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"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

Prince(ss)

Steadfast nobles who's powerful voice guides their comrades into battle, guiding them to victory time and time again.

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 boundless charisma, they raise the party's morale as well as their stats, making each battle easier as the Sovereign's noble presence makes its appearance. As they shrug off blows with heavy armor and shields, they steadfastly issue orders to heal the wounded and wear out the enemy. They perform well on either line, but have limited means of inflicting direct damage.

Profile[]

With their powerful voices, the Prince/ss issues forth 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. Through their noble blood, the Prince/ss can easily sustain their own TP while they protect their allies.

  • Strengths: Powerful bolstering and healing capabilities, coupled with high defenses and rapid TP regen.
  • Weaknesses: No source of direct damage or mastery of any weapon. Maintaining buffs leaves few free turns, and can be costly.

Stat Progression[]

Does not include any stat bonuses from skills, equipment, Books, or Retirement.

Main article: Sovereign/Stats#EO3
Level HP TP STR TEC VIT AGI LUC
1 44 18 7 6 7 6 6
35 214 127 23 28 35 27 30
70 389 239 39 51 64 48 56
99 498 308 49 65 82 61 71

Skills[]

Skill Description Type Prerequisite Extra
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 Fixed healing amount.
Triumphant Cry All allies will recover HP if you are alive at the end of the battle. Royal Veil Lv.5
Monarch March Recover HP with each step by singing gallant military songs. 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.
Fire Arms Enchant one ally's weapon with fire for three turns. Attack Order Lv.1 Max Lv5. Leveling increases elemental resistane.
Freeze Arms Enchant one ally's weapon with ice for three turns.
Shock Arms Enchant one ally's weapon with voltage for three turns.
Regal Radiance Dispels a weapon's enchantments to deal damage to all enemies. Offensive Order Attack Order Lv.3 Scales off the target's physical attack and weapon type.
Ad Nihilo Dispel all enhancements on one enemy, deals non-elemental damage. Offensive Order Attack Order Lv.5
Guard Order Lv.5
No effect if no buffs to dispel.
Prevent Order One row of allies will gain ailment protection for 3 turns. Defensive Order Guard Order Lv.3 Max Lv5. Does not protect against instakill.
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 Healing scales with TEC.
Negotiation Dispel all enhancement spells on one ally to recover their HP. Healing Order Nobility Proof Lv.1 No effect if no buffs to dispel.
Inspire Dispel all stat decreases on one row and recover their TP. Nobility Proof Lv.3 No effect if no debuffs to dispel.
Knighthood The specified ally will act first this turn. Enhancement Order Nobility Proof Lv.5 Max Lv5

Skill Breakdown[]

The Sovereign's skill set can be split into Order buffs and healing passives. The Orders are most diverse, and can be split up based on the basic skill that unlocks them. The Class Skill Royal Lineage restores up to 10 TP whenever the Sovereign themselves gets buffed, refunding the cost of Order skills when the Sovereign is included as one of the targets. Buffing one extra fighter might be better for your strategy, but buff Limit Skills like Charge Tactics target both lines. Together with smart cycling through Nobility Proof, a Sovereign on the front line can use powerful Order skills indefinitely, helping hold the line together with their tough armor.

Attack Order is a staple buff that sees use everywhere, and it unlocks the elemental Arms skills. The Arms work like elemental Oils by enchanting someone's normal attacks for 3 turns, but also provide a small resistance to their corresponding element. Further investment past level 1 in them only increases the elemental resistance strength, not the elemental damage bonus.

Regal Radiance is the Sovereign's only attack skill, exchanging an Arms or Oil buff for an AOE that matches the element of the buff you're dispelling. It also scales off the target ally's STR and weapon ATK, not the Sovereign's, so it can devastate enemy lines if worked off a powerful physical attacker that's heavily buffed, but it will require dedication to be really efficient.

Guard Order is a defensive buff that is less used, but it unlocks other useful skills. Prevent Order keeps your party functional by blocking ailments, especially from your healers. Protect Order is a very potent healing skill that scales off the caster's TEC, and can keep a party fresh without active turn dedication.

Putting enough points into both Attack and Guard Order unlocks Ad Nihilo, an almighty attack that purges enemy buffs. It only hits if there are buffs to purge, and doesn't scale if it purges more buffs. A single point's investment is generally sufficient as it's a situational utility skill rather than a regular-use attack.

The recovery passives are what makes the Sovereign potent in the early game. Royal Veil heals the party while the Sovereign is at full health, which is great if you have a Hoplite taking away heat or defending them with Bodyguard. Triumphant Cry refills the party after every successful battle, and Monarch March has passive healing for every step you take in the labyrinth. All three skills only provide fixed healing, not going any more than 60 HP at max investment — they can give a lot of free staying power in the early game, but drop off in the late game when your party members have more than 200 HP.

Nobility Proof refunds slightly more TP than Royal Lineage when buffs wear off, and enables a fast TP recharge by cycling Arms on the caster. It unlocks two other useful skills; Inspire purges debuffs from a row for a small TP restoration, while Knighthood gives another party member priority in the action queue. Even single point investments in these offer plenty of utility.

The Sovereign's skill set range between a force multiplier or a safety net for your party. It's hard to find a good party in this game that doesn't utilize even one part of their skill set.

Subclassing[]

Subclasses for Sovereigns[]

Prince/sses have low STR and only moderate TEC, so their own offensive power will always be worse than that of other classes. As such, their best subclasses amplify their own supportive and defensive abilities.

  • 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 HP and VIT that the Ninja does not have, serving as a safety net. Combine a cheap buff with the TP regen from the class skill and you can offset the steep cost of Bunshin.
  • Hoplite: When you don't need to buff the team, guard them with shield skills like Bodyguard, Line Shield, or Anti-(element). The Prince's decent VIT and heavy armor lets them be decently durable on the front too, albeit not as well as a Hoplite. However, a very busy Prince that's too busy maintaining buffs may not have the openings to defend their party.
  • Monk: Similar to the Prince/Hoplite; the turns spent not buffing the team can be used to heal. Refresh and Unbind are priority skills as the Prince can prevent ailments but not binds, and sometimes you find yourself needing to cure ailments you failed to prevent.
  • Buccaneer: For a very aggressive team; you can combine Attack Order with Eagle Eye to maximize your physical damage output. Limit Boost is also right next to Eagle Eye so that you can use defensive Limits very easily. If you do have excess skill points to invest, consider Swashbuckling to roll for odds of a large Limit charge off a normal attack, or Hanging to contribute to battle by landing head binds.
  • Zodiac: Singularity can boost damage done by skills such as Regal Radiance. You can also invest towards Prophecy skills as a means of defense, but it will be a costly skill point undertaking.
  • Shogun: Rather than do the attacking themselves, a Prince/ss can use Command skills, especially Blitz Command to make their buffed allies attack for them! You can eschew Knighthood to also use Fore Honor and give a class increased priority. Dip a point in Katana Mastery and you can access a very powerful weapon if you need the Prince/ss to actively participate in battle.

Sovereign as Subclass[]

You don't lose much without Royal Lineage, so a Prince/ss subclass opens up access to buffs for a more supportive party member.

  • Monk: Form Qi makes Protect Order much more effective than from a main Prince/ss. That combined with Protect Order's low TP cost largely supplants a Monk's own healing skills. A Monk won't regenerate TP as quickly, but also won't run out as fast. Prevent Order also lets you keep debilitating ailments off your party, saving on turns spent curing them.
  • Ninja: Their Class skill offers great discounts on your buffs to match the TP regen from Royal Lineage. Their TEC is slightly higher than that of a Sovereign so a Protect Order is about as competent from a Ninja, and their higher AGI ensures that you apply buffs before most of your party members move. Ninjas using Bunshin also can apply buffs to both front and back at once!

External Links[]

Profile[]

During the transition to The Fafnir Knight, the Prince/Princess is renamed to Sovereign and 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.

Stat Progression[]

Main article: Sovereign/Stats#EO2U
Level HP TP STR TEC VIT AGI LUC
1 32 33 7 9 6 7 6
30 119 172 19 24 16 18 16
70 301 387 40 49 34 37 33
99 477 522 56 68 48 52 46

Skills[]

Skill Description Type Prerequisite Extra
Order Mastery Enables Order skills and heals party members affected by Orders. Mastery Available at Start
Attack Order
HD-HBind
Raises phys/elem ATK of 1 ally line for 3 turns. Order Order Mastery Lv1 Lv5 and 10 increase duration.
Guard Order Raises phys/elem DEF of 1 ally line for 3 turns.
Dauntless Order
HD-HBind
May prevent mortal damage and restore HP to 1 ally line for 3 turns. Order Attack Order Lv3
Guard Order Lv3
Lv5 and 10 increase duration and endure chance.
Holy Crown
HD-HBind
Raises effects of healing skills of 1 ally for 3 turns. Order Order Mastery Lv3 Lv5 and 10 increase duration.
Protect Order
HD-HBindHD-TECHD-VIT
Restores HP for 1 ally line at end of turn for 3 turns. Order Holy Crown Lv3 Lv5 and 10 increase duration.
Ad Nihilo
HD-HBindHD-TEC
Cancels all buffs & debuffs on 1 enemy: Deals almighty damage. Attack Order Mastery Lv5
Negotiation
HD-HBindHD-TECHD-VIT
Cancel topmost buff & debuff each on 1 ally to restore target's HP and Force. Healing Stronger if buff and debuff are removed. Lv5 and 10 increase Force restoration.
White Noble
HD-HBindHD-TECHD-VIT
Cancel topmost buff & debuff each on party to restore their HP and Force. Healing Negotiation Lv3
Clearance
HD-HBind
Cancel all buffs & debuffs each on party/enemies to restore TP to user. Healing Ad Nihilo Lv2
White Noble Lv2
Prevent Order
HD-HBind
Negates ailments once for 1 ally line for 3 turns. Order Order Mastery Lv7 Max Lv5 also increases duration.
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
HD-HBindHD-TEC
If target takes elemental damage, attack target with same element. Attack TP Up Lv1
Link Order II
HD-HBindHD-TEC
If target takes elemental damage, attack all enemies with same element. Link Order Lv5
Fire Circle
HD-HBind
Raises party's fire resistance and fire damage for the turn. Support TP Up Lv5 Lv5 and 10 increase damage boost.
Freeze Circle
HD-HBind
Raises party's ice resistance and ice damage for the turn.
Shock Circle
HD-HBind
Raises party's volt resistance and volt damage for the turn.
Cheer
HD-HBind
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

Grimoire Stones[]

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.

Profile[]

Returning again in Nexus, Sovereigns march forward undaunted through any obstacle, like they always have, rallying the might of their retinue with boundless charisma, pluck, and determination. They claim hosts of quality of life adjustments to their birthrights, and employ new boons that leverage buffs and debuffs harder than ever.

  • Strengths: Potent bolstering and healing capabilities, coupled with high defenses. Capable of sustaining their own TP and that of others.
  • Weaknesses: Low DPS and lack of weapon mastery makes them reliant on allies for carrying out battles. All their buffs are line-targeted.
  • Force Boost - Victory Vow: For 3 turns, Order skills affect entire party and cost half the TP.
  • Force Break - Proof of Nobility (uses head): For this turn, party buffs cannot be lost, and certain ones have double the effect.

Stat Progression[]

Main article: Sovereign/Stats#EON
Level HP TP STR INT VIT WIS AGI LUC
1 51 53 10 18 16 17 9 14
30 100 108 22 39 35 37 20 30
70 203 224 47 83 75 81 44 64
99 302 336 72 126 114 122 67 97
130 437 488 105 184 167 179 98 141

Skills[]

Skill Description Type Requires Extra
Victory Vow For 3 turns, Orders affect the entire party and cost half the TP. Force Boost --
Nobility Proof
V-head
For this turn, party buffs cannot be lost, and certain ones have double effect. Force Break
NOVICE
Attack Order
V-head
For 3 turns, raises all ATK for an ally line. Order None Lv4 and 8 increase duration and action speed.
Fire Arms
V-head
For 3 turns, strengthens fire attacks and imbues an ally line's weapons with fire. Buff Attack Order Lv2 Lv4 and 8 increase duration and action speed. Not compatible with Victory Vow.
Freeze Arms
V-head
For 3 turns, strengthens ice attacks and imbues an ally line's weapons with ice.
Shock Arms
V-head
For 3 turns, strengthens volt attacks and imbues an ally line's weapons with volt.
Guard Order
V-head
For 3 turns, raises all DEF for an ally line. Order None Lv4 and 8 increase duration and action speed.
Reinforce
V-wis
When casting a buff on an ally, they will recover HP. Passive Guard Order Lv2
Royal Veil At end of turn, if the user's HP is full, the party recovers HP. Passive
Heal
None Does not stack.
Monarch March Heals the party every 3 steps taken in the field. Royal Veil Lv2
Take Increases material yield from taking in the labyrinth. Gather None
Negotiation
V-head
Dispels 1 topmost buff and debuff from an ally. Restores HP/TP per dispel. Heal None
VETERAN
Royal Dignity
V-wis
If user is buffed, recovers HP after taking damage once per turn. Passive
Heal
None
Royal Lineage Restores TP with each new buff received. Passive
Heal
None
Element Bomb I
V-armV-int
Expels imbued element from 1 ally's weapon, attacking all enemies with it. Attack Fire Arms Lv1
Freeze Arms Lv1
Shock Arms Lv1
Rally Order
V-head
For 3 turns, max HP for an ally line is increased. Order Reinforce Lv2 Lv4 and 8 increase duration and action speed.
Protect Order
V-headV-wis
For 3 turns, ally line recovers HP at end of turn.
Prevent Order
V-head
For 3 turns, allows an ally line to negate one bind or ailment received. Rally Order Lv2
Protect Order Lv2
Tactical Decree
V-head
For this turn, buffed allies recover TP for damage taken. Heal None
Healing Decree
V-head
For this turn, buffed allies drain HP for damage dealt.
MASTER
Status DEF Up Increases ailment/bind resistance. Stat Up None
Element Bomb II
V-armV-int
Expels imbued element from 1 ally's weapon, hitting random enemies 3 times. Attack Element Bomb I Lv3
Clearance
V-head
Dispels all buffs & debuffs from all enemies & allies. Restores party HP/TP per dispel. Heal None
Dauntless Order
V-head
For 3 turns, an ally line may negate mortal damage and recover HP. Order Prevent Order Lv1 Lv4 and 8 increase duration and action speed.
Final Decree
V-head
Dispels 3 buffs on the user to raise all ATK/DEF for the party. Support Tactical Decree Lv2
Healing Decree Lv2
Renew When a buff on the user is dispelled by their own skill, it may be cast again automatically. Passive Final Decree Lv3

Skill Breakdown[]

Having gone through the Mystery Dungeon and Untold 2, the former Princes and Princesses of Armoroad were renamed Sovereigns. They retain much of their original toughness and play pattern, but receive a lot of quality of life improvements and new abilities that make them even more satisfying. First and foremost, Royal Veil and Reinforce now scale! They provide great sustain from the game's start to its finish (but Triumphant Cry is cut and Monarch March is much weaker). Royal Veil is further supported by their new skill Royal Dignity that heals the buffed Sovereign after the first damage of any kind taken every turn, shrugging off a lot of damage over time, often ending turns at full health even on the front line. Royal Lineage is a rewritten Nobility Proof (which in turn has become their Force Break) with a major quality of life refinement: extending your buffs also triggers the TP recovery rather than only receiving new buffs, though the maximum recovery has been dumped to a third of its former potency.

The overall potency of buffs is reduced, but Attack and Guard Orders start off costing only 4 TP, now affect both physical and elemental attack and defense, gain a higher action speed, and last extra turns at high levels. Fire, Freeze, and Shock Arms are a big revision to the elemental imbue skills — they target an entire line so that more damage dealers can be affected by them, they now increase elemental damage from skills as well, and the imbue affects a lot of weapon-dependent skills (like an Imperial's Natural Edge or a Landsknecht's Double Strike) instead of just the normal attack, making them far less situational.

The Element Bombs that replace Regal Radiance are more intuitive and allow Sovereigns to deal some damage all on their own. Element Bomb I and II are affected only by the Sovereign's INT and elemental attack buffs (such as Attack Order that buffs both physical and elemental damage). They are affected by the modifier of the Arms being dispelled, but it makes no difference whether the Arms is dispelled from the Sovereign or an ally. That allows Arms to leverage triple duty: imbue allies in the line that have better regular attacks, dispel the Arms from the Sovereign while the others attack, and boost all such damage of that element.

Though Sovereigns have much less passive TP recovery, their Force Boost Victory Vow halves the TP cost of Orders, and if they ever run low they have substantial active recovery options for themselves and their allies. Tactical Decree trades HP for TP, and Negotiation and Clearance trade buffs and debuffs for HP and TP. Victory Vow also somewhat replicates The Drowned City's Limit buffs by extending Orders to both lines. Renew retains buffs through the dispels of Negotiation, the Element Bombs, Clearance, and Final Decree, so those buffs can be dispelled again the next turn or just held onto.

Subclassing[]

Subclasses for Sovereign[]

After leveling up their abilities, Sovereigns will find themselves with spare turns in between applying and resetting buffs, thus a subclass will give them other things to do in the meantime.

  • Protectors are about aiding the survival of both the Sovereign and the party they support. The topmost Guard skills are of great relevance, especially with Recovery Guard to unbind and Heal Guard for more effective direct healing in a pinch. Elemental Walls from a Protector subclass cannot give perfect defense against elemental attacks, but an 80% damage reduction is still not to be underestimated.
  • Medics have a wide variety of healing skills for the Sovereign to use, during turns when applying buffs are not as important. Of utmost importance is access to Revive to save on Nectars, and the Medic's own healing skills are generally more powerful than the Sovereign's Reinforce in times of need. Antibodies helps keep the Sovereign's head clear so they keep on rolling with Royal Dignity.
  • Survivalists bring Speed Up and Quick Step to the table. The former offsets the Sovereign's poor action speed and can even let their buffs work faster without needing to be at maximum level. The latter lets them force an ally to move first in times of emergency, although it can get very costly. Survivalists also grant access to bows to let a Sovereign deliver decent backline damage, and Risk Perception can bail the party out of nasty situations.
  • War Magus functions similarly to the Medic as a subclass. Their War Heal skills may only give miniscule amounts of healing, but the real value lies in Artery, a party-wide buff that synergizes with Royal Veil for excellent passive healing. War Edge Mastery boosts either Sword or Staff as deemed fit. Having allies around that provide the requisites for War Magus's conditional attacks and passives is a worthwhile secondary strategy, since Sovereigns already want to be surrounded with people.
  • Zodiac works wonders for a Sovereign's own Arms and Element Bombs with Etheric Gleam and Singularity, or you can opt to snap off Elemental Stars and Binary Elements without setting up. A full Zodiac deals more damage, but a Sovereign is more durable and can still easily handle the TP costs.
  • A Ninja subclass is mainly used for Ninpo: Double. A duplicated Sovereign provides similar benefits as Victory Vow by applying buffs (slightly discounted by Mystic Calm) to the entire party at once, and each clone easily regenerates the other's HP and TP to refund the steep cost. Ninpo: Smoke improves the Sovereign's dodge rate and Reflexes provides another TP source.
  • Shogun bring some of the best buffs to the table. Great Warrior and Swift Justice are two excellent buffs to round out your repertoire, adding draw rate and act speed as well as significant attack bonuses in both cases. Additionally, the Command skills are the best way of turning your superior buffing abilities to direct damage: making your well-buffed party do your damage for you. This grants you greater leniency for investing heavily into your base Sovereign class without having to spread your precious skill points on other subclass skills for damage.

Sovereign as Subclass[]

As a subclass, the Sovereign is not as useful due to the reduced maximum potency of buffs, but any native buff skills from the main class get nice bonuses, especially Royal Dignity keeping healers healthy.

  • Protector gains great benefits the other way around. Royal Dignity provides bonus health every turn Taunt and/or Fortify are active. Rally Order is another way to protect the group.
  • Medics have several free turns where they are not healing the party, like the very beginning of the battle. Use this time to apply buffs where needed. Negotiation also serves well as a high-speed single-target heal.
  • War Magus are supported in their niche of continuous regeneration with Reinforce, Royal Dignity, and Royal Veil. Artery is the primary skill in this regard.
  • Farmers use Orders to aid the party whenever they're not trying to disable the enemies. Monarch March, Royal Veil, Negotiation, and Clearance are not affected by Farmers' low WIS. As they will find themselves using their normal attack a lot, the Arms skills can let the Farmer assist with elemental damage.
  • Harbingers with a Sovereign subclass go all-in on supporting the party. Between maintaining buffs and debuffs they generally have their hands full. Negotiation and Clearance become great healing skills to keep the party in shape alongside their own Atonement.

External Links[]

Profile[]

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.

Equipment when registered: Knife, Tweed.

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 or mastery of any weapon.

Availability: Complete the mission Fiend in the second dungeon given by Magan to defeat the Stone Hulk at B7F of the Emerald Copse, the second dungeon.

Stat Progression[]

Main article: Sovereign/Stats#EMD
Level HP TP STR TEC VIT AGI LUC EXP to next level Total EXP
1 40 50 7 7 6 5 10 80 0
30 188 120 94 94 34 120 183 20,000 179,200
50 231 145 115 115 48 141 226 30,000 749,200
70 251 165 135 135 60 161 266 30,000 1,349,200
99 280 194 164 164 69 190 324 - 2,219,200

Skills[]

Skill Description Type Prerequisites Lv Max Extra
Victory Order Increases damage the party deals for 2 turns and halves the damage they take. Blast Skill Report the quest Fetch the sovereign 1 Cost 3 Blast Gauge
NOVICE (LV1)
Proficiency Recover some TP each time you receive a buff. Passive None 1 Restore 2 TP.
Nobility Proof Restores some TP whenever one of the user's buffs ends. Passive None 3 Restore 2/3/4 TP
Attack Order Increase physical attack for all allies in the room for 5 turns. Active / Head Skill None 5 TP Cost 8 - 12. Last 6 turns after Lv3. Last 8 turns after Lv5.
Guard Order Increase physical defense for all allies in the room for 5 turns.
Dendrology May find extra materials when gathering at a chopping point. Passive None 10
Reinforce Restore some HP to anyone whose status is affected, enemy or ally alike. Passive Guard Order Lv3 5 Restore 15/17/19/21/23 HP.
VETERAN (LV10)
Expertise Recover some TP each time you receive a buff. Passive Proficiency Lv1 1 Restore 1 more TP.
Negotiation Dispel buffs on a selected ally to restore some of their HP. Active / Head Skill Nobility Proof Lv3 8 TP Cost 12 - 18.
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 Lv3 5 TP Cost 9 - 13. Last 6 turns after Lv3. Last 8 turns after Lv5. Also increase definitively the STR of an ally by 3.
Freeze Arms Increase an ally's resistance to ice for 5 turns, and imbue their normal attacks with ice.
Shock Arms Increase an ally's resistance to volt for 5 turns, and imbue their normal attacks with volt.
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 Reinforce Lv3 5 TP Cost 11 - 15. Last 6 turns after Lv3. Last 8 turns after Lv5.
Monarch March Increases natural HP recovery rate for all allies in the room. Passive None 5
Prevent Order For 5 turns, nullify the next status effect that allies in the room would receive. Active / Head Skill Protect Order Lv3 3 TP Cost 10 - 12. Last 6 turns after Lv2. Last 8 turns after Lv3.
MASTER (LV20)
Enlightenment Recover some TP each time you receive a buff. Passive Expertise Lv1 1 Restore 1 more TP.
Inspire Dispel buffs on a selected ally to restore some of their TP. Active / Head Skill Negotiation Lv3 8 TP Cost 13 - 19.
Regal Radiance Dispel an ally's elemental attack and attack all enemies in the room with the dispelled element. Active / Head Skill Fire Arms Lv3
Freeze Arms Lv3
Shock Arms Lv3
8 TP Cost 15 - 21.
Ad Nihilo Dispel all buffs from the enemy in front of you, dealing untyped damage to it. Active / Head Skill None 8 TP Cost 13 - 19.
Encourage When an ally within 1 space from the user is incapacitated, this has a chance of reviving them with 1 HP. Passive Prevent Order Lv3 5
Royal Decree Raises Blast Gauge recovery rate for all allies in the room for 5 turns. Active / Head Skill Monarch March Lv3 5 TP Cost 9 - 13. Last 6 turns after Lv3. Last 8 turns after Lv5.

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