24 KiB
Befoulments & WeaponStatModifier Consolidation
Overview
Implement Befoulments (魔蝕) and consolidate with AX skills using a new WeaponStatModifier table.
Terminology
- Odiant (禁禍武器) = A weapon series that has befoulments instead of AX skills
- Befoulments (魔蝕) = Negative stat augments that appear on Odiant weapons
- Exorcism Level (退魔Lv) = Level 0-5 that reduces befoulment strength
Key insight: augment_skill_info contains:
- AX skills for regular weapons (
is_odiant_weapon: false) - Befoulments for Odiant weapons (
is_odiant_weapon: true)
They are mutually exclusive - a weapon has either AX skills OR befoulments, never both.
Database Schema
1. New Table: weapon_stat_modifiers
Centralized definition of all weapon stat modifiers (AX skills + befoulments):
create_table :weapon_stat_modifiers do |t|
t.string :slug, null: false, index: { unique: true } # 'ax_atk', 'befoul_def_down'
t.string :name_en, null: false
t.string :name_jp
t.string :category, null: false # 'ax' or 'befoulment'
t.string :stat # 'atk', 'def', 'da_ta', 'ca_dmg', 'hp', 'dot', etc.
t.integer :polarity, default: 1 # 1 = buff, -1 = debuff
t.string :suffix # '%' for percentages, nil for flat values
t.float :base_min # Known min initial value (informational)
t.float :base_max # Known max initial value (informational)
t.integer :game_skill_id # Maps to game's skill_id for import
t.timestamps
end
Icon convention: Frontend derives icon path from slug:
ax_atk→weapon-stat-modifier/ax_atk.pngbefoul_def_down→weapon-stat-modifier/befoul_def_down.png
Rename game icons (e.g., ex_skill_def_down → befoul_def_down) to match slugs.
2. Refactor AX & Add Befoulment Columns (Foreign Keys)
Replace raw integer ax_modifier1/2 with foreign keys, and add befoulment FK:
# collection_weapons
# Remove old integer columns
remove_column :collection_weapons, :ax_modifier1, :integer
remove_column :collection_weapons, :ax_modifier2, :integer
# Add FK columns referencing weapon_stat_modifiers
add_reference :collection_weapons, :ax_modifier1, foreign_key: { to_table: :weapon_stat_modifiers }
add_reference :collection_weapons, :ax_modifier2, foreign_key: { to_table: :weapon_stat_modifiers }
add_reference :collection_weapons, :befoulment_modifier, foreign_key: { to_table: :weapon_stat_modifiers }
add_column :collection_weapons, :befoulment_strength, :float
add_column :collection_weapons, :exorcism_level, :integer, default: 0
# grid_weapons - same pattern
add_reference :grid_weapons, :ax_modifier1, foreign_key: { to_table: :weapon_stat_modifiers }
add_reference :grid_weapons, :ax_modifier2, foreign_key: { to_table: :weapon_stat_modifiers }
add_reference :grid_weapons, :befoulment_modifier, foreign_key: { to_table: :weapon_stat_modifiers }
add_column :grid_weapons, :befoulment_strength, :float
add_column :grid_weapons, :exorcism_level, :integer, default: 0
2b. Data Migration for Existing AX Skills
Migrate existing ax_modifier1/2 integer values to FK references:
# Run after weapon_stat_modifiers table is seeded
CollectionWeapon.where.not(ax_modifier1: nil).find_each do |cw|
modifier = WeaponStatModifier.find_by(game_skill_id: cw.ax_modifier1)
cw.update_columns(ax_modifier1_id: modifier&.id) if modifier
end
CollectionWeapon.where.not(ax_modifier2: nil).find_each do |cw|
modifier = WeaponStatModifier.find_by(game_skill_id: cw.ax_modifier2)
cw.update_columns(ax_modifier2_id: modifier&.id) if modifier
end
# Same for GridWeapon
Note: Strength values (ax_strength1/2) are preserved as-is since they store the actual value.
3. WeaponSeries augment_type Enum
Replace has_ax_skills boolean with an enum that enforces mutual exclusivity:
# Migration
remove_column :weapon_series, :has_ax_skills, :boolean
add_column :weapon_series, :augment_type, :integer, default: 0
# Data migration
WeaponSeries.where(has_ax_skills: true).update_all(augment_type: 1)
# Model
enum :augment_type, { none: 0, ax: 1, befoulment: 2 }, default: :none
scope :with_ax_skills, -> { where(augment_type: :ax) }
scope :with_befoulments, -> { where(augment_type: :befoulment) }
Seed Data
AX Skill Modifiers (Complete List)
All AX skills from game data with their game_skill_id values:
WeaponStatModifier.create!([
# Primary AX Skills
{ slug: 'ax_atk', name_en: 'ATK', name_jp: '攻撃', category: 'ax', stat: 'atk', polarity: 1, suffix: '%', base_min: 1, base_max: 3.5, game_skill_id: 1589 },
{ slug: 'ax_def', name_en: 'DEF', name_jp: '防御', category: 'ax', stat: 'def', polarity: 1, suffix: '%', base_min: 1, base_max: 8, game_skill_id: 1590 },
{ slug: 'ax_hp', name_en: 'HP', name_jp: 'HP', category: 'ax', stat: 'hp', polarity: 1, suffix: '%', base_min: 1, base_max: 11, game_skill_id: 1588 },
{ slug: 'ax_ca_dmg', name_en: 'C.A. DMG', name_jp: '奥義ダメ', category: 'ax', stat: 'ca_dmg', polarity: 1, suffix: '%', base_min: 2, base_max: 8.5, game_skill_id: 1591 },
{ slug: 'ax_multiattack', name_en: 'Multiattack Rate', name_jp: '連撃率', category: 'ax', stat: 'multiattack', polarity: 1, suffix: '%', base_min: 1, base_max: 4, game_skill_id: 1592 },
# Secondary AX Skills
{ slug: 'ax_debuff_res', name_en: 'Debuff Resistance', name_jp: '弱体耐性', category: 'ax', stat: 'debuff_res', polarity: 1, suffix: '%', base_min: 1, base_max: 3, game_skill_id: 1593 },
{ slug: 'ax_ele_atk', name_en: 'Elemental ATK', name_jp: '全属性攻撃力', category: 'ax', stat: 'ele_atk', polarity: 1, suffix: '%', base_min: 1, base_max: 5, game_skill_id: 1594 },
{ slug: 'ax_healing', name_en: 'Healing', name_jp: '回復性能', category: 'ax', stat: 'healing', polarity: 1, suffix: '%', base_min: 2, base_max: 5, game_skill_id: 1595 },
{ slug: 'ax_da', name_en: 'Double Attack Rate', name_jp: 'DA確率', category: 'ax', stat: 'da', polarity: 1, suffix: '%', base_min: 1, base_max: 2, game_skill_id: 1596 },
{ slug: 'ax_ta', name_en: 'Triple Attack Rate', name_jp: 'TA確率', category: 'ax', stat: 'ta', polarity: 1, suffix: '%', base_min: 1, base_max: 2, game_skill_id: 1597 },
{ slug: 'ax_ca_cap', name_en: 'C.A. DMG Cap', name_jp: '奥義上限', category: 'ax', stat: 'ca_cap', polarity: 1, suffix: '%', base_min: 1, base_max: 2, game_skill_id: 1599 },
{ slug: 'ax_stamina', name_en: 'Stamina', name_jp: '渾身', category: 'ax', stat: 'stamina', polarity: 1, suffix: nil, base_min: 1, base_max: 3, game_skill_id: 1600 },
{ slug: 'ax_enmity', name_en: 'Enmity', name_jp: '背水', category: 'ax', stat: 'enmity', polarity: 1, suffix: nil, base_min: 1, base_max: 3, game_skill_id: 1601 },
# Extended AX Skills (axType 2)
{ slug: 'ax_skill_supp', name_en: 'Supplemental Skill DMG', name_jp: 'アビ与ダメ上昇', category: 'ax', stat: 'skill_supp', polarity: 1, suffix: nil, base_min: 1, base_max: 5, game_skill_id: 1719 },
{ slug: 'ax_ca_supp', name_en: 'Supplemental C.A. DMG', name_jp: '奥義与ダメ上昇', category: 'ax', stat: 'ca_supp', polarity: 1, suffix: nil, base_min: 1, base_max: 5, game_skill_id: 1720 },
{ slug: 'ax_ele_dmg_red', name_en: 'Elemental DMG Reduction', name_jp: '属性ダメ軽減', category: 'ax', stat: 'ele_dmg_red', polarity: 1, suffix: '%', base_min: 1, base_max: 5, game_skill_id: 1721 },
{ slug: 'ax_na_cap', name_en: 'Normal ATK DMG Cap', name_jp: '通常ダメ上限', category: 'ax', stat: 'na_cap', polarity: 1, suffix: '%', base_min: 0.5, base_max: 1.5, game_skill_id: 1722 },
# Utility AX Skills (axType 3)
{ slug: 'ax_exp', name_en: 'EXP Gain', name_jp: 'EXP UP', category: 'ax', stat: 'exp', polarity: 1, suffix: '%', base_min: 5, base_max: 10, game_skill_id: 1837 },
{ slug: 'ax_rupie', name_en: 'Rupie Gain', name_jp: '獲得ルピ', category: 'ax', stat: 'rupie', polarity: 1, suffix: '%', base_min: 10, base_max: 20, game_skill_id: 1838 },
])
Befoulment Modifiers
# game_skill_id values will be populated as we discover them - we know 2880 = DEF Down
WeaponStatModifier.create!([
{ slug: 'befoul_atk_down', name_en: 'ATK Down', name_jp: '攻撃力DOWN', category: 'befoulment', stat: 'atk', polarity: -1, suffix: '%', base_min: -12, base_max: -6 },
{ slug: 'befoul_def_down', name_en: 'DEF Down', name_jp: '防御力DOWN', category: 'befoulment', stat: 'def', polarity: -1, suffix: '%', base_min: -25, base_max: -21, game_skill_id: 2880 },
{ slug: 'befoul_da_ta_down', name_en: 'DA/TA Down', name_jp: '連撃率DOWN', category: 'befoulment', stat: 'da_ta', polarity: -1, suffix: '%', base_min: -22, base_max: -19 },
{ slug: 'befoul_ca_dmg_down', name_en: 'CA DMG Down', name_jp: '奥義ダメージDOWN', category: 'befoulment', stat: 'ca_dmg', polarity: -1, suffix: '%', base_min: -38, base_max: -26 },
{ slug: 'befoul_dot', name_en: 'Damage Over Time', name_jp: '毎ターンダメージ', category: 'befoulment', stat: 'dot', polarity: -1, suffix: '%', base_min: 6, base_max: 16 },
{ slug: 'befoul_hp_down', name_en: 'Max HP Down', name_jp: '最大HP減少', category: 'befoulment', stat: 'hp', polarity: -1, suffix: '%', base_min: -50, base_max: -26 },
{ slug: 'befoul_debuff_down', name_en: 'Debuff Success Down', name_jp: '弱体成功率DOWN', category: 'befoulment', stat: 'debuff_success', polarity: -1, suffix: '%', base_min: -16, base_max: -6 },
{ slug: 'befoul_ability_dmg_down', name_en: 'Ability DMG Down', name_jp: 'アビリティダメージDOWN', category: 'befoulment', stat: 'ability_dmg', polarity: -1, suffix: '%', base_min: -50, base_max: -50 },
])
Model Changes
WeaponStatModifier Model
# app/models/weapon_stat_modifier.rb
class WeaponStatModifier < ApplicationRecord
validates :slug, presence: true, uniqueness: true
validates :name_en, presence: true
validates :category, presence: true, inclusion: { in: %w[ax befoulment] }
validates :polarity, inclusion: { in: [-1, 1] }
scope :ax_skills, -> { where(category: 'ax') }
scope :befoulments, -> { where(category: 'befoulment') }
def self.find_by_game_skill_id(id)
find_by(game_skill_id: id.to_i)
end
end
CollectionWeapon Changes
# app/models/collection_weapon.rb
# Replace old integer references with proper associations
belongs_to :ax_modifier1, class_name: 'WeaponStatModifier', optional: true
belongs_to :ax_modifier2, class_name: 'WeaponStatModifier', optional: true
belongs_to :befoulment_modifier, class_name: 'WeaponStatModifier', optional: true
validates :exorcism_level, numericality: {
only_integer: true,
greater_than_or_equal_to: 0,
less_than_or_equal_to: 5
}, allow_nil: true
validate :validate_ax_skills
validate :validate_befoulment_fields
def validate_ax_skills
# AX skill 1: must have both modifier and strength
if (ax_modifier1.present? && ax_strength1.blank?) ||
(ax_modifier1.blank? && ax_strength1.present?)
errors.add(:base, "AX skill 1 must have both modifier and strength")
end
# AX skill 2: must have both modifier and strength
if (ax_modifier2.present? && ax_strength2.blank?) ||
(ax_modifier2.blank? && ax_strength2.present?)
errors.add(:base, "AX skill 2 must have both modifier and strength")
end
# Validate category is 'ax'
if ax_modifier1.present? && ax_modifier1.category != 'ax'
errors.add(:ax_modifier1, "must be an AX skill modifier")
end
if ax_modifier2.present? && ax_modifier2.category != 'ax'
errors.add(:ax_modifier2, "must be an AX skill modifier")
end
end
def validate_befoulment_fields
if (befoulment_modifier.present? && befoulment_strength.blank?) ||
(befoulment_modifier.blank? && befoulment_strength.present?)
errors.add(:base, "Befoulment must have both modifier and strength")
end
# Validate category is 'befoulment'
if befoulment_modifier.present? && befoulment_modifier.category != 'befoulment'
errors.add(:befoulment_modifier, "must be a befoulment modifier")
end
end
GridWeapon Changes
# app/models/grid_weapon.rb
# Same associations as CollectionWeapon
belongs_to :ax_modifier1, class_name: 'WeaponStatModifier', optional: true
belongs_to :ax_modifier2, class_name: 'WeaponStatModifier', optional: true
belongs_to :befoulment_modifier, class_name: 'WeaponStatModifier', optional: true
# Same validations as CollectionWeapon
- Update
sync_from_collection!to include befoulment fields - Update
out_of_sync?to check befoulment fields - Update Amoeba config to nullify befoulment fields on copy
API Changes
Blueprint Serialization
# collection_weapon_blueprint.rb
# AX skills - now with full modifier object
field :ax, if: ->(_, obj, _) { obj.ax_modifier1.present? } do |obj|
skills = []
if obj.ax_modifier1.present?
skills << {
modifier: WeaponStatModifierBlueprint.render_as_hash(obj.ax_modifier1),
strength: obj.ax_strength1
}
end
if obj.ax_modifier2.present?
skills << {
modifier: WeaponStatModifierBlueprint.render_as_hash(obj.ax_modifier2),
strength: obj.ax_strength2
}
end
skills
end
# Befoulment - with full modifier object
field :befoulment, if: ->(_, obj, _) { obj.befoulment_modifier.present? } do |obj|
{
modifier: WeaponStatModifierBlueprint.render_as_hash(obj.befoulment_modifier),
strength: obj.befoulment_strength,
exorcism_level: obj.exorcism_level
}
end
# grid_weapon_blueprint.rb - similar
WeaponStatModifierBlueprint
# app/blueprints/api/v1/weapon_stat_modifier_blueprint.rb
class Api::V1::WeaponStatModifierBlueprint < Blueprinter::Base
identifier :id
fields :slug, :name_en, :name_jp, :category, :stat, :polarity, :suffix
end
New Endpoint: GET /weapon_stat_modifiers
Return all weapon stat modifiers for frontend reference:
# app/controllers/api/v1/weapon_stat_modifiers_controller.rb
def index
@modifiers = WeaponStatModifier.all
render json: WeaponStatModifierBlueprint.render(@modifiers, root: :weapon_stat_modifiers)
end
Controller Params
Update weapon_params in both controllers:
# Replace :ax_modifier1, :ax_modifier2 with FK versions
:ax_modifier1_id, :ax_strength1, :ax_modifier2_id, :ax_strength2,
:befoulment_modifier_id, :befoulment_strength, :exorcism_level
Import Service
Game JSON Structure
Odiant weapon (with befoulment):
{
"augment_skill_info": [[{ "skill_id": 2880, "effect_value": "25", "show_value": "-25%" }]],
"odiant": {
"is_odiant_weapon": true,
"exorcision_level": 1,
"max_exorcision_level": 5
}
}
Regular weapon (with AX skills):
{
"augment_skill_info": [[
{ "skill_id": 1589, "effect_value": "3", "show_value": "+3%" },
{ "skill_id": 1719, "effect_value": "1_2000", "show_value": "+3" }
]],
"odiant": {
"is_odiant_weapon": false,
"exorcision_level": 0
}
}
Key insight: Same augment_skill_info structure, differentiated by is_odiant_weapon:
true→ parse as befoulment (skill_id 2880+)false→ parse as AX skills (skill_id 1588-1722)
WeaponImportService Updates
Add a cache for WeaponStatModifier lookups:
def initialize(user, game_data, options = {})
# ... existing code ...
@modifier_cache = {} # Cache for WeaponStatModifier lookups
end
def build_collection_weapon_attrs(item, weapon)
param = item['param'] || {}
attrs = {
weapon: weapon,
game_id: param['id'].to_s,
# ... existing attrs ...
}
# Check if this is an Odiant (befoulment) weapon
odiant = param['odiant']
if odiant && odiant['is_odiant_weapon'] == true
# Parse befoulment from augment_skill_info
befoulment = parse_befoulment(param['augment_skill_info'])
if befoulment
attrs[:befoulment_modifier_id] = befoulment[:modifier_id]
attrs[:befoulment_strength] = befoulment[:strength]
end
attrs[:exorcism_level] = odiant['exorcision_level'].to_i
else
# Regular weapon - parse AX skills
ax_attrs = parse_ax_skills(param['augment_skill_info'])
attrs.merge!(ax_attrs) if ax_attrs
end
# ... rest of existing code (awakening, etc) ...
attrs
end
# Updated to return FK id instead of raw game_skill_id
def parse_ax_skills(augment_skill_info)
return nil if augment_skill_info.blank? || !augment_skill_info.is_a?(Array)
skills = augment_skill_info.first
return nil if skills.blank? || !skills.is_a?(Array)
attrs = {}
# First AX skill
if skills[0].is_a?(Hash)
ax1 = parse_single_ax_skill(skills[0])
if ax1
attrs[:ax_modifier1_id] = ax1[:modifier_id]
attrs[:ax_strength1] = ax1[:strength]
end
end
# Second AX skill
if skills[1].is_a?(Hash)
ax2 = parse_single_ax_skill(skills[1])
if ax2
attrs[:ax_modifier2_id] = ax2[:modifier_id]
attrs[:ax_strength2] = ax2[:strength]
end
end
attrs.empty? ? nil : attrs
end
def parse_single_ax_skill(skill)
return nil unless skill['skill_id'].present?
game_skill_id = skill['skill_id'].to_i
modifier = find_modifier_by_game_skill_id(game_skill_id)
return nil unless modifier
strength = parse_ax_strength(skill['effect_value'], skill['show_value'])
return nil unless strength
{ modifier_id: modifier.id, strength: strength }
end
def parse_befoulment(augment_skill_info)
return nil if augment_skill_info.blank? || !augment_skill_info.is_a?(Array)
skills = augment_skill_info.first
return nil if skills.blank? || !skills.is_a?(Array)
skill = skills.first
return nil unless skill.is_a?(Hash) && skill['skill_id'].present?
game_skill_id = skill['skill_id'].to_i
modifier = find_modifier_by_game_skill_id(game_skill_id)
return nil unless modifier
{
modifier_id: modifier.id,
strength: parse_befoulment_strength(skill['effect_value'], skill['show_value'])
}
end
def find_modifier_by_game_skill_id(game_skill_id)
@modifier_cache[game_skill_id] ||= WeaponStatModifier.find_by(game_skill_id: game_skill_id)
end
def parse_befoulment_strength(effect_value, show_value)
# show_value has the sign: "-25%"
# effect_value is unsigned: "25"
if show_value.present?
show_value.to_s.gsub('%', '').to_f
elsif effect_value.present?
-effect_value.to_f
end
end
Note: Unknown game_skill_id values will be skipped (modifier not found). This is acceptable - we can add new modifiers to the seed data as we discover them.
Files to Create/Modify
| File | Action |
|---|---|
| Migrations | |
db/migrate/xxx_create_weapon_stat_modifiers.rb |
Create - new reference table |
db/migrate/xxx_refactor_ax_and_add_befoulments.rb |
Create - replace ax_modifier integers with FKs, add befoulment FKs |
db/migrate/xxx_replace_has_ax_skills_with_augment_type.rb |
Create - enum migration with data migration |
db/data/xxx_migrate_ax_modifiers_to_fk.rb |
Create - data migration to convert existing ax_modifier values to FK references |
| Models | |
app/models/weapon_stat_modifier.rb |
Create |
app/models/collection_weapon.rb |
Modify - add befoulment validation |
app/models/grid_weapon.rb |
Modify - add befoulment fields, sync |
app/models/weapon_series.rb |
Modify - replace has_ax_skills with augment_type enum |
| Blueprints | |
app/blueprints/api/v1/weapon_stat_modifier_blueprint.rb |
Create |
app/blueprints/api/v1/collection_weapon_blueprint.rb |
Modify - add befoulment serialization |
app/blueprints/api/v1/grid_weapon_blueprint.rb |
Modify - add befoulment serialization |
app/blueprints/api/v1/weapon_series_blueprint.rb |
Modify - replace has_ax_skills with augment_type |
app/blueprints/api/v1/weapon_blueprint.rb |
Modify - update series.has_ax_skills reference |
| Controllers | |
app/controllers/api/v1/weapon_stat_modifiers_controller.rb |
Create |
app/controllers/api/v1/collection_weapons_controller.rb |
Modify - permit befoulment params |
app/controllers/api/v1/grid_weapons_controller.rb |
Modify - permit befoulment params |
app/controllers/api/v1/weapon_series_controller.rb |
Modify - permit augment_type instead of has_ax_skills |
| Services & Seeds | |
app/services/weapon_import_service.rb |
Modify - parse befoulments |
db/seeds/weapon_stat_modifiers.rb |
Create |
| Config & Tests | |
config/routes.rb |
Modify - add weapon_stat_modifiers route |
spec/factories/weapon_series.rb |
Modify - replace has_ax_skills with augment_type |
API Breaking Changes
1. WeaponSeries: has_ax_skills → augment_type
Before:
{ "has_ax_skills": true }
After:
{ "augment_type": "ax" } // or "befoulment" or "none"
Frontend: augment_type === 'ax' instead of has_ax_skills === true.
2. Collection/GridWeapon: AX skill structure changed
Before:
{
"ax_modifier1": 1589,
"ax_strength1": 3.0,
"ax_modifier2": 1719,
"ax_strength2": 2000
}
After:
{
"ax": [
{
"modifier": { "id": 1, "slug": "ax_atk", "name_en": "ATK Up", "category": "ax", ... },
"strength": 3.0
},
{
"modifier": { "id": 5, "slug": "ax_ability_dmg", "name_en": "Ability DMG Up", "category": "ax", ... },
"strength": 2000
}
]
}
Frontend: Access via weapon.ax[0].modifier.slug instead of weapon.ax_modifier1.
Implementation Considerations
Migration Order
Migrations must be deployed in this order:
create_weapon_stat_modifiers- Create table + seed dataadd_ax_and_befoulment_fk_columns- Add new FK columns (keep old integer columns)migrate_ax_modifiers_to_fk- Data migration: lookup existing values → FK refsremove_old_ax_modifier_columns- Remove old integer columnsreplace_has_ax_skills_with_augment_type- WeaponSeries enum change
GridWeapon Amoeba Config
Update nullify list for party cloning:
amoeba do
nullify :ax_modifier1_id
nullify :ax_modifier2_id
nullify :ax_strength1
nullify :ax_strength2
nullify :befoulment_modifier_id
nullify :befoulment_strength
nullify :exorcism_level
end
Unknown Skill ID Logging
When import encounters unknown game_skill_id, log with icon image for discovery:
Rails.logger.warn(
"[WeaponImportService] Unknown augment skill_id=#{game_skill_id} " \
"icon=#{skill['augment_skill_icon_image']}"
)
Database Indexes
Add index on weapon_stat_modifiers.game_skill_id for fast import lookups:
add_index :weapon_stat_modifiers, :game_skill_id, unique: true
Coordinated Release
Frontend and backend releases will be coordinated. No backwards compatibility layer needed.
Next Steps
- ✅ Game JSON samples - received for both Odiant and regular weapons
- Identify Odiant weapon series in database (set
augment_type: :befoulment) - Discover remaining game_skill_ids for other befoulment types (we know 2880 = DEF Down)
- Verify AX skill IDs match between AX_MAPPING and game data
Known Skill IDs
AX Skills (Complete)
| skill_id | Stat | Name (EN) | Name (JP) | Suffix |
|---|---|---|---|---|
| 1588 | hp | HP | HP | % |
| 1589 | atk | ATK | 攻撃 | % |
| 1590 | def | DEF | 防御 | % |
| 1591 | ca_dmg | C.A. DMG | 奥義ダメ | % |
| 1592 | multiattack | Multiattack Rate | 連撃率 | % |
| 1593 | debuff_res | Debuff Resistance | 弱体耐性 | % |
| 1594 | ele_atk | Elemental ATK | 全属性攻撃力 | % |
| 1595 | healing | Healing | 回復性能 | % |
| 1596 | da | Double Attack Rate | DA確率 | % |
| 1597 | ta | Triple Attack Rate | TA確率 | % |
| 1599 | ca_cap | C.A. DMG Cap | 奥義上限 | % |
| 1600 | stamina | Stamina | 渾身 | - |
| 1601 | enmity | Enmity | 背水 | - |
| 1719 | skill_supp | Supplemental Skill DMG | アビ与ダメ上昇 | - |
| 1720 | ca_supp | Supplemental C.A. DMG | 奥義与ダメ上昇 | - |
| 1721 | ele_dmg_red | Elemental DMG Reduction | 属性ダメ軽減 | % |
| 1722 | na_cap | Normal ATK DMG Cap | 通常ダメ上限 | % |
| 1837 | exp | EXP Gain | EXP UP | % |
| 1838 | rupie | Rupie Gain | 獲得ルピ | % |
Befoulments (Partial - more to discover)
| skill_id | Stat | Name (EN) | Name (JP) |
|---|---|---|---|
| 2880 | def | DEF Down | 防御力DOWN |
| ? | atk | ATK Down | 攻撃力DOWN |
| ? | da_ta | DA/TA Down | 連撃率DOWN |
| ? | ca_dmg | CA DMG Down | 奥義ダメージDOWN |
| ? | dot | Damage Over Time | 毎ターンダメージ |
| ? | hp | Max HP Down | 最大HP減少 |
| ? | debuff_success | Debuff Success Down | 弱体成功率DOWN |
| ? | ability_dmg | Ability DMG Down | アビリティダメージDOWN |
(Befoulment skill_ids will be discovered as users import Odiant weapons)