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Author Topic: Etrian Odyssey (PC)  (Read 6381 times)

Talaysen

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Etrian Odyssey (PC)
« on: December 18, 2007, 09:02:04 PM »
Doing this one a bit differently.  First post is all of the data on the classes, while second post will be default setups and averages.  Builds are really flexible, so there may be options that aren't in the second post.

Levels taken at 70.  Only my Landsknecht wasn't that high, but she hit that level after the final battle anyways, so this seems reasonable.  Also, it's the max level.

Equipment
Swords:
Knife - 6 ATK - all
Viking - 57 ATK, 5 STR, 2 VIT - LPDTR
Executor - 97 ATK, 6 STR, 4 TEC - LPDTR
Epee - 151 ATK - LPDTR
Duergar - 200 ATK, 14 STR, 9 AGI - LPD
[Shinryuu - 250 ATK, 20 all stats - all] - aftergame only

Staves:
Luck Staff-  78 ATK, 5 LUC - MATH
Warhammer - 131 ATK, 22 HP - MATH
Sage Wand - 150 ATK, 20 TEC, 20 TP - MATH

Axes:
Meteor Axe - 240 ATK, 14 STR - L
[Flame Axe - 200 ATK, 9 STR, fire element - L] - aftergame only

Katanas:
Hachi - 215 ATK, 15 LUC - R
[Hisamemaru - 229 ATK, ice element - R] - aftergame only
[Masamune - 240 ATK, 15 STR - R] - aftergame only

Bows:
[Zamiel Bow - 202 ATK, 15 AGI - ST] - aftergame only
Arc Drawer - 220 ATK, 12 STR, 8 TEC - ST

Whips:
Nine Tails - 125 ATK, 8 STR, 6 AGI - D
Dominator - 180 ATK, 7 STR, Boost rate up - D
Thorn Whip - 195 ATK, 13 STR, 9 TEC - D
[Volt Whip - 200 ATK, 11 STR, volt element - D] - aftergame only

Armor:
Buffcoat - 2 DEF, 3 AGI - all
Plate - 5 DEF, 2 VIT, -1 AGI - LP
Briault - 5 DEF, 1 VIT, ice resist - SDMATRH
Fancy Coat - 11 DEF, 3 VIT - MAH
Full Armor - 22 DEF, 12 HP - LSPDTR
7 Doublet - 18 DEF, 10 TP - SDMATRH
Rune Tweed - 24 DEF, 4 AGI, 10 TP - MAH
Rune Tunic - 36 DEF, 15 TP - SDMATRH
Blood Mail - 42 DEF - LSPDTR
Composite - 46 DEF, 14 HP, -4 AGI - LP
Azure Coat - 38 DEF, 5 AGI - SDMATRH
Wyvernmail - 26 DEF, all resist - LP
Jazeraint - 36 DEF, 18 HP, 10 TP - LSPDTR
[Volt Coat - 40 DEF, volt resist ++ - all] - aftergame only
[Frost Coat - 40 DEF, ice resist ++ - all] - aftergame only
[Flame Coat - 40 DEF, fire resist ++ - all] - aftergame only
[Moss Coat - 35 DEF, elemental resist - all] - unlocks in the store right after the "final boss".
Hex Mantle - 34 DEF, 12 TEC, 15 LUC - H - only one per game, but it's unique anyways.
[Ruby Mail - 42 DEF, 8 STR, 22 HP - R] - aftergame only
Fairy Mail - 47 DEF, 10 AGI, 16 TP - T
Angel Robe - 45 DEF, 7 AGI, 22 TP - M
[Mobius Alb - 34 DEF, 10 TEC, 20 TP - A] - aftergame only
[Ghost Vest - 47 DEF, 18 AGI, 10 TEC - D] - aftergame only
[Holy Armor - 56 DEF, 25 HP, physical resist - P] - aftergame only
Sylpheed - 47 DEF, 11 AGI, 15 HP - S
Demon Mail - 52 DEF, 10 STR, 20 HP - L
Dino Plate - 32 DEF, physical resist - MAH

Shields:
Heat Aspis - 10 DEF, fire resist - LP
Gum Aspis - 7 DEF, volt resist - LSPDT
Moon Aspis - 20 DEF, 4 VIT - LP
Body Aspis - 14 DEF, 3 VIT, ice resist - LP
King Aspis - 14 DEF, 5 VIT - LSPDT
Halo Aspis - 28 DEF, instant death resist - LP
Holy Aspis - 32 DEF, bind resist - P
[Pain Aspis - 60 DEF, resist down-- - LP] - aftergame only

Helmets:
Scale Cap - 6 DEF, 12 TP - all
Circlet - 5 DEF, 20 TP - MAH
Blood Helm - 8 DEF - LSPDTR
[Angel Helm - 10 DEF, 30 TP - M] - aftergame only

Gloves:
Bear Glove - 3 DEF, 2 STR, 1 TEC - all
Rune Glove - 5 DEF, 5 TEC - MAH
Blood Gage - 8 DEF, 3 STR - LSPDTR
Toxic Gage - 2 DEF, ailment resist ++ - LSPDTR
[Ruby Gage - 10 DEF, 9 AGI, 7 TEC - R] - aftergame only
Athanor - 7 DEF, 10 TEC - A
[Ebon Glove - 9 DEF, 11 AGI - D] - aftergame only
Brave Gage - 11 DEF, 12 STR - L

Boots:
Fur Boot - 7 DEF, 14 AGI - MAH
Dyed Boot - 8 DEF, 15 AGI - LSPDTR
Speed Boot - 12 DEF, 20 AGI, 15 LUC - S

Accessories:
Hide Ring - 1 DEF, slash resist - all
Gem Ring - 1 DEF, volt resist - all
Fire Ring - 1 DEF, fire resist - all
Tusk Charm - 1 DEF, 3 VIT - all
Old Choker - 1 DEF, 8 LUC - all
Blue Ring - 1 DEF, ice resist - all
Amber Ring - 1 DEF, ailment resist - all
Rose Ring - 1 DEF, 4 VIT, 7 AGI - all
Angel harp - 50 TP - T
Gold Cape - 3 DEF, 25 HP - all
Royal Ring - 1 DEF, bind resist - all
Angel Ring - 2 DEF, 35 TP - all
Ward Gem - 2 DEF, 8 TEC - all
Jewel Eye - 2 DEF, instant death resist - all
Moss Ring - 80 HP, 10 STR, 10 VIT - all
[Moss Band - 70 TP, 15 AGI, 15 TEC - all] - aftergame only
[Syrinx - 70 TP - T] - aftergame only
[Hex Doll - 7 DEF, 50 TP - all] - aftergame only
[Ruby - 4 DEF, fire resist - all] - aftergame only
[Sapphire - 4 DEF, ice resist - all] - aftergame only
[Topaz - 4 DEF, volt resist - all] - aftergame only
Adamas - 6 DEF, physical resist - all
[Tourmaline - 6 DEF, elemental resist - all] - aftergame only
[Town Medal - 100 HP, 50 TP - all] - unlocks in store right after the "final boss".
[Town Crown - 100 HP, 50 TP, 15 all stats - all] - aftergame only

Characters
Landsknecht
Base stats
HP: 504
TP: 104
STR: 75
VIT: 75
AGI: 60
LUC: 75
TEC: 53

Skills
HP Up: Passive.  Increases max HP.  10%-19%-130%
TP Up: Passive.  Increases max TP.  10%-28%-50%
ATK Up: Passive.  Increases STR.  10%-19%-30%
DEF Up: Passive.  Increases VIT.  5%-9%-15%
Axes: Passive.  Increases ATK with axes.  10%-19%-30%
Swords: Passive.  Increases ATK with swords.  10%-19%-30%
2 Hit (Axes 5, Swords 5): Passive.  Chance to attack twice with a basic physical.  Second attack cannot switch targets, even if the target is dead.  10%-19%-30%
War Cry (ATK Up 3): Increases ATK and lowers DEF for self.  10%-25%-40% ATK increase, 20%-20%-10% DEF decrease, 2-3-3 TP cost.
Hell Cry (ATK Up 10): Increase ATK and lowers DEF and HP for self.  20%-35%-50% ATK increase, 20%-20%-10% DEF/HP decrease, 2-3-3 TP cost.
Arm Heal (DEF Up 1): Cures arm binding.  2-1-0 TP cost.
Flee (DEF Up 3): Party loses HP to escape from the battle to the previous floor.  HP loss doesn't happen unless escape succeeds.  60%-80%-98% chance, 50%-50%-25% HP lost, 4-5-5 TP cost.
Cleaver (Swords 1): Sword attack.  140%-165%-190% ATK multiplier, 4-6-6 TP cost.
Tornado (Swords 5): Sword attack, also hits enemies adjacent to the target.  140%-165%-190% ATK multiplier against target, 100%-118%-140% ATK multiplier against adjacent enemies, 6-8-8 TP cost.
Allslash (Swords 5, 2 Hit 3): Sword attack, hits multiple enemies but does not focus.  140%-165%-190% ATK multiplier, 2-3-3.5 enemies, 6-8-8 TP cost.  (Fractional enemies denotes chance to hit more enemies, so 3.5 is 50% chance to hit 3, 50% chance to hit 4.)
Blazer (Swords 7, TP Up 3): Fire sword attack, but only if a party member uses a fire attack during the round.  Exceutes right after said attack.  140%-165%-190% ATK multiplier, 6-8-8 TP cost.
Freezer (Swords 7, TP Up 3): Ice sword attack, but only if a party member uses an ice attack during the round.  Exceutes right after said attack.  140%-165%-190% ATK multiplier, 6-8-8 TP cost.
Shocker (Swords 7, TP Up 3): Volt sword attack, but only if a party member uses a volt attack during the round.  Exceutes right after said attack.  140%-165%-190% ATK multiplier, 6-8-8 TP cost.
Crush (Axes 1): Axe attack.  160%-185%-210% ATK multiplier, 4-6-6 TP cost.
Stunner (Axes 3): Axe attack, chance to stun.  140%-165%-190% ATK multiplier, 15% chance to stun, 3-5-5 TP cost.
Silencer (Axes 7): Axe attack, chance to inflict head bind.  130%-134%-140% ATK multiplier, 20%-29%-40% chance for head bind, 3-5-5 TP cost.
Mine: Allows mining attempts.  Level determines success rate.  2 attempts/level/day.

Equipment
Weapons:
Axes:
Meteor Axe - 240 ATK, 14 STR

[Flame Axe - 200 ATK, 14 STR]

Swords:
Duergar - 200 ATK, 14 STR, 9 AGI
Executor - 97 ATK, 6 STR, 4 TEC
Viking - 57 ATK, 5 STR, 2 VIT

[Shinryuu - 250 ATK, 20 all stats]

Armor:
Demon Mail - 52 DEF, 10 STR, 20 HP
Jazeraint - 36 DEF, 18 HP, 10 TP
Wyvernmail - 26 DEF, all resist
Plate - 5 DEF, 2 VIT, -1 AGI
Buffcoat - 2 DEF, 3 AGI

[Volt Coat - 40 DEF, volt resist ++]
[Frost Coat - 40 DEF, ice resist ++]
[Flame Coat - 40 DEF, fire resist ++]
[Moss Coat - 35 DEF, elemental resist]

Shields:
Halo Aspis - 28 DEF, instant death resist
Moon Aspis - 20 DEF, 4 VIT
King Aspis - 14 DEF, 5 VIT
Body Aspis - 14 DEF, 3 VIT, ice resist
Heat Aspis - 10 DEF, fire resist
Gum Aspis - 7 DEF, volt resist

[Pain Aspis - 60 DEF, resist down--]

Helmets:
Blood Helm - 8 DEF
Scale Cap - 6 DEF, 12 TP

Gloves:
Brave Gage - 11 DEF, 12 STR
Bear Glove - 3 DEF, 2 STR, 1 TEC
Toxic Gage - 2 DEF, ailment resist ++

Boots:
Dyed Boot - 8 DEF, 15 AGI

Accessories:
Jewel Eye - 2 DEF, instant death resist
Amber Ring - 1 DEF, ailment resist
Royal Ring - 1 DEF, bind resist

Survivalist
Base stats
HP: 467
TP: 135
STR: 68
VIT: 60
AGI: 75
LUC: 82
TEC: 68

Skills
HP Up: Passive.  Increase max HP.  10%-28%-50%
TP Up: Passive.  Increases max TP.  10%-28%-50%
AGI Up: Passive.  Increases AGI.  10%-19%-30%
Bows: Passive.  Increases ATK with Bows.  10%-28%-50%
Ambush (AGI Up 3): Passive.  Increases chance of free initiative turn.  16%-22%-30%
Aware (Ambush 2): Passive.  Lowers chance of enemy initiative.  16%-22%-30%
1st Hit (AGI Up 5, 1st Turn 3): Passive.  Chance of acting first in a turn.  16%-22%-30%
Trickery (AGI Up 1): Lowers enemy accuracy, MT.  15%-25%-30% accuracy loss, 2-3-3 TP cost.
Quicken (AGI Up 1): Increases speed, MT.  Lasts 5 turns.  10%-30%-40% speed increase, 2-3-3 TP cost.
Cloak (Trickery 3): Hides from enemy.  50%-75%-80% chance, 2-3-3 TP cost.
Escape (Quicken 3): Increase chance of escape, raises defense.  20%-29%-40% chance, 0%-10%-19% DEF increase, 4-5-5 TP cost.
1st Turn (Quicken 3, Trickery 3): Chance that targetted ally acts first in the turn.  70%-100%-100% chance, 10-6-1 TP cost.
Trueshot (Bows 1): Bow attack.  140%-265%-290% ATK multiplier.  4-6-6 TP cost.
Multihit (Bows 5): Bow attack, fires multiple times.  100%-115%-125% ATK multiplier, 2-2-3 shots, 8-10-10 TP cost.
Disable (Bows 3): Bow attack, chance of leg bind.  130%-134%-140% ATK multiplier, 20%-29%-40%, 3-5-5 TP cost.
Apollon (Bows 10): Bow attack.  200%-289%-400% ATK multiplier, 8-12-12 TP cost.
Owl Eye (Ambush 3): FOEs appear on map from further away.  16-30-50 turn duration, 2-4-6 range, 2-4-4 TP cost.
Stalker (Ambush 3): Reduce chance of encounters.  30-60-100 turn duration, 30%-30%-50% reduced chance, 2-4-4 TP cost.
Chop: Allows chopping attempts.  Level determines success rate.  2 attempts/level/day
Mine: Allows mining attempts.  Level determines success rate.  2 attempts/level/day
Take: Allows taking attempts.  Level determines success rate.  2 attempts/level/day

Equipment
Weapons:
Swords
Knife - 6 ATK

[Shinryuu - 250 ATK, 20 all stats]

Bows:
Arc Drawer - 220 ATK, 12 STR, 8 TEC

[Zamiel Bow - 202 ATK, 15 AGI]

Armor:
Sylpheed - 47 DEF, 11 AGI, 15 HP
Jazeraint - 36 DEF, 18 HP, 10 TP
Rune Tunic - 36 DEF, 15 TP
Briault - 5 DEF, 1 VIT, ice resist

[Volt Coat - 40 DEF, volt resist ++]
[Frost Coat - 40 DEF, ice resist ++]
[Flame Coat - 40 DEF, fire resist ++]
[Moss Coat - 35 DEF, elemental resist]

Shields:
King Aspis - 14 DEF, 5 VIT
Gum Aspis - 7 DEF, volt resist

Helmets:
Blood Helm - 8 DEF
Scale Cap - 6 DEF, 12 TP

Gloves:
Blood Gage - 8 DEF, 3 STR
Bear Glove - 3 DEF, 2 STR, 1 TEC
Toxic Gage - 2 DEF, ailment resist ++

Boots:
Speed Boot - 12 DEF, 20 AGI, 15 LUC

Accessories:
Jewel Eye - 2 DEF, instant death resist
Amber Ring - 1 DEF, ailment resist
Royal Ring - 1 DEF, bind resist

Protector
Base stats
HP: 516
TP: 151
STR: 82
VIT: 75
AGI: 53
LUC: 75
TEC: 68

Skills
HP Up: Passive.  Increase max HP.  10%-18%-30%
TP Up: Passive.  Increases max TP.  10%-28%-50%
DEF Up: Passive.  Increases VIT.  5%-9%-15%
Shields: Passive.  Increases resistance to elements.  5%-9%-15%
Aegis (DEF Up 5):  Passive.  Chance to survive death at 1 HP.  20%-29%-40%
En Garde (DEF Up 7, Shields 7): Passive.  Chance to parry attacks.  10%-16%-23%
Provoke (DEF Up 1): Chance to redirect enemy's attack to the Protector and increases DEF, lasts 5 turns.  70%-100%-100% chance, 0%-0%-15% DEF increase.
Flee (DEF Up 3): Party loses HP to escape from the battle to the previous floor.  HP loss doesn't happen unless escape succeeds.  60%-80%-98% chance, 50%-50%-25% HP lost, 4-5-5 TP cost.
Parry (DEF Up 3): Chance to parry attacks, lasts one turn.  70%-100%-100% chance for first attack, 0%-5%-35% for consecutive attacks, 4-6-6 TP cost.
Fortify (DEF Up 3, Shields 3): Increases DEF, lasts 5 turns.  20%-32%-36% DEF increase, 4-6-6 TP cost.
Defender (F.Guard 3, B.Guard 3): Increases DEF, MT, lasts 5 turns.  20%-32%-36% DEF increase, 8-12-12 TP cost.
F.Guard (Shields 1): Redirects partial damage against the front row to the Protector, lasts 1 turn.  20%-35%-40% damage, 3-5-5 TP cost.
B.Guard (Shields 1): Redirects partial damage against the backrow to the Protector, lasts 1 turn.  20%-35%-40% damage, 3-5-5 TP cost.
Antifire (Shields 5, TP Up 3): Increases resistance to fire, MT, lasts one turn.  50%-100%-110% resistance, 6-8-8 TP cost.  (Numbers above 100% indicate absorbtion, so 110% absorbs 10% of damage.  Secondary effects of the attack are also negated iff the damage is nulled (i.e. 100% resistance).)
Antivolt (Shields 5, TP Up 3): Increases resistance to volt, MT, lasts one turn.  50%-100%-110% resistance, 6-8-8 TP cost.  (Numbers above 100% indicate absorbtion, so 110% absorbs 10% of damage.  Secondary effects of the attack are also negated iff the damage is nulled (i.e. 100% resistance).)
Anticold (Shields 5, TP Up 3): Increases resistance to ice, MT, lasts one turn.  50%-100%-110% resistance, 6-8-8 TP cost.  (Numbers above 100% indicate absorbtion, so 110% absorbs 10% of damage.  Secondary effects of the attack are also negated iff the damage is nulled (i.e. 100% resistance).)
Smite (Shields 10, Fortify 5): Shield attack, chance to inflict arm bind.  110%-135%-160% ATK multiplier, 0%-10%-20% chance for arm bind, 10-14-14 TP cost.
Cure (HP Up 3): Heals HP.  20-50-92 HP, 4-6-6 TP cost.
Cure II (HP Up 5): Heals HP.  75-111-159 HP.  10-14-14 TP cost.
Stalker (DEF Up 3): Reduce chance of encounters.  30-60-100 turn duration, 30%-30%-50% reduced chance, 2-4-4 TP cost.
Mine: Allows mining attempts.  Level determines success rate.  2 attempts/level/day

Equipment
Weapons:
Swords:
Duergar - 200 ATK, 14 STR, 9 AGI
Executor - 97 ATK, 6 STR, 4 TEC
Viking - 57 ATK, 5 STR, 2 VIT

[Shinryuu - 250 ATK, 20 all stats]

Armor:
Composite - 46 DEF, 14 HP, -4 AGI
Blood Mail - 42 DEF
Jazeraint - 36 DEF, 18 HP, 10 TP
Wyvernmail - 26 DEF, all resist
Plate - 5 DEF, 2 VIT, -1 AGI
Buffcoat - 2 DEF, 3 AGI

[Holy Armor - 56 DEF, 25 HP, physical resist]
[Volt Coat - 40 DEF, volt resist ++]
[Frost Coat - 40 DEF, ice resist ++]
[Flame Coat - 40 DEF, fire resist ++]
[Moss Coat - 35 DEF, elemental resist]

Shields:
Holy Aspis - 32 DEF, bind resist
Halo Aspis - 28 DEF, instant death resist
Moon Aspis - 20 DEF, 4 VIT
King Aspis - 14 DEF, 5 VIT
Body Aspis - 14 DEF, 3 VIT, ice resist
Heat Aspis - 10 DEF, fire resist
Gum Aspis - 7 DEF, volt resist

[Pain Aspis - 60 DEF, resist down--]

Helmets:
Blood Helm - 8 DEF
Scale Cap - 6 DEF, 12 TP

Gloves:
Blood Gage - 8 DEF, 3 STR
Bear Glove - 3 DEF, 2 STR, 1 TEC
Toxic Gage - 2 DEF, ailment resist ++

Boots:
Dyed Boot - 8 DEF, 15 AGI

Accessories:
Jewel Eye - 2 DEF, instant death resist
Amber Ring - 1 DEF, ailment resist
Royal Ring - 1 DEF, bind resist

Dark Hunter
Base stats
HP: 484
TP: 135
STR: 68
VIT: 60
AGI: 75
LUC: 60
TEC: 75

Skills
HP Up: Passive.  Increases max HP.  10%-19%-30%
TP Up: Passive.  Increases max TP.  10%-28%-50%
ATK Up: Passive.  Increases STR.  10%-19%-30%
Whips: Passive.  Increases ATK with whips.  10%-19%-30%
Swords: Passive.  Increases ATK with swords.  10%-19%-30%
Boost Up (ATK Up 3): Passive.  Increases boost poitns gained.  1-3-5
Fury (ATK Up 5): Passive.  Increases ATK when HP is low.  30%-30%-50% HP threshhold, 10%-30%-30% ATK increase.
Cloak (TP Up 3): Hides from enemy.  50%-60%-74% chance, 2-3-3 TP cost.
Viper (Whips 1): Whip attack, chance of poison.  130%-150%-180% ATK multiplier, 50%-59%-70% chance of poison, 4-6-6 TP cost.
Gag (Whips 2): Whip attack, chance of head bind.  130%-150%-180% ATK multiplier, 35%-44%-55% chance of head bind, 3-5-5 TP cost.
Shackles (Whips 3): Whip attack, chance of leg bind.  130%-150%-180% ATK multiplier, 35%-44%-55% chance of leg bind.
Cuffs (whips 4): Whip attack, chance of arm bind.  130%-150%-180% ATK multiplier, 35%-44%-55% chance of arm bind.
Ecstasy (Whips 5, ATK Up 5): Whip attack, does more damage to enemies with all three bind effects.  400%-490%-600% ATK multiplier. 8-12-12 TP cost.
Climax (Whips 10): Whip attack, nstantly kills and drains HP if target has low HP.  5%-14%-25% HP threshhold, 6-8-8 TP Cost.
Hypnos (Swords 1): Sword attack, chance of sleep.  140%-165%-190% ATK multiplier, 40%-49%-60% chance of sleep,  3-5-5 TP cost.
Nerve (Sword 2): Sword attack, chance of paralyze.  140%-165%-190% ATK multiplier, 40%-49%-60% chance of paralyze, 3-5-5 TP cost.
Mirage (Sword 3): Sword attack, chance of confuse. 140%-165%-190% ATK multiplier, 40%-49%-60% chance of confuse, 3-5-5 TP cost.
Drain (Swords 4): Sword attack, drains HP.  140%-165%-190% ATK multiplier, 50%-68%-100% HP drain, 4-6-6 TP cost.
Bait (Swords 5, ATK Up 5): Sword attack, adjacent allies also deal damage.  100%-150%-220% ATK multiplier, 70%-100%-160% ATK multiplier for allies, 8-12-12 TP cost.
Petrify (Swords 10): Sword attack, chance of petrify.  140%-165%-190% ATK multiplier, 40%-49%-60% chance of petrify, 6-8-8 TP cost.
Take: Allows taking attempts.  Level determines success rate.  2 attempts/level/day

Equipment
Weapons:
Swords:
Duergar - 200 ATK, 14 STR, 9 AGI
Executor - 97 ATK, 6 STR, 4 TEC
Viking - 57 ATK, 5 STR, 2 VIT

[Shinryuu - 250 ATK, 20 all stats]

Whips:
Thorn Whip - 195 ATK, 13 STR, 9 TEC
Dominator - 180 ATK, 7 STR, Boost rate up
Nine Tails - 125 ATK, 8 STR, 6 AGI

[Volt Whip - 200 ATK, 11 STR, volt element - D]

Armor:
Blood Mail - 42 DEF
Azure Coat - 38 DEF, 5 AGI
Jazeraint - 36 DEF, 18 HP, 10 TP
Rune Tunic - 36 DEF, 15 TP
Briault - 5 DEF, 1 VIT, ice resist

[Ghost Vest - 47 DEF, 18 AGI, 10 TEC]
[Volt Coat - 40 DEF, volt resist ++]
[Frost Coat - 40 DEF, ice resist ++]
[Flame Coat - 40 DEF, fire resist ++]
[Moss Coat - 35 DEF, elemental resist]

Shields:
King Aspis - 14 DEF, 5 VIT
Gum Aspis - 7 DEF, volt resist

Helmets:
Blood Helm - 8 DEF
Scale Cap - 6 DEF, 12 TP

Gloves:
Blood Gage - 8 DEF, 3 STR
Bear Glove - 3 DEF, 2 STR, 1 TEC
Toxic Gage - 2 DEF, ailment resist ++

[Ebon Glove - 9 DEF, 11 AGI]

Boots:
Dyed Boot - 8 DEF, 15 AGI

Accessories:
Jewel Eye - 2 DEF, instant death resist
Amber Ring - 1 DEF, ailment resist
Royal Ring - 1 DEF, bind resist

Medic
Base stats
HP: 402
TP: 168
STR: 53
VIT: 53
AGI: 53
LUC: 82
TEC: 75

Skills
HP Up: Passive.  Increases max HP.  10%-28%-50%
TP Up: Passive.  Increases max TP.  10%-19%-30%
ATK Up: Passive.  Increases STR.  10%-90%-200%
Healer: Passive.  Increases HP healed.  22%-60%-110%
Patch Up (Healer 2): Passive.  Heals HP after each battle, MT.  1%-6%-12%
Scavenge (TP Up 3): Passive.  Increases chance of item drops.  10%-19%-30%
TP Regen (TP Up 10): Passive.  Regenerate TP after every turn.  1-3-5
Cure (Healer 1): Heals HP.  15-40-75 HP, 4-6-5 TP cost.
Cure II (Healer 3): Heals HP.  60-90-130 HP, 10-14-14 TP cost.
Cure III (Healer 5): Heals 500 HP.  (It says heals all HP in game and always does.)  20-15-10 TP cost.
Salve (Healer 3, Cure 3): Heals HP, MT.  21-46-81 HP, 6-10-10 TP cost.
Salve II (Healer 5, Cure II 3): Heals HP, MT.  75-124-188 HP, 16-20-20 TP cost.
Revive (Healer 7, Cure III 3): Revives.  15-40-75 HP, 10-14-14 TP cost.
Unbind (Healer 5): Cures bindings.  1-3-3 bindings, 3-4-4 TP cost.
Refresh (Healer 5): Cures status, MT.  Status cured depends on the level, in this order: Blind, Paralysis, Confusion, Sleep, Poison, Curse, Terror, all.  3-4-4 TP cost.  (All status cured at level 8.)
Immunize (Healer 3, Salve 3): Increases DEF and elemental resistance, MT.  Lasts 5 turns.  15%-35%-60% DEF/elemental resistance increase, 10-14-14 TP cost.
CPR (Immunize 3, Salve II 5): Chance of surviving death with 1 HP, MT, lasts 5 turns.  30%-39%-50% chance, 16-20-20 TP cost.
Regen (Healer 5, Cure 5): Regenerate HP each turn, lasts 5 turns.  5%-10%-16% regen, 3-5-5 TP cost.
Caduceus (ATK Up 10): Staff attack, chance of stun.  100%-150%-220% ATK multiplier, 15%-40%-75% chance of stun, 8-12-12 TP cost.
H.Touch (Healer 10): Passive.  Heals HP after each battle in exchance for TP.  25%-35%-40% healed, 4-6-5 TP.
Chop: Allows chopping attempts.  Level determines success rate.  2 attempts/level/day

Equipment
Weapons:
Swords
Knife - 6 ATK

[Shinryuu - 250 ATK, 20 all stats]

Staves
Sage Wand - 150 ATK, 20 TEC, 20 TP
Warhammer - 131 ATK, 22 HP
Luck Staff - 78 ATK, 5 LUC

Armor:
Angel Robe - 45 DEF, 7 AGI, 22 TP
Dino Plate - 32 DEF, physical resist
Fancy Coat - 11 DEF, 3 VIT
Briault - 5 DEF, 1 VIT, ice resist

[Volt Coat - 40 DEF, volt resist ++]
[Frost Coat - 40 DEF, ice resist ++]
[Flame Coat - 40 DEF, fire resist ++]
[Moss Coat - 35 DEF, elemental resist]

Helmets:
Scale Cap - 6 DEF, 12 TP
Circlet - 5 DEF, 20 TP

[Angel Helm - 10 DEF, 30 TP]

Gloves:
Rune Glove - 5 DEF, 5 TEC
Bear Glove - 3 DEF, 2 STR, 1 TEC

Boots:
Fur Boot - 7 DEF, 14 AGI

Accessories:
Jewel Eye - 2 DEF, instant death resist
Amber Ring - 1 DEF, ailment resist
Royal Ring - 1 DEF, bind resist

Alchemist
Base stats
HP: 335
TP: 198
STR: 46
VIT: 46
AGI: 53
LUC: 68
TEC: 82

Skills
TP Up: Passive.  Increases max TP.  10%-19%-30%
Fire Up: Passive.  Increases fire damage.  10%-19%-30%
Ice Up: Passive.  Increases ice damage.  10%-19%-30%
Volt Up: Passive.  Increases volt damage.  10%-19%-30%
Toxins: Passive.  Increases poison damage.  10%-19%-30%
Scavenge (TP Up 3): Passive.  Increase chance of item drops.  10%-19%-30%
TP Regen (TP Up 10): Passive.  Regen TP after each turn.  1-3-5
Fire (Fire Up 1): Fire attack.  80-105-130 power, 4-6-6 TP cost.
Flame (Fire Up 5, Fire 3): Fire attack.  140-230-350 power, 10-14-14 TP cost.
Inferno (Fire Up 5): Fire attack, MT.  112-184-280 power, 16-20-20 TP cost.
Ice (Ice Up 1): Ice attack.  80-105-130 power, 4-6-6 TP cost.
Freeze (Ice Up 5, Ice 3): Ice attack.  140-230-350 power, 10-14-14 TP cost.
Cocytus (Ice Up 5): Ice attack, MT.  112-184-280 power, 16-20-20 TP cost.
Volt (Volt Up 1): Volt attack.  80-105-130 power, 4-6-6 TP cost.
Thunder (Volt Up 5, Volt 3): Volt attack.  140-230-350 power, 10-14-14 TP cost.
Thor (Volt Up 5): Volt attack, MT.  112-184-280 power, 16-20-20 TP cost.
Poison (Toxins 1): Chance of poison.   80%-88%-100% chance, 23-163-255 damage per turn, 4-6-6 TP cost.
Venom (Toxins 5): Chance of poison.   80%-88%-100% chance, 23-163-255 damage per turn, 10-14-14 TP cost.
Sight (TP Up 5): All FOEs show up on the map.  10-6-1 TP cost.
Warp (TP Up 7): Warp to previous Geomagnetic Field.  15-10-5 TP cost.
Chop: Allows chopping attempts.  Level determines success rate.  2 attempts/level/day

Equipment
Weapons:
Swords
Knife - 6 ATK

[Shinryuu - 250 ATK, 20 all stats]

Staves
Sage Wand - 150 ATK, 20 TEC, 20 TP
Warhammer - 131 ATK, 22 HP
Luck Staff - 78 ATK, 5 LUC

Armor:
Azure Coat - 38 DEF, 5 AGI
Rune Tunic - 36 DEF, 15 TP
Dino Plate - 32 DEF, physical resist
Rune Tweed - 24 DEF, 4 AGI, 10 TP
Fancy Coat - 11 DEF, 3 VIT
Briault - 5 DEF, 1 VIT, ice resist

[Volt Coat - 40 DEF, volt resist ++]
[Frost Coat - 40 DEF, ice resist ++]
[Flame Coat - 40 DEF, fire resist ++]
[Moss Coat - 35 DEF, elemental resist]
[Mobius Alb - 34 DEF, 10 TEC, 20 TP]

Helmets:
Scale Cap - 6 DEF, 12 TP
Circlet - 5 DEF, 20 TP

Gloves:
Athanor - 7 DEF, 10 TEC
Bear Glove - 3 DEF, 2 STR, 1 TEC

Boots:
Fur Boot - 7 DEF, 14 AGI

Accessories:
Jewel Eye - 2 DEF, instant death resist
Amber Ring - 1 DEF, ailment resist
Royal Ring - 1 DEF, bind resist

Troubadour
Base stats
HP: 394
TP: 152
STR: 53
VIT: 53
AGI: 60
LUC: 82
TEC: 68

Skills
HP Up: Passive.  Increases max HP.  10%-28%-50%
TP Up: Passive.  Increases max TP.  10%-28%-50%
Songs: Passive.  Used to learn other song skills.
Divinity (Songs 10, Recovery 5): Passive.  Increases EXP gained by the party.  10%-19%-30%
Bravery (Songs 1): Increases ATK, MT, permanent.  10%-30%-50%  ATK increase, 3-5-5 TP cost.
Shelter (Songs 1): Increases DEF, MT, permanent.  10%-30%-50%  DEF increase, 3-5-5 TP cost.
Mercury (Songs 1): Increases speed, MT, permanent.  10%-30%-50%  speed increase, 3-5-5 TP cost.
Erasure (Songs 3): Dispel.  1-3-3 effects dispelled, 4-6-6 TP Cost.
Recovery (Songs 3): Increases rate of recovering from status effects, MT, permanent.  10%-100%-220% rate increase, 4-6-6 TP Cost.
Stamina (Songs 3, HP Up 3): Increases max HP, MT, permanent.  20%-35%-50% HP increase, 4-6-6 TP Cost.
Blaze (Songs 5, Bravery 3): Weapons become fire element, MT, permanent.  15-10-5 TP cost.
Frost (Songs 5, Bravery 3): Weapons become ice element, MT, permanent.  15-10-5 TP cost.
Shock (Songs 5, Bravery 3): Weapons become volt element, MT, permanent.  15-10-5 TP cost.
Ifrit (Songs 7): Increase fire resistance and lowers enemy's fire resistance, MT, permanent.  20%-40%-65% resistance increase, 10%-30%-40% resistance decrease, 6-8-8 TP cost.
Ymir (Songs 7): Increase ice resistance and lowers enemy's ice resistance, MT, permanent.  20%-40%-65% resistance increase, 10%-30%-40% resistance decrease, 6-8-8 TP cost.
Taranis (Songs 7): Increase volt resistance and lowers enemy's volt resistance, MT, permanent.  20%-40%-65% resistance increase, 10%-30%-40% resistance decrease, 6-8-8 TP cost.
Healing (Songs 7, HP Up 5): Regenrate HP after each turn.  2%-7%-13% regen, 4-6-6 TP cost.
Relaxing (Songs 7, TP Up 5): Regenrate TP after each turn.  1%-3%-5% regen, 4-6-6 TP cost.
Stalker (TP Up 5): Reduce chance of encounters.  30-60-100 turn duration, 30%-30%-50% reduced chance, 2-4-4 TP cost.
Return (Stalker 3): Warp to previous floor.  10-6-1 TP cost.
Take: Allows taking attempts.  Level determines success rate.  2 attempts/level/day

Equipment
Weapons:
Swords:
Epee - 151 ATK
Executor - 97 ATK, 6 STR, 4 TEC
Viking - 57 ATK, 5 STR, 2 VIT

[Shinryuu - 250 ATK, 20 all stats]

Staves:
Sage Wand - 150 ATK, 20 TEC, 20 TP
Warhammer - 131 ATK, 22 HP
Luck Staff-  78 ATK, 5 LUC

Bows:
Arc Drawer - 220 ATK, 12 STR, 8 TEC

[Zamiel Bow - 202 ATK, 15 AGI]

Armor:
Fairy Mail - 47 DEF, 10 AGI, 16 TP
Jazeraint - 36 DEF, 18 HP, 10 TP
Briault - 5 DEF, 1 VIT, ice resist

[Volt Coat - 40 DEF, volt resist ++]
[Frost Coat - 40 DEF, ice resist ++]
[Flame Coat - 40 DEF, fire resist ++]
[Moss Coat - 35 DEF, elemental resist]

Shields:
King Aspis - 14 DEF, 5 VIT
Gum Aspis - 7 DEF, volt resist

Helmets:
Blood Helm - 8 DEF
Scale Cap - 6 DEF, 12 TP

Gloves:
Blood Gage - 8 DEF, 3 STR
Bear Glove - 3 DEF, 2 STR, 1 TEC
Toxic Gage - 2 DEF, ailment resist ++

Boots:
Dyed Boot - 8 DEF, 15 AGI

Accessories:
Jewel Eye - 2 DEF, instant death resist
Amber Ring - 1 DEF, ailment resist
Royal Ring - 1 DEF, bind resist

Ronin
Base stats
HP: 479
TP: 101
STR: 82
VIT: 53
AGI: 60
LUC: 68
TEC: 53

Skills
HP Up: Passive.  Increases max HP.  10%-19%-30%
TP Up: Passive.  Increases max TP.  10%-19%-30%
ATK UP: Passive.  Increases STR.  10%-19%-30%
Katanas: Passive.  Increase ATK with Katanas.  10%-19%-30%
Sight (ATK Up 3): Passive.  Increases ATK at night or if blinded.  10%-19%-30%
Crit Up (ATK Up 5): Passive.  Increases critical rate.  1%-5%-10%
Ibuki (Katanas 1): Heals HP.  20-50-92 HP, 3-5-5 TP cost.
Kesagiri (Katanas 1): Katana attack.  130%-150%-180% ATK multiplier, 4-6-6 TP cost.
Overheat (Katanas 3): Stance, increases ATK and DEF.  10%-18%-30% ATK increase, 5%-9%-15% DEF increase, 2-4-4 TP cost.
Zamba (Katanas 5, Overhead 1): Overhead katana attack.  140%-165%-190% ATK multiplier, 4-6-6 TP cost.
Midarvba (Katanas 7, Overhead 3): Overhead katana attack, attacks multiple times.  100%-115%-125% ATK multiplier, 2-2-3 attacks, 8-12-12 TP cost.
Orochi (Katanas 10, Overhead 5): Overhead katana attack, also deals fire damage.  130%-134%-140% ATK multiplier, 50%-75%-100% extra fire damage dealt.  6-10-10 TP cost.
Seigon (Katanas 3): Stance, increases ATK and DEF.  0%-9%-20% ATK increase, 15%-19%-25% DEF increase, 2-4-4 TP cost.
Mikiri (Katanas 5, Seigan 1): Deflects next attack.  10-6-1 TP cost.
Koteuchi (Katanas 7, Seigan 3): Seigan katana attack, chance of arm bind.  130%-134%-140% ATK multiplier, 20%-29%-40% chance of arm bind.
Roizuki (Katanas 10, Seigan 5): Seigan katana attack, also deals volt damage.  130%-134%-140% ATK mutliplier, 50%-75%-100% extra volt damage dealt.
Iai (Katanas 3): Stance, increases speed.  10%-19%-30% speed increase, 2-4-4 TP cost.
Kabiuchi (Katanas 5, Iai 1): Iai katana attack, chance of instant death.  130%-134%-140% ATK multiplier, 40%-49%-60% chance of instant death, 6-10-10 TP cost.
Gototsu (Katanas 7, Iai 3): Iai katana attack.  170%-189%-210% ATK multiplier, 4-6-6 TP cost.
Hyosetsu (Katanas 10, Iai 5): Iai katana attack, also deals ice damage.  130%-134%-140% ATK multiplier, 50%-75%-100% extra ice damage dealt, 6-10-10 TP cost.
Mine: Allows mining attempts.  Level determins success rate.  2 attempts/level/day

Equipment
Weapons:
Swords:
Epee - 151 ATK
Executor - 97 ATK, 6 STR, 4 TEC
Viking - 57 ATK, 5 STR, 2 VIT

[Shinryuu - 250 ATK, 20 all stats]

Katanas:
Hachi - 215 ATK, 15 LUC

[Masamune - 240 ATK, 15 STR]
[Hisamemaru - 229 ATK, ice element]

Armor:
Blood Mail - 42 DEF
Azure Coat - 38 DEF, 5 AGI
Jazeraint - 36 DEF, 18 HP, 10 TP
Rune Tunic - 36 DEF, 15 TP
Full Armor - 22 DEF, 12 HP
Briault - 5 DEF, 1 VIT, ice resist

[Ruby Mail - 42 DEF, 8 STR, 22 HP]
[Volt Coat - 40 DEF, volt resist ++]
[Frost Coat - 40 DEF, ice resist ++]
[Flame Coat - 40 DEF, fire resist ++]
[Moss Coat - 35 DEF, elemental resist]

Helmets:
Blood Helm - 8 DEF
Scale Cap - 6 DEF, 12 TP

Gloves:
Blood Gage - 8 DEF, 3 STR
Bear Glove - 3 DEF, 2 STR, 1 TEC
Toxic Gage - 2 DEF, ailment resist ++

[Ruby Gage - 10 DEF, 9 AGI, 7 TEC]

Boots:
Dyed Boot - 8 DEF, 15 AGI

Accessories:
Jewel Eye - 2 DEF, instant death resist
Amber Ring - 1 DEF, ailment resist
Royal Ring - 1 DEF, bind resist

Hexer
Base stats
HP: 358
TP: 167
STR: 46
VIT: 46
AGI: 46
LUC: 60
TEC: 75

Skills
HP Up: Passive.  Increases max HP.  10%-28%-50%
TP Up: Passive.  Increases max TP.  10%-19%-30%
Curses: Passive.  Used for learning curses.
Stagger (Torpor 5, Corrupt 5): Passive.  Chance of stunning enemy as soon as battle starts, MT.  16%-22%-30%
Sapping (Curses 1): Decreases enemy STR, MT, lasts 5 turns.  20%-32%-40% STR decrease, 3-5-5 TP cost.
Frailty (Curses 1): Decreases enemy DEF, MT, lasts 5 turns.  20%-32%-40% DEF decrease, 3-5-5 TP cost.
Leaden (Curses 1): Decreases enemy speed, MT, lasts 5 turns.  20%-32%-40% speed decrease, 3-5-5 TP cost.
Blinding (Curses 2): Chance of blind, MT, lasts around 5 turns.  50%-59%-70% chance, 6-10-10 TP cost.
Relapse (Curses 3, TP Up 3): Increases status duration time, MT.  10%-28%-50% increase, 4-6-6 TP cost.
Crainial (Cures 5): Chance of inflicting head bind.  50%-59%-70% chance, 3-5-5 TP cost.
Abdomen (Cures 5): Chance of inflicting arm bind.  50%-59%-70% chance, 3-5-5 TP cost.
Immobile (Cures 5): Chance of inflicting leg bind.  50%-59%-70% chance, 3-5-5 TP cost.
Torpor (Curses 6): Chance of sleep, MT, lasts about 5 turns or until struck.  50%-59%-70% chance, 6-10-10 TP cost.
Corrupt (Curses 6): Chance of curse, MT, lasts about 5 turns.  50%-59%-70% chance, 6-10-10 TP cost.
Revenge (Corrupt 10): Deals part of the damage back to the enemy when they attack.  10%-32%-65% damage, 6-10-10 TP cost.
Evil Eye (Curses 10): Chance of terror, lasts about 5 turns.  50%-59%-70% chance, 8-12-12 TP cost.
Paralyze (Evil Eye 3): Inflicts petrify on all enemies with terror status, has initiative.  10-6-1 TP cost.
Betrayal (Evil Eye 3): Inflicts confusion on all enemies with terror status, has initiative.  10-6-1 TP cost.
Suicide (Evil Eye 10): Inflicts instant death on enemies with terror status, has initiative.  1-3-3 targets, 10-14-14 TP cost.
Lure (Evil Eye 1): Increases encounter rate.  16-30-50 turn duration, 30%-30%-50% rate increase, 2-4-4 TP cost.

Equipment
Weapons:
Swords:
Knife - 6 ATK

[Shinryuu - 250 ATK, 20 all stats]

Staves:
Sage Wand - 150 ATK, 20 TEC, 20 TP
Warhammer - 131 ATK, 22 HP
Luck Staff - 78 ATK, 5 LUC

Armor:
Azure Coat - 38 DEF, 5 AGI
Rune Tunic - 36 DEF, 15 TP
Hex Mantle - 34 DEF, 12 TEC, 15 LUC
Dino Plate - 32 DEF, physical resist
Rune Tweed - 24 DEF, 4 AGI, 10 TP
Fancy Coat - 11 DEF, 3 VIT
Briault - 5 DEF, 1 VIT, ice resist

[Volt Coat - 40 DEF, volt resist ++]
[Frost Coat - 40 DEF, ice resist ++]
[Flame Coat - 40 DEF, fire resist ++]
[Moss Coat - 35 DEF, elemental resist]

Helmets:
Scale Cap - 6 DEF, 12 TP
Circlet - 5 DEF, 20 TP

Gloves:
Rune Glove - 5 DEF, 5 TEC
Bear Glove - 3 DEF, 2 STR, 1 TEC

Boots:
Fur Boot - 7 DEF, 14 AGI

Accessories:
Jewel Eye - 2 DEF, instant death resist
Amber Ring - 1 DEF, ailment resist
Royal Ring - 1 DEF, bind resist
« Last Edit: December 18, 2007, 11:32:00 PM by Talaysen »

Talaysen

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Re: Etrian Odyssey
« Reply #1 on: December 18, 2007, 09:03:36 PM »
Levels taken at 70.  Only my Landsknecht wasn't that high, but she hit that level after the final battle anyways, so this seems reasonable.  Also, it's the max level.

Each character gets level+2 (72) skill points to allocate to skills.  I've listed the setups I believe are best, but different situations call for different setups.

There exists an option called Retire, which can be used after level 30.  What this does is puts the character back to level 1, in any class you want, while giving a bonus to a stat and extra skill points.  Obviously it would be best to assume the character uses the same class, if this were allowed.  They can do this as many times as they want, but only the bonuses from the first retire count, so it's pointless to do so.  The number of points in a stat and skill points depend on the level of retire, while which stat depends on the class that retired.  The stat/skill point bonuses are as follows:

30: +2 skill points, +1 stat
40: +3 skill points, +1 stat
50: +4 skill points, +2 stat
60: +5 skill points, +2 stat
70: +6 skill points, +3 stat

The stats increased are as follows:
STR: Landsknecht, Dark Hunter, Ronin
VIT: Protector
AGI: Survivalist
LUC: Troubadour
TEC: Medic, Alchemist, Hexer

It's quite easy to do this once during the game, so it's not unreasonable to allow it (maybe a level 30 or 40 retire?) but I'm not including it here since I imagine most people won't.  I'm not sure I do, personally.

There is also an option called Rest that also can be used after level 30, which reduces the character's level by 10 but allows them to reapply all their skill points.  For this reason I allow full choice on setups.

Any character can have up to 3 buffs at once.  Buffs of the same type (such as DEF buffs) can always be stacked, but each one takes up its own slot.

If a stat bust is in effect, and a character uses a buff of the same type, they cancel each other.  For example, if a Troubadour gets hit by DEF down, using Shelter will negate it.  This does not work the other way around.  If the Troubadour uses Shelter first, then gets hit by a DEF down, both effects are up at the same time.  Using Shelter again will remove the DEF down status.

Status effects:
(All of these last about 5 turns.)
Poison: Take damage every turn.  The damage depends on the skill used, rather than the target's max HP like normal.  For example, an Alchemist's max Venom deals 255 damage per round.  This damage ignores defense, etc.
Confuse: Physically attack random people.  Seems to hit yourself more often than anyone else, but I didn't test that.
Curse: Half of the damage you deal is dealt back to you.  In the case of multi-hit attacks, the effect is triggered after each one, and if that damage kills you, the other hits do not go through.  The effect does not occur when killing the last enemy, though it does when killing any other enemy.
Sleep: Can't act.  Next attack deals 50% extra damage and removes the status.
Paralyze: Chance of not acting each turn.  I'd peg it at 75% or so.
Terror: Chance of not acting each turn.  I'd peg it at 50% or so.

Bindings:
(These are similar to status effects, but are a different class, in game.  The skills they block are mutually exclusive and the union of them is every skill in the game.  In other words, they form a partition on the set of all skills.)
Leg bind: Cannot use skills that depend on legs.
Arm bind: Cannot use skills that depend on arms, reduces STR by 30%.
Head bind: Cannot use skills that depend on head.

Instant death doesn't count as a status effect or binding.

Stats:
HP: Lose these and the F.O.E.s come after you.  Scary~
TP: Used to cast the spells that make the F.O.E.s fall down.
STR: Partially determines physical damage.
VIT: Partially determines physical defense.
AGI: Determines turn order and evasion.  Probably accuracy as well.
LUC: Determines critical hit rate and... probably other stuff.  Like most other luck stats, really.
TEC: Determines damage of magical attacks, and probably some other things.  Magic defense, maybe?  There has to be some reason non-alchemists get this stat.  I have the feeling it affects status accuracy, though.  If so, the status rates listed below are probably inaccurate since those are base rates.  Which means they are probably higher for people with high TEC.

ATK: Listed attack power.  Is just for show, really, since damage isn't calculated directly from this.
DEF: Listed defense power.  Same as above, really.

Numbers in parentheses by stats are the stats including the passive skills.  Exceptions for HP/TP.  The reason is because the status screen doesn't show increases for non-HP/TP skills.

Numbers in parentheses by skills are the number of points I considered allocated in the skill.  More points increases efficiency while less points decreases it.  Usually less points also lowers TP cost, but TP cost usually maxes at 5.  The exceptions are skills that have a constant effect but decrease in TP cost at higher levels (like Medic's Cure III).

Equipment used is anything that can be bought before the plot final boss on floor 25.  There exists an aftergame stratum, but most people don't allow those.  However, since this is a dungeon crawler with almost no plot, the aftergame is not much different from the maingame, so I can see allowing it in this case.  I'll get stats for that once I finish it, which will likely include retiring of the characters, since they're already max level before going in.  But for now, this is what you get.

Each character can equip one weapon and three pieces of protection equipment.  Protection equipment includes armor, shields, helmets, gloves, boots, and accessories.  In the case of non-accessories, only one of the type may be equipped at any time.  Accessories have no such limit.  Also, since accessories aren't "free" and take up a slot another piece of equipment used, it might be reasonable to allow them?  Not sure on that yet.  Though I think the setups would change enough to need new averages, so I'll ignore them for the time being.

Everyone has access to ailment resist (statuses), bind resist (binds), and instant death resist (instant death) accessories.  These will take up one of their equipment slots and lower their stats accordingly, so they are not in the default setups (since it would be unfair to make averages like that).  I believe each of these are 25% resistance, but I'm not sure.  They can also be stacked (up to 3, no replacing weapons) if needed.

Landsknecht
Stats:
HP: 675
TP: 116
STR: 111 (144)
VIT: 75
AGI: 60
LUC: 75
TEC: 53

ATK: 351 (456)
DEF: 166 [Takes 73% (84%) from physical, 96% (107%) from magical]

Equipment:
Meteor Axe - 240 ATK, 14 STR
OR
Duergar - 200 ATK, 14 STR, 9 AGI

Demon Mail - 52 DEF, 10 STR, 20 HP
Halo Aspis - 28 DEF, instant death resist
Brave Gage - 11 DEF, 12 STR

Skills:
Attack: 398 (626) slash damage.

HP Up (10): Passive.  Increases max HP by 30% (already factored in).
ATK Up (10): Passive.  Increases STR by 30%.
DEF Up (10): Passive.  Increases physical element resistances by 15% (factored in).
Axes (10): Passive.  Increases ATK from axes by 30% (already factored in).
Crush (10): 899 (1378) slash damage.  6 TP.
Hell Cry (10): Increases offense power by 50%, lowers elemental resistances by 10% for 3 turns.  3 TP.  (Damages/durabilities after Hell Cry are in parentheses.)
Silencer (10): 580 (899) slash damage, 40% chance of head bind.  5 TP.
TP Up (2): Passive.  Increases TP by 12%.

Survivalist
Stats:
HP: 723
TP: 135
STR: 80
VIT: 65
AGI: 106 (138)
LUC: 82
TEC: 91

ATK: 300 (410)
DEF: 138 [Takes 97% from physical, 99% from magical]

Equipment:
Arc Drawer - 220 ATK, 12 STR, 8 TEC
Sylpheed - 47 DEF, 11 AGI, 15 HP
King Aspis - 14 DEF, 5 VIT
Speed Boot - 12 DEF, 20 AGI, 15 LUC

Skills:
Attack: 352 pierce damage.

HP Up (10): Passive.  Increases max HP by 30%.
AGI Up (10): Passive.  Increases AGI by 30%.
Bows (10): Passive.  Increases ATK from bows by 50%.
Trickery (10): Lowers enemy accuracy by 30%, MT, lasts 5 turns.  3 TP.
Quicken (10): Increases AGI by 40%, MT, lasts 5 turns.  3 TP.
1st turn (2): Targetted ally has a 75% chance of acting first this turn.  8 TP.
1st Hit (10): Passive.  30% chance of getting an extra initiative turn.

Multihit (10): 3 hits of 451 (1362 total) pierce damage.  10 TP cost.
OR
Trueshot (10): 721 pierce damage.  6 TP.  (Betteragainst higher defense.)

Protector
Stats:
HP: 689
TP: 151
STR: 96
VIT: 75
AGI: 73
LUC: 75
TEC: 68

ATK: 296
DEF: 161 [Takes 74% (35%) {10%} <3%> from physical, 79% (44%) {22%} <16%> from magical]

Equipment:
Duergar - 200 ATK, 14 STR, 9 AGI
Composite - 46 DEF, 14 HP, -4 AGI
Holy Aspis - 32 DEF, bind resist
Dyed Boot - 8 DEF, 15 AGI

Skills:
Attack: 238 slash damage.

HP Up (10): Passive.  Increases max HP by 30%.
DEF Up (10): Passive.  Increases physical element resistances by 15% (factored in).
Shields (10): Passive.  Increases magic elemental resistance by 15% (factored in).
Smite (10): 794 strike damage, 20% chance of arm bind, requires a shield and damage partially depends on the shield's DEF.  14 TP.
Defender (10): Increases elemental resistances by 36%, MT, lasts 5 turns.  12 TP.  (Durability in parentheses is after one of Defender/Fortify, braces {} is after both.)
Fortify (10): Increases elemental resistances by 36% to self, lasts 5 turns.  6 TP.  (Durability in parentheses is after one of Defender/Fortify, braces {} is after both.)
Provoke (10): Forces opponents to attack Protector when using ST attacks, increases elemental resistances by 15%, lasts 5 turns.  3 TP.  <Durability in <> is after Defender, Fortify, and Provoke.>
Cure II (1): Heals 131 HP.  14 TP.
En-Garde (1): 10% chance of parrying incoming attacks.

Dark Hunter
Stats:
HP: 629
TP: 135
STR: 85 (111)
VIT: 65
AGI: 84
LUC: 60
TEC: 75

ATK: 285 (383)
DEF: 129 [Takes 99% from physical, 99.58% from magic]

Equipment:
Duergar - 200 ATK, 14 STR, 9 AGI
OR
Thorn Whip - 195 ATK, 13 STR, 9 TEC

Blood Mail - 42 DEF
King Aspis - 14 DEF, 5 VIT
Blood Gage - 8 DEF, 3 STR

Skills:
Sword setup
Attack: 312 (329) slash damage.

HP Up (10): Passive.  Increases max HP by 30%.
ATK Up (10): Passive.  Increases STR by 30%.
Swords (10): Passive.  Increases ATK from Swords by 30%.
Bait (10): Counterstance.  Deals 1126 (793) slash damage, adjacent allies also attack at 160% ATK (that part is useless in a duel) when hit.  12 TP.
Petrify (10): 645 (677) slash damage, 60% chance of petrify.  8 TP.
Drain (10): 645 (677) slash damage, drains 100% of the damage to HP.  6 TP.
Fury (10): Passive.  Increases STR by 20% when HP is below 50%.  (Damages after Fury are in parentheses.)

Mirage (2): 478 (503) slash damage, 41% chance of confuse.  5 TP.
OR
Hypnos (2): 478 (503) slash damage, 41% chance of sleep.  5 TP.
OR
Nerve (2): 478 (503) slash damage, 41% chance of paralyze.  5 TP.

Whips setup
Attack: 305 (318) slash damage.

HP Up (10): Passive.  Increases max HP by 30%.
ATK Up (10): Passive.  Increases STR by 30%.
Whips (10): Passive.  Increases ATK from Whips by 30%.
Gag (10): 595 (618) slash damage, 55% chance of head bind.  5 TP.
Shackles (10): 595 (618) slash damage, 55% chance of leg bind.  5 TP.
Cuffs (10): 595 (618) slash damage, 55% chance of arm bind.  5 TP.
Ecstasy (10): 2483 (2602) slash damage, only works on targets with all three binds.  12 TP.
Fury (2): Passive.  Increases ATK by 15% when HP is below 30%.  (Damages after Fury are in parentheses.)

Medic
Stats:
HP: 603
TP: 287
STR: 53 (159)
VIT: 53
AGI: 74
LUC: 82
TEC: 95

ATK: 203 (309)
DEF: 111 [Takes 103% (28%) from physical, 102% (34%) from magical]

Equipment:
Sage Wand - 150 ATK, 20 TEC, 20 TP
Angel Robe - 45 DEF, 7 AGI, 22 TP
Scale Cap - 6 DEF, 12 TP
Fur Boot - 7 DEF, 14 AGI

Skills:
Attack: 251 strike damage.

HP Up (10): Passive.  Increases max HP by 50%.
ATK Up (10): Passive.  Increases STR by 200%.
Healer (5): Passive.  Increases efficiency of healing skills by 60%.
Cure III (10): Heals 1050 HP.  10 TP.  (It says heals all HP in game and always does.)
Immunize (10): Increases elemental resistance by 60%, MT, lasts 5 turns.  14 TP.  (Durability in parentheses is after Immunize.)
Caduceus (10): 930 strike damage, 75% chance of stun.  12 TP.
TP Up (10): Passive.  Increases max TP by 30%.
TP Regen (7): Passive.  Regenerate 4 TP each turn.

Alchemist
Stats:
HP: 335
TP: 283
STR: 46
VIT: 46
AGI: 72
LUC: 68
TEC: 112

ATK: 196
DEF: 98 [Takes 106% from physical, 103% from magic]

Equipment:
Sage Wand - 150 ATK, 20 TEC, 20 TP
Azure Coat - 38 DEF, 5 AGI
Athanor - 7 DEF, 10 TEC
Fur Boot - 7 DEF, 14 AGI

Skills:
Attack: 138 strike damage.

Fire Up/Ice Up/Volt Up (10): Passive.  Increases fire/ice/volt power by 30%.
Fire/Ice/Volt (10): 279 fire/ice/volt damage.  6 TP.
Flame/Freeze/Thunder (10): 779 fire/ice/volt damage.  14 TP.
TP Up (10): Passive.  Increases max TP by 30%.
TP Regen (10): Passive.  Regenerate 5 TP per turn.
Toxins (10): Passive.  Increases poison damage by 30%.
Poison (10): 250% chance of inflicting poison status (208 damage/turn).

Troubadour
Stats:
HP: 591
TP: 168
STR: 65
VIT: 58
AGI: 85
LUC: 82
TEC: 76

ATK: 285
DEF: 127 [Takes 99.86% (89%) from physical, 100% (95%) from magic]

Equipment:
Arc Drawer - 220 ATK, 12 STR, 8 TEC
Fairy Mail - 47 DEF, 10 AGI, 16 TP
King Aspis - 14 DEF, 5 VIT
Dyed Boot - 8 DEF, 15 AGI

Skills:
Attack: 227 (341) pierce damage.

HP Up (10): Passive.  Increases max HP by 50%.
Songs (7)
Shelter (10): Increases DEF by 40%, MT, permanent.  5 TP.  (Durability after Shelter is in parentheses.)
Mercury (4): Increases speed by 25%, MT, permanent.  5 TP.
Stamina (10): Increases max HP by 50%, MT, permanent.  6 TP.
Healing (10): Regenerate 13% HP per turn, MT, permanent.  6 TP.
Bravery (10): Increases power by 40%, MT, permanent.  5 TP.  (Damages after Bravery are in parentheses.)
Blaze/Frost/Shock (1): Adds fire/ice/volt element to basic attacks, permanent.  15 TP.  (This adds an additional 296 fire/ice/volt damage to attacks for Troubadour, depends on TEC and ATK.)
Ifrit/Ymir/Taranis (10): Increases fire/ice/volt resistance of party by 65% and reduces fire/ice/volt resistance of enemy by 40%, permanent.  8 TP.  (This reduces damage taken by Troubadour to 18% physical, 27% magic of the relevant element.  Under Bravery this goes to 7% physical, 21% magic.)

Ronin
Stats:
HP: 623
TP: 101
STR: 85 (111)
VIT: 53
AGI: 75
LUC: 83
TEC: 53

ATK: 300 (389)
DEF: 111 [Takes 103% (84%) {75%} physical, 102% (85%) {73%} magical]

Equipment:
Hachi - 215 ATK, 15 LUC
Blood Mail - 42 DEF
Blood Gage - 8 DEF, 3 STR
Dyed Boot - 8 DEF, 15 AGI

Skills:
Attack: 331 slash damage.

OVerhead setup
HP Up (10): Passive.  Increases max HP by 30%.
ATK Up (10): Passive.  Increases STR by 30%.
Katanas (10): Passive.  Increases ATK from Katanas by 30%.
Kesagiri (10): 642 slash damage.  6 TP.
Overhead (10): Stance.  Increases power by 30% and elemental resistances by 15%.  4 TP.  (Durability in parentheses is after Overhead.)
Midarvba (10): 3 hits of 572 (1716 total) damage.  Requires being in Overhead stance. (Overhead power bonus already factored in.)
Crit Up (10): Passive.  Increases critical hit rate by 10%.
Orochi (2): 603 slash damage + 182 fire damage (this only hits DEF once, I included it in the slash part, but it's taken after the total damage).  785 total damage.  Requires being in Overhead stance. (Overhead ATK bonus already factored in.)  10 TP.

Seigon setup
HP Up (10): Passive.  Increases max HP by 30%.
ATK Up (10): Passive.  Increases STR by 30%.
Katanas (10): Passive.  Increases ATK from Katanas by 30%.
Seigon (10): Stance.  Increases power by 20% and elemental resistances by 25%.  4 TP.  {Durability in braces is after Seigon.}
Roizuki (10): 595 slash damage + 332 volt damage (this only hits DEF once, I included it in the slash part, but it's taken after the total damage).  927 total damage.  Requires being in Seigon stance. (Seigon ATK bonus already factored in.)  10 TP.
Koteuchi (10): 595 slash damage, 40% chance of arm bind.  Requires being in Seigon stance. (Seigon power bonus already factored in.)  6 TP.
Crit Up (10): Passive.  Increases critical hit rate by 10%.
Sight (2): Passive.  Increase ATK by 11% at night or when blinded.

Iai setup
HP Up (10): Passive.  Increases max HP by 30%.
ATK Up (10): Passive.  Increases STR by 30%.
Katanas (10): Passive.  Increases ATK from Katanas by 30%.
Iai (10): Stance.  Increases AGI by 30%.  4 TP.
Kubiuchi (10): 486 slash damage, 60% chance of instant death.  Requires being in Iai stance.  10 TP.
Crit Up (10): Passive.  Increases critical hit rate by 10%.
Hyosetsu (10): 486 slash damage + 332 ice damage, (this only hits DEF once, I included it in the slash part, but it's taken after the total damage).  818 total damage.  Requires being in Iai stance.  10 TP.
Sight (2): Passive.  Increase ATK by 11% at night or when blinded.

Hexer
Stats:
HP: 537
TP: 199
STR: 46
VIT: 46
AGI: 60
LUC: 75
TEC: 95

ATK: 196
DEF: 93 [Takes 107% physical, 103% magic]

Equipment:
Sage Wand - 150 ATK, 20 TEC, 20 TP
Hex Mantle - 34 DEF, 12 TEC, 15 LUC
Scale Cap - 6 DEF, 12 TP
Fur Boot - 7 DEF, 14 AGI

Skills:
Attack: 138 strike damage.

HP Up (10): Passive.  Increases max HP by 50%.
Curses (10)
Evil Eye (10): 70% chance of terror, lasts about 5 turns.  12 TP.
Suicide (1): Instant death to a target under terror status.  10 TP.
Paralyze (1): Petrify to a target under terror status.  10 TP
Revenge (10): Deals damage equal to 150% lost HP back to the attacker, lasts 5 turns.  6 TP.
Corrupt (10): 70% chance of curse, MT, lasts about 5 turns.  10 TP.
Abdomen (10): 70% chance of arm bind, lasts about 5 turns. 5 TP.
Cranial (10): 70% chance of head bind, lasts about 5 turns.  5 TP.

Averages
HP: 600.56
TP: 175
STR: 74.11 (95.33)
VIT: 59.56
AGI: 76.56 (80.11)
LUC: 75.78
TEC: 79.78
ATK: 268 (324.44)
DEF: 126
Damage: 725.22

To do list:
Figure out how accuracy/evasion work.
Aftergame stats.
« Last Edit: April 15, 2010, 05:54:27 AM by Talaysen »

Talaysen

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Re: Etrian Odyssey
« Reply #2 on: December 18, 2007, 09:08:07 PM »
From Snow:

Quote from: Snow
Okay, since Tal asked me for some theoretical rankings, I'm posting here from a look in the averages and skillsets.

Landsknetch: Middle. Low 2HKO that can be buffed into a high 2HKO off solid durability and a vanilla turn 2-3 status. However, he is slow, and loathes status. Feels pretty typical.

Survivalist: High Heavy. Raquel-level damage off Alena-level speed and a speed buff that makes his speedsterness even more ridiculous. He can also play some weird anti-physical game if he cares to, but his money is in the excellent slugfesting power. Solid durability also doesn't hurt. Being pure evadable physical keeps him in check, though.

Protector: High Heavy. What the hell 229x average durability after two turns, makes even the healing monstrous to outdo. Also, solid damage attached to low-rate status helps with the stallfests, and good durability to begin with does not hurt at all. Does not handle status whores, though, and the speed needs work.

Dark Hunter: Low Heavy. A bunch of vanilla status+full parasitic healing off passable durability and above average speed. Doesn't seem all that much, but it's enough to ride up the border. The damage in the parasitic healing isn't even bad, either. Whip setup sees no use except maybe against damageless healers with more resources than him, and that's a big maybe.

Medic: Heavy. A nice buff, 2HKO damage with fairly accurate status attached and ridiculous amounts of healing. That's a pretty vanilla higher-level staller right there. However, status and OHKOing before he/she goes still handles the stalling game - since the durability and speed are a bit below average. Still, she's a simple and effective staller.

Alchemist: Puny. Slow 3HKO off 47% average durability and nothing else? Um yeah, no. Fail.

Troubadour: Light. The buffs are very good and permanent, and the regen+buffing can give some people trouble in Light. But... the damage. Damn, the damage. It's just horrible. Raja-tastic damage just doesn't fly. Above average speed, at least.

Ronin: Middle/Heavy. He has uses for both Iai and Overhead setups. On Overhead, he gets borderline OHKO damage after his first turn setup that's consistent and spammable, which handles the frail well. On Iai, he gets a speed buff to mend his unimpressive speed, turn two ID attached to damage and still scrapes a 2HKO, alongside being able to hit a couple weaknesses. The fact he needs to lose a turn to get going and being a bit below average in both speed and durability is problematic, though. As such, he pretty much rides the border between Middle and Heavy.

Hexer: Low Middle. The durability and speed are pretty awful, but the status variety is pretty deadly. Terror+Suicide/Paralyze is a brutal combo, and he has some more options to try to get that combo going without dying. The speed/durability combo still kicks his ass, though, which really dampens the potential. Also, immune status and you've got a free pass on him. That damage ain't outslugging anyone ever.
« Last Edit: December 18, 2007, 09:17:22 PM by Talaysen »

Yakumo

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Re: Etrian Odyssey (PC)
« Reply #3 on: January 11, 2008, 06:55:37 PM »
Where did you get damage info and the like for characters you didn't use?  My Survivalist beats that damage quite handily, and I finished at 62 for all but the Ronin.  Not sure on the others off the top of my head, but I can test stuff later. 

Talaysen

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Re: Etrian Odyssey (PC)
« Reply #4 on: January 11, 2008, 08:03:42 PM »
Where did you get damage info and the like for characters you didn't use?  My Survivalist beats that damage quite handily, and I finished at 62 for all but the Ronin.  Not sure on the others off the top of my head, but I can test stuff later. 

I did testing with the people I had and came up with some formulae that fit them.  I assumed other classes would follow the same formulae.  The skill data I got from somewhere on GFAQs and a JP wiki.  I have a spreadsheet I got from there that I can give you.

Yakumo

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Re: Etrian Odyssey (PC)
« Reply #5 on: January 12, 2008, 12:06:17 AM »
Alright, I'll probably poke you about that later.

On the subject of retiring, my Ronin was the result of a level 30ish(32 I think when I got the scroll) retire and ended up only three levels behind at endgame, despite my lower level(I blame Stalker >_>).  I could see allowing that, maaaybe a 40, but certainly no higher.

Talaysen

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Re: Etrian Odyssey (PC)
« Reply #6 on: January 12, 2008, 03:23:50 AM »
Alright, I'll probably poke you about that later.

On the subject of retiring, my Ronin was the result of a level 30ish(32 I think when I got the scroll) retire and ended up only three levels behind at endgame, despite my lower level(I blame Stalker >_>).  I could see allowing that, maaaybe a 40, but certainly no higher.

Yeah, was thinking about that as well.  I assume, only let people retire from their own class into the same class again?  Actually... is it possible to do that?  I never checked.

Either way, it doesn't make much of a difference.  +2-3 skill points doesn't do much in the DL (though I can see it being significant in-game, at least) and +1 stat doesn't change much either.

Yakumo

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Re: Etrian Odyssey (PC)
« Reply #7 on: January 12, 2008, 03:36:30 AM »
Well, I'll add in damage numbers and status stuff from actual testing later, but a few notes.

Nothing in the game seems to be immune to binds, not even the final boss(though he does cheat them a little, he has a skill that he uses when all three are applied which takes them off.  Only skill I saw in the game that can be used through every bind).  A few enemies resist them, but using three characters with binding attacks I was able to hit Exstacy(misspelling intentional due to censor) on every boss.  I don't know if the same applies to status, however, as I didn't have any in my party.  Well, I could have used Viper, but didn't.  May test it later.  Anyway, I can definitely see the Dark Hunter having a use for the whip setup against an opponent heavily reliant on skills, as every skill in the game besides the final's unbinding skill can be cut off with the right bind.  And really, how many duelers aren't heavily reliant on skills? <_<

The Survivalist skill Apollon is really his best damage, but it works on a time delay.  Calling the turn you use it turn one, you won't be able to use it on turn two or three.  It will hit at the beginning of turn three.  Very few things in-game are fast enough to act between Apollon landing and the Survivalist getting his turn.  Personally, I'd be inclined to see this as hitting right before the Survivalists third action if he was faster than his opponent, and before the action the opponent takes prior to his third action if he's slower.  This makes him an even nastier slugfester, as it's a good way to punch past healing or blow past a limit range: if he's faster than the opponent, his third turn is essentially double-acting.  It can be fired again on the fourth turn, and you can act while it's in the air, just not another Apollon shot.  It also has a stun effect, not sure on the odds of it hitting though.

Tal, do you know offhand which skills are affected by which binds?  Most of them are obvious, but believe it or not, the Ronin's Kesagiri, the only skill he can use outside a stance, is actually hit by LEG bind, not arm. >_>  Don't know if there's any other oddities like that, and by the time I noticed, enemies that used binds tended to use more than one in a round(Well, they came in trios and they all used one.  Whatever).
« Last Edit: January 13, 2008, 05:17:55 PM by Yakumo »

Talaysen

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Re: Etrian Odyssey (PC)
« Reply #8 on: January 12, 2008, 05:13:33 AM »
Tal, do you know offhand which skills are affected by which binds?  Most of them are obvious, but believe it or not, the Ronin's Kesagiri, the only skill he can use outside a stance, is actually hit by LEG bind, not arm. >_>  Don't know if there's any other oddities like that, and by the time I noticed, enemies that used binds tended to use more than one in a round(Well, they came in trios and they all used one.  Whatever).

Umm... I think I may have come across a listing of them somewhere, but I forget where it is offhand.  I know the Landsknecht's Allslash (the sword MT attack) is also cut off by leg bind, so there are a few weird ones.