/MP

  • Rune Blade: recovers a % of damage done as MP, depending on attack used.
    • Normal Attack: 3.(3)% of damage done.
    • Wind Slash: 5% of damage done.
    • Legend: 4% of damage done with the final hit.
    • Cleaver: 25% of damage done with one hit.
  • Devil's Sunrise: recovers a % of damage done as HP, depending on attack used.
    • Normal Attack and Wind Slash: 50% of damage done.
    • Legend: 60% of damage done with the final hit.
    • Cleaver: 200% of damage done with one hit.


Unleash effect

  • Each sword also had their own unique effects when using the Unleash skill, see the skill's page for specific info.


Epic Battle Fantasy 3

EBF3 introduced the equipment system used in more recent games, with weapons for each character and armor and hats for each gender.


May cast X

  • Chance depends entirely on the initiator/host skill. See the table below.
  • Bonus skill's power is a fraction of host skill's total power, not rounded. See the table below.
    • Scales off (m)atk like usual, depending on the bonus skill itself, not the host skill.
    • Unlike in EBF4, weapon's boost of certain skills will not have any affect.
    • Flood (casted by Nimbus and Deep Blue) is always 1.5x as strong.
    • Shine (casted by Heaven's Gate and Seraphim) acts as if host skill's power is always 40, while the fraction still applies.
    • Crush has two bonus spell initiators, which can proc at the same time, e.g., with Red Vulcan you can get two Flameshots for one Crush.
Bonus Skills
Host Chance Power
Matt
Normal Attack 70% 100%
Quick Slash 50% 100%
Legend 50% 100%
Cleaver 100% 24%
Natz
Normal Attack 100% 300%
Lance
Normal Attack 80% 100%
Snipe 65% 100%
Double Shot 70% 80%
Unload 50% 30%
Crush 50% 100%
50% 70%


Randomly summons X

  • Effect present in armor and hats.
  • Chance: 16.(6)% or 1/6.
    • Can summon only one thing per player in a turn, with armor taking priority over hats.
    • Mammoths may not be summoned until Tundra Mammoth is defeated. (this applies even to NG+)
  • Power is forced to a specific value (which can be found on each equipment's page). Damage is calculated based on who wears the equipment piece, like a normal skill.
  • Target is selected at random.


Buffs X when hit by a powerful attack

  • Effect present only on armor.
  • Chance: 100%; "powerful attack" is when it's >50% of maximum health.
  • Strength: 15% at equip's level 4, 20% at level 5.


Boosts the power of X

  • Effect present in all types of equipment.
  • Strength: 1.5x for most skills. Exceptions:


Counterattacking

  • Effect present on weapons.
  • Chance: 25% when hit by a weak attack, or 100% when hit by a powerful attack (>50% max HP) and thrown offscreen.
  • The skill is used at the same level the player has it.


Doubles the effect of healing items

  • Effect present only on the Casual Shirt.
  • Affects both HP and MP healing items.


Unleash effect

  • Each weapon also had their own unique effects when using the Unleash skill, see the skill's page for specific info.


Epic Battle Fantasy 4

EBF4 introduced a new type of equiment, Flairs. Most equipment effects now scale depending on the level of the equipment.


May cast X with certain skills

  • Effect present only on weapons.
  • Сhance: 0.15 + Lv * 0.05
  • Bonus skill's power: host skill's power * mult
    • Host skill is the skill that was used to trigger the bonus spell.
    • mult represents this weapon's multiplier for this spell, usually around 0.5, these are listed in each weapon's page.
    • Scales off (m)atk like usual, depending on the bonus skill itself, not the host skill.


Randomly casts X between turns

  • Effect present on all types of equipment.
  • Chance: 0.1 + lv * 0.03
    • Chance by level: 13%, 16%, 19%, 22%, 25%.
    • Can summon only one thing per player in a turn, checking equips in this order: weapon, armor, hat, flairs from left to right.
  • Damage is calculated depending on its purpose: as a summon for damage and as a healing skill for healing. Spell power resets to that of level 1 if no players have it learned.
    • Target is chosen at random both for player and foe targeting spells/summons. That said, dead players cannot be targeted (which is mainly relevant for the Pope Dress' Revive random cast)
  • Effect can be triggered even if the wearer is dead.


Buffs X when hit by a powerful attack

  • Effect present on all types of equipment except weapons.
  • Chance: 100%; "powerful attack" is when it's >50% of maximum health.
  • Strength: 5 + Lv * 5
    • Strength by level: 10%, 15%, 20%, 25%, 30%.


Boosts the power of X skills

  • Effect present only on weapons.
  • Strength: 1.2 + lv * 0.06
    • Strength by level: 1.26x, 1.32x, 1.38x, 1.44x, 1.5x.
    • Affects nearly everything, including summons, attacking items, bonus and auto spells, but NOT weapon-elemental skills.


Boosts the power of healing spells

  • Effect present only on hats.
  • Doubles the strength of all healing spells cast by the wearer.


Doubles the power of HP and MP healing items

  • Effect present only on armor.


Doubles the power of attacking items

  • Effect present only on armor.
  • The Battle Mountain update increased the effect to tripling the power of attacking items instead, the description, however, was never updated.
  • Also affects the Tank Cannon auto skill.


Status self-infliction

  • Effect present on all types of equipment.
  • Chance: mod / 3 * lv, where "mod" depicts this equip's value for this status.
    • May not be initiated at the starter turn of the battle.
  • Ignores resistances/Bless and Evade.


Counterattacking

  • Effect present only on weapons.
  • Chance: bonus * (0.3 + lv * 0.14).
    • "bonus" is 0.75 if hurt by a powerful attack (>50% max HP) and thrown offscreen, or 0.25 otherwise.
    • Chance by level (normal/powerful): 11%/33%, 14.5%/43.5%, 18%/54%, 21.5%/64.5%, 25%/75%.
    • Won't activate with the Defend status.


Replaces weapon status effect with X

  • Effect present only on flairs.
  • Replaces whichever status effect the wearer's weapon is curently inflicting with that of the flair (changing also the infliction chance), works even if the weapon couldn't inflict a status effect in the first place.
    • If multiple of these flairs are worn, the one in the leftmost slot takes priority.
  • Does not affect debuffs inflicted by the weapon.


Epic Battle Fantasy 5

As a reminder, for specific info about the chance modifiers or applied status strengths of equipment, see their specific page.


Boosts the damage of X skills

  • Unlike previous games, the effect is now present in both armors and weapons.
  • Boosts the power of the specific elemental skills by (20 + 2 * Lv)%, maxing out at a 30% boost at level 5.
    • This bonus stacks additively, for a maximum boost of 60% if both an armor and a weapon that boost the same element are equipped at once.
  • Does not affect weapon-elemental skills, healing spells or summons.


Boosts the power of healing spells

  • Effect present on all types of equipment except flairs.
  • The user's healing spells will double in potency for each piece of equipment worn, stacking multiplicatively for a maximum of 8x healing if 3 pieces of healing-boosting equipment are worn at once.
  • Does not affect healing items or summons, nor revival spells.


Boosts the power of healing and buff items

  • Effect present on all types of equipment except flairs.
  • Healing items used by the wearer will have their healing increased by 100% for each piece of equipment worn, stacking additively for a maximum of 4x healing with items.
    • Does not affect revival food like Coffee or Expresso.
  • Buffing items get their buff strength increased by a flat 10% per piece of equipment, for a maximum of 30% additional buff strength if 3 pieces are worn at once.


Boosts the power and effect of thrown items

  • Effect present in hats and armor.
  • For each piece worn, thrown Hand Bombs, Snowballs, Bricks and Shurikens will get their power and status chance increased by 100% (the Brick is an exception, instead of getting its status chance increased, the number of Target stacks it inflicts on the thrower are increased), this effect stacks additively.


Increases the strength of buff skills used

  • Effect present on all types of equipment except flairs.
  • Increases the strength of any casted buffs by a flat 10% per piece, for a maximum of 30% increased buff strength.
  • Does not affect buffing items or summons.


Increases the strength of debuff skills used

  • Effect present on all types of equipment except flairs.
  • Increases the strength of any casted debuffs by a flat 10% per piece, for a maximum of 30% increased buff strength.
  • Increases the debuff chance of skills by 1.3x per piece of equipment, stacking multiplicatively for a maximum of 2.179x increased debuff chance.
  • Does not affect debuffing summons, nor the debuffs inflicted by statuses like Curse.


Increases the chance of inflicting status effects

  • Effect present on all types of equipment except flairs.
  • Increases the status chance of skills used by 1.5x per piece of equipment, stacking multiplicatively for a maximum of 3.375x increased chance.
  • Does not affect status inflicting summons, and does not increase infliction chance for debuffs.


May unleash X while attacking

  • Effect only present on weapons.
  • Can trigger a bonus skill when attacking with single target weapon-elemental skills.
    • The power of the unleashed skill is specifically set (and can be found in each weapon's page) and may be different from its regular power
      • For skills with multiple levels, any special effects like debuffs or status effects are taken from its level 1 version.
  • The chance for the unleash to happen is equal to mod * 0.24 * Lv , where mod is a specific modifier unique to each weapon
    • At max level, the unleash chance will be mod * 1.2.
  • It's worth noting that specific skills have increased unleash chance, these are:


Randomly casts X between turns

  • Effect present on all types of equipment.
  • Can automatically cast a spell or summon at the start of the players' turn, before weather effects trigger.
    • Just like unleashes, the power of the skill (if it deals damage or heals) is specifically set, and for skills with multiple levels, the special effects are taken from its level 1 version.
    • When the auto-cast is a summon, its stats are exactly the same as if it had been summoned normally, if it's a skill, then it uses the wearer's stats.
      • In both cases the skill/summon is considered to have been casted by the wearer for the purposes of counters or certain AI targeting.
    • For spells casted against enemies, the target is chosen at random, ignoring Lovable on foes.
    • For spells casted on allies, the target is the player with the lowest HP % (ignoring Lovable), that said, they can also be redirected with Target.
  • The chance for the auto skill to trigger is equal to (0.1 + 0.03 * Lv) * mod, where mod is a specific modifier unique to each weapon (this is NOT the same value as the mod for bonus skills)
    • At max level, the chance for the auto skill to happen is equal to mod * 0.25.
    • Can summon only one thing per player in a turn, checking equips in this order: weapon, armor, hat, flairs from left to right.
  • Effect can be triggered even if the wearer is dead.


Counter-attacks with X

  • Effect only present on weapons.
  • If the wearer is attacked and they get hit at least once from the enemy's attack, they have a chance to counter with the specified skill.
    • The power and special effects of the skill are taken from its current level, and the skill has to be learned first for it to be usable as a counter
      • For extra skills, it does not matter whether the player has that skill currently equipped or not.
  • The counter chance is equal to 25% * (0.3 + 0.14 * Lv), maxing out at 25% counter chance.
    • If the player is hit with a Strong Attack (ie the attack deals damage above 50% of their max HP), the counter chance is tripled, for a maximum of 75% counter chance.
    • When under the Defend status, counters are disabled. Counters are also disabled during the Cosmic Gigalith fight.


Gives the player X status

  • Effect present on all types of equipment.
  • Can automatically inflict a status on the wearer at the start of the players' turn, before weather effects trigger.
    • This effect ignores resistances/Bless and cannot be dodged.
  • The chance is equal to mod * Lv / 3, with mod being a specific multiplier for that equipment and effect.
    • The strength or number of stacks of the status is also defined individually for each equipment.
    • Multiple statuses from different pieces of equipment can all be inflicted on the same turn, if 2 pieces of equipment inflict the same status and trigger at once they'll also stack accordingly.


Defending gives X status

  • Effect present on all types of equipment.
  • When using the Defend command, will apply the specified status on the user, the strength of the status is defined individually for each piece of equipment.
    • Will only trigger if the specific command is used, obtaining the Defend status from another source (eg the Ancient Monolith summon) will not activate this effect.
    • Multiple instances of this effect can be stacked without any limitations (ie equipment that grant the same status will stack their status strengths together and multiple different statuses can also be applied at once).


Defending also buffs X by Y%

  • Effect present on all types of equipment except weapons.
  • When using the Defend command, will apply the specified buff on the user.
    • The buff strength is affected and can be increased with equipment that boosts the power of buffs.
    • Will only trigger if the specific command is used, obtaining the Defend status from another source (eg the Ancient Monolith summon) will not activate this effect.
    • Multiple instances of this effect can be stacked to buff multiple stats at once, however, equipment that buff the same stat will not stack their buff strengths together.


Drains HP from targets

  • Effect present only on weapons.
  • When using weapon-elemental attacks, the wearer is healed by a % of the total damage done (regardless of whether it was positive or negative)


Ignores the targets' defensive buffs

  • Effect present only on weapons.
  • When using weapon-elemental attacks, enemy Defence and Magic Defence buffs are ignored.
    • Does not ignore the Defend status.


Steals items with single target melee attacks

  • Effect present on all types of equipment except hats.
  • When using single target melee weapon-elemental attacks, will steal an item from the target.


Intimidates or angers X

  • Effect present on all types of equipment except flairs.
  • When the wearer is at the front, the specified enemy type will either Flee, Surrender, or get inflicted with Berserk on their turn, the exact reaction depends on the specific enemy and in some cases is also affected by their current HP%.
    • See Scare for specific info.


Makes enemies more likely to flee and surrender

  • Effect present on all types of equipment except armor.
  • When the wearer is at the front, gives a bonus to Surrender chance for all enemies.


Improves chances of catching foes

  • Effect present on all types of equipment except weapons.
  • When the wearer initiates a capture, gives them a bonus mutiplier that'll increase their chances of success.


Drastically buffs most stats at low HP

  • Effect present only on the Turtle Gi male armor.
  • When hit, sets the user's Attack, Magic Attack, Defence and Magic Defence buffs to the values obtained through the formula (see below).
    • This happens after any debuff or statuses are inflicted, which means the buffs will overwritte any debuffs to the 4 stats inflicted by the attack and will happen even if the user is Dispelled by the attack.
  • Formula: [(190 - Current HP %) * (0.6 + level/10)] - 100
    • Current HP % is calculated after the attack's damage (or healing if it's absorbed).
    • Any negative result becomes 0; the result gets rounded down to the nearest multiple of 5 and cannot go above 80.
    • At level 5, the Gi starts buffing the user after they go below 95% HP, and the buff increases by ~5.4% for every additional 5% missing HP, reaching the 80% cap at ~74% missing HP.
  • Due to it setting the user's buff to a minimum of 0, the effect will also remove any debuffs to the relevant stats the user is affected by even if they don't get buffed from the effect (due to being at a high HP %).


Replaces weapon status effect with X

  • Effect present only on flairs.
  • Replaces whichever status effect the wearer's weapon is curently inflicting with that of the flair (changing also the infliction chance), works even if the weapon couldn't inflict a status effect in the first place.
    • If multiple of these flairs are worn, the one in the leftmost slot takes priority.
  • Does not affect debuffs inflicted by the weapon.


Charges Limit Break 5% per turn

  • Effect present only on the The Tr*force flair.
  • Fills the wearer's limit break bar by 5% of its total value per turn.
    • Works even if the wearer is in backup.


Increases the amount of SP received from defeating foes

  • Effect present only on the Small Cloud flair.
  • Increases SP gained from defeating enemies by 33% * Lv, maxing at double the SP gain.
    • For the flair to take effect the wearer must directly land the killing blow (ie enemies that Flee, or die to statuses will not count).


Increases the chance of getting items from foes

  • Effect present only on the Lucky Fish flair.
  • Increases item drop rate by 11% * Lv, maxing at 33% more drop chance (ie a 1.33x drop multiplier).
    • Works as long as someone in the party has it equipped, even if they don't participate in battle or are dead at the end of the battle.


Increases gold gained from battles

  • Effect present only on the Coin Charm flair.
  • Increases money dropped by enemies by 11% * Lv, maxing at 33% more money.
    • Works as long as someone in the party has it equipped, even if they don't participate in battle or are dead at the end of the battle.
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