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Herbalists are a combination healer and ailment-inflicting class. Yes, I know that sounds extremely bizarre coming from previous EO games. Half of their Basic skillset and one of their specializations focuses on healing, and buffing up the party's HP a little, while the other half and their other specialization focuses on Smoke skills--skills that inflict ailments. There's a catch to Smoke skills, though--their base chances usually suck, and natural Brownie LUC doesn't make it any better. What makes them not garbage, though, is the fact that Smoke skills also reduce enemy resistances to the ailment they attempt to inflict, meaning that future attempts aren't quite as frustrating--or, if you have other party members that can inflict those ailments, that someone who has actually good base chances on skills can inflict stuff incredibly easily.


Stats

Brownie Basic


Deeply Compassionate Doctor: All-in on healing
(Full stat table)

Innocent Poisoner: Smoke skills
(Full stat table)

Basic gist of the stats: Deeply Compassionate Doctors get more HP, VIT, and WIS, while Innocent Poisoners get more TP, INT, AGI, and LUC.

Herbalists can equip staves, bows, and scythes, and can equip clothes.

As Magda's existence might let you infer, Innocent Poisoners are the one instance in the game where I feel a class is better suited for another race besides its base. In this case, either Earthruns for maximum LUC but abysmal TP, INT, and WIS, or Lunarians for far better (relative to Earthruns) TP, INT, and WIS and marginally lower-than-Earthruns-but-still-far-better-than-Brownies LUC. Deeply Compassionate doctors are just fine as Brownies, though.


Basic Skills

Herb Mastery
Requirements: None




Increases HP restored with herb skills.


Do you have all of the healing skills you want at good enough levels or maxed out? Are they still not good enough? Well, you might want to reevaluate your party, because your party really should not be taking that much damage.


Cure Herb
Requirements: None
Body parts used: Arms




Restores one party member's HP. Has a 150% speed modifier at all levels.


Fast as shit, heals for the most of any healing skill, and single-target healing's useful for quite a lot of situations, especially if you have someone doing Dragon's Roar tanking.


Line Herb
Requirements: Cure Herb level 5
Body parts used: Arms




Restores one row's HP. Has no speed modifier at all levels.


Not quite as fast, but covers most situations where you'll need multi-target healing.


Refresh Herb
Requirements: None
Body parts used: Arms




Cures either one party member or one row of party members of ailments. Has no speed modifier at all levels.


Your choice as to whether you want better ailment coverage or you want to keep the TP cost as low as possible. Do note that when multi-target ailments come out, they usually hit the entire party, and therefore your Herbalist is also at a big risk of being hit.


Resurrection Herb
Requirements: Refresh Herb level 3
Body parts used: Arms




Revives one dead party member. Has a 70% speed modifier at all levels.


One point in Resurrection Herb is almost invaluable for exploration, but whether or not you want to take it further depends on how well your party can function if one or two people die. (If three or more are dead, that's usually a good sign that it's time to just reset.)


Antibody
Requirements: None




Adds to the user's chance to naturally recover from ailments and binds.


No thanks.


Medicinal Knowledge
Requirements: None




Restores each party member's HP and TP when using a Take, Chop, or Mine point. The restore amount is a static amount plus a percentage of the user's maximum HP/TP.


The HP restoration's decent at level 10, but are you really going to be using gather points enough during normal exploration to merit 10 points?


Poison Smoke
Requirements: None
Body parts used: Head




Attempts to inflict poison on one row of enemies. Reduces each enemy in that row's resistance to poison for a set amount of turns. Has no speed modifier at all levels.


The first of the Smoke skills. Poison Smoke itself kind of sucks (of all the player poisons, it deals the least damage), but that's just kind of the thing about Smoke skills--they're intended to be combo'd with other party members who can inflict those ailments. For Poison Smoke the less-good part is its poison damage, but for everything else, it's the base infliction chances.


Dark Smoke
Requirements: None
Body parts used: Head




Attempts to inflict blind on one row of enemies. Reduces each enemy in that row's resistance to blind for a set amount of turns. Has no speed modifier at all levels.


Blind's okay. It's not something I'd rely on to ensure I win a fight, but it's okay.


Smoke Rot
Requirements: Poison Smoke level 2, Dark Smoke level 2
Body parts used: Head




Reduces one row of enemies' resistance to elemental damage for a set amount of turns. The resistance decrease is amplified if an enemy has a Smoke debuff. Has no speed modifier at all levels.


Smoke Rot's base decrease really sucks (by design), but oh man that debuff decrease. Works really well when you have a party with multiple sources of elemental damage, like stacking both a Fencer and Warlock, for example.


Deeply Compassionate Doctor Skills
Common Passives: HP Up, Curb DEF Up

Herb Boost
Requirements: None




Allows herb skills to set healed party members' maximum HP to higher than the normal max for one turn. For example, with a level 10 Herb Boost, if a herb skill heals someone with 300 max HP for 600, the target's maximum HP would be set to 400 for one turn.


Apparently Atlus listened to my griping about Overheal in EO2U not being a passive (I made posts about that in the EO Megathread shortly after EO2U's US release), because that's exactly what Herb Boost is. Don't need to heal anyone this turn? Why not buff up everyone's HP?


Area Herb
Requirements: Line Herb level 5
Body parts used: Arms




Restores all party members' HP. Has a 70% speed modifier at all levels.


Area Herb's low speed modifier means it's really only useful for being proactive about extreme emergencies, since you're not gonna be firing it off at the start of the turn, short of using a Shaman using Blessing of Heaven on your Herbalist for some bizarre reason.


Recovery Herb
Requirements: Resurrection Herb level 3
Body parts used: Arms




Cures either one party member or one row of party members of binds. The amount of binds removed depends on the level of Recovery Herb. Has no speed modifier at all levels.


Much like Refresh Herb, whether or not you max out Recovery Herb depends solely on how many situations you think you're gonna have where you need to remove three binds from multiple party members.


Auto-Resurrection
Requirements: Recovery Herb level 3




When a party member dies, the user has a chance to immediately revive them.


I'm normally down on 15% chance for anything, but any chance to potentially stop an unwinnable situation is worth the skill points in my book.


Secret Remedy Compound
Requirements: Medicinal Knowledge level 5
Body parts used: Head




For a set amount of turns, reduces the action speed of and amount of HP restored by herb skills, in exchange for upgrading the target type of herb skills. Single-target skills become row-target, row-target skills become party-target. Party-target skills receive no benefits and only suffer the speed and restore decreases. Has a 70% speed modifier at all levels.


Hey look, a thing that makes Area Herb completely irrelevant... In theory, anyway. In practice, spending 40 TP for a 6 turn buff that might not even be particularly useful is...dicey.


Chase Herb
Requirements: None
Body parts used: Arms




When any party member takes damage, the user will heal them after the damage source has finished its turn. Each time Chase Herb activates, the chance of it activating again on that turn is decreased. The base activation chance is 100%. Has a 300% speed modifier at all levels.


An effective method of proactive healing. Sure, I'll take it.


Delayed Herb
Requirements: None
Body parts used: Arms




At the start of the next turn, restores all party members' HP. If the user is unable to act on the next turn, Delayed Herb will fail. Initial prep has an 80% speed modifier at all levels.


I mostly used Delayed Herb as a way to give my party an Herb Boost buff at the start of a turn when my Herbalist had nothing else to do. It worked out better than you might initially think!


Lingering Scent
Requirements: Chase Herb level 3, Delayed Herb level 3
Body parts used: None




For a set amount of turns, the effect of the last used herb skill will be repeated at the end of the turn. If the last used herb skill restores HP, the amount it heals is reduced. Has a 40% speed modifier at all levels.


I can think of worse buffs. Gives you 10 turns of a bit of chip healing at the end of a turn for 9 TP and 10 skill points.


Innocent Poisoner Skills
Common Passives: TP Up, Curb ATK Up

Smoke Boost
Requirements: None




Increases the speed of Smoke skills, as well as reducing their TP costs. The TP cost reduction is performed by subtracting a static amount from the base cost, and then multiplying that by a percentage.


This is basically Prayer Mastery but for Smoke skills. Unlike Prayer Mastery, though, the TP cost reduction isn't the important part--the speed modifier is. I don't think you need me to tell you that ailment skills going off before enemies can act is pretty damn important.


Paralyze Smoke
Requirements: Antibody level 3
Body parts used: Head




Attempts to inflict paralysis on one row of enemies. Reduces each enemy in that row's resistance to paralysis for a set amount of turns. Has no speed modifier at all levels.


Eh. Paralysis really isn't that reliable, even less so than blind.


Bungling Smoke
Requirements: Antibody level 3
Body parts used: Head




Attempts to inflict panic on one row of enemies. Reduces each enemy in that row's resistance to panic for a set amount of turns. Has no speed modifier at all levels.


Panic's obviously really goddamn good, but enjoy trying to inflict it reliably with that base chance and that resistance debuff.


Smoke Bomb
Requirements: Paralyze Smoke level 3, Bungling Smoke level 3
Body parts used: Head




Dispels one debuff from an enemy. Deals ranged INT-based fire damage to the target. Does nothing if the target does not have both an ailment and a debuff. Has no speed modifier at all levels. Does not check for accuracy.


1200% fucking INT damage. Smoke Bomb is a big reason why I reclassed a Lunarian into a Smoke Herbalist, instead of an Earthrun.


Smoke Spark
Requirements: Smoke Rot level 5
Body parts used: Head




Targets one enemy. If that enemy has a Smoke debuff, attempts to stun them. Has a 300% speed modifier at all levels.


Even with a chance that high, good luck trying to stun a boss or even most FOEs with this.


Smoke Solid
Requirements: Smoke Rot level 5
Body parts used: Head




Targets one enemy. If that enemy has a Smoke debuff, attempts to inflict petrification. Has no speed modifier at all levels.


On the other hand, 75% base chance to inflict petrification? Fuck yes gimme gimme gimme. Most bosses in the game have 25% resistance at best to petrify, and a few even only have 50%.


Persisting Scent
Requirements: Smoke Spark level 3, Smoke Solid level 3
Body parts used: Head




For a set amount of turns, gives a chance to attempt to inflict the last used smoke skill's ailment to all enemies at the end of the turn. The specific chance is unknown, as it's not in Persisting Scent's data. If Persisting Scent is a lower level than the last used smoke skill, Persisting Scent's level will override the smoke skill's, ie. if you last used a level 10 smoke skill and have a level 5 Persisting Scent, the ailment infliction will act as if the smoke skill is level 5. Has a 70% speed modifier at all levels.


Kind of turns Smoke skills into Arcanist Circles from EO4, except not quite as reliable. There's worse things to put points into.


Preemptive Smoke
Requirements: Smoke Spark level 3, Smoke Solid level 3




Gives the user a chance to use a random Smoke skill on the enemy front line at the start of battle. The chance to activate depends on how many Smoke skills the user knows.


Kind of useful in random encounters, absolutely worthless in FOE and boss fights.