Iatromantis
About classes | Class list | Skill list | Extended Mastery | Master Level
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Class Data | |||||||||||||||
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Class line | ![]() ![]() ![]() ![]() ![]() |
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Description | Restore the vitality of your patients through the mystical arts of energy manipulation. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
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Prerequisites | ![]() ![]() ![]() ![]() Rewards ![]() | ||||||||||||||
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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Completion Bonuses | ![]() |
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Release date | 2022-08-24 | Other sites | ![]() |
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Support Skills | |||||||||||||||
Healing Aura | If main and auxiliary weapon are both staffs: 20% boost to healing cap and debuff immunity.[1] Starts battle with ![]() Duration: Indefinite. |
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Purging Aura | If main and auxiliary weapon are both spears: Guaranteed triple attacks and 30% Bonus Elemental DMG effect.[1] |
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Aiding Aura | If main and auxiliary weapon groups are different: 15% boost to double attack and 10% boost to triple attack for all allies. ~30% chance to remove 1 debuff from all allies at turn start.[1] |
Contents
Skills
Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
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Vita Brevis | Restore all parties' HP (Healing cap: 5000 [2500 for other parties]). Remove 1 debuff from all parties. 1-turn cut to all allies' debuff durations. |
5T | - | No | 1 |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
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Amyntiko Fos | All allies gain ![]() Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and ![]() Duration: Indefinite. MC gains ![]() Duration: Indefinite. |
10T | - | 40 | |
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Pneuma | Grant an ally ![]() Multiplier: NormalDuration: IndefiniteStacking: Special Buff. |
8T | - | 30 | |
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Megali Fotia | 1000% Elemental damage to all foes (Damage cap: ~1,900,000).[1] Fully restore all allies' HP and remove all debuffs. (Can't recast.) |
Ready in 10 turns10-turn cooldown at start of battle. |
- | 50 |
Gameplay Notes
Auxiliary Weapon
Auxiliary weaponsA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section are a mechanic unique to Gladiator, Chrysaor, Viking and Iatromantis where the top-left slot of the sub weapon section gains a different border than usual and defines how related passive and active skills will behave.
The weapon must match the weapon specialty of the current class, as well as the main weapon's element to qualify as an auxiliary weapon.
Auxiliary weapons are displayed in battle along with the mainhand, but do not qualify as a mainhand for weapon skill requirements.
The following skills require an auxiliary weapon to activate:
- Gladiator
Blade SwapGain
Blade SwapNext charge attack switches to the auxiliary weapon's charge attack (Can't be removed)
Duration: 1 turn andC.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Duration: 1 turn .
(Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)- Two-Sword Style support skill
- Chrysaor
Blade Swap IIGain
Blade SwapNext charge attack switches to the auxiliary weapon's charge attack (Can't be removed)
Duration: 1 turn ,20% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
Strength: 20%Duration: Until used, and10% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
Strength: 10%Duration: Until used.
(Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
At level 30:
Also gainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%.Chase BladeGain
100% TA UpTriple attack rate is boosted
Strength: 100%Duration: 2 turns andSupplemental DMGDMG dealt is supplemented
Strength: Up to 20,000 damageDuration: 3 turns.
(Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)Dual ArtsGain
C.A. ReactivationCharge attack reactivates
Duration: 2 turns.
(Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)DiptychGain
Double StrikeAttacks twice each turn
Duration: 2 turns and20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 20%Duration: 2 turns.
(Consumes 20% of charge bar.)
(Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)- Dual Blades' Authority support skill
- Mailbreaker support skill
The following skills are altered by the auxiliary weapon:
- Gladiator
- Extra skill
Decimate5-hit, 100% superior elemental damage to a foe (Damage cap: ~81,000 per hit).
When an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped: Number of hits doubles to 10.
- Extra skill
- Chrysaor
Cross GuardAll allies gain
40% DMG CutTaking 40% less DMG
Duration: 1 turn Damage Cut reducing damage taken for all elements.
Warning! Does not work for Plain Damage!.
When an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped: Caster also gains100% / 60% ArmoredChance of lowering DMG taken
Strength: 100% chance of taking 60% less damage.Duration: 1 turn .Aurum Flow300% elemental damage to a foe (Damage cap: ~630,000).
GainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
When an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped: Activates twice.
- Viking
Norden HarrAll allies gain
20% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
Strength: 20%Duration: 3 turns.
If main or auxiliary weapon is a sabre: Also gainGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 3 turns.
If main or auxiliary weapon is an axe: Also gain30% Bonus DMG (1 time)Deals bonus DMG for one-foe one-ally attacks
Strength: 30%Duration: 3 turns.Banahogg2-hit superior Elemental damage to a foe (Damage cap: ~370,000 per hit).
Inflict25% DEF DownDEF is lowered
Strength: 25%Duration: 180 secondsStacking: Single.
If main or auxiliary weapon is a sabre: Boost to number of hits (2 times).
If main or auxiliary weapon is an axe: Also inflict 25% Element DEF DownElement DEF Down debuff based on weapon element
Strength: 25%Duration: 180 seconds.
Since they are not equipped in the main weapon slot, Class Champion Weapons of other classes can be used as an auxiliary weapon.
Unlike the other classes that make use of this mechanic, Iatromantis only uses it to determine which of the three support skills take effect. None of their active skills are directly influenced by or require an Auxiliary weapon. Like the Viking, they have no means of accessing the charge attack of their auxiliary weapons either.
It is worth noting however, that using two staff weapons is required for the class to act as a direct upgrade to the Sage, while other combinations sacrifice that in exchange for more offensive potential.
Vita Brevis
- Debuff durations cannot be cut to 0 turns. They can be cut to a minimum of 1 turn remaining.
- Debuffs that activate at the end of their duration, such as
DeathKnocked out after
andSoulfire ImmolationKnocked out after 5 turns.
(Effect can be passed to ally by using a skill. Passed effect can't be removed.)
, are unaffected by cuts to debuff duration.
Amyntiko Fos
- Auto-activates the first-slot skill after a foe uses a special attack if MC has at least 1 stack of
Therapeutic StanceFirst-slot skill activates when a foe uses a special attack (Can't be removed)
.- Can only auto-activate once per turn.
- Consumes 1 stack of
Therapeutic StanceFirst-slot skill activates when a foe uses a special attack (Can't be removed)
upon activation.
Pneuma
PneumaATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted / Recovery cap is boosted (Can't be removed)
Multiplier: NormalDuration: IndefiniteStacking: Special Buff grants the following effects:[1]- 100% ATKNormal modifier Up
- 100% DEF Up
- 100% DA Up
- 20% TA Up
- 500 HP boost to healing cap
Assessment
Notable Main Weapons
Since the choice of mainhand (and auxiliary) weapon affects the class fundamentally, the value of either weapon type is somewhat dependant on how it synergizes with the available options.
Healing Aura:
Hallowed Pilgrimage: While the Sage CCW can also be equipped by Iatromantis, its main skill of Saint's Nature doesn't affect Vita Brevis. Saint's Humanity also becomes ineffective as long as Healing Aura is active. The Charge attack is still decent, but any of the other notable options for Sage Weapons are likely to be more effective overall.
- However, its worth keeping in mind that Spears with healing effects like
Cherubim's Lance will be less effective than on Sage, since a spear mainhand locks out Healing Aura.
Purging Aura:
- Since it guarantees Triple Attacks, Spears that boost multiattack for the MC specifically lose a lot of value.
- On the other hand, a weapon like
Draco Horn would benefit from their unique effects triggering every turn in shorter fights.
Last Storm Lance is a fair consideration to help keep the party's multiattacks up while avoiding Double Trouble III as a sub-skill.
Huanglong Spear: With guaranteed TA's, a strong spear with a focus on charge attacks definitely has value, alongside providing an immunity to a debuff, something the class lacks compared to both the Sage and Healing Aura versions of itself.
Hollowsky Spear: Provides another way to make the most of the guaranteed TA's plus their bonus damage by making each hit stronger. With still pretty strong healing, the Iatromantis is fairly well suited to keeping the party healthy to satisfy that requirement.
Aiding Aura:
- Provides something of an in-between option for both weapon types. Previous mentions still apply to some degree:
- Spear options granting the MC high multiattacks still get to provide their full potential.
- Spears with healing effects still lose out on bonus healing, but so do Staff weapons outside of Healing Aura, so the playing field evens out.
- Staff weapons without healing effects but other party buffs work best in this scenario.
Nilakantha nicely synergizes with the passive multiattack buff for example. The passive effect also cancels out the disadvantage of lacking Double Trouble III that normally comes with picking a staff for the entire class line.