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Unskilled in battle, their healing arts allow experienced warriors to survive difficult battles.
Medic description, Etrian Odyssey

EO1Medics

"Where does it hurt?"

MedicEO4

Etrian Odyssey IV Medic

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 LagaardEtrian Odyssey IV, Etrian Odyssey Untold: The Millennium GirlEtrian Odyssey 2 Untold: The Fafnir Knight, and Etrian Mystery Dungeon.

ProfileEdit

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 and low Luck.
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

Level HP TP STR TEC VIT AGI LUC
1 26 34 6 9 6 6 8
30 110 100 18 23 17 16 19
70 281 220 38 46 35 36 38
99 445 327 54 65 49 50 52

Level HP TP STR TEC VIT AGI LUC
1 27 37 6 9 6 6 8
30 109 179 19 24 18 17 15
70 273 402 41 50 40 36 26
99 428 540 58 70 57 50 35

Level HP TP STR TEC VIT AGI LUC
1 40 39 5 10 6 6 5
35 177 173 23 34 25 25 23
70 317 295 42 58 45 45 41
99 433 374 57 78 57 61 57

Grimoire StonesEdit

EOUEdit

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.

EO2UEdit

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.
  • Barbaric March (Troubadour): Raises party max HP to power up Vital Hit.
  • Curb DEF Up: A passive alternative to Barrier that reduces the chances of your Medic getting shut down with an untimely bind or ailment.

SubclassingEdit

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.

SkillsEdit

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

Skill Description Type Requires Extra
HP Up Increase max HP. Stat Increase -----
TP Up Increase max TP. Stat Increase -----
ATK Up Increase physical damage. Stat Increase -----
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
Cure III Full healing for a party member. Healing Skill Healer Lv5
Salve Small healing for entire party. Healing Skill

Healer Lv3

Cure Lv3

Salve II Medium healing for entire party. Healing Skill

Healer Lv5

Cure II Lv3

Revive Revives a party member from the dead. Healing Skill

Healer Lv7

Cure III Lv3

Unbind Removes bindings from a party member. Healing Skill Healer Lv3

Lv1 - 1 bind removed

Lv3 - 2 binds removed

Lv5 - 3 binds removed

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 - Increases success

Lv10 - Increases success

Immunize

Increases resistance to all elements for entire party.

Defense Skill

Healer Lv3

Salve Lv3

Expires at the 4th turn after the turn you casted.
CPR Chance for entire party to survive mortal blows with 1 HP. Defense Skill

Immunize Lv3

Salve II Lv5

Regen Buff that causes small healing for a party member each turn. Healing Skill

Healer Lv5

Cure Lv5

Caduceus Attack with chance of stunning an enemy. Staff Skill ATK Up Lv10
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 -----

Skill Description Type Prerequisites Extra
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

Skill Description Type Requires Extra
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

Max Lv5
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

Cure Lv3

Max Lv5
Salve 2 Restores a medium amount of HP to the entire party. Healing Skill Healer Lv6
Cure 2 Lv4
Max Lv5
Salve 3 Restores full HP to the entire party. Healing Skill Healer Lv10
Cure 3 Lv5
Max 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

Skill Description Type Requires Uses
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
Refresh Lv3
Head
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. 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

Skill Description Type Prerequisites Extra
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.
Recovery Heals binds.
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.

Skill Description Type Prerequisites Extra
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 -----

Skill Description Type Prerequisites Extra
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.

GalleryEdit

TriviaEdit

  • 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).

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