- Holy defenders of the weak. A protector's sword and shield are invaluable tools when in the dungeon.
- —Protector description, Etrian Odyssey

Holy paladins clad in heavy armor.
The Protector is a class of holy knights specialized in defending others from harm. Donning the strongest armor on top of naturally high HP and VIT, Protectors are the team's pillar and shield against the horrors and treacheries of the Labyrinth. Their versatile defenses can be applied to themselves, a particular line, or the entire party to mitigate the damage they take. Though mainly concerned with physical damage, Protectors can ward off magic attacks and restore their allies' health. They attract the most hostile attention on the front line, but with advanced techniques can be just as effective on the back line. When no one is in need of protection, Protectors can dish out respectable damage in retaliation.
Profile[]
The Protector is a must when exploring the labyrinth. They have high defense and HP, meaning they will usually be the back row's last pillar of support. F. Guard and B. Guard reduce damage the front or back row takes a limited number of times that turn. They enable the much better Defender skill that reduces damage the whole party takes indefinitely. Protectors can also Provoke the enemies to focus on them and Parry their attacks, and even nullify elemental damage sent toward the party using Antifire, Antivolt, or Anticold. Their Strength stat is tied with Ronin for the highest in the game, supporting their use of a sword and their damage skill Smite. Finally, a few basic healing skills in form of Cure and Cure II round out their arsenal.
- Strengths: Excellent defense, good attack power, and healing abilities.
- Weaknesses: Specific defenses are a gamble, no elemental attacks, slow to move if not guarding.
Stat Progression[]
- Main article: Protector/Stats#EO1
Level | HP | TP | STR | TEC | VIT | AGI | LUC |
---|---|---|---|---|---|---|---|
1 | 27 | 13 | 10 | 8 | 9 | 6 | 9 |
30 | 205 | 71 | 43 | 35 | 39 | 27 | 39 |
50 | 358 | 111 | 65 | 54 | 60 | 42 | 60 |
70 | 516 | 151 | 82 | 68 | 75 | 53 | 75 |
Skill Tree[]
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 maxed at level 10.
- 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 controlling monster behaviour.
- Defense Skills allow the Protector to heighten his and the party's defense.
- Shield Skills cover a lot of defense option against physical and magical damage.
- 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. | Stat Increase | ----- | |
DEF Up | Increase physical defense. | Stat Increase | ----- | |
Shields | Increase elemental defense. | Stat Increase | ----- | |
Aegis | Preparedness for death makes it possible to survive with 1 HP. | Passive Skill | DEF Up Lv5 | |
En Garde | Chance of automatically blocking enemy attacks. | Passive Skill | DEF Up Lv7 Shields Lv7 |
|
Provoke | Increase defense and divert the enemy's attention to you. | Special Skill | DEF Up Lv1 | Lv1-4 increase aggro. Lv5-10 increase defense |
Flee | Sacrifice HP to escape from battle to the previous floor. | Escape Skill | DEF Up Lv3 | |
Parry | Await the enemy's attack to parry it and negate the damage. | Defense Skill | ||
Fortify | Digs in for ironclad defense against physical damage. | Defense Skill | DEF Up Lv3 Shields Lv3 |
|
Defender | Organizes the party into a formation of increased defense. | Defense Skill | F. Guard Lv3 B. Guard Lv3 |
|
F. Guard | May take damage in the front line's place. | Shield Skill | Shields Lv1 | |
B. Guard | May take damage in the back line's place. | |||
Antifire | Briefly raises the party's fire resistance. | Shield Skill | Shields Lv5 TP Up Lv3 |
At Lv5, nullifies element. Lv6-10 absorbs element. |
Antivolt | Briefly raises the party's volt resistance. | |||
Anticold | Briefly raises the party's ice resistance. | |||
Smite | Deals a powerful bash to the enemy. | Shield Skill | Shields Lv10 Fortify Lv5 |
At Lv5 gains chance of inflicting Arm Bind. |
Cure | Heals a small amount of HP. | Healing Skill | HP Up Lv3 | |
Cure II | Heals a medium amount of HP. | Healing Skill | HP Up Lv5 | |
Stalker | Cautious steps reduce the chances of enemy encounters. | Search Skill | DEF Up Lv5 | |
Mine | Mine for materials at item points. | Search Skill | ----- |
External Links[]
Profile[]
Protectors refocus their role as the party tank with modernizations and new skills in the remake. Stats are rearranged to put VIT at the top, like standard tanks, then AGI lowest and the rest hovering around the median. Front and Rear Guard do away with limited activation nonsense. Defender returns with less damage reduction and a turn limit. The healing skills all scale with TEC and they trade Cure II for Party Cure, although Medics with more TEC heal better. Their elemental defense skills, Fire, Ice, and Volt Wall, now defend against a single instance of the damage type per party member. They gain Prayer, which slightly regenerates the party's HP and TP to increase their overall stamina and allow for longer exploration or grinding trips. Another new skill is Bravery's Gift, which temporarily dramatically raises their HP and allows them to take all hits that the rest of the party would take, potentially sacrificing the Protector to buy everyone else a turn's reprieve. On the offensive end of the spectrum, Shield Smite is joined by Shield Rush that strikes all enemies while applying a physical attack debuff.
- Strengths: Excellent defense, reasonable strength, healing abilities.
- Weaknesses: Specific defenses are a gamble, no elemental attacks, slow to move if not guarding, low TP.
Stat Progression[]
- Main article: Protector/Stats#EOU
Level | HP | TP | STR | TEC | VIT | AGI | LUC |
---|---|---|---|---|---|---|---|
1 | 40 | 26 | 7 | 6 | 10 | 5 | 7 |
30 | 155 | 84 | 19 | 18 | 26 | 12 | 18 |
70 | 375 | 184 | 39 | 38 | 53 | 23 | 35 |
99 | 579 | 271 | 55 | 54 | 73 | 31 | 48 |
Skills[]
Skill | Description | Type | Requires | Extra |
---|---|---|---|---|
Shield Mastery | Enables Shield skills and increases defense when a shield is equipped. | Mastery | None | Can be augmented with Grimoire Stones. |
Front Guard | Reduces physical damage to the front line this turn. | Shield | Shield Mastery Lv1 | |
Rear Guard | Reduces physical damage to the back line this turn. | |||
Defender | Raises the party's physical defense for 3 turns. | Buff | Front Guard Lv5 Rear Guard Lv5 |
Lv. 5 and 10 increase duration. |
Fire Wall | Protects the party from the first fire attack this turn. | Shield | Shield Mastery Lv3 | Lv5 blocks attack. Lv10 absorbs. Overrides other Wall skills. |
Ice Wall | Protects the party from the first ice attack this turn. | |||
Volt Wall | Protects the party from the first volt attack this turn. | |||
Shield Smite | Melee bash attack to 1 enemy, may cause arm bind. | Shield | Shield Mastery Lv7 | Lv. 5 and 10 increase arm bind rate. |
Shield Rush | Melee bash attack to all enemies, reduces their physical attack. | Shield | Shield Smite Lv5 | Lv. 5 and 10 increase attack debuff strength. |
Bravery's Gift | Raises user's maximum HP and causes them to take all damage for the party this turn. | Guard | Shield Mastery Lv10 | |
DEF Up | Raises physical defense. | Stat Up | None | |
Provoke | Raises chance of being targeted for 3 turns. | Buff | DEF Up Lv1 | Lv. 5 and 10 increase duration. |
Parry | May block physical attacks to the user's line this turn. | Guard | Provoke Lv5 | |
Fortify | Raises user's defense for 3 turns. | Buff | DEF Up Lv3 | Lv. 5 and 10 increase duration. |
Aegis | May survive a mortal blow with 1 HP. | Passive | DEF Up Lv5 | |
En Garde | Occasionally guard to reduce damage sustained. | Passive | Fortify Lv3 Aegis Lv3 |
|
HP Up | Raises max HP. | Stat Up | None | |
Safe Passage | Lowers damage sustained from damage tiles for a certain number of steps. | Field | HP Up Lv1 | |
Flee | Consumes party's HP to escape from battle to floor entrance. | Escape | Safe Passage Lv3 | Lv. 5 and 10 reduce HP consumption. |
Cure | Restores an ally's HP. | Healing | HP Up Lv3 | Lv. 5 and 10 increase turn speed. |
Party Cure | Restores party's HP. | HP Up Lv5 | ||
Prayer | Party restores HP and TP after a battle. | Passive | Cure Lv5 Party Cure Lv3 |
Does not stack. |
TP Up | Raises max TP. | Stat Up | None | |
Mine | Allows the user to find more resources when mining. | Gather | None | Can be augmented with Grimoire Stones. |
Grimoire Stones[]
Skills to generate:
- Elemental Walls: Good damage prevention when handling enemies with strong elemental attacks.
- Prayer: Extends party stamina while journeying through the labyrinth. Once acquired on a Grimoire, the Protector can Rest to reallocate the skill points spent there to other more important skills.
- Aegis: Pass to other party members to give them a chance to resist death.
- Parry: Other shield-using party members can gain a defensive skill to use.
Skills best given to Protectors:
- Physical attack skills: Lets the Protector do reasonable damage when not needed to go on the defense. Sword skills are preferred as they normally are seen with swords without Grimoire equip bonuses.
- ATK Up: Protectors do not get this skill. Give them this skill to increase the damage they do when they go on the offense.
External Links[]
Profile[]
The protector's role is better-defined when fighting on High Lagaard. New skills allow more versatility when choosing who to defend: the entire party with All Guard, or a single member with 1 Guard. The Protector kept his skills for individual elemental defenses, but also gained Antiall, which boosts the entire party's defense against all elements. They also lost their ability to heal HP, but gained Refresh to heal status ailments. The Beast class is unlocked early in the game, durable brawlers with a different style of tanking.
- Strengths: Excellent defense, reasonable strength.
- Weaknesses: Specific defenses are a gamble, no elemental attacks, slow to move if not guarding.
- Force Skill - Painless: Granting the entire party the ultimate defense, the protector completely blocks all forms of damage for a single turn.
Stat Progression[]
- Main article: Protector/Stats#EO2
Level | HP | TP | STR | TEC | VIT | AGI | LUC |
---|---|---|---|---|---|---|---|
1 | 48 | 22 | 5 | 5 | 8 | 4 | 5 |
30 | 226 | 78 | 21 | 16 | 40 | 13 | 24 |
70 | 537 | 158 | 48 | 30 | 75 | 29 | 52 |
99 | 771 | 328 | 65 | 47 | 93 | 48 | 70 |
Skills[]
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 | Increases chances of successfully escaping from battle. | Stat Increase | ----- | |
Shields | Needed to learn shield skills. | Mastery Skill | ----- | |
Aegis | Preparedness for death makes it possible to survive. | Passive Skill | HP Regen Lv5 Riskwall Lv5 |
|
En Garde | Chance of automatically blocking enemy attacks. | Passive Skill | Shields Lv5 | |
HP Regen | Restores a small amount of HP after every turn in battle. | Passive Skill | HP Up Lv1 | |
Riskwall | Physical defense increases as the protector loses HP. | Passive Skill | HP Up Lv3 | |
Smite | Powerful shield strike that may bind an enemy's arms. | Shield Skill | Shields Lv10 | |
F. Guard | Shield skill that may take damage in the front line's place. | Shield Skill | Shields Lv1 | |
B. Guard | Shield skill that may take damage in the back line's place. | |||
A. Guard | Shield skill that may take damage in the party's place. | Shield Skill | F. Guard Lv5 B. Guard Lv5 |
|
1 Guard | Shield skill that may take heavy damage for one party member. | Shield Skill | Shields Lv7 | |
Antifire | Protects the party from fire attacks for 1 turn. | Shield Skill | Shields Lv3 | |
Anticold | Protects the party from ice attacks for 1 turn. | |||
Antivolt | Protects the party from volt attacks for 1 turn. | |||
Antiall | Protects the party from all elemental attacks for 1 turn. | Shield Skill | TEC Up Lv10 Shields Lv10 |
|
Fortify | Digs in for ironclad defense against physical damage, | Support Skill | VIT Up Lv1 | |
Provoke | Increase defense and divert the enemy's attention to you. | Support Skill | ----- | |
Parry | Await the enemy's attack to parry it and negate the damage. | Special Skill | Provoke Lv3 | |
Refresh | Remove status ailments from one party member. | Healing Skill | TEC Up Lv1 | |
Flee | Escape from battle to the previous floor. | Escape Skill | ----- | |
Mine | Mine for minerals at item points. | Search Skill | ----- |
External Links[]
Profile[]
Protectors in EO2U have undergone several skill changes. Healing returns to their lineup, starting with Heal Guard that rushes to the aid of an injured party member, then Line Cure and Line Heal for more widespread restoration. Parry now is a passive skill, behaving more in line with En Garde from the original game, and also Shield Mastery now occasionally blocks physical attacks sent towards themselves. Aside from Provoke, none of Protector's skills in this game take damage in another character's place, allowing Beast to specialize into that style of tanking. Rather than something like Bravery's Gift from the previous Untold, their strongest skill Sentinel Guard shares the Protector's formidable DEF with the party.
While Protectors can normally only use swords, the Highlander DLC allows them to also wield axes and spears.
- Strengths: Unparalleled durability and damage prevention abilities.
- Weaknesses: Middling offense, low speed; Shield attack skills are costly.
- Force Boost - Shield Protect: For 3 turns, damage sustained by party members protected by Shield skills is halved, after the damage reduction from said skill.
- Force Break - Perfect Defense: Negates all damage (and additional effects of damaging attacks) dealt to the party for the turn.
Stat Progression[]
- Main article: Protector/Stats#EO2U
Level | HP | TP | STR | TEC | VIT | AGI | LUC |
---|---|---|---|---|---|---|---|
1 | 40 | 31 | 7 | 6 | 10 | 5 | 7 |
30 | 156 | 161 | 19 | 18 | 26 | 12 | 18 |
70 | 375 | 365 | 41 | 39 | 53 | 23 | 37 |
99 | 575 | 492 | 58 | 55 | 74 | 32 | 51 |
Skills[]
Shield Attack-Type skills calculate their damage primarily off the DEF bonus of the equipped shield, rather than the Protector's raw ATK score.
Grimoire[]
Skills to generate:
- Parry: Random blocks across the party can aid survival.
- Aegis: With a bit of luck, other party members also get to survive mortal blows.
- Elemental Walls: Mandated when fighting the Storm Emperor, Blizzard King, and Great Dragon.
- Sentinel Guard: Having 2 characters alternate Sentinel Guard can provide great damage reduction.
Skills best given to Protectors:
- Phys ATK Up: Protectors lack this skill in their skill tree.
- Healing Rhythm (Troubadour): Provoke-using Protectors get passive regeneration while taking hits for the party.
- Hit-Taker (Beast): For emergency use. Shield Mastery and Parry can also help block several physical hits the Protector will be taking.
- Revive (Medic): Utilize the Protector's low speed to revive a fallen ally after the enemies have attacked.
External Links[]
Profile[]
The series' first poster class and original tank has answered the call to Maginia. As the only specialized tank class in the game, Protectors have their work cut out for them. They most resemble Protectors from The Fafnir Knight, but they draw inspiration from their counterparts all across the series. Healing skills are largely set aside to make room for Ally Shield and Line Shield.
- Strengths: Unparalleled durability and damage prevention abilities.
- Weaknesses: Middling offense, low speed.
- Force Boost - Shield Protect: For 3 turns, damage sustained by party members protected by Guard skills is halved, after the damage reduction from said skill.
- Force Break - Painless: Negates all damage (and additional effects of damaging attacks) dealt to the party for the turn.
Stat Progression[]
- Main article: Protector/Stats#EON
Level | HP | TP | STR | INT | VIT | WIS | AGI | LUC |
---|---|---|---|---|---|---|---|---|
1 | 60 | 52 | 13 | 10 | 20 | 15 | 8 | 13 |
30 | 120 | 99 | 28 | 22 | 44 | 32 | 18 | 28 |
70 | 245 | 199 | 59 | 47 | 94 | 68 | 39 | 61 |
99 | 367 | 296 | 90 | 71 | 142 | 103 | 60 | 92 |
130 | 532 | 427 | 131 | 104 | 208 | 150 | 88 | 134 |
Skills[]
Skill Breakdown[]
Do you really need a Protector? For many, this is not even a choice. Why take chances when one can have the best protection available? For others this is a real and pertinent question, for there are more facets to defense than full plate armor and a shield. There are enough other tanky classes to fill out a durable front line, while also contributing in other ways like offense, healing, or debuffs. Medics can have such absurd healing throughput to simply power the party through battles. Enemy attacks can also be entirely avoided, through evasion skills, shutting them down with ailments and binds, or having sufficient offensive power to be first to inflict the ultimate status effect, death. Broadly speaking, one picks a Protector so others needn't be concerned with defending themselves, instead specializing into roles that do the killing, healing, exploring, etc. On Picnic difficulty, battles are hardly more than speedbumps, but when underleveled, underprepared, and in over your head, a Protector can definitely make the difference between making it home for dinner or filling the belly of a creature of the forest.
After Protector's debut in the first two games, the defensive specialist paradigm was transformed by the Hoplite. Among several innovations, the highlights were Bodyguard, the way Line Guard did away with limited activations per use, and an emphasis on being effective on both lines. After that, Fortresses refocused onto the front line and ran a gameplay loop where they redirect a lot more attacks towards themselves, then counterattack or heal up afterward. It is from Fortress that Taunt, Ally Shield, Line Shield, and Healing Wall originate. It was in light of these two games that renovations were made in the Untolds. From Shield Bearer Dragoons come Recovery Guard and Full Guard, and Counter Guard can be seen in Shield Flare.
The first and most basic thing a Protector can do is use the DEFEND action. This will half all incoming damage for the Protector for the turn at no TP cost, and after taking Healing Wall it also heals the Protector and their linemate(s) scaling with the Protector's max HP. As demonstrated by Charis, constantly hiding behind a shield is not exactly a winning strategy, but it is worth the time when a lot of damage is about to hit the Protector. Preemptive Taunt followed with a string of DEFENDs is extremely efficient defense against random encounters, but DEFEND is also wise to consider for multiple members of the team when a monster is telegraphing an attack. Also, enemy AI prefers to target characters with the most remaining HP, which DEFEND helps the Protector keep more of.
Monsters will randomly target other adventurers, even with Taunt's aggro boost, and area-of-effect attacks blow right past the Protector. They have two different approaches to deal with this:
- Remotely reduce damage other party members take. This includes all "-Guard" skills, the elemental "-Wall" skills, and to a lesser extent Healing Wall. Heal Guard, Protector's only WIS-based healing skill, doesn't heal for much more than Healing Wall due to preference for HP over WIS, but for its hefty TP cost it can be used on the entire other line and heals using the arms. Keep Guard is best used when you expect the Protector to not use a shielding skill next turn. The Walls are highly effective against certain monsters, and Full Guard is very powerful at max level with only 3 turns cooldown. The whole party can double down on defense for a turn by DEFENDing while the Protector uses one of these skills.
- Forcibly redirect attacks against allies onto the Protector using Ally and Line Shield. These two skills bank on the Protector's innate robustness and are supported by their entire branch. Since no damage will get through while the Protector stands, the team can be extra aggressive, but the most vulnerable allies are priority. They are also very effective at triggering Shield Flare and other counterattack skills. En Garde can half the damage, but is treated like an auto-DEFEND, so is disabled when using the actual DEFEND, and attacks that are normally melee are not affected by the range penalty when redirected this way.
Both approaches can be useful for and from either line, but the former is more often better used on the Protector's own line and the latter better used on the opposite line. The front line can be filled with fragile short range fighters watched over from the rear, or the Protector can maintain the front for a full rear line. Defensive modifiers generally stack multiplicatively, so two Protectors can stack Ally/Line Shield with a Guard skill, and the Force Boost Shield Protect halves whatever damage is taken again, but usually won't reduce hits down to 1 damage. Protector's attack skills, Shield Smite and Shield Bash, also have defensive use.
Subclassing[]
In Etrian Odyssey Nexus, Protectors can gain the ability to subclass like the rest of the adventurers.
Subclasses for Protector[]
Though hailing as the only dedicated tank class, several other classes possess defensive skills Protectors can appreciate. Also, since Protector skills require no other piece of equipment than a shield, they have no restrictions from using their subclass's weapon when they don't need to guard the party.
- Ronin is best known for damage output, but a Protector can take full advantage of the defensive Clear Stance and rotate to Upper Stance when defense is less important. Shield Bash and Shield Rush turn into incredibly hard-hitting bash attacks with the damage-boosting passives augmenting them.
- Highlander offers some of the best passives for Protectors that take hits in place of the party. Bloody Veil greatly tones down attacks coming in barrages, perfect for Line Shield, and can be applied at the start of turns with Bloody Offense's HP drain. Any hit can trigger Bloodlust. Spirit Shield and Blood Fortune are great support in some situations, and the staples HP Up and Phys DEF Up are there. Protectors in this game can already equip spears by default, but picking up a few attack skills harks back to Hoplite.
- Gunner lets a Protector operate from the backline with full efficiency, emulating the Dragoon's role. Medic Bullet cures what Recovery Guard doesn't, and Cover Support and Healing Wall work simultaneously. All of the gun skills are good for an offensive edge.
- Sovereign helps Reinforce liberal use of Taunt and Fortify, essentially enjoying bonus HP every turn from Royal Dignity.
- Ninja raises the Protector's evasion substantially, improving Taunt, Ally Shield, and Line Shield, and Reflexes makes every successful dodge extend the Protector's TP. Use Ninpo: Double to cover the entire party.
- Imperial gives the Protector access to Drive Blades and Drive skills to deal bursts of damage. The long cooldown times are almost a non-issue to the Protector as they can just use that time to guard the party, with Heat Shield adding another layer of durability, and the massive turn speed penalty with heavy equipment is irrelevant since Guard skills always have priority.
- Hero gives the Protector attack skills using their Shield that guard the whole party and do damage to enemies, combining defense with offense, though with less effective damage reduction than Guard skills. The Encourage line of passives also helps protect others, through the minor healing but more importantly Heroic Steel and Great Bravery that draw danger away from allies who are on the brink of defeat.
Protector as Subclass[]
When a party keeps taking just a little too much damage, a Protector subclass can be just the thing needed. It is usually best on support members that use the Guard and Wall skills to counteract specific difficulties, but some other classes like to attract hostile attention, and a few skills help bulk up party members who have proven too vulnerable.
- Medic gains a greater defensive role. Recovery Guard and Heal Guard let them work even while their heads are bound, on top of protecting the line being healed. Shield Smite gives them access to arm bind to lock down enemies alongside Head Bash. HP Up and Phys DEF Up add some bulk for better survival.
- Highlander pairs Bloody Veil and Bloodlust with Taunt and Line Shield, turning defense into sheer offense. Shield Smite and Bash give another physical damage type that isn't stab in case of resistant enemies.
- Sovereign uses the shield to defend the party in times with too much heat going around, while at other times enjoying extra passive defense that helps them devote more time to buffing and enhancing the rest of the team.
- Ninja can replicate the Ninja/Hoplite combo of their home game by doubling up clones to use Guard skills on the whole party. They can also take on whole enemy assaults due to unmatched evasion from Diversion Gambit and other skills, enabling generous use of Line Shield.
- Harbinger already possesses impressive defensive skills from their bias towards Deathguard, including Stifling Miasma, that Protector's Guard skills combine with to dramatically weaken incoming attacks. They provide more options by not expending Miasma, but Recovery Guard is especially useful since it cures what Atonement doesn't. The shield beefs up physical defense, while Miasma Armor offsets its speed penalty. Shield Bash can hit all enemies and inflicts a debuff that stacks with Stifling Miasma.
External Links[]
Profile[]
Equipment when registered: Knife, Buckler.
Availability: Complete the tutorial by exploring the Mysterious Labyrinth.
Stat Progression[]
- Main article: Protector/Stats#EMD
Level | HP | TP | STR | TEC | VIT | AGI | LUC | EXP to next level | Total EXP |
---|---|---|---|---|---|---|---|---|---|
1 | 50 | 35 | 7 | 5 | 9 | 4 | 5 | 220 | 0 |
30 | 308 | 141 | 113 | 92 | 57 | 63 | 73 | 30,000 | 245,100 |
50 | 358 | 178 | 134 | 113 | 77 | 86 | 94 | 30,000 | 845,100 |
70 | 378 | 198 | 154 | 133 | 97 | 106 | 114 | 30,000 | 1,445,100 |
99 | 407 | 227 | 183 | 162 | 126 | 135 | 143 | - | 2,315,100 |
Skills[]
Skill | Description | Type | Prerequisites | Lv Max | Extra |
---|---|---|---|---|---|
Aegis Shield | Nullify all damage the party would take for 2 turns. | Blast Skill / Shield Skill | Report the quest Offering a protector manual | 1 | Cost 3 Blast Gauge |
NOVICE (LV1) | |||||
Proficiency | Recover some TP each time you take damage from the enemy. | Passive | None | 1 | Recover 3 TP per hit. |
HP Up | Increases your maximum HP. | Passive | None | 5 | Add +20/+5/+5/+5/+10 HP. |
Provoke | For 3 turns, increase your physical defense and draw enemy attacks. | Active / Head Skill / Shield Skill | None | 5 | TP Cost 7 - 11. Last 4 turns at Lv3. Last 5 turns at Lv5. |
Shield Smite | Melee bash attack. If successful, may bind the enemy's arms for 5 turns. | Active / Arms Skill / Shield Skill | None | 5 | TP Cost 8 - 12. Bind Arms for 6 turns after Lv4. |
Defense Boost | Increases physical defense. | Passive | None | 10 | Add +3/+1/+1/+1/+1/+1/+1/+1/+1/+1 Def |
Refresh | Recover all ailments for a selected ally. | Active / Head Skill | None | 3 | TP Cost 10 - 6 |
Mineralogy | May find extra materials when gathering at a mining point. | Passive | None | 10 | |
VETERAN (LV10) | |||||
Expertise | Recover some TP each time you take damage from the enemy. | Passive | Proficiency Lv1 | 1 | Recover 1 more TP per hit. |
HP Regen | Increase your natural HP recovery rate. | Passive | HP Up Lv3 | 5 | |
Cover | For 3 turns, take damage in place of allies in a 1-space radius. | Active / Arms Skill / Shield Skill | Provoke Lv3 | 5 | TP Cost 10 - 14. Lasts 4 turns at Lv3. Last 6 turns at Lv5. |
Shield Bash | Melee bash attack. If successful, the enemy is sent flying. | Active / Arms Skill / Shield Skill | Shield Smite Lv3 | 8 | TP Cost 12 - 20. |
Fire Wall | Increase fire resistance for all allies within the room for 5 turns. | Active / Arms Skill / Shield Skill | Defense Boost Lv3 | 5 | TP Cost 8 - 12. Last 6 turns at Lv3. Last 8 turns at Lv5. |
Ice Wall | Increase ice resistance for all allies within the room for 5 turns. | ||||
Volt Wall | Increase volt resistance for all allies within the room for 5 turns. | ||||
Desperado | The lower your HP, the higher your physical defense is boosted. | Passive | HP Regen Lv3 | 5 | |
MASTER (LV20) | |||||
Enlightenment | Recover some TP each time you take damage from the enemy. | Passive | Expertise Lv1 | 1 | Recover 1 more TP per hit. |
Aegis | May survive a mortal blow. | Passive | None | 7 | |
Diversion | Draw enemies in the room towards you. | Active / Head Skill | Cover Lv3 | 5 | TP Cost 15 - 7 |
Full Guard | Increase physical defense of all allies within the room for 5 turns. | Active / Arms Skill / Shield Skill | None | 5 | TP Cost 11 - 15. Last 6 turns at Lv3. Last 8 turns at Lv5. |
Divine Wall | Increase resistance to all damage for all allies within the room for 5 turns. | Active / Arms Skill / Shield Skill | Fire Wall Lv3 Ice Wall Lv3 Volt Wall Lv3 |
5 | TP Cost 11 - 15. Last 6 turns at Lv3. Last 8 turns at Lv5. |
Gallery[]
External Links[]
Gallery[]
Trivia[]
- In Japanese comic strips and webcomics, both official and doujins, the blond female protector from the first two games is referred to as Sensei (Master), most of the time by Medi-Ko.
Names in other languages[]
Language | Name | Meaning |
---|---|---|
Japanese | パラディン | Paladin |
English | Protector | |
French | Protecteur / Protectrice Paladin (DS Europe) | |
German | Paladín (DS Europe) | |
Spanish | Soldado (DS Europe) | Soldier |
Italian | Paladino (DS Europe) | |
Chinese (Simplified) | 圣骑士 | |
Chinese (Traditional) | 聖騎士 | |
Korean | 팔라딘 |
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Info Monsters • Weapons • Armor • Accessories • Consumables • Items • Quests • Boost • Maps
Emerald Grove • Primitive Jungle • Azure Rainforest • Sandy Barrens • Lost Shinjuku • Claret Hollows
Landsknecht • Survivalist • Protector • Dark Hunter • Medic • Alchemist • Troubadour • Ronin • Hexer
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v · t · eEtrian Odyssey II: Heroes of Lagaard |
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Info Monsters • Weapons • Armor • Accessories • Consumables • Items • Quests • Maps • Force
Ancient Forest • Auburn Thicket • Frozen Grounds • Petal Bridge • Heavenly Keep • Forbidden Wood
Landsknecht • Survivalist • Protector • Dark Hunter • Medic • Alchemist • Troubadour • Ronin • Hexer • Gunner • War Magus • Beast
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v · t · eEtrian Odyssey Untold: The Millennium Girl |
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Info Monsters • Weapons • Armor • Items • Accessories • Quests • Maps • Boost • Floor Jump • Grimoire Stone
Emerald Grove • Primitive Jungle • Azure Rainforest • Sandy Barrens • Lost Shinjuku • Claret Hollows • Gladsheim
Story Characters Highlander • Frederica Irving • Simon Yorke • Raquna Sheldon • Arthur Charles • Rosa • Austin • Kupala • M.I.K.E.
Landsknecht • Survivalist • Protector • Dark Hunter • Medic • Alchemist • Troubadour • Ronin • Hexer • Highlander • Gunner
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v · t · eEtrian Odyssey 2 Untold: The Fafnir Knight |
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Info Monsters • Weapons • Armor • Items • Accessories • Quests • Maps • Force • Floor Jump • Grimoire Stone
Ancient Forest • Auburn Thicket • Frozen Grounds • Petal Bridge • Heavenly Keep • Forbidden Wood • Ginnungagap • Dark Paradise
Characters Fafnir Knight • Flavio • Arianna Caledonia • Bertrand de Gervaise • Chloe • Regina Dubois • Artelinde • Der Freischutz
Landsknecht • Survivalist • Protector • Dark Hunter • Medic • Alchemist • Troubadour • Ronin • Hexer • Gunner • War Magus • Beast • Sovereign • Fafnir • Highlander
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v · t · eEtrian Odyssey Nexus |
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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 |
v · t · eEtrian Mystery Dungeon |
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Info
Monsters | Classes | Quests | Missions | Food | Blast Skill | Dungeons | Redevelopment | Characters | Locations | DLC Items
Weapons | Armor | Materials | Accessories | Usable Items | Key Items Landsknecht | Protector | Gunner | Runemaster | Medic | Dancer | Hexer | Ninja | Sovereign | Wanderer |