Landsknechts are powerful soldiers who wield massive blades, be they mounted on hilts or handles. While the most balanced of the physical classes, they do lean towards offense over defense, and can even drop their defenses entirely to dish out even greater damage. In addition, they can learn how to channel fire, ice or electricity through their swords so that they aren't completely caught flat-footed by magical opponents.
Survivalists are explorers who, as the name implies, specialize in survival techniques. Their knowledge of the Labyrinth allows them to hide in the shadows, ambush their foes, and guide their companions to swifter victories. They can also become expert foragers, gathering up the treasures of the wood and helping to ensure their Guild stays funded.
Protectors are the classic Knight in Shining Armor, and they generously share their incredible defense with others by protecting them, via magical spells channeled through their ever-present shields or using their own body as a blockade. They also learn a couple of simple healing spells to round out their repertoire.
Canon Name: Rrrrreally sorta. Thanks to the "Explorer's Log" comics, Japanese fans in particular tend to refer to the focus blonde Protector as "Shishou", or "teacher". (The translated example.◊) The games themselves, of course, don't enforce this in any way.
The Hero: Kinda. Since she appears on both the covers to EO I and II and a lot of the promotional artwork, the "long-haired-blonde female Protector" is usually treated as the nearest thing to a "main" character the games have. You're still not required to use her in any way, of course.
Her occasional appearance in promo material for the other games, such as the punny final panel of the short comic at the back of EO 4, reinforces this notion. Not to mention the fact that she basically appears as one of the selectable Imperials.
Provoke, which (despite looking, at first glance, like the main point of the class) simply doesn't have enough of an effect to be worthwhile.
The Anti(element) shields are actually a downgrade past level 5 (when they start making the element heal you instead of hurting you), since the most dangerous opponents have elemental attacks that inflict status effects, and you only avoid those status effects if you have the skill at exactly level 5 to reduce the damage to exactly zero. Doubles as a Guide Dang It, since the final boss is essentially impossible to beat without a Protector who has all three Anti(element) skills at exactly level 5. In the remake, skill levels past five instead lower TP cost.
Dark Hunters are leather-clad masters of whips and blades, and are fantastic at dealing out damage laced with nasty side-effects. A few expert lashes can bind their opponents up, then siphon away the last of their life force, while a sufficiently honed blade in their hands can deal pinpoint strikes to leave their target paralyzed, confused, or petrified. On top of this, Dark Hunters may use their own allies as bait to lure unwitting monsters closer... whether their allies like that plan or not.
Medics are talented healers with a wide range of recovery skills; if it exists, they can figure out how to cure it. On top of this, their allies can enjoy some positiveeffects, such as regaining HP and resisting elements. They also have the potential to be decent front-line fighters, though attempting this is understandably dangerous and may not be worth the risks.
Canon Name: Like the Protector above, the copper-haired young one tends to get called "Mediko" or "Medi-girl" thanks to the Explorer's Log comics. Not remotely enforced by the games, of course.
Status Buff: The standard HP regen and Immunize, which according to the game's text is only supposed to reduce elemental damage, but actually reduces all damage. This made Immunize a game breaker, but unfortunately only in the first game.
Alchemists have refined the very elements into secret formulas that can be mixed and unleashed upon the battlefield at will. Not only are the powers of fire, ice and lightning at their command, they can poison their enemies, and can learn several vital support skills like keeping tabs on horrible FOEs and warping back to the safety of the last Geomagnetic Field they used.
Troubadours are performers who inspire their comrades to greater successes with their songs and dances. Supporters to the core, they can't dish out the damage themselves, yet can still effectively cover their allies from the back. Whether it's giving their weapons a little extra elemental kick, healing or strengthening their bodies, weakening the enemy, or even ensuring they gain more experience from each battle, the Troubadour is second to none when it comes to helping others.
Ronin are warriors skilled in foreign arts. All of their skills revolve around three basic stances, each of which confers its own strengths upon the user and allows them access to specialized attacks. While changing stances mid-battle can eat up time, the results are difficult to argue against.
Iaijutsu Practitioner: Iai (known as "Drawing Stance" in The Millennium Girl) is one of the three available stances; it improves speed and accuracy, and one of the associated skills is a potential One-Hit Kill.
Katanas Are Just Better: They can wield normal swords, but can't perform any techniques with such "unrefined" blades.
Hexers craft crippling curses to lay upon all their enemies, but the most frightening of their skills may well be their Evil Eye. Anyone who has fallen under its power can only obey whatever orders the Hexer gives, whether that means turning against their allies... or even destroying themselves.
Awesome, but Impractical: Hexers aren't too good against bosses due to their frailty, low power, and bosses being more resistant to ailments. However, their practicality against bosses was increased in The Millennium Girl. It's possible to semi-reliably give bosses crippling ailments like Sleep, Curse or Fear for a few turns.
You No Take Candle: Downplayed in the English translation. While she does have an accent, her grammar is better than most examples and runs the shop, but she makes some ordering mistakes from time to time.
Valerie is the proprietor of the Golden Deer Pub. Expresses concern over the danger the party puts itself through.
Ren & Tlachtga are two veteran adventurers who work for the Etrian government, the Radha. They are usually stationed in the labyrinth to prevent adventurers to go too far without permission. Ren is a Ronin, and Tlachtga is a Hexer.
A Taste of Power: While in the party during the mapping mission in The Millennium Girl, their levels are in the early thirties.
City Guards: Including one instance where they try to kill you for trying to go deeper.
Kupala is an apparent leader of the Forest Folk who keeps harassing the player's guild until they decimate her entire tribe. She speaks Shakespearean.
All There in the Manual: A subversion. Thanks to a cutscene that can be Lost Forever in the original Etrian Odyssey, many fans only knew of her name by the artbook. Averted in The Millennium Girl, where her name is mentioned more often.
Gods Need Prayer Badly: The reason she keels over after you defeat Iwaoropenelep; it's her people's belief in their 'gods' that gives them strength, and since so many of them had been lost to madness and slaughtered by your guild, she had to use her own energy to make up the difference.
Heel-Face Turn: In The Millennium Girl's Story Mode she (somewhat begrudgingly) lends you her aid as a Guildkeeper after being saved by your party.
Lost Forever: The cutscene where she "introduces" herself as Kupala on the 14th floor in Etrian Odyssey was in an out-of-the-way area, and could no longer be reached after a certain point in the game. Many fans only knew of her name through the Forests of Eternity artbook. Avoided in The Millennium Girl's Story Mode, where she's mentioned more often.
Summon Magic: Two of the stratum bosses were summoned by her to fight you. This is also her specialty as a Guildkeeper.
Etrian Odyssey Untold: The Millennium Girl
Characters specific to the Etrian Odyssey remake.
The Highlander is the main character of The Millennium Girl's Story Mode. He hails from a respected tribe from afar. When Radha Hall requests aid, he is sent over to help Etria. The Highlander class specializes in both attacks and buffs, though many come with a small price in HP.
Cast from Hit Points: Eleven skills in his default class' arsenal either have the user lose HP to use, or require HP to be lost to activate.
Counter Attack: Bloodlust gives him a chance of attacking a random enemy time he loses health. Note the description is "loses health", not "is attacked". This means he has a chance of attacking even from poison damage or health lose he causes himself, meaning if he has the Bloody Offense buff and uses a skill that consumes HP, he has two chances of extra attacks even on turns where the enemy doesn't attack him at all.
For Massive Damage: His Delayed Charge attack has a waiting period, and has more power as more turns pass. Combine it with Cross Charge on the same target, and it'll instantly activate and be much more powerful.
Heroic Mime: An instance that's similar to Link. He doesn't talk to characters on-screen, and doesn't speak during cutscenes, but he has Voice Grunting and has different answers and responses in certain situations, which are chosen by the player.
Standard Status Effect: The two skills above can inflict binds and status ailments he has on an enemy and transfer the enemy's to the whole party, respectively.
Status Buff: Bloody Offense, Spirit Shield, and Battle Instinct are some examples.
The Stoic: All artwork of him shows him to be completely stone-faced, and the majority of dialogue options tend to make him come off as relatively composed.
Not So Stoic: However, he does feel an urge to yell like Tarzan while swinging in a vine, regardless of whether you choose to do it or not. Should you decide not to do the former, the game will remark that you have your shame to consider, possibly poking fun at the trope of Stoics.
Frederica Irving is a young girl the Highlander finds in Gladsheim inside a strange piece of technology. She doesn't seem to remember anything from her past, though things do come to her from time to time. She's also a Gunner, being able to help the party in battle. She's the titular Millennium Girl, who worked with Visil to bring about the Yggdrasil Project.
Simon Yorke is the leader of the Midgard Library's investigation team sent to uncover the mysteries of Gladsheim. Starting off as the guild's Medic, he specializes in healing and restoring the party. He joins the Highlander with Arthur and Raquna after the protagonist finds Frederica.
The Stoic: Not an extreme example, but when compared to the likes of Raquna and Arthur, this really stands out.
Not So Stoic: Teach Simon any skills that makes him inflict status elements on the enemy. Once he succeeds, there's a chance that he will laugh, if very briefly (and in a manner reminiscent of Mad Scientists). You can also point out how he's not acting like himself (and he agrees!) when you have a private conversation during the Marathon Level-quest.
Raquna Sheldon is a Protector from Midgard Library's investigation team, and joins the party with Arthur and Simon in Gladsheim. The daughter of a noble, her father is always worried about her. Rosa, a maid, is sent to Etria to help her and the guild in any way possible. The mansion, currently in the Sheldon name, serves as the guild's base.
Good Parents: Raquna's father could be seen as a more stern version of this; he is the only parent who sends letters asking how Raquna's journey is going, and prepared her for becoming a warrior both by giving her guild a homebase (and Rosa came with it) and staging events like the Marathon Level-quest before she left.
Hard-Drinking Party Girl: She has an iron liver. Valerie (the pub owner) eve points out how Raquna is one of her bigger sources of income - because all of the guys who try to challenge her get drunk under the table.
Arthur Charles, along with Simon and Raquna, is a member of the Midgard Library's investigation team, and is the team's Alchemist. Shows up in Gladsheim with his teammates when the Highlander finds Frederica.
Relationship Values: The game will helpfully point out when your relationship with Rosa has increased or reached its max value (which happens very soon into the game). This results only in the gifts and teas generally being of better quality and a few new voice clips that make her sound a bit more like a Doting Housewife (with no actual romance involved).
Landsknechts have streamlined and expanded their skills. No longer limited to wielding swords if they want to deal elemental damage, they can now enchant axes as well. They can also grow even stronger when critically injured, so enemies who take advantage of a Landsknecht lowering their defense may be in for a nasty surprise...
Survivalists have added a repertoire of secret herbal toxins to their already impressive bag of tricks, allowing them to potentially poison, paralyze, or put their targets into premature slumber. Beyond this, they remain versatile allies capable of guiding their companions through the Labyrinth and discovering its secrets.
Protectors in High Lagaard have eschewed any knowledge of the healing arts in exchange for a greater focus on their defensive capabilities. Why learn to heal when you can prevent those injuries in the first place? Their elemental shielding arts have also vastly expanded to fill that void and better ensure they won't regret that decision.
The Hero: "Shishou" returns! Although this time she shares the art spotlight with the blue-coated female Gunner.
Dark Hunters in High Lagaard are still much the same as their counterparts over in Etria. They are, however, slightly more flexible when it comes to setting their deadly comrade-baited traps, as they no longer have to be wielding a sword to set one up. In addition, certain other skills have grown even deadlier...
Medics in High Lagaard don't have access to the incredible Immunize skill boasted by their counterparts over in Etria, but have a few other skills all their own. Their H. Touch, for starters, is much stronger and a real lifesaver, and they've created a more powerful Salve that allows them to completely heal everyone in a single move. They may also sacrifice their very lives to bring back their party from the verge of defeat with the power of Phoenix...
Alchemists have learned how to harness the physical arts and translate them into powerful spells, enabling them to hit enemies with slashing, striking and piercing assaults. They can also unlock the secrets of Megido, or the forbidden magic of Eschaton.
Troubadours in High Lagaard cannot heal, but retain their versatility in all other aspects, keeping their allies motivated and smoothing over any weaknesses their party might be suffering from. They have also developed new melodies exclusively for dealing with FOEs — a hostile audience like none other!
Ronin no longer have to worry about messing with stances during battle; their skills have been honed so that they assume the proper positions automatically, without having to take precious time arranging themselves. Naturally, this makes them even deadlier and dangerous opponents.
Katanas Are Just Better: Still can't use their skills with any blade that isn't properly honed and balanced, like so.
Hexers have expanded their repertoire of deadly curses; with a single whisper, they can leave their opponents blinded, poisoned, paralyzed, sleeping, cursed, or terrified and waiting for their next order, knowing it could easily be the last thing they do...
Limit Break: Caprice, where the Hexer simply can't decide which curse to cast... so they hit their unfortunate opponents with everything.
Including instant death if not immune, which oddly counts as a status effect.
Also, considering the skill's name, one must wonder if they rain those many status effects just For the Lulz...
Magikarp Power: They're pretty much dead weight until at least the second stratum, when they can build enough levels and save up enough skill points to afford things like Dampen, Revenge, and actually maxing out the binds and Standard Status Effects. Once they do, though, look out.
Gunners are marksmen with a truly impressive arsenal of weapon-based skills. Their shots can be charged with any element, strike any part of their target's body and leave it temporarily useless, or stun an opponent outright. And thanks to their Weapon of Choice, they can deal all this massive damage from the back lines, well protected by their capable friends.
Glass Cannon: Certain skills turn the Gunner into one, as they completely abandon their defenses while charging a powerful shot.
Healing Shiv: Medishot can heal the whole party of most status effects.
The Hero: The blue-coated Gunner with, what else, the Jack Frost hat clip features pretty prominently in all of the the art and even shows up on the title screen, sharing the "focus character" spotlight with the original "hero" character of the blonde Protector.
Limit Break: Riot Gun, a single blast that will absolutely stun the target no matter what.
War Magi combine the healing skills of a Medic with the physical might of a Landsknecht to fill two roles at once. In addition to learning various recovery spells, a trained War Magus with a trusty blade can capitalize on the various weaknesses their allies have already inflicted upon their enemies. They may also learn how to transfer their own TP to others; combining that skill with the ability to drain enemies dry can help ensure an experienced party never runs dry.
Limit Break: Invoke, a passionate prayer that completely restores the whole party and strengthens their defense against all elements.
Master of None: Alas, poor War Magus. They can't heal as well as a Medic, their buffs aren't as good as a Troubadour's, and their attacks suffer from having situational effects and simply not matching up to Landsknects, Ronin, Dark Hunters, or Gunners at similar levels. That, and the fact that they really need other members to provide the Standard Status Effects required to actually use their sword skills effectively. At least their Cursecut/Transfer combo is good.
Beasts are wild yet fiercely loyal companions with an unique array of skills. Many of these skills revolve around healing themselves, such as recovering faster from their injuries, draining an enemy's own lifeforce through their fangs, or even taking a quick power nap in the middle of battle! They can also potentially sniff out and scavenge any of the forest's treasures, and are incredibly powerful fighters.
Minister Dubois acts as an envoy between the Duke and any potential adventurers; if there's an official mission to be taken, he'll be the one handing over the orders to any interested Guild. In addition, he keeps records of everything each Guild has fought and found, as part of ongoing research of the Yggdrasil Labyrinth.
The Guildmaster can always be found at the Guild, and is always happy to give advice to any adventurers... even if it mainly involves reminding them of how dangerous the Labyrinth can be. Has a somewhat... odd sense of humor.
Samus Is a Girl: Revealed in the post game content. Well, if you squint hard enough at her artwork, you may notice her Ojou Ringlets, but they're nevertheless hard to spot.
24-Hour Armor: You almost never see the Guildmaster without armor.
The Innkeeperruns the Flaus Inn. Cheerful, but somewhat imposing; she has a bit of a reputation for being a battleaxe, and raises her rates according to how strong her guests are — matching the level of the highest member of any given party. Her husband usually works in the Labyrinth, and her daughter is known for being very cute... much like the innkeeper when she was her age!
Doctor Stiles works at the Lagaard Hospital. A handsome, somewhat familiar fellow, he dislikes seeing anyone injured, and has a sort of love-hate relationship with the Labyrinth: on one hand, the resources discovered within can help them develop new medicines and save lives... but on the other, so many are wounded or worse trying to retrieve those riches...
Abigail is the daughter of the head of Sitoth Trading, and can usually be found tending the store. A hard worker, but occasionally can come off as a bit... spacey. Still, she's well-loved, and there's something about her that makes her difficult to say 'no' to...
Barkeep Cass runs the Stickleback Bar, and is in charge of the quest board. Any mission that isn't handed down by the royal family can be found there. Has a very distinctive accent, and loves ribbing adventurers and egging them on.
Guild Beowulf is led by the protector Flausgul, who is never seen without his faithful companion Kurogane. Kind and compassionate, Flausgul acts as a Mentor to novice Guilds, offering advice and guidance while they get used to the dangers of Yggdrasil.
Guild Esbat consists of the war magus Artelind and the gunner Wilhelm, better known as Der Freischütz. The old gunner is known for his cold demeanor and thirst for challenge, yet Artelind is somehow able to keep him in line...
Cute Witch: As a War Magus, Artelind naturally achieves this.
Canaan is the leader of a Winged Humanoid race who reside in the Cherry Tree Bridge, the place located just before the Floating Palace. His kind originally serve the Overlord by bringing fallen adventurers to the Floating Palace, not knowing what the Overlord's plans for them.
Have You Seen My God?: After the player guild defeats the Overlord, he starts to doubt that the lord of the Floating Palace is his god. He then aids the player to find a god if there is any by unlocking the game's Bonus Dungeon.
The Overlord is the sole inhabitant of the fabled Floating Palace. He has been using the Holy Grail to grant immortality to humans, but so far his experiment subjects end up mutating into monsters.
Princes (and their Distaff CounterpartsPrincesses) are of Royal Blood in some way, shape or form, and this gives them the power to help keep their party's morale high. Should definitely not be underestimated; their armor may seem ornate and ornamental, but they've chosen the path of adventurers and explorers, with all that implies.
Flaming Sword: One of the possible buffs, along with ice and lightning versions.
The Hero: Sort of, like the Protector above. Given her prominent position on all the promotional artwork and her assumed position, the blonde-ponytailed Princess is generally regarded as the closest thing to a "main" character the game has.
Status Buff Dispel: Negotiation can dispel an ally's buffs in exchange for healing, while Inspire gets rid of debuffs and restores TP. Ad Nihilo is their straightest example, enabling them to dispel an enemy's buffs For Massive Damage.
Ninja have handled down the ancient arts of the ninja for generations, and have mastered various techniques meant to ensure that all their explorations end successfully. These versatile shinobi can function well in any position, be it right on the front lines or supporting their allies from the back.
Cool Mask: Aside from the usual ninja masks, one choice wears a red-painted fox mask pulled to one side. Her Palette Swap's fox mask is even more striking: dark gray with golden markings.
Highly-Visible Ninja: All of the Scarves of Asskicking are brightly colored, and a few of the Palette Swaps fall into this. Special mention must be made, however, of the Ronin Expy, who wears a bright pink yukata with floral print and a neon violet scarf. Her Palette Swap, meanwhile, wears a darker purple kimono... but with neon pink flower print and a neon yellow scarf, along with silver-white hair and red eyes.
Katanas Are Just Better: Sort of — They're the only other class that can wield katanas (the only one until you unlock Shogun), and can do a decent amount of damage with one. However, most of their attack techniques require knives equipped in order to use.
Knife Nut: Their specialty weapon, and, as mentioned, the one used in most of their attack techniques.
Buccaneers are descended from those who once ruled the seas, and are experts with guns and blades alike. While they lack the raw power of Gladiators, they make up for it with impressive speed and an arsenal of somewhat less direct tactics.
Hoplite are best known for their iconic armor, which completely encases them and provides unparalleled defense on par with the most famous Protectors. Spears are their Weapon of Choice, enabling them to fight up close or from the back line.
Awesome, yet Impractical: Not only is it VERY inaccurate, but it won't necessarily do nine hits unless you max the level of the attack, and even then it would still scramble around between numbers 2 and 9.
Zodiacs are astrologers who have turned their knowledge of the secrets of the skies towards combat purposes; they can collect ether of the various elements and use it as a catalyst for their powerful star arts.
Wildlings, as the name implies, share an affinity with wild creatures and can communicate with them, going so far as to be able to convince these same beasts to fight alongside them during battle. These animals will take the long-empty sixth slot — so long as it's still open, anyway...
Farmers are easily the weakest of the lot, having little to offer combat-wise. Where they excel is finding and utilizing the vast resources that the world provides; many have thus set out to find their fortunes, despite the vast dangers of the sea.
Boring, but Practical: Although they have pitiful combat skills, they are quite important for exploration; they can, among other things, gather resources, slap a dead party member back into life at low TP cost, provide EXP boosts, and transport the party back to town without the need for Ariadne Threads.
Determinator: They have the Persistence ability, which lets them come back from the dead.
Lethal Joke Character: Despite not being much to write home about in most of their stats, Farmers have the highest Luck Stat of any class in the game, meaning that their status effect attacks almost always work if the enemy isn't immune to them (and they usually aren't).
Shoguns are one of two unlockable classes you gain around the middle of the game. Though they seem to be an Expy of the Ronin class from earlier games, they are only similar in the fact that they both use Katanas, and they both have multi-strike attacks.
Expy: One of the female shoguns looks just like the ponytailed Ronin, and the elder male looks like the monocled War Magus.
Glass Sword: Due to their Class skill, one of their Armor slots is converted to a second Weapon slot, meaning they have less general protection. Coupled with the fact that they're restricted to the lightest armor, keeping them alive in the front row becomes quite trying.
Yggdroid are one of two unlockable classes you can gain around the middle of the game. Mechanical humanoids, Yggdroids have a variety of unusual attacks. Statwise they are very similar to the Beast class from the previous game, who is in turn similar to the Protector or Hoplite class.
Attack Drone: One of the Yggdroid's skill trees lets it summon attack drones based off the three elements in this game; they will automatically perform a Combination Attack with anyone else in the party who uses an Elemental attack that is the same element as theirs. They can also be ordered to self destruct.
Awesome, but Impractical: They have the highest HP and STR in the game, but all their skills are highly situational. They can be viable if a team is specifically built around them, however. Not to mention their TP stays at a fixed 60 no matter what level they are (unless you use stat boosting items)
Desperation Attack: HP Gun, an attack that can only be used if the Yggdroid is completely bound, does an arbitrary amount of damage based on how much HP the Yggdroid has lost multiplied by a certain percentage, up to 255%. When you remember how much of a Game Breaker the Hexer's similar Revenge ability was, and then factor in that Yggdroids have the highest natural HP in the game, you begin to understand how dangerous that is. The developers understood as well, which is why Yggdroids have to be completely bound in order for them to even use the attack, but allowed Yggdroids to force their parts to bind themselves with the Purge ability to speed the process along, changing the prep time from three turns to one.
Etrian Cyborg: Averted; EO3 allows players to take most of the classes as a subclass, but Yggdroids are excluded, avoiding the need for wondering how a human can perform Rocket Punches.
Rocket Punch: And Rocket Headbutt, and Rocket Jump. The Yggdroid loses their limbs and head after doing the attack (represented in-game by their limb being bound), meaning that if you use all three of these attacks, they are pretty much just a torso on the ground.
Dude Looks Like a Lady: Amusingly enough, part of the Viewer Gender Confusion seems to stem from him having the same hairstyle as one of the female Hoplites, who suffered from her own confusion effect before the male designs were revealed.
He even complains about this in-game once or twice, mentioning that he looks a lot like his sister and that he's often mistaken for a girl when they go out to do stuff. Well, maybe if you'd cut your hair a bit and wear a shirt that doesn't look like you're wearing a bra, dude...
Firm Proprietor Edie is the merchant working at Napier's Firm in Armoroad. Most think that all she thinks is money, money and money. Her sister later works as a shopkeeper in her shop branch in the Deep City.
Jerk with a Heart of Gold: She does have some warmth under her greed though. She gives advice to the player before they face the story final boss, and she invites the player for tea sometimes. She also actually cares about her sister to the point that she wants to make her sister a coat in case the Deep City is too cold. Still....
Long-Lost Relative: Possibly of Shilleka. He has the same dark skin tone and dresses in similar colors, and the artbook features a small image of Shilleka staring at him curiously.
The Unfought: He occasionally talks about sparring with the party, but never does that for a variety of reasons.
The Harbormaster can be found at the docks at all hours. If a guild catches anything, he'll buy the fish off of them; however, he's more interested in seeing if they'll return the port to its former glory...
Pirate: Makes comments implying he used to be at odds with Armoroad's marine guard, and remains quick to disparage them whenever the opportunity arises.
Clients can hire members of your party to accompany them on various Sea Quests. Some of these clients include familiar faces from the Butterfly Bistro, as well as interested parties from the various ports of call you visit and beyond...
Guest Star Party Member: Depending on which Sea Quest you're doing, you will always be accompanied by one, two, or three NPCs.
Impossible Task: Kirikaze has been sent to try and complete these so her master can marry the princess Kaguya. :This is a Shout-Out to the Japanese folklore of Princess Kaguya, whose beauty attracts many hopeful suitors whom she sends to nigh-impossible quests if they ever hope to marry her.
Little Stowaways: Ace, Visir and Mau Mau tried this to jumpstart their adventure. Didn't work the way they planned; mainly, they got caught, and your first mission with them is helping them complete a public service to avoid getting thrown in jail.
Sibling Rivalry: A trio of Zodiac sisters, each of whom focuses on one element out of the Fire, Ice, Lightning trio, hires you to solve an ongoing dispute about which element is the worst — with each arguing theirs is the worst.
Took a Level in Badass: Ace and company seemingly become full time adventurers like you in late game sea quests.
Senator Flowdia is your contact with Armoroad's Senate, and hands down official missions to your guild. Old enough to have witnessed much of Armoroad's history with her own eyes, she is willing to support any who dare brave Yggdrasil and uncover its secrets.
My Master, Right or Wrong: In the Deep City route. He doesn't care at all if Gutrune has been corrupted by the Deep Ones, nor does he care that her very existence is putting the world in grave danger. He has sworn to protect his Princess no matter what, and that is exactly what he's going to do.
Princess Gurtrune is the leader of Armoroad, although she is often sick and has to leave the day-to-day operation to her advisor Flowdia. Known as the Porcelain Princess due to her beauty.
Astrologer Hypatia is part of the Murotsumi Guild. A great deal of her time is spent trying to keep her gung-ho partner Agata out of harm's way; however, lately she's been suffering from distracting nightmares that keep her from getting enough sleep. (Blond is not her natural hair color. She dyed it because Agata once got attracted to a pin-up model.)
Well-Intentioned Extremist: Depending on your interpretation, anyways: Everything he's done was done in the name of holding back the Deep Ones. Doesn't change the fact that most of it was not very nice.
Fanservice: You might make the mistake of thinking that what you see in the gap of her cloak is her naked skin, until The Reveal where you find out it is, but her "skin" is metal and she doesn't have a full humanoid body.
Fan Disservice: The game gets you for thinking the above, later on, if you take the Armoroad route and fight her: unlike the player Yggdroids, Olympia is missing her lower torso. You can see her spine. The huge weapons attached to her arms don't help, either.
Humans Are Bastards: Unlike Seyfried, she has no love for humanity. She tells you as such right before siccing Kirin on you in the Armoroad route.
Tranquil Fury: After you survive the Sea Wanderer ambush she led you to, she seems calm on the outside, but it quickly becomes apparent she is pissed, demanding that you cease your search for the Deep City or she'll kill you herself. She then snaps a tree in two with one hand as a warning that she's serious.
Dragon-in-Chief: Although the Abyssal Lord turns out to be the original creator of the Deep Ones, and in turn is responsible for the game's conflict, the Eldest One is actually the one who does most of the grunt work.
Heel-Face Turn: Apparently pulled one during his imprisonment in the Abyssal Shrine.
Firstly, much like the blonde Protector from 1&2 and the Princess from 3, the "bob-cut dark haired Landsknecht" is the closest thing the game has to a main or signature character - she appears at the forefront of virtually all major pieces of promotional art (and even appears on the little rotational display in the 3DS menu).
This gets almost absurd in the miniature art book packaged with the game's American release - fully half the book or more has art centered around her (and her buddy the pigtailed Fortress). The only places she doesn't appear are the new art piece by Alexandra Douglass, the NPC listing, and the table of contents. Everything else? Those two.
Secondly, the class is literally built around the concept this time around: Landsknechts work by heroically inspiring their allies to fight better and strike more often, and have entire attack sets revolving around dashing forward in bold fashion to strike first. The class is literally built around trying to be a Big Damn Hero.
Nice Hat: One of the female Landsknechts sports a fancy bandana that boasts a diamond pattern above her bangs, lace across the top, and jeweled pendants hanging off both sides!
Technicolor Science: All of the Medics carry glass vials. In the default colors, these are filled with goldish-yellow liquid; the Palette Swaps tote vials with magenta, lime green, neon violet or bright blue swishing around inside.
Firstly, the "pigtailed Fortress", who is essentially the mascot character for the class, just about always appears in promotional art right next to the mascot Landsknecht from above, and she's always posed just slightly behind and in a complementary fashion to the latter.
Secondly, again like the Landsknecht, in gameplay they tend to act this way too; thanks to Taunt being way better at drawing aggro than previous "tank" aggro-draw abilities and the Fortress class passive restoring TP each time an enemy swings at them, gameplay encourages them to fill a Lancer role to the wider party - doing a lot of the dangerous/heavy lifting so the Landsknecht and others can do the big heroic job of actually bringing the enemy down. Abilities like Bolt Strike, when paired with said TP restoration, let them get their lumps in, too, in true Lancer fashion. The only reason they don't fit the image 100% is due to the fact that they use blunt weapons, not actual lances.
Non-Elemental: They're one of three classes that can learn attacks that do heavy damage regardless of elemental resists. Their version has no cooldown and is rather powerful, but has the downside of being hideously expensive to use.
Robe and Wizard Hat: Their intricate robes, high boots, and caps make them all appear to be dressed for very cold weather.
The artbook even shows the girls wearing tights under their dresses.
Cape Swish: Can evade a physical assault by hiding in their cloak.
Dual Wield: While they can equip two weapons after a certain point like other classes, their passive skill Blade Flurry makes them unique by allowing them to strike with both equipped weapons using a normal attack.
Expy: The red/rose-haired female Nightseeker shares many traits with one of the Dark Hunters' designs, along with a passing resemblance to Etna.
The long-haired male Nightseeker shares a design with one of the Hexers.
Stripperific: All the female portraits basically wear dominatrix costumes. Looking more closely, one realizes that they actually do have the same sort of jacket worn by the males... just completely unzipped and flapping loose around their shoulders.
Snipers pick off their enemies from a distance using bows. Specialize in doling out critical hits, as well as aiming at vital areas in order to seal off their target's ability to move parts of their bodies.
Non-Elemental: One of the three classes that has a skill that can do heavy damage regardless of resistances. In their case, they have no cooldown and the ability is affordable, but it's comparatively much weaker than the others.
Dancers take up where the Troubadours of old left off, supporting and inspiring their allies with their dazzlingly quick, nimble dances. Along with boosting their strength, certain moves let them relieve their friends' exhaustion, and when the situation demands it, they leap into battle with a whirlwind of blades!
Bare Your Midriff: Not just the females, either. Only one of the male alt-colors is wearing a shirt under his open jacket.
Expy: The pink-twintailed Troubadour from the first two games returns to the stage! The dark haired male may be the Palette Swapped older Prince from The Drowned City, and the older female's Palette Swap is the older, Palette Swapped female Arbalist.
Arcanists are part of the Vessel race, who live in the wilds of the Second Land, and cannot join the Guild until certain requirements are met. By setting up special fields, they can inflict various negative effects upon their enemies, and can attack or heal by releasing those fields.
Amazing Technicolor Population: The alternate colors. It's a little unclear how "properly" canon this is, since all of the NPC Vessels stick to the default color scheme.
Bushi are the fighting men and women of the Sentinel race of the Third Land, who resemble great beasts and possess all the strength that implies. They fight by bearing down upon their enemies with blades flashing, the flow of battle filling their bodies with energy. Survivalists who excel in battle; like the Mystic, they cannot sign up until certain conditions are met.
Awesome, but Impractical: Blood Rush. Investing too many skill points drains far too much health to be considered close to useful, but not investing enough doesn't help enough to make the constant damage worth it unless you're able to make a turn where you can use Deep Breath.
Difficult but Awesome: Blood Rush turns into this if you cross-class a Dancer into a Bushi and have them learn it. The various chain attacks they have access to aren't counted as a full move, meaning they don't lose health and magic for them, but they still end up buffed. Having them use Rush Dance while Blood Rushed can deal out more than enough damage to make the hit worth it, too. You'll have to be careful though, since Dancers aren't quite as sturdy.
Dual Wield: Their Defiance skill lets them boost their physical strength just by holding two weapons.
Furry Female Mane: Along with both female reps, the male wolf has a distinct, shaggy hairstyle.
Glass Cannon: Some of their skills either have them sacrifice HP or armour slots for power boosts, but one in particular becomes more powerful as the user's HP drops.
Regenerating Healthand Mana: The aforementioned Deep Breath. They also gain the ability to regenerate both with normal attacks (to a much lesser degree) as a passive ability (which can offset the drain from Blood Rush).
Youkai: The lion's most obviously patterned after an oni.
The Secret Class (or Imperials) have learned how to handle drive blades, special weapons which can perform powerful special attacks, but are prone to overheating. The third of the Special Classes who must wait until certain conditions are met before joining the Guild.
Expy: One of the women strongly resembles the blonde Protector of old, the Palette Swap of the other female looks like the second female Protector, one male looks like a War Magus from Heroes of Lagaard who Power-Leveled in Badass, and the other male looks similar to one of the Medics from the first two games.
This all sparks a little bit of guessing about just what the Empire's origins are and whether or not this is the same Yggdrasil as the one from Etrian Odyssey.
The glasses-wearing one also looks an awful lot like Lezard Valeth.
Glass Cannon: The Berserker variant; when prepping one of their Drive assaults, their defenses drop until they can actually launch their attack.
Magitek: Their drive blades combine previously thought lost technology with magic for explosive results.
My Country, Right or Wrong: At first, all Imperials are loyal to the Prince even as his plan has a number of them become infected. They eventually come around, possibly with Logre's help.
Non-Elemental: The last class that can do heavy damage regardless of opponent's resistances. Their version manages to be powerful and affordable, but suffers from Overheating, necessitating a cooldown period.
Overheating: The downside of their Drive attacks - they can do a huge amount of damage in one hit, but then their blades overheat, forcing them to wait a number of turns before they can use those skills again. The default cooldown perioid is 7-9 turns, but with the right combination of abilities, they end up being able to use their Drive attacks every 2-3 turns.
Furthermore, once they overheat their blades multiple times in a single battle, they can use Ignition to immediately cool down their blade and gain the ability to use their Drive attacks for several turns without overheating their blade. When under Ignition status, they also gain access to their Overdrive skill, which has the largest damage multiplier in the game and hits all enemies, but using it removes the Ignition status.
BFS/BFG: Drive blades are huge, which makes them the only type of weapon that prevents you from equipping a secondary weapon, but they thankfully also count as a normal sword for subclass skill use purposes.
Citizens of Tharsis
Citizens of Tharsis
The Outland Count is the ruler of Tharsis, and the one who has commissioned the exploration of the areas north of Tharsis so that a way to the great tree Yggdrasil can be found.
No Name Given: To a kind of hilarious degree. He is always referred to as "The Outland Count". At no part is his name used. This gets a little ridiculous when even Prince Baldur refers to him as such.
Reasonable Authority Figure: Very much so; all of his quests and missions are very much in tune with helping to run the city, he does what he can to give you a hand, and he is properly disgusted by Baldur's plan for Yggdrasil.
Whirlwind is a fellow adventurer who helps you out at the start of your adventure, giving you advice and showing up to help every now and then. He does seem to grow quite interested in your progress toward Yggdrasil...
The Obi-Wan: To the player, pretty much. He explains all of the game's base mechanics, particularly the map.
- Certain tropes concerning him are also found... in a later entry.Dalla runs the Saehrimnir Inn. An execellent cook, she's never too busy to greet explorers with a smile. A clinic operates there, and she'll store items for your Guild for free.
Dissonant Serenity: Always cheerful, and speaks happily about things like butchering animals for your meals.
Felony Misdemeanor: She is remarkably unflapped when Whirlwind shows his true colors... until she realizes that he left outstanding requests behind, at which point she demands that your guild bring him to justice.
Ciaran is head of the Cargo Wharf and in charge of building and mantaining the skyships. So long as you don't do anything to unnecessarily damage yours, you'll get along well enough.Kirjonen is a member of the Holy Rune Knights in service of King Bjornstad, who has traveled to Tharsis to explore the outlands in his liege's name. His skyship bears deep blue sails.
Dude Looks Like a Lady: Bob-cut hair, very prominent eyelashes, earrings, certainly a generous-enough breastplate for actual breasts, and a Beauty Mark on the left cheek... but he is supposed to be a guy. He even uses the female version of the Fortress combat portrait, hilariously enough. And in the japanese version, they aren't even using any gender-specific pronouns for Kirjonen.
Shock and Awe: Later in the game, his subclass is Runemaster, and the only attack abilities from the class that he has are all of the volt-element spells.
Wiglaf is another fellow explorer who has come to Tharsis in search of adventure and a way to prove herself. Her skyship has bright red sails.
Dance Battler: Starts as a Dancer, later subclasses as a Landsknecht.
Outnumbered Sibling: Has several brothers back home; she wants to prove to them she's more than capable of taking care of herself.
Citizens of the Labyrinths
Citizens of the Labyrinths
Several kinds of races live in the labyrinths leading up to Yggdrasil; for tropes about the people in general, refer to the Arcanist and Bushi entries for Vessels and Sentinels, respectively.The Medium is a young human girl who lives amongst the Vessels in the Misty Ravine. Despite the Vessel's distrust of humans due to having been abandoned by them, they idolize and venerate the Medium due to her link with Yggdrasil. Despite Wufan's protests, she insists on welcoming the Guild as friends due to her curiosity about her race. She is later revealed to possess the Titan Soul, one of the three items needed to summon the Heavenbringer.
All-Loving Hero: Hears the voice of Yggdrasil, and she never hesitates to extend a merciful hand to anyone. The post-Final Boss missions show that this leads to Baldur's Heel-Face Turn.
Everyone Calls Him Barkeep: The only name she's ever given is "The Medium." Wufan calls her by her real name, Xiuan, twice, but switches back to her title later.
Healing Hands: Shown to have the most powerful healing abilities in the world, and the only person able to stave off the Titan's Curse.
Wufan is the leader of the Vessels in the Scarlett Hills. Due to a past traumatic war between Vessels and humanity, she is cold and distant when the Guild first meet her, but the fact that they've made it this far into the Hills earns them her grudging respect. Even so, she tries to dissuade them from continuing their quest, claiming it will only lead to their deaths.
The Atoner: A mild form; once the player's guild shows her that humanity isn't completely rotten, she works with them to save the Medium and asks to join their guild afterwards.
Fantastic Racism: Has a dim view of humanity due to the Vessels' belief that humanity abandoned them at their moment of crisis.
However, She reveals on the Ravine's final floor that her distrust of humanity was only part of the reason she was so nasty to the Guild. See Green-Eyed Monster below.
Green-Eyed Monster: Reveals on the final floor of the Misty Ravine that the main reason she was so hostile to the Guild was because she was jealous of how the Medium immediately looked up to them upon meeting them.
Reasonable Authority Figure: She has a legitimate (if false) reason to keep humans away from Vessels and immediately goes after the Medium when she goes missing, rather then wait for the bickering council to make a decision. She later welcomes humans with open arms after learning they aren't bad.
Kibagami is the leader of the Sentinels of the Sacred Mountains. Unlike the Vessels, who believe humanity abandoned them when the Heavenbringer first descended, the Sentinels believe that they and and humanity fought side by side to repel the Titan. As such, Kibagami and the rest of his tribe are very friendly towards humans, but hold a deep distrust of all things connected to Yggdrassil, as they believe that is where the Titan was created.
Reasonable Authority Figure: He's willing to do whatever it takes to help his people, even if it means breaking an ancient rule and fighting the thing that started the existence of the curse, despite the fact that it could turn him into a plant or outright kill him.
Citizens of... the other place (SPOILERS!)
Citizens of the Empire of Yggdrasil
The "Empire" that constitutes the fourth land (and, as dialogue implies, the gameplay-inaccessible lands on the other side of Yggdrasil itself) is really a rump state that is a shadow of the former glory that used to rule over all the lands you explore. Their land is slowly dying, and they need the power of Yggdrasil revived in order to prevent starvation.General Empire tropes:
The Empire: Well, yeah. Of the Not Obviously Evil variety; its soldiers and leaders do attempt to be civil, but they make it very clear they think they're the superior component of humankind.
Magitek: The Empire has ridiculously advanced technology compared to everyone else; while Tharsis and its allies are making do with swords and bows, the Empire employs fully-armored, cannon-armed sky-battleships, swords with cannons mounted on them, and multiple varieties of robots. All of this is implied to come from their study of Yggdrasil and is powered by it in some way.
More Dakka: Imperial weapons technology seems to make lots of use of cannons and other explosive-projectile weapons.
Sir Logre is "Whirlwind's" true identity; ten years ago, he crashed his skyship near Tharsis after trying to follow the gusts of wind in the canyons out in order to look for the items required to revive Yggdrasil. He is a loyal servant of the Empire, though even early on it is clear he doesn't really agree with Baldur's solution to the problem.
Defeat Means Friendship: More along the lines of giving him the courage to stand against his prince, as he already considered you friends before his defeat.
Heroic BSOD: He gets one when you tell him the Prince needs him. For the gameplay this means you need to nudge him to come along with you, compared to him joing as guest straight away should you hold out your hand to him.
Hopeless Boss Fight: The first time, at least. The second time and either fight on New Game Plus are beatable.
Nice Job Fixing It, Villain: In a real way, if he hadn't crashed his skyship ten years ago, thus allowing Tharsis to reverse-engineer it, the plot basically wouldn't have happened or there might have been no way to stop Baldur. And then, of course, he really helps you fix it.
Sole Survivor: This informations a bit hard to get, as it is scattered over the various dialogue-options the player is given in the South Sanctuary and after the fight with Logre. Long story short: Logre witnessed the deaths of his team and recently learned (in the Sacred Mountains) that the Emperor is dead as well.
Taking You with Me: Attempted after you beat him. Your party is able to change his mind by talking with him or holding out a hand.
His Royal Highness, Prince Baldur is, in a number of ways, the villain of Etrian Odyssey IV; he is the one who takes the Medium and the Titan's Heart and then plans to use it to revive Yggdrasil and the lands of the Empire, even if this will kill the Vessels and Sentinels.
Angst: Averted, he was just faking it to get sympathy from the party so he can escape with the Medium when the party wasn't paying attention.
Heel-Face Turn: After defeating the Heavenbringer, he tries to save imperial refugees as much as possible, and he helps the player's guild against the Grand Dragon.
Reasonable Authority Figure: At first. It was even stated that when he took rule his first order was removing anyone working solely for themselves from the court. However, during the ten years his father and Logre was gone, he was gradually became more desperate in solving the Yggdrasil issue.
Well-Intentioned Extremist: He honestly wants to save what remains of his people and empire. The problem is, he's perfectly willing to consign the Vessels and Sentinels to a torturously painful death in order to make that happen.
Emperor Alfodr was the leader of the Empire of Yggdrasil.
Disappeared Dad: Really the whole issue that set this entire crisis off to begin with.
The Emperor: A seemingly benevolent example, if Logre's words are any indication.
Reasonable Authority Figure: Implied. If you spare Logre and he joins you, he'll try (unsuccessfully) to talk down Baldur by claiming that Alfodr would never support Baldur's insane plot.
It's been stated a few times (both by Logre and a few knights) that his goal was to activate Yggdrasil without having to kill the Sentinels and Vessels.
The Heavenbringer is the eponymous "Titan" referred to in the title. In a final desperate attempt to save the Empire, Baldur seeks to summon it in order to use it to revitalize Yggdrasil. However, doing so would require the sacrifices of the Vessels and Sentinels, and so the Guild must fight and destroy it in the game's final battle.