
An Imperial Knight. When raw force isn't sufficient, you aren't using enough.
- Loyal knights who use a unique drive blade. Attacks with it can be devastating, but place a heavy burden on its inner workings.
- —Imperial description, Etrian Odyssey IV
The Imperial centers on mastery of the unique properties of the Drive Blade. These are large and heavy two-handed swords with internal machinery driven by replaceable cartridges to unleash strikes so devastating that the weapon must cool off before launching a similar attack. The Imperial must use weaker, less strenuous actions until the Drive Blade is ready, leading to a burst-heavy style. Not known for subtlety, Imperials wear heavy armor to allow them to remain in position for their huge weapon to connect.
Overview[]
The main draw of Imperials lies in the immense power of their "-Drive" attack skills. They are offset by incredibly long cooldown periods, very slow activation speed, and reduced DEF until they do. Imperials come with a set of lighter, faster "-Edge" attacks and Heat Sink to use in the meantime. They offer the strategic options of cooling down the Drive Blade faster, recovering TP, and charging up for the next Drive attack. Much of the strategy of Imperials revolves around themselves and their team supporting their Drive attacks with buffs and other modifiers, because multipliers need strong bases to be effective, and covering the weaknesses to make sure the hefty investments pay off. A well-managed Imperial is the prime selection for taking down bosses.
- Strengths: Phenomenal strength of attack skills, good durability.
- Weaknesses: Terrible Agility and Luck growth, long cooldown times between Drive skills, and small TP pool.
To Unlock[]
Defeat Cradle Guardian and Guardian Head in B3F of the Echoing Library. After reporting to the Outland Count, you will obtain the "Drive Blade Key" which unlocks the Imperial Class. If you spared Logre after the boss fight with him, he also offers himself as a permanent party member as a Lv. 47 Imperial/Landsknecht.
Stat Progression[]
- Main article: Imperial/Stats#EO4
Level | HP | TP | STR | TEC | VIT | AGI | LUC |
---|---|---|---|---|---|---|---|
1 | 47 | 24 | 9 | 8 | 7 | 4 | 5 |
35 | 231 | 85 | 37 | 30 | 33 | 22 | 20 |
70 | 420 | 148 | 64 | 53 | 59 | 40 | 36 |
99 | 576 | 177 | 81 | 72 | 76 | 51 | 50 |
Skill Tree[]
Skill | Description | Type | Prerequisites | Extra |
---|---|---|---|---|
NOVICE | ||||
Proficiency | Decreases the drive blade's cooldown time by 1 turn. | Class | None | |
Sharp Edge | Melee cut attack to 1 enemy. Reduces cooldown time by 1 turn. | Drive Blade | None | |
Impulse Edge | Melee cut attack to 1 enemy. Recovers your TP. Can only be used after Sharp Edge. | Drive Blade | Sharp Edge Lv2 | |
Assault Drive | Slow but powerful melee cut attack to 1 enemy. Lowers DEF until use. 8-turn cooldown. | Drive Blade | None | |
Heat Sink | Reduces cooldown time by 3 turns. | Drive Blade | Assault Drive Lv2 | Leveling reduces cost. |
Rear Guard | Has 1 ally act last for 5 turns and increases their defenses. | Support | None | |
Power Boost | Increases your physical attack power. | Support | None | |
Mineralogy | Greater chance of finding extra ore when mining. | Passive | None | |
VETERAN | ||||
Expertise | Decreases the drive blade's cooldown time by an additional turn. | Class | Proficiency | |
Cool Edge | Melee cut attack to 1 enemy. Reduces cooldown by 2 turns. Can be used after Sharp Edge or Impulse Edge. | Drive Blade | Impulse Edge Lv2 | |
Charge Edge | Melee cut attack to 1 enemy. Increases attack power next turn. Can be used after Sharp, Cool, or Impulse Edge. | Drive Blade | Cool Edge Lv2 | |
Flame Drive | Slow but powerful melee fire cut attack to 1 enemy. Lowers DEF until use. 9-turn Cooldown. | Drive Blade | Heat Sink Lv2 | |
Freeze Drive | Slow but powerful melee ice cut attack to 1 enemy. Lowers DEF until use. 9-turn Cooldown. | |||
Shock Drive | Slow but powerful melee volt cut attack to 1 enemy. Lowers DEF until use. 9-turn Cooldown. | |||
Hawkeye | Decreases 1 enemy's elemental defense for 3 turns. | Support | None | Does not increase untyped damage. |
Absorber | Recover some TP after striking an enemy's weakness. | Passive | Hawkeye Lv2 | Can be triggered by Burst skills, works on physical weaknesses, and stacks if a multi-hitting skill hits weaknesses. |
Hunter Sense | Chance of gathering food without depleting the resource point. | Sky | None | |
MASTER | ||||
Enlightenment | Decreases the drive blade's cooldown time by an additional turn. | Class | Expertise | |
Ignition | Cools your drive blade and prevents it from overheating for 3 turns. Can only be used after overheating 4 times. | Drive Blade | None | Leveling reduces cost and number of overheats needed. |
Overdrive | Null Ignition for ranged untyped attack to all enemies. Lowers DEF until use. | Drive Blade | Ignition Lv4 | Not affected by Power Boost. |
Finisher | Recover some TP when you defeat an enemy. | Passive | None | TP regain increases if multiple enemies are defeated at once. |
Wide Effect | Skills that target 1 enemy may gain a splash effect. | Passive | Finisher Lv3 | |
Accel Drive | Slow but powerful melee untyped cut attack to 1 enemy. Lowers DEF until use. 9-turn cooldown. | Drive Blade | None | |
Drive Mastery | The more your drive blade overheats in battle, the more damage you do. | Passive | Accel Drive Lv3 | Damage boost stacks and caps at +100% damage. |
Element Boost | Increases elemental and untyped attack power. | Passive | None |
Combos[]
The following assume that Enlightenment has been attained by the Imperial for a 6-turn cooldown on elemental and Accel Drives.
- Drive → Sharp Edge → Heat Sink: Fastest combo that enables a Drive every 3 turns. High TP consumption - recommended only to quickly attain Ignition.
- Drive → Sharp Edge → Impulse Edge → Cool Edge: Standard cost-efficient combo that enables a Drive every 4 turns.
- Drive → Sharp Edge → Cool Edge → Charge Edge: Turn-efficient combo that enables a Charged Drive every 4 turns. Used if TP conservation is of low priority.
- Drive → Sharp Edge → Impulse Edge → Sharp Edge → Impulse Edge: Slightly longer combo that also allows for rapid TP regeneration.
- Drive → (action) → Sharp Edge → Cool Edge: For Imperials with a buff-related subclass, the free turn allows them to set up or support the party.
Subclassing[]
Subclasses for Imperials[]
Imperials benefit heaviest from classes that bolster their already-existing fighting power without letting go of their Drive Blade.
- Landsknecht: Covers one of the Imperial's main flaws by being able to act first even with Drive skills thanks to Vanguard. It also offers a wide variety of sword skills during turns when the Drive is cooling down. Access to another Power Boost further raises their offense, and shield skills and Iron Wall reinforces their defense.
- Nightseeker: Mainly good thanks Follow Trace, you can obtain ridiculous results in both damage and cooldown management thanks to double skill casts. Barring that, there's no good benefit to taking a Nightseeker subclass.
- Fortress: Offers more defensive passives to help the Imperial survive on the front lines. HP Boost and Iron Wall, when combined with access to shields, offsets the defense penalty of any Drive skill. Knight's Boon helps in recovery from ailments and binds, shortening the time the Imperial is disabled.
- Runemaster: Offers the most powerful benefits for the elemental Drives thanks to Runic Guidance and Runic Flare. For a class that has to manage its TP cautiously, Free Energy is an easy and effective pick, but TP Boost is worse since the pool is already so small. Even the elemental Runes can create weaknesses to trigger Runic Flare and Absorber.
- Bushi: Most efficient choice in general for raw damage, Blood Surge and Charge add obvious benefits to any Imperial's offensive arsenal which pay off very well in exchange for intense TP consumption. Good execution and backup are needed to fully enjoy the benefits.
Imperials as Subclass[]
Because of how the Drive skills are built to synergize with the Imperial class skills for maximum damage, in addition to the fact that a class cannot dual wield while holding a Drive Blade, Imperials generally are not very good as a subclass. Exceptions do exist, however.
- Landsknecht: A Drive Blade counts as a Sword, so in between massive Drive spikes Landsknechts can play how they usually do. They lose on Rapiers and Weapon Parry, but can still support with Power and Mind Break. Element Boost, a stacking Power Boost, and Absorber are also very useful for Link-based Landsknechts.
- Nightseeker: Though losing out on dual-wielding, their higher Blade Flurry damage and Follow Trace activation rate can either sharply increase the damage from the Drive skills, or double the effects of skills like Sharp Edge or Cool Edge to dramatically decrease the cooldown. When combined with ailments and Foul Mastery, their burst damage can turn into a sight to behold.
- Runemaster: The Drive Blade is useless for them, but the passives are perfect. Element Boost will further amplify their elemental damage, and Absorber increases their TP sustainability, even when hitting a weakness created by their runes. Finisher also provides extra TP to keep them fighting longer. Wide Effect can also cause their more powerful single-target Runes to splash to enemies.
External Links[]
Overview[]
Imperial's main beat is the same as their debut, still specializing in massive damage spikes with their Drive attacks and dealing with the fallout. The latter end of the skill tree is trimmed down with Ignition moved to the Force Boost, while the Edge skills have more than doubled in number with correspondingly new effects that increase their versatility. Despite access to heavy armor, the Imperials are still vulnerable when preparing their slow Drive skills, and their very low Agility makes it likely their attacks miss entirely. The TP costs of the Drive attacks have completely ballooned, and now with having the lowest Max TP in the game, leads to problems in protracted fights, even with their new Force Break. Support from allies helps solve these issues, including simply shortening the battle by stacking up multipliers to insane levels.
- Strengths: Incredible damage spikes which are fantastic for burst parties, with great durability between Drives.
- Weaknesses: Terrible TP and Agility. Low Luck leads to vulnerability to ailments.
- Force Boost - Ignition: For 3 turns, the Drive Blade will not overheat.
- Force Break - Conversion: Greatly restores the Imperial's TP, and can temporarily push it past their maximum.
Stat Progression[]
- Main article: Imperial/Stats#EON
Level | HP | TP | STR | INT | VIT | WIS | AGI | LUC |
---|---|---|---|---|---|---|---|---|
1 | 58 | 30 | 18 | 12 | 18 | 12 | 7 | 9 |
30 | 115 | 61 | 40 | 26 | 40 | 27 | 15 | 20 |
70 | 234 | 126 | 86 | 55 | 85 | 58 | 33 | 42 |
99 | 348 | 189 | 130 | 83 | 128 | 87 | 51 | 64 |
130 | 505 | 274 | 191 | 121 | 188 | 128 | 74 | 93 |
Skill Tree[]
"Edge" skills marked with Combo: require that the user has used a skill marked by Starter: in the previous turn. "Edge" skills marked with Final: require either a Combo: or Starter: skill used in the previous turn. You cannot use Combo: skills twice in a row.
Combos[]
The following assume maximum investment in Intercooler for 6-turn overheats on elemental Drives and 7-turn overheats for Accel.
- Assault Drive → Heat Sink: Early-game combo for fast spamming of a Drive skill.
- Drive → Sharp Edge → Heat Sink: Fastest combo that enables a Drive every 3 turns. Compatible with either Elemental or Accel Drives.
- Elemental Drive → Sharp → Cool → Charge: Turn-efficient combo that enables a Charged Elemental Drive every 4 turns. High TP consumption.
- Accel Drive → (action) → Sharp → Cool → Charge: The extra turn for Accel Drive's cooldown frees up the Imperial to do anything, like establish a buff or restore TP, before the Edge combo.
- Elemental Drive → Sharp → Impulse → Sharp → Impulse: Slightly longer combo that also allows for rapid TP regeneration.
- Accel Drive → Sharp → Impulse → Sharp → Impulse → Charge: The longer cooldown for Accel Drive lets one fit in a Charge Edge for a giant burst after the combo.
Subclassing[]
Subclasses for Imperials[]
Their heavy Drive Blades makes them incompatible with a sub-weapon, thus limiting the subclasses they can pick. However, Drive Blades still count as swords for other skills, so not all hope is lost.
- Protectors supplement the Imperial's resilience with access to shields and various defense-increasing passives, offsetting the defense penalty of the Drive skills. Elemental Walls and Front Guard assist in tanking on odd turns between Drives.
- Ronin offer simple passives in the form of Phys ATK Up, Duel and Speed Up, letting an Imperial focus exclusively on their Drive skills. Speed Up is less important but makes the Imperial a little more accurate. A great subclass for the midgame.
- Gunners provide Phys ATK Up to improve all Drive skills and one of the only two TP Ups. Act Quick in particular is excellent for preparing a Drive skill - cutting up to 40% off a costly 20-60 TP skill is a very big bargain, on top of letting the Imperial fire their Drive sooner. Rolling a Multi-Shot proc on a Drive skill will deliver a colossal amount of damage at once.
- Sovereigns are not particularly helpful as an Imperial's subclass, but make for some of the best teammates. Attack Order, an Arms, and Final Decree stack up a mighty multiplier for the Drives. Tactical Decree trivializes Imperial's TP issues since they have a lot of base Max HP and can heal themselves with Blood Edge, and the Imperial can alternate the combo with Natural Edge buffed with an Arms to get a bit more TP from Absorber. Shogun are similarly very helpful allies. Swift Justice offers a better speed boost than subclassed Vanguard, and Great Warrior can exploit the Imperial's overheated durability to safely coordinate Front Command. Being prone to dying off and returning from the dead, Shogun can also make Avenger predictable and repeatable.
- Zodiacs are picked for elemental boost synergy. Singularity multiplies damage when striking elemental weaknesses, and TP Up raises the Imperial's battle stamina. It may be tempting to go for Free Energy, but its low proc rates and high skill point requirements deter many from investing towards it. Etheric Boon offers a stacking damage boost which greatly complements the Imperial's TP-hungry skills, and works with a max-level Charge Edge to deliver powerful blows.
- Landsknechts have the very helpful Vanguard to get very slow Imperials moving, but it now multiplies speed rather than skipping the check, so it isn't reliable for getting Drive skills to hit early. Single Devotion supports the strength of the otherwise overlooked Assault Drive. Access to shields and associated skills offer added defenses and other things to do while overheated.
- Heroes have a good spread of Shield and Sword skills, but the biggest attraction would possibly be using their Afterimage to replicate Drive skills. The afterimage rate is not as high as compared to a Hero main, which makes it difficult to manage a combo, but when it all connects it hits for tremendous damage. While waiting for the Drive to cool down, Shield skills can be used to defend a party that lacks a tank - the Imperial is not deterred by the low action speed.
Imperials as Subclass[]
Their Drive Blade focused skills tend to be very skill point intensive, so they're often picked for their passive skills, being the only source of Element Boost.
- Zodiacs take an Imperial subclass for the elemental passive boosting, and Absorber supports their stamina by refilling TP when striking weaknesses. HP Up slightly improves their resilience in battle.
- Landsknechts are much faster as the main class, so getting Drives to hit early is more reliable. Links will trigger Absorber every time they hit a weakness, but Landsknechts can also hit with all three physical types. Overall Imperial is great for Landsknechts no matter what they want to do.
- Heroes take the Imperial subclass to combo Drive skills with a better Afterimage generation rate. The use of Drive Blades also grants them enormous ATK bonuses to further increase their damage.
External Links[]
Trivia[]
- The female Imperial designs bear resemblance to that of the female Protectors while the male Imperials resemble the War Magus and the Medic from EO and EOII.
- Princess Gradriel from Etrian Odyssey II is chronologically the first Imperial encountered in the series. In the Etrian Untold II artbook, it's explained that a quest wherein she joined the party as a guest was planned, but later scrapped; the document explaining that she was intended to be an Imperial.
v · t · eEtrian Odyssey IV: Legends of the Titan |
---|
Info Monsters • Weapons • Armor • Items • Accessories • Usable Items • Quests • Missions • Food • Burst Skill • Subclass
Lush Woodlands • Misty Ravine • Golden Lair • Echoing Library • Forgotten Capital • Hall of DarknessWindy Plains • Scarlet Pillars • Sacred Mountains • Cloudy Stronghold Landsknecht • Nightseeker • Fortress • Sniper • Medic • Runemaster • Dancer • Arcanist • Bushi • Imperial |
v · t · eEtrian Odyssey Nexus |
---|
Info Missions • Quests • Weapons • Armor • Accessories • Items • Materials • Monsters • Locations • Force • Subclass
Protector • Medic • Survivalist • Ronin • Gunner • War Magus • Highlander • Sovereign • Ninja • ZodiacFarmer • Shogun • Landsknecht • Nightseeker • Arcanist • Imperial • Harbinger • Pugilist • Hero |