- A class that weakens enemies at a distance from the shadows with throwing knives, or uses two blades to go in for the kill. Special attackers who work on either line.
- —In-Game description, Etrian Odyssey IV
Nightseekers are the vicious cousins of the Dark Hunter class from previous games, Nightseekers are deadly assassins that excel at crippling and killing targets.
Drawing parallels to the Dark Hunters in the first two games, the Nightseeker's stock and trade is the ability to throw envenomed knives with the ability to inflict all manner of status effects on foes, paired with lethal close-combat skills that become even stronger against ailment-afflicted enemies. Rounding out their skills, they are the only class capable of using two weapons at once with the ability Blade Flurry, as well as the only class that can cause skills to activate more than once with Follow Trace.
Because their damage increases considerably when an enemy is under the effects of a status effect, their damage output is among the highest in the game if built correctly, capable of matching the likes of Bushi, Snipers, and Imperials - if the target is under a status effect, at least.
- Strengths: Incredible offenses paired with highest Agility of all classes.
- Weaknesses: Low HP and Vitality stats shorten front row lifespan; dependent on landing ailments for maximum damage output.
Subclasses for Nightseekers Edit
Nightseekers subclass well into many classes.
- Landsknecht: Due to the high innate speed of Nightseekers, Nightseekers can immediately gain the advantage of establishing Links for the rest of the party to trigger without needing to set up Vanguard, and enjoy the bonuses of Initiative and Power Boost to hit even harder. Swordbreaker, Iron Wall and Weapon Parry allow for dual-wielding Nightseekers to offset their slightly low durability.
- Sniper: For backrow Nightseekers, Sniper skills offer two different types of builds. One allows a Nightseeker to dual-wield bows and land many normal attacks with a good critical chance due to Bullseye and Power Boost. Another allows a Nightseeker to both bind and inflict ailments with bows and knives by capitalizing on their high Agility and Luck.
- Dancer: Sword Dance and Mist Dance, when combined with their innate Blade Flurry skill, results in multiple hits and stuns at once - particularly if triggered off a Chase Samba or Rush Dance, and the damage can only go higher if an ailment gets inflicted on the way. Note that stunning with Mist Dance will not trigger Foul Mastery or the Nightseeker's class passives.
- Arcanist: While Circles may seem to be an easy way to repeatedly attempt ailments multiple times across many turns, Ailment Boost and TP Return are prime skills to attain due to the increased ease in crippling enemies with ailments without much net loss in TP, allowing a Nightseeker/Arcanist to be nearly indefinitely sustainable during long dungeon trips. Releasal Spell, while expensive, also allows for re-application of ailments and binds during a long boss fight to maintain and even improve the Nightseeker's DPS.
- Bushi: Charge, Blood Surge, Power Boost and Defiance drastically raise the base offensive power of dual-wielding Nightseekers, especially when used to boost the strength of Swift Edge through the roof. When combined with the Nightseeker's own Foul Mastery and class skills, they can absolutely destroy any enemy afflicted with ailments. Ferocity also allows a Nightseeker to sustain themselves when attacking twice with Blade Flurry, and Deep Breath can easily restore TP lost to Blood Surge.
- Imperial: Drive Blades cannot be dual-wielded, but the Drive skills offer ridiculous burst damage, especially if it has been boosted by Foul Mastery and doubled up with Follow Trace. In between, the Nightseeker's own Sword skills can still be used while holding a Drive Blade, so they can follow through with Swift Edge, Ice Knife, Assassinate or Shadow Bite. Power Boost also exists to raise their base damage.
Nightseeker as Subclass Edit
Nightseeker is a highly desirable subclass as well, usually only due to their Blade Flurry and Follow Trace skills allowing for units to attack multiple times in one turn.
- Dual-wielding Bushi and Landsknechts go for this class specifically for Blade Flurry which raises their offensive ability since they will strike with both weapons and have skills that grant bonuses for dual-wielding. Speed Boost also offers them better accuracy, evasion, and turn speed.
- Dancers benefit from dramatically increased offensive power and access to both special attacks, status knives, and the ability to combine Blade Flurry with Sword Dance and Mist Dance for anywhere between 2 to 8 normal attacks, each with a chance to stun the target.
- Arcanists can gain access to specific status effects they otherwise couldn't get (such as Curse and Blind), and attack boosts for inflicting status effects should they have managed to invest enough skill points to attain Foul Mastery.
- Imperials seek this class specifically for Follow Trace - this skill can allow Drive skills to hit twice and allow more mileage from cooldown skills, getting two reductions for the price of and in the time space of one. Swift Edge is also an appreciable, if expensive, multihit skill to take up.
Despite the class description implying otherwise, the Throw skills can be used while wielding any weapon.
|Proficiency||Greatly increases damage to enemies suffering from ailments.||Class||-----||Does not work on stunned enemies.|
|Ice Knife||Melee ice cut attack to 1 enemy.||Sword/Knife||-----|
|Biding Slice||Melee attack to 1 enemy. If not hit this turn, do another cut attack to the same target.||Sword/Knife||Ice Knife Lv3||Second attack will not activate if the target is dead.|
|Sand Throw||Ranged cut attack to 1 enemy. May blind.||Throw||-----|
|Nerve Throw||Ranged cut attack to 1 enemy. May paralyze.||Throw||Sand Throw Lv2|
|Blade Flurry||Can attack twice per turn if two weapons are equipped.||Passive||-----||Level to increase strength of second hit.|
|Shadow Cloak||Nulls one physical attack in the next 3 turns.||Support||-----||Level to reduce cost.|
|Auto-Cloak||Shadow Cloak may activate at the start of battle.||Auto||Shadow Cloak Lv2|
|Decoy||Increases the chance of 1 ally to be targeted by enemies for 3 turns.||Support||-----|
|Herbology||Greater chance of finding extra plants when gathering.||Passive||-----|
|Expertise||Further increases damage to enemies suffering from ailments.||Class||Proficiency||Does not work on stunned enemies.|
|Assassinate||Melee instant kill to 1 enemy. Higher success rate against ailing enemies.||Sword/Knife||Biding Slice Lv2|
|Shadow Bite||Melee cut attack with increased damage against ailing enemies.||Sword/Knife||Assassinate Lv3|
|Sleep Throw||Ranged cut attack to 1 enemy. May induce sleep.||Throw||Nerve Throw Lv2|
|Curse Throw||Ranged cut attack to 1 enemy. May curse.||Throw||Sleep Throw Lv2|
|Spread Throw||The next throw skill you use will attack all enemies.||Support||-----||Level to reduce cost.|
|Sneak Attack||Raises chance of preemptive rounds for the next 40 steps.||Dungeon||-----||Level to increase duration.|
|Agile Chef||Increase AGI gains from cooked food.||Sky||-----|
|Speed Boost||Increases action speed, hit rate, and evasion rate.||Passive||-----|
|Enlightenment||Further increases damage to enemies suffering from ailments.||Class||Expertise||Does not work on stunned enemies.|
|Swift Edge||Multiple melee attacks to 1 enemy.||Sword/Knife||Shadow Bite Lv2||Level to also increase number of hits.|
|Venom Throw||Ranged cut attack to 1 enemy. May poison.||Throw||Curse Throw Lv2||Level to also increase poison strength.|
|Foul Mastery||Increases attack power for each ailment inflicted during this battle.||Passive||Swift Edge Lv2, Venow Throw Lv2||Boost caps once it reaches 2x damage. Does not trigger on stun or instant kill.|
|Follow Trace||Weapon attack skills may sometimes activate twice.||Passive||Blade Flurry Lv3||Second skill is free. Strength of second attack increases with Blade Flurry level.|
|Auto-Spread||Spread Throw may activate at start of battle.||Auto||Spread Throw Lv2|
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