Landsknechts naturally excel at the art of bladesmanship, wielding swords and rapiers. Natural leaders, they inspire their teammates by being the first to meet the enemy. It is worth noting that, despite sharing a name with the EO1&2 class (in both languages), they feature a markedly different visual design, as the mechanics of EO4 Landsknechts are significantly different.
- Action Initiative - A majority of their skill tree is built around going first, and without the Vanguard buff that enables it, Landsknechts only have above-average speed. On the other hand, this feature makes Landsknechts a desirable subclass for slower party members.
- Dual Wield: Though not offensively - their Weapon Parry skill gives them a bonus to physical defense when holding two weapons.
- Dude Looks Like a Lady: The Dark-Skinned Blond male portrait. Especially with the hair decs.
- Expy: The bandana-wearing female resembles the red-clad Palette Swap female Farmer from 3. The blond male is the male Protector from 1 and 2.
- The Hero: On several levels:
- 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.
- Lightning Bruiser: Their signature Vanguard buff raises their attack and speed at the cost of their defenses, but they can still take hits reasonably even with that penalty. The resulting Action Initiative combined with stacking damage bonuses from going first can eliminate enemies before they can retaliate.
- 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!
- Proper Tights with a Skirt: The girls.
- Short Hair with Tail: One of the women wears a bandana over this style, with a Tomboyish Ponytail in the back.
- Weapon of Choice: Sword or rapier.
MedicMedics make their return, once more serving as their guild's healing specialists (though like the Landsknechts, the characters are distinctly different in design than the ones in earlier Etrian games). Taking a cue from the Monks of Armoroad, they've added maces to their arsenal.
- Call-Back: The innkeeper's son said to call on him if your guild ever had any troubles after the post-game content of The Drowned City. Given how one of the Medics looks like him but older, it's possible that he took up the role as a Medic.
- Combat Medic: Can be further specialized for this role depending on the subclass given.
- Expy: Keeping up with the Trauma Center cameos, Gabe from Trauma Team appears as the only adult Medic.
- Girlish Pigtails: The girl without glasses combines this with long hair.
- Joshikousei: The female Medics dress in this style, complete with matching coats and bookbags.
- Labcoat of Science and Medicine: Only worn by the males this time.
- Master of None: Medics have it a little tough in this game. Due to how most of their skills work, a lot of them become very efficient at around half their max level or lower. This means anything a Medic can do, another Tec-based class with a Medic subclass and comparable TP can accomplish easily, drastically reducing a Medic's usefulness once subclassing becomes available. Their stat spread is relatively even all around but also not as good as the Dancers'.
- Peek-a-Bangs: The older male has these.
- 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.
- Token Mini-Moe: Not quite as pronounced as the Wildlings, but again, only the older male is unmistakably an adult.
- Weapon of Choice: Hammer or staff.
FortressFortresses are armored just as heavily as their name implies, taking up the duties of Protectors and Hoplites. With their heavy hammers and clubs, they also pack a considerable punch.
- Anime Hair: Especially prominent on one of the male choices.
- Dark-Skinned Blond: The alternate portrait for the first male Fortress.
- Draw Aggro: The strategy a Fortress is designed for, seeing that they regain TP each time they get attacked, whether it hits, misses, or gets blocked. They even learn skills that let them take hits for other members of the party in case of area-hitting attacks.
- Expy: The short-haired female is the younger female Hoplite from The Drowned City, but the palettes are reversed. This seems to be the only character who kept both colors of an Expy in the third game.
- I Shall Taunt You: While Protectors and Hoplites could learn how to taunt as well, Fortresses are more effective at it.
- The Lancer: Again, on two fronts:
- 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.
- Luckily, My Shield Will Protect Me: Capable of negating damage to them with Guard Mastery, increasing their lifespan when shielding party members.
- Mega Twintails: The class rep has big, thick, curly twintails.
- Scary Teeth: The pointy-haired Fortress has a shark's smile to match it.
- Stone Wall: Like the Protector and Hoplite from previous games, they have phenomenal vitality but their attacking stats aren't as strong as the others - they are even on par with the other "support" classes.
- Weapon of Choice: Hammers, primarily.
RunemasterRunemasters invoke the raw elemental forces found in the atmosphere, channeling them through runic symbology.
- Attack Its Weak Point: Runic Flare amplifies damage done when a Runemaster is striking an elemental weakness. If the enemy lacks an elemental weakness, the basic elemental Runes can create one.
- Curtains Match the Windows: One of the female Runemasters has light-blue hair and eyes.
- Expy: One of the males looks like the blond-haired Survivalist from the first and second games.
- Nice Hat: One of the female Runemasters wears a very cute and fuzzy hat that goes together with her adorable looks and hairstyle perfectly.
- Non-Elemental: Origin Rune does untyped damage, allowing them to hit enemies resistant to all elements. This skill has has no cooldown and is rather powerful, but has the downside of being hideously expensive to use.
- No-Sell: Their Runic Shield ability lets them randomly block elemental attacks for them or allies on their line, which can improve their overall survivability even on the front lines.
- 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.
- Sean Connery Is About to Shoot You: Every Runemaster looks straight forward and has their staff at the ready.
- Squishy Wizard: Much like their Alchemist and Zodiac cousins, they have the best Tec growth and the worst HP and Vit growth, and are the main source of raw elemental damage.
- Weapon of Choice: A Magic Staff.
NightseekerNightseekers lurk in the shadows while weakening their targets, sapping their strength with throwing knives before advancing with dual blades drawn.
- Badass Longcoat: Male Nightseekers seem to be wearing a long coat along with their capes.
- Bare Your Midriff: The female Nightseekers.
- 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.
- 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.
- Eyepatch of Power: In a Call-Back to the first two games, the blonde Nightseeker wears an eyepatch with her hair falling over it.
- Fragile Speedster: Fastest class in the game, but suffers from low durability especially when they step to the front to make the most of their melee attacks.
- Hell-Bent for Leather: The class seems to have taken some fashion tips from Dark Hunters.
- Impossibly Cool Clothes
- Injured Vulnerability: Their class proficiency gives them a substantial damage boost when attacking enemies that are suffering from a status effect.
- Knife Nut: They use throwing knives coated with various toxins to inflict ailments.
- Of Corsets Sexy: The older-looking female Nightseekers wear them.
- One-Hit Kill: Can attempt this with their Assassination skill. A target who's already suffering a status anomaly is at higher risk of succumbing.
- Peek-a-Bangs: Both female designs; the Etna Expy nearly reaches Blinding Bangs, while the blonde half-hides an eyepatch under hers.
- Red Eyes, Take Warning: The blonde female Nightseeker, while the blue-haired one has Yellow Eyes of Sneakiness.
- Shout-Out: One of the palette swaps looks like a long haired Dante.
- 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.
- Standard Status Effects: Their bread and butter. Nightseekers have skills to inflict and exploit various debuffs.
- Too Many Belts: Not as exaggerated as the Dark Hunters, but Nightseekers do have quite a lot of belts on their outfits.
- Zettai Ryouiki: The female Nightseekers, with short-shorts, similar to the female Dark Hunters.
SniperSnipers 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.
- Annoying Arrows: Like the Arbalist before them, Averted.
- Armor-Piercing Attack: Their Silver Arrow skill lets them do damage that bypasses enemy resistances and defense buffs, allowing them to punch through resilient Goddamned Bats or an occasional Demonic Spider.
- Critical Hit Class: Their class proficiency lets them score critical hits with their bow skills* and increases their critical damage.
- Dark-Skinned Blond: The default for the short-haired Sniper girl, as well as an alt-color scheme for the ponytailed guy.
- Glass Cannon: Their Vitality is tied with the Runemasters for lowest, with HP only barely winning out, but their speed and damage output are no slouch, especially when critical hits are factored in. This forces them to hide out in the back row to mitigate damage done.
- Hair Decorations: The short-haired Sniper pins her bangs back.
- Long-Range Fighter: They're capable of attacking enemies on either row from the back row.
- The Paralyzer: Can seal off an enemy's head, arms or legs by striking Pressure Points with arrows.
- Sean Connery Is About to Shoot You: Both males are aiming their bows this way. The females, meanwhile, are clearly reaching for their quiver, implying they could shoot you within seconds...
- Samurai Ponytail: One of the portraits for the male Sniper.
- Weapon of Choice: Archer.
DancerDancers 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.
- Dance Battler: A literal sense of the word; their dance-based moveset has a range of effects, from prolonging certain buffs to setting up a flurry of counterattacks.
- Dark-Skinned Blond: The second portrait for the female Dancer has dark skin and white hair, and the alternate portrait for the pigtailed girl has dark skin and platinum blonde hair.
- Dark-Skinned Redhead: The alt portrait for one of the male Dancers.
- Death by a Thousand Cuts: What the Dancer lacks in brute force, they make up for with quantity. Sword Dance paired with Chase Samba or Rush Dance can result in a Dancer doing many regular attacks in a turn.
- 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.
- Girlish Pigtails: Featured in the first female portrait.
- Jack-of-All-Stats: Well-rounded stat growth allows them to function on either line and complement their base skills with that of their subclass.
- Status Buff: Their core design theme. Unlike their Troubadour cousins, the Dancer applies the buff to themselves which then spreads its effect to their line, letting the Dancer shuffle between the front and back rows to aid those who need it most.
- Stripperific: The girls wear very tiny belly dancing costumes and the males wouldn't be wearing much more if it wasn't for their open jackets.
ArcanistArcanists 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.
- Bare Your Midriff: Only the males, surprisingly.
- Little Bit Beastly: They have long, pointed white ears with black tips that match their hair.
- Non-Elemental: The second class capable of this type of damage — their Dismiss Blow/Blast attacks are untyped, letting them pull their weight offensively regardless of enemy resistances, but require a turn spent to set a circle.
- Noodle People: Vessels are inhumanly gaunt with impossibly thin arms and legs.
- Our Elves Are Different
- Peek-a-Bangs: Seen on all four; notably, the females' hair covers their right eye, while the males' covers the left.
- Rapunzel Hair: The first portrait for the female Arcanist, whose ponytails almost reach down to her feet.
- Shout-Out: One of the Palette Swapped females has Hatsune Miku's colors.
- Squishy Wizard: Higher Vitality and HP than Runemasters and Snipers, but not by much.
- Weapon of Choice: A Magic Staff or rapier.
BushiBushi 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 Surge drains far too much health at higher levels to be worth the cost.note
- Beast Man: And women.
- The Berserker: Blood Surge increases the amount of damage they can deal out, but every action they take costs some HP and TP.
- Carnivore Confusion: One of the portraits is an anthropomorphic rabbit, and you can hunt and eat rabbits in the third area. Apparently it is perfectly normal for your rabbit party member to eat other rabbits for stat buffs.
- Cast from Hit Points: The downside of their Blood Surge ability.
- Difficult, but Awesome: Blood Surge 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 TP for them, but they still end up buffed. Having them use Rush Dance under Blood Surge 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.
- Humanoid Female Animal
- Last Chance Hit Point: The Endure ability, which allows the Bushi to survive one lethal blow per battle. Putting points into it increases how much they heal after resisting death.
- Life Drain: Their Ferocity passive skill lets them recover some HP when they attack normally. Their class skills also lets them regenerate TP with normal attacks.
- Panthera Awesome: A white-furred lion with a massive mane serves as a male choice.
- Walking Shirtless Scene: Both males forego any sort of chest protection, unless you count the lion's mantle.
- Weapon of Choice: Katanas and hammers.
- Youkai: The lion's most obviously patterned after an oni.
Secret ClassThe 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.
- BFS: 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.
- Cooldown Manipulation: They gain several skills that let them reduce the number of turns they have to wait in between uses of their Drive skills. Impulse and Cool Edge are attack skills that carry this property, while their own class skill innately reduces the cooldown duration.
- 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.
- Amusingly enough, the artbook for Etrian Odyssey I & II shows that there were plans for prestige classes once the characters hit level 70. The sketch shows the mascot Protector, and her prestige class eerily resembles her Expy◊.
- Glass Cannon: When actually firing off their signature Drive skills, their defenses drop until the attack is completed, rendering them vulnerable to getting killed before they can do anything.
- Hair Decorations: The blonde wears a stylized dragon wing hairclip.
- Limit Break: Once their Drive Blades have overheated enough times, they gain access to Ignition, which temporarily allows them to repeatedly use Drive skills without being slowed by the cooldown. While in this state, they can also access Overdrive, which is perhaps the hardest-hitting move in the game but also cancels the Ignition state.
- Magitek: Their drive blades combine previously thought lost technology with magic for explosive results.
- Mighty Glacier: They are capable of hitting incredibly hard, but these strikes are interspersed with long cooldown times and complicated with low turn speed, in addition to class having the lowest Agility growth of all classes. They are sufficiently sturdy, only slightly less so than a Landsknecht.
- 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 third 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 period is 6-9 turns, but with the right combination of abilities, they end up being able to use their Drive attacks every 2-3 turns.
- Vibroweapon: Their Drive Blades, said to vibrate during the second battle against Logre, are like chainsaws optimized for combat.
Outland CountThe 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.
- Beware the Nice Ones: He is furious when Baldur reveals his plan.
- Everyone Calls Him "Barkeep"
- Hidden Depths: During the sole quest from him that isn't about improving Tharsis or its neighbors, it is revealed that his wife is deceased and that they loved each other greatly.
- Nice Guy: Related to Reasonable Authority Figure; he makes every effort to find a peacable solution, and he immediately welcomes the Vessels and the Sentinels to Tharsis.
- 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.
WhirlwindWhirlwind 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...
- Mr. Exposition: To the player, pretty much. He explains all of the game's base mechanics, particularly the map.
DallaDalla 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.
- Hidden Depths: After helping her with the quest to satisfy a really picky guest, go speak to Kirtida and she'll wonder why said guest was seen running away from the inn with just about every liquid pouring down his face.
- Lethal Chef: If she wants to be.
- Supreme Chef
- Team Mom: To not just your guild, but basically every explorer in town.
WynneWynne is the town blacksmith. Despite her young age, she is a master at crafting weapons and armor. She also a thick accent.
- Genki Girl: Take her to a flower bed.
- The Idiot from Osaka: In the Japanese version. This is adapted into a Joisey-ish accent in English.
- Token Mini-Moe: She's the only child you see in Tharsis that has a sprite and isn't a part of your guild.
KirtidaKirtida is the barmaid of the Dancing Peacock. When you want to take on a quest, speak to her.
- Ambiguously Brown
- Catchphrase: "May kismet be with you."
- 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.
- Why Did It Have to Be Snakes?: Does not like insects at all. When a client posts a request for a giant moth egg and the party takes it, Hilarity Ensues.
CiaranCiaran 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.
- Canada, Eh?: Has slight traces of this.
KirjonenKirjonen 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. His combat portrait even uses the same pose as the female playable Fortresses. Notably, the Japanese version uses no gendered pronouns to refer to him.
- Guest-Star Party Member: During his skirmishes on land and against the Blizzard King.
- Hidden Depths: He traveled to the lands around Tharsis in hopes of slaying the ice dragon who slew his liege's young prince. Unfortunately for him, the Blizzard King is not the one he was looking for; the real one was one with a damaged eye his king attacked.
- 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.
WiglafWiglaf 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.
- Guest-Star Party Member: During her skirmishes on land and against the Storm Emperor.
- Hidden Depths: Her family is a bunch of dragon slayers, and she took the quest in slaying the Storm Emperor personal because of one dragon having spared her brother but killed her father. With that in mind, she didn't want Regine's family to experience their matriarch's possible demise at its hands when she refused to escort her to gather rare peaches.
- Outnumbered Sibling: Has several brothers back home; she wants to prove to them she's more than capable of taking care of herself, but you help her out from many, many skirmishes on the lands that she gets depressed when saved.
- Playing with Fire: Attacking with her shows that she wields fire-enchanted swords.
Citizens of the LabyrinthsSeveral 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 MediumThe 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 HeelFace Turn.
- Damsel in Distress: Becomes kidnapped by the Hollows. Later on, she's kidnapped by Whirlwind as he flees back to his land, and THEN she becomes kidnapped by Baldur.
- Everyone Calls Him "Barkeep": She is only referred to as "The Medium." Wufan does call her by her real name, Xiuan, a couple of times, 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.
- Living Macguffin: She herself is the Titan's Soul, making her a target of the Empire.
WufanWufan 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. Her jealousy of the guild only exacerbates this.
- 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.
- Guest-Star Party Member: During the Medium's kidnapping, you can forgive her rude behavior and let her explore the Misty Ravine's lowest floor with you.
- Optional Party Member: After rescuing the Medium, you have the option to let her join your guild.
- Peek-a-Bangs: Much like every other Vessel we see, her hair covers her right eye.
- Reasonable Authority Figure: She has a legitimate (if inaccurate) 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.
- Standard Status Effects: The mainstay of her arsenal as an Arcanist.
KibagamiKibagami 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 Yggdrasil, as they believe that is where the Titan was created.
- A Load of Bull: As a Sentinel he is a Beast Man, specifically an ox.
- The Berserker: His Blood Surge skill amplifies his damage at the cost of hurting him each time he acts. In his boss fight, it's a literal case of Turns Red.
- Defeat Means Playable: Defeating him in a duel is required before he'll allow you to help him search for the Titan's Heart. His defeat also unlocks the Bushi class and the subclassing function, which his boss fight serves to demonstrate.
- Dual Wielding: By default, he uses a katana and a mace.
- Guest-Star Party Member: During the quest to get the Titan's Heart, he will accompany you in the Golden Lair's lowest floors if you let him.
- The Medic: His subclass.
- Optional Party Member: After completing the third labyrinth, you have the option to recruit him into your ranks.
- 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.
The Empire of YggdrasilThe "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.
- Vestigial Empire: Even they admit the Empire is a shadow of its former glory.
LogreSir 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.
- Action Initiative: With his Landsknecht subclass, he has the ability to manipulate it between Rear Guard and Vanguard. He can use it against you as a boss.
- Conflicting Loyalty: Between his duty to Prince Baldur and his newfound friends in Tharsis.
- 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. His defeat also leads to unlocking the Imperial class, with abilities demonstrated during his boss fight and his brief time in the party.
- Guest-Star Party Member: During your search for the prince and the Medium, after defeating him for real, he will let you do whatever you want with him, which would be exploring the lowest floor of the Echoing Library.
- Evil Makeover: You always knew him as a shady smiling explorer. When you see him in his armor, a dark shade is cast on him. After defeating him for real and forgiving his behavior, the shade goes away, and his combed hair goes back to being messy.
- 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 joining as a guest straight away should you hold out your hand to him.
- Hopeless Boss Fight: Downplayed — the first time he's fought, he is not designed to be unbeatable, but it will take effort to defeat him before he retreats in 6 turns. 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 and there might have been no way to stop Baldur. And then, of course, he really helps you fix it.
- My Master, Right or Wrong: Played straight at first, but it's clear that he's conflicted. After you beat him, he finds the resolve to defy Baldur.
- Optional Party Member: After clearing the fourth labyrinth, he will ask you to join your guild.
- Perpetual Frowner: Was once a smiling explorer.
- 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.
BaldurHis Royal Highness, Prince Baldur is, in a number of ways, the villain of Etrian Odyssey IV; he is the one who plans to use the Titan's Soul, Crown, and Head to revive Yggdrasil and the lands of the Empire, even if this will kill the Vessels and Sentinels.
- A Child Shall Lead Them: Became the Imperials' king after his father was lost 10 years ago.
- Disney Death: After defeating his One-Winged Angel form, the text points out that a crack opened and swallowed him, until you defeat the Heavenbringer and find out he was found barely alive under rubble.
- Guest-Star Party Member: He will personally take the task to defeat the Great Dragon in response to taking down his Imperial refugees, and you can let him assist you in battle.
- HeelFace 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.
- Manipulative Bastard: During the fight with the boss in the fourth labyrinth.
- One-Winged Angel: As the Cursed Prince.
- 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 gradually became more desperate in solving the Yggdrasil issue.
- Royals Who Actually Do Something: To your detriment.
- Villainous BSoD: If Logre goes with you to confront him, Baldur will start to lose his sanity in what he is doing, going so far as to slap the Medium when she tries to calm him down herself.
- 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.
AlfodrEmperor 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.
- Posthumous Character: It is heavily implied that the person the Sentinels rescued 10 years ago was him before he succumbed to the Titan's curse, given that it was the same time when he and Logre left their lands.
- Reasonable Authority Figure: He sought to find a way to activate Yggdrasil without having to sacrifice the Sentinels and Vessels. If you spare Logre and he joins you, he'll try (unsuccessfully) to talk down Baldur by claiming that Alfodr would never have supported Baldur's insane agenda.
The HeavenbringerThe Heavenbringer is the eponymous "Titan" of Etrian Odyssey IV. 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.
- Attack of the 50-Foot Whatever: It's called the Titan for a reason.
- Body Horror: Its core is housed within its face, and when you damage it enough to expose it, its mouth opens up in a grotesque, physically impossible manner.
- Cognizant Limbs: Its arms. One alternates between direct attacks and protecting the Heavenbringer itself from damage, while the other focuses on weakening your party with debuffs. They can be killed, but respawn after a few turns.
- Shielded Core Boss: Depleting its HP doesn't defeat it, but exposes its core. This "Bared Essence" can't fight back at all, but if you don't destroy it quickly or bind its head it'll return to phase one and recover some health.
- When Trees Attack: The Heavenbringer is Yggdrasil itself in a humanoid form — and completely insane.