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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 not stat bonuses, resistances nor inflictable status effects/debuffs. These include elemental boosts, if the equipment randomly casts skills or countering, among other things.
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In the [[Epic Battle Fantasy series|''Epic Battle Fantasy'' series]],''' Equipment Effects''' are the special bonuses granted by pieces of [[equipment]] (be it weapons, armor, hats or [[Flairs]]) beyond stat bonuses, resistances, or on-hit status effects/debuffs. These include boosts to certain types of skills, {{S|MP}} or {{S|HP}} draining, the ability to counter attacks, and special skills that can be cast on hit or used between turns, among other things.
   
The exact scope of their effects varies from game to game, with newer games generally 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.
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The exact scope of Equipment Effects varies from game to game, with newer games generally having a wider variety of them. Starting from ''EBF4'', most of them scale with the level of the equipment. The following is a list of the different Equipment Effects present in each game and their specific effects.
   
 
==''Epic Battle Fantasy''==
 
==''Epic Battle Fantasy''==
In ''EBF'' the only equipment available were [[Matt]]'s [[Swords]].
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In ''EBF'' the only equipment available is [[Matt]]'s [[Swords]].
   
   
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==='''Drains HP/MP'''===
 
==='''Drains HP/MP'''===
* Drainage completely ignores enemy parameters and targeting mode, depending only on attacker's stat bonuses/buffs and attack's power. For attacks that drain on the last hit, they work even if the enemy died before the last hit lands.
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* Drainage completely ignores enemy parameters and targeting mode, depending only on attacker's stat bonuses/buffs and attack's power. For attacks that drain on the last hit, they work even if the enemy died before the last hit lands. [[Wind Slash]] only drains based on expected damage against a single target.
 
** [[Devil's Sunrise]]: recovers a % of damage as MP, depending on attack used.
 
** [[Devil's Sunrise]]: recovers a % of damage as MP, depending on attack used.
 
*** [[Normal Attack]]: 10% of damage.
 
*** [[Normal Attack]]: 10% of damage.
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==''Epic Battle Fantasy 2''==
 
==''Epic Battle Fantasy 2''==
Again, in ''EBF2'' the only equipment available were [[Matt]]'s [[Swords]], each with their own particular effects.
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As with the previous game, the only equipment available in ''EBF2'' is [[Matt]]'s [[Swords]], each with their own particular effects.
   
   
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==='''Drains HP/MP'''===
 
==='''Drains HP/MP'''===
* Drainage completely ignores enemy parameters and targeting mode, depending only on attacker's stat bonuses/buffs and attack's power. For attacks that drain on the last hit, if the last hit misses or the enemy dies before it lands, the drain won't happen.
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* Drainage completely ignores enemy parameters and targeting mode, depending only on attacker's stat bonuses/buffs and attack's power. For attacks that drain on the last hit, if the last hit misses or the enemy dies before it lands, the drain won't happen. [[Windslash]] only drains based on expected damage against a single target.
 
** [[Rune Blade]]: recovers a % of damage as MP, depending on attack used.
 
** [[Rune Blade]]: recovers a % of damage as MP, depending on attack used.
 
*** Normal Attack: 3.(3)% of damage.
 
*** Normal Attack: 3.(3)% of damage.
*** Wind Slash: 5% of damage.
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*** Windslash: 5% of damage.
 
*** Legend: 4% of final hit damage.
 
*** Legend: 4% of final hit damage.
 
*** [[Cleaver]]: 25% of damage done with one hit.
 
*** [[Cleaver]]: 25% of damage done with one hit.
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*** Legend: 60% of final hit damage.
 
*** Legend: 60% of final hit damage.
 
*** Cleaver: 200% of one hit's damage.
 
*** Cleaver: 200% of one hit's damage.
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* It's worth noting that both Devil's Sunrise and Rune Blade have priority over the ''Mana Leech'' skill bonus, so the skill bonus won't take effect as long as said swords are equipped.
   
   
 
==='''Unleash effect'''===
 
==='''Unleash effect'''===
*Each sword also had their own unique effects when using the [[Unleash]] skill, see the skill's page for specific info.
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*Each sword also has their own unique effect when using the [[Unleash]] skill; see the skill's page for specific info.
   
   
 
==''Epic Battle Fantasy 3''==
 
==''Epic Battle Fantasy 3''==
  +
{{Main|List of Equipment Effects in Epic Battle Fantasy 3}}
''EBF3'' introduced an equipment system used in traditional RPGs, with weapons for each character and armor and hats for each gender.
 
  +
''EBF3'' introduced an equipment system used in traditional RPGs, with weapons for each character and armor and hats for each gender. As a result, Equipment Effects became much more common and diverse.
 
 
==='''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]] (cast by [[Nimbus]] and [[Deep Blue]]) is always 1.5x as strong.
 
** [[Shine]] (cast by [[Heaven's Gate]] and [[Seraphim]]) acts as if host skill's power is always 40, while the fraction still applies.
 
** Snipe and Crush have two bonus skill initiators. If none or only one of them procs, all works normally.
 
*** Crush: if both host AND bonus skill's animation is super short and delays applying damage as less as possible AND the initiators are spaced out enough, the bonus skill is activated by the first initiator and gets to hit the target, then is restarted by the second initiator and gets to hit the target again. The only bonus skill fitting into this criteria is [[Red Vulcan]]'s [[Flameshot]]. For everything else, both initiators proccing would result in the second initiator cancelling whatever the first one was going to do.
 
*** Snipe: even if both proc, nothing abusable happens — they are called not from Lance's animation, but the animation of the red shrinking aim circle, which is controlled by the same thing that would do the bonus skill, which can only do one animation at a time. Both initiators set the same power for the bonus skill, so the table just simplifies them into one initiator with combined proc chance.
 
 
{| class="mw-collapsible mw-collapsed" border="1" style="text-align:center;"
 
! colspan="6" align="center" | Bonus Skills
 
|-
 
! align="center" | Host (max power)
 
! align="center" | Chance
 
! align="center" | Power
 
! -
 
! <abbr title="Bonus skill's power on max host skill's level">Max</abbr>
 
! <abbr title="Same but accounting activation chance">Avg</abbr>
 
|-
 
! colspan="6" align="center" | Matt
 
|-
 
| Normal Attack (80)
 
| 70%
 
| 100%
 
| rowspan="4" |
 
| 80
 
| 56
 
|-
 
| Quick Slash (80)
 
| 50%
 
| 100%
 
| 80
 
| 40
 
|-
 
| Legend (200)
 
| 50%
 
| 100%
 
| 200
 
| 100
 
|-
 
| Cleaver (520)
 
| 100%
 
| 24%
 
| 124.8
 
| 124.8
 
|-
 
! colspan="6" align="center" | Natz
 
|-
 
| Normal Attack (30)
 
| 100%
 
| 300%
 
|
 
| 90
 
| 90
 
|-
 
! colspan="6" align="center" | Lance
 
|-
 
| Normal Attack (70)
 
| 80%
 
| 100%
 
| rowspan="7" |
 
| 70
 
| 56
 
|-
 
| Snipe (100)
 
| <abbr title="Averaged from its two 50% and 30% initiators">65%</abbr>
 
| 100%
 
| 100
 
| 65
 
|-
 
| Double Shot (100)
 
| 70%
 
| 80%
 
| 80
 
| 56
 
|-
 
| Unload (320)
 
| 50%
 
| 30%
 
| 96
 
| 48
 
|-
 
| rowspan="2" | Crush (100): Red V.
 
| 50%
 
| 100%
 
| 100
 
| 50
 
|-
 
| 50%
 
| 70%
 
| 70
 
| 35
 
|-
 
| Crush (100): Else
 
| <abbr title="Averaged from its two 50% initiators">75%</abbr>
 
| 70%
 
| 70
 
| 52.5
 
|}
 
 
==='''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:
 
** Nirvana — Toxic — 1.1x.
 
** Black Fang — Nettle — 1.7x.
 
** The exact boosts for throwable items vary, as such, see their pages for specific info.
 
*** [[Hand Bomb]], [[Stunner]], [[Shuriken]], [[Bubble Stone]] ([[Bubbles]]), [[Ice Crystal]] ([[Ice Spike]]), [[Magmaball]] ([[Fire Rain]]), [[Earthball]] ([[Rockslide]]), [[Light Feather]] ([[Tornado]]), [[Green Potion]] ([[The Dead]]) and [[Dark Rune]] ([[Doomsday]]).
 
** [[Tera Drill]], [[Darkblast]], [[Antimatter]], [[Nuke]] and [[Ragnarok]] are not affected by the boosts.
 
** Unlike in EBF4, element-wide boosts don't affect items, random summons or bonus spells.
 
 
 
==='''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.
 
 
 
==='''Drains HP'''===
 
* Effect present only on weapons.
 
* Heals the wearer's HP by a % of the damage dealt with the last successful hit of Weapon-elemental skills, and doesn't work if the skill is absorbed. The exact drain % depends on the skill used.
 
* List of skills:
 
** Cleaver: 200% drain.
 
** Double Shot and Unload: 100% drain.
 
** Legend, Wind Slash and Lance's Normal Attack: 50% drain.
 
** Snipe, Crush, Quick Slash and Matt's Normal Attack: 25% drain.
 
** Revenge: 12.5% drain.
 
 
 
==='''Drains MP'''===
 
* Effect present only on weapons.
 
* Heals the wearer's MP by a % of the damage dealt with the last successful hit of Weapon-elemental skills, and doesn't work if the skill is absorbed. The exact drain % depends on the skill used.
 
* List of skills:
 
** Natalie's Normal Attack: 100% drain.
 
** Cleaver: 20% drain.
 
** Double Shot and Unload: 10% drain.
 
** Legend, Wind Slash and Lance's Normal Attack: 5% drain.
 
** Snipe, Crush, Quick Slash and Matt's Normal Attack: 2.5% drain.
 
** Revenge: 1.25% drain.
 
 
 
==='''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''==
 
==''Epic Battle Fantasy 4''==
  +
{{Main|List of Equipment Effects in Epic Battle Fantasy 4}}
''EBF4'' introduced a new type of equiment, [[Flairs]]. Most equipment effects now scale depending on the level of the equipment.
 
  +
''EBF4'' introduced a new type of equipment, [[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: <code>0.15 + Lv * 0.05</code>.
 
** Chance by level: 20%, 25%, 30%, 35%, 40%.
 
** Certain skills have increased unleash chance
 
*** [[Legend]], [[Double Shot]], [[Power Blast]] : 1.5x unleash chance.
 
*** Natalie's [[Normal Attack]]: 5x unleash chance.
 
* Bonus skill's power: <code>host skill's power * mult</code>.
 
** Host skill is the skill that was used to trigger the bonus spell.
 
** <code>mult</code> 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.
 
** Bugs:
 
*** Multi-hit skills only properly scale off a fraction of host skill power in the first hit, subsequent hits then have the unleashed skill's regular power (for learnable skills, they default to level 1 if no one has them learned).
 
*** [[Tundra]] (unleashed by the [[Ice Needle]]) has regular power, as if Matt himself had cast it (power defaults to level 1 power if Matt hasn't learned it).
 
 
 
==='''Randomly casts X between turns'''===
 
* Effect present on all types of equipment.
 
* Chance: <code>0.1 + lv * 0.03</code>.
 
** 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.
 
* For Skills, they scale normally with the wearer's stats and are used at the same level the players have it learned at (doesn't matter which player has learned it), defaulting to level 1 power/stats if no one has learned the skill. Summons scale with Summon Attack exactly the same as if they had been manually summoned.
 
* 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: <code>5 + Lv * 5</code>.
 
** Strength by level: 10%, 15%, 20%, 25%, 30%.
 
 
 
==='''Boosts the power of X skills'''===
 
* Effect present only on weapons.
 
* Strength: <code>1.2 + lv * 0.06</code>.
 
** 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 text was never updated.
 
* Also affects the [[Tank Cannon]] auto skill.
 
 
 
==='''Status self-infliction'''===
 
* Effect present on all types of equipment.
 
* Chance: <code>mod / 3 * lv</code>, where "mod" depicts this equip's value for this status.
 
** May not be initiated on the first turn of the battle.
 
*Ignores resistances/{{s|Bless}} and {{S|Evade}}.
 
 
 
==='''Counterattacking'''===
 
* Effect present only on weapons.
 
* Chance: <code>bonus * (0.3 + lv * 0.14)</code>.
 
** "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.
 
 
 
==='''Drains HP'''===
 
* Effect present only on weapons.
 
* Heals the wearer's HP by a % of the damage dealt with Weapon-elemental skills, and works even if the damage is absorbed; damage done by unleashed spells isn't factored in. The exact drain % depends on the skill used.
 
* List of skills:
 
** Legend, Swift Slash, Crush, Unload, Arrow Rain, [[Power Blast]] and [[Rapture]]: 16.(6)% drain.
 
** Unleash: 66% drain.
 
** Hyper Beam: 11.1% drain.
 
** Other weapon-elemental skills: 33.(3)% drain.
 
 
 
==='''Drains MP'''===
 
* Effect present only on weapons.
 
* Heals the wearer's MP by a % of the damage dealt with Weapon-elemental skills, and works even if the damage is absorbed; damage done by unleashed spells isn't factored in. The exact drain % depends on the skill used.
 
* List of skills:
 
** Legend, Swift Slash, Crush, Unload, Arrow Rain, [[Power Blast]] and [[Rapture]]: 1.(6)% drain.
 
** Unleash: 6.(6)% drain.
 
** Hyper Beam: 1.(1)% drain.
 
** Other weapon-elemental skills: 3.(3)% drain.
 
 
 
==='''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''==
 
==''Epic Battle Fantasy 5''==
  +
{{Main|List of Equipment Effects in Epic Battle Fantasy 5}}
As a reminder, for specific info about the chance modifiers or applied status strengths of equipment, see their specific page.
 
  +
''EBF5'' introduced a lot of new equipment effects, including buff boosting, status boosting, SP regeneration, etc.
 
 
==='''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 HP drain, 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 Espresso.
 
*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.
 
** Does not affect the HP buff of Espresso.
 
 
 
==='''Boosts the power and effect of thrown items'''===
 
*Effect present in hats and armor.
 
*For each piece worn, thrown [[Hand Bomb]]s, [[Snowball]]s, [[Brick]]s and [[Shuriken]]s 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 cast 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 cast debuffs by a flat 10% per piece, for a maximum of 30% increased debuff 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 unleashed skills scale with wearer's stats normally and are affected by other special effects from their equipment, like elemental or status boosts.
 
**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 <code>mod * 0.24 * Lv</code> , where <code>mod</code> is a specific modifier unique to each weapon
 
**At max level, the unleash chance will be <code>mod * 1.2</code>.
 
*It's worth noting that specific skills have increased unleash chance, these are:
 
**Natalie 's [[Normal Attack]]s: 5x unleash chance.
 
**Matt's Normal Attack and [[Cleaver]], along with Lance, Anna and NoLegs' Normal Attacks: 2.5x unleash chance.
 
**[[Unleash]], [[Legend]] and [[Double Shot]]: 1.5x unleash chance.
 
 
 
==='''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.
 
**When the auto-cast is a skill, 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 ([[Sharpen]] is the exception, since it's cast at the level you have it at, defaulting to level 1 if the skill hasn't been obtained).
 
*** The skill will use the wearer's stats and is affected by other special effects from their equipment, like elemental or buff boosts.
 
**When the auto-cast is a summon, its stats are exactly the same as if it had been summoned normally.
 
***For skills, it's considered to have been cast by the wearer for the purposes of counters or certain AI targeting. Summons, on the other hand, are considered to have been cast by the weather.
 
**For skills/summons cast against enemies, the target is chosen at random, ignoring {{s|Lovable}} on foes; however, they'll never target foes that have {{s|Surrender}}ed (if all foes have Surrendered, enemy targeting skills/summons will be cancelled before being cast).
 
**For skills/summons cast on allies, the target is the player with the lowest HP % (ignoring Lovable but respecting {{s|Target}}).
 
** Auto-Cast [[Purify]] and Sharpen will always target the player party, they'll never target the enemy.
 
*The chance for the auto skill to trigger is equal to <code>(0.1 + 0.03 * Lv) * mod</code>, where <code>mod</code> 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 <code>mod * 0.25</code>.
 
**Can cast/summon only one thing per player in a turn, checking equips in this order: weapon, armor, hat, flairs from left to right. For equipment that has multiple auto-skills/summons, they're checked from top to bottom.
 
*** Even if a random cast/summon is cancelled due to all foes having surrendered, it still counts and will prevent anything else further down the order from being cast/summoned.
 
* 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 (attacks that heal the wearer won't be countered).
 
**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 <code>25% * (0.3 + 0.14 * Lv)</code>, maxing out at 25% counter chance.
 
**If the player is hit with a [[Glossary#Powerful Attack|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 {{s|Defend}} status, counters are disabled. Statuses that prevent the player from acting (ie, Stun and Freeze) also orevents them from countering. 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/{{s|Bless}} and cannot be dodged.
 
*The chance is equal to <code>mod * Lv / 3</code>, 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).
 
*** Only exception is equipment that gives the {{s|Target}} status, which, before the v2 udpate, didn't stack.
 
*** Since Lovable and Target replace eachother, only the last one applied will remain (checking equips in order of weapon, hat, armor, flairs from left to right).
 
 
 
==='''Defending also buffs X by Y%'''===
 
*Effect present on all types of equipment.
 
*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)
 
**Extra damage done due to a triggered unleash will not be factored into the heal.
 
**The base drain is 33.(3)% of damage done, though certain skills have modifiers that increase or decrease the drained % (note that despite Rainbow Blast having a set modifier, Natalie does not actually have any weapon that let's her drain HP).
 
***[[Slicing Cyclone]], [[Legend]], [[Rainbow Blast]], [[Crush]], [[Hyper Beam]], [[Arrow Rain]], [[Swift Slash]], [[Hidden Power]]: reduce drain % by half to 16.(6)%.
 
***[[Unleash]] : double drain % to 66.(6)%.
 
 
 
==='''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 {{s|Defend}} status, or defensive debuffs.
 
 
 
==='''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 (the v2 update also made it work with the [[Steal Item]] skill).
 
**See [[Stealing]] for more info.
 
 
 
==='''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 {{s|Berserk}} on their turn, the exact reaction depends on the specific enemy and in some cases is also affected by their current HP%.
 
**See [[Foes & Bestiary#Scare|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.
 
**See {{s|Surrender}} for more info.
 
 
 
==='''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.
 
**See [[Capturing]] for specific info.
 
 
 
==='''Drastically buffs most stats at low HP'''===
 
*Effect present only on the [[Turtle Gi]] male armor.
 
*When hit, sets the user's {{s|Attack}}, {{s|Magic Attack}}, {{s|Defence}} and {{s|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 {{s|Dispel}}led by the attack.
 
** Also works with healing and revival effects.
 
*Formula: [(190 - Current HP %) * (0.6 + level/10)] - 100
 
** Current HP % is calculated after the attack's damage/healing.
 
** 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 %).
 
*Unaffected by equipment that boosts the strength of buffs.
 
 
 
==='''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 <code>33% * Lv</code>, maxing at double the SP gain.
 
**For the flair to take effect the wearer must directly defeat or capture the foe (ie enemies that Flee, or die to statuses will not count). Auto-skills and summons cast by worn equipment between turns also count.
 
 
 
==='''Increases the chance of getting items from foes'''===
 
*Effect present only on the [[Lucky Fish]] flair.
 
*Increases item drop rate by <code>11% * Lv</code>, 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're in backup during the whole battle or are dead at the end of the battle. Works even if the wearer doesn't participate in battle due to a Limited Players [[Custom Game]], the [[Data Bunker]] simulations, and the [[Battle Arena]] 1P Challenges.
 
 
 
==='''Increases gold gained from battles'''===
 
*Effect present only on the [[Coin Charm]] flair.
 
*Increases money dropped by enemies by <code>11% * Lv</code>, maxing at 33% more money.
 
**Works as long as someone in the party has it equipped, even if they're in backup during the whole battle or are dead at the end of the battle. Works even if the wearer doesn't participate in battle due to a Limited Players Custom Game or the Data Bunker simulations.
 
 
 
==='''Increases AP gained from battles'''===
 
* Effect present only on the [[Dinosaur Egg]] flair introduced in the v2 update.
 
* Increases AP obtained from winning battles by <code>(5 + 5 * Lv)%</code>, maxing at 20% more AP.
 
** Works as long as someone in the party has it equipped, even if they're in backup during the whole battle or are dead at the end of the battle. Works even if the wearer doesn't participate in battle due to a Limited Players Custom Game or the Data Bunker simulations.
 
 
 
==='''Increases the party's max SP'''===
 
*Effect present only on the [[RAM Chip (Flair)|RAM Chip]] flair introduced in the v2 update.
 
*Increases party max SP by <code>3.33% * Lv</code>, maxing at 10% more SP.
 
**Works as long as someone in the party has it equipped, even if they're in backup during the whole battle or are dead at the end of the battle. Works even if the wearer doesn't participate in battle due to a Limited Players Custom Game, the Data Bunker simulations, or the Battle Arena 1P Challenges.
 
 
 
==='''Gives the party a small amount of SP between turns'''===
 
* Effect present only on the [[Juicy Beast]] flair introduced in the v2 update.
 
* Recovers SP according to the following formula at the start of each turn: <code>Lv * Player Level / 15</code>.
 
** Scales with wearer's level, not party average level.
 
** Result is always rounded down.
 
** Has a minimum SP recovery that is equal to the flair's level.
 
** Works as long as someone in the party has it equipped, even if they're in backup during the whole battle or are dead at the end of the battle. Unlike similar flairs, does '''not''' work if the wearer doesn't participate in battle due to a Limited Players Custom Game, the Data Bunker simulations, or the [[Battle Arena]] 1P Challenges.
 
 
 
==='''Skill cooldowns are cut in half, rounded up to the nearest whole number'''===
 
* Effect present only on the [[Nano Machines]] flair introduced in the v2 update.
 
* Due to always rounding up, 1 cd skills remain at 1 cd, 2 cd skills become 1 cd, 3 cd skills become 2 cd, 5 cd skills become 3 cd, and 10 cd skills become 5 cd.
 
 
 
==='''Makes weapon unleashes activate much more often'''===
 
* Effect present only on the [[Meow Meow Badge]] flair.
 
* Increases chance of triggering a weapon's unleash/bonus spell by <code>(1 + 0.33 * level)x</code>.
 
** Maxes out at 2x unleash chance, stacking multiplicatively with other modifiers (ie, Cleaver's 2.5x unleash chance combined with a maxed flair would resullt in 5x unleash chance).
 
** Does not affect chance of other random effects, like auto spells or auto statuses.
 
 
 
==='''Gives the player haste status on their next turn, whenever they skip a turn'''===
 
* Effect present only on the [[Captain Viridian]] flair introduced in the v2 update.
 
* Using the Skip Turn [[Tactics#Skip Turn|Tactic]] this turn grants the player 1x Haste at the start of the next turn.
 
** Haste is gained after weather triggers, unlike auto statuses from equipment.
 
** The Skip Turn tactic specifically needs to be used, missing turns due to a status like Stun or Freeze won't count.
 
** If a player acts multiple times in a turn, the effect will only trigger if the last action they have taken is Skip Turn.
 
** Will not give multiple stacks of Haste if the Skip Turn tactic is used multiple times in the same turn.
 
 
 
==='''Allows a player to survive a hit with 0 HP'''===
 
* Effect present only on the [[Pixel Glasses]] flair introduced in the v2 update.
 
* Any hit that would otherwise kill the player leaves them at 0 HP, goes after Morale and before Auto Revive.
 
** Once the player is at 0 HP, any attack that doesn't heal them will kill them, even if it does 0 damage.
 
** The player will automatically die if they try to take an action while at 0 HP. That said, they can safely be moved to backup as long as they don't take their action. Not being able to act due to Stun or Freeze will prevent them from dying.
 
 
 
==='''Any damage taken that ends in the number 4, will be replaced by 4 damage'''===
 
* Effect present only on the [[Tetromino]] flair introduced in the v2 update.
 
* Any hit that would deal an amount of damage that has 4 as its last number will deal 4 damage instead.
 
** Will also affect Instant Death if the wearer's max HP ends in 4.
 
** For multi hit attacks, the damage of each hit is considered separately for the flair's effect.
 
** Doesn't affect healing or absorption.
 
 
 
==='''Fully heals and buffs HP, when the player is revived'''===
 
* Effect present only on the [[Companion Cube]] flair introduced in the v2 update.
 
* When the wearer is revived, they obtain a buff to their HP equal to 20%/30%/50%, depending on flair level.
 
* Revival effects on the wearer will always heal them for 120% of their maximum HP, ensuring they're revived with full HP (also taking into account its own HP buff).
 
* Both effects also work with Auto Revive.
 
* Unaffected by equipment that boosts the strength of buffs.
 
 
 
==='''Buff attack and magic attack, when the player is revived'''===
 
* Effect present only on the [[Dog Tags]] flair introduced in the v2 update.
 
* When the wearer is revived, they obtain a buff to their Attack and Magic Attack equal to <code>(20 + 20 * Lv)%</code>, maxing at an 80% buff.
 
** Also works with Auto Revive.
 
* Unaffected by equipment that boosts the strength of buffs.
 
 
 
==='''Buff defence and magic defence, when the player is revived'''===
 
* Effect present only on the [[Narutomaki]] flair introduced in the v2 update.
 
* When the wearer is revived, they obtain a buff to their Defence and Magic Defence equal to <code>(20 + 20 * Lv)%</code>, maxing at an 80% buff.
 
** Also works with Auto Revive.
 
* Unaffected by equipment that boosts the strength of buffs.
 
 
[[Category:Epic Battle Fantasy]]
 
[[Category:Epic Battle Fantasy]]
 
[[Category:Epic Battle Fantasy 2]]
 
[[Category:Epic Battle Fantasy 2]]

Revision as of 20:04, 24 June 2020

In the Epic Battle Fantasy series, Equipment Effects are the special bonuses granted by pieces of equipment (be it weapons, armor, hats or Flairs) beyond stat bonuses, resistances, or on-hit status effects/debuffs. These include boosts to certain types of skills, MP or HP draining, the ability to counter attacks, and special skills that can be cast on hit or used between turns, among other things.

The exact scope of Equipment Effects varies from game to game, with newer games generally having a wider variety of them. Starting from EBF4, most of them scale with the level of the equipment. The following is a list of the different Equipment Effects present in each game and their specific effects.

Epic Battle Fantasy

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


Boosts X


Drains HP/MP

  • Drainage completely ignores enemy parameters and targeting mode, depending only on attacker's stat bonuses/buffs and attack's power. For attacks that drain on the last hit, they work even if the enemy died before the last hit lands. Wind Slash only drains based on expected damage against a single target.
    • Devil's Sunrise: recovers a % of damage as MP, depending on attack used.
    • Blood Blade: recovers a % of damage as HP, depending on attack used.
      • Normal Attack and Wind Slash: 50% of damage.
      • Legend: 60% of final hit damage.


Epic Battle Fantasy 2

As with the previous game, the only equipment available in EBF2 is Matt's Swords, each with their own particular effects.


Boosts X


Drains HP/MP

  • Drainage completely ignores enemy parameters and targeting mode, depending only on attacker's stat bonuses/buffs and attack's power. For attacks that drain on the last hit, if the last hit misses or the enemy dies before it lands, the drain won't happen. Windslash only drains based on expected damage against a single target.
    • Rune Blade: recovers a % of damage as MP, depending on attack used.
      • Normal Attack: 3.(3)% of damage.
      • Windslash: 5% of damage.
      • Legend: 4% of final hit damage.
      • Cleaver: 25% of damage done with one hit.
    • Devil's Sunrise: recovers a % of damage as HP, depending on attack used.
      • Normal Attack and Wind Slash: 50% of damage.
      • Legend: 60% of final hit damage.
      • Cleaver: 200% of one hit's damage.
  • It's worth noting that both Devil's Sunrise and Rune Blade have priority over the Mana Leech skill bonus, so the skill bonus won't take effect as long as said swords are equipped.


Unleash effect

  • Each sword also has their own unique effect when using the Unleash skill; see the skill's page for specific info.


Epic Battle Fantasy 3

Main article: List of Equipment Effects in Epic Battle Fantasy 3

EBF3 introduced an equipment system used in traditional RPGs, with weapons for each character and armor and hats for each gender. As a result, Equipment Effects became much more common and diverse.

Epic Battle Fantasy 4

Main article: List of Equipment Effects in Epic Battle Fantasy 4

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

Epic Battle Fantasy 5

Main article: List of Equipment Effects in Epic Battle Fantasy 5

EBF5 introduced a lot of new equipment effects, including buff boosting, status boosting, SP regeneration, etc.