Damage
Game version 2.1.0 · Updated 11/05/2026
Damage is the number each strike of an attack works out on its own: the attacker's stats and skill, less the target's defense, times a series of multipliers. It decides how many turns an enemy takes to defeat and how many attacks the party can withstand. What affects it most, in order: the attacker's stat and the skill's Stat multiplier, matchups, and the target's defense and damage reduction.
- Skill damage = Fixed damage + Stat multiplier × (Reference stat + Soft cap modifier)
- Soft cap modifier = −0.25 × Reference statif Reference stat < Lower threshold−0.5 × max (The larger one)(0, Reference stat − Soft cap)otherwise (The row whose condition holds)
- Skill bonus = Damage Up bonus + Attack Spell Efficacy Up bonus + Left-hand normal attack bonus
- Range multiplier = 0.5 to the power of max (The larger one)(0, Attacker's row number + Target's row number − Range)
- Other multiplier = Matchup multiplier × Surety damage multiplier × Evasion Damage multiplier
- Matchup multiplier = Type multiplier × Characteristic multiplier × Race multiplier
- Soft cap modifier = −0.5 × max (The larger one)(0, Attack Power 227–233 − Two-handed soft cap 300) = 0
- Skill damage = Fixed damage 0 + Two-handed stat multiplier 180% × (Attack Power 227–233 + Soft cap modifier 0) = 408.6–419.4
- Damage = 0.96–1.05 × (Skill damage 408.6–419.4 − 0.5 × Target's Defense 112 × (1 − Defense Penetration 0%)) × Skill damage modifier 108% × (1 + Skill bonus 0%) × Target damage reduction multiplier 1 × Range multiplier 1 × Other multiplier 1 (Rounded up) = 366–413
Skill damage #
Skill damage is mainly the reference stat after the Soft cap modifier, times the Stat multiplier, plus Fixed damage. These numbers all change with skill level; the Skills catalogue gives each skill's. The Soft cap and Lower threshold discount a stat that is too high or too low: the part above the Soft cap counts at 50%, and below the Lower threshold the whole stat counts at 75%. With a Two-Handed weapon or a Ninjato, skills have a separate Two-handed stat multiplier and Two-handed soft cap; a normal attack has an Stat multiplier of 100% and no Soft cap.
| Skill level | Stat multiplier | Soft cap | Lower threshold | Fixed damage | Skill damage at the Lower threshold | Skill damage at the Soft cap |
|---|---|---|---|---|---|---|
| Lv 1 | 130% | 100 | 0 | 15 | None | 145 |
| Lv 2 | 140% | 150 | 0 | 30 | None | 240 |
| Lv 3 | 150% | 300 | 100 | 60 | 210 | 510 |
| Lv 4 | 160% | 400 | 100 | 90 | 250 | 730 |
| Lv 5 | 170% | 500 | 200 | 120 | 460 | 970 |
| Lv 6 | 180% | 650 | 200 | 150 | 510 | 1,320 |
| Lv 7 | 190% | 800 | 300 | 180 | 750 | 1,700 |
- Magic Power 100–199: Lv 5 up to 34.67 below Lv 4
- Magic Power 200–299: Lv 7 up to 82.13 below Lv 6
- Soft cap modifier = −0.5 × max (The larger one)(0, Magic Power 157–160 − Soft cap 100) = −28.5–−30
- Skill damage = Fixed damage 15 + Stat multiplier 130% × (Magic Power 157–160 + Soft cap modifier (−28.5–−30)) = 182.05–184
- Damage = 0.96–1.05 × (Skill damage 182.05–184 − 0.5 × Target's Magic Defense 35 × (1 − Defense Penetration 0%)) × Skill damage modifier 100% × (1 + Skill bonus 0%) × Target damage reduction multiplier 1 × Range multiplier 1 × Other multiplier 1 (Rounded up) = 158–175
Defense #
An enemy's Defense and Magic Defense rise with its level; each enemy's page gives them.
Skill damage modifier #
Such passive skills count only when both the normal attack and the skill have a range of Close-Range or Mid-Range.
Skill bonus #
- (1 + Skill bonus) = 1 + Damage Up bonus 28% = 1.28
Target damage reduction #
A target that guards, sleeps or has Damage Reduction takes different damage. Guarding, it takes 50% of the damage; asleep, 2 times. Some cuts come last, after rounding: a share off the first strike under certain conditions, and fixed amounts taken off.
- Damage Reduction effects add up.
- Of the Damage Reduction effects that skills grant, such as Knight's Defense, only the largest counts when there are several.
- When Damage Reduction effects with a 100% chance add up to more than 100%, the part beyond counts at 50%.
- Target damage reduction multiplier = Guard multiplier 0.5 × max (The larger one)(0, 1 + Damage Reduction bonus (−40%)) = 0.3









