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.

Damage = ⁠0.96⁠–⁠1.05 × (Skill damage − 0.5 × Target's Defense × (1 − Defense Penetration)) × Skill damage modifier × (1 + Skill bonus) × Target damage reduction multiplier × Range multiplier × Other multiplier⁠ (Rounded up)
  • 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
Abenius
's Attack Power at other levels can be worked out with the stats tool; the enemy's Defense at each level is on its page.

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.

For example,
ERLIK
uses Magic Power; its Skill damage at each level changes with Magic Power as follows:
Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Lv 6
Lv 7
Skill damage by Magic Power at each level
Skill levelStat multiplierSoft capLower thresholdFixed damageSkill damage at the Lower thresholdSkill damage at the Soft cap
Lv 1130%100015None145
Lv 2140%150030None240
Lv 3150%30010060210510
Lv 4160%40010090250730
Lv 5170%500200120460970
Lv 6180%6502001505101,320
Lv 7190%8003001807501,700
In these ranges a higher level gives less Skill damage:
  • 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
Example:
Yekaterina
Lv 50
with no IV, wielding
Arcane Staff
+0
, uses
ERLIK
Lv 1
on
Bandit
Lv 50
:
  • 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 #

Damage loses the target's defense × 0.5: Physical Attack uses Defense, Spell Attack uses Magic Defense. Defense Penetration takes off less of it, as with
Armor Pierce
,
Precision Strike
.
With several Defense Penetration effects, the shares of defense they leave multiply.

An enemy's Defense and Magic Defense rise with its level; each enemy's page gives them.

Skill damage modifier #

The Skill damage modifier multiplies the damage. It is mostly 100%, a few skills have less, such as
Anticipated Attack
with 75%. Passive skills such as
Way of the Warrior
add straight to the 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 #

The attacker's Damage Up effects add up and multiply the damage, such as
Cresting Wave Stance
; Attack Spell Efficacy Up counts only for attack spells, such as
Mental Unity
. When dual wielding, the left-hand weapon's normal attack loses a share, such as 55% with
Ninja Dual Wield
Lv 1
. (1 + Skill bonus) is at least 0.01.
Example:
Cresting Wave Stance
Lv 1
is in effect:
  • (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.

Target damage reduction multiplier = Guard multiplier × Sleep multiplier × max (The larger one)(0, 1 + Damage Reduction bonus + Increased Damage Taken bonus) × max (The larger one)(0, 1 + Type-Resistance bonus + Type Increased Damage Taken bonus)
  • 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%.
Example: a guarding adventurer protected by
Knight's Defense
Lv 1
:
  • Target damage reduction multiplier = Guard multiplier 0.5 × max (The larger one)(0, 1 + Damage Reduction bonus (−40%)) = 0.3

Range #

When the target is out of range, each row beyond the range multiplies the damage by 0.5; range and row numbers are explained in Accuracy and Evasion. The normal attacks of Bow, Throwing Ninja Tool and attack spells have no range, so they lose nothing from the back rows.

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