Not a regular stat topic yet, just compiling some info from Gamefaqs. All information was posted by Terence, Scy046, or Zaraf.
------------------
EO2 is turn-based, with speed determining who attacks first. Note, if an attack lists a speed modifier, it changes the user's speed for that turn. For example, if the Beast uses level 1 Maul, it will have only 10% of its normal speed.
Speed modifiers for weapons. This is only an average value, each weapon has its own modifier.
Whip > Sword > Bow > Katana > Gun > Staves/Nails > Axe
3.0 > 2.0 > 1.0 ~ 1.5 > ~.5 > ~.1 > ?
Sword - normally x 2.0
x 3.0 - Estoc
x 2.0 - Kukri, Falcatta, Gladius, Kora, Broadsword, Cutlass, Rapier, Talwaar, Executor, Patissa
x 0.1 - Dagger
Katana - normally x 0.5
x 0.5- Sensui
x 0.3 Sasuga, Wakizashi, Kodachi, Tachi, Nodachi, Zanmatou, Ganyu, Kishindaio
x 0.1 Warabide, Ochiba
Bow - normally x 1.0
x 2.0 - Wood Bow
x 1.5 - Self Bow, Fin Bow, Heaven Bow
x 1.0 - Sling, Hindi, Long Bow, Vine Bow, Hunter Bow, Aquael
x 0.5 - Shadow Bow
x 0.1 - Short Bow
Whip - normally x 3.0
x 4.0 - Bullwhip
x 3.5 - Sting Whip
x 3.0 - Plain Whip, Nail Whip, Slice Whip, Briar Whip, Bird Whip, Flame Whip, Snake Whip, Beast Whip, Rouge Whip, Wolf Pain, Gale Whip
Gun - normally x 0.1
x 0.3 - Volcanic
x 0.1 - Fire Gun, Culverin, Madfa, Shotgun, Nalnari, Handcannon, Wyrmhunter, Zamiel Gun
-----------------
Stats are HP (duh), TP (spend for skills/spells), STR (affects most damage done, whether melee or ranged weapon), TEC (affects spell damage and spell defense), VIT (reduces damage taken), AGI (affects speed, accuracy, and evasion), and LUC (affects critical hits, evasion, and status hit rates).
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.
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: strength lowered, and can't use skills requiring the arms (i.e. most weapon skills).
Leg Bind: can't escape from battle, and can't use skills requiring the legs. This is like FFT Don't Move. (does this bind lower speed? need to check)
----------------
"The damage is based on the following formula:
(20 + aSTR) * (aSTR + [aWP / 2]) * (20 + aWP)
Where aSTR is the STR of the Attacker, and aWP differs depending on who's doing the attacking.
If it's an enemy attacking, then aWP is equal to the STR of the enemy.
If it's a PC attacking, then aWP is equal to [wATK / 3], where wATK is the ATK of the weapon being used.
So if you simplify that for a PC only, the formula becomes: (20 + aSTR) * (aSTR + [wATK / 6]) * (20 + [wATK / 3]). Square brackets mean to truncate. So yeah, STR means a lot more than the ATK of your weapon, and the ATK stat on the status screen means zip, but having a high ATK weapon still means a fair amount."
Oh, and magic damage is identical except that you use TEC instead of STR, and the ATK value of the spell isn't divided by 3. It also has a different defense formula (based around using 25% of the Attacker's VIT and 75% of the Defender's TEC, compared to just using 100% of the Defender's VIT), but that doesn't mean a huge amount.
-----------------
All characters share the following skills:
HP Up: 145% bonus at level 10.
TP Up: 192% bonus at level 10.
Str Up/Tec Up/Vit Up/Agi Up/Luc Up: +1 point per level.
Esc Up: +30% to escape chance with this skill.
------------------
ALCHEMISTFire Up: adds a multiplier to base damage of Fire spells
L1: 102% multiplier
L5: 106% multiplier
L10: 111% multiplier
Ice Up: adds a multiplier to base damage of Ice spells
L1: 102% multiplier
L5: 106% multiplier
L10: 111% multiplier
Volt Up: adds a multiplier to base damage of Volt spells
L1: 102% multiplier
L5: 106% multiplier
L10: 111% multiplier
Phys Up: adds a multiplier to base damage of Physical spells
L1: 102% multiplier
L5: 106% multiplier
Analysis: damage multiplier applied when hitting an enemy weakness
L1: 105% multiplier
L5: 155% multiplier
Fire: simple Fire spell
L1: ?
L5: ?
L10: 26 TP, 113 base damage, 140 speed, 195 accuracy
Flame: stronger Fire spell
L1: ?
L5: ?
L10: 36 TP, 113 base damage, 1.5x damage multiplier, 100 speed, 195 accuracy
Inferno: area damage Fire spell
L1: ?
L5: 52 TP, slightly weaker than Fire L10.
Ice: simple Ice spell
L1: ?
L5: ?
L10: 26 TP, 113 base damage, 140 speed, 195 accuracy
Freeze: stronger Ice spell
L1: ?
L5: ?
L10: 36 TP, 113 base damage, 1.5x damage multiplier, 100 speed, 195 accuracy
Cocytus: area damage Ice spell
L1: ?
L5: 52 TP, slightly weaker than Ice L10.
Volt: simple Volt spell
L1: ?
L5: ?
L10: 26 TP, 113 base damage, 140 speed, 195 accuracy
Thunder: stronger Volt spell
L1: ?
L5: ?
L10: 36 TP, 113 base damage, 1.5x damage multiplier, 100 speed, 195 accuracy
Thor: area damage Volt spell
L1: ?
L5: 52 TP, slightly weaker than Volt L10.
Blades: area damage Slash spell
L1: ?
L5: 52 TP, slightly weaker than Fire L10.
Gravity: area damage Blunt spell
L1: ?
L5: 52 TP, slightly weaker than Fire L10.
Piercing: area damage Pierce spell
L1: ?
L5: 52 TP, slightly weaker than Fire L10.
Megido: non-elemental attack
L1: ?
L5: ? TP, 180 base power, 1.5x damage multiplier, ? speed (slow), ? accuracy
Return: teleports the party in the dungeon. Ignore for duel.
Chop: gather materials. Ignore for duel.
Force Skill - Eschaton: area damage non-elemental spell.
base damage 200, 1.5x damage multiplier, ? speed (high), ? accuracy (high)
=============
BEASTLoyalty: Takes damage for other characters. No effect in a duel. Damage taken is based off how much the original target would have taken, not the Beast.
L1: 30% chance to guard, 105% damage taken
L5: 40%/93%
L10: 75%/78%
Auto-Cure: Restores HP at the end of battle. No effect in a duel.
L1: 1% MHP
L5: 5%
L10: 10%
Auto-Heal: Chance to recover from status at the end of each turn.
L1: 10% chance
L5: 50%
En Garde: Halves damage when it activates. Does work on skills/elemental attacks.
L1: 10% chance
L5: 20%
L10: 55%
Tenacity: Chance of recovering with 1 HP when killed with damage. Can activate multiple times in one fight. Has NOT been tested versus ID attacks.
L1: 10% chance of reviving
L5: 30%
Maul: Blunt-type damage. Gets stronger as Beast loses HP. From full HP to 76% HP, you have an innate multiplier to Animal Punch's damage of 127%. Below 76% HP, this increases to 147% until 51% HP, 170% until 26% HP, and then 196% below that.
L1: 1 TP, 101% base (128%-197% total), 10% speed, 95% accuracy
L5: 5 TP, 111% base (140%-217% total), 60% speed, 105% accuracy
L10: 10 TP, 146% base (185%-286% total), 235% speed, 140% accuracy
Devour: Blunt-type damage. Drains HP.
L1: 3 TP, 130% damage, 70% speed, 95% accuracy, heals 20% of damage done
L5: 11 TP, 202% damage, 106% speed, 131% accuracy, heals 56% of damage done
Bodyslam: Blunt-type damage.
L1: 8 TP, 30% damage, 1% speed, 75% accuracy, 1% chance to inflict Stun
L5: 12 TP, 80% damage, 41% speed, 85% accuracy, 11% chance to inflict Stun
L10: 17 TP, 255% damage, 181% speed, 120% accuracy, 46% chance to inflict Stun
Rampage: Blunt-type damage. Multi-hit move.
L1: 8 TP, 70% damage, 10% speed, 30% accuracy, 70%/30% chance of 3/4 hits
L5: 16 TP, 90% damage, 30% speed, 40% accuracy, 30%/60%/10% chance of 3/4/5 hits
L10: 26 TP, 160% damage, 100% speed, 75% accuracy, 10%/45%/25%/20% chance of 3/4/5/6 hits
Claw: Slash-type damage. No, the percents are not typos.
L1: 15 TP, 120% damage, 500% speed, 120% accuracy
L5: 11 TP, 140% damage, 121% speed, 104% accuracy
L10: 6 TP, 210% damage, 21% speed, 84% accuracy
Wildcut: Slash-type damage. Area attack.
L1: 15 TP, 150% damage, 1% speed, 85% accuracy
L5: 23 TP, 222% damage, 1% speed, 105% accuracy
Bristle: a 5-turn self-buff. It reduces your damage dealt, but in turn reduces damage from all six elements (Slash, Blunt, Pierce, Fire, Ice, Volt).
L1: 2 TP, 50% speed, 100% damage dealt, 70% damage taken
L5: 6 TP, 150% speed, 80% damage dealt, 44% damage taken
Preen: Causes all attacks to target the user, but reduces damage taken.
L1: 3 TP, 100% speed, 20% provoke chance, 100% damage taken
L5: 7 TP, 130% speed, 70% provoke, 92% taken
L10: 6 TP, 235% speed, 100% provoke, 82% taken
Wildwall: Parries normal attacks, including elemental ones. Does not work against enemy skills/magic.
L1: 3 TP, 100% chance to parry first hit, -40% per additional hit.
L5: 7 TP, 100%/-5%
Roar: Chance to inflict Terror status on all enemies.
L1: 10 TP, 50% speed, 1% chance of Terror
L5: 14 TP, 70% speed, 75% Terror
Saliva: Single-target healing.
L1: 2 TP, 100% speed, 10 base heal
L5: 6 TP, 120% speed, 50 base heal
L10: 11 TP, 190% speed, 190 base heal
Doze Off: Beast gives itself Sleep status and heals its own wounds. The Sleep can be cured by Self-Recovery skill.
L1: 1 TP, 200% speed, 100 base heal
L5: 1 TP, 250% speed, 300 base heal
Howl: FOE-luring, ignore for duel.
Growl: FOE-stopping, ignore for duel.
Fetch: Item-gathering. Ignore for duel.
Force Skill - Salivall: Revives and heals entire party, and cures statuses (except Bind and Stun).
200% speed, 500 base heal
==============
DARK HUNTERNote: I don't have elements listed, but I think they're all Slash elemental. Hypnos/Nerve/MirageDrain/Petrify may be Pierce.
Whips: adds a multiplier to Whip skills
L1: 102% damage
L5: 106% damage
L10: 111% damage
Swords: adds a multiplier to Sword skills
L1: 102% damage
L5: 106% damage
L10: 111% damage
Antisick:
L1 - 15% Status Resist
L5 - 80% Status Resist
Antibind:
L1 - 15% Bind Resist
L5 - 80% Bind Resist
Viper: whip physical
L1: 4 TP, ?%damage, 100% speed, 100% accuracy, 25% chance to inflict Poison, 20 damage from poison
L5: 9 TP, 200% damage, 120% speed, 130% accuracy, 45% chance to inflict Poison, 140 damage from poison
Shackles: whip physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to Bind Legs
L5: 8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to Bind Legs
L10: 13 TP, 210% damage, 165% speed, 140% accuracy, 65% chance to Bind Legs
Cuffs: whip physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to Bind Arms
L5: 8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to Bind Arms
L10: 13 TP, 210% damage, 165% speed, 140% accuracy, 65% chance to Bind Arms
Gag: whip physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to Bind Head
L5: 8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to Bind Head
L10: 13 TP, 210% damage, 165% speed, 140% accuracy, 65% chance to Bind Head
Ecstasy: whip physical, enemy must have all three Binds in order to use this.
L1: 12 TP, ?% damage10% speed, 80% accuracy
L5: 20 TP, 750% damage, 20% speed, 110% accuracy
Climax: whip Instant Death attack, which also drains a large amount of HP/small amount of TP if ID hits. If the enemy is ID immune, does weak physical damage instead (50%?).
L1: 4 TP, enemy must have <10% HP, 75% speed, 95% accuracy
L5: 8 TP, <20% HP, 95% speed, 105% accuracy
L10: 13 TP, <55% HP, 165% speed, 140% accuracy
Hypnos: sword physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to inflict Sleep
L5: 8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to inflict Sleep
L10: 13 TP, 230% damage, 165% speed, 140% accuracy, 65% chance to inflict Sleep
Nerve: sword physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to inflict Paralyze
L5: 8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to inflict Paralyze
L10: 13 TP, 230% damage, 165% speed, 140% accuracy, 65% to inflict Paralyze
Mirage: sword physical
L1: 4 TP, ?% damage, 75% speed, 95% Accuracy, 20% chance to inflict Confuse
L5: 8 TP, 150% damage, 95% SPD, ?% Accuracy, 30% chance to inflict Confuse
Drain: sword physical that drains HP
Level 1 - 4 TP, ?% damage, 75% speed, 100% accuracy, 50% of damage to HP
Level 5 - 8 TP, 180% Damage, 95% speed, 120% accuracy, 100% of damage to HP
Petrify: sword physical
L1: 4 TP, ?% damage, 75% speed, 95% accuracy, 20% chance to inflict Petrify
L5: 8 TP, ?% damage, 95% speed, 105% accuracy, 30% chance to inflict Petrify
L10: 13 TP, 230% damage, 165% speed, 140% accuracy, 65% chance to inflict Petrify
Bait: Counters enemy physical attacks (presumably Blunt/Slash/Pierce only)
L1: 10 TP, ?% damage, 95% accuracy, 50% chance to counter
L5: 18 TP, 400% damage, 115% accuracy, 100% chance to counter
Magibait: Counters enemy elemental attacks (presumably Fire/Ice/Volt only)
L1: 10 TP, ?% damage, 95% accuracy, 50% chance to counter
L5: 18 TP, 400% damage, 115% accuracy, 100% chance to counter
Unbind: removes Bindings from a party member
L1: 3 TP, 100% speed, 1 Bind removed
L5: 1 TP, 150% speed, 3 Binds removed
Racket: lures FOEs, ignore for duel
Chop: collects materials, ignore for duel
Force Skill - Dominate: Binds head, arms, and legs of one enemy. ? accuracy (very high).
==============
HEXERCurses: Doesn't do anything, just a prerequisite for other skills.
Scavenge: Increases enemy drop rates, ignore for duel.
L1: +1% drop rate
L5: +40% drop rate
Sapping: area attack debuff
L1: 8 TP, 50% speed, 98% damage dealt
L5: 12 TP, 70% speed, 90% damage dealt
L10: 17 TP, 140% speed, 80% damage dealt
Frailty: area defense debuff - affects all six elements
L1: 8 TP, 50% speed, element damage multiplied by 105%
L5: 12 TP, 70% speed, element damage multiplied by 117%
L10: 17 TP, 140% speed, element damage multiplied by 132%
Leaden: area Agility debuff - note that this affects speed, accuracy, and evasion.
L1: 8 TP, 50% speed, AGI drops to 90%
L5: 12 TP, 70% speed, AGI drops to 80%
L10: 17 TP, 140% speed, AGI drops to 42%
Dampen: single-target resistance debuff. Changes the minimum damage they will take to all six elements. This doesn't stack with Frailty - you would use this skill against an enemy with a lot of resists to give them no resists, whereas you would use Frailty when you are already hitting a weakness to increase the weakness.
L1: 25 TP, 1% speed, minimum element damage increases to 100% (i.e. no resists)
L5: 33 TP, 5% speed, minimum element damage increases to 120% (i.e. slightly weak to everything)
Cranial: Head Bind on target
L1: 3 TP, 50% speed, 40% chance to bind
L5: 7 TP, 70% speed, 50% chance to bind
L10: 12 TP, 140% speed, 85% chance to bind
Abdomen: Arm Bind on target
L1: 3 TP, 50% speed, 40% chance to bind
L5: 7 TP, 70% speed, 50% chance to bind
L10: 12 TP, 140% speed, 85% chance to bind
Immobile: Leg Bind on target
L1: 3 TP, 50% speed, 40% chance to bind
L5: 7 TP, 70% speed, 50% chance to bind
L10: 12 TP, 140% speed, 85% chance to bind
Blinding: inflicts Blind on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status
Poison: inflicts Poison on all enemies
L1: 6 TP, 100% speed, 15% chance of Poison, 25 Poison damage per turn
L5: 10 TP, 120% speed, 35% chance of Poison, 85 Poison damage per turn
L10: 15 TP, 190% speed, 105% chance of Poison, 295 Poison damage per turn
Torpor: inflicts Sleep on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status
Evil Eye: inflicts Terror on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status
Paralysis: inflicts Paralyze on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status
Corrupt: inflicts Cursed on all enemies
L1: 6 TP, 100% speed, 15% chance of status
L5: Stats: 10 TP, 172% speed, 87% chance of status
Suicide: Causes a Terrorized enemy to attack itself instead of normal action
L1: 10 TP, attack self once
L5: 2 TP, attack self three times
Betrayal: Causes a Terrorized enemy to attack a teammate instead of normal action
L1: 10 TP
L5: 2 TP
Paralyze: Causes a Terrorized enemy to skip its turn. Yes, this seems worthless in comparison to Suicide.
L1: 10 TP
L5: 2 TP
Revenge: non-elemental, ITD attack. Damage done is multiplier x (Max HP-Current HP). Base accuracy is determined by Hexer's TEC and LUC versus opponent's AGI and LUC.
L1: 10 TP, 120% damage, 150% speed, 100% accuracy
L5: 14 TP, 150% damage, 170% speed, 120% accuracy
L10: 19 TP, 255% damage, 240% speed, 190% accuracy
Take: Gather materials, ignore for duel.
FORCE SKILL - Caprice: Attempts to inflict a status upon each enemy. It goes down this list until one hits: Instant Death, Petrify, Sleep, Paralyze, Confuse, Terror, Poison, Blind, and Cursed. Stun can also be inflicted along with one of the other statuses. 500% speed, 95% chance of status, 350 damage per turn if Poison hits.
==============
PROTECTORShields: Reduces damage taken from all sources.
L1: 99% damage taken
L5: 95% damage taken
L10: 90% damage taken
Aegis: Chance to revive with 1 HP if you die. Does not work more than once per fight.
L1: 20% chance of reviving
L5: 24% chance of reviving
L10: 29% chance of reviving
En Garde: When this activates, it halves the damage you take from attacks.
L1: 20% chance to halve damage
L5: 24% chance to halve damage
L10: 29% chance to halve damage
HP Regen: Restores HP at the end of every turn
L1: heal 3 HP per turn
L5: heal 7 HP per turn
Riskwall: reduces damage taken - gets better as the Protector loses HP. There are 5 HP Brackets: 100%-76% (no change to base), 75%-51% (-4% Dmg), 50%-26% (-10% Dmg), 25%-11% (-14% Dmg) and 10%-0% (-20% Dmg).
L1: 97%/96%/90%/86%/80% damage taken
L5 Stats: 92%/88%/82%/78%/72% damage taken
Smite: Blunt attack that can inflict Arm Bind.
L1: 10 TP, 300% damage, 20% speed, 200% accuracy, 20% chance of Arm Bind
L5: 18 TP, 400% damage, 120% speed, 200% accuracy, 30% chance of Arm Bind
F. Guard: May take physical attacks ("cover") for front-line party members. Less likely to take successive hits. Ignore for duel.
L1: 2 TP, reduces damage by 15%, 100% base chance to guard, -100% chance per hit
L5: 6 TP, reduces damage by 25%, 100% base chance to guard, -64% chance per hit
L10: 11 TP, reduces damage by 60%, 100% base chance to guard, -10% chance per hit
B. Guard: May take physical attacks ("cover") for back-line party members. Less likely to take successive hits. Ignore for duel.
L1: 2 TP, reduces damage by 15%, 100% base chance to guard, -100% chance per hit
L5: 6 TP, reduces damage by 25%, 100% base chance to guard, -64% chance per hit
L10: 11 TP, reduces damage by 60%, 100% base chance to guard, -10% chance per hit
A. Guard: Same as above, but covers whole party.
L1: 6 TP, reduces damage by 13%, 100% base chance to guard, -100% chance per hit
L5: 14 TP, reduces damage by 49%, 100% base chance to guard, -32% chance per hit
1 Guard: Same as above, but only protects a single party member of your choice.
L1: 2 TP, reduces damage by 35%, 100% base chance to guard, -50% chance per hit
L5: 10 TP, reduces damage by 65%, 100% base chance to guard, -10% chance per hit
Antifire: Same as above, but covers whole party for Fire element attacks only.
L1: 2 TP, 50% damage taken, 100% base chance to guard, -90% chance per hit
L5: 6 TP, 24% damage taken, 100% base chance to guard, -50% chance per hit
L10: 11 TP, 50% damage absorbed, 100% base chance to guard, -0% chance per hit
Anticold: Same as above, but covers whole party for Ice element attacks only.
L1: 2 TP, 50% damage taken, 100% base chance to guard, -90% chance per hit
L5: 6 TP, 24% damage taken, 100% base chance to guard, -50% chance per hit
L10: 11 TP, 50% damage absorbed, 100% base chance to guard, -0% chance per hit
Antivolt: Same as above, but covers whole party for Volt element attacks only.
L1: 2 TP, 50% damage taken, 100% base chance to guard, -90% chance per hit
L5: 6 TP, 24% damage taken, 100% base chance to guard, -50% chance per hit
L10: 11 TP, 50% damage absorbed, 100% base chance to guard, -0% chance per hit
Antiall: Same as above, but covers whole party for Fire, Ice, or Volt attacks only.
L1: 6 TP, 50% damage taken, 100% base chance to guard, -100% chance per hit
L5: 14 TP, 10% damage absorbed, 100% base chance to guard, -28% chance per hit
Fortify: 5-turn buff against physical elements.
L1: 3 TP, 200% speed, 90% damage taken
L5: 7 TP, 300% speed, 64% damage taken
Provoke: 5-turn buff that causes enemies to target the Protector. Reduces damage from physical elements.
L1: 3 TP, 100% speed, 20% provoke, 100% damage taken
L5: 7 TP, 130% speed, 70% provoke, 88% damage taken
L10: 6 TP, 235% speed, 100% provoke, 73% damage taken
Parry: Completely blocks physical attacks. May fail with multiple hits.
L1: 3 TP, 100% base chance to parry, -40% chance per hit
L5: 7 TP, 100% base chance to parry, -5% chance per hit
Refresh: Cures status ailments for one party member.
L1: 1 TP, 50% speed, removes Blind
L5: 1 TP, 100% speed, removes Blind/Poison/Sleep/Paralyze/Terror/Curse/Confuse
Flee: Chance to escape battle and teleport to previous floor.
L1: 5 TP, 60% chance of warp
L5: 1 TP, 100% chance of warp
Mine: material gathering, ignore for duel
Force Skill - Painless. Nullifies all damage and negative status for party this turn
==============
RONINShiraha: Chance of evading damage (not status) from any attack.
L1: 10% evade
L5: 30% evade
Overhead: Increases damage of Overhead skills.
L1: 102%
L5: 106%
L10: 111%
Seigan: Increases damage of Seigan skills.
L1: 102%
L5: 106%
L10: 111%
Iai: Increases damage of Iai skills.
L1: 102%
L5: 106%
L10: 111%
Clarity: Increase evasion as your HP falls.
Level 1: 95% Chance to be hit at Full HP, 80% at 25% HP, and 72% at 1% HP.
Level 5: 76% Chance to be hit at Full HP, 64% at 25% HP, and 57% at 1% HP.
Sayageki: Blunt-damage physical.
L1: 2 TP, 110% damage, 10% speed, 95% accuracy
L5: 6 TP, 130% damage, 30% speed, 110% accuracy
L10: 11 TP, 200% damage, 100% speed, 140% accuracy
Zamba: Overhead skill. Slash-damage physical.
L1: 4 TP, 135% damage, 1% speed, 95% accuracy
L5 Stats: 8 TP, 155% damage, 21% speed, 105% accuracy
L10 Stats: 13 TP, 225% damage, 91% speed, 140% accuracy
Midareba: Overhead skill. Slash-damage physical.
L1: 12 TP, 2 hits of 60% damage, 1% speed, 95% accuracy
L5 Stats: 16 TP, 2 hits of 80% damage, 21% speed, 105% accuracy
L10 Stats: 21 TP, 3 hits of 140% damage, 91% speed, 140% accuracy
Orochi: Overhead skill. Slash/Fire-damage physical.
L1: 5 TP, 120% damage, 25% speed, 95% accuracy
L5: 13 TP, 200% damage, 97% speed, 116% accuracy
Kienzan: Overhead skill. Slash/Fire-damage area physical.
L1: 10 TP, 100% damage, 1% speed, 95% accuracy
L5: 26 TP, 170% damage, 73% speed, 116% accuracy
Koteuchi: Seigan skill. Pierce-damage physical.
L1: 4 TP, 115% damage, 25% speed, 95% accuracy, ? chance of arm bind
L5 Stats: 8 TP, 135% damage, 45% speed, 105% accuracy, ? chance of arm bind
L10 Stats: 13 TP, 205% damage, 115% speed, 140% accuracy, ? chance of arm bind
Getsuei: Seigan skill. Pierce-damage physical.
L1: 4 TP, 125% damage, 200% speed, 95% accuracy
L5: 8 TP, 145% damage, 210% speed, 105% accuracy
L10: 13 TP, 215% damage, 245% speed, 140% accuracy
Raizuki: Seigan skill. Pierce/Volt-damage physical.
L1: 5 TP, 120% damage, 25% speed, 95% accuracy
L5: 13 TP, 200% damage, 97% speed, 116% accuracy
Minakata: Seigan skill. Pierce/Volt-damage area physical.
L1: 10 TP, 100% damage, 1% speed, 95% accuracy
L5: 26 TP, 170% damage, 73% speed, 116% accuracy
Kubiuchi: Iai skill. Slash-damage physical.
L1: 4 TP, 130% damage, 25% speed, 95% accuracy, 20% chance of instant death
L5: 12 TP, 166% damage, 97% speed, 116% accuracy, 56% chance of instant death
Nukeuchi: Iai skill. Pierce-damage physical.
L1: 4 TP, 135% damage, 50% speed, 95% accuracy
L5: 8 TP, 165% damage, 60% speed, 105% accuracy
L10: 13 TP, 270% damage, 95% speed, 140% accuracy
Hyosetsu: Iai skill. Slash/Ice-damage physical.
L1: 5 TP, 120% damage, 25% speed, 95% accuracy
L5: 13 TP, 200% damage, 97% speed, 116% accuracy
Hosoyuki: Iai skill. Slash/Ice-damage area physical.
L1: 10 TP, 100% damage, 1% speed, 95% accuracy
L5: 26 TP, 170% damage, 73% speed, 116% accuracy
Dead Law: 5-turn buff that increases your damage inflicted and taken.
L1: 2 TP, 100% speed, deal 110% damage, take 110% damage
L5: 2 TP, 100% speed, deal 130% damage, take 120% damage
Mine: Collect materials. Useless in a duel.
Force Skill - Issen
500% damage area attack (? element?). 1% speed, 100% accuracy, 50% chance of instant death
===============
SURVIVALISTBows: Increases damage of bow skills.
L1: 102% damage
L5: 106% damage
L10: 111% damage
Ambush: Increases chance of getting a preemptive attack.
L1: +10% chance of preemptive attack
L5: +28% chance
Sagacity: Prevents enemies from ambushing the party.
L1: -5% chance of ambush
L5: -25% chance of ambush
1st Hit: Chance of getting initiative each round, regardless of speed.
L1: 10% chance to act first
L5: 37% chance to act first
Trueshot: Pierce elemental bow attack.
L1: 3 TP, 145% damage, 100% speed, 92% accuracy
L5: 7 TP, 165% damage, 120% speed, 102% accuracy
L10: 12 TP, 235% damage, 190% speed, 137% accuracy
2-Bolt: Two Pierce element bow attacks. Random targets.
L1: 3 TP, 2 hits of 80% damage, 50% speed, 92% accuracy
L5: 7 TP, 2 hits of 90% damage, 70% speed, 102% accuracy
L10: 12 TP, 2 hits of 125% damage, 140% speed, 137% accuracy
Sleeper: Pierce element bow attack. May cause Sleep
L1: 5 TP, 115% damage, 100% speed, 92% accuracy, 25% chance of status
L5: 13 TP, 175% damage, 120% speed, 128% accuracy, 45% chance of status
Number: Pierce element bow attack. May cause Paralysis.
L1: 5 TP, 115% damage, 100% speed, 92% accuracy, 25% chance of status
L5: 13 TP, 175% damage, 120% speed, 128% accuracy, 45% chance of status
Poisoner: Pierce element bow attack. May cause Poison.
L1: 5 TP, 115% damage, 100% speed, 92% accuracy, 25% chance of status. 15 Poison damage per turn.
L5: 13 TP, 175% damage, 120% speed, 128% accuracy, 45% chance of status. 115 Poison damage per turn.
Apollon: A delayed-effect Pierce elemental bow attack. Hits 2 turns after being fired. Another round can be fired on the following turn.
L1: 12 TP, 210% damage, 10% speed, 200% accuracy
L5: 16 TP, 270% damage, 30% speed, 200% accuracy
L10: 21 TP, 480% damage, 100% speed, 200% accuracy
1st Turn: Allows targeted party member to go first in a round, regardless of speed. This skill is bugged, and always works perfectly at all levels. So don't buy more than level 1 in this skill. Ignore for duel.
L1: 3 TP
L5: 7 TP
L10: 8 TP
Slowstep: Allows targeted party member to go last in a round, regardless of speed. Also bugged as above. Ignore for duel.
L1: 3 TP
L5: 7 TP
L10: 8 TP
Baitstep: 5-turn buff. Raises evasion and causes enemies to target you.
L1: 5 TP, 110% speed, enemy accuracy drops to 99%, 20% Provoke
L5: 9 TP, 130% speed, enemy accuracy drops to 91%, 70% Provoke
L10: 14 TP, 200% speed, enemy accuracy drops to 79%, 100% Provoke
Velocity: 5-turn buff. Raises AGI, which affects speed, evasion, and accuracy.
L1: 3 TP, 100% speed, AGI increases to 130%
L5: 7 TP, 120% speed, AGI increases to 160%
Patrol: Reduces damage from dungeon floors. Ignore for duel.
L1: 5 TP, 80% damage from damage tiles, lasts for 25 steps
L5: 9 TP, 0% damage from damage tiles, lasts for 125 steps
Stalker: Reduces random encounters. Ignore for duel.
L1: 1 TP, 70% Danger Value, Lasts for 30 steps
L5: 5 TP, 52% Danger Value, Lasts for 110 steps
L10: 10 TP, 20% Danger Value, Lasts for 250 steps
Foesense: Can see all FOEs on map. Ignore for duel.
L1: 1 TP, lasts for 30 steps
L5: 5 TP, lasts for 110 steps
L10: 10 TP, lasts for 250 steps
Chop: material gathering. Ignore for duel.
Take: material gathering. Ignore for duel.
Mine: material gathering. Ignore for duel.
Force Skill - Airwalk: 5-turn buff. Increases speed by 200%, and reduces enemy accuracy to 50%.