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Supplemental 02 - Item Types

I've mentioned before that equipments are designated into categories, which are further broken down into smaller categories. Here, though, I will go into detail as far as the specifics of each, as well as non-equipment items as well.

If you're wondering why I sometimes say Slash, Pierce, or Crush instead of Cut, Thrust, or Blow, it's because the first EO used these terms (as did the second), and they seem to fit so much better than the new terms.

Plus, "Thrust" turns many of the skill descriptions into innuendo, and I already have too much "Thrust"-related innuendo planned.


  • Slash-Type
    • Swords: Well-balanced between attack strength, accuracy, and special effectiveness, a few of the higher-end ones fall into the Infinity Plus One category. Usable by Princes, Gladiators, and Hoplites, though only Gladiators specialize in them.
    • Daggers: These small blades carry the feat of being usable by all classes, but would more than likely only be so for their tendency to possess a lot of different status enchants. Only Ninja have skills for these.
    • Katana: Compared to swords, these are just plain better. So much better, in fact, that the materials for them are harder to find, they're hella expensive, and only Ninja and a certain, hidden class can use them. They still rock, though.

  • Pierce-Type
    • Rapiers: Think of them as thinner swords that are weaker due to a comparitive lack of structural integrity, but at the same time are lighter and therefore more suited to fast classes and quick strikes. Used by Princes and Buccaneers, though only Buccaneers have the skills for them.
    • Spears: If a Rapier is "put the pointy end into the squishy things that scream and bleed", then a spear is a Rapier On A Stick. They also have the distinct advantage of being equally effective regardless or which row the wielder is in, so are able to deal full damage from the back row as well as the front. Usable by Hoplites and Wildlings, though only Hoplites can wield them effectively.
    • Crossbows: If you want to put a bolt the size of a grown man's forearm through something, then look no further. Their ATK is statistically lower than Swords or Katana, but the Arbalist's skills more than make up for the gap. Only Arbalists can use Crossbows, so they naturally specialize in them (as if the name wasn't already enough).
    • Guns: What better way to shoot something than with a gun? Guns themselves don't have high attack power or notable enchantments, but like Spears and Crossbows they deal full damage from the back row. Only Buccaneers use these.

  • Crush-Type
    • Clubs and Hammers: The first invention in "handheld objects of violence and/or murder" still sees plenty of use today. Statistically, Clubs have the highest attack power out of all weapons, but tend to go by the wayside as the classes that can use them have better alternatives. Only Gladiators and Monks have the strength to swing these around, and only the former would develop more intricate ways of bashing something's head in.
    • Books: I think these are crushing weapons, but I'm not sure. Books, like Knives, can be used by anybody, but no classes have skills involving books. While the lowest in attack power, books carry massive TEC bonuses, making your Zodiacs even more deadly.

Unarmed attacks also count as Crushing damage, but there aren't "unarmed" weapons.


  • Body Armor
    • Heavy Armor: Exactly as the name implies, Heavy Armors are armors that are, well, heavy. Heavy armors feature the highest DEF values of all armor, but only Princes and Hoplites can equip them.
    • Light Armor: Armor that still counts as armor, but isn't weighty enough to classify as "heavy". Light armors are the most common armor type, and feature a good balance of DEF and enhancements. All classes but Ninja, Wildlings, Zodiacs, and one other can use these.
    • Clothing: "Normal" clothing made of "regular" materials (I use "quote marks" because those terms are relative to the game's reality), clothing lacks the DEF that Light and Heavy Armors have, but more than make up with impressive enhance or enchantments. Princes and Hoplites are the only classes that cannot use these.

The Chainmail Bikini in particular is notable for having good defense (despite being Clothing-type), and enchanted for resistance against all three elements (which is unique to it)

  • Shields
    • "Light" Shields: Shields that are either smaller or made of lighter materials than heavy shields. Useable by Princes, Gladiators, Hoplites, and Wildlings.
    • "Heavy" Shields: Larger, heavier shields with more DEF but less extra stuff. Only usable by Princes and Hoplites.

The difference between Light and Heavy Shields usually amounts to just a few points in DEF and an enchant buff. Later on, shields start coming in "pairs" of light and heavy, statistically similar and obtained around the same time.

  • Hand Armor: Hand armor you wear on your ha~nds. While they don't have much DEF, most come with buffs (usually STR or TEC) that make them worth it. All classes can wear them.

I actually prefer Hand Armor to Shields on my Gladiators (Same with Landsknechts in past games)

  • Footwear: Foot wear that you wear on your fe~et. Like Hand Armor, they don't have much in the way of DEF, but are all enhanced to make them a necessity. All classes can wear them.

In the first Etrian Odyssey, all footwear increased two things: Defense, and Agility. The absolute necessity of AGI in any RPG meant that many an EO-player had each party member outfitted with a weapon, body armor, footwear, and Fourth Slot.

  • Headgear: Head gear that goes on your he~ad. While slightly more DEF-y than Hand Armor or Footwear, Headgear tends to have less enchant- or enhancements. All classes can wear them.

Excuse me, for now I must rant for a little bit. In the first EO, Handwear, Footwear, and Headgear carried "weight connotations" like Body Armor and Shields do. Handwear was "Gloves" (Light) and "Gauntlets" (Heavy), footwear was "Shoes" (Light) and "Boots" (Heavy), and headgear was "Hats" (Light) and "Helmets" (Heavy). Gloves increased TEC mainly, Gauntlets STR and sometimes TEC, Shoes and Boots both AGI (Boots tended to have a bigger boost though, and Shoes sometime increased other stats as well), Hats increased TP, and Helmets usually weren't enhanced on account of actually being defensively-worthy. Now, not all of the classes could use all of these items; weaker classes like Alchemists and Medics were restricted to the lighter stuff, while heavier classes like Landsknechts, Ronins, and Protectors were better off with the heavy stuff. I didn't get very far in EO2 (so I don't know if it was changed there), but it kind of irks me that this separation was also removed.

Okay, done with that.


  • Stat Boosters: Accessories that explicitly boost a specified stat. These stats are: HP, TP, ATK, DEF, STR, VIT, TEC, AGI, and LUC.
  • Battle Boosters: Like Stat Boosters, these accessories increase a specified stat, but these increases don't show up on Status, and only take effect in battle. They are noted by their enhancements showing up as red in the description. The stats they influence are: CRI (Critical chance), SPD (Action speed, added to initiative after other action speeds are calculated), LIM (Limit; the rate at which the Limit Gauge fills), and HIT (Attack accuracy)
  • Charms, Guards, Amulets, Gems and Wards: Accessories that provide a defense against a specific damage type, element, or status ailment.

Accessories are not limited by class (because that would be seen as a stupid choice by players), and each comes at two levels of enchancement (3 slots and 5 slots)


  • Consumable Items
    • Healing Items: These items, when used, restore HP, TP, or status to whoever they are used on.
      • Medica series: Restores HP to one person
      • Amrita Series: Restores TP to one person
      • Hamao Series: Restores HP and TP to one person
      • Madora series: Restores HP to one row
      • Nectar Series: Revives a fallen ally
      • Thericias: Removes status ailments (B) or binds (A) from one person.

    • Enchancement Items: Items that, when used, provide increases or decreases to whoever they are used on. Candies like Bravants and Stonards provide increases to stats, and Oils like Blaze and Shock enchant a person's weapon for elemental damage. Mists reduce damage dealt to both sides, depending on the type, and Horns and such act as buff and debuff nullifiers.

    • Attack Items: Items that can only be used in battle, that inflict things on the enemy.
      • Jars: Essentially a Zodiac spell in a jar, inflicting elemental damage on one or all enemies when used.
      • Gasses: When used, these attempt to inflict a status ailment on all enemies (e.g., Poison Gas for poison, Stun Gas for stun, etc.). They tend to have better success rates than enchantments or skills.
      • Formaldehyde: While not really an attack item, Formaldehydes can only be used in battle; using one on an enemy guarantees a 100% drop rate for all of their items provided you slay it. This also nets Golden Drops with certain drop requirements, and is apparently even more powerful than the "100% Drop Rate" Code I use.

    • Field Items: Items that can only be used in the field.
      • Chimes: These will increase or decrease the encounter rate for a certain number of steps, depending.
      • Soles: These nullify tile effects for a certain number of steps. Tile effects will be covered later.
      • Ariadne Thread: You already know what these do. Buy them at the firm for 100 en, and always carry at least 2 at all times. These are the successor to the Warp Wires of the previous games.

This reminds me of something from Etrian Odyssey 2; on the second floor, at one point you are stopped because you hear a sound, which you can choose whether or not to investigate. Investigating the sound reveals the culprit to be an adorable squirrel...who then jacks your Warp Wires. You won't get them back from it. F*cking squirrel; I was just being nice and friendly, and it jacks my Warp Wires like an ass. I mean, since it lives in a Labyrinth (where it's die or be killed), it's no small wonder it'd be malevolent but, damn, that squirrel was evil. It's things like this that make 09 scenes like this totally justified.

Key Items (or rather, items that go into the "Key" pocket in your item bag)

  • Map
  • Forging Hammers: The Hammers used for forging equipments. I will explain Forging later.
  • Limit Scripts
  • Other Key Items

As I want to attempt to avoid spoiling things as much as I can during this LB, I will explain each of these "Other" Key Items as I acquire them.

I think that about covers the item types. Next time: What defines EO.


Your link is broken; you were probably after this.
AweStriker 23rd Apr 11
I was, thanks.
Bladist 24th Apr 11