Ailments and binds have been a key part of the Etrian Odyssey series from the very beginning, and EO5 is no exception. Ailments and binds can very easily swing fights--even a single bind on a single party member or enemy can be the difference between victory and loss. That can be said for ailments in most RPGs, though. What makes EO different is that it doesn't make it impractical and/or impossible for the player to inflict disables on bosses and FOEs; in fact, disables are often the preferred method of making said enemies considerably easier to deal with, and a party that's completely devoid of being able to effectively inflict disables is at a massive disadvantage compared to the opposite.
As for infliction mechanics, they're relatively simple. Every enemy has a set of resistances to disables, much like they do for damage. Remember that "resistances" means "multipliers," effectively--an enemy with 150% resistance to paralysis, for example, multiplies paralysis infliction chances by 1.5x. A 0% resistance, on the other hand, means "complete immunity." For stats used in calculating infliction chances, EO5 takes after EO2U and solely uses LUC. The way LUC is actually used beyond that is unknown, but it's generally safe to assume that an inflictor having lower LUC than the inflictee means the base chance will be reduced, equal LUC means no adjustment, and higher LUC means the base chance being increased.
Each time an ailment/bind is inflicted, that enemy gains 30% resistance to that given bind/ailment for 8 turns--a mechanic known as "accumulative resistance." Accumulative resistance was introduced in EO3 as a way to compensate for ailments/binds becoming much easier to inflict compared to EO1/2. Accumulative resistance basically means that it becomes harder, if not impossible, to chain-disable a given enemy, and if you inflict a disable they're innately really resistant to (usually 25%), you just straight-up can't inflict that disable again until the accumulative resistance runs out.
Now that that's out of the way, let's discuss the actual ailments and binds themselves! These are organized based on the ailment hierarchy, from lowest to highest. An ailment that's higher on the hierarchy cannot be overwritten with one that's lower. Binds are exempt from this hierarchy altogether.
Blind: Blinded entities have their accuracy heavily reduced, and their evasion completely disabled when not being attacked by other blinded targets.
Skills that inflict blind:
- Vision Thrust (Fencer Basic) (50% to 80% base chance)
- Scatter Feathers (Hound Spec 1) (40% to 70% base chance, uses hawk's LUC)
- Dark Smoke (Herbalist Basic) (35% to 55% base chance)
That said, if you're using a Fencer to dodge-tank, blind can turn that tiny chance of getting hit into a 0%. And you can use it offensively as well, with low accuracy attacks.
Poison: Poisoned entities take damage at the end of every turn. The damage is based on the skill's base damage, and scales based on an unknown factor (in EO2U, the scaling was based on level). Poison damage cannot be reduced.Skills that inflict poison:
- Scythe of Cruel Poison (Reaper Spec 1) (40% to 70% base chance, 150 to 440 base damage)
- Poison Bomb (Necromancer Basic) (60% to 95% base chance, 60 to 360 base damage)
- Poison Smoke (Herbalist Basic) (40% to 60% base chance, 40 to 280 base damage)
Paralysis: Paralyzed entities have a 50% chance to not act on a given turn. If that enemy fails to act, their evasion is disabled for that turn.
Skills that inflict paralysis:
- Corkscrew (Cestus Spec 1) (40% to 60% base chance)
- Scythe of Numb Stasis (Reaper Basic) (40% to 70% base chance)
- Ghosts summoned by Necromancers inflict paralysis with normal attacks (1% to 6% base chance, depending on Ghost Mastery)
- Paralyze Smoke (Herbalist Spec 2) (35% to 55% base chance)
Panic: Panicked entities will only perform normal attacks. The attacks can be on opposing entities, allies, or themself.
Skills that inflict panic:
- Scythe of Wicked Chaos (Reaper Spec 1) (30% to 50% base chance)
- Menacing Howl (Hound Spec 2) (25% to 40% base chance, uses dog's LUC)
- Bungling Smoke (Herbalist Spec 2) (27% to 40% base chance)
Sleep: Asleep entities will not do anything. Taking damage will dispel the sleep ailment. If the damage is STR-based, it will be multiplied by 1.5x.
Skills that inflict sleep:
- Hypno Cannon (Dragoon Spec 2) (50% to 100% base chance)
- Death's Judgement (Reaper Basic) (passive; 100% base chance, 10% to 30% activation chance)
- Mist Slice (Masurao Basic) (40% to 90% base chance)
Curse: Cursed entities will take half of any damage they do as backlash damage. The backlash damage cannot be resisted, but also counts as the original damage type (for conditional drop purposes). If a cursed entity kills someone, they do not take backlash from the fatal damage.
Skills that inflict curse:
- Curse Cannon (Dragoon Spec 2) (40% to 80% base chance)
- Scythe of Exorcism (Reaper Basic) (40% to 70% base chance)
- Curse Bomb (Necromancer Spec 1) (65% to 100% base chance)
Petrification: Petrified entities cannot act at all, and take half damage from STR-based sources.
Skills that can inflict petrification:
- Alter (Warlock Spec 1) (50% to 90% base chance)
- Gravestone Binding (Necromancer Spec 1) (25% to 60% / 40% to 110% / 55% to 160% base chance)
- Smoke Solid (Herbalist Spec 2) (45% to 75% base chance)
Death: It's...death. Do I really need to explain it? Instant death is a special type of "disable"--it still uses the ailment infliction formula, but has no place in the hierarchy, and will instantly kill an entity, regardless of their HP or endure effects. All bosses in the game are immune to instant death.
Skills that can instantly kill:
- Scythe of Death (Reaper Spec 1) (25% to 50% / 100% to 250% base chance)
- Zombie Powder (Necromancer Spec 2) (40% to 80% base chance)
Fun fact: one of the FOEs in this game is especially weak against instant death. Personally, I've also found it pretty useful in random battles, since it's cheap and fairly reliable against a number of high HP enemies.
Stun: Stun is a special disable. It has no place in the hierarchy, and only lasts for one turn. Enemies that are stunned before they take their turn do not act. Enemies that are stunned after they take their turn, effectively, are not affected.Skills that can stun:
- Rockfall (Warlock Spec 1) (20% to 30% base chance)
- Stun Shot (Hound Spec 2) (35% to 65% base chance, uses dog's LUC)
- Smoke Spark (Herbalist Spec 2) (50% to 85% base chance)
Inflicting stun is another problem, though, since most bosses have 10% resistance to it.
Head bind: Targets that have their heads bound cannot use skills that require the head. Reduces the bound entity's accuracy.
Skills that can inflict head bind:
- Flicker (Cestus Basic) (30% to 50% base chance)
- Cross Counter (Cestus Spec 1) (depends on attack source; 50% to 100% base chance)
- Clinch (Cestus Spec 1) (20% to 67% base chance)
- Hawk basic attacks attempt to inflict head bind (7% base chance, uses hawk's LUC)
- Flying Talon Strike (Hound Spec 1) (25% to 50% base chance, uses hawk's LUC)
- Sky Dive (Hound Spec 1) (65% to 120% base chance, uses hawk's LUC)
- Three-Stage Strike (Masurao Spec 2) (6% to 12% base chance)
Arm bind: Targets that have their arms bound cannot use skills that require the arms. Reduces the bound entity's STR.
Skills that can inflict arm bind:
- Cross Counter (Cestus Spec 1) (depends on attack source; 50% to 100% base chance)
- Arm Break (Cestus Basic) (30% to 50% base chance)
- Clinch (Cestus Spec 1) (20% to 67% base chance)
- Windstorm (Warlock Spec 1) (20% to 30% base chance)
- Hunter Shot (Hound Basic) (30% to 50% base chance, uses dog's LUC)
- Three-Stage Strike (Masurao Spec 2) (6% to 12% base chance)
Leg bind: Targets that have their legs bound cannot use skills that require the legs. Reduces the bound entity's AGI. Disables the bound entity's ability to escape.
Skills that can inflict leg bind:
- Cross Counter (Cestus Spec 1) (depends on attack source; 50% to 100% base chance)
- Liver Blow (Cestus Basic) (30% to 50% base chance)
- Clinch (Cestus Spec 1) (20% to 67% base chance)
- Hunter Shot (Hound Basic) (30% to 50% base chance, uses dog's LUC)
- Foot Pierce (Hound Spec 2) (25% to 50% base chance)
- Three-Stage Strike (Masurao Spec 2) (6% to 12% base chance)
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