Website and data research by 101Leafy.
Damage and growth
Megami Tensei Gaiden Last Bible II
How Last Bible II 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. The numbers are for the Game Boy Color version; the Game Boy version is the same except where a table says GB.
Calculator
Formulas
- Attack, per swing: attack value = 3 × Level + 2 × Stren + Attack + weapon power. Defense value = Level + 2 × Endur + Defense + armor + shield. Damage = the moon phase applied to (attack value − defense value, at least 0), then plus 1 to 3.
- A party member with a weapon swings as many times as the weapon says, and every swing is added into one number. Bare hands and monsters have their own swing count, most often 1.
- Hit chance: the weapon's hit, or 50 with no weapon, plus the Speed step in the table below, kept between 0 and 100.
- A critical is only possible when the hit chance is exactly 100. The chance is Luck ÷ 2 + 10, at most 30, and it doubles the whole attack. A monster only gets the roll when its Luck is at least the target's.
- Defending halves the damage taken, after the 1 to 3 is added. Monster eggs never break: the damage stops at their HP − 1.
- Spells: value = power + 2 × caster's Intel − 2 × target's Intel. Below 0, the spell does nothing at all. Otherwise damage = the moon phase applied to (value × the affinity row's percent), then plus 1 to 3.
- Heals restore the base amount plus 0 to the target's Intel. Death Touch drains 2 × (0 to the target's Intel). No item does damage.
- Holy 1, Holy 2, and Holy 3 go off on the 2nd, 3rd, and 4th cast in a row by the same caster; doing anything else starts the count again. Force goes off when two party members cast it in the same turn.
Moon phase
The moon changes attacks and spells after the base damage and before the 1 to 3. The part added or taken off is rounded down.
| Moon phase | 0 new moon | 1 | 2 | 3 | 4 full moon | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|---|
| Damage | -25% | -12.5% | 0 | +12.5% | +25% | +12.5% | 0 | -12.5% |
Speed and hit chance
The attacker's Speed against the target's changes the hit chance.
| Attacker's Speed | 5 or more higher | 2 to 4 higher | 0 to 1 higher | 1 lower | 2 to 4 lower | 5 or more lower |
|---|---|---|---|---|---|---|
| Hit | +20 | +10 | 0 | 0 | -10 | -20 |
Affinity rows
Each monster has a row for fire, ice, elec, and force. Monsters use row 0 (drain), 2 (null), 4 (normal), and 6 (weak). Almighty spells always use row 4.
| Affinity row | 0 drain, heals the target | 1 | 2 null | 3 | 4 normal | 5 | 6 weak |
|---|---|---|---|---|---|---|---|
| Damage | 100% | 50% | 0% | 50% | 100% | 150% | 200% |
Spell power
The breaths are monster moves and cost no MP.
| Power | MP | ||
|---|---|---|---|
| Fire | 20 | 2 | |
| Blaze 1 | 40 | 5 | |
| Flare 1 | 80 | 14 | |
| Blaze 2 | 150 | 17 | |
| Flare 2 | 200 | 25 | |
| Freeze | 20 | 2 | |
| Ice 1 | 40 | 5 | |
| Icy 1 | 80 | 14 | |
| Ice 2 | 150 | 17 | |
| Icy 2 | 200 | 25 | |
| Geo | 20 | 2 | |
| Shock 1 | 40 | 5 | |
| Spark 1 | 80 | 14 | |
| Shock 2 | 150 | 17 | |
| Ziodyne | 200 | 25 | |
| Impact 1 | 20 | 2 | |
| Impact 2 | 40 | 5 | |
| Impact 3 | 80 | 14 | |
| Zanrama | 150 | 17 | |
| Zandyne | 200 | 25 | |
| Holy 1 | 250 | 1 | |
| Holy 2 | 450 | 2 | |
| Holy 3 | 1000 | 3 | |
| Force | 600 | 10 | |
| Force 1 | 300 | 5 | |
| Force 3 | 1200 | 15 | |
| Fire Breath | 30 | - | |
| Fire Breath | 100 | - | |
| Ice Breath | 30 | - | |
| Ice Breath | 100 | - | |
| Shock Breath | 30 | - | |
| Shock Breath | 100 | - | |
| Impact Breath | 30 | - | |
| Impact Breath | 100 | - |
Heals
Base amounts. A random 0 to the target's Intel is added on top.
| GBC | GB | |
|---|---|---|
| Heal 1 | 40 | 40 |
| Heal 2 | 250 | 120 |
| Heal 3 | 900 | 500 |
| Heal All 1 | 30 | 30 |
| Mediama | 190 | 80 |
| Heal All 3 | 400 | 250 |
| Mana Seed | 50 | 50 |
| Mana | 500 | 500 |
| Pana (MP) | 30 | 30 |
| Pana Care (MP) | 80 | 80 |
EXP for the next level
Total EXP a party member needs to reach the next level. With all five stats at 40 the game shows FFFFFF instead.
| LV | +0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | - | 8 | 20 | 38 | 65 | 105 | 165 | 255 | 390 | 592 |
| 10 | 874 | 1,244 | 1,710 | 2,280 | 2,962 | 3,764 | 4,694 | 5,760 | 6,970 | 8,332 |
| 20 | 9,854 | 11,544 | 13,410 | 15,460 | 17,702 | 20,144 | 22,794 | 25,660 | 28,750 | 32,072 |
| 30 | 35,634 | 39,444 | 43,510 | 47,840 | 52,442 | 57,324 | 62,494 | 67,960 | 73,730 | 79,812 |
| 40 | 86,214 | 92,944 | 100,010 | 107,420 | 115,182 | 123,304 | 131,794 | 140,660 | 149,910 | 159,552 |
| 50 | 169,594 | 180,044 | 190,910 | 202,200 | 213,922 | 226,084 | 238,694 | 251,760 | 265,290 | 279,292 |
| 60 | 293,774 | 308,744 | 324,210 | 340,180 | 356,662 | 373,664 | 391,194 | 409,260 | 427,870 | 447,032 |
| 70 | 466,754 | 487,044 | 507,910 | 529,360 | 551,402 | 574,044 | 597,294 | 621,160 | 645,650 | 670,772 |
| 80 | 696,534 | 722,944 | 750,010 | 777,740 | 806,142 | 835,224 | 864,994 | 895,460 | 926,630 | 958,512 |
| 90 | 991,114 | 1,024,444 | 1,058,510 | 1,093,320 | 1,128,882 | 1,165,204 | 1,202,294 | 1,240,160 | 1,278,810 | 1,318,252 |
Spells learned by max MP
Party members learn spells when their max MP reaches the number, not at a level. Zodia learns nothing in the Game Boy version.
GB 1 Combine, 45 Icy 1, 50 Heal 2, 62 Curse 2, 107 Holy 1, 130 Revive 2
- Heal 1MP 1
- Cure PoisonMP 23
- Cure ParalysMP 26
- VenomMP 33
- Spark 1MP 55
- Shock 2MP 97
GB 19 Heal 1, 23 Cure Poison, 26 Cure Paralys, 33 Venom, 55 Spark 1, 97 Shock 2
- Heal All 1MP 39
- Cure ParalysMP 42
- Holy 1MP 51
- MediamaMP 64
- Heal All 3MP 75
- Revive 1MP 60
- Revive 2MP 113
GB 39 Heal All 1, 45 Absorb, 51 Holy 1, 64 Mediama, 75 Heal All 3, 93 Revive 1, 113 Revive 2
Level-up planner
Each level-up adds Endur to max HP (up to 9999) and Intel ÷ 4 to max MP (up to 255), and then gives one point to put into a stat. A stat can't go past 40. Points put into Endur and Intel early give more HP and MP, so the planner shows both orders.
