The Epic Battle Fantasy series and its associated media (including spinoff games and the Epic Battle Fantasy Wiki itself) use a variety of terms to describe concepts both in and out of the games. The following glossary covers some of the more common terms used when discussing the series.



The ability of a skill or character to regain HP or MP from enemy attacks. Usually occurs when a character is hit by an element that they resist to a degree greater than 100% (this case is also called Elemental Absorption) or when they strike an opponent with a certain skill or weapon (this is sometimes called HP/MP Drain).


A stat that determines the chances of a character hitting a target. This is represented by an eye.


The alternate form of an equipment seen in EBF5's Equip Remix. Alt Equipment have different stats, effects and resistances than their standard forms. This is not related to equipment being present in a different location because of Randomized Equipment locations.


A distinctive environment in the game; used to separate radically different environments from each other. Sometimes also called Stages or Zones.

EX.: The battles in the original Epic Battle Fantasy can be divided into groups based on area: the grassland (Slimes), the ruined forest (Eyeballs/Beholder), the swamp (Haunted Trees), the factory (Defender), the rock beach (Crabs/Regice and Regirock), the volcano (Eyes), the bunker (Mecha), and the graveyard (Skull Ghosts/Goku). On the other hand, Epic Battle Fantasy 3 has seven distinct areas: The TownVegetable ForestRock LakeGlacier Valley, the Kitten Kingdom RuinsVolcano Peak, and The Rift.


A piece of equipment worn on the body for defense. Sometimes called Body Armor or Gear to distinguish it from Hats. 

Attack (move)

An action that attempts to inflict damage on an opponent. Usually either physical or magic-based, but may also come as a status effect or stat debuff. May specifically refer to a physical attack (that uses Attack for damage calculation or visually involves striking a target) to differentiate it from spells/magical attacks.

Attack (stat)

A stat that determines the amount of damage a character does with physical attacks. Represented by a sword.

Automatic Skill/Auto-Skill

An ability that activates between turns, usually as a bonus from an equipment effect. Also known as a Bonus Skill.


Players not currently taking active part in a battle; once all of the playable characters have been recruited, there is one in backup in EBF4 and two in backup in EBF5.

Base Stats

The stats of a character before equipment, steroids, and buffs/debuffs are taken into account. It also refers to a foe's "default" stats, which are increased by a set modifier depending on their level (EBF3 and later) or the wave in which they are fought (EBF2).


An in-game record of foes encountered; usually filled by scanning new enemies.

"Between Turns" Effect

An effect that occurs after all player or enemy characters have taken their turn, but before the other side begins their turn. Many passive effects on player equipment and most damaging status effects occur between turns.

EX.: In EBF4, Matt is suffering from the Poison status and is wearing the Puppy Hat, while Natalie has the Regen status and is equipped with the Fur Dress. After Matt and Natalie have taken their turns, Matt would take damage from the Poison effect before the enemies take their turns.

After all enemies have taken their turn, the player characters' other passive effects would activate before the player regains control of them - Natalie would regain some HP from the Regen status, the Wooly Mammoth would attack a random enemy, and the Friend Dog would appear to give the party a random healing item.

After all of these effects have occurred, the player's next turn would begin.


A very powerful, unique enemy that must be defeated to progress in the game. See this page for more details.


A temporary effect that helps the recipient by raising their stats, healing them over time, or providing other benefits. Usually separated into Stat Buffs and positive Status Effects.

"Certain Skills"/On-Hit effect

A weapon effect that can only be triggered by using specific attacks or skills; includes unleashes, status effects, and stat debuffs. Denoted by the phrase "May cast (skill name) with certain attacks." in the weapon's description.

In general, a "certain skills" effect can be triggered by the equipped player's weapon-elemental skills.


A being within the game. Usually divided into Playable CharactersEnemies, and NPCs.


The number of turns that must pass before a skill can be used again. Usually appears on powerful skills (Heal More, Judgement, Air Strike, etc). Replaces MP in EBF5.

Counter Attack

The ability to use a standard attack or skill in response to an enemy attack without using a turn. Also known as Counter, certain Skill Bonuses and equipment give player characters a chance to counterattack.

Critical Chance/Critical Hit Modifier/Critical %

The likelihood of a character or skill to cause a critical hit.

Critical Hit

An attack that deals more damage than normal. Occurs randomly, but the chances of occurrence can be increased by other factors (such as Staggering the target, giving the attacker Brave status, or by using certain skills with an innate bonus to critical chance).

A critical hit is denoted by showing the damage numbers in larger font than normal, sometimes accompanied by a special graphic.


A temporary effect that hinders the recipient by lowering their stats, hurting them over time, or providing other impediments. Usually separated into Stat Debuffs and negative Status Effects.

Not to be confused with the Dispel status (which was called Debuff in the first two games).


A stat that determines how much damage a character takes from physical attacks. Represented by a shield.


An item carried by an enemy that may be awarded to the player after its defeat. The chances of receiving the item are determined by a percentage known as the Drop Rate - the higher the percentage, the better the chances of getting the drop, with a 100% drop rate guaranteeing that the item will be awarded. In general, rarer items have lower drop rates, and stronger enemies carry better drops (including rare items with high drop rates).

EX.: In EBF4, a Gem Idol may drop five items when killed: Rainbow Gems (25% Drop Rate), Amethyst (10% Drop Rate), Ruby, Emerald, and Topaz (2% Drop Rate for all). On average, the player will receive Rainbow Gems for every fourth Gem Idol killed, an Amethyst for every tenth Gem Idol killed, and one of the other drops for every fiftieth Gem Idol killed. 


A property of an attack, item, character, or piece of equipment that modifies the damage it can inflict/resist. See this page for more details.

Elemental Boost

A specific equipment effect that increases the power of skills based on a certain element.

Elemental Degree

The percentage of an attack's damage that is considered to have an element, with the rest usually being treated as non-elemental damage. Attacks that have damage split in this fashion are also known as part-elemental, while attacks that have a 100% elemental degree are also known as pure elemental.

EX.: Matt's Cataclysm skill has a 50% Earth-elemental degree in EBF3 and 4, which increases to a 100% elemental degree in EBF5. This means that the EBF5 version of Cataclysm gets greater benefit from Earth-elemental boosts and deals more damage to Earth-weak foes; however, it also does less damage to Earth-resistant foes.


A non-playable character that acts as an obstacle to the player's progress and must be defeated in battle. See here for more.


Items that improve a player character's performance in battle, either offensively or defensively. Usually separated into Weapons, Armor, Hats, and Flairs.

Equipment Effects

The special abilities of equipment, beyond their stat increases and resistances. See here for more.


A stat that determines the chances of a character dodging enemy attacks. Represented by a wing.


The act of repeatedly defeating the same enemies in order to collect items. See here for more details.

A similar phenomenon, known as Grinding or Level Grinding, involves repeatedly defeating enemies to gain EXP and increase the party's levels for later areas. 


A small trinket that provides specific bonuses to the wearer. See here for more details.


The ability to increase the stats of equipment by sacrificing items. See here for more details.

Front Line

The players actively taking part in a battle instead of being in backup; also known as the Active Party.

Giant Enemy

An enemy at a higher level than most of the enemies in the area, sometimes represented by being larger than "normal" enemies of its type. Mostly found in EBF4 and EBF5, it provides challenge for the players by having higher stats than what they have come to expect of enemies in the area.

Giant Enemies should not be confused with enemies that are naturally large (e.g. Golems, Squid, or Dragons) or that have "Giant" in their names (e.g. Giant Bushes or Big Slimes). EBF5 also has a few "Tiny Enemies" (mostly Pixels) who have similar level advantages while being smaller than normal.


A piece of equipment worn on the head; includes hats, helmets, baubles, ribbons, and masks. Also known as Headgear or a Helmet.


A catch-all term for enemies that appear to support a boss or miniboss, especially if the enemy is unique to the boss fight.

EX.: The Giant Squid in Epic Battle Fantasy 3 can summon a variety of enemies to assist it, such as Blue Jellies - these could be considered "helpers." However, the Giant Squid is also assisted by two Squid Arms, which are exclusive to this battle - as such, they are more likely to be referred to as "helpers" in descriptions of the boss fight.

1-Hit Kill

When a player or enemy kills the opponent with only one hit. Very rare unless there is a significant stat/level difference between the attacker and target, but certain skills can do it readily via incredibly high damage or Instant Death. Also known as One-Hit K.O. or Instant Kill Attack.


Short for Health/Hit Points; the amount of damage a character can take before being defeated. Represented by the color green when being healed.


100% resistance to a status effect or element; the character cannot take damage or be affected by the relevant element or effect.


A consumable object that benefits the player in some way; can be used to heal/buff player characters, attack enemies, or to improve equipment in the Forge.


A general measure of a character's strength. Players increase their Level by acquiring XP, while foes generally have a preset level depending on where/when they are fought.

Level Scaling

A gameplay feature where foes will automatically have their levels increased to keep them consistent relative to the party. Usually seen in optional areas of EBF4 and 5.

EX.: The final opponent of the Battle Mountain Monster Marathon is a Cat Soldier scaled to be 15 levels above the party. If the party battles it at Level 20, the Cat Soldier will be at Level 35; if the party comes back at Level 37, the Cat Soldier will be at Level 52.

Limit Break

An extremely powerful skill only accessible when a special gauge is full. See here for more details.

Magic Attack

A stat that determines the amount of damage a character does with spells. Represented by the outline of a five-pointed star.

Magic Defence

A stat that determines how much damage a character takes from spells. Represented by a circle with a star-shaped hole.


Short for Magic/Mana Points; the resource spent on skills. Usually represented by the color blue or green. Replaced by Cooldowns in EBF5.


Short for Non-Playable Character; a game character who cannot be controlled or battled. May be helpful, hindering, or just present for detail.

Playable Characters

The characters controlled by the player in the games. In the main series, these consist of Matt (EBF and later), Natalie (EBF and later), Lance (EBF3 and later), Anna (EBF4 and later) and NoLegs (EBF5 and later).


The person playing the game. Can also refer to the Playable Characters.

Powerful Attack

―Matt hit by a powerful attack, Epic Battle Fantasy 5
An attack that deals heavy damage to its target; also called a Strong Attack in some instances. Usually elicits a different reaction from the victim - player characters will be knocked off-screen for a moment, while enemies will generally stagger briefly and/or make a different noise than normal. Some abilities will only activate when a character is hit by a powerful attack (e.g. the special abilities of the Red Dress or the Dark Armor, the Berserk ability of Bears, or the Zombie Hydra's head detachment in EBF4).


A stat that reduces the damage a character takes from a certain element, or increases their chances of being unaffected by a certain status condition. It is given by equipment for players and is innate for foes. It becomes an immunity at 100% and an absorption at levels past that (for elemental damage only).


Short for Summon/Summon Points; the resource used to perform Summons in EBF4 and 5.


A special ability that requires MP to use (except in EBF5).


A skill with a distinct "magic" appearance - usually identified by its use of Magic Attack to calculate damage/healing, or by the use of a "casting" pose when the skill is used. Most buffing/debuffing skills are spells. Sometimes used interchangeably with Skill.


An attribute of a character that governs their performance in battle. Includes HP, MP (until EBF5), Attack, Defence, Magic Attack, Magic Defence, Accuracy, and Evade.

Status Effect

A condition that affects the target in ways other than modifying their stats (although there is some overlap, such as with Berserk or Tired). Also called Status Conditions; negative status effects are sometimes called Status Ailments.

For a more comprehensive description of status effects, see here.


A skill that enables the caster to call another being to their aid. Usually a specific form of spell, but made into a unique skill set in EBF4; see here for more details.


For the skill, see Unleash.

A skill or summon activated by hitting a foe with a weapon-elemental skill. Named after the recurring EBF skill, which increases the power of the user's weapon and sometimes activates a unique effect.

"Weapon-Elemental" Skill

A skill whose element is determined by the user's equipped weapon. Also called Weapon-based skills, Variable-element skills, or Weapon's element skills.

EX.: Natalie's Spectrum, Matt's Legend, Lance's Snipe, Anna's Combo Shot, and NoLegs's Jump Attack are all variable-element skills.


A group of enemies fought at once. Often occurs in multiples, increasing the challenge of a battle by forcing players to confront numerous groups of enemies in succession.

EX.: A battle where two Green Slimes, two Red Bees, and a Kitten Fort are fought all at once would make up a single enemy wave. However, if the Red Bees and Kitten Fort only appeared after the Green Slimes were killed, the battle would consist of two waves (Slimes, followed by Bees and Kitten Fort). If the Kitten Fort, in turn, appeared after the Bees were beaten, the battle would consist of three waves (Slimes, followed by Bees, followed by Kitten Fort).


Increases the damage a character takes from a certain element, or increases the likelihood of being affected by a certain status condition. Also known as Vulnerability.


Equipment used by a player to inflict damage on enemies. Each playable character has a different type of weapon; Matt uses Swords, Natalie uses Staves, Lance uses Guns, NoLegs uses Cat Toys, and Anna uses Bows. Some enemies and NPCs also use weapons.


Short for Experience/Experience Points, these are points gained by defeating enemies in EBF3, 4, and 5. When enough XP is earned, the player levels up. Also known as EXP.

Community content is available under CC-BY-SA unless otherwise noted.