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Force Skills
The Force system is used in Etrian Odyssey II: Heroes of Lagaard with a revision in Etrian Odyssey 2 Untold: The Fafnir Knight that gets brought forward to Etrian Odyssey Nexus, succeeding the Boost mechanic from Etrian Odyssey for gauge-based super moves.
Etrian Odyssey II: Heroes of Lagaard
Every class has a unique Force skill that can be accessed once their Force meter (located under their in-battle menu) is full. Force caps out at 100 and is typically increased through taking actions in battle.[1]
- Defending, using a skill, taking damage, killing an enemy: +2
- Normal attack: +1
- Fleeing from battle: -5
- Any equipment with a "Force↑" effect adds +5 Force to any action taken in battle.
- Dying in battle causes a character to lose all their Force.
Class | Force Skill | Description |
---|---|---|
Landsknecht | All-Out | Powerful, charging slash that targets all enemies. |
Survivalist | Airwalk | Increase the party's evasion rate with fancy footwork. |
Protector | Painless | Nullifies all damage, status ailments, and binds to the party for one turn. |
Dark Hunter | Dominate | Concentrated attack completely binds a single enemy. |
Medic | H. Touch | Special healing arts restore party's HP and status. |
Alchemist | Eschaton | Release a forbidden almighty spell to destroy all enemies. |
Troubadour | Crusade | Secret song that increases the party's attack, defense, and MAX HP. |
Ronin | Issen | Slash all enemies in an attempt to kill with a single stroke. |
Hexer | Caprice | The cursed bell's chime inflicts multiple ailments on all enemies. |
Gunner | Riot Gun | A focused, powerful gunshot that will definitely stun an enemy. |
War Magus | Invoke | Restores the party's HP and boosts all elemental resistances. |
Beast | Salivall | Licks the party's wounds, restoring their HP and status. |
Etrian Odyssey 2 Untold: The Fafnir Knight
This game uses a revised version of the Force system, separating it into Force Boost and Force Break. When a party member has a full Force gauge, they can activate their Force Boost, which is a three-turn state that empowers them in various ways. Triggering Force Boost can be done in addition to the party member's action for the turn. Once the three turns expire, Force Boost ends and the party member's Force gauge is set to zero.
Whenever a party member takes an action in battle their Force gauge increases by a random amount between 5 to 15Increment calculations needed, which can be increased by skills like the Fafnir's Force Mastery[2]. Dying halves the party member's current Force gauge, but dying while Force Boost is active sets their gauge to zero. Resting in town completely fills the party's Force gauges.
While Force Boost is active, the party member can also activate Force Break, even on the same turn they activate Force Boost. The Force Break is typically an extremely strong action, but choosing to use the Force Break disables the Force gauge for the rest of the expedition, rendering them unable to use either until they return to town. While there are methods to restore a broken Force gauge, such methods are incredibly rare. If the party member is unable to execute their Force Break (by being bound, incapacitated, or the battle ending before they can act) they do not lose their Force gauge.
Force Breaks scale with the party member's current level. The three "levels" of Force Break in any Skills page depict the skill's multipliers at level 1, 60, and 99. Between 1 and 60, Force Break scales linearly between the first and second threshold, and then past level 60, it scales between the second and third thresholds (at different increments).
Damage-inflicting Force Breaks receive a reduced bonus multiplier from any Charge Skills.[3] For example, the Fafnir's Force Charge skill at Level 10 normally gives a ×1.60 damage multiplier to any other skill, but instead gives a ×1.30 multiplier to the Ignition Ray Force Break skill.
Class | Force Boost Force Break |
Description |
---|---|---|
Landsknecht | Full Charge | For 3 turns, normal attacks/skills using swords/axes will be critical hits. |
Full Gain | Powerful melee cut attack to one enemy. | |
Survivalist | Illusion Step | Greatly increase evasion for 3 turns. Follow-up hit on bow attacks. |
Summer Rain | 16 ranged stab attacks to all enemies randomly. | |
Protector | Shield Protect | Increases effectiveness of Shield skills for 3 turns. |
Perfect Defense | Voids all damage to party for this turn. | |
Dark Hunter | Trance | Raises damage to enemies with binds and ailments for 3 turns. |
Rose Prison | Melee cut attack with high chance of head/arm/leg bind & poison. | |
Medic | Steady Hands | Raises recovery skills and turn speed, and halves TP costs for 3 turns. |
Medical Miracle | Heals HP, revives, and cures party's binds/ailments/debuffs. | |
Alchemist | Analysis | Raises damage to enemies hit with weakness for 3 turns. |
Eschaton | Powerful ranged almighty attack to all enemies. | |
Troubadour | War Song | For 3 turns, party's buffs will not tick down and cannot be canceled. |
Crusade | Raises damage to enemies and lowers damage to party until end of turn. | |
Ronin | Immovable | For 3 turns, keep stances and reduce katana stance skills TP cost by half. |
Issen | Powerful ranged cut attack. May insta-kill. | |
Hexer | Creeping Curse | For 3 turns, raises bind/ailment success & enemy debuff counter won't decrease. |
Black Mist | Makes binds/ailments on all enemies last longer. | |
Gunner | Action Boost | For 3 turns, gun skills will activate twice. |
Supreme Bolt | Powerful ranged stab attack to 1 enemy. High chance of stun. | |
War Magus | War Edge Power | For 3 turns, War Edge skill effects occur regardless of ailments. |
Fairy Robe | Recover party's HP & binds/ailments. Voids negative effects for the turn. | |
Beast | Desperation | Triples HP for 3 turns. |
True Endurance | Shields all attacks/endures this turn. At end of turn, melee bash all enemies. | |
Sovereign | Victory Vow | For 3 turns, Orders affect entire party and TP cost of Orders is halved. |
Proof of Nobility | Restores HP & TP to party. | |
Highlander | Hero Battle | For 3 turns, raises spear skill damage. Party recovers HP for damage dealt. |
Gae Bolg | Consumes user/party's HP for a powerful ranged stab attack to all enemies. | |
Fafnir | Transform | Transform for 3 turns, increasing max HP and damage. |
Ignition Ray | Powerful ranged fire + ice + volt attack to 1 enemy. | |
Akashic Nova | Powerful ranged fire + ice + volt attack to all enemies. |
Etrian Odyssey Nexus
The Force mechanics are exactly the same as in Etrian Odyssey 2 Untold: The Fafnir Knight. Each class has a Force Boost and Break that is unique to them and cannot be learned through subclassing.
Level 3 Force Breaks (as depicted on the Skill pages) are for when the Force Break is used from a level 130 character. The level 2 threshold, where scaling increments change, remains at level 60.
Class | Force Boost Force Break |
Description |
---|---|---|
Protector | Shield Protect | For 3 turns, the damage reduction of Guard skills is boosted. |
Painless | Voids all damage to the party for this turn. | |
Medic | Steady Hands | For 3 turns, First Aid skills and act speed are boosted; TP costs halved. |
Healing Touch | Heals HP, revives, and cures party's binds/ailments/debuffs. | |
Survivalist | Illusory Formation | Raises the party's act speed and evasion for 3 turns. |
Mirage Arrow | Ranged stab attack to 1 enemy. Lowers hit rate and act speed for 3 turns. | |
Ronin | Musou | For 3 turns, user gains all Stance effects, even when they would normally be lost. |
Issen | Powerful ranged cut to all enemies. May instakill. Instakill rate increases on enemies at low HP. | |
Gunner | Double Action | For 3 turns, gun skills activate twice. The second is weaker, but costs no TP. |
Riot Gun | Powerful ranged stab attack to 1 enemy. Guaranteed stun. | |
War Magus | War Edge Power | For 3 turns, War Edge skill effects occur even if the targets have no ailments. |
Fairy Robe | Restores party HP and binds/ailments. Voids negative effects this turn. | |
Highlander | Hero Battle | For 3 turns, raises spear skill damage. Party recovers HP for damage dealt. |
Gae Bolg | Powerful ranged stab to all enemies. User recovers TP for damage dealt. | |
Sovereign | Victory Vow | For 3 turns, Order skills affect the whole party and have halved TP cost. |
Proof of Nobility | For this turn, party buffs cannot be lost, and certain ones have double effect. | |
Ninja | Diversion Gambit | Raises user's draw/evasion rate for 3 turns. |
Toxic Mist | Guaranteed poison on all enemies. | |
Zodiac | Divination | For 3 turns, Astrology skills are stronger and regain half their TP cost after use. |
Astrosign | Ranged fire + ice + volt attack to all enemies. Reduces party TP cost to 0 this turn. | |
Farmer | Item Echo | For 3 turns, the effect of a used item may activate a second time. |
Final Secret | Fills party Force Gauges to 100%. May recover gauge even after Force Break. | |
Shogun | Unified Effort | For 3 turns, increases MAX HP and all ATK for the entire party. |
Decoy Party | For this turn, all allies can negate enemy attacks once. | |
Landsknecht | Trinity | For 3 turns, increases the all ATK, hit rate, and act speed. |
Full Charge | Nulls attacks on user and increases all ATK/act speed until end of next turn. | |
Nightseeker | Killing Intent | For 3 turns, increases user's status ailment success rate and all ATK. |
Disaster | Powerful cut to 1 enemy. If target has a status ailment, ailment effect lengthens. | |
Arcanist | Circle Paradise | For 3 turns, user's bind/ailment rate rises, and Circles will not be dismissed. |
Releasal Spell | Removes all enemy buffs, and reverts their bind/ailment resistances to default. | |
Imperial | Ignition | Cools user's drive blade, preventing it from overheating for 3 turns. |
Conversion | Greatly restores user's TP, beyond MAX. | |
Harbinger | Unending Armor | For 3 turns, user's Miasma Armor will maintain duration and won't be dispelled. |
Miasma Tsunami | This turn, lowers all enemies' ATK/DEF, evade, act speed, and bind/ailment resistance. | |
Pugilist | Bind Rush | For 3 turns, raises bind rate and follows up on bound/ailing/stunned enemies. |
Final Blow | Powerful bash attack to 1 enemy. May bind head/arms/legs. | |
Hero | Brave Heart | For 3 turns, user's afterimages are more likely to spawn and have greater ATK. |
Miracle Edge | Ranged cut to all enemies, then restores party HP beyond MAX. | |
Vampire | Undying Soul | For 3 turns, the user survives mortal blows with 1 HP. |
Ghastly March | Revives party at 1 HP, then performs a ranged untyped multi-hit attack (allies revived +2) to 1 enemy. |
References
- ↑ Etrian Odyssey II: Heroes of Lagaard Let's Play, Force Gauge increments
- ↑ Etrian Odyssey 2 Untold: The Fafnir Knight atwiki (Japanese) - Fafnir page (Force Mastery): "Defending with level 0 Mastery fills the gauge in 10 turns. Defending with level 10 Mastery (~30% increase) fills the gauge in 8-9 turns."
- ↑ Etrian Odyssey 2 Untold: The Fafnir Knight atwiki (Japanese) - Diminishing Returns and Charge Skills: "If you use Force Break after a charge skill, the effect of the charge is reduced by 50%."
V • T • E | Etrian Odyssey II: Heroes of Lagaard (Category • Gallery) | ||
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Publisher/Developer: Atlus • Console: Nintendo DS | |||
Locations | Flaus Inn • Lagaard Hospital • Sitoth Trading • Stickleback Bar • Explorers Guild • Duke's Palace • Forest Entrance |
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Ancient Forest • Auburn Thicket • Frozen Grounds • Petal Bridge • Heavenly Keep Click to toggle hidden content: Forbidden Wood | |||
Classes | Click to toggle hidden content: Beast | ||
Characters | |||
Items | |||
Misc | |||
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