Level | HP | TP | STR | TEC | VIT | AGI | LUC |
---|---|---|---|---|---|---|---|
1 | 50 | 24 | 8 | 6 | 11 | 3 | 6 |
10 | 104 | 43 | 12 | 11 | 19 | 8 | 10 |
20 | 164 | 64 | 17 | 17 | 27 | 14 | 17 |
30 | 224 | 85 | 22 | 23 | 36 | 20 | 26 |
40 | 284 | 106 | 27 | 29 | 45 | 26 | 35 |
50 | 344 | 127 | 32 | 34 | 53 | 31 | 42 |
60 | 404 | 148 | 36 | 40 | 62 | 37 | 49 |
70 | 464 | 169 | 41 | 46 | 70 | 43 | 56 |
80 | 509 | 185 | 45 | 50 | 77 | 47 | 60 |
90 | 554 | 200 | 48 | 55 | 83 | 52 | 64 |
99 | 595 | 215 | 52 | 59 | 89 | 56 | 67 |
Guardian
- Requirements: None
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Defense Increase | 10% | 13% | 16% | 19% | 22% | 25% | 28% | 32% | 36% | 40% |
Class skill. Increases the user's physical defense.
Selflessness
- Requirements: None
- Body Part Used: Head
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 5 | 6 | 7 | 8 | 9 | 10 | ||||
Speed Modifier | +6 | |||||||||
% Current HP Cost | 50% | |||||||||
Defense Increase | 40% | 43% | 46% | 49% | 52% | 55% | 58% | 62% | 66% | 70% |
Duration | 4 |
Consumes a percentage of the user's current HP to increase their physical defense for a set amount of turns.
Shield Mastery
- Requirements: None
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Defense Increase | 1% | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% |
Increases the user's physical defense when they are equipped with a shield.
Line Guard
- Requirements: Shield Mastery Lv1
- Body Part Used: Arms
- Required Equipment: Shield
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 3 | 4 | 5 | 6 | 7 | 9 | ||||
Speed Modifier | +30 | |||||||||
Other Row Damage Reduction | 10% | 11% | 12% | 13% | 14% | 16% | 18% | 20% | 22% | 25% |
Same Row Damage Reduction | 24% | 26% | 28% | 31% | 33% | 37% | 40% | 43% | 46% | 50% |
Reduces physical damage taken by one row of party members for the rest of the turn. The damage reduction is amplified if the user is in the targeted row.
Bodyguard
- Requirements: Shield Mastery Lv3
- Body Part Used: Arms
- Required Equipment: Shield
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 4 | 5 | 6 | 7 | 8 | |||||
Speed Modifier | +30 | |||||||||
Redirected Damage Reduction | 30% | 33% | 36% | 39% | 42% | 45% | 48% | 52% | 56% | 60% |
Redirects all attacks towards another party member towards the user for the rest of the turn. Redirected attacks have their damage reduced.
Walls
- Skills:
- Antifire / Fire Wall
- Anticold / Ice Wall
- Antivolt / Volt Wall
- Requirements: Shield Mastery Lv5
- Body Part Used: Arms
- Required Equipment: Shield
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 4 | 5 | 6 | 7 | 8 | 12 | ||||
Speed Modifier | +30 | |||||||||
Damage Reduction | 10% | 15% | 20% | 25% | 30% | 36% | 42% | 48% | 55% | 100% |
From levels 1 to 9, reduces all damage of a specific element taken by all party members for the rest of the turn. At level 10, nullifies all attacks of a specific element towards all party members for the rest of the turn.
Notes:
Overwatch
Notes:
- The element depends on the skill used.
- Antifire/Fire Wall reduces fire damage.
- Anticold/Ice Wall reduces ice damage.
- Antivolt/Volt Wall reduces volt damage.
- These skills' names differ between the original DS version and the remastered version of EO3.
- DS: Antifire/Anticold/Antivolt
- Remastered: Fire Wall/Ice Wall/Volt Wall
- Requirements:
- Shield Mastery Lv8
- Selflessness Lv3
- Body Part Used: Arms
- Required Equipment: Shield
Level | 1 | 2 | 3 | 4 | 5 | |||||
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 18 | 15 | 12 | 9 | 6 | |||||
Speed Modifier | +30 |
Targets one party member, can't be self-targeted. For the rest of the turn, if the target takes an attack that would deal damage greater than the user's current HP, that attack will be nullified.
Spear Mastery
- Requirements: None
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Attack Increase | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% | 11% |
Increases damage dealt by normal attacks with spears.
Switch Stab
- Requirements: Spear Mastery Lv1
- Body Part Used: Legs
- Required Equipment: Spear
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 5 | 6 | 7 | 8 | 9 | |||||
Speed Modifier | ±0 | |||||||||
Accuracy Modifier | -2% | -1% | ±0% | +1% | +2% | |||||
Damage | 110% | 113% | 116% | 122% | 128% | 136% | 142% | 148% | 154% | 160% |
Deals ranged STR-based stab damage to one enemy. Moves the user to the opposite row after use.
Blitzritter
- Requirements: Spear Mastery Lv5
- Body Part Used: Legs
- Required Equipment: Spear
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 7 | 8 | 9 | 10 | 11 | |||||
Speed Modifier | ±0 | |||||||||
Accuracy Modifier | -5% | -4% | -3% | -2% | -1% | |||||
Damage | 120% | 127% | 134% | 141% | 148% | 155% | 162% | 169% | 177% | 185% |
Deals ranged STR-based stab + volt damage to one enemy.
Long Stride
- Requirements:
- Spear Mastery Lv7
- Switch Stab Lv3
- Body Part Used: Legs
- Required Equipment: Spear
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 12 | 13 | 14 | 15 | 16 | |||||
Speed Modifier | -3 | |||||||||
Accuracy Modifier | -10% | -9% | -8% | -7% | -6% | -5% | -4% | -3% | -2% | -1% |
Front Row Damage | 70% | 74% | 78% | 82% | 86% | 90% | 95% | 100% | 105% | 110% |
Back Row Damage | 105% | 113% | 121% | 130% | 139% | 148% | 159% | 172% | 184% | 198% |
Deals ranged STR-based stab damage to all enemies. Damage is increased if the user is in the back row.
Shrug Off
- Requirements: None
- Body Part Used: None
Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
TP Cost | 12 | 10 | 8 | 6 | 4 |
Speed Modifier | ±0 |
Removes all ailments and binds from the user.
Recuperate
- Requirements: Shrug Off Lv3
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
HP Restored | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 60 |
When the user uses the Defend command, their HP is restored.
Provoke
- Requirements: None
- Body Part Used: Head
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
TP Cost | 3 | 4 | 5 | 6 | 7 | |||||
Speed Modifier | +6 | |||||||||
Min Aggro Increase | +3 | |||||||||
Max Aggro Increase | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +15 |
Duration | 4 |
Increases the user's chance of being targeted for a set amount of turns.
Notes:
Parry
Notes:
- To give the aggro increase values some context, here are the standard aggro calculations done when an enemy wants to target a single party member:
- Every party member is given a random aggro value between 0 to 4.
- The party member with the highest amount of HP in a random row then has a random number between 0 and 6 added to their aggro value.
- The party member with the highest aggro value in that row is then chosen as the target.
- Those targeting routines are applied when an enemy is choosing either a target for a single-target attack, the primary target for an attack with splash damage, or a target for a given hit of a multi-hit random-target skill.
- Requirements: Provoke Lv5
Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
Chance | 4% | 7% | 10% | 14% | 18% |
Gives the user a chance to nullify physical attacks directed at them.
Magic Parry
- Requirements: Provoke Lv5
Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
Chance | 4% | 7% | 10% | 14% | 18% |
Gives the user a chance to nullify elemental attacks directed at them.
Vigilance
- Requirements: None
Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
TP Cost | 6 | 7 | 8 | 9 | 10 |
Danger Reduction | 40% | 45% | 50% | 60% | 70% |
Duration | 30 | 40 | 50 | 60 | 80 |
Reduces the encounter rate for a set number of steps.
Notes:
Notes:
- Every tile in the Labyrinth has a "danger" value assigned to it, which is added to the party's total danger when they step on it. When the party's total danger exceeds a randomly-determined threshold, the game starts a random encounter.
- Vigilance reduces the amount of danger accumulated from stepping on tiles, thus increasing the amount of time it takes to get into a random encounter.
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