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Class Showcase: Prince/ss



About this artwork. It's a piece of fan art that was made by someone named Makita. She actually made group pictures like this one for most of the classes, and I'll be using those in these Class Showcases. Although she didn't make any pictures of the unlockable classes.

A fun fact about the class names, sometimes they get changed in localization, like how Protectors in the first two games were known as Paladins in Japan. Although that's not the case with this class. They're called Princes and Princesses in Japan as well. The names actually differ depending on which portrait you choose. Though when they reappeared in the later games, they got renamed to Sovereigns in the localization, because of some problems with the names. For the purposes of this LP, I will just refer to them as Prince/ss, since that's what they're called in this game.

Oh right. The Prince/ss is a class that revolves around buffing the party and specializing in passive heals. If you've played the first two games, they're similar to the Troubadours, however their buffs only last for 4 turns in most cases instead of indefinitely, and their buffs only affect a row instead of the whole party. They're a powerful support class that can lengthen your party's lifespan and increase their offensive capabilities. Most of their skillset doesn't rely on their stats, and the ones that do only make use of their TEC stat. But this class is very greedy when it comes to skill points, since there's a lot of skills they want to invest in. Something to keep in mind when using a Prince/ss is that you can only have 3 buffs on a party member at a time. If you try to put up a 4th buff, it'll just override the oldest one. The same goes for debuffs.

I'd say they're a must have for most parties, except there's one main problem with them. There's no reason to use them. Oh no, I'm not saying their skillset is terrible, it's actually fantastic! The problem is subclassing. Because their skillset is fairly independent of their stats, it's possible to have another class sub Prince/ss and do the Prince/ss' job far better than the Prince/ss can. One such combination is Monk/Prince/ss, whose class skill enhances any form of non-fixed healing, which the Prince/ss has a few of. And they have a higher TEC stat which increases their healing capabilities even further. This isn't so much a problem with the class, as it is with how subclassing was handled in this game. Which is why I'm not exactly fond of it. The class itself doesn’t have much to offer over any other choices. The Prince/ss isn't really bad, it's just completely overshadowed by other options. If you really wanted to, you can get away with using a Prince/ss/Monk. Etrian Odyssey 3 isn't a particularly hard game if you know what you're doing.

Equipment:
Weapons: Swords, Rapiers, Daggers, and Books.
Armor: Heavy Armor, Light Armor, Shields, Helmets, Gloves, Boots, and Accessories.

Stats

Level 1
HP: 44
TP: 18
STR: 7
VIT: 7
AGI: 6
LUC: 6
TEC: 6

Level 35
HP: 214
TP: 127
STR: 23
VIT: 35
AGI: 27
LUC: 30
TEC: 28

Level 70
HP: 389
TP: 239
STR: 39
VIT: 64
AGI: 48
LUC: 56
TEC: 51

Level 99
HP: 498
TP: 308
STR: 49
VIT: 82
AGI: 61
LUC: 71
TEC: 65

As you can see, they're fairly well rounded. The don't really specialize in any stats aside from VIT and LUC. Their STR is terrible, so they're not really great physical attackers. Their high VIT and the fact they can wear Heavy Armor enables them to be on the front lines, though they don't get any direct benefits from doing so. They're not powerhouses, so it's best to give them Rapiers for the speed bonus, since chances are that you want them acting as soon as possible.

Royal Lineage
Skill Type: Class Skill
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

Whenever the Prince/ss gets a new buff, they recover TP. Buff renewals will not trigger this skill. The higher the skill level, the more TP they recover.

1: Restores 1 TP.
2: Restores 2 TP.
3: Restores 3 TP.
4: Restores 4 TP.
5: Restores 5 TP.
6: Restores 6 TP.
7: Restores 7 TP.
8: Restores 8 TP.
9: Restores 9 TP.
10: Restores 10 TP.

Probably the worst Class Skill in the game. I mean on its own, it doesn't necessarily handicap the class and it can be okay for sustain, since this isn't limited to the Prince/ss' own buffs. Until you take subclassing into account. Then you'll see that this Class Skill really doesn't have much to offer compared to the other Class Skills. The problem with this skill is that it's a terrible form of TP recovery on a class that doesn't even have TP problems in the first place. And in the off chance that you're spamming their skills like a maniac in every single battle you run into (if you're forced to do that to survive, you may want to rethink your strategies and setup), TP recovery isn't a huge problem in this game. Maybe in the Untold games, this would be a skill worth taking, but this is EO3 (which was the last game Atlus was generous with TP recovery) where it's super easy to farm for Amritas. So it's the only Class Skill I would advocate leaving untouched, especially if you decide to sub Monk onto the Prince/ss.

Royal Veil
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

This passive heals the whole party for a fixed amount if the Prince/ss' HP is full at the end of the turn. The amount healed increases with skill level.

1: Restores 4 HP.
2: Restores 7 HP.
3: Restores 10 HP.
4: Restores 14 HP.
5: Restores 18 HP.
6: Restores 22 HP.
7: Restores 28 HP.
8: Restores 34 HP.
9: Restores 40 HP.
10: Restores 46 HP.

In the early game, this is probably going to be one of your main forms of healing. The heal is gonna be enough to keep your party alive during that time, even if it is a bit tricky to work with. But past that point, it falls off pretty hard. The passive heal does stack with some of the other Prince/ss' skills, but I still wouldn't advocate maxing it out. Still, you should level this up because it unlocks a much better skill. It does stack with other party members with Royal Veil, so if you feel like clowning around and trying a 5 Prince/ss run, you might want to max this skill out in that case.

Triumphant Cry
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: Royal Veil – Level 5

If the Prince/ss is still alive at the end of a battle, the party is healed for a certain amount. Higher levels increase the amount of HP restored.

1: Restores 10 HP.
2: Restores 14 HP.
3: Restores 18 HP.
4: Restores 22 HP.
5: Restores 26 HP.
6: Restores 32 HP.
7: Restores 38 HP.
8: Restores 44 HP.
9: Restores 50 HP.
10: Restores 60 HP.

This is probably gonna be your other form of healing during the early game, and it's a much more reliable one. It still falls off past the early game, but you don't need to put as much effort into keeping your Prince/ss alive than having to keep them at full health. You still want to invest in this so they can unlock a much better skill.

Monarch March
Skill Type: Passive, Field Skill
Maximum Level: 10
Stats Used: N/A
Prerequisites: Triumphant Cry – Level 5

This skill heals the whole party for a certain amount whenever they take a step in the Labyrinth. This has absolutely no effect in battles. Higher levels increase the amount of HP restored per step.

1: Restores 1 HP per step.
2: Restores 2 HP per step.
3: Restores 3 HP per step.
4: Restores 4 HP per step.
5: Restores 5 HP per step.
6: Restores 6 HP per step.
7: Restores 7 HP per step.
8: Restores 8 HP per step.
9: Restores 9 HP per step.
10: Restores 10 HP per step.

A very fantastic passive. This is free out of battle healing. It makes it unnecessary to use healing skills or items to heal outside of battle, which can lengthen your Labyrinth stays. It's definitely a must-have skill. With that said, I wouldn't max it out. I'd put 5 points in it at most. It's a great skill, but healing 5 HP per step will usually be enough to top your party off for the entire game, or have them come close to it. If you really need more than that, you might have to rethink your party setup, or how you're going about things if you're dropping that low in every single battle.

Reinforce
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: Guard Order – Level 1

Whenever the Prince/ss buffs an ally, their HP is restored by a certain amount. Buff renewals will trigger this skill. Higher levels increase the amount of HP restored.

1: Restores 6 HP.
2: Restores 10 HP.
3: Restores 14 HP.
4: Restores 18 HP.
5: Restores 22 HP.
6: Restores 26 HP.
7: Restores 30 HP.
8: Restores 34 HP.
9: Restores 38 HP.
10: Restores 42 HP.

This can let the Prince/ss act like a pseudo healer of sorts. But the amount healed is pretty small, so this is really more for sustain than anything. It's not going to save your party in the case of an emergency. It's definitely not a must-have, and you can probably skip this if you wanted.

Nobility Proof
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

Whenever a buff wears off on the Prince/ss, they recover TP. Higher levels increase the amount of TP restored. This skill also triggers if their buffs are forcibly dispelled.

1: Restores 3 TP.
2: Restores 4 TP.
3: Restores 5 TP.
4: Restores 6 TP.
5: Restores 7 TP.
6: Restores 8 TP.
7: Restores 9 TP.
8: Restores 10 TP.
9: Restores 11 TP.
10: Restores 12 TP.

It can be a nice form of TP sustain if you really want it, but I find it mostly unnecessary for the reasons I've listed under Royal Lineage. However, you do need to invest a few points into this to unlock some nice skills.

Attack Order/Guard Order
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: Row
Action Speed: +6
Prerequisites: N/A

These skills increase a row's physical attack power/physical defense for 4 turns. These do not affect elemental damage/defense. Higher levels increase the skill power.

1: 20% attack increase/damage reduction. Costs 8 TP.
2: 22% attack increase/damage reduction. Costs 8 TP.
3: 24% attack increase/damage reduction. Costs 9 TP.
4: 27% attack increase/damage reduction. Costs 10 TP.
5: 30% attack increase/damage reduction. Costs 11 TP.
6: 33% attack increase/damage reduction. Costs 12 TP.
7: 36% attack increase/damage reduction. Costs 13 TP.
8: 39% attack increase/damage reduction. Costs 14 TP.
9: 42% attack increase/damage reduction. Costs 15 TP.
10: 45% attack increase/damage reduction. Costs 16 TP.

These are probably the closest things to mastery skills that the Prince/ss has. But unlike weapon mastery skills, these are actually useful. Attack Order increases a row's physical damage output, and Guard Order increases their physical defenses. Attack Order is definitely a must have since it helps your party kill things faster. Guard Order is also good, and if you have a Hoplite on the team, you can make it so that the party can completely laugh off any physical attacks. With that said, buff slots are limited, and later in the game, you might just want to stack attack buffs on your offensive classes. So you can probably ignore Guard Order if you have to. But get it up to 5 so you can unlock some good skills.

Fire Arms/Freeze Arms/Shock Arms
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Arm
Stats Used: N/A
Target Type: Single
Action Speed: +6
Prerequisites: Attack Order – Level 1

This skill imbues an ally's weapon with Fire/Ice/Volt for 4 turns, which lets their regular attacks, but not their skills, hit enemies with that element. The buff also increases the party member's resistance to the specified element. Higher levels increase the damage resistance. The Arm skills do not stack with each other. Only one element can be imbued at a time.

1: 10% damage reduction. Costs 6 TP.
2: 20% damage reduction. Costs 7 TP.
3: 30% damage reduction. Costs 8 TP.
4: 40% damage reduction. Costs 9 TP.
5: 50% damage reduction. Costs 10 TP.

None of these are worth taking, unless you intend to combo it with the next skill. The imbue isn't really worth it since regular attacks are terrible, and the damage reduction aspect is vastly outclassed by the Hoplite's Anti-elemental skills and the Zodiac's Prophecies, both of which can prevent the whole party from being hit with elemental attacks in the first place. And even if you intend to combo it with the next skill I'm about to discuss, you're better off using the elemental oil items to pull that off.

Regal Radiance
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: STR
Target Type: AOE
Action Speed: -3
Prerequisites: Attack Order – Level 3

This skill has the Prince/ss dispel any elemental imbues from an ally, and deals damage to all enemies. The damage type depends on which elemental imbue the selected party member had, and their weapon. This skill uses the selected ally's stats in order to calculate the damage instead of the Prince/ss'. Higher levels increase the damage output.

1: Deals 160% damage. Costs 12 TP.
2: Deals 162% damage. Costs 12 TP.
3: Deals 164% damage. Costs 13 TP.
4: Deals 166% damage. Costs 14 TP.
5: Deals 168% damage. Costs 15 TP.
6: Deals 172% damage. Costs 16 TP.
7: Deals 176% damage. Costs 17 TP.
8: Deals 180% damage. Costs 18 TP.
9: Deals 185% damage. Costs 19 TP.
10: Deals 190% damage. Costs 20 TP.

Mechanically, this is a really weird skill. First of all, it's not dependent upon the Prince/ss' stats at all, it's dependent on the chosen ally's stats and weapon. And it makes use of their STR stat. This skill actually doesn't have an accuracy check, since it's not considered to be a damage skill, so it'll always hit everything. So the skill is a composite elemental/physical attack. The elemental damage type is determined by which element was imbued on the ally, and the physical damage type is determined by the weapon the character was wielding. So if a character was using a Gun, and they had their attacks imbued with Ice, then when Regal Radiance gets used, all enemies would be hit with an Ice/Pierce attack. This ability also takes their passives into account, so if the character you chose has the Singularity passive, that can actually proc. In fact, both Charge and Etheric Charge work with this ability (on the character you chose to use RR on, not the Prince/ss), but the charge will get used up in the process.

It gets even weirder with conditional drops. You'd think if you'd had to kill something with a Fire attack to get their Gold drop, just using Regal Radiance on someone whose weapon was imbued with Fire and killing them with RR would be enough, right? Not really. What the game actually takes into account when it comes to conditional drops is the properties of the character's weapon. If the character's weapon is a Sword, and it had Fire forges, even if the weapon gets imbued with Volt, and then Regal Radiance kills the enemy in question with Volt/Slash, it actually counts as a Fire/Slash attack when it comes to conditional drops. Yeah, like I said, this is a really weird skill mechanically.

Now the question is, is this skill worth it? Honestly, no. At best, it's a 190% damage skill that hits all enemies, so I guess it could be used as an AOE in random battles. But it needs setup to do so. And usually, a Prince/ss has better things to do than killing stuff, like buffing and supporting the party. I guess for really tricky Gold drops, it could be worth it, but that's the only thing it's really good for. The fact that it needs setup really kills the overall damage output of the skill.

Ad Nihilo
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: Single
Action Speed: -3
Prerequisites: Attack Order – Level 5, Guard Order – Level 5

This skill dispels all buffs on the target and deals Almighty damage afterward. If the target does not have any buffs, the skill will not deal damage. Higher levels increase the damage output.

1: Deals 130% damage. Costs 12 TP.
2: Deals 140% damage. Costs 12 TP.
3: Deals 150% damage. Costs 13 TP.
4: Deals 160% damage. Costs 13 TP.
5: Deals 170% damage. Costs 14 TP.
6: Deals 180% damage. Costs 14 TP.
7: Deals 195% damage. Costs 15 TP.
8: Deals 210% damage. Costs 15 TP.
9: Deals 225% damage. Costs 16 TP.
10: Deals 240% damage. Costs 16 TP.

This skill also doesn't have an accuracy check applied to it, since its technically not a damage skill, so it'll always work whenever the enemy uses an evasion buff. Now this skill is a fantastic utility skill, since it dispels every single buff instantly, instead of getting rid of one at a time by using debuffs. With that said, only put one point into this skill. Since you can't deal damage unless the enemy has a buff, it's not usable as a damage skill, and enemies don't really buff themselves often enough for that. Granted you could probably spam the mist items to give enemies a buff, but why would you try to make your Prince/ss a damage dealer when they have much better things to do?

Prevent Order
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: Row
Action Speed: +6
Prerequisites: Guard Order – Level 3

This skill places a buff that prevents a character from being inflicted with a status ailment. The buff wears off once it blocks an ailment, or 4 turns have passed. The buff does not block debuffs, binds, or Instant Death. Leveling up this skill only lowers the TP cost.

1: Costs 12 TP.
2: Costs 10 TP.
3: Costs 8 TP.
4: Costs 6 TP.
5: Costs 4 TP.

Ailments can absolutely ruin a fight if your party members get inflicted with them at the wrong time. Well this skill prevents that from happening, so it's an absolute must have. It doesn't protect your party members against debuffs. binds, or Instant Death, but binds aren't as punishing as ailments. Though Instant Death can also slow down or stop your momentum. But this is a skill you should only put one point into, since TP really isn't an issue for a Prince/ss.

Rally Order
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: Row
Action Speed: -6
Prerequisites: Nobility Proof – Level 5

This skill places a buff on a row that increases their maximum HP for 4 turns.

1: 30% maximum HP increase. Costs 6 TP.
2: 33% maximum HP increase. Costs 6 TP.
3: 36% maximum HP increase. Costs 7 TP.
4: 39% maximum HP increase. Costs 7 TP.
5: 43% maximum HP increase. Costs 8 TP.
6: 47% maximum HP increase. Costs 8 TP.
7: 51% maximum HP increase. Costs 9 TP.
8: 55% maximum HP increase. Costs 9 TP.
9: 60% maximum HP increase. Costs 10 TP.
10: 70% maximum HP increase. Costs 10 TP.

Eh. Not that great in my opinion. For one thing, when you cast this skill, it doesn't actually heal up your party member's HP to accommodate for the extra amount of HP they just gained, so if someone was at 200/200 HP, and they just had this casted on them, (Let's say level 10 for this example), they would end up at 200/340 HP, so you would have to heal that up manually. And it's not really that effective since most classes in this game don't have huge HP pools. That buff slot is better saved for something else.

Protect Order
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: Row
Action Speed: -6
Prerequisites: Rally Order – Level 5

This skill places a buff on a row that heals them at the end of the turn, for 3 turns. How much HP is restored is determined by this formula. TEC * Skill Power + a random number from 0 to 5. Higher levels of the skill will increase the healing multiplier.

1: 1.05x healing multiplier. Costs 6 TP.
2: 1.20x healing multiplier. Costs 6 TP.
3: 1.35x healing multiplier. Costs 7 TP.
4: 1.50x healing multiplier. Costs 8 TP.
5: 1.65x healing multiplier. Costs 9 TP.
6: 1.80x healing multiplier. Costs 10 TP.
7: 1.95x healing multiplier. Costs 11 TP.
8: 2.10x healing multiplier. Costs 12 TP.
9: 2.25x healing multiplier. Costs 13 TP.
10: 2.40x healing multiplier. Costs 14 TP.

This is by far the best in-battle healing skill in the game. It's a form of proactive healing, but it frees up your Prince/ss to do whatever for 2 turns. Now for the buff skills, I've said that they last 4 turns, while this one lasts 3 turns. The game says they last for 3 turns, but I say 4 because I'm counting the turn the skill was casted on. Protect Order works differently. It'll heal the party on the turn it was casted on, but on the final turn, when the buff counter hits 1, it actually will not heal the party at the end of the turn, so that's something to be aware of.

Anyways, this skill is an absolute must have. At 99 TEC, it'll heal 237 to 242 HP per turn, meaning that it heals for a total of 711 to 726 HP for a single cast. That amount of healing makes it much more than a sustain skill. Oh and the random amount of healing aspect is very important, because that means that it's non-fixed healing. Which means that Form Qi works with this skill, and is the reason why Monk/Prince/ss is a far superior combination than Prince/ss/Monk. Form Qi will elevate the healing to 391 to 396 HP, which means it heals for a total of 1173 to 1188 HP for a single cast. If you're using an MP, this skill is an even bigger must-have.

Negotiation
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: Single
Action Speed: -3
Prerequisites: Nobility Proof – Level 1

This skill dispels all buffs on one ally, and heals them in return. The healing power of the skill increases with each level. This skill will have no effect if the chosen ally has no buffs.

1: 180% Healing power. Costs 4 TP.
2: 190% Healing power. Costs 4 TP.
3: 210% Healing power. Costs 5 TP.
4: 230% Healing power. Costs 5 TP.
5: 250% Healing power. Costs 6 TP.
6: 270% Healing power. Costs 6 TP.
7: 290% Healing power. Costs 7 TP.
8: 310% Healing power. Costs 7 TP.
9: 330% Healing power. Costs 8 TP.
10: 350% Healing power. Costs 8 TP.

Aside from Protect Order, this is their actual healing skill. It's much stronger than the Monk's healing skills, but it'll dispel every single buff on your chosen party member. This is really more of a panic button skill, and I don't recommend taking it. The healing is actually kind of overkill, especially once the Prince/ss is at a high level. Also if you have yours sub Monk, they'll have access to healing skills that don't require you to dispel a party members buffs in order to use them. Personally, I would ignore this skill.

Inspire
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: Row
Action Speed: -3
Prerequisites: Nobility Proof – Level 3

This skill dispels every debuff in a row, and restores their TP. Leveling up the skill increases how much TP is restored to a row.

1: 3% Healing power. Costs 8 TP.
2: 4% Healing power. Costs 8 TP.
3: 5% Healing power. Costs 9 TP.
4: 6% Healing power. Costs 9 TP.
5: 7% Healing power. Costs 10 TP.
6: 8% Healing power. Costs 10 TP.
7: 9% Healing power. Costs 11 TP.
8: 10% Healing power. Costs 11 TP.
9: 11% Healing power. Costs 12 TP.
10: 12% Healing power. Costs 12 TP.

Debuffs can be a hindrance, so it's worth having one point in this skill. As for why it says healing power on the list, it's because this skill actually uses the healing formula to determine how much TP is restored. It's not a lot, and you really shouldn't put more than one point into it. Not enough enemies make use of debuffs enough to capitalize on that. And with a TEC stat of 99, this would only restore 35 to 40 TP per party member at level 10.

With that said, since this skill is a form of non-fixed healing, the Monk's Form Qi skill will work on this. But the TP restore would only increase to 57 to 62 points at level 10, which is only slightly more than what an Amrita can restore. At that's with a TEC stat of 99, which would mean that you're in the post-game or that you've finished the game. In short, getting this skill? Handy. Maxing it out? Not worth it in any case.

Knighthood
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: Single
Action Speed: +23100
Prerequisites: Nobility Proof – Level 5

This skill grants a chosen ally +6000 action speed, effectively letting them move at the start of the turn. Increasing the level of this skill only decreases the TP cost.

1: Costs 12 TP.
2: Costs 10 TP.
3: Costs 8 TP.
4: Costs 6 TP.
5: Costs 4 TP.

Turn manipulation abilities are always useful to have, so this ability seems like a must-have, right? Uh, sort of, but there's some things you have to know about this skill. For one thing, this ability is bugged. And unlike the first two games, it's not bugged in a good way. Depending on which party member you cast it on, you might cause the enemy to act a lot sooner than they should. I'm gonna use some pictures just to show how it's bugged, and what you can do to avoid it.



If you cast Knighthood on the top left and top center slots, it works like normal. Nothing to worry about. However, if you cast Knighthood on the character in slot number 1, the character will still be granted the massive action speed bonus and go first. But then the enemy in their slot 1 will be granted +1000 action speed, and act before the rest of your party members. Which can screw you over, and mess up your strategy depending on the situation. Using it on party slot number 2 affects enemy slot number 2 and so on. The rest of the turn proceeds as normal.



However, if there's no matching enemy slot, like if there's no enemy in slot number 4, Knighthood is completely safe to cast on the corresponding party slot. So if you're fighting one enemy, like most FOEs and bosses, then the back row is completely safe to use Knighthood on. Oh, and the bug depends on which slot you cast it on, not how many party members are in the row. So if you've arranged your party that the 2 backrow members are in slots 2 and 4, you can't ever get enemy slot number 3 to be affected by the bug.

If you play smartly, you can actually exploit this bug to get an even bigger advantage on some enemies. As in if a slow enemy tries to Poison everyone, you can use the bug to force them to act sooner than they should, and have your other party members dispel that ailment in the same turn. Oh, and only put one skill point into this skill, since TP really isn't that big of an issue in this game.

Subclasses:

Gladiator:

Wolf Howl, Stun Attack, Crushing Blow, and Arm Breaker would be the only abilities worth getting. The Prince/ss' lacking STR stat means that being a fighter is out of the question. However their TEC and LUC stats are better than the Gladiator's, so they can make use of these skills to hinder the enemy with Confusion and Arm binds.

Hoplite:

The Prince/ss is a fairly durable class, and this can give them something to do in addition to buffing. Unfortunately, the Hoplite is a very greedy class when it comes to skill points, not to mention that the Prince/ss tends to get their hands full in battle. They're also not as durable since they don't have access to Guardian to reduce physical damage.

Buccaneer:

Once again, since the Prince/ss' STR stat is garbage, getting damage skills for them is out of the question. Pincushion might be worth it, but that's a pretty heavy skill point investment on class that's fairly hungry for skill points. But Buccaneers have a lot of utility skills the Prince/ss can make use of. First, there's Eagle Eye, which give Prince/sses another way to increase their party's damage output. There's also Limit Boost, which can increase how often the Prince/ss can use Limits, and Swashbuckling can increase how fast they gain Limit, since each extra attack that procs will cause the Prince/ss to gain Limit. If you want your Prince/ss to be in that sort of utility role, this can be a good choice for a sub.

Ninja:

You can have your Prince/ss sub Ninja to get access to Bunshin, and give your party 2 Prince/esses to work with, which can lighten the Prince/ss' workload, since the class tends to have their hands full at times. Unfortunately, this is a combination that would be much better the other way around. While Royal Lineage can theoretically keep your Prince/ss' TP pool full all the time, the Ninja's class skill is guaranteed to keep them running, and it applies to every active skill they have, not just buffs. Ninjas also have a higher TEC stat and are much faster. But this is also another good choice for a sub, unless you're already running a Ninja or have someone else subbed as Ninja. In which case you'll want to pick a different subclass.

Monk:

Well, this is also another combination that would be much better the other way around, since Monks come with Form Qi. Of course if you're not using a Monk and don't feel like grinding one up, go ahead and sub them as this, since this is probably the best subclass for them. If you are using a Monk in the same party as a Prince/ss, you might want to pick a different sub.

Zodiac:

Well the only skill a Prince/ss could make good use of is Dark Ether, but some other classes can make far better use of it. There's also the Elemental Prophecies, which you could use to block elemental attacks from hitting the party, but that involves using up a massive amount of skill points.

Wildling:

Primal Drums is always useful. However, investing in the animal skills would take up way too many skill points, and the Prince/ss' LUC and TEC stats doesn't really compare to the Wildling's LUC and TEC stats. But once again, if you have no idea what you want them to do, Primal Drums makes this worth it as a fallback choice.

Arbalist:

Pop Flares and Smoke Grenade are the only abilities of note. Pop Flares can be used to increase the party's hit rate, but this is possibly the most situational buff in the game since evasion buffs on enemies can be nullified by Ad Nihilo, and not a lot of enemies actually bother with accuracy debuffs. Smoke Grenade is an okay utility skill to decrease the enemy's damage output and nullify their evasion. Other than that, this class doesn't have much to offer for a Prince/ss.

Farmer:

Unless you really want their field skills, this is a bad choice. In fact, Farmer is probably one of the worst subclasses in general because a lot of their skills don't really enhance the main class. There's Rotten Eggs, but that's about the only thing that could possibly be of use.

Shogun:

Endure is a nice passive for them to have. And they technically have a damage skill with Blitz Command. Fore Honor is a less bugged version of Knighthood, and serves as a nice way of boosting someone's damage.

The Prince/ss is a pretty useful class with all the ways they can support a party. Unfortunately, they're the victims of poor game balance, so there's little reason to actually use them as a main class. They're durable enough to be a frontliner, and that's about all the class itself has to offer. Not really a must-have perk. Still, if you wish to use one, then go ahead. EO3 isn't a particularly demanding game, and you can get away with almost anything as long as you know what you're doing.