TROUBLESHOOTER: Abandoned Children

TROUBLESHOOTER: Abandoned Children

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Troubleshooter Encyclopedia
By TargetPractice and 1 collaborators
Some basics of Troubleshooter.

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Basics
If you find any errors, have any suggestions, think something isn't clear enough, or have questions, post them in the comments. If any section says In Work, I am working on it.

A lot of information can be gathered through the help menu.

I highly suggest you install the proofreading tool. Even if you don't intend to help with the translation, you can use it to view the text logs, allowing you to view text you accidentally skipped. Follow this link's instructions to install the translation tool. https://steamhost.cn/steamcommunity_com/games/470310/announcements/detail/2734200255916490573
Should I play online or offline?
I suggest playing online, because you can always create an offline save if you are going to be offline for awhile, you want to test builds, or if you want to try save editing.

What is the Difference between them?
  • Save Transferring
    • Online - You can make a copy of your online save into an offline save once every 24 hours. The save data is on the Troubleshooter server.
    • Offline - You can never change an offline save into an online save. Saves stored on your computer.
  • Internet Connection
    • Online - You need to an internet connection to play, and you cannot play during server maintenance.
    • Offline - You can play without an internet connection, and you can play during server maintenance.
  • Save Editing
    • Online - Impossible. The save data is on the server.
    • Offline - You can do it all you want. There is a guide for that on steam.
  • Story Difficulty
    • Online - You cannot pick story difficulty on an online save.
    • Offline - You can pick story difficulty on an offline save.
  • Cheat Menu
    • Online - No cheats
    • Offline - Cheat menu for various effects
  • Wind Wall Safety Level
    • Online - will be determined by the number of successful missions and failed missions on the server
    • Offline - will be determined by the number of successful missions and failed missions in your private missions
  • Seeing percentages for choices
    • Online - You can toggle the option on or off in the options menu
    • Offline - You cannot see the percentages
  • Online only - You can send mail to other companies ONLY ON THE SAME SERVER
    • You can send a single type of item, like a stack of 30 black iron or one piece of equipment per mail.
    • You can also send Vill with the mail.
    • You can require Vill to get Items from the mail.
    • You can also send messages.
    • Note: You can create multiple online companies and use the extras as storage for your main account. This will be time consuming, but will massively increase storage space for players.
  • Online only - You can whisper messages to other players. The player you want to whisper must be online and they must also be ON THE SAME SERVER. Otherwise, you will receive a system error.
    • The command to whisper is "/w (company name) (the message you want to send)". This is case sensitive. There is a 128 character limit.
    • Whispering a player/being whispered to will create a new chat window that is separate from the normal chat window. This unique window can be moved by clicking and holding the left mouse button on top of the window and dragging it to wherever you wish.
    • If you attempt to whisper another player during a mission, keep in mind that the whisper window will not over-ride key inputs that you have set as hotkeys in the same way that the normal chat window does. Because of this, typing in the whisper window will trigger whatever combat hotkeys you have set with respect to the characters using in your message.
  • Online only - You will be able to see and interact with other players in Shooter Street (Multiplayer Lobby) but only if those players are ON THE SAME SERVER.
    • You can inspect other players. This shows their Company Name, Company Rank, Company Level, and Company Mastery
    • You can chat with other players in game.
    • You can trade items with other players.
  • Joint Drills
    • Offline - PvE only
    • Online - Both PvP and PvE
  • Online only - You will be able to access any future Online content
For Beginners
Early in the game you will get the masteries Yearning, Supporter, and Learning. These will allow you to Level your character levels and class levels far quicker than normal.

Yearning will allow a lower level character to get bonus exp equal to half of what any higher level character gets, and Supporter will give bonus EXP to lower level characters equal to half the EXP this character gains. In short, give higher level characters Supporter and lower level characters yearning.

Learning will get you 30% bonus EXP. If you craft a Learning mastery in Mastery Researching, (for more info check the section in this guide of the same name) you will unlock the ability to craft Understanding (50% bonus EXP), and by crafting an Understanding mastery, you unlock the Insight Mastery (70% bonus EXP).

By equipping all of your characters with Yearning (if they are lower level), Supporter (if they are higher level), Learning, Understanding, and Insight, you can quickly level up your characters and their classes.

You can also change your company mastery to Individualism for 25% more EXP, but I suggest Expertise for higher mastery drop chance. You will need more masteries to craft masteries and training manuals (which are needed to unequip masteries.)

The game saves every 2 minutes so don't be afraid to quit at any moment and pick up where you left off.
Help, I can't advance the story
Try the following steps to try to advance the story:
  • Play a Scenario case in Mission Control.(The cases with the Red symbol that looks like a book with a star above it).
  • Accept someones request. (Shows up on the right side of the screen, with someone's face, in the Silverlining)
  • Look around the different places in the Silverlining to trigger an event. (Office, Silverlining, or Warehouse)
  • Reload the Silverlining to trigger an event. (go to the title screen and reload)
List of playable characters (and when they are recruited)
Below is a list of all recruit-able characters and which chapter/mission they are unlocked from. Please note that it is impossible to miss any of these characters; this list is mainly for those who are curious as to when certain characters become playable. This list is in order of which characters are unlocked. For story related reasons, all characters except for Albus will be marked with a spoiler tag.

  • Albus - Unlocked by default
  • Sion - Unlocked after completing: Chapter 1 - Scenario Case 4
  • Irene - Unlocked after completing: Chapter 2 - Scenario Case 2
  • Anne - Unlocked after completing: Chapter 2 - Scenario Case 6
  • Heixing - Unlocked after completing: Chapter 3 - Scenario Case 5
  • Ray - Unlocked after completing: Chapter 4 - Scenario Case 3
  • Giselle - Unlocked after completing: Chapter 4 - Scenario Case 7 (Beast Taming becomes available)
  • Kylie - Unlocked after completing: Chapter 5 - Scenario Case 3 (Drone Crafting becomes available)
  • Leton - Unlocked after completing: Chapter 5 - Scenario Case 8
  • Bianca - Unlocked After Completing: Chapter 6 - Scenario Case 8 (part of the White Lion/Black Witch DLC)
  • Alisa - Unlocked after completing: Chapter 6 - Scenario Case 8 (part of the White Lion/Black Witch DLC)
  • Misty - Unlocked after completing: Chapter 8 - Scenario Case 1 (part of the Crimson Crow DLC)
Crystals from dismantled equipment
Power Crystals
  • HP
  • SP
  • Spirit SP
  • Vigor
  • Vigor Recovery
  • Speed
  • Move Distance
  • Overcharge Duration
  • Sight
  • Night Sight
  • Hit Chance
  • Slashing Resistance
  • Piercing Resistance
  • Blunt Resistance
  • Physical Attack Damage
  • ESP Attack Damage
  • Slashing Attack Damage
  • Piercing Attack Damage
  • Blunt Attack Damage
  • Shooting Attack Damage
  • Throwing Attack Damage
  • Fall Attack Damage
  • Melee Attack Damage
  • Physical Attack Damage Reduction
  • ESP Attack Damage Reduction
  • Physical Hit Chance
  • ESP Hit Chance
  • Slashing Hit Chance
  • Piercing Hit Chance
  • Blunt Hit Chance
  • Shooting Hit Chance
  • Throwing Hit Chance
  • Fall Hit Chance
  • Melee Hit Chance
  • Physical Critical Hit Chance
  • ESP Critical Hit Chance
  • Slashing Critical Hit Chance
  • Piercing Critical Hit Chance
  • Blunt Critical Hit Chance
  • Shooting Critical Hit Chance
  • Throwing Critical Hit Chance
  • Fall Critical Hit Chance
  • Melee Critical Hit Chance
  • Physical Critical Hit Damage
  • ESP Critical Hit Damage
  • Slashing Critical Hit Damage
  • Piercing Critical Hit Damage
  • Blunt Critical Hit Damage
  • Shooting Critical Hit Damage
  • Throwing Critical Hit Damage
  • Fall Critical Hit Damage
  • Melee Critical Hit Damage
Flame Crystals
  • Attack Power
  • Fire SP
  • Fire Attack Damage
  • Fire Hit Chance
  • Fire Critical Hit Chance
  • Fire Critical Hit Damage
  • Fire Resistance
Flash Crystals
  • ESP Power
  • Critical Hit Chance
  • Lightning SP
  • Lightning Attack Damage
  • Lightning Hit Chance
  • Lightning Critical Hit Chance
  • Lightning Critical Hit Damage
  • Lightning Resistance
Frost Crystals
  • Armor
  • Ice SP
  • Ice Attack Damage
  • Ice Hit Chance
  • Ice Critical Hit Chance
  • Ice Critical Hit Damage
  • Ice Resistance
Green Crystals
  • Resistance
  • Block Chance
  • Earth SP
  • Earth Attack Damage
  • Earth Hit Chance
  • Earth Critical Hit Chance
  • Earth Critical Hit Damage
  • Earth Resistance
Storm Crystals
  • Critical Hit Damage
  • Wind SP
  • Wind Attack Damage
  • Wind Hit Chance
  • Wind Critical Hit Chance
  • Wind Critical Hit Damage
  • Wind Resistance
Mist Crystals
  • Dodge Chance
  • Water SP
  • Water Attack Damage
  • Water Hit Chance
  • Water Critical Hit Chance
  • Water Critical Hit Damage
  • Water Resistance
Stats
HP:
How much damage you can take before you go out of action. If you go out of action and don't have some way to revive, your unit can no longer participates in the battle. They are not lost, and will lose ambition (for humans), loyalty (for beasts), or durability (for machines). Humans and machines will also lose ambition/durability based on how low their HP when in a battle. A few abilities scale off of max HP.

Vigor:
Human Only
Vigor is the resource that humans have that they use for abilities. It starts at the maximum and you can't use abilities if you don't have enough of it to use the ability.

Vigor Recovery:
Human Only
Humans recover an amount of vigor each turn equal to their Vigor recovery.

Rage:
Beast Only
Rage is the resource that beasts have that they use for abilities. It starts at the zero and you can't use abilities if you don't have enough of it to use the ability. Any abilities that increase vigor will increase rage as well

Rage Recovery:
Beast Only
Rage Recovery increases or decreases your rage based on the results of some actions. A blocked attack is 50% of rage recovery added to rage, 100% for a hit, 150% for a critical hit, 200% for putting an enemy out of action, 100% when taking damage, and -50% when you take a non-attack action. You don't lose rage from taking a non-attack action when you have a rage buff.

Fuel:
Machine Only
Fuel is the resource that Machines have that they use for abilities. It starts at the maximum and you can't use abilities if you don't have enough of it to use the ability

Fuel Consumption:
Machine Only
How much fuel is used at the beginning of each turn.

(X) SP:
Shows you how much SP you can gain before going into Overcharge.

Attack Power:
Physical abilities tend to scale based on Attack Power.

ESP Power:
ESP abilities tend to scale based on ESP Power.

Hit Chance:
Chance to hit a target, with an attack.

Critical hit chance:
Chance that a hit is a critical hit.

Critical hit damage:
Chance to do additional damage equal to base damage + (base damage * (critical damage as a decimal)).

Armor:
Decreases damage from physical damage.

Resistance:
Decreases damage from ESP damage.

Block Chance:
When hit, chance to block an attack. A block decreases damage by 50% and hits that are blocked cannot be critical hits. Also, directly reduces the chance an attack that hits you will be a critical hit.

Dodge Chance:
Directly decreases enemies hit chance when their attack you.

Sight:
How far the character can see.

Move Distance:
How far you can move in one action. 60% for your second action (dropping the decimal).

Speed:
Determines the base action time between turns.

Overcharge Duration:
How long overcharge will last, if you don't use an SP ability.

Slashing Resistance:
Adds to armor when taking slashing damage

Piercing Resistance:
Adds to armor when taking piercing damage

Blunt Resistance:
Adds to armor when taking blunt damage

Fire Resistance:
Adds to resistance when taking fire damage

Ice Resistance:
Adds to resistance when taking ice damage

Lightning Resistance:
Adds to resistance when taking lightning damage

Earth Resistance:
Adds to resistance when taking earth damage

Water Resistance:
Adds to resistance when taking water damage

Wind Resistance:
Adds to resistance when taking wind damage
Stats in more Detail
HP:
This is the main defense stat. The higher your HP is, the more damage the unit can take, and you can stack it infinitely without losing efficiency. Armor, resistance, (x) resistances, and block chance can help increase the effective HP you have. It's also a stat that may affect the basic damage of an attack.

Vigor:
Human Only
The stat humans consume to use most of their abilities. The more you have, the longer you can go without needing to refill it. Starts at the maximum amount.

Vigor Recovery:
Human Only
At the start of each this unit's turns, vigor is restored based on the value of this stat

Rage:
Beast Only
The stat beasts consume to use most of their abilities. The more you have, the longer you can go without needing to refill it. Starts at 0. It's also a stat that may affect the basic damage of an attack.

Rage Recovery:
Beast Only
Affects how much Rage and gained based on various combat related actions involving this unit. This includes actions like hitting a unit, being hit be a unit, and putting an enemy out of action.

Fuel:
Machine Only
The stat Machines consume to use most of their abilities and masteries. The more you have, the longer you can go without needing to refill it. Starts at the maximum amount.

Fuel Consumption:
Machine Only
Fuel is consumed at the start of each turn based on this stat's value.

(X) SP:
When this stat reaches it maximum value, your character will enter the overcharge state. Having a lower SP will allow you to trigger overcharge more quickly and use an overcharge ability. Starts at 0; the method by which it increases depends on the SP type. It's also a stat that may affect the basic damage of an attack.

Attack Power:
One of the main damage stats. Used in most physical attacks and melee attacks.

ESP Power:
One of the main damage stats. Used in most ESP attacks.

Hit Chance:
This stat determines your chance to hit a target. This stat counters and is countered by your target's dodge chance. There is also a distance penalty to hit chance (the formula for which can be viewed in the Help section in-game or in this guide).

Critical Hit Chance:
Determines the chance that an attack will be a critical strike. This stat is countered by your target's block chance. Critical hit chance is reduce by the defender's block chance, and if the enemy blocks an attack, that attack cannot be a critical strike. Healing abilities that have a Damage Type benefit greatly from critical hit chance, but critical hit chance for such abilities is reduced based on the distance to the target.

Critical hit damage:
This stat increases the amount of damage a critical strike deals, and is best stacked with critical hit chance or some other way to cause critical strikes.

Armor:
This determines how your base damage reduction from physical attacks. Physical resistances are added to this and put through a the following formula where X is armor + the relevant physical resistance and Y is the attacker's level: (X / X + 100 + (10 * Y)). This formula makes it so each point of armor is less effective than the previous point, and it makes the same amount of armor less effective against a higher level enemy. It's also a stat that may affect the basic damage of an attack.

Resistance:
This determines how your base damage reduction from elemental attacks. Elemental resistances are added to this and put through a the following formula where X is resistance + the relevant elemental resistance and Y is the attacker's level: (X / X + 100 + (10 * Y)). This formula makes it so each point of resistance is less effective than the previous point, and it makes the same amount of resistance less effective against a higher level enemy.

Block Chance:
This is the mitigation defense stat. It reduces your enemy's critical hit chance equal to how much block chance you have. For the most part, you won't want a block chance much higher than 100% without serious investment. When you block an attack, the damage of that attack it halved, and that attack cannot be a critical strike.

Dodge Chance:
This is the all or nothing defense stat. Dodging an attack negates all damage. It counters and is countered by hit chance.

Sight:
Many attacks require you to have sight of your target, or one of your allies to have sight of a target. It can also help you make better choices of where to move your units.

Move Distance:
The higher this is, the more spaces you can move in an action, and the further you can dash or dash attack. Distance to your target can reduce your hit chance (Critical hit chance for healing actions), so you can move closer to increase your hit chance. I suggest you move closer if your penalty for distance is higher than 20%, because this is higher than the bonus you get from still stance. Dashing attacks work just like ranged attacks in this aspect. You not only get still stance when you dash, but you also get the distance penalty. This could be lowered to 5% if you have wanderer, since it gives you a 15% hit chance boost after moving.

Speed:
The higher your speed, the lower your action time, so you can take your turns more often. Each point of speed becomes less effective when compared to the last. It's also a stat that may affect the basic damage of an attack.

Overcharge Duration:
Determines how many turns the overcharge stat lasts. Needed on SP builds, and can be useful to keep your SP ability for the right moment.

Slashing Resistance:
The only reason to stack this would be to increase your chance to remove one of the debuffs it can remove.
Has a chance to remove the following debuffs at the start of each turn:
  • Bleeding
  • Severe Bleeding

Piercing Resistance:
There isn't really a good reason to stack piercing resistance, besides increasing your defense against ranged physical attacks.

Blunt Resistance:
The only reason to stack this would be to increase your chance to remove one of the debuffs it can remove.
Has a chance to remove the following debuffs at the start of each turn:
  • Stun
  • Bruise
  • Severe Bruise

Fire Resistance:
The only reason to stack this would be to increase your chance to remove one of the debuffs it can remove.
Has a chance to remove the following debuffs at the start of each turn:
  • Burn
  • Severe Burn

Ice Resistance:
The only reason to stack this would be to increase your chance to remove one of the debuffs it can remove.
Has a chance to remove the following debuffs at the start of each turn:
  • Frostbite
  • Freezing

Lightning Resistance:
The only reason to stack this would be to increase your chance to remove one of the debuffs it can remove.
Has a chance to remove the following debuffs at the start of each turn:
  • Electric Shock
  • Shutdown
  • High-Voltage Electric Shock

Earth Resistance:
The only reason to stack this would be to increase your chance to remove one of the debuffs it can remove.
Has a chance to remove the following debuffs at the start of each turn:
  • Constricting Root
  • Infection
  • Decay

Water Resistance:
The only reason to stack this would be to increase your chance to remove one of the debuffs it can remove.
Has a chance to remove the following debuffs at the start of each turn:
  • Coiling Fog
  • Acidic Poison
  • Neurotoxin
  • Corrosive Poison
  • Poison

Wind Resistance:
The only reason to stack this would be to increase your chance to remove one of the debuffs it can remove.
Has a chance to remove the following debuffs at the start of each turn:
  • Wind Chain
  • Slowdown
  • Strong Slowdown
Threat/Aggro
Threat is a major factor that the AI in Troubleshooter uses to determine whom to attack. Each time a unit uses an ability, enemies that can directly see that unit, will gain aggro toward that unit. Each ability has an amount of aggro it gives the unit, the stronger the ability, the higher the aggro. The actual damage of an ability does not affect aggro, and critical strikes do not affect aggro either. It also does not matter if the ability hits or misses.
The amount of aggro is affected by the type of ability being used and the class of the enemy that is gaining aggro. For example, enemy snipers will gain more aggro towards units that use heal abilities. Counterattacks and Response Attacks do increase aggro gained. At the beginning of an enemy's turn, they will lower their aggro slightly for units it can see, and it will greatly reduce aggro toward enemies it cannot see.
If 2 different targets have the same amount of aggro, the one with the weakest defense will be attacked. This is determined by what target is easiest to hit. Enemies don't need to be directly affected by the ability to gain aggro towards a unit. Blocking and dodging do not affect aggro. Unsummoning a unit or resummoning a unit does not affect that unit's aggro. If they are unsummoned, they will still lose aggro normally. All of this information is from a couple comments from Dandylion.
Hit/Dodge
Your chance to hit someone depends on the distance to the target, the type of attack that is being used, the hit chance of the attacker, and the dodge chance of the attacked.

If the distance is less than 3 tiles there is no penalty to distance. If it is 3 or more tiles and less than ten, you take a penalty equal to the distance from target in tiles * -1% times the multiplier from the type of attack it is. For 10 or more tiles, it's 15% + Distance from target * -2.5% this all times the multiplier from the type attack.

The multiplier for melee is 3.2, throwing is 1.5, shooting is 1.25, fall is .25, and all others are 1.

A fall attack at 11 tiles is .25 * (15% + 11 * -2.5%) or -3.125%.

Hit chance is your chance to hit before distance penalty, dodge, and other penalties.

Dodge reduces the chance you are hit from an attack.

Putting this together, if an attacker with 110% uses a fall attack at 11 tiles against someone with 40% dodge chance. You get 110% - 3.125% -40% or 66.875% chance to hit.

Cover can also affect someones dodge chance from a certain position. There is 2 types of cover, high cover and low cover, and only humans can benefit from cover. Low cover would give you 20% more dodge chance, and high cover gives you 40% more dodge chance. To gain cover you need to be next to a piece of cover, and the attack has to come from the other side of the cover.

When there is a difference in elevation of at least 1.5 meters, the target on the higher space gains the elevated position bonus. This gives the one benefiting from the position a 20% increased hit chance using shooting abilities, and any shooting abilities against them will be at a 10% decreased hit chance.

If an attacker does not move and attacks, it gains the still stance bonus (charge-in attacks still gain this bonus unless you used an action beforehand). This increases their hit chance by 20%. Still Stance does not apply when you are standing on a swamp, icy road, or lava. Moving closer may seem like an idea, but if the penalty is less than 20%, you should stick with still stance.

In windy, snow, or fog weather conditions, ranged attacks have 10% less hit chance. In rain all hit chance is reduced by 10%. In cold temperature dodge chance is reduced by 5%, and Cold wave is at 10% reduced dodge chance.

Attacking anyone in a bush decreases hit chance by 20%. Icy Road reduce hit chance and dodge chance by 10%. Water and polluted water effects reduce dodge chance by 10%. Lava decreases both hit chance and dodge chance by 10%.

Various buffs and debuff can effect hit chance and dodge chance.
Block/Crit.
If an attack hits, there is a chance it will be blocked. A hit that is blocked has the total damage reduced by 50% and that attack cannot Crit. Block chance also reduce the chance an attack will be a crit. An attackers crit chance against a target is equal to it's Critical hit chance - the target's block chance.

Final Resistance will always block an attack, even against attacks that would normally always crit, attacks with the description " Defense Unavailable when hit ", and debuffs that prevent blocking, like stun. Luck, Retaliation (when you are hit), Final Blow, and similar masteries, buffs, and sets will always hit and crit, except for the previously mentioned Final Resistance. These will even crit enemies with a block chance of 100% or higher.
Getting Past Block
Stun, Freeze, Sleep, and Hibernation can prevent all blocking and dodging. You can stun most enemies by knocking them back into an area where they can't be moved to (Collision chain effect), by hitting an enemy with a critical lightning attack, while they are in water or polluted water (Fainting chain effect), or by hitting them with a critical Ice attack, while they are in lava (Earth Fissure chain effect). Any attack with the description " Defense Unavailable when hit " reduces block chance to 0%. Various debuffs can also reduce enemies block chance.

Destroy armor and weapon disabling can reduce block chance. Breakthrough can half block chance. Great Swordsman can reduce block chance by 30%. If they are bleeding or bruised you can reduce it by 20% with merciless sword, or 30% with blade Phantom. Unpredictable will reduce it by 25% or 50% with overwhelm, Punishment, Forestallment, or Counterattack. Stone Throwing will reduce block chance equal to block gain from earth SP block bonus. Predicted fire reduces block chance by 25%. Overwhelming spirit reduce block chance of lower level enemies by 10%. The Spirit of the hero will reduce block chance by .1% for each spirit SP, against lower level enemies. Sharp spirit reduces all enemies block chance by .2% per spirit SP.
Armor/Resistance
When someone it hit by an attack, the damage you take will be reduced by a percentage based on the relevant resistances/armor and the attackers level. The formula is (x / ( x + 100 + 10 * y)). Y is equal to the attacker's level. X is equal to the relevant armor/resistances of the defender. For example, if you are attacked by a piercing attack, X would equal your armor + your piercing resistance. For a Fire attack, X would equal your resistance + your fire resistance. Damage resistance varies widely by the attack's Level and relevant armor/resistances of the defender. The following lists shows required amounts of relevant armor/resistances for every 5% of damage resistance with an attacker at level 1 and 50.

percentage reduction = require relevant resistances
Level 1
  • 5% = 6
  • 10% = 12
  • 15% = 19
  • 20% = 28
  • 25% = 37
  • 30% = 47
  • 35% = 59
  • 40% = 73
  • 45% = 90
  • 50% = 110
  • 55% = 134
  • 60% = 165
  • 65% = 204
  • 70% = 257
  • 75% = 330
  • 80% = 440
  • 85% = 623
  • 90% = 990
  • 95% = 2090

Level 54
  • 5% = 34
  • 10% = 72
  • 15% = 113
  • 20% = 160
  • 25% = 214
  • 30% = 275
  • 35% = 345
  • 40% = 427
  • 45% = 524
  • 50% = 640
  • 55% = 783
  • 60% = 960
  • 65% = 1189
  • 70% = 1494
  • 75% = 1920
  • 80% = 2560
  • 85% = 3627
  • 90% = 5760
  • 95% = 12160
Damage Calculations
The first step of damage calculation is finding out the basic damage of an attack. This equals the base damage of the ability used plus the Ability Point multiplier (Scaling) * the relevant stat (Attack Power, ESP Power, and others). This will give you the basic damage of the attack.

The second step is to calculate all damage bonuses and damage reduction. Any damage bonuses or damage reductions are based off of the basic damage of the attack. All of the damage bonuses are added to the damage, and all of the damage reduction is subtracted. Also, all flat bonuses are added and all flat penalties are subtracted. This includes bonuses from Fire SP and the Damage Reduction from Ice SP.

The third step is calculating and applying damage reduction based off of armor/resistance + the relevant resistance and the level of the attacker. The formula for this can be seen in the Armor/Resistance section of this guide.

The fourth step is to see if the attack was blocked, if it was a critical strike, or if it was a normal hit and apply the relevant multiplier. A blocked attack has its damaged halved. A critical attack will have its damage enhanced based on the critical damage of the attacker.

The last step is to apply any other multipliers such as the headshot multiplier.

Example:
(Step 1) Ability has 100 base damage + 100% Attack Power + 100% ESP Power
The attacker has 450 Attack Power and 450 ESP Power
This would make the basic damage equal to 1000 Damage

(Step 2) The attack is using a slashing attack with the mastery Sharp Blade, and the defender has Enhanced Suit.
Sharp Blade give a 30% bonus and Enhanced Suit has a 15% damage reduction against physical attacks.
.3 * 1000 = 300 from Sharp blade
.15 * 1000 = 150 from Enhanced Suit
1000 + 300 - 150 = 1150 damage

(Step 3) The defender has 500 Armor and 100 Slashing Resistance and the attacker's level is 50. This gives the defender 50% damage resistance from the attack. (600 / 600 + 100 + (10 * 50)) = .5 or 50%. 1150 * .5 = 575

(Step 4) Lets say that the attack is a critical strike and the attacker has 200% (2) critical damage. This will equal 575 + (575 * 2) = 1725

(Step 5) There is no other multipliers to apply for this attack (such as Headshot), so this step can be skipped for this example.
Sight/Night Sight
Sight is how far a character can see in tiles. Night Sight is added to sight during the evening (-1 sight), at night (-2 sight) or in dark indoors (-1 sight). For example, you have 10 Sight and 3 Night Sight. During a night mission, you would have a sight of 11. 10 sight + 3 Night Sight - 2 for night penalty. During the afternoon, you also get 1 additional sight.
Actions
Each turn, you have 2 actions points, and different actions uses varying amounts of action points. Actions can use 1 action point, no action points or all remaining action points. Each ability has a few categories. Basic abilities, General Abilities and SP Abilities. Basic abilities are generally are not able to be swapped out, because most only get one. You can equip multiple general abilities and you can unlock more by leveling up different class levels. SP abilities require you to be in overcharge to use.

Cast Delay increases the users action time by the amount of cast delay. Cooldown determines how many turns you have to wait until you can use that ability. If you regain an action point after using an ability with a cooldown of " - ", that ability can't be used until the next turn unless you have some way to reduce cooldowns (like catharsis). Vigor determines how much vigor is used when using an action. This is different for characters other than humans.

Damage type determines the type of damage you do like slashing or wind. Attack type determines attack type which can change your chance to hit based on distance (see the hit/dodge section in this guide). Target type determines who is targeted by this ability and how may are targeted, but it does not determine how many are affected. Attack range determines how far away the ability can be used. Damage range determines how large of an area can effect. If attack and damage range is the same the attack is probably a line attack, if they are different then it is an aoe with a radius of the damage range, and if there is only a range it is probably a single target ability.

Attack abilities do damage. They have a base damage and scaling based on some states. For example, Gale Slash has 300 base damage and this damage is increased by 100% of your attack power, ESP power, and current Wind SP.

Trap abilities do damage. They are just like attack abilities, but they set something on the field that will trigger (usually from movement) and do damaged to everything in range

Heal Abilities recover HP. They are pretty much attack abilities, but instead of doing damage, they recover HP.

Action is used for abilities where a character will wait for something like to trigger an attack (overwatch), recover action points (Standby), or recover vigor (Vigor Restoration).

Interaction deals with other objects on the field such as opening a chest, using stability on a civilian, or using an energy extractor on a psi-stone.

Support abilities cover almost everything else everything else.

Some Abilities have charges such as grenades and healing potions. These abilities can only be used a limited amount of times, or a few can only be used again when the previous effects expire, such as Giselle's flare. Grenades, Energy Extractors, and Potions are used up if any charges are used, so if you use one charge don't be stingy with that ability anymore. All abilities can be improved by the user's masteries. For example, if you equip absolute zero, freezing grenades will now trigger freezing instead of frostbite.

Ability scaling or Ability Point can be increased with a few masteries such as Supporting Magic Circuit. Scaling is where a good amount of your damage comes from, so these can be quite strong.

Some abilities will have the following tags that improve the abilities
  • Dashing attack - This allows you to move and attack at the end of the movement. (keeps still stance and distance penalty)
  • No sight limitation - you don't need to see the target to attack it or attack a square.
  • Suppression possible - If these attacks miss or is dodged they still increase action time by 50% of its usual amount.
  • Unavoidable - This attack can't miss or be dodged
  • Defense Unavailable when hit - Defender's block chance is treated as 0%
  • (x) Consecutive attacks- This allows you to hit a target multiple times. This will get around some abilities that deal with a single attack, such as impulse fields
  • Responsive attack/Counter attack- This attack can be used for for response attacks or counterattacks
  • Precise Sniping Available- This attack can benefit from Precise Sniping
Movement
Your first movement will be shown in blue and it is equal to your move distance (this will use first action). The second move in marked by yellow, and it is equal to 60% of your move speed (dropping the decimal). You can set your path by using the Ctrl button and using a right click. Otherwise, you can use right click to move to the tile you are above, if it is in range. Vertical movement will cost against your movement. Whenever you leap (jump up) or land (drop down) in movement, it will cost an additional tile of movement (2 total. one for the tile one for the leap/landing). Leaping seems to happen when you rise about .5 height to 1.5 height between tiles. Landing seem to happen between a .5 height change and a 3 height change.

You cannot move through characters, even your allies. All characters have a Zone of Control that will stop enemy movement in that square. They can use another action to move out of that square. Zone of control is the 4 squares around the target to the North, East, South, and West of the character. Zone of control can be canceled by having the enemy being stunned or similar effects.
SP and Overcharge
All character's have a SP type that gives them a bonus based on how much SP they have. There are 7 different SP types; Wind, Lightning, Fire, Earth, Spirit, Ice, and Water (3 more for machines see the Machine guide in the My Other Guides section). Wind, Lightning, Fire, Earth, Ice, and Water (not Spirit) is also known as ESP types. When your SP reaches it's maximum (base max 100), you enter the overcharge state. While in this state, you will spend no resources (Vigor, Rage, or fuel), and you can use your SP ability. If you use your SP ability or you reach the end of the duration for your overcharge (base 2 turns), Overcharge will expire, and you have 0 SP. Some Beasts have no SP type, and gain one in a later evolution.

SP = Special Power
ESP = Extra Sensory Perception

SP Types give you the following bonuses:

Spirit
  • You gain SP equal to the Vigor/Rage used in attack abilities
  • Hit chance increases by .1% per SP
  • 1 bonus Attack slot

Wind
  • You gain SP equal to the Vigor/Rage used in attack abilities
  • Gain 5 SP for each target you deal damage to
  • Critical Hit damage increased by 1% per SP
  • 100 Wind resistance, 30 Fire, and 30 Lightning resistance
  • 1 bonus Support slot

Lightning
  • You gain SP equal to the Vigor/Rage used in attack abilities
  • Gain 10 SP for each target you Critically hit
  • Critical Hit chance increases by .3% per SP
  • 100 Lightning resistance, 30 Wind, and 30 Fire resistance
  • 1 bonus Attack slot

Fire
  • You gain SP equal to the Vigor/Rage used in attack abilities
  • Gain 20 SP per enemy you put out of action
  • Damage is increased by 2 per SP
  • 100 Fire resistance, 30 Lightning, and 30 Wind resistance
  • 1 bonus Attack slot

Earth
  • You gain SP equal to the Vigor/Rage used in attack abilities
  • Gain 2 SP at the start of your turn
  • Block chance increases by .25% per SP
  • 100 Earth resistance, 30 Water, and 30 Ice resistance
  • 1 bonus Support slot

Ice
  • You gain SP equal to the Vigor/Rage used in attack abilities
  • gain 10 SP when you block an enemy's attack
  • Reduce incoming damage from enemies by 2 per SP
  • 100 Ice resistance, 30 Earth, and 30 Water resistance
  • 1 bonus Defense slot

Water
  • You gain SP equal to the Vigor/Rage used in attack abilities
  • Gain 10 SP if you dodge an enemy attack
  • Dodge chance increases by .1% per SP
  • 100 Water resistance, 30 Earth, and 30 Ice resistance
  • 1 bonus Defense slot
Debuff Removal Formula
At the beginning of each turn, you will have a chance to remove debuffs on your character early. This is calculated based on the type of debuff it is, the relevant type of resistance (pierce, fire, water, not the resistance stat.) , and the character's level. The formula is the Relevant type of resistance / (100 + (character level - 1) * 15). Multiply this by 100 and drop the decimal since that isn't used in calculations.

For example, if I had 200 slashing resistance at level 50 i would have a 23% chance to remove the debuff. 200 / (100 + 49 * 15) = .2395 or 23.95% and drop the decimal for 23% chance.

Level 1
  • 5% = 5
  • 10% = 10
  • 15% = 15
  • 20% = 20
  • 25% = 25
  • 30% = 30
  • 35% = 35
  • 40% = 40
  • 45% = 45
  • 50% = 50
  • 55% = 55
  • 60% = 60
  • 65% = 65
  • 70% = 70
  • 75% = 75
  • 80% = 80
  • 85% = 85
  • 90% = 90
  • 95% = 95
  • 100% = 100

Level 54
  • 5% = 45
  • 10% = 90
  • 15% = 135
  • 20% = 179
  • 25% = 224
  • 30% = 269
  • 35% = 314
  • 40% = 358
  • 45% = 403
  • 50% = 448
  • 55% = 493
  • 60% = 537
  • 65% = 582
  • 70% = 627
  • 75% = 672
  • 80% = 716
  • 85% = 761
  • 90% = 806
  • 95% = 794
  • 100% = 851
Speed and action time
Your speed stat determines the base action time (the time between turns for a character). The higher your speed the lower your action speed, and the lower your action time, the closer it is to your turn. When your action time is 0 it will be your turn. The formula to determine your base action time is 36 * (.5 + 100 / X), where X equals your speed.

For example, If you had 95 speed you would 55 action time since you drop the decimal. 36 * (.5 + 100 / 95) = 55.89 or 55 because you drop the decimal. During your character's turn, your action time cannot go lower than 36 (above 189 speed) or higher than 360 (below 11 speed). While not during a character's turn, 999 is how high your action time can go, and your action time can go as low as 0.

Table created by Delayed Hopkick

Default EoT Action Time
Related Speed Value(s)
360
1-10
345
11
318
12
294
13
275
14
258
15
243
16
229
17
218
18
207
19
198
20
189
21
181
22
174
23
168
24
162
25
156
26
151
27
146
28
142
29
138
30
134
31
130
32
127
33
123
34
120
35
118
36
115
37
112
38
110
39
108
40
105
41
103
42
101
43
99
44
98
45
96
46
94
47
93
48
91
49
90
50
88
51
87
52
85
53
84
54
83
55
82
56
81
57
80
58
79
59
78
60
77
61
76
62
75
63
74
64
73
65
72
66
71
67
70
68-69
69
70
68
71-72
67
73
66
74-75
65
76
64
77-78
63
79-80
62
81
61
82-83
60
84-85
59
86-87
58
88-90
57
91-92
56
93-94
55
95-97
54
98-100
53
101-102
52
103-105
51
106-109
50
110-112
49
113-116
48
117-120
47
121-124
46
125-128
45
129-133
44
134-138
43
139-144
42
145-150
41
151-156
40
157-163
39
164-171
38
172-180
37
181-189
36
190-200
Masteries
There are 5 categories of masteries. These are Basic (green), Attack (red), Ability (yellow), Support (grey), and Defense (blue). They also have a Training Point (TP) cost. Each character has a number of slots with the same categories as the masteries. This limits how many different masteries you can equip in each category. There is also a property limit for each category. This limits how much TP can be equipped per category. There is also a maximum amount of TP you can equip to a character. This is usually equal to the character's level. Each mastery also has a type like common, human, or swordsman. Common masteries can be equipped by anyone, human masteries can only be equipped by humans, and swordsman can be equipped by swordsman and any classes that have swordsman as a subclass.

To equip a mastery, you need to double click it. You cannot equip 2 of the same type of mastery on the same character. As long as you have at least one of that mastery, you have a slot open of that type of mastery, you can equip that type of mastery, you have enough property limit to equip that mastery, and you have enough TP to equip that mastery, you will equip that mastery. To unequip a mastery you double click on the slot and spend training manuals equal to the TP of the mastery you are unequipping.

Enemies drop masteries like they would drop items. You can only get up to one mastery per enemy you put out of action (kill). You can get both a mastery and an item. You can also craft masteries that you have acquired, researched through crafting (the ones that will unlock another will have a " + " next to them in Mastery Researching), by maxing out the information of a troublemaker and receiving a reward through their entry in the Troublemaker list, or by fulfilling some condition (like an achievement or though certain actions in the story.)
Mastery Researching
Mastery researching allows you to make masteries that you have already received from a drop, by completing research on a troublemaker and collecting it in the troublemaker list, by getting your characters' class to a certain level, by crafting a mastery with a + next to it, or by fulfilling some sort of condition (mostly achievements).

To craft, you click on the mastery you want to craft, fill the slots with masteries of the same slot (Basic is green, Support is grey, Attack is red, Defense is blue, and Ability is yellow), This will add to the required points equal to their TP (training point). Most masteries will also have some required masteries that you need to supply to craft a mastery.

To make it easy, just click the mastery you want to craft, see if you are missing any required masteries, if you are missing any double click that mastery to go to it, press Auto Select for the system to automatically fill the slots, and press the research button. If you want to return to a previously selected mastery click it in the records in the upper middle part of the screen.
Information
Each time you put an enemy on the troublemaker list out of action you gain some Information on them. There are 7 levels of information you can have on a troublemaker. Ways to increase the amount of information that can be gathered can be seen in my farming guide. See it in the section called My Other Guides.

Level 1
  • See troublemaker's basic and support stats
  • Get 3% hit chance against this troublemaker

Level 2
  • Basic abilities, attack stat, number of masteries and number of loot can be seen
  • Dodge increased by 3% from this troublemaker

Level 3
  • Equipment and information on loot levels and defense stat can now be seen. Class masteries for tamable beast can now be seen.
  • Increase Critical hit chance by 5% against this troublemaker

Level 4
  • Equipment, Loot, and all information on stats can be seen. Earn info on mastery sets the target has.
  • Block chance increases by 5% from this troublemaker

Level 5
  • Chance of acquiring mastery is unlocked
  • Damage increased by 5% against this troublemaker

Level 6
  • Chance of acquiring loot is unlocked
  • Reduce damage from this troublemaker by 5%

Level 7
  • All appearance locations will be shown
  • WHEN YOU COLLECT THE REWARD FROM THEIR ENTRY IN THE TROUBLEMAKER LIST, you will receive a Valkyrie Coin and information of all of its equipped masteries and modules (allowing you to craft them in Mastery Researching).
Ambition
Ambition is the resource used by humans when they finish mission, or by restarting a mission. The amount loss per mission depends on the injuries taken in the mission. The larger the injury the higher the cost of Ambition. This goes by the lowest amount of percentage health the character reached in a mission. Ambition increases by 5 points per minute, and it can be increased by eating. See the Meal Sets guide in the My Other Guides section.

Ambition can give you a buff or debuff based on the the amount of it you have at the beginning of a mission. When you have over 80% you gain Vitality. Vitality increases your Vigor Recovery by 3 for 9 turns. When you have less than 30% but more more than 0% you will get Exhaustion. Exhaustion decreases your Vigor Recovery by 3 for 9 turns. If you have no ambition you cannot join a mission.
Workmanship
When an item is crafted, you gain workmanship toward crafting that item. When you max out workmanship for an item, it will allow you to craft new item(s). Any more workmanship gathered from crafting an item, with max workmanship, will have that workmanship be spread out equally between all items you can craft of the same type and level. For example, if you craft an item that requires bangle crafting level 1, and that item has max workmanship, all that workmanship will be evenly split between all items you can craft that requires bangle crafting level 1, and that don't have max workmanship.
Difficulty/Challenge Mode
When you select a case, you can change modes between normal and challenge mode. Challenge mode levels up all troublemakers, giving them random masteries they can equip and that you have unlocked, and increases the Information and Friendship gained by 2 times. The level increase is equal to the difference between your highest level character's level entering the mission - the recommended level for that mission. If the recommended level is higher than your highest level character's level that is entering the mission, then there is no change.

You can also change your difficulty in the Esc menu. The 5 difficulties are safe, easy, normal, hard, and cruel.

Story
  • Only for offline saves.
  • Enemies prioritize their own safety
  • bosses don't scale off of missions recommended level
  • no elite enemies will spawn
  • Greatly reduce enemy spawns
  • Enemies that spawn on normal or higher don't spawn
  • Enemies that spawn on hard or higher don't spawn
  • All allies have Firm Determination - once per mission, if you take damage that would put you out of action, you revive with full HP.
  • All allies gain 200 HP, 100 Armor, 100 Resistance, and 25% Attack damage

Safe
  • Enemies prioritize their own safety
  • bosses don't scale off of missions recommended level
  • no elite enemies will spawn
  • Greatly reduce enemy spawns
  • Enemies that spawn on normal or higher don't spawn
  • Enemies that spawn on hard or higher don't spawn

Easy
  • Enemies prioritize their own safety
  • bosses don't scale off of missions recommended level
  • Small amount of elite units spawn
  • Greatly reduce enemy spawns
  • Enemies that spawn on normal or higher don't spawn
  • Enemies that spawn on hard or higher don't spawn

Normal
  • Enemies choose between offense or defense based on the situation
  • Bosses whose level in less than 10 of the recommended level will have their level will have their level increased to the recommended level -10
  • Number on elite spawns are slightly increased
  • Number on enemy spawns are slightly increased
  • Enemies that spawn on normal or higher do spawn
  • Enemies that spawn on hard or higher don't spawn

Hard
  • Enemies choose between offense or defense based on the situation
  • Bosses whose level in less than 5 of the recommended level will have their level will have their level increased to the recommended level -5
  • Number on elite spawns are greatly increased
  • Number on enemy spawns are greatly increased
  • Enemies that spawn on normal or higher do spawn
  • Enemies that spawn on hard or higher do spawn

Cruel
  • Enemies Prioritize neutralizing their enemies
  • Bosses whose level in less than the recommended level will have their level will have their level increased to the recommended level
  • All enemies will be elites
  • Number on enemy spawns are greatly increased
  • Enemies that spawn on normal or higher do spawn
  • Enemies that spawn on hard or higher do spawn
EXP Calculation
EXP gained is based on the fallen Enemies max HP, bonuses from masteries, The difference between the attackers level and the suggest mission level, the difference between the attackers level and the defeated's level, and the rank of the fallen enemy.

Enemies give their total hp/8 *
all bonuses added up (except for overkill or deathblow) +
((suggested level - attackers level)((if positive, * 1.2) (if negative, *.1))) [Min is -.5, unsure about max] *
(2 * Enemy's level) / (enemy's level - attacker's level) *
rank multiplier (normal is 1, elite is 1.25, Epic is 1.5, and Legendary is 2.0)

Overkill and Death Blow give you the same amount of EXP, again. Gain 100 exp base, with Overkill, get 200 EXP. With Overkill and Death Blow would get you 300 EXP.

Decimals are dropped.

If the attacker is a member of your company, they gain 100% of the EXP. All other members gain 33% of this amount (this is additional EXP, so no loss for having more allies).
If the attacker is an ally but not of your company, the EXP is distributed equally to all members of your company, in addition to the 33% of this amount to all allies.
If the attacker is not your ally, then you gain no EXP.
Hacking Calculation
Hacking protocol success rate = BaseSuccess - DistancePenalty + LvlModifier + (All flat bonuses) - (All flat reductions) %
BaseSuccess:
Recognition disturbance = 100%
Shutdown = 75%
Take control = 50%
DistancePenalty:
(Distance between kylie and target machine)*3
LvlModifier:
(KylieLvl - MachineLvl)*(MachineRank)
MachineRank:
Normal = 1
Elite = 2
Epic = 3
Legendary = 4
Side Effects/Malfunctions/Opposite Effects
Sometime there are items, buffs, or debuffs that won't always have the listed effect. These are called Side Effects, Malfunctions, and Opposite Effect. These happen 5% of the time.

Special Thanks to Delayed Hopkick for Potion Side Effects

Potion -> Side Effect
  • Regeneration Potion -> Full heal
  • Powerful Sleeping pill -> Hibernation debuff (70%) Stun (30%)
  • Frenzy Potion -> Rampage buff
  • Excitement Potion -> Instant Overcharge
  • Giant Potion -> Gigantism Side Effect
    • Gigantism Side Effect - Reduces target's size, decreases threat by 100%, Increase speed by 30, decreases move distance by 1, and increases dodge chance by 50%

Gear -> Malfunction
  • Acceleration Propeller -> Moves your character in a random direction
    • Moves about 4 tiles and if you encounter drop or a wall, you stop. You won't be stunned from this.
    • Acceleration Propeller normally gives you 1-5 stacks for 2-5 turns and each stacks gives you 10 speed.
  • Smoke Generator -> Smoke generator shuts off and loses all charges
    • Smoke Generator normally causes the square you are in and all surrounding squares gain smoke cloud gain smokescreen. This also applies to squares you travel through and their surrounding squares.

Buff/Debuff -> Opposite Effect
  • Witch's Blessing -> Random Debuff
  • Witch's Curse -> Random Buff
Map with additional information
Classes
Classes give a passive class mastery, change your base attributes, your equippable class masteries, changes in mastery board slots, changes in ability slots. Increasing the classes level can unlock more abilities and more masteries. To change classes you need to reach a certain level and class level. For the most part,you need to reach level 10 in your base class and character level to 15. There are some other requirements, but you will always meet these. These can be needed weapon type, needed ESP type (anything but spirit or machine SP), and require sex (only seen on witch (female only).
Class list Pt. 1
Swordsman
  • Swordsmanship Training
  • Increase Slashing attack hit chance, Slashing attack critical hit chance, and Slashing attack critical damage by 5%
  • Required to be able to equip at least one of the following weapon types: Sword or Two-handed Sword

Great Swordsman
  • Field of Swordmaster
  • decrease nearby enemies dodge chance by 15% and block chance by 30%, when you attack them
  • Required to be able to equip at least one of the following weapon types: Sword
  • Able to use the following mastery types from other classes: Swordsman

Magic Knight
  • Magic Sword
  • Your physical attack abilities have their hit chance increased by 3% of your ESP power, and your ESP attack abilities have their critical hit damage increase by 9% of your Attack power
  • Required to be able to equip at least one of the following weapon types: Sword
  • Required to have one of the following SP types: Fire, Ice, Lightning, Wind, Earth, or Water
  • Able to use the following mastery types from other classes: Swordsman and Elementalist

Elementalist
  • Magic Circuit
  • Increase critical hit chance of your ESP attack abilities by .15% of your Max Vigor
  • Required to be able to equip at least one of the following weapon types: Bangle
  • Required to have one of the following SP types: Fire, Ice, Lightning, Wind, Earth, or Water

Black Mage
  • Black Magic Circuit
  • Increase critical hit chance by 2% and critical hit damage by 10% for each ESP mastery you have equipped
  • Required to be able to equip at least one of the following weapon types: Bangle
  • Required to have one of the following SP types: Fire, Ice, Lightning, Wind, Earth, or Water
  • Able to use the following mastery types from other classes: Elementalist

Battle Mage
  • Incapacitation
  • physical attacks treat enemy's armor as 25% lower, and ESP attacks treat enemy's resistance as 25% lower
  • Required to be able to equip at least one of the following weapon types: Bangle
  • Required to have one of the following SP types: Fire, Ice, Lightning, Wind, Earth, or Water
  • Able to use the following mastery types from other classes: Elementalist and Fighter

Fighter
  • Combatant
  • increase block chance by 5%, Blunt attack hit chance by 5%, Blunt attack critical hit chance by 5%, and Blunt attack critical damage by 10%
  • Required to be able to equip at least one of the following weapon types: Bangle, Battle Glove, Riot Shield, Club, or Spray

Martial artist
  • Martial Art
  • When attacked by a melee attack, increase block chance by 20%, and when attacked by a ranged attack, increase dodge chance by 10%
  • Required to be able to equip at least one of the following weapon types: Bangle, Battle Glove, or Club
  • Able to use the following mastery types from other classes: Fighter and Dancer

Shaman
  • Principle of Causality
  • When using and ESP attack ability, increase hit chance by .2% of current vigor, and decrease critical hit chance by .2% of current vigor
  • Required to be able to equip at least one of the following weapon types: Bangle
  • Required to have one of the following SP types: Wind, Earth, or Water

White Mage
  • White Magic Circuit
  • reduce your action time by 10 after using an ESP heal or support ability
  • Required to be able to equip at least one of the following weapon types: Bangle
  • Required to have one of the following SP types: Fire, Ice, Lightning, Wind, Earth, or Water
  • Able to use the following mastery types from other classes: Shaman and Priest

Witch
  • Evil Trick
  • When using and ESP attack ability, decrease hit chance by .1% of current vigor, and increase critical hit chance by .3% of current vigor
  • Required to be able to equip at least one of the following weapon types: Bangle
  • Required to have one of the following SP types: Wind, Earth, or Water
  • Must be Female
  • Able to use the following mastery types from other classes: Elementalist and Shaman

Priest
  • Piety
  • unknown class mastery effect (under White Mage)
  • Required to be able to equip at least one of the following weapon types: Bangle
  • Required to have one of the following SP types: Fire, Ice, Lightning, Wind, Earth, or Water

Gunman
  • Shooting Training
  • Increases ranged attack hit chance by 10%
  • Required to be able to equip at least one of the following weapon types: Pistol, Machine Pistol, Heavy Firearms, Assault Rifle, or Sniper Rifle

Sweeper
  • Mop up
  • recover 1 action point when you put all enemies in your line of sight out of action with an attack.
  • Required to be able to equip at least one of the following weapon types: Machine Pistol, Heavy Firearms, or Assault Rifle
  • Able to use the following mastery types from other classes: Gunman

Ranger
  • Wild Life
  • enemies have 10% less hit chance when attacking you while you are in a bush or smokescreen, and you are immune to the negative effect of the following effects Swamp, Water, Polluted Water, Web, Icy Road, Lava, Fire, Electric field, Poisonous gas, acidic cloud, plague cloud, ice mist, windy, rain, snow, fog, heat wave, hotness, cold, and cold wave
  • Required to be able to equip at least one of the following weapon types: Pistol or Machine Pistol
  • Able to use the following mastery types from other classes: Gunman

Thrower
  • Power Shoulder
  • increase hit chance by 5%, Throwing attack damage by 20%, and Throwing attack hit chance by 10%.
  • Required to be able to equip at least one of the following weapon types: Bottle or Spray

Grenadier
  • Take Aim
  • Increase the damage of people at the center of your radial attacks by 50%
  • Required to be able to equip at least one of the following weapon types: Bottle or Spray
  • Able to use the following mastery types from other classes: Thrower and Fighter

Alchemist
  • Exchange of Equivalents
  • ability to trigger Exchange of Equivalents. When acquiring loot have a 25% chance to change it into a random item.
  • Required to be able to equip at least one of the following weapon types: Bottle or Spray
  • Able to use the following mastery types from other classes: Thrower and Scholar

Sniper
  • Sniping
  • Increase hit chance and critical hit chance by 10% when in still stance or elevated position, and recover 1 action point when you put an enemy out of action, when you outside of their line of sight
  • Required to be able to equip at least one of the following weapon types: Sniper Rifle
  • Able to use the following mastery types from other classes: Gunman

Hunter
  • Hunter's Instinct
  • Putting an enemy below 33% HP out of action gives you Excitement
  • Required to be able to equip at least one of the following weapon types: Sniper, Longbow, or Crossbow
  • Able to use the following mastery types from other classes: Gunman and Archer

Archer
  • unknown class mastery name/effect (under Hunter)
  • Required to be able to equip at least one of the following weapon types: Longbow or Crossbow
Class list Pt. 2
Scholar
  • The Joy of Learning
  • Gain excitement when you level up, and gain Concentration when you get 8% of the EXP needed to level up
  • No weapon type requirement

Engineer
  • Mechanical Engineering
  • when you, your summoned robot, or your stolen robot attack a machine, reduce their dodge chance by 10% and their block chance by 20%
  • when you, your summoned robot, or your stolen robot is attacked by a machine, increase your dodge chance by 10% and your block chance by 20%
  • Required to be able to equip at least one of the following weapon types: Multi-Purpose Supporting Device
  • Able to use the following mastery types from other classes: Scholar

Hacker
  • Information Control
  • Scout protocol causes target marking to the closest enemy detected
  • Confusion protocol causes holograms to have the blind spot mastery
  • Hacking protocol has success chance increased by 20%, and successful hacking something grants Excitement
  • Required to be able to equip at least one of the following weapon types: Multi-Purpose Supporting Device
  • Able to use the following mastery types from other classes: Scholar and Thief

Warrior
  • Bravery
  • increase damage against enemies with higher HP (probably percent hp) by 10%, and decrease the damage from higher HP enemies by 10%
  • Required to be able to equip at least one of the following weapon types: Club, Two-Handed Club, Two-Handed Sword, or Riot Shield

Barbarian
  • Wrath
  • Damage dealt increases by 2% of lost HP
  • Required to be able to equip at least one of the following weapon types: Two-Handed Club or Two-Handed Sword
  • Able to use the following mastery types from other classes: Warrior and Marauder

White Knight
  • Hand-to-hand- combat
  • when attacking a nearby foe increase damage dealt by 20%, and when being attacked by a nearby foe decrease damage taken by 20%
  • Required to be able to equip at least one of the following weapon types: Club, Two-Handed Club, Two-Handed Sword, Riot Shield, Chainsaw, Polearm, or Axe
  • Able to use the following mastery types from other classes: Warrior and Swordsman

Superstar
  • Outstanding Talent
  • increases performance slot by 2 and grant the targets starting class mastery if it's an artistic class (Clown, Dance, Singer, Musician)
  • Required to be able to equip at least one of the following weapon types: Bangle or Battle Glove
  • Able to use the following mastery types from other classes: Dancer, Clown, Singer, and Musician

Dancer
  • Exciting Gesture
  • See my Coolness/Finale guide
  • Required to be able to equip at least one of the following weapon types: Bangle or Battle Glove

Clown
  • Amazing Trick
  • Similar to Dancer (See my Coolness/Finale guide)
  • Required to be able to equip at least one of the following weapon types: Bangle

Singer
  • Beautiful Voice
  • Similar to Dancer
  • Required to be able to equip at least one of the following weapon types: Bangle

Musician
  • Passionate Performance
  • Similar to Dancer
  • Required to be able to equip at least one of the following weapon types: Instrument

Marauder
  • Brutality
  • Increase slashing critical hit chance by 10%, and slashing critical damage by 20%
  • Required to be able to equip at least one of the following weapon types: Chainsaw, Polearm, Axe

Rouge
  • Robbery
  • When you attack an enemy with a Melee attack ability has the following effect. Steal 1 item from the Top Pocket, Bottom Pocket, or any class bags/toolboxes with a 10% chance. This doesn't work on gear type Items. Increase the chance of activating by 10% when the attack is a critical hit. Increase the chance of activating by 10% when the attack puts the target out of action. You can equip the items you steal. Gain Excitement when Robbery activates.
  • Required to be able to equip at least one of the following weapon types: Dagger
  • Able to use the following mastery types from other classes: Thief

Slaughterer
  • Rampage
  • reduce action time by 30 if target is put out of action by your attack
  • Required to be able to equip at least one of the following weapon types: Axe or Chainsaw
  • Able to use the following mastery types from other classes: Swordsman, Marauder

Assassin
  • Back Stab
  • Increase critical hit chance of exposed targets by 25%
  • Required to be able to equip at least one of the following weapon types: Dagger or Pistol
  • Able to use the following mastery types from other classes: Gunman, Thief

Thief
  • Steal
  • At the start of your turn, 1 random adjacent enemy who has a Sleep Type state or is in exposed state has the following effect. Steal 1 item from the Top Pocket, Bottom Pocket, or any class bags/toolboxes with a 10% chance. This doesn't work on gear type Items. If your Speed is higher than the target's speed, increase the steal chance by 10%. You can equip the items you steal. Gain Excitement when Robbery activates.
  • Required to be able to equip at least one of the following weapon types: Dagger

Guardian
  • Defense Cordon
  • Grants Defense Cordon to allies in 4 tiles (reduces all damage by 10%)
  • Required to be able to equip at least one of the following weapon types: Riot Shield
  • Able to use the following mastery types from other classes: Fighter and Warrior

Civilian
  • Civilian
  • Tries to move away from the danger area when possible
  • No weapon type requirement

Merchant
  • Accounting
  • Increase EXP gained by 100%
  • No weapon type requirement

Tima
  • Rage of Nature
  • increase rage by 20 each time an enemy goes out of action in your line of sight

Dorori
  • High-Temper
  • at the end of your turn, if you see an enemy gain 10 rage, increase this by 20 if under a rage effect

Negoori
  • Reservoir Water
  • at the start of your turn, if you are in water or polluted water, gain 10% of your HP, double this effect in the rain.

Draki
  • Noble Ego
  • Immune to mental effect, taming, and confusion. This does not apply if in babyhood stage.

Yasha
  • Hidden prey
  • if at the end of your turn you are in a spider web, gain 10% of your HP.

Crabmit
  • Shell Armor
  • Based on the SP type, get the following effect:
  • Fire SP - Increase Fire Resistance by 999.
  • Ice SP - Increase Ice Resistance by 999.
  • Lightning SP - Increase Lightning Resistance by 999.
  • Wind SP - Increase Wind Resistance by 999.
  • Earth SP - Increase Earth Resistance by 999.
  • Water SP - Increase Water Resistance by 999.
  • Spirit SP - Increase Piercing Resistance by 999.

Drone
  • Hovering
  • reduce damage taken from shooting attacks, falling attacks, and throwing attacks by 10%, and immune to Swamp, water, polluted water, web, icy road, and lava

Industrial Robot
  • Heavy Equipment
  • reduce wind damage by 50%, immunity to knockback, reduce speed by 20, and increase wind resistance by 500

Combat Android
  • Augmented Combat Deep Learning
  • If an enemy, who attacked you or an ally within your sight attacks you, then your dodge chance is increased by 10%
  • If you attack an enemy, who blocked or dodge an attack from you or an ally within your sight, increase your hit chance by 15%
Classes in game files
Bard
  • unknown class mastery name/effect
  • Required to be able to equip at least one of the following weapon types: Instrument, Longbow, or Crossbow
  • Able to use the following mastery types from other classes: Archer and Musician

Arithmetician
  • unknown class mastery name/effect
  • Probably abilities based on statistics like differences in stats or your total damage dealt.
  • No weapon type requirement
  • Able to use the following mastery types from other classes: Scholar and Merchant

Gambler
  • unknown class mastery name/effect
  • Probably RNG based abilities, High risk high reward.
  • No weapon type requirement
  • Able to use the following mastery types from other classes: Scholar and Astrologian

Astrologian
  • unknown class mastery name/effect
  • Probably abilities based on terrain, temperature, time of day, and weather.
  • No weapon type requirement

Crusader
  • unknown class mastery name/effect
  • Required to be able to equip at least one of the following weapon types: Club, Riot Shield, or Bangle
  • Required to have one of the following SP types: Fire, Ice, Lightning, Wind, Earth, or Water
  • Able to use the following mastery types from other classes: Warrior and Priest

TaskForce
  • unknown class mastery name/effect
  • Probably a Police Class.

Battle Robot
  • unknown class mastery name/effect
  • Probably a remotely controlled tank.

Gladiator
  • unknown class mastery name/effect
  • Gladiators mixed fighting with entertainment. Maybe an advanced artistic or warrior class.
  • Maybe Polearm user
3 Comments
Dean Earwicker 12 Apr, 2023 @ 7:44pm 
Thank you SO much for this guide. Its been tremendously helpful.
nirharpaz1 13 Jan, 2023 @ 2:04pm 
the formula for chance to his is a mess
how can .25*(15 -2.5%*11) be -42.5%
at best -15% + -2.5%*11 will be -42%
(15 -2.5%*11) = -12.5 and multiplayer of .25 will provide a modest penalty for fall damage of 3.125%
while shooting make it 15.625% penalty. or ~95% chance to hit before dodge.
Sigvuld 28 Oct, 2022 @ 12:31pm 
The fact you're still updating this is absolutely insane to me, as is the sheer amount of work that's gone into this guide - thank you so much for writing it up, because it's made diving into TROUBLESHOOTER infinitely easier for a less strategically-talented player like me!