FIRE EMBLEM Legacy is an upcoming turn-based strategy video game developed by Studio Lillie (t∣b∣c) published by Nintendo as a launch title for the Nintendo DSGo in July 2021. It is the seventeenth game in the Fire Emblem series and the first on the DSGo, and it takes place in a completely new world with original characters, storyline, and setting. It focuses on the new continent of Hamerfelle and its most curious quality, the existence of ghosts known as Fighting Spirits that inhabit the body of fighters and can temporarily boost their physical strength and mental faculties. Like previous titles in the Fire Emblem series such as Fates and Three Houses, the story is seen through the eyes of a gender-neutral avatar character named Keanu, albeit with less customization than previous titles.
Legacy is the first title in the series to not be developed by Intelligent Systems, with Nintendo ascribed to the "split direction" created by the game: while the standard series will continue to evolve along the lines of Three Houses with its revolutions in the class system and other new features, games like Legacy will keep the classic gameplay and sprite-based graphics of previous titles. At the announcement of Legacy during E3 2020, Nintendo confirmed that a separate Fire Emblem title was currently in developed by Intelligent Systems that would launch on the DSGo later in its lifespan.
Gameplay
Custom Mounts
For the first time in the series, mounts are not intrinsic parts of a unit or class and instead act like weapons, with unique mounts having their own stats. If a unit has proficiency in the type of mount, they can equip it outside of battle, and then will be riding it on the battlefield. Additionally, dismounting returns from Genealogy of the Holy War, Thracia 776, and Three Houses, with a unit leaving behind their mount and losing stats and abilities in the process. In some cases, dismounting increases a unit's stats or allows them to take actions not previously available; notably, dismounting is required for indoor areas, and entire chapters that take place indoor will not allow units to be mounted when entering. Mounts of the same species have the same proficiencies required but of different levels; for example, a horse with lower stats might require a D-proficiency in horses, while an incredible horse will require an S-proficiency.
Like items, mounts can be retrieved from the Convoy that is available on the tiles adjacent to Keanu or on certain other areas on the map, such as the back of the S. S. Darros. Additionally, new mounts can be found in battle by forcing a dismount of an opponent, such as through special Arts, Skills, or a Critical Hit, and then retrieving the mount; one map also has mounts present on the field without any users. Mounts that are left will not move on their own, and will have 1 health, allowing them to be defeated by nearly any attack; unlike civilian units, mounts are not counted as normal units, and combat animations will not take place.
Mounts can also be found through buying them from specific stores across the map. At these stores, the player can see their different stats and abilities before purchasing them with money. After acquiring mounts through any of the above ways, the player can then match up two mounts of the same species and have them breed, resulting in a mixture of their stats and abilities as well as certain aesthetic differences. Some NPCs will give quests asking for certain mounts, and breeding is often times the only way to find such mounts and satisfy the quest conditions.
All of the mount species return from previous titles, with other new ones available.
|
|
Bonuses
|
Penalties
|
Horse
|
|
Movement, Speed
|
Dexterity
|
Pegasus
|
|
Movement, Speed, Terrain
|
Dexterity, Terrain, Bows
|
Kinshi
|
|
Movement, Terrain, Wisdom
|
Constitution, Terrain, Bows
|
Griffon
|
|
Movement, Strength, Terrain
|
Wisdom, Bows
|
Drake
|
|
Constitution, Strength
|
Speed, Dexterity
|
Wyvern
|
|
Movement, Strength, Terrain
|
Wisdom, Terrain, Bows
|
Ocean Exploration and Economy
Like Sacred Stones, Awakening, and Echoes: Shadows of Valentia, Legacy features a full world map that can be traversed freely by the player. Altough paths on the main continent are mostly linear like in previous titles, exploring the ocean is now completely open, with the player able to pilot the S.S Darros in any direction without having to stick to a set path. This allows exploration of the seas to happen as soon as Keanu becomes captain of the ship, opening up many new side quests and paralogue chapters.
Across the map are many hidden villages and locations that can be explored. They will often be at risk of invaders which must be defeated before they can be accessed, as well as storms that will temporarily block them off from being visited. Each of these villages, as well as the towns found in the main story and paralogues, have separate Renown scores for the crew of the S. S. Darros and Keanu. As the player buys goods from and participates in these villages, their Renown will increase, giving them lower prices and access to exclusive items and deals not otherwise available. This is the only way to get the best Regalia weapons as well as uniquely powerful mounts and other equipment.
As Renown increases somewhere, that village will begin to trade with other towns and spreading the word of Keanu, increasing their Renown elsewhere and creating a domino effect. Additionally, Keanu and the crew can partake in battles at sea against other pirates, and putting them out of commission will free up trade even more. This will allow towns to grow and the economy to flourish, further decreasing prices as well as the money earned from selling items. The player can also choose to raid trading vessels instead, hurting the economy but allowing them to earn more from selling as well as spread fear to villages so that they can demand goods. Either way, being proactive will allow cheaper access to good items.
Like previous games, pirate ships at sea as well as monster raids can be used to grind for experience. Just by sailing around on the overworld, these events will occur, but they can also be prompted by making a donation to certain trade guilds with money or using Lure Boxes at specific locations to summon monsters. Clearing these encounters also works to increase Keanu's Renown, but summoning them and not finishing them will lower it instead.
Ship Designer
Like in Fates, players can design their own "home base" from which they can rest between battles and access multiplayer functions; instead of being an interdimensional castle, however, players will now visit and customize a pirate ship. The S. S. Darros as it is called by default starts out as a smaller vessel but, through monetary investment, it can become much larger. Individual parts of the ship can be upgraded with money, either to increase their function during battle or to change their aesthetics. Every upgrade has five tiers: bronze, iron, steel, silver, and arcanic, with the later being the most powerful. More powerful ship parts must be unlocked by progressing through the story and increasing renown at specific markets as described in the Economy and Trading section below.
In addition to being used outside of battle, the ship is also used as a battlefield on certain missions, such as ones that involve raiding a port or shipyard, visiting a small island, boarding another vessel, or getting attacked at sea. In each of these scenarios the crew will start on the Darros and can then move to the main battlefield, but with enough upgrades they will have advantage while on the ship.
Cannons
|
Can be aimed to fire at enemies while raiding
|
Sail
|
Increases the ship's speed at sea
|
Deck
|
Unlocks new configurations for the deck of the ship
|
Storage Room
|
Increases item capacity
|
Crew Cabins
|
Increases Fatigue recovery between battles
|
Ballista
|
Can be aimed to fire at enemies on the ship
|
Mast
|
Changes visual style of ship and renown growth
|
Fatigue
A returning mechanic from Echoes, Fatigue affects units that have been used for many turns in a row. After around 20 turns, either in one battle or between multiple battles, units will begin to have increased Fatigue levels; for each level, their stats will decrease by a certain percent. Once they reach later Fatigue levels, some of their Skills will be deactivated based on their order on the Skill equip menu. Eventually, after enough turns without resting, the unit will be rendered unusable; this, however, only occurs after a battle, and never during it.
Level 1 (20 turns)
|
-5% all stats
|
Level 2 (35 turns)
|
-10% all stats -20% speed
|
Level 3 (50 turns)
|
-25% all stats -50% speed and dexterity Cannot use rightmost Skill
|
Level 4 (75 turns)
|
-50% all stats -75% speed and dexterity Cannot use any skills
|
Level 5 (100 turns)
|
Cannot move, attack, or defend
|
Fatigue can be reduced by eating food inbetween battles, using a Vulnerary, or by not being used in a battle; any of these actions will reduce the Fatigue level of the unit by one. Additionally, certain story events will reset all units' Fatigue to zero.
Controls
Fire Emblem is designed to be played using the Nintendo DSGo itself, with both touchscreen controls and button controls. Players can tap on the space they want to move to and the action they choose in addition to selecting it using standard menu controls; additionally, the camera can be paned by dragging on the screen.
Nintendo DSGo style
|
|
Confirm Option
|
|
|
Reject Option
|
|
Toggle Danger Area
|
|
Activate Future Sight
|
|
Zoom Out
|
|
Zoom In
|
|
Last Unit Selected
|
|
Next Unit on List
|
|
Move Cursor
|
|
Rotate Camera
|
|
Pause the game
|
Story Mode
Nintendo Direct summary
- "This is a continent defined by the people who inhabit it, and their magical powers granted to them by the so-called Fighting Spirits, incredible poltergeists which dwell inside a fighters's body and enable them to perform incredible feats, boosting both their physical forme and mental poise. Young Keanu, member of an aging pirate crew, is unknowingly host to the most powerful Spirit to ever be granted, yet they can hardly summon it, resigned to a mere janitorial position due to their captain's harrowing fear of something terrible happening to them. Indeed, the rough waters they are used to can be scary, and in a fantasy world dominated by performance-enhancing ghosts known as Fighting Spirits, conflict seems inevitable - yet the world as they know it is mostly peaceful, lacking conflict between the two great kingdoms that control the land. Only now, as Keanu begins to realize his powers and his fellow crewmembers get wrapped up in a monarch-level conspiracy to teal the throne, will that begin to unravel, revealing the twisted secrets behind the Fighting Spirits and the corrupt nature of their world's uneasy peace"
Main Chapters
These chapters are all required, other than Chapter 17, in which only one of the two paths is required but both can be taken. Every chapter has one boss, although not all require that boss to be defeated. Additionally, some have recruitable units, either before, during, or after the battle, with some being automatic and others depending on actions taken both in and out of battle. These are denoted to the side of the chapter's description below.
Ch. 1
|
Prescient
|
Boss: ???
|
|
Velite
|
Location: S.S. Darros Keanu fights against a few enemies on an enemy ship while the rest of the crew take care of the rest as NPCs
|
Ch. 4
|
A Good Heart
|
Boss: Tavas
|
|
Thief
|
Location: Trinity Village The king convinces the crew to help a village that has been taken over by bandits
|
Ch. 6
|
Within the Mist
|
Boss: Galeti
|
|
Mage
|
Location: Mystfelle Cavern They explore a nearby cave, saving a priest who went to investigate
|
Ch. 9
|
Amongst the Spires
|
Boss: Darius
|
|
General
|
Location: Spires of Eucylptia A fight with the army of Aldenland occurs among tall spires
|
Ch. 11
|
A New Hope
|
Boss: Undead Dragon
|
|
Drake Zombie
|
Location: Port Festlevay The crew receives a cryptic message to come to Festlevay Island, finding the port overrun
|
Ch. 12
|
Unkept Secret
|
Boss: Fire Elemental
|
|
Lost Spirit
|
Location: Gallaryan Swamps They come to a cottage crawling with monsters; the trapped Witch reveals a secret of Keanu's
|
Ch. 13
|
Lost at Sea
|
Boss: ???
|
|
Lictor
|
Location: S.S. Darros Dark storms overtake the Darros as it is overrun with sea soldiers; a mysterious lady saves them
|
Ch. 14
|
Beginning of the End
|
Boss: Stephony
|
|
Master of Arms
|
Location: Royal Port of Gausland They reach the Royal Port and fight against Malivar's guard forces
|
Ch. 15
|
Tear Down the Wall
|
Boss: Valter
|
|
Admiral
|
Location: Great Wall of Yallean They overtake a great barrier dividing North Gausland from Lutlefaire
|
Ch. 16a
|
Split Path
|
Boss: Emilio
|
|
Paladin
|
Location: Chylrisan Plains The crew takes the path through the wide-open Chylrisan Plains
|
Ch. 16b
|
Split Path
|
Boss: Aldona
|
|
Drake Knight
|
Location: Rúdomire Valley The crew takes the path through the narrow and dangerous Rúdomire Valley
|
Ch. 17
|
Mysterious Help
|
Boss: Ieva
|
|
Sage
|
Location: Greatsword Boulevard While moving through the Boulevard, Malivar floods it, but they are saved again
|
Ch. 18
|
A Royal Welcome
|
Boss: Zacharia
|
|
Myrmidon
|
Location: Royal Castle Town The crew takes over the Royal Castle Town, freeing loyalists from their capture
|
Ch. 19
|
Tattered Memory
|
Boss: Oliver
|
|
Shaman
|
Location: Inside the Royal Castle The crew storms the castle gates but finds a fearful, puppet surprise
|
Ch. 20
|
Finale
|
Boss: Malivar
|
|
Sorcerer
|
Location: King's Chambers With the approaching Alden army watching, Malivar is struck down by his child
|
Paralogues
Some chapters, called Paralogues, are option and secondary to the main story, although they may have interlocking aspects. Each Paralogue comes with an optional character that is either automatically recruited or must be recruited by fulfilling a certain objective during the chapter. In Casual Mode, Paralogue chapters can be re-tried to have a chance for recruiting optional characters again if the task was failed the first time.
Characters
|
Keanu
|
⚥
|
Lvl.1 Apprentice
|
HP
|
80%
|
Strength
|
80%
|
Constitution
|
70%
|
Wisdom
|
40%
|
Dexterity
|
80%
|
Speed
|
80%
|
The agender, customizable main character with a tragic history. Passionate and looking for a chance to impress. Recruited in Ch. 1.
|
|
Anthony
|
♂
|
Lvl.1 Fighter
|
HP
|
70%
|
Strength
|
60%
|
Constitution
|
60%
|
Wisdom
|
40%
|
Dexterity
|
60%
|
Speed
|
20%
|
Withdrawn and distant fighter who nonetheless performs on the battlefield. Appreciates Keanu more than he lets on. Recruited in Ch. 2.
|
|
Leah
|
♀
|
Lvl.1 Novice
|
HP
|
60%
|
Strength
|
10%
|
Constitution
|
50%
|
Wisdom
|
70%
|
Dexterity
|
70%
|
Speed
|
70%
|
Impressionable mage that tends to take on the mannerisms of those around her. Eager to practice. Recruited in Ch. 2.
|
|
Miles
|
♂
|
Lvl.2 Aide
|
HP
|
60%
|
Strength
|
20%
|
Constitution
|
50%
|
Wisdom
|
80%
|
Dexterity
|
80%
|
Speed
|
60%
|
The serious straight man who disproves of the crew's silliness. Always willing to help regardless. Recruited in Ch. 2.
|
|
Bridget
|
♀
|
Lvl.2 Recruit
|
HP
|
80%
|
Strength
|
70%
|
Constitution
|
80%
|
Wisdom
|
40%
|
Dexterity
|
70%
|
Speed
|
40%
|
Member of the Royal Guard. Fiery and determined new recruit who wants to earn a wage for her family back home. Easily distracted. Recruited in Ch. 3.
|
|
Randolph
|
♂
|
Lvl.3 Crossbowman
|
HP
|
90%
|
Strength
|
80%
|
Constitution
|
80%
|
Wisdom
|
50%
|
Dexterity
|
40%
|
Speed
|
50%
|
Member of the Royal Guard. Blueblooded crossbowman with an air of superiority. Addresses himself as one. Recruited in Ch. 3.
|
|
Theodora
|
♀
|
Lvl.3 Myrmidon
|
HP
|
40%
|
Strength
|
60%
|
Constitution
|
50%
|
Wisdom
|
20%
|
Dexterity
|
80%
|
Speed
|
80%
|
Swordswoman with an incredible sense of honour, even to her own detriment. Annoys the rest of the crew. Recruited in Ch. 3.
|
|
Isaac
|
♂
|
Lvl.4 Bandit
|
HP
|
70%
|
Strength
|
50%
|
Constitution
|
50%
|
Wisdom
|
50%
|
Dexterity
|
60%
|
Speed
|
80%
|
Bumbling thief who dislikes being around others. Secretly hates his bandit crew. Recruited in Ch. 4.
|
|
Azoah
|
♀
|
Lvl.4 Adventurer
|
HP
|
70%
|
Strength
|
80%
|
Constitution
|
60%
|
Wisdom
|
30%
|
Dexterity
|
60%
|
Speed
|
60%
|
An overly friendly and trusting thrill seeker with high ambitions and dreams of helping the world. Recruited in Ch. 4.
|
|
Diana
|
♀
|
Lvl.5 Cavalier
|
HP
|
50%
|
Strength
|
60%
|
Constitution
|
70%
|
Wisdom
|
20%
|
Dexterity
|
70%
|
Speed
|
60%
|
Member of the Royal Guard. Shrewd and discerning cavalier with a knack for unveiling other's flaws and pointing them out. Recruited in Ch. 5.
|
|
Wolfric
|
♂
|
Lvl.4 Pikeman
|
HP
|
60%
|
Strength
|
80%
|
Constitution
|
40%
|
Wisdom
|
30%
|
Dexterity
|
70%
|
Speed
|
60%
|
A seasoned lancer who joined the crew for a taste of adventure in his old age. Recruited in Ch. 5.
|
|
Walter
|
♂
|
Lvl.6 Marauder
|
HP
|
50%
|
Strength
|
80%
|
Constitution
|
20%
|
Wisdom
|
20%
|
Dexterity
|
60%
|
Speed
|
70%
|
Axe fighter with great pride in his skills and willingness to show off whenever it's relevant. Recruited in Ch. 5.
|
|
Valentina
|
♀
|
Lvl.7 Legionary
|
HP
|
80%
|
Strength
|
70%
|
Constitution
|
40%
|
Wisdom
|
30%
|
Dexterity
|
60%
|
Speed
|
60%
|
Member of the Royal Guard. Incredibly defensive, especially with her friend Marina, often to the point of being overbearing. Recruited in Ch. 6.
|
|
Marina
|
♀
|
Lvl.6 Flier
|
HP
|
40%
|
Strength
|
60%
|
Constitution
|
40%
|
Wisdom
|
80%
|
Dexterity
|
40%
|
Speed
|
70%
|
Member of the Royal Guard. Meek and humble for too long, she is now trying to come out of her shell, and feels held down by Valentina. Recruited in Ch. 6.
|
|
Ellis
|
♂
|
Lvl.7 Mage
|
HP
|
50%
|
Strength
|
20%
|
Constitution
|
50%
|
Wisdom
|
80%
|
Dexterity
|
70%
|
Speed
|
70%
|
Member of the Royal Guard. A magic user who believes in the best outcomes for every battle, disregarding probability. Recruited in Ch. 7.
|
|
Lionel
|
♂
|
Lvl.8 Soldier
|
HP
|
70%
|
Strength
|
60%
|
Constitution
|
90%
|
Wisdom
|
40%
|
Dexterity
|
60%
|
Speed
|
20%
|
Member of the Royal Guard. Devoted entirely to the king; loyal beyond belief, even to bothersome levels. Recruited in Ch. 7.
|
|
Lucretia
|
♀
|
Lvl.8 Hunter
|
HP
|
50%
|
Strength
|
80%
|
Constitution
|
40%
|
Wisdom
|
40%
|
Dexterity
|
80%
|
Speed
|
40%
|
A well known and prized hunter who sometimes interrupts conversations to take out nearby wildlife. Recruited in Ch. 7.
|
|
Myles
|
♂
|
Lvl.11 Brigand
|
HP
|
100%
|
Strength
|
100%
|
Constitution
|
60%
|
Wisdom
|
20%
|
Dexterity
|
30%
|
Speed
|
30%
|
Knowledgeable of history and culture despite his appearance, with an appreciation for the art of combat in specific. Recruited in Ch. 8.
|
|
Blanche
|
♀
|
Lvl.9 Arquebusier
|
HP
|
50%
|
Strength
|
50%
|
Constitution
|
70%
|
Wisdom
|
30%
|
Dexterity
|
60%
|
Speed
|
70%
|
Often gets loss in the fight and enters a sort of rage mode, taking out dozens with her crossbow; otherwise very kind. Recruited in Ch. 8.
|
|
Quartus
|
♂
|
Lvl.10 Thief
|
HP
|
40%
|
Strength
|
50%
|
Constitution
|
40%
|
Wisdom
|
50%
|
Dexterity
|
90%
|
Speed
|
80%
|
Thief whose life was ruined by the rich and who seeks revenge against them by stealing from them and giving back. Recruited in Ch. 8.
|
|
Roderick
|
♂
|
Lvl.10 Marksman
|
HP
|
80%
|
Strength
|
40%
|
Constitution
|
80%
|
Wisdom
|
50%
|
Dexterity
|
70%
|
Speed
|
20%
|
Member of the Royal Guard. Constantly throws their life on the line, even when it isn't necessary. Dreams of a heroic ending. Recruited in Ch. 9.
|
|
Priscilla
|
♀
|
Lvl.11 Ninja
|
HP
|
30%
|
Strength
|
60%
|
Constitution
|
60%
|
Wisdom
|
60%
|
Dexterity
|
70%
|
Speed
|
70%
|
Member of the Royal Guard. Professional ninja with vitriol for religious figures. Accusative towards others. Recruited in Ch. 9.
|
|
Felix
|
♂
|
Lvl.12 Archer
|
HP
|
60%
|
Strength
|
80%
|
Constitution
|
40%
|
Wisdom
|
40%
|
Dexterity
|
80%
|
Speed
|
40%
|
Member of the Royal Guard. A self-described tactician that asserts his strategic opinions whether or not they are wanted. Recruited in Ch. 10.
|
|
Eunice
|
♀
|
Lvl.11 Cleric
|
HP
|
40%
|
Strength
|
20%
|
Constitution
|
40%
|
Wisdom
|
90%
|
Dexterity
|
80%
|
Speed
|
60%
|
Leader of the Northern Gausland Ice Tribe. Her chill demeanor in the face of danger unnerves others. Recruited in Ch. 10.
|
|
Godfrey
|
♂
|
Lvl.11 Monk
|
HP
|
80%
|
Strength
|
60%
|
Constitution
|
80%
|
Wisdom
|
60%
|
Dexterity
|
40%
|
Speed
|
30%
|
Member of the Northern Gausland Ice Tribe. His dedication to peace is so strong that the future reveals itself to him so as to maintain peace. Recruited in Ch. 10.
|
|
Tristram
|
♂
|
Lvl.13 Drake
|
HP
|
40%
|
Strength
|
80%
|
Constitution
|
40%
|
Wisdom
|
60%
|
Dexterity
|
50%
|
Speed
|
70%
|
Although once fighting for Aldenland, he defected after seeing the damage they dealt to innocents. Fights for justice, although a bit confused. Recruited in Ch. 11.
|
|
Grisella
|
♀
|
Lvl.14 Falcon
|
HP
|
40%
|
Strength
|
60%
|
Constitution
|
40%
|
Wisdom
|
50%
|
Dexterity
|
80%
|
Speed
|
80%
|
Although once fighting for Aldenland, she defected after seeing the personal charm of Keanu whom she dotes after. Recruited in Ch. 11.
|
|
Cecila
|
♀
|
Lvl.21 Arquebusier
|
HP
|
50%
|
Strength
|
70%
|
Constitution
|
60%
|
Wisdom
|
50%
|
Dexterity
|
40%
|
Speed
|
50%
|
Sister of Caleb. Always proactive in order to prove herself and to get things done. Always finds herself protecting her brother. Recruited in Ch. 15.
|
|
Caleb
|
♂
|
Lvl.14 Recruit
|
HP
|
100%
|
Strength
|
70%
|
Constitution
|
100%
|
Wisdom
|
40%
|
Dexterity
|
60%
|
Speed
|
50%
|
Brother of Cecila. Believes in waiting for the right opportunity, making him seem passive. Hopes to protect his sister, but is protected by her instead. Recruited in Ch. 17.
|
|
Oliver
|
♂
|
Lvl.27 Shaman
|
HP
|
60%
|
Strength
|
60%
|
Constitution
|
70%
|
Wisdom
|
80%
|
Dexterity
|
40%
|
Speed
|
40%
|
Previous leader of the Malivar Cult. Obsessed with the concept of an eye for the eye; dedicated to Keanu for life after being spared in battle by them. Recruited in Ch. 20.
|
Optional Characters
Optional characters can be recruited by completing their prerequisite Paralogue chapter, none of which are require to beat the game. Their levels scale based on the level of the crew when they are recruited, although it does so at a logarithmic scale; if they are recruited at a lower level they will require more experience to reach their maximum, but if they are recruited later on they will be lagging behind the main crew. Additionally, some Paralogue chapters cannot be reached until later in the game.
|
Cassia
|
♀
|
Lvl.? Dancer
|
HP
|
50%
|
Strength
|
30%
|
Constitution
|
40%
|
Wisdom
|
20%
|
Dexterity
|
70%
|
Speed
|
50%
|
A promiscuous and passionate dancer who likes to surprise others with her combat skills. Recruited in Paralogue 1.
|
|
Seth
|
♂
|
Lvl.? Gladiator
|
HP
|
60%
|
Strength
|
80%
|
Constitution
|
60%
|
Wisdom
|
70%
|
Dexterity
|
30%
|
Speed
|
70%
|
A gladiator who lives as if in a grand story, obsessed with huge fights even at the expense of his own life. Recruited in Paralogue 2.
|
|
Violetta
|
♀
|
Lvl.? Ranger
|
HP
|
60%
|
Strength
|
100%
|
Constitution
|
80%
|
Wisdom
|
30%
|
Dexterity
|
60%
|
Speed
|
60%
|
Serving to protect the forest she occupies with her every inch, and detests those who litter or loiter. Recruited in Paralogue 3.
|
|
Dionisius
|
♂
|
Lvl.? Arcanist
|
HP
|
50%
|
Strength
|
60%
|
Constitution
|
40%
|
Wisdom
|
80%
|
Dexterity
|
70%
|
Speed
|
40%
|
Lover of his homeland who wants nothing more than to stay there forever - but will leave out of duty. Recruited in Paralogue 4.
|
|
Christiana
|
♀
|
Lvl.? Wyverness
|
HP
|
70%
|
Strength
|
80%
|
Constitution
|
70%
|
Wisdom
|
30%
|
Dexterity
|
50%
|
Speed
|
30%
|
An incredibly lucky wyverness who has overcome her dark intentions and seen the light, given how it protects her. Recruited in Paralogue 5.
|
|
Ezekiel
|
♂
|
Lvl.? Bard
|
HP
|
60%
|
Strength
|
20%
|
Constitution
|
40%
|
Wisdom
|
60%
|
Dexterity
|
60%
|
Speed
|
30%
|
An easy-going and fun loving bard who just loves singing and dislikes battles. Recruited in Paralogue 6.
|
|
Lyzergys
|
♂
|
Lvl.? Bard
|
HP
|
60%
|
Strength
|
30%
|
Constitution
|
30%
|
Wisdom
|
70%
|
Dexterity
|
50%
|
Speed
|
30%
|
A bitter and angry bard who only sings to help his allies, otherwise detesting it. Recruited in Paralogue 6.
|
|
Jonah
|
♂
|
Lvl.? Enchanter
|
HP
|
50%
|
Strength
|
50%
|
Constitution
|
60%
|
Wisdom
|
80%
|
Dexterity
|
50%
|
Speed
|
60%
|
Doesn't really understand normal social cues, and doesn't let them get in the way of their duties. Recruited in Paralogue 7.
|
|
Mary
|
♀
|
Lvl.? Shaman
|
HP
|
90%
|
Strength
|
40%
|
Constitution
|
60%
|
Wisdom
|
80%
|
Dexterity
|
40%
|
Speed
|
70%
|
A normally timid and scared shaman who can commune with nature; her love for animals gets her in trouble. Recruited in Paralogue 8.
|
|
Scarlet
|
♀
|
Lvl.? Diviner
|
HP
|
30%
|
Strength
|
70%
|
Constitution
|
50%
|
Wisdom
|
70%
|
Dexterity
|
50%
|
Speed
|
30%
|
A diviner who is easily angered and never, ever forgives transgressions. Recruited in Paralogue 9.
|
|
Sylvia
|
♀
|
Lvl.? Griffon
|
HP
|
40%
|
Strength
|
70%
|
Constitution
|
40%
|
Wisdom
|
60%
|
Dexterity
|
70%
|
Speed
|
60%
|
A life of troubles has caused her to close her emotions, rarely letting others see her true self. Recruited in Paralogue 10.
|
|
Zacharia
|
♂
|
Lvl.? Swordsmaster
|
HP
|
90%
|
Strength
|
50%
|
Constitution
|
80%
|
Wisdom
|
10%
|
Dexterity
|
70%
|
Speed
|
70%
|
A mercenary who cares more for coin than comfort; originally found himself fighting the crew. Recruited in Paralogue 11.
|
Classes
“Each Fighting Spirit has a certain proclivity from their past lives, a specific role they filled when fighting or working that shapes their currently boons... these are called classes, and they are main thing that define each Fighting Spirit. The class a unit belongs to determines what weapons they can wield and what stats they have, at least without them training themselves, as well as what classes they can promote to later on in their life.”
— help screen
The class of a unit sets their natural stat curves, base weapon proficiencies, promotion path, available skills, and graphics both on the map as well as during combat. Unlike previous titles, units cannot change their class in any way other than promoting upwards, during which they can choose any of the available options once. Other aspects of the unit, such as their stats and proficiencies, are more malleable, as described in the Gameplay section.
Trainee Units
“Right now yer a buncha pipsqueaks, but if ya work hard I see a promisin' future wit ya...”
Most of the units acquired early in the game are Trainee Units starting at level 1, which have exceptionally terrible stats and lowly E-proficiencies in only one weapon; despite this initial appearance, Trainee Units will usually end up as the most powerful and rewarding units in the game, with an additional promotion and thirty levels giving them incredible stat growths as well as more time to build their own unique weapon proficiencies and Skills. Additionally, as they are received early on in the game, they will have more time to gain experience and will actually end up as less of a burden than other units that start higher up in their promotion tree, contrary to what would be expected.
|
Apprentice
|
| Trainee Class
|
|
HP
|
3
|
Strength
|
3
|
Constitution
|
3
|
Wisdom
|
2
|
Dexterity
|
5
|
Speed
|
4
|
Movement
|
5
|
Total
|
25
|
“A fledgling ship captain and learner of sword-fighting that seeks combat to prove their worth” — flavor textThe starting class of the protagonist and one with the most potential, with it and its promotions having the highest base stats of any class as well as exceptional growth rates and the ability to promote three seperate times, plus access to numerous weapon classes, starting with the sword as an Apprentice that lends it the ability to use early game powerhouse weapons to easily wrack up experience.
|
|
Adventurer
|
| Trainee Class
|
|
HP
|
2
|
Strength
|
2
|
Constitution
|
2
|
Wisdom
|
0
|
Dexterity
|
5
|
Speed
|
4
|
Movement
|
5
|
Total
|
20
|
“Young user of the sword who wants to explore the world and learn all of the secrets of swordsplay while giving back to the people they meet” — flavor textThe Adventurer is the trainee class for most of the sword using units of the game, such as the Legionary. Although they have low stats by themselves, having access to additional levels and promotions means that units which start here will likely have some of the best stats by the end of the game, especially given their usually high growth rates.
|
|
Recruit
|
| Trainee Class
|
|
HP
|
4
|
Strength
|
2
|
Constitution
|
4
|
Wisdom
|
1
|
Dexterity
|
3
|
Speed
|
1
|
Movement
|
5
|
Total
|
20
|
“Young user of the lance who wants to join the local army and protect their homeland while gaining new skills” — flavor textThe Recruit is the trainee class for most of the lance using units of the game, such as the Soldier. Although they have low stats by themselves, having access to additional levels and promotions means that units which start here will likely have some of the best stats by the end of the game, especially given their usually high growth rates.
|
|
Fighter
|
| Trainee Class
|
|
HP
|
3
|
Strength
|
6
|
Constitution
|
3
|
Wisdom
|
0
|
Dexterity
|
1
|
Speed
|
2
|
Movement
|
5
|
Total
|
20
|
“Young user of the axe who lives for the fight and wants to accumulate both experience and wins across the land” — flavor textThe Fighter is the trainee class for most of the axe using units of the game, such as the Brigand. Although they have low stats by themselves, having access to additional levels and promotions means that units which start here will likely have some of the best stats by the end of the game, especially given their usually high growth rates.
|
|
Hunter
|
| Trainee Class
|
|
HP
|
1
|
Strength
|
4
|
Constitution
|
0
|
Wisdom
|
2
|
Dexterity
|
4
|
Speed
|
4
|
Movement
|
5
|
Total
|
20
|
“Young user of the bow who seeks to increase their skills so that they can continue providing for themselves” — flavor textThe Hunter is the trainee class for most of the bow using units of the game, such as the Archer. Although they have low stats by themselves, having access to additional levels and promotions means that units which start here will likely have some of the best stats by the end of the game, especially given their usually high growth rates.
|
|
Crossbowman
|
| Trainee Class
|
|
HP
|
2
|
Strength
|
0
|
Constitution
|
2
|
Wisdom
|
4
|
Dexterity
|
4
|
Speed
|
3
|
Movement
|
5
|
Total
|
20
|
“Young user of the crossbow who shoots for sport but lends their talents to military efforts” — flavor textThe Crossbowman is the trainee class for most of the few crossbow using units of the game, such as the Marksman. Although they have low stats by themselves, having access to additional levels and promotions means that units which start here will likely have some of the best stats by the end of the game, especially given their usually high growth rates.
|
|
Bandit
|
| Trainee Class
|
|
HP
|
0
|
Strength
|
1
|
Constitution
|
2
|
Wisdom
|
2
|
Dexterity
|
5
|
Speed
|
5
|
Movement
|
5
|
Total
|
20
|
“Young user of the knife who steals when needed and performs secret tasks under moonlight for coin” — flavor textThe Bandit is the trainee class for most of the few knife using units of the game, such as the Thief. Although they have low stats by themselves, having access to additional levels and promotions means that units which start here will likely have some of the best stats by the end of the game, especially given their usually high growth rates.
|
|
Novice
|
| Trainee Class
|
|
HP
|
3
|
Strength
|
2
|
Constitution
|
1
|
Wisdom
|
4
|
Dexterity
|
3
|
Speed
|
2
|
Movement
|
5
|
Total
|
20
|
“Young user of magic who has practiced in school but is still seeking real world experience to cement their title” — flavor textThe Novice is the trainee class for most of the tome using units of the game, such as the Mage. Although they have low stats by themselves, having access to additional levels and promotions means that units which start here will likely have some of the best stats by the end of the game, especially given their usually high growth rates.
|
|
Aide
|
| Trainee Class
|
|
HP
|
1
|
Strength
|
0
|
Constitution
|
1
|
Wisdom
|
5
|
Dexterity
|
4
|
Speed
|
4
|
Movement
|
5
|
Total
|
20
|
“Young user of the staff who mostly uses their abilities to support their wealthier companions” — flavor textThe Aide is the trainee class for most of the staff using units of the game, such as the Cleric. Although they have low stats by themselves, having access to additional levels and promotions means that units which start here will likely have some of the best stats by the end of the game, especially given their usually high growth rates.
|
Basic Units
“Every single one of those dastards out there has a familiar style to them, something you've seen before; some are archers, some are swordfighters, some fight or horseback or atop a pegasus. Don't let them try and trick you. Go with your gut, and remember everything you've learnt about the different weapons and fighting skills of the world.”
Basic Classes form the base of the combat in the game, with each having their own niche and specialties. Although their stats are an improvement on the Trainee Classes, they still pale in comparison to advanced classes, as is to be expected. While some Basic Classes can wield multiple types of weapons, most are still stuck with only one, in addition to some equipment or mounts. The Skills learnt at this level are often more basic and less powerful but can still get each unit and class their own flavour and role in the battle.
|
Captain
|
| Promotes from Apprentice
|
|
HP
|
6
|
Strength
|
7
|
Constitution
|
5
|
Wisdom
|
3
|
Dexterity
|
8
|
Speed
|
7
|
Movement
|
5
|
Total
|
41
|
“A young ship captain that is well versed with both ranged and melee combat” — flavor textThe starting class of the protagonist and one with the most potential, with it and its promotions having the highest base stats of any class as well as exceptional growth rates and the ability to promote three seperate times. The Captain specifically has access to both swords and arms, giving both the ability to hit from close up and far away, while having admirable defense and resistance thanks to a C-rank in shields.
|
|
Legionary
|
| Promotes from Adventurer
|
|
HP
|
5
|
Strength
|
6
|
Constitution
|
4
|
Wisdom
|
3
|
Dexterity
|
6
|
Speed
|
6
|
Movement
|
5
|
Total
|
35
|
“The typical soldier that covers the front lines with standard attack and defense” — flavor textAlthough generally underwhelming, the Legionary surpasses other classes in general flexibility, with few glaring weaknesses besides mediocre Wisdom. They work well when attacking, defending, or asisting, but are not incredible for any of those roles in specific. They can promote to Swordmaster or Vanguard, either embracing the jack-of-all-trades role or taking on a more dextrous position.
|
|
Myrmidon
|
| Promotes from Adventurer
|
|
HP
|
4
|
Strength
|
6
|
Constitution
|
3
|
Wisdom
|
1
|
Dexterity
|
8
|
Speed
|
8
|
Movement
|
5
|
Total
|
35
|
“An unusually skilled sword-user that excels at attacking on the front lines” — flavor textCompared to the Legionary, the Myrmidon has higher dexterity and speed, allowing them to double up opponents and strike wihtout fear of missing; in some cases, even getting critical hits in important situations and saving their allies. On the other hand, their defensive stats are lacking, making them less suitable for sponging hits. Their promotions include the equally skilled Master of Arms and Swordmaster classes.
|
|
Drake
|
| Promotes from Adventurer
|
|
HP
|
3
|
Strength
|
6
|
Constitution
|
3
|
Wisdom
|
6
|
Dexterity
|
5
|
Speed
|
7
|
Movement
|
5
|
Total
|
35
|
“Rider of wingless dragons known as Drakes with a focus on both physical and magical attacks” — flavor textUnlike other classes, the Drake only has proficiency in dragons, not in flying, and thus only rides one of the rarer types of mounts: the drake, which cannot fly but gives good bonuses to damage and health. This assists the Drake class, as they have high strength but low health, and as such benefit from boosts to both stats. It promotes into either the Drake Knight, which similarly can only ride the unique mounts, and the Dragon Hunter, which can use crossbows and swords.
|
|
Cavalier
|
| Promotes from Recruit
|
|
HP
|
4
|
Strength
|
6
|
Constitution
|
6
|
Wisdom
|
2
|
Dexterity
|
4
|
Speed
|
6
|
Movement
|
7
|
Total
|
35
|
“A fast horseman that can use both lance and sword with ease” — flavor textThe Cavalier has based access to horse mounts which it uses to quickly maneuver across the battlefield, assisting when needed. Contrary to its flavour text, it only has a D proficiency in swords, with its main focus being on lances; nonetheless, this ability to use multiple weapons is special and lends additional flexibility. Like prior games, it can promote into the Paladin or Armour Knight classes, choosing great attack or defense respectively as well as an increase in weapon proficiency overall with either option.
|
|
Soldier
|
| Promotes from Recruit
|
|
HP
|
7
|
Strength
|
5
|
Constitution
|
8
|
Wisdom
|
4
|
Dexterity
|
6
|
Speed
|
2
|
Movement
|
3
|
Total
|
35
|
“A weighed down fighter that keeps enemies away to reduce the damage they deal” — flavor textThe Soldier focuses on using their lance in battle alongside heavy armour and shields to maximize their defense. Although their speed and movement are lacking, they make up for it with great health and constitution. Later on they can promote into the Armour Knight and Admiral classes, whcih both have the same focus on defense and defensive equipment like armour and shields.
|
|
Flier
|
| Promotes from Recruit
|
|
HP
|
2
|
Strength
|
5
|
Constitution
|
2
|
Wisdom
|
8
|
Dexterity
|
4
|
Speed
|
7
|
Movement
|
7
|
Total
|
35
|
“A flying unit with a minor ability to protect their allies from a distance.” — flavor textThe Flier replaces the Pegasus Rider as the default rider of pegasi mounts in the game, although they can also mount normal horses. They have access to lances in additional to wind staves, giving them the near exclusive ability to use Rescue to bring faraway allies closer. They can promote to either the Flier Knight or Falcon Knight, and in either case continue on using pegasi and other horse or flying mounts.
|
|
Pikeman
|
| Promotes from Recruit
|
|
HP
|
4
|
Strength
|
8
|
Constitution
|
2
|
Wisdom
|
3
|
Dexterity
|
7
|
Speed
|
6
|
Movement
|
5
|
Total
|
35
|
“A more offensive focused lance user with good dexterity and even better strength” — flavor textThe Pikeman seems similar to the Soldier until they reveal their higher attack and dexterity, cutting through enemies with skill but taking hits with less ease. They also boast unique skills to further their cavalry-busting lances. Once at the right level they can promote into Spearmaster, taking advantage of their knowledge of lances, or a Master of Arms, embracing all weapon types; either way, their dexterity and strength remain potent.
|
|
Gladiator
|
| Promotes from Recruit
|
|
HP
|
3
|
Strength
|
5
|
Constitution
|
7
|
Wisdom
|
7
|
Dexterity
|
3
|
Speed
|
7
|
Movement
|
5
|
Total
|
37
|
“A quick and wise fighter who can surprise on the battlefield” — flavor textAt first an anomaly, the Gladiator caries both swords and lances alongside rings, and boasts both high wisdom, speed, and strength; all of these attributes as well as their unique skills make interesting units that throw off opponents with their ability to tank magic. They promote into the Spearmaster or Admiral classes, taking with them their unique abilities.
|
|
Brigand
|
| Promotes from Fighter
|
|
HP
|
7
|
Strength
|
9
|
Constitution
|
6
|
Wisdom
|
2
|
Dexterity
|
3
|
Speed
|
3
|
Movement
|
5
|
Total
|
35
|
“An axe user focused on strength above all else, shedding dexterity and speed” — flavor textThe Brigand has the highest strength of any basic class, which puts a dent on their other stats; both their dexterity and speed are lacking, making it difficult for them to use their strength, while their low health and wisdom make them vulnerable to magical attacks. Luckily their constitution ensures they'll remain to make quite a few attacks to finish off their enemies. They promote into either the Vanguard or Berserker.
|
|
Marauder
|
| Promotes from Fighter
|
|
HP
|
5
|
Strength
|
8
|
Constitution
|
2
|
Wisdom
|
2
|
Dexterity
|
6
|
Speed
|
7
|
Movement
|
5
|
Total
|
35
|
“A basic axe wielder with an equal balance of strength, skill, and speed” — flavor textAs their flavour text describes, the Marauder is not particularly special, only being proficient in axes and with a relatively balanced distribution of stats across health, strength, speed, and dexterity, only lacking in constitution and wisdom; as such, they are mainly built for pure attack without any gimmicks. Complementing this, they can continue down the line of attack by promoting into Berserkers or Warriors, essentially choosing either speed or dexterity respectively.
|
|
Wyverness
|
| Promotes from Fighter
|
|
HP
|
4
|
Strength
|
8
|
Constitution
|
7
|
Wisdom
|
1
|
Dexterity
|
5
|
Speed
|
3
|
Movement
|
7
|
Total
|
35
|
“The archetypal wyvern rider with a focus on fierce attacks” — flavor textThe only basic class to be able to mount wyverns with both flying and dragon proficiencies, as well as being able to use axes; this complements their focus on attack well, as well as their almost crippling wisdom. They can promote to the Mage Knight or the Drake Knight, in either case continuing on their use of dragons and strong attack power.
|
|
Arcanist
|
| Promotes from Fighter
|
|
HP
|
3
|
Strength
|
6
|
Constitution
|
2
|
Wisdom
|
8
|
Dexterity
|
7
|
Speed
|
4
|
Movement
|
5
|
Total
|
35
|
“A special fighter that combines axes and fire magic for consistent damage output” — flavor textA strong yet nonetheless fragile fighter who can focus on taking out armoured units from afar with both axes and fire tomes. Although their strength and wisdom are both competitive, their constitution is low, making them easily defeated by physical units. They fittingly promote to either the War monk or Mage Knight classes, essentially choosing to focus on either physical damage or magic.
|
|
Archer
|
| Promotes from Hunter
|
|
HP
|
4
|
Strength
|
8
|
Constitution
|
2
|
Wisdom
|
4
|
Dexterity
|
8
|
Speed
|
4
|
Movement
|
5
|
Total
|
35
|
“The classic and well known bow-wielding ranged unit” — flavor textArchers excel at one thing: using their bows to off units from afar with precision. Although bows themselves lack solid hit rates, an Archer's high dexterity is usually enough to overcome that hurdle, while their strength makes their arrows deadly. Their defensive attributes are lacking and they should be kept off the front lines. They promote to Warriors or Snipers, bringing with them great strength and skill
|
|
Ranger
|
| Promotes from Hunter
|
|
HP
|
3
|
Strength
|
6
|
Constitution
|
4
|
Wisdom
|
3
|
Dexterity
|
6
|
Speed
|
6
|
Movement
|
7
|
Total
|
35
|
“The ranger chases the countrysides in search of ne'er-do-wells” — flavor textThe Ranger has some of the most balanced stats of any basic class, only excelling in general speed which is compounded by their use of lightweight bows and quick horses. Overall, their maneuverability allows them to take pot shots then retreat without getting hit. They promote into the Sniper and Bow Knight classes, focusing either on their bow proficiency or their riding abilities.
|
|
Griffon
|
| Promotes from Hunter
|
|
HP
|
2
|
Strength
|
5
|
Constitution
|
2
|
Wisdom
|
6
|
Dexterity
|
7
|
Speed
|
6
|
Movement
|
7
|
Total
|
35
|
“Bow-users that ride flying mounts for the thrill, specifically Griffons” — flavor textTrue to their name, the Griffon's only riding proficiency is a C in Flying, meaning they can only ride griffon mounts. These give them an additional speed boost to their respectable speed stat and complement their high dexterity, allowing them to make shots with their bows from a distance. They promote into the Bow Knight and Flier Knight, embracing the ground or the air.
|
|
Arquebusier
|
| Promotes from Crossbowman
|
|
HP
|
5
|
Strength
|
7
|
Constitution
|
6
|
Wisdom
|
3
|
Dexterity
|
4
|
Speed
|
5
|
Movement
|
5
|
Total
|
35
|
“A fighter at the front lines who can still hit from a distance with their crossbow” — flavor textAlthough crossbows don't use strength, the Arquebusier still has a higher strength stat in order to effectively utilize their sword proficiency. In tandem with their strength, they have relatively high constitution and health, meaning they can attack without needing to withdrawl. They can promote into a Dragoon or Paladin, both proficient in arms.
|
|
Marksman
|
| Promotes from Crossbowman
|
|
HP
|
5
|
Strength
|
4
|
Constitution
|
8
|
Wisdom
|
4
|
Dexterity
|
7
|
Speed
|
2
|
Movement
|
5
|
Total
|
35
|
“The defensive crossbowman unit that always carries a shield” — flavor textThe Marksman excels in both closed quarters and ranged combat, with skills to make their arms equally effective in either situation, and a shield and high constitution to keep them defended even during melee attacks. Their only weakness is their low wisdom, although it still beats most other basic classes. They promote into the Dragon Hunter or Dragoon.
|
|
Ninja
|
| Promotes from Bandit
|
|
HP
|
3
|
Strength
|
5
|
Constitution
|
5
|
Wisdom
|
5
|
Dexterity
|
6
|
Speed
|
6
|
Movement
|
5
|
Total
|
35
|
“A wielder of both the blade and the knife who seeks balance in life” — flavor textAs their flavour text describes, the Ninja has no natural proclivities in terms of stats, and their access to both swords and knives gives them unprecedented flexibility, being able to hit their opponent hard right after striking them with debuffs from close or far. They promote into either the Exorcist or the Assassin.
|
|
Thief
|
| Promotes from Bandit
|
|
HP
|
1
|
Strength
|
4
|
Constitution
|
2
|
Wisdom
|
5
|
Dexterity
|
9
|
Speed
|
8
|
Movement
|
6
|
Total
|
35
|
“A sneaky class with such great stealth they hardly need defense” — flavor textThe Thief wields only the knife, striking deep into enemy territory unseen while dodging attacks with both their great dexterity and speed. They have unique access to skills which help them avoid enemy sight, steal from chests, and open doors. They can promote into either the Assassin, for more effective and deadly attacks with their knives, or Pariah, for additional support deep in enemy territory.
|
|
Dancer
|
| Promotes from Bandit
|
|
HP
|
1
|
Strength
|
4
|
Constitution
|
1
|
Wisdom
|
2
|
Dexterity
|
7
|
Speed
|
5
|
Movement
|
5
|
Total
|
25
|
“Uses their unique dancing talents to revitalize allies” — flavor textThe Dancer is the only class with access to Dance Skills, which allow them to dance near their allies to give them entire other action, including both moving and attacks. In they reclass or promote to anything other than a normal Dancer promotion, they cannot use these skills. Otherwise, they are fragile and weak knife users. They promote to the Pariah and Troubadour classes.
|
|
Mage
|
| Promotes from Novice
|
|
HP
|
4
|
Strength
|
2
|
Constitution
|
3
|
Wisdom
|
7
|
Dexterity
|
7
|
Speed
|
7
|
Movement
|
5
|
Total
|
35
|
“An enchanted magic user with access to every type of anima” — flavor textThe Mage is the premier magic user among the base classes, with access to the three basic types of anima tomes and a general proficiency in rings. With their good Wisdom stat plus above average dexterity and speed they can cast spells effectively and quickly and with great variety. They can promote to the Sage or Sorcerer classes, either choosing to continue studying anima magic or switch to work with dark magic.
|
|
Monk
|
| Promotes from Novice
|
|
HP
|
6
|
Strength
|
6
|
Constitution
|
5
|
Wisdom
|
6
|
Dexterity
|
4
|
Speed
|
3
|
Movement
|
5
|
Total
|
35
|
“Dedicated to religion, a pious unit with access to light tomes and axes” — flavor textThe Monk has both physical and magic proficiencies, including light tomes, axes, and even shields and rings. Although their speed and skill are lacking they are sufficiently strong and wise to use their weapons efficiently, although they may suffer from spreading themselves too thin. They promote to Hymnist or War Monk, either choosing a supportive role or focusing on their axe proficiency.
|
|
Bard
|
| Bandit
|
|
HP
|
3
|
Strength
|
1
|
Constitution
|
1
|
Wisdom
|
6
|
Dexterity
|
6
|
Speed
|
3
|
Movement
|
5
|
Total
|
25
|
“A singer who inspires allies to make the best of their abilities” — flavor textMuch like the Dancer, the Bard has access to unique skills which empower them to grant bonuses to nearby allies with special songs; they can only use these skills while a Bard or a promoted class of the Bard. Other than singing, the Bard has nominal access to wind tomes and rings, although their main role is much more supportive than offensive or defensive. They can promote to Troubadour or Hymnist, choosing between a combination of revitalization or to focus purely on their song efforts.
|
|
Shaman
|
| Promotes from Novice
|
|
HP
|
6
|
Strength
|
5
|
Constitution
|
7
|
Wisdom
|
8
|
Dexterity
|
2
|
Speed
|
2
|
Movement
|
5
|
Total
|
35
|
“Shuffling dark magic user who cares more for protecting themselves than their allies” — flavor textWith access to the dark magic and armour, the Shaman is built to take large hits, mostly shrug them off, and recover health as needed with life-sapping dark tomes; in the process, of course, they will also strip their enemies of health. Almost unique among defensive classes, the Shaman has both high wisdom and defense, making them useful against nearly any attacker. They can promote to Sorcerer for strong dark magic offense or Druid for a more defensive role.
|
|
Diviner
|
| Promotes from Aide
|
|
HP
|
3
|
Strength
|
7
|
Constitution
|
5
|
Wisdom
|
7
|
Dexterity
|
5
|
Speed
|
3
|
Movement
|
5
|
Total
|
35
|
“Staff user with deep connection to the dark, spiritual realms beneath the surface of reality” — flavor textThe only basic class with access to dark staves, the Diviner focuses on applying debuffs to enemies through both said staves as well as a low proficiency in knives; should they fall onto the enemy's target as a result, they can hold their own with a shield proficiency as well as moderately impressive defensive stats. They promote into either the Druid of Exorcist, essentially choosing between pursuing more powerful dark staves or focusing on debuffs with the knife.
|
|
Cleric
|
| Promotes from Aide
|
|
HP
|
4
|
Strength
|
2
|
Constitution
|
3
|
Wisdom
|
8
|
Dexterity
|
8
|
Speed
|
5
|
Movement
|
5
|
Total
|
35
|
“Staff user that can channel the power of divinity to heal their allies” — flavor textThe Cleric is purely focused on their ability to use light staves, with terrible strength but great wisdom, enabling them to perform great healing on their allies as well as other effects using their staves. They are frail with naturally low constitution and health, but their abilities are generally used in the back lines, making this less relevant to their role in battle. They can promote to Valkyrie and Bishop, both of which utilize staves and other magic without any physical weapons.
|
|
Enchanter
|
| Promotes from Aide
|
|
HP
|
4
|
Strength
|
4
|
Constitution
|
5
|
Wisdom
|
7
|
Dexterity
|
4
|
Speed
|
6
|
Movement
|
5
|
Total
|
35
|
“A master of alchemy that uses elemental staves to support their allies from the back” — flavor textThe Enchanter uses their proficiency in all the anima staves to support their allies with stat boosts and teleportation while also protecting themselves with offensive teleportation and stat buffs. Although they don't have access to traditional weaponry or equipment, their use of rings can give them valuable boosts to their relatively high constitution and keep them alive long enough to make a difference. Promotes to the Bishop or Sage classes, keeping their anima proficiencies but choosing between tomes or staves.
|
|
Falcon
|
| Promotes from Aide
|
|
HP
|
4
|
Strength
|
4
|
Constitution
|
3
|
Wisdom
|
5
|
Dexterity
|
4
|
Speed
|
8
|
Movement
|
7
|
Total
|
35
|
“Supportive flier that keeps their allies alive with light staves” — flavor textThe Falcon is a special mounted class that uses their increased mobility for healing on the battlefield, moving around to the allies that need healing and delivering it. For balance, however, they do not have quite as many helpful skills for healing as Clerics do, not are they as able to survive on the battlefield, especially thanks to their weaknesses as a result of being mounted. They can promote to Falcon Knight or Valkyrie, either pursuing even greater mounts in the pegasi or embracing the light staff.
|
Advanced Units
“Those soldiers out there are the very best of the best, and they won't hold back. Be ready to see foes more powerful and with a greater variety of weapons to choose from than you have ever experienced before, or else you'll lose without putting up a fight.”
Advanced Classes are defined by their high weapon proficiencies, often with multiple A-proficiences or even having an S-proficiency and being a Master Class, as well as their highly specialized stat distributions and unique Skills, all of which make them valuable units to have on the battlefield. While some fill more specific roles, others have grown to possibly fulfill multiple at once, and skillful players can make use of them to take on the hardest challenges available in the game once they reach their maximum levels.
|
General
|
| Promotes from Captain
|
|
HP
|
8
|
Strength
|
8
|
Constitution
|
6
|
Wisdom
|
5
|
Dexterity
|
9
|
Speed
|
9
|
Movement
|
5
|
Total
|
50
|
“An experienced and beloved general, who uses their combat proficiency to inspire their allies” — flavor textThe General is an all around impressive class, befitting the main character for whom it is exclusive. They have high proficiency in both swords and arms, giving them use from a distance or in melee range, as well as impressive access to both armour and shield which makes up for their middle-range constitution. They are the only advanced class to promote once more, to the Eminence.
|
|
Swordsmaster
|
| Promotes from Myrmidon or Legionary
|
|
HP
|
5
|
Strength
|
10
|
Constitution
|
4
|
Wisdom
|
3
|
Dexterity
|
15
|
Speed
|
13
|
Movement
|
5
|
Total
|
55
|
“Amazingly skillful swordsman who doesn't need special Skills to get critical hits” — flavor textThe Swordsmaster is the natural extension of the Myrmidon as the Master Class of the sword, having impressive strength alongside the best natural dexerity stat of any class in the game, meaning they will almost always be at 100% hit rate. Although they lack defensive stats, their ability to double gives them enough power to kill opponents before dying themselves.
|
|
Vanguard
|
| Promotes from Legionary or Brigand
|
|
HP
|
9
|
Strength
|
12
|
Constitution
|
9
|
Wisdom
|
6
|
Dexterity
|
7
|
Speed
|
7
|
Movement
|
5
|
Total
|
55
|
“A defense-orientated frontline class with enough strength to stay relevant” — flavor textThe Vanguard is the Master Class for the shield, using it in tandem with swords and axes to provide both high defensive and offensive output. Although not as great at either role as some other classes, the ability to perform both makes the Vanguard versatile and reliable in nearly every situation. They also host one of the higher wisdoms among physical classes which, when combined with high reticence shields, makes them quite effective against magic users.
|
|
Berserker
|
| Promotes from Brigand or Marauder
|
|
HP
|
8
|
Strength
|
15
|
Constitution
|
4
|
Wisdom
|
2
|
Dexterity
|
6
|
Speed
|
10
|
Movement
|
5
|
Total
|
50
|
“A seasoned fighter great at getting in critical hits” — flavor textThe Berserker's most important attribute, even moreso than being the Master Class for axes, are their unique skills which boost their ability to gain critical hits much beyond what would be expected from their low dexterity; at the highest levels, their critical rate can exceed 70%, nearly guaranteeing them critical hits almost beyond their hit rate. As their defensive stats are lacking, they are risky to use but incredibly rewarding if luck is in their favour, with their high strength making their crits even more deadly
|
|
Warrior
|
| Promotes from Marauder or Archer
|
|
HP
|
15
|
Strength
|
13
|
Constitution
|
4
|
Wisdom
|
2
|
Dexterity
|
8
|
Speed
|
8
|
Movement
|
5
|
Total
|
55
|
“Powerhouses who lay waste to all that oppose them with their peerless strength” — flavor textThe Warrior excels when attacking, with high strength and appreciable dexterity and speed, able to hit with reliability and dealing great damage each time, even when considering their heavy axes. Although they lack constitution and wisdom, their high health stat (the highest of any advanced class) means they will survive long enough to be healed no matter how many opponents attack.
|
|
Sniper
|
| Promotes from Archer or Range
|
|
HP
|
4
|
Strength
|
9
|
Constitution
|
5
|
Wisdom
|
8
|
Dexterity
|
12
|
Speed
|
7
|
Movement
|
5
|
Total
|
50
|
“A master of the bow with perfect accuracy” — flavor textThe Sniper is the Master Class for the bow with additional skills to promote their already incredible dexterity, often granting them hit rates higher than 100% even given the low accuracy of most bows. They also have great strength, making their shots deadly in addition to accurate, and respectable wisdom to keep them safe from magical counterattacks.
|
|
Bow Knight
|
| Ranger or Griffon
|
|
HP
|
4
|
Strength
|
7
|
Constitution
|
2
|
Wisdom
|
9
|
Dexterity
|
10
|
Speed
|
11
|
Movement
|
7
|
Total
|
50
|
“A skilled archer trained to shoot from a mount” — flavor textThe Bow Knight shares a proficiency in both lances and bows, allowing them to defend themselves from melee attacks, although their main focus is of course on attacking the enemy from afar. Unlike prior incarnations, this Bow Knight can only ride flying mounts, not horses, and thus is more limited than many other mounted classes; their usual option is the Kinshi, which requires an A-proficiency in flying, and increases the Bow Knight's movement and terrain traversing abilities tremendously
|
|
Flier Knight
|
| Griffon or Flier
|
|
HP
|
2
|
Strength
|
9
|
Constitution
|
1
|
Wisdom
|
13
|
Dexterity
|
8
|
Speed
|
10
|
Movement
|
7
|
Total
|
50
|
“A skilled warrior often found atop a pegasus that uses both lances and wind magic” — flavor textThe Flier Knight succeeds the Pegasus Knight of prior titles as a flying unit with access to the lance, giving them both good attack and hit rates; additionally, they gain access to wind magic for the first time, allowing them to act as anti-aerial counters themselves as well as target both wisdom- and constitution-poor foes effectively.
|
|
Falcon Knight
|
| Flier or Falcon
|
|
HP
|
6
|
Strength
|
10
|
Constitution
|
6
|
Wisdom
|
10
|
Dexterity
|
5
|
Speed
|
6
|
Movement
|
7
|
Total
|
50
|
“A holy knight that rules the sky with swift attacks and useful healing staves” — flavor textThe Falcon Knight is useful as both an offensive and support units; their high strength allow them to use their lances effectively while their equally respectable wisdom empowers their fire and light tomes to tear through low-wisdom opponents; meanwhile, said high wisdom enables them to heal their allies effectively with light staves and grant them buffs with fire staves
|
|
Valkyrie
|
| Promotes from Falcon or Cleric
|
|
HP
|
5
|
Strength
|
0
|
Constitution
|
3
|
Wisdom
|
11
|
Dexterity
|
5
|
Speed
|
9
|
Movement
|
7
|
Total
|
40
|
“Holy, mounted healer who brings blessings to the battlefield” — flavor textThe Valkyrie is the Master Class of light staves, being the premiere healer among advanced classes, especially given their advanced mobility thanks to their mount. In addition to providing helpful healing, they can also deal damage on the battlefield with light tomes, boosted by their incredible wisdom; luckily, both light staves and tomes are lightweight, meaning their abysmally low strength stat never plays a part for them.
|
|
Bishop
|
| Promotes from Cleric or Enchanter
|
|
HP
|
2
|
Strength
|
1
|
Constitution
|
4
|
Wisdom
|
13
|
Dexterity
|
7
|
Speed
|
8
|
Movement
|
5
|
Total
|
40
|
“Seasoned curates capable of using every anima staff alongside minor healing” — flavor textThe Bishop is the natural extension of the Enchanter class as the only advanced class with access to anima staff, even being the Master Class of each; this grants them incredible abilities in regards to buffing allies, teleporting them out of danger, bringing distant enemies closer for melee attacks, and even protecting themselves if needed. Additionally, they have nominal proficiency in light staves, allowing them to heal if worst comes to worst.
|
|
Sage
|
| Promotes from Enchanter or Mage
|
|
HP
|
7
|
Strength
|
1
|
Constitution
|
4
|
Wisdom
|
15
|
Dexterity
|
9
|
Speed
|
9
|
Movement
|
5
|
Total
|
50
|
“Distinguished magic user with excellent wisdom and speed” — flavor textThe Mage is the Master Class of all anima and light tomes, allowing them unprecedented access to offensive magic options with more versatility than nearly any other unit, able to target the weaknesses of mounted units, armoured units, and even dragon units, while also empowering themselves through light tomes with buffing properties. Although boosting low constitution, their ranged abilities allow them to stay in the back of the army while still dealing potent damage without fear of being attacked.
|
|
Sorcerer
|
| Promotes from Mage or Shaman
|
|
HP
|
5
|
Strength
|
6
|
Constitution
|
6
|
Wisdom
|
13
|
Dexterity
|
10
|
Speed
|
5
|
Movement
|
5
|
Total
|
50
|
“A mage who delves deeply into dark lore with fearsome wisdom” — flavor textThe Sorcerer is an exceptionally skilled offensive magic user and the Master Class of dark tomes, putting them to good use in order to keep themselves healed while also dealing great damage to opponents. With exclusive access to tomes like Apocalypse and Balberith they are incredibly versatile, able to attack from 5 spaces away, heal themselves, or increase their own strength to offset the heavy weight of dark tomes.
|
|
Druid
|
| Promotes from Shaman or Diviner
|
|
HP
|
9
|
Strength
|
5
|
Constitution
|
9
|
Wisdom
|
11
|
Dexterity
|
6
|
Speed
|
5
|
Movement
|
5
|
Total
|
50
|
“A more defensive magic user who makes good use of the darkness around them” — flavor textThe Druid is the Master Class of dark staves while also wielding dark tomes, giving them access to numerous ways of debuffing the opponent. Additionally, their high constitution and health allows them to tank both physical and magical attacks then retaliate in turn, making them reliable by themselves or with allies.
|
|
Exorcist
|
| Promotes from Diviner or Ninja
|
|
HP
|
1
|
Strength
|
6
|
Constitution
|
4
|
Wisdom
|
10
|
Dexterity
|
11
|
Speed
|
13
|
Movement
|
5
|
Total
|
50
|
“Skillful killer primed to take out magic users, especially those of dark tendencies” — flavor textThe Exorcist has access to both arms and knives, being the only unit besides the Master of Arms with that qualification, and can use both to great effect, debuffing enemies from a distance then taking them out with a skillful bolt shot. Although they are lacking in strength, neither of their weapons make particularly good use of the stat, and so their incredibly high speed, dexterity, and wisdom all prove more helpful in battle as they can dodge or shrug off magical attacks and retaliate from any distance with a killing crossbow bolt.
|
|
Assassin
|
| Promotes from Ninja or Thief
|
|
HP
|
3
|
Strength
|
8
|
Constitution
|
3
|
Wisdom
|
1
|
Dexterity
|
14
|
Speed
|
15
|
Movement
|
6
|
Total
|
50
|
“Seasoned, deadly thief with the ability to kill foes instantly” — flavor textThe Assassin retains the utility of the Thief with the killing and stealth power of the Ninja, allowing the user to sneak into enemy territory and take out nearly any enemy instantly if luck is in their favour with high critical rates from their dexterity as well as their unique Lethality skill. Their speed allows them to avoid attacks when needed, although their lacking constitution means they'll likely die if a hit connects; luckily, their Pass skill enables them to move through enemies without being attacked, keeping them out of danger until they have the chance to strike.
|
|
Pariah
|
| Promotes from Thief or Dancer
|
|
HP
|
6
|
Strength
|
5
|
Constitution
|
6
|
Wisdom
|
7
|
Dexterity
|
6
|
Speed
|
5
|
Movement
|
5
|
Total
|
40
|
“An outcast with surprising supportive abilities” — flavor textThe Pariah class continues to hold the Dance Skills belonging to the Dancer class as well as other Skills that allow for revitalizing the buffing adjacent allies. Alongside this, the Pariah has access to knives and rings with decent skill and strength, meaning they can hold their own if needed, although they are better off staying on the sidelines and helping when needed.
|
|
Hymnist
|
| Promotes from Bard or Monk
|
|
HP
|
12
|
Strength
|
5
|
Constitution
|
4
|
Wisdom
|
13
|
Dexterity
|
6
|
Speed
|
5
|
Movement
|
5
|
Total
|
50
|
“Singing unit with great offensive abilities” — flavor textAlthough they promote from the Bard, the Hymnist is more than just a support unit; their great wisdom makes them effective for attacking with magic as well, while their respectable strength and high health even allow them to take a position on the front lines. They retain the singing Skills of the Bard alongside new ones, allowing them to passively boost allies while attacking on their own.
|
|
Troubadour
|
| Promotes from Dancer or Bard
|
|
HP
|
3
|
Strength
|
5
|
Constitution
|
5
|
Wisdom
|
7
|
Dexterity
|
11
|
Speed
|
4
|
Movement
|
5
|
Total
|
40
|
“A singer that uses their uplifting songs to provide bonuses for allies” — flavor textThe Hymnist has additional song-based Skills like the bar in addition to wind and light magic, being a multifaceted unit with many options at their fingertips, although somewhat lacking in stats. Their main boon is their dexterity, high enough to nearly always hit their opponents when they choose to, although they will usually stay away from the front lines, using their ranged knives and tomes to attack while providing passive boosts with songs.
|
|
War Monk
|
| Monk or Arcanist
|
|
HP
|
7
|
Strength
|
12
|
Constitution
|
8
|
Wisdom
|
12
|
Dexterity
|
5
|
Speed
|
3
|
Movement
|
3
|
Total
|
50
|
“Experienced monk that mixes knives and magic for an interesting offensive combination” — flavor textThe War Monk has access to both axes and fire tomes, the only unit to do so, and thus has interesting versatility working with both heavy weapons and heavy magic. In addition, if needed, they can use their lower proficiency in light magic to set off swift attacks, possibly doubling unassuming opponents and boosting themselves in the process.
|
|
Mage Knight
|
| Arcanist or Wyverness
|
|
HP
|
7
|
Strength
|
2
|
Constitution
|
4
|
Wisdom
|
13
|
Dexterity
|
8
|
Speed
|
9
|
Movement
|
7
|
Total
|
50
|
“A skilled, mounted mage with great range” — flavor textAs the premier mounted magic user, the Mage Knight has exceptional range, able to enter into range of opponents, hit from afar with ranged magic, then retreat without being hit; this suits their low constitution and health, as they would otherwise be attacked and defeated easily by high level physical units. Their high wisdom makes them both effective magic attackers and defenders, able to soak up hits from enemy mages with ease then retaliate with their high speed and dexterity.
|
|
Drake Knight
|
| Wyverness or Drake
|
|
HP
|
6
|
Strength
|
10
|
Constitution
|
6
|
Wisdom
|
8
|
Dexterity
|
5
|
Speed
|
8
|
Movement
|
7
|
Total
|
50
|
“A heavy hitting, dragon-mounted offensive unit” — flavor textThe Drake Knight is the Master Class of dragons although they lack a flying proficiency, being limited to high level drakes; this is no problem, as their high strength, high wisdom, low constitution stat distribution makes them key offensive players with access to dark magic, swords, and axes. With armour equipped they can even hold their own when attacked, although their draconic weakness and heavy hitting attacks will make them large targets for any enemies wielding thunder magic or a Wyrmslayer.
|
|
Dragon Hunter
|
| Drake or Marksman
|
|
HP
|
7
|
Strength
|
4
|
Constitution
|
10
|
Wisdom
|
11
|
Dexterity
|
9
|
Speed
|
2
|
Movement
|
7
|
Total
|
50
|
“An accomplished hunter of draonic foes with many tools on their side” — flavor textThe Dragon Hunter is built for taking out opposing dragon units, such as the Mage Knight and Drake Knight, with powerful thunder magic and useful wyvern-slaying skills. Although at first they appear highly specialized, their talents also lend them towards taking out nearly any unit, with high constitution and wisdom protecting them from attacks and their powerful crossbows and magic taking out both physical and magical tanks alike. Their main weakness is their pitiful speed, even when mounted.
|
|
Dragoon
|
| Promotes from Marksman or Arquebusier
|
|
HP
|
6
|
Strength
|
5
|
Constitution
|
8
|
Wisdom
|
6
|
Dexterity
|
9
|
Speed
|
9
|
Movement
|
7
|
Total
|
50
|
“Powerful mounted unit wielding modified crossbows for peak performance” — flavor textThe Dragoon is the Master Class for arms, and takes them to their maximum potential; with added mobility thanks to their mount, the Dragoon can move across the entire battlefield quickly, entering into position to take shots and leaving as quickly as they came, taking out unsuspecting units with low constitution being its key role. As its defenses could be seen as lacking, it usually avoids melee combat if possible.
|
|
Paladin
|
| Promotes from Aqubusier or Cavalier
|
|
HP
|
6
|
Strength
|
9
|
Constitution
|
7
|
Wisdom
|
8
|
Dexterity
|
9
|
Speed
|
9
|
Movement
|
7
|
Total
|
55
|
“A high ranking knight who adapts to any circumstance” — flavor textThe Paladin is the archetypal mounted class, being the Master Class for horse proficiency, and embodies the strength of high mobility. With great strength and constitution the Paladin can enter into melee combat without fear, and with oddly high wisdom for a physical class they can shrug off magical attacks from ranged opponents. They even have access to shields, granting them more defense and resistance on the battlefield and cementing them as necessities.
|
|
Armour Knight
|
| Cavalier or Soldier
|
|
HP
|
7
|
Strength
|
7
|
Constitution
|
13
|
Wisdom
|
4
|
Dexterity
|
5
|
Speed
|
7
|
Movement
|
7
|
Total
|
50
|
“An armoured, mounted knight with incredible defense” — flavor textThe Great Knight is a key physical unit with great constitution and health to boot, as well as impressive strength to make their retaliations deadly. Although physical attackers will shudder at the thought of attacking an Armour Knight, magical attackers are less dissuaded, as their low wisdom and dexterity make them easy targets for strong tomes, and their lack of traditional ranged weaponry make it hard for them to counter attack.
|
|
Admiral
|
| Promotes from Gradiator or Soldier
|
|
HP
|
9
|
Strength
|
10
|
Constitution
|
15
|
Wisdom
|
4
|
Dexterity
|
7
|
Speed
|
2
|
Movement
|
3
|
Total
|
50
|
“Armored commander of many troops with lots of experience” — flavor textThe Admiral is the Master Class of armour, reflecting their incredible defensive capabilities; their constitution stat is the highest of any normal class in the game, making them the go-to class for defensive efforts, especially with their high health. Their high strength also make them incredibly useful for counter attacking, often defeating the attacking units automatically. Unfortunately, their low wisdom makes them immune to magical attacks.
|
|
Spearmaster
|
| Promotes from Pikeman or Gladiator
|
|
HP
|
3
|
Strength
|
11
|
Constitution
|
6
|
Wisdom
|
10
|
Dexterity
|
12
|
Speed
|
8
|
Movement
|
5
|
Total
|
55
|
“A soldier that has completely mastered the spear, giving them great attack potential” — flavor textThe Spearmaster is the Master Class for lances, unsurprisingly, and embraces their attributes as a midway between attack and skill, having both great strength and dexterity as well as good constitution and wisdom, allowing them to both attack and defend on the battlefield effectively. Their weakness is their low health, making them susceptible to barrages of attacks if not healed quickly.
|
|
Master of Arms
|
| Pikeman or Myrmidon
|
|
HP
|
7
|
Strength
|
9
|
Constitution
|
6
|
Wisdom
|
4
|
Dexterity
|
10
|
Speed
|
4
|
Movement
|
5
|
Total
|
45
|
“A versatile warrior with access to every physical weapon type” — flavor textThe Master of Arms has A-proficiency in every single physical weapon type in addition to shields, making them able to adapt to nearly any physical opponent and gain weapon triangle advantage; this is thanks to their unique Skill which enables them to carry more weapons than other units, further empowering their ability to choose. TAlthough they have good strength and dexterity, their low wisdom and constitution make them weak in the enemy phase.
|
Special Units
“We're gifted, you and I... our Fighting Spirits have something special. A unique class, not like anything I've ever seen. It's part of why I kept you all this time... plus the love, of course. Some might say I wasted mine, rotting away on an old pirate ship with a bunch of curmudgeons, but here's hoping you won't do the same.”
Certain classes like the Eminence are exclusive to just one unit, namely the main protagonist, as a fourth level of promotion even greater than the advanced classes listed above. These have incredibly high stats and multiple of the highest proficiencies, enabling them to singlehandedly change the course of battle. Still, none are powerful enough to win without assistance from their allies, so their training should not take priority of that of the entire rest of the player's army.
|
Eminence
|
| General
|
|
HP
|
10
|
Strength
|
11
|
Constitution
|
8
|
Wisdom
|
5
|
Dexterity
|
13
|
Speed
|
13
|
Movement
|
5
|
Total
|
65
|
“Peerless defender of the innocent and fighter for the freedom of all living people.” — flavor textThe Eminence is the final promotion for the main character and has exceptional stats, easily the highest of any class in the game befitting their triple promoted status. They are the only class to have S-proficiency in multiple weapons, along with shields, armour, and horses, being a total powerhouse altogether. With their high strength and constitution they can soak up hits while dealing out great damage, nearly never missing with their high dexterity and speed; still, they are far from unconquerable, and must work together with all of their other allies to survive later battles.
|
Civilian Units
“They're defenseless out there! We've gotta do something!”
Civilian Units have no access to weapons, are never playable, and primarily appear as NPC, third-party units that must be defended during a battle from attackers, as they are unable to defend themselves.
|
King
|
| Civilian Units
|
|
HP
|
6
|
Strength
|
3
|
Constitution
|
7
|
Wisdom
|
5
|
Dexterity
|
3
|
Speed
|
3
|
Movement
|
6
|
Total
|
33
|
“A deposed king struggling to avoid danger from atop their horse.” — flavor textMostly useless in battle, although their decent constitution and high armour proficiency allow them to absorb some damage.
|
|
Regent
|
| Civilian Units
|
|
HP
|
3
|
Strength
|
1
|
Constitution
|
3
|
Wisdom
|
5
|
Dexterity
|
2
|
Speed
|
3
|
Movement
|
3
|
Total
|
20
|
“Senator of the nation's government fleeing danger atop their horse.” — flavor textMostly useless in battle, although their decent wisdom and access to rings means they might be able to absorb some magical attacks.
|
|
Civilian
|
| Civilian Units
|
|
HP
|
0
|
Strength
|
0
|
Constitution
|
0
|
Wisdom
|
0
|
Dexterity
|
0
|
Speed
|
0
|
Movement
|
2
|
Total
|
2
|
“Defenseless bystander fleeing danger.” — flavor textCompletely useless in battle with stunted mobility; unable to defend themselves or take nearly any hit with exactly 1HP
|
Enemy Only
“That army is attacking with weapons and styles of fighting we've never seen before! Are their Fighting Spirits more advanced than ours?”
Some units are exclusively encountered fighting for the Aecorean army, with there being two tiers: one about as powerful as Basic Classes, while the other being slightly more powerful than Advanced Classes. Although less varied in terms of weapon proficiency and skills than their analogous Advanced Classes, they end up posing more of a threat in terms of brute muscle and mind during many battles, and may serve as the bosses of a chapter.
|
Velite
|
| Enemy Only
|
|
HP
|
6
|
Strength
|
7
|
Constitution
|
4
|
Wisdom
|
4
|
Dexterity
|
7
|
Speed
|
7
|
Movement
|
5
|
Total
|
40
|
“Aecorean. Standard footsoldier with a lance and shield.” — flavor textA nondescript soldier that has average strength, constitution, wisdom, and dexterity. Nearly any attacker can take them out while receiving insignificant damage in return.
|
|
Hoplite
|
| Enemy Only
|
|
HP
|
9
|
Strength
|
5
|
Constitution
|
9
|
Wisdom
|
4
|
Dexterity
|
6
|
Speed
|
4
|
Movement
|
3
|
Total
|
40
|
“Aecorean. Defensive sword-using soldier on the frontlines.” — flavor textThe Hoplite is focused more on defense with good constitution and health, but like many physical units their lack of wisdom make them targets for magic attacks.
|
|
Lictor
|
| Enemy Only
|
|
HP
|
8
|
Strength
|
9
|
Constitution
|
7
|
Wisdom
|
3
|
Dexterity
|
4
|
Speed
|
4
|
Movement
|
5
|
Total
|
40
|
“Aecorean. Offensive axe-using soldier on the frontlines.” — flavor textThe Lictor is focused more on offense with their high strength values but low constitution and wisdom. They have enough dexterity to hit their opponents and not much else.
|
|
Sagittarrius
|
| Enemy Only
|
|
HP
|
5
|
Strength
|
9
|
Constitution
|
4
|
Wisdom
|
4
|
Dexterity
|
8
|
Speed
|
5
|
Movement
|
5
|
Total
|
40
|
“Aecorean. A weak archer with a penchant for fleeing.” — flavor textThe Sagittarrius has high strength and dexterity so that it nearly always hits and hits hard, but otherwise is frail and will flee as soon as the front lines crumble.
|
|
Eques
|
| Enemy Only
|
|
HP
|
5
|
Strength
|
6
|
Constitution
|
6
|
Wisdom
|
3
|
Dexterity
|
5
|
Speed
|
8
|
Movement
|
7
|
Total
|
40
|
“Aecorean. A horseback swordsman without many defining traits.” — flavor textThe Eques can only use a sword from atop its mount, and mainly serves to infiltrate open holes in the player's formations and target weaker units with its good mobility.
|
|
Medicus
|
| Enemy Only
|
|
HP
|
5
|
Strength
|
4
|
Constitution
|
6
|
Wisdom
|
9
|
Dexterity
|
6
|
Speed
|
5
|
Movement
|
5
|
Total
|
40
|
“Aecorean. Staff user who meekly heals their allies but falls to any attack.” — flavor textThe Medicus is the standard healer of the Aecorean army, with both light and dark staves, thus being able to apply debuffs as well.
|
|
Gromatici
|
| Enemy Only
|
|
HP
|
6
|
Strength
|
2
|
Constitution
|
5
|
Wisdom
|
8
|
Dexterity
|
7
|
Speed
|
7
|
Movement
|
5
|
Total
|
40
|
“Aecorean. A weak mage that targets armoured units.” — flavor textUsing fire magic, the Gromatici is efficient at dealing with armoured units that have poor wisdom. Their low constitution makes them easily dealt with.
|
|
Saddler
|
| Enemy Only
|
|
HP
|
5
|
Strength
|
5
|
Constitution
|
3
|
Wisdom
|
5
|
Dexterity
|
7
|
Speed
|
8
|
Movement
|
7
|
Total
|
40
|
“Aecorean. Enigmatic fliers with access to lances.” — flavor textThe Saddler is a generic flying enemy always found atop a pegasus, usually coming in swarms to negative their weakness to bows.
|
|
Chariot Rider
|
| Enemy Only
|
|
HP
|
5
|
Strength
|
9
|
Constitution
|
7
|
Wisdom
|
3
|
Dexterity
|
6
|
Speed
|
5
|
Movement
|
5
|
Total
|
40
|
“Aecorean. Rides specially crafted mounts that reduce its weaknesses.” — flavor textThe Chariot Rider has special mounts that cannot be removed from the unit, and give unique stat boosts; otherwise, they are unremarkable.
|
|
Principes
|
| Enemy Only
|
|
HP
|
8
|
Strength
|
9
|
Constitution
|
8
|
Wisdom
|
5
|
Dexterity
|
11
|
Speed
|
11
|
Movement
|
5
|
Total
|
57
|
“Aecorean. Advanced, skilled footsoldier with a lance and shield.” — flavor textThe Principes has rather good dexterity and speed to enhance its higher strength, making it a dangerous enemy to encounter.
|
|
Triarius
|
| Enemy Only
|
|
HP
|
11
|
Strength
|
6
|
Constitution
|
14
|
Wisdom
|
5
|
Dexterity
|
8
|
Speed
|
8
|
Movement
|
3
|
Total
|
55
|
“Aecorean. Experienced, defensive sword-using soldier on the frontlines.” — flavor textThe Triarius' impressive constitution is further augmented by its use of a shield and access to both swords and lances.
|
|
Magistrate
|
| Enemy Only
|
|
HP
|
8
|
Strength
|
14
|
Constitution
|
7
|
Wisdom
|
5
|
Dexterity
|
8
|
Speed
|
8
|
Movement
|
5
|
Total
|
55
|
“Aecorean. Advanced, heavy hitting axe-using soldier on the frontlines.” — flavor textThe Magistrate's high strength allow it to punish missed attacks easily, while its armour and good constitution ensure it will stay alive for a while.
|
|
Centurion
|
| Enemy Only
|
|
HP
|
5
|
Strength
|
8
|
Constitution
|
6
|
Wisdom
|
4
|
Dexterity
|
10
|
Speed
|
14
|
Movement
|
8
|
Total
|
55
|
“Aecorean. Threatening mounted unit that patrols the battlefield” — flavor textThe Centurion uses both the sword and bow to take out opponents from any range atop its mount, with startling speed allowing it to double hit any surprised unit.
|
|
Latoius
|
| Enemy Only
|
|
HP
|
6
|
Strength
|
13
|
Constitution
|
4
|
Wisdom
|
4
|
Dexterity
|
15
|
Speed
|
8
|
Movement
|
5
|
Total
|
55
|
“Aecorean. Bow fighter that can hit from across the battlefield” — flavor textThe Latoius utilizes its unique Skills to target opponents from all across the battlefield, with its great strength making such hits deadly.
|
|
Poet
|
| Enemy Only
|
|
HP
|
8
|
Strength
|
4
|
Constitution
|
7
|
Wisdom
|
15
|
Dexterity
|
8
|
Speed
|
8
|
Movement
|
5
|
Total
|
55
|
“Aecorean. Seasoned mage that uses tomes wisely.” — flavor textThe Poet has access to both fire and thunder magic, and uses them to selectively target armoured and dragon units from deep in enemy territory.
|
|
Sea Knight
|
| Enemy Only
|
|
HP
|
7
|
Strength
|
7
|
Constitution
|
4
|
Wisdom
|
7
|
Dexterity
|
11
|
Speed
|
12
|
Movement
|
7
|
Total
|
55
|
“Aecorean. Experienced flying unit that strikes from afar” — flavor textThe Sea Knight can strike at wisdom-weak opponents with magic or constitution-weak opponents with ranged lances before retreating away from danger, avoiding death.
|
|
War Knight
|
| Enemy Only
|
|
HP
|
10
|
Strength
|
15
|
Constitution
|
6
|
Wisdom
|
3
|
Dexterity
|
8
|
Speed
|
8
|
Movement
|
5
|
Total
|
55
|
“Aecorean. Dangerous support unit atop a pegasus.” — flavor textThe War Knight has fearsome strength, and even when not attacking its access to fire, thunder, and dark staves allow it to buff its ally's stats or debuff its opponent's.
|
|
Ventatio
|
| Enemy Only
|
|
HP
|
13
|
Strength
|
5
|
Constitution
|
6
|
Wisdom
|
12
|
Dexterity
|
7
|
Speed
|
7
|
Movement
|
5
|
Total
|
55
|
“Aecorean. Aggressive healer with surprising health.” — flavor textThe Ventatio, as alluded to by its flavour text, both heals with light staves and damages from afar with its powerful crossbows.
|
Monsters
“That was... disgusting, and clearly not human. How could something so inpure use a Fighting Spirit?”
Different from the other enemy exclusive classes, monsters are specifically inhuman "Terrors" that plague the innocent people encountered. Although usually less powerful overall and with very limited weapon proficiencies, assuming they have access to normal weapons at all, they are still dangerous when encountered in groups or when equipped with especially powerful attacks. They are the primary opponents in skirmishes as well as in many DLC chapters. Some weapons deal bonus damage against them.
|
Phantom
|
| Monsters
|
|
HP
|
5
|
Strength
|
2
|
Constitution
|
1
|
Wisdom
|
0
|
Dexterity
|
1
|
Speed
|
1
|
Movement
|
5
|
Total
|
15
|
“A frail but bothersome reanimated corpse” — flavor textThe Phantom has few defining traits and dies quickly, but in packs can be hard to deal with for just a single unit
|
|
Bonewalker
|
| Monsters
|
|
HP
|
6
|
Strength
|
5
|
Constitution
|
3
|
Wisdom
|
1
|
Dexterity
|
12
|
Speed
|
8
|
Movement
|
5
|
Total
|
40
|
“A surprisingly quick and skill reanmimated skeleton” — flavor textThe Bonewalker may be able to make unexpected critical hits with its high skill and good speed, but its low constitution makes it quick to die.
|
|
Cyclops
|
| Monsters
|
|
HP
|
10
|
Strength
|
10
|
Constitution
|
1
|
Wisdom
|
0
|
Dexterity
|
1
|
Speed
|
0
|
Movement
|
3
|
Total
|
25
|
“A single-eyed creature with limitless rage” — flavor textThe Cyclops has almost no constitution or wisdom but lots of health, meaning they can still take lots of health before dying; in the meantime, they pack a mean punch with high strength
|
|
Gargoyle
|
| Monsters
|
|
HP
|
2
|
Strength
|
6
|
Constitution
|
2
|
Wisdom
|
2
|
Dexterity
|
5
|
Speed
|
6
|
Movement
|
7
|
Total
|
30
|
“A dangerous creature by themselves, the Gargoyle becomes exponentially deadlier in packs” — flavor textThe Deathgoyle is a flying class, able to surpass obstacles on the ground, while also dealing lots of damage while in a swarm
|
|
Deathgoyle
|
| Monsters
|
|
HP
|
7
|
Strength
|
8
|
Constitution
|
6
|
Wisdom
|
3
|
Dexterity
|
8
|
Speed
|
5
|
Movement
|
7
|
Total
|
44
|
“A more deadly cousin of the Gargoyle that can fly and attack with vicious force” — flavor textThe Deathgoyle is a flying class, able to surpass obstacles on the ground, while also inflicting Poison with their hits
|
|
Stoneborn
|
| Monsters
|
|
HP
|
8
|
Strength
|
13
|
Constitution
|
20
|
Wisdom
|
2
|
Dexterity
|
3
|
Speed
|
0
|
Movement
|
0
|
Total
|
46
|
“A statue given animation by magic. Attacks from a distance with rocks” — flavor textThe Stoneborn has incredible constitution, the highest of any class or unit in the entire game, making magic a near requirement for dealing with them.
|
|
Drake Zombie
|
| Monsters
|
|
HP
|
7
|
Strength
|
12
|
Constitution
|
9
|
Wisdom
|
13
|
Dexterity
|
7
|
Speed
|
6
|
Movement
|
4
|
Total
|
58
|
“A reanimated dragon's corpse without a sense of self” — flavor textThe Drake Zombie is strong in nearly every way and is capable of withstanding heavy blows; still, with enough attention and dragon-killing weapons, they can be defeated.
|
|
Clasher
|
| Monsters
|
|
HP
|
20
|
Strength
|
14
|
Constitution
|
3
|
Wisdom
|
4
|
Dexterity
|
6
|
Speed
|
3
|
Movement
|
5
|
Total
|
55
|
“Resilient and heavy-hitting monster with a proclivity for axes” — flavor textThe Clasher is the more advanced version of the Cyclops, having great health and strength but poor defensive stats; it might take a few hits, but will eventually go down
|
|
Lost Spirit
|
| Monsters
|
|
HP
|
7
|
Strength
|
6
|
Constitution
|
6
|
Wisdom
|
15
|
Dexterity
|
5
|
Speed
|
4
|
Movement
|
7
|
Total
|
50
|
“A wandering, corrupted Fighting Spirit free from any corporeal body” — flavor textThe Lost Spirit has access to exclusive fire magic that enduce status ailments and can sometimes evoke a Lethality-like effect
|
|
Gorgon
|
| Monsters
|
|
HP
|
8
|
Strength
|
3
|
Constitution
|
4
|
Wisdom
|
10
|
Dexterity
|
10
|
Speed
|
4
|
Movement
|
5
|
Total
|
44
|
“A skilled mage created from pure darkness that can petrify” — flavor textThe Gorgon, contrary to their name, is not a snake creature at all; they can, however, use a variety of dark magic, many of which will petrify the opponent
|
|
Witch
|
| Monsters
|
|
HP
|
8
|
Strength
|
6
|
Constitution
|
12
|
Wisdom
|
13
|
Dexterity
|
10
|
Speed
|
4
|
Movement
|
5
|
Total
|
58
|
“Darkness incarnate that can teleport freely through reality” — flavor textThe Witch has exclusive access to the Teleport wind staff, allowing them to move to any space on the map and then take another action, alongside offensive dark magics
|
Skills
The Fighting Spirit belonging to every Unit has various special abilities that are based upon its past remembrances and traits; through hard work these memories can be recalled and forged into their being, allowing them to be used as specific Skills in battle. A Fighting Spirit can only recall so much at once, however, so only a few can be used at a time; the amount that can be equipped depends on the rank of the Class that the Fighting Spirit has. Each Skill is sorted into a different category that defines when it activates and whats its purpose is, as well as giving lore as to how it augments the Fighting Spirit.
General
All of the Skills that don't go anywhere else are defined as General, with their origins being poorly researched or impossible to find; some, such as Strength +2 could come from any backgrounds and represent daily life tasks, while the more advanced ones are likely derived from lesser known martial arts or specialties.
Skill
|
Effect
|
|
Strength +4
|
+4 Strength
|
|
Wyverness
|
Enhances the muscles of the user
|
|
|
Dexterity +4
|
+4 Dexterity
|
|
Myrmidon
|
Sharpens the user's reaction time
|
|
|
Constitution +4
|
+4 Constitution
|
|
Soldier
|
Increases the user's heart capacity
|
|
|
Speed +4
|
+4 Speed
|
|
Griffon
|
Buffs the user's leg muscles and lungs
|
|
|
Wisdom +4
|
+4 Wisdom
|
|
Mage
|
Boosts the user's mind and quick thinking
|
|
|
Seal Strength
|
-6 Strength to enemy; recovers by 1 per turn
|
|
Brigand
|
Aims for vulnerable muscles, especially on the forearms
|
|
|
Seal Wisdom
|
-6 Wisdom to enemy; recovers by 1 per turn
|
|
Warrior
|
Aims to concuss with a head clobbering
|
|
|
Seal Constitution
|
-6 Constitution to enemy; recovers by 1 per turn
|
|
Spearmaster
|
Aims to knock the wind out of their lungs
|
|
|
Seal Speed
|
-6 Speed to enemy; recovers by 1 per turn
|
|
Drake Knight
|
Aims to sweep their feet and throw off their balance
|
|
|
HP +9
|
+9 maximum HP
|
|
Troubadour
|
Gives the user a new vitality like never before
|
|
|
All Stats +3
|
+3 All stats
|
File:FE class .gif
|
Personal
|
A general boost in competence and bodily tuning
|
|
|
Hit/Avo +10
|
+10 each to hit rate and Avoid
|
|
Arcanist
|
A new awareness of the environment, making enemy hits and dodges more obvious
|
|
|
Hit/Avo +20
|
+20 each to hit rate and Avoid
|
|
Druid
|
An even greater awareness of the environment, making enemy hits and dodges more obvious
|
|
|
Movement +1
|
+1 Movement
|
|
Thief
|
Puts a spring in the user's step and takes them further
|
|
|
Hit Rate +10
|
+10 Hit rate
|
|
Archer
|
A special flair to throw off dodging enemies
|
|
|
Hit Rate +20
|
+20 Hit rate
|
|
Dragoon
|
An acute knowledge of the signs of enemy dodges
|
|
|
Dancing Blade
|
+3 Speed, -1 Constitution
|
|
Swordsmaster
|
Pushes the user to move with grace, speed, and a little less fear
|
|
|
Heavy Blade
|
+3 Strength, -1 Speed
|
|
Vanguard
|
Holding the blade a little more steady, with greater force applied
|
|
|
Veteran Intuition
|
+10 Avoid rate
|
|
Dragon Hunter
|
Makes enemy attacks perfectly clear and foreseeable
|
|
|
Gamble
|
+20 Critical, -10 Hit Rate
|
|
Berserker
|
Moving riskily to hone in on enemy weaknesses while exposing the user's own
|
|
|
Zeal
|
+15 Critical
|
File:FE class .gif
|
Personal
|
Assets a love for the spectacular
|
|
|
Swordfaire
|
+4 Strength with a sword equipped
|
|
Legionary
|
Reflects a formerly living love for swords
|
|
|
Lancefaire
|
+4 Strength with a lance equipped
|
|
Pikeman
|
Reflects a formerly living love for lances
|
|
|
Axefaire
|
+4 Strength with an axe equipped
|
|
Brigand
|
Reflects a formerly living love for axes
|
|
|
Bowfaire
|
+4 Strength with an bow equipped
|
|
Archer
|
Reflects a formerly living love for bows
|
|
|
Tomefaire
|
+4 Wisdom with a tome equipped
|
|
Shaman
|
Reflects a formerly living love for tomes
|
|
|
Knifefaire
|
+4 Strength with a dagger equipped
|
|
Ninja
|
Reflects a formerly living love for knives
|
|
|
Armfaire
|
+4 Strength with an arm equipped
|
|
Arquebusier
|
Reflects a formerly living love for arms
|
|
|
Stavefaire
|
+4 Wisdom with a staff equipped
|
|
Enchanter
|
Reflects a formerly living love for staves
|
|
|
Swordbreaker
|
+50 Hit rate and +50 Avoid against enemies equipping a sword
|
|
Drake Knight
|
Reflects a hatred in life for sword wielders
|
|
|
Lancebreaker
|
+50 Hit rate and +50 Avoid against enemies equipping a lance
|
|
Vanguard
|
Reflects a hatred in life for lance wielders
|
|
|
Axebreaker
|
+50 Hit rate and +50 Avoid against enemies equipping an axe
|
|
Spearmaster
|
Reflects a hatred in life for axe wielders
|
|
|
Bowbreaker
|
+50 Hit rate and +50 Avoid against enemies equipping a bow
|
|
Dragoon
|
Reflects a hatred in life for bow wielders
|
|
|
Tomebreaker
|
+50 Hit rate and +50 Avoid against enemies equipping a tome
|
|
Falcon Knight
|
Reflects a hatred in life for tome wielders
|
|
|
Knifebreaker
|
+50 Hit rate and +50 Avoid against enemies equipping a dagger
|
|
Bow Knight
|
Reflects a hatred in life for knife wielders
|
|
|
Armbreaker
|
+50 Hit rate and +50 Avoid against enemies equipping an arm
|
|
Pariah
|
Reflects a hatred in life for arm wielders
|
|
|
Stavebreaker
|
+50 Hit rate and +50 Avoid against enemies equipping a staff
|
|
War Monk
|
Reflects a hatred in life for staff wielders
|
|
|
Armournull
|
Attacks ignore bonuses from enemy's armour
|
|
Warrior
|
An incredible knowledge of the precise weakspots of nearly any construction of armour
|
|
|
Shieldnull
|
Attacks ignore bonuses from enemy's shield
|
File:FE class .gif
|
Personal
|
An incredible knowledge of the precise weakspots of nearly any construction of shield
|
|
|
Nihil
|
Disables enemy combat skills
|
|
Eminence
|
An unwavering lack of conviction can deny the faithful their blessings
|
|
|
Rightful Leader
|
+10% to Ultisword activation rates
|
|
General
|
The user knows that they are the right person for the job of leading their allies to victory
|
|
|
Unity
|
+10% to skill activation rates
|
|
Eminence
|
A sense of fellowship unites Fighting Spirits and empowers their memories
|
|
|
Quixotic
|
+30 hit rate and +15 skill activation rate for both user and enemy
|
File:FE class .gif
|
Personal
|
The beautiful sense of conflict between Fighting Spirit brings out the best of both
|
|
|
Countermagic
|
Deals non-lethal damage against user back against an opponent attacking with magic
|
|
Diviner
|
Uses spectromagnetism to deflect powerful and weak magic alike
|
|
|
Counter
|
Deals non-lethal damage against user back against opponent
|
|
Gladiator
|
Transfers kinetic energy into burning heat directly within the body of the opponent
|
|
|
Clarity
|
Recovers from status reduction effects twice as fast
|
File:FE class .gif
|
Personal
|
Rather than being distracted by ailments, users may see the issue and resolve it without complaint
|
|
|
Resist Status
|
Halves status reduction effects, poison damage, and the hit rate of status staves and rods
|
|
Falcon
|
Incredibly secure internal structure of a Fighting Spirit that rejects negative influences
|
|
|
Immune Status
|
Negates status reduction effects, poison damage, and the hit rate of status staves and rods
|
|
Falcon Knight
|
A Fighting Spirit that cannot be changed other than through its own means
|
|
|
Healtouch
|
+5 healing output
|
|
Cleric
|
Channels healing energy through the body and Fighting Spirit, not just the tool used
|
|
|
Renewal
|
Heals 25% HP at the start of a turn
|
|
Cleric
|
Utilizes the ambient healing energy of the environment and directs it inwards
|
|
|
Staff Savant
|
Prevents any durability decrease on a staff and increases the range of staves to a minimum of 10
|
|
Valkyrie
|
The reward for giving ones life to the staff
|
|
|
Artsthrift
|
The user doesn't lose health from arts
|
File:FE class .gif
|
Personal
|
Masterful techniques reduce the stress put on the lifeforce of the user by a Fighting Spirit when using an art
|
|
|
Arrowthrift
|
The user can defend from close range with a bow
|
|
Bow Knight
|
Masterful techniques reduce the time it takes to draw and release the arrow
|
|
|
Optimistic
|
Recovers ×1.5 normal HP recovery when healed by a staff or rod
|
File:FE class .gif
|
Personal
|
Magic relies on belief, and total confidence is the greatest faith
|
|
|
Weaponlite
|
The user can have 5 items at once, rather than 3
|
|
Master of Arms
|
Grants experience wielding numerous weapons at once
|
|
|
Armourlite
|
Nullifies the weight of worn armour
|
|
Admiral
|
Grants experience wearing and breathing from within heavy armour
|
|
|
Reciprocity
|
If a healing staff or rod is used on the user, the staff wielder recovers same amount of HP
|
File:FE class .gif
|
Personal
|
'
|
|
|
Patience
|
+10 Hit Rate and +10 Avoid during enemy phase
|
File:FE class .gif
|
Personal
|
Awaiting the opponent's move, sensing their strategy, preparing to counter...
|
|
|
Prescience
|
+15 Hit Rate and +15 Avoid during player phase
|
File:FE class .gif
|
Personal
|
One who takes advantage of their every action will inevitably win
|
|
|
Aggresor
|
+25 Hit Rate during player phase
|
|
Marauder
|
Inviting a proactive lifestyle on and off the battlefield
|
|
|
Lucky Seven
|
+20 Hit Rate and +20 Avoid during first seven turns
|
|
Flier
|
The early bird maxim applied to the battlefield
|
|
|
Quick Burn
|
+15 Hit Rate and +15 Avoid at start of chapter; -1 to both stats for each successive turn
|
|
Arcanist
|
Those who yearn for battle but soon face fatigue burn quickly
|
|
|
Slow Burn
|
+1 Hit Rate and +1 Avoid per turn
|
|
Ninja
|
Those who avoid battle but soon warm up to it burn slowly
|
|
|
Air Superiority
|
+30 hit rate and +30 avoid when facing a flying unit
|
|
Flier Knight
|
Thought they may appear graceful, flighty units do not always live up to their looks
|
|
|
Wrath
|
+20 Critical when HP is at half or below
|
|
Marauder
|
Land the killing blow or die trying
|
|
|
In Extremis
|
+30 critical rate if user's HP is under one-quarter
|
|
Arquebusier
|
All thats left in ones dying eyes is kill, kill, kill
|
|
|
Underdog
|
+15 Hit rate and +15 Avoid when opponent's level is higher
|
File:FE class .gif
|
Personal
|
Uses the element of surprise, an unexpected defeat for those of greater renowned
|
|
|
Confidence
|
+4 Speed for remainder of turn when choosing to wait
|
File:FE class .gif
|
Personal
|
The total confidence in oneself to let the enemies come and try their best
|
|
|
Calm
|
+5 Dexterity for remainder of turn when choosing to wait
|
|
War Monk
|
Take the time to halt one's mind for just a moment and focus on what is important: winning
|
|
|
Beastbane
|
Deals bonus damage to beast units
|
|
Pikeman
|
Searing hatred for the mounts of the world
|
|
|
Wyrmsbane
|
Deals bonus damage to wyvern units
|
|
Dragon Hunter
|
Unique knowledge of a wyvern's weaknesses
|
|
|
Hawkeye
|
Attacks made with a Bow or Arm always hit
|
|
Sniper
|
Keen vision and acute training combine for the perfect marksman
|
|
|
Vantage
|
Attack first during enemy phase when HP is half or below
|
|
Swordsmaster
|
When the time is right, prepare for first strike
|
|
|
Highwayman
|
-3 to Strength and Speed when attacking an enemy that cannot counter-attack
|
|
Thief
|
The winners of war shed their honour to end the battle quickly
|
|
|
Opportunist
|
+4 damage dealt when enemy cannot counter-attack
|
File:FE class .gif
|
Personal
|
Only a fool gives up a chance for glory for the sake of a fair match
|
|
|
Fiery Blood
|
Damage dealt +4 if user's HP is not full
|
|
Wyverness
|
For every drop of blood spilt, so shall three more be drawn
|
|
|
Perfectionist
|
Hit rate and Avoid +15 each when user's HP is full
|
|
Warrior
|
Unhampered by knicks and cuts, one can focus on bringing down pain
|
|
|
Triple Threat
|
If user is under half HP, counters any damage done by a sword, lance, or axe
|
|
Master of Arms
|
When every slice counts, turning it back around on the enemy can make all the difference
|
|
|
Knife Catcher
|
If damaged by a dagger, counters for both half damage and full debuff
|
File:FE class .gif
|
Personal
|
An eye for an eye; a dagger for a knife
|
|
|
Perspicacious
|
+5 hit rate to all allies
|
File:FE class .gif
|
Personal
|
Using shrewd analysis to note chinks in the enemy's defenses and call them out to allies
|
|
|
Prodigy
|
Damage dealt +4 if, at start of battle, the higher of the enemy's Strength or Wisdom is higher than the corresponding stat on the user
|
|
Captain
|
A breakout talent turning the tide of battle
|
|
|
Vendetta
|
+4 damage dealt vs. a previously fought enemy
|
File:FE class .gif
|
Personal
|
Burning anger when one's opponent just won't die
|
|
|
Puissance
|
+6 damage dealt when user's Strength > target's Strength + 4
|
File:FE class .gif
|
Personal
|
Such an amazing advantage that the Fighting Spirit can barely hold back
|
|
|
Aching Blood
|
+10 critical rate when equipping a forged weapon
|
File:FE class .gif
|
Personal
|
Surging with lineage, a bond between Fighting Spirit and user represented by a personalized weapon
|
|
|
Pragmatic
|
+3 damage dealt and -1 damage received if enemy's HP is not full
|
|
Legionary
|
An enemy with a few nicks and cuts can afford a few more
|
|
|
Chivalry
|
+2 damage dealt and -2 damage received if enemy's HP is full
|
|
Cavalier
|
Fighting Spirits filled with feelings of honour and respect for their opponents
|
|
|
Icy Blood
|
If user's HP is not full and sustains damage, enemy countered for same damage and gets -3 each to Dexterity and Speed
|
File:FE class .gif
|
Personal
|
Summons a freezing chill upon contact like the frosty anger of the user
|
|
|
Fierce Counter
|
32 damage dealt when an enemy triggers the battle
|
|
Sage
|
Luring an enemy into the user's trap to take them out more efficiently
|
|
|
Bibliophile
|
+10 critical rate when user is carrying 2 or more tomes
|
File:FE class .gif
|
Personal
|
A love of books that transcends time and skill ceilings
|
|
|
Spirit Disciple
|
+10 hit rate and +10 Avoid when user's HP is not full
|
|
Bishop
|
Learning from the incorporeality of Fighting Spirits and moving like the wind
|
|
|
Golembane
|
All attacks deal bonus damage to artificial creatures
|
|
Exorcist
|
A burning hatred of artificial beings, insacred and sacreligious
|
|
|
Dispiriting Hex
|
-4 all stats on enemy for remainder of turn
|
File:FE class .gif
|
Personal
|
A minor spell put on victims of the users attacks that limit their effectiveness thereafter
|
|
|
Wary Fighter
|
Neither user nor enemy may double attack
|
File:FE class .gif
|
Personal
|
Although deep safety measures may be limiting, they also prevent unwanted damage
|
|
|
Survey
|
Negates Hit Rate decrease from distance for Bows
|
|
Ranger
|
With a great knowledge of the environment, Fighting Spirits can give their users a perfect shot no matter the range
|
|
|
Rifled Barrel
|
Reduces Hit Rate increase due to distance for Arms
|
|
Marksman
|
With a special turn of the wrist, Fighting Spirits can send their bolts farther than normal
|
|
|
Life and Death
|
+10 damage dealt, +10 damage received
|
File:FE class .gif
|
Personal
|
For some, giving up defense for offense is the only strategy that makes sense
|
|
|
Immobilize
|
Reduces enemy's Movement to 0 and Avoid by 20 for remainder of turn if user's attack connects
|
|
Exorcist
|
Such a jarring hit knocks the opponent off their feet and stops them from moving again
|
|
|
Inevitable End
|
Allows stat reduction effects targeted at the enemy to stack
|
File:FE class .gif
|
Personal
|
So strong are the user's attacks that their effects combine for truly devastating destruction
|
|
|
Point Blank
|
+4 damage when shooting at 2 or less range with bow or arm
|
|
Warrior
|
With the proper techniques, the user can shoot their long distance weapons close up powerfully.
|
|
|
Cordelia's Shield
|
Negates any anti-flight weakness on the user, and allows the user access to terrain bonuses
|
|
Flier Knight
|
Granted to a Fighting Spirit by the powerful Cordelia's Shield
|
|
|
Hector's Shield
|
Negates any anti-armor weakness on the user
|
|
Admiral
|
Granted to a Fighting Spirit by the powerful Hector's Shield
|
|
|
Iote's Shield
|
Negates any anti-wyvern weakness on the user
|
|
Drake Knight
|
Granted to a Fighting Spirit by the powerful Iote's Shield
|
|
|
Walhart's Shield
|
Negates any anti-beast weakness on the user
|
|
Paladin
|
Granted to a Fighting Spirit by the powerful Walhart's Shield
|
|
|
Pure Heart
|
-2 damage received and +2 damage dealt vs. units that have Dark weapons equipped
|
|
Valkyrie
|
A devotion to justice so defines the Fighting Spirit that they can strike down any wrongdoer
|
|
|
Impure Heart
|
-2 damage received and +2 damage dealt vs. units that have Light weapons equipped
|
|
Sorcerer
|
So evil is the Fighting Spirit that they may strike down any pure being
|
|
|
Nobility
|
×1.5 experience gain
|
File:FE class .gif
|
Personal
|
A blueblood feels a calling to improve such to justify their pride
|
|
Trainee
“Certain powerful Fighting Spirits were too strong to contain at once, their energy being locked up beneath repressed memories. For those with such Fighting Spirits, much training is necessary, but they will find great strength and power when they do. These skills are specially found in Trainee Classes that require a lot of dedication and work to become strong but, upon reaching their maximum potential, will be guaranteed to be some of the strongest units in the player's army.”
— ingame tooltip
Skill
|
Effect
|
|
Limit Breaker
|
+10 to all stat caps
|
|
Apprentice
|
The Fighting Spirit and their user continue to grow strong beyond what was thought previously possible
|
|
|
Rations
|
(Dex)% chance of healing 25% at beginning of turn
|
|
Adventurer
|
By exploring the land, they have learned to make a meal out of anything
|
|
|
Aptitude
|
+20 to all Growth rates
|
|
Recruit
|
Each drip of knowledge compounds for greater results for the user
|
|
|
Accuracy
|
+15 Hit Rate when user's Str > opponent's
|
|
Fighter
|
Overbearing strength ensures a focus on accuracy
|
|
|
Determined Blow
|
+25 hit rate if attack will kill
|
|
Hunter
|
When its all on the line, a focus on accuracy is needed
|
|
|
Mechanized Fighter
|
+4 Might to equipped weapon
|
|
Crossbowman
|
The Crossbowman depends more on their weapon than on their own strength
|
|
|
Locktouch
|
Opens doors and chests without keys
|
|
Bandit
|
A gentle touch can break any lock
|
|
|
Discipline
|
×2 weapon experience
|
|
Novice
|
Continuing a lifetime commitment to training and learning the arts of battle
|
|
|
Paragon
|
×1.5 experience gain while paired up
|
|
Aide
|
With an optimistic view of life, the user can take in helpful wisdom and suggestions
|
|
Ultisword
“In ages past, legendary heroes filled the continents, fighting terrifying creatures and saving the land from dragons. They have longe sense passed away, but their restless spirits have returned in the form of Fighting Spirits, willing themselves to fight another day. With enough training they can remember their special techniques that defined them in battle, their Ultiswords. These moves initially have a small chance of occuring in any encounter but, as they are used more and more, they are triggered more often, augmenting either their user's offensive or defensive abilities greatly and possibly turning the tide of battle. A Fighting Spirit can only have one of these equipped at once, and very few can even learn more than one in a playthrough.”
— Ingame tooltipUltiswords replace sword skills and activate based on the user's Skill stat, much like a Critical Hit. Offensive ones can be activated during any attack, while defensive ones during any enemy attack.
Skill
|
Effect
|
|
Astra
|
5 consecutive strikes at half damage
|
|
Swordsmaster
|
Taking on the power of the stars to unleash verdant strikes
|
|
|
Pavise
|
Halves damage done by swords, lances, axes, and knives
|
|
Vanguard
|
Unleashes a heavenly shield to protect from physical bombardment
|
|
|
Aegis
|
Halves damage done by bows, arms, tomes, and staves
|
|
Admiral
|
Reveals a blessed shield to protect from magical attacks
|
|
|
Luna
|
Halves enemy's Constitution or Wisdom during attack
|
|
Armour Knight
|
A blue flash reveals the powerful, armour cleaving Luna slash
|
|
|
Ignis
|
Adds half of the Wisdom stat to Strength
|
|
War Monk
|
Bursting with flowers, this magical attack utilizes both the user's strength and wisdom
|
|
|
Lethality
|
Instantly defeats the enemy
|
|
Assassin
|
Using all of their power, the user commands a killing strike, instantly reducing the opponent's life force
|
|
|
Vengeance
|
Increases damage output by half of damage taken
|
|
Druid
|
The energy released by the user's Fighting Spirit from being damage coalesces into a revenge attack
|
|
|
Sol
|
Heal HP equal to half damage
|
|
Falcon Knight
|
A beautiful yellow burst that restores life energy to the attacker
|
|
|
Aether
|
Two consecutive strikes; first has Sol effect, second a Luna effect
|
|
General
|
Two mighty hits with the effects of Sol and Luna respectively
|
|
|
Rend Heaven
|
Adds half of enemy's Strength or Wisdom, to user's damage
|
|
Sage
|
Draws from the enemy's Fighting Spirit's power and redirects it towards them
|
|
|
Spirit Fang
|
Increases user's attack power by 50%
|
|
Druid
|
The user's body is temporarily transformed by the immense power of the Fighting Spirit and used to great effect as an attack
|
|
|
Eclipse
|
Multiplies the user's strength by 5 and treats the target as if it has 0 Constitution during the strike.
|
|
Dragoon
|
An overbearing attack that surpasses all armour and uses the entirety of the user's Fighting Spirit's energy.
|
|
|
Savage Blow
|
Enemies within a two-square radius have their HP reduced by 25% after battle
|
|
Drake Knight
|
Using the user's wyvern, nearby opponents are doused in breath
|
|
|
Divine Shield
|
Halves damage and nullifies Lethality, counter-type skills, and poison damage
|
|
Paladin
|
The heavens smile down upon the user and its Fighting Spirit, protecting them nearly completely
|
|
|
Miracle
|
Survive an otherwise-lethal attack with 1 HP if user didn't already have only 1 HP
|
|
Valkyrie
|
Through willpower alone, a Fighting Spirit can save its user from near certain death
|
|
Bondforme
“Some Fighting Spirits are defined by the bonds they share with others, and their past echoes their strong empathy; as they continue to fight and grow alongside other Fighting Spirit they will learn Bondforme skills which further increase their capability to help and be helped by fellow Fighting Spirit and their Units. These Fighting Spirits might occur during battle or give a constant passive bonus when paired up or adjacent to a well-known ally.”
— Ingame tooltipBondformes are affected by or affect supports or pair-ups.
Skill
|
Effect
|
|
Veteran
|
×2 experience gain for partner while paired up
|
File:FE class .gif
|
Personal
|
Using recollections of their life, Fighting Spirits can impart useful knowledge and wisdom to those around them
|
|
|
Trust
|
Can access support unit's battle skills in Pair Up
|
File:FE class .gif
|
Personal
|
By opening up to their partner, a Fighting Spirit may share long-lost memories
|
|
|
Tactical Advice
|
If user is support unit in Pair Up, +10 to lead unit's hit rate
|
File:FE class .gif
|
Personal
|
Two minds working together craft plans more clever than their natural sum
|
|
|
Guarded Bravery
|
-3 damage received when the user is the lead unit
|
File:FE class .gif
|
Personal
|
By protecting another, Fighting Spirits are empowered to protect their user even further
|
|
|
Dual Striker
|
+10% to Dual Strike rate if paired with a support level > C
|
|
Myrmidon
|
The energy released by nearby Fighting Spirits is reused to enable another timely attack
|
|
|
Dual Supporter
|
Increases the support bonus effect if paired with a support level > C
|
|
Gladiator
|
The lead Fighting Spirit can siphon more energy from the dormant, supporting Fighting Spirit if it has a spirit of generosity
|
|
|
Dual Guardsman
|
+1 shield gauge gain if paired with a support level > C
|
File:FE class .gif
|
Personal
|
A spirit of protection and guardianship inspires selfless moments
|
|
|
Competitive
|
User gets +10 critical rate, +3 damage dealt, and -1 damage received
|
File:FE class .gif
|
Personal
|
In an effort to impress, Fighting Spirits will try to excel beyond their natural limits
|
|
|
Bushido
|
If user is the lead unit and at a higher level than the support unit, user gets +10 critical rate, +2 damage dealt, and -2 damage received
|
File:FE class .gif
|
Personal
|
The ancient art of protection, honour, and above all, bonds
|
|
|
Miraculous Save
|
If the support unit with a support level > C, grants the lead unit the Miracle skill
|
File:FE class .gif
|
Personal
|
When a friend cares deeply enough for their partner, they can force miracles to happen
|
|
|
Noble Cause
|
When paired with a support level > C, if the lead unit is not at full HP, +3 damage dealt and -1 damage received
|
File:FE class .gif
|
Personal
|
With their life flashing before their eyes, along with their mistakes, the truest Fighting Spirit is awakened
|
|
|
Defender
|
+1 all stats while paired up
|
|
Marksman
|
An Fighting Spirit that refuses to let down its partner or even to appear weak in front of them
|
|
|
Deliverer
|
+2 Movement when paired up
|
|
Cavalier
|
Tasked with bringing another from point A to point B, this Fighting Spirit will never fail
|
|
Vampyre
“It is said that a race of vampires once lived on the continent, spreading their ill wrath across the kingdoms; they were defined by greed and avarice, but were defeated at the hands of great heroes. They live on, still greedy and hungry for death; their spirits return to the living world with powerful Vampyre skills which activate upon the death of an opponent and use the opportunity to plunder some of their greatest gifts; Strength, Wisdom, lifeforce, and even time itself.”
— Ingame tooltipVampyres are activated when a unit defeats their opponent.
Skill
|
Effect
|
|
Bloodthirst
|
+4 each to Strength, Wisdom, Dexterity, and Speed for rest of turn
|
|
Drake
|
Upon the first seen drop of blood their Fighting Spirit will begin to glow, hungry for more
|
|
|
Morbid Celebration
|
Recover 25% HP and gain +2 to each stat for the next two turns
|
|
Shaman
|
A masochistic lust for death and appreciation for those who lose their lives at the hand of the user
|
|
|
Fearsome Blow
|
Other enemy units adjacent to user lose 20% HP
|
|
Sniper
|
A final strike so overpowering that its energy is carried forward to those nearby
|
|
|
Lifetaker
|
Recover HP equal to the amount dealt by the killing blow
|
|
Mage
|
Draining the energy directly from the opponent, a less ethical Fighting Spirit can continue the user's existence longer
|
|
|
Galeforce
|
Grants another full action with half movement; only activates once per turn
|
|
Flier
|
The user keeps their momentum after their final swing and uses it for another powerful attack
|
|
|
Speedtaker
|
+2 Speed for rest of battle, maximum bonus +10
|
|
Bow Knight
|
Siphons the speed of the recently departed as they fall forever asleep
|
|
|
Strengthtaker
|
+2 Strength for rest of battle, maximum bonus +10
|
|
Brigand
|
Siphons the strength of the recently departed as they fall forever asleep
|
|
|
Wisdomtaker
|
+2 Wisdom for rest of battle, maximum bonus +10
|
|
Hymnist
|
Siphons the speed of the wisdom departed as they fall forever asleep
|
|
|
Skilltaker
|
+2 Dexterity for rest of battle, maximum bonus +10
|
|
Swordsmaster
|
Siphons the dexterity of the recently departed as they fall forever asleep
|
|
|
Defensetaker
|
+2 Constitution for rest of battle, maximum bonus +10
|
|
Shaman
|
Siphons the constitution of the recently departed as they fall forever asleep
|
|
Terran
“Some great architects and engineers shook the world, while others terraformed the land; among them stood great warriors as well, inspired by their actions and desiring a greater use in their fights of the natural world. Now Fighting Spirit, these fighters may derive their power from those around them and the terrain they fight in.”
— Ingame tooltipTerrans are activated by or affect nearby allies, enemies, or terrain, often based on a certain radius of tiles that works the same way as attack range.
Skill
|
Effect
|
|
Acrobat
|
Traverse all traversable terrain as if it were a plain
|
|
Pariah
|
Precise movement of their body allows users to surpass terrain obstacles altogether
|
|
|
Natural Cover
|
-3 damage received when fighting in terrain with effects
|
|
Druid
|
Fighting Spirits trained in the usage of nearby terrain while fighting make great use of trees, rocks, and other obstacles
|
|
|
Elbow Room
|
+3 damage dealt when fighting in no-effect terrain
|
|
Gladiator
|
With enough room to maneuver, particularly skilled Fighting Spirits can shine at their fullest potential
|
|
|
Heartseeker
|
-20 Avoid to adjacent enemy
|
|
Diviner
|
Some Fighting Spirits can hone in on the lifeforce of others, almost like heat vision, granting unprecedented aim
|
|
|
Hex
|
-10 Avoid and -10 Hit Rate to adjacent enemies
|
|
Sorcerer
|
A powerful, passive, and constant spell that affects nearby opponent's ability to dodge and hit successfully
|
|
|
Divine Retribution
|
If user is unequipped, counters any adjacent attack for half damage
|
|
Monk
|
Upon reaching a level of reflection only possible when unarmed, the heavens will begin to smile down on the user
|
|
|
Playthings
|
At start of turn, any enemy adjacent to the user loses 5 HP
|
|
Drake
|
To those of high mind and low empathy, commanding others can result in dangerous tendencies
|
|
|
Lily's Poise
|
Adjacent allies get +1 damage dealt and -3 damage received
|
File:FE class .gif
|
Personal
|
Like the beauty of a lily, this Fighting Spirit inspires others to remain careful and deliberate
|
|
|
Rose's Thorns
|
Adjacent allies get +3 damage dealt and -1 damage received
|
|
Griffon
|
Like the thorns of a rose, this Fighting Spirit inspires others to remain aggressive and forceful
|
|
|
Relief
|
Heal 20% HP at the start of a turn if no units are adjacent spaces
|
File:FE class .gif
|
Personal
|
Only when unencumbered by distractions can this Fighting Spirit channel the energies around them
|
|
|
Charm
|
+10 Hit Rate and +10 Avoid to all allies within a 3 tile radius
|
File:FE class .gif
|
Personal
|
Serves to enamor other allies and give them a sense of purpose, fighting harder versus their foes
|
|
|
Pass
|
Pass through enemy-occupied tiles
|
|
Assassin
|
Pass through space held by the enemy by simply ignoring them
|
|
|
Focus
|
+15 Critical with no allies within a 3 square radius
|
|
Ranger
|
Only when unencumbered can this Fighting Spirit channel the energies around them to locate the enemy's weaknesses
|
|
|
Anathema
|
-10 Avoid and -10 Dodge to all enemies within a 3 square radius
|
|
Drake Knight
|
Such incredible hatred and evil emanates from the Fighting Spirit, cursing those around it
|
|
|
Bond
|
Heals 8 HP to all allies within a 3 square radius at the start of the turn
|
|
Bishop
|
Such incredible natural love and appreciation emanates from the Fighting Spirit, blessing those around it
|
|
|
Peacebringer
|
-3 damage dealt to all units within a two-square radius of user
|
|
Hymnist
|
The peaceloving nature of the user cannot help but soothe everyone around them, even opponents
|
|
|
Misfortunate
|
-5 to user's dodge and -15 to dodge to all enemies within a two-square radius of user
|
|
Cyclops
|
The unlucky clumsiness of the user is shared with every enemy nearby
|
|
|
Fortunate
|
+5 dodge to user, +15 dodge to all allies within a two-square radius of user
|
|
Lost Spirit
|
The lucky precision of the user is shared with every ally nearby
|
|
|
Camaraderie
|
Recovers 10% HP at start of turn if there are any allies within a two-square radius
|
File:FE class .gif
|
Personal
|
Enlightened by friendship, the Fighting Spirit can restore life to the user
|
|
|
Malefic Aura
|
+3 magical damage received to all enemies within a two-square radius of user
|
|
Enchanter
|
An Fighting Spirit can release an aura that increases the potency of selected spells; specifically, those of its user
|
|
|
Self-Destruct
|
If user is under half HP, deals damage to all enemies and walls within a two-square radius before disappearing
|
|
Lost Spirit
|
An incredible amount of energy is stored within the Fighting Spirit, only being released upon the users death in a catastrophic
|
|
Initiative
“Many Fighting Spirit recall faintly a life of impulse, taking action into their own hands rather than waiting for fate. Following this push for greatness, such Fighting Spirits will also pull their users towards being proactive, encouraging them to begin their own attacks; thus, only through initiating battles can these Skills be activating.”
— Ingame tooltipInitiatives only activate when the unit with them initiates combat, rather than being attacked and counterattacking. As such, they are mostly offensive.
Skill
|
Effect
|
|
Duelist's Blow
|
+30 Avoid
|
|
Swordsmaster
|
Refined by the duelist, this attack strikes first and withdrawls to avoid retaliation
|
|
|
Death Blow
|
+20 critical rate
|
|
Berserker
|
Refined by the master fighter, this attack strikes first and aims to annihilate
|
|
|
Darting Blow
|
+5 attacks speed
|
|
Paladin
|
Refined by the acrobat, this attack strikes first and then once more
|
|
|
Certain Blow
|
+40 hit rate
|
|
Bow Knight
|
Refined by the archer, this attack strikes first and nearly always hits
|
|
|
Warding Blow
|
-20 magical damage received
|
|
Warrior
|
Refined by the careful fighters, this attack strikes first and serves to ward off magical retaliation
|
|
|
Armored Blow
|
-10 physical damage received
|
|
Admiral
|
Refined by defensive fighters, this attack strikes first and serves to ward off physical retaliation
|
|
|
Quick Draw
|
+4 damage dealt
|
|
Myrmidon
|
By taking the offensive, the user may pinpoints weaknesses and deal out even more pain to their opponent
|
|
Blessings
“Although all Fighting Spirits saw violence in their lives, many were still incredibly pious or even repented for their wrongdoings, and have gained the gods' favour. As a result, their user is also blessed, and when deemed necessary will receive bountiful blessings; the Skills below activate completely randomly, seemingly without pattern, although some say they are more likely to happen when they are needed most.”
— Ingame tooltipBlessings have a low (<10%) chance of occuring during any instance of combat, with this chance being boosted by some other Skills, Weapons, or Items.
Skill
|
Effect
|
|
Spirit Ward
|
Adjacent allies take half damage from enemy attacks
|
|
Monk
|
The awesome power of Fighting Spirit is shared with nearby allies, empowered by bountiful blessings
|
|
|
Aura Sync
|
Recover 30% HP at start of turn
|
|
Falcon
|
The user's Fighting Spirit communes with the aura of reality and receives a gift of lifeforce
|
|
|
Premonition
|
The enemy's attack is negated
|
|
Druid
|
A divination is answered, providing key strategic info to save the user from a future attack
|
|
|
Opportunity Shot
|
Attack a random enemy within range at start of turn using equipped weapon
|
File:FE class .gif
|
Personal
|
An opportunity falls right on the user's lap, as if willed by their Fighting Spirit
|
|
|
Medicinal Potion
|
Heal all status conditions and stat debuffs
|
|
Shaman
|
A risky alchemy project succeeds, healing the user's body of impurities
|
|
|
Toxic Potion
|
Reduce enemy's Movement to 0 and Avoid by 20 for rest of turn
|
|
Witch
|
A risky alchemy project succeeds, cursing the opponent with impurities
|
|
Soulpower
“Although fighting as one does with a Fighting Spirit is supernatural enough, some even grant their users access to even more unique and powerful abilities called Soulpowers that redefine the battle, like granting incredible dexterity to nearby allies or even warping near an endangered unit to save them.”
— Ingame tooltipSoulpowers are special actions that can be activated on any turn instead of other actions like attacking, with otherwise unlimited usages.
Name
|
Effect
|
|
Rallying Cry
|
All allies within a two-square radius deal +2 damage
|
|
Captain
|
An audible call for allies to work together and give it their all
|
|
|
Rally Spectrum
|
+2 all stats to all allies within a 3 square radius
|
|
Hymnist
|
{{{5}}}
|
|
|
Rally Constitution
|
+4 Constitution to all allies within a 3 square radius
|
|
Hymnist
|
An audible call suggesting allies take a deep breath
|
|
|
Rally Strength
|
+4 Strength to all allies within a 3 square radius
|
|
Troubadour
|
An audible call suggesting allies quickly sharpen their weapons
|
|
|
Rally Wisdom
|
+4 Wisdom to all allies within a 3 square radius
|
|
Troubadour
|
An audible call suggesting allies consider deeply their options
|
|
|
Rally Dexterity
|
+4 Dexterity to all allies within a 3 square radius
|
|
Pariah
|
An audible call suggesting allies watch out for enemy mistakes
|
|
|
Rally Speed
|
+4 Speed to all allies within a 3 square radius
|
|
Hymnist
|
An audible call suggesting allies make quick strikes a priority
|
|
|
Rally Movement
|
+1 Movement to all allies within a 3 square radius
|
File:FE class .gif
|
Personal
|
An audible call suggesting allies rush ahead
|
|
|
Song of Inspiration
|
Allies within a 3 square radius gain +3 Dexterity and Speed until the user's side's next turn
|
|
Bard
|
This uplifting song will raise spirits and feet
|
|
|
Song of Peace
|
Units within a 4 square radius deal -6 damage per attack until the user's side's next turn
|
|
Bard
|
This uplifting song will raise spirits and peaceful feelings
|
|
|
Song of Nations
|
Allies within a 3 square radius receive +2 Constitution and Strength for each adjacent ally
|
|
Bard
|
This uplifting song will raise spirits and admiration
|
|
|
Fancy Footwork
|
+2 Strength, Speed, and Dexterity for rest of turn to all allies within a 3-square radius of user
|
File:FE class .gif
|
Personal
|
An impressive show of skill that inspires nearby allies to follow suit
|
|
|
Revitalizing Dance
|
Selected adjacent ally unit can perform another action
|
|
Dancer
|
'
|
|
|
Special Dance
|
Selected adjacent ally unit receives +4 to Strength, Wisdom, and Constitution for a turn
|
|
Dancer
|
'
|
|
|
Shove
|
Push an adjacent ally one tile
|
|
Soldier
|
A quick push of an ally forwards, with their permission of course
|
|
|
Swap
|
Switch places with an adjacent ally
|
|
Cavalier
|
A quick swap that gives no opportunity for attack
|
|
|
Shelter
|
Make an adjacent ally the user's support unit
|
|
Armour Knight
|
A protective user bringing another into their arms to save them from danger
|
|
|
Warp
|
Move adjacent to a selected ally unit and performs another action
|
|
Witch
|
'
|
|
Weapons
Swords
Swords are the lightest of the physical weapon types, able to easily double opponents, but also the lowest might, relying on their own user's strength. With a great variety at every level of rarity, sword users have a lot of versatility even without access to other weapon types, with sword variants like katanas and kattis giving access to even higher speed or even ranged attacks.
Name
|
Rank
|
Might
|
Wgt.
|
Acc
|
Prc
|
Range
|
Price
|
Dur
|
Notes
|
|
Bronze Sword
|
E
|
3
|
2
|
95
|
0
|
1
|
450
|
--
|
--
|
333
|
|
Glass Sword
|
E
|
12
|
1
|
85
|
--
|
1
|
400
|
3
|
Sells for 1/4th its worth, instead of 1/2th
|
An incredibly fragile blade that nonetheless can cut like a sword of much higher rank and cost
|
|
Rapier
|
E
|
7
|
3
|
95
|
--
|
1
|
--
|
--
|
Eff. against mounted/armoured units
|
333
|
|
Brass Katana
|
E
|
2
|
1
|
100
|
0
|
1
|
450
|
--
|
(+3 Avo) (+1 Spd)
|
333
|
|
Iron Sword
|
D
|
6
|
4
|
90
|
--
|
1
|
900
|
--
|
--
|
333
|
|
Solarrion
|
D
|
10
|
5
|
80
|
0
|
1
|
450
|
--
|
(-4 Con) Eff. against Dark units
|
333
|
|
Short Sword
|
D
|
4
|
2
|
90
|
--
|
1
|
600
|
--
|
(+10 Avoid)
|
333
|
|
Wo Dao
|
D
|
5
|
3
|
80
|
35
|
1
|
1500
|
--
|
(-5 Avo)
|
333
|
|
Armourslayer
|
D
|
7
|
6
|
85
|
--
|
1
|
2000
|
--
|
Eff. against armoured units
|
333
|
|
Wyrmslayer
|
D
|
5
|
5
|
90
|
--
|
1
|
1200
|
--
|
Eff. against dragon units
|
333
|
|
Iron Katana
|
D
|
5
|
3
|
90
|
--
|
1
|
900
|
--
|
(+3 Avo) (+1 Spd) (-1 Con/Wis)
|
333
|
|
Etched Katana
|
D
|
3
|
2
|
95
|
--
|
1
|
950
|
--
|
(+15 Avo)
|
333
|
|
Iron Katti
|
D
|
4
|
2
|
90
|
--
|
1 - 2
|
1250
|
--
|
--
|
333
|
|
Killing Edge
|
C
|
7
|
4
|
90
|
25
|
1
|
3500
|
--
|
Critical hits deal ×4 damage
|
333
|
|
Steel Sword
|
C
|
9
|
5
|
95
|
--
|
1
|
2000
|
--
|
--
|
333
|
|
Slim Sword
|
C
|
6
|
2
|
95
|
5
|
1
|
2000
|
--
|
Not affected by weapon triangle
|
333
|
|
Barrier Sword
|
C
|
8
|
7
|
90
|
--
|
1
|
3500
|
--
|
(+6 Res), (-3 Def)
|
333
|
|
Tomebender
|
C
|
8
|
8
|
95
|
--
|
1
|
3000
|
--
|
Grands Tomebreaker, inflicts silence, (-2 Spd)
|
333
|
|
White Sword
|
C
|
8
|
6
|
95
|
0
|
1
|
1600
|
--
|
Deals magic Fire damage. (-10 Avoid)
|
333
|
|
Dusk Sword
|
C
|
11
|
6
|
85
|
--
|
1
|
2500
|
--
|
(25 - Dex)% backfire chance
|
333
|
|
Steel Katana
|
C
|
8
|
4
|
95
|
--
|
1
|
2500
|
--
|
(+2 Spd) (-1 Con/Wis)
|
333
|
|
Steel Katti
|
C
|
6
|
3
|
90
|
--
|
1 - 2
|
2000
|
--
|
--
|
333
|
|
Silver Sword
|
B
|
12
|
6
|
90
|
--
|
1
|
4000
|
--
|
(-5 Dodge), (-2 Spd & Skl)
|
333
|
|
Wild Sword
|
B
|
8
|
7
|
80
|
0
|
1
|
4500
|
--
|
(50 - target Wis)% chance of inflicting Wild
|
333
|
|
Levin Sword
|
B
|
10
|
4
|
90
|
0
|
1 - 2
|
1600
|
--
|
Deals magic Thunder damage, (-20 Avoid)
|
333
|
|
Surperior Edge
|
B
|
10
|
6
|
95
|
--
|
1
|
4500
|
--
|
Grants Swordbreaker, (-3 Con)
|
333
|
|
Silver Katana
|
B
|
11
|
5
|
95
|
--
|
1
|
4000
|
--
|
(+4 Spd) (-2 Con/Res)
|
333
|
|
Silver Katti
|
B
|
9
|
4
|
90
|
--
|
1 - 2
|
5000
|
--
|
--
|
333
|
|
Miracle Sword
|
A
|
12
|
5
|
85
|
--
|
1
|
5500
|
--
|
Eff. against dark units, grants Miracle skill, (-2 Str)
|
333
|
|
Wingcleaver
|
A
|
10
|
8
|
90
|
5
|
1
|
5500
|
--
|
Eff. against flying units
|
333
|
|
Brave Sword
|
A
|
7
|
7
|
75
|
--
|
1
|
5500
|
--
|
Allows two consecutive hits, (-3 Def/Res)
|
333
|
|
Spirit Katana
|
A
|
8
|
4
|
95
|
--
|
1
|
6000
|
--
|
Eff. against monster units
|
333
|
|
Falchion
|
S
|
17
|
5
|
90
|
5
|
1
|
--
|
--
|
Eff. against Dragon units
|
A seemingly inconsequential sword that nonetheless has uses against certain dragon enemies
|
|
Balmung
|
S
|
15
|
6
|
95
|
5
|
1
|
--
|
--
|
(+5 Str) (-1 All others)
|
While seemingly lacking in might, the Balmung blesses the user with great strength, evening its power
|
|
Mystletainn
|
S
|
16
|
7
|
95
|
10
|
1
|
--
|
--
|
(+5 Dex) (-1 All others)
|
The spilled blood of swordmasters has brought a swiftness to all who wield the Mystletainn
|
|
Hagakure
|
S
|
15
|
4
|
110
|
15
|
1 - 2
|
--
|
--
|
(+6 Spd) (-3 Con/Res)
|
Designed to be thrown at opponents, this weapon carries with it a more refined ranged style
|
|
Tyrfing
|
S
|
18
|
6
|
95
|
5
|
1
|
--
|
--
|
(+5 Wis) (-1 All others)
|
A blessed and divine sword that brings with it great wisdom and mystical energy
|
|
King's Sword
|
S
|
19
|
7
|
90
|
--
|
1
|
--
|
--
|
Equips Charm.
|
Claimed to have once been used by a beloved king; now it is simply an effective blade
|
|
Triton
|
P
|
21
|
5
|
100
|
20
|
1 - 3
|
--
|
--
|
(-5 Dodge)
|
The mystical water sword that can attack from afar to assert the royal dynasty's dominance
|
Lances
Lances are the most average of the physical weapon types, with medium-level weight and might; they are also the most commonly wielded physical weapon type, being available to numerous classes and thus making them common on the battlefield. They are used by both fast and strong units as well as slow but bulky ones, with their average but respectable stats being applicable to nearly every situation. They also are the only of the three standard types to have a ranged variant at every level of rarity, meaning any unit that can wield lances has access to some ranged attacks if they're willing to work with low might and accuracy.
Name
|
Rank
|
Might
|
Wgt.
|
Acc
|
Prc
|
Range
|
Price
|
Dur
|
Notes
|
|
Bronze Lance
|
E
|
4
|
3
|
95
|
0
|
1
|
450
|
--
|
(+8 Dodge)
|
333
|
|
Glass Lance
|
E
|
14
|
2
|
85
|
--
|
1
|
400
|
3
|
Sells for 1/4th its worth, instead of 1/2th
|
An incredibly fragile weapon that nonetheless can cut like a lance of much higher rank and cost
|
|
Haunted Lance
|
E
|
15
|
4
|
80
|
5
|
1
|
700
|
--
|
(50 - Dex)% chance of backfiring
|
333
|
|
Atlatl
|
E
|
3
|
2
|
85
|
0
|
1 - 2
|
450
|
--
|
(+5 Dodge) (+2 Spd)
|
333
|
|
Iron Lance
|
D
|
6
|
5
|
90
|
--
|
1
|
900
|
--
|
--
|
333
|
|
Wooden Pike
|
D
|
5
|
4
|
95
|
--
|
1
|
600
|
--
|
Enemy cannot counter.
|
333
|
|
Slim Lance
|
D
|
4
|
2
|
90
|
--
|
1
|
600
|
--
|
(+10 Avoid)
|
333
|
|
Beast Killer
|
D
|
7
|
6
|
85
|
--
|
1
|
2000
|
--
|
Eff. against beast units
|
333
|
|
Javelin
|
D
|
3
|
3
|
95
|
0
|
1 - 2
|
950
|
--
|
Cannot follow up, weak to follow ups
|
333
|
|
Voulge
|
D
|
5
|
4
|
75
|
--
|
1
|
1250
|
--
|
Eff. against mounted units, (-5 Dodge)
|
333
|
|
Steel Lance
|
C
|
10
|
6
|
80
|
--
|
1
|
2750
|
--
|
--
|
333
|
|
Killer Lance
|
C
|
7
|
7
|
85
|
25
|
1
|
3500
|
--
|
Critical hits deal ×4 damage
|
333
|
|
Metal Pike
|
C
|
9
|
4
|
85
|
--
|
1
|
2000
|
--
|
Enemy cannot counter.
|
333
|
|
Greater Lance
|
C
|
8
|
8
|
90
|
--
|
1
|
3500
|
--
|
Grants Lancebreaker. (-2 Def)
|
333
|
|
Shockstick
|
C
|
8
|
4
|
85
|
--
|
1
|
3000
|
--
|
(-1 Res)
|
333
|
|
Short Spear
|
C
|
9
|
5
|
85
|
0
|
1 - 2
|
2500
|
--
|
Cannot follow up, weak to follow ups, (-3 Dodge)
|
333
|
|
Guisarme
|
C
|
8
|
4
|
85
|
--
|
1
|
2500
|
--
|
Eff. against mounted units, (-5 Dodge)
|
333
|
|
Silver Lance
|
B
|
14
|
7
|
75
|
--
|
1
|
4000
|
--
|
--
|
333
|
|
Venin Lance
|
B
|
9
|
8
|
70
|
0
|
1
|
4500
|
--
|
(60 - target Res)% chance of inflicting Poison
|
333
|
|
Spear
|
B
|
10
|
6
|
85
|
0
|
2
|
4500
|
--
|
Cannot follow up, weak to follow ups, (-3 Dodge)
|
333
|
|
Glaive
|
B
|
11
|
5
|
80
|
--
|
1
|
4500
|
--
|
Eff. against mounted units, (-5 Dodge)
|
333
|
|
Steelcleaver
|
A
|
11
|
9
|
85
|
--
|
1
|
5500
|
--
|
Eff. against armored units, (-3 Str after hit)
|
333
|
|
Brave Lance
|
A
|
8
|
8
|
75
|
5
|
1
|
5500
|
--
|
Allows two consecutive hits, (-3 Con/Wis)
|
333
|
|
Astra
|
S
|
19
|
7
|
90
|
--
|
1
|
--
|
--
|
Restores 5HP each turn, equips Astra
|
A lance embued with a powerful Fighting Spirit's memory of Astra, the time-honoured skill
|
|
War God's Lance
|
S
|
17
|
9
|
90
|
20
|
1
|
--
|
--
|
--
|
Said to have once been used by a great god of war, this lance is now merely incredibly powerful, not necessarily divine
|
|
Gáe Bolg
|
S
|
15
|
6
|
90
|
--
|
1
|
--
|
--
|
(+7 Con), (+2 Wis)
|
The Gáe Bolg is designed to keep opponents away defensively, protecting many a royal
|
|
Gungnir
|
S
|
16
|
7
|
90
|
--
|
1 - 2
|
--
|
--
|
(+7 Str), (+3 Dex), (-2 Spd)
|
Incredibly historied lance that great range
|
|
Eclesion
|
P
|
22
|
6
|
95
|
10
|
1 - 3
|
--
|
--
|
(-10 Dodge)
|
The crown lance that represents the flow of spirits across the bounds of reality itself
|
Axes
Axes are the heaviest of the physical weapon types as well as the strongest; as such, they are usually wielded by classes that put more focus on pure attack output than dexterity and speed. Although axe users commonly get doubled, they will often be able to deal more damage with a single hit than their opponent can deal with two, and they often have high enough health or constitution to survive many attacks. Axes also commonly have high critical rates, making their wielders high risk, high reward units, especially when paired with Skills which increase the chance for critical hits.
Name
|
Rank
|
Might
|
Wgt.
|
Acc
|
Prc
|
Range
|
Price
|
Dur
|
Notes
|
|
Bronze Axe
|
E
|
5
|
4
|
60
|
0
|
1
|
450
|
--
|
--
|
333
|
|
Glass Axe
|
E
|
16
|
3
|
75
|
--
|
1
|
400
|
3
|
Sells for 1/4th its worth, instead of 1/2th
|
An incredibly fragile edge that nonetheless can cut like an axe of much higher rank and cost
|
|
Despina
|
E
|
9
|
5
|
70
|
--
|
1 - 3
|
--
|
--
|
(+3 Spd/Str)
|
333
|
|
Hatchet
|
E
|
4
|
3
|
60
|
0
|
1 - 2
|
450
|
--
|
(+5 Dodge) (+2 Spd)
|
333
|
|
Devil Axe
|
E
|
17
|
6
|
50
|
5
|
1
|
700
|
--
|
(55 - Dex)% chance of backfiring
|
333
|
|
Iron Axe
|
D
|
9
|
6
|
65
|
--
|
1
|
900
|
--
|
--
|
333
|
|
Fiendcleaver
|
D
|
6
|
7
|
70
|
--
|
1
|
600
|
--
|
Deals effective damage to Beasts
|
333
|
|
Hammer
|
D
|
9
|
7
|
55
|
--
|
1
|
2000
|
--
|
Eff. against armored units, (-2 Str after hit)
|
333
|
|
Hand Axe
|
D
|
3
|
4
|
65
|
0
|
1 - 2
|
950
|
--
|
Cannot follow up, weak to follow ups
|
333
|
|
Steel Axe
|
C
|
11
|
8
|
70
|
--
|
1
|
2750
|
--
|
(-10 Avoid)
|
333
|
|
Berserken
|
C
|
17
|
9
|
70
|
--
|
1
|
2750
|
--
|
Unit's health reduced by 30% after attacking
|
333
|
|
Bolster Edge
|
C
|
6
|
8
|
85
|
--
|
1
|
2750
|
--
|
(+3 Def/Res) (-1 Spd)
|
333
|
|
Greater Axe
|
C
|
8
|
9
|
65
|
--
|
1
|
3500
|
--
|
Grants Axebreaker. (-2 Def)
|
333
|
|
Volant Axe
|
C
|
11
|
7
|
65
|
5
|
1
|
2500
|
--
|
Effective against Flying units.
|
333
|
|
Killer Axe
|
C
|
10
|
8
|
70
|
30
|
1
|
3500
|
--
|
Critical hits deal ×4 damage
|
333
|
|
Short Axe
|
C
|
7
|
6
|
70
|
0
|
1 - 2
|
2500
|
--
|
Cannot follow up, weak to follow ups, (-3 Dodge)
|
333
|
|
Silver Axe
|
B
|
16
|
10
|
75
|
--
|
1
|
4000
|
--
|
--
|
333
|
|
Tomahawk
|
B
|
12
|
9
|
75
|
0
|
1 - 2
|
4500
|
--
|
Cannot follow up, weak to follow ups, (-3 Dodge)
|
333
|
|
Draculmar
|
B
|
13
|
8
|
80
|
--
|
1
|
4500
|
--
|
Eff. against mounted units
|
333
|
|
Wyrm Edge
|
A
|
17
|
11
|
75
|
--
|
1
|
5500
|
--
|
Eff. against dragon units
|
333
|
|
Brave Axe
|
A
|
15
|
11
|
75
|
5
|
1
|
5500
|
--
|
Allows two consecutive hits, (-3 Def/Res)
|
333
|
|
Urvan
|
S
|
24
|
10
|
80
|
--
|
1
|
--
|
--
|
(+5 Con/Wis) (-3 Eff. Spd)
|
The overbearing weight of the axe contributes to its strong defensive abilities
|
|
Gelb Ritter
|
S
|
26
|
12
|
85
|
20
|
1
|
--
|
--
|
(40 - Dexterity)% chance of stunning user
|
Said to once have been used by a great conquerer, this weapon now yields a new name
|
|
Helswath
|
S
|
21
|
13
|
70
|
5
|
1 - 2
|
--
|
--
|
(+5 Def) (-2 All others)
|
Embodies the wrath of the underworld and its incredible spiritual power
|
|
Waterfall
|
P
|
27
|
12
|
90
|
15
|
1 - 3
|
--
|
--
|
(-10 Dodge)
|
Calls the force of a thousand gallons of water pouring on the enemy, touching their very spirit
|
Bows
Bows are the primary weapon type for ranged classes and are available to many units. They deal damage almost exclusively from long range, with many being able to shoot from 4 or more spaces away, but in return they usually cannot be fired from a close distance. Additionally, their hit rates are quite low, making bow users reliant on their own dexterity and bonuses. Although lower in might than similarly rare or expensive arms, bows make up for it by being lighter, having a higher critical rate, and being able to add their user's strength to their might, allowing strong and dextrous users to get the most out of them.
Name
|
Rank
|
Might
|
Wgt.
|
Acc
|
Prc
|
Range
|
Price
|
Dur
|
Notes
|
|
Wooden Bow
|
E
|
3
|
2
|
80
|
0
|
2 - 4
|
450
|
--
|
(+7 Dodge
|
333
|
|
Glass Bow
|
E
|
1
|
1
|
50
|
--
|
2 - 4
|
400
|
3
|
Sells for 1/4th its worth, instead of 1/2th
|
Unsuprisingly, a bow made of glass is not very effective, even as its durability lasts
|
|
Larissa
|
E
|
9
|
3
|
85
|
--
|
1 - 2
|
--
|
--
|
(+3 Spd/Str) (-5 Def)
|
333
|
|
Iron Bow
|
D
|
7
|
4
|
80
|
--
|
2 - 4
|
900
|
--
|
--
|
333
|
|
Pursuit Bow
|
D
|
4
|
5
|
85
|
--
|
2 - 4
|
600
|
--
|
(+1 Mgt) for every 4 Spd of user, up to +7
|
333
|
|
Short Bow
|
D
|
3
|
2
|
90
|
0
|
1 - 2
|
950
|
--
|
--
|
333
|
|
Steel Bow
|
C
|
7
|
4
|
85
|
--
|
2 - 4
|
2750
|
--
|
--
|
333
|
|
Killer Bow
|
C
|
6
|
5
|
85
|
20
|
2 - 4
|
3500
|
--
|
Critical hits deal ×4 damage
|
333
|
|
Venin Bow
|
C
|
13
|
2
|
95
|
--
|
2 - 4
|
2750
|
--
|
Unit's health reduced by 30% after attacking
|
333
|
|
Mirror Yumi
|
C
|
5
|
7
|
90
|
--
|
2 - 4
|
2750
|
--
|
(+6 Res)
|
333
|
|
Perfect Bow
|
C
|
8
|
8
|
--
|
--
|
2 - 4
|
3500
|
--
|
Always hits, (-3 Def/Res/Spd) until next battle
|
333
|
|
Greater Bow
|
C
|
8
|
6
|
90
|
--
|
2 - 4
|
3500
|
--
|
Equips Bowbreaker.
|
333
|
|
Tipped Bow
|
C
|
9
|
6
|
80
|
15
|
2 - 4
|
2500
|
--
|
30% chance of inflecting a random Status effect.
|
333
|
|
Longbow
|
C
|
7
|
4
|
50
|
15
|
4 - 6
|
2500
|
--
|
--
|
333
|
|
Silver Bow
|
B
|
15
|
6
|
80
|
--
|
2 - 4
|
4000
|
--
|
--
|
333
|
|
Shining Bow
|
B
|
9
|
7
|
70
|
0
|
2 - 4
|
4500
|
--
|
Deals magic damage, eff. against Dark
|
333
|
|
Pierce Bow
|
B
|
12
|
4
|
85
|
0
|
2 - 4
|
4500
|
--
|
%(Skl / 3) chance of ignoring enemy Def
|
333
|
|
Silencer
|
B
|
10
|
6
|
90
|
--
|
2 - 4
|
4500
|
--
|
Inflicts Silence
|
333
|
|
Mount Killer
|
A
|
14
|
5
|
80
|
--
|
2 - 4
|
5500
|
--
|
Eff. against mounted units
|
333
|
|
Illusory Yumi
|
A
|
9
|
8
|
70
|
--
|
2 - 4
|
5500
|
--
|
(+9 Res)
|
333
|
|
Mighty Bow
|
A
|
11
|
7
|
75
|
5
|
2 - 4
|
5500
|
--
|
Allows two consecutive hits, (-3 Spd)
|
333
|
|
Spy's Bow
|
A
|
9
|
4
|
80
|
5
|
4 - 10
|
5500
|
--
|
-10 dodge
|
333
|
|
Reinfleche
|
S
|
20
|
6
|
90
|
--
|
2 - 3
|
--
|
--
|
--
|
A purely offensive bow with no gimmicks; just damage and incredible accuracy
|
|
Parthia
|
S
|
16
|
5
|
85
|
20
|
2 - 4
|
--
|
--
|
(+5 Wis)
|
Magic flows through this bow, enhancing the user's resistance to supernatural attacks
|
|
Yewfelle
|
S
|
17
|
4
|
85
|
20
|
2 - 3
|
--
|
--
|
(+5 Spd), (-1 others), equips Renewal skill
|
A bow that channels life force to the user while being incredibly effective in battle
|
|
Aquapiercer
|
P
|
23
|
4
|
90
|
15
|
2 - 6
|
--
|
--
|
(-10 Dodge)
|
A shot of water from the spirit that can pierce the living soul of the target, surpassing any meek physical bow
|
Arms
Taking on the form of crossbows, arms are a mostly new weapon type and the one that is available to the lowest number of classes. Arms often have the same long range as bows but with the ability to attack from a close distance, as well as higher accuracy; however, they are often heavier and have lower critical rates. Additionally, their damage comes entirely from their own might; arms do not take the user's strength into account during damage calculations, which can either be beneficial or detrimental depending on the unit. As a result, arms often have the higher might amongst weapons of similar difficulty levels and costs, but this is somewhat inflated since arms users are completely reliant on the might of their weapon.
Name
|
Rank
|
Might
|
Wgt.
|
Acc
|
Prc
|
Range
|
Price
|
Dur
|
Notes
|
|
Wood Crossbow
|
E
|
10
|
4
|
95
|
--
|
1 - 3
|
450
|
--
|
(+7 Dodge)
|
333
|
|
Glass Crossbow
|
E
|
2
|
3
|
60
|
--
|
1 - 3
|
400
|
3
|
Sells for 1/4th its worth, instead of 1/2th
|
Unsurprisingly, a crossbow made of glass is very ineffective, and will break quickly
|
|
Iron Crossbow
|
D
|
15
|
6
|
95
|
--
|
1 - 3
|
900
|
--
|
--
|
333
|
|
Bowgun
|
D
|
19
|
7
|
90
|
5
|
2 - 3
|
900
|
--
|
--
|
333
|
|
Steel Crossbow
|
C
|
20
|
8
|
100
|
--
|
1 - 3
|
2750
|
--
|
--
|
333
|
|
Killing Crossbow
|
C
|
19
|
9
|
95
|
25
|
1 - 3
|
3500
|
--
|
Critical hits deal ×4 damage
|
333
|
|
Silver Crossbow
|
B
|
25
|
10
|
105
|
--
|
1 - 3
|
4000
|
--
|
--
|
333
|
|
Army Crossbow
|
B
|
18
|
8
|
150
|
10
|
1 - 5
|
4500
|
--
|
Ignores enemy terrain effects
|
333
|
|
Taksh
|
B
|
30
|
9
|
95
|
5
|
2 - 3
|
3750
|
--
|
--
|
333
|
|
Over Crossbow
|
A
|
29
|
11
|
100
|
--
|
1 - 3
|
5500
|
--
|
Equips Crossbowbreaker
|
333
|
|
Aqqar
|
A
|
34
|
11
|
95
|
10
|
2 - 3
|
5500
|
--
|
--
|
333
|
|
Bellefur
|
S
|
36
|
10
|
115
|
5
|
2
|
--
|
--
|
(+4 Con); equips Opportunist
|
A slimmer but still masterful crossbow that allows the user to remain agile and adept at range
|
|
Arbalest
|
S
|
41
|
12
|
95
|
15
|
2 - 3
|
--
|
--
|
(-7 Strength) on target
|
A crossbow that is incredibly efficient at its main goal: destroy the body of the target
|
Kunai
Name
|
Rank
|
Might
|
Wgt.
|
Acc
|
Prc
|
Range
|
Price
|
Dur
|
Notes
|
|
Bronze Knife
|
E
|
3
|
2
|
85
|
--
|
1 - 2
|
450
|
--
|
(-2 debuff to Str/Con)
|
333
|
|
Bronze Dagger
|
E
|
2
|
1
|
95
|
--
|
1 - 2
|
400
|
--
|
(-2 debuff Con/Wis)
|
333
|
|
Glass Knife
|
E
|
13
|
3
|
80
|
--
|
1 - 2
|
--
|
3
|
Sells for 1/4th its worth, instead of 1/2th
|
An incredibly fragile blade that nonetheless can cut like a knife of much higher rank and cost
|
|
Iron Knife
|
D
|
7
|
4
|
90
|
5
|
1 - 2
|
900
|
--
|
(-3 debuff Str/Con)
|
333
|
|
Hunter's Knife
|
D
|
6
|
2
|
80
|
5
|
1 - 2
|
800
|
--
|
Eff. against monsters, (-2 debuff Str/Con)
|
333
|
|
Iron Dagger
|
D
|
4
|
2
|
95
|
5
|
1 - 2
|
600
|
--
|
(-3 debuff Con/Wis)
|
333
|
|
Steel Knife
|
C
|
7
|
5
|
90
|
5
|
1 - 2
|
2750
|
--
|
(-4 debuff Str/Con)
|
333
|
|
Sliicen Knife
|
C
|
6
|
2
|
85
|
--
|
1 - 2
|
2750
|
--
|
(Dexterity/2)% chance of inflicting Sleep
|
333
|
|
Ranger's Knife
|
C
|
4
|
7
|
80
|
--
|
1 - 3
|
2750
|
--
|
(-4 debuff Str/Con)
|
333
|
|
Steel Dagger
|
C
|
8
|
6
|
95
|
5
|
1 - 2
|
3500
|
--
|
(-4 debuff Con/Wis)
|
333
|
|
Killer Knife
|
C
|
8
|
6
|
90
|
25
|
1 - 2
|
3500
|
--
|
(-2 debuff Con/Wis)
|
333
|
|
Silver Knife
|
B
|
9
|
6
|
95
|
10
|
1 - 2
|
4000
|
--
|
(-6 Str/Con)
|
333
|
|
Silver Dagger
|
B
|
7
|
4
|
100
|
10
|
1 - 2
|
4500
|
--
|
(-6 debuff Con/Wis)
|
333
|
|
Barbed Dagger
|
A
|
10
|
8
|
90
|
5
|
1
|
5500
|
--
|
Inflicts the Poison status effect, (-3 debuff Str/Con)
|
333
|
|
Stiletto
|
A
|
10
|
7
|
100
|
5
|
1 - 2
|
5500
|
--
|
Eff. against armored Units, (-7 debuff Str/Con)
|
333
|
|
Baselard
|
S
|
12
|
6
|
110
|
20
|
1 - 2
|
--
|
--
|
(-10 debuff Str/Con)
|
A special knife that is shaped in such a way as to embed itself within the targets bones, damaging their abilities potently
|
|
Chakram
|
S
|
14
|
5
|
115
|
10
|
1 - 2
|
--
|
--
|
(-5 debuff Con/Wis), +5 Attack Speed
|
A magically enhanced throwing weapon engineered to deal maximum damage quickly while weakening their magic potency
|
Tomes
Unlike previous games, tomes are now split into different magical types, the same as Staves: fire, thunder, wind, light, and darkness. Each tome functions the same, dealing offensive magic damage, but the element determines its secondary effects
- Fire tomes deal the most damage of the Anima elements but are also the heaviest; effective versus units with armor equipped
- Thunder tomes are average in terms of might and weight amongst the anima tomes; they are effective versus units riding dragon mounts
- Wind tomes are the lightest of the anima magic but also have the least might; they are effective versus units riding flying mounts
- Light tomes are characteristically light with low might, but their main use is in their secondary effect, being able to buff their user after being used
- Dark tomes are the heaviest and most damaging of the tomes, with additional bonuses such as draining health or applying debuffs to the enemy
A character must have access to both the magical type of the staff as well as the appropriate staff level to wield any of the following weapons.
Name
|
Rank
|
Might
|
Wgt.
|
Acc
|
Prc
|
Range
|
Price
|
Dur
|
Type
|
Notes
|
|
Force
|
E
|
12
|
1
|
80
|
0
|
2 - 2
|
450
|
2
|
Neutral
|
--
|
333
|
|
Fire
|
D
|
6
|
2
|
90
|
--
|
1 - 2
|
900
|
--
|
Fire
|
Effective v. armor
|
333
|
|
Thunder
|
D
|
5
|
2
|
80
|
5
|
1 -2
|
800
|
--
|
Thunder
|
Effective v. dragon
|
333
|
|
Wind
|
D
|
4
|
1
|
95
|
--
|
1 - 2
|
600
|
--
|
Wind
|
Effective v. flying
|
333
|
|
Khione
|
D
|
3
|
1
|
95
|
--
|
1 - 2
|
950
|
--
|
Wind
|
Effective v. flying
|
333
|
|
Shine
|
D
|
8
|
0
|
100
|
--
|
1 - 2
|
900
|
--
|
Light
|
(+2 Con/Wis) until next turn
|
333
|
|
Brinnston
|
D
|
11
|
0
|
75
|
--
|
1 -2
|
800
|
--
|
Light
|
(+2 Con/Wis) until next turn
|
333
|
|
Staluri
|
D
|
9
|
0
|
60
|
30
|
1 -2
|
800
|
--
|
Light
|
+2 Wisdom until next turn
|
333
|
|
Flux
|
D
|
4
|
3
|
85
|
0
|
1 - 2
|
450
|
--
|
Dark
|
Drains 20% damage
|
333
|
|
Lunar
|
D
|
3
|
3
|
80
|
0
|
1 - 2
|
450
|
--
|
Dark
|
(Dex)% chance of inflicting Blindness
|
333
|
|
Shadowcleave
|
D
|
6
|
3
|
90
|
--
|
1 - 2
|
600
|
--
|
Dark
|
Eff. against Armored units
|
333
|
|
Arcfire
|
C
|
8
|
3
|
85
|
--
|
1 - 2
|
2750
|
--
|
Fire
|
Effective v. armor
|
333
|
|
Arcthunder
|
C
|
7
|
3
|
95
|
10
|
1 - 2
|
2750
|
--
|
Thunder
|
Effective v. dragon
|
333
|
|
Arcwind
|
C
|
6
|
2
|
90
|
--
|
1 - 2
|
2750
|
--
|
Wind
|
Effective v. flying
|
333
|
|
Shieldcleaver
|
C
|
5
|
2
|
90
|
5
|
1 - 2
|
4000
|
--
|
Wind
|
Equips Shieldnull
|
333
|
|
Arcslush
|
C
|
2
|
3
|
60
|
--
|
1 - 2
|
3500
|
--
|
Neutral
|
Inflicts freezing
|
333
|
|
Divine
|
C
|
8
|
1
|
85
|
--
|
1 - 2
|
2750
|
--
|
Light
|
(+4 Con/Wis) until next turn
|
333
|
|
Luster
|
C
|
6
|
1
|
80
|
--
|
1 - 2
|
2750
|
--
|
Light
|
(Dex)% chance: break enemy's weapon
|
333
|
|
Nosferatu
|
C
|
7
|
4
|
90
|
--
|
1 - 2
|
900
|
--
|
Dark
|
Drains 50% of damage
|
333
|
|
Poison
|
C
|
6
|
4
|
80
|
--
|
1 -2
|
800
|
--
|
Dark
|
(Dex)% chance of inflecting Poison
|
333
|
|
Ruin
|
C
|
7
|
4
|
80
|
30
|
1 - 2
|
2750
|
--
|
Dark
|
Drains 20% of damage
|
333
|
|
Bolganone
|
B
|
11
|
4
|
80
|
--
|
1 - 3
|
4000
|
--
|
Fire
|
Effective v. armor
|
333
|
|
Fimbulvetr
|
B
|
10
|
4
|
80
|
--
|
1 - 3
|
4500
|
--
|
Fire
|
Effective v. armor (+5 Hit Rate)
|
333
|
|
Thoron
|
B
|
10
|
4
|
70
|
10
|
1 - 3
|
4500
|
--
|
Thunder
|
Effective v. dragon; equips Ringnull
|
333
|
|
Excalibur
|
B
|
9
|
3
|
85
|
--
|
1 - 3
|
4500
|
--
|
Wind
|
Effective v. flying
|
333
|
|
Rexcleaver
|
B
|
8
|
3
|
90
|
5
|
1 - 3
|
6000
|
--
|
Wind
|
Equips Shieldnull
|
333
|
|
Aura
|
B
|
13
|
2
|
85
|
--
|
1 - 3
|
4000
|
--
|
Light
|
Target deals -4 damage on their next attack
|
333
|
|
Divulgence
|
B
|
12
|
2
|
85
|
--
|
1 - 3
|
4500
|
--
|
Light
|
(+3 Con/Wis/Spd) until next turn
|
333
|
|
Brainwash
|
B
|
8
|
5
|
90
|
--
|
1 - 3
|
3500
|
--
|
Dark
|
(User's Skl / 3)% chance of inflecting Berserk
|
333
|
|
Worm
|
B
|
10
|
5
|
85
|
--
|
1 - 2
|
2750
|
--
|
Dark
|
Don't activate Enemy Combat Skills
|
333
|
|
Waste
|
B
|
9
|
5
|
70
|
--
|
1 - 3
|
4500
|
--
|
Dark
|
User double attacks
|
333
|
|
Meteor
|
A
|
15
|
5
|
80
|
0
|
1 - 3
|
5500
|
--
|
Fire
|
Effective v. armor; hits adjacent to target
|
333
|
|
Bolting
|
A
|
16
|
5
|
80
|
0
|
1 - 3
|
5500
|
--
|
Thunder
|
Effective v. dragon; hits adjacent to target
|
333
|
|
Blizzard
|
A
|
15
|
4
|
80
|
0
|
1 - 3
|
5500
|
--
|
Wind
|
Effective v. flying; hits adjacent to target
|
333
|
|
Starstorm
|
A
|
12
|
3
|
85
|
--
|
1 - 3
|
6000
|
--
|
Light
|
Hits adjacent to target
|
333
|
|
Vemshire
|
A
|
8
|
3
|
75
|
0
|
1 - 4
|
5500
|
--
|
Light
|
(User's Skl)% chance of inflecting Poison
|
333
|
|
Purify
|
A
|
14
|
3
|
80
|
0
|
1 - 3
|
5500
|
--
|
Light
|
Cures user's status effects
|
333
|
|
Fenrir
|
A
|
17
|
6
|
75
|
0
|
1 - 5
|
5500
|
--
|
Dark
|
(-3 all stats) until next attack
|
333
|
|
Mire
|
A
|
11
|
6
|
80
|
0
|
3 - 10
|
5500
|
--
|
Dark
|
Cannot crit or double, (-2 all stats)
|
333
|
|
Forblaze
|
S
|
14
|
7
|
90
|
5
|
1 - 2
|
--
|
--
|
Fire
|
Effective v. armor and dragon
|
An incredible firery blast that utilizes the latent heat energy nearby and localizes it at the target
|
|
Valflame
|
S
|
16
|
7
|
85
|
--
|
1 - 2
|
--
|
--
|
Fire
|
Effective v. armor; equips Armornull
|
A blast of flames so potent that it can surpass all physical protection and strike
|
|
Mjölnir
|
S
|
15
|
7
|
90
|
--
|
1 - 2
|
--
|
--
|
Thunder
|
Effective v. dragon; equips Ringnull
|
A fearsome strike of thunder resembling the lightning god's hammer of yore, and just as powerful
|
|
Forseti
|
S
|
14
|
6
|
95
|
25
|
1 - 2
|
--
|
--
|
Wind
|
Effective v. flying; equips Shieldnull
|
A series of strong yet quick wind slashes that can curve around shields and strike right at the opponent's weakness
|
|
Judgement
|
S
|
22
|
7
|
80
|
10
|
1
|
--
|
--
|
Neutral
|
(+4 Damage taken)
|
A reckoning from above without intent or bias; it is not good or evil, light or dark; a purely objective Judgement
|
|
Rexaura
|
S
|
14
|
5
|
90
|
--
|
1 - 2
|
--
|
--
|
Light
|
(+5 Con/Wis/Spd) until next turn
|
The pure untouching power of aura condensed into an attack so blinding that those who see it feel their muscles convulse, hurting themselves
|
|
Ivaldi
|
S
|
13
|
5
|
90
|
5
|
1 - 2
|
--
|
--
|
Light
|
(+7 Con)
|
An ancient spell of light that emboldens the user's body while breaking down of the molecules of their opponent
|
|
Treachor
|
S
|
17
|
8
|
90
|
--
|
1 - 2
|
--
|
--
|
Dark
|
Drains 20% of damage
|
The darkest thoughts of the user pool together to siphon the life energy of the opponent's Fighting Spirit, stealing it for their own
|
|
Balberith
|
S
|
28
|
8
|
85
|
--
|
1 - 2
|
--
|
--
|
Dark
|
(-4 Wis) for rest of battle on use; stacks
|
An intense burning pain fills the nerve endings of the target, coming at the cost of mental damage to the user while using it
|
|
Apocalypse
|
S
|
14
|
8
|
90
|
30
|
1 - 5
|
--
|
--
|
Dark
|
(-25 Avo)
|
Weighed down by their emotions, users of Apocalpyse can rend reality itself, bending space-time around others and smothering them
|
Staves
Unlike previous games, staves are now split into different magical types, the same as tomes: fire, thunder, wind, light, and darkness. No staff can do damage by itself, although some staves allow their user to counterattack, often with a high chance of dealing a critical hit. Staves of element have a different primary function as described below:
- Staves of the Fire element empower the user
- Thunder staves give stat bonuses and other boons to their target
- Wind staves act as teleportation magic, either for the user, an ally, or an enemy
- The classic healing staves return with the Light element, restoring health to their target
- Dark staves apply debuffs to a target enemy
A character must have access to both the magical type of the staff as well as the appropriate staff level to wield any of the following weapons.
Name
|
Rank
|
Might
|
Wgt.
|
Acc
|
Prc
|
Range
|
Price
|
Dur
|
Type
|
Notes
|
|
Heal
|
E
|
1
|
2
|
90
|
5
|
1
|
450
|
--
|
Light
|
Restores 20% of Max HP to target.
|
333
|
|
Quick Fix
|
E
|
--
|
2
|
95
|
--
|
1
|
1200
|
3
|
Light
|
Restores all HP.
|
333
|
|
Mend
|
D
|
3
|
3
|
85
|
10
|
1 - 2
|
900
|
--
|
Light
|
Restores 25% of Max HP to allies in range
|
333
|
|
Psychic
|
D
|
2
|
3
|
75
|
5
|
1 - 4
|
800
|
--
|
Light
|
Restores 30% of Max HP to target.
|
333
|
|
Restore
|
D
|
--
|
3
|
90
|
--
|
1 - 2
|
1000
|
10
|
Light
|
Cures target of status effects
|
333
|
|
Ember
|
D
|
5
|
3
|
--
|
15
|
--
|
1200
|
--
|
Fire
|
(+2 Wisdom)
|
333
|
|
Ward
|
D
|
3
|
3
|
80
|
10
|
1 - 10
|
2750
|
3
|
Thunder
|
(+4 Wis) to target
|
333
|
|
Rescue
|
D
|
4
|
3
|
80
|
5
|
1 - 10
|
800
|
4
|
Wind
|
Returns distant ally to user.
|
333
|
|
Sleep
|
D
|
--
|
4
|
80
|
--
|
1 - 4
|
3000
|
--
|
Dark
|
Inflicts Sleep on target. (Immune to Sleep)
|
333
|
|
Silence
|
D
|
--
|
4
|
70
|
--
|
1 - 5
|
3000
|
--
|
Dark
|
Inflicts Silence on target. (Immune to Silence)
|
333
|
|
Unlock
|
D
|
--
|
3
|
60
|
--
|
1
|
3000
|
5
|
Neutral
|
Unlocks door or chest
|
333
|
|
Recover
|
C
|
4
|
4
|
85
|
10
|
1 - 2
|
2750
|
15
|
Light
|
Restores 50% of Max HP to target.
|
333
|
|
Watch
|
C
|
--
|
4
|
90
|
--
|
Map
|
3000
|
5
|
Light
|
Clear Fog of War
|
333
|
|
Flare
|
C
|
6
|
4
|
--
|
15
|
--
|
2500
|
--
|
Fire
|
(+4 Wisdom)
|
333
|
|
Hammerne
|
C
|
3
|
4
|
80
|
5
|
1 - 5
|
3500
|
--
|
Thunder
|
Target's weapon gains +4 might until next turn
|
333
|
|
Warp
|
C
|
--
|
4
|
80
|
--
|
1 - 10
|
3000
|
10
|
Wind
|
Warps user adjacent to target
|
333
|
|
Vortex
|
C
|
--
|
5
|
--
|
--
|
1 - 6
|
3500
|
5
|
Dark
|
Spawns a vortex, slowing flyers
|
333
|
|
Weaken
|
C
|
4
|
5
|
85
|
5
|
1 - 7
|
4500
|
6
|
Dark
|
(-4 all of target's stats)
|
333
|
|
Poison
|
C
|
4
|
5
|
85
|
5
|
1 - 7
|
4500
|
--
|
Dark
|
Inflects Poison on target.
|
333
|
|
Turn
|
B
|
1
|
5
|
70
|
5
|
1 - 2
|
4500
|
5
|
Light
|
Instantly kill any monster
|
333
|
|
Balmwood
|
B
|
--
|
5
|
80
|
--
|
1 - 2
|
5000
|
--
|
Light
|
Heals target and user 30% max HP
|
333
|
|
Complete
|
B
|
4
|
5
|
85
|
10
|
1
|
4000
|
--
|
Light
|
Restores 80-100% max HP to target
|
333
|
|
Fortify
|
B
|
3
|
5
|
70
|
5
|
1 - 3
|
4500
|
10
|
Light
|
Restore 50% max HP to allies in range
|
333
|
|
Protection
|
B
|
5
|
5
|
90
|
15
|
Self
|
4500
|
--
|
Fire
|
(+2 Wisdom), (+5 Con) for a turn when used
|
333
|
|
Furnace
|
B
|
8
|
5
|
85
|
25
|
Self
|
5500
|
--
|
Fire
|
(+4 Wisdom), (+3 Str) for a turn when used
|
333
|
|
Haste
|
B
|
4
|
5
|
95
|
20
|
1 - 3
|
5000
|
--
|
Thunder
|
(+1 Movement, +4 Spd) to target
|
333
|
|
Arcsleep
|
B
|
7
|
6
|
95
|
--
|
1 - 7
|
3000
|
--
|
Dark
|
Inflicts Sleep on target. (Immune to Sleep)
|
333
|
|
Summon
|
B
|
--
|
6
|
85
|
--
|
--
|
4500
|
10
|
Dark
|
Summons a Phantom
|
333
|
|
Thief
|
B
|
--
|
6
|
50
|
--
|
1 - 8
|
5000
|
10
|
Dark
|
Steals target's equipped weapon
|
333
|
|
Catharsis
|
A
|
--
|
6
|
85
|
--
|
1 - 7
|
5000
|
--
|
Light
|
Heals 80% max HP to target
|
333
|
|
Kialite
|
A
|
--
|
6
|
85
|
--
|
1 - 2
|
5500
|
15
|
Light
|
Cures status effects of allies in range
|
333
|
|
Vein
|
A
|
10
|
6
|
80
|
10
|
Self
|
5000
|
--
|
Fire
|
(+5 Wisdom), (+5 Dexterity) for a turn
|
333
|
|
Encourage
|
A
|
4
|
6
|
90
|
5
|
1 - 4
|
5000
|
--
|
Thunder
|
(+5 Speed/Dexterity) on target
|
333
|
|
Empower
|
A
|
4
|
6
|
85
|
0
|
1 - 4
|
5000
|
--
|
Thunder
|
(+5 Strength/Wisdom) on target
|
333
|
|
Entrap
|
A
|
5
|
6
|
80
|
10
|
1 - 10
|
2750
|
3
|
Wind
|
Brings distant enemy to user.
|
333
|
|
Orchestrate
|
A
|
6
|
7
|
85
|
10
|
1 - 7
|
5000
|
5
|
Dark
|
Inflects Berserk on target.
|
333
|
|
Eclipse
|
A
|
--
|
7
|
60
|
--
|
1 - 10
|
6000
|
5
|
Dark
|
Brings enemy down to 1 HP
|
333
|
|
Valkyrie Staff
|
S
|
5
|
8
|
100
|
50
|
1 - 2
|
--
|
1
|
Light
|
Restores fallen unit.
|
In a Fighting Spirit's fleeting moments they can be called to from life and bring back their owner to the living world
|
|
Trionni
|
S
|
5
|
8
|
95
|
10
|
1 - 2
|
--
|
10
|
Light
|
Restores 100% max HP to allies in range
|
A spreading wave of life force that recuperates every beloved ally in range
|
|
Matrona
|
S
|
5
|
8
|
90
|
10
|
1 - 10
|
--
|
15
|
Light
|
Restores 100% to target
|
Absolute life force brought forth from the pure blood of the gods above from a distance
|
|
Holy Shield
|
S
|
8
|
8
|
80
|
20
|
Self
|
--
|
--
|
Fire
|
(+6 Wisdom), user invulnerable for a turn.
|
A burning sepharim that protects the user from any adverse actions
|
|
Arson
|
S
|
12
|
8
|
75
|
35
|
Self
|
--
|
--
|
Fire
|
(+4 Wis/Str/Dex), +10 Crit Rate for a turn
|
Emboldens the Fighting Spirit of the user with spiritual fire
|
|
Miracle Staff
|
S
|
--
|
8
|
90
|
--
|
Map
|
--
|
5
|
Thunder
|
All allies gain Miracle skill for 2 turns
|
Beckons the will of the gods to protect the user's teammates in their time of need
|
|
Hurricane
|
S
|
--
|
8
|
80
|
--
|
1 - 3
|
--
|
10
|
Wind
|
Enemies in radius are sent far away
|
Summons a hurricane to send away nearby opponents with incredible wind force
|
|
Nightmare
|
S
|
6
|
9
|
80
|
15
|
1 - 5
|
--
|
5
|
Dark
|
Inflicts Stun on enemies in range
|
Unearths the depeest fears of the targets and stuns them
|
|
Nympham
|
P
|
--
|
10
|
--
|
--
|
1 - 3
|
--
|
--
|
Light
|
(-1 Mov) Restores full HP to target and user
|
Held down by the energy of the Earth powering it, the Nympham offers complete control of lifeforce and its restoration
|
Armor
Armor provides high boosts to firmness as well as reticence, but is often quite heavy; luckily, most classes with access to it do not focus on speed or dexterity, so the drop is speed is rarely noticed.
Name
|
Rank
|
Frm
|
Ret
|
Wgt
|
Price
|
Dur
|
Notes
|
|
Gold Armor
|
E
|
0
|
-5
|
4
|
6000
|
5
|
--
|
333
|
|
Chainmail Armor
|
D
|
4
|
0
|
0
|
900
|
40
|
--
|
333
|
|
Leather Armor
|
D
|
5
|
2
|
1
|
800
|
30
|
--
|
333
|
|
Iron Armor
|
D
|
8
|
1
|
3
|
600
|
30
|
--
|
333
|
|
Steel Armor
|
C
|
12
|
2
|
4
|
2750
|
50
|
--
|
333
|
|
Scale Armor
|
C
|
9
|
3
|
5
|
2750
|
50
|
--
|
333
|
|
Silver Armor
|
B
|
15
|
2
|
7
|
4000
|
60
|
--
|
333
|
|
Brigandine
|
B
|
12
|
5
|
5
|
4000
|
60
|
--
|
333
|
|
Mirror Armor
|
B
|
6
|
0
|
8
|
4500
|
30
|
Equips Counterspell
|
333
|
|
Blessed Armor
|
A
|
12
|
6
|
7
|
5500
|
100
|
Equips Renewal
|
333
|
|
Optimal Armor
|
A
|
14
|
3
|
9
|
5000
|
90
|
Equips Armorbreaker
|
333
|
|
Zirconium Armor
|
A
|
16
|
5
|
11
|
5500
|
120
|
--
|
333
|
|
Dracoplate
|
S
|
22
|
8
|
13
|
--
|
250
|
Eff. against dark units, grants Miracle skill, (-2 Str)
|
333
|
Shields
Compared to Armor, shields are often lighter and provide higher reticence, at the cost of lower firmness. They are often available to classes focused more on offense than defense and provide some additional defensive capabilities for the rare instances when those classes have to defend on the enemy turn.
Name
|
Rank
|
Frm
|
Ret
|
Wgt
|
Price
|
Dur
|
Notes
|
|
Leather Shield
|
E
|
2
|
0
|
0
|
600
|
20
|
--
|
333
|
|
Shieldfish
|
E
|
6
|
-1
|
0
|
600
|
5
|
Sells for 1/4th its worth, instead of 1/2th
|
333
|
|
Iron Shield
|
D
|
4
|
0
|
1
|
800
|
40
|
--
|
333
|
|
Simple Shield
|
C
|
3
|
3
|
0
|
800
|
20
|
(+1 Wis/Str)
|
333
|
|
Steel Shield
|
C
|
6
|
1
|
2
|
2750
|
40
|
--
|
333
|
|
Round Shield
|
C
|
4
|
0
|
2
|
2750
|
30
|
Equips Counter
|
333
|
|
Hexlock Shield
|
C
|
1
|
6
|
1
|
2750
|
30
|
(-3 Damage from magic)
|
333
|
|
Silver Shield
|
B
|
8
|
1
|
4
|
4000
|
50
|
--
|
333
|
|
Emperor Shield
|
B
|
7
|
3
|
6
|
4000
|
100
|
--
|
333
|
|
Supreme Shield
|
B
|
11
|
0
|
8
|
4000
|
15
|
--
|
333
|
|
Royal Shield
|
B
|
5
|
5
|
6
|
4500
|
100
|
--
|
333
|
|
Blessed Shield
|
A
|
3
|
9
|
4
|
5500
|
50
|
Immune to Dark magic
|
333
|
|
Sage's Shield
|
A
|
2
|
10
|
3
|
5000
|
40
|
Equips Renewal
|
333
|
|
Ryon Shield
|
A
|
8
|
5
|
5
|
5500
|
100
|
(+3 Str)
|
333
|
|
Fuege Shield
|
A
|
5
|
8
|
5
|
5500
|
100
|
(+3 Wis)
|
333
|
|
War God's Shield
|
S
|
13
|
9
|
6
|
--
|
250
|
(+5 Str) (+10 Critical Rate)
|
An incredible pavise belonging to a long forgotten god of war, carrying his blessing
|
|
Dracoshield
|
S
|
9
|
12
|
9
|
--
|
250
|
Dragon units that attack lose 50% max HP
|
Stated to be forged out of dragonscales, this shield is embodied by magical powers
|
Rings
Rings are the most commonly available equipment, although they are more often wielded by magic users. They usually provide no physical defense and only minor reticence, but their secondary effects can be strong when applied correctly.
Name
|
Rank
|
Frm
|
Ret
|
Wgt
|
Price
|
Dur
|
Notes
|
|
Gold Ring
|
E
|
0
|
0
|
0
|
6000
|
--
|
--
|
333
|
|
Healer's Ring
|
D
|
0
|
1
|
0
|
900
|
--
|
Restore 5 HP each turn
|
333
|
|
Shield Ring
|
D
|
1
|
3
|
1
|
800
|
--
|
--
|
333
|
|
Keepsake Ring
|
D
|
0
|
2
|
0
|
600
|
--
|
(+3 Dex)
|
333
|
|
Coral Ring
|
D
|
0
|
1
|
0
|
500
|
--
|
--
|
333
|
|
Angel Ring
|
C
|
0
|
2
|
0
|
2750
|
--
|
Immune to Critical Hits
|
333
|
|
Shield+ Ring
|
C
|
2
|
5
|
2
|
2750
|
--
|
--
|
333
|
|
Student's Ring
|
C
|
0
|
0
|
0
|
3000
|
--
|
(+20% Experience)
|
333
|
|
Teacher's Ring
|
C
|
0
|
0
|
0
|
3000
|
--
|
(+5% Skill Activation)
|
333
|
|
Mage Ring
|
C
|
0
|
3
|
0
|
3500
|
--
|
(+3 Wis)
|
333
|
|
Speed Ring
|
B
|
0
|
1
|
0
|
4000
|
--
|
(+6 Spd)
|
333
|
|
Prayer Ring
|
B
|
0
|
3
|
0
|
4000
|
--
|
Equips Miracle
|
333
|
|
Demon Ring
|
B
|
-4
|
-8
|
3
|
4500
|
--
|
(+4 Str/Dex/Wis)
|
333
|
|
Sight Ring
|
B
|
0
|
2
|
0
|
5000
|
--
|
(+2 Range) for Tomes/Staves
|
333
|
|
Haste Ring
|
A
|
0
|
1
|
0
|
5500
|
--
|
(+1 Movement)
|
333
|
|
Animus Ring
|
A
|
0
|
1
|
1
|
5000
|
--
|
Equips Counterspell
|
333
|
|
Dragonscale
|
A
|
0
|
0
|
2
|
5500
|
--
|
Immune to attacks from Dragon units
|
333
|
|
Grimoire Ring
|
A
|
0
|
-1
|
2
|
6000
|
--
|
(+5 damage deal) when using Dark magic
|
333
|
|
Spirit Ring
|
S
|
0
|
4
|
0
|
--
|
--
|
(+6 Wis)
|
333
|
|
Peace Ring
|
S
|
0
|
6
|
0
|
--
|
--
|
Equips Renewal
|
333
|
|
Ancient Ring
|
S
|
-10
|
20
|
3
|
---
|
--
|
--
|
A ring of indeterminate form that saps physical constitution and turns it into magical protection
|
|
Icarus Ring
|
S
|
0
|
3
|
0
|
--
|
--
|
(+8 Spd) (+2 Movement)
|
Like the angel of legend, this ring empowers the wielder to fly on the wind with an enchanted skip in their step
|
amiibo
In Part 2 of the story, the player can interact with the Statue of Spirits, which will use an intradimensional signal to call forth numerous special characters who all have uniquely powerful Fighting Spirits; Spirits which are so powerful that they have overloaded the mind of the character, wiping most of their memories and leaving behind only scant traces, while also injecting vague memories from the Spirit's living past. IN reality, these characters are being summoned by using their associated amiibo. Like Paralogue characters, each amiibo character has a level that is generated when they are summoned based on the crew's current average level. Although they do not have unique personal Skills like normal characters, they otherwise have their own unique animations, sprites, classes, growth rates, and even support conversations.
Each series of amiibo received its own update to the game to add support, other than the Fire Emblem series amiibo, which were supported from the release of the game. Characters like Chrom, Link, and Zelda who have multiple amiibos will all produce the same character, other than the Archer Link and Rider Link amiibo from the The Legend of Zelda amiibo series which produce different, identically named characters; all other Links will produce the same one as the Smash Bros. series Link.
- The The Legend of Zelda amiibo series characters were added in patch 1.1.0, released in September 2021 to coincide with the release of The Legend of Zelda Forgotten Eras
- The Kid Icarus amiibo series characters were added in patch 1.1.6, released in November 2021 to coincide with an unanounced title
- The Xenoblade amiibo series character was added in patch 1.2.0, released in April 2022 to coincide with the release of Xenoblade Chronicles Remix
- The Shovel Knight amiibo series characters will be added in patch 1.3.0, while will be released in the summer of 2022 to coincide with the release of Shovel Knight on the DSGo
|
|
Celica
|
♀
|
Lvl.?? Sage
|
HP
|
70%
|
Strength
|
10%
|
Constitution
|
40%
|
Wisdom
|
150%
|
Dexterity
|
90%
|
Speed
|
90%
|
A traveller with amnesia induced by an overly powerful Spirit. Feels incredibly pious, but for a goddess they cannot remember....
|
|
|
|
Alm
|
♂
|
Lvl.?? Warrior
|
HP
|
150%
|
Strength
|
130%
|
Constitution
|
40%
|
Wisdom
|
20%
|
Dexterity
|
80%
|
Speed
|
80%
|
A traveller with amnesia induced by an overly powerful Spirit. Is strongly patriotic, but for a country they cannot remember....
|
|
|
|
Chrom
|
♂
|
Lvl.?? General
|
HP
|
80%
|
Strength
|
80%
|
Constitution
|
60%
|
Wisdom
|
50%
|
Dexterity
|
90%
|
Speed
|
90%
|
A traveller with amnesia induced by an overly powerful Spirit. Overcome with love and fatherly feelings for a daughter he cannot remember....
|
|
|
|
Tiki
|
♀
|
Lvl.?? Druid
|
HP
|
90%
|
Strength
|
50%
|
Constitution
|
90%
|
Wisdom
|
110%
|
Dexterity
|
60%
|
Speed
|
50%
|
A traveller with amnesia induced by an overly powerful Spirit. Constantly tries to "become a dragon," although seems to lack the capability to..
|
|
|
|
Marth
|
♂
|
Lvl.?? Swordsmaster
|
HP
|
50%
|
Strength
|
100%
|
Constitution
|
40%
|
Wisdom
|
30%
|
Dexterity
|
150%
|
Speed
|
130%
|
A traveller with amnesia induced by an overly powerful Spirit. Calls himself a "Hero-King," referring to a kingdom of old long forgotten.".
|
|
|
|
Ike
|
♂
|
Lvl.?? Vanguard
|
HP
|
90%
|
Strength
|
120%
|
Constitution
|
90%
|
Wisdom
|
60%
|
Dexterity
|
70%
|
Speed
|
70%
|
A traveller with amnesia induced by an overly powerful Spirit. Overly protective and lacking trust in anyone, citing a past betrayal to which he cannot give specifics..
|
|
|
|
Robin
|
♂
|
Lvl.?? War Monk
|
HP
|
70%
|
Strength
|
120%
|
Constitution
|
80%
|
Wisdom
|
120%
|
Dexterity
|
50%
|
Speed
|
30%
|
A traveller with amnesia induced by an overly powerful Spirit. Overly protective and lacking trust in anyone, citing a past betrayal to which he cannot give specifics..
|
|
|
|
Lucina
|
♀
|
Lvl.?? Armour Knight
|
HP
|
70%
|
Strength
|
70%
|
Constitution
|
130%
|
Wisdom
|
40%
|
Dexterity
|
50%
|
Speed
|
70%
|
A traveller with amnesia induced by an overly powerful Spirit. Suspicious of Keanu, due to their soothsaying abilities. Has a mysterious mark on her eye..
|
|
|
|
Roy
|
♂
|
Lvl.?? Paladin
|
HP
|
60%
|
Strength
|
90%
|
Constitution
|
70%
|
Wisdom
|
80%
|
Dexterity
|
90%
|
Speed
|
90%
|
A traveller with amnesia induced by an overly powerful Spirit. Very passionate and often very angry; red-hot..
|
|
|
|
Corrin
|
♀
|
Lvl.?? Berserker
|
HP
|
80%
|
Strength
|
150%
|
Constitution
|
40%
|
Wisdom
|
20%
|
Dexterity
|
60%
|
Speed
|
100%
|
A traveller with amnesia induced by an overly powerful Spirit. Sometimes loses herself in battle, fearful of "becoming a dragon," although she never has..
|
|
|
|
Link
|
♂
|
Lvl.?? Swordsmaster
|
HP
|
50%
|
Strength
|
100%
|
Constitution
|
40%
|
Wisdom
|
30%
|
Dexterity
|
150%
|
Speed
|
130%
|
A traveller with amnesia induced by an overly powerful Spirit. Despite having proficiency only in bows, he constantly asks for other, odd weapons, such as boomerangs..
|
|
|
|
Link
|
♂
|
Lvl.?? Sniper
|
HP
|
40%
|
Strength
|
90%
|
Constitution
|
50%
|
Wisdom
|
80%
|
Dexterity
|
120%
|
Speed
|
70%
|
A traveller with amnesia induced by an overly powerful Spirit. Appears dejected with modern bow technology, asking for "more powerful arrows.".
|
|
|
|
Link
|
♂
|
Lvl.?? Paladin
|
HP
|
60%
|
Strength
|
90%
|
Constitution
|
70%
|
Wisdom
|
80%
|
Dexterity
|
90%
|
Speed
|
90%
|
A traveller with amnesia induced by an overly powerful Spirit. Ignores a horse's given names and calls them "Epona" regardless.
|
|
|
|
Ganondorf
|
♂
|
Lvl.?? Sorcerer
|
HP
|
50%
|
Strength
|
60%
|
Constitution
|
60%
|
Wisdom
|
130%
|
Dexterity
|
100%
|
Speed
|
50%
|
A traveller with amnesia induced by an overly powerful Spirit. Seems to harbour very little empathy for human life..
|
|
|
|
Zelda
|
♀
|
Lvl.?? Bishop
|
HP
|
20%
|
Strength
|
10%
|
Constitution
|
40%
|
Wisdom
|
130%
|
Dexterity
|
70%
|
Speed
|
80%
|
A traveller with amnesia induced by an overly powerful Spirit. Always interested in some of the old Aecorean technology found by the crew..
|
|
|
|
Daruk
|
♂
|
Lvl.?? Vanguard
|
HP
|
90%
|
Strength
|
120%
|
Constitution
|
90%
|
Wisdom
|
60%
|
Dexterity
|
70%
|
Speed
|
70%
|
A traveller with amnesia induced by an overly powerful Spirit. Very intent on protecting others and yelling out odd catchphrases while doing so..
|
|
|
|
Mipha
|
♀
|
Lvl.?? Valkyrie
|
HP
|
50%
|
Strength
|
00%
|
Constitution
|
30%
|
Wisdom
|
110%
|
Dexterity
|
50%
|
Speed
|
90%
|
A traveller with amnesia induced by an overly powerful Spirit. Her healing potential is nearly unmatched..
|
|
|
|
Urbosa
|
♀
|
Lvl.?? Spearmaster
|
HP
|
30%
|
Strength
|
110%
|
Constitution
|
60%
|
Wisdom
|
100%
|
Dexterity
|
120%
|
Speed
|
80%
|
A traveller with amnesia induced by an overly powerful Spirit. Tends to ask mages about their thunder magics, and shows interest in learning..
|
|
|
|
Revali
|
♂
|
Lvl.?? Bow Knight
|
HP
|
40%
|
Strength
|
70%
|
Constitution
|
20%
|
Wisdom
|
90%
|
Dexterity
|
100%
|
Speed
|
110%
|
A traveller with amnesia induced by an overly powerful Spirit. Enjoys performing superfluous techniques to showboat..
|
|
|
|
Pit
|
♂
|
Lvl.?? Master of Arms
|
HP
|
70%
|
Strength
|
90%
|
Constitution
|
60%
|
Wisdom
|
40%
|
Dexterity
|
100%
|
Speed
|
40%
|
A traveller with amnesia induced by an overly powerful Spirit. Believes in a higher plane of existence, but cannot reach it..
|
|
|
|
Dark Pit
|
♂
|
Lvl.?? Master of Arms
|
HP
|
70%
|
Strength
|
100%
|
Constitution
|
50%
|
Wisdom
|
40%
|
Dexterity
|
100%
|
Speed
|
40%
|
A traveller with amnesia induced by an overly powerful Spirit. Very bitter about his current state of being. Slightly competitive..
|
|
|
|
Palutena
|
♀
|
Lvl.?? Falcon Knight
|
HP
|
60%
|
Strength
|
100%
|
Constitution
|
60%
|
Wisdom
|
100%
|
Dexterity
|
50%
|
Speed
|
60%
|
A traveller with amnesia induced by an overly powerful Spirit. Perplexed by the lack of devotion among the crew..
|
|
|
|
Shulk
|
♂
|
Lvl.?? Swordsmaster
|
HP
|
50%
|
Strength
|
100%
|
Constitution
|
40%
|
Wisdom
|
30%
|
Dexterity
|
150%
|
Speed
|
130%
|
A traveller with amnesia induced by an overly powerful Spirit. Sometimes looks into the sky, expecting to see something, and never finds it..
|
|
|
|
Shovel Knight
|
♂
|
Lvl.?? Admiral
|
HP
|
90%
|
Strength
|
100%
|
Constitution
|
150%
|
Wisdom
|
40%
|
Dexterity
|
70%
|
Speed
|
20%
|
A traveller with amnesia induced by an overly powerful Spirit. Has an odd habit of referring to his lance as a shovel..
|
|
|
|
Plague Knight
|
♂
|
Lvl.?? Druid
|
HP
|
90%
|
Strength
|
50%
|
Constitution
|
90%
|
Wisdom
|
110%
|
Dexterity
|
60%
|
Speed
|
50%
|
A traveller with amnesia induced by an overly powerful Spirit. Tries to brew potions while off the battlefield for use "against the enemy," hopefully..
|
|
|
|
Specter Knight
|
♂
|
Lvl.?? Sorcerer
|
HP
|
50%
|
Strength
|
60%
|
Constitution
|
60%
|
Wisdom
|
130%
|
Dexterity
|
100%
|
Speed
|
50%
|
A traveller with amnesia induced by an overly powerful Spirit. No weapon is fitting enough for him, apparently..
|
|
|
|
King Knight
|
♂
|
Lvl.?? Armour Knight
|
HP
|
70%
|
Strength
|
70%
|
Constitution
|
130%
|
Wisdom
|
40%
|
Dexterity
|
50%
|
Speed
|
70%
|
A traveller with amnesia induced by an overly powerful Spirit. Despite Keanu's wishes, he has convinced some of the army to call him King..
|
|
Trivia
- Some of the song Skills available are based on the skills exclusive to the Songstress class from Fates, including Song of Peace (Voice of Peace), Song of Inspiration (Inspiring Song), and Song of Nations (Foreign Princess).
- Numerous pieces of equipment are resemble those of previous games, often with slight changes to spelling to represent their changed origin:
- The Ryon Shield was previously the Rion Shield from Echoes, while the Fuege Shield was previously the Fugue Shield. These two were originally from dueling houses, but now are stated to have belonged to two brothers that the shields were named after
- The War God's Lance and War God's Shield were named after Duma's Lance and Duma's Shield respectively, being renamed to allude to a generic god of war rather than specifically Duma, the deity from Echoes
- The Gelb Ritter resembles the Wolfberg from Awakening, yet is named after a group from Thracia 776 instead with seemingly no connection; in fact, none of the members of said group can even wield axes
- The Captain is the only playable class to have a base stat total which isn't a multiple of 5.
- Certain classes are described as "Master Classes" in help files as the only normal advanced classes to have S-rank proficiency in certain equipment while lacking any proficiency in others; these include the Swordsmaster for swords, Spearmaster for lances, Berserker for axes, Sniper for bows, Dragoon for arms, Assassin for knives, Admiral for armour, Vanguard for shields, Paladin for horses, Flier Knight for flying mounts, and Drake Knight for dragons
- Certain equipment, such as tomes, staves, and rings, do not have a singular class with S-proficiency; interestingly, these are all typically magical items, and tomes and staves are unique in matching specific categories of magic. As such, by connecting certain types of tomes and staves, Master Classes can be defined, including the Valkyrie for light staves, Bishop for fire, lightning, and wind tomes staves, Sage for fire, lightning, wind, and light tomes, Sorcerer for dark tomes, and Druid for dark staves.
- The Dragoon and arguably the Valkyrie are the only weaponry Master Classes to have natural mounts, with both only having horse proficiency, while the Swordsmaster is the only weaponry Master Class to have armour or shield proficiency
- The Sage and Bishop are the only normal classes to have exclusively S-proficiencies
- The existence of class-specific skills for the Witch class, as well as other aspects in the data, suggests that it was originally intended as a playable class rather than being exclusively for enemy monsters
- Although the enemies fought on the S.S. Darros in both Chapter 1 and Chapter 13 are Aecorean, their descriptions are simply "???," as the current available Units do not know Aecor exists
Pokémon New World (258,897) Pikmin IV (167,112) Super Mario Maker GO (114,448) Pokémon Topaz and Amethyst (82,509) Metroid Leviathan (66,199) Civilization VII (55,353) Super Mario Galaxy Odyssey (53,331) JACK (game) (51,922) Super Mario Finale (22,188) Sonic Dimensions (19,526) Rockman 12: Dr. Wily's Final Plan!! (16,805) Star Fighter (9,871) StarMaps (6,527) Sonic Velocity (5,579) Thor (game) (4,210)
|
This page was written by
.lennongrad (t∣b∣c). Feel free to copy any code used on this article or the templates within;
no permission needed! And make sure to have a good day :)