Unskilled in battle, their healing arts allow experienced warriors to survive difficult battles.
—Medic description, Etrian Odyssey
Medics, as the name implies, are your group's primary healers. They have a number of skills that will help you survive the numerous enemy raids you will encounter within the labyrinth, healing your party members, reviving the fallen adventurers, healing negative status effects, and on top of that have access to one of the best skills in the first game, Immunize, which increases party resistance to both magic and physical attacks, helping them survive the most powerful, hard hitting monsters in the labyrinth.
If you like playing in unconventional ways, why not create a combat medic? They can deal heavy damage with the correct equipment combined with the caduceus skill. However, they will need to be placed in the front row to maximize the damage dealt.
Their major problem is that they have very lacking defensive power and speed, meaning that they both die quickly and take a long time to use their skills. This can be countered by having a survivalist using 1st turn on the medic, so he/she can heal the party before the enemy has a chance to finish them off. Also, if using the combat medic build, be careful since it will be very vulnerable to enemy attacks in the front row. Another problem is that using the highest level skills will deplete their TP very quickly, so always carry TP recovering items as insurance.
This class is available in Etrian Odyssey, Etrian Odyssey II: Heroes of Lagaard, Etrian Odyssey IV, Etrian Odyssey Untold: The Millennium Girl, Etrian Odyssey 2 Untold: The Fafnir Knight, and Etrian Mystery Dungeon.
|Description||All-purpose healers for the party, a medic can undo any damage dealt. Their skills range from healing status ailments, to curing wounds, even to resurrect dead party members. They can also confer beneficial status effects, such as HP regeneration and elemental resistance. In addition, though their low defense makes it a risky proposition, putting them on the front lines gives the surprisingly strong medics a chance to show off what kind of damage they can do.|
|Strengths||Versatile range of healing skills, good attack power if needed.|
|Weaknesses||Low defense and HP.|
|Description||Medics have several important skill trees revised and collapsed. Their Cure and Salve skills have been focused into a single skill that can be improved, and their Immunize now works as intended - only protecting the party from non-physical elemental damage. While they lose H. Touch, they gain Delayed Heal which can help the party brace for massive damage, and also gain the ability to inflict ailments in the form of Anaesthetic, Curare, and Toxin Injection, improving their party support options.|
|Strengths||Unparalleled healing ability.|
|Weaknesses||Low damage output unless supplemented using Grimoire Stones, middling HP and defenses ill-suited for continued front-row presence.|
|Description||These healing specialists have a few new tricks up their sleeves, including a skill that heals the entire party's full HP, and the ability to sacrifice their own lives to resurrect and fully heal the rest of the party. They can also remove the entire party's bindings or status ailments at a stroke, and reduce the damage taken from hazard floors through preemptive medicine.|
|Strengths||Unparalleled healing ability.|
|Weaknesses||Low offense and HP.|
|Force Skill||H. Touch: This formerly weak ability has received a major upgrade, allowing the medic's healing hands to recover the entire party's HP and status.|
|Description||Medics have lost their ability to inflict status effects from The Millennium Girl, but now gain a more powerful Salve 2 that can restore an incredible amount of HP to the party, and their original Salve has been buffed to gain better turn speed to better offset the Medics' low speed. Chase Heal lets them automatically heal a patient each time they take damage, giving great synergy with Beasts and forming the Beast-Cleric lock, and Overheal lets them amplify the power of their next heal spell while also letting it heal the party past their max HP. They also gain stronger offensive skills - Vital Hit lets frontline Medics do powerful hits should the party be in good shape and runs off their two strongest stats, and Staff Mastery lets them do more damage while also passively boosting their max TP.|
|Strengths||Unparalleled healing ability and one of the best staff attackers.|
|Weaknesses||Below-average Agility hampers speed of slower heal skills. Low Luck drastically reduces ailment resistance.|
|Force Boost||Steady Hands: For 3 turns, raises strength and turn speed of recovery skills while halving their TP costs.|
|Force Break||Medical Miracle: Heals HP, revives, and removes the party's ailments/binds/debuffs.|
|Description||Medics make a comeback in this game with a lot of revamped skills, making them even more solid supports. If you dreamed of making a consistent combat Medic, now you can thanks to them now being able to equip Maces as well as Staffs, the improved subclassing system and the available subclassing options will let Medic improve it's efficiency with the party in a supportive and (if able) offensive way.|
|Strengths||Powerful healing skills and the capability of physical damage if needed.|
|Weaknesses||Middling stats, limited reason to level skills past half strength.|
Stat Progression Edit
Skills to generate and pass:
- Heal Mastery: Improve the strength of other classes' healing abilities.
- Salve: One of the few area healing spells, and the strongest at that.
- Revive: Save on resources spent to make Nectars.
- Unbind, Refresh: Cleanse ailments off your party members. Particularly important to un-petrify or unbind your Medic.
- Focus: TP regeneration is always appreciated.
Skills best used on a Medic:
- Recover (Landsknecht): Unbinds the Medic themselves while also boosting their HP to increase their survivability.
- AGI Up (Survivalist): Offsets the slow speed of their skills.
- Formulas (Alchemist): Let the Medic use their own good TEC to do damage.
Skills to generate and pass:
- Salve, Salve 2: The strongest full-party healing spells around. Best handed to Protectors, War Magi, and Sovereigns as it calculates off TEC and VIT.
- Revive: Saves on resources spent on Nectars.
- Unbind, Refresh: Equip to faster characters to cleanse ailments before enemies can capitalize on them.
- Staff Mastery: While the physical attack buff is mostly wasted on other staff wielders, the TP increase will not.
Skills best used on a Medic:
- Barrier (War Magus): If the party is healthy, spend the turn preventing problems that would afflict them.
- Formulas and Palms (Alchemist): Offers the Medic the ability to use their TEC to do elemental damage. Palms are for frontline Medics.
- Link Order II (Sovereign): Reasonably powerful elemental area attack that only uses one Stone slot, provided the party has their own sources of elemental damage.
- Speed Up: Faster healing means fewer dead members. Doubly important for Medics investing in Salve 2 which does not get a speed bonus.
- Curb DEF Up: A passive alternative to Barrier that reduces the chances of your Medic getting shut down with an untimely bind or ailment without needing to spend a turn.
Subclasses for MedicEdit
In Etrian Odyssey IV, Medics become able to subclass, surprisingly, the available options in this game synergize pretty well with Medic's skills to the point they can become insanely efficient and solid. Examples of subclasses are:
- Landsknecht: Mainly useful for Vanguard, Medics seriously benefit from it as it makes their job much easier and reliable, considering they suffer from mediocre speed otherwise. Combat Medics also see use with Vanguard allowing Stardop and Heavy Strike to hit first for maximum efficiency, and Swordbreaker offers a good passive defense on either line while Power Boost and Iron Wall function as decent buffing passives. Very recommended if you want safety and efficiency with your Medic.
- Fortress: Grants access to several defensive abilities like Strike Guard and Element Guard when the Medic doesn't need to heal. Shields and HP Boost further increase the Medic's durability. Knight's Boon combined with Stretch also helps the Medic become very resistant to crippling ailments and binds, and Holy Blessing blocks an ailment in advance so the Medic doesn't need to waste time with Refresh. Bolt Strike and Holy Smite offer alternative attack options.
- Runemaster: The main reasons for subclassing as a Runemaster is to access Free Energy and a stacking TP Boost which allows a Medic to spam their healing skills over longer periods of time. The elemental Runes let them support other party members by shifting elemental vulnerabilities, and their reasonable Technique growth lets them hit hard with Rune attacks. Recommended for support and backrow Medics.
- Dancer: Excellent option, most Dance skills are very usable and will fill those empty turns that the Medic would have without this option. Their passives are pretty good too, particularly Fan Dance and the Tango skills. Regen Waltz also keeps one row in good shape, allowing the Medic to focus on Line Heal and save TP, while Refresh Waltz and Freedom Waltz helps to protect the Medic and their allies from ailments and binds without input. The ability to equip bows allows the Medic to pull their weight on the back row. Very recommended.
- Arcanist: Medics may have middling Luck which lowers the chance of Circle ailments/binds landing, but the main reason for subclassing as an Arcanist is to make use of Circle Boon and Dismiss Heal as powerful cost-efficient party-wide healing. The Medic's decent Technique growth also lets Dismiss Blow hit reasonably hard, and picking up Ailment Boost lets the Medic land stuns and sleep with their own Heavy Strike and Knockout Blow skills.
Medic as SubclassEdit
Due to healing strength scaling according to Technique, Medics are best subclassed to classes with good Tec growth and/or TP due to how expensive some spells can get. Since Full Heal and (Auto-)Revive do not follow these rules, low-Tec classes can also take up the subclass - though they have to keep watch of their TP if they do. Stretch is also a handy passive that raises bind resistance to keep the party member active.
- Landsknechts with Vanguard can easily utilize Revive and Full Heal to come to certain party members' aid, although their low TP pool might hinder the effectiveness of this strategy.
- Fortresses are incredibly durable so they are very capable of staying alive long enough to get their healing or revive skill to fire off. Their Knight's Boon skill also lets them shake off ailments quickly so they do not stay disabled for too long.
- Dancers get Healing Mastery to raise the strength of their Healing Step and Regen Waltz. Party Heal is also good for sustaining the party when Healing Step is unavailable.
- Arcanists and Runemasters can make use of their high TP and good Tec to continuously heal with Party Heal. Heal Mastery also increases the potency of the Arcanist's Circle Boon and Dismiss Heal skills.
- Bushi mainly take up Medic subclass to gain access to Knockout Blow and Stunning Strike for alternate ailment-causing mace damage. Full Heal and Revive let them quickly get out of pinches but is restricted by their tiny TP pool.
Note: Skills are listed in the same order that is used in the game and do not necessarily unlock one after another. See the "Requires" column to see how to unlock a skill. If that column has dashes in it the skill is accessible at level one; no other skill is needed to unlock it. Skills are maxed at level 10.
- Stat Increases and Passive Skills are passive benefits that grant bonuses without being activated.
- Search Skills are out-of-battle skills, mostly for gathering materials or controling monster behaviour.
- Healing Skills are the Medics skills, giving them a wide array of ways to heal themselves and others.
- Extra shows skill detail or any special bonuses that are gained at certain levels.
Etrian Odyssey IEdit
|HP Up||Increase max HP.||Stat Increase||-----|
|TP Up||Increase max TP.||Stat Increase||-----|
|ATK Up||Increase physical damage.||Stat Increase||-----|
|Caduceus||Attack with chance of stunning an enemy.||Staff Skill||ATK Up Lv10|
|Healer||Increase healing. Needed to learn healing skills.||Stat Increase||-----|
|Patch Up||Small healing after battle with no TP cost.||Passive Skill||Healer Lv2|
|Scavenge||Increase chances of enemy drop items.||Search Skill||TP Up Lv3|
|TP Regen||Regenerates TP every turn in battle.||Passive Skill||TP Up Lv10|
|Cure||Small healing for a party member.||Healing Skill||Healer Lv1|
|Cure II||Medium healing for a party member.||Healing Skill||Healer Lv3|
|Unbind||Removes bindings from a party member.||Healing Skill||Healer Lv3||Lv1 - 1 bind removed|
Lv3 - 2 binds removed
Lv5 - 3 binds removed
|Salve||Small healing for entire party.||Healing Skill||Healer Lv3|
|Immunize||Increases resistance to all elements for entire party.||Defense Skill||Healer Lv3|
|Affects physical resistance on top of elemental.|
|Cure III||Full healing for a party member.||Healing Skill||Healer Lv5|
|Refresh||Removes debuffs from entire party. Each level removes a buff.||Healing Skill||Healer Lv5||Lv1 - Removes Blind|
Lv2 - Removes Paralysis
Lv3 - Removes Confusion
Lv4 - Removes Sleep
Lv5 - Removes Poison
Lv6 - Removes Curse
Lv7 - Removes Terror
Lv8 - Removes Stone
Lv9 and 10 - Increases success
|Regen||Buff that causes small healing for a party member each turn.||Healing Skill||Healer Lv5|
|Salve II||Medium healing for entire party.||Healing Skill||Healer Lv5|
Cure II Lv3
|CPR||Chance for entire party to survive mortal blows with 1 HP.||Defense Skill||Immunize Lv3|
Salve II Lv5
|Revive||Revives a party member from the dead.||Healing Skill||Healer Lv7|
Cure III Lv3
|H. Touch||Percentage healing for a party member outside battle for small TP.||Healing Skill||Healer Lv10||Lv1 - Heals 25%|
|Chop||Chop wood, increase success rate and max per day.||Search Skill||-----|
|Heal Mastery||Enables healing skills and increases HP recovered through healing.||Mastery||None|
|Cure||Recovers HP for an ally.||Healing||Heal Mastery Lv1||Lv5 and 10 raise skill speed.|
|Salve||Recovers HP for the party.||Healing||Cure Lv5|
|Unbind||Removes binds.||Healing||Heal Mastery Lv3||Leveling increases number of binds removed, area of effect, and lowers TP cost.|
|Refresh||Removes status ailments.||Leveling increases area of effect and lowers TP cost.|
|Immunize||Increases the party's elemental resistance.||Guard||Unbind, Refresh Lv5||Lv5 and 10 increase duration.|
|Regenerate||A buff to an ally that restores HP at the end of the turn.||Healing||Heal Mastery Lv5||Lv5 and 10 increase duration.|
|Delayed Heal||Restores the party's HP at the start of the next turn. Cannot be used continuously, lost if the user dies.||Healing||Regenerate Lv3|
|Heal||Greatly recovers HP for an ally.||Healing||Heal Mastery Lv7|
|Revive||Resurrects an ally.||Healing||Heal Mastery Lv10|
|CPR||Applies a buff to the party that may let them survive a mortal blow with 1HP.||Guard||Revive Lv3||Lv5 and 10 increase duration.|
|HP Up||Raises maximum HP.||Stat Up||None|
|Anaesthetic||May induce sleep for an enemy.||Battle||HP Up Lv1|
|Toxin Injection||May poison an enemy.||Leveling also increases poison damage.|
|Curare||May paralyze an enemy.|
|Diagnosis||Raises critical rate for one line.||Buff||HP Up Lv5|
|Clear Strike||Melee bash attack to 1 enemy. Damage is based on user's TEC.||Staff||HP Up Lv10|
|TP Up||Raises maximum TP.||Stat Up||None|
|Safe Passage||Reduces damage from hazard tiles for a certain number of steps.||Field||TP Up Lv1|
|Scavenge||Raises drop rate of items from monsters.||Passive||TP Up Lv3|
|Focus||Recovers TP at a turn's end if the user's HP is at maximum.||Battle||TP Up Lv10|
|ATK Up||Raises physical attack.||Stat Up||None|
|Caduceus||Melee bash attack to 1 enemy. May stun.||Staff||ATK Up Lv10||Lv5 and 10 raise skill speed.|
|Chop||Allows the user to find more resources from chopping points.||Gather||None||Can be augmented with Grimoire Stones.|
Etrian Odyssey IIEdit
|HP Up||Increase maximum HP.||Stat Increase||-----|
|TP Up||Increase maximum TP.||Stat Increase||-----|
|STR Up||Increase strength.||Stat Increase||-----|
|TEC Up||Increase technique.||Stat Increase||-----|
|VIT Up||Increase vitality.||Stat Increase||-----|
|AGI Up||Increase agility.||Stat Increase||-----|
|LUC Up||Increase luck.||Stat Increase||-----|
|Esc Up||Increase chances of successfully escaping from battle.||Stat Increase||-----||Max Lv1|
|Healer||Needed to learn healing skills.||Mastery Skill||-----||Increases heal rate.|
|Patch Up||Restores a certain amount of HP after battle.||Passive Skill||Healer Lv1|
|TP Regen||Restores a small amount of TP after every turn in battle.||Passive Skill||TP Up Lv10
TEC Up Lv10
|Scavenge||Increase the chance of finding items after battle.||Passive Skill||-----||Max Lv5|
|Cure||Restores a small amount of HP.||Healing Skill||Healer Lv1|
|Cure 2||Restores a medium amount of HP.||Healing Skill||Healer Lv3|
|Cure 3||Restores full HP.||Healing Skill||Healer Lv5||Max Lv5|
|Salve||Restores a small amount of HP to the entire party.||Healing Skill||Healer Lv3
|Salve 2||Restores a medium amount of HP to the entire party.||Healing Skill||Healer Lv6|
Cure 2 Lv4
|Salve 3||Restores full HP to the entire party.||Healing Skill||Healer Lv10|
Cure 3 Lv5
|Revive||Bring the dead back to life.||Healing Skill||Healer Lv5|
|Unbind||Removes bindings from one party member.||Healing Skill||Healer Lv3|
|Freedom||Removes bindings from the entire party.||Healing Skill||Unbind Lv3||Max Lv5|
|Refresh||Removes status ailments from one party member.||Healing Skill||Healer Lv3|
|Purify||Removes status ailments from the entire party.||Healing Skill||Refresh Lv10||Max Lv5|
|Caduceus||A heavy staff strike with a chance of stunning the enemy.||Staff Skill||STR Up Lv10|
VIT Up Lv10
|CPR||Chance that party members will survive mortal blows with 1 HP.||Special Skill||Revive Lv10|
|Phoenix||Sacrifice oneself to revive and heal the rest of the party.||Healing Skill||Healer Lv10||Max Lv5|
|Patrol||Lower damage taken from hazard floors for a limited time.||Search Skill||-----||Max Lv5|
|Take||Gather plants for materials at item points.||Search Skill||-----||Max Lv5|
|Heal Mastery||Enables Healing skills and increases HP recovered by them.||Mastery||None|
|Cure||Restores HP to 1 ally.||Healing||Heal Mastery Lv1||Head, TEC/VIT|
|Salve||Restores HP to party.||Healing||Cure Lv5||Head, TEC/VIT|
|Unbind||Removes binds from an ally.||Healing||Heal Mastery Lv3||Head|
|Refresh||Removes ailments from an ally.|
|Revive||Revives 1 fallen ally.||Healing||Unbind Lv3|
|High Regen||For 3 turns, restores HP to 1 ally at end of turn and raises ailment/bind recovery.||Healing||Revive Lv2||Head, TEC/VIT|
|Healing||Greatly restores HP to 1 ally.||Healing||Heal Mastery Lv5||Head, TEC/VIT|
|Line Heal||Greatly restores HP to 1 line.||Healing||Healing Lv3||Head, TEC/VIT|
|Salve 2||Greatly restores HP to party.||Healing||Line Heal Lv5||Head, TEC/VIT|
|Chase Heal||For this turn, when specified ally takes damage, restore user's HP.||Healing||Heal Mastery Lv7||Head, TEC/VIT|
|Delayed Heal||Restores party's HP at the start of the next turn.||Healing||Chase Heal Lv5||Head, TEC/VIT|
|Overheal||Raises healing strength and allows them to heal beyond max HP until end of next turn.||Charge||Heal Mastery Lv10||Head|
|Staff Mastery||Increases damage dealt with staves and increases maximum TP.||Mastery||None|
|Heavy Strike||Melee bash attack to 1 enemy. May stun.||Staff||Staff Mastery Lv1||Arm, STR/LUC|
|Medical Rod||Melee bash attack to 1 enemy. Lowers elemental DEF for 3 turns.||Staff||Staff Mastery Lv5||Arm, TEC|
|Vital Hit||Melee bash attack to 1 enemy. Damage increased with higher party HP percentage, compared with their base max HP.||Staff||Staff Mastery Lv10||Arm, TEC/VIT|
|HP Up||Increases max HP.||Stat Up||None|
|Final Gift||May restore party's HP when KO'd.||Healing||HP Up Lv3||TEC/VIT|
|TP Up||Increases max TP.||Stat Up||None|
|Scavenge||Raises drop rate of items from monsters.||Passive||TP Up Lv3|
|Elem DEF Up||Raises elemental DEF.||Stat Up||None|
|Safe Passage||Lowers damage sustained from damage tiles for a set number of steps.||Field||Elem DEF Up Lv3|
|Phys ATK Up||Raises physical ATK.||Stat Up||None|
|Take||Allows the user to find more resources while taking.||Gather||None|
Etrian Odyssey IVEdit
|Proficiency||Increases the amount of HP recovered with the party's healing skills.||Class||-----|
|Healing||Restores some HP to 1 ally.||Healing||-----|
|Line Heal||Restores some HP to one line of allies.||Healing||Healing Lv3|
|Steady Hands||Increases effect of your HP healing skills for 3 turns.||Support||Healing Lv4|
|Refresh||Heals status ailments.||Healing||-----||Lv3 increases area to line.|
|Treat||Removes debuffs.||Healing||Refresh Lv2||Lv3 increases area to line.|
|Heavy Strike||Melee bash attack to 1 enemy. May stun.||Mace/Staff||-----||Lv4 and 8 also increase turn speed.|
|Herbology||Greater chance of finding extra plants when gathering.||Passive||-----|
|Patch Up||Restores some HP to the entire party after a battle.||Passive||-----||Triggers on victory or if enemies flee.|
|Expertise||Further increases HP recovered with the party's healing skills.||Class||Proficiency Lv1|
|Full Heal||Restores full HP to 1 ally.||Healing||Line Heal Lv3|
|Party Heal||Restores some HP to the entire party.||Healing||Full Heal Lv2|
|Revive||Revives a fallen ally.||Healing||-----|
|Group Therapy||Recovery, Refresh, Treat, and Full Refresh heal more allies for 3 turns.||Support||Treat Lv2, Recovery Lv2||Single target skills affect lines. Line skills affect entire party.|
|Full Refresh||Heals all status weakening effects, ailments, and binds for 1 ally.||Healing||Group Therapy Lv2|
|Knockout Blow||Melee bash attack to 1 enemy. May induce sleep.||Mace/Staff||Heavy Strike Lv2||Lv4 and 8 also increase turn speed.|
|Toxin Study||Eliminates the poison in certain foods while cooking it.||Sky||-----|
|Stretch||Increases your resistance to binds.||Passive||-----|
|Enlightenment||Further increases the amount of HP recovered with the party's healing skills.||Class||Expertise Lv1|
|Auto-Heal||30% chance of restoring some of an ally's HP if it falls below 30%.||Passive||Party Heal Lv3||Activation chance is static.|
|Heal Mastery||Increases recovery amount for the user's healing skills.||Passive||Auto-Heal Lv3|
|Auto-Revive||25% chance of automatically reviving an ally when they fall unconscious.||Passive||Revive Lv2||Activation chance is static.|
|TP Boost||Increases your maximum TP.||Passive||-----|
|Star Drop||Melee attack to 1 enemy that reduces its physical defense for this turn.||Mace/Staff||Knockout Blow Lv2||Lv4 and 8 increase debuff strength.|
- One of Medic's skills (Caduceus) references the staff of Hermes in Greek Mythology. It is often confused for the Rod of Asclepius, which serves as the symbol of Asclepius, the god of medicine.
- Caduceus may be a reference to the series Trauma Center, another series published by Atlus. Within it, the characters work for a medical organization known as Caduceus and use a special skill known as the "Healing Touch", which is another Medic skill.
- This is one of the four classes from the first two games which have the same name in both English and Japanese versions, the other three being Dark Hunter, Alchemist and Gunner. In Etrian Odyssey IV their name remains unchanged as well.
- The younger female medic from the first two games is carrying mostly sweets inside her bag .
- In Japanese comic strips and webcomics, both official and doujins, the younger female medic from the first two games is referred to as Medi-Ko (MediGirl), most of the time by the blonde Protector (nicknamed Sensei).
|v · t · eEtrian Odyssey|
|v · t · eEtrian Odyssey II: Heroes of Lagaard|
|v · t · eEtrian Odyssey IV: Legends of the Titan|
|v · t · eEtrian Odyssey Untold: The Millennium Girl|
|v · t · eEtrian Odyssey 2 Untold: The Fafnir Knight|