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"Their forbidden arts use curses to control minds. As so few are fit to master the practice, they are quite rare."
Hexer description, Etrian Odyssey 2 Untold: The Fafnir Knight

EO1Hexers

Shrouded in mystery, only their bells reveal their true power.

The Hexer (カースメーカー Curse Maker in the Japanese version, Hexcaster in the European versions) are masters of potent curses and hexes designed to debilitate their enemies until they waste away to nothing. The source of their mysterious prowess comes from the bell attached to their person. Unlike their brethren the Dark Hunter and the Troubadour, they're ill-suited for the front lines and are best kept in the back in almost any circumstance.

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Description Like their melee counterpart, the Dark Hunter, the Hexer is capable of debilitating enemies with status ailments. Unlike their brethren, however, the Hexer is capable of far more potent debilitation via curses, ranging from strength and defense weakening to powerful curses to make enemies kill each other or even simply lay down and die.
Strengths Powerful disabling hexes that deteriorate enemies' health, strength, defenses, and more to nothing.
Weaknesses Low defenses barring them from the front row, tagged along by mediocre melee capabilities.

Description Similar to their capabilities in Etrian Odyssey, the Hexer remains a powerful ally. With their new arsenal of skills, they gain the ability to take the lives of their enemies in brand new ways, either by protecting their allies by lowering the enemy's accuracy, or by petrifying the enemy, killing it instantly. Although their potency has increased, they're still ill-suited for the front lines, making them ideal to be placed in the back row, unless grimoire stones are used to rectify their meager melee capabilities.
Strengths Powerful debilitation capabilities, including the ability to instantly eradicate enemies unlucky enough to fall victim to the Hexer's curses.
Weaknesses Low defenses, low health, and mediocre melee capabilities that can only be improved through the use of grimoire stones.

Description Stronger than ever before, the Hexers return with a wider arsenal of debilitating curses to hex their enemies with. With their new debilitating prowess, the Hexer can condemn their enemies to being poisoned, paralyzed, blinded, and more. With this new power comes the capability to control enemies - demanding they take the lives of their comrades, or even themselves. As with Etrian Odyssey, they're ill-suited for the front lines due to their meager melee capabilities.
Strengths With heightened mastery of debilitation, their hexes are even more potent than before. Coupled with their high TP cost, they're easily one of the strongest party-mates to keep on-hand.
Weaknesses Low defenses, low health, and mediocre melee capabilities confine the Hexer to the back row, lest have them die frequently.
Force Caprice: When the hexer cannot decide which of its many curses to cast, Caprice will doom the enemy party to a cornucopia of random status ailments.

Description Returning with even further mastery of debilitating curses, the Hexer gains new powers to compliment their old talents from Etrian Odyssey. Gaining the ability to trade the lives of the enemy for their allies' and even restore the lives of fallen comrades, the Hexer gains new grounds into the world of dark magic, allowing them to be far more useful than ever before. With the ability to sacrifice use of their own limbs for the sake of heightened cursing prowess, the Hexer is an ally to fear, as long as they stay standing. However, even with their highly destructive curses, the Hexer is ill-suited for the front lines due to their meager melee capabilities, unless rectified through grimoire stones.
Strengths Potent debilitation capabilities, including the ability to instantly eradicate enemies unlucky enough to fall victim to the Hexer's curses. Incredible Luck growth raises the ease with which the Hexer lands ailments and binds.
Weaknesses Low defenses, low health, and mediocre melee and offensive magic capabilities that can only be improved through the use of grimoire stones.
Force Boost Creeping Curse: For 3 turns, bind/ailment success rate is increased, and enemy debuff counter will not decrease.
Force Break Black Mist: Extends duration of all binds and ailments on enemies. Unusable if the Hexer's head has been bound.

Description Pending!
Strengths Pending!
Weaknesses Pending!

Stat Progression

Level HP TP STR TEC VIT AGI LUC
1 23 37 6 9 5 6 9
30 96 111 12 24 14 18 25
70 248 237 22 50 27 37 52
99 395 346 30 70 38 53 74

Level HP TP STR TEC VIT AGI LUC
1 26 48 4 8 5 6 10
30 110 210 11 22 13 19 26
70 281 462 22 45 26 40 53
99 445 623 30 62 36 57 74

Grimoire Stones

EOU

Skills to generate and pass:

  • Sapping/Frailty/Leaden/Deceit/Relapse Curse: Can be used by any party member and is handy in a boss fight.
  • Curse Mastery: Actually capable of increasing the success rates of all skills that inflict ailments or binds, contrary to the skill description.

Skills best used on a Hexer:

  • Triple Charge (Landsknecht): Raise ailment/bind chance to shut down a resistant boss or enemy.
  • Formulas (Alchemist): Make use of the Hexer's good TEC stat to do damage.

EO2U

Skills to generate and pass:

  • Sapping & Frailty Curses: Due to not requiring any stats, the debuffs can be utilized by anyone and will be handy in a boss fight.
  • All Ailment Curses: To be given to high-luck characters like Survivalists to facilitate hunting of conditional drops.

Skills best used on a Hexer:

  • Perseverance (Dark Hunter): As if the Hexer's ailment accuracy is not good enough, Perseverance will raise the odds of hitting enemies with ailments they resist on repeat attempts.
  • Displace (War Magus): To be used with the Chained Benefit skill, allowing the Hexer to simultaneously bind a target's arms and legs. Note that the binds from Chained Benefit also result in lower turn speed for this combo to work.
  • All Formulas (Alchemist): When the Hexer doesn't need to use ailments or debuffs, an attacking option always helps.
  • Petrifying Gaze (Enemy: Cockatrice): The best means for a Hexer to petrify enemies and eliminate priority targets.
  • Stigmata (Highlander) : This works similarly to Displace, excepts that it first binds your character entirely. That mean that the Hexer will attempt to completely bind itself, and every bind will be given to the target. This stacks with Chained Benefit, and does not use a body part. Excellent against bosses, especially when coupled with a whip Dark Hunter for Ecstasy.

Skills

Skill Description Type Prerequisite
HP Up Increases maximum HP. Stat Increase Available at Start
TP Up Increases maximum TP. Stat Increase Available at Start
Curses Needed to learn Curses. Mastery Available at Start
Stagger Chance of stunning enemies at the beginning of the battle. Passive Torpor Lv.5
Corrupt Lv.5
Sapping Curse that decreases all enemies' strength. Weakening Curse Curses Lv.1
Fraility Curse that decreases all enemies' defense.
Leaden Curse that decreases all enemies' speed.
Blinding Curse that has a chance to blind all enemies. Debilitation Curse Curses Lv.2
Relapse Curse that decreases enemy recovery time from status aiments. Weakening Curse Curses Lv.3
Cranial Curse that has a chance to bind an enemy's head. Debilitation Curse Curses Lv.5
Abdomen Curse that has a chance to bind an enemy's arms.
Immobile Curse that has a chance of binding an enemy's legs.
Torpor Curse that has a chance to put all enemies asleep. Debilitation Curse Curses Lv.6
Corrupt Curse that has a chance to give all enemies cursed status. Debilitation Curse Curses Lv.7
Revenge Curse that deals damage to an enemy when struck. Offensive Curse Corrupt Lv.10
Evil Eye Evil gaze that has a chance of terrifying the enemy. Debilitation Curse Curses Lv.10
Paralyze Commands a terrified monster to remain motionless. Fear Curse Evil Eye Lv.3
Betrayal Commands a terrified monster to attack its own comrades Fear Curse Evil Eye Lv.5
Suicide Commands a terrified enemy to take its own life Fear Curse Evil Eye Lv.10
Lure Curses the party to encounter more enemies Field Curse Evil Eye Lv.1
Mine Mine for materials at item points Gather Available at Start

Skill Description Type Prerequisite
Curse Mastery Enables Curse skills and increases the success rate of ailments. Mastery Available at Start
Sapping Curse Lowers all enemies' offenses for 3 turns. Curse Curse Mastery Lv1
Frailty Curse Lowers all enemies' defenses for 3 turns.
Leaden Curse Lowers all enemies' turn speed for 3 turns. Curse Sapping Curse Lv2
Deceit Curse Lowers all enemies' accuracy for 3 turns. Frailty Curse Lv2
Revenge Curse Ranged untyped attack to 1 enemy that grows stronger as HP falls. Battle Leaden Curse Lv5
Deceit Curse Lv5
Blinding Curse May blind a line of enemies. Curse Curse Mastery Lv3
Madness Curse May panic a line of enemies.
Torpor Curse May put a line of enemies to sleep.
Corrupt Curse May curse an enemy. Curse Blinding Curse Lv2
Madness Curse Lv3
Stoning Curse May petrify an enemy. Madness Curse Lv3
Torpor Curse Lv2
Relapse Curse Lowers all enemy's recovery rate from ailments for 3 turns. Curse Corrupt Curse Lv3
Stoning Curse Lv3
Cranial Curse May bind an enemy's head. Curse Curse Mastery Lv5
Abdomen Curse May bind an enemy's arms.
Immobile Curse May bind an enemy's legs.
Evil Eye May induce fear in a line of enemies. Curse Curse Mastery Lv10
Luring Whisper Raises encounter rate for 20 steps. Field Evil Eye Lv1
Muting Word Afraid enemies cannot act and take more damage this turn. Maximum priority. Curse Evil Eye Lv3
Conflict Word Afraid enemies will attack each other this turn. Maximum priority. Evil Eye Lv5
Suicide Word Causes 1 afraid enemy to attack itself this turn. Maximum priority. Evil Eye Lv10
TP Up Raises maximum TP. Stat Up Available at Start
Staggering Word May stun all enemies at the start of a battle. Passive TP Up Lv3
HP Up Raises maximum HP. Stat Up Available at Start
Chop Allows the user to find more resources while chopping. Gather Available at Start

Skill Description Type Prerequisite
HP Up Increase maximum HP. Stat Increase Available at Start
TP Up Increase maximum TP. Stat Increase Available at Start
STR Up Increase strength. Stat Increase Available at Start
TEC Up Increase technique. Stat Increase Available at Start
VIT Up Increase vitality. Stat Increase Available at Start
AGI Up Increase agility. Stat Increase Available at Start
LUC Up Increase luck. Stat Increase Available at Start
Esc Up Increase chances of successfully escaping from battle. Stat Increase Available at Start
Curses Needed to learn curse skills. Mastery Available at Start
Scavenge Increase the chance of finding items after battle. Passive TP Up Lv.5
TEC Up Lv.5
Sapping Curse that decreases all enemies strength. Weakening Curse Curses Lv.1
Fraility Curse that decreases all enemies' defense.
Leaden Curse that decreases all enemies' speed.
Dampen Curse that decreases an enemy's special resistances. Weakening Curse Curses Lv.10
Scavenge Lv.5
Cranial Curse with a chance of binding an enemy's head. Debilitation Curse Curses Lv.3
Abdomen Curse with a chance of binding an enemy's arms.
Immobile Curse with a chance of binding an enemy's legs.
Blinding Curse with a chance of blinding all enemies. Debilitation Curse Curses Lv.1
Poison Curse with a chance of poisoning all enemies. Debilitation Curse Curses Lv.2
Torpor Curse with a chance of putting all enemies to sleep. Debilitation Curse Curses Lv.3
Evil Eye Curse with a chance of terrifying all enemies. Debilitation Curse Curses Lv.4
Paralysis Curse with a chance of paralyzing all enemies. Debilitation Curse Curses Lv.5
Corrupt Curse with a chance of giving all enemies cursed status. Debilitation Curse Curses Lv.6
Suicide Commands a terrified enemy to take its own life. Fear Curse Evil Eye Lv.1
Betrayal Commands a terrified enemy to attack its own comrades.
Paralyze Commands a terrified enemy to remain motionless.
Revenge Uses the amount of HP lost as the basis for a single-enemy attack. Offensive Curse Curses Lv.7
Take Gather plants for materials at item points. Gather Available at Start

Skill Description Type Prerequisite Uses
Curse Mastery Enables Curse skills and increases the success rates of binds/ailments from Curse skills. Mastery Available at Start
Sapping Curse Lowers all enemies' offenses for 3 turns. Debuff Curse Mastery Lv1 Head
Frailty Curse Lowers all enemies' defenses for 3 turns.
Weakening Curse Lowers all enemies' resistance to binds/ailments for 3 turns. Debuff Sapping Curse Lv3
Frailty Curse Lv3
Head
Blinding Curse May blind 1 line of enemies. Curse Curse Mastery Lv3 Head, LUC
Venom Curse May poison 1 line of enemies.
Madness Curse May cause panic on 1 line of enemies.
Torpor Curse May cause sleep on 1 line of enemies. Curse Blinding Curse Lv2
Venom Curse Lv2
Head, LUC
Corrupt Curse May curse 1 line of enemies. Venom Curse Lv2
Madness Curse Lv2
Cranial Curse May bind 1 enemy's head. Curse Curse Mastery Lv5 Head, LUC
Abdomen Curse May bind 1 enemy's arms.
Immobile Curse May bind 1 enemy's legs.
Evil Eye May cause fear on 1 line of enemies. Curse Curse Mastery Lv10 Head, LUC
Shielding Word Cause an afraid enemy to take damage for the party this turn. Curse Evil Eye Lv1 Head
Conflict Word Afraid enemies will attack other enemies this turn. Evil Eye Lv5
Suicide Word Afraid enemies will attack themselves this turn. Evil Eye Lv10
HP Up Increases max HP. Stat Up Available at Start
Sacrifice KO 1 ally for an almighty attack to all enemies and transfers binds/ailments. Damage increases with that ally's HP. Attack HP Up Lv5 Head, TEC/LUC
Reincarnate Revives all fallen allies, but may cause fear to them. Healing Sacrifice Lv5 Head, TEC/VIT
Life Trade Almighty attack to all enemies, party recovers HP for damage dealt. Power increases as party HP decreases. Attack HP Up Lv10 Head, TEC
Curb ATK Up Increases bind/ailment success rate. Stat Up Available at Start
Chained Benefit Binds user's arms and legs, and raises bind/ailment rate next turn. Charge Curb ATK Up Lv10
TP Up Increases max TP. Stat Up Available at Start
Curb DEF Up Increases resistance to binds/ailments. Stat Up Available at Start
Chop Allows the user to gather more resources while chopping. Gather Available at Start

Gallery

Trivia

  • Even though their arms are already bound with chains, they can still be arm bound by enemies.
    • Funnily enough, in Etrian Odyssey 2 Untold, they gain an ability that inflicts Arm and Leg bind to themselves in order to boost their ailment and bind infliction rate.


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