A man with too much time on his hands and an unusual obsession with Spirits. Same name on SmashBoards and GameFAQs.

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Spirit translations Unused spirit effects Spirit changelog

To-do

  • Standardize Spirit battles:
    • Move {{anchor}}s from images to names. {{anchor}}s on names are double that of on images.
    • Add {{anchor}}s to Spirits without them. Over 60% already have {{anchor}}s, fix the other 40%.
    • Fix image sizes. Some are too small some are too big.
    • Add some links.
    • Perhaps a template would make future changes easier?

Facilities

After using a facility a Spirit will get tired and be unable to use another facility. Being in a match at will make all Spirits un-tired, regardless of: if they are in the team, the length of the match, or the results of the match (SD-ing counts). A Spirit using a Dojo that they have already trained at will not make them tired.

Activities ↑:

  • Gym: 1.1× more experience per cycle
  • Dojos: 1.1× faster learning
  • Ruins: Roughly 1.1× more SP.

Gym

Spirits gain 1 experience per second, 1.1 if red, and 0.9 if blue.

Dojos

Spirits will learn a style in 30 minutes (1800 seconds). 1.1× speed if red (Roughly 27.5 min or 1636.36 sec) and 0.9× if blue (Roughly 33.5 min or 2000 sec).

Exploration

Ruins (SP preference)

2 hour duration. SP gained is independent of power, with the largest factor being the class. Styles and levels still need testing. If a Spirit's condition changes during exploration or before pick-up the results may change.

SP gained. No styles, lv. 99

1 Spirits ↓ 1 Spirits = 1 Spirits ↑ 2 Spirits ↓ 2 Spirits = 2 Spirits ↑ 3 Spirits ↓ 3 Spirits = 3 Spirits ↑ 4 Spirits ↓ 4 Spirits = 4 Spirits ↑
Class 1 75 75 105 210 210 240 330 390 450 495 600 735
Class 2 75 75 105 210 225 255 360 420 480 540 660 795
Class 3 75 105 105 210 240 270 390 450 525 600 735 900
Class 4 105 105 105 270 285 315 525 600 690 885 1080 1290

In general a good condition will give 1.1/1.1/1.15/1.2× (1 Spirit/2/3/4) the SP than a neutral condition, and a bad condition will give 0.9/0.9/0.85/0.8× the SP (these numbers may not always be correct due to how the game rounds the results). When the party contains one of each type (Attack+Shield+Grab+Neutral) of Primary Spirit they will return with 495-510 more SP than normal regardless of their class and condition (600 -> 1110, 660 -> 1155, 735 -> 1245, 1080 -> 1575). Current testing for Support Spirits shows that they receive 0.85/0.85/0.75/0.7× the SP compared to Primary Spirits.

When a team returns and a change happened (such as condition or duration) then the value that determines SP changes. From the above results the amounts are in multiples of 5. How the value is determined is currently unknown, though it is likely a function of time, the collective classes, levels, and condition (testing levels and time should shed more light on it). After SP is determined, if there is anything leftover then that is converted into other items. How much those items "cost" can be estimated from imperfect runs. The following values have been estimated by looking at the difference between a perfect run and an imperfect run ("cost" is SP "lost"): Small snack = 60, Medium snack = 210, Disable Items = 90, Weak Minions = 95, Slow FS = 90, Health Drain = 165.

With 't' as time in minutes spent in the Ruins the following can be determined: For t<120, reward = (((⌊t/15⌋*4)-1)/s)*15; for t=120 the above table is used. 's' is a value based on the class of the Spirits; for 4 class 4 s=1, 4 class 3 s=1.5. More testing is needed to find more values of 's' or if it can be calculated from the collective classes.

Caves (battle item preference)

6 hours.

Jungle (snack preference)

10 hours. Current testing indicates that the rewards are tied to class and not power (similar to Ruins), however testing is difficult due to the length which (on top of being long) has a higher chance of the Spirit's condition changing mid-exploration. It is also difficult to quantify and graph the results since all of them have returned with a mix of SP, battle items, and snacks.

Spirit Experience

This is the result of testing with experience. It is not nice or clean, but it works. If anyone has suggestions on how to make it nicer or simplify the equations, let me know because every time I try to clean the equations I go crazy.

The amount of experience a Spirit needs to reach lv.99 is based on its max power, rank, number of slots, if it is enhanceable, and if it is neutral or not. Power does not refer to 'Team Power'; power is attack+defense, team power is power modified by styles and skills.

Max Experience

The equation is:
max_exp = Power * slot_multiplier + class_exp
If the Spirit is neutral, divide the result by 2.

Slot Multiplier

  • 0 slots: 0.5
  • 1 slot : 0.55
  • 2 slots: 0.605
  • 3 slots: 0.6655

If the Spirit is enhanceable, multiply this value by 1.5.

Class Experience

For non-enhanceable:

  • 1: 12000
  • 2: 20000
  • 3: 40000
  • 4: 60000

For enhanceable:

  • Starts at class 1:
    • 2: 22000
    • 3: 32000
    • 4: 42000
  • Starts at class 2:
    • 3: 30000
    • 4: 40000
  • Starts at class 3:
    • 4: 50000

Experience Growth

With max_exp determined it is possible to find the experience needed to reach any level.

Exp at any level = max_exp × (ratio^(level - 1) - 1)/(ratio^(98) - 1)
Exp to the next level = max_exp × (ratio^(level - 1))/(ratio^(98) - 1) × (ratio - 1)

Ratio

Ratio is based on class.

  • 1: 1.03
  • 2: 1.035
  • 3: 1.04
  • 4: 1.04

Exceptions

Between versions 1.0.0 and 1.1.0 Baby Mario (Superstar Mario), Tiki (Naga's Voice), K.K. Slider, Soma Cruz, and Dr. Kawashima (Concentration Training) had their stats changed without their max experience being updated. This causes them to require less experience than normal. Link (Link's Awakening) is also an exception, but instead requires more experience than normal (24276 vs 22851). Possible explanations are that his Power was 1.5× higher at one point or he was enhance-able from class 2 to 4.

Limiter

The "Limiter", as I call it, is a hidden function involving Spirits and their damage multipliers. It only affects damage multipliers related to Sword types, Throw types (not attacks, types... I think), and 'Generic', 'Generic' being a term I use for damage multipliers that affect everything.

The first step to the function is to combine all of the related multipliers (Fist to fist, sword to sword, generic to generic, etc.) to get the raw_combined_mult (terms are my own, not official). This includes both positive (>1.0×) and negative multipliers (<1.0×) from traits, skills, and styles.

Next step, if the multiplier is for sword or generic, is to go through the following:

IF raw_combined_mult < 1.3:
    do nothing
IF raw_combined_mult > 1.3 AND raw_combined_mult < 1.5:
    final_combined_mult = raw_combined_mult * 0.5 + 0.65
IF raw_combined_mult > 1.5:
    final_combined_mult = raw_combined_mult * 0.2 + 1.2

The final_combined_mult is what is used when an attack hits. Critical Hit ↑, Metal Killer, and Giant Killer do not use generic, they act outside everything similar to the 1v1 multiplier. Skills that will easily get you to experience the limiter are Trade-Off Attacks ↑ and Poison Power Up. Poison Power Up has a multiplier of 2.0×, but the limiter causes it to come out as 1.6×. Trade-Off Attacks ↑ has a multiplier of 1.23×, requiring an additional multiplier of 1.057× to reach the limiter. Trade-Off Attacks ↑ (1.23×) + Trade-Off Abilities ↑ (1.18×) will give 1.3757× instead of 1.4514×.