Currently there is 1964 different units in game (1190 in monster index) as of 2020-05-11. Although some unit have same appearance, they are considered as different unit as they have different rarity and ability to evolve or rank up.
General[]
The character/monster units in The Goblin Reincarnation Chronicles are divided into 3 race and 6 types.
Race[]
Demihuman
- This includes any sentient, subspecies, and various unit evolution of demihuman. This category includes goblins, elves, orcs, kobolds, beast-men and more.
Human
- This is specific to humans. Similar to Demi-Human's evolution, Human can rank up (class change).
Beast
- This includes the animal, monster, undead and rest of the units. Like Horned Rabbit, Green Slime, Skeleton and etc.
Stats[]
An unit has several stats, some are visible in the profile and some are hidden.
HP | Health Point | The amount of health an unit has |
---|---|---|
MAG | Magic | Affect both of magical damage deals and also magical damage received |
ATK | Attack | Affect physical damage deals |
EVA | Evasion | Affect the dodge chance when receive attack |
DEF | Defense | Affect the reduction of physical damage received |
DEX | Dexterity | Affect the chance of landing an attack |
CRIT | Critical | Affect the rate of dealing critical attack (x2 damage) |
ACSPD | Action Speed | Affect how often an unit can do action (like do some skill, move to different tile) |
MVSPD | Movement Speed | Affect the speed of movement between tiles |
Type[]
Unit Type | |||||
---|---|---|---|---|---|
重武装 | Warrior | 軽武装 | Soldier | ||
遠距離攻撃 | Long Ranger | 魔法行使 | Mage | ||
後方支援 | Enhancer | 医療 | Healer |
Rarity[]
Rarity goes from lowest (N, N+, R, R+, SR, SSR, LE, LE+, LE++) highest.
Units' rarity cannot be increased by any means.
Evolution[]
Often preceding the name of the unit are a set of symbols: -, , and . These symbols determine whether the unit has the ability to evolve and how many times it can evolve.
Symbol | Meaning |
---|---|
[ - ] | The unit cannot evolve. |
[ ] | Means that the unit can evolve and that it has not been achieved. |
[ ] | Means that the unit had the ability to and has evolved. |
The latter two can also appear has a combination. They work as a system to determine where in the evolution chain the unit is. For example, [ ]means that the unit has two evolutions, that the first was achieved, and the second has yet to be completed.
- | |||||
The requirements for evolution vary depending on the unit though the first requirement is always to max the level of the unit. After this the unit may be able to evolve, if not there may be up to two additional requirements. These requirements can range from particaption in hunts to consuming of a variety materials.
No matter how hard you try, if a unit has no it'll never evolve, regardless the fact that it reaches level 100 and / or meets any of the requirements.
Level[]
All units max level it's predefined to be 50 by default.
If the unit can evolve, the max level available is 100. Once it evolves, it will have to level up all the way back. If the unit can even evolve further, the max level will be 100, otherwise it'll be 50, as any other unit.
A unit's level cap can be bypassed by consuming units of the same name & type. Each consumption increases the max level by 25, which means that you'll need to sacrifice 2 units to make a 3rd max level cap increase until 100.
For example, a []Minokichi can be fed to a []Minokichi in order to break the level cap the max level and allow it to level up to lvl 75.
Units don't need to be among the same Tier. Even if it feels like a waste, it's still doable. An []Minokichi can be fed to a []Minokichi and the later will increase it's level cap.
Both evolutions and levels have great impact over the units' stats. The more times a unit has evolved and the higher the level it can reach, the higher its final stats will be.
As an example, 3 "SR" Rabbits from level 1 to level 100 stats:
Rabbit | Name | Growth | Rarity | Hp | Atk | |
---|---|---|---|---|---|---|
#1 | Horn Rabbit | 420 - 840 | 50 - 101 | |||
#2 | Blade Rabbit | 588 - 1049 | 71 - 126 | |||
#1 | Blade Rabbit | 616 - 1099 | 74 - 132 | |||
#3 | Vorpal Bunny | - | 719 - 1260 | 76 - 151 | ||
#2 | Vorpal Bunny | 759 - 1330 | 80 - 160 | |||
#1 | Vorpal Bunny | 799 - 1400 | 84 - 168 |
If the unit is a SR to LE+ Rarity, the unit's level can also raised by enhancing it with Golden Puchi item with same rarity as the unit being enhanced.
LE++ Units can raise their levels by either fusing a duplicate unit, or by using a Zenith Elixir, which will also grant +25 levels to any LE++ Rarity unit, regardless of release date. This can be gained by; paying real money, scrapping a LE++ Unit, or purchasing by shop. The Royal Shop will sell for 500 Noble Souls and 1,000 Noble Souls, only purchasable once.
Unit Enhancement[]
Most units start with the level cap of level 50, but unit with "◇" will cap at level 100. If a unit consume another unit of same name and rarity their level cap will increase by 25. Note: The maximum level cap for all units are 100.
For Example:
- [R Blade Rabbit] #1 consumes [R Blade Rabbit] #2, level cap of [R Blade Rabbit] #1 will be raised 75.
- The same [R Blade Rabbit] #1 consumes another [R Blade Rabbit] #3, the level cap will be raised to 100.
While enhancing, an unit will gains EXP depend on unit it ate. Every unit has different base value of experience according to its rarity, the higher rarity the higher EXP given. Usually it goes like this:
Rarity | LE++ | LE+ | LE | SSR | SR | R+ | R | N+ | N |
---|---|---|---|---|---|---|---|---|---|
EXP | 100,000 | 100,000 | 80,000 | 20,000 | 6,600 | 2,000 | 1,000 | 660 | 500 |
The unit also inherit the EXP of unit it ate. The gold cost of enhancing vary, depend on unit price.
But, there is several types of unit that don't follow above EXP gained rule because they're specialized for enhancing purpose, they give high amount of EXP when eaten, like these guys:
Units | Name | Base EXP | Base Price |
---|---|---|---|
LE Gold Turtle Snake | 1,500,000 | 4,800 | |
SSR Gold Turtle Snake | 500,000 | 1,600 | |
SR Gold Turtle Snake | 100,000 | 800 | |
R+ Gold Turtle Snake | 50,000 | 400 | |
R Gold Turtle Snake | 10,000 | 120 | |
N+ Gold Turtle Snake | 5,000 | 40 | |
N Gold Turtle Snake | 2,000 | 20 | |
Albino Goblin | 520,000 | 1,750 | |
Golden Cocco | 500,000 | 1,600 | |
Silver Cocco | 100,000 | 800 | |
Gold Wolf Leader | 300,000 | 1,400 | |
Silver Wolf | 60,000 | 700 | |
Mr. Qoo | 190,000 | 800 | |
【Spring Festival Fun】Mr. Qoo | 590,000 | 1,600 | |
Gold Boar | 700,000 | 50,000 | |
Silver Boar | 100,000 | 25,000 | |
Golden Rat | 300,000 | 50,000 | |
Silver Rat | 60,000 | 700 | |
Gold Boruforu | 300,000 | 50,000 | |
Silver Boruforu | 60,000 | 700 |
- Note: the above table refers to experience gained from feeding a unit to another and how much it costs to do so. This does not refer to how much the unit sells for.
While enhancing, there is three types of success messages:
- → 100% Experience Gained.
- → 120% Experience Gained.
- → 150% Experience Gained.
Using the same method "Color Combination" can be done, a unit have a chance of transfer their Blessing (Divine Protection) to another unit with same name and rarity. Elemental Blessings are currently only used in Great War to grant the specific units of that Elemental Blessing, a small amount of bonus stats when the battle begins.
- Unit #1 consumes Unit #2 (with same name and rarity) with a Color "Blessing", Unit #1 will have "%" chance of getting same Color "Blessing" Unit #2 have.
Awakening[]
By using a Awakening Elixir, the unit that used it in enhancement can unlock their hidden potential, gaining a set amount of additional stats (Health, Attack, Defense, Magic, Evasion, and Dexterity). A star symbol will appear in the unit's profile, below that there's a number that show how many awakenings they earned. The stats text color also become yellow. A unit can awaken up to 30 times. A level 50 unit can only be awakened 10 times, level 75 up to 20 times, and finally level 100 can go up to 30 times.
The units need to fulfill a required amount of Experience first before the additional stats points applied, similar to level up. Both of normal EXP bar and awakening EXP bar can be filled simultaneously. However, unlike the normal EXP bar, Awakening Levels will NOT store exp gained after reaching the limit, meaning- when you Awaken the unit, you will have to earn that exp as if you never stored any. Refer to table below for how many experiences amount required for each awakening level.
It is advised to use 1 Awakening Elixir on a unit before you start leveling them to 100, as they both have the exact same required Experience to get to the limit.
Level | EXP | Diff | Level | EXP | Diff |
---|---|---|---|---|---|
1 | 7,524,000 | 7,524,000 | 16 | 217,569,000 | 22,195,800 |
2 | 12,540,000 | 5,016,000 | 17 | 239,764,800 | 22,195,800 |
3 | 18,810,000 | 6,270,000 | 18 | 261,960,600 | 22,195,800 |
4 | 26,334,000 | 7,524,000 | 19 | 284,156,400 | 22,195,800 |
5 | 35,112,000 | 8,778,000 | 20 | 306,352,200 | 22,195,800 |
6 | 45,144,000 | 10,032,000 | 21 | 328,548,000 | 22,195,800 |
7 | 56,430,000 | 11,286,000 | 22 | 350,743,800 | 22,195,800 |
8 | 68,970,000 | 12,540,000 | 23 | 372,939,600 | 22,195,800 |
9 | 82,889,400 | 13,919,400 | 24 | 395,135,400 | 22,195,800 |
10 | 98,188,200 | 15,298,800 | 25 | 417,331,200 | 22,195,800 |
11 | 114,866,400 | 16,678,200 | 26 | 439,527,000 | 22,195,800 |
12 | 132,924,000 | 18,057,600 | 27 | 461,722,800 | 22,195,800 |
13 | 152,361,000 | 19,437,000 | 28 | 483,918,600 | 22,195,800 |
14 | 173,177,400 | 20,816,400 | 29 | 506,114,400 | 22,195,800 |
15 | 195,373,200 | 22,195,800 | 30 | 528,310,200 | 22,195,800 |
Note[]
- Initially only 28 units can awaken, but since 26/04/2018 update all LE units and above can awaken.
- 2019-05-23: Updated max awakened level to 30