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For effects that can be gained during a battle, see Status Effects.

Attributes are permanent effects that are hard-coded onto specific enemies. Attributes are denoted by a symbol below the enemy's health bar, with each symbol representing a specific attribute.

Most enemy drops depend on what attribute the given enemy has; attribute-less, Attributes#Flying Flying, and Attributes#Spiky Spiky enemies each have their own loot tables, and those loot tables are not shared across chapters. Spiky Killbot is an exception to this, as even though it has both the Attributes#Spiky Spiky and Attributes#Flying Flying attributes, it shares its loot table with the Cheeky Eagle. The Mimic is also an exception, and does not share its loot table with any other attribute-less enemy.

There are a total of 16 different attributes in the game as of Demo 5 (14 if Stance attributes are counted as one).

Normal Attributes

Chapter 1

Pre-Prologue/Prologue/Chapter 1
Icon Name Description Enemies
Defence
Defense Defense is denoted by a blue shield icon with a white number inside. This attribute is given to a variety of enemies, generally if they have power or are shielded by something.

Defense reduces the damage taken by an instance of damage by the total base value shown on the enemy/player and any applicable Status Effects#Passive Debuffs DEF DOWN and Status Effects#Passive Buffs DEF UP effects. This generally means it reduces more damage on multi hit attacks without Combat#Pierce Defense Pierce Defense with an example being Venom Wizard's Staff Smackdown, as each hit receives a damage reduction.

The first enemy to have Attributes#Defense Defense was Helmet Noob.

Most enemies and bosses within the game has this attribute.
Flying Attribute
Flying This attribute is one that is denoted by an icon of a yellow wing. These enemies cannot be targeted by most Combat Melee attacks with the exception of Rocket Boots. Attributes#Projectile Deflecting Projectile attacks such as Sword Toss or Slingshot can target Attributes#Flying Flying enemies, and summoned allies can use Combat Melee attacks on enemies with Attributes#Flying Flying.

If Sword or any attack similar to it is used in a battle with Attributes#Flying Flying enemies, it will target the nearest non-flying enemy. If none are present, that card is unusable.

The first enemy to have Attributes#Flying Flying is Winged Nooblet.

Spiky Attribute
Spiky Sometimes called sharp or spiked, this is denoted by a grey spike icon. This attribute is intuitively given to enemies with spiked appearances. Unless the user has the Cannonball card equipped, enemies with this attribute are completely immune to damage from Attributes#Projectile Deflecting Ball attacks and their special effects.

The first enemy to have Attributes#Spiky Spiky was Sharp Nooblet.

Attempting to use a Attributes#Projectile Deflecting Ball move on a spiky enemy will result in the player receiving Special Points 1 and the attack doing nothing, functionally passing their turn unless with Cannonball.

If an enemy were to apply Status Effects#Passive Buffs SPIKY to themself, they would gain the effects of Attributes#Spiky Spiky.

The first enemy to have Attributes#Spiky Spiky is Sharp Nooblet.

Mobilenew
Mobile Mobile is an attribute which allows the enemy to attack before the players' actions (if solo, after the player's first move).

Enemies with this are able to stop a player from attacking if it applies Status Effects#Turn Based EXHAUSTED, Status Effects#Turn Based CONFUSION, or Status Effects#Turn Based DIZZY, or simply kills the player before they can do their action.

This attribute is ignored by any actions with "priority", being any moves within the Special or Strategies category, as well as using items.

The first enemy to have Attributes#Mobile Mobile is Blue Noob.

Most Attributes#Double Turns Double Turns enemies have this attribute, mainly because it shows how fast and mobile the enemy is.

BallWeakIMAGE
Ball Weakness Ball Weakness causes enemies with Attributes#Defense Defense to have Attributes#Defense Broken Defense upon being hit from a Attributes#Projectile Deflecting Ball attack, the enemy will also get stunned until the end of the turn. It is denoted with a Attributes#Projectile Deflecting Ball with a small crosshair on its bottom-right side.

The first enemy to have Attributes#Ball Weakness Ball Weakness is Helmet Noob.

Broken Defense
Broken Defense An enemy gains this attribute when an enemy with Attributes#Ball Weakness Ball Weakness is hit by a Attributes#Projectile Deflecting Ball attack.

Only used to signify that the Attributes#Defense Defense currently has no effect.

Chapter 2

Chapter 2
Icon Name Description Enemies
Bt burnweakness attribute
Burn Weakness This attribute is given to mostly plant-like enemies, as well as a few undead, which multiplies the level of Status Effects#Passive Debuffs BURN applied to them according to the hidden multiplier set in them. Brad is an exception to this, being a summon instead of an enemy.

The first enemy to have Attributes#Burn Weakness BURN WEAKNESS is Tree Golem.

Chapter 3

Chapter 3
Icon Name Description Enemies
Double Turns Attribute
Double Turns This attribute allows the enemy to move twice per turn. It is denoted by a grey rabbit icon.

This functionally has the same effect as Status Effects#Turn Based FAST, and enemies with Attributes#Double Turns Double Turns cannot receive the status effect.

If an enemy with Attributes#Double Turns Double Turns uses an Items Item on their first move, their second move is skipped.

The first enemy to have Attributes#Double Turns Double Turns is Hatred.

Chapter 4

Chapter 4
Icon Name Description Enemies
Invincibility in Numbers Attribute
Invincibility In Numbers An enemy with this attribute gains Attributes#Defense while there are other enemies without this attribute in the battle, requiring them to be defeated first.

Despite how attacks like the Dynamite has Combat#Pierce Defense Pierce Defense, they won’t work on any enemies with this attribute active.

Attempting to use Launcher or Firecracker on an enemy with this attribute would not damage the surrounding enemies.

This attribute is immediately nullified as soon as you defeat the last remaining enemy on the field.

The first enemy to have Attributes#Invincibility in Numbers Invincibility in Numbers is Temple Guardian.

Item-Resistant
Item-Resistant Enemies with this attribute are not affected by damage based Items Items, ex. Bomb and Thunder Bolt. It is denoted with a grey backpack with a small X on its bottom-right side. Items Items that inflict status effects would still apply depending on their pre-existing Proc Rates.

The first enemies to have Combat#Item-Resistant Item-Resistant are Temple Guardian and its hands.

Disables NRG Attribute
Disables NRG An enemy with this attribute removes players' ability to use Sword Energy NRG in battle, locking the Special menu and Focus, and hiding the Sword Energy NRG bar as a result. These effects wear off until there are no enemies in the field with this attribute. It is denoted by the Sword Energy NRG symbol with a small X on its bottom-right side.

The first enemy to have Attributes#Disables NRG Disables NRG is Temple Guardian.

Flaming Attribute
Flaming Enemies with this attribute are immune to Ball attacks and Status Effects#Passive Debuffs BURN. It is denoted with a yellow-ish orange fire icon.

Functionally similar to Attributes#Spiky Spiky, alongside Status Effects#Passive Debuffs BURN immunity. Unlike Attributes#Spiky Spiky, however, applying Status Effects#Passive Debuffs BURN to an enemy will not make them pop ball attacks, unlike how Attributes#Spiky Spiky does it.

The first enemy to have Attributes#Flaming Flaming is Flaming Horse.

Changes Stance Attribute
Changes Stance Switches between Attributes#Projectile Deflecting Projectile Deflecting and Attributes#Melee Deflecting Melee Deflecting. The enemy will start with Attributes#Projectile Deflecting Projectile Deflecting.

An enemy with this attribute will gain the effects of Attributes#Projectile Deflecting Projectile Deflecting or Attributes#Melee Deflecting Melee Deflecting which ever it currently has.

If the enemy with this attribute successfully receives damage from an attack, items, or specials, they will switch to the other variant once the attack is done.

The first (and currently only) enemy to have Attributes#Changes Stance Changes Stance is Captain Trotter.

No Ball Stance
Projectile Deflecting A subset of Attributes#Changes Stance Changes Stance. It is denoted with a Attributes#Projectile Deflecting Ball with a small X on its bottom-right side.

The enemy will deflect all Attributes#Projectile Deflecting Projectile attacks, disabled while Status Effects#Turn Based Sleeping or Status Effects#Turn Based FROZEN.

The first enemy to have Attributes#Projectile Deflecting Projectile Deflecting is Captain Trotter via Attributes#Changes Stance Changes Stance.

No Sword Stance
Melee Deflecting A subset of Attributes#Changes Stance Changes Stance. It is denoted with a Combat Sword with a small X on its bottom-right side.

The enemy will deflect all Combat Melee attacks, disabled while Status Effects#Turn Based Sleeping or Status Effects#Turn Based FROZEN.

The first enemy to have Attributes#Melee Deflecting Melee Deflecting is Captain Trotter via Attributes#Changes Stance Changes Stance.

Chapter 5

Chapter 5
Icon Name Description Enemies
Bt explosive attribute
Explosive Enemies with this attribute will deal Combat 30 damage to all players (including summons) and Combat 1 damage to all enemies if killed. Supposedly, a battle can be won even if all enemies with this attribute aren't killed.

The first (and currently only) enemy to have Attributes#Explosive Explosive is Flying Cloudie.

Shield icon
Armor An enemy with this attribute gains Attributes#Shield Armor equal to 10% of their maximum Heart Points HP. When the enemy receives damage, said damage will go towards the Attributes#Shield Armor instead of their actual Heart Points HP. Damage to the Attributes#Shield Armor and the enemy's actual Heart Points HP cannot be done within the same attack. The amount of health in the Attributes#Shield Armor is shown in the attribute icon next to the enemy as a small white number.

When the Attributes#Shield Armor's health becomes 0, the attribute will be replaced with Attributes#Shield Broken Armor. After a set number of turns, the Attributes#Shield Armor regenerates back to full.

Using Slingshot on a Attributes#Shield Armor target would not break immediately and won't damage the enemy any further.

The first, and currently only enemy to have Attributes#Shield Armor is Frostmaw.

Broken Armor
Broken Armor An enemy gains this attribute when their Attributes#Shield Armor reaches 0.

Only used to signify that the Attributes#Shield Armor currently has no effect.


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