|
|
Line 776: |
Line 776: |
| | (20% ATK + 20% MAG) * (0.95 + (0.05 * SLv)) | | | (20% ATK + 20% MAG) * (0.95 + (0.05 * SLv)) |
| | 5/5 | | | 5/5 |
| | Heal that cures Poison and Terror, curing more ailments the higher the Skill Level | | | Heal that cures Poison and Terror, curing more ailments with higher Skill Level |
| | 70% | | | 70% |
| | SLv2 cures Heavy; SLv3 cures Silence | | | SLv2 cures Heavy; SLv3 cures Silence |
Revision as of 01:28, 30 November 2014
The initial cast of characters.
Flying Mysterious Shrine Maiden
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
96 (12.4)
|
C
|
MP
|
16 (1/12)
|
B
|
Attack
|
50 (9.2)
|
C
|
Defense
|
43 (7.8)
|
D
|
Magic
|
53 (9.8)
|
C
|
Mind
|
53 (9.8)
|
B
|
Speed
|
103 (8.8)
|
B
|
Evasion
|
8
|
D
|
|
Status
|
Resistance
|
Rating
|
Poison
|
25
|
D
|
Paralysis
|
25
|
D
|
Heavy
|
25
|
D
|
Shock
|
25
|
D
|
Terror
|
50
|
B
|
Silence
|
50
|
B
|
Death
|
75
|
A
|
Debuff
|
50
|
B
|
Total
|
325
|
C
|
TP
|
16
|
|
HP Recovery
|
12
|
|
MP Recovery
|
3
|
|
|
Element
|
Affinity
|
Rating
|
Fire
|
110
|
C
|
Cold
|
110
|
C
|
Wind
|
110
|
C
|
Nature
|
110
|
C
|
Mystic
|
66
|
F
|
Spirit
|
180
|
A
|
Dark
|
144
|
B
|
Physical
|
110
|
C
|
Total
|
940
|
B
|
Weighted
|
569
|
A
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Level/Cost
|
Special
|
Post-use Gauge
|
Notes
|
Yin-Yang Orb
|
2
|
Enemy (Single)
|
Spirit
|
((88% ATK + 88% MAG) - (50% T.DEF)) * (1.33 + (0.07 * SLv))
|
5/5
|
Leveling the skill up will add a Paralysis effect.
|
60%
|
PAR power: 4000
PAR chance: 60 + (SLv * 5)%
|
Fantasy Seal
|
5
|
Enemy (All)
|
Spirit
|
((120% ATK + 120% MAG) - (50% T.MND)) * (1.425 + (0.075 * SLv))
|
5/5
|
|
50%
|
|
Exorcising Border
|
8
|
Ally (All)
|
Spirit
|
(66% MAG) * (0.95 + (0.05 * SLv))
|
5/5
|
Healing
|
32%
|
|
Great Hakurei Barrier
|
7
|
Ally (All)
|
Spirit
|
|
5/5
|
DEF, MND +42%
|
48%
|
DEF and MND buff: 38 + (4 * SLv)%
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
HP Boost
|
5
|
2
|
Increase base HP.
|
MP Boost
|
5
|
2
|
Increase maximum MP.
|
Magic Boost
|
5
|
2
|
Increase Magic.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Main Character: Reimu
|
2
|
5
|
When a party member is KO'd, increase all stats by (SLv * 6)%. Can activate even when Reimu is in reserve.
|
Grand Incantation
|
2
|
5
|
After using Concentrate, the next attack's damage will be multiplied by (1.6 + SLv * 0.4).
|
Hakurei's Divine Protection
|
2
|
5
|
At the end of battle, gives a (SLv * 33)% chance to restore 1 MP to all four active members. This can take effect even if Reimu is not on the front line.
|
Final Prayer
|
2
|
5
|
When Reimu gets KO'd, she restores (SLv * 50)% HP to all other active members.
|
Armored Yin-Yang Orb
|
2
|
5
|
When Reimu is active, all active members receive less damage from Spirit attacks.
|
Youkai Buster
|
2
|
5
|
Damage against Youkai is increased if Reimu is on the front line. The bonus doesn’t stack with similar effects.
|
|
Character Overview and Comments
|
Recruitment
|
Reimu is part of your initial party
|
Play Notes
|
Reimu is a well-rounded character who will end up being one of your most effective supports as you progress through the Great Tree. Early on she can help plow through random encounters, but her mediocre offenses and composite spells mean she will eventually fall back into supporting, where she really shines. Exorcising Border is one of only a few healing abilities that hits your entire front line, and Great Hakurei Barrier can help blunt a lot of damage when cast early in a tough battle. Both of these spells are fairly expensive and slow; Reimu probably won't spend a lot of time out on the front. Her innate bulk isn't bad, and with little reason to seriously pump her offense you should invest in defensive stats to make sure she stays healthy. While the general quality of characters has risen from LoT1 and thus Reimu isn't as stellar as in the first game, she's still a solid character that makes a great backbone for any party.
For her skills, Hakurei Guardian is very useful for prolonging your trips within the Great Tree, but otherwise Reimu's priorities should be upgrading her MP and support spells. Youkai Buster can also be useful against bosses that are classified as such; they are very rarely found on early floors but become increasingly common as you move up the dungeon. Otherwise, her personal skills are somewhat unremarkable and she is better off strengthening her spells, stats, and subclass skills.
|
|
Ordinary Black Magician
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
73 (9.0)
|
E
|
MP
|
22 (1/11)
|
A
|
Attack
|
19 (3.0)
|
E
|
Defense
|
29 (5.0)
|
D
|
Magic
|
69 (13.0)
|
A
|
Mind
|
64 (12.0)
|
S
|
Speed
|
103 (11.0)
|
S
|
Evasion
|
40
|
S
|
|
Status
|
Resistance
|
Rating
|
Poison
|
10
|
E
|
Paralysis
|
10
|
E
|
Heavy
|
80
|
*
|
Shock
|
10
|
E
|
Terror
|
10
|
E
|
Silence
|
60
|
A
|
Death
|
10
|
E
|
Debuff
|
60
|
A
|
Total
|
250
|
D
|
TP
|
15
|
C
|
HP Recovery
|
9
|
E
|
MP Recovery
|
3
|
B
|
|
Element
|
Affinity
|
Rating
|
Fire
|
88
|
D
|
Cold
|
88
|
D
|
Wind
|
88
|
D
|
Nature
|
88
|
D
|
Mystic
|
200
|
S
|
Spirit
|
164
|
A
|
Dark
|
164
|
A
|
Physical
|
100
|
C
|
Total
|
980
|
A
|
Weighted
|
574
|
A
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Level/Cost
|
Special
|
Post-use Gauge
|
Notes
|
Magic Missile
|
2
|
Enemy (Single)
|
Mystic
|
((160% MAG) - (50% T.MND)) * (1.14 + (0.06 * SLv))
|
5/5
|
|
58%
|
|
Asteroid Belt
|
6
|
Enemy (All)
|
Mystic
|
((110% MAG) - (50% T.MND)) * (1.6625 + (0.0875 * SLv))
|
5/5
|
|
40%
|
|
Master Spark
|
27
|
Enemy (All)
|
Mystic
|
((200% MAG) - (50% T.MND)) * (2.28 + (0.12 * SLv))
|
5/5
|
|
0%
|
Drains all MP, dealing more damage as more MP is consumed.
|
Concentration
|
3
|
Self
|
Mystic
|
|
5/5
|
MAG +24%
|
88%
|
MAG buff: 21 + (3 * SLv)%
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
MP Boost
|
5
|
2
|
Increase Maximum MP.
|
Magic Boost
|
5
|
2
|
Increase Magic.
|
Speed Boost
|
5
|
2
|
Increase Speed.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
MAlice Cannon (Marisa)
|
2
|
5
|
Marisa's Speed is increased by (SLv * 15)% when Alice is on the reserve party.
|
Main character - Marisa
|
2
|
5
|
When five characters are KO'd while Marisa is active, she will recover every turn (SLv) MP and her Attack, Defense, Magic, Mind, and Speed are increased by (SLv*10%).
|
Sheer Force
|
1
|
15
|
When attacking, pierce enemy elemental affinity and status affinity.
|
Sudden Impulse
|
2
|
5
|
Increase damage and damage variance.
|
Lively and Healthy
|
2
|
5
|
Speeds up recovery from debuffs and statuses.
|
Magic Training
|
2
|
5
|
When Marisa is active, increase Mystic damage output by SLv*20% for all active members.
|
|
Character Overview and Comments
|
Recruitment
|
Marisa is part of your initial party
|
Play Notes
|
Marisa is a purely offensive mage whose role differs between regular and boss battles. Against random foes, her high Speed helps her get the jump on dangerous mobs - Magic Missile is fast-casting, cheap, and surprisingly powerful, while Asteroid Belt is one of your team's best spells for clearing out multiple foes. Against bosses, Marisa brings her Master Spark spell to bear - while it consumes all her MP to cast, it has among the best damage of any attack in the game, especially after a cast or two of Concentration to boost her Magic. A full-powered Spark is excellent at taking out a weakened boss, especially since many bosses have an "enrage" mode that makes them more dangerous when low on HP. While fast and powerful, Marisa isn't a sustained fighter; she's quite fragile and you don't want to risk losing your Spark against a hard boss.
For skills, since her role is an offensive one, she should make sure that her damage ramps up. As she has nothing but Mystic spells to work with, Magic Training is extremely useful for boosting her damage and should thus be a priority as is Sheer Force, should Marisa ever have to face against Mystic resistant foes. Afterwards she should work on Magic Boost and Speed Boost. MP Boost can be leveled early so you can use Master Spark earlier in the game or leveled later on to boost Master Spark's overall damage along side leveling Master Spark itself. Sudden Impulse is up to your playstyle, but since her other skills are situational, Marisa should work on subclass skills.
|
|
Unmoving Used Goods Seller
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
103 (13.4)
|
C
|
MP
|
9 (1/16)
|
E
|
Attack
|
40 (7.2)
|
D
|
Defense
|
40 (7.2)
|
C
|
Magic
|
40 (7.2)
|
C
|
Mind
|
40 (7.2)
|
D
|
Speed
|
102 (7.2)
|
D
|
Evasion
|
4
|
E
|
|
Status
|
Resistance
|
Rating
|
Poison
|
10
|
E
|
Paralysis
|
20
|
D
|
Heavy
|
30
|
C
|
Shock
|
40
|
C
|
Terror
|
50
|
B
|
Silence
|
60
|
A
|
Death
|
70
|
A
|
Debuff
|
80
|
S
|
Total
|
360
|
B
|
TP
|
16
|
B
|
HP Recovery
|
16
|
S
|
MP Recovery
|
2
|
D
|
|
Element
|
Affinity
|
Rating
|
Fire
|
132
|
B
|
Cold
|
132
|
B
|
Wind
|
80
|
D
|
Nature
|
80
|
D
|
Mystic
|
80
|
D
|
Spirit
|
80
|
D
|
Dark
|
100
|
C
|
Physical
|
144
|
B
|
Total
|
828
|
E
|
Weighted
|
479
|
D
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Level/Cost
|
Special
|
Post-use Gauge
|
Notes
|
First Aid
|
1
|
Ally (Single)
|
Physical
|
(20% ATK + 20% MAG) * (0.95 + (0.05 * SLv))
|
5/5
|
Heal that cures Poison and Terror, curing more ailments with higher Skill Level
|
70%
|
SLv2 cures Heavy; SLv3 cures Silence
|
Battle Command
|
2
|
Ally (Single)
|
Physical
|
|
5/5
|
ATK, DEF, MAG, MND, and SPD +10%
|
66%
|
Stat buff: 8 + (2 * SLv)%
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
MP High Boost
|
5
|
3
|
Greatly increase maximum MP.
|
TP High Boost
|
5
|
6
|
Greatly increase maximum TP.
|
Attack High Boost
|
5
|
6
|
Greatly increase Attack.
|
Defense High Boost
|
5
|
6
|
Greatly increase Defense.
|
Magic High Boost
|
5
|
6
|
Greatly increase Magic.
|
Mind High Boost
|
5
|
6
|
Greatly increase Mind.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
Gensokyo's Shopkeeper
|
10
|
1
|
Increase item drop rate by (SLv * 4)%. Only works if he's in the party. Effect is reduced if Rinnosuke is in the back row.
|
Keen-eyed Shop Owner Saga
|
10
|
1
|
Increase money drop rate by (SLv * 2)%. Only works if he's in the party. Effect is reduced if Rinnosuke is in the back row.
|
Effective Formation Change
|
2
|
5
|
When Rinnosuke performs a formation change to swap a reserve member into the active party, that member's ATB will be set at 7500 + SLv * 800.
|
Weird Creatures Knowledge
|
2
|
5
|
Damage against Other-type enemies is increased if Rinnosuke is on the front line. The bonus doesn’t stack with similar effects.
|
Attack Debuff Add-On
|
2
|
5
|
When Rinnosuke receives a turn, he inflicts a (SLv * 4)% Attack debuff to all enemies.
|
Magic Debuff Add-on
|
2
|
5
|
When Rinnosuke receives a turn, he inflicts a (SLv * 4)% Magic debuff to all enemies.
|
|
Character Overview and Comments
|
Recruitment
|
Rinnosuke is part of your initial party
|
Play Notes
|
Unlike his main-character friends, Rinnosuke is completely reinvented for LoT2. Gone is the possibility-empowered MANnosuke; in its place is an unassuming support character. Rinnosuke carries your only initial single-target healing spell; it's very low-powered but has a low delay to match. He also carries a similarly weak-but-fast buffing spell that increases five stats in one shot (it also benefits greatly from leveling up compared to most other buffs; going from level 1 to 5 doubles the bonus!). Over time, he can greatly increase an ally's power, although his low MP pool stops him from doing much early on. He also has no offensive spellcards, which pretty much limits him to being a pure support. Fortunately, he's fairly bulky and can serve as a decent meatshield with some defensive investment.
Despite his lack of fighting prowess early on, his item and money drop increasing skill may very well earn him a permanent spot in the party's back row. For more direct support, Accelerated Rank Switching is great, reducing the time before a character can act by more than half, and Attack/Magic Debuff when moving can weaken enemies who aren't resistant. Later on in the game, his High Boost skills can make him very durable (it's worth noting that even boost skills he doesn't initially have like HP Boost or Element Boost will become their High versions when learned via item), or possibly even a decent attacker with the right subclass spells.
|
|
Half Beast of Knowledge and History
|
Base Stats
|
Battle Stats
|
Status Resistances
|
Elemental Affinities
|
Stat
|
L1 Stat (Growth)
|
Rating
|
HP
|
109 (14.2)
|
B
|
MP
|
18 (1/14)
|
B
|
Attack
|
40 (7.2)
|
D
|
Defense
|
52 (9.6)
|
B
|
Magic
|
60 (11.2)
|
B
|
Mind
|
47 (8.6)
|
C
|
Speed
|
103 (9.3)
|
B
|
Evasion
|
12
|
C
|
|
Status
|
Resistance
|
Rating
|
Poison
|
30
|
C
|
Paralysis
|
30
|
C
|
Heavy
|
30
|
C
|
Shock
|
30
|
C
|
Terror
|
40
|
C
|
Silence
|
40
|
C
|
Death
|
40
|
C
|
Debuff
|
40
|
C
|
Total
|
280
|
C
|
TP
|
17
|
B
|
HP Recovery
|
10
|
D
|
MP Recovery
|
2
|
D
|
|
Element
|
Affinity
|
Rating
|
Fire
|
120
|
C
|
Cold
|
120
|
C
|
Wind
|
120
|
C
|
Nature
|
120
|
C
|
Mystic
|
120
|
C
|
Spirit
|
120
|
C
|
Dark
|
60
|
F
|
Physical
|
120
|
C
|
Total
|
900
|
C
|
Weighted
|
550
|
B
|
|
Spell Cards
|
Name
|
MP
|
Target
|
Element
|
Damage Formula
|
Level/Cost
|
Special
|
Post-use Gauge
|
Notes
|
Ancient History -Old History-
|
5
|
Enemy (All)
|
Dark
|
((128% MAG) - (50% T.DEF)) * (1.216 + (0.064 * SLv))
|
5/5
|
|
51.2%
|
|
New History -Next History-
|
5
|
Enemy (All)
|
Spirit
|
((128% MAG) - (50% T.MND)) * (1.216 + (0.064 * SLv))
|
5/5
|
|
51.2%
|
|
Three Treasures - Sword
|
5
|
Ally (All)
|
Physical
|
|
5/5
|
ATK, MAG +24%
|
60%
|
ATK and MAG buff: 21 + (3 * SLv)%
|
Three Treasures - Mirror
|
5
|
Ally (All)
|
Physical
|
|
5/5
|
DEF, MND +24%
|
60%
|
DEF and MND buff: 21 + (3 * SLv)%
|
|
Skills
|
Name
|
Max Lvl
|
Cost
|
Description
|
MP Boost
|
5
|
2
|
Increase maximum MP.
|
TP Boost
|
5
|
2
|
Increase maximum TP.
|
Magic Boost
|
5
|
2
|
Increase Magic.
|
Motivated Heart
|
2
|
5
|
Skill holder receives (SLv * 6)% more experience. Only takes effect when in party (active or reserve). Does not stack with "Hands-on Experience", but does stack with all other modifying skills.
|
Hands-on Experience
|
2
|
5
|
Skill holder receives (SLv * 12)% more experience. Only takes effect when in active party at end of battle. Does not stack with "Motivated Heart", but does stack with all other modifying skills.
|
With Mokou
|
2
|
5
|
When Mokou is active, Keine's Attack and Magic increase by (SLv * 15)%.
|
Organized Formation
|
1
|
10
|
When Keine is active and a Formation command is performed, all characters involved (switcher and the two switched characters) will all recover 1 MP.
|
Firm Defense
|
2
|
5
|
When receiving damage from an enemy attack, Defense and Mind are buffed by (SLv * 5)%.
|
Teacher's Command
|
2
|
6
|
When Keine receives a turn, all active members receive (SLv * 6)% Mind buff.
|
Historian's School
|
1
|
10
|
All party members receive 6% more exp. Only takes effect if Keine is in party of 12.
|
|
Character Overview and Comments
|
Recruitment
|
Keine is part of your initial party
|
Play Notes
|
Keine, as with Reimu, is a character whose role shifts over the game. Against random battles, her two offensive spells can contribute decent damage, and she can hit either the foes' Defense or Mind as needed. That said, her offensive potential will probably begin to fall behind around midgame, as your dedicated damage dealers ramp up in power. Fortunately, Keine can easily move into a support role where she provides all-target offensive and defensive buffs. While Three Sacred Treasures - Mirror isn't as powerful as Great Hakurei Barrier, it's less expensive and has less delay; Three Sacred Treasures - Sword is your only party offensive buff for almost the first half of the game and can greatly help your damage output. Keine herself is naturally quite bulky and if you plan to use her later in the game she should probably be built tough to capitalize on her buff spells.
Since her main role in boss battle is a supportive one, her focus on skills is similar to Reimu - Raising MP and spellcard levels come first. Her personal skills provide slightly more benefit than Reimu's, but they are still rather trivial, so again subclass skills may aid her better in what she wants to do.
|
|