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War magus

The War Magus, known as Doctor Magus (ドクトルマグス) in Japan, is a versatile healer prioritizing adaptation to and exploitation of circumstances of the battlefield. War Magi strike a balance between aiding allies and disabling foes, specifically gaining advantage over those suffering from ailments. They have terrible AGI in all games in which they appear, in exchange for a moderate balance of other stats, allowing them to remain alongside allies on the front line. They have a somewhat survivalist opportunistic flavor in the fashion of tribal shamans and nomadic doctors.

Profile[]

Combining aspects of Medics, Troubadours, and Dark Hunters, a War Magus is a jack of all trades but master of none. For healing skills one can only learn Cure 1/2/3 and Salve 1/2, and Regenall. For buff skills one can boost attack, defense, and speed, but only for one ally at a time, and can erase an enemy's buffs. The attack skills of a War Magus gain a secondary effect when their target is suffering from specific ailments. War Magi host one of the few ways to restore TP in Heroes of Lagaard's labyrinth, in which they Transfer their TP to allies, then use Cursecut against cursed enemies.

  • Strengths: Can stand in for multiple roles for parties that lack them.
  • Weaknesses: Situational Sword skills, dependent on other classes for optimal function.
  • Force skill - Invoke: With a passionate prayer, the war magus fully restores the entire party's HP and strengthens everyone's elemental resistances.

Stat Progression[]

Main article: War Magus/Stats#EO2
Level HP TP STR TEC VIT AGI LUC
1 42 24 5 7 4 4 7
30 179 88 23 24 33 17 17
70 426 176 50 53 63 36 32
99 617 404 67 70 81 55 50

Skills[]

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 normally maxed at level 10, but there are some exceptions where the level cap is 5 or even 1.

  • 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.
  • Sword Skills are the War Magi in-battle skills, abusing status ailments on the enemy for extra effects.
  • Healing Skills are exactly like the Medics Skills, allowing the War Magus to heal one or more targets.
  • Shaman Skills are similar to the Troubadour Skills, mostly giving single target boosts.
  • Extra shows skill detail or any special bonuses that are gained at certain levels.
Skill Description Type Requires Extra
HP Up Increase maximum HP. Stat Increase -----
TP Up Increase maximum TP.
STR Up Increase strength.
TEC Up Increase technique.
VIT Up Increase vitality.
AGI Up Increase agility.
LUC Up Increase luck.
Esc Up Increase chances of successfully escaping from battle. Stat Increase ----- Max Lv1
War Edge Needed to learn sword skills. Mastery Skill -----
War Lore Needed to learn shaman and healing skills.
Regenall Restores a small amount of HP to the party on every turn. Passive Skill ----- Max Lv5
Blindcut Sword slash that binds the head of a blinded enemy. Sword Skill War Edge Lv1
STR Up Lv1
Venomcut Sword slash that binds the legs of a poisoned enemy. War Edge Lv2
STR Up Lv2
Sleepcut Sword slash that does heavy damage to a sleeping enemy. War Edge Lv3
STR Up Lv3
Fearcut Sword slash that recovers HP when attacking a terrified enemy. War Edge Lv4
STR Up Lv4
Stuncut Sword slash that binds the arms of a paralyzed enemy. War Edge Lv5
STR Up Lv5
Cursecut Sword slash that recovers TP when attacking a cursed enemy. War Edge Lv10
STR Up Lv6
Max Lv5
Cure Restores a small amount of HP. Healing Skill War Lore Lv1
Cure 2 Restores a medium amount of HP. War Lore Lv3
Cure 3 Restores full HP. War Lore Lv5 Max Lv5
Salve Restores a small amount of HP to the entire party. Healing Skill War Lore Lv7
Cure Lv3
Max Lv5
Salve 2 Restores a medium amount of HP to the entire party. War Lore Lv10
Cure 2 Lv4
Max Lv5
Warmight Shaman spell that increases an ally's attack power. Shaman Skill War Lore Lv2 Max Lv5
Rockskin Shaman spell that increases an ally's defense.
Elkspeed Shaman spell that increases an ally's speed.
Erase Shamanic spell that erases an enemy's status benefits. War Lore Lv3
Transfer Shamanic spell that transfers the war magus's TP to an ally. Special Skill TP Up Lv1 Max Lv5
Chop Chop wood for materials at item points. Search Skill ----- Max Lv5

Profile[]

For The Fafnir Knight, War Magus received a lot of love to make them unique among the packed roster. Rather than merely copy Medic's skills, War Magus now has the nuance of healing at both the start and end of the turn. Their War Edge skills have been condensed and streamlined, as they can be used while the War Magus wields a staff, and additional effects trigger on enemies afflicted with any ailment. War Magi also gain Random Disease and Displace to inflict ailments on their own. In particular, their Ailing Slash becomes supremely powerful, capable of doing thousands of points of damage while ignoring cut resistance (but not immunity).

  • Strengths: Priority healing and ailment/bind blocking dramatically increase party survivability, good Luck growth also improves ailment chance.
  • Weaknesses: Cannot control ailment through Random Disease, terrible Agility growth, medium-potency healing.
  • Force Boost - War Edge Power: For 3 turns, War Edge skills will activate their secondary effects even if the target is not afflicted by an ailment.
  • Force Break - Fairy Robe (uses head): Restores HP to the party, removes binds and ailments, and prevents further debuffs, binds and ailments from being applied for the turn.

Stat Progression[]

Main article: War Magus/Stats#EO2U
Level HP TP STR TEC VIT AGI LUC
1 30 31 8 8 7 4 8
30 122 161 21 21 20 10 21
70 312 365 43 45 41 21 43
99 495 492 59 63 58 30 60

Skills[]

Skill Description Type Requires Extra
War Lore Mastery Increases strength of War Lore healing and raises effects of other War Lore skills. Mastery None Lv5 and 10 improve War Lore buffs.
War Heal
HD-HBindHD-TECHD-VIT
Heal an ally once at the beginning of the turn and once again at the end. War Lore War Lore Mastery Lv1
War Heal Line
HD-HBindHD-TECHD-VIT
Heal a row once at the beginning of the turn and once again at the end. War Heal Lv5
War Heal All
HD-HBindHD-TECHD-VIT
Heal the party once at the beginning of the turn and once again at the end. War Heal Line Lv5
Warmight
HD-HBind
Increases 1 ally's offenses for 3 turns. War Lore War Lore Mastery Lv3 Lv5 and 10 increase duration.
Rockskin
HD-HBind
Increases 1 ally's defenses for 3 turns.
Artery
HD-HBindHD-TECHD-VIT
For 3 turns, allies will recover some HP after acting. Only activates once per ally. War Lore War Lore Mastery Lv5 Lv5 and 10 increase duration.
War Response
HD-HBindHD-TECHD-VIT
For 3 turns, all allies will recover HP when the targeted enemy acts. Artery Lv3
Random Disease
HD-HBindHD-LUC
Chance to inflict Poison, Paralyze, Blind, Sleep, Curse, or Fear to target enemy. War Lore War Lore Mastery Lv7
Displace
HD-HBindHD-LUC
Removes binds and ailments from an ally, with a chance of transferring them to target enemy.
Barrier
HD-ABind
May block ailments/binds/debuffs for the party. War Lore, Guard Random Disease Lv3
Displace Lv3
Lv5 and 10 increase max triggers.
War Revive
HD-HBind
Revive an ally at the beginning of the turn. Has a chance to revive the ally again at the end of the turn. War Lore War Lore Mastery Lv10 Lv5 and 10 increase end-of-turn revive chance.
War Edge Mastery Allows Sword skills to be used with a Staff. While a Sword is equipped, maximum TP increases. While a Staff is equipped, attack power increases. Mastery None
Strength Slash
HD-ABindHD-STRHD-TEC
Melee cut attack to 1 enemy. If it has an ailment, their physical and elemental attack is decreased for 7 turns. War Edge War Edge Mastery Lv1 Lv5 and 10 increase debuff strength and duration.
Guard Slash
HD-ABindHD-STRHD-TEC
Melee cut attack to 1 enemy. If it has an ailment, their physical and elemental defense is decreased for 7 turns.
Headcut
HD-ABindHD-STRHD-TECHD-LUC
Melee cut attack to 1 enemy. If it has an ailment, may also bind head. War Edge War Edge Mastery Lv5 Lv5 and 10 increase bind rate.
Armcut
HD-ABindHD-STRHD-TECHD-LUC
Melee cut attack to 1 enemy. If it has an ailment, may also bind arms.
Legcut
HD-ABindHD-STRHD-TECHD-LUC
Melee cut attack to 1 enemy. If it has an ailment, may also bind legs.
Ailing Slash
HD-ABindHD-STRHD-TEC
Melee cut attack to 1 enemy. Ignores resistance (but not immunity). Deals double damage to enemies afflicted with ailments. War Edge War Edge Mastery Lv10
Vampire Allies in your row are healed when you damage enemies with status afflictions. Passive Ailing Slash Lv5
HP Up Increases maximum HP. Stat Up None
TP Up Increases maximum TP. Stat Up None
Phys ATK Up Increases physical attack power. Stat Up None
Curb DEF Up Increases resistance to binds and status effects. Stat Up None
Chop Allows the user to find more resources while chopping. Gather None

Skill Breakdown[]

Like most classes, War Magus got a major overhaul. Previously, they didn't really have an identity and War Edge skills were very restricted. Unless you wanted to sap TP for your party, they did nothing better than or different from other classes.

The way War Magus's healing is split between the start and end of the turn does a few interesting things. Though both portions of War Heal/Line/All are about 40% as effective as the equivalent Medic skill, by bypassing the speed check party members are guaranteed to be healed before enemies act. It's often not enough to bring HP back up to maximum, but on the other hand Medics often heal way more than necessary. The follow-up at the end of the turn recovers HP the party lost during the turn. The members healed at the start will probably be the ones needing the healing at the end, because enemy AI in Etrian Odyssey games prefers to target your party members with the most current health. While a War Magus is less effective than a Medic in an emergency, greater frequency allows a War Magus to be more efficient, and the priority healing makes them more responsive. Also, War Magus's slow turn speed due to terrible AGI is not an issue.

War Magus gains more competence as a healer in general with War Revive, Displace to "cure" ailments and binds, and by protecting from them with Barrier. They deliver even more frequent lightweight healing with Artery and War Response.

The basic idea of the War Edge skills following up on specific ailments is simplified to all of them following up on any ailment in general, and the new Force Boost War Edge Power permits limited windows to use them at any time. Strangely, War Magi were not able to inflict any ailments of their own, but now they can with Random Disease and Displace. The restrictions created a bit of flavor, but they made a War Magus's job needlessly complicated. By weakening enemies and shutting down their actions, the party doesn't have to be concerned about getting attacked in the first place. The job is further eased by simultaneously healing others through Vampire, which is ludicrously effective when combined with Ailing Slash's huge damage modifier.

Grimoire Stones[]

Skills to generate and pass:

  • Barrier: Incredibly potent preventative skill for characters with nothing to do on odd turns.
  • War Revive: Priority on revival ensures the caster doesn't die before they move.
  • Ailing Slash: Bypasses most physical resistances, giving an excellent offense skill to Sword users.

Skills best used on a War Magus:

  • Curb ATK Up: Raises success rates of Displace, Random Disease, and the binding War Edge skills.
  • Mirage, Nerve, Hypno Bite (Dark Hunter): Offensive skills that inflict ailments which also enable War Edge skills. Helped by the War Magus' good Luck.
  • All Formulas (Alchemist): Independent elemental damage source for War Magi.
  • Link Order II (Sovereign): Wide-spreading elemental damage for War Magi that is not impaired by their low Agility.

External Links[]

Profile[]

The changes to War Magi in The Fafnir Knight must have gone over very well, since they have answered the call to Maginia with only a few adjustments like breaking apart the Ailing Slash/Vampire combo. Their kit has been rearranged to fit Nexus's tiered and categorized standard. Warmight and Rockskin have been removed, probably since Strength/Guard Slash do the job better, but their old Transfer/Cursecut combo can be seen in Mind Drain. They are still primarily built around frequent combat healing, with their War Heal skills relatively weak to compensate for priority speed on their first half. War Magi are still underwhelming by themselves, but with proper team support providing the necessary ailments, they can deliver devastating damage and healing at once.

  • Strengths: Excellent shutdown, debuffs, and healing when attacking ailing enemies.
  • Weaknesses: Subpar Luck growth holds back ailment and bind infliction. Middling healing strength.
  • Force Boost - War Edge Power: For 3 turns, War Edge skills will activate their secondary effects even if the target is not afflicted by an ailment.
  • Force Break - Fairy Robe (uses head): Restores HP to the party, removes binds and ailments, and prevents further debuffs, binds and ailments from being applied for the turn.

Stat Progression[]

Main article: War Magus/Stats#EON
Level HP TP STR INT VIT WIS AGI LUC
1 53 50 14 15 15 19 9 13
30 103 93 30 33 33 41 20 29
70 209 184 65 70 70 87 44 62
99 311 271 98 107 107 131 66 94
130 450 390 144 156 156 191 97 138

Skills[]

Skill Description Type Requires Extra
War Edge Power For 3 turns, War Edge skill effects occur even if the targets have no ailments. Force Boost --
Fairy Robe
V-headV-wis
Restores party HP and binds/ailments. Voids negative effects this turn. Force Break
NOVICE
War Heal
V-headV-wis
Restores HP to 1 ally at start of turn, then again at end of turn. War Lore None
War Heal Line
V-headV-wis
Restores HP to ally line at start of turn, then again at end of turn. War Heal Lv2
Random Disease
V-headV-luc
May cause poison, paralysis, blind, sleep, or curse to 1 enemy. War Lore None
Strength Slash
V-armV-str
Melee cut to 1 enemy. If the target has an ailment, lowers ATK for 7 turns. War Edge Random Disease Lv1
Guard Slash
V-armV-str
Melee cut to 1 enemy. If the target has an ailment, lowers DEF for 7 turns.
Displace
V-headV-luc
May transfer 1 ally's binds/ailments to 1 enemy. War Lore None
Vampire
V-wis
When damage is dealt to an enemy with a stats ailment, user's line recovers HP. Passive None
Take Increases material yield from taking in the labyrinth. Gather None
War Edge Master Enables War Edge skills with staves. Sword: Max TP up. Staff: Raises damage. Mastery None Enables use of any Sword skill while using a staff.
VETERAN
War Revive
V-head
May revive 1 ally at start of turn, with another chance at end of turn. War Lore War Heal Line Lv3
Artery
V-head
For 3 turns, party members recover HP after acting, once per turn. Buff War Revive Lv3
War Response
V-head
For 3 turns, party recovers HP when target enemy acts. Debuff
Headcut
V-armV-strV-luc
Melee cut to 1 enemy. If the target has an ailment, may bind head. War Edge Strength Slash Lv2
Armcut
V-armV-strV-luc
Melee cut to 1 enemy. If the target has an ailment, may bind arms. Guard Slash Lv2
Legcut
V-armV-strV-luc
Melee cut to 1 enemy. If the target has an ailment, may bind legs. Headcut Lv3
Armcut Lv3
Rouse When user's Force Gauge rises, the fill amount is boosted per bound enemy. Passive Vampire Lv2
HP Up Increases maximum HP. Stat Up None
Status DEF Up Increases bind/ailment resistance.
MASTER
War Heal All
V-headV-wis
Restores party HP at start of turn, then again at end of turn. War Lore Artery Lv2
War Response Lv2
Barrier
V-arm
May void binds, ailments, and debuffs to the party this turn. War Heal All Lv3 Lv5 and 10 increase max activations.
Ailing Slash
V-armV-str
Melee untyped cut attack to 1 enemy. Stronger if the target has an ailment. War Edge Legcut Lv3
Mind Drain
V-wis
If an enemy is both bound and ailing, damaging it restores TP to user's line. Passive Rouse Lv2
Epidemic
V-luc
When performing a normal attack, may poison, paralyze, blind, sleep, or curse. Mind Drain Lv3
Phys ATK Up Raises physical ATK. Stat Up None

Subclassing[]

Subclass for War Magus[]

For a class dependent on ailments, the War Magus is terrible at inflicting them. Some subclasses help, but since the maximum level only goes up to half, it's better to rely on teammates for that and focus on boosting War Edge skills directly. A healing subclass is a good choice as well.

  • Medic grants skills for an aggressive War Magus to deal damage at the front line without needing to wait for ailments to land. Staff Mastery stacks with the War Magus's own War Edge Master to do a great deal of melee damage with a staff. A few basic skills like Patch Up add new tools for their healing repertoire.
  • Highlanders give more Phys ATK Up, Phys DEF Up, and HP Up as frontliner staples. Bloody Offense greatly assists the frontline, and Blood Fortune works wonders in helping teammates land their ailments better, so that the War Magus can go to town on the targets with their War Edge skills. The skill point requirement to get those skills is very minimal, and frees up more to place within the War Magus's own skill tree.
  • Ninja gives access to Sleep, Poison, and Panic through their upper Ninpo line to let the War Magus work their magic from any range and holding any weapon. Mystic Calm and Proficiency are always welcome passives to improve battle efficiency, but the low Agility of the War Magus does not synergize well with the dodge-dependent Ninja skills.
  • Landsknechts grant the War Magus Vanguard and a fair amount of less situational Sword skills to work with War Edge Master. Initiative and Proficiency are generally of less use to the War Magus due to their low Agility, but the speed penalty on Sword Tempest is also generally irrelevant.
  • Nightseekers have Throw skills to let the War Magus land ailments, albeit one at a time. Proficiency, however, combos very well with Ailing Slash to deliver massive damage, and Blade Flurry combos well with Epidemic for an extra chance to inflict an ailment. Bear in mind that this subclass doesn't have Status ATK Up for the War Magus.
  • Arcanists are one of the better subclasses for War Magi. Their ailment Circle skills let the War Magus spread ailments throughout the enemy ranks with little concern for speed. Circle Boon also provides passive healing so the War Magus can focus on offense, and TP Return keeps the War Magus fresh, especially when landing binds with their binding Cuts. No need to invest in Dismiss skills; let the War Magus's own War Edge skills be the damage output.
  • Harbingers give access to Miasma Armor that Endless Shroud can refresh when using War Magus's own debuff skills. Wilting Miasma helps allies' ailment accuracy, which helps enable War Edge attacks.

War Magus as Subclass[]

War Magus makes for one of the best subclasses for sword users thanks to War Edge Mastery, which enables all sword skills to work with Staves (a particular few give more ATK than their Sword peers) or gives them extra TP if they stick with swords. War Magus's unique healing skills are usually good for any high-Wisdom class.

  • Sovereigns have a high innate Wisdom score to bump up War Heal skills, especially when they need someone healed before they can move. Reinforce the whole party with Artery to ensure the Sovereign stays buffed, and debuff the enemy for extra Clearance.
  • Supportive Nightseekers can use War Edge skills to their advantage after their Throw skills land ailments on the enemies. Their good Luck stat lets them easily bind enemies with Headcut/Armcut/Legcut. Don't invest in Ailing Slash, though, because the Nightseeker's own Shadow Bite will hit much harder at maximum investment.
  • Heroes with their decent Wisdom stat can pair Artery with their own Encourage passive to create a good degree of steady healing to the whole party. War Edge Master improves their damage while wielding a good physically-oriented staff. When enemies are heavily disabled, Vampire and Mind Drain give good HP and TP sustain, especially when their afterimage does the same.

External Links[]

Names in other languages[]

Language Name Meaning
Japanese ドクトルマグス Doctor Magus
English War Magus
French Mage guerrier / Mage guerrière
German ?
Spanish ?
Italian ?
Chinese (Simplified) 巫术师
Chinese (Traditional) 巫醫
Korean 닥터 마구스


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