Author Topic: Etrian Odyssey II: Heroes of Lagaard  (Read 4942 times)

Talaysen

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Etrian Odyssey II: Heroes of Lagaard
« on: July 25, 2008, 05:40:50 AM »
Wiki here: http://www.rpgdl.com/wiki/index.php?title=Etrian_Odyssey_II:_Heroes_of_Lagaard
Wiki is more likely to be updated and is better formatted, please use it instead.  Forum posts will only be left because I see no reason to actually remove them.

NOTE: This post is outdated.  Use the wiki.

Anyways, for skills and stuff, Captain K made a much better topic here: http://www.rpgdl.com/forums/index.php?topic=1518.0

I've included the skills here, but only listed the max level efficiencies (unless they're lower levelled in a default setup) and in a compressed format.  I suggest using that topic if you want cleaner and more in-depth info of the skills.

Levels taken at 70, with an assumed retire at L70 as well.  This means they have +5 to all stats and +8 skill points.  While it's not exactly normal to get to 70/70 by endgame, it is pretty easy to get to 70 and retire before endgame, and L70 stats were easily acquirable, so I just used that.  It affects everyone equally so it's no big deal.

Equipment used is the best storeboughts at the time.  I mostly went for best weapon + best chest armor (defensively) + armor that boosts attack stat (usually gloves) + armor that boosts AGI (shoes).  Exceptions exist (like Protector having a shield), but yeah.

Skill builds go for the most likely useful build in the DL/RPGmon.  Focus is on best attack skill + passives + attack stat booster > buffs/useful status/debuffs > stat boosters.  Stat boosters go in the order of HP > AGI > VIT > LUC > TEC for the most part.  Again, exceptions exist.  I tried to pick the best builds but may have botched a few things.  It happens, deal with it (by letting me know, of course).  Some classes have multiple builds due to multiple weapon masteries.

Bolded equipment are default equips, if two weapons are bolded, it's because they have a build for both types of weapons and those are the defaults.  Italicized equipment are aftergame only.  Non-unique non-storebought equips are not listed.

Damages, etc. are taken against randoms in the 5th stratum.

Stats:
HP: Lose these and you become the FOEs.  I mean demons.
TP: Used for skills.  Lose these and you fight with epic physicals.  And I mean epic.
STR: Determines physical damage dealt.  Damage is quadratic with respect to STR.
TEC: Determines magical damage dealt.  Damage is quadratic with respect to TEC.  Also partially determines defense against magic attacks, division based, magical accuracy, and magical evade.
VIT: Decreases physical damage dealt, division based.  Also partially used in defense against magical attacks, about 1/3 as useful as TEC in that regard, and still division based.
AGI: Determines TB speed, accuracy, evasion, chance to gain an initiative turn, and chance to be blindsided (ambushed).  TB speed is modified by weapon and skill as well.
LUC: Determines critical rate, chance to be hit by a critical, chance to gain an initiative turn, chance to be blindsided (ambushed), status resistance, and status accuracy.

ATK: STR + ATK of weapon.  This stat is not only pointless but misleading.  Damage is quadratic with respect to the ATK of weapon, but doesn't care about total ATK.
DEF: VIT + DEF of all armor.  As above, this stat is pointless and misleading.  Both physical and magical damage are reduced by DEF of equipped armor, but do not care about total DEF.

Base speed: Effective TB speed of basic physicals.  These are after weapon modifications.  This speed is further modified by skill, and listed in each skill.
Base accuracy: Effective accuracy against endgame randoms.  This is also modified by skill.
Base evasion: Effective evasion against endgame randoms.
Critical rate: Critical rate against average enemy LUC.

Statuses
Stolen from Captain K's topic, with a few edits (in italics).



Quote from: Captain K
Negative status effects are next.  I think they all last 2-3 turns, except Petrify which is permanent until dispelled, and of course Instant Death.  You may only have one of these statuses at a time.  If a second is applied, the first is removed.

Blind - greatly lowers accuracy
Sleep - can't act, take increased damage when hit (? times), wake upon taking damage
Poison - take set damage at the end of your turn, ignores defense/resistance
Terror - 50% chance of missing your turn
Paralysis - ?% chance of missing your turn
Confuse - become uncontrollable, target enemies and allies randomly with normal attacks.
Cursed - after inflicting damage, you also do half of that damage to yourself.  Triggers after each hit of a multi-hit attack.  Doesn't take effect if the attack kills the last enemy.
Petrify - can't act.  Game over if all party members are petrified.
Instant Death - He's dead, Jim.

Stun: is a special negative status.  It causes the target to miss their next action, and then it wears off.  It can coexist with the other negative statuses and binds.

Binds are similar to negative status, but they are kept track of seperately.  A target can have all three of these binds, in addition to one negative status and Stun.  None of these binds prevent you from making a normal physical attack.
Head Bind:  accuracy lowered, and can't use skills requiring the head (i.e. spells).  This is like Silence.
Arm Bind: damage lowered, and can't use skills requiring the arms (i.e. most weapon skills).
Leg Bind: evade lowered, can't escape from battle, and can't use skills requiring the legs.  This is like FFT Don't Move.



I'll also note that all binds seem to have a halve whichever stat they lower.  Pretty sure on this for Arm Bind, but not the others.

Blind seems to lower accuracy by more than 50%.  Maybe down to 1/3?  Needs testing.
Sleep I think increases damage taken by 10-20%.  Also needs testing.
I think Confuse allows for self-targetting.  Anyone know?
In-game, Stun only works if you act before the enemy in a turn.  I ignore that clause in the DL, but your mileage may vary.

Elements
There are six elements: Cut, Bash, Stab, Fire, Ice, Volt.  Cut, Bash, and Stab are considered "physical" elements, but they need not be physical damage (alchemists have skills that deal magical damage of these types).  Likewise, Fire, Ice, and Volt are "magical" elements, but they need not be magical damage (gunners have physical damage of these types and troubadours can make their basic physical deal damage of these types).  Do note that if a physical attack is of a magical element, it arguably ignores physical resistance/immunity.  Reverse is true for magical damage of physical element types.  Some Ronin skills deal damage of dual element types such as Cut/Fire, but I'm not sure how those work.  I think they take the lower resistance of the two.

There are also attacks that are completely non-elemental and enemies do not have any resistances or weakness to these attacks.  The War Magus's War Edge skills (physical damage) and the Alchemist's Megido (magical damage) are non-elemental.

Skills
For the default setups, the format is:

Skill Name (level): description

For the full skill listing, the format is:

Skill Name [requirements] (max level) {type, body part usage}: description

Force
PCs start at 0 FP when entering the labyrinth and gain 3 upon acting, 5 upon killing, and -5 upon escaping.  Weapons that have the Force Up property multiply force gained by 4 times (but not the penalty for escaping).  Since force carries over through battles, I allow them to start at 50 FP, but your mileage may vary.

« Last Edit: April 14, 2010, 02:38:04 AM by Talaysen »

Talaysen

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #1 on: July 25, 2008, 05:42:58 AM »


PCs
Landsknecht
HP: 666/761
TP: 117
STR: 74/77
TEC: 37/42 (Takes 117%/108% magical damage.)
VIT: 65/74 (Takes 92%/84% physical damage.)
AGI: 61/71
LUC: 40

ATK: 270/246
DEF: 186/195

Base Speed: 6/142
Base Physical Accuracy: 87%/92%
Base Physical Evasion: 26%/31%
Base Magical Accuracy: 74%/77%
Base Magical Evasion: 14%/17%
Base Status Accuracy: 93%
Base Status Resistance: -7%
Critical rate: 4%
Critical resistance: -20%

Initiative chance: 6%
Initiative resistance: 14%

Weapons (Axes have x0.1 speed mult and deal Bash damage, Swords have x2.0 speed mult and deal Cut damage)
Ygg Axe: ATK +210
Dragon Axe: ATK +200 Force Up
Bomb Axe: ATK +196 Fire elemental
Corseca: ATK +129 STR +3
Bardiche: ATK +126 TP +20
Halberd: ATK +109 HP +30
Poison Axe: ATK +101 VIT +2 AGI +2
Volt Axe: ATK +84 Volt elemental
Snow Axe: ATK +66 Ice elemental
Battle Axe: ATK +65 STR +2 VIT +2

Dragvandil: ATK +189 Force Up
Dragonbane: ATK +183 All Stats +20
Rubylight: ATK +169 STR +5 TEC +5
Levantine: ATK +151 Fire elemental
Duergar: ATK +120 AGI +5 HP +10
Caledfwlch: ATK +111 Volt elemental
Melputteh: ATK +111 Pierce elemental
Flamberge: ATK +98 VIT +2 HP +10
Estoc: ATK +76 HP +10 Pierce elemental, x3.0 speed mult
Rapier: ATK +66 TP +10
Katzbalger: ATK +63 STR +1 VIT +1

Armor
Demon Mail: DEF +83, STR +10, HP +20
Czar Cloth: DEF +69 Elemental Resist
Brigandine: DEF +64 VIT +2 HP +10
Czar Plate: DEF +53 HP +20
Plate Mail: DEF +49 VIT +1
Hauberk: DEF +43 VIT +2
Pure Plate: DEF +42 Fire Resist Up
Horn Plate: DEF +33 VIT +2, Volt Resist Up
Plate: DEF +27 VIT +2 AGI +1

Shields
Pain Aspis: DEF +37 All Resists Down, STR +30
Safeguard: DEF +28 Ice/Volt Resist Up
King Aspis: DEF +30

Headgear
Great Helm: DEF +36 TP +10
Spangen: DEF +30 TP +3
Circlet: DEF +27 TP +5
Round Helm: DEF +24 TEC +1, TP +10
Bone Helm: DEF +21 TEC +2, TP +10

Gloves
King's Arm: DEF +35 STR +5
Gore Glove: DEF +33 VIT +5
Brave Gage: DEF +30 VIT +1
Evil Arm: DEF +27 STR +1

Shoes
Speed Boot: DEF +34 AGI +9
War Boot: DEF +35 STR +2
Leggings: DEF +30 AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setups
Axes (default)
Attack: 524 physical fire damage, 6 speed, 35% chance of attacking twice, 87% accuracy.
HP Up (7): Increases HP by 26%
STR Up (10): Increases STR by 10.
Swords (8): Increases sword damage by 9%.
Axes (10): Increases axe damage by 11%.
Counter (10): 35% chance to counter for 100% of the damage received as fire damage, ignores defense, resistance, and evasion.
2-Hit (10): 35% chance of attacking twice on a basic physical.
Silencer (10): 13 TP, 1207 physical bash damage.  7 speed, 120% accuracy, 56% chance to add Head Bind.
Brawn (5): 13 TP, 1364 physical bash damage, 0 speed, 112% accuracy.
Stunner (10): 18 TP, 1154 physical bash damage. 8 speed, 120% accuracy, 89% chance to add Stun.
All Out {Force}: Physical cut damage, MT.

Swords
Attack: 463 physical cut damage, 142 speed, 35% chance of attacking twice, 116% accuracy.
HP Up (10): Increases HP by 45%.
STR Up (10): Increases STR by 10.
VIT Up (2): Increases VIT by 2.
AGI Up (10): Increases AGI by 10.
Swords (10): Increases sword damage by 11%.
Axes (8): Increases axe damage by 9%.
Counter (10): 35% chance to counter for 100% of the damage received as fire damage, ignores defense, resistance, and evasion.
2-Hit (10): 35% chance of attacking twice on a basic physical.
Cleaver (10): 12 TP, 1019 physical cut damage. 269 Speed, 173% Accuracy.
All Out {Force}: Physical cut damage, MT.

Skills
HP Up (10) {Passive}: Increases HP by 45%
TP Up (10) {Passive}: Increases TP by 92%
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Swords (10) {Mastery}: Increases sword damage by 11%.
Axes (10) {Mastery}: Increases axe damage by 11%.
Counter [Swords (8), Axes (8)] (5) {Counter}: 35% chance to counter for 100% of the damage received.
2-Hit [Swords (5), Axes (5)] (10) {Passive}: 35% chance of attacking twice on a basic physical.  Both attacks must hit the same target and cannot be switched even if the target dies.
Cleaver [Swords (1)] (10) {Sword}, Arm}: Physical cut damage.  12 TP, 220% Damage, 190% Speed, 187% Accuracy.
Tornado [Swords (3)] (10) {Sword, Arm}: Physical cut damage, AoE.  14 TP, 220% damage (100% to adjacent enemies), 140% Speed, 187% Accuracy.
Allslash [Swords (5)] (10) {Swords, Leg}: Physical cut damage, random-targets.  Does not focus.  17 TP, 150% damage, 140% speed, 187% accuracy.
Hypercut [Swords (5), AGI Up (1)] (10) {Sword, Arm}: Physical cut damage.  12 TP, 200% damage, 290% speed, 130% accuracy.
Risk Cut [Swords (7)] (10) {Sword, Arm}: Physical cut damage.  Deals more damage at lower HP.  12 TP, 150% (180% below 50% mHP) damage, 130% speed, 130% accuracy.
Deathaxe [Axes (1)] (10) {Axe, Arm}: Physical bash damage.  12 TP, 230% damage, 140% speed, 138% accuracy.
Silencer [Axes (3)] (10) {Axe, Arm}: Physical bash damage.  13 TP, 230% damage, 120% speed, 138% accuracy, 60% base chance to add Head Bind.
Brawn [Axes (5), STR Up (1)] (5) {Axe, Arm}: Physical bash damage.  Always goes last.  13 TP, 260% damage, 129% accuracy.
Life Axe [Axes (5)] (5) {Axe, Arm}: Physical bash damage.  Deals more damage at higher HP.  12 TP, 210% at above 50% mHP, 130% speed, 129% accuracy.
Stunner [Axes (7)] (10) {Axe, Arm}: Physical bash damage.  18 TP, 220% damage, 140% speed, 138% accuracy, 95% base chance to add Stun.
Blazer [Swords (5), Axes (5)] (5) {Sword/Axe, Arm}: If an ally uses a fire attack during this turn, Landsknecht follows it up with another physical fire attack on the same targets at a 100% chance.  Ignores counters.  14 TP, 190% damage, 160% accuracy, -16% chance after each chase.
Freezer [Swords (5), Axes (5)] (5) {Sword/Axe, Arm}: If an ally uses a ice attack during this turn, Landsknecht follows it up with another physical ice attack on the same targets at a 100% chance.  Ignores counters.  14 TP, 190% damage, 160% accuracy, -16% chance after each chase.
Shocker [Swords (5), Axes (5)] (5) {Sword/Axe, Arm}: If an ally uses a volt attack during this turn, Landsknecht follows it up with another physical volt attack on the same targets at a 100% chance.  Ignores counters.  14 TP, 190% damage, 160% accuracy, -16% chance after each chase.
War Cry [STR Up (1)] (5) {Support, Head}: 1 TP, increase damage dealt by 70%, increase damage received by 50%.  Lasts 5 turns.
Unbound (5) {Healing, None}: 1 TP, 150% speed, removes 3 binds from the target.
Mine (5) {Search}: Gather items at mine points, 5/day.  In a duel!
All Out {Force}: Physical cut damage, MT.

Survivalist
HP: 780
TP: 149
STR: 68
TEC: 37 (Takes 116% magical damage.)
VIT: 52 (Takes 101% physical damage.)
AGI: 99
LUC: 51

ATK: 238
DEF: 188

Base Speed: 99
Base Physical Accuracy: 108%
Base Physical Evasion: 41%
Base Magical Accuracy: 74%
Base Magical Evasion: 14%
Base Status Accuracy: 101%
Base Status Resistance: 1%
Critical rate: 5%
Critical resistance: 20%

Initiative chance: 25%
Initiative resistance: 86%

Weapons (Bows have x1.0 speed mult and deal Stab damage)
Zamiel Bow: ATK +181 STR +10 HP +40
Arc Drawer: ATK +120 TP +30 Ice elemental
Arbalest: ATK +100 VIT +5 HP +20
War Bow: ATK +101 TEC +5 TP +10
Gendawa: ATK +76 AGI +2 TP +10
Scorch Bow: ATK +62 Fire elemental
Self Bow: ATK +56 STR +2 AGI +2, x1.5 speed mult
Hindi: ATK +36 AGI +3 LUC +3
Wood Bow: ATK +27, x2.0 speed mult

Armor
Sylpheed: DEF +79 AGI +11 HP +15 (S)
Czar Cloth: DEF +69 Elemental Resist
Brigandine: DEF +64 VIT +2 HP +10
Czar Plate: DEF +53 HP +20
Horn Plate: DEF +33 VIT +2, Volt Resist Up
Plate: DEF +27 VIT +2 AGI +1 (LSPDMATRHGW)

Shields
King Aspis: DEF +30

Headgear
Great Helm: DEF +36 TP +10
Spangen: DEF +30 TP +3
Circlet: DEF +27 TP +5
Round Helm: DEF +24 TEC +1, TP +10
Bone Helm: DEF +21 TEC +2, TP +10

Gloves
King's Arm: DEF +35 STR +5
Gore Glove: DEF +33 VIT +5
Brave Gage: DEF +30 VIT +1
Evil Arm: DEF +27 STR +1

Shoes
Speed Boot: DEF +34 AGI +9
War Boot: DEF +35 STR +2
Leggings: DEF +30 AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setup
Attack: 425 physical stab damage, 99 speed, 108% accuracy.
HP Up (10): Increases HP by 45%.
STR Up (10): Increases STR by 10.
VIT Up (2): Increases VIT by 2.
AGI Up (9): Increases AGI by 9.
Bows (10): Increases bow damage by 11%.
Ambush (3): +17% chance to gain initiative.
Sagacity (1) {Passive}: -5% chance to be blindsided.
2-Bolt (10): 12 TP, 1064 physical stab damage over two hits.  138 speed, 147% accuracy.
Apollon (10): 21 TP.  Attack that executes at the start of the third turn after activated, provided Survivalist is able to act on that turn.  2044 physical stab damage. 99 speed, 215% accuracy.
Baitstep (10): 14 TP, self buff that reduces incoming attack accuracy to 79%, 198 speed, 100% chance of forcing enemies to attack Survivalist when using an ST attack after this turn.  Lasts 5 turns.
Velocity (5): 7 TP, increases own AGI by 70% (boosts base speed to 168, accuracy to 145%, evasion to 56%), 118 speed.  Lasts 5 turns.
Airwalk {Force}: Evade buff that lowers enemy accuracy to 50% for 5 turns, MT.

Skills
HP Up (10) {Passive}: Increases HP by 45%
TP Up (10) {Passive}: Increases TP by 92%
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Bows (10) {Mastery}: Increases bow damage by 11%.
Ambush [AGI Up (3)] (5) {Passive}: +28% chance to gain initiative.
Sagacity [AGI Up (5)] (5) {Passive}: -25% chance to be blindsided.
1st Hit [Ambush (5), Sagacity (3)] (5) {Passive}: 37% of going first in a round.
Trueshot [Bows (1)] (10) {Bow, Arm}: Physical stab damage.  12 TP, 235% damage, 190% speed, 137% accuracy.
2-Bolt [Bows (5)] (10) {Bow, Arm}: Physical stab damage over two hits.  12 TP, 125% damage per hit, 140% speed, 137% accuracy.
Sleeper [Bows (3), TEC Up (3)] (10) {Bow, Arm}: Physical stab damage, 13 TP, 175% damage, 120% speed, 128% accuracy, 45% chance of adding Sleep.
Number [Bows (3), TEC Up (3)] (10) {Bow, Arm}: Physical stab damage, 13 TP, 175% damage, 120% speed, 128% accuracy, 45% chance of adding Paralysis.
Poisoner [Bows (3), TEC Up (3)] (10) {Bow, Arm}: Physical stab damage, 13 TP, 175% damage, 120% speed, 128% accuracy, 45% chance of adding Poison, 115 poison damage per turn.
Apollon [Bows (10)] (10) {Bow, None}: Attack that executes at the start of the third turn after activated, provided Survivalist is able to act on that turn.  Physical stab damage.  21 TP, 480% damage, 100% speed, 200% accuracy.
1st Turn [Slowstep (5)] (10) {Special, Leg}: 8 TP, 100% chance of the target going first this turn.  In a duel!
Slowstep [Velocity (3)] (10) {Special, Leg}: 8 TP, 100% chance of the target going last this turn.  In a duel!
Baitstep [AGI Up (3)] (10) {Support}: 14 TP, self buff that reduces incoming attack accuracy to 79%, 200% speed, 100% chance of forcing enemies to attack Survivalist when using an ST attack after this turn.  Lasts 5 turns.
Velocity [AGI Up (1)] (5) {Support, Leg}: 7 TP, increases own AGI by 70%, 120% speed.  Lasts 5 turns.
Patrol (5) {Search}: 9 TP, reduces damage taken from damage tiles to 0%, 125 step duration.  In a duel!
Stalker (10) {Search}: 10 TP, reduces encounter rate to 20%, 250 step duration.  Due to rounding, the effectiveness is actually higher than these numbers suggest.  Regardless... in a duel!
Foesense (10) {FOE}: 10 TP, shows all FOEs on the map, 250 step duration... in a duel!
Chop (5) {Search}: Gather items at chop points, 5/day.  In a duel!
Take (5) {Search}: Gather items at take points, 5/day.  In a duel!
Mine (5) {Search}: Gather items at mine points, 5/day.  In a duel!
Airwalk {Force}: Evade buff that lowers enemy accuracy to 50% for 5 turns, MT.

Protector
HP: 814
TP: 158
STR: 69
TEC: 40 (Takes 97% [81% with skills at full HP, 77% at below 75% mHP, 72% at below 50% mHP, 68% at below 25% mHP, 63% at below 10% mHP] magical damage.)
VIT: 90 (Takes 68% [50% with skills/Phys Resist Up at full HP, 48% at below 75% mHP, 44% at below 50% mHP, 42% at below 25% mHP, 39% at below 10% mHP] physical damage.)
AGI: 34
LUC: 57

ATK: 222
DEF: 235

Base Speed: 68
Base Physical Accuracy: 72%
Base Physical Evasion: 12%
Base Magical Accuracy: 76%
Base Magical Evasion: 15%
Base Status Accuracy: 105%
Base Status Resistance: 4%
Critical rate: 5%
Critical resistance: 20%

Initiative chance: 4%
Initiative resistance: -14%

Weapons (Swords have a x2.0 speed mult and deal Cut damage)
Dragvandil: ATK +189 Force Up
Dragonbane: ATK +183 All Stats +20
Rubylight: ATK +169 STR +5 TEC +5
Levantine: ATK +151 Fire elemental
Duergar: ATK +120 AGI +5 HP +10
Caledfwlch: ATK +111 Volt elemental
Melputteh: ATK +111 Pierce elemental
Flamberge: ATK +98 VIT +2 HP +10
Estoc: ATK +76 HP +10 Pierce elemental, x3.0 speed mult
Rapier: ATK +66 TP +10
Katzbalger: ATK +63 STR +1 VIT +1

Armor
Holy Armor: DEF +85 HP +25 Physical Resist Up
Czar Cloth: DEF +69 Elemental Resist
Pure Plate: DEF +42 Fire Resist Up
Horn Plate: DEF +33 VIT +2, Volt Resist Up
Plate: DEF +27 VIT +2 AGI +1 (LSPDMATRHGW)

Shields
Pain Aspis: DEF +37 All Resists Down, STR +30
Blue Aspis: DEF +39
Holy Aspis: DEF +33
Safeguard: DEF +28 Ice/Volt Resist Up

Headgear
Great Helm: DEF +36 TP +10
Spangen: DEF +30 TP +3
Circlet: DEF +27 TP +5
Round Helm: DEF +24 TEC +1, TP +10
Bone Helm: DEF +21 TEC +2, TP +10

Gloves
King's Arm: DEF +35 STR +5
Gore Glove: DEF +33 VIT +5
Brave Gage: DEF +30 VIT +1
Evil Arm: DEF +27 STR +1

Shoes
Speed Boot: DEF +34 AGI +9
War Boot: DEF +35 STR +2
Leggings: DEF +30 AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setup
Attack: 360 physical cut damage, 68 speed, 72% accuracy.
HP Up (10): Increases HP by 45%.
STR Up (10): Increases STR by 10.
VIT Up (10): Increases VIT by 10.
Shields (10): Reduces damage taken to 90%.
Aegis (1): 20% chance of auto-revive to 1 HP when killed, OPB.
En Garde (9): 28% chance to halve damage taken.
HP Regen (5): Regenerate 7 HP per turn.
Riskwall (5): Reduces damage taken depending on %mHP.  92% damage taken at 76%-100% mHP, 88% at 51%-75% mHP, 82% at 26%-50%, 78% at 11%-25%, 72% at 0%-10% mHP.
Smite (5): 18 TP, 1440 physical bash damage. 81 speed, 145% accuracy, 31% chance to add Arm Bind.
Fortify (5): 7 TP, reduces physical elemental damage taken to 64%, 204 speed.  Lasts 5 turns.
Provoke (10) {Support, Head}: 6 TP, reduces damage taken to 73%, 159 speed, 100% chance of forcing enemies to target the Protector when using an ST attack.  Lasts 5 turns.
Painless {Force}: Null all damage and any offensive effects for one turn, MT.

Skills
HP Up (10) {Passive}: Increases HP by 45%
TP Up (10) {Passive}: Increases TP by 92%
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Shields (10) {Mastery}: Reduces damage taken to 90%.
Aegis [HP Regen (5), Riskwall (5)] (10) {Passive}: 29% chance of auto-revive to 1 HP when killed, OPB.
En Garde [Shield (5)] (10) {Passive}: 29% chance to halve damage taken.
HP Regen [HP Up (1)] (5) {Passive}: Regenerate 7 HP per turn.
Riskwall [HP Up (3)] (5) {Passive}: Reduces damage taken depending on %mHP.  92% damage taken at 76%-100% mHP, 88% at 51%-75% mHP, 82% at 26%-50%, 78% at 11%-25%, 72% at 0%-10% mHP.
Smite [Shields (10)] (5) {Shield, Arm}: Physical bash damage.  18 TP, 400% damage, 120% speed, 200% accuracy, 30% base chance to add Arm Bind.
F. Guard [Shields (1)] (10) {Shield, Arm}: Reduces damage taken by the front row for this turn.  11 TP, 60% damage reduction, 100% base chance, -10% chance per hit.
B. Guard [Shields (1)] (10) {Shield, Arm}: Reduces damage taken by the back row for this turn.  11 TP, 60% damage reduction, 100% base chance, -10% chance per hit.
A. Guard [F. Guard (5), B. Guard (5)] (5) {Shield, Arm}: Reduces damage taken by all allies for this turn.  14 TP, 49% damage reduction, 100% base chance, -32% chance per hit.
1 Guard [Shields (7)] (5) {Shield, Arm}: Reduces damage taken by the target.  2/10 TP, 65% damage reduction, 100% base chance, -10% chance per hit.
Antifire [Shields (3)] (10) {Shield, Arm}: Reduces damage taken from fire damage by all allies.  11 TP, 50% damage absorbed, 100% base chance, -0% chance per hit.
Anticold [Shields (3)] (10) {Shield, Arm}: Reduces damage taken from ice damage by all allies.  2/6/11 TP, 50% damage absorbed, 100% base chance, -0% chance per hit.
Antivolt [Shields (3)] (10) {Shield, Arm}: Reduces damage taken from volt damage by all allies.  11 TP, 50% damage absorbed, 100% base chance, -0% chance per hit.
Antiall [TEC Up (10), Shields (10)] (5) {Shield, Arm}: Reduces damage taken from magical elemental damage by all allies.  14 TP, 10% damage absorbed, 100% base chance, -28% chance per hit.
Fortify [VIT Up (1)] (5) {Support, Head}: 7 TP, reduces physical elemental damage taken to 64%, 300% speed.  Lasts 5 turns.
Provoke (10) {Support, Head}: 6 TP, reduces damage taken to 73%, 235% speed, 100% chance of forcing enemies to target the Protector when using an ST attack.  Lasts 5 turns.
Parry [Provoke (3)] (5) {Special, Arm}: 7 TP, 100% base chance to parry physical elemental melee attacks this turn, -5% chance per hit.
Refresh [TEC Up (1)] (5) {Healing, Head}: 1 TP, 100% speed, removes Blind, Poison, Sleep, Paralyze, Terror, Curse, and Confuse.
Flee (5) {Escape, Leg}: 1 TP, has initiative, flees current battle, 100% chance of warping to the previous floor, always 100% on initiative turn.  In a duel?
Mine (5) {Search}: Gather items at mine points, 1/day/skill level.  In a duel!
Painless {Force}: Null all damage and any offensive effects for one turn, MT.

Dark Hunter
HP: 729/608
TP: 151
STR: 81/84
TEC: 57/52 (Takes 90%/96% magical damage.)
VIT: 76/66 (Takes 78%/86% physical damage.)
AGI: 92/82
LUC: 39/38

ATK: 244/271
DEF: 214/204

Base Speed: 184/246
Base Physical Accuracy: 104%/98%
Base Physical Evasion: 38%/35%
Base Magical Accuracy: 85%/82%
Base Magical Evasion: 25%/22%
Base Status Accuracy: 93%/92%
Base Status Resistance: -8%/-9%
Critical rate: 4%
Critical resistance: -20%

Initiative chance: 7%
Initiative resistance: 43%

Weapons (Swords have a x2.0 speed mult and deal Cut damage, Whips have a x3.0 speed mult and deal Cut damage)
Rubylight: ATK +169 STR +5 TEC +5
Levantine: ATK +151 Fire elemental
Duergar: ATK +120 AGI +5 HP +10
Caledfwlch: ATK +111 Volt elemental
Melputteh: ATK +111 Pierce elemental
Flamberge: ATK +98 VIT +2 HP +10
Estoc: ATK +76 HP +10 Pierce elemental, x3.0 speed mult
Rapier: ATK +66 TP +10
Katzbalger: ATK +63 STR +1 VIT +1

Ice Vines: ATK +210
Dominator: ATK +196 STR +8 Force Up
Beam Whip: ATK +173 AGI +10 TP +30
Octal Whip: ATK +161 VIT +10 HP +20
Volt Whip: ATK +141 Volt elemental
Comet Whip: ATK +126 VIT +5 HP +30
Tormentor: ATK +128 LUC +5 TP +20
Pale Queen: ATK +103 TEC +3 Ice elemental
Seven Whip: ATK +104 VIT +2 LUC +2
Knout: ATK +101 AGI +5
Tentacle: ATK +83 AGI +2 LUC +2
Sting Whip: ATK +64 VIT +2 AGI +2, x3.5 speed mult
Flame Whip: ATK +62 Fire elemental
Bullwhip: ATK +32, x4.0 speed mult

Armor
Bindings: DEF +81 AGI +18 TEC +10
Czar Cloth: DEF +69 Elemental Resist
Brigandine: DEF +64 VIT +2 HP +10
Czar Plate: DEF +53 HP +20
Horn Plate: DEF +33 VIT +2, Volt Resist Up
Plate: DEF +27 VIT +2 AGI +1

Shields
King Aspis: DEF +30

Headgear
Great Helm: DEF +36 TP +10
Spangen: DEF +30 TP +3
Circlet: DEF +27 TP +5
Round Helm: DEF +24 TEC +1, TP +10
Bone Helm: DEF +21 TEC +2, TP +10

Gloves
King's Arm: DEF +35 STR +5
Gore Glove: DEF +33 VIT +5
Brave Gage: DEF +30 VIT +1
Evil Arm: DEF +27 STR +1

Shoes
Speed Boot: DEF +34 AGI +9
War Boot: DEF +35 STR +2
Leggings: DEF +30 AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setups
Swords (default)
Attack: 497 cut damage, 184 speed, 104% accuracy.
HP Up (10): Increases HP by 45%.
STR Up (10): Increases STR by 10.
VIT Up (10): Increases VIT by 10.
AGI Up (10): Increases AGI by 10.
TEC Up (1): Increases TEC by 1.
LUC Up (1): Increases LUC by 1.
Antisick (5): 80% resistance to status.
Antibind (5): 80% resistance to binds.
Swords (10): Increases sword damage by 11%.
Drain (5): 8 TP, 894 physical cut damage, drains HP equal to 100% damage dealt.  174 speed, 125% accuracy,
Petrify (10): 13 TP, 1143 physical cut damage, 60% chance of causing Stone.  303 speed, 145% accuracy.
Unbind (3): 2 TP, remove 2 binds, 188 speed.
Dominate {Force}: Adds Head, Arm, and Leg Bind, perfect rate.

Whips
Attack: 622 physical cut damage, 246 speed, 98% accuracy.
HP Up (6): Increases HP by 21%.
STR Up (10): Increases STR by 10.
TEC Up (1): Increases TEC by 1.
Whips (10): Increases whip damage by 11%.
Antisick (5): 80% resistance to status.
Antibind (5): 80% resistance to binds.
Cuffs (10):  13 TP, 1307 physical cut damage, 60% chance of adding Arm Bind. 405 speed, 138% accuracy.
Gag (10):  13 TP, 1307 physical cut damage, 60% chance of adding Head Bind. 405 speed, 138% accuracy.
Climax (10): 13 TP, causes perfect rate instant death to target if under 55% mHP, 405 speed, 138% accuracy.
Unbind (3): 2 TP, remove 2 binds, 188 speed.
Dominate {Force}: Adds Head, Arm, and Leg Bind, perfect rate.

Skills
HP Up (10) {Passive}: Increases HP by 45%.
TP Up (10) {Passive}: Increases TP by 92%.
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Whips (10) {Mastery}: Increases whip damage by 11%.
Swords (10) {Mastery}: Increases sword damage by 11%.
Antisick [Unbind (3)] (5) {Passive}: 80% resistance to status.
Antibind [Unbind (3)] (5) {Passive}: 80% resistance to binds.
Viper [Whips (1)] (5) {Whip, Arm}: Physical cut damage.  9 TP, 200% damage, 120% speed, 130% accuracy, 45% base chance of adding poison, 140 poison damage per turn.
Shackles [Whips (2)] (10) {Whip, Arm}: Physical cut damage.  13 TP, 210% damage, 165% speed, 140% accuracy, 65% base chance of adding Leg Bind.
Cuffs [Whips (3)] (10) {Whip, Arm}: Physical cut damage.  13 TP, 210% damage, 165% speed, 140% accuracy, 65% base chance ofadding Arm Bind.
Gag [Whips (4)] (10) {Whip, Arm}: Physical cut damage.  13 TP, 210% damage, 165% speed, 140% accuracy, 65% base chance of adding Head Bind.
Ecstasy [Whips (8), STR Up (5)] (5) {Whip, Arm}: Physical cut damage only when target has all three binds.  20 TP, 750% damage, 20% speed, 110% accuracy.
Climax [Whips (6)] (10) {Whip, Arm}: 13 TP, causes perfect rate instant death to target if under 55% mHP, 165% speed, 140% accuracy.
Hypnos [Swords (1)] (10) (Sword, Arm}: Physical cut damage.  13 TP, 230% damage, 165% speed, 140% accuracy, 65% base chance of causing Sleep.
Nerve [Swords (1)] (10) (Sword, Arm}: Physical cut damage.  13 TP, 230% damage, 165% speed, 140% accuracy, 65% base chance of causing Paralysis.
Mirage [Swords (3)] (5) (Sword, Arm}: Physical cut damage.  8 TP, 150% damage, 95% speed, 100% accuracy, 30% base chance of causing Confuse.
Drain [Swords (4)] (5) {Sword, Arm}: Physical cut damage.  8 TP, 180% damage, 95% speed, 120% accuracy, drains health equal to 100% the damage dealt.
Petrify [Swords (6)] (10) (Sword, Arm}: Physical cut damage.  13 TP, 230% damage, 165% speed, 140% accuracy, 65% base chance of causing Stone.
Bait [Swords (8), Whips (8)] (5) {Sword/Whip, arm}: Counter physical elemental attacks against Dark Hunter or allies adjacent.  18 TP, 400% damage, 115% accuracy, 100% chance.
Magibait [Swords (8), Whips (8)] (5) {Sword/Whip, arm}: Counter magical elemental attacks against Dark Hunter or allies adjacent.  18 TP, 400% damage, 115% accuracy, 100% chance.
Unbind [TEC Up (1)] (5) {Healing, None}: 1 TP, remove 3 binds, 150% speed.
Racket (5) {FOE}: Causes FOEs to move to the location this is used from.  7 TP, 7 turns, 6 range.
Chop (5) {Search}: Gather items at chop points, 5/day.  In a duel!
Dominate {Force}: Adds Head, Arm, and Leg Bind, perfect rate.

Medic
HP: 632
TP: 393
STR: 50
TEC: 94 (Takes 75% magical damage.)
VIT: 49 (Takes 107% physical damage.)
AGI: 58
LUC: 53

ATK: 177
DEF: 178

Base Speed: 5
Base Physical Accuracy: 85%
Base Physical Evasion: 25%
Base Magical Accuracy: 105%
Base Magical Evasion: 39%
Base Status Accuracy: 102%
Base Status Resistance: 2%
Critical rate: 5%
Critical resistance: 20%

Initiative chance: 6%
Initiative resistance: 29%

Weapons (Staves have a x0.1 speed mult and deal Bash damage)
Kerykeion: ATK +176 TEC +5 TP +40
King's Staff: ATK +203 STR +8 HP +30
Polar Rod: ATK +159 TP +30 Ice elemental
Arcana Rod: ATK +133 TP +40
Stardust: ATK +138 STR +5 HP +50
Sage Wand: ATK +129 TP +50
Goldendag: ATK +122 TP +30
Ebon Staff: ATK +130 STR +2 HP +20
Purple Rod: ATK +99 TEC +1 TP +10
Malice Rod: ATK +73 TEC +8 Fire elemental
Luck Staff: ATK +79 LUC +5 TP +10
Mirage Rod: ATK +50 TP +50

Armor
Angel Robe: DEF +78 AGI +7 TP +22
Czar Cloth: DEF +69 Elemental Resist
Fairy Robe: DEF +62 TEC +2 TP +10
Fine Robe: DEF +50 Ice Resist Up
Flame Leaf: DEF +30 TP +10, Ice Resist Up
Wing Leaf: DEF +13 HP +5

Shields
Pelta: DEF +24

Headgear
Angel Helm: DEF +34 TEC +2, TP +20
Circlet: DEF +27 TP +5
Morion: DEF +22 TP +8

Gloves
Gore Glove: DEF +33 VIT +5
Evil Arm: DEF +27 STR +1
Rune Gage: DEF +20 TEC +2, TP +10
Wind Arm: DEF +22 VIT +1

Shoes
Speed Boot: DEF +34 AGI +9
Fur Boot: DEF +27, AGI +3
Fairy Boot: DEF +24, AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setup
Attack: 174 physical bash damage, 5 speed, 85% accuracy.
HP Up (10): Increases HP by 45%.
TP Up (10): Increases TP by 92%.
STR Up (10): Increases STR by 10.
TEC Up (10): Increases TEC by 10.
VIT Up (10): Increases VIT by 10.
Healer (5): Increases healing.
TP Regen (5): Regenerate 5 TP per turn.
Cure 3 (5): 22 TP, 5 speed, restore all HP.
Caduceus (10): 29 TP, 750 physical bash damage, 47% chance of causing stun.  15 speed, 107% accuracy.
H. Touch {Force}: Full HP and status healing, MT.

Skills
HP Up (10) {Passive}: Increases HP by 45%.
TP Up (10) {Passive}: Increases TP by 92%.
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Healer (10) {Passive}: Increases healing by 60%.
Patch Up [Healer (1)] (10) {Passive}: Restore 12% mHP after battle, MT.  In a duel!
TP Regen [TP Up (10), TEC Up (10)] (5) {Passive}: Regenerate 5 TP per turn.
Scavenge (5) {Passive}: +41% chance of enemy dropping an item after battle.  In a duel!
Cure [Healer (1)] (10) {Healing, Head}: 12 TP, 190% speed, recover 170 base HP.
Cure 2 [Healer (3)] (10) {Healing, Head}: 18 TP, 75%/95%/165% speed, recover 310 base HP.
Cure 3 [Healer (5)] (5) {Healing, Head}: 22 TP, 90% speed, restore all HP.
Salve [Healer (3), Cure (3)] (5) {Healing, Head}: 30 TP, 90% speed, recover 115 base HP, MT.
Salve II [Healer (6), Cure 2 (4)] {Healing, Head}: 48 TP, 90% speed, recover 130/230 base HP, MT.
Salve III [Healer (10), Cure 3 (5)] {Healing, Head}: 50 TP, 90% speed, recover all HP, MT.
Revive [Healer (5)] (10) {Healing, Head}: Revival.  24 TP, 70% speed, 136 base HP revived.  In a duel!
Unbind [Healer (3)] (10) {Healing, Head}: 1 TP, 100% speed, remove 3 binds.
Freedom [Unbind (5)] (5) {Healing, Head}: 15 TP, 100% speed, remove 3 binds, MT.
Refresh [Healer (3)] (10) {Healing, Head}: 1 TP, 100% speed, cures all statuses.
Purify [Refresh (5)] (5) {Healing, Head}: 15 TP, 100% speed, cure Blind, Poison, Sleep, Paralysis, Terror, Curse, and Confusion.
Caduceus [STR Up (10, VIT Up (5)] (10) {Staff, Arm}: Physical bash damage.  29 TP, 430% damage, 271% speed, 125% accuracy, 46% base chance of causing stun.
CPR [Revive (10)] (10) {Special, Head}: 24 TP, gives a 55% chance of auto-reviving at 1 HP after death, 190% speed, MT.  Lasts 5 turns.
Phoenix [Healer (10)] (5) {Healing, Head}: Revive, fully heal, restore status and binds of the whole party, Medic dies.  16 TP, 20% speed.  In a duel!
Patrol (5) {Search}: Reduce damage taken by damage tiles.  9 TP, 0% damage taken, 125 step duration.
Take (5) {Search}: Gather items at take points, 5/day.  In a duel!
H. Touch {Force}: Full HP and status healing, MT.

Alchemist
HP: 535
TP: 410
STR: 45
TEC: 99 (Takes 80% magical damage.)
VIT: 45 (Takes 122% physical damage.)
AGI: 64
LUC: 66

ATK: 108
DEF: 149

Base Speed: 6
Base Physical Accuracy: 89%
Base Physical Evasion: 28%
Base Magical Accuracy: 108%
Base Magical Evasion: 41%
Base Status Accuracy: 111%
Base Status Resistance: 10%
Critical rate: 6%
Critical resistance: 40%

Initiative chance: 8%
Initiative resistance: 43%

Weapons (Staves have a x0.1 speed mult and deal Bash damage)
Kerykeion: ATK +176 TEC +5 TP +40
King's Staff: ATK +203 STR +8 HP +30
Polar Rod: ATK +159 TP +30 Ice elemental
Arcana Rod: ATK +133 TP +40
Stardust: ATK +138 STR +5 HP +50
Sage Wand: ATK +129 TP +50
Goldendag: ATK +122 TP +30
Ebon Staff: ATK +130 STR +2 HP +20
Purple Rod: ATK +99 TEC +1 TP +10
Malice Rod: ATK +73 TEC +8 Fire elemental
Luck Staff: ATK +79 LUC +5 TP +10
Mirage Rod: ATK +50 TP +50

Armor
Mobius Alb: DEF +74 TEC +10 TP +20
Czar Cloth: DEF +69 Elemental Resist
Moon Coat: DEF +72
Fairy Robe: DEF +62 TEC +2 TP +10
Rune Tunic: DEF +59
Fine Robe: DEF +50 Ice Resist Up
Hard Mail: DEF +40 TP +10
Flame Leaf: DEF +30 TP +10, Ice Resist Up
Plate: DEF +27 VIT +2 AGI +1
Wing Leaf: DEF +13 HP +5

Shields
Pelta: DEF +24

Headgear
Angel Helm: DEF +34 TEC +2, TP +20
Circlet: DEF +27 TP +5
Morion: DEF +22 TP +8

Gloves
Gore Glove: DEF +33 VIT +5
Evil Arm: DEF +27 STR +1
Rune Gage: DEF +20 TEC +2, TP +10
Wind Arm: DEF +22 VIT +1

Shoes
Speed Boot: DEF +34 AGI +9
Fur Boot: DEF +27, AGI +3
Fairy Boot: DEF +24, AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setups
Attack: 84 physical bash damage, 6 speed, 89% accuracy.
HP Up (10): Increases HP by 45%.
TP Up (10): Increases TP by 92%.
STR Up (10): Increases STR by 10.
TEC Up (10): Increases TEC by 10.
VIT Up (10): Increases VIT by 10.
AGI Up (10): Increases AGI by 10.
LUC Up (10): Increases LUC by 10.
Analysis (5): Increases damage done when hitting weakness (>=110%) by 55%.
Megido (5): 52 TP, 1900 magic non-elemental damage.  7 speed, 216% accuracy.
Eschaton {Force}: 2183 magic non-elemental damage, MT. Fast, accurate.

Skills
HP Up (10) {Passive}: Increases HP by 45%.
TP Up (10) {Passive}: Increases TP by 92%.
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Fire Up (10) {Mastery}: Increases fire damage by 11%.
Ice Up (10) {Mastery}: Increases ice damage by 11%.
Volt Up (10) {Mastery}: Increases volt damage by 11%.
Physics Up [STR Up (3)] (5) {Mastery}: Increases physical spell damage by 6%.
Analysis [TP Up (5), TEC Up (5)] (5) {Passive}: Increases damage done when hitting weakness (>=110%) by 55%.
Fire [Fire Up (1)] (10) {Alchemy, Head}: Magical fire damage.  26 TP, 113 Base, 195% Accuracy, 140% Speed at L10.
Flame [Fire Up (5), Fire (5)] (10) {Alchemy, Head}: Magical fire damage. 113 Base, 1.5x mult, 36 TP, 100% Speed, 195% accuracy.
Inferno [Fire Up (5), Fire (5)] (5) {Alchemy, Head}: Magical fire damage, MT.  Same damage as L9 Fire.  52 TP, 122% Speed, 186% accuracy.
Ice [Ice Up (1)] (10) {Alchemy, Head}: Magical ice damage.  26 TP, 113 Base, 195% Accuracy, 140% Speed at L10.
Freeze [Ice Up (5), Ice (5)] (10) {Alchemy, Head}: Magical ice damage. 113 Base, 1.5x mult, 36 TP, 100% Speed, 195% accuracy.
Cocytus [Ice Up (5), Ice (5)] (5) {Alchemy, Head}: Magical ice damage, MT.  Same damage as L9 Fire.  52 TP, 122% Speed, 186% accuracy.
Volt [Volt Up (1)] (10) {Alchemy, Head}: Magical volt damage.  26 TP, 113 Base, 195% Accuracy, 140% Speed at L10.
Thunder [Volt Up (5), Volt (5)] (10) {Alchemy, Head}: Magical volt damage. 113 Base, 1.5x mult, 36 TP, 100% Speed, 195% accuracy.
Thor [Volt Up (5), Volt (5)] (5) {Alchemy, Head}: Magical volt damage, MT.  Same damage as L9 Fire.  52 TP, 122% Speed, 186% accuracy.
Blades [Phys Up (1)] (5) {Alchemy, Head}: Magical cut damage, MT.  Same TP/damage/speed/accuracy as Inferno/Cocytus/Thor.
Gravity [Phys Up (1)] (5) {Alchemy, Head}: Magical bash damage, MT.  Same TP/damage/speed/accuracy as Inferno/Cocytus/Thor.
Piercing [Phys Up (1)] (5) {Alchemy, Head}: Magical stab damage, MT.  Same TP/damage/speed/accuracy as Inferno/Cocytus/Thor.
Megido [TEC Up (10), Analysis (5)] (5) {Alchemy, Head}: Magic non-elemental damage.  52 TP, 180 base, 1.5x mult, 122% speed, 186% accuracy.
Return (5) {Alchemy}: Returns the party to the last used Geomagnetic Field... in a duel!
Chop (5) {Search}: Gather items at chop points, 5/day.  In a duel!
Eschaton {Force}: Magic non-elemental damage, MT.  200 Base.  Fast, accurate.

« Last Edit: April 14, 2010, 02:38:31 AM by Talaysen »

Talaysen

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #2 on: July 25, 2008, 05:43:39 AM »


Troubadour
HP: 696
TP: 166
STR: 66
TEC: 60 (Takes 98% magical damage.)
VIT: 57 (Takes 101% physical damage.)
AGI: 79
LUC: 40

ATK: 226
DEF: 176

Base Speed: 79
Base Physical Accuracy: 97%
Base Physical Evasion: 34%
Base Magical Accuracy: 86%
Base Magical Evasion: 26%
Base Status Accuracy: 93%
Base Status Resistance: -7%
Critical rate: 4%
Critical resistance: -20%

Initiative chance: 6%
Initiative resistance: 29%

Weapons (Bows have a x1.0 speed mult and deal Stab damage)
Yumiyawata: ATK +190 VIT +5 TP +30
Ill Wind: ATK +185 TEC +5 LUC +5
Zamiel Bow: ATK +181 STR +10 HP +40
Flash Bow: ATK +129 Volt elemental
Arc Drawer: ATK +120 TP +30 Ice elemental
Arbalest: ATK +100 VIT +5 HP +20
War Bow: ATK +101 TEC +5 TP +10
Gendawa: ATK +76 AGI +2 TP +10
Scorch Bow: ATK +62 Fire elemental
Self Bow: ATK +56 STR +2 AGI +2, x1.5 speed mult
Hindi: ATK +36 AGI +3 LUC +3
Wood Bow: ATK +27, x2.0 speed mult

Armor
Hymn Cloth: DEF +79 AGI +10 TP +16
Czar Cloth: DEF +69 Elemental Resist
Brigandine: DEF +64 VIT +2 HP +10
Czar Plate: DEF +53 HP +20
Horn Plate: DEF +33 VIT +2, Volt Resist Up
Plate: DEF +27 VIT +2 AGI +1

Shields
King Aspis: DEF +30

Headgear
Great Helm: DEF +36 TP +10
Spangen: DEF +30 TP +3
Circlet: DEF +27 TP +5
Round Helm: DEF +24 TEC +1, TP +10
Bone Helm: DEF +21 TEC +2, TP +10

Gloves
King's Arm: DEF +35 STR +5
Gore Glove: DEF +33 VIT +5
Brave Gage: DEF +30 VIT +1
Evil Arm: DEF +27 STR +1

Shoes
Speed Boot: DEF +34 AGI +9
War Boot: DEF +35 STR +2
Leggings: DEF +30 AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setup (default to Frost/Ymir)
Attack: 369 physical stab damage, 79 speed, 97% accuracy
HP Up (10): Increases HP by 45%
STR Up (10): Increases STR by 10.
VIT Up (5): Increases VIT by 5.
AGI Up (10): Increases AGI by 10.
Songs (10): This doesn't actually do anything.
Bravery (10): 17 TP, increases damage to 132%, 90 speed, MT.  Permanent.
Mercury (10): 17 TP, increases AGI to 150% (boosts base speed to 118, accuracy to 118%, and evasion to 46%), 90 speed, MT.  Permanent.
Blaze/Frost/Shock (5): Makes normal attacks completely fire/ice/volt elemental aligned.  1 TP, 197 speed.  Permanent.
Ifrit/Ymir/Taranis [Songs (10), Blaze/Frost/Shock (3)] (10) {Song, Head}: Party fire/ice/volt resistance buff + enemy fire/ice/volt resistance debuff.  14 TP, reduces fire/ice/volt damage taken by 30%, increases fire/ice/volt damage given by 50%, 110 speed.  Permanent.
Crusade {Force}: Increases damage dealt by 50%, reduces damage taken by 33%, increases max HP by 100%, MT.  Permanent.

Skills
HP Up (10) {Passive}: Increases HP by 45%
TP Up (10) {Passive}: Increases TP by 92%
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Songs (10) {Mastery}: This doesn't actually do anything.
Divinity [LUC Up (10)] (5) {Passive}: Increases EXP gained to 1.3x, MT.  In a duel!
Bravery [Songs (1)] (10) {Song, Head}: 17 TP, increases damage to 132%, 115% speed, MT.  Permanent.
Shelter [Songs (1)] (10) {Song, Head}: 17 TP, reduces damage taken to 80%, 115% speed, MT.  Permanent.
Mercury [Songs (1)] (10) {Song, Head}: 17 TP, increases AGI to 150%, 115% speed, MT.  Permanent.
Stamina [Songs (2) (10) {Song, Head}: 8/12/17 TP, increases mHP to 150%, 115% speed, MT.  Permanent.
Blaze [Songs (7), ] (5) {Song, Head}: Makes normal attacks completely fire elemental aligned.  1 TP, 250% speed.  Permanent.
Frost [Songs (7), ] (5) {Song, Head}: Makes normal attacks completely ice elemental aligned.  1 TP, 250% speed.  Permanent.
Shock [Songs (7), ] (5) {Song, Head}: Makes normal attacks completely volt elemental aligned.  1 TP, 250% speed.  Permanent.
Ifrit [Songs (10), Blaze (3)] (10) {Song, Head}: Party fire resistance buff + enemy fire resistance debuff.  14 TP, reduces fire damage taken by 30%, increases fire damage given by 50%, 140% speed.  Permanent.
Ymir [Songs (10), Frost (3)] (10) {Song, Head}: Party ice resistance buff + enemy ice resistance debuff.  14 TP, reduces ice damage taken by 30%, increases ice damage given by 50%, 140% speed.  Permanent.
Taranis [Songs (10), Blaze (3)] (10) {Song, Head}: Party volt resistance buff + enemy volt resistance debuff.  14 TP, reduces volt damage taken by 30%, increases volt damage given by 50%, 140% speed.  Permanent.
Erasure [Songs (5)] (5) {Song, Head}: 1/1 TP, removes 3 buffs, 220% speed.
Nihilo [Songs (5)] (5) {Song, Head}: 3/5 TP, removes 3 buffs, 120% speed, MT.
Health (10) {Special, Head}: 17 TP, +80% resistance to status, 115% speed, MT.  Permanent.
Recovery [Songs (3)] (5) {Song, Head}: 9 TP, +100% chance to heal from status per turn, 120% speed, MT.
Danger (5) {Special}: 6 TP, increases encounter rate by 100%, 100 step duration.  In a duel!
Luring (5) {FOE}: Causes FOEs to move to the location this is used from.  7 TP, 7 turns, 6 range.
Slumber (5) {FOE}: Cause FOEs to fall asleep.  7 TP, 7 turns, 6 range.
Take (5) {Search}: Gather items at take points, 5/day.  In a duel!
Crusade {Force}: Increases damage dealt by 50%, reduces damage taken by 33%, increases max HP by 100%, MT.  Permanent.

Ronin
HP: 555
TP: 166
STR: 99
TEC: 41 (Takes 115% magical damage.)
VIT: 45 (Takes 111% physical damage.)
AGI: 75
LUC: 43

ATK: 272
DEF: 179

Base Speed: 37
Base Physical Accuracy: 95%
Base Physical Evasion: 32% (with Clarity: 49% at full, 57% at below 25% mHP, 61% at below 1% mHP)
Base Magical Accuracy: 76%
Base Magical Evasion: 16% (with Clarity: 26% at full, 38% at below 25% mHP, 45% at below 1% mHP)
Base Status Accuracy: 95%
Base Status Resistance: -5%
Critical rate: 4%
Critical resistance: 0%

Initiative chance: 6%
Initiative resistance: 29%

Weapons (Katanas have a x0.5 speed mult and deal Cut damage)
Hyuga: ATK +210
Masamune: ATK +256 All Stats +10
Shishinoko: ATK +198 HP +30
Hisamemaru: ATK +192 Ice elemental
Youtou: ATK +186 STR +5 TP +50
Chidori: ATK +142 Volt elemental
Hotarumaru: ATK +138 Fire elemental
Ichimonju: ATK +127 AGI +5 TP +20
Hachi: ATK +111 LUC +15
Kotsujiki: ATK +99 VIT +3
Nikkari: ATK +84 AGI +2 HP +10
Zanmatou: ATK +62 Fire elemental, x0.3 mult
Kurodachi: ATK +46 Ice elemental

Armor
Ruby Mail: DEF +75 STR +8 HP +22
Czar Cloth: DEF +69 Elemental Resist
Brigandine: DEF +64 VIT +2 HP +10
Horn Plate: DEF +33 VIT +2, Volt Resist Up
Plate: DEF +27 VIT +2 AGI +1

Shields
Buclker: DEF +5

Headgear
Headpiece: DEF +37 VIT +5 LUC +5
Great Helm: DEF +36 TP +10
Spangen: DEF +30 TP +3
Circlet: DEF +27 TP +5
Round Helm: DEF +24 TEC +1, TP +10
Bone Helm: DEF +21 TEC +2, TP +10

Gloves
Ruby Gage: DEF +36 AGI +9, TEC +7 (R)
King's Arm: DEF +35 STR +5
Gore Glove: DEF +33 VIT +5
Brave Gage: DEF +30 VIT +1
Evil Arm: DEF +27 STR +1

Shoes
Speed Boot: DEF +34 AGI +9
War Boot: DEF +35 STR +2
Leggings: DEF +30 AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setup
Attack: 668 physical cut damage, 37 speed, 95% accuracy.
HP Up (4): Increases HP by 10%.
STR Up (9): Increases STR by 9.
AGI Up (8): Increases AGI by 8.
LUC Up (8): Increases LUC by 8.
Shiraha (5): 30% chance to evade damage.  This is a seperate check from evasion and doesn't care about things like accuracy at all.  (This is not factored into listed evasions.)
Clarity (5): Increases evasion as HP decreases.  76% chance to be hit at full HP, 64% at 25% mHP, 57% at 1% mHP.
Overhead (10): Increases damage dealt by Overhead skills by 11%.
Iai (1): Increases damage dealt by Iai skills by 2%.
Midareba (10): 21 TP, 3117 physical cut damage over 3 hits. 34 speed, 132% accuracy.
Kubiuchi (5): 12 TP, 1132 physical cut damage, 53% chance to add instant death.  36 speed, 110% accuracy.
Dead Law (5): Self target ATK buff/DEF debuff.  2 TP, increases damage dealt to 130%, increases damage taken to 120%, 37 speed.  Lasts 5 turns.
Issen {Force}: 3344 physical cut damage, 50% base chance of adding instant death, MT.  0 speed, 95% accuracy.

Skills
HP Up (10) {Passive}: Increases HP by 45%.
TP Up (10) {Passive}: Increases TP by 92%.
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Shiraha [AGI Up (8), LUC Up (8)] (5) {Passive}: 30% chance to evade damage.  This is a seperate check from evasion and doesn't care about things like accuracy at all.
Overhead (10) {Mastery}: Increases damage dealt by Overhead skills by 11%.
Seigan (10) {Mastery}: Increases damage dealt by Seigan skills by 11%.
Iai (10) {Mastery}: Increases damage dealt by Iai skills by 11%.
Clarity [STR Up (5)] (5) {Passive}: Increases evasion as HP decreases.  76% chance to be hit at full HP, 64% at 25% mHP, 57% at 1% mHP.
Sayageki (10) {Katana, Arm}: Physical bash damage.  11 TP, 200% damage, 100% speed, 140% accuracy.
Zamba [Overhead (1)] (10) {Katana, Arm}: Physical cut damage.  13 TP, 225% damage, 91% speed, 140% accuracy.
Midareba [Overhead (10), Dead Law (5)] (10) {Katana, Arm}: Physical cut damage over multiple hits.  21 TP, 3 hits, 140% damage per hit, 91% speed, 140% accuracy.
Orochi [Overhead (5)] (5) {Katana, Arm}: Physical cut/fire damage.  13 TP, 200% damage, 97% speed, 116% accuracy.
Kienzan [Overhead (7), Orochi (5)] (5) {Katana, Arm}: Physical cut/fire damage, 26 TP, 170% damage, 73% speed, 116% accuracy, MT.
Koteuchi [Seigan (1)] (10) {Katana, Arm}: Physical stab damage.  13 TP, 205% damage, 115% speed, 140% accuracy, 50% base chance of adding Arm Bind.
Getsuei [Seigan (3), Koteuchi (5)] (10) {Katana, Arm}: Physical stab damage.  13 TP, 215% damage, 245% speed, 140% accuracy.
Raizuki [Seigan (5)] (5) {Katana, Arm}: Physical stab/volt damage.  13 TP, 200% damage, 97% speed, 116% accuracy.
Minakata [Seigan (7), Raizuki (5)] (5) {Katana, Arm}: Physical stab/volt damage, 26 TP, 170% damage, 73% speed, 116% accuracy, MT.
Kubiuchi [Iai (1)] (5) {Katana, Arm}: Physical cut damage.  12 TP, 166% damage, 97% speed, 116% accuracy, 56% base chance to add instant death.
Nukeuchi [Iai (3), Kubiuchi (5)] (10) {Katana, Arm}: Physical stab damage.  13 TP, 270% damage, 95%, 95%/105%/140% accuracy.
Hyosetsu [Iai (5)] (5) {Katana, Arm}: Physical cut/ice damage.  13 TP, 200% damage, 97% speed, 116% accuracy.
Hosoyuki [Iai (7), Hyosetsu (5)] (5) {Katana, Arm}: Physical cut/ice damage, 26 TP, 170% damage, 73% speed, 116% accuracy, MT.
Dead Law [STR Up (1)] (5) {Special, Head}: Self target ATK buff/DEF debuff.  2 TP, increases damage dealt to 130%, increases damage taken to 120%, 100% speed.  Lasts 5 turns.
Mine (5) {Search}: Gather items at mine points, 5/day.  In a duel!
Issen {Force}: Physical cut damage.  500% damage 1% speed, 100% accuracy, 50% base chance of adding instant death, MT.

Hexer
HP: 553
TP: 183
STR: 27
TEC: 74 (Takes 96% magical damage.)
VIT: 39 (Takes 132% physical damage.)
AGI: 71
LUC: 76

ATK: 155
DEF: 143

Base Speed: 7
Base Physical Accuracy: 92%
Base Physical Evasion: 31%
Base Magical Accuracy: 94%
Base Magical Evasion: 32%
Base Status Accuracy: 117%
Base Status Resistance: 15%
Critical rate: 7%
Critical resistance: 40%

Initiative chance: 10%
Initiative resistance: 57%

Weapons (Staves have a x0.1 speed mult and deal Bash damage)
Kerykeion: ATK +176 TEC +5 TP +40
King's Staff: ATK +203 STR +8 HP +30
Polar Rod: ATK +159 TP +30 Ice elemental
Arcana Rod: ATK +133 TP +40
Stardust: ATK +138 STR +5 HP +50
Sage Wand: ATK +129 TP +50
Goldendag: ATK +122 TP +30
Ebon Staff: ATK +130 STR +2 HP +20
Purple Rod: ATK +99 TEC +1 TP +10
Malice Rod: ATK +73 TEC +8 Fire elemental
Luck Staff: ATK +79 LUC +5 TP +10
Mirage Rod: ATK +50 TP +50

Armor
Hex Mantle: DEF +74 TEC +12 LUC +15
Czar Cloth: DEF +69 Elemental Resist
Fairy Robe: DEF +62 TEC +2 TP +10
Rune Tunic: DEF +59
Fine Robe: DEF +50 Ice Resist Up
Hard Mail: DEF +40 TP +10
Flame Leaf: DEF +30 TP +10, Ice Resist Up
Plate: DEF +27 VIT +2 AGI +1
Wing Leaf: DEF +13 HP +5

Shields
Pelta: DEF +24

Headgear
Angel Helm: DEF +34 TEC +2, TP +20
Circlet: DEF +27 TP +5
Morion: DEF +22 TP +8

Gloves
Gore Glove: DEF +33 VIT +5
Evil Arm: DEF +27 STR +1
Wind Arm: DEF +22 VIT +1

Shoes
Speed Boot: DEF +34 AGI +9
Fur Boot: DEF +27, AGI +3
Fairy Boot: DEF +24, AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setups
Attack: 88 physical bash damage, 6 speed, 92% accuracy
HP Up (10): Increases HP by 45%.
AGI Up (10): Increases AGI by 10.
LUC Up (10): Increases LUC by 10.
Curses (7) {Mastery}: This doesn't actually do anything.
Sapping (3): ATK debuff.  17 TP, reduces damage dealt to 94%, 9 speed, MT.  Lasts 5 turns.
Leaden (10): SPD debuff.  17 TP, reduces AGI to 42% (reduces enemy speed to 42%, accuracy to 80%, and evade to 80%), 9 speed, MT.  Lasts 5 turns.
Evil Eye (5): 10 TP, 102% chance to add Terror, MT.  12 speed.
Suicide (5): Orders an enemy under Terror status to attack itself this turn.  2 TP, hits self 3 times.
Revenge (10): Deals fixed bash damage depending on how much HP the Hexer has lost.  19 TP, 255% times mHP-cHP damage, 17 speed, 186% accuracy.
Caprice {Force}: 111% chance of causing one of Death, Stone, Terror, Curse, Poison (350 damage/turn), Sleep, Confuse, Paralyze, or Blind, 111% chance of causing Stun.  35 speed.

Skills
HP Up (10) {Passive}: Increases HP by 45%.
TP Up (10) {Passive}: Increases TP by 92%.
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Curses (10) {Mastery}: This doesn't actually do anything.
Scavenge [TP Up (5), TEC Up (5)] (5) {Passive}: +41% chance for enemies to drop an item.  In a duel!
Sapping [Curses (1)] (10) {Curse, Head}: ATK debuff.  17 TP, reduces damage dealt to 80%, 140% speed, MT.  Lasts 5 turns.
Frailty [Curses (1)] (10) {Curse, Head}: DEF debuff.  17 TP, increases damage taken by elements to 132%, 140% speed, MT.  Lasts 5 turns.
Leaden [Curses (1)] (10) {Curse, Head}: SPD debuff.  17 TP, reduces AGI to 42%, 140% speed, MT.  Lasts 5 turns.
Dampen [Curses (10), Scavenge (5)] (5) {Curse, Head}: ELE debuff.  33 TP, sets enemy's resistances to all elements to 120% if they were lower, 5% speed.  Lasts 5 turns.
Cranial [Curses (3)] (10) {Curse, Head}: /12 TP, 85% base chance to add Head Bind, 140% speed.
Abdomen [Curses (3)] (10) {Curse, Head}: 3/7/12 TP, 85% base chance to add Arm Bind, 140% speed.
Immobile [Curses (3)] (10) {Curse, Head}: 3/7/12 TP, 85% base chance to add Leg Bind, 140% speed.
Blinding [Curses (1)] (5) {Curse, Head}: 6/10 TP, 87% base chance to add Blind, 172% speed, MT.
Poison [Curse (2)] (10) {Curse, Head}: 15 TP, 105% base chance to add Poison, 295 poison damage per turn, 190% speed, MT.
Torpor [Curses (3)] (5) {Curse, Head}: 10 TP, 87% base chance to add Sleep, 172% speed,  MT.
Evil Eye [Curses (4)] (5) {Curse, Head}: 10 TP, 87% base chance to add Terror, 172% speed,  MT.
Paralysis [Curses (5)] (5) {Curse, Head}: 10 TP, 87% base chance to add Paralysis, 172% speed,  MT.
Corrupt [Curses (6)] (5) {Curse, Head}: 10 TP, 87% base chance to add Curse, 172% speed,  MT.
Suicide [Evil Eye (1)] (5) {Curse, Head}: Orders an enemy under Terror status to attack itself this turn.  2 TP, hits self 3 times.
Betrayal [Evil Eye (1)] (5) {Curse, Head}: Orders an enemy under Terror status to attack its allies this turn.  2 TP.
Paralyze [Evil Eye (1)] (5) {Curse, Head}: Orders an enemy under Terror status to not act this turn.  2 TP.
Revenge [Curses (7)] (10) {Curse, Head}: Deals fixed bash damage depending on how much HP the Hexer has lost.  19 TP, 255% times mHP-cHP damage, 240% speed, 190% accuracy.
Take (5) {Search}: Gather items at take points, 5/day.  In a duel!
Caprice {Force}: 95% base chance of causing one of Death, Stone, Terror, Curse, Poison (350 damage/turn), Sleep, Confuse, Paralyze, or Blind, 95% chance of causing Stun.  500% speed.

Gunner
HP: 580
TP: 161
STR: 70
TEC: 65 (Takes 101% magical damage.)
VIT: 41 (Takes 126% physical damage.)
AGI: 37
LUC: 82

ATK: 266
DEF: 151

Base Speed: 3
Base Physical Accuracy: 74%
Base Physical Evasion: 14%
Base Magical Accuracy: 89%
Base Magical Evasion: 28%
Base Status Accuracy: 121%
Base Status Evasion: 18%
Critical rate: 37%
Critical resistance: 40%

Initiative chance: 6%
Initiative resistance: 29%

Weapons (Guns have a x0.1 speed mult and deal Stab damage)
Agnea: ATK +210
Agneyastra: ATK +202 STR +5 Force Up
Megido Gun: ATK +189 TP +30 Fire elemental
Gugnir: ATK +185 AGI +20 Acc Up
Gold Gun: ATK +131 VIT +5 HP +20
Agbuster: ATK +128 AGI +5 Acc Up
Volt Gun: ATK +103 Volt elemental
Iron Saker: ATK +90 TP +10
Fire Saker: ATK +87 VIT +2 Fire elemental
Ice Musket: ATK +68 STR +2 Ice elemental
Volcanic: ATK +43, x0.3 speed mult

Armor
Dragoonery: DEF +80 VIT +12 HP +24
Czar Cloth: DEF +69 Elemental Resist
Fairy Robe: DEF +62 TEC +2 TP +10
Rune Tunic: DEF +59
Fine Robe: DEF +50 Ice Resist Up
Hard Mail: DEF +40 TP +10
Flame Leaf: DEF +30 TP +10, Ice Resist Up
Plate: DEF +27 VIT +2 AGI +1
Wing Leaf: DEF +13 HP +5

Shields
Pelta: DEF +24

Headgear
Angel Helm: DEF +34 TEC +2, TP +20
Circlet: DEF +27 TP +5
Morion: DEF +22 TP +8

Gloves
Gore Glove: DEF +33 VIT +5
Evil Arm: DEF +27 STR +1
Wind Arm: DEF +22 VIT +1

Shoes
Speed Boot: DEF +34 AGI +9
Fur Boot: DEF +27, AGI +3
Fairy Boot: DEF +24, AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setup
Attack: 604 physical stab damage, 35% chance of attacking twice, 74% accuracy
HP Up (10) {Passive}: Increases HP by 45%.
STR Up (10): Increases STR by 10.
VIT Up (5): Increases VIT by 10.
AGI Up (10): Increases AGI by 10.
LUC Up (10): Increases LUC by 10.
Guns (10): Increases gun damage by 11%.
2-Hit (10): 35% chance of attacking twice on a basic physical.  Both attacks must hit the same target and cannot be switched even if the target dies.
Weakshot (10): +30% chance of critical hits.
Ricochet (5): 21 TP, 755 physical stab damage 70% chance of 3 hits, 20% chance of 2 hits, 10% chance of 5 hits.  2285 average damage.  Does focus.  Shots are aimed as soon as Gunner acts, and if an enemy dies while  shots are still left aimed at it, they do NOT switch targets.  2 speed, 89% accuracy.
Riot Gun {Force}: 3173 physical stab damage.  18 speed, 111% accuracy, perfect stun rate.

Skills
HP Up (10) {Passive}: Increases HP by 45%.
TP Up (10) {Passive}: Increases TP by 92%.
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Guns (10) {Mastery}: Increases gun damage by 11%.
2-Hit [Guns (10)] (10) {Passive}: 35% chance of attacking twice on a basic physical.  Both attacks must hit the same target and cannot be switched even if the target dies.
Weakshot (10) {Passive}: +30% chance of critical hits.
Legshot [Guns (2), AGI Up (1)] (5) {Gun, Arm}: Physical stab damage.  13 TP, 150% damage, 70% speed, 120% accuracy, 45% base chance to add Leg Bind.
Armshot [Guns (3), AGI Up (1)] (5) {Gun, Arm}: Physical stab damage.  13 TP, 150% damage, 70% speed, 120% accuracy, 45% base chance to add Arm Bind.
Headshot [Guns (4), AGI Up (1)] (5) {Gun, Arm}: Physical stab damage.  13 TP, 150% damage, 70% speed, 120% accuracy, 45% base chance to add Head Bind.
Riskshot [Guns (5)] (5) {Gun, Arm}: Physical stab damage.  Damage taken this turn before the attack activates is increased.  19 TP, 322% damage, 256% damage taken while charging, 1% speed, 100%/172% accuracy.
Stunshot [Guns (5)] (5) {Gun, Arm}: Physical stab damage.  18 TP, 197% damage, 111% speed, 162% accuracy, 77% base chance of adding Stun.
Snipe [Guns (5)] (5) {Gun, Arm}: Physical stab damage.  Ignores evasion and accuracy.  8 TP, 145% damage, 300% speed.
Fireshot [Guns (1)] (10) {Gun, Arm}: Physical fire damage.  15 TP, 215% damage, 65% speed, 145% accuracy.
Riskfire [Guns (5), Fireshot (5)] (10) {Gun, Arm}: Physical fire damage.  Damage taken this turn before the attack activates is increased.  20 TP, 340% damage, 250% damage taken while charging, 1% speed, 190% accuracy.
Iceshot [Guns (1)] (10) {Gun, Arm}: Physical ice damage.  15 TP, 215% damage, 65% speed, 145% accuracy.
Riskice [Guns (5), Iceshot (5)] (10) {Gun, Arm}: Physical ice damage.  Damage taken this turn before the attack activates is increased.  20 TP, 340% damage, 250% damage taken while charging, 1% speed, 190% accuracy.
Voltshot [Guns (1)] (10) {Gun, Arm}: Physical volt damage.  15 TP, 215% damage, 65% speed, 145% accuracy.
Riskvolt [Guns (5), Voltshot (5)] (10) {Gun, Arm}: Physical volt damage.  Damage taken this turn before the attack activates is increased.  20 TP, 340% damage, 250% damage taken while charging, 1% speed, 190% accuracy.
Wildshot [Guns (7)] (5) {Gun, Arm}: Physical stab damage, MT.  11/19 TP, 100%/150% damage, 25%/35% speed, 100%/120% accuracy.
Ricochet [Guns (10)] (5) {Gun, Arm}: Physical stab damage over multiple hits, random targetted.  Does focus.  Shots are aimed as soon as Gunner acts, and if an enemy dies while  shots are still left aimed at it, they do NOT switch targets.  21 TP, 125% damage per hit, 70% chance of 3 hits, 20% chance of 2 hits, 10% chance of 5 hits, 60% speed, 120% accuracy.
Medishot [TEC Up (1)] (5) {Gun, None}: 9 TP, removes Blind, Poison, Sleep, Paralyze, Terror, Curse, and Confuse, 120% speed, MT at L5.
Haltshot (5) {FOE}: Stops FOEs from moving.  7 TP, 8 turn duration, 3/5 range.  In a duel!
Take (5) {Search}: Gather items at take points, 5/day.  In a duel!
Riot Gun {Force}: Physical stab damage.  525% damage, 500% speed, 150% accuracy, perfect stun rate.

War Magus
HP: 617
TP: 194
STR: 71
TEC: 63 (Takes 88% magical damage.)
VIT: 68 (Takes 85% physical damage.)
AGI: 56
LUC: 50

ATK: 224
DEF: 204

Base Speed: 112
Base Physical Accuracy: 84%
Base Physical Evasion: 24%
Base Magical Accuracy: 88%
Base Magical Evasion: 27%
Base Status Accuracy: 100%
Base Status Resistance: 0%
Critical rate: 5%
Critical resistance: 0%

Initiative chance: 5%
Initiative resistance: 14%

Weapons (Swords have a x2.0 speed mult and deal Cut damage)
Dragvandil: ATK +189 Force Up
Dragonbane: ATK +183 All Stats +20
Rubylight: ATK +169 STR +5 TEC +5
Levantine: ATK +151 Fire elemental
Duergar: ATK +120 AGI +5 HP +10
Caledfwlch: ATK +111 Volt elemental
Melputteh: ATK +111 Pierce elemental
Flamberge: ATK +98 VIT +2 HP +10
Estoc: ATK +76 HP +10 Pierce elemental, x3.0 speed mult
Rapier: ATK +66 TP +10
Katzbalger: ATK +63 STR +1 VIT +1

Armor
Curse Mail: DEF +79, LUC +13, TP +18
Czar Cloth: DEF +69 Elemental Resist
Brigandine: DEF +64 VIT +2 HP +10
Czar Plate: DEF +53 HP +20
Horn Plate: DEF +33 VIT +2, Volt Resist Up
Plate: DEF +27 VIT +2 AGI +1

Shields
King Aspis: DEF +30

Headgear
Great Helm: DEF +36 TP +10
Spangen: DEF +30 TP +3
Circlet: DEF +27 TP +5
Round Helm: DEF +24 TEC +1, TP +10
Bone Helm: DEF +21 TEC +2, TP +10

Gloves
King's Arm: DEF +35 STR +5
Gore Glove: DEF +33 VIT +5
Brave Gage: DEF +30 VIT +1
Evil Arm: DEF +27 STR +1

Shoes
Speed Boot: DEF +34 AGI +9
War Boot: DEF +35 STR +2
Leggings: DEF +30 AGI +5

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setup
Attack: 415 physical cut damage, 112 speed, 84% accuracy.
HP Up (10): Increases HP by 45%.
STR Up (10): Increases STR by 10.
AGI Up (10): Increases AGI by 10.
War Lore (5): Increases healing.
Regenall (5): Regenerate 5 HP per turn, MT.
War Edge (10) {Mastery}: Increases sword damage by 11%.
Blindcut (10): 13 TP, 913 physical non-elemental damage, 105% base chance of adding Head Bind if target is blind.  212 speed, 122% accuracy.
Cure 3 (5): 22 TP, 100 speed, recover all HP.
Warmight (5): ATK buff.  6 TP, increases damage dealt to 160%, 168 speed.  Lasts 5 turns.
Rockskin (5): DEF buff.  6 TP, reduces damage taken by 30%, 168 speed.  Lasts 5 turns.
Elkspeed (5): SPD buff.  6 TP, increases AGI to 160% (raises base speed to 179, accuracy to 128%, evasion to 22%), 168 speed.  Lasts 5 turns.
Invoke {Force}: Restores all HP and boosts all elemental resistances, MT.  Lasts 5 turns.

Skills
HP Up (10) {Passive}: Increases HP by 45%.
TP Up (10) {Passive}: Increases TP by 92%.
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
War Edge (10) {Mastery}: Increases sword damage by 11%.
War Lore (10) {Mastery}: Increases healing by 60%.
Regenall (5) {Passive}: Regenerate 5 HP per turn, MT.
Blindcut [War Edge (1), STR Up (1)] (10) {Sword, Arm}: Physical non-elemental damage.  13 TP, 220% damage, 190% speed, 145% accuracy, 105% base chance of adding Head Bind if target is blind .
Venomcut [War Edge (2), STR Up (2)] (10) {Sword, Arm}: Physical non-elemental damage.  13 TP, 220% damage, 190% speed, 145% accuracy, 105% base chance of adding Leg Bind if target is poisoned.
Sleepcut [War Edge (3), STR Up (3)] (10) {Sword, Arm}: Physical non-elemental damage.  Deals extra damage if target is sleeping.  13 TP, 170% (390% if sleeping) damage, 190% speed, 145% accuracy.
Fearcut [War Edge (4), STR Up (4)] (10) {Sword, Arm}: Physical non-elemental damage.  13 TP, 220% damage, 190% speed, 145% accuracy, drains 105% damage dealt if target is terrored.
Stuncut [War Edge (5), STR Up (5)] (10) {Sword, Arm}: Physical non-elemental damage.  13 TP, 220% damage, 190% speed, 145% accuracy, 105% base chance of adding Arm Bind if target is paralyzed.
Cursecut [War Edge (10), STR Up (6)] (5) {Sword, Arm}: 8 TP, 140% damage, 120% speed, 110% accuracy, drains 60% damage as TP if enemy is cursed.
Cure [War Lore (1)] (10) {Healing, Head}: 12 TP, 190% speed, recover 125 base HP.
Cure 2 [War Lore (3)] (10) {Healing, Head}: 18 TP, 165% speed, recover 265 base HP.
Cure 3 [War Lore (5)] (5) {Healing, Head}: 22 TP, 90% speed, recover all HP.
Salve [War Lore (7), Cure (3)] (5) {Healing, Head}: 30 TP, 90% speed, recover 91 base HP, MT.
Salve 2 [War Lore (10), Cure 2 (4)] (5) {Healing, Head}: 48 TP, 90% speed, recover 214 base HP, MT.
Warmight [War Lore (2)] (5) {Shaman, Head}: ATK buff.  6 TP, increases damage dealt to 160%, 150% speed.  Lasts 5 turns.
Rockskin [War Lore (2)] (5) {Shaman, Head}: DEF buff.  6 TP, reduces damage taken by 30%, 150% speed.  Lasts 5 turns.
Elkspeed [War Lore (2)] (5) {Shaman, Head}: SPD buff.  6 TP, increases AGI to 160%, 150% speed.  Lasts 5 turns.
Erase [War Lore (3)] (5) {Shaman, Head}: 1 TP, removes 3 buffs, 220% speed.
Transfer [TP Up (1)] (5) {Special, Head}: Restores TP of an ally.  36 TP, restore 40 TP, 220% speed.  In a duel!
Chop (5) {Search}: Gather items at chop points, 5/day.  In a duel!
Invoke {Force}: Restores all HP and boosts all elemental resistances, MT.  Lasts 5 turns.

Beast
HP: 595
TP: 203
STR: 76
TEC: 23 (Takes 127% magical damage.)
VIT: 85 (Takes 77% physical damage.)
AGI: 43
LUC: 56

ATK: 263
DEF: 202

Base Speed: 4
Base Physical Accuracy: 77%
Base Physical Evasion: 17%
Base Magical Accuracy: 66%
Base Magical Evasion: 4%
Base Status Accuracy: 104%
Base Status Resistance: 4%
Critical rate: 5%
Critical resistance: 20%

Initiative chance: 5%
Initiative resistance: 14%

Weapons (Claws have a x0.1 speed mult and deal Bash damage)
Bond Claw: ATK +210
Sten Nail: ATK +198 STR +5 VIT +5
Purr Claw: ATK +187 HP +50 TP +50
Comet Nail: ATK +127 VIT +5 HP +30
Aqua Claw: ATK +86 Ice elemental
Hell Claw: ATK +61 Fire elemental
Breaker: ATK +65 Acc Up
Iron Claw: ATK +64 STR +1

Armor
Holy Band: DEF +139 Elemental Resist Up
Wild Chain: DEF +129 All Stats +1
Wild Beads: DEF +117
Lush Beads: DEF +96 VIT +3, HP +30

Accessories
State Wall: Ailment Resist Up x2
Stone Ring: Stone Resist Up x3
Bind Wall: All Bind Resist Up x2
Snow Quill: Terror Resist Up x3
Head Guard: Bind Head Resist Up x3
Bug Piece: Confuse Resist up x3
Bite Piece: Blind Resist Up x3
Arm Guard: Bind Arms Resist Up x3
Fungus Jet: Paralysis Resist Up x3
Leg Guard: Bind Legs Resist Up x3
Venom Ring: Poison Resist Up x3
Bird Stare: Sleep Resist Up x3

Default setup
Attack: 438 physical bash damage, 4 speed, 77% accuracy
STR Up (10) {Passive}: Increases STR by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
Loyalty (10): Chance to guard for allies, damage taken based on that ally's state.  75% chance, 78% damage taken... in a duel!
Autocure (5) {Passive}: Restore 5% mHP after battle... in a duel!
Autoheal (5): 50% chance to recover from status each turn.
En Garde (10): 55% chance to halve damage.
Bodyslam (10): 17 TP, 1117 physical bash damage, 48% chance to add Stun.  7 speed, 93% accuracy.
Rampage (10): 26 TP, 701 physical bash damage, 10% chance of 3 hits, 45% chance of 4 hits, 25% chance of 5 hits, 20% chance of 6 hits, random targetted.  1837 average damage.  Does focus.  Hits are aimed as soon as Beast acts, and if an enemy dies while  hits are still left aimed at it, they do NOT switch targets.  4 speed, 58% accuracy.
Salivall {Force}: Revival, removes all statuses (except Binds/Stun), recover 500 base HP, 200% speed, MT.

Skills
HP Up (10) {Passive}: Increases HP by 45%.
TP Up (10) {Passive}: Increases TP by 92%.
STR Up (10) {Passive}: Increases STR by 10.
TEC Up (10) {Passive}: Increases TEC by 10.
VIT Up (10) {Passive}: Increases VIT by 10.
AGI Up (10) {Passive}: Increases AGI by 10.
LUC Up (10) {Passive}: Increases LUC by 10.
Esc Up (1) {Passive}: Increases Escape Rate by 30%.
Loyalty (10) {Passive}: Chance to guard for allies, damage taken based on that ally's state.  75% chance, 78% damage taken... in a duel!
Autocure [HP Up (3)] (10) {Passive}: Restore 10% mHP after battle... in a duel!
Autoheal [Autocure (5)] (5) {Passive}: 50% chance to recover from status each turn.
En Garde [VIT Up (10)] (10) {Passive}: 55% chance to halve damage.
Tenacity [Autoheal (5)] (10) {Passive}:  30% chance of reviving to 1 HP when killed.
Maul (10) {Beast, Arm}: Physical bash damage.  Deals more damage at lower HP.  127% times damage at 76%-100% mHP, 147% at 51%-75% mHP, 196% below 51% mHP.  10 TP, 146% damage, 235% speed, 140% accuracy.
Devour [Maul (5)] (5) {Beast, Head}: Physical bash damage.  11 TP, 202% damage, 106% speed, 131% accuracy, drains 56% damage dealt.
Bodyslam (10) {Beast, None}: Physical bash damage.  17 TP, 255% damage, 120% accuracy, 46% base chance to add Stun.
Rampage [Bodyslam (5), Loyalty (10)] (10) {Beast, None}: Physical bash damage over multiple hits, random targetted.  Does focus.  Hits are aimed as soon as Beast acts, and if an enemy dies while  hits are still left aimed at it, they do NOT switch targets.  26 TP, 160% damage per hit, 10% chance of 3 hits, 45% chance of 4 hits, 25% chance of 5 hits, 20% chance of 6 hits, 100% speed, 75% accuracy.
Claw (10) {Beast, Arm}: Physical cut damage 6 TP, 210% damage, 21% speed, 84% accuracy.
Wildcut [Claw (5)] (5) {Beast, Arm}: Physical cut damage, MT.  23 TP, 222% damage, 1% speed, 105% accuracy.
Bristle [Loyalty (3)] (5) {Support, None}: Self ATK debuff + DEF buff.  6 TP, 80% damage dealt, 44% damage taken, 150% speed.  Lasts 5 turns.
Preen [Loyalty (2)] (10) {Support, Head}: Self DEF buff.  6 TP, 82% damage taken, 100% of forcing enemies to target Beast with an ST attack after this turn, 235% speed.  Lasts 5 turns.
Wildwall (5) {Special, none}: 100% base chance to parry melee attacks this turn, -5% chance per hit.
Roar (5) {Beast, Head}: 14 TP, 75% base chance of causing Terror, MT.
Saliva (10) {Healing, None}: 11 TP, 190% speed, recover 190 HP.
Doze Off [Loyalty (1)] (5) {Healing, None}: Inflicts Sleep status on Beast, restores HP.  Ignores Sleep resistance.  1 TP, recover 300 base HP, 250% speed.
Howl (5) {FOE}: Causes FOEs to move to the location this is used from.  7 TP, 8 turns, 5 range.  In a duel!
Growl (5) {FOE}: Stops FOEs from moving.  7 TP, 8 turn duration, 5 range.  In a duel!
Fetch [LUC Up (5), TEC Up (5)] (5) {Search}: Gather items at chop, take, or mine points, 5/day each.  In a duel!
Salivall {Force}: Revival, removes all statuses (except Binds/Stun), recover 500 base HP, 200% speed, MT.

Averages
HP: 646
TP: 204.25
STR: 66.33
TEC: 57.5
VIT: 59.33
AGI: 64.08
LUC: 54.42
ATK: 222.08
DEF: 183.75
Speed: 73.42 (SD: 97.89)
Status Resistance: 2.25%
Critical rate: 7.58%
Critical Resistance: 11.67%
Initiative chance: 6.42%
Initiative resistance: 31%
Damage: 1355.83

« Last Edit: April 14, 2010, 02:38:52 AM by Talaysen »

Talaysen

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #3 on: July 25, 2008, 06:49:42 AM »
Reserve post!

Talaysen

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #4 on: July 25, 2008, 06:50:02 AM »
Reserve post #2 (hey I might need it...)

TranceHime

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #5 on: July 25, 2008, 01:39:59 PM »
Base Physical Accuracy = TEC + AGI + (LUC / 2)
Status Success/Resistances modifier = (TEC / 2) + LUC

Basic physical accuracy tests:

Landsknecht Lv20 (no retirement) - Francisca / Composite Armor / Holy Aspis
Base states - STR21 TEC13 VIT21 AGI17 LUC12
500 tests were done for each condition, axe accuracy

NO AGI Up - 341/500
L10 AGI Up - 372/500

NO TEC Up - 341/500
L10 TEC Up - 350/500

NO LUC Up - 341/500
L10 LUC Up - 342/500

Skill accuracy testing:

Gunner Lv32 (no retirement) - Fire Gun
Base States - STR32 TEC26 VIT14 AGI11 LUC37
HP up 9, Gun Mastery L10, Ricochet L5, were incorporated
Tests will be:
1) No AGI/TEC modifier
2) AGI+25 (AGI Up L10, x3 Rabbit Charm [3x5 AGI])
3) TEC+25 (TEC Up L10, x3 Wisdom Earrings [3x5 TEC])
Results:
1) No AGI/TEC modifier - 355/508
2) AGI+25 - 422/491
3) TEC+25 - 365/509
Note that Ricochet has an accuracy bonus of 120%
19:35:58 (trancehime) there's a specific spot in the game that's for item duping
19:36:14 (Sanae) o.o
19:39:11 (Sanae) I'd love to dupe a second trancehime.

Talaysen

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #6 on: July 25, 2008, 05:03:26 PM »
Okay, I believe all the data is in here now.  Formatting needs work but that's a Beast (haha get it) I'll tackle later.  Probably much later because I'm pretty damn lazy.

Captain K.

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #7 on: July 26, 2008, 02:06:39 AM »
Some Ronin skills deal damage of dual element types such as Cut/Fire, but I'm not sure how those work.  I think they take the lower resistance of the two.

I've heard that they take the more favorable of the two, but my experience suggests there's some averaging going on.  Needs to be tested.

Talaysen

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #8 on: July 26, 2008, 02:14:07 AM »
I've heard that they take the more favorable of the two, but my experience suggests there's some averaging going on.  Needs to be tested.

I've heard the same thing, and I'm also inclined to agree with you.  Orochi wasn't doing full damage against Salamox, for example.

TranceHime

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #9 on: July 26, 2008, 02:20:29 AM »
Orochi won't do full damage against Salamox, because dual-elemental attack of the Ronin has a 50:50 ratio between Physical:Elemental elements. So since Salamox has resistance to the Fire, it will reduce the damage done by about... a fourth? Give or take?
19:35:58 (trancehime) there's a specific spot in the game that's for item duping
19:36:14 (Sanae) o.o
19:39:11 (Sanae) I'd love to dupe a second trancehime.

Talaysen

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #10 on: August 02, 2008, 03:41:00 AM »
Tentative rankings I guess.  I suck at this but I'll try.

Landsknecht - Light/Middle.  Swords has a fast low 3HKO and is decently durable.  Axes has Head Bind (silence-like) and a higher 3HKO if needed.

Survivalist - High Middle.  Evasion and decently durable, but bad damage until turn 3.  Decently quick though.

Protector - Low Heavy.  Really freaking tanky and has decent damage on top of above average speed.  Arm Bind's rate is pretty low but off of that tankishness it's a good chance he'll see it.

Dark Hunter - High Heavy.  Tanky, fast, has parasitic healing and status.  Also has solid resistance to status himself.

Medic - Light.  Typical slow healer, really.

Alchemist - Light/Middle - 2HKOs!  But is pretty slow and frail.  Murders things with weaknesses though.

Troubadour - Light.  Buffs are good to let him win some in Light, but not anywhere else.

Ronin - Heavy.  High 2HKO that's just below average speed, and can buff it to overkill if needed.  Frail, but the evasion helps a lot with that.  Also has some ID.  Typical ball lightning with a couple of tricks.

Hexer - Middle/Heavy.  Status whore xtreem, but fails outside of that.  Revenge isn't so great on damage at endgame, though at least it does ignore defense/resistance.  Leaden is good for slowing people down at least, but Hexer himself is also slow.

Gunner - Middle.  Another ball lightning.  Ricochet's a solid 2HKO, and that's before taking crits into account.  Too bad Gunner's too slow to get the jump on opponents though.  Stunshot's nice against slower people though.

War Magus - Low Heavy.  Typical buffer healer, but this time with speed and durability.

Beast - High Light.  Has a 2HKO, but is slow and fails it up to evasion.

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Re: Etrian Odyssey II: Heroes of Lagaard
« Reply #11 on: August 03, 2008, 04:11:39 AM »
I agree with those rankings.