Circle Magic!

A race of casters from unnamed lands. Their circles inflict crippling effects, and can be released to attack or heal.
In-game description, Etrian Odyssey IV


The Arcanist (ミスティック Mystic) excels where not many can - the art of debuffing and inflicting powerful status defects. They can destroy their enemies with circles of numerous types, or even heal their allies using their powerful circles. Ill-suited for physical damage as they are, they can only deal high damage by dispelling an active circle to an enemy at any distance. Arcanists are generally favored with a Nightseeker, due to the fact that the Nightseeker benefits heavily from enemies with status ailments.

Profile[edit | edit source]

Akin to Hexers from the first two games, Arcanists specialize in inflicting crippling ailments or binds to multiple enemies at once, allowing the rest of the party to lay into them. These are accomplished using Circles, which not only inflict the bind/ailment to all enemies, but also repeatedly attempt the specified ailment/bind at the end of the turn, over 3 turns, without needing any further input from the Arcanist. In the meantime, the Arcanist is free to set down their debuffs or utilize other skills granted by their subclass, while their Circle Boon passively heals the party. In the chance that the circle is no longer needed, usually due to all enemies being afflicted, the Arcanist converts the circle into pure damage with Dismiss Blow or Dismiss Blast, or supports the party with a powerful Dismiss Heal.

To improve their ability at crippling enemies, Arcanists have incredible Luck growth, and their strong Technique stat empowers their damaging and healing ability. Their durability only barely surpasses the Runemasters, so it is best that the Arcanist remain at the back row during battles.

  • Strengths: Capable of shutting down multiple enemies at once, great support capability.
  • Weaknesses: TP-taxing skills, skill tree requires large skill point investments to fully utilize.

Stat Progression[edit | edit source]

Level HP TP STR TEC VIT AGI LUC
1 36 37 5 10 5 5 10
35 162 156 24 35 22 22 36
70 292 279 44 61 39 40 62
99 400 352 56 80 54 54 84

To Unlock[edit | edit source]

The class is unlocked after defeating the Hollow Queen in the 2nd Maze. Report your successful mission to the Outland Court, after some dialogue, Wufan will give you the Circle Staff, which will now allow you to recruit them. Wufan herself also offers to permanently join the guild.

Skills[edit | edit source]

Skill Description Type Prerequisites Extra
NOVICE
Proficiency Recover TP when the effects of a circle wear off. Class None Triggers when a Circle fades or is dismissed.
Circle Boon Party recovers some HP at the end of each turn while a circle is active. Passive None
Poison Circle Forms a circle that lasts 3 turns, poisoning all enemies. Circle None Level to also increase poison damage.
Nerve Circle Forms a circle that lasts 3 turns, paralyzing all enemies. Poison Circle Lv2
Chain Circle Forms a circle that lasts 3 turns, binding the arms of all enemies. Circle None
Snare Circle Forms a circle that lasts 3 turns, binding the legs of all enemies. Chain Circle Lv2
Warding Mist Chance of nulling a bind or status ailment on allies in your line. Passive None
Tame Ground Decreases damage taken from damage floors for a certain number of steps. Dungeon None Level to also increase duration.
Bracing Walk Heals the entire party as you walk through dungeons. Passive Tame Ground Lv2
Herbology Greater chance of finding extra plants when gathering. Passive None
VETERAN
Expertise Recover more TP when the effects of a circle wear off. Class Proficiency Triggers when a Circle fades or is dismissed.
Dismiss Heal Dismiss the active Circle to restore some HP to the entire party. Dismissal Circle Boon Lv3
Dismiss Blow Dismiss the active Circle for a ranged untyped attack to 1 enemy. Dismiss Heal Lv3
Sleep Circle Forms a circle that lasts 3 turns, inducing sleep on all enemies. Circle Poison Circle Lv2
Chaos Circle Forms a circle that lasts 3 turns, panicking all enemies. Sleep Circle Lv3
Hood Circle Forms a circle that lasts 3 turns, binding the heads of all enemies. Circle Snare Circle Lv2
Charm Eye For 3 turns, lowers physical and elemental power of all enemy attacks. Support None
Atrophic Eye For 3 turns, lowers physical and elemental defense for all enemies. Charm Eye Lv2
Purist Chef Increases TP gains from cooked food. Sky None
MASTER
Enlightenment Recover more TP when the effects of a Circle wear off. Class Expertise Triggers when a Circle fades or is dismissed.
Dismiss Blast Dismiss the active Circle for a ranged untyped attack to all enemies. Dismissal Dismiss Blow Lv3
Circle Mastery Increases the effect of dismissing Circles. Passive Dismiss Blast Lv3 Effect bonus also scales with level of Circle being dismissed.
TP Return Recover some TP when inflicting ailments or binds. Passive None TP recovery is constant regardless of how many enemies are afflicted in a single move.
Releasal Spell Eliminates 1 enemy's resistances to binds and status ailments. Support None Level to reduce cost.
Ailment Boost Increases chance of inflicting ailments or binds on enemies. Passive None

Subclassing[edit | edit source]

Subclasses for Arcanists[edit | edit source]

The skew in Arcanist stat growth that favours Technique over Strength locks out a lot of synergy with the more physically-oriented subclasses. The heavy skill point demand in the main skill tree for an optimized Arcanist can also make it difficult to spare enough free skill points to best use the subclasses' abilities. However, there are still a few options that can utilize the Arcanist stat distribution:

  • Nightseeker: Throw skills are mainly used to inflict ailments - particularly curse and blind which the Arcanist circles lack - so that the Arcanist can focus more on binding circles. Assassinate can also help the Arcanist eliminate threats after spreading ailments with their circles. Speed Boost gives the Arcanist increased turn speed to efficiently shut down the opposition with circles or debuffs.
  • Medic: Subclassing Medic to Arcanist turns Arcanist into the most efficient healer of the game. Heal Mastery and Steady Hands amplifies all healing effects, allowing for Circle Boon to provide great amounts of passive regeneration and also amplifying the effect of Dismiss Heal. Due to how Circles operate, Arcanists will have several free turns to support the party through Revive, Refresh and Recovery. Party Heal allows the Arcanist to heal the team without needing to spend time setting up and using a Circle. TP Boost raises the Arcanist's own battle stamina.
  • Runemaster: Mainly for TP Boost and Free Energy, it will greatly cover their TP and have synergy with their mastery skills. Arcanists have a very good Tec growth, second only to the Runemasters, so the Rune attack spells are good alternate offensive options should the Arcanist have the skill points to spare. As Dismiss Blow and Dismiss Blast classify as untyped, Runic Flare can also vastly improve the damage done.

Arcanist as Subclass[edit | edit source]

Most of the Circle-related skills work best when they have maximal investment - instead, Arcanists are usually chosen for their Ailment Boost passive that raises bind/ailment success, and TP Return once a bind/ailment succeeds. Optionally, Releasal Spell is picked for resetting a boss' ailment/bind resistance to make it easier to shut them down again.

  • Nightseekers and Snipers base their strategy around binds and ailments; Ailment Boost and TP Return are absolutely necessary to make them stronger and last longer.
  • Medics optionally utilize Circle Boon for passive healing over time, leaving their hands free to do other things like cure binds/ailments without needing further input.

Profile[edit | edit source]

The Arcanists of Tharsis heeded the call to Maginia. Their main niche stays focused on ailment and bind-inducing Circles, with a majority of their skill set focused around it. The Force skills added also complement their original skill set plenty, letting them sustain a Circle for repeated Dismissal skills. The powerful Releasal Spell has become their Force Break, which reduces the player's ability to spam it in a single battle.

  • Strengths: Capable of shutting down multiple enemies at once, great support capability.
  • Weaknesses: TP-taxing skills, skill tree requires large skill point investments to fully utilize.
  • Force Boost - Circle Paradise: For 3 turns, the user's bind/ailment rate increases, and Circles cannot diminish and even remain in effect after a dismissal skill.
  • Force Break - Releasal Spell: Resets an enemy's bind/ailment resistance, erasing any accumulated resistance during the fight.

Stat Progression[edit | edit source]

Level HP TP STR INT VIT WIS AGI LUC
1 44 56 9 19 10 16 11 19
30 85 105 19 41 23 35 24 41
70 172 207 42 86 49 76 50 87
99 256 306 63 130 75 116 76 132
130 370 440 92 190 110 170 111 193

Skills[edit | edit source]

Skill Description Type Requires Extra
Circle Paradise For 3 turns, user's bind/ailment rate rises, and Circles will not be dismissed. Force Boost --
Releasal Spell
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Removes all enemy buffs, and reverts their bind/ailment resistances to default. Force Break
NOVICE
Circle Boon
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While user's Circle is active, restores HP to party at the end of each turn. Passive None
Dismiss Heal
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Dismisses the active Circle to restore some HP to the entire party. Dismissal Circle Boon Lv1
Chain Circle
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Sets a Circle that, for 3 turns, may bind arms of all enemies at end of each turn. Circle None
Snare Circle
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Sets a Circle that, for 3 turns, may bind legs of all enemies at end of each turn. Chain Circle Lv2
Nerve Circle
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Sets a Circle that, for 3 turns, may paralyze all enemies at end of each turn. None
Curse Circle
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Sets a Circle that, for 3 turns, may curse all enemies at end of each turn. Nerve Circle Lv2
Bracing Walk Party recovers HP after walking a set number of steps. Passive None
Proficiency When effects of user's Circle wears off, restores TP. Passive None Triggers when a Circle fades or is dismissed.
Chop Increases material yield from chopping in the labyrinth. Gather None
VETERAN
Dismiss Revive
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Dismisses the active Circle for a chance to revive a line of allies. Dismissal Dismiss Heal Lv2
Dismiss Blow
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Dismisses the active Circle for a ranged untyped attack to 1 enemy. Dismiss Revive Lv3
Hood Circle
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Sets a Circle that, for 3 turns, may bind head of all enemies at end of each turn. Circle Snare Circle Lv2
Sleep Circle
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Sets a Circle that, for 3 turns, may put all enemies to sleep at end of each turn. Curse Circle Lv2
Charm Eye
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Lowers physical/elemental ATK of all enemies for 3 turns. Debuff None
Atrophic Eye
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Lowers physical/elemental DEF of all enemies for 3 turns. Charm Eye Lv2
Status ATK Up Increases bind/ailment success rate. Stat Up None
Tame Ground For a set number of steps, muddy floors and hazards are nulled. Field None
Warding Mist Chance of nulling a bind, ailment, or stun on allies in user's line. Passive None
MASTER
Dismiss Blast
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Dismisses the active Circle for a ranged untyped attack to all enemies. Dismissal Dismiss Blow Lv3
Circle Mastery Strengthens the effect of Circle dismissals. Passive Dismiss Blast Lv3
Poison Circle
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Sets a Circle that, for 3 turns, may poison all enemies at end of each turn. Circle Sleep Circle Lv2
Chaos Circle
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Sets a Circle that, for 3 turns, may cause all enemies to panic at end of each turn.
Dismiss Quake
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Dismisses the active Circle for a chance to stun all enemies. Dismissal Poison Circle Lv3
Chaos Circle Lv3
TP Return When a bind/ailment/stun is inflicted by user's attack, restores user's TP. Passive None Restoration does not change with multiple targets.

Subclassing[edit | edit source]

Subclass for Arcanist[edit | edit source]

The Arcanist skill tree is incredibly skill point intensive, especially for one that tries to have investment in multiple Circles. You may need to Rest to reallocate skill points to your needs. Pick your investment and subclass carefully.

  • A War Magus subclass gives the Arcanist added support through War Heal skills. On an addled enemy the Arcanist can also deliver individual binds with the binding War Edge skills, or use Strength Slash or Guard Slash to further addle the enemy with long-lasting debuffs.
  • Zodiacs are chosen as a subclass for the more proactive Arcanist, as their elemental Stars let the Arcanist deliver damage using their better INT stat without needing to Dismiss. The class also has TP Up and Free Energy to amplify the character's TP stat.
  • Like before, a Nightseeker subclass offers more ailment support, allowing the Arcanist a nearly perfect ailment coverage. Shadow Cloak can be used to improve survivability.
  • Harbingers are a popular selection for Arcanist due to added debuff support. Wilting Miasma and Binding Miasma improve the accuracy of the Arcanist's own Circles, on top of another Status ATK Up for overall circle efficiency. Atonement also works as an emergency healing skill for an addled party. Avoid over-investment in Eroding Miasma and Stifling Miasma as the Arcanist's own debuffs will be stronger.

Arcanist as Subclass[edit | edit source]

Conversely, the incredible skill point demands of the Arcanist's skills make it very difficult for them to function well as a subclass.

  • The War Magus can use the Arcanist ailment Circles to inflict ailments on their own so they can unleash their War Edge skills afterwards. Circle Boon also adds to passive healing while it's active, and works in tandem with their own Artery skill for hands-off healing.
  • Farmers can use the Arcanist subclass to make the most of their sky-high Luck stat. The ailment Circles give them another way to disable enemies, and Status ATK Up can improve the strength of their Strange Seeds skill. They can also gain access to Charm Eye and Atrophic Eye for debuffs.


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