Devour Effects

ID Name
0 HP Recovery
1 Full HP Recovery
2 HP & Status Rec.
3 Damage & Zombie
4 Damage(m) & Poison
5 Damage & Dark
6 Damage(s) & Poison
7 Damage
8 Dmg & Random Status
9 No Change
10 Strength +1
11 Defense +1
12 Magic +1
13 Spirit +1
14 Speed +1
15 Max HP +10
255 Immune

The other devour byte

The table above is the effect ID (monster bytes 251-253, one per level tier), which drives everything a player sees. A monster also carries a devour category in byte 255, and the two are easy to confuse:

  Effect ID (bytes 251-253) Devour category (byte 255)
What it selects the row of the table above: statuses, heal/damage amounts, the permanent stat bonuses a classification of the monster (0 prime beast, 3 plant, 7 machine, 8 inedible…)
What the player sees everything nothing
How the engine uses it the kernel devour table computeDevour stores it and Battle_DamageGettingRelated returns it as the devour hit’s damage — 0-7 points on a monster that is being ejected anyway, and 8 on a failure, hidden behind the miss flag

So the category is read, but its only vanilla effect is invisible. The value table and the reasoning behind it are in Informations & stats.