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Etrian Odyssey/The Millennium Girl | Heroes of Lagaard/The Fafnir Knight
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The cast of Etrian Odyssey V: Beyond the Myth.


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Potential Guild Members and Races

    Earthlain Guild Members 

Earthlains (アースラン, Earthrun) in general

Earthlains are basically standard humans, who come with a wide range of classes and are known for their defenses and agility.
  • Dub Name Change: They are called Earthruns in Japan.
  • Jack of All Stats: They have a reasonably well-rounded stat growth barring Intelligence and TP, but stand out among the other classes in their outstanding Vitality and Luck growth. This allows them to fit nicely into their four native classes.
  • Last Chance Hit Point: Determination, an Earthlain-exclusive Union Skill, allows the primary caster to possibly withstand attacks that would otherwise kill them.
  • Magically Inept Fighter: Reasonable Strength but bad Intelligence growth restricts any Earthlain to physically-oriented classes.
  • Status Effects: Their Luck stat is highest among all races, which complements the ailment-inducing skills within their classes.

Fencer (フェンサー)

Fencers are Earthlain fighters who skillfully wield pointed swords. While they share similarities to their Landsknecht cousins, they have a stronger focus on evasion. They can take on one of two Legendary Names — Phantom Duelist, which puts a greater focus on evasion, or Chain Duelist, which is more aggressive and well-rounded.
  • Charged Attack: Each prestige class possesses one, which strengthens depending on how many times the Fencer has dodged over the course of the battle or attacked the previous turn.
  • Combos: Chain Duelist Fencers specialize in following up on the rest of your party's Elemental and/or Stab attacks. Their signature Chain Killer skill has them follow up whenever someone inflicts status ailments or binds on the enemy. They have additional passives and skills that further improve their specialty, with additional chances to score extra hits per chain activation, as well as the ability to keep going and hit more enemies if their chain hit finished something off.
  • Counter-Attack: Their Sylphid skill lets them perform counterattacks when dodging. Phantom Duelists can even perform multiple counterattacks after dodging.
  • Draw Aggro: An important part of the Phantom Duelist's repertoire as they gain bonuses for dodging enemy attacks.
  • Elemental Punch: Fencers can wield fire, ice, and volt attacks with Chain skills, allowing them to follow up allies' elemental skills akin to the Landsknecht's Chasers.
  • Eye Scream: Optic Thrust has your Fencer jab the foe in the eye to blind them. This also helps in dodge-tanking.
  • The Hero: While the game's art places a somewhat heavier emphasis on the ensemble this time around (to highlight the huge amount of customization available), "female portrait 1" does get a bit of focus and seems to be the game's equivalent of Shishou.
  • Lightning Bruiser: Fast, strong, and reasonably tanky, Fencers can also equip shields to raise their defenses a little more. While the Phantom Duelist is more reliant on dodging attacks and may look like a Fragile Speedster, they still have a HP bonus to allow them to stay alive on the off chance they get hit.
  • Pimped-Out Dress: The female portraits wear one. Their design in general was inspired by ballet dancers.
  • Proper Tights with a Skirt: The female portraits wear a form-fitting bodysuit that gives the appearance of tights, along with the aforementioned skirts.
  • Royal Rapier: Their weapons are rapiers, because they're fencers. The game only has standard swords available, but their Rapier Mastery changes the attack attribute to stab as opposed to cut.
  • Shed Armor, Gain Speed: Phantom Duelists have a passive skill that increases their evasion for not wearing any armor, effectively turning them into a One-Hit-Point Wonder. You can even unequip their sword too, for maximum evasion.
  • Weaksauce Weakness: For the Phantom Duelist, there are several ailments that disable their ability to dodge, shattering their role in the party. Even something as harmless-looking as blind causes their evasion to plummet.

Dragoon (ドラグーン)

Dragoons are Earthlain fighters who boast of defense as tough as a dragon and fight with artillery. They can take on one of two Legendary Names — Shield Bearers are more defensive, while Cannon Bearers specialize in greater ordinance.
  • Action Initiative: Cannon Bearers can use Rapid Cannon to hit one target at the start of the turn, offsetting their otherwise-sluggish turn priority.
  • Badass Longcoat: They wear some nice overcoats, complete with fur trim around the collars and light armor plating.
  • Boring, but Practical: Decoy Bunkers don't do much compared to other third-line summons such as turrets, wraiths, or pets; they simply sit there with their 10 HP and soak up enemy attacks. However, a bunker taking a powerful hit means one less party member that either needs healing or is dead, and since they're immune to status ailments they can cause any status attack that isn't all-targeting to fail to have any effect. They're also very cheap and thus spammable; a level 1-4 bunker costs only 3 TP, and you can deploy up to 3 bunkers depending on how many other things you have summoned.
  • Charged Attack:
    • The Cannon Bearer's Prep Artillery skill makes their next attack have higher act speed and attack power.
    • Cannon Bearers can also learn Buster Cannon, which is a more straight example of a "hold" charge: the user needs to spend one turn preparing, and then they fire on the next turn. If the party formation changes in the meantime, however, they'll fail to attack. This can be stacked with Prep Artillery for an absurd amount of burst damage if one is willing and able to wait for three turns.
  • Cooldown: Full Guard reduces all kinds of damage done to the entire party, but then requires multiple turns before it can be used again.
  • Counter-Attack:
    • Shield Bearers can learn Counter Guard, which raises physical defense for one row like Line Guard but also has a chance with each guard to return fire at the attacker. Leveling the skill up raises the proc chance and the maximum number of activations per turn.
    • Cannon Bearers can summon turrets that automatically fire back at enemies that hit them, provided that said turrets survive the attacks.
    • Cannon Bearers can also learn Gun Revenge, which buffs the power of their next Cannon skill whenever one of their Guard skills is triggered or one of their Bunkers or Turrets is struck. The buff can stack with multiple guardings or hits to the user's constructs.note 
  • Draw Aggro: Their Dragon Roar skill can apply this to anyone. Notably, this can be used on Phantom Duelists to give them more opportunities to dodge attacks.
    • Dragoons even have an in-battle summon — Bunkers and Turrets — that can draw enemy attacks and take only Scratch Damage despite their low health.
  • Eyepatch of Power: The default blonde female Dragoon sports this, likely as a Call-Back to the blonde female Survivalist from the first two games.
  • Luckily, My Shield Will Protect Me: They are the Tank Class of this entry and bear impressively sized shields to match. Notably, the design notes show that these shields are designed for the dragoon to be able to hunker down behind it and fire under cover through the upper gap that's built into shield (to aid this, the shields also come with retractable legs to allow them to stand freely), a solid case of Story And Gameplay Integration considering some of the skill descriptions.
  • Long-Range Fighter: Unusually for a tank class, Dragoons are designated in-game as backliners. Their cannons allow them to attack enemies on any row even from the back, they can set up defensive third-row constructs to allow the user to perform other tasks, and their shielding skills need not require the Dragoon to be in the row they want to protect. Builds focused around Buster Cannon avert this, as they work best with the user and the enemy in their respective front rows.
  • Mighty Glacier: The Cannon Bearer exchanges stronger defensive skills for stronger firepower and an ability to inflict ailments. While they do enjoy an Agility boost as well, their heavy equipment will impose enough turn speed penalties to make them almost always the last party member to move.
  • No-Sell: Shield Bearers gain Dragon Force, which lets them randomly block physical attacks to the row they're not on.
  • No Range Like Point-Blank Range: Buster Cannon does immense damage when both the user and target are at the front row.
  • Status Effects: Cannon Bearers have special munitions that can inflict Sleep and Curse.
  • Stone Wall: Fulfills the role of the party tank by having various defensive skills. Further emphasized with the Shield Bearer, which gains a monstrous HP and Vitality bonus.
  • Throwing Your Shield Always Works: Except it's also a slow and inaccurate attack.

Pugilist (セスタス, Cestus)

Pugilists are Earthlain fighters who clear through battles with their tempered fists. They can take on one of two Legendary Names — Barrage Brawlers are highly capable of disabling their opponents and delivering a rapid flurry of blows, while Impact Brawlers take a high-risk high-reward approach with skills that grow stronger at lower health.
  • Boxing Battler: While they don't use boxing gloves or anything, their punches seem more inspired by boxing than any other martial art.
  • Cast from Hit Points: Pugilists have skills that cost HP to use. Overexertion is a buff that bestows this trope on the affected combatant, in exchanged for increased power. Taking the Impact Brawler name emphasizes this particular aspect of their skillset.
  • Critical Status Buff: Impact Brawlers gain skills that get stronger as HP is lower.
  • Combos: Several of their skills will trigger follow-ups through their binding attacks, allowing a Pugilist to potentially fully bind a single enemy in a single action, or inflict a massive combo on an already bound enemy. This is the design theme of the Barrage Brawler.
  • Composite Character: The female designs draw from both the Gladiators and Monks of Etrian Odyssey 3, primarily the Gladiator's leg armor and the twintailed Monk's shirt.
  • Counter-Attack: Their Blood Wrath skill allows them to attack any time they lose HP — not necessarily just from being attacked. They also have a move named Cross Counter that counterattacks for massive damage while also binding the enemy part used to attack.
  • Dub Name Change: Cestus in Japan.
  • Good Old Fisticuffs: The focus of their class.
  • Grapple Move: They have a move called Clinch which attempts to bind all enemy parts while also binding the Pugilist using the move.
  • Megaton Punch: Impact Brawlers can buff themselves to the point where they can hit for enough damage to One-Hit Kill certain bosses if their health is low enough at the moment they strike.
  • The Paralyzer: Inflicts binds and paralysis by punching you really hard in the right places.
  • Power Fist: They use heavy gauntlets to make their punches count.
  • Rapid-Fire Fisticuffs: Their Rush Out ability will quickly hit the enemy up to 9 times, depending on how big a combo you did the previous turn. One-Two Punch works similarly, firing off the individual bind skills to target unbound body parts, while Lead Blow fires off the individual bind and ailment skills at increased power on enemies with corresponding binds/ailments.
  • Rugged Scar: The older male portrait has a large gash across his chest.
  • Status Effects: Can inflict binds and paralysis, as well as deal extra damage for bound enemies.
  • Stripperiffic: All of the portraits are pretty scantily clad, wearing only what looks to be a kilt covered by faulds and some boots, and the female portraits wear skimpy tank tops.
  • Underboobs: Both female portraits show a bit of this.
  • Walking Shirtless Scene: The male portraits.
  • "X" Marks the Hero: The older male portrait has an x-shaped scar on the left part of his forehead.

Harbinger (リーパー, Reaper)

Harbingers are Earthlain fighters who fell enemies with sickles that bring death. They can take on one of two Legendary Names — Deathbringers gets more debilitating ailments to boost their offenses with, while Deathguards uses their miasma to shield their allies.
  • Cast from Hit Points:
    • Using Miasma Armor consumes the user's HP, but enables special effects on their various skills and raises their turn speed. Maxing it out will make the HP cost negligible.
    • Their Bloody Reap skill inflicts multiple hits on random enemies, but depletes some of their HP in the process.
  • Delinquent Hair: The other male portrait has spiky light blue hair that covers half his face.
  • Dub Name Change: While the series tends to do this to its classes, Harbinger stands out as the English manual goes out of its way to state that they're nicknamed Reapers, the original class name.
  • Dude Looks Like a Lady: The main male portrait (with a red hair highlight) was believed to be female until Famitsu magazine revealed the class's two female portraits.
  • Elegant Gothic Lolita: The female portraits' outfits are frilly and poofy.
  • Encounter Bait: The Gather Souls skill increases the encounter rate for a set number of steps and increases experience gained from those battles.
  • Girlish Pigtails: One of the female portraits wears her hair in pigtails, decorated with two elegant hair bows.
  • Hell-Bent for Leather: Reapers wear a lot of the stuff.
  • Lightning Bruiser: With Miasma Armor enabled, their turn speed shoots through the roof, allowing them to wreak havoc on enemy lines before they can respond. Deathbringers have the Black Blade and Black Shroud passives that raise their attack and defense respectively when their Miasma Armor is active and they successfully land ailments on their opponents.
  • Magikarp Power: Harbingers have a rather lackluster selection of ailments or support in the early segments of the game, with a lot of their basic skills focused on interactions with Miasma Armor. Only when the Legendary Names are unlocked do they dramatically improve in battle, though their skill tree is rather skill point intensive and they will only realize their true potential a little later in the game.
  • Of Corsets Sexy: Worn by both of the female portraits, with a little Sideboob visible.
  • Shinigami: Described as shinigami in the Japanese prestige class titles, and the Deathguard Solor introduces herself as a shinigami.
  • Slain in Their Sleep: Fatal Reap can instantly kill enemies, and the instant kill rate skyrockets if it targets a sleeping one. If the instant kill fails on a sleeping enemy, it still deals a massive amount of damage, which is likely to kill them anyway.
  • Support Party Member: Deathguards utilize miasma to inflict stat-reducing debuffs on enemies, and can occasionally break enemy debuffs for a powerful attack.
  • Status Effects: Harbingers play around with debuffing enemies, with their ailment skills relying on Miasma Armor to work. Deathbringers can learn Frigid Reap, which inflicts cut and ice damage to an entire enemy row and attacks ailment-afflicted enemies twice.
  • Wings Do Nothing: Male Harbingers have a single wing on their backs.

    Celestrian Guild Members 

Celestrians (ルナリア, Lunarian) in general

Celestrians are an elf-like race that specialize in magic.
  • Dub Name Change: Known as Lunarians in Japan.
  • Innate Night Vision: One of the skills exclusive to Celestrians is Night Vision, which helps them in certain field events involving darkness and slightly raises their Accuracy.
  • Pointy Ears: Being an elf-like race, they have long pointed ears to distinguish them.
  • Squishy Wizard: Celestrians have outstanding TP growth and Intelligence, at the cost of terrible Vitality and HP. Even though Necromancers can wear light armor to mitigate their fragility, it doesn't help much.
  • Status Effects: Their Hex Union Skill causes the party's elemental attacks to have chances at inflicting random status ailments alongside the usual damage.

Necromancer (ネクロマンサー)

Necromancers are Celestrian summoners who command the spirits of the dead. They can take on one of two Legendary Names — Spirit Evokers are focused on support, using a multitude of wraiths for offense and defense, while Spirit Brokers are more aggressive, using deadly attacks to generate high-health wraiths.
  • Action Bomb: You can blow up summoned wraiths to inflict damage, debuffs, or status conditions to opponents.
  • Amazing Technicolor Population: Celestrian skin comes in a variety of colors; the standard female Necromancer specifically is depicted with teal skin. Compared to their Warlock brethren, the default skin tone of the Necromancers are downright unusual, making them appear somewhat like vampires or zombies.
  • Animate Dead: With the Zombie Powder skill, they can instantly kill an enemy to create larger wraiths (zombies?) that have HP equal to the target's current health. Needless to say, using this on a high HP FOE can have potentially cheesy effects.
  • Cast from Hit Points: It costs a fraction of your current HP to summon a wraith normally.
  • Chained by Fashion: The female Necromancers appear to have taken some fashion tips from Hexers, since they have chains on their outfits.
  • Charged Attack: The Negative Energy skill will always go last, but deals more damage the more things have died during that turn, ally or enemy.
  • Covered with Scars: All four portraits have large scars all over their bodies.
  • Difficult, but Awesome: Necromancers can repeatedly destroy their wraiths to perform multiple tasks. However, said wraith-sacrificing skills are often costly, on top of needing to spend extra turns to resummon wraiths. Necromancers using their wraiths excessively, especially at low levels, can run out of TP fast.
  • Improbable Weapon User: The only weapons they can equip are coffins.
  • Jack of All Trades: Depending on how you build them, Necromancers can use their wraiths to do damage, defend the party, heal, or spread ailments, allowing them to fit into nearly any niche. The drawback for this versatility is the high TP cost of their skills.
  • Necromancer: Duh. With the whole "raising the spirits of the dead" schtick and everything.
  • Non-Elemental: Negative Energy is the only Almighty type class skill.
  • Skeletons in the Coat Closet: All four portraits have bones of some kind accentuating their outfits.
  • Status Effects: They can cause poison, curse, petrification, or instant death. Wraiths can also cause paralysis.
  • Stripperiffic: The female portraits barely have their chests covered by a couple of scraps of fabric, the younger one basically wearing a hoodie that is unzipped and only kept modest by a strategically-positioned chain and her oversized skull-shaped zipper-head, while the older one takes it up a notch by having almost comically large breasts. The male portraits get in on the action, too, being Walking Shirtless Scenes.
  • Taking the Bullet: Some Necromancers can command their Spirits to do this for the party, or have it happen passively and heal them in the process.

Warlock (ウォーロック)

Warlocks are Celestrian sages skilled in elemental attacks. They can take on one of two Legendary Names — Omnimancers gain unique spells that can hit with physical attributes, while Elemencers greatly improve their elemental repertoire.
  • Amazing Technicolor Population: Celestrian skin comes in a variety of colors; the standard male Warlock specifically has pale white skin.
  • Blow You Away: Omnimancers gain wind spells that inflict slashing damage.
  • Charged Attack: The Chant skills modify their Magi skills, increasing their power or efficiency and altering their behavior.
    • Focus Chant boosts their Magi skills for one turn, but in exchange, said skills lose their multi-targeting properties for that turn, in a similar fashion to the Alchemist's Compression skill.
    • Abating Chant goes in the opposite direction, offering a big TP discount on the next turn but reducing the offensive power of the spell cast. However, leveling up the skill will reduce the damage penalty while still increasing the TP discount.
    • Spread Chant on Omnimancers changes their spells into randomly-targeting multi-hitting barrages that strike 2 to 6 times.
  • Dishing Out Dirt: The rock spells of Omnimancers do stabbing and bashing damage.
  • Encounter Repellant: Their Invisibility skill reduces the encounter rate for a limited number of steps.
  • Fire, Ice, Lightning: They fill the traditional role of elemental damage dealer. Elemencers gain passives that further amplify elemental damage as well as wide-area attacks.
  • Hot Witch: Both female portraits are quite attractive and their Warlock outfits show off their bodies much more than their male counterparts.
  • Jack of All Trades: Omnimancers can learn spells that inflict the three physical damage types, making them the only class in the game that can inflict any type of non-untyped damage without having to change weapons or be buffed (e.g. with a Shaman's elemental prayers).
  • Lady of Black Magic: Female Warlocks, being elven magic specialists dressed in slinky black dresses.
  • No-Sell: Omnimancers can randomly block magic attacks to their row.
  • Spell Blade: One of their spells is Clever Strike, which does INT based damage with their equipped weapon and gains any elemental effects from buffs (like the Shaman's Prayers and the elemental oils). While the only weapons they can equip are staves and guns, their portraits have them forming a weapon out of a combination of a ring, a wand linked to their gauntlet by tubes, and the magic blade itself. The females have it at dagger length, held like a staff, while the men have one hand on the ring as if drawing the full sword from some unseen sheath.
  • Splash Damage: Their Fireball skill hits the target, and then does lesser damage to horizontally-adjacent enemies.
  • Taken for Granite: Omnimancers can petrify opponents with their Altar skill. It stands out from other ailment-inducing skills in that it takes a couple of turns before the attack actually lands and it gets stronger every time the Omnimancer manages to hit an enemy's weakness in the meantime.

    Therian Guild Members 

Therians (セリアン) in general

Therians are beast-like people that have agility and health comparable to Earthlains, but also have very high physical strength.
  • Attack! Attack! Attack!: Therian Union Skills are mostly offensive skills, and the utility some of them offer are designed to accompany physical hits.
  • Glass Cannon: Therians have the best Strength and Agility growth of the four races, but have average Vitality at best and the lowest Wisdom of all races. While Rovers can comfortably work in the back row to mitigate this, Masurao experience the full brunt of this trope.
  • Little Bit Beastly: Male Therians have cat-like ears, while females have rabbit ears.
  • Magically Inept Fighter: Even more so than Earthlains — Therians have the worst Intelligence in exchange for their impressive Strength.

Rover (ハウンド, Hound)

Rovers are Therian hunters who command falcons and dogs. They can take on one of two Legendary Names — Flying Falcons specialize in commanding hawks to hunt any enemy, while Hunting Hounds utilize their hound companion to support the party.
  • Action Initiative: Many of Rover's skills have insanely high action speed modifier. Some skills such as Wing Thrash and Stun Arrow comes with high enough action speed boost, enough for Rovers to outspeed Rare Breeds with it.
  • Agony of the Feet: Hound specialists can learn Foot Pierce, which hits an entire enemy line and has a chance to bind their legs.
  • The Beastmaster: They control falcons and dogs in combat.
  • Combat Medic: Animal Therapy has the party heal a little a bit at the end of a turn automatically just from the presence of an active animal companion. More specifically, Hound specialist skills are focused towards party support and healing.
  • Dub Name Change: Their Japanese name is Hound.
  • Goggles Do Nothing: All four portraits wear goggles on their heads.
  • Improbable Aiming Skills: Hunting Hounds can pin the feet of an entire row of enemies at once. Flying Falcons can fire off a Rain of Arrows by themselves.
  • Jack of All Trades: Thanks to the variety of skills alvailable from their Pets, Rovers are the master of adapting to the situation. Regardless of Mastery, Rovers are capable of debuffing, healing, cover-tanking, binding, inflict variety of status ailments, shoot arrows to control dangerous threats, wipe out hordes of enemies, and contributing decent amount of damage against single target. Between the Rover, the Hound, and the Hawk they are capable of inflicting all 3 types of physical damage. Since the Rover themselves are primarillty stab based, they are capable of fueling Fencer's elemental chains, and they have multiple instances of attacks to fuel Blade Dancer's Hell Slash. While Rovers are not the best at any of those roles, they are able to adjust their options depending on party and situation needs, and their skills comes with unique properties that can set them apart from similar options such as increased action speed, and stats independency for skills that used the pet stats. Rovers are such a good example of this trope, that they are the only class that is able to be used effectively by all four races of the game.
  • Little Bit Beastly: By virtue of being a Therian.
  • Long-Range Fighter: As archers, they are best suited to the back row. Hunting Hounds additionally get Arc Shot, which does the most damage if the user and the target are in their respective back rows.
  • Mighty Roar: Hunting Hounds can command their pet to perform Menacing Howl, which has a decent chance of causing all enemies to panic.
  • Never Mess with Granny: Rovers have the distinct honor of having the first old woman portrait in the series, and she's a falconer to boot.
  • Rain of Arrows: Million Shot takes a turn to set up, but comes down in the form of up to 16 random, inaccurate hits across all enemies.
  • Status Effects: Can bind enemies using their animal companions. Specialists can also inflict blind or panic depending on the prestige class.
  • Video Game Caring Potential: You can name your pet falcon or dog! In fact, the falcon and dog are considered members of your guild on the management screen: you can only have one of each no matter how many Rovers you're using.
    • Rovers can also invest in a grooming skill early on to help keep their companions in good shape.

Masurao (マスラオ)

Masurao are Therian heroes who potentially wield can up to four swords. They can take on one of two Legendary Names — Blade Dancers unlock the full offensive potential with Masurao, while Blade Masters eschew multiple swords to hone their skills with a single blade.
  • Absurd Cutting Power: Helm Splitter ignores cut resistance, implying that they can cut what is normally uncuttable. However, it has low accuracy that gets even worse as you level the skill up.
  • Awesome, but Impractical: Sure, Blade Dancers can use all four equipment slots on katanas...if they don't mind needing to be protected with guard skills lest they faint at the poke of a finger.
  • Blade Spam: Not only can Masurao use multi-hit skills, but their Peerless Demon skill causes damage to increase with every consecutive hit of a multi-hit skill. Further emphasized with Blade Dancers, which multiplies hits according to how many swords they wield, using each blade they hold in turn as they fire off their multi-hit skills.
  • Bling of War: The bustier female portrait is festooned with jewelry.
  • Boring, but Practical: Blade Masters lack the Blade Dancers' quad-wielding skills or crazy multihit attacks that go with it, but they bring consistent damage to the table without needing to be constantly protected or otherwise having the party built around them.
  • Critical Hit Class: Blade Masters eschew many blades for powerful single hits, and allow katana skills to crit instead of just normal attacks in addition to increasing crit chance and damage.
  • Cherry Blossoms: The Blade Dancer has most of its skills named after blossoming in various ways.
  • Combos: Several Blade Dancer skills hit multiple times, and can even hit more times if you are using more than one katana. One of their passives gives them a chance to activate their skills additional times if they use more than one katana. In addition, their signature Hell Slash allows them to follow up on any attacks being launched, regardless of whether it is a friend or foe who is doing the attacking. Blade Masters get a few skills that have them strike several times in succession, like Triple Strike.
  • Damage Discrimination: Averted with Hell Slash, which chases all attacks, including attacks to allies. The ally damage can be mitigated by leveling the skill up, but even then it's still possible to suffer a self-inflicted Total Party Kill, particularly if the user's allies all have slow turn speed.
  • Dual Wielding: Technically you could equip just two swords, instead of four...
  • Encounter Bait: New Challenger can trigger multiple random encounters in quick succession. The perk behind this is an increased rare breed rate to make Level Grinding faster.
  • Full-Frontal Assault: Wielding four blades at once means that the user has no armor, implying that they are in their underwear or straight-up naked.
  • Geo Effects: Flavorwise, their skill High Ground has them instruct their linemates to take up advantageous positions to improve their attack power.
  • Glass Cannon: Masurao have a rich variety of offensive skills, but are rather frail despite their ability to equip heavy armor. Blade Dancers can equip as many as four katanas, but doing so will cause them to give up their armor slots.
  • Hoist by His Own Petard: If a Masurao who has cast Hell Slash gets hit, they will attack themselves, and likely die as a result.
  • Implausible Fencing Powers: They can wield up to four swords at once. When asked how exactly this works, the director told the interviewer to ask the artist.
  • Magikarp Power: Hell Slash permits the Masurao to chase all attacks, even those to themselves or their allies. Until you get it to level 5, the damage done to allies is increased, and can end up in the Masurao killing themselves. Once you pass this threshold, however, not only does the self-damage fall to manageable levels but the maximum number of chases drastically improve.
  • Powerful, but Inaccurate: Helm Splitter does massive damage, but is woefully inaccurate. Fortunately, there are many ways to prevent enemies from evading attacks.
  • Sarashi: one of the female portraits wears this.
  • Underboobs: The other female portrait sports a bit of this.

    Brouni Guild Members 

Brouni (ブラニー, Bronie) in general

The Brouni are a race of smaller humanoids who worship nature. While not exactly the best at combat, they are highly valuable due to their supportive skills.
  • Dub Name Change: According to the artbook, their name is supposed to be Bronie.
  • Hobbits: They seem to be the setting's equivalent of hobbits, being a naturally short race in tune with nature who aren't frontline fighters (with their stats more focused on functioning as Support Party Members).
  • No-Sell: Their ultimate Union Skill, Aegis Shield, turns the party completely invulnerable for one turn. However, it requires the full party's participation, meaning unless you have a Guest-Star Party Member in tow, no one in the party will be using Union Skills again for a while.
  • Pointy Ears: They have pointed ears like Celestrians, though theirs are shorter and stubbier.
  • Proud Merchant Race: They are a mild version of this. Town merchant Syrik will tell you how not long ago all Brouni men were expected to leave their homeland and become merchants, but they've become a bit more open-minded nowadays. Brouni characters have a passive that gives them a non-stackable 5% discount as well.
  • Support Party Member: Their stat distributions and native classes are more focused on assisting the party with buffs and heals and inflicting status effects on enemies than direct combat. Their unique Union Skills offer no support to damage output, but have other utility effects like protecting the party or healing them.
  • Stone Wall: Brouni have great Wisdom, reasonable Vitality, and good HP and TP reserves. This comes at the cost of terrible Strength and Luck, leaving them oriented towards spell-based classes.
  • Super-Speed: Their Superspeed Union Skill raises the party's act speed, near-guaranteeing that their turns will all come before the enemies' turns.

Shaman (シャーマン)

Shamans are Brouni who use mysterious powers to help their allies. They can take on one of two Legendary Names — Divine Punishers dispel their buffs to perform powerful attacks, while Divine Heralds access stronger buffs and can even restore health while doing so.
  • Charged Attack: Many of their attack skills run on the "collect" principle: cast buffs, then dispel those buffs to deal heavy damage to enemies. Invoke Gods in particular requires three buffs (and thus three turns, unless someone else in the party can also provide buffs) to use.
  • Crown of Horns: All four Shaman portraits wear a pair of ornamental antlers.
  • Dispel Magic: A number of their skills will dispel both buffs and debuffs. Uniquely, they can dispel buffs from themselves and their allies, in exchange either doling out HP or TP restoration or inflicting massive damage on enemies.
  • Expy: The female portrait, of the younger Palette Swapped Dancer portrait from Legends of the Titan and the twintailed Troubadour from the first two games.
  • Eyes Out of Sight: One of the male portraits has his eyes completely obscured by his bangs.
  • Fire, Ice, Lightning: One set of the class's Prayer skills will add the respective element to allies' regular attacks. Their Oracle skills will dispel those buffs to create various effects based on the element dispelled.
  • Magikarp Power: At the start of the game, Shamans are practically useless. First, their low TP pool at early levels means that they can only cast maybe two or three of their rather expensive buffs before running out of TP. Second, while their buffs are very valuable, it's all they're good for until they learn their deeper skills, meaning that when they don't need to be extending the durations of their buffs, they're spending their turns either guarding or doing Scratch Damage. But with enough Skill Points (about 40 or so levels' worth, including the bonus points from upgrading to Master classes), they become highly valuable to the team, able to augment them with stat buffs and elemental damage, and depending on the choice of title, near-constant healing (to the point of equaling or even exceeding a Merciful Healer Botanist in terms of healing-per-turn) or a combination of lethal burst damage to enemies and TP restoration.
  • Miko: Explicitly called a Miko in the Japanese prestige class names, and many of their spells are based on Shinto rituals.
  • Regenerating Health: The Divine Herald's main form of healing uses this trope, with small increments of healing whenever the party receives a buff, takes action, or gets hit. Split Spirits is a proactive form of this, bestowing Life Drain on the party for a turn.
  • Smite Evil: Despite mostly being a caster class, one of their skills invokes the power of the gods and does massive STR based damage, at the cost of dispelling all of their own buffs.
  • Status Buff: The main focus of the class, with buffs for nearly every possible stat and passive effects that reward them for keeping the buffs active. Punishers have a greater offensive focus and can even dispel them from enemies and allies alike, while Heralds focus more on stacking buffs on the party.

Botanist (ハーバリスト, Herbalist)

Botanists are Brouni masters of healing with herbs, but can also utilize their knowledge of herbs to inflict debilitating ailments. They can take on one of two Legendary Names — Merciful Healers gain stronger healing skills, while Graced Poisoners utilize stronger Smoke skills to wreak havoc on enemy lines.
  • Combat Medic: It's possible to have this build with a Graced Poisoner; in addition to gaining the Smoke Bomb attack for damage output, they can still learn Herb skills that are part of the class's base skillset. Botanists can still contribute to battle if they use the right weapon skills.
  • Deadly Gas: Can cause poison and other debilitating ailments by throwing various "smoke" concoctions, and with certain skills these smokes will linger and attempt to reapply the ailments. The gases also reduce the relevant ailment resistances even when they miss.
  • Dispel Magic: They can remove their smoke debuffs from enemies by igniting them with Smoke Bomb, inflicting heavy fire damage in the process.
  • Dub Name Change: Originaly known as Herbalists. Which is kind of funny because the games' localizations have a tendency of changing some classes' names to "something-list" (Ranger to Survivalist, Ballista to Arbalist, Cestus to Pugilist, etc.), yet the one time a Japanese version includes a class named liked that, the localization team still felt like changing it.
  • Infinite Supplies: Unlike heal-based classes from other games, Botanists use physical Herbs rather than unspecified magical abilities to heal, and they have an indefinite supply of them (indeed, an arm bind is required to disrupt their Herb skills rather than a head bind like with other "Medic" classes). While their supplies could be represented by their TP gauge, it doesn't account for TP being used for non-Herb skills.
  • The Medic: They're the healer class of the game. This becomes emphasized with Merciful Healers.
  • Status Infliction Attack: Can inflict poison and blind at first, with Graced Poisoners adding confuse, paralyze, petrification and stun to the list. Their status-ailment attacks also apply a smoke debuff that reduces the targets' resistances to the ailment attempted, just in case the ailment doesn't stick.
  • Taken for Granite: Graced Poisoners can even petrify an enemy debuffed by a Smoke skill.
  • Throw Down the Bomblet: They can also ignite the gas for massive damage at the cost of removing the debuffs.

Non-Player Characters

    Citizens of Arcadia 

Jenetta the Innkeeper (ジェネッタ, Genetta)

https://static.tvtropes.org/pmwiki/pub/images/ig_npc01stex.png
Jenetta is the owner of the local inn. She also takes care of livestock from the labyrinth.

Voiced by: Sakura Nakamura [Japanese] Erica Lindbeck [English]

  • The Beastmaster: Is considered a Rover during quests where she joins your party as a guest.
  • Cloud Cuckoo Lander: At one point she muses about wanting to become a happy little acorn. During the quest 'Request Friends Forever' she happily walk up to one of the game's Optional Bosses trying to befriend it, before noticing the room she's in is littered by dead bodies.
  • Crazy Cat Lady: Downplayed: she isn't crazy, but has adopted a number of stray cats nonetheless. One of her quests has you gathering materials so she can make a present for a 'charming and mysterious' visitor of the inn. Said visitor turns out to be a stray cat.
  • Dub Name Change: From Genetta to Jenetta.
  • The Ditz: She'll happily walk up to FOEs, and doesn't realise that when her younger sister talks about negative role models, that Jenetta herself is one of them.
  • Eyes Always Shut: Keeping up with all other innkeepers in the series, she is always seen with her eyes shut.
  • The Face: Seemingly the only person at the inn actually interacting with customers. Her (more serious and diligent) younger sister takes care of the chores, while her older sister handles finances (and is implied to squander the money).
  • Guest-Star Party Member: Joins as a non-combat party member for an early quest. She joins again for the fight against the Dryad in the postgame, this time with actual equipment and skills at her disposal.
  • Little Bit Beastly: She's a Therian, after all.
  • Malaproper: Often misquotes various Therian sayings.
  • Pungeon Master: When she's encountered on the third floor baking various goods, every other sentence coming out of her mouth has a baking pun somewhere.

Syrik the Merchant (セリク, Serik)

https://static.tvtropes.org/pmwiki/pub/images/ig_npc02stex.png
Syrik is a Brouni merchant who runs the shop. He'll also forge and upgrade your weapons if you provide the necessary materials.
  • The Blacksmith: Subverted in that he's a harmless looking Brouni rather than a stout dwarf-type.
  • Dub Name Change: Serik in Japan.
  • Intrepid Merchant: At one point he can be found inside the labyrinth hawking his wares to explorers. He'll wisen up later on and ask your party to escort him as he makes several deliveries.
  • No Hero Discount: Lampshaded.
    "...Huh? Are you implying that if I really wanted to help, I'd give you a discount? Yeesh... I've gotta make a living too, y'know—Hey, don't gimme that look!"
    • On the other hand, your playable Brouni have a Race skill that allows them to haggle for a non-stackable 5% discount on his wares.

Mirina (メリーナ, Melina)

https://static.tvtropes.org/pmwiki/pub/images/ig_npc03stex_2.png
Mirina is the manager of The Witch's Twilight Pavilion. She quickly becomes quite fond of your guild for being helpful in fulfilling requests.

Voiced by: Akemi Okamura [Japanese]

  • Dub Name Change: Originally called Melina.
  • Guest-Star Party Member: Joins you for the fight against the Lamia in the postgame.
  • Necromancer: A Spirit Broker. Unlike the player Necromancers, any scars she might have are not visible in her portrait.
  • Our Elves Are Different: She's a Celestrian.
  • Quest Giver: She personally posts several of the requests you can complete.
  • Stripperiffic: Her dress has a diamond cutout pattern that shows off her skin, but you won't see it in-game since her in-game portrait only shows her from the bust up.

Egar (エドガー, Edgar)

https://static.tvtropes.org/pmwiki/pub/images/ig_npc04stex.png
Egar runs Arcadia's Adventurers' Guild. He is actually married, but keeps his private life away from everyone's notice.

Voiced by: Tomohiro Tsuboi [Japanese]

Ramus (レムス, Remus)

https://static.tvtropes.org/pmwiki/pub/images/ig_npc05stex.png
Ramus is a young prince who acts as a representative of the Council.
  • A Child Shall Lead Them: He may be young, but he seems fairly composed and reasonable.
  • Dub Name Change: His Japanese name is Remus.
  • Meaningful Name: His original name Remus is probably a reference to Remus and Romulus, the mythological brothers who supposedly founded Rome. Reinforced by Iorys being refered to as the City of Seven Hills, while Rome was also built on seven hills.
  • Mr. Exposition: Downplayed, but he does occasionally tells your guild about the history of Iorys and Yggdrasil, such as the Great War and the founding of the city.
  • Reasonable Authority Figure: Listens to the adventurers' increasingly unusual reports about the World Tree, and continuously supports them in their endeavours.
  • Supreme Chef: Occasionally seen experimenting with dishes, and gives the party several recipes and cooking tools to take on their adventures. He even offers to personally cook for your guild in celebration for discovering everything there is to be found in the labyrinth.
    Other Adventurers 

Lili the Necromancer (リリ, Lili)

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Lili is a cheerful Necromancer whose attitude belies the heavy burden she carries.
  • Child Mage: Seems fairly young, good at necromancy.
  • Comedic Spanking: She talks about how the golems on the first stratum make her want to spank them, and if you show her a branch from a chop point during one of the quests where she asks you to help her make a present to thank Solor, she will snark at you about what she could use the branch for - spanking Solor.
  • Distinguishing Mark: Unlike player Necromancers who are Covered in Scars, she has fewer (relatively) small scar marks - they run around her neck and her arms.
  • Guest-Star Party Member: Joins you in the fight against the Undead King.
  • Necromancer: A Spirit Evoker. Descended from a long line of Necromancers starting from Swan, who was a Celestrian in the distant past who swore vengeance on the one who would become the Undead King.
  • Nice Girl: Goes out of her way to meet with your party, offers helpful advice, and even shares her supplies with you as presents. She's nice enough that many of the townsfolk are fond of her, and everyone is grateful when you help Lili defeat the Undead King.
  • Skeletons in the Coat Closet: Her necklace appears to be someone's jawbone.
  • Support Party Member: She has points invested in Life Exchange and Soul Trade to keep the party healed, but has little on the offensive side.
  • Stepford Smiler: You can see the cracks in her cheerful outlook in the 3rd Stratum whenever she gets a little strained talking about her personal quest. This is part of why Solor is frostily protective of Lili.
  • Sweet Tooth: One of the children in town shares her candy regularly with Lili and says that she is fond of it.
  • Vapor Wear: While Lili zips up her hoodie more so than the generic younger female Necromancer portrait, she still has it open enough to show that like other Necromancers she's not wearing much underneath it.

Solor the Harbinger (ソロル, Soror)

https://static.tvtropes.org/pmwiki/pub/images/ig_npc06stex.png
Solor is a Deathguard Harbinger who serves as Lili's bodyguard and best friend.
  • Cleavage Window: Her dress is cut such that she has a significant amount of skin exposed between her collar and part of her dress.
  • Cool Big Sis: To some degree, she that kind of friendship with Lili.
  • Defrosting Ice Queen: Her cold and aloof nature becomes a lot less frosty once you start helping her and Lili out. Mirina is surprised by how much more open Solor gets with her feelings to the guild when she witnesses the Deathguard thank your party.
  • Dub Name Change: From Soror to Solor.
  • Guest-Star Party Member: Briefly joins the party in the final section of the Fetid Necropolis, before parting ways before the boss. She joins the party again when exploring the secret areas of the same stratum, up to the Zombie Dragon.
  • Jerk with a Heart of Gold: Acts rude and dismissive towards the party, but still earnestly cares about Lili and is willing to lend her assistance in times of need.
  • Meaningful Appearance: Her twintails are done up with golden rose decorations, that hint to her slightly prickly manners.
  • Tsundere: She remains rather aloof with your guild, but as you help Lili with her quest, Solor becomes a little more approving of you and eventually thanks you after you help her defeat the Zombie Dragon.

Conrad of the Freeblade Guild

Conrad is the game's placeholder adventurer character for various events throughout the labyrinth, if the player has no QR data recorded. Otherwise, other players' guild members will appear in his place.

    Spoiler Characters 

Crow and Swan

Crow and Swan are ancient Celestrian twins who lived in the Tower of Sorcery. Driven by scientific zeal, Crow stole a valuable artifact, the Ring of Undying. Swan was then commanded by the Tower to kill Crow and retrieve the artifact. When she finally caught up to him and had him on the ropes, Crow turned the tide of battle and fatally wounded Swan, giving him the opening to flee the country. Swan swore vengeance on him with her dying breath, entrusting her descendants her mission of hunting down Crow and recovering the Ring. Crow would later find himself reigning over the third stratum, serving as its boss as the Undead King.
  • Atrocious Alias: Solor at one point complains about how pathetic the name "Undead King" is.
  • Flunky Boss: By himself the Undead King is incredibly weak, Lili alone could render him almost harmless through Fierce Shield and Gravekeeping or Reincarnation. The trick is in quickly killing off his Undead Fencers and Archers to prevent them from enabling all of his special abilities.
  • Lich: Crow becomes one when he turns into the Undead King.
  • Mirror Boss: All of the Undead King's abilities are copied almost directly from the playable Necromancers'. The distinction being his FOE-like minions in place of Wraiths and Black Ice Bomb being a combination of Curse Bomb and Ice Bomb.
  • Sibling Yin-Yang: Crow and Swan are given dramatically differing descriptions despite being twins.
  • Sins of Our Fathers: Inverted. Swan commands her descendants to get revenge on Crow in her place.

Arken (アルコン, Archon)

https://static.tvtropes.org/pmwiki/pub/images/ig_npc12stex.png
https://static.tvtropes.org/pmwiki/pub/images/ig_npc08stex.png
Arken is a mysterious individual who appears to the party throughout the fourth and fifth stratum. As creator of Arcania's Yggdrasil, Arken brought life to the land below, and spread Yggdrasil's myths in hopes of attracting adventurers strong enough to defeat the darkness which the Yggdrasil was meant to contain.
  • Benevolent Precursors: This is the role of her species as a whole, to revive life on dying planets, including the one that Beyond the Myth takes place on.
  • But Now I Must Go: After defeating the final boss, Arken is tasked with heading to a new planet in need of her aid. Unlike other examples, you can volunteer to help her on her journey, which serves as the plot of the sixth stratum.
  • Dub Name Change: Archon in Japan.
  • Last of His Kind: Discovers she is now this near the end of the sixth stratum, when she finds out that her mothership got attacked and everyone on-board slaughtered.
  • Navel-Deep Neckline: Her 'uncloaked' form has a large portion of her front exposed, all the way down past her belly.
  • Precursors: Revealed to be a member of an alien race who created the Yggdrasil to give life a chance on the planet.
  • Species Surname: Arken is both her name and the name of her species.
  • Tron Lines: Her 'uncloaked' form has glowing orange lines on her gloves.

    Labyrinth Guardians 

Amalgolem (ゴーレム, Golem)

A bizarre construct made up of smaller golems. It was crafted by Celestrians ages ago to protect the labyrinth.
  • Body of Bodies: The Amalgolem is comprised of multiple smaller golems that you've seen across the first stratum, all surrounding its core. It starts the fight with a large explosion that splits it into its weaker components, and will spend the fight reassembling itself and calling up other golems from its arena to join with it.
  • Cognizant Limbs: Each of its parts — head, arms, and legs — are individually targetable, and can be focused down while it is half-formed.
  • Dub Name Change: Simply called Golem in Japan. The reason possibly being so that players don't confuse him with the Golem from previous games.
  • One-Steve Limit: Averted in the Japanese version. He shares his name with the recurring Super Boss from the previous games, who doesn't show up in this game.
  • Flunky Boss: Played with in the sense that the boss itself is an amalgation of lesser golems, who aren't very dangerous on their own. Defeating these golems before they can fuse into several of his limbs makes the battle a lot easier, as the main body is incapable of attacking on its own. You can even block off two areas of the Boss Room beforehand to reduce the rate at which new golems join the fight.

Hippogryph (ヒポグリフ)

The boss of the second stratum. Your party is tasked with defeating it to show your progress, and doing so unlocks the Mastery Titles for your characters.
  • Early-Bird Boss: Aside from being a literal half-bird boss, there are a couple of factors that can make the fight into this. It can inflict paralysis and panic your party members, has access to a couple hard-hitting party-wide attacks, can binds arms and lower your ATK and it heals itself several times throughout the battle. Given that you don't have Mastery Titles yet and therefore lack half of your skillset, your party might not have the abilities to deal with all this yet and may need to rely on items or Union skills a lot.
  • Heal Thyself: Will asume a defensive stance with Wing Guard - which reduces physical damage - and heal himself for 500 HP a turn with Rest for a couple turns. You can end this prematurely by damaging him enough or binding its head.
  • Legacy Boss Battle: Hippogryph is the guardian of the Buried Castle maze in Nexus, and behaves nearly identically to its first appearance.
  • Shock and Awe: His Lightning Storm attack inflicts volt damage to random members of your party.

Crystal Dragon (水晶竜)

A futuristic-looking giant dragon and the boss of the Lucent Hollows stratum.
  • Barrier Change Boss: The Crystal Dragon can manifest in two forms, each giving it different strengths and weaknesses. When the spilkes of its wings are extended, it is weak against all melee attacks (stab, cut and bash) but resistant against all elements (Fire, Ice, Lightning). When the spikes are retracted to give prominence to the turbine-like features of the wings, the weaknesses and resistances are swapped. The player's character party has to keep an eye on the current appearance of the Dragon to know what type of attack to perform next.
  • Beam Spam: His Prism Laser attack consists of several laser shots, each inflicting a random kind of elemental damage.
  • Breath Weapon: Four different kinds even.
  • Chrome Champion: The Crystal Dragon is a draconic being with a skin made of hard white ore. During battle, it is capable of deploying its crystalline wings to gain resistance against elemental attacks at the cost of being weaker against melee ones, and viceversa when the wings are retracted.
  • Fire, Ice, Lightning: Has access to all three when he's in his Elemental Mode.
  • Power Crystal: Shoots massive warp crystals that will hurt you if you are close to their impact site. You'll need to use the teleportation powers of these crystals to safely approach him.
  • Proactive Boss: As soon as your character party enter the domain of the Crystal Dragon in the final floor of the Lucent Hollows, it will detect your presence and periodically shoot crystals at the field. The party has to figure out how to approach the boss while dodging the incoming projectiles in order to reach the boss and initiate the Boss Battle. Notably, with some cleverness, it's possible to trick the boss into dropping the crystals in certain spots to create a teleport link between them, giving the party a good chance to suddenly approach the boss from behind and start the battle with a preemptive strike.
  • Stalactite Spite: Prior to its boss battle, the Crystal Dragon will invoke this trope as an attack to prevent the character party from approaching it. Once the player enters its wide territory, it will use its crystal wings to shoot large crystal shards upward so these fall down onto the party, harming them as well as knocking them back. The usual strategy is to not run straight onto it so the falling crystals don't fall over them, but there's a clever trick that allows the party to use the fallen crystals as teleporters to approach the boss quickly. It's even possible to approach the dragon from behind this way, initiating the battle with a preemptive strike.
  • Stance System: It can switch between a Physical and Elemental Mode, with corresponding attacks and weaknesses - it even has two separate entries in the Codex.
  • Status-Buff Dispel: Can do this with its Clear Breath attack. It does untyped damage and becomes stronger when it dispels more buffs, making short work of parties that rely heavily on these. Buffs are dispelled before the game calculates damage, so layering on defensive buffs will do you no good against it.

Eternal Tyrant (幽冥なる原初の主, Lord of the Primordial Darkness)

The boss of the Untamed Garden, the fifth stratum in the game. He used to rule over Arcania back when it was a desolate and lifeless planet. Arken then arrived and, recognizing what a danger it posed, sealed it into the newly-grown Yggdrassil. This allowed life to flourish on the planet. She then began spreading tales about the labyrinth to draw the inhabitants of Aeonia towards it, hoping eventually somebody would come that could take it out for good.
  • Breath Weapon: His Burning Miasma is a very hard-hitting fire attack. It gets telegraphed by him releasing miasma around the battlefield which he'll promptly suck up a few turns later, only to spew it all over your party the next turn.
  • Cast from Hit Points: The miasma it covers the battlefield with during key moments of the fight causes damage to the party but also to itself. The damage distribution is based on how much damage the party inflicted at the boss and vice versa.
  • Dub Name Change: His name in Japan is Lord of the Primordial Darkness.
  • Final Boss: Of the game.
  • Fisher King: He used to rule over Arcania back when it was a desolate land, devoid of life. Its boss room is also desolate unlike the rest of the Untamed Garden, giving the player a good idea of the destruction it would wreak on the planet.
  • Red and Black and Evil All Over: It is primarily black with some red accents. Between that and its demonic wings, claws and the Ominous Latin Chanting in its battle music it fit its role as the final boss of the main story very well.
  • Sealed Evil in a Can: Arken, deciding not to take crap from the Eternal Tyrant anymore, planted the Yggdrasil seed in the Untamed Garden and imprisoned him in there.

Star Devourer (星喰)

An aberration from outer space. It attacked Arken's mothership and wiped out all of her kind - They did manage to seal it with the last of their strength though. If you feel brave enough you can personally put an end to it.
  • Begin with a Finisher: He will begin the fight by performing a Total Party Kill with a skill called Full Burst. If you somehow survive this (i.e. using Hygieia's Bowl to fully protect the party), all parts of the boss minus the core will disintegrate, giving you a chance to inflict damage onto it while it spends the next turns regenerating the lost parts. Another option is disabling (i.e. binding or ailing) one or more of the parts in the first turn, since the Full Burst move will only work when all parts of the boss are available and active.
  • Cognizant Limbs: The Star Devourer has two arms, an engine, a bomb stock, a chest cannon, and a power line that each can be individually targeted and has their own movesets. Managing its parts is the main challenge of the fight, because otherwise once fully formed it will cause a Total Party Kill.
  • Contrasting Sequel Antagonist: To the Abyssal God from Etrian Odyssey III: The Drowned City. Both the Star Devourer and Abyssal God are extraterrestrial monstrosities that found their way to Earth (or rather another human-inhabited planet in the Star Devourer's case) and pose an immense threat to humanity, though how is where they differ. The Abyssal God has little reason to harass humanity for little reason beyond that it can and was sealed away by Yggdrasil and Seyfried a hundred years ago. The Star Devourer, meanwhile, was sealed by Arken's people as a last-ditch effort and poses a threat because, as its name implies, it's a Planet Eater and likely sees your world as little more than something to consume.
  • Giant Space Flea from Nowhere: As far as you know, the journey through the postgame Stratum is simply about getting Arken back to her mothership. Then you reach the final floor and find out about this...thing and what it is capable of doing.
  • No-Sell: Its Towering Sword part can block all physical damage for one turn, while the Bomb Chamber can do the same for elemental damage.
  • Sealed Evil in a Can: One of the few bosses in the entire series that you have to unseal by yourself if you want to challenge it.
  • Skippable Boss: Notable in that you can just ignore it altogether, escort Arken to the end of the final floor, and still view the ending cutscene.
  • Planet Eater: As the name implies, the Star Devourer eats planets for sustenance. The half-destroyed planets you see in the distance in the Empyreal Bridge are indicative of the kind of damage it can do.
  • Super Boss: The ultimate Superboss of the game.
  • Total Party Kill: Full Burst inflict massive amounts of damage to your entire party. Fortunately it can only be used when all his parts are present and not suffering from status ailments. Unfortunately, it starts the battle this way.

    Other Bosses 

Primordiphant (オリファント, Oliphant)


  • Skippable Boss: Enforced with the Primordiphant when he's first met in Jagged Reach, as fighting him then would be a suicide. He can be fought later during a postgame sidequest as a Superboss.
  • War Elephants: Primordiphant is a war elephant with branching tusks that roams a vast, wide-open terrain in Jagged Reach (the second stratum). When first met, his attack power and threat level are far beyond the capabilities of the player's character party, so they have to figure out a way to evade them. In the postgame, there's a sidequest where he's fought as a Superboss, and by that point the party should be ready for it.

Dryad (ドリアード)


  • Plant Person: A monstrous entity who takes advantage of her humanoid female traits to fool explorers into thinking she's an innocent girl and then kill them, not unlike Alraune in previous games. She's one of the Superbosses who can be fought in the Playable Epilogue.
  • Suspiciously Similar Substitute: Dryad is the successor of Alraune from the first two games and their respective Untold remakes. Both are plant women with exceptional power that serve as Superbosses. Then again, it should be noted that every main game introduced at least one Cute Monster Girl like Alraune and Dryad, just not necessarily plant-themed.

Zombie Dragon (ドラゴンゾンビ, Dragon Zombie)


  • Dub Name Change: More like, dub name rotation.
  • Poisonous Person: One of the many attacks consists of spewing a large amount of toxic fluid across the battlefield, which not only poisons the party but also itself.
  • Proactive Boss: During the postgame, the party is tasked to help Solor hunt down the Zombie Dragon. They traverse a previously-hidden maze in the second floor of Fetid Necropolis to look for it, and at first nothing unusual happens. However, as soon as they climb upstairs to reach a new area in the third floor, the Zombie Dragon spots them and spews a dark, dense mist that turns the area into a Blackout Basement. This not only makes visibility during field exploration more difficult, but also makes all characters suffer the Blindness ailment during the Random Encounters; also, the mist is highly flammable, so if a character or enemy uses a fire-based attack, it will ignite the whole area and cause severe damage to everybody, leading to potential casualties for both sides. And shortly after the mist dissipates, the Zombie Dragon will spew it once again, so the player's party has to deal with it during the whole way until finally reaching the boss to challenge it in battle.

Lamia (ラミア)


  • Legacy Boss Battle: One of two returning bosses from Beyond the Myth in Nexus, as the guardian of the Forest of the End maze.


Alternative Title(s): Etrian Odyssey V Beyond The Myth

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