Epic Battle Fantasy Wiki
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[[File:Stats.png|thumb|Example of Anna's stats screen]]
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[[File:Stats.png|thumb|Example of [[Anna]]'s stats screen in ''EBF4'']]
'''Stats''', short for '''Statistics''', determine certain aspects of battles in the games. Characters' vitality and damage output as well as their chance to successfully hit or dodge the adversary are all determined by their stats in specific categories.
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'''Stats''', short for '''Statistics''', determine certain aspects of battles in the {{EBF|s}}. Characters' vitality and damage output as well as their chance to successfully hit or dodge the adversary are all determined by their stats in specific categories. This article covers only the JRPG-style games of the series.
   
All statistics increase automatically each time character levels up, but they may be also affected by, among others: stat-increasing food which permanently improves certain stat by a little percent, various [[Equipment]] which boosts wearer's statistics as long as they are equipped, and numerous [[Skills]] that buff stats for the duration of battle.
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All statistics increase automatically each time character levels up, but they may be also affected by, among others: stat-increasing [[food]] which permanently improves certain stat by a little percent, various [[Equipment]] which boosts wearer's statistics as long as they are equipped, and numerous [[Skills]] that buff stats for several turns in-battle.
   
 
There are eight main statistics present in the {{EBF|s}}:
 
There are eight main statistics present in the {{EBF|s}}:
* Health Points (HP) — increase the amount of damage character can take before dying
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* {{si|hp}} Health Points (HP) — increase the amount of damage character can take before dying.
* Mana Points (MP) — increase the amount of skills character can cast during battle
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* {{si|mp}} Mana Points (MP) — increase the amount of skills character can cast during battle (only before ''EBF5'').
* Attack — improves character's physical damage output
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* {{si|attack}} Attack — improves character's physical damage output.
* Defence — reduces the amount of physical damage dealt to character
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* {{si|def}} Defence — reduces the amount of physical damage dealt to character.
* Magic Attack — improves character's magical damage output
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* {{si|magic attack}} Magic Attack — improves character's magical damage output.
* Magic Defence — reduces the amount of magical damage dealt to character
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* {{si|mdef}} Magic Defence — reduces the amount of magical damage dealt to character.
* Accuracy — improves the chance to successfully hit a target
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* {{si|accuracy}} Accuracy — improves the chance to successfully hit a target.
* Evade — improves the chance to successfully dodge incoming attacks
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* {{si|evade}} Evade — improves the chance to successfully dodge incoming attacks.
   
 
{{For|more details about formulas utilizing those stats|Formulas}}
 
{{For|more details about formulas utilizing those stats|Formulas}}
   
 
== [[Health Points]] (HP) ==
 
== [[Health Points]] (HP) ==
[[File:Matthew_and_Natalies_HP_Bars.jpg|thumb|Players' HP and MP bars in ''EBF1'']]
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[[File:Matthew and Natalies HP Bars.jpg|thumb|Players' HP and MP bars in ''EBF1'']]
 
Health Points (HP for short) determine how many points of damage the character can receive before finally falling in battle. The more total HP the character has, the more durable it is.
 
Health Points (HP for short) determine how many points of damage the character can receive before finally falling in battle. The more total HP the character has, the more durable it is.
   
During battle Health Points are represented by a bar and a pair of numbers. The first number displays the current HP, while the second the maximum HP the character may have at the moment. The bar shows the percentage of HP the character currently has, with emptier bar meaning lower HP.
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During battle Health Points are represented by a bar and a pair of numbers. The first number displays the current HP, while the second the maximum HP the character may have at the moment; in later games, reaching too high HP will hide maximum HP to make room to display current HP. The bar shows the percentage of HP the character currently has, with emptier bar meaning lower HP.
   
When character's HP reaches 0 (its HP bar is empty) it dies. Foes are removed from the battlefield, while player characters will lie on the ground until they are revived or the battle ends (at which point they will be brought back to live with 1 HP). When all party members die, the game is over and it will be necessary to resume from the previous save file.
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When character's HP reaches 0 (its HP bar is empty) it dies. Foes (except some bosses) are removed from the battlefield, while player characters will lie on the ground until they are revived (HP restored depends on revival method) or a checkpoint is reached ''(EBF1&2)''/the battle ends ''(EBF3+)'', at which point they will be brought back to live with 1 HP. When all party members die, the game is over and it will be necessary to resume from the previous save file (or the beginning of the game in ''EBF1'', due to a lack of save files).
   
Health Points can be recovered in-battle by the use of various healing skills, life draining effects, and items. Out of battle they regenerate automatically each time player takes a step (''EBF3'') or over time (''EBF4''), the process may be speed-up by taking a nap in the inn located in [[The Town]] (''EBF3''), or by interacting with Slime Bunnies hidden in some water buckets and ponds (''EBF4'').
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Health Points can be recovered in-battle by the use of various healing skills, life draining effects, and items. Out of battle they regenerate automatically each time a checkpoint is reached ''(EBF1&2)'', a player takes a step ''(EBF3)'' or over time ''(EBF4&5)'', the process may be speed-up by taking a nap in the inn located in [[The Town]] ''(EBF3)'', or by interacting with Slime Bunnies hidden in some water buckets and ponds ''(EBF4&5)''.
   
Temporal in-battle (de)buffs that increase maximum HP are very rare. [[Food#4Orange Juice|Orange Juice]], being a rare item, is currently the only way to buff HP, and there are very few HP debuffing attacks, exclusive to a small number of late-game enemies and bosses.
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Temporary in-battle (de)buffs that affect maximum HP are rather uncommon, with buffs staying exclusive to items labeled as "very rare", and debuffs are used primarily by a small number of late-game enemies and bosses.
   
 
== [[Mana Points]] (MP) ==
 
== [[Mana Points]] (MP) ==
 
Mana Points (MP for short) determine how many skills a character can use during a battle. Each skill requires using a certain amount of MP to cast, usually with the more powerful skills being more expensive. MP are only used by player characters, foes do not have nor require any MP to use their attacks.
 
Mana Points (MP for short) determine how many skills a character can use during a battle. Each skill requires using a certain amount of MP to cast, usually with the more powerful skills being more expensive. MP are only used by player characters, foes do not have nor require any MP to use their attacks.
   
Same as HP, during battle Mana Points are represented by a bar and a pair of numbers. The first number displays the current MP, while the second the maximum MP the character may have at the moment. The bar shows the percentage of MP the character currently has, with emptier bar meaning lower MP. MP bar is usually the thinner one, placed right below the HP bar.
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Same as HP, during battle Mana Points are represented by a bar and a pair of numbers. The first number displays the current MP, while the second the maximum MP the character may have at the moment; at some point maximum MP can hide to make room to display current MP. The bar shows the percentage of MP the character currently has, with emptier bar meaning lower MP. MP bar is usually the thinner one, placed right below the HP bar.
   
Running out of MP usually won't be a nuisance as normal battles most of the time end before spending too much MP, however it may happen during prolonged encounters, such as boss battles and most fights on the [[Battle Mountain]] (especially on higher difficulty).
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Running out of MP usually won't be a nuisance, as normal battles most of the time end before spending too much MP, however it may happen during prolonged encounters, such as boss battles and most fights on the [[Battle Mountain]] ''(EBF4)''.
   
Mana Points can be recovered in-battle by the use of mana draining effects and certain items. Out of battle they regenerate automatically each time player takes a step (''EBF3'') or over time (''EBF4''), the process may be speed-up by taking a nap in the inn located in [[The Town]] (''EBF3''), or by interacting with Slime Bunnies hidden in some water buckets and ponds (''EBF4'').
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Mana Points can be recovered in-battle by the use of mana draining effects and certain items. Like HP, out of battle they regenerate automatically each time a checkpoint is reached ''(EBF1&2)'', a player takes a step ''(EBF3)'' or over time ''(EBF4)''; the process may be speed-up by taking a nap in the inn located in [[The Town]] ''(EBF3)'', or by interacting with Slime Bunnies hidden in some water buckets and ponds ''(EBF4)''.
   
There are no way to temporarily (de)buff MP. However few foes have mana draining attacks that drain percentage of player's current MP.
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There is no way to temporarily (de)buff MP, though in ''EBF4'' four foes had an ability to drain most of a player's MP.
   
Mana Points stat only existed up to ''EBF4''. In ''EBF5'' this system was replaced by [[Stats#Cooldown|Cooldown]] system.
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Mana Points stat only existed up to ''EBF4''. In ''EBF5'' this system was replaced by a [[#Cooldown|Cooldown]] system.
   
 
== [[Attack]] ==
 
== [[Attack]] ==
 
{{For|the player's Attack command|Normal Attack}}Attack is the statistic responsible for the amount of damage characters deal with their physical attacks, multiplying the attack's power. As with other offensive stats, [[Foes]] do not have their Attack shown in the [[Bestiary]].
{{For|the player's Attack command|Normal Attack}}
 
Attack is the statistic responsible for the amount of damage characters deal with their physical attacks. As with other offensive stats, [[Foes]] do not have their Attack shown in the [[Bestiary]].
 
   
Among player characters, traditionally, Matt has the highest base Attack, while Natalie has the lowest.
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Among player characters Matt traditionally has the highest base Attack, while Natalie has the lowest.
   
 
== [[Defence]] ==
 
== [[Defence]] ==
{{For|the player's Defend command|Tactics#Defend}}
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{{For|the player's Defend command|Tactics#Defend}}Defence is the stat responsible for reducing the amount of damage received by characters by physical attacks, dividing incoming damage.
Defence is the stat responsible for reducing the amount of damage received by characters by physical attacks.
 
   
Among player characters, traditionally, Matt has the highest base Defence, while until ''EBF5'' Natalie had the lowest, where newly introduced [[NoLegs]] became the lowest Defence character.
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Among player characters Matt traditionally has the highest base Defence, while Natalie had the lowest. That said, in ''EBF5 ''the newly playable [[NoLegs]] became the character with the lowest Defence.
   
 
== [[Magic Attack]] ==
 
== [[Magic Attack]] ==
Equivalent of the Attack stat in terms of function, but responsible for empowering magical attacks instead. Same as with Attack, Magic Attack isn't displayed in foes' bestiary entries.
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Equivalent of the Attack stat in terms of function, but responsible for empowering magical attacks instead, multiplying the attack's power. Same as with Attack, Magic Attack isn't displayed in foes' bestiary entries.
   
Among player characters, traditionally, Natalie has the highest base Magic Attack, while Matt has the lowest.
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Among player characters Natalie traditionally has the highest base Magic Attack, while Matt has the lowest.
   
 
== [[Magic Defence]] ==
 
== [[Magic Defence]] ==
Analogous to Magic Attack, Magic Defence is responsible for reducing the amount of damage received by magical attacks.
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Analogous to Defence, Magic Defence is responsible for reducing the amount of damage received by magical attacks, dividing incoming damage.
   
 
Among player characters, traditionally, Natalie has the highest base Magic Defence, while Matt has the lowest.
 
Among player characters, traditionally, Natalie has the highest base Magic Defence, while Matt has the lowest.
   
 
== [[Accuracy]] ==
 
== [[Accuracy]] ==
Accuracy is the statistic increasing the chance of characters successfully hitting their targets with their attacks. Similarly to Attack, foes' bestiary entries do not display their accuracy.
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Accuracy is the statistic increasing the chance of characters successfully hitting their targets with their attacks. Similarly to Attack, foes' bestiary entries do not display their Accuracy.
   
Besides using this statistic, some attack also have an extra accuracy multiplier, those with a greater difference are usually marked as high/low accuracy attacks in their descriptions.
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Besides using this statistic, some attacks also have an extra accuracy multiplier, those with a greater difference are usually marked as high/low accuracy attacks in their descriptions.
   
  +
To guarantee a hit, an attack's total accuracy must equal or exceed the target's Evade (described below). Raising it further will have no additional effect.
Among player characters, traditionally, Lance has the highest base Accuracy, while Matt has the lowest, with Natalie however only slightly above him, or, in case of ''EBF3'', slightly below.
 
  +
 
Among player characters Lance traditionally has the highest base Accuracy, while Matt has the lowest, with Natalie only slightly above him, or, in case of ''EBF3'', slightly below.
   
 
== [[Evade]] ==
 
== [[Evade]] ==
Evade is the stat responsible for increasing the odds of characters successfully avoiding an incoming attack. Preventing any damage and possibly status effects from being inflicted.
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Evade is the stat responsible for increasing the odds of characters successfully avoiding an incoming attack, preventing any damage and possibly status effects from being inflicted.
   
  +
Evade is typically ignored by abilities with positive status effects and stat buffs, as well as any statuses self-inflicted through equipment effects; in ''EBF5'', certain enemy abilities also ignore it, and so do summons that apply a status on the whole party.
Among player characters, in ''EBF3'' base Evade has nearly the same for all characters, in slight favour of Lance, however from ''EBF4'' onwards Lance has the lowest Evade, while in ''EBF4'' Anna has the highest, and in ''EBF5'' NoLegs (nearly twice as high as the others!).
 
  +
 
Among player characters, in ''EBF3'' base Evade was nearly the same for all characters albeit in slight favour of Lance. However from ''EBF4'' onwards Lance has the lowest Evade, while in ''EBF4'' Anna has the highest, and in ''EBF5'' NoLegs has the highest Evade by a large margin, over 1.5x as high as the others.
   
 
== Summon Points (SP) ==
 
== Summon Points (SP) ==
Summon Points (SP for short) are special points introduced in ''EBF4'' to use [[Summons]]. SP aren't character specific, but rather a party wide stat shared by all members of the group. The maximum amount of SP the player may have at the moment is based of the average level of all group members. Same as MP, SP are a stat exclusive to the player, not utilized by foes.
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Summon Points (SP for short) are special points introduced in ''EBF4'' to use [[Summons]]. SP aren't character specific, but rather a party wide stat shared by all members of the group. The maximum amount of SP the player may have at the moment is based of the average level of all group members. Just like MP, SP are a stat exclusive to the players, and are not utilized by foes.
   
SP do not regenerate with time nor they are replenished by items, instead, every foe yields some SP upon killing, similarly to [[Ability Points]] and [[Gold]]. SP gained update while still during the battle, thus enabling to make use of them instantly during the same encounter if needed.
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SP do not regenerate with time nor they are replenished by items, instead, every foe yields some SP upon killing, similarly to [[Ability Points]] and [[Gold]]. SP gained updates during the battle, thus enabling to make use of them instantly during the same encounter if needed. For instance, if the player uses the Gem Idol summon and uses up most of their SP, but then defeats a foe before the battle ends, they can potentially reuse Gem Idol before the battle is over.
   
 
== Summon Attack ==
 
== Summon Attack ==
A hidden statistic introduced in ''EBF4'' as part of the summoning mechanic. It is an equivalent of Attack and Magic Attack that is used instead of the user's usual statistic when summoning a creature (the source of the damage stays the same).
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A hidden statistic introduced in ''EBF4'' as part of the summoning mechanic. It is an equivalent to an Attack/Magic Attack stat that is used instead of the user's usual statistic when summoning a creature. Same as SP, Summon Attack is a shared statistic among all party members and is based off their average level. Thus, no matter which party member performs the summon, the damage will generally be the same.
   
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In ''EBF4'', the "damage source" stays the same when summoning a creature: this means that the summons' damage can be increased by having the summoner equip a weapon that boosts the summon's element, the {{s|Brave}} status impacts their critical hit rate, and Accuracy buffs help them miss less; in ''EBF5'', damage source is changed to the "[[Weather#Player weather|Player weather]]" entity, so summons are now completely independent of players' stats and equipment.
Same as SP, Summon Attack is a shared statistic among all party members and is based of their average level. Thus, no matter which party member performs the summon, the damage will be the same. The only exception is when summoner's weapon offers a boost to all skills of certain element and the summon is of that element.
 
   
 
== [[Hit2HP]] ==
 
== [[Hit2HP]] ==
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This hidden stat originated as a way to configure how much HP % an attack has to take away to play the "strong hit taken" animation, but is also used in ''EBF4'' and ''EBF5'' for status damage and certain healing skills, with higher Hit2HP meaning higher damage/heal. Bosses usually have it several times lower than weak foes, resulting in less damage/heal even if all other conditions are the same.
Used primarily for status damage and certain enemy healing skills.
 
 
{{todo|Further Hit2HP explanation, if there's anything more to say.}}
 
   
 
== Cooldown ==
 
== Cooldown ==
This was introduced in ''EBF5'' to replace Mana Points. If certain skills are used, they will be unavailable to use for a certain number of turns. For example, if you use Lance's Snipe skill, which has a 1-turn cooldown, you will not be able to use it the next turn. It will become available again the turn after that, though.
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Cooldowns were introduced in ''EBF5'' as a replacement for MP. When certain skills are used, they are put on a cooldown for several turns and cannot be used in the meantime.
   
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Cooldown length depends on the skill, varying from 1 turn for slightly above-average skills to 10 turns for exceptionally strong ones; most skills do not have a cooldown and can be used without restrictions. Skills currently cooling down are grayed out, and display how many turns are left until they become usable again.
These Skills have a fixed "Maximum Cooldown" value attached to it. When the skill is used, its Cooldown is set to the fixed Maximum Cooldown value for that skill, and will decrease by one whenever an action is taken in every subsequent turn until the Cooldown value is zero again.
 
   
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After finishing a battle all currently active cooldowns are reduced by 2; several [[Food]] items can be used to decrease all of a character's cooldowns by a specific amount of turns, in-battle or in the overworld.
If the skill's Cooldown value is anything above zero, the skill will appear faded out, with a stopwatch and a number representing the Cooldown value over it, representing how many turns are left before it can be used again.
 
   
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Notes:
If a player is inflicted with the [[disable]] status, then they will have many of their skills' Cooldown value raised by varying amounts, even if the skill does not have a maximum Cooldown value.
 
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* The cooldown is technically always 1 turn longer than in skills' descriptions — the untold extra turn covers the current turn.
{{todo|Cooldown explanation.}}
 
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* Cooldowns are also reduced by 2 at the end of each battle.
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* Skills with no cooldown can be used multiple times in the same turn through the use of Haste and the like.
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* Extra turns spent through Haste will not decrease cooldowns.
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* The instantaneous {{s|Disable}} status puts random skills on cooldown, and can affect even those that don't normally have cooldowns .
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* The {{s|Berserk}} and {{s|Confuse}} statuses ignore cooldowns and don't affect them, i.e., not only can they initiate a skill that is currently cooling down, but they also will not put skills in cooldown after using them.
 
[[Category:Game Mechanics]]
 
[[Category:Game Mechanics]]
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[[Category:Epic Battle Fantasy]]
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[[Category:Epic Battle Fantasy 2]]
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[[Category:Epic Battle Fantasy 3]]
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[[Category:Epic Battle Fantasy 4]]
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[[Category:Epic Battle Fantasy 5]]

Revision as of 07:33, 22 September 2019

Stats

Example of Anna's stats screen in EBF4

Stats, short for Statistics, determine certain aspects of battles in the Epic Battle Fantasy series. Characters' vitality and damage output as well as their chance to successfully hit or dodge the adversary are all determined by their stats in specific categories. This article covers only the JRPG-style games of the series.

All statistics increase automatically each time character levels up, but they may be also affected by, among others: stat-increasing food which permanently improves certain stat by a little percent, various Equipment which boosts wearer's statistics as long as they are equipped, and numerous Skills that buff stats for several turns in-battle.

There are eight main statistics present in the Epic Battle Fantasy series:

  • Stat HP Health Points (HP) — increase the amount of damage character can take before dying.
  • Stat MP Mana Points (MP) — increase the amount of skills character can cast during battle (only before EBF5).
  • Stat Attack Attack — improves character's physical damage output.
  • Stat Defence Defence — reduces the amount of physical damage dealt to character.
  • Stat Magic Magic Attack — improves character's magical damage output.
  • Stat Mdef Magic Defence — reduces the amount of magical damage dealt to character.
  • Stat Accuracy Accuracy — improves the chance to successfully hit a target.
  • Stat Evade Evade — improves the chance to successfully dodge incoming attacks.

Health Points (HP)

Matthew and Natalies HP Bars

Players' HP and MP bars in EBF1

Health Points (HP for short) determine how many points of damage the character can receive before finally falling in battle. The more total HP the character has, the more durable it is.

During battle Health Points are represented by a bar and a pair of numbers. The first number displays the current HP, while the second the maximum HP the character may have at the moment; in later games, reaching too high HP will hide maximum HP to make room to display current HP. The bar shows the percentage of HP the character currently has, with emptier bar meaning lower HP.

When character's HP reaches 0 (its HP bar is empty) it dies. Foes (except some bosses) are removed from the battlefield, while player characters will lie on the ground until they are revived (HP restored depends on revival method) or a checkpoint is reached (EBF1&2)/the battle ends (EBF3+), at which point they will be brought back to live with 1 HP. When all party members die, the game is over and it will be necessary to resume from the previous save file (or the beginning of the game in EBF1, due to a lack of save files).

Health Points can be recovered in-battle by the use of various healing skills, life draining effects, and items. Out of battle they regenerate automatically each time a checkpoint is reached (EBF1&2), a player takes a step (EBF3) or over time (EBF4&5), the process may be speed-up by taking a nap in the inn located in The Town (EBF3), or by interacting with Slime Bunnies hidden in some water buckets and ponds (EBF4&5).

Temporary in-battle (de)buffs that affect maximum HP are rather uncommon, with buffs staying exclusive to items labeled as "very rare", and debuffs are used primarily by a small number of late-game enemies and bosses.

Mana Points (MP)

Mana Points (MP for short) determine how many skills a character can use during a battle. Each skill requires using a certain amount of MP to cast, usually with the more powerful skills being more expensive. MP are only used by player characters, foes do not have nor require any MP to use their attacks.

Same as HP, during battle Mana Points are represented by a bar and a pair of numbers. The first number displays the current MP, while the second the maximum MP the character may have at the moment; at some point maximum MP can hide to make room to display current MP. The bar shows the percentage of MP the character currently has, with emptier bar meaning lower MP. MP bar is usually the thinner one, placed right below the HP bar.

Running out of MP usually won't be a nuisance, as normal battles most of the time end before spending too much MP, however it may happen during prolonged encounters, such as boss battles and most fights on the Battle Mountain (EBF4).

Mana Points can be recovered in-battle by the use of mana draining effects and certain items. Like HP, out of battle they regenerate automatically each time a checkpoint is reached (EBF1&2), a player takes a step (EBF3) or over time (EBF4); the process may be speed-up by taking a nap in the inn located in The Town (EBF3), or by interacting with Slime Bunnies hidden in some water buckets and ponds (EBF4).

There is no way to temporarily (de)buff MP, though in EBF4 four foes had an ability to drain most of a player's MP.

Mana Points stat only existed up to EBF4. In EBF5 this system was replaced by a Cooldown system.

Attack

Attack is the statistic responsible for the amount of damage characters deal with their physical attacks, multiplying the attack's power. As with other offensive stats, Foes do not have their Attack shown in the Bestiary.

Among player characters Matt traditionally has the highest base Attack, while Natalie has the lowest.

Defence

Defence is the stat responsible for reducing the amount of damage received by characters by physical attacks, dividing incoming damage.

Among player characters Matt traditionally has the highest base Defence, while Natalie had the lowest. That said, in EBF5 the newly playable NoLegs became the character with the lowest Defence.

Magic Attack

Equivalent of the Attack stat in terms of function, but responsible for empowering magical attacks instead, multiplying the attack's power. Same as with Attack, Magic Attack isn't displayed in foes' bestiary entries.

Among player characters Natalie traditionally has the highest base Magic Attack, while Matt has the lowest.

Magic Defence

Analogous to Defence, Magic Defence is responsible for reducing the amount of damage received by magical attacks, dividing incoming damage.

Among player characters, traditionally, Natalie has the highest base Magic Defence, while Matt has the lowest.

Accuracy

Accuracy is the statistic increasing the chance of characters successfully hitting their targets with their attacks. Similarly to Attack, foes' bestiary entries do not display their Accuracy.

Besides using this statistic, some attacks also have an extra accuracy multiplier, those with a greater difference are usually marked as high/low accuracy attacks in their descriptions.

To guarantee a hit, an attack's total accuracy must equal or exceed the target's Evade (described below). Raising it further will have no additional effect.

Among player characters Lance traditionally has the highest base Accuracy, while Matt has the lowest, with Natalie only slightly above him, or, in case of EBF3, slightly below.

Evade

Evade is the stat responsible for increasing the odds of characters successfully avoiding an incoming attack, preventing any damage and possibly status effects from being inflicted.

Evade is typically ignored by abilities with positive status effects and stat buffs, as well as any statuses self-inflicted through equipment effects; in EBF5, certain enemy abilities also ignore it, and so do summons that apply a status on the whole party.

Among player characters, in EBF3 base Evade was nearly the same for all characters albeit in slight favour of Lance. However from EBF4 onwards Lance has the lowest Evade, while in EBF4 Anna has the highest, and in EBF5 NoLegs has the highest Evade by a large margin, over 1.5x as high as the others.

Summon Points (SP)

Summon Points (SP for short) are special points introduced in EBF4 to use Summons. SP aren't character specific, but rather a party wide stat shared by all members of the group. The maximum amount of SP the player may have at the moment is based of the average level of all group members. Just like MP, SP are a stat exclusive to the players, and are not utilized by foes.

SP do not regenerate with time nor they are replenished by items, instead, every foe yields some SP upon killing, similarly to Ability Points and Gold. SP gained updates during the battle, thus enabling to make use of them instantly during the same encounter if needed. For instance, if the player uses the Gem Idol summon and uses up most of their SP, but then defeats a foe before the battle ends, they can potentially reuse Gem Idol before the battle is over.

Summon Attack

A hidden statistic introduced in EBF4 as part of the summoning mechanic. It is an equivalent to an Attack/Magic Attack stat that is used instead of the user's usual statistic when summoning a creature. Same as SP, Summon Attack is a shared statistic among all party members and is based off their average level. Thus, no matter which party member performs the summon, the damage will generally be the same.

In EBF4, the "damage source" stays the same when summoning a creature: this means that the summons' damage can be increased by having the summoner equip a weapon that boosts the summon's element, the Brave status impacts their critical hit rate, and Accuracy buffs help them miss less; in EBF5, damage source is changed to the "Player weather" entity, so summons are now completely independent of players' stats and equipment.

Hit2HP

This hidden stat originated as a way to configure how much HP % an attack has to take away to play the "strong hit taken" animation, but is also used in EBF4 and EBF5 for status damage and certain healing skills, with higher Hit2HP meaning higher damage/heal. Bosses usually have it several times lower than weak foes, resulting in less damage/heal even if all other conditions are the same.

Cooldown

Cooldowns were introduced in EBF5 as a replacement for MP. When certain skills are used, they are put on a cooldown for several turns and cannot be used in the meantime.

Cooldown length depends on the skill, varying from 1 turn for slightly above-average skills to 10 turns for exceptionally strong ones; most skills do not have a cooldown and can be used without restrictions. Skills currently cooling down are grayed out, and display how many turns are left until they become usable again.

After finishing a battle all currently active cooldowns are reduced by 2; several Food items can be used to decrease all of a character's cooldowns by a specific amount of turns, in-battle or in the overworld.

Notes:

  • The cooldown is technically always 1 turn longer than in skills' descriptions — the untold extra turn covers the current turn.
  • Cooldowns are also reduced by 2 at the end of each battle.
  • Skills with no cooldown can be used multiple times in the same turn through the use of Haste and the like.
  • Extra turns spent through Haste will not decrease cooldowns.
  • The instantaneous Disable status puts random skills on cooldown, and can affect even those that don't normally have cooldowns .
  • The Berserk and Confuse statuses ignore cooldowns and don't affect them, i.e., not only can they initiate a skill that is currently cooling down, but they also will not put skills in cooldown after using them.