Website and data research by 101Leafy.
Damage and growth
Last Bible
How Megami Tensei Gaiden Last Bible for the Game Boy Color works out attack, spell, and heal numbers, and how the party grows. 101Leafy researched the game and checked each formula against real hits in battle.
Calculator
Formulas
- Attack, per hit: a party member's value is 4 × Level + 2 × Stren + 4 × weapon attack, and a monster's is 8 × Level + 2 × Stren. Take away the target's Endur and defense. Below 0 the hit does nothing; otherwise damage = that ÷ 4, rounded down, plus 0 to 3.
- Each hit rolls to land on its own, and the hits of one turn are added together. A party member attacks as many times as the weapon says, and a monster as many times as its own count.
- Hit chance: the attacker's hit rate plus the step in the hit table below. A party member's hit rate is the weapon's, or 50 with bare hands. Monsters always have 80.
- Critical: a party member has Luck ÷ 2 + 5 percent. A monster has 5 percent when its Luck is lower than the target's, otherwise Luck ÷ 2 + 5. A critical doubles the damage of the whole turn.
- Guarding halves the damage taken, spells included.
- Spells: value = power + caster's Intel, times the target's magic resist percent. Holy 1, Holy 2, and Holy 3 always use 400%. Take away the target's Intel and magic defense. Below 0 the spell does nothing; otherwise damage = that plus 0 to 3. Spells are not divided by 4 as attacks are.
- Heals restore the base amount plus 0 to the target's Intel − 1, up to max HP. Pana and Pana Care restore MP the same way. Absorb takes 0 to 29 MP and the dance 0 to 49, never more than the target has.
- Items that cast a spell, such as the Fire Staff, work just like the spell.
Magic resist
Every spell reads the same magic resist percent on the target, whatever its element. 101Leafy found that the fire, ice, and electric numbers on the monster pages do not change spell damage in the game as it plays. Monsters not listed here take 100%.
| Damage taken | Monsters |
|---|---|
| 0% | |
| 25% | |
| 50% | |
| 75% | |
| 150% | |
| 200% | |
| 250% |
Hit rate gap
The attacker's hit rate against the target's adds a small step to the hit chance. Monsters have 80, and a party member has the weapon's hit rate.
| Attacker's hit rate | 5 or more higher | 2 to 4 higher | 0 to 1 higher | 1 lower | 2 to 4 lower | 5 or more lower |
|---|---|---|---|---|---|---|
| Hit chance | +2 | +1 | 0 | 0 | -1 | -2 |
EXP for the next level
Total EXP a party member needs to go past each level. Once Endur, Intel, Stren, and Speed are all 40, the member can't level any more. From the hero's 8 in each, that is level 129.
| LV | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | - | 8 | 20 | 38 | 65 | 105 | 165 | 255 | 390 | 592 |
| 10 | 895 | 1,349 | 2,030 | 3,051 | 4,582 | 6,233 | 8,012 | 9,927 | 11,986 | 14,197 |
| 20 | 16,568 | 19,107 | 21,822 | 24,721 | 27,812 | 31,103 | 34,602 | 38,317 | 42,256 | 46,427 |
| 30 | 50,838 | 55,497 | 60,412 | 65,591 | 71,042 | 76,773 | 82,792 | 89,107 | 95,726 | 102,657 |
| 40 | 109,908 | 117,487 | 125,402 | 133,661 | 142,272 | 151,243 | 160,582 | 170,297 | 180,396 | 190,887 |
| 50 | 201,778 | 213,077 | 224,792 | 236,931 | 249,502 | 262,513 | 275,972 | 289,887 | 304,266 | 319,117 |
| 60 | 334,448 | 350,267 | 366,582 | 383,401 | 400,732 | 418,583 | 436,962 | 455,877 | 475,336 | 495,347 |
| 70 | 515,918 | 537,057 | 558,772 | 581,071 | 603,962 | 627,453 | 651,552 | 676,267 | 701,606 | 727,577 |
| 80 | 754,188 | 781,447 | 809,362 | 837,941 | 867,192 | 897,123 | 927,742 | 959,057 | 991,076 | 1,023,807 |
| 90 | 1,057,258 | 1,091,437 | 1,126,352 | 1,162,011 | 1,198,422 | 1,235,593 | 1,273,532 | 1,312,247 | 1,351,746 | 1,392,037 |
| 100 | 1,433,128 | 1,475,027 | 1,517,742 | 1,561,281 | 1,605,652 | 1,650,863 | 1,696,922 | 1,743,837 | 1,791,616 | 1,840,267 |
| 110 | 1,889,798 | 1,940,217 | 1,991,532 | 2,043,751 | 2,096,882 | 2,150,933 | 2,205,912 | 2,261,827 | 2,318,686 | 2,376,497 |
| 120 | 2,435,268 | 2,495,007 | 2,555,722 | 2,617,421 | 2,680,112 | 2,743,803 | 2,808,502 | 2,874,217 | 2,940,956 | 3,008,727 |
Max HP and MP by party member
Each level-up works out max HP and max MP again from the new level and the stats, with nothing random. Max HP = 2 × Endur + Level × 10 × (Level + 20) ÷ 100, up to 9999. Max MP = 2 × Level plus each member's own part below, up to 255. Then the member learns at most one spell: the first on the list whose max MP has been reached.
Max MP 2 × Level + Intel
Max MP 2 × Level + Intel + 20
- Curse 1MP 50
- Offense UpMP 66
- Recover AllMP 80
- Heal All 2MP 102
- Holy 1MP
- Holy 2MP
- Holy 3MP
Max MP 2 × Level + 2 × Intel
- Impact 3MP 69
- Cure ParalysMP 89
- Heal 3MP 105
- Heal All 3MP 130
- Revive 1MP
- Revive 2MP
Stat point planner
Each level-up sets the new max HP and MP first, and then gives one point for Endur, Intel, Stren, or Speed. Luck is not in the menu, and a stat can't go past 40. A point counts from the next level on, so the planner shows Endur and Intel points put in first and put in last. Spells under the starting max MP count as known.
