The Survivalist has seen a few changes, enough that it's a little difficult to decide where your precious skill points should be spent. So this time, we're going to look over the Survivalist's abilities, since it's such a popular class. Sad to say, many of its abilities offer no real benefit to max - but hey, that means less agonising over best skill builds, right? Bows Max Level: 10. No Requirements. Standard Mastery skill. Higher levels increase the damage done with bows and their associated attack skills. L1 Stats: 102% Dmg L5 Stats: 106% Dmg L10 Stats: 111% Dmg Ambush Max Level: 5. Reqs: L3 AGI Boost. Ambush increases the chance that your party catches the enemy offguard, preventing them from moving during the first turn. Normally, your party's AGI and LUC are compared to the enemy's, and adjust a normal 5% chance of an ambush higher or lower depending on the result. The Ambush skill adds a modifier to this chance however: at max level, it would increase a modified Ambush Chance of, say, 10% to 38%. However, Ambush Chance is capped between 1% and 25% inclusive, so any value above 25% is wasted - you'll very often find there's no difference between having 4 or 5 skill points in Ambush. L1 Stats: +10% Ambush Chance L5 Stats: +28% Ambush Chance Aware Max Level: 5. Reqs: L5 AGI Boost. Aware decreases the chance that your party is blindsided by enemies. Normally, you have a 7% chance of being blindsided if you don't ambush the enemy, modified by the AGI and LUC of both parties. Aware, however, will reduce the chance that this succeeds. For example, if you have a 10% chance of being blindsided, L1 Aware would reduce it to 5%. Note that the Blindside chance cannot go below 1%, so there will always be a chance that you get blindsided. But given that the chance is usually fairly low, you should never need more than 2 or 3 points in Aware to minimize the chances. Finally, note that a number of encounters - like the solitary Evil Eye random encounters on 4F - are automatic blindsides, and no amount of points in Aware will prevent these. L1 Stats: -5% Blindside Chance L5 Stats: -25% Blindside Chance 1st Hit Max Level: 5. Reqs: L5 Ambush, L3 Aware. 1st Hit gives a simple percentage chance that the Survivalist will move first in any given turn. Not a tremendously useful skill: the Survivalist is pretty fast anyways, its best skill already lets other characters move first 100% of the time, and the rest of its skills aren't exactly critical enough that you *need* them to go first. But still, it's there if you want it and have some extra skill points to spend. L1 Stats: 10% chance to act first L5 Stats: 37% chance to act first Trueshot Max Level: 10. Reqs: L1 Bows. A standard Pierce attack. Even at L1, this is a fairly decent skill, with a good increase in damage for not much accuracy loss or TP. Of course, how much you put into it all depends on how you use your Survivalist. That said, there's a particularly insane bow available very early (but *REALLY* expensive), so damage attacks can be useful if you can put together the money. L1 Stats: 3 TP, 145% Dmg, 100% Spd, 92% Acc L5 Stats: 7 TP, 165% Dmg, 120% Spd, 102% Acc L10 Stats: 12 TP, 235% Dmg, 190% Spd, 137% Acc Twinshot Max Level: 10. Reqs: L5 Bows. Yeah, this is Multihit: a Pierce attack that hits multiple times targetting random enemies. It didn't get a name change in the Japanese version (where it was always called Doubleshot), but the US name Multihit isn't all that applicable, since you no longer get 3 hits at L10. (Okay, so Doubleshot wasn't a good name in the first place for EO1, but it makes more sense all the way in EO2.) The two hits are randomly chosen, and together, they add up to more damage than Trueshot, so this is still a nice ability to take if you want to cause damage in-between Apollon hits. And the speed's better than it was in EO1, so there's some comfort there. L1 Stats: 3 TP, 2 hits of 80% Dmg, 50% Spd, 92% Acc L5 Stats: 7 TP, 2 hits of 90% Dmg, 70% Spd, 102% Acc L10 Stats: 12 TP, 2 hits of 125% Dmg, 140% Spd, 137% Acc Sleep Arrow/Para Arrow/Poison Arrow Max Level: 5. Reqs: L3 Bows, L3 TEC Boost. A series of low damage single target Pierce attacks. They don't require a huge number of skill points to max out, but they're not very strong, and their bonus status chance is quite low. Servicable though, and can be useful if the Survivalist isn't doing much damage anyways. L1 Stats: 5 TP, 115% Dmg, 100% Spd, 92% Acc, 25% chance of status, 15 Poison Damage per turn (Poison Arrow only) L5 Stats: 13 TP, 175% Dmg, 120% Spd, 128% Acc, 45% chance of status, 115 Poison Damage per turn (Poison Arrow only) Apollon Max Level: 10. Reqs: L10 Bows. The same delayed action Pierce attack it was in EO1: fire it off, it hits two turns later, and you can use it again on the turn after that. Quite expensive, but since you can't use it every turn, you don't feel it so bad. Also, at max level it has 100% Spd, so it's not as slow as it used to be. Just remember that if your Survivalist is incapacitated on the turn that Apollon lands, then the attack won't hit. L1 Stats: 12 TP, 210% Dmg, 10% Spd, 200% Acc L5 Stats: 16 TP, 270% Dmg, 30% Spd, 200% Acc L10 Stats: 21 TP, 480% Dmg, 100% Spd, 200% Acc 1st Turn Max Level: 10. Reqs: L5 Last Turn. Same as it was in EO1: this allows someone else in the party to go first, overtaking everyone else in the battle, no matter how slow an ability they were going to use. As such, it's a wonderfully useful skill. And just like EO1, it seems to be [BUGGED]: higher levels in this skill do nothing, since the success rate attributed to this ability is never checked (or at least, I've yet to find any time it *has* been checked). 1 point in this is all you ever need. The success rate was supposed to max at L8, at which point the last two levels would reduce TP cost, but since the ability is cheapest at L1... well. Enjoy it. L1 Stats: 3 TP L5 Stats: 7 TP L10 Stats: 8 TP Last Turn Max Level: 10. Reqs: L3 Sonic Step. Similar to 1st Turn, except that it causes the target to go last rather than first. It's also [BUGGED] in exactly the same way: you already have a 100% chance of success with this skill at L1. However, you need 5 points in this skill to unlock 1st Turn, so you can't just get away with leaving it at L1, sadly. TP cost and bugged success rate grow at the same rate as 1st Turn. L1 Stats: 3 TP L5 Stats: 7 TP L10 Stats: 8 TP Chain Dance Max Level: 10. Reqs: L3 AGI Boost. Self-targetting EVD+ Buff. Lasting for 5 turns, this buff is basically like Provoke, but replacing the extra defense with extra evasion. Unfortunately, like all Evade buffs, it's [BUGGED]. Instead of enemies having a reduced chance to hit you, the Survivalist will have a reduced chance to hit them, so it ends up being an accuracy penalty for you. Still, the Provoke effect can be useful if used properly, but you'll need to sort out the Survivalist's defenses yourself. As with the other provoke abilities, the provoke effect maxes at L7. Since you'll only get higher accuracy penalties with more levels and more TP cost (the speed of actually using the skill doesn't really matter), it's best to leave it there if you're going to use this at all. L1 Stats: 5 TP, 110% Spd, Accuracy drops to 99%, 20% Provoke L5 Stats: 9 TP, 130% Spd, Accuracy drops to 91%, 70% Provoke L10 Stats: 14 TP, 200% Spd, Accuracy drops to 79%, 100% Provoke Sonic Step Max Level: 5. Reqs: L1 AGI Boost. Self-targetting SPD+ Buff that increases the Survivalist's AGI. Like most buffs, this lasts for 5 turns. Since AGI enhances accuracy, evasion and speed altogether, such a boost can be very helpful. L1 Stats: 3 TP, 100% Spd, AGI increases to 130% L5 Stats: 7 TP, 120% Spd, AGI increases to 160% Careful Step Max Level: 5. No Requirements. Using this skill allows you to reduce the damage you take from damage tiles by 20% per level. At max level, it completely removes the damage you take. Since damage tiles start appearing by 7F, you'll want to get this reasonably early. L1 Stats: 5 TP, 80% Dmg from damage tiles, Lasts for 25 steps L5 Stats: 9 TP, 0% Dmg from damage tiles, Lasts for 125 steps Stalker Max Level: 10. No Requirements. Just as it was in EO1: the higher the level, the more the danger level of each tile drops, resulting in less encounters. Because of rounding, you'll find it hard to get into any encounter at all by L6 Stalker, and L10 Stalker will remove encounters from all but a select few high danger squares - and even those will be severely reduced in frequency. This is a far stronger skill in EO2 than it was in EO1 - once maxed, you can go almost entire levels without seeing a random encounter. L1 Stats: 1 TP, 70% Danger Value, Lasts for 30 steps L5 Stats: 5 TP, 52% Danger Value, Lasts for 110 steps L10 Stats: 10 TP, 20% Danger Value, Lasts for 250 steps Owl-Eye Max Level: 10. No Requirements. Using this ability allows you to see all FOEs on the map, no matter whereabouts they are. This is useful in unexplored areas, since FOEs normally only show up on the map when they're right next to you or on a tile you've already walked on. (For FOEs flying over tiles you can't walk on, they also appear when they're next to a tile you have walked on.) Keep in mind that there's a greater emphasis on avoiding FOEs in EO2. Owl-Eye's usefulness falls as you explore maps thoroughly, and it still doesn't help detect stealth FOEs. So just like EO1's Sight, one point in this skill is enough. L1 Stats: 1 TP, Lasts for 30 steps L5 Stats: 5 TP, Lasts for 110 steps L10 Stats: 10 TP, Lasts for 250 steps Chop/Mine/Take Max Level: 5. No Requirements. Same as usual. FORCE SKILL: Mirage Formation This Force Skill gives your entire party a 5-turn SPD+ Buff, reducing the accuracy of attacks to 50%. First: yes, it's SPD+, which means that SPD- debuffs will remove it. All that SPD+ means is the type of buff - it doesn't mean it'll necessarily affect speed. Secondly... like all evade buffs, it's [BUGGED]. The accuracy reduced is your party's. As such, this is a terrible Force Skill and should not be used at all. Again, hope that this is fixed in the US version. Stats: 200% Spd, Accuracy drops to 50%