Follow TV Tropes

Following

Characters / Etrian Mystery Dungeon

Go To

Top Index
Etrian Odyssey/The Millennium Girl | Heroes of Lagaard/The Fafnir Knight
The Drowned City | Legends of the Titan | Beyond the Myth
Etrian Odyssey Nexus | Etrian Mystery Dungeon

The cast of Etrian Mystery Dungeon 1 and Etrian Mystery Dungeon 2.


    open/close all folders 

Etrian Mystery Dungeon

    Potential Guild Members 

Landsknecht (Legends of the Titan)

https://static.tvtropes.org/pmwiki/pub/images/swordsman1_emd.png
https://static.tvtropes.org/pmwiki/pub/images/swordsman2_emd.png

Swordsmen that attack up close with swords and rapiers. Their balanced attack and defense makes them key players in battle.

They can equip Swords, Rapiers, Shields, Heavy Armor and all other armor types except for Armwear.


  • Action Initiative: The Vanguard skill when used allows a Landsknecht to act immediately after the party leader (if they aren't the current leader themselves).
  • Choice of Two Weapons: The weapon types that they can equip are swords and rapiers, and they have skills each for both types of these weapons.
  • Crutch Character: They can get to equip the Fleuret weapon which is a Disc-One Nuke that has higher ATK than any other weapon at the start of the game, but eventually the EXP requirement for levelling up on a Landsknecht increases quickly and the other classes can catch up in terms of damage-dealing.
  • The Hero: In a sense, since at the start of the game, you must make a Landsknecht due to Forced Tutorial represented by amounts of Landsknechts coming from another continent to sign up for exploring Mystery Dungeons. It's up to you to use them again after completing the tutorial or not.
  • Lightning Bruiser: Just like in their appearance in Legends of the Titan, they're quite fast, can equip heaviest armor and shields for extra defense, and they can trade defense in exchange for more attacking power (and if they aren't the party leader, they act immediately after the leader). Their main downside in stats is their low TP pool and their skills consume up TP quickly.
  • Limit Break: Full Gain, a powerful cut attack to the entire room.

Protector

https://static.tvtropes.org/pmwiki/pub/images/paladin1_emd.png
https://static.tvtropes.org/pmwiki/pub/images/paladin2_emd.png

Paladins skilled at attacking and defending with shields. They are the vanguards of the party as the bear the brunt of the enemy's attack.

They can equip Swords, Maces, Shields, Heavy Armor, and all other armor types except for Headgear and Armwear.


  • Draw Aggro: Their Provoke skill is back and can taunt all monsters into focusing on attacking the Protector while also increasing their own defense. Diversion draws all monsters in the room towards the Protector themselves.
  • Healing Factor: With skill points invested on HP Regen, they can naturally recover HP even faster than most adventurers normally can.
  • Last Chance Hit Point: The Aegis passive skill grants them a chance to survive a mortal blow, at 1 HP remaining.
  • Limit Break: Aegis Shield, which prevents all damage to the party for two turns.
  • Magikarp Power: Protectors, while do get the Provoke skill from the start, won't have much more durability than a similarly well-equiped Landsknecht early-game. Protectors are also slow to level up in early-game, but their tanking skills becomes much more important later in the game to ensure the party's survival.
  • Shield Bash: They have this eponymous skill which can Knockback monsters hit with this skill. In addition, earlier on they can learn Shield Smite, which can bind the enemy's arms in addition to delivering bash damage.
  • Stone Wall: Protectors have every single skill in their skill tree (aside from Shield Smite and Shield Bash) being survivability-related, and they have the best HP and defense of all classes. Their STR stat is surprisingly high, though lower than the Landsknecht. However, there are classes that can do much damage better than the Protector, and Protectors have low TP and AGI (which makes them usually act last when not currently the leader of the party). They can also regain TP when attacked, which is the class's entire purpose (borrowed from the Fortress class from Legend of the Titan)

Runemaster

https://static.tvtropes.org/pmwiki/pub/images/runemaster1_emd_8.png
https://static.tvtropes.org/pmwiki/pub/images/runemaster2_emd_3.png

Using runes as a catalyst, they control the elements in the air around them. They specialize in ranged attacks with fire, ice, and volt properties.

Runemasters can only equip staves for weapons, and (aside from Accessories) they can only equip Cloth armor, Headgear and Armwear for other equip slots.


  • Attack Its Weak Point: They have the Runic Guidance skill to deal more damage against enemies hit with an elemental weakness.
  • Crutch Character: For the first few levels, Runemasters will level up quickly, but their level up experience requirements will ramp up quickly.
  • Fire, Ice, Lightning: Their bread and butter of their rune skills. They have a Fire, Ice and Volt skill for each of the three tier levels of skills.
  • Herd-Hitting Attack: With the exception of the basic fire-elemental Fireball Rune, all of their rune skills are able to hit multiple enemies at once if there are other enemies near the target of direct impact of the skill. The last Ice and Volt elementa skills change this into straight-out hitting all enemies in the same room.
  • Limit Break: Origin Rune, a powerful untyped attack to all enemies in a room.
  • Long-Range Fighter: Their rune skills can hit enemies up to 10 tiles away, meaning they can snipe far-away threats before they even come close to be even able to attack up close.
  • Squishy Wizard: Runemasters have the lowest HP of all playable classes with also predictably low VIT and are locked to staves for weapons and cloth armor (along with headgear and armwear), however this compensates for the main elemental damage dealer which has the best TEC of all classes and a large TP pool, and all of their elemental magic attack skills being long-ranged.

Medic (Etrian Odyssey)

https://static.tvtropes.org/pmwiki/pub/images/medic1_emd_1.png
https://static.tvtropes.org/pmwiki/pub/images/medic2_emd_8.png

Healers who treat the party's wounds. They step into battle to provide support for their partners.

They can equip Maces as their weapon (aside from Staves), and they can equip all armor types (Shields included) except for Heavy Armor and Footwear.


  • Auto-Revive: The epynomous skill is present as one of their Master skills that has a chance to bring back an ally to battle if they become incapacitated.
  • Combat Medic: As per Etrian Odyssey tradition. They have attack skills that can paralyze enemies, put them to sleep, or decrease their physical defense. And yes, they can equip maces so that they can deal some real deal damage when attacking.
  • Limit Break: Medical Miracle, which fully heals all allies in a room and removes their ailments and debuffs.
  • The Medic: Literally by default. In this game, they're the only class that can revive other allies without having to use items as well. Compared to how the class works in the traditional Etrian Odyssey RPG games, Medics have their healing skills be able to affect any party member in the same room as them, and later, they have skills that grant random chance to automatically heal party members if they go below a specific HP threshold.
  • Squishy Wizard: Downplayed relatively when compared to Runemasters or Hexers since Medics at least can equip Light Armor and Shields, but Medics have low AGI and are slow, and their HP isn't impressive, however they can do surprisingly good amounts of damage when equipped with maces, in addition to being the main class for healing and the only class to remove aliments, debuffs and revive allies without otherwise requiring to use items to do so.

Gunner

https://static.tvtropes.org/pmwiki/pub/images/gunner1_emd_8.png
https://static.tvtropes.org/pmwiki/pub/images/gunner2_emd_6.png

They use firearms to target the enemy's weak spots, taking out foes at range with minimal risk.

As mentioned above, they're the only class that can equip guns. They can equip Light Armor, Headgears and Footwears.


  • Always Accurate Attack: Their Snipe skill does a long-ranged attack that never misses any monster that is being targetted with it.
  • Critical Hit Class: Gunners have the second best LUC stat of all classes and has a good critical chance, along with their Proficiency skill increasing critical damage deal when attacking with guns.
  • Glass Cannon: While they can equip Light Armor in this installment, it's notable that Gunners are still ill-suited for direct confrontations due to their low VIT and HP stats. Despite that, Gunners can do surprisingly high damage with skills due to their good TEC stat and score critical hits with their high LUC stat.
  • Healing Shiv: Their Medic Bullet skill early-game cures aliments from allies (though it doesn't restores HP). It also has to be used adjacent to the ally to cure.
  • Jack of All Trades: In terms of skills, they can remove aliments to support allies, inflict binds and aliments on monsters, elemental damage skills, AoE skills and otherwise offensive skills
  • Limit Break: Supreme Shot, a powerful ranged attack that knocks the enemy back.
  • Long-Range Fighter: Unlike other weapon types, their guns can hit enemies to 5 squares away from their attack range in linear direction even with normal attacks. This also applies to their gun-using skills.
  • Magikarp Power: Gunners are slow to level up early-game and they won't have access to many skills early on, but their usefulness improves later along with the skills they can use later on.
  • Weapon Specialization: They are the only class in the entire game that can equip guns.

Dancer

https://static.tvtropes.org/pmwiki/pub/images/dancer1_emd_2.png
https://static.tvtropes.org/pmwiki/pub/images/dancer2_emd_6.png

Dancers whose performances support their allies. Their breathtaking dances cause various buffs and healing effects.

They can equip Swords, Katanas and Rapiers as weapons. They can equip Light Armor, Headgears, Armwears and Footwears.


  • Blade Spam: Sword Dance grants them a chance to attack multiple times with normal attacks.
  • Fragile Speedster: Compared to their appearance in Legends of the Titan, Dancers actually have lower HP and VIT in exchange for good AGI stat to grant them better evasion rates.
  • Limit Break: Sonic Dance, which raises the party's speed and evasion rate for five turns.
  • Support Party Member: One of the classes that specializes improving and buffing allies, ranging from constantly healing them, increasing their attack power, defensive ability, and so on... They are particularly reliant on allies in a party.

Ninja

https://static.tvtropes.org/pmwiki/pub/images/shinobi1_emd_2.png
https://static.tvtropes.org/pmwiki/pub/images/shinobi2_emd_8.png

Ones who veil themselves in shadow and call upon the mystical art of ninpo. Their enemies are little but playthings before their tricky movements and swordplay.

Ninjas can equip Katanas (and Rapiers) for their weapons, but they are restricted to Cloth Armor, Headgears, Armwears and Footwears for armor slots.


  • Back Stab: Ninpo: Decoy allows a Ninja to dodge an attack from an adjacent enemy by teleporting behind them before making their own attack.
  • Death of a Thousand Cuts: Drawing Slice deals multiple near-instantneous attacks on enemies in the entire room.
  • Flash Step: Present in some of their skills Hawk Strike and Headstart, the former dealing an attack in the way of the Ninja's movement, while the latter moves more spaces at lower TP cost.
  • Fragile Speedster: Though the "fragile part" is downplayed because Ninjas have surprisingly relatively higher HP than their original appearance in The Drowned City, they still have relatively low VIT and can't equip Shields, Heavy Armor or Light Armor, but have the highest AGI of all classes, granting them high dodge rates, which is one of their niches, and generally will move first after the leader and before other party members or enemies. In addition, some of their abilities are movement-based.
  • Katanas Are Just Better: Unlike in The Drowned City, Ninjas actually now utilize Katanas for some of their attacking skills as a result of changes to weapon categories used.
  • Limit Break: Mist Cutter, an attack to all enemies in a room with a chance to instantly kill.
  • One-Hit Kill: Their Beheading passive skill returns and grants a chance to insta-kill an enemy with a regular attack. Their exclusive Blast skill can also instakill enemies.
  • Status Effect: They are one of the classes to specialize in inflicting status aliments on enemies, and even have passives that improve the chance of inflicting debuffs on enemies.
  • Walk on Water: Their Water Beetle skill allows them to traverse water tiles, that usually only monsters can otherwise traverse through.

Hexer

https://static.tvtropes.org/pmwiki/pub/images/cursemaker1_emd.png
https://static.tvtropes.org/pmwiki/pub/images/cursemaker2_emd.png

Masters of forbidden curses that allow them total control over their enemies. They are dangerous opponents who employ debuffs, binds, and ailments in battle.

Hexers can equip Maces (aside from staves) as weapons, but their equippable armor are restricted only to Cloth armor, Headgear and Armwears.


  • Desperation Attack: Hexer's Revenge returns with being able to deal untyped damage depending on how much HP is missing from the hexer. There's also Pain Storm, the area-of-effect version that hits all enemies in the same room as the Hexer.
  • Limit Break: Oban's Curse, which inflicts all enemies in a room with Confusion and Fear.
  • Magikarp Power: Hexers are slightly slow to level up and will benefit more from later-learned skills.
  • People Puppets: They can order enemies inflicted with Fear to attack themselves, or each another.
  • Squishy Wizard: One of the squishiest classes with the lowest HP and VIT, but they compensate for powerful crowd-control abilities.
  • Status Effects: Like in the original duology, Hexers mainly makes use of inflicting binds, debuffs and literal crowd-controlling on enemies afflicted with fear.

Sovereign

https://static.tvtropes.org/pmwiki/pub/images/prince_emd.png
https://static.tvtropes.org/pmwiki/pub/images/princess_emd.png
Blue-blooded royal heirs to kingdoms. Their confident proclamations turn the battle in their favor.

Sovereigns can equip Swords and Rapiers similarly to Landsknechts. They can equip every single type of armor in the game without exceptions, including Shields and Heavy Armor.


  • Limit Break: Victory Order, which boosts the party's attack and defense.
  • Status Buff: Their main gimmick is to apply these buffs on all allies and power them up. They also have skills that also heals anyone who is applied with a status change.
  • Status-Buff Dispel: They can dispel buffs for beneficial compensations in return: Negotiation dispells an ally's buff to restore HP, Inspire restores TP, and Regal Radiance can dispel elemental imbues to deal damage to all enemies in the room.
  • Stone Wall: Sovereigns are somewhat lacking in good offensive options at all, but their survivability is amusingly high and they can equip the heaviest armor to increase their defense. They are also capable of healing HP and TP alike on both themselves and their allies.
  • Support Party Member: Like Dancers, they work best when buffing their teammates.

Wanderer

https://static.tvtropes.org/pmwiki/pub/images/fuurai1_emd_8.png
https://static.tvtropes.org/pmwiki/pub/images/fuurai2_emd_2.png

Wanderers are inveterate explorers that endlessly travel the world in search of new discoveries. They use a varied and unusual set of skills to navigate the mysterious dungeons. A class unique to Etrian Mystery Dungeon that is based on the main character of Shiren the Wanderer.

Wanderers can equip all weapon types (except for Guns) and all armor types (including shields and heavy armor) in the game.


  • Dub Name Change: Called Fuurai in Japan.
  • Expy: The overall class design is based on Shiren the Wanderer.
  • Jack of All Stats: Relatively balanced all-around in their stats.
  • Limit Break: Sudden Squall, which blows back all enemies away.
  • Original Generation: They are a class made exclusively for the crossover game.
  • Utility Party Member: In parties, Wanderers can grant utility of being able to disarm all traps in a room, and slowing down the movement speed of an enemy in dead front of the user - exclusively to this class.
  • Walk on Water: They have a skill that allows them to walk on otherwise impassable water tiles until entering the next floor.
  • Weapon of X-Slaying: They have skills that can do extra damage to specific types of enemies. This includes: Insects, Animals, Plants, and Dragons.

    Citizens of Aslarga 

Guildmaster Gabriel

The Guildmaster is in charge of keeping track of all explorers in the city taking on the Amber Yggdrasil.


Kasumi

Kasumi is the resident innkeeper. Unlike the three prior Etrian games, her inn does not have a clinic, but you can store money there in addition to items.


  • Ninja Maid: She and all her staff are secretly kunoichi on the run from their former colleagues.
  • Secret Secret-Keeper: Kasumi and the rest of her staff at the inn have known about the Airship Mk. II for quite some time before Mr. Chano reveals its existence to Magan. As she says, collecting information is their forte, and they miss nothing.
  • Silk Hiding Steel: From her gentle and pleasant demeanor, you would never guess that she's an ex-ninja on the run from her employers.
  • What Happened to the Mouse?: In the second epilogue after all twelve main branches are cleared, she and her staff continued to watch over the citizens, especially fugitives and refugees, from the shadows. She received a skyship from Professor Randi as her reward for protecting him, but simply gifted it to Mosken instead. One day, she suddenly vanished. There were rumors she was finally caught by her pursuers, but no one knows the truth.
  • Yamato Nadeshiko: Kasumi is a gentle, pleasant woman dressed in a finely decorated kimono.

Elizabeth Chano

Elizabeth works at Aslarga's branch of Chano Goods.


  • Pimped-Out Dress: She dresses surprisingly elegantly for working at an outlet shop.
  • Regal Ringlets: Her blonde hair is carefully styled into ringlets all around her head.

Magan

Magan is the town provost.


Don Chano

Don Chano is the owner of Chano Industries.


Niralda

Niralda is the owner of the Amber Restaurant.


  • Absurdly Youthful Mother: She is very young-looking for having a baby with a head full of hair.
  • Ambiguously Brown: Her baby, too, though he's a touch lighter than she is.
  • Babies Ever After: In the second epilogue after all twelve main branches are cleared, her indecisive husband retired from adventuring before mastering any of the twelve classes, and is now her assistant. The two bore five sons and four daughters, making for a very lively household and restaurant.
  • Disappeared Dad: After handing over a hunk of amber to last her for a year, Niralda's husband ran off to go exploring as a Wanderer, leaving her alone with their baby. She's not thrilled about it.
  • Ms. Fanservice: Her aforementioned top and the straps of her baby sling leave little to the imagination.
  • Quest Giver: She handles taking all the townspeople's requests and handing them off to willing explorers.
  • Supreme Chef: She's gotta be in order to run a restaurant for explorers—using amber in all of her dishes, no less!

Dr. Sarah Stein

Dr. Sarah Stein is an archaeologist who studies the labyrinth.


  • Action Survivor: While investigating the third labyrinth, a powerful monster attacks, easily defeating her explorer escorts. She manages to escape and hide, her communicator non-functional, waiting for a rescue.
  • Adventure Archaeologist: While not quite an explorer herself, she does venture into the dangerous and ever-changing labyrinths to do research (accompanied by escorts, of course).
  • Goggles Do Nothing: She wears a nice pair of 'em on her head.
  • Lethal Chef: When Sarah prepares a meal for you after you rescue her from the third dungeon, Sasha takes it upon herself to inform you that Sarah's cooking is terrible, to her chagrin...but insists you clean your plates because they worked so hard on it. When you wake up the next morning, Kasumi asks if you need any medicine.
    Narration: The food had a slightly strong flavor. It was [the scrolling text pauses] delicious, but it probably isn't for everyone. It is probably not suitable for children.
  • Parental Substitute: For Sasha, the young daughter of Sarah's former professor.
  • Renaissance Man: She's described as an archaeologist, but displays knowledge of geology, mineralogy, and biology as well, and some restaurant patrons say that that's not even the end of it.
  • Walking the Earth: In the second epilogue after all twelve main branches are cleared, she considered her research in Aslarga complete once the new edition of Professor Randi's book was published. She left Stein Labs to the Professor and went on a journey to find new dungeon legends. Along the way, she compiled scores of dungeon legends into a book, and became a leading light in her field of study.

Sasha Randi

Sasha Randi is a young girl living with Sarah.


  • Brought Down to Normal: In the second epilogue after all twelve main branches are cleared, her mystic ability to communicate with Yggdrasil faded as she grew older, but she remained friends with the tree.
  • Brutal Honesty: If you try to visit Sarah's lab before meeting her, Sasha will tell you Sarah told her not to talk to strangers and immediately shoo you out. She later calls Sarah's cooking terrible while standing right in front of her.
  • Like Father, Like Daughter: In the second epilogue after all twelve main branches are cleared, she enrolled in the town's Academy of Labyrinth Archaeology, founded by her father, and did a thesis on the Red Lions.
  • Token Mini-Moe: She's the youngest character in the game and is adorable.
  • When You Coming Home, Dad?: Her father, Professor Randi, has been away for over a year.

Captain Mosken

Captain Mosken is a skyship pilot based out of Aslarga.


  • Ace Pilot: He's one of, if not the best pilot in the area.
  • Cool Shades: He's never seen without his signature sunglasses.
  • I Will Find You: In the second epilogue after all twelve main branches are cleared, he left no stone unturned trying to find Kasumi after she vanished, desperate to repay her kindness in saving him. He hunted down leads in between making transportation runs to other countries, but every trail ran cold. Growing impatient, he took the skyship Kasumi had given to him on a journey to find her. He never returned to Aslarga.

Lizley

Lizley is the proprietor of the Red Lion Shoppe, appearing in the Mystery Dungeons around Aslarga.


  • The Beastmaster: Her Red Lions are deadly, and they obey her every whim.
  • Elegant Gothic Lolita: She combines this with a healthy dose of Hell-Bent for Leather.
  • Shoplift and Die: You do not want to be on the receiving end of those Red Lions. Trust us.
  • Walking the Earth: In the second epilogue after all twelve main branches are cleared, she continued to travel from place to place to hawk her wares. One rumor said Chano tried to recruit her, but she declined their generous offer to the lack of handsome guys. She kept in contact with Sarah and Sasha. Whenever her Red Lions had cubs, she came around beaming to show them off.
  • Whip of Dominance: As The Beastmaster, she uses her trusty riding crop to keep her lions in check.

Professor Nixon Randi

Professor Nixon Randi is an archaeologist who disappeared over a year ago while studying the Amber Yggdrasil, but not before inviting his former student Dr. Sarah Stein to continue his research in his place.


  • Home Sweet Home: In the second epilogue after all twelve main branches are cleared, he published a revised edition of 'The Pact of the Tree of Life and the Embermen'. The new edition was credited to coauthor Dr. Sarah Stein, for the work she did in deciphering the ancient texts. After the book was out, he devoted his time to raising Sasha, who did eventually start calling him 'Papa'.

Etrian Mystery Dungeon 2

    Potential Guild Members 

Alchemist

https://static.tvtropes.org/pmwiki/pub/images/alchemist1_emd.png
https://static.tvtropes.org/pmwiki/pub/images/alchemist2_emd.png

Farmer

https://static.tvtropes.org/pmwiki/pub/images/farmer1_emd.png
https://static.tvtropes.org/pmwiki/pub/images/farmer2_emd.png

Buccaneer

https://static.tvtropes.org/pmwiki/pub/images/pirate1_emd.png
https://static.tvtropes.org/pmwiki/pub/images/pirate2_emd.png

Monk

https://static.tvtropes.org/pmwiki/pub/images/monk1_emd.png
https://static.tvtropes.org/pmwiki/pub/images/monk2_emd.png

Kenkaku

https://static.tvtropes.org/pmwiki/pub/images/kenkaku1_emd.png
https://static.tvtropes.org/pmwiki/pub/images/kenkaku2_emd.png
A new class exclusive to Etrian Mystery Dungeon 2.
  • Expy: The male design references Sensei of Shiren 3, and the female design references Asuka of Shiren 2 and Asuka Arrives!.
  • Original Generation: They are a class made exclusively for Etrian Mystery Dungeon 2.


Top