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by DrFetus

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Skill Guide by DrFetus

Updated: 09/14/16

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