- "Those of royal blood from kingdoms large and small. Their orders raise morale to turn the tide."
- —Prince/ss description, Etrian Odyssey III: The Drowned City
The Sovereign (プリンス / プリンセス Prince/ss in the Japanese version and Etrian Odyssey III: The Drowned City) are armor-clad supporters who use their powerful voices to lead their comrades to victory time and time again. With their bolstering voices, they raise the party's morale as well as their stats, making each battle easier as the Sovereign's noble presence makes it's appearance. With their heavy armor, they're a force to be reckoned with, being virtually unstoppable as their orders heal the wounded and wear out the enemy. Thanks to their vitality, they make ideal units for either line, though lacking in any means of inflicting direct damage.
|Description||With their powerful voices, the Prince/ss is a hardy class that can dish out a variety of beneficial orders that allow their allies to utilize their capabilities at the maximum. Thanks to their access to shields and heavy armor, they make for hard targets to kill when added onto their vast number of support capabilities. Between buffs, odd healing, and weapon enchantments, the Prince/ss functions like the Troubadours from the previous games. With their general knowledge of melee, they can use a variety of weapons, though they lack any particular skill with any. Through their noble blood, the Prince/ss can restore their own TP, as well as the TP of others, simply through the protection of their allies.|
|Strengths||Powerful bolstering and healing capabilities, coupled with high defenses. Capable of healing their own TP to a degree.|
|Weaknesses||No source of direct damage and no real skill with any weapon. Their low TP pools can make things difficult, and they rarely have a chance to go a turn without applying a new order.|
|Description||During the transition to The Fafnir Knight, the Sovereign loses a fair bit of durability they once had in exchange for greater TP reserves and Tec growth. Nevertheless, their function remains unchanged as they still have reasonable defenses for a support class. Several of the Troubadour's skills from Heroes of Lagaard have been passed over to the Sovereign, and the Sovereign's own weapon enchantment skills have been removed due to overlap with that class. This results in the Sovereign focusing on managing buffs and debuffs, with their strongest skills involving erasing buffs and/or debuffs for a beneficial effect.|
|Strengths||Powerful bolstering and healing capabilities, coupled with high defenses. Capable of healing their own TP to a degree. Flexibility of weapon usage and access to heavy armor lets them function on both front and back lines.|
|Weaknesses||No good attack skills without being rectified through grimoire stones. Link Order skills require other party members to trigger. Slightly low HP and Vitality reduces frontline durability.|
|Force Boost||Victory Vow: For 3 turns, Order skills affect the entire party instead of 1 line.|
|Force Break||Proof of Nobility (uses head): Restores HP and TP to the entire party.|
|Description||With their powerful voices, the Sovereign is a hardy class that can dish out a variety of beneficial orders that allow their allies to utilize their capabilities at the maximum. Thanks to their access to shields and heavy armor, they make for hard targets to kill when added onto their vast number of supportive capabilities. Though lacking in one powerful healing skill, their orders can heal an entire room of allies at once, making them an extremely useful member of any party. With their general knowledge of melee, they can use a variety of weapons, though they lack any particular skill with any. Through their noble blood, the Sovereign can restore their own TP, as well as the TP of others, simply through the protection of their allies.|
|Strengths||Powerful bolstering and healing capabilities, coupled with high defenses. Capable of healing their own TP to a degree.|
|Weaknesses||No source of direct damage and no real skill with any weapon.|
Stat Progression Edit
Does not include any stat bonuses from skills, equipment, Books, or Retirement.
Grimoire Stones Edit
Skills to generate and pass:
- Elemental Circles: Multiple party members using Circles in the same turn will result in tremendous elemental amplification.
- Link Order II: Allows a Tec-based party member with no innate elemental attacks to deal good amounts of elemental damage while only consuming a single Grimoire slot.
- White Noble, Clearance: Particularly important for the Juggernaut fight and any other boss that uses a debuff which the party lacks a skill to directly counter.
Skills best used on Sovereigns:
- War Edge Skills (War Magus): Good Str and Tec allow for a Sovereign to do reasonable amounts of damage through War Edge attacks.
- Salve/Salve II (Medic): Order healing might not be strong enough or cover enough area in some cases.
- Elemental Palms (Alchemist): Frontline Sovereigns get a cost-efficient means of doing elemental damage.
- Whip Skills (Dark Hunter): The Sovereign's decent stat spread lets them effectively use Dark Hunter skills.
|Royal Lineage||This royalty skill regains TP with each new enhancement received.||Class Passive||Available at Start|
|Royal Veil||All allies will recover HP if your HP is maxed at the turn's end.||Passive||Available at Start|
|Triumphant Cry||All allies will recover HP if you are alive at the end of the battle.||Passive||Royal Veil Lv.5|
|Monarch March||Recover HP with each step by singing gallant military songs.||Passive||Triumphant Cry Lv.5|
|Reinforce||After casting an enhancement spell on an ally, they will recover HP.||Passive||Guard Order Lv.1|
|Nobility Proof||Your TP will recover when an enhancement spell's effect ends.||Passive||Available at Start|
|Attack Order||One row of allies' attack power will be increased for three turns.||Enhancement Order||Available at Start|
|Guard Order||One row of allies' defense will be increased for three turns.||Enhancement Order||Available at Start|
|Fire Arms||Enchant one ally's weapon with fire for three turns.||Enhancement Order||Attack Order Lv.1|
|Freeze Arms||Enchant one ally's weapon with ice for three turns.||Enhancement Order||Attack Order Lv.1|
|Shock Arms||Enchant one ally's weapon with voltage for three turns.||Enhancement Order||Attack Order Lv.1|
|Regal Radiance||Dispels a weapon's enchantments to deal damage to all enemies.||Offensive Order||Attack Order Lv.3|
|Ad Nihilo||Dispel all enhancements on one enemy, deals non-elemental damage.||Offensive Order||Attack Order Lv.5
Guard Order Lv.5
|Prevent Order||One row of allies will gain ailment protection for 3 turns.||Defensive Order||Guard Order Lv.3|
|Rally Order||One row of allies will gain increased max HP for three turns.||Enhancement Order||Guard Order Lv.5|
|Protect Order||For three turns, one row of allies will gain HP when a turn ends.||Healing Order||Rally Order Lv.5|
|Negotiation||Dispel all enhancement spells on one ally to recover their HP.||Healing Order||Nobility Proof Lv.1|
|Inspire||Dispel all stat decreases on one row and recover their TP.||Healing Order||Nobility Proof Lv.3|
|Knighthood||The specified ally will act first this turn.||Enhancement Order||Nobility Proof Lv.5|
|Order Mastery||Enables Order skills and heals party members affected by Orders.||Mastery||Available at Start|
|Attack Order||Raises phys/elem ATK of 1 ally line for 3 turns.||Order||Order Mastery Lv1||Head|
|Guard Order||Raises phys/elem DEF of 1 ally line for 3 turns.|
|Dauntless Order||May prevent mortal damage and restore HP to 1 ally line for 3 turns.||Order||Attack Order Lv3|
Guard Order Lv3
|Holy Crown||Raises effects of healing skills of 1 ally for 3 turns.||Order||Order Mastery Lv3||Head|
|Protect Order||Restores HP for 1 ally line at end of turn for 3 turns.||Order||Holy Crown Lv3||Head|
|Ad Nihilo||Cancels all buffs & debuffs on 1 enemy: Deals almighty damage.||Attack||Order Mastery Lv5||Head, TEC|
|Negotiation||Cancel topmost buff & debuff each on 1 ally to restore target's HP and Force.||Healing||Head, TEC/VIT|
|White Noble||Cancel topmost buff & debuff each on party to restore their HP and Force.||Healing Order||Negotiation Lv3||Head, TEC/VIT|
|Clearance||Cancel topmost buff & debuff each on party/enemies to restore TP to user.||Healing||Ad Nihilo Lv2|
White Noble Lv2
|Prevent Order||Negates ailments once for 1 ally line for 3 turns.||Order||Order Mastery Lv7|
|Morale Boost||Buffed allies gain more Force while user is alive.||Passive||Order Mastery Lv10|
|TP Up||Raises max TP.||Stat Increase||Available at Start|
|Link Order||If target takes elemental damage, attack target with same element.||Attack||TP Up Lv1||Head, TEC|
|Link Order II||If target takes elemental damage, attack all enemies with same element.||Link Order Lv5|
|Fire Circle||Raises party's fire resistance and fire damage for the turn.||Support||TP Up Lv5||Head|
|Freeze Circle||Raises party's ice resistance and ice damage for the turn.|
|Shock Circle||Raises party's volt resistance and volt damage for the turn.|
|Cheer||Restores TP to allies in user's line if user has cancelled allies' buffs/debuffs the previous turn.||Healing||TP Up Lv10|
|HP Up||Raises max HP.||Stat Increase||Available at Start|
|Royal Veil||Restores HP to party at end of turn if user's HP is full.||Passive||HP Up Lv5|
|Triumphant Cry||Party recovers HP at end of battle.||Passive||HP Up Lv10|
|Monarch March||Party recovers HP after walking a set number of steps.||Passive||Royal Veil Lv3|
Triumphant Cry Lv3
|Curb DEF Up||Raises ailment/bind resistance.||Stat Increase||Available at Start|
|Take||Allows user to find more resources while taking.||Gather||Available at Start|
|Proficiency||Recover some TP each time you receive a buff.||Passive||Available at Start|
|Nobility Proof||Restores some TP whenever one of the user's buffs ends.||Passive||Available at Start|
|Attack Order||Increase physical attack for all allies in the room for 5 turns.||Active / Head Skill||Available at Start|
|Guard Order||Increase physical defense for all allies in the room for 5 turns.||Active / Head Skill||Available at Start|
|Dendrology||May find extra materials when gathering at a chopping point.||Passive||Available at Start|
|Reinforce||Restore some HP to anyone whose status is affected, enemy or ally alike.||Passive||Guard Order Lv.3|
|Expertise||Recover some TP each time you recieve a buff.||Passive||Level 10, Proficiency Lv.1|
|Negotiation||Dispel buffs on a selected ally to restore some of their HP.||Active / Head Skill||Level 10, Nobility Proof Lv.3|
|Fire Arms||Increase an ally's resistance to fire for 5 turns, and imbue their normal attacks with fire.||Active / Head Skill||Level 10, Attack Order Lv.3|
|Freeze Arms||Increase an ally's resistance to ice for 5 turns, and imbue their normal attacks with ice.||Active / Head Skill||Level 10, Attack Order Lv.3|
|Shock Arms||Increase an ally's resistance to volt for 5 turns, and imbue their normal attack with volt.||Active / Head Skill||Level 10, Attack Order Lv.3|
|Protect Order||Grant Regen status to allies in the room for 5 turns, which recovers HP at the end of each turn.||Active / Head Skill||Level 10, Reinforce Lv.3|
|Monarch March||Increase natural HP recovery rate for all allies in the room.||Passive||Level 10|
|Prevent Order||For 5 turns, nullify the next status effect that allies in the room would recieve.||Active / Head Skill||Level 10, Protect Order Lv.3|
|Enlightenment||Recover some TP each time you recieve a buff.||Passive||Level 20, Expertise Lv.1|
|Inspire||Dispel buffs on a selected ally to restore some of their TP.||Active / Head Skill||Level 20, Negotiation Lv.3|
|Regal Radiance||Dispel an ally's elemental attack and attack all enemies in the room with the dispelled element.||Active / Head Skill||Level 20, Fire Arms Lv.3, Freeze Arms Lv.3, Shock Arms Lv.3|
|Ad Nihilo||Dispel all buffs from the enemy in front of you, dealing untyped damage to it.||Active / Head Skill||Level 20|
|Encourage||When an ally within 1 space from the user is incapacitated, this has a chance of reviving them with 1 HP.||Passive||Level 20, Prevent Order Lv.3|
|Royal Decree||Raises Blast Gauge recovery rate for all allies in the room for 5 turns.||Active / Head Skill||Level 20, Monarch March Lv.3|
As Main Class:
- Ninja: Bunshin allows the Prince to buff two rows at once, making tasks like constant Prevent Order much easier. It also gives the Prince better survivability and tanking capability with Otori, Senpuku and Kumogakure, but with vitality that the Ninja does not have, serving as a safety net. Prince's reasonably high luck also capitalizes on their ailment inducing skills.
- Farmer: Again, the Prince's luck can capitalize on the Farmer's status ailments; however, unlike the Farmer his vitality doesn't render him an easy target. Braveheart coupled with Royal Veil can heal the rest of the party for a lot so long as they are kept safe, and Sympathy Pain is another good skill to use if they are prone to being afflicted with ailments.
- Zodiac: Singularity can boost damage done by skills such as Regal Radiance, or enchantments from Elemental Arms. Their high TP and TP regen can mitigate a lot of the mainstream Zodiac's TP efficiency issues when using utility skills such as Elemental Prophecies- though building Meteor is, for obvious reasons, not recommended.
- Hoplite: With Prince's high vitality in EOIII, he can serve the role of a Hoplite should you require one. Royal Lineage and/or Nobility Proof, when managed right, can sustain the Prince's TP to the point he will not run out by spamming shield skills.
- Gladiator: By actually giving the Prince a weapon mastery, he can actually do really good damage on his own. Charge, Blade Rave, and Berserker's Vow are good skill options to pick up.
- Buccaneer: Again, the Prince can be made a good damage dealer with either Rapier or Gun Mastery; and his luck couples well with the Buccaneer's Hanging, Light's Out and Lady Luck.
- Monk: It is often said that monks handle the Prince's Order skills better than he does; the reason being Form Qi adds to the amount of healing that Protect Order and Reinforce do. The main drawback is that the monk runs out of TP faster than he does.
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