Kris
Attack:
0
Defense:
0
Magic:
0
Attack:
0
Defense:
0
Magic:
0
STATS: BASE is each chapter's starting stats. STATS: MAX is the ceiling you can reach by raising stats through violence (e.g. an aborted Weird Route). DF never rises that way. The numbers below are each character's innate values — your equipped weapon & armor stack on top, and the live STATS box already shows the total.
| Base & HP·AT·DF·MAG | Ch1 | Ch2 | Ch3 | Ch4 | Ch5 |
|---|---|---|---|---|---|
| Kris | 90·10·2·0 | 120·12·2·0 | 160·14·2·0 | 200·17·2·0 | 240·17·2·0 |
| Susie | 110·14·2·1 | 140·16·2·1 | 190·18·2·2 | 230·22·2·3 | 290·22·2·3 |
| Ralsei | 70·8·2·7 | 100·10·2·9 | 140·12·2·11 | 180·15·2·14 | 210·15·2·14 |
| Noelle | — | 90·3·1·11 | 90·3·1·11 | 90·3·1·11 | 90·3·1·11 |
Noelle joins in Chapter 2. Violence ceilings are higher — e.g. Noelle Ch2 can climb from 3 AT / 11 MAG up to 8 AT / 16 MAG. Flip STATS: MAX to see each one live.
This is what the damage box computes for a clean, solid hit. AT is the character's total Attack; DF is the enemy's Defense. Real in-game numbers wobble a little with your timing on the attack bar.
Attack (solid hit) = round(5 × AT − 3 × DF) · min 1
Critical
= round(7.5 × AT − 3 × DF) · min 1
X-Slash = round(1.25 ×
(5×AT − 3×DF)), hits twice (×2)
Most enemies have DF 0, so damage is simply the AT part. Criticals land when you hit the exact center of the bar.
Susie · Rude Buster = 11 × AT + 5 × MAG − 3 × DF (+30 on a timed
hit)
Susie · Red Buster = 13 × AT + 6 × MAG − 6 × DF + 90
(Weird Route + timing)
Susie · heal (base, first use):
Ch2
UltimatHeal = MAG + 1
Ch3 UltraHeal = ceil(1.5 ×
MAG + 5)
Ch4/5 OKHeal = 2 × MAG + 22
→
BetterHeal (after Hammer/Sound of Justice) = 7 × MAG + 15
Heal
Prayer (Ral/Noe) = Ch1: MAG × 4 · Ch2+: ceil(MAG × 5.5) → heals an
ally
Noelle · IceShock = ceil(30 × (MAG − 10) + 90) (+0–10
spread)
Noelle · SnowGrave = 40 × MAG + 600 (+0–100
spread)
Rude Buster's +30 is the bonus for releasing the button on the glowing ring; Red Buster (what the f#%k is Red magic) adds a flat +90 on top of its higher coefficients. SnowGrave scales purely off MAG — it ignores enemy DF, which is why it hits so hard. Susie's heal actually grows further with repeated in-battle use and TP discounts (up to BetterHeal maxing at 7 × MAG + 45 with cheaper TP) — this shows the base value on first cast, matching the level of detail elsewhere in this sheet.
Pick a target from the dropdown to see calculated damage against it.
Bosses mostly keep DF 0 and change damage with multipliers instead:
Chapter 4 one-time boosts: Kris +1 max HP for telling the Old Man “Further left” (Ch4 only). Susie +4 MAG for beating the Hammer / Sound of Justice is permanent — its checkbox also appears on Ch5, and beating that fight upgrades Susie's heal from OKHeal to BetterHeal too.
Single-copy vs stackable: most gear exists as one copy, so equipping it moves it off whoever was wearing it. Most items sold at a shop can be worn by several characters at once.
UNUSED toggle reveals cut / data-only gear that's save-edit only: EverybodyWeapon, Trefoil, CheerScarf, GildedRose, MouseToken, SkyMantle, SpikeShackle. Turning it back off strips any you'd equipped.