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Game logic

Items

The 8 items squads can carry: what each one raises, how much at each level, and the chests that hold it.

Life Bracelet

Brazalete v.

“A bracelet said to have been worn by a four-horned, albino dog. Raises max HP.”

Raises max HP by:

Level123456
max HP+20 %+30 %+35 %+40 %+45 %+50 %

Levels 7 to 10 are in the data (up to +80 %), but no chest gives them.

The unit starts the battle with its HP full.

Level 6: only in New Game+, from chests of levels 4–5 (the game adds 2, up to 6).

In-game icon.

In 25 chests · levels 1–5

Gale Shoes

Zapatos vie.

“The magic of Wind embedded in these shoes makes the wearer light and quick.”

Raises speed by:

Level123456
speed+10 %+20 %+30 %+40 %+50 %+60 %

Levels 7 to 10 are in the data (up to +100 %), but no chest gives them.

Level 6: only in New Game+, from chests of levels 4–5 (the game adds 2, up to 6).

In-game icon.

In 26 chests · levels 1–5

Demon Horn

Cuerno dem.

“A horn from the head of a demon. Brings out the beast in the owner and increases attack power.”

Raises attack by:

Level123456
attack+10 %+20 %+30 %+40 %+50 %+60 %

Levels 7 to 10 are in the data (up to +100 %), but no chest gives them.

Level 6: only in New Game+, from chests of levels 4–5 (the game adds 2, up to 6). In the story it also comes from Battle 013 (ch. 5) / Battle 007 (ch. 6), Map 038 (1 %).

In-game icon. The menus show its icon by the stat it raises, so Wind Shield, Hunter Eye use the same one.

In 30 chests · levels 1–6

Wind Shield

Escudo vi.

“A shield that fully eliminates wind resistance. Allows super-fast attacks.”

Cuts the time between attacks by:

Level123456
time between attacks−4 %−8 %−12 %−14 %−16 %−18 %

Levels 7 to 10 are in the data (up to −23 %), but no chest gives them.

In battle

The time between attacks is how long a unit waits before each attack, in ticks of 1/60 s. Less time means more attacks.

  • Orkus waits 70 ticks (1.17 s). With a level-1 Shield, 68; with a level-6 one, 58 (0.97 s). The attack animation lasts the same.

It helps any unit that attacks, more at higher item levels.

It does not change accuracy or the damage of each attack.

The full rule in Combat

Level 6: only in New Game+, from chests of levels 4–5 (the game adds 2, up to 6).

In-game icon. The menus show its icon by the stat it raises, so Demon Horn, Hunter Eye use the same one.

In 16 chests · levels 1–5

Hunter Eye

Ojo cazador

“A crystal ball used in fortune telling. It remains trained on the enemy, enabling accurate attacks.”

Doubles accuracy, at any level.

In battle

Accuracy is the attacker’s aim. A melee hit lands when a random number from 0 to 100, plus accuracy, minus the target’s evasion, reaches 100. A shot lands when a number from 0 to 99 is under accuracy minus evasion.

  • Orkus (accuracy 100) against Ghost (evasion 14): hits 86 %; with the Eye (accuracy 200), 100 %.
  • Dogbox (accuracy 50) against Ghost (evasion 14): hits 37 %; with the Eye (accuracy 100), 86 %.
  • Orkus (accuracy 100) against Stone Golem (evasion 0): hits 100 % with the Eye or without it.
  • A shot from Harpia (accuracy 75) against Ghost (evasion 14): hits 61 %; with the Eye (accuracy 150), 100 %.
  • A shot from Cherubim (accuracy 140) against Ghost (evasion 14): hits 100 %; with the Eye (accuracy 280), 10 %.

It helps units with low accuracy, and against enemies that dodge a lot.

It changes nothing when the unit already always hits: accuracy 100 or more against an enemy with no evasion.

On shooters it can make things worse: the game keeps only a number from 0 to 255 of accuracy minus evasion. For Cherubim it is 266, which counts as 10, so it hits 10 % instead of 100 %. This happens when the doubled accuracy minus the target’s evasion reaches 256. It comes from reading the game’s code; it was not tested in an emulator.

The item’s level does not matter: a level-1 Eye works the same as a level-6 one.

The full rule in CombatTry it in the hit calculator

Level 6: only in New Game+, from chests of levels 4–5 (the game adds 2, up to 6).

In-game icon. The menus show its icon by the stat it raises, so Demon Horn, Wind Shield use the same one.

In 18 chests · levels 1–5

Angel Coat

Pelliza áng.

“A beautiful coat said to be worn by angels. Increases the wearer's chances of avoiding physical attacks.”

Doubles evasion, at any level.

In battle

Evasion is how much the target dodges: it is taken away from the attacker’s accuracy. Almost every unit has evasion 0 or very low.

  • Orkus (accuracy 100) against Ghost (evasion 14): hits 86 %; with the Coat (evasion 28), 72 %.
  • Orkus (accuracy 100) against Elpia (evasion 73): hits 28 %; with the Coat (evasion 146), 0 %.
  • A shot from Gnome (accuracy 100) against Elpia (evasion 73): hits 27 %; with the Coat (evasion 146), 100 %, because evasion is now higher than accuracy.
  • Stone Golem (evasion 0): twice 0 is 0, so nothing changes.

It helps units that already dodge a lot against melee enemies.

It does nothing for units with evasion 0 or close to it.

Against shots it can make things worse: when evasion is higher than the shooter’s accuracy, the shot always hits. That rule comes from reading the game’s code; it was not tested in an emulator.

The item’s level does not matter: a level-1 Coat works the same as a level-6 one.

The full rule in CombatTry it in the hit calculator

Level 6: only in New Game+, from chests of levels 4–5 (the game adds 2, up to 6).

In-game icon. The menus show its icon by the stat it raises, so Iron Shield use the same one.

In 15 chests · levels 1–5

Iron Shield

Escudo duro

“A mighty shield used by knights. Increases defense against physical attacks.”

Raises defense by:

Level123456
defense+10 %+20 %+30 %+40 %+50 %+60 %

Levels 7 to 10 are in the data (up to +100 %), but no chest gives them.

Level 6: only in New Game+, from chests of levels 4–5 (the game adds 2, up to 6).

In-game icon. The menus show its icon by the stat it raises, so Angel Coat use the same one.

In 20 chests · levels 1–5

Dragon Scale

Escama drag.

“A gauntlet made from the hardest of dragon scales. Increases defense against magic attacks.”

Closes this share of what magic defense lacks to reach 100:

Level123456
magic defense10 %20 %30 %40 %50 %60 %

Levels 7 to 10 are in the data (up to 100 %), but no chest gives them.

In battle

Magic defense cuts spell damage: the unit takes × (100 − magic defense) / 100. Among enemies, only bosses cast spells.

  • With magic defense 40 and a level-1 Scale it becomes 46: 40 + (100 − 40) × 13 / 128, rounded down.
  • Ghost (magic defense 28): with level 1 it becomes 35 and takes 65 % of the damage instead of 72 %; with level 6, 71, and takes 29 %.
  • Stone Golem (magic defense 91): with level 1 it stays at 91; with level 6, 96.

It helps units with low magic defense against bosses that cast spells.

It barely changes units that already have high magic defense, and it does not protect from hits or shots.

The full rule in Combat

Level 6: only in New Game+, from chests of levels 4–5 (the game adds 2, up to 6).

In-game icon.

In 16 chests · levels 1–5

The treasure chest

Its five animations, as the game draws them. Open one to see its frames.

With a reward, the chest opens and stays in the loop with the reward; without one, it goes straight to empty.

The treasure chest

Sprite sheet

Its frames on the chest’s sprite sheet, in playback order. The highlighted one is on screen.

    Hit calculator

    Pick who attacks and who receives the attack, each with its level. It shows the chance of hitting without items, with Hunter Eye on the attacker and with Angel Coat on the defender, in the original game and in our Godot version, where the item’s level counts.

    Original game (DS)Without items: Attacker with Hunter Eye: Defender with Angel Coat: Our version (Godot)Without items: Attacker with Hunter Eye: Defender with Angel Coat:

    Unit stats at each level as on the unit pages. These formulas come from reading the game’s code, including the shot that always hits when evasion is higher and the drop past 255; they were not tested in an emulator. Godot: the Eye multiplies accuracy by 1 + v/128 and the Coat adds 4 evasion a level; a shot hits (accuracy − evasion) %, from 0 to 100.

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