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FireEmblemLegacy

FIRE EMBLEM Legacy
 FireEmblemLegacy
North American logo
Development
Developer(s): Studio Lillie
Publisher(s): Studio Lillie
Overview
Series: Fire Emblem
Platforms(s): Nintendo DSGo
Releases(s):
Japan Flag 2021
US Flag 2021
25px-Flag of Europe 2021

FIRE EMBLEM Legacy is an upcoming turn-based strategy video game developed by Studio Lillie (tbc) 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.

FE gameplay 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 FE horse Movement, Speed Dexterity
Pegasus FE horseFE flying Movement, Speed, Terrain Dexterity, Terrain, Bows
Kinshi FE flying Movement, Terrain, Wisdom Constitution, Terrain, Bows
Griffon FE flying Movement, Strength, Terrain Wisdom, Bows
Drake FE dragon Constitution, Strength Speed, Dexterity
Wyvern FE dragon 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.

FE controls 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
A Button Confirm Option
DSGoRender2
B Button Reject Option
X Button Toggle Danger Area
Y Button Activate Future Sight
ZL Button Zoom Out
ZR Button Zoom In
L Button Last Unit Selected
R Button Next Unit on List
Left Stick Move Cursor
Right Stick Rotate Camera
Plus Button Pause the game

FE story 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: ??? FE class samurai Velite
Keanu FE class lord Apprentice
File:FE class .gif
File:FE class .gif
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. 2 The Lonely Island Boss: Josephine FE class mercenary2 Legionary
Anthony FE class fighter Fighter
Leah FE class wolfssegner Novice
Miles FE class priest Aide
Location: Maribell Island
The crew of the Darros encounters a ship they were commissioned to capture docked at Maribell Island
Ch. 3 Liberation 1 Boss: Blanche FE class soldier Soldier
Bridget FE class villager Recruit
Randolph FE class wolfskin Crossbowman
Theodora FE class myrmidon Myrmidon
Location: Southern Gausland Fort
They chase the ship to the Southern Gausland Fort which the enemies have overtaken
Ch. 4 A Good Heart Boss: Tavas FE class taguel Thief
Isaac FE class thief Bandit
Azoah FE class mercenary Adventurer
File:FE class .gif
Location: Trinity Village
The king convinces the crew to help a village that has been taken over by bandits
Ch. 5 Liberation 2 Boss: Briar FE class fighter2 Brigand
Diana FE class cavalier Cavalier
Wolfric FE class spearfighter Pikeman
Walter FE class barbarian Marauder
Location: Lautredawn Castle
The crew takes out the army sieging Lautredawn Castle and frees the men inside
Ch. 6 Within the Mist Boss: Galeti FE class mage Mage
Valentina FE class mercenary2 Legionary
Marina FE class skyknight Flier
File:FE class .gif
Location: Mystfelle Cavern
They explore a nearby cave, saving a priest who went to investigate
Ch. 7 One Shot Boss: Filip FE class ninja Ninja
Ellis FE class mage Mage
Lionel FE class soldier Soldier
Lucretia FE class outlaw Hunter
Location: Southern Lutlefaire Forest
While returning to the shore, the crew is ambushed and the captain is killed
Ch. 8 The Rain Boss: Adelia FE class onisavage Gladiator
Myles FE class fighter2 Brigand
Blanche FE class archer Arquebusier
Quartus FE class taguel Thief
Location: Northern Gausland Fort
On their way inland, the crew encounters another heavily guarded fort captured by Aldenland in the north
Ch. 9 Amongst the Spires Boss: Darius FE class general General
Roderick FE class archer3 Marksman
Priscilla FE class ninja Ninja
File:FE class .gif
Location: Spires of Eucylptia
A fight with the army of Aldenland occurs among tall spires
Ch. 10 Aldenland Boss: Tristram FE class wyvernrider Drake
Felix FE class archer2 Archer
Eunice FE class cleric Cleric
Godfrey FE class monk Monk
Location: Pontomac Peak
A climactic battle occurs between the crew and the army, revealing why tensions are high
Ch. 11 A New Hope Boss: Undead Dragon FE class dagon Drake Zombie
Tristram FE class wyvernrider Drake
Grisella FE class falconknight Falcon
File:FE class .gif
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 FE class vestal Lost Spirit
File:FE class .gif
File:FE class .gif
File:FE class .gif
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: ??? FE class blacksmith Lictor
File:FE class .gif
File:FE class .gif
File:FE class .gif
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 FE class masterofarms Master of Arms
File:FE class .gif
File:FE class .gif
File:FE class .gif
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 FE class knight Admiral
Cecila FE class archer Arquebusier
File:FE class .gif
File:FE class .gif
Location: Great Wall of Yallean
They overtake a great barrier dividing North Gausland from Lutlefaire
Ch. 16a Split Path Boss: Emilio FE class paladin Paladin
File:FE class .gif
File:FE class .gif
File:FE class .gif
Location: Chylrisan Plains
The crew takes the path through the wide-open Chylrisan Plains
Ch. 16b Split Path Boss: Aldona FE class maligknight Drake Knight
File:FE class .gif
File:FE class .gif
File:FE class .gif
Location: Rúdomire Valley
The crew takes the path through the narrow and dangerous Rúdomire Valley
Ch. 17 Mysterious Help Boss: Ieva FE class sage Sage
Caleb FE class soldier Soldier
File:FE class .gif
File:FE class .gif
Location: Greatsword Boulevard
While moving through the Boulevard, Malivar floods it, but they are saved again
Ch. 18 A Royal Welcome Boss: Zacharia FE class myrmidon Myrmidon
File:FE class .gif
File:FE class .gif
File:FE class .gif
Location: Royal Castle Town
The crew takes over the Royal Castle Town, freeing loyalists from their capture
Ch. 19 Tattered Memory Boss: Oliver FE class warcleric Shaman
File:FE class .gif
File:FE class .gif
File:FE class .gif
Location: Inside the Royal Castle
The crew storms the castle gates but finds a fearful, puppet surprise
Ch. 20 Finale Boss: Malivar FE class sorcerer3 Sorcerer
Oliver FE class warcleric Shaman
File:FE class .gif
File:FE class .gif
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.

P. 1 Smooth Moves Boss: Chsney FE class barbarian Marauder
Cassia FE class dancer Dancer
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: West Lyserly Island
Invading pirates try to steal a girl from her home but she shows her fighting prowess; the crew joins in to help her
P. 2 Stolen Championship Boss: Eden FE class archer Arquebusier
Seth FE class onisavage Gladiator
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: Tyrtian Village
A local wrestling championship goes awry when thieves try to use it as a cover for their banditry
P. 3 Protector of the Forest Boss: Ethere FE class taguel Thief
Violetta FE class bowknight2 Ranger
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: Northern Lutlefaire Forest
A collection of thieves close in on the camp of a rowdy ranger who has been thwarting their plans
P. 4 Arachnophobia Boss: Ignacius FE class titan Cyclops
Dionisius FE class tactician Arcanist
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: Olferia Tower
An arcanist seeks to reclaim their tower from invading monsters, secretely having been summoned accidentally
P. 5 From the Inside Out Boss: Leroy FE class cleric Cleric
Christiana FE class wyvernrider2 Wyverness
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: Church of Malidar
A wyverness has broke off from Malidar's cult and seeks to infiltrate it and tear it apart from the inside with her good blessings
P. 6 Lyrical War Boss: Mordecai FE class apothecary Bard
Ezekiel FE class apothecary Bard
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: East Lyserly Island
A contest between two bards has set off a miniature civil war between clans, threatening to tear the island apart
P. 7 The Dragon's Claw Boss: Nathan FE class wyvernrider Drake
Jonah FE class maid Enchanter
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: Drazopolis
A meek enchanter seeks to free his city of dragons from a dangerous mafia that attacks any who question them
P. 8 The Forest of Life Boss: Ozzie FE class knight Admiral
Mary FE class warcleric Shaman
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: Vaultrevil Island
The occupying Aecorean army is disturbing nature, and a shaman seeks to take its protectiong into her own hands
P. 9 Belongs to All of Us Boss: Sabrina FE class onmyoji Bishop
Scarlet FE class diviner Diviner
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: Mount Polonius
A bishop of Malidar's cult has claimed a mountain for himself, protecting it with ghastly spirits; a diviner seeks to stop him
P. 10 Gladiator Finale Boss: Vanderbilt FE class hero3 Vanguard
Sylvia FE class griffonrider Griffon
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: Arena Zxia
A ring of slave holders has been forcing their captives to fight for sport, and the crew looks to end their trifling games
P. 11 Loads of Riches Boss: Zeruiah FE class arcanist Gorgon
Zacharia FE class swordmaster Swordsmaster
Apprentice FE class lord Apprentice
Apprentice FE class lord Apprentice
Location: Silver Caverns
A mercenary finds himself in over his head on a job and requests help from the crew clearing out monster-infected caverns


FE characters Characters

FE class lord 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.
FE class fighter 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.
FE class wolfssegner 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.
FE class priest 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.
FE class villager 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.
FE class wolfskin 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.
FE class myrmidon 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.
FE class thief 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.
FE class mercenary 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.
FE class cavalier 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.
FE class spearfighter 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.
FE class barbarian 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.
FE class mercenary2 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.
FE class skyknight 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.
FE class mage 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.
FE class soldier 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.
FE class outlaw 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.
FE class fighter2 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.
FE class archer 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.
FE class taguel 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.
FE class archer3 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.
FE class ninja 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.
FE class archer2 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.
FE class cleric 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.
FE class monk 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.
FE class wyvernrider 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.
FE class falconknight 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.
FE class archer 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.
FE class villager 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.
FE class warcleric 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.

FE class dancer 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.
FE class onisavage 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.
FE class bowknight2 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.
FE class tactician 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.
FE class wyvernrider2 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.
FE class apothecary 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.
FE class apothecary 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.
FE class maid 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.
FE class warcleric 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.
FE class diviner 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.
FE class griffonrider 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.
FE class swordmaster 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.


FE classes 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.

FE class lord Apprentice | Trainee Class
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
E E
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 text
The 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.
FE class mercenary Adventurer | Trainee Class
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
E
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 text
The 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.
FE class villager Recruit | Trainee Class
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
E
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 text
The 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.
FE class fighter Fighter | Trainee Class
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
E
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 text
The 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.
FE class outlaw Hunter | Trainee Class
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
E
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 text
The 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.
FE class wolfskin Crossbowman | Trainee Class
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
E
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 text
The 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.
FE class thief Bandit | Trainee Class
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
E
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 text
The 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.
FE class wolfssegner Novice | Trainee Class
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
E
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 text
The 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.
FE class priest Aide | Trainee Class
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
E E
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 text
The 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.

FE class greatlord Captain | Promotes from Apprentice
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C C
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 text
The 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.
FE class mercenary2 Legionary | Promotes from Adventurer
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C
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 text
Although 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.
FE class myrmidon Myrmidon | Promotes from Adventurer
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C
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 text
Compared 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.
FE class wyvernrider Drake | Promotes from Adventurer
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C D C C C
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 text
Unlike 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.
FE class cavalier Cavalier | Promotes from Recruit
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
D C C
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 text
The 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.
FE class soldier Soldier | Promotes from Recruit
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C C
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 text
The 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.
FE class skyknight Flier | Promotes from Recruit
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C D D D C C C
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 text
The 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.
FE class spearfighter Pikeman | Promotes from Recruit
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C
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 text
The 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.
FE class onisavage Gladiator | Promotes from Recruit
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
D C C
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 text
At 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.
FE class fighter2 Brigand | Promotes from Fighter
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C
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 text
The 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.
FE class barbarian Marauder | Promotes from Fighter
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C
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 text
As 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.
FE class wyvernrider2 Wyverness | Promotes from Fighter
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C C C
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 text
The 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.
FE class tactician Arcanist | Promotes from Fighter
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C D C C
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 text
A 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.
FE class archer2 Archer | Promotes from Hunter
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C
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 text
Archers 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
FE class bowknight2 Ranger | Promotes from Hunter
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C C
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 text
The 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.
FE class griffonrider Griffon | Promotes from Hunter
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C
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 text
True 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.
FE class archer Arquebusier | Promotes from Crossbowman
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
D C
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 text
Although 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.
FE class archer3 Marksman | Promotes from Crossbowman
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C
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 text
The 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.
FE class ninja Ninja | Promotes from Bandit
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
D C
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 text
As 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.
FE class taguel Thief | Promotes from Bandit
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C
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 text
The 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.
FE class dancer Dancer | Promotes from Bandit
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
D D
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 text
The 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.
FE class mage Mage | Promotes from Novice
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C C C C
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 text
The 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.
FE class monk Monk | Promotes from Novice
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
D C C C C
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 text
The 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.
FE class apothecary Bard | Bandit
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
D D D
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 text
Much 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.
FE class warcleric Shaman | Promotes from Novice
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C C C
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 text
With 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.
FE class diviner Diviner | Promotes from Aide
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
D C C C
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 text
The 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.
FE class cleric Cleric | Promotes from Aide
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C C
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 text
The 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.
FE class maid Enchanter | Promotes from Aide
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C C C C C
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 text
The 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.
FE class falconknight Falcon | Promotes from Aide
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
D C C C C
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 text
The 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.

FE class general General | Promotes from Captain
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A A
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 text
The 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.
FE class swordmaster Swordsmaster | Promotes from Myrmidon or Legionary
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S B B B
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 text
The 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.
FE class hero3 Vanguard | Promotes from Legionary or Brigand
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A B S
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 text
The 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.
FE class berserker2 Berserker | Promotes from Brigand or Marauder
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S
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 text
The 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
FE class warrior Warrior | Promotes from Marauder or Archer
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A B A A
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 text
The 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.
FE class sniper2 Sniper | Promotes from Archer or Range
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S A
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 text
The 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.
FE class bowknight Bow Knight | Ranger or Griffon
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A
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 text
The 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
FE class pegasusknight Flier Knight | Griffon or Flier
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A A A S
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 text
The 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.
FE class falconknight2 Falcon Knight | Flier or Falcon
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A B A A A B B A
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 text
The 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
FE class valkyrie Valkyrie | Promotes from Falcon or Cleric
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A S S A A
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 text
The 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.
FE class onmyoji Bishop | Promotes from Cleric or Enchanter
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S S S S B
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 text
The 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.
FE class sage Sage | Promotes from Enchanter or Mage
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S S S S S S
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 text
The 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.
FE class sorcerer3 Sorcerer | Promotes from Mage or Shaman
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S A S S
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 text
The 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.
FE class sorcerer Druid | Promotes from Shaman or Diviner
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A S S A
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 text
The 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.
FE class darkmage Exorcist | Promotes from Diviner or Ninja
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A
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 text
The 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.
FE class assassin2 Assassin | Promotes from Ninja or Thief
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S A
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 text
The 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.
FE class trickster2 Pariah | Promotes from Thief or Dancer
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A B
HP 6
Strength 5
Constitution 6
Wisdom 7
Dexterity 6
Speed 5
Movement 5
Total 40
An outcast with surprising supportive abilities
— flavor text
The 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.
FE class manakete Hymnist | Promotes from Bard or Monk
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A B B B B B
HP 12
Strength 5
Constitution 4
Wisdom 13
Dexterity 6
Speed 5
Movement 5
Total 50
Singing unit with great offensive abilities
— flavor text
Although 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.
FE class trickster Troubadour | Promotes from Dancer or Bard
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B B B B B
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 text
The 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.
FE class warmonk War Monk | Monk or Arcanist
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A B B
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 text
The 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.
FE class darkknight Mage Knight | Arcanist or Wyverness
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A A B B A A
HP 7
Strength 2
Constitution 4
Wisdom 13
Dexterity 8
Speed 9
Movement 7
Total 50
A skilled, mounted mage with great range
— flavor text
As 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.
FE class maligknight Drake Knight | Wyverness or Drake
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A B B B B S
HP 6
Strength 10
Constitution 6
Wisdom 8
Dexterity 5
Speed 8
Movement 7
Total 50
A heavy hitting, dragon-mounted offensive unit
— flavor text
The 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.
FE class wyvernlord2 Dragon Hunter | Drake or Marksman
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A B A A
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 text
The 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.
FE class paladin2 Dragoon | Promotes from Marksman or Arquebusier
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S A
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 text
The 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.
FE class paladin Paladin | Promotes from Aqubusier or Cavalier
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A B S
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 text
The 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.
FE class greatknight Armour Knight | Cavalier or Soldier
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A A B A
HP 7
Strength 7
Constitution 13
Wisdom 4
Dexterity 5
Speed 7
Movement 7
Total 50
An armoured, mounted knight with incredible defense
— flavor text
The 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.
FE class knight Admiral | Promotes from Gradiator or Soldier
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A S B B
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 text
The 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.
FE class spearmaster Spearmaster | Promotes from Pikeman or Gladiator
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S B
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 text
The 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.
FE class masterofarms Master of Arms | Pikeman or Myrmidon
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A A A A A
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 text
The 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.

FE class conqueror Eminence | General
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
S S S S S
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 text
The 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.

FE class strategist King | Civilian Units
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B B A
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 text
Mostly useless in battle, although their decent constitution and high armour proficiency allow them to absorb some damage.
FE class troubadour Regent | Civilian Units
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B B
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 text
Mostly useless in battle, although their decent wisdom and access to rings means they might be able to absorb some magical attacks.
FE class merchant2 Civilian | Civilian Units
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
HP 0
Strength 0
Constitution 0
Wisdom 0
Dexterity 0
Speed 0
Movement 2
Total 2
Defenseless bystander fleeing danger.
— flavor text
Completely 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.

FE class samurai Velite | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B C
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 text
A nondescript soldier that has average strength, constitution, wisdom, and dexterity. Nearly any attacker can take them out while receiving insignificant damage in return.
FE class myrmidon2 Hoplite | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B
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 text
The 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.
FE class blacksmith Lictor | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B C
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 text
The 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.
FE class merchant Sagittarrius | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B
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 text
The 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.
FE class cavalier2 Eques | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B B
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 text
The 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.
FE class priestess Medicus | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B B B
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 text
The Medicus is the standard healer of the Aecorean army, with both light and dark staves, thus being able to apply debuffs as well.
FE class darkmage2 Gromatici | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B B C
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 text
Using fire magic, the Gromatici is efficient at dealing with armoured units that have poor wisdom. Their low constitution makes them easily dealt with.
FE class wyvernlord Saddler | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B B B
HP 5
Strength 5
Constitution 3
Wisdom 5
Dexterity 7
Speed 8
Movement 7
Total 40
Aecorean. Enigmatic fliers with access to lances.
— flavor text
The Saddler is a generic flying enemy always found atop a pegasus, usually coming in swarms to negative their weakness to bows.
FE class mechanist Chariot Rider | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
B
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 text
The Chariot Rider has special mounts that cannot be removed from the unit, and give unique stat boosts; otherwise, they are unremarkable.
FE class basara Principes | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A
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 text
The Principes has rather good dexterity and speed to enhance its higher strength, making it a dangerous enemy to encounter.
FE class swordmaster2 Triarius | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A
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 text
The Triarius' impressive constitution is further augmented by its use of a shield and access to both swords and lances.
FE class berserker Magistrate | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A
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 text
The 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.
FE class goldknight Centurion | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A
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 text
The 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.
FE class sniper Latoius | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A
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 text
The Latoius utilizes its unique Skills to target opponents from all across the battlefield, with its great strength making such hits deadly.
FE class sorcerer2 Poet | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A
HP 8
Strength 4
Constitution 7
Wisdom 15
Dexterity 8
Speed 8
Movement 5
Total 55
Aecorean. Seasoned mage that uses tomes wisely.
— flavor text
The Poet has access to both fire and thunder magic, and uses them to selectively target armoured and dragon units from deep in enemy territory.
FE class kinshiknight Sea Knight | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A A A
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 text
The Sea Knight can strike at wisdom-weak opponents with magic or constitution-weak opponents with ranged lances before retreating away from danger, avoiding death.
FE class darkflier War Knight | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A A A A A
HP 10
Strength 15
Constitution 6
Wisdom 3
Dexterity 8
Speed 8
Movement 5
Total 55
Aecorean. Dangerous support unit atop a pegasus.
— flavor text
The 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.
FE class greatmaster Ventatio | Enemy Only
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A A A
HP 13
Strength 5
Constitution 6
Wisdom 12
Dexterity 7
Speed 7
Movement 5
Total 55
Aecorean. Aggressive healer with surprising health.
— flavor text
The 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.

FE class revenant Phantom | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C
HP 5
Strength 2
Constitution 1
Wisdom 0
Dexterity 1
Speed 1
Movement 5
Total 15
A frail but bothersome reanimated corpse
— flavor text
The Phantom has few defining traits and dies quickly, but in packs can be hard to deal with for just a single unit
FE class bonewalker Bonewalker | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C
HP 6
Strength 5
Constitution 3
Wisdom 1
Dexterity 12
Speed 8
Movement 5
Total 40
A surprisingly quick and skill reanmimated skeleton
— flavor text
The 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.
FE class titan Cyclops | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
C
HP 10
Strength 10
Constitution 1
Wisdom 0
Dexterity 1
Speed 0
Movement 3
Total 25
A single-eyed creature with limitless rage
— flavor text
The 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
FE class gargoyle Gargoyle | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
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 text
The Deathgoyle is a flying class, able to surpass obstacles on the ground, while also dealing lots of damage while in a swarm
FE class deathgoyle Deathgoyle | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
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 text
The Deathgoyle is a flying class, able to surpass obstacles on the ground, while also inflicting Poison with their hits
FE class stoneborn Stoneborn | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
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 text
The Stoneborn has incredible constitution, the highest of any class or unit in the entire game, making magic a near requirement for dealing with them.
FE class dagon Drake Zombie | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
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 text
The 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.
FE class onichieftan Clasher | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A
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 text
The 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
FE class vestal Lost Spirit | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A
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 text
The Lost Spirit has access to exclusive fire magic that enduce status ailments and can sometimes evoke a Lethality-like effect
FE class arcanist Gorgon | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A
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 text
The 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
FE class witch Witch | Monsters
FE sword FE lance FE axe FE bow FE arm FE kunai FE tome FE staff FE fire FE thunder FE wind FE light FE dark FE armour FE shield FE ring FE horse FE flying FE dragon
A A A A
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 text
The 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


FE skills 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 FE skill strengthplus2 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
FE skill strengthplus2 Strength +4 +4 Strength
FE class wyvernrider2 Wyverness Enhances the muscles of the user
FE skill skillplus2 Dexterity +4 +4 Dexterity
FE class myrmidon Myrmidon Sharpens the user's reaction time
FE skill defenseplus2 Constitution +4 +4 Constitution
FE class soldier Soldier Increases the user's heart capacity
FE skill speedplus2 Speed +4 +4 Speed
FE class griffonrider Griffon Buffs the user's leg muscles and lungs
FE skill magicplus2 Wisdom +4 +4 Wisdom
FE class mage Mage Boosts the user's mind and quick thinking
FE skill sealstrength Seal Strength -6 Strength to enemy; recovers by 1 per turn
FE class fighter2 Brigand Aims for vulnerable muscles, especially on the forearms
FE skill sealmagic Seal Wisdom -6 Wisdom to enemy; recovers by 1 per turn
FE class warrior Warrior Aims to concuss with a head clobbering
FE skill sealdefense Seal Constitution -6 Constitution to enemy; recovers by 1 per turn
FE class spearmaster Spearmaster Aims to knock the wind out of their lungs
FE skill sealspeed Seal Speed -6 Speed to enemy; recovers by 1 per turn
FE class maligknight Drake Knight Aims to sweep their feet and throw off their balance
FE skill hpplus5 HP +9 +9 maximum HP
FE class trickster Troubadour Gives the user a new vitality like never before
FE skill allstatsplus2 All Stats +3 +3 All stats
File:FE class .gif Personal A general boost in competence and bodily tuning
FE skill hitavoidplus10 Hit/Avo +10 +10 each to hit rate and Avoid
FE class tactician Arcanist A new awareness of the environment, making enemy hits and dodges more obvious
FE skill hitavoidplus20 Hit/Avo +20 +20 each to hit rate and Avoid
FE class sorcerer Druid An even greater awareness of the environment, making enemy hits and dodges more obvious
FE skill movementplus1 Movement +1 +1 Movement
FE class taguel Thief Puts a spring in the user's step and takes them further
FE skill hitrateplus10 Hit Rate +10 +10 Hit rate
FE class archer2 Archer A special flair to throw off dodging enemies
FE skill hitrateplus20 Hit Rate +20 +20 Hit rate
FE class paladin2 Dragoon An acute knowledge of the signs of enemy dodges
FE skill dancingblade Dancing Blade +3 Speed, -1 Constitution
FE class swordmaster Swordsmaster Pushes the user to move with grace, speed, and a little less fear
FE skill heavyblade Heavy Blade +3 Strength, -1 Speed
FE class hero3 Vanguard Holding the blade a little more steady, with greater force applied
FE skill veteranintuition Veteran Intuition +10 Avoid rate
FE class wyvernlord2 Dragon Hunter Makes enemy attacks perfectly clear and foreseeable
FE skill gamble Gamble +20 Critical, -10 Hit Rate
FE class berserker2 Berserker Moving riskily to hone in on enemy weaknesses while exposing the user's own
FE skill zeal Zeal +15 Critical
File:FE class .gif Personal Assets a love for the spectacular
FE skill swordfaire Swordfaire +4 Strength with a sword equipped
FE class mercenary2 Legionary Reflects a formerly living love for swords
FE skill lancefaire Lancefaire +4 Strength with a lance equipped
FE class spearfighter Pikeman Reflects a formerly living love for lances
FE skill axefaire Axefaire +4 Strength with an axe equipped
FE class fighter2 Brigand Reflects a formerly living love for axes
FE skill bowfaire Bowfaire +4 Strength with an bow equipped
FE class archer2 Archer Reflects a formerly living love for bows
FE skill tomefaire Tomefaire +4 Wisdom with a tome equipped
FE class warcleric Shaman Reflects a formerly living love for tomes
FE skill kunaifaire Knifefaire +4 Strength with a dagger equipped
FE class ninja Ninja Reflects a formerly living love for knives
FE skill unknown Armfaire +4 Strength with an arm equipped
FE class archer Arquebusier Reflects a formerly living love for arms
FE skill unknown Stavefaire +4 Wisdom with a staff equipped
FE class maid Enchanter Reflects a formerly living love for staves
FE skill swordbreaker Swordbreaker +50 Hit rate and +50 Avoid against enemies equipping a sword
FE class maligknight Drake Knight Reflects a hatred in life for sword wielders
FE skill lancebreaker Lancebreaker +50 Hit rate and +50 Avoid against enemies equipping a lance
FE class hero3 Vanguard Reflects a hatred in life for lance wielders
FE skill axebreaker Axebreaker +50 Hit rate and +50 Avoid against enemies equipping an axe
FE class spearmaster Spearmaster Reflects a hatred in life for axe wielders
FE skill bowbreaker Bowbreaker +50 Hit rate and +50 Avoid against enemies equipping a bow
FE class paladin2 Dragoon Reflects a hatred in life for bow wielders
FE skill tomebreaker Tomebreaker +50 Hit rate and +50 Avoid against enemies equipping a tome
FE class falconknight2 Falcon Knight Reflects a hatred in life for tome wielders
FE skill kunaibreaker Knifebreaker +50 Hit rate and +50 Avoid against enemies equipping a dagger
FE class bowknight Bow Knight Reflects a hatred in life for knife wielders
FE skill unknown Armbreaker +50 Hit rate and +50 Avoid against enemies equipping an arm
FE class trickster2 Pariah Reflects a hatred in life for arm wielders
FE skill unknown Stavebreaker +50 Hit rate and +50 Avoid against enemies equipping a staff
FE class warmonk War Monk Reflects a hatred in life for staff wielders
FE skill rightfulgod Armournull Attacks ignore bonuses from enemy's armour
FE class warrior Warrior An incredible knowledge of the precise weakspots of nearly any construction of armour
FE skill unknown 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
FE skill unmask Nihil Disables enemy combat skills
FE class conqueror Eminence An unwavering lack of conviction can deny the faithful their blessings
FE skill rightfulking Rightful Leader +10% to Ultisword activation rates
FE class general General The user knows that they are the right person for the job of leading their allies to victory
FE skill hoshidanunity Unity +10% to skill activation rates
FE class conqueror Eminence A sense of fellowship unites Fighting Spirits and empowers their memories
FE skill quixotic 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
FE skill countermagic Countermagic Deals non-lethal damage against user back against an opponent attacking with magic
FE class diviner Diviner Uses spectromagnetism to deflect powerful and weak magic alike
FE skill counter Counter Deals non-lethal damage against user back against opponent
FE class onisavage Gladiator Transfers kinetic energy into burning heat directly within the body of the opponent
FE skill clarity 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
FE skill resiststatus Resist Status Halves status reduction effects, poison damage, and the hit rate of status staves and rods
FE class falconknight Falcon Incredibly secure internal structure of a Fighting Spirit that rejects negative influences
FE skill immunestatus Immune Status Negates status reduction effects, poison damage, and the hit rate of status staves and rods
FE class falconknight2 Falcon Knight A Fighting Spirit that cannot be changed other than through its own means
FE skill healtouch Healtouch +5 healing output
FE class cleric Cleric Channels healing energy through the body and Fighting Spirit, not just the tool used
FE skill renewal Renewal Heals 25% HP at the start of a turn
FE class cleric Cleric Utilizes the ambient healing energy of the environment and directs it inwards
FE skill staffsavant Staff Savant Prevents any durability decrease on a staff and increases the range of staves to a minimum of 10
FE class valkyrie Valkyrie The reward for giving ones life to the staff
FE skill armsthrift 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
FE skill unknown Arrowthrift The user can defend from close range with a bow
FE class bowknight Bow Knight Masterful techniques reduce the time it takes to draw and release the arrow
FE skill optimistic 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
FE skill unknown Weaponlite The user can have 5 items at once, rather than 3
FE class masterofarms Master of Arms Grants experience wielding numerous weapons at once
FE skill unknown Armourlite Nullifies the weight of worn armour
FE class knight Admiral Grants experience wearing and breathing from within heavy armour
FE skill reciprocity 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 '
FE skill patience 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...
FE skill prescience 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
FE skill aggressor Aggresor +25 Hit Rate during player phase
FE class barbarian Marauder Inviting a proactive lifestyle on and off the battlefield
FE skill luckyseven Lucky Seven +20 Hit Rate and +20 Avoid during first seven turns
FE class skyknight Flier The early bird maxim applied to the battlefield
FE skill quickburn Quick Burn +15 Hit Rate and +15 Avoid at start of chapter; -1 to both stats for each successive turn
FE class tactician Arcanist Those who yearn for battle but soon face fatigue burn quickly
FE skill slowburn Slow Burn +1 Hit Rate and +1 Avoid per turn
FE class ninja Ninja Those who avoid battle but soon warm up to it burn slowly
FE skill airsuperiority Air Superiority +30 hit rate and +30 avoid when facing a flying unit
FE class pegasusknight Flier Knight Thought they may appear graceful, flighty units do not always live up to their looks
FE skill wraith Wrath +20 Critical when HP is at half or below
FE class barbarian Marauder Land the killing blow or die trying
FE skill inextremis In Extremis +30 critical rate if user's HP is under one-quarter
FE class archer Arquebusier All thats left in ones dying eyes is kill, kill, kill
FE skill underdog 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
FE skill optimist 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
FE skill calm Calm +5 Dexterity for remainder of turn when choosing to wait
FE class warmonk War Monk Take the time to halt one's mind for just a moment and focus on what is important: winning
FE skill beastbane Beastbane Deals bonus damage to beast units
FE class spearfighter Pikeman Searing hatred for the mounts of the world
FE skill wyrmsbane Wyrmsbane Deals bonus damage to wyvern units
FE class wyvernlord2 Dragon Hunter Unique knowledge of a wyvern's weaknesses
FE skill hawkeye Hawkeye Attacks made with a Bow or Arm always hit
FE class sniper2 Sniper Keen vision and acute training combine for the perfect marksman
FE skill vantage Vantage Attack first during enemy phase when HP is half or below
FE class swordmaster Swordsmaster When the time is right, prepare for first strike
FE skill highwayman Highwayman -3 to Strength and Speed when attacking an enemy that cannot counter-attack
FE class taguel Thief The winners of war shed their honour to end the battle quickly
FE skill opportunist 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
FE skill fieryblood Fiery Blood Damage dealt +4 if user's HP is not full
FE class wyvernrider2 Wyverness For every drop of blood spilt, so shall three more be drawn
FE skill perfectionist Perfectionist Hit rate and Avoid +15 each when user's HP is full
FE class warrior Warrior Unhampered by knicks and cuts, one can focus on bringing down pain
FE skill triplethreat Triple Threat If user is under half HP, counters any damage done by a sword, lance, or axe
FE class masterofarms Master of Arms When every slice counts, turning it back around on the enemy can make all the difference
FE skill shurikenmastery 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
FE skill perspicacious 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
FE skill prodigy 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
FE class greatlord Captain A breakout talent turning the tide of battle
FE skill vendetta Vendetta +4 damage dealt vs. a previously fought enemy
File:FE class .gif Personal Burning anger when one's opponent just won't die
FE skill puissance 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
FE skill achingblood 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
FE skill pragmatic Pragmatic +3 damage dealt and -1 damage received if enemy's HP is not full
FE class mercenary2 Legionary An enemy with a few nicks and cuts can afford a few more
FE skill chivalry Chivalry +2 damage dealt and -2 damage received if enemy's HP is full
FE class cavalier Cavalier Fighting Spirits filled with feelings of honour and respect for their opponents
FE skill icyblood 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
FE skill fiercecounter Fierce Counter 32 damage dealt when an enemy triggers the battle
FE class sage Sage Luring an enemy into the user's trap to take them out more efficiently
FE skill bibliophile 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
FE skill winddisciple Spirit Disciple +10 hit rate and +10 Avoid when user's HP is not full
FE class onmyoji Bishop Learning from the incorporeality of Fighting Spirits and moving like the wind
FE skill golembane Golembane All attacks deal bonus damage to artificial creatures
FE class darkmage Exorcist A burning hatred of artificial beings, insacred and sacreligious
FE skill draconichex 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
FE skill waryfighter 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
FE skill survey Survey Negates Hit Rate decrease from distance for Bows
FE class bowknight2 Ranger With a great knowledge of the environment, Fighting Spirits can give their users a perfect shot no matter the range
FE skill rifledbarrel Rifled Barrel Reduces Hit Rate increase due to distance for Arms
FE class archer3 Marksman With a special turn of the wrist, Fighting Spirits can send their bolts farther than normal
FE skill lifeanddeath 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
FE skill immobilize Immobilize Reduces enemy's Movement to 0 and Avoid by 20 for remainder of turn if user's attack connects
FE class darkmage Exorcist Such a jarring hit knocks the opponent off their feet and stops them from moving again
FE skill inevitableend 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
FE skill pointblank Point Blank +4 damage when shooting at 2 or less range with bow or arm
FE class warrior Warrior With the proper techniques, the user can shoot their long distance weapons close up powerfully.
FE skill wingedshield Cordelia's Shield Negates any anti-flight weakness on the user, and allows the user access to terrain bonuses
FE class pegasusknight Flier Knight Granted to a Fighting Spirit by the powerful Cordelia's Shield
FE skill armorshield Hector's Shield Negates any anti-armor weakness on the user
FE class knight Admiral Granted to a Fighting Spirit by the powerful Hector's Shield
FE skill iotesshield Iote's Shield Negates any anti-wyvern weakness on the user
FE class maligknight Drake Knight Granted to a Fighting Spirit by the powerful Iote's Shield
FE skill conquest Walhart's Shield Negates any anti-beast weakness on the user
FE class paladin Paladin Granted to a Fighting Spirit by the powerful Walhart's Shield
FE skill rallyheart Pure Heart -2 damage received and +2 damage dealt vs. units that have Dark weapons equipped
FE class valkyrie Valkyrie A devotion to justice so defines the Fighting Spirit that they can strike down any wrongdoer
FE skill unknown Impure Heart -2 damage received and +2 damage dealt vs. units that have Light weapons equipped
FE class sorcerer3 Sorcerer So evil is the Fighting Spirit that they may strike down any pure being
FE skill nobility 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
FE skill limitbreaker Limit Breaker +10 to all stat caps
FE class lord Apprentice The Fighting Spirit and their user continue to grow strong beyond what was thought previously possible
FE skill limitbreaker Rations (Dex)% chance of healing 25% at beginning of turn
FE class mercenary Adventurer By exploring the land, they have learned to make a meal out of anything
FE skill aptitude Aptitude +20 to all Growth rates
FE class villager Recruit Each drip of knowledge compounds for greater results for the user
FE skill aptitude Accuracy +15 Hit Rate when user's Str > opponent's
FE class fighter Fighter Overbearing strength ensures a focus on accuracy
FE skill aptitude Determined Blow +25 hit rate if attack will kill
FE class outlaw Hunter When its all on the line, a focus on accuracy is needed
FE skill nobility Mechanized Fighter +4 Might to equipped weapon
FE class wolfskin Crossbowman The Crossbowman depends more on their weapon than on their own strength
FE skill locktouch Locktouch Opens doors and chests without keys
FE class thief Bandit A gentle touch can break any lock
FE skill discipline Discipline ×2 weapon experience
FE class wolfssegner Novice Continuing a lifetime commitment to training and learning the arts of battle
FE skill paragon Paragon ×1.5 experience gain while paired up
FE class priest 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 tooltip

Ultiswords 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
FE skill astra Astra 5 consecutive strikes at half damage
FE class swordmaster Swordsmaster Taking on the power of the stars to unleash verdant strikes
FE skill pavise Pavise Halves damage done by swords, lances, axes, and knives
FE class hero3 Vanguard Unleashes a heavenly shield to protect from physical bombardment
FE skill aegis Aegis Halves damage done by bows, arms, tomes, and staves
FE class knight Admiral Reveals a blessed shield to protect from magical attacks
FE skill luna Luna Halves enemy's Constitution or Wisdom during attack
FE class greatknight Armour Knight A blue flash reveals the powerful, armour cleaving Luna slash
FE skill ignis Ignis Adds half of the Wisdom stat to Strength
FE class warmonk War Monk Bursting with flowers, this magical attack utilizes both the user's strength and wisdom
FE skill lethality Lethality Instantly defeats the enemy
FE class assassin2 Assassin Using all of their power, the user commands a killing strike, instantly reducing the opponent's life force
FE skill vengeance Vengeance Increases damage output by half of damage taken
FE class sorcerer Druid The energy released by the user's Fighting Spirit from being damage coalesces into a revenge attack
FE skill sol Sol Heal HP equal to half damage
FE class falconknight2 Falcon Knight A beautiful yellow burst that restores life energy to the attacker
FE skill aether Aether Two consecutive strikes; first has Sol effect, second a Luna effect
FE class general General Two mighty hits with the effects of Sol and Luna respectively
FE skill rendheaven Rend Heaven Adds half of enemy's Strength or Wisdom, to user's damage
FE class sage Sage Draws from the enemy's Fighting Spirit's power and redirects it towards them
FE skill dragonfang Spirit Fang Increases user's attack power by 50%
FE class sorcerer Druid The user's body is temporarily transformed by the immense power of the Fighting Spirit and used to great effect as an attack
FE skill shadowgift Eclipse Multiplies the user's strength by 5 and treats the target as if it has 0 Constitution during the strike.
FE class paladin2 Dragoon An overbearing attack that surpasses all armour and uses the entirety of the user's Fighting Spirit's energy.
FE skill savageblow Savage Blow Enemies within a two-square radius have their HP reduced by 25% after battle
FE class maligknight Drake Knight Using the user's wyvern, nearby opponents are doused in breath
FE skill divineshield Divine Shield Halves damage and nullifies Lethality, counter-type skills, and poison damage
FE class paladin Paladin The heavens smile down upon the user and its Fighting Spirit, protecting them nearly completely
FE skill miracle Miracle Survive an otherwise-lethal attack with 1 HP if user didn't already have only 1 HP
FE class valkyrie 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 tooltip

Bondformes are affected by or affect supports or pair-ups.

Skill Effect
FE skill veteran 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
FE skill nohriantrust 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
FE skill tacticaladvice 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
FE skill guardedbravery 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
FE skill dualstrike Dual Striker +10% to Dual Strike rate if paired with a support level > C
FE class myrmidon Myrmidon The energy released by nearby Fighting Spirits is reused to enable another timely attack
FE skill dualsupport Dual Supporter Increases the support bonus effect if paired with a support level > C
FE class onisavage Gladiator The lead Fighting Spirit can siphon more energy from the dormant, supporting Fighting Spirit if it has a spirit of generosity
FE skill dualguardsman 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
FE skill competitive 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
FE skill bushido 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
FE skill miraculoussave 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
FE skill noblecause 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
FE skill defender Defender +1 all stats while paired up
FE class archer3 Marksman An Fighting Spirit that refuses to let down its partner or even to appear weak in front of them
FE skill deliverer Deliverer +2 Movement when paired up
FE class cavalier 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 tooltip

Vampyres are activated when a unit defeats their opponent.


Skill Effect
FE skill bloodthirst Bloodthirst +4 each to Strength, Wisdom, Dexterity, and Speed for rest of turn
FE class wyvernrider Drake Upon the first seen drop of blood their Fighting Spirit will begin to glow, hungry for more
FE skill morbidcelebration Morbid Celebration Recover 25% HP and gain +2 to each stat for the next two turns
FE class warcleric Shaman A masochistic lust for death and appreciation for those who lose their lives at the hand of the user
FE skill fearsomeblow Fearsome Blow Other enemy units adjacent to user lose 20% HP
FE class sniper2 Sniper A final strike so overpowering that its energy is carried forward to those nearby
FE skill lifetaker Lifetaker Recover HP equal to the amount dealt by the killing blow
FE class mage Mage Draining the energy directly from the opponent, a less ethical Fighting Spirit can continue the user's existence longer
FE skill galeforce Galeforce Grants another full action with half movement; only activates once per turn
FE class skyknight Flier The user keeps their momentum after their final swing and uses it for another powerful attack
FE skill speedtaker Speedtaker +2 Speed for rest of battle, maximum bonus +10
FE class bowknight Bow Knight Siphons the speed of the recently departed as they fall forever asleep
FE skill strengthtaker Strengthtaker +2 Strength for rest of battle, maximum bonus +10
FE class fighter2 Brigand Siphons the strength of the recently departed as they fall forever asleep
FE skill magictaker Wisdomtaker +2 Wisdom for rest of battle, maximum bonus +10
FE class manakete Hymnist Siphons the speed of the wisdom departed as they fall forever asleep
FE skill skilltaker Skilltaker +2 Dexterity for rest of battle, maximum bonus +10
FE class swordmaster Swordsmaster Siphons the dexterity of the recently departed as they fall forever asleep
FE skill defensetaker Defensetaker +2 Constitution for rest of battle, maximum bonus +10
FE class warcleric 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 tooltip

Terrans 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
FE skill acrobat Acrobat Traverse all traversable terrain as if it were a plain
FE class trickster2 Pariah Precise movement of their body allows users to surpass terrain obstacles altogether
FE skill naturalcover Natural Cover -3 damage received when fighting in terrain with effects
FE class sorcerer Druid Fighting Spirits trained in the usage of nearby terrain while fighting make great use of trees, rocks, and other obstacles
FE skill elbowroom Elbow Room +3 damage dealt when fighting in no-effect terrain
FE class onisavage Gladiator With enough room to maneuver, particularly skilled Fighting Spirits can shine at their fullest potential
FE skill heartseeker Heartseeker -20 Avoid to adjacent enemy
FE class diviner Diviner Some Fighting Spirits can hone in on the lifeforce of others, almost like heat vision, granting unprecedented aim
FE skill hex Hex -10 Avoid and -10 Hit Rate to adjacent enemies
FE class sorcerer3 Sorcerer A powerful, passive, and constant spell that affects nearby opponent's ability to dodge and hit successfully
FE skill divineretribution Divine Retribution If user is unequipped, counters any adjacent attack for half damage
FE class monk Monk Upon reaching a level of reflection only possible when unarmed, the heavens will begin to smile down on the user
FE skill playthings Playthings At start of turn, any enemy adjacent to the user loses 5 HP
FE class wyvernrider Drake To those of high mind and low empathy, commanding others can result in dangerous tendencies
FE skill lilyspoise 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
FE skill rosesthorns Rose's Thorns Adjacent allies get +3 damage dealt and -1 damage received
FE class griffonrider Griffon Like the thorns of a rose, this Fighting Spirit inspires others to remain aggressive and forceful
FE skill relief 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
FE skill charm 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
FE skill pass Pass Pass through enemy-occupied tiles
FE class assassin2 Assassin Pass through space held by the enemy by simply ignoring them
FE skill focus Focus +15 Critical with no allies within a 3 square radius
FE class bowknight2 Ranger Only when unencumbered can this Fighting Spirit channel the energies around them to locate the enemy's weaknesses
FE skill anathema Anathema -10 Avoid and -10 Dodge to all enemies within a 3 square radius
FE class maligknight Drake Knight Such incredible hatred and evil emanates from the Fighting Spirit, cursing those around it
FE skill bond Bond Heals 8 HP to all allies within a 3 square radius at the start of the turn
FE class onmyoji Bishop Such incredible natural love and appreciation emanates from the Fighting Spirit, blessing those around it
FE skill peacebringer Peacebringer -3 damage dealt to all units within a two-square radius of user
FE class manakete Hymnist The peaceloving nature of the user cannot help but soothe everyone around them, even opponents
FE skill misfortunate Misfortunate -5 to user's dodge and -15 to dodge to all enemies within a two-square radius of user
FE class titan Cyclops The unlucky clumsiness of the user is shared with every enemy nearby
FE skill fortunateson Fortunate +5 dodge to user, +15 dodge to all allies within a two-square radius of user
FE class vestal Lost Spirit The lucky precision of the user is shared with every ally nearby
FE skill camaraderie 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
FE skill maleficaura Malefic Aura +3 magical damage received to all enemies within a two-square radius of user
FE class maid Enchanter An Fighting Spirit can release an aura that increases the potency of selected spells; specifically, those of its user
FE skill selfdestruct Self-Destruct If user is under half HP, deals damage to all enemies and walls within a two-square radius before disappearing
FE class vestal 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 tooltip

Initiatives only activate when the unit with them initiates combat, rather than being attacked and counterattacking. As such, they are mostly offensive.


Skill Effect
FE skill duelistsblow Duelist's Blow +30 Avoid
FE class swordmaster Swordsmaster Refined by the duelist, this attack strikes first and withdrawls to avoid retaliation
FE skill deathblow Death Blow +20 critical rate
FE class berserker2 Berserker Refined by the master fighter, this attack strikes first and aims to annihilate
FE skill dartingblow Darting Blow +5 attacks speed
FE class paladin Paladin Refined by the acrobat, this attack strikes first and then once more
FE skill certainblow Certain Blow +40 hit rate
FE class bowknight Bow Knight Refined by the archer, this attack strikes first and nearly always hits
FE skill wardingblow Warding Blow -20 magical damage received
FE class warrior Warrior Refined by the careful fighters, this attack strikes first and serves to ward off magical retaliation
FE skill armoredblow Armored Blow -10 physical damage received
FE class knight Admiral Refined by defensive fighters, this attack strikes first and serves to ward off physical retaliation
FE skill quickdraw Quick Draw +4 damage dealt
FE class myrmidon 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 tooltip

Blessings 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
FE skill dragonward Spirit Ward Adjacent allies take half damage from enemy attacks
FE class monk Monk The awesome power of Fighting Spirit is shared with nearby allies, empowered by bountiful blessings
FE skill goodybasket Aura Sync Recover 30% HP at start of turn
FE class falconknight Falcon The user's Fighting Spirit communes with the aura of reality and receives a gift of lifeforce
FE skill futuresight Premonition The enemy's attack is negated
FE class sorcerer Druid A divination is answered, providing key strategic info to save the user from a future attack
FE skill opportunityshot 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
FE skill witchsbrew Medicinal Potion Heal all status conditions and stat debuffs
FE class warcleric Shaman A risky alchemy project succeeds, healing the user's body of impurities
FE skill toxicbrew Toxic Potion Reduce enemy's Movement to 0 and Avoid by 20 for rest of turn
FE class witch 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 tooltip

Soulpowers are special actions that can be activated on any turn instead of other actions like attacking, with otherwise unlimited usages.


Name Effect
FE skill rallyingcry Rallying Cry All allies within a two-square radius deal +2 damage
FE class greatlord Captain An audible call for allies to work together and give it their all
FE skill rallyspectrum Rally Spectrum +2 all stats to all allies within a 3 square radius
FE class manakete Hymnist {{{5}}}
FE skill rallydefense Rally Constitution +4 Constitution to all allies within a 3 square radius
FE class manakete Hymnist An audible call suggesting allies take a deep breath
FE skill rallystrength Rally Strength +4 Strength to all allies within a 3 square radius
FE class trickster Troubadour An audible call suggesting allies quickly sharpen their weapons
FE skill rallymagic Rally Wisdom +4 Wisdom to all allies within a 3 square radius
FE class trickster Troubadour An audible call suggesting allies consider deeply their options
FE skill rallyskill Rally Dexterity +4 Dexterity to all allies within a 3 square radius
FE class trickster2 Pariah An audible call suggesting allies watch out for enemy mistakes
FE skill rallyspeed Rally Speed +4 Speed to all allies within a 3 square radius
FE class manakete Hymnist An audible call suggesting allies make quick strikes a priority
FE skill rallymovement Rally Movement +1 Movement to all allies within a 3 square radius
File:FE class .gif Personal An audible call suggesting allies rush ahead
FE skill inspiringsong Song of Inspiration Allies within a 3 square radius gain +3 Dexterity and Speed until the user's side's next turn
FE class apothecary Bard This uplifting song will raise spirits and feet
FE skill voiceofpeace Song of Peace Units within a 4 square radius deal -6 damage per attack until the user's side's next turn
FE class apothecary Bard This uplifting song will raise spirits and peaceful feelings
FE skill foreignprincess Song of Nations Allies within a 3 square radius receive +2 Constitution and Strength for each adjacent ally
FE class apothecary Bard This uplifting song will raise spirits and admiration
FE skill fancyfootwork 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
FE skill dance Revitalizing Dance Selected adjacent ally unit can perform another action
FE class dancer Dancer '
FE skill specialdance Special Dance Selected adjacent ally unit receives +4 to Strength, Wisdom, and Constitution for a turn
FE class dancer Dancer '
FE skill shove Shove Push an adjacent ally one tile
FE class soldier Soldier A quick push of an ally forwards, with their permission of course
FE skill swap Swap Switch places with an adjacent ally
FE class cavalier Cavalier A quick swap that gives no opportunity for attack
FE skill shelter Shelter Make an adjacent ally the user's support unit
FE class greatknight Armour Knight A protective user bringing another into their arms to save them from danger
FE skill warp Warp Move adjacent to a selected ally unit and performs another action
FE class witch Witch '

FE gameplay 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
FE equipment bronzesword
Bronze Sword FE sword E 3 2 95 0 1 450 -- --
333
FE equipment glasssword
Glass Sword FE 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
FE equipment rapier
Rapier FE sword E 7 3 95 -- 1 -- -- Eff. against mounted/armoured units
333
FE equipment sword
Brass Katana FE sword E 2 1 100 0 1 450 -- (+3 Avo) (+1 Spd)
333
FE equipment ironsword
Iron Sword FE sword D 6 4 90 -- 1 900 -- --
333
FE equipment roysblade
Solarrion FE sword D 10 5 80 0 1 450 -- (-4 Con) Eff. against Dark units
333
FE equipment goldendagger
Short Sword FE sword D 4 2 90 -- 1 600 -- (+10 Avoid)
333
FE equipment wodao
Wo Dao FE sword D 5 3 80 35 1 1500 -- (-5 Avo)
333
FE equipment armorslayer
Armourslayer FE sword D 7 6 85 -- 1 2000 -- Eff. against armoured units
333
FE equipment wyrmslayer
Wyrmslayer FE sword D 5 5 90 -- 1 1200 -- Eff. against dragon units
333
FE equipment ladyblade
Iron Katana FE sword D 5 3 90 -- 1 900 -- (+3 Avo) (+1 Spd) (-1 Con/Wis)
333
FE equipment ironsword2
Etched Katana FE sword D 3 2 95 -- 1 950 -- (+15 Avo)
333
FE equipment mercurius
Iron Katti FE sword D 4 2 90 -- 1 - 2 1250 -- --
333
FE equipment killingedge
Killing Edge FE sword C 7 4 90 25 1 3500 -- Critical hits deal ×4 damage
333
FE equipment steelsword
Steel Sword FE sword C 9 5 95 -- 1 2000 -- --
333
FE equipment zweihander
Slim Sword FE sword C 6 2 95 5 1 2000 -- Not affected by weapon triangle
333
FE equipment ilwoon
Barrier Sword FE sword C 8 7 90 -- 1 3500 -- (+6 Res), (-3 Def)
333
FE equipment missiletainn
Tomebender FE sword C 8 8 95 -- 1 3000 -- Grands Tomebreaker, inflicts silence, (-2 Spd)
333
FE equipment seliphsblade
White Sword FE sword C 8 6 95 0 1 1600 -- Deals magic Fire damage. (-10 Avoid)
333
FE equipment shadowsword
Dusk Sword FE sword C 11 6 85 -- 1 2500 -- (25 - Dex)% backfire chance
333
FE equipment sevensword
Steel Katana FE sword C 8 4 95 -- 1 2500 -- (+2 Spd) (-1 Con/Wis)
333
FE equipment leifsblade
Steel Katti FE sword C 6 3 90 -- 1 - 2 2000 -- --
333
FE equipment silversword
Silver Sword FE sword B 12 6 90 -- 1 4000 -- (-5 Dodge), (-2 Spd & Skl)
333
FE equipment soothingsword
Wild Sword FE sword B 8 7 80 0 1 4500 -- (50 - target Wis)% chance of inflicting Wild
333
FE equipment lightningsword
Levin Sword FE sword B 10 4 90 0 1 - 2 1600 -- Deals magic Thunder damage, (-20 Avoid)
333
FE equipment superioredge
Surperior Edge FE sword B 10 6 95 -- 1 4500 -- Grants Swordbreaker, (-3 Con)
333
FE equipment silversword2
Silver Katana FE sword B 11 5 95 -- 1 4000 -- (+4 Spd) (-2 Con/Res)
333
FE equipment eirikasblade
Silver Katti FE sword B 9 4 90 -- 1 - 2 5000 -- --
333
FE equipment blessedsword
Miracle Sword FE sword A 12 5 85 -- 1 5500 -- Eff. against dark units, grants Miracle skill, (-2 Str)
333
FE equipment royalsword
Wingcleaver FE sword A 10 8 90 5 1 5500 -- Eff. against flying units
333
FE equipment bravesword
Brave Sword FE sword A 7 7 75 -- 1 5500 -- Allows two consecutive hits, (-3 Def/Res)
333
FE equipment bravesword2
Spirit Katana FE sword A 8 4 95 -- 1 6000 -- Eff. against monster units
333
FE equipment falchion
Falchion FE sword S 17 5 90 5 1 -- -- Eff. against Dragon units
A seemingly inconsequential sword that nonetheless has uses against certain dragon enemies
FE equipment balmung
Balmung FE sword 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
FE equipment mystletainn
Mystletainn FE sword 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
FE equipment solkatti
Hagakure FE sword 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
FE equipment tyrfing
Tyrfing FE sword 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
FE equipment almsblade
King's Sword FE 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
FE equipment astrasword
Triton FE sword 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
FE equipment bronzelance
Bronze Lance FE lance E 4 3 95 0 1 450 -- (+8 Dodge)
333
FE equipment glasslance
Glass Lance FE 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
FE equipment rustedlance
Haunted Lance FE lance E 15 4 80 5 1 700 -- (50 - Dex)% chance of backfiring
333
FE equipment javelin
Atlatl FE lance E 3 2 85 0 1 - 2 450 -- (+5 Dodge) (+2 Spd)
333
FE equipment ironlance
Iron Lance FE lance D 6 5 90 -- 1 900 -- --
333
FE equipment ironlance2
Wooden Pike FE lance D 5 4 95 -- 1 600 -- Enemy cannot counter.
333
FE equipment lance
Slim Lance FE lance D 4 2 90 -- 1 600 -- (+10 Avoid)
333
FE equipment beastkiller
Beast Killer FE lance D 7 6 85 -- 1 2000 -- Eff. against beast units
333
FE equipment javelin2
Javelin FE lance D 3 3 95 0 1 - 2 950 -- Cannot follow up, weak to follow ups
333
FE equipment blessedlance2
Voulge FE lance D 5 4 75 -- 1 1250 -- Eff. against mounted units, (-5 Dodge)
333
FE equipment steellance
Steel Lance FE lance C 10 6 80 -- 1 2750 -- --
333
FE equipment killerlance2
Killer Lance FE lance C 7 7 85 25 1 3500 -- Critical hits deal ×4 damage
333
FE equipment gradivus2
Metal Pike FE lance C 9 4 85 -- 1 2000 -- Enemy cannot counter.
333
FE equipment superiorlance
Greater Lance FE lance C 8 8 90 -- 1 3500 -- Grants Lancebreaker. (-2 Def)
333
FE equipment shockstick
Shockstick FE lance C 8 4 85 -- 1 3000 -- (-1 Res)
333
FE equipment shortspear
Short Spear FE lance C 9 5 85 0 1 - 2 2500 -- Cannot follow up, weak to follow ups, (-3 Dodge)
333
FE equipment finnslance
Guisarme FE lance C 8 4 85 -- 1 2500 -- Eff. against mounted units, (-5 Dodge)
333
FE equipment silverlance
Silver Lance FE lance B 14 7 75 -- 1 4000 -- --
333
FE equipment veninlance
Venin Lance FE lance B 9 8 70 0 1 4500 -- (60 - target Res)% chance of inflicting Poison
333
FE equipment spear
Spear FE lance B 10 6 85 0 2 4500 -- Cannot follow up, weak to follow ups, (-3 Dodge)
333
FE equipment silverlance2
Glaive FE lance B 11 5 80 -- 1 4500 -- Eff. against mounted units, (-5 Dodge)
333
FE equipment rhomphaia
Steelcleaver FE lance A 11 9 85 -- 1 5500 -- Eff. against armored units, (-3 Str after hit)
333
FE equipment bravelance
Brave Lance FE lance A 8 8 75 5 1 5500 -- Allows two consecutive hits, (-3 Con/Wis)
333
FE equipment sollance
Astra FE lance 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
FE equipment dumaslance
War God's Lance FE 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
FE equipment gaebolg
Gáe Bolg FE lance S 15 6 90 -- 1 -- -- (+7 Con), (+2 Wis)
The Gáe Bolg is designed to keep opponents away defensively, protecting many a royal
FE equipment gungnir
Gungnir FE lance S 16 7 90 -- 1 - 2 -- -- (+7 Str), (+3 Dex), (-2 Spd)
Incredibly historied lance that great range
FE equipment gradivus
Eclesion FE lance 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
FE equipment bronzeaxe
Bronze Axe FE axe E 5 4 60 0 1 450 -- --
333
FE equipment glassaxe
Glass Axe FE 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
FE equipment rustedaxe
Despina FE axe E 9 5 70 -- 1 - 3 -- -- (+3 Spd/Str)
333
FE equipment orsinshatchet
Hatchet FE axe E 4 3 60 0 1 - 2 450 -- (+5 Dodge) (+2 Spd)
333
FE equipment devilaxe
Devil Axe FE axe E 17 6 50 5 1 700 -- (55 - Dex)% chance of backfiring
333
FE equipment ironaxe2
Iron Axe FE axe D 9 6 65 -- 1 900 -- --
333
FE equipment axe
Fiendcleaver FE axe D 6 7 70 -- 1 600 -- Deals effective damage to Beasts
333
FE equipment hammer
Hammer FE axe D 9 7 55 -- 1 2000 -- Eff. against armored units, (-2 Str after hit)
333
FE equipment handaxe
Hand Axe FE axe D 3 4 65 0 1 - 2 950 -- Cannot follow up, weak to follow ups
333
FE equipment steelaxe2
Steel Axe FE axe C 11 8 70 -- 1 2750 -- (-10 Avoid)
333
FE equipment splittingaxe
Berserken FE axe C 17 9 70 -- 1 2750 -- Unit's health reduced by 30% after attacking
333
FE equipment ironaxe
Bolster Edge FE axe C 6 8 85 -- 1 2750 -- (+3 Def/Res) (-1 Spd)
333
FE equipment superioraxe
Greater Axe FE axe C 8 9 65 -- 1 3500 -- Grants Axebreaker. (-2 Def)
333
FE equipment volantaxe
Volant Axe FE axe C 11 7 65 5 1 2500 -- Effective against Flying units.
333
FE equipment killeraxe2
Killer Axe FE axe C 10 8 70 30 1 3500 -- Critical hits deal ×4 damage
333
FE equipment shortaxe
Short Axe FE axe C 7 6 70 0 1 - 2 2500 -- Cannot follow up, weak to follow ups, (-3 Dodge)
333
FE equipment silveraxe2
Silver Axe FE axe B 16 10 75 -- 1 4000 -- --
333
FE equipment tomahawk
Tomahawk FE axe B 12 9 75 0 1 - 2 4500 -- Cannot follow up, weak to follow ups, (-3 Dodge)
333
FE equipment imposingaxe
Draculmar FE axe B 13 8 80 -- 1 4500 -- Eff. against mounted units
333
FE equipment vengeanceaxe
Wyrm Edge FE axe A 17 11 75 -- 1 5500 -- Eff. against dragon units
333
FE equipment braveaxe
Brave Axe FE axe A 15 11 75 5 1 5500 -- Allows two consecutive hits, (-3 Def/Res)
333
FE equipment urvan
Urvan FE axe S 24 10 80 -- 1 -- -- (+5 Con/Wis) (-3 Eff. Spd)
The overbearing weight of the axe contributes to its strong defensive abilities
FE equipment wolfberg
Gelb Ritter FE axe 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
FE equipment helswrath
Helswath FE axe S 21 13 70 5 1 - 2 -- -- (+5 Def) (-2 All others)
Embodies the wrath of the underworld and its incredible spiritual power
FE equipment titaniasaxe
Waterfall FE axe 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
FE equipment bronzebow
Wooden Bow FE bow E 3 2 80 0 2 - 4 450 -- (+7 Dodge
333
FE equipment glassbow
Glass Bow FE 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
FE equipment bow
Larissa FE bow E 9 3 85 -- 1 - 2 -- -- (+3 Spd/Str) (-5 Def)
333
FE equipment ironbow
Iron Bow FE bow D 7 4 80 -- 2 - 4 900 -- --
333
FE equipment ironbow2
Pursuit Bow FE bow D 4 5 85 -- 2 - 4 600 -- (+1 Mgt) for every 4 Spd of user, up to +7
333
FE equipment slackbow
Short Bow FE bow D 3 2 90 0 1 - 2 950 -- --
333
FE equipment steelbow
Steel Bow FE bow C 7 4 85 -- 2 - 4 2750 -- --
333
FE equipment killerbow
Killer Bow FE bow C 6 5 85 20 2 - 4 3500 -- Critical hits deal ×4 damage
333
FE equipment veninbow
Venin Bow FE bow C 13 2 95 -- 2 - 4 2750 -- Unit's health reduced by 30% after attacking
333
FE equipment longbow2
Mirror Yumi FE bow C 5 7 90 -- 2 - 4 2750 -- (+6 Res)
333
FE equipment woltsbow
Perfect Bow FE bow C 8 8 -- -- 2 - 4 3500 -- Always hits, (-3 Def/Res/Spd) until next battle
333
FE equipment superiorbow
Greater Bow FE bow C 8 6 90 -- 2 - 4 3500 -- Equips Bowbreaker.
333
FE equipment steelbow2
Tipped Bow FE bow C 9 6 80 15 2 - 4 2500 -- 30% chance of inflecting a random Status effect.
333
FE equipment longbow
Longbow FE bow C 7 4 50 15 4 - 6 2500 -- --
333
FE equipment silverbow
Silver Bow FE bow B 15 6 80 -- 2 - 4 4000 -- --
333
FE equipment blessedbow
Shining Bow FE bow B 9 7 70 0 2 - 4 4500 -- Deals magic damage, eff. against Dark
333
FE equipment blessedbow2
Pierce Bow FE bow B 12 4 85 0 2 - 4 4500 -- %(Skl / 3) chance of ignoring enemy Def
333
FE equipment silverbow2
Silencer FE bow B 10 6 90 -- 2 - 4 4500 -- Inflicts Silence
333
FE equipment killerbow2
Mount Killer FE bow A 14 5 80 -- 2 - 4 5500 -- Eff. against mounted units
333
FE equipment toweringbow
Illusory Yumi FE bow A 9 8 70 -- 2 - 4 5500 -- (+9 Res)
333
FE equipment doublebow
Mighty Bow FE bow A 11 7 75 5 2 - 4 5500 -- Allows two consecutive hits, (-3 Spd)
333
FE equipment parthia2
Spy's Bow FE bow A 9 4 80 5 4 - 10 5500 -- -10 dodge
333
FE equipment lunabow
Reinfleche FE bow S 20 6 90 -- 2 - 3 -- -- --
A purely offensive bow with no gimmicks; just damage and incredible accuracy
FE equipment parthia
Parthia FE bow S 16 5 85 20 2 - 4 -- -- (+5 Wis)
Magic flows through this bow, enhancing the user's resistance to supernatural attacks
FE equipment yewfelle
Yewfelle FE bow 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
FE equipment astrabow
Aquapiercer FE bow 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
FE equipment woodcrossbow
Wood Crossbow FE arm E 10 4 95 -- 1 - 3 450 -- (+7 Dodge)
333
FE equipment glasscrossbow
Glass Crossbow FE arm 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
FE equipment ironcrossbow
Iron Crossbow FE arm D 15 6 95 -- 1 - 3 900 -- --
333
FE equipment bowgun
Bowgun FE arm D 19 7 90 5 2 - 3 900 -- --
333
FE equipment steelcrossbow
Steel Crossbow FE arm C 20 8 100 -- 1 - 3 2750 -- --
333
FE equipment killingcrossbow
Killing Crossbow FE arm C 19 9 95 25 1 - 3 3500 -- Critical hits deal ×4 damage
333
FE equipment silvercrossbow
Silver Crossbow FE arm B 25 10 105 -- 1 - 3 4000 -- --
333
FE equipment armycrossbow
Army Crossbow FE arm B 18 8 150 10 1 - 5 4500 -- Ignores enemy terrain effects
333
FE equipment taksh
Taksh FE arm B 30 9 95 5 2 - 3 3750 -- --
333
FE equipment overbow
Over Crossbow FE arm A 29 11 100 -- 1 - 3 5500 -- Equips Crossbowbreaker
333
FE equipment aqqar
Aqqar FE arm A 34 11 95 10 2 - 3 5500 -- --
333
FE equipment bellefur
Bellefur FE arm 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
FE equipment arbalest
Arbalest FE arm 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
FE equipment bronzeknife
Bronze Knife FE kunai E 3 2 85 -- 1 - 2 450 -- (-2 debuff to Str/Con)
333
FE equipment bronzedagger
Bronze Dagger FE kunai E 2 1 95 -- 1 - 2 400 -- (-2 debuff Con/Wis)
333
FE equipment glassknife
Glass Knife FE kunai 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
FE equipment ironknife
Iron Knife FE kunai D 7 4 90 5 1 - 2 900 -- (-3 debuff Str/Con)
333
FE equipment beastknife
Hunter's Knife FE kunai D 6 2 80 5 1 - 2 800 -- Eff. against monsters, (-2 debuff Str/Con)
333
FE equipment irondagger
Iron Dagger FE kunai D 4 2 95 5 1 - 2 600 -- (-3 debuff Con/Wis)
333
FE equipment steelknife
Steel Knife FE kunai C 7 5 90 5 1 - 2 2750 -- (-4 debuff Str/Con)
333
FE equipment knife
Sliicen Knife FE kunai C 6 2 85 -- 1 - 2 2750 -- (Dexterity/2)% chance of inflicting Sleep
333
FE equipment dagger
Ranger's Knife FE kunai C 4 7 80 -- 1 - 3 2750 -- (-4 debuff Str/Con)
333
FE equipment steeldagger
Steel Dagger FE kunai C 8 6 95 5 1 - 2 3500 -- (-4 debuff Con/Wis)
333
FE equipment killerknife
Killer Knife FE kunai C 8 6 90 25 1 - 2 3500 -- (-2 debuff Con/Wis)
333
FE equipment silverknife
Silver Knife FE kunai B 9 6 95 10 1 - 2 4000 -- (-6 Str/Con)
333
FE equipment silverdagger
Silver Dagger FE kunai B 7 4 100 10 1 - 2 4500 -- (-6 debuff Con/Wis)
333
FE equipment kard
Barbed Dagger FE kunai A 10 8 90 5 1 5500 -- Inflicts the Poison status effect, (-3 debuff Str/Con)
333
FE equipment stiletto
Stiletto FE kunai A 10 7 100 5 1 - 2 5500 -- Eff. against armored Units, (-7 debuff Str/Con)
333
FE equipment baselard
Baselard FE kunai 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
FE equipment peshkatz
Chakram FE kunai 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
FE equipment secretbook
Force FE tome E 12 1 80 0 2 - 2 450 2 FE neutral Neutral --
333
FE equipment fire
Fire FE tome D 6 2 90 -- 1 - 2 900 -- FE fire Fire Effective v. armor
333
FE equipment thunder
Thunder FE tome D 5 2 80 5 1 -2 800 -- FE thunder Thunder Effective v. dragon
333
FE equipment wind
Wind FE tome D 4 1 95 -- 1 - 2 600 -- FE wind Wind Effective v. flying
333
FE equipment wilderwind
Khione FE tome D 3 1 95 -- 1 - 2 950 -- FE wind Wind Effective v. flying
333
FE equipment shine
Shine FE tome D 8 0 100 -- 1 - 2 900 -- FE light Light (+2 Con/Wis) until next turn
333
FE equipment whitemagic
Brinnston FE tome D 11 0 75 -- 1 -2 800 -- FE light Light (+2 Con/Wis) until next turn
333
FE equipment lightning
Staluri FE tome D 9 0 60 30 1 -2 800 -- FE light Light +2 Wisdom until next turn
333
FE equipment flux
Flux FE tome D 4 3 85 0 1 - 2 450 -- FE dark Dark Drains 20% damage
333
FE equipment blackmagic
Lunar FE tome D 3 3 80 0 1 - 2 450 -- FE dark Dark (Dex)% chance of inflicting Blindness
333
FE equipment verrine
Shadowcleave FE tome D 6 3 90 -- 1 - 2 600 -- FE dark Dark Eff. against Armored units
333
FE equipment arcfire
Arcfire FE tome C 8 3 85 -- 1 - 2 2750 -- FE fire Fire Effective v. armor
333
FE equipment arcthunder
Arcthunder FE tome C 7 3 95 10 1 - 2 2750 -- FE thunder Thunder Effective v. dragon
333
FE equipment arcwind
Arcwind FE tome C 6 2 90 -- 1 - 2 2750 -- FE wind Wind Effective v. flying
333
FE equipment elwind
Shieldcleaver FE tome C 5 2 90 5 1 - 2 4000 -- FE wind Wind Equips Shieldnull
333
FE equipment paragonbook
Arcslush FE tome C 2 3 60 -- 1 - 2 3500 -- FE neutral Neutral Inflicts freezing
333
FE equipment divine
Divine FE tome C 8 1 85 -- 1 - 2 2750 -- FE light Light (+4 Con/Wis) until next turn
333
FE equipment luce
Luster FE tome C 6 1 80 -- 1 - 2 2750 -- FE light Light (Dex)% chance: break enemy's weapon
333
FE equipment nosferatu
Nosferatu FE tome C 7 4 90 -- 1 - 2 900 -- FE dark Dark Drains 50% of damage
333
FE equipment jormungand
Poison FE tome C 6 4 80 -- 1 -2 800 -- FE dark Dark (Dex)% chance of inflecting Poison
333
FE equipment ruin
Ruin FE tome C 7 4 80 30 1 - 2 2750 -- FE dark Dark Drains 20% of damage
333
FE equipment bolganone
Bolganone FE tome B 11 4 80 -- 1 - 3 4000 -- FE fire Fire Effective v. armor
333
FE equipment elfire
Fimbulvetr FE tome B 10 4 80 -- 1 - 3 4500 -- FE fire Fire Effective v. armor (+5 Hit Rate)
333
FE equipment elthunder
Thoron FE tome B 10 4 70 10 1 - 3 4500 -- FE thunder Thunder Effective v. dragon; equips Ringnull
333
FE equipment excalibur
Excalibur FE tome B 9 3 85 -- 1 - 3 4500 -- FE wind Wind Effective v. flying
333
FE equipment rexcalibur
Rexcleaver FE tome B 8 3 90 5 1 - 3 6000 -- FE wind Wind Equips Shieldnull
333
FE equipment aura
Aura FE tome B 13 2 85 -- 1 - 3 4000 -- FE light Light Target deals -4 damage on their next attack
333
FE equipment thani
Divulgence FE tome B 12 2 85 -- 1 - 3 4500 -- FE light Light (+3 Con/Wis/Spd) until next turn
333
FE equipment hel
Brainwash FE tome B 8 5 90 -- 1 - 3 3500 -- FE dark Dark (User's Skl / 3)% chance of inflecting Berserk
333
FE equipment worm
Worm FE tome B 10 5 85 -- 1 - 2 2750 -- FE dark Dark Don't activate Enemy Combat Skills
333
FE equipment waste
Waste FE tome B 9 5 70 -- 1 - 3 4500 -- FE dark Dark User double attacks
333
FE equipment dyingblaze
Meteor FE tome A 15 5 80 0 1 - 3 5500 -- FE fire Fire Effective v. armor; hits adjacent to target
333
FE equipment superiorjolt
Bolting FE tome A 16 5 80 0 1 - 3 5500 -- FE thunder Thunder Effective v. dragon; hits adjacent to target
333
FE equipment celicasgale
Blizzard FE tome A 15 4 80 0 1 - 3 5500 -- FE wind Wind Effective v. flying; hits adjacent to target
333
FE equipment aureola
Starstorm FE tome A 12 3 85 -- 1 - 3 6000 -- FE light Light Hits adjacent to target
333
FE equipment ellight
Vemshire FE tome A 8 3 75 0 1 - 4 5500 -- FE light Light (User's Skl)% chance of inflecting Poison
333
FE equipment purge
Purify FE tome A 14 3 80 0 1 - 3 5500 -- FE light Light Cures user's status effects
333
FE equipment goetia
Fenrir FE tome A 17 6 75 0 1 - 5 5500 -- FE dark Dark (-3 all stats) until next attack
333
FE equipment mire
Mire FE tome A 11 6 80 0 3 - 10 5500 -- FE dark Dark Cannot crit or double, (-2 all stats)
333
FE equipment micaiahspyre
Forblaze FE tome S 14 7 90 5 1 - 2 -- -- FE fire Fire Effective v. armor and dragon
An incredible firery blast that utilizes the latent heat energy nearby and localizes it at the target
FE equipment rexflame
Valflame FE tome S 16 7 85 -- 1 - 2 -- -- FE fire Fire Effective v. armor; equips Armornull
A blast of flames so potent that it can surpass all physical protection and strike
FE equipment mjolnir
Mjölnir FE tome S 15 7 90 -- 1 - 2 -- -- FE thunder Thunder Effective v. dragon; equips Ringnull
A fearsome strike of thunder resembling the lightning god's hammer of yore, and just as powerful
FE equipment forseti
Forseti FE tome S 14 6 95 25 1 - 2 -- -- FE wind 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
FE equipment limitbreakerbook
Judgement FE tome S 22 7 80 10 1 -- -- FE neutral 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
FE equipment bookofnaga
Rexaura FE tome S 14 5 90 -- 1 - 2 -- -- FE light 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
FE equipment ivaldi
Ivaldi FE tome S 13 5 90 5 1 - 2 -- -- FE light Light (+7 Con)
An ancient spell of light that emboldens the user's body while breaking down of the molecules of their opponent
FE equipment expiration
Treachor FE tome S 17 8 90 -- 1 - 2 -- -- FE dark 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
FE equipment grimastruth
Balberith FE tome S 28 8 85 -- 1 - 2 -- -- FE dark 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
FE equipment aversasnight
Apocalypse FE tome S 14 8 90 30 1 - 5 -- -- FE dark 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
FE equipment heal
Heal FE staff E 1 2 90 5 1 450 -- FE light Light Restores 20% of Max HP to target.
333
FE equipment glass
Quick Fix FE staff E -- 2 95 -- 1 1200 3 FE light Light Restores all HP.
333
FE equipment mend
Mend FE staff D 3 3 85 10 1 - 2 900 -- FE light Light Restores 25% of Max HP to allies in range
333
FE equipment physic
Psychic FE staff D 2 3 75 5 1 - 4 800 -- FE light Light Restores 30% of Max HP to target.
333
FE equipment unlock2
Restore FE staff D -- 3 90 -- 1 - 2 1000 10 FE light Light Cures target of status effects
333
FE equipment torch
Ember FE staff D 5 3 -- 15 -- 1200 -- FE fire Fire (+2 Wisdom)
333
FE equipment ward
Ward FE staff D 3 3 80 10 1 - 10 2750 3 FE thunder Thunder (+4 Wis) to target
333
FE equipment rescue
Rescue FE staff D 4 3 80 5 1 - 10 800 4 FE wind Wind Returns distant ally to user.
333
FE equipment sleep2
Sleep FE staff D -- 4 80 -- 1 - 4 3000 -- FE dark Dark Inflicts Sleep on target. (Immune to Sleep)
333
FE equipment silence2
Silence FE staff D -- 4 70 -- 1 - 5 3000 -- FE dark Dark Inflicts Silence on target. (Immune to Silence)
333
FE equipment unlock
Unlock FE staff D -- 3 60 -- 1 3000 5 FE neutral Neutral Unlocks door or chest
333
FE equipment recover
Recover FE staff C 4 4 85 10 1 - 2 2750 15 FE light Light Restores 50% of Max HP to target.
333
FE equipment watch
Watch FE staff C -- 4 90 -- Map 3000 5 FE light Light Clear Fog of War
333
FE equipment torch2
Flare FE staff C 6 4 -- 15 -- 2500 -- FE fire Fire (+4 Wisdom)
333
FE equipment hammerne
Hammerne FE staff C 3 4 80 5 1 - 5 3500 -- FE thunder Thunder Target's weapon gains +4 might until next turn
333
FE equipment rewarp2
Warp FE staff C -- 4 80 -- 1 - 10 3000 10 FE wind Wind Warps user adjacent to target
333
FE equipment healer
Vortex FE staff C -- 5 -- -- 1 - 6 3500 5 FE dark Dark Spawns a vortex, slowing flyers
333
FE equipment unlock3
Weaken FE staff C 4 5 85 5 1 - 7 4500 6 FE dark Dark (-4 all of target's stats)
333
FE equipment berserk3
Poison FE staff C 4 5 85 5 1 - 7 4500 -- FE dark Dark Inflects Poison on target.
333
FE equipment kneader
Turn FE staff B 1 5 70 5 1 - 2 4500 5 FE light Light Instantly kill any monster
333
FE equipment balmwood
Balmwood FE staff B -- 5 80 -- 1 - 2 5000 -- FE light Light Heals target and user 30% max HP
333
FE equipment warp2
Complete FE staff B 4 5 85 10 1 4000 -- FE light Light Restores 80-100% max HP to target
333
FE equipment fortify
Fortify FE staff B 3 5 70 5 1 - 3 4500 10 FE light Light Restore 50% max HP to allies in range
333
FE equipment aum
Protection FE staff B 5 5 90 15 Self 4500 -- FE fire Fire (+2 Wisdom), (+5 Con) for a turn when used
333
FE equipment elsilence
Furnace FE staff B 8 5 85 25 Self 5500 -- FE fire Fire (+4 Wisdom), (+3 Str) for a turn when used
333
FE equipment torch3
Haste FE staff B 4 5 95 20 1 - 3 5000 -- FE thunder Thunder (+1 Movement, +4 Spd) to target
333
FE equipment elsleep
Arcsleep FE staff B 7 6 95 -- 1 - 7 3000 -- FE dark Dark Inflicts Sleep on target. (Immune to Sleep)
333
FE equipment return
Summon FE staff B -- 6 85 -- -- 4500 10 FE dark Dark Summons a Phantom
333
FE equipment thief2
Thief FE staff B -- 6 50 -- 1 - 8 5000 10 FE dark Dark Steals target's equipped weapon
333
FE equipment catharsis
Catharsis FE staff A -- 6 85 -- 1 - 7 5000 -- FE light Light Heals 80% max HP to target
333
FE equipment berserk2
Kialite FE staff A -- 6 85 -- 1 - 2 5500 15 FE light Light Cures status effects of allies in range
333
FE equipment berserk
Vein FE staff A 10 6 80 10 Self 5000 -- FE fire Fire (+5 Wisdom), (+5 Dexterity) for a turn
333
FE equipment repair
Encourage FE staff A 4 6 90 5 1 - 4 5000 -- FE thunder Thunder (+5 Speed/Dexterity) on target
333
FE equipment magicup
Empower FE staff A 4 6 85 0 1 - 4 5000 -- FE thunder Thunder (+5 Strength/Wisdom) on target
333
FE equipment entrap
Entrap FE staff A 5 6 80 10 1 - 10 2750 3 FE wind Wind Brings distant enemy to user.
333
FE equipment anex
Orchestrate FE staff A 6 7 85 10 1 - 7 5000 5 FE dark Dark Inflects Berserk on target.
333
FE equipment warp4
Eclipse FE staff A -- 7 60 -- 1 - 10 6000 5 FE dark Dark Brings enemy down to 1 HP
333
FE equipment valkyrie
Valkyrie Staff FE staff S 5 8 100 50 1 - 2 -- 1 FE light 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
FE equipment warp1
Trionni FE staff S 5 8 95 10 1 - 2 -- 10 FE light Light Restores 100% max HP to allies in range
A spreading wave of life force that recuperates every beloved ally in range
FE equipment matrona
Matrona FE staff S 5 8 90 10 1 - 10 -- 15 FE light Light Restores 100% to target
Absolute life force brought forth from the pure blood of the gods above from a distance
FE equipment goddessstaff
Holy Shield FE staff S 8 8 80 20 Self -- -- FE fire Fire (+6 Wisdom), user invulnerable for a turn.
A burning sepharim that protects the user from any adverse actions
FE equipment watch2
Arson FE staff S 12 8 75 35 Self -- -- FE fire Fire (+4 Wis/Str/Dex), +10 Crit Rate for a turn
Emboldens the Fighting Spirit of the user with spiritual fire
FE equipment warp5
Miracle Staff FE staff S -- 8 90 -- Map -- 5 FE thunder 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
FE equipment warp3
Hurricane FE staff S -- 8 80 -- 1 - 3 -- 10 FE wind Wind Enemies in radius are sent far away
Summons a hurricane to send away nearby opponents with incredible wind force
FE equipment nightmare
Nightmare FE staff S 6 9 80 15 1 - 5 -- 5 FE dark Dark Inflicts Stun on enemies in range
Unearths the depeest fears of the targets and stuns them
FE equipment kia
Nympham FE staff P -- 10 -- -- 1 - 3 -- -- FE light 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
FE equipment
Gold Armor FE armour E 0 -5 4 6000 5 --
333
FE equipment
Chainmail Armor FE armour D 4 0 0 900 40 --
333
FE equipment
Leather Armor FE armour D 5 2 1 800 30 --
333
FE equipment armor
Iron Armor FE armour D 8 1 3 600 30 --
333
FE equipment
Steel Armor FE armour C 12 2 4 2750 50 --
333
FE equipment
Scale Armor FE armour C 9 3 5 2750 50 --
333
FE equipment
Silver Armor FE armour B 15 2 7 4000 60 --
333
FE equipment
Brigandine FE armour B 12 5 5 4000 60 --
333
FE equipment
Mirror Armor FE armour B 6 0 8 4500 30 Equips Counterspell
333
FE equipment armor2
Blessed Armor FE armour A 12 6 7 5500 100 Equips Renewal
333
FE equipment
Optimal Armor FE armour A 14 3 9 5000 90 Equips Armorbreaker
333
FE equipment
Zirconium Armor FE armour A 16 5 11 5500 120 --
333
FE equipment
Dracoplate FE armour 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
FE equipment leathershield
Leather Shield FE shield E 2 0 0 600 20 --
333
FE equipment driedshieldfish
Shieldfish FE shield E 6 -1 0 600 5 Sells for 1/4th its worth, instead of 1/2th
333
FE equipment ironshield
Iron Shield FE shield D 4 0 1 800 40 --
333
FE equipment silvershield
Simple Shield FE shield C 3 3 0 800 20 (+1 Wis/Str)
333
FE equipment steelshield
Steel Shield FE shield C 6 1 2 2750 40 --
333
FE equipment elevenshield
Round Shield FE shield C 4 0 2 2750 30 Equips Counter
333
FE equipment hexlockshield
Hexlock Shield FE shield C 1 6 1 2750 30 (-3 Damage from magic)
333
FE equipment silvershield2
Silver Shield FE shield B 8 1 4 4000 50 --
333
FE equipment emperorshield
Emperor Shield FE shield B 7 3 6 4000 100 --
333
FE equipment supremeemblem
Supreme Shield FE shield B 11 0 8 4000 15 --
333
FE equipment talisman
Royal Shield FE shield B 5 5 6 4500 100 --
333
FE equipment blessedshield
Blessed Shield FE shield A 3 9 4 5500 50 Immune to Dark magic
333
FE equipment sagesshield
Sage's Shield FE shield A 2 10 3 5000 40 Equips Renewal
333
FE equipment rionshield
Ryon Shield FE shield A 8 5 5 5500 100 (+3 Str)
333
FE equipment fugueshield
Fuege Shield FE shield A 5 8 5 5500 100 (+3 Wis)
333
FE equipment dumashield
War God's Shield FE 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
FE equipment dracoshield
Dracoshield FE shield 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
FE equipment goldenring
Gold Ring FE ring E 0 0 0 6000 -- --
333
FE equipment ring
Healer's Ring FE ring D 0 1 0 900 -- Restore 5 HP each turn
333
FE equipment rustedring
Shield Ring FE ring D 1 3 1 800 -- --
333
FE equipment keepsakering
Keepsake Ring FE ring D 0 2 0 600 -- (+3 Dex)
333
FE equipment coralring
Coral Ring FE ring D 0 1 0 500 -- --
333
FE equipment angelring
Angel Ring FE ring C 0 2 0 2750 -- Immune to Critical Hits
333
FE equipment shieldplus
Shield+ Ring FE ring C 2 5 2 2750 -- --
333
FE equipment
Student's Ring FE ring C 0 0 0 3000 -- (+20% Experience)
333
FE equipment
Teacher's Ring FE ring C 0 0 0 3000 -- (+5% Skill Activation)
333
FE equipment
Mage Ring FE ring C 0 3 0 3500 -- (+3 Wis)
333
FE equipment gemlessring
Speed Ring FE ring B 0 1 0 4000 -- (+6 Spd)
333
FE equipment
Prayer Ring FE ring B 0 3 0 4000 -- Equips Miracle
333
FE equipment demonring
Demon Ring FE ring B -4 -8 3 4500 -- (+4 Str/Dex/Wis)
333
FE equipment
Sight Ring FE ring B 0 2 0 5000 -- (+2 Range) for Tomes/Staves
333
FE equipment
Haste Ring FE ring A 0 1 0 5500 -- (+1 Movement)
333
FE equipment animusring
Animus Ring FE ring A 0 1 1 5000 -- Equips Counterspell
333
FE equipment dragonscale
Dragonscale FE ring A 0 0 2 5500 -- Immune to attacks from Dragon units
333
FE equipment grimoirering
Grimoire Ring FE ring A 0 -1 2 6000 -- (+5 damage deal) when using Dark magic
333
FE equipment limaarmlet
Spirit Ring FE ring S 0 4 0 -- -- (+6 Wis)
333
FE equipment
Peace Ring FE ring S 0 6 0 -- -- Equips Renewal
333
FE equipment
Ancient Ring FE ring S -10 20 3 --- -- --
A ring of indeterminate form that saps physical constitution and turns it into magical protection
FE equipment astralshard
Icarus Ring FE 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

FE music 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
Amiibo FireEmblem Celica
FE class sage 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....
Amiibo FireEmblem Alm
FE class warrior 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....
Amiibo FireEmblem Chrom
FE class general 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....
Amiibo FireEmblem Tiki
FE class sorcerer 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..
Amiibo Marth
FE class swordmaster 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.".
Amiibo Ike
FE class hero3 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..
Amiibo Robin
FE class warmonk 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..
Amiibo Lucina
FE class greatknight 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..
Amiibo Roy
FE class paladin 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..
Amiibo Corrin
FE class berserker2 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..
Amiibo Link
FE class swordmaster 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..
Amiibo Zelda E32016 char01 Link(Archer)
FE class sniper2 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.".
Amiibo Zelda E32016 char02 Link(Rider)
FE class paladin 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.
Amiibo Ganondorf
FE class sorcerer3 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..
Amiibo Zelda
FE class onmyoji 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..
Amiibo Daruk
FE class hero3 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..
Amiibo Mipha
FE class valkyrie 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..
Amiibo Urbosa
FE class spearmaster 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..
Amiibo Revali
FE class bowknight 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..
Amiibo Pit
FE class masterofarms 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..
Amiibo DarkPit
FE class masterofarms 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..
Amiibo Palutena
FE class falconknight2 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..
Amiibo Shulk
FE class swordmaster 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..
Amiibo ShovelKnight
FE class knight 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..
Amiibo PlagueKnight
FE class sorcerer 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..
Amiibo SpecterKnight
FE class sorcerer3 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..
Amiibo KingKnight
FE class greatknight 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..

FE gallery 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


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