Author Topic: Etrian Odyssey 2: Heroes of Laggy  (Read 5887 times)

Captain K.

  • Do you even...
  • DL
  • Denizen
  • *
  • Posts: 2176
  • ...lift books bro?
    • View Profile
Etrian Odyssey 2: Heroes of Laggy
« on: July 17, 2008, 02:03:41 AM »
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 > ?

Quote from: EchoNull
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)
----------------
Quote from: Terence
"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.
------------------
ALCHEMIST

Fire 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)

=============

BEAST

Loyalty: 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 HUNTER

Note: 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).

==============

HEXER

Curses:  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.

==============

PROTECTOR

Shields:  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
==============

RONIN

Shiraha:  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

===============
SURVIVALIST

Bows:  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%.
« Last Edit: July 24, 2008, 06:31:00 PM by Captain K. »

Captain K.

  • Do you even...
  • DL
  • Denizen
  • *
  • Posts: 2176
  • ...lift books bro?
    • View Profile
Re: Etrian Odyssey 2: Heroes of Laggy
« Reply #1 on: July 17, 2008, 02:45:34 AM »
Ur-Child attack pattern (Daytime).  Night pattern is random.  In addition, the following moves can replace this pattern randomly:

3% chance each turn that he'll use Heatskin (counters 100% of damage dealt, physical or magical).
60% chance of using Light (area buff removal) if you have 12+ buffs and he has 2+ debuffs.
80% chance of using Release (cures self-debuffs and heals 25,000 HP) if you use Dampen on him or he has 3 debuffs.
5% chance of Wildance if you use Bait or Magibait.

italic info is corrections from Terence

Quote from: Scy046
Turn 1: Sacrifice; Damage to Target and Adjacent and Debuffs ATK (Physical) Blunt element
Turn 2: Hymn; Damage to certain classes (Landsknecht, Protector, Dark Hunter, Beast, Ronin) Pierce element
Turn 3: Boast; Damage to All (Physical).  Blunt element, can inflict Sleep, Confuse, or Curse, 12% chance each
OR, if party has too many buffs, uses Hatred; Slash element area damage+debuff.  More damage than Boast.
Turn 4: Obey; Damage to Target + Adjacent, applies Fire-element to those hit (Physical) Blunt element
Turn 5: Boast; Damage to All (Physical)
Turn 6: Rest; Heals self for 210. Yes, 210.
Turn 7: Solitude; Damage based on amount of people alive / present (Physical). Pierce element
Turn 8: Anger; Damage and Binds to one target (if Fire-Element?), 3-7 times (Fire) Can inflict Sleep and all three Binds, 15 chance
Turn 9: Sadness; Damage to one target, 3-7 times (Ice) Can inflict Terror and all three Binds, 15% chance
Turn 10: Mercy; Damage to one target, 3-7 times (Volt) Can inflict Blind and all three Binds, 15% chance
Turn 11: Wildance; Inflicts All Status Conditons to All-Targets Death, Petrify, Paralyze, Confuse, Poison, or Curse only, 20% chance of each
Turn 12: Rest; Heals self for 210.
Turn 13: Begone; Non-Elemental Damage to all-targets (~10000; hit my Protector for 7500 when the rest of his attacks did 600-ish). It does SOMETHING else if you don't die since Painless gave me "Miss" twice, which I assume would be statuses/debuffs. Binds head and arms
if you use Provoke, Preen, Baitstep, or Doze Off on the turn before, he uses End-Wind instead, which does the same damage, but only to the Provoking character.
Turn 14: Sacrifice
Turn 15: Hymn; Damage to certain classes (Gunner, Survivalist, and Troubadour; odd since it's the same attack name.) Pierce and Volt elements
Turn 16: Boast
Turn 17: Obey
Turn 18: Boast
Turn 19: Rest
Turn 20: Solitude
...

And so-on. I assume the third Hymn is then the Caster variant (Hexers, Medics, War Magus, and Alchemist). For what it's worth, F. Guard on my Protector was enough to only sustain 300-600 damage on her, so I'd imagine it's not so bad with other characters with some DEF equipment going (and ideally, a Phys Mist going) for turns 1-5 and turn 7. Funny that the Rest turn is an ideal time to revive ... but if you do, you just push the Solitude Damage even higher.

Sacrifice, at least the first one, seems to have a preference of targetting the back-row; every single attempt I did had him target them instead of the rest. The other Sacrifice round didn't HAVE a back row alive to get hit so it could just always have that preference.

Anger, Sadness, and Mercy didn't hit that hard per hit to my Protector (~400?) but ... Anti's absorb it so it's no big deal. Anger only did the Bind once so I'm not sure what causes it; my best guess is it turned the Fire attribute from Obey into the Bind debuffs but ... not 100% certain.

A note on Solitude's damage; it did a massive amount (800 or so AFTER F. Guard) of damage with a full group, about half that with 4, and under 100 at 3. 2 and 1 were pretty much 0 damage.

« Last Edit: July 17, 2008, 11:50:08 PM by Captain K. »

Captain K.

  • Do you even...
  • DL
  • Denizen
  • *
  • Posts: 2176
  • ...lift books bro?
    • View Profile
Re: Etrian Odyssey 2: Heroes of Laggy
« Reply #2 on: July 17, 2008, 03:54:01 AM »
Reserving this post because I'll probably need it.

TranceHime

  • Let's have a freaking kid!
  • DL
  • Denizen
  • *
  • Posts: 935
  • That'll solve ALL our problems!
    • View Profile
Re: Etrian Odyssey 2: Heroes of Laggy
« Reply #3 on: July 17, 2008, 02:31:36 PM »
If you guys care weapons also affect the SPD and ultimately turn order. But it doesn't really matter as this only applies for things that probably aren't DL-legal in this game (Dragonsbane sez hi).

As with regards to Heatskin:

我に触れるな(無属性)    万能カウンター。無属性ダメージ含むほぼ全ての攻撃に100%反応(ペイントレードには反応しない)&一万超えダメー
--
Basically it's a counter move... It's possible that it'll counter over ~10000, but it just reflects 100% of the damage dealt. Not really a big deal to the Hexer since Revenge damage isn't counted, don't quite know why yet.
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

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Re: Etrian Odyssey 2: Heroes of Laggy
« Reply #4 on: July 17, 2008, 03:48:33 PM »
If you guys care weapons also affect the SPD and ultimately turn order. But it doesn't really matter as this only applies for things that probably aren't DL-legal in this game (Dragonsbane sez hi).

Pretty sure DL-legal weapons have some kind of speed multiplier.

TranceHime

  • Let's have a freaking kid!
  • DL
  • Denizen
  • *
  • Posts: 935
  • That'll solve ALL our problems!
    • View Profile
Re: Etrian Odyssey 2: Heroes of Laggy
« Reply #5 on: July 18, 2008, 02:45:57 PM »
Yeah but the out-of-the-ordinary speed multipliers apply is what I meant

Swords are usually pretty fast but Dragonbane is like x0.3
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

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Re: Etrian Odyssey 2: Heroes of Laggy
« Reply #6 on: July 18, 2008, 02:48:02 PM »
Yeah but the out-of-the-ordinary speed multipliers apply is what I meant

Swords are usually pretty fast but Dragonbane is like x0.3

Ah, okay.

TranceHime

  • Let's have a freaking kid!
  • DL
  • Denizen
  • *
  • Posts: 935
  • That'll solve ALL our problems!
    • View Profile
Re: Etrian Odyssey 2: Heroes of Laggy
« Reply #7 on: July 18, 2008, 03:19:38 PM »
Also, you might want to note that a Ronin's Shiraha and Clarity do stack. Unfortunately, I don't know whether the stack is additive or in some other manner, since Shiraha is 30% pure damage evasion and Clarity is just standard evasion >_>;;
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.

Reiska

  • DL
  • Denizen
  • *
  • Posts: 251
    • View Profile
Re: Etrian Odyssey 2: Heroes of Laggy
« Reply #8 on: November 23, 2016, 09:52:08 AM »
EO2 mechanics have been somewhat more thoroughly datamined recently:

http://www.gamefaqs.com/ds/943642-etrian-odyssey-ii-heroes-of-lagaard/faqs/73801