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Runemaster

Who needs armor, when you have magic and beanies?

Runemasters (ルーンマスター, Rūnmasutā) primary purpose in battle is to deal elemental damage, but they can also defend themselves and allies against elemental damage. Their elemental damage output is a force to be reckoned with, but are sorely lacking in physical defense and attack. This weakness is not often a big issue, however, as their affinity for elemental damage is fairly unique among EO4 classes, and back-row placement helps them avoid physical damage.

Overview[]

Runemasters take up the attacks of their Alchemist cousins from the first and second games and diversify the skill set by adding several defensive skills. Their basic Rune skills resemble the Troubadours' Fantasia skills in shifting the elemental alignment in favour of the party, reducing damage taken from an element but also managing to create an elemental weakness if applicable to synergize with their own or other members' skills. Their Runic Shield skill is unique, allowing them to randomly block elemental attacks on themselves or adjacent members, slightly improving their chances of survival and allowing a player to shift them forward whenever the situations call for it.

  • Strengths: Impressive magic offense and TP, great at manipulating elemental affinities.
  • Weaknesses: Physically frail, smallest HP pool.

Stat Progression[]

Main article: Runemaster/Stats#EO4
Level HP TP STR TEC VIT AGI LUC
1 31 42 4 11 4 5 6
35 150 175 19 41 19 24 27
70 273 311 34 70 35 44 49
99 366 398 44 85 49 60 67

Skill Tree[]

Skill Description Type Prerequisites Extra
NOVICE
Proficiency Increases elemental attack and defense for allies in your line. Class None
Fire Rune Increases the party's fire resistance and lowers the enemy's. Rune None Converts neutral hits into weaknesses.
Ice Rune Increases the party's ice resistance and lowers the enemy's.
Volt Rune Increases the party's volt resistance and lowers the enemy's.
Fireball Rune Ranged fire attack with a splash effect. Rune Fire Rune Lv1
Ice Lance Rune Ranged ice attack that pierces across the enemy lines to hit two enemies. Rune Ice Rune Lv1
Lightning Rune Melee volt attack to an entire line of enemies. Rune Volt Rune Lv1
Runic Gleam Increases the power of your elemental attack skills for 3 turns. Support None
TP Boost Increases your maximum TP. Passive None
Herbology Greater chance of finding extra plants when gathering. Passive None
VETERAN
Expertise Increases elemental attack and defense for allies in your line. Class Proficiency
Flame Rune Ranged fire attack to all enemies. Rune Fireball Rune Lv3
Glacier Rune Ranged ice attack to random enemies. Rune Ice Lance Rune Lv3 Level to also increase number of hits.
Storm Rune Ranged volt attack to 1 enemy. Rune Lightning Rune Lv3
Runic Shield Chance of nullifying an elemental attack to an ally in your line. Passive Runic Gleam Lv2
Runic Guidance Increases damage when striking an enemy's weakness. Passive Runic Shield Lv2 Also affects physical weaknesses.
Free Energy Chance of not expending TP when using a skill. Passive None
Runic Flare Increases elemental and untyped attack power. Passive None
Wise Chef Increases TEC gain from cooked food. Sky None
MASTER
Enlightenment Further increases elemental attack and defense for allies in your line. Class Expertise
Inferno Rune Ranged fire attack to 1 enemy. Rune Flame Rune Lv2
Blizzard Rune Ranged ice attack to all enemies. Rune Glacier Rune Lv2
Galvanic Rune Ranged volt attack to random enemies. Rune Storm Rune Lv2 Level to also increase number of hits.
Rune Mastery Increases attack power of rune skills. Passive Runic Guidance Lv2
Origin Rune Ranged untyped attack to all enemies. Rune Rune Mastery Lv2

Subclassing[]

Subclasses for Runemaster[]

Due to Runemasters' stat growth favouring Technique (TEC), they have difficulty using the skills of other physically oriented classes. That, combined with their rather steep skill point investment in their own skill tree, makes it difficult to effectively use both their main and sub skills without being forced to give up investment in either.

  • Medic: They make for decent healers in case your party happens to lack one, they won't be incredible in the healing department but their high TP and Tec their skills will allow a Runemaster to be a decent one, and you can't deny any form of Full Heal or (Auto-)Revive which are the main reasons for using a Medic.
  • Arcanist: Decent alternative if your party needs some form of offensive support, some Arcanist skills will synergize with a few Runemaster skills and their safety when trying to land ailments/binds can prove to be useful if your party lacks them. Otherwise, you should opt for an Arcanist itself.
  • Bushi: While most of the Bushi's skills affect only physical attacks, Blood Surge offers a universal damage boost, sharply increasing the Runemaster's damage output if combined with Runic Gleam and Runic Flare. Avoid excessive investments in that, though, as Runemasters have the smallest HP pool and can burn out quickly with Blood Surge. Endure gives them an extra life and Deep Breath offers a quick and easy means of recovery.
  • Imperial: Most recommended option due to their passive skill synergy. Hawkeye reduces enemy elemental defense, making Runes hit harder, and Element Boost stacks with the Runemaster's passives. Absorber also allows TP regeneration when hitting elemental weaknesses to increase the Runemaster's fighting stamina, especially when a Rune has turned an otherwise neutral hit into a weakness.

Runemaster as Subclass[]

The Runemaster attack skills all scale off Technique, making Runemasters, at first glance, a good subclass for members with good TEC growth. However, their passives and support skills also show that Strength-oriented characters can still make good use of their passives.

  • Medics and Arcanists have good TEC that allows them to make the best of the attack Runes. Free Energy is also desirable due to the general high cost of their skills, allowing them to last longer in protracted battles or dungeon trips.
  • Link-based Landsknechts and Imperials use Runic Flare and Runic Guidance to increase their elemental damage, especially when hitting enemies' elemental weaknesses. TP Boost and Free Energy also contribute to allowing them to fight for longer periods of time, offsetting their small TP pools.

Overview[]

Equipment when registered: Wand, Tweed.

Availability: Complete the tutorial by exploring the Mysterious Labyrinth.

Stat Progression[]

Main article: Runemaster/Stats#EMD
Level HP TP STR TEC VIT AGI LUC EXP to next level Total EXP
1 30 60 1 10 4 3 6 80 0
30 146 290 30 100 19 70 75 30,000 244,000
50 169 310 50 140 29 91 96 30,000 844,000
70 189 330 70 180 39 111 116 30,000 1,444,000
99 218 359 99 238 53 140 145 - 2,314,000

Skills[]

Skill Description Type Prerequisites Lv Max Extra
Origin Rune Unleash a powerful untyped attack on all enemies in the room. Blast Skill Report the quest The legendary Origin Rune 1 Cost 3 Blast Gauge
NOVICE (LV1)
Proficiency Increases all types of attack and defense for allies within the room. Passive None 1
Fireball Rune Launch a fireball with a 10-space range, dealing damage to a single target. Active / Head Skill None 5 TP Cost 5 - 9
Ice Lance Rune Launch an ice spear with a 10-space range, dealing damage to the target and any enemy directly behind it. Active / Head Skill None 5 TP Cost 6 - 10
Lightning Rune Launch a bolt of lightning with a 10-space range, dealing damage to the target and Paralyzing it. Active / Head Skill None 5 TP Cost 8 - 12
Runic Gleam Increase fire, ice, volt, and untyped damage for 5 turns. Active / Head Skill / Can Act After Using None 3 TP Cost 8 - 10
TP Boost Increases your maximum TP. Passive None 5 Add +20/+5/+5/+5/+10 TP
Herbology May find extra materials when gathering at a taking point. Passive None 10
VETERAN (LV10)
Expertise Increases all types of attack and defense for allies within the room. Passive Proficiency Lv1 1
Flame Rune Launch a fireball with a 10-space range, which explodes on impact to damage enemies in a 1-space radius. Active / Head Skill Fireball Rune Lv3 5 TP Cost 10 - 14
Glacier Rune Launch 3 icicles with a 10-space range, dealing damage to the targets and any enemy directly behind them. Active / Head Skill Ice Lance Rune Lv3 5 TP Cost 13 - 17
Storm Rune Launch a bolt of lightning with a 10-space range. Damages its target and Paralyzes the target and adjacent enemies. Active / Head Skill Lightning Rune Lv3 5 TP Cost 17 - 21
Runic Shield When an ally within a 1-space radius takes elemental damage, the damage may be nullified. Passive Runic Gleam Lv3 5 Becomes a 2-space radius at Lv4
Free Energy Chance of expending 0 TP when using skills. Passive None 3
Runic Guidance Increase damage dealt by elemental attacks that strike a target's weakness. Passive Runic Shield Lv3 5
Runic Flare Increases fire, ice, volt, and untyped damage. Passive None 5
MASTER (LV20)
Enlightenment Increases all types of attack and defense for allies within the room. Passive Expertise Lv1 1
Inferno Rune Launch a stream of fire with a 10-space range. On impact, generates a blast that damages enemies in a 2-space radius. Active / Head Skill Flame Rune Lv3 8 TP Cost 20 - 27
Blizzard Rune Summons a blizzard to damage enemies within the room. Active / Head Skill Glacier Rune Lv3 8 TP Cost 23 - 30
Galvanic Rune Call down random lightning in the room, damaging and Paralyzing enemies. The current also Paralyzes enemies nearby. Active / Head Skill Storm Rune Lv3 8 TP Cost 27 - 34. Increase number of hits at Lv3/Lv5/Lv7
Rune Mastery Increases the attack power of rune skills. Passive Runic Guidance Lv3 8

Gallery[]

External Links[]


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