Party growth, items, techniques, skills, enemies, shops and combos, read from the USA ROM. Table layouts come from the ps4disasm disassembly, checked byte for byte against the ROM, and every record names the ROM address it came from.
The story as the game's event flags lay it out: each step is a flag in number order with the event or scene that sets it, where that happens, and the battle it starts. The game stores no story order, so the order is the flags' numbering, which mostly follows the story. Hunter's Guild commissions and other side jobs are listed after it. Open the Story tab for every line each flag changes.
Every item in the game's item table, in table order. Bonuses are added to the wearer's stats while equipped; the game also adds Strength to attack, Agility to defense and Mental to magic defense, so the status screen can show more than the bonus here. Names are spelled as the USA release shows them.
Techniques cost TP and draw their strength from MEN. "What it does" sums up each one against a normal target with the formulas on the Battle rules tab; open a technique for a calculator.
Skills cost no TP; each character can use a skill a set number of times between rests, and the number grows with level (the Party tab shows it per level). "Power from" is the user's stat that sets the skill's strength, standing in for MEN in the formulas.
Base records from the enemy table, in table order. "Takes" shows each element whose property differs from normal, with its damage multiplier. Open an enemy for where it fights and what its battles can drop.
Every field map in the game's map table, with its exits, treasure chests and hidden finds. Map names are the disassembly's labels; the ROM doesn't name indoor maps. Positions are in pixels from the map's top left corner.
The game's event flags in number order, which mostly follows the story. Names and descriptions are the disassembly's; what sets each flag, and what it changes, is read from the game's code and dialog. Open a flag to see every line it changes.
Each shop counter the game knows, by the map it stands on, with the list it sells. Inns are listed for where they are; their prices aren't decoded yet.
A combo starts when the party's chosen techniques and skills in one round match one of the sets below. Ordered combos need the actions in the listed order.
Each attack rolls r from 0 to 63 against each target:
With DEX equal to AGI, 5 rolls in 64 miss (7.8%) and 5 in 64 are critical. Attacks that hit every enemy never land a critical.
On average that's ATK − DEF against a normal target, and about 1¼ × ATK − DEF on a critical. The attack's element is the weapon's; with a weapon in each hand, the target's weakest property among the two counts. The shipped game also counts a shield's element there, which the disassembly's bugfix option corrects.
These always connect and do at least 1 damage. Skills with the Weapon element use the user's weapon elements, as plain attacks do.
Both come to about M + power. Full heals restore 999. Reviving in the field brings the character back with 1 HP. ATARAXIA's amount goes to TP instead of HP. In the field, healing items do nothing for androids.
An effect with a "Resisted by" stat lands when
Your stat is the one that powers the ability. Against an immune target (property 0) the effect never lands. Without a "Resisted by" stat, the effect always lands.
Buffs set the stat to its base value plus your power stat, so casting again replaces the buff instead of stacking it. Debuffs set it to the base minus your power stat, down to 0 for ATK and DEF and 1 for AGI and DEX. Paralysis and android death drop AGI and DEX to 1.
A status carried by a plain attack, such as an enemy's poison, lands when (r + attacker STR − target STR) × the target's property > 112, using a fixed element's property: Efess for poison, paralysis and android death, Psychic for sleep and seal, Biological for death, Physical for stat drops.
In the shipped game, cure poison, cure paralysis, revive and full revive in battle also reset the target's AGI and DEX to their unbuffed values, whether or not there was anything to cure. The disassembly's bugfix option limits that to targets that had the status.
Every fighter has a property for each element. Its value, 0 to 4, is the property in the formulas above: it scales damage before defense is subtracted, and multiplies the status roll before the comparison.
| Property | Value | Damage | Status roll |
|---|---|---|---|
| Immune ×0 | 0 | ×0, then the minimum of 1 | never lands |
| Resists ×½ | 1 | ×½ | ×1 |
| Normal ×1 | 2 | ×1 | ×2 |
| Weak ×1½ | 3 | ×1½ | ×3 |
| Very weak ×2 | 4 | ×2 | ×4 |
Each round, every fighter that isn't asleep, paralyzed or dead scores its AGI plus a random number from 0 to half the highest AGI in the battle, less one. The highest score acts first.
Event battles never start with a surprise. Each battle's surprise and escape values are on the map pages with its enemies.
The ps4disasm disassembly names and documents the game's tables and routines. The build reads it for the USA release, finds each table in the ROM by its bytes, checks every byte against the ROM, and confirms the address with the code that reads it; the values on this site are read from the ROM at those addresses. The formulas on this tab are read from the routines named in FINDINGS.md. ROM: .
Not decoded yet: enemy action routines, inn prices, treasure chests, maps, dialog and story flags.