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by DrFetus

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## Skill Guide by DrFetus

Updated: 09/14/16

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.

 HP Increase Level 1 2 3 4 5 6 7 8 9 10 2% 4% 7% 10% 14% 21% 26% 31% 37% 45%

### TP Up

• Innate to: All Classes

Increases maximum TP.

 TP Increase Level 1 2 3 4 5 6 7 8 9 10 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.

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

 Gathering Attempts Level 1 2 3 4 5 1 2 3 4 5

## Landsknecht

### (L) Swords

• Requirements: None

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

 Damage Increase Level 1 2 3 4 5 6 7 8 9 10 2% 3% 4% 5% 6% 7% 8% 9% 10% 11%

### Axes

• Requirements: None

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

 Damage Increase Level 1 2 3 4 5 6 7 8 9 10 2% 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.

 Counter Chance Damage Reflected Level 1 2 3 4 5 15% 17% 21% 27% 35% 50% 55% 65% 80% 100%

### (L) 2-Hit

• Requirements: Swords level 5, Axes level 5

Normal attacks have a chance of hitting twice.

 Activation Rate Level 1 2 3 4 5 6 7 8 9 10 5% 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.

 TP Cost Damage Speed Accuracy Level 1 2 3 4 5 6 7 8 9 10 3 4 5 6 7 8 9 10 11 12 130% 132% 136% 142% 150% 160% 172% 186% 202% 220% 100% 102% 106% 112% 120% 130% 142% 156% 172% 190% 97% 99% 103% 109% 117% 127% 139% 153% 169% 187%

• 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.

 TP Cost Damage Adjacent Damage Speed Accuracy Level 1 2 3 4 5 6 7 8 9 10 5 6 7 8 9 10 11 12 13 14 125% 127% 131% 137% 145% 155% 167% 181% 197% 215% 55% 56% 58% 61% 65% 70% 76% 83% 91% 100% 50% 52% 56% 62% 70% 80% 92% 106% 122% 140% 97% 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.

 TP Cost Damage Speed Accuracy Chance of 2 Hits Chance of 3 Hits Chance of 4 Hits Level 1 2 3 4 5 6 7 8 9 10 8 9 10 11 12 13 14 15 16 17 105% 106% 108% 111% 115% 120% 126% 133% 141% 150% 50% 52% 56% 62% 70% 80% 92% 106% 122% 140% 95% 96% 98% 101% 105% 110% 116% 123% 131% 140% 80% 76% 72% 68% 64% 60% 56% 52% 48% 44% 19% 21% 23% 25% 27% 29% 31% 33% 35% 37% 1% 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.

 TP Cost Damage Speed Accuracy Level 1 2 3 4 5 4 6 8 10 12 130% 134% 150% 172% 202% 250% 254% 262% 274% 290% 100% 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.

TP Cost Damage (100% to 76%) Damage (75% to 51%) Damage (50% to 26%) Damage (25% to 2%) Damage (1%) Level 1 2 3 4 5 4 6 8 10 12 110% 118% 127% 136% 146% 118% 127% 136% 146% 157% 127% 136% 146% 157% 168% 136% 146% 157% 168% 180% 146% 157% 168% 180% 193% 100% 103% 109% 118% 130% 100% 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.

 TP Cost Damage Speed Accuracy Level 1 2 3 4 5 6 7 8 9 10 3 4 5 6 7 8 9 10 11 12 140% 142% 146% 152% 160% 170% 182% 196% 212% 230% 50% 52% 56% 62% 70% 80% 92% 106% 122% 140% 93% 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.

 TP Cost Damage Infliction Rate Speed Accuracy Level 1 2 3 4 5 6 7 8 9 10 4 5 6 7 8 9 10 11 12 13 125% 127% 131% 137% 145% 155% 167% 181% 197% 215% 15% 16% 18% 21% 25% 30% 36% 43% 51% 60% 50% 52% 56% 62% 70% 80% 92% 106% 122% 140% 93% 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.

 TP Cost Damage Speed Accuracy Level 1 2 3 4 5 5 7 9 11 13 150% 159% 180% 213% 258% 1% 93% 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.

TP Cost Damage (100% to 76%) Damage (75% to 51%) Damage (50% to 26%) Damage (25% to 2%) Damage (1%) Level 1 2 3 4 5 4 6 8 10 12 152% 165% 179% 194% 210% 140% 152% 165% 179% 194% 129% 140% 152% 165% 179% 119% 129% 140% 152% 165% 110% 119% 129% 140% 152% 93% 96% 103% 114% 129% 100% 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.

 TP Cost Damage Infliction Rate Speed Accuracy Level 1 2 3 4 5 6 7 8 9 10 9 10 11 12 13 14 15 16 17 18 125% 127% 131% 137% 145% 155% 167% 181% 197% 215% 5% 7% 11% 17% 25% 35% 47% 61% 77% 95% 50% 52% 56% 62% 70% 80% 92% 106% 122% 140% 93% 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.

TP Cost Damage Accuracy Base Activation Rate Chance Reduction Max Chases Level 1 2 3 4 5 6 8 10 12 14 130% 136% 148% 166% 190% 120% 130% 140% 150% 160% 93% 96% 103% 114% 129% 100% 79% 58% 37% 16% 1 2 4 9

### War Cry

• Requirements: STR Up level 1
• Buff/debuff type: ATK Up

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

 TP Cost Attack Increase Defense Decrease Speed Level 1 2 3 4 5 5 4 3 2 1 10% 16% 28% 46% 70% 10% 14% 22% 34% 50% 100%

### Unbound

• Requirements: None

Removes binds from one party member.

 TP Cost Binds Removed Speed Level 1 2 3 4 5 3 2 1 1 2 3 100% 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.

 Damage Increase Level 1 2 3 4 5 6 7 8 9 10 2% 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.

 Chance Level 1 2 3 4 5 10% 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.

 Chance Level 1 2 3 4 5 5% 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.

 Chance Level 1 2 3 4 5 10% 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.

 TP Cost Damage Speed Accuracy Level 1 2 3 4 5 6 7 8 9 10 3 4 5 6 7 8 9 10 11 12 145% 147% 151% 157% 150% 165% 175% 187% 209% 235% 100% 102% 106% 112% 120% 130% 142% 156% 172% 190% 92% 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.

 TP Cost Damage Speed Accuracy Level 1 2 3 4 5 6 7 8 9 10 3 4 5 6 7 8 9 10 11 12 80% 81% 83% 86% 90% 95% 101% 108% 116% 125% 50% 52% 56% 62% 70% 80% 92% 106% 122% 140% 92% 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.

TP Cost Damage Infliction Rate Poison Damage Speed Accuracy Level 1 2 3 4 5 5 7 9 11 13 115% 121% 133% 151% 175% 25% 27% 31% 37% 45% 15 25 45 75 115 100% 102% 106% 112% 120% 92% 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.

 TP Cost Damage Speed Accuracy Level 1 2 3 4 5 6 7 8 9 10 12 13 14 15 16 17 18 19 20 21 210% 216% 228% 246% 270% 300% 336% 378% 426% 480% 10% 12% 16% 22% 30% 40% 52% 66% 82% 100% 200%

### 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.

 TP Cost Level 1 2 3 4 5 6 7 8 9 10 3 4 5 6 7 8 9 10 9 8

### 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.

 TP Cost Level 1 2 3 4 5 6 7 8 9 10 3 4 5 6 7 8 9 10 9 8

### 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.

 TP Cost Evasion Increase Provoke Rate Speed Level 1 2 3 4 5 6 7 8 9 10 5 6 7 8 9 10 11 12 13 14 1% 2% 4% 6% 9% 12% 16% 21% 20% 25% 35% 50% 70% 95% 100% 110% 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.

 TP Cost AGI Increase Speed Level 1 2 3 4 5 3 4 5 6 7 30% 33% 39% 48% 60% 100% 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.

 TP Cost Damage Reduction Duration Level 1 2 3 4 5 5 6 7 8 9 20% 40% 60% 80% 100% 25 50 75 100 125

### 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.

 TP Cost Danger Value Multiplier Duration Level 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 70% 66% 60% 57% 52% 46% 40% 33% 26% 20% 30 50 70 90 110 120 150 170 190 250

### Foesense

• Requirements: None

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

 TP Cost Duration Level 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 30 50 70 90 110 120 150 170 190 250