Skill Guide by DrFetus

FAQ Table of Contents:


hide results

    Skill Guide by DrFetus

    Updated: 09/14/16 | Search Guide | Bookmark Guide

    Table of Contents

    1. Formulae
      1. STR Damage
      2. TEC Damage
      3. Accuracy
      4. Speed
      5. Status Infliction
      6. Status Recovery
      7. Critical Hit Rate
      8. Healing
      9. Force Gain
      10. Encounter Ambushes
    2. Common Passives
      1. HP Up
      2. TP Up
      3. STR Up/TEC Up/VIT Up/AGI Up/LUC Up
      4. Esc Up
      5. Chop/Take/Mine
    3. Landsknecht
      1. (L) Swords
      2. Axes
      3. Counter
      4. (L) 2-Hit
      5. Cleaver
      6. Tornado
      7. Allslash
      8. Hypercut
      9. Riskcut
      10. Deathaxe
      11. Silencer
      12. Brawn
      13. Lifeaxe
      14. Stunner
      15. Blazer/Freezer/Shocker
      16. War Cry
      17. Unbound
      18. Force Skill: All Out
    4. Survivalist
      1. Bows
      2. Ambush
      3. Sagacity
      4. 1st Hit
      5. Trueshot
      6. 2-Bolt
      7. Sleeper/Number/Poisoner
      8. Apollon
      9. 1st Turn
      10. Slowstep
      11. Baitstep
      12. Velocity
      13. (S) Patrol
      14. Stalker
      15. Foesense
      16. Force Skill: Airwalk
    5. Protector
      1. Shields
      2. Aegis
      3. (P) En Garde
      4. HP Regen
      5. Riskwall
      6. Smite
      7. F. Guard/B. Guard
      8. A. Guard
      9. 1 Guard
      10. Antifire/Anticold/Antivolt
      11. Antiall
      12. Fortify
      13. Provoke
      14. Parry
      15. (P) Refresh
      16. Flee
      17. Force Skill: Painless
    6. Dark Hunter
      1. Whips
      2. (D) Swords
      3. Antisick/Antibind
      4. Viper
      5. Shackles/Cuffs/Gag
      6. Ecstasy
      7. Climax
      8. Hypnos/Nerve
      9. Mirage
      10. Drain
      11. Petrify
      12. Bait/Magibait
      13. (D) Unbind
      14. Racket
      15. Force Skill: Dominate
    7. Medic
      1. Healer
      2. Patch Up
      3. TP Regen
      4. (M) Scavenge
      5. (M) Cure
      6. (M) Cure 2
      7. (M) Cure 3
      8. (M) Salve
      9. (M) Salve 2
      10. Salve 3
      11. Revive
      12. (M) Unbind
      13. Freedom
      14. (M) Refresh
      15. Purify
      16. Caduceus
      17. CPR
      18. Phoenix
      19. (M) Patrol
      20. Force Skill: H. Touch
    8. Alchemist
      1. Fire Up
      2. Ice Up
      3. Volt Up
      4. Phys Up
      5. Analysis
      6. Fire/Ice/Volt
      7. Flame/Freeze/Thunder
      8. Inferno/Cocytus/Thor
      9. Blades/Gravity/Piercing
      10. Megido
      11. Return
      12. Force Skill: Eschaton
    9. Troubadour
      1. Songs
      2. Divinity
      3. Bravery
      4. Shelter
      5. Mercury
      6. Stamina
      7. Blaze/Frost/Shock
      8. Ifrit/Ymir/Taranis
      9. Erasure
      10. Nihilo
      11. Health
      12. Recovery
      13. Danger
      14. Luring
      15. Slumber
      16. Force Skill: Crusade
    10. Ronin
      1. Shiraha
      2. Overhead
      3. Seigan
      4. Iai
      5. Clarity
      6. Sayageki
      7. Zamba
      8. Midareba
      9. Koteuchi
      10. Getsuei
      11. Kubiuchi
      12. Nukechi
      13. Orochi/Raizuki/Hyosetsu
      14. Kienzan/Minakata/Hosoyuki
      15. Dead Law
      16. Force Skill: Issen
    11. Hexer
      1. Curses
      2. (H) Scavenge
      3. Sapping
      4. Frailty
      5. Leaden
      6. Dampen
      7. Cranial/Abdomen/Immobile
      8. Blinding/Torpor/Evil Eye/Paralysis/Corrupt
      9. Poison
      10. Suicide/Betrayal/Paralyze
      11. Revenge
      12. Force Skill: Caprice
    12. Gunner
      1. Guns
      2. (G) 2-Hit
      3. Weakshot
      4. Legshot/Armshot/Headshot
      5. Riskshot
      6. Stunshot
      7. Snipe
      8. Fireshot/Iceshot/Voltshot
      9. Riskfire/Riskice/Riskvolt
      10. Wildshot
      11. Ricochet
      12. Medishot
      13. Haltshot
      14. Force Skill: Riot Gun
    13. War Magus
      1. War Edge
      2. War Lore
      3. Regenall
      4. Blindcut/Venomcut/Stuncut
      5. Sleepcut
      6. Fearcut
      7. Cursecut
      8. (W) Cure
      9. (W) Cure 2
      10. (W) Cure 3
      11. (W) Salve
      12. (W) Salve 2
      13. Warmight
      14. Rockskin
      15. Elkspeed
      16. Erase
      17. Transfer
      18. Force Skill: Invoke
    14. Beast
      1. Loyalty
      2. Autocure
      3. Autoheal
      4. (B) En Garde
      5. Tenacity
      6. Maul
      7. Devour
      8. Bodyslam
      9. Rampage
      10. Claw
      11. Wildcut
      12. Bristle
      13. Preen
      14. Wildwall
      15. Roar
      16. Saliva
      17. Doze Off
      18. Howl
      19. Growl
      20. Fetch
      21. Force Skill: Salivall

    Etrian Odyssey II: Heroes of Lagaard Skill Guide

    Formulae info (aside from Speed and Status Infliction) credited to Terence.

    Formulae

    Whenever a percentage value is listed for a skill, just take the raw number and divide it by 100--250% would mean (250 / 100), which equals 2.5.

    STR Damage

    Attack = [UserSTR + (WeaponPower / 2)] * (20 + UserSTR) * (20 + WeaponPower)

    Defense = (20 + TargetVIT) * (20 + ArmorDEF)

    Base Damage = [(Attack / Defense) * 1.7] + Random Variation

    WeaponPower:

    • If the attacker is a player controlled unit, this is equal to the attack value on the weapon they're using, which is then divided by 3.
    • If the attacker is a monster, this is equal to their STR.

    ArmorDEF:

    • If the target is a player controlled unit, this is equal to the total sum of all the DEF values on their equipment, which is then divided by 3.
    • If the target is a monster, this is equal to their VIT.

    Random Variation:

    • If Base Damage < 5, Random Variation = a random number from 1 to 5
    • Otherwise, Random Variation = 10 * (Base Damage / 100)

    If the attacker is a monster, a 0.8 multiplier is applied.

    This is then multiplied by the damage values from STR-based skills, and the target's damage resistances.

    TEC Damage

    Attack = [UserTEC + (SpellPower / 2)] * (20 + UserTEC) * (20 + SpellPower)

    Defense = (20 + TargetVIT) * (20 + ArmorDEF)

    Base Damage = [(Attack / Defense) * 1.7] + Random Variation

    SpellPower:

    • This is simply equal to the Spell Power value listed in the TEC-based damage skills.

    ArmorDEF:

    • If the target is a player controlled unit, this is equal to the total sum of all the DEF values on their equipment, which is then divided by 3.
    • If the target is a monster, this is equal to their VIT.

    Random Variation:

    • If Base Damage < 5, Random Variation = a random number from 1 to 5
    • Otherwise, Random Variation = 10 * (Base Damage / 100)

    If the attacker is a monster, a 0.8 multiplier is applied.

    This is then multiplied by the damage values from TEC-based skills, and the target's damage resistances.

    Accuracy

    BaseAccuracy = (WeaponAccuracy * SkillAccuracy) * [1 + (AccuracyStat * 0.01) + (UserLUC * 0.005)]

    ActualAccuracy = [BaseAccuracy / [1 + (EvasionStat * 0.01) + (TargetLUC * 0.005)]]

    FinalAccuracy = ActualAccuracy * AccuracyModifiers

    FinalAccuracy is capped between 20% and 100% inclusive.

    If the user has their head bound, multiply FinalAccuracy by 0.8.

    It the user is blind, multiply FinalAccuracy by 0.2. This stacks with the accuracy penalty from head bind.

    WeaponAccuracy is a hidden value on the user's weapon. For monsters, this value is always 100.

    AccuracyStat:

    • If the attack is STR-based, this is equal to the user's AGI.
    • If the attack is TEC-based, this is equal to the user's TEC.

    EvasionStat:

    • If the attack is STR-based, this is equal to the target's AGI.
    • If the attack is TEC-based, this is equal to the target's TEC.

    AccuracyModifiers;

    • This is the multiplier from any accuracy buffs or on the user, and any evasion buffs, debuffs, or passives on the target.

    Speed

    TurnSpeed = (AGI + WeaponSpeed) * SkillSpeed + a random number from 0 to 5

    WeaponSpeed is a hidden value on each weapon type that directly affects the user's AGI stat. Monsters do not make use of this stat at all.

    The unit with the highest TurnSpeed goes first, and so on.

    Status Infliction

    StatDifference = UserLUC - TargetLUC

    • If StatDifference is less than 0, BaseInflictionRate = 0.5 * SkillInflictionRate
    • If StatDifference is equal to 0, BaseInflictionRate = SkillInflictionRate
    • If StatDifference is greater than 0, BaseInflictionRate = (StatDifference * 0.1) + SkillInflictionRate

    FinalInflictionRate = BaseInflictionRate * AilmentResistance

    Status Recovery

    RecoverChance = BaseChance * [(10 + LUC) / (3* Level)]

    Status effects of any kind cannot wear off on the turn that they're inflicted on. The BaseChance depends on the status or bind that has been inflicted. Those would be:

    • Sleep: 40%
    • Paralysis: 40%
    • Confusion: 30%
    • Fear: 30%
    • Poison: 25%
    • Everything else: 20%

    For every turn that passes, 10% is added onto RecoverChance. This counts the turn that comes after the status was first inflicted. The Recovery Increase component from the Troubadour's Recovery skill is added onto RecoverChance if it is in effect.

    Critical Hit Rate

    Critical hits only apply to normal attacks, and multiply the damage output by 1.25 when they activate.

    CriticalRate = 5 * (10 + UserLUC) / (10 + TargetLUC)

    CriticalRate is then capped between 1% and 50% inclusive.

    Healing

    Healing = [Base Healing * (160 + UserTEC) / 160] * Mastery Bonus

    Force Gain

    Force is gained by performing actions in battle, and the amount gained depends on the action taken.

    • Defending, Attacking an enemy, Using a skill,Taking damage from an enemy, Killing an enemy: +2 Force
    • Using the Attack command: +1 Force

    If the user has a weapon with the Force Up attribute, the above actions will give 5 more Force on top of what they already give.

    • Using an item, dodging an attack, Switching, Attempting to escape: +/-0 Force
    • Successfully escaping: -5 Force
    • Dying: -100 Force

    Axcelas will increase a party member's Force by 30, and Axcela IIs will increase their Force by 50.

    Encounter Ambushes

    When getting into a battle, the game checks to see how the battle starts out. First the game checks to see if the encounter is flagged to always blindside the player's party. If so, the game skips the following checks, and has the player become blindsided, which cannot be circumvented by any means. If the fight is against an FOE, the game checks to see if the FOE walked into the player's back, which will automatically count as a blindside. If not, the game checks to see if the player can get a preemptive attack. If the player walks into a boss' or an FOE's back, they will always get a preemptive, unless the enemy in question is flagged to be a guaranteed blindside, which overrides that. If the player walks into the front or side of an FOE, or gets into a random battle, the game preforms a couple of checks.

    PartyRating = (Party Member With The Highest AGI + 10) * (Party Member With The Highest LUC + 10)

    EnemyRating = (Enemy With The Highest AGI + 10) * (Enemy With The Highest LUC + 10)

    PreemptiveChance = [5 * PartyRating / EnemyRating]

    PreemptiveChance is then rounded down. If the player's party has a Survivalist with the Ambush skill, that value is added onto PreemptiveChance. The chance is then capped between 1% and 25% inclusive. If the check is successful, the player starts out the battle with a preemptive attack. If not, the game moves on to determine the blindside chance.

    BlindsideChance = [7 * PartyRating / EnemyRating]

    BlindsideChance is then rounded down. If the player's party has a Survivalist with the Sagacity skill, that value is subtracted from BlindsideChance. The chance is then capped between 1% and 25% inclusive. If the check is successful, the player's party is blindsided. If not, no one starts the battlestarts normally.

    Common Passives

    HP Up

    • Innate to: All Classes

    Increases maximum HP.

    Level 12345678910
    HP Increase2%4%7%10%14%21%26%31%37%45%

    TP Up

    • Innate to: All Classes

    Increases maximum TP.

    Level 12345678910
    TP Increase 2%4%8%14%22%32%44%58%74%92%

    STR Up/TEC Up/VIT Up/AGI Up/LUC Up

    • Innate to: All Classes

    Increases the respective stats by 1 point per level.

    Level 12345678910
    Stat Increase+1+2+3+4+5+6+7+8+9+10

    Esc Up

    • Innate to: All Classes

    Increases the user's escape rate by 30%.

    Chop/Take/Mine

    • Chop innate to: Survivalist, Dark Hunter, Alchemist, War Magus
    • Take innate to: Survivalist, Medic, Troubadour, Hexer, Gunner
    • Mine innate to: Landsknecht, Survivalist, Protector, Ronin

    Allows the party to gather from specific points a limited amount of times per day.

    Level 12345
    Gathering Attempts12345

    Landsknecht

    (L) Swords

    • Requirements: None

    Needed to learn sword skills. Passively increases damage dealt with swords.

    Level 12345678910
    Damage Increase2%3%4%5%6%7%8%9%10%11%

    Axes

    • Requirements: None

    Needed to learn axe skills. Passively increases damage dealt with axes.

    Level 12345678910
    Damage Increase2%3%4%5%6%7%8%9%10%11%

    Counter

    • Requirements: Swords level 8, Axes level 8
    • Required Equipment: Sword or Axe

    When the Landsknecht takes physical damage, they have a chance to reflect the damage they've taken back at their attacker if they're still alive after the attack. Works even if the damage was blocked through methods such as Painless.

    Level 12345
    Counter Chance15%17%21%27%35%
    Damage Reflected50%55%65%80%100%

    (L) 2-Hit

    • Requirements: Swords level 5, Axes level 5

    Normal attacks have a chance of hitting twice.

    Level 12345678910
    Activation Rate5%6%8%10%13%16%20%24%29%35%

    Cleaver

    • Requirements: Swords level 1
    • Required equipment: Sword
    • Body parts used: Arms

    Deals melee STR-based Cut damage to one enemy.

    Level 12345678910
    TP Cost3456789101112
    Damage130%132%136%142%150%160%172%186%202%220%
    Speed100%102%106%112%120%130%142%156%172%190%
    Accuracy97%99%103%109%117%127%139%153%169%187%

    Tornado

    • Requirements: Swords level 3
    • Required equipment: Sword
    • Body parts used: Arms

    Deals melee STR-based Cut damage to one enemy and enemies adjacent to them.

    Level 12345678910
    TP Cost567891011121314
    Damage125%127%131%137%145%155%167%181%197%215%
    Adjacent Damage55%56%58%61%65%70%76%83%91%100%
    Speed50%52%56%62%70%80%92%106%122%140%
    Accuracy97%99%103%109%117%127%139%153%169%187%

    Allslash

    • Requirements: Swords level 5
    • Required equipment: Sword
    • Body parts used: Arms

    Deals melee STR-based Cut damage to 2 to 4 enemies. Each enemy can only be hit once.

    Level 12345678910
    TP Cost891011121314151617
    Damage105%106%108%111%115%120%126%133%141%150%
    Speed50%52%56%62%70%80%92%106%122%140%
    Accuracy95%96%98%101%105%110%116%123%131%140%
    Chance of 2 Hits80%76%72%68%64%60%56%52%48%44%
    Chance of 3 Hits19%21%23%25%27%29%31%33%35%37%
    Chance of 4 Hits1%3%5%7%9%11%13%15%17%19%

    Hypercut

    • Requirements: Swords level 5, AGI Up level 1
    • Required equipment: Sword
    • Body parts used: Arms

    Deals melee STR-based Cut damage to one enemy.

    Level 12345
    TP Cost4681012
    Damage130%134%150%172%202%
    Speed250%254%262%274%290%
    Accuracy100%103%109%118%130%

    Riskcut

    • Requirements: Swords level 7
    • Required equipment: Sword
    • Body parts used: Arms

    Deals melee STR-based Cut damage to one enemy. The damage increases when the Landsknecht's HP falls under certain thresholds.

    Level 12345
    TP Cost4681012
    Damage (100% to 76%)110%118%127%136%146%
    Damage (75% to 51%)118%127%136%146%157%
    Damage (50% to 26%)127%136%146%157%168%
    Damage (25% to 2%)136%146%157%168%180%
    Damage (1%)146%157%168%180%193%
    Speed100%103%109%118%130%
    Accuracy100%103%109%118%130%

    Deathaxe

    • Requirements: Axes level 1
    • Required equipment: Axe
    • Body parts used: Arms

    Deals melee STR-based Bash damage to one enemy.

    Level 12345678910
    TP Cost3456789101112
    Damage140%142%146%152%160%170%182%196%212%230%
    Speed50%52%56%62%70%80%92%106%122%140%
    Accuracy93%94%96%99%103%108%114%121%129%138%

    Silencer

    • Requirements: Axes level 3
    • Required equipment: Axe
    • Body parts used: Arms

    Deals melee STR-based Bash damage to one enemy. Has a chance to inflict head bind.

    Level 12345678910
    TP Cost45678910111213
    Damage125%127%131%137%145%155%167%181%197%215%
    Infliction Rate15%16%18%21%25%30%36%43%51%60%
    Speed50%52%56%62%70%80%92%106%122%140%
    Accuracy93%94%96%99%103%108%114%121%129%138%

    Brawn

    • Requirements: Axes level 5, STR Up level 1
    • Required equipment: Axe
    • Body parts used: Arms

    Deals melee STR-based Bash damage to one enemy.

    Level 12345
    TP Cost5791113
    Damage150%159%180%213%258%
    Speed1%
    Accuracy93%96%103%114%129%

    Lifeaxe

    • Requirements: Axes level 7
    • Required equipment: Axe
    • Body parts used: Arms

    Deals melee STR-based Cut damage to one enemy. The damage decreases when the Landsknecht's HP falls under certain thresholds.

    Level 12345
    TP Cost4681012
    Damage (100% to 76%)152%165%179%194%210%
    Damage (75% to 51%)140%152%165%179%194%
    Damage (50% to 26%)129%140%152%165%179%
    Damage (25% to 2%)119%129%140%152%165%
    Damage (1%)110%119%129%140%152%
    Speed93%96%103%114%129%
    Accuracy100%103%109%118%130%

    Stunner

    • Requirements: Axes level 7
    • Required equipment: Axe
    • Body parts used: Arms

    Deals melee STR-based Bash damage to one enemy. Has a chance to inflict stun.

    Level 12345678910
    TP Cost9101112131415161718
    Damage125%127%131%137%145%155%167%181%197%215%
    Infliction Rate5%7%11%17%25%35%47%61%77%95%
    Speed50%52%56%62%70%80%92%106%122%140%
    Accuracy93%94%96%99%103%108%114%121%129%138%

    Blazer/Freezer/Shocker

    • Requirements: Swords level 8, Axes level 8
    • Required Equipment: Sword or Axe
    • Body parts used: Arms

    When used, the Landsknecht prepares to attack any enemies in the battle with Cut/Bash + Fire/Ice/Volt damage at the start of the turn. When any enemy gets hit with an elemental attack that has the same element as the chaser, the Landsknecht will perform a follow up attack on those enemies. The physical damage depends on the equipped weapon, and the elemental damage depends on the chaser skill being used. Every time the Landsknecht chases an attack, the chances of chasing another attack within the same turn decreases.

    Level 12345
    TP Cost68101214
    Damage130%136%148%166%190%
    Accuracy120%130%140%150%160%
    Base Activation Rate93%96%103%114%129%
    Chance Reduction100%79%58%37%16%
    Max Chases1249

    War Cry

    • Requirements: STR Up level 1
    • Body parts used: Head
    • Buff/debuff type: ATK Up

    Increases the Landsknecht's physical attack at the cost of their physical defense for 5 turns.

    Level 12345
    TP Cost54321
    Attack Increase10%16%28%46%70%
    Defense Decrease10%14%22%34%50%
    Speed100%

    Unbound

    • Requirements: None
    • Body parts used: Head

    Removes binds from one party member.

    Level 12345
    TP Cost321
    Binds Removed123
    Speed100%105%115%130%150%

    Force Skill: All Out

    • Required equipment: Sword or Axe
    • Body parts used: Arms

    Deals 500% melee STR-based Cut damage to all enemies. Has a 500% speed modifier. Has a 300% accuracy modifier.

    Survivalist

    Bows

    • Requirements: None

    Needed to learn Bow skills. Passively increases damage dealt with Bows.

    Level 12345678910
    Damage Increase2%3%4%5%6%7%8%9%10%11%

    Ambush

    • Requirements: AGI Up level 3

    Passively increases the chance of your party getting a preemptive attack on enemies. Will not work for guaranteed blindside encounters.

    Level 12345
    Chance10%13%17%22%28%

    Sagacity

    • Requirements: AGI Up level 5

    Passively decreases the chance of enemies blindsiding your party. Will not work for guaranteed blindside encounters.

    Level 12345
    Chance5%7%11%17%25%

    1st Hit

    • Requirements: Ambush level 5, Sagacity level 3

    Passively gives the Survivalist a chance to act first in a turn.

    Level 12345
    Chance10%15%21%28%37%

    Trueshot

    • Requirements: Bows level 1
    • Required equipment: Bow
    • Body parts used: Arms

    Deals ranged STR-based Stab damage to one enemy.

    Level 12345678910
    TP Cost3456789101112
    Damage145%147%151%157%150%165%175%187%209%235%
    Speed100%102%106%112%120%130%142%156%172%190%
    Accuracy92%93%95%98%102%107%113%120%128%137%

    2-Bolt

    • Requirements: Bows level 5
    • Required equipment: Bow
    • Body parts used: Arms

    Deals 2 instances of ranged STR-based Stab damage to random enemies. Can hit the same enemy multiple times. The targets are predetermined when the Survivalist attacks. If an enemy was targeted to take multiple hits, but dies before the rest of those hits come out, they will simply disappear and will not get redirected to other enemies.

    Level 12345678910
    TP Cost3456789101112
    Damage80%81%83%86%90%95%101%108%116%125%
    Speed50%52%56%62%70%80%92%106%122%140%
    Accuracy92%93%95%98%102%107%113%120%128%137%

    Sleeper/Number/Poisoner

    • Requirements: Bows level 3, TEC Up level 3
    • Required equipment: Bow
    • Body parts used: Arms

    Deals ranged STR-based Stab damage to one enemy. Has a chance to inflict sleep/paralysis/poison.

    Level 12345
    TP Cost5791113
    Damage115%121%133%151%175%
    Infliction Rate25%27%31%37%45%
    Poison Damage15254575115
    Speed100%102%106%112%120%
    Accuracy92%95%102%113%128%

    Apollon

    • Requirements: Bows level 10
    • Required equipment: Bow
    • Body parts used: Arms

    When used, the Survivalist fires off a shot into the air. Two turns later, it will come down at the start of the turn, dealing ranged STR-based Stab damage to one enemy. The skill cannot be used again until the shot comes down. If the Survivalist is incapacitated on the turn the shot comes down, it will not hit the enemy.

    Level 12345678910
    TP Cost12131415161718192021
    Damage210%216%228%246%270%300%336%378%426%480%
    Speed10%12%16%22%30%40%52%66%82%100%
    Accuracy200%

    1st Turn

    • Requirements: Slowstep level 5
    • Body parts used: Legs

    Forces the targeted party member to act first. This skill is bugged. What was supposed to happen was that levels 1 through 7 would have a chance of failure, but the game does not check for the success rate at all. Meaning that by default, the success rate is 100% at all levels.

    Level 12345678910
    TP Cost34567891098

    Slowstep

    • Requirements: Velocity level 3
    • Body parts used: Legs

    Forces the targeted party member to act last. This skill is bugged. What was supposed to happen was that levels 1 through 7 would have a chance of failure, but the game does not check for the success rate at all. Meaning that by default, the success rate is 100% at all levels.

    Level 12345678910
    TP Cost34567891098

    Baitstep

    • Requirements: AGI Up level 3
    • Body parts used: Legs
    • Buff/debuff type: EVD Up

    Increases the Survivalist's evasion and the chance of being targeted by enemies for 5 turns.

    Level 12345678910
    TP Cost567891011121314
    Evasion Increase1%2%4%6%9%12%16%21%
    Provoke Rate20%25%35%50%70%95%100%
    Speed110%112%116%122%130%140%152%166%182%200%

    Velocity

    • Requirements: AGI Up level 1
    • Body parts used: Legs
    • Buff/debuff type: SPD Up

    Increases the Survivalist's AGI for 5 turns.

    Level 12345
    TP Cost34567
    AGI Increase30%33%39%48%60%
    Speed100%102%106%112%120%

    (S) Patrol

    • Requirements: None

    Can only be used on the field. Lowers damage taken from damage tiles for a set number of steps.

    Level 12345
    TP Cost56789
    Damage Reduction20%40%60%80%100%
    Duration255075100125

    Stalker

    • Requirements: None

    Can only be used on the field. Lowers the encounter rate by lowering the danger value of tiles for a set number of steps.

    Level 12345678910
    TP Cost12345678910
    Danger Value Multiplier70%66%60%57%52%46%40%33%26%20%
    Duration30507090110120150170190250

    Foesense

    • Requirements: None

    Can only be used on the field. Reveals all FOEs on the map for a set number of steps.

    Level 12345678910
    TP Cost12345678910
    Duration30507090110120150170190250