FIRE EMBLEM Legacy is an upcoming turn-based strategy video game developed by Studio Lillie(t∣b∣c) published by Nintendo as a launch title for the Nintendo DSGo in July 2021. It is the seventeenth game in the Fire Emblem series and the first on the DSGo, and it takes place in a completely new world with original characters, storyline, and setting. It focuses on the new continent of Hamerfelle and its most curious quality, the existence of ghosts known as Fighting Spirits that inhabit the body of fighters and can temporarily boost their physical strength and mental faculties. Like previous titles in the Fire Emblem series such as Fates and Three Houses, the story is seen through the eyes of a gender-neutral avatar character named Keanu, albeit with less customization than previous titles.
Legacy is the first title in the series to not be developed by Intelligent Systems, with Nintendo ascribed to the "split direction" created by the game: while the standard series will continue to evolve along the lines of Three Houses with its revolutions in the class system and other new features, games like Legacy will keep the classic gameplay and sprite-based graphics of previous titles. At the announcement of Legacy during E3 2020, Nintendo confirmed that a separate Fire Emblem title was currently in developed by Intelligent Systems that would launch on the DSGo later in its lifespan.
For the first time in the series, mounts are not intrinsic parts of a unit or class and instead act like weapons, with unique mounts having their own stats. If a unit has proficiency in the type of mount, they can equip it outside of battle, and then will be riding it on the battlefield. Additionally, dismounting returns from Genealogy of the Holy War, Thracia 776, and Three Houses, with a unit leaving behind their mount and losing stats and abilities in the process. In some cases, dismounting increases a unit's stats or allows them to take actions not previously available; notably, dismounting is required for indoor areas, and entire chapters that take place indoor will not allow units to be mounted when entering. Mounts of the same species have the same proficiencies required but of different levels; for example, a horse with lower stats might require a D-proficiency in horses, while an incredible horse will require an S-proficiency.
Like items, mounts can be retrieved from the Convoy that is available on the tiles adjacent to Keanu or on certain other areas on the map, such as the back of the S. S. Darros. Additionally, new mounts can be found in battle by forcing a dismount of an opponent, such as through special Arts, Skills, or a Critical Hit, and then retrieving the mount; one map also has mounts present on the field without any users. Mounts that are left will not move on their own, and will have 1 health, allowing them to be defeated by nearly any attack; unlike civilian units, mounts are not counted as normal units, and combat animations will not take place.
Mounts can also be found through buying them from specific stores across the map. At these stores, the player can see their different stats and abilities before purchasing them with money. After acquiring mounts through any of the above ways, the player can then match up two mounts of the same species and have them breed, resulting in a mixture of their stats and abilities as well as certain aesthetic differences. Some NPCs will give quests asking for certain mounts, and breeding is often times the only way to find such mounts and satisfy the quest conditions.
All of the mount species return from previous titles, with other new ones available.
Bonuses
Penalties
Horse
Movement, Speed
Dexterity
Pegasus
Movement, Speed, Terrain
Dexterity, Terrain, Bows
Kinshi
Movement, Terrain, Wisdom
Constitution, Terrain, Bows
Griffon
Movement, Strength, Terrain
Wisdom, Bows
Drake
Constitution, Strength
Speed, Dexterity
Wyvern
Movement, Strength, Terrain
Wisdom, Terrain, Bows
Ocean Exploration and Economy
Like Sacred Stones, Awakening, and Echoes: Shadows of Valentia, Legacy features a full world map that can be traversed freely by the player. Altough paths on the main continent are mostly linear like in previous titles, exploring the ocean is now completely open, with the player able to pilot the S.S Darros in any direction without having to stick to a set path. This allows exploration of the seas to happen as soon as Keanu becomes captain of the ship, opening up many new side quests and paralogue chapters.
Across the map are many hidden villages and locations that can be explored. They will often be at risk of invaders which must be defeated before they can be accessed, as well as storms that will temporarily block them off from being visited. Each of these villages, as well as the towns found in the main story and paralogues, have separate Renown scores for the crew of the S. S. Darros and Keanu. As the player buys goods from and participates in these villages, their Renown will increase, giving them lower prices and access to exclusive items and deals not otherwise available. This is the only way to get the best Regalia weapons as well as uniquely powerful mounts and other equipment.
As Renown increases somewhere, that village will begin to trade with other towns and spreading the word of Keanu, increasing their Renown elsewhere and creating a domino effect. Additionally, Keanu and the crew can partake in battles at sea against other pirates, and putting them out of commission will free up trade even more. This will allow towns to grow and the economy to flourish, further decreasing prices as well as the money earned from selling items. The player can also choose to raid trading vessels instead, hurting the economy but allowing them to earn more from selling as well as spread fear to villages so that they can demand goods. Either way, being proactive will allow cheaper access to good items.
Like previous games, pirate ships at sea as well as monster raids can be used to grind for experience. Just by sailing around on the overworld, these events will occur, but they can also be prompted by making a donation to certain trade guilds with money or using Lure Boxes at specific locations to summon monsters. Clearing these encounters also works to increase Keanu's Renown, but summoning them and not finishing them will lower it instead.
Ship Designer
Like in Fates, players can design their own "home base" from which they can rest between battles and access multiplayer functions; instead of being an interdimensional castle, however, players will now visit and customize a pirate ship. The S. S. Darros as it is called by default starts out as a smaller vessel but, through monetary investment, it can become much larger. Individual parts of the ship can be upgraded with money, either to increase their function during battle or to change their aesthetics. Every upgrade has five tiers: bronze, iron, steel, silver, and arcanic, with the later being the most powerful. More powerful ship parts must be unlocked by progressing through the story and increasing renown at specific markets as described in the Economy and Trading section below.
In addition to being used outside of battle, the ship is also used as a battlefield on certain missions, such as ones that involve raiding a port or shipyard, visiting a small island, boarding another vessel, or getting attacked at sea. In each of these scenarios the crew will start on the Darros and can then move to the main battlefield, but with enough upgrades they will have advantage while on the ship.
Cannons
Can be aimed to fire at enemies while raiding
Sail
Increases the ship's speed at sea
Deck
Unlocks new configurations for the deck of the ship
Storage Room
Increases item capacity
Crew Cabins
Increases Fatigue recovery between battles
Ballista
Can be aimed to fire at enemies on the ship
Mast
Changes visual style of ship and renown growth
Fatigue
A returning mechanic from Echoes, Fatigue affects units that have been used for many turns in a row. After around 20 turns, either in one battle or between multiple battles, units will begin to have increased Fatigue levels; for each level, their stats will decrease by a certain percent. Once they reach later Fatigue levels, some of their Skills will be deactivated based on their order on the Skill equip menu. Eventually, after enough turns without resting, the unit will be rendered unusable; this, however, only occurs after a battle, and never during it.
Level 1 (20 turns)
-5% all stats
Level 2 (35 turns)
-10% all stats -20% speed
Level 3 (50 turns)
-25% all stats -50% speed and dexterity Cannot use rightmost Skill
Level 4 (75 turns)
-50% all stats -75% speed and dexterity Cannot use any skills
Level 5 (100 turns)
Cannot move, attack, or defend
Fatigue can be reduced by eating food inbetween battles, using a Vulnerary, or by not being used in a battle; any of these actions will reduce the Fatigue level of the unit by one. Additionally, certain story events will reset all units' Fatigue to zero.
Controls
Fire Emblem is designed to be played using the Nintendo DSGo itself, with both touchscreen controls and button controls. Players can tap on the space they want to move to and the action they choose in addition to selecting it using standard menu controls; additionally, the camera can be paned by dragging on the screen.
Nintendo DSGo style
Confirm Option
Reject Option
Toggle Danger Area
Activate Future Sight
Zoom Out
Zoom In
Last Unit Selected
Next Unit on List
Move Cursor
Rotate Camera
Pause the game
Story Mode
Nintendo Direct summary
"This is a continent defined by the people who inhabit it, and their magical powers granted to them by the so-called Fighting Spirits, incredible poltergeists which dwell inside a fighters's body and enable them to perform incredible feats, boosting both their physical forme and mental poise. Young Keanu, member of an aging pirate crew, is unknowingly host to the most powerful Spirit to ever be granted, yet they can hardly summon it, resigned to a mere janitorial position due to their captain's harrowing fear of something terrible happening to them. Indeed, the rough waters they are used to can be scary, and in a fantasy world dominated by performance-enhancing ghosts known as Fighting Spirits, conflict seems inevitable - yet the world as they know it is mostly peaceful, lacking conflict between the two great kingdoms that control the land. Only now, as Keanu begins to realize his powers and his fellow crewmembers get wrapped up in a monarch-level conspiracy to teal the throne, will that begin to unravel, revealing the twisted secrets behind the Fighting Spirits and the corrupt nature of their world's uneasy peace"
Main Chapters
These chapters are all required, other than Chapter 17, in which only one of the two paths is required but both can be taken. Every chapter has one boss, although not all require that boss to be defeated. Additionally, some have recruitable units, either before, during, or after the battle, with some being automatic and others depending on actions taken both in and out of battle. These are denoted to the side of the chapter's description below.
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
Marauder
Cassia
Dancer
Apprentice
Apprentice
Apprentice
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
Arquebusier
Seth
Gladiator
Apprentice
Apprentice
Apprentice
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
Thief
Violetta
Ranger
Apprentice
Apprentice
Apprentice
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
Cyclops
Dionisius
Arcanist
Apprentice
Apprentice
Apprentice
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
Cleric
Christiana
Wyverness
Apprentice
Apprentice
Apprentice
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
Bard
Ezekiel
Bard
Apprentice
Apprentice
Apprentice
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
Drake
Jonah
Enchanter
Apprentice
Apprentice
Apprentice
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
Admiral
Mary
Shaman
Apprentice
Apprentice
Apprentice
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
Bishop
Scarlet
Diviner
Apprentice
Apprentice
Apprentice
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
Vanguard
Sylvia
Griffon
Apprentice
Apprentice
Apprentice
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
Gorgon
Zacharia
Swordsmaster
Apprentice
Apprentice
Apprentice
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
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.
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.
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.
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.
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.
A mercenary who cares more for coin than comfort; originally found himself fighting the crew. Recruited in Paralogue 11.
Classes
“Each Fighting Spirit has a certain proclivity from their past lives, a specific role they filled when fighting or working that shapes their currently boons... these are called classes, and they are main thing that define each Fighting Spirit. The class a unit belongs to determines what weapons they can wield and what stats they have, at least without them training themselves, as well as what classes they can promote to later on in their life.”
— help screen
The class of a unit sets their natural stat curves, base weapon proficiencies, promotion path, available skills, and graphics both on the map as well as during combat. Unlike previous titles, units cannot change their class in any way other than promoting upwards, during which they can choose any of the available options once. Other aspects of the unit, such as their stats and proficiencies, are more malleable, as described in the Gameplay section.
Trainee Units
“Right now yer a buncha pipsqueaks, but if ya work hard I see a promisin' future wit ya...”
Most of the units acquired early in the game are Trainee Units starting at level 1, which have exceptionally terrible stats and lowly E-proficiencies in only one weapon; despite this initial appearance, Trainee Units will usually end up as the most powerful and rewarding units in the game, with an additional promotion and thirty levels giving them incredible stat growths as well as more time to build their own unique weapon proficiencies and Skills. Additionally, as they are received early on in the game, they will have more time to gain experience and will actually end up as less of a burden than other units that start higher up in their promotion tree, contrary to what would be expected.
Apprentice
| Trainee Class
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.
Adventurer
| Trainee Class
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.
Recruit
| Trainee Class
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.
Fighter
| Trainee Class
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.
Hunter
| Trainee Class
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.
Crossbowman
| Trainee Class
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.
Bandit
| Trainee Class
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.
Novice
| Trainee Class
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.
Aide
| Trainee Class
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.
Captain
| Promotes from Apprentice
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.
Legionary
| Promotes from Adventurer
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.
Myrmidon
| Promotes from Adventurer
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.
Drake
| Promotes from Adventurer
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.
Cavalier
| Promotes from Recruit
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.
Soldier
| Promotes from Recruit
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.
Flier
| Promotes from Recruit
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.
Pikeman
| Promotes from Recruit
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.
Gladiator
| Promotes from Recruit
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.
Brigand
| Promotes from Fighter
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.
Marauder
| Promotes from Fighter
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.
Wyverness
| Promotes from Fighter
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.
Arcanist
| Promotes from Fighter
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.
Archer
| Promotes from Hunter
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
Ranger
| Promotes from Hunter
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.
Griffon
| Promotes from Hunter
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.
Arquebusier
| Promotes from Crossbowman
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.
Marksman
| Promotes from Crossbowman
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.
Ninja
| Promotes from Bandit
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.
Thief
| Promotes from Bandit
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.
Dancer
| Promotes from Bandit
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.
Mage
| Promotes from Novice
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.
Monk
| Promotes from Novice
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.
Bard
| Bandit
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.
Shaman
| Promotes from Novice
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.
Diviner
| Promotes from Aide
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.
Cleric
| Promotes from Aide
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.
Enchanter
| Promotes from Aide
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.
Falcon
| Promotes from Aide
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.
General
| Promotes from Captain
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.
Swordsmaster
| Promotes from Myrmidon or Legionary
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.
Vanguard
| Promotes from Legionary or Brigand
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.
Berserker
| Promotes from Brigand or Marauder
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
Warrior
| Promotes from Marauder or Archer
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.
Sniper
| Promotes from Archer or Range
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.
Bow Knight
| Ranger or Griffon
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
Flier Knight
| Griffon or Flier
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.
Falcon Knight
| Flier or Falcon
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
Valkyrie
| Promotes from Falcon or Cleric
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.
Bishop
| Promotes from Cleric or Enchanter
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.
Sage
| Promotes from Enchanter or Mage
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.
Sorcerer
| Promotes from Mage or Shaman
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.
Druid
| Promotes from Shaman or Diviner
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.
Exorcist
| Promotes from Diviner or Ninja
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.
Assassin
| Promotes from Ninja or Thief
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.
Pariah
| Promotes from Thief or Dancer
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.
Hymnist
| Promotes from Bard or Monk
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.
Troubadour
| Promotes from Dancer or Bard
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.
War Monk
| Monk or Arcanist
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.
Mage Knight
| Arcanist or Wyverness
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.
Drake Knight
| Wyverness or Drake
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.
Dragon Hunter
| Drake or Marksman
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.
Dragoon
| Promotes from Marksman or Arquebusier
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.
Paladin
| Promotes from Aqubusier or Cavalier
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.
Armour Knight
| Cavalier or Soldier
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.
Admiral
| Promotes from Gradiator or Soldier
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.
Spearmaster
| Promotes from Pikeman or Gladiator
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.
Master of Arms
| Pikeman or Myrmidon
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.
Eminence
| General
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.
King
| Civilian Units
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.
Regent
| Civilian Units
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.
Civilian
| Civilian Units
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.
Velite
| Enemy Only
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.
Hoplite
| Enemy Only
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.
Lictor
| Enemy Only
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.
Sagittarrius
| Enemy Only
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.
Eques
| Enemy Only
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.
Medicus
| Enemy Only
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.
Gromatici
| Enemy Only
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.
Saddler
| Enemy Only
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.
Chariot Rider
| Enemy Only
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.
Principes
| Enemy Only
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.
Triarius
| Enemy Only
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.
Magistrate
| Enemy Only
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.
Centurion
| Enemy Only
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.
Latoius
| Enemy Only
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.
Poet
| Enemy Only
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.
Sea Knight
| Enemy Only
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.
War Knight
| Enemy Only
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.
Ventatio
| Enemy Only
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.
Phantom
| Monsters
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
Bonewalker
| Monsters
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.
Cyclops
| Monsters
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
Gargoyle
| Monsters
HP
2
Strength
6
Constitution
2
Wisdom
2
Dexterity
5
Speed
6
Movement
7
Total
30
“A dangerous creature by themselves, the Gargoyle becomes exponentially deadlier in packs”
— flavor text
The Deathgoyle is a flying class, able to surpass obstacles on the ground, while also dealing lots of damage while in a swarm
Deathgoyle
| Monsters
HP
7
Strength
8
Constitution
6
Wisdom
3
Dexterity
8
Speed
5
Movement
7
Total
44
“A more deadly cousin of the Gargoyle that can fly and attack with vicious force”
— flavor text
The Deathgoyle is a flying class, able to surpass obstacles on the ground, while also inflicting Poison with their hits
Stoneborn
| Monsters
HP
8
Strength
13
Constitution
20
Wisdom
2
Dexterity
3
Speed
0
Movement
0
Total
46
“A statue given animation by magic. Attacks from a distance with rocks”
— flavor 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.
Drake Zombie
| Monsters
HP
7
Strength
12
Constitution
9
Wisdom
13
Dexterity
7
Speed
6
Movement
4
Total
58
“A reanimated dragon's corpse without a sense of self”
— flavor 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.
Clasher
| Monsters
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
Lost Spirit
| Monsters
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
Gorgon
| Monsters
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
Witch
| Monsters
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
Skills
The Fighting Spirit belonging to every Unit has various special abilities that are based upon its past remembrances and traits; through hard work these memories can be recalled and forged into their being, allowing them to be used as specific Skills in battle. A Fighting Spirit can only recall so much at once, however, so only a few can be used at a time; the amount that can be equipped depends on the rank of the Class that the Fighting Spirit has. Each Skill is sorted into a different category that defines when it activates and whats its purpose is, as well as giving lore as to how it augments the Fighting Spirit.
General
All of the Skills that don't go anywhere else are defined as General, with their origins being poorly researched or impossible to find; some, such as Strength +2 could come from any backgrounds and represent daily life tasks, while the more advanced ones are likely derived from lesser known martial arts or specialties.
Skill
Effect
Strength +4
+4 Strength
Wyverness
Enhances the muscles of the user
Dexterity +4
+4 Dexterity
Myrmidon
Sharpens the user's reaction time
Constitution +4
+4 Constitution
Soldier
Increases the user's heart capacity
Speed +4
+4 Speed
Griffon
Buffs the user's leg muscles and lungs
Wisdom +4
+4 Wisdom
Mage
Boosts the user's mind and quick thinking
Seal Strength
-6 Strength to enemy; recovers by 1 per turn
Brigand
Aims for vulnerable muscles, especially on the forearms
Seal Wisdom
-6 Wisdom to enemy; recovers by 1 per turn
Warrior
Aims to concuss with a head clobbering
Seal Constitution
-6 Constitution to enemy; recovers by 1 per turn
Spearmaster
Aims to knock the wind out of their lungs
Seal Speed
-6 Speed to enemy; recovers by 1 per turn
Drake Knight
Aims to sweep their feet and throw off their balance
A blueblood feels a calling to improve such to justify their pride
Trainee
“Certain powerful Fighting Spirits were too strong to contain at once, their energy being locked up beneath repressed memories. For those with such Fighting Spirits, much training is necessary, but they will find great strength and power when they do. These skills are specially found in Trainee Classes that require a lot of dedication and work to become strong but, upon reaching their maximum potential, will be guaranteed to be some of the strongest units in the player's army.”
— ingame tooltip
Skill
Effect
Limit Breaker
+10 to all stat caps
Apprentice
The Fighting Spirit and their user continue to grow strong beyond what was thought previously possible
Rations
(Dex)% chance of healing 25% at beginning of turn
Adventurer
By exploring the land, they have learned to make a meal out of anything
Aptitude
+20 to all Growth rates
Recruit
Each drip of knowledge compounds for greater results for the user
Accuracy
+15 Hit Rate when user's Str > opponent's
Fighter
Overbearing strength ensures a focus on accuracy
Determined Blow
+25 hit rate if attack will kill
Hunter
When its all on the line, a focus on accuracy is needed
Mechanized Fighter
+4 Might to equipped weapon
Crossbowman
The Crossbowman depends more on their weapon than on their own strength
Locktouch
Opens doors and chests without keys
Bandit
A gentle touch can break any lock
Discipline
×2 weapon experience
Novice
Continuing a lifetime commitment to training and learning the arts of battle
Paragon
×1.5 experience gain while paired up
Aide
With an optimistic view of life, the user can take in helpful wisdom and suggestions
Ultisword
“In ages past, legendary heroes filled the continents, fighting terrifying creatures and saving the land from dragons. They have longe sense passed away, but their restless spirits have returned in the form of Fighting Spirits, willing themselves to fight another day. With enough training they can remember their special techniques that defined them in battle, their Ultiswords. These moves initially have a small chance of occuring in any encounter but, as they are used more and more, they are triggered more often, augmenting either their user's offensive or defensive abilities greatly and possibly turning the tide of battle. A Fighting Spirit can only have one of these equipped at once, and very few can even learn more than one in a playthrough.”
— Ingame 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
Astra
5 consecutive strikes at half damage
Swordsmaster
Taking on the power of the stars to unleash verdant strikes
Pavise
Halves damage done by swords, lances, axes, and knives
Vanguard
Unleashes a heavenly shield to protect from physical bombardment
Aegis
Halves damage done by bows, arms, tomes, and staves
Admiral
Reveals a blessed shield to protect from magical attacks
Luna
Halves enemy's Constitution or Wisdom during attack
Armour Knight
A blue flash reveals the powerful, armour cleaving Luna slash
Ignis
Adds half of the Wisdom stat to Strength
War Monk
Bursting with flowers, this magical attack utilizes both the user's strength and wisdom
Lethality
Instantly defeats the enemy
Assassin
Using all of their power, the user commands a killing strike, instantly reducing the opponent's life force
Vengeance
Increases damage output by half of damage taken
Druid
The energy released by the user's Fighting Spirit from being damage coalesces into a revenge attack
Sol
Heal HP equal to half damage
Falcon Knight
A beautiful yellow burst that restores life energy to the attacker
Aether
Two consecutive strikes; first has Sol effect, second a Luna effect
General
Two mighty hits with the effects of Sol and Luna respectively
Rend Heaven
Adds half of enemy's Strength or Wisdom, to user's damage
Sage
Draws from the enemy's Fighting Spirit's power and redirects it towards them
Spirit Fang
Increases user's attack power by 50%
Druid
The user's body is temporarily transformed by the immense power of the Fighting Spirit and used to great effect as an attack
Eclipse
Multiplies the user's strength by 5 and treats the target as if it has 0 Constitution during the strike.
Dragoon
An overbearing attack that surpasses all armour and uses the entirety of the user's Fighting Spirit's energy.
Savage Blow
Enemies within a two-square radius have their HP reduced by 25% after battle
Drake Knight
Using the user's wyvern, nearby opponents are doused in breath
Divine Shield
Halves damage and nullifies Lethality, counter-type skills, and poison damage
Paladin
The heavens smile down upon the user and its Fighting Spirit, protecting them nearly completely
Miracle
Survive an otherwise-lethal attack with 1 HP if user didn't already have only 1 HP
Valkyrie
Through willpower alone, a Fighting Spirit can save its user from near certain death
Bondforme
“Some Fighting Spirits are defined by the bonds they share with others, and their past echoes their strong empathy; as they continue to fight and grow alongside other Fighting Spirit they will learn Bondforme skills which further increase their capability to help and be helped by fellow Fighting Spirit and their Units. These Fighting Spirits might occur during battle or give a constant passive bonus when paired up or adjacent to a well-known ally.”
— Ingame tooltip
Bondformes are affected by or affect supports or pair-ups.
With their life flashing before their eyes, along with their mistakes, the truest Fighting Spirit is awakened
Defender
+1 all stats while paired up
Marksman
An Fighting Spirit that refuses to let down its partner or even to appear weak in front of them
Deliverer
+2 Movement when paired up
Cavalier
Tasked with bringing another from point A to point B, this Fighting Spirit will never fail
Vampyre
“It is said that a race of vampires once lived on the continent, spreading their ill wrath across the kingdoms; they were defined by greed and avarice, but were defeated at the hands of great heroes. They live on, still greedy and hungry for death; their spirits return to the living world with powerful Vampyre skills which activate upon the death of an opponent and use the opportunity to plunder some of their greatest gifts; Strength, Wisdom, lifeforce, and even time itself.”
— Ingame tooltip
Vampyres are activated when a unit defeats their opponent.
Skill
Effect
Bloodthirst
+4 each to Strength, Wisdom, Dexterity, and Speed for rest of turn
Drake
Upon the first seen drop of blood their Fighting Spirit will begin to glow, hungry for more
Morbid Celebration
Recover 25% HP and gain +2 to each stat for the next two turns
Shaman
A masochistic lust for death and appreciation for those who lose their lives at the hand of the user
Fearsome Blow
Other enemy units adjacent to user lose 20% HP
Sniper
A final strike so overpowering that its energy is carried forward to those nearby
Lifetaker
Recover HP equal to the amount dealt by the killing blow
Mage
Draining the energy directly from the opponent, a less ethical Fighting Spirit can continue the user's existence longer
Galeforce
Grants another full action with half movement; only activates once per turn
Flier
The user keeps their momentum after their final swing and uses it for another powerful attack
Speedtaker
+2 Speed for rest of battle, maximum bonus +10
Bow Knight
Siphons the speed of the recently departed as they fall forever asleep
Strengthtaker
+2 Strength for rest of battle, maximum bonus +10
Brigand
Siphons the strength of the recently departed as they fall forever asleep
Wisdomtaker
+2 Wisdom for rest of battle, maximum bonus +10
Hymnist
Siphons the speed of the wisdom departed as they fall forever asleep
Skilltaker
+2 Dexterity for rest of battle, maximum bonus +10
Swordsmaster
Siphons the dexterity of the recently departed as they fall forever asleep
Defensetaker
+2 Constitution for rest of battle, maximum bonus +10
Shaman
Siphons the constitution of the recently departed as they fall forever asleep
Terran
“Some great architects and engineers shook the world, while others terraformed the land; among them stood great warriors as well, inspired by their actions and desiring a greater use in their fights of the natural world. Now Fighting Spirit, these fighters may derive their power from those around them and the terrain they fight in.”
— Ingame 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
Acrobat
Traverse all traversable terrain as if it were a plain
Pariah
Precise movement of their body allows users to surpass terrain obstacles altogether
Natural Cover
-3 damage received when fighting in terrain with effects
Druid
Fighting Spirits trained in the usage of nearby terrain while fighting make great use of trees, rocks, and other obstacles
Elbow Room
+3 damage dealt when fighting in no-effect terrain
Gladiator
With enough room to maneuver, particularly skilled Fighting Spirits can shine at their fullest potential
Heartseeker
-20 Avoid to adjacent enemy
Diviner
Some Fighting Spirits can hone in on the lifeforce of others, almost like heat vision, granting unprecedented aim
Hex
-10 Avoid and -10 Hit Rate to adjacent enemies
Sorcerer
A powerful, passive, and constant spell that affects nearby opponent's ability to dodge and hit successfully
Divine Retribution
If user is unequipped, counters any adjacent attack for half damage
Monk
Upon reaching a level of reflection only possible when unarmed, the heavens will begin to smile down on the user
Playthings
At start of turn, any enemy adjacent to the user loses 5 HP
Drake
To those of high mind and low empathy, commanding others can result in dangerous tendencies
Lily's Poise
Adjacent allies get +1 damage dealt and -3 damage received
Enlightened by friendship, the Fighting Spirit can restore life to the user
Malefic Aura
+3 magical damage received to all enemies within a two-square radius of user
Enchanter
An Fighting Spirit can release an aura that increases the potency of selected spells; specifically, those of its user
Self-Destruct
If user is under half HP, deals damage to all enemies and walls within a two-square radius before disappearing
Lost Spirit
An incredible amount of energy is stored within the Fighting Spirit, only being released upon the users death in a catastrophic
Initiative
“Many Fighting Spirit recall faintly a life of impulse, taking action into their own hands rather than waiting for fate. Following this push for greatness, such Fighting Spirits will also pull their users towards being proactive, encouraging them to begin their own attacks; thus, only through initiating battles can these Skills be activating.”
— Ingame 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
Duelist's Blow
+30 Avoid
Swordsmaster
Refined by the duelist, this attack strikes first and withdrawls to avoid retaliation
Death Blow
+20 critical rate
Berserker
Refined by the master fighter, this attack strikes first and aims to annihilate
Darting Blow
+5 attacks speed
Paladin
Refined by the acrobat, this attack strikes first and then once more
Certain Blow
+40 hit rate
Bow Knight
Refined by the archer, this attack strikes first and nearly always hits
Warding Blow
-20 magical damage received
Warrior
Refined by the careful fighters, this attack strikes first and serves to ward off magical retaliation
Armored Blow
-10 physical damage received
Admiral
Refined by defensive fighters, this attack strikes first and serves to ward off physical retaliation
Quick Draw
+4 damage dealt
Myrmidon
By taking the offensive, the user may pinpoints weaknesses and deal out even more pain to their opponent
Blessings
“Although all Fighting Spirits saw violence in their lives, many were still incredibly pious or even repented for their wrongdoings, and have gained the gods' favour. As a result, their user is also blessed, and when deemed necessary will receive bountiful blessings; the Skills below activate completely randomly, seemingly without pattern, although some say they are more likely to happen when they are needed most.”
— Ingame 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
Spirit Ward
Adjacent allies take half damage from enemy attacks
Monk
The awesome power of Fighting Spirit is shared with nearby allies, empowered by bountiful blessings
Aura Sync
Recover 30% HP at start of turn
Falcon
The user's Fighting Spirit communes with the aura of reality and receives a gift of lifeforce
Premonition
The enemy's attack is negated
Druid
A divination is answered, providing key strategic info to save the user from a future attack
Opportunity Shot
Attack a random enemy within range at start of turn using equipped weapon
An opportunity falls right on the user's lap, as if willed by their Fighting Spirit
Medicinal Potion
Heal all status conditions and stat debuffs
Shaman
A risky alchemy project succeeds, healing the user's body of impurities
Toxic Potion
Reduce enemy's Movement to 0 and Avoid by 20 for rest of turn
Witch
A risky alchemy project succeeds, cursing the opponent with impurities
Soulpower
“Although fighting as one does with a Fighting Spirit is supernatural enough, some even grant their users access to even more unique and powerful abilities called Soulpowers that redefine the battle, like granting incredible dexterity to nearby allies or even warping near an endangered unit to save them.”
— Ingame tooltip
Soulpowers are special actions that can be activated on any turn instead of other actions like attacking, with otherwise unlimited usages.
Name
Effect
Rallying Cry
All allies within a two-square radius deal +2 damage
Captain
An audible call for allies to work together and give it their all
Rally Spectrum
+2 all stats to all allies within a 3 square radius
Hymnist
{{{5}}}
Rally Constitution
+4 Constitution to all allies within a 3 square radius
Hymnist
An audible call suggesting allies take a deep breath
Rally Strength
+4 Strength to all allies within a 3 square radius
Troubadour
An audible call suggesting allies quickly sharpen their weapons
Rally Wisdom
+4 Wisdom to all allies within a 3 square radius
Troubadour
An audible call suggesting allies consider deeply their options
Rally Dexterity
+4 Dexterity to all allies within a 3 square radius
Pariah
An audible call suggesting allies watch out for enemy mistakes
Rally Speed
+4 Speed to all allies within a 3 square radius
Hymnist
An audible call suggesting allies make quick strikes a priority
Rally Movement
+1 Movement to all allies within a 3 square radius
An impressive show of skill that inspires nearby allies to follow suit
Revitalizing Dance
Selected adjacent ally unit can perform another action
Dancer
'
Special Dance
Selected adjacent ally unit receives +4 to Strength, Wisdom, and Constitution for a turn
Dancer
'
Shove
Push an adjacent ally one tile
Soldier
A quick push of an ally forwards, with their permission of course
Swap
Switch places with an adjacent ally
Cavalier
A quick swap that gives no opportunity for attack
Shelter
Make an adjacent ally the user's support unit
Armour Knight
A protective user bringing another into their arms to save them from danger
Warp
Move adjacent to a selected ally unit and performs another action
Witch
'
Weapons
Swords
Swords are the lightest of the physical weapon types, able to easily double opponents, but also the lowest might, relying on their own user's strength. With a great variety at every level of rarity, sword users have a lot of versatility even without access to other weapon types, with sword variants like katanas and kattis giving access to even higher speed or even ranged attacks.
Name
Rank
Might
Wgt.
Acc
Prc
Range
Price
Dur
Notes
Bronze Sword
E
3
2
95
0
1
450
--
--
333
Glass Sword
E
12
1
85
--
1
400
3
Sells for 1/4th its worth, instead of 1/2th
An incredibly fragile blade that nonetheless can cut like a sword of much higher rank and cost
Rapier
E
7
3
95
--
1
--
--
Eff. against mounted/armoured units
333
Brass Katana
E
2
1
100
0
1
450
--
(+3 Avo) (+1 Spd)
333
Iron Sword
D
6
4
90
--
1
900
--
--
333
Solarrion
D
10
5
80
0
1
450
--
(-4 Con) Eff. against Dark units
333
Short Sword
D
4
2
90
--
1
600
--
(+10 Avoid)
333
Wo Dao
D
5
3
80
35
1
1500
--
(-5 Avo)
333
Armourslayer
D
7
6
85
--
1
2000
--
Eff. against armoured units
333
Wyrmslayer
D
5
5
90
--
1
1200
--
Eff. against dragon units
333
Iron Katana
D
5
3
90
--
1
900
--
(+3 Avo) (+1 Spd) (-1 Con/Wis)
333
Etched Katana
D
3
2
95
--
1
950
--
(+15 Avo)
333
Iron Katti
D
4
2
90
--
1 - 2
1250
--
--
333
Killing Edge
C
7
4
90
25
1
3500
--
Critical hits deal ×4 damage
333
Steel Sword
C
9
5
95
--
1
2000
--
--
333
Slim Sword
C
6
2
95
5
1
2000
--
Not affected by weapon triangle
333
Barrier Sword
C
8
7
90
--
1
3500
--
(+6 Res), (-3 Def)
333
Tomebender
C
8
8
95
--
1
3000
--
Grands Tomebreaker, inflicts silence, (-2 Spd)
333
White Sword
C
8
6
95
0
1
1600
--
Deals magic Fire damage. (-10 Avoid)
333
Dusk Sword
C
11
6
85
--
1
2500
--
(25 - Dex)% backfire chance
333
Steel Katana
C
8
4
95
--
1
2500
--
(+2 Spd) (-1 Con/Wis)
333
Steel Katti
C
6
3
90
--
1 - 2
2000
--
--
333
Silver Sword
B
12
6
90
--
1
4000
--
(-5 Dodge), (-2 Spd & Skl)
333
Wild Sword
B
8
7
80
0
1
4500
--
(50 - target Wis)% chance of inflicting Wild
333
Levin Sword
B
10
4
90
0
1 - 2
1600
--
Deals magic Thunder damage, (-20 Avoid)
333
Surperior Edge
B
10
6
95
--
1
4500
--
Grants Swordbreaker, (-3 Con)
333
Silver Katana
B
11
5
95
--
1
4000
--
(+4 Spd) (-2 Con/Res)
333
Silver Katti
B
9
4
90
--
1 - 2
5000
--
--
333
Miracle Sword
A
12
5
85
--
1
5500
--
Eff. against dark units, grants Miracle skill, (-2 Str)
333
Wingcleaver
A
10
8
90
5
1
5500
--
Eff. against flying units
333
Brave Sword
A
7
7
75
--
1
5500
--
Allows two consecutive hits, (-3 Def/Res)
333
Spirit Katana
A
8
4
95
--
1
6000
--
Eff. against monster units
333
Falchion
S
17
5
90
5
1
--
--
Eff. against Dragon units
A seemingly inconsequential sword that nonetheless has uses against certain dragon enemies
Balmung
S
15
6
95
5
1
--
--
(+5 Str) (-1 All others)
While seemingly lacking in might, the Balmung blesses the user with great strength, evening its power
Mystletainn
S
16
7
95
10
1
--
--
(+5 Dex) (-1 All others)
The spilled blood of swordmasters has brought a swiftness to all who wield the Mystletainn
Hagakure
S
15
4
110
15
1 - 2
--
--
(+6 Spd) (-3 Con/Res)
Designed to be thrown at opponents, this weapon carries with it a more refined ranged style
Tyrfing
S
18
6
95
5
1
--
--
(+5 Wis) (-1 All others)
A blessed and divine sword that brings with it great wisdom and mystical energy
King's Sword
S
19
7
90
--
1
--
--
Equips Charm.
Claimed to have once been used by a beloved king; now it is simply an effective blade
Triton
P
21
5
100
20
1 - 3
--
--
(-5 Dodge)
The mystical water sword that can attack from afar to assert the royal dynasty's dominance
Lances
Lances are the most average of the physical weapon types, with medium-level weight and might; they are also the most commonly wielded physical weapon type, being available to numerous classes and thus making them common on the battlefield. They are used by both fast and strong units as well as slow but bulky ones, with their average but respectable stats being applicable to nearly every situation. They also are the only of the three standard types to have a ranged variant at every level of rarity, meaning any unit that can wield lances has access to some ranged attacks if they're willing to work with low might and accuracy.
Name
Rank
Might
Wgt.
Acc
Prc
Range
Price
Dur
Notes
Bronze Lance
E
4
3
95
0
1
450
--
(+8 Dodge)
333
Glass Lance
E
14
2
85
--
1
400
3
Sells for 1/4th its worth, instead of 1/2th
An incredibly fragile weapon that nonetheless can cut like a lance of much higher rank and cost
Haunted Lance
E
15
4
80
5
1
700
--
(50 - Dex)% chance of backfiring
333
Atlatl
E
3
2
85
0
1 - 2
450
--
(+5 Dodge) (+2 Spd)
333
Iron Lance
D
6
5
90
--
1
900
--
--
333
Wooden Pike
D
5
4
95
--
1
600
--
Enemy cannot counter.
333
Slim Lance
D
4
2
90
--
1
600
--
(+10 Avoid)
333
Beast Killer
D
7
6
85
--
1
2000
--
Eff. against beast units
333
Javelin
D
3
3
95
0
1 - 2
950
--
Cannot follow up, weak to follow ups
333
Voulge
D
5
4
75
--
1
1250
--
Eff. against mounted units, (-5 Dodge)
333
Steel Lance
C
10
6
80
--
1
2750
--
--
333
Killer Lance
C
7
7
85
25
1
3500
--
Critical hits deal ×4 damage
333
Metal Pike
C
9
4
85
--
1
2000
--
Enemy cannot counter.
333
Greater Lance
C
8
8
90
--
1
3500
--
Grants Lancebreaker. (-2 Def)
333
Shockstick
C
8
4
85
--
1
3000
--
(-1 Res)
333
Short Spear
C
9
5
85
0
1 - 2
2500
--
Cannot follow up, weak to follow ups, (-3 Dodge)
333
Guisarme
C
8
4
85
--
1
2500
--
Eff. against mounted units, (-5 Dodge)
333
Silver Lance
B
14
7
75
--
1
4000
--
--
333
Venin Lance
B
9
8
70
0
1
4500
--
(60 - target Res)% chance of inflicting Poison
333
Spear
B
10
6
85
0
2
4500
--
Cannot follow up, weak to follow ups, (-3 Dodge)
333
Glaive
B
11
5
80
--
1
4500
--
Eff. against mounted units, (-5 Dodge)
333
Steelcleaver
A
11
9
85
--
1
5500
--
Eff. against armored units, (-3 Str after hit)
333
Brave Lance
A
8
8
75
5
1
5500
--
Allows two consecutive hits, (-3 Con/Wis)
333
Astra
S
19
7
90
--
1
--
--
Restores 5HP each turn, equips Astra
A lance embued with a powerful Fighting Spirit's memory of Astra, the time-honoured skill
War God's Lance
S
17
9
90
20
1
--
--
--
Said to have once been used by a great god of war, this lance is now merely incredibly powerful, not necessarily divine
Gáe Bolg
S
15
6
90
--
1
--
--
(+7 Con), (+2 Wis)
The Gáe Bolg is designed to keep opponents away defensively, protecting many a royal
Gungnir
S
16
7
90
--
1 - 2
--
--
(+7 Str), (+3 Dex), (-2 Spd)
Incredibly historied lance that great range
Eclesion
P
22
6
95
10
1 - 3
--
--
(-10 Dodge)
The crown lance that represents the flow of spirits across the bounds of reality itself
Axes
Axes are the heaviest of the physical weapon types as well as the strongest; as such, they are usually wielded by classes that put more focus on pure attack output than dexterity and speed. Although axe users commonly get doubled, they will often be able to deal more damage with a single hit than their opponent can deal with two, and they often have high enough health or constitution to survive many attacks. Axes also commonly have high critical rates, making their wielders high risk, high reward units, especially when paired with Skills which increase the chance for critical hits.
Name
Rank
Might
Wgt.
Acc
Prc
Range
Price
Dur
Notes
Bronze Axe
E
5
4
60
0
1
450
--
--
333
Glass Axe
E
16
3
75
--
1
400
3
Sells for 1/4th its worth, instead of 1/2th
An incredibly fragile edge that nonetheless can cut like an axe of much higher rank and cost
Despina
E
9
5
70
--
1 - 3
--
--
(+3 Spd/Str)
333
Hatchet
E
4
3
60
0
1 - 2
450
--
(+5 Dodge) (+2 Spd)
333
Devil Axe
E
17
6
50
5
1
700
--
(55 - Dex)% chance of backfiring
333
Iron Axe
D
9
6
65
--
1
900
--
--
333
Fiendcleaver
D
6
7
70
--
1
600
--
Deals effective damage to Beasts
333
Hammer
D
9
7
55
--
1
2000
--
Eff. against armored units, (-2 Str after hit)
333
Hand Axe
D
3
4
65
0
1 - 2
950
--
Cannot follow up, weak to follow ups
333
Steel Axe
C
11
8
70
--
1
2750
--
(-10 Avoid)
333
Berserken
C
17
9
70
--
1
2750
--
Unit's health reduced by 30% after attacking
333
Bolster Edge
C
6
8
85
--
1
2750
--
(+3 Def/Res) (-1 Spd)
333
Greater Axe
C
8
9
65
--
1
3500
--
Grants Axebreaker. (-2 Def)
333
Volant Axe
C
11
7
65
5
1
2500
--
Effective against Flying units.
333
Killer Axe
C
10
8
70
30
1
3500
--
Critical hits deal ×4 damage
333
Short Axe
C
7
6
70
0
1 - 2
2500
--
Cannot follow up, weak to follow ups, (-3 Dodge)
333
Silver Axe
B
16
10
75
--
1
4000
--
--
333
Tomahawk
B
12
9
75
0
1 - 2
4500
--
Cannot follow up, weak to follow ups, (-3 Dodge)
333
Draculmar
B
13
8
80
--
1
4500
--
Eff. against mounted units
333
Wyrm Edge
A
17
11
75
--
1
5500
--
Eff. against dragon units
333
Brave Axe
A
15
11
75
5
1
5500
--
Allows two consecutive hits, (-3 Def/Res)
333
Urvan
S
24
10
80
--
1
--
--
(+5 Con/Wis) (-3 Eff. Spd)
The overbearing weight of the axe contributes to its strong defensive abilities
Gelb Ritter
S
26
12
85
20
1
--
--
(40 - Dexterity)% chance of stunning user
Said to once have been used by a great conquerer, this weapon now yields a new name
Helswath
S
21
13
70
5
1 - 2
--
--
(+5 Def) (-2 All others)
Embodies the wrath of the underworld and its incredible spiritual power
Waterfall
P
27
12
90
15
1 - 3
--
--
(-10 Dodge)
Calls the force of a thousand gallons of water pouring on the enemy, touching their very spirit
Bows
Bows are the primary weapon type for ranged classes and are available to many units. They deal damage almost exclusively from long range, with many being able to shoot from 4 or more spaces away, but in return they usually cannot be fired from a close distance. Additionally, their hit rates are quite low, making bow users reliant on their own dexterity and bonuses. Although lower in might than similarly rare or expensive arms, bows make up for it by being lighter, having a higher critical rate, and being able to add their user's strength to their might, allowing strong and dextrous users to get the most out of them.
Name
Rank
Might
Wgt.
Acc
Prc
Range
Price
Dur
Notes
Wooden Bow
E
3
2
80
0
2 - 4
450
--
(+7 Dodge
333
Glass Bow
E
1
1
50
--
2 - 4
400
3
Sells for 1/4th its worth, instead of 1/2th
Unsuprisingly, a bow made of glass is not very effective, even as its durability lasts
Larissa
E
9
3
85
--
1 - 2
--
--
(+3 Spd/Str) (-5 Def)
333
Iron Bow
D
7
4
80
--
2 - 4
900
--
--
333
Pursuit Bow
D
4
5
85
--
2 - 4
600
--
(+1 Mgt) for every 4 Spd of user, up to +7
333
Short Bow
D
3
2
90
0
1 - 2
950
--
--
333
Steel Bow
C
7
4
85
--
2 - 4
2750
--
--
333
Killer Bow
C
6
5
85
20
2 - 4
3500
--
Critical hits deal ×4 damage
333
Venin Bow
C
13
2
95
--
2 - 4
2750
--
Unit's health reduced by 30% after attacking
333
Mirror Yumi
C
5
7
90
--
2 - 4
2750
--
(+6 Res)
333
Perfect Bow
C
8
8
--
--
2 - 4
3500
--
Always hits, (-3 Def/Res/Spd) until next battle
333
Greater Bow
C
8
6
90
--
2 - 4
3500
--
Equips Bowbreaker.
333
Tipped Bow
C
9
6
80
15
2 - 4
2500
--
30% chance of inflecting a random Status effect.
333
Longbow
C
7
4
50
15
4 - 6
2500
--
--
333
Silver Bow
B
15
6
80
--
2 - 4
4000
--
--
333
Shining Bow
B
9
7
70
0
2 - 4
4500
--
Deals magic damage, eff. against Dark
333
Pierce Bow
B
12
4
85
0
2 - 4
4500
--
%(Skl / 3) chance of ignoring enemy Def
333
Silencer
B
10
6
90
--
2 - 4
4500
--
Inflicts Silence
333
Mount Killer
A
14
5
80
--
2 - 4
5500
--
Eff. against mounted units
333
Illusory Yumi
A
9
8
70
--
2 - 4
5500
--
(+9 Res)
333
Mighty Bow
A
11
7
75
5
2 - 4
5500
--
Allows two consecutive hits, (-3 Spd)
333
Spy's Bow
A
9
4
80
5
4 - 10
5500
--
-10 dodge
333
Reinfleche
S
20
6
90
--
2 - 3
--
--
--
A purely offensive bow with no gimmicks; just damage and incredible accuracy
Parthia
S
16
5
85
20
2 - 4
--
--
(+5 Wis)
Magic flows through this bow, enhancing the user's resistance to supernatural attacks
Yewfelle
S
17
4
85
20
2 - 3
--
--
(+5 Spd), (-1 others), equips Renewal skill
A bow that channels life force to the user while being incredibly effective in battle
Aquapiercer
P
23
4
90
15
2 - 6
--
--
(-10 Dodge)
A shot of water from the spirit that can pierce the living soul of the target, surpassing any meek physical bow
Arms
Taking on the form of crossbows, arms are a mostly new weapon type and the one that is available to the lowest number of classes. Arms often have the same long range as bows but with the ability to attack from a close distance, as well as higher accuracy; however, they are often heavier and have lower critical rates. Additionally, their damage comes entirely from their own might; arms do not take the user's strength into account during damage calculations, which can either be beneficial or detrimental depending on the unit. As a result, arms often have the higher might amongst weapons of similar difficulty levels and costs, but this is somewhat inflated since arms users are completely reliant on the might of their weapon.
Name
Rank
Might
Wgt.
Acc
Prc
Range
Price
Dur
Notes
Wood Crossbow
E
10
4
95
--
1 - 3
450
--
(+7 Dodge)
333
Glass Crossbow
E
2
3
60
--
1 - 3
400
3
Sells for 1/4th its worth, instead of 1/2th
Unsurprisingly, a crossbow made of glass is very ineffective, and will break quickly
Iron Crossbow
D
15
6
95
--
1 - 3
900
--
--
333
Bowgun
D
19
7
90
5
2 - 3
900
--
--
333
Steel Crossbow
C
20
8
100
--
1 - 3
2750
--
--
333
Killing Crossbow
C
19
9
95
25
1 - 3
3500
--
Critical hits deal ×4 damage
333
Silver Crossbow
B
25
10
105
--
1 - 3
4000
--
--
333
Army Crossbow
B
18
8
150
10
1 - 5
4500
--
Ignores enemy terrain effects
333
Taksh
B
30
9
95
5
2 - 3
3750
--
--
333
Over Crossbow
A
29
11
100
--
1 - 3
5500
--
Equips Crossbowbreaker
333
Aqqar
A
34
11
95
10
2 - 3
5500
--
--
333
Bellefur
S
36
10
115
5
2
--
--
(+4 Con); equips Opportunist
A slimmer but still masterful crossbow that allows the user to remain agile and adept at range
Arbalest
S
41
12
95
15
2 - 3
--
--
(-7 Strength) on target
A crossbow that is incredibly efficient at its main goal: destroy the body of the target
Kunai
Name
Rank
Might
Wgt.
Acc
Prc
Range
Price
Dur
Notes
Bronze Knife
E
3
2
85
--
1 - 2
450
--
(-2 debuff to Str/Con)
333
Bronze Dagger
E
2
1
95
--
1 - 2
400
--
(-2 debuff Con/Wis)
333
Glass Knife
E
13
3
80
--
1 - 2
--
3
Sells for 1/4th its worth, instead of 1/2th
An incredibly fragile blade that nonetheless can cut like a knife of much higher rank and cost
Iron Knife
D
7
4
90
5
1 - 2
900
--
(-3 debuff Str/Con)
333
Hunter's Knife
D
6
2
80
5
1 - 2
800
--
Eff. against monsters, (-2 debuff Str/Con)
333
Iron Dagger
D
4
2
95
5
1 - 2
600
--
(-3 debuff Con/Wis)
333
Steel Knife
C
7
5
90
5
1 - 2
2750
--
(-4 debuff Str/Con)
333
Sliicen Knife
C
6
2
85
--
1 - 2
2750
--
(Dexterity/2)% chance of inflicting Sleep
333
Ranger's Knife
C
4
7
80
--
1 - 3
2750
--
(-4 debuff Str/Con)
333
Steel Dagger
C
8
6
95
5
1 - 2
3500
--
(-4 debuff Con/Wis)
333
Killer Knife
C
8
6
90
25
1 - 2
3500
--
(-2 debuff Con/Wis)
333
Silver Knife
B
9
6
95
10
1 - 2
4000
--
(-6 Str/Con)
333
Silver Dagger
B
7
4
100
10
1 - 2
4500
--
(-6 debuff Con/Wis)
333
Barbed Dagger
A
10
8
90
5
1
5500
--
Inflicts the Poison status effect, (-3 debuff Str/Con)
333
Stiletto
A
10
7
100
5
1 - 2
5500
--
Eff. against armored Units, (-7 debuff Str/Con)
333
Baselard
S
12
6
110
20
1 - 2
--
--
(-10 debuff Str/Con)
A special knife that is shaped in such a way as to embed itself within the targets bones, damaging their abilities potently
Chakram
S
14
5
115
10
1 - 2
--
--
(-5 debuff Con/Wis), +5 Attack Speed
A magically enhanced throwing weapon engineered to deal maximum damage quickly while weakening their magic potency
Tomes
Unlike previous games, tomes are now split into different magical types, the same as Staves: fire, thunder, wind, light, and darkness. Each tome functions the same, dealing offensive magic damage, but the element determines its secondary effects
Fire tomes deal the most damage of the Anima elements but are also the heaviest; effective versus units with armor equipped
Thunder tomes are average in terms of might and weight amongst the anima tomes; they are effective versus units riding dragon mounts
Wind tomes are the lightest of the anima magic but also have the least might; they are effective versus units riding flying mounts
Light tomes are characteristically light with low might, but their main use is in their secondary effect, being able to buff their user after being used
Dark tomes are the heaviest and most damaging of the tomes, with additional bonuses such as draining health or applying debuffs to the enemy
A character must have access to both the magical type of the staff as well as the appropriate staff level to wield any of the following weapons.
Name
Rank
Might
Wgt.
Acc
Prc
Range
Price
Dur
Type
Notes
Force
E
12
1
80
0
2 - 2
450
2
Neutral
--
333
Fire
D
6
2
90
--
1 - 2
900
--
Fire
Effective v. armor
333
Thunder
D
5
2
80
5
1 -2
800
--
Thunder
Effective v. dragon
333
Wind
D
4
1
95
--
1 - 2
600
--
Wind
Effective v. flying
333
Khione
D
3
1
95
--
1 - 2
950
--
Wind
Effective v. flying
333
Shine
D
8
0
100
--
1 - 2
900
--
Light
(+2 Con/Wis) until next turn
333
Brinnston
D
11
0
75
--
1 -2
800
--
Light
(+2 Con/Wis) until next turn
333
Staluri
D
9
0
60
30
1 -2
800
--
Light
+2 Wisdom until next turn
333
Flux
D
4
3
85
0
1 - 2
450
--
Dark
Drains 20% damage
333
Lunar
D
3
3
80
0
1 - 2
450
--
Dark
(Dex)% chance of inflicting Blindness
333
Shadowcleave
D
6
3
90
--
1 - 2
600
--
Dark
Eff. against Armored units
333
Arcfire
C
8
3
85
--
1 - 2
2750
--
Fire
Effective v. armor
333
Arcthunder
C
7
3
95
10
1 - 2
2750
--
Thunder
Effective v. dragon
333
Arcwind
C
6
2
90
--
1 - 2
2750
--
Wind
Effective v. flying
333
Shieldcleaver
C
5
2
90
5
1 - 2
4000
--
Wind
Equips Shieldnull
333
Arcslush
C
2
3
60
--
1 - 2
3500
--
Neutral
Inflicts freezing
333
Divine
C
8
1
85
--
1 - 2
2750
--
Light
(+4 Con/Wis) until next turn
333
Luster
C
6
1
80
--
1 - 2
2750
--
Light
(Dex)% chance: break enemy's weapon
333
Nosferatu
C
7
4
90
--
1 - 2
900
--
Dark
Drains 50% of damage
333
Poison
C
6
4
80
--
1 -2
800
--
Dark
(Dex)% chance of inflecting Poison
333
Ruin
C
7
4
80
30
1 - 2
2750
--
Dark
Drains 20% of damage
333
Bolganone
B
11
4
80
--
1 - 3
4000
--
Fire
Effective v. armor
333
Fimbulvetr
B
10
4
80
--
1 - 3
4500
--
Fire
Effective v. armor (+5 Hit Rate)
333
Thoron
B
10
4
70
10
1 - 3
4500
--
Thunder
Effective v. dragon; equips Ringnull
333
Excalibur
B
9
3
85
--
1 - 3
4500
--
Wind
Effective v. flying
333
Rexcleaver
B
8
3
90
5
1 - 3
6000
--
Wind
Equips Shieldnull
333
Aura
B
13
2
85
--
1 - 3
4000
--
Light
Target deals -4 damage on their next attack
333
Divulgence
B
12
2
85
--
1 - 3
4500
--
Light
(+3 Con/Wis/Spd) until next turn
333
Brainwash
B
8
5
90
--
1 - 3
3500
--
Dark
(User's Skl / 3)% chance of inflecting Berserk
333
Worm
B
10
5
85
--
1 - 2
2750
--
Dark
Don't activate Enemy Combat Skills
333
Waste
B
9
5
70
--
1 - 3
4500
--
Dark
User double attacks
333
Meteor
A
15
5
80
0
1 - 3
5500
--
Fire
Effective v. armor; hits adjacent to target
333
Bolting
A
16
5
80
0
1 - 3
5500
--
Thunder
Effective v. dragon; hits adjacent to target
333
Blizzard
A
15
4
80
0
1 - 3
5500
--
Wind
Effective v. flying; hits adjacent to target
333
Starstorm
A
12
3
85
--
1 - 3
6000
--
Light
Hits adjacent to target
333
Vemshire
A
8
3
75
0
1 - 4
5500
--
Light
(User's Skl)% chance of inflecting Poison
333
Purify
A
14
3
80
0
1 - 3
5500
--
Light
Cures user's status effects
333
Fenrir
A
17
6
75
0
1 - 5
5500
--
Dark
(-3 all stats) until next attack
333
Mire
A
11
6
80
0
3 - 10
5500
--
Dark
Cannot crit or double, (-2 all stats)
333
Forblaze
S
14
7
90
5
1 - 2
--
--
Fire
Effective v. armor and dragon
An incredible firery blast that utilizes the latent heat energy nearby and localizes it at the target
Valflame
S
16
7
85
--
1 - 2
--
--
Fire
Effective v. armor; equips Armornull
A blast of flames so potent that it can surpass all physical protection and strike
Mjölnir
S
15
7
90
--
1 - 2
--
--
Thunder
Effective v. dragon; equips Ringnull
A fearsome strike of thunder resembling the lightning god's hammer of yore, and just as powerful
Forseti
S
14
6
95
25
1 - 2
--
--
Wind
Effective v. flying; equips Shieldnull
A series of strong yet quick wind slashes that can curve around shields and strike right at the opponent's weakness
Judgement
S
22
7
80
10
1
--
--
Neutral
(+4 Damage taken)
A reckoning from above without intent or bias; it is not good or evil, light or dark; a purely objective Judgement
Rexaura
S
14
5
90
--
1 - 2
--
--
Light
(+5 Con/Wis/Spd) until next turn
The pure untouching power of aura condensed into an attack so blinding that those who see it feel their muscles convulse, hurting themselves
Ivaldi
S
13
5
90
5
1 - 2
--
--
Light
(+7 Con)
An ancient spell of light that emboldens the user's body while breaking down of the molecules of their opponent
Treachor
S
17
8
90
--
1 - 2
--
--
Dark
Drains 20% of damage
The darkest thoughts of the user pool together to siphon the life energy of the opponent's Fighting Spirit, stealing it for their own
Balberith
S
28
8
85
--
1 - 2
--
--
Dark
(-4 Wis) for rest of battle on use; stacks
An intense burning pain fills the nerve endings of the target, coming at the cost of mental damage to the user while using it
Apocalypse
S
14
8
90
30
1 - 5
--
--
Dark
(-25 Avo)
Weighed down by their emotions, users of Apocalpyse can rend reality itself, bending space-time around others and smothering them
Staves
Unlike previous games, staves are now split into different magical types, the same as tomes: fire, thunder, wind, light, and darkness. No staff can do damage by itself, although some staves allow their user to counterattack, often with a high chance of dealing a critical hit. Staves of element have a different primary function as described below:
Staves of the Fire element empower the user
Thunder staves give stat bonuses and other boons to their target
Wind staves act as teleportation magic, either for the user, an ally, or an enemy
The classic healing staves return with the Light element, restoring health to their target
Dark staves apply debuffs to a target enemy
A character must have access to both the magical type of the staff as well as the appropriate staff level to wield any of the following weapons.
Name
Rank
Might
Wgt.
Acc
Prc
Range
Price
Dur
Type
Notes
Heal
E
1
2
90
5
1
450
--
Light
Restores 20% of Max HP to target.
333
Quick Fix
E
--
2
95
--
1
1200
3
Light
Restores all HP.
333
Mend
D
3
3
85
10
1 - 2
900
--
Light
Restores 25% of Max HP to allies in range
333
Psychic
D
2
3
75
5
1 - 4
800
--
Light
Restores 30% of Max HP to target.
333
Restore
D
--
3
90
--
1 - 2
1000
10
Light
Cures target of status effects
333
Ember
D
5
3
--
15
--
1200
--
Fire
(+2 Wisdom)
333
Ward
D
3
3
80
10
1 - 10
2750
3
Thunder
(+4 Wis) to target
333
Rescue
D
4
3
80
5
1 - 10
800
4
Wind
Returns distant ally to user.
333
Sleep
D
--
4
80
--
1 - 4
3000
--
Dark
Inflicts Sleep on target. (Immune to Sleep)
333
Silence
D
--
4
70
--
1 - 5
3000
--
Dark
Inflicts Silence on target. (Immune to Silence)
333
Unlock
D
--
3
60
--
1
3000
5
Neutral
Unlocks door or chest
333
Recover
C
4
4
85
10
1 - 2
2750
15
Light
Restores 50% of Max HP to target.
333
Watch
C
--
4
90
--
Map
3000
5
Light
Clear Fog of War
333
Flare
C
6
4
--
15
--
2500
--
Fire
(+4 Wisdom)
333
Hammerne
C
3
4
80
5
1 - 5
3500
--
Thunder
Target's weapon gains +4 might until next turn
333
Warp
C
--
4
80
--
1 - 10
3000
10
Wind
Warps user adjacent to target
333
Vortex
C
--
5
--
--
1 - 6
3500
5
Dark
Spawns a vortex, slowing flyers
333
Weaken
C
4
5
85
5
1 - 7
4500
6
Dark
(-4 all of target's stats)
333
Poison
C
4
5
85
5
1 - 7
4500
--
Dark
Inflects Poison on target.
333
Turn
B
1
5
70
5
1 - 2
4500
5
Light
Instantly kill any monster
333
Balmwood
B
--
5
80
--
1 - 2
5000
--
Light
Heals target and user 30% max HP
333
Complete
B
4
5
85
10
1
4000
--
Light
Restores 80-100% max HP to target
333
Fortify
B
3
5
70
5
1 - 3
4500
10
Light
Restore 50% max HP to allies in range
333
Protection
B
5
5
90
15
Self
4500
--
Fire
(+2 Wisdom), (+5 Con) for a turn when used
333
Furnace
B
8
5
85
25
Self
5500
--
Fire
(+4 Wisdom), (+3 Str) for a turn when used
333
Haste
B
4
5
95
20
1 - 3
5000
--
Thunder
(+1 Movement, +4 Spd) to target
333
Arcsleep
B
7
6
95
--
1 - 7
3000
--
Dark
Inflicts Sleep on target. (Immune to Sleep)
333
Summon
B
--
6
85
--
--
4500
10
Dark
Summons a Phantom
333
Thief
B
--
6
50
--
1 - 8
5000
10
Dark
Steals target's equipped weapon
333
Catharsis
A
--
6
85
--
1 - 7
5000
--
Light
Heals 80% max HP to target
333
Kialite
A
--
6
85
--
1 - 2
5500
15
Light
Cures status effects of allies in range
333
Vein
A
10
6
80
10
Self
5000
--
Fire
(+5 Wisdom), (+5 Dexterity) for a turn
333
Encourage
A
4
6
90
5
1 - 4
5000
--
Thunder
(+5 Speed/Dexterity) on target
333
Empower
A
4
6
85
0
1 - 4
5000
--
Thunder
(+5 Strength/Wisdom) on target
333
Entrap
A
5
6
80
10
1 - 10
2750
3
Wind
Brings distant enemy to user.
333
Orchestrate
A
6
7
85
10
1 - 7
5000
5
Dark
Inflects Berserk on target.
333
Eclipse
A
--
7
60
--
1 - 10
6000
5
Dark
Brings enemy down to 1 HP
333
Valkyrie Staff
S
5
8
100
50
1 - 2
--
1
Light
Restores fallen unit.
In a Fighting Spirit's fleeting moments they can be called to from life and bring back their owner to the living world
Trionni
S
5
8
95
10
1 - 2
--
10
Light
Restores 100% max HP to allies in range
A spreading wave of life force that recuperates every beloved ally in range
Matrona
S
5
8
90
10
1 - 10
--
15
Light
Restores 100% to target
Absolute life force brought forth from the pure blood of the gods above from a distance
Holy Shield
S
8
8
80
20
Self
--
--
Fire
(+6 Wisdom), user invulnerable for a turn.
A burning sepharim that protects the user from any adverse actions
Arson
S
12
8
75
35
Self
--
--
Fire
(+4 Wis/Str/Dex), +10 Crit Rate for a turn
Emboldens the Fighting Spirit of the user with spiritual fire
Miracle Staff
S
--
8
90
--
Map
--
5
Thunder
All allies gain Miracle skill for 2 turns
Beckons the will of the gods to protect the user's teammates in their time of need
Hurricane
S
--
8
80
--
1 - 3
--
10
Wind
Enemies in radius are sent far away
Summons a hurricane to send away nearby opponents with incredible wind force
Nightmare
S
6
9
80
15
1 - 5
--
5
Dark
Inflicts Stun on enemies in range
Unearths the depeest fears of the targets and stuns them
Nympham
P
--
10
--
--
1 - 3
--
--
Light
(-1 Mov) Restores full HP to target and user
Held down by the energy of the Earth powering it, the Nympham offers complete control of lifeforce and its restoration
Armor
Armor provides high boosts to firmness as well as reticence, but is often quite heavy; luckily, most classes with access to it do not focus on speed or dexterity, so the drop is speed is rarely noticed.
Name
Rank
Frm
Ret
Wgt
Price
Dur
Notes
Gold Armor
E
0
-5
4
6000
5
--
333
Chainmail Armor
D
4
0
0
900
40
--
333
Leather Armor
D
5
2
1
800
30
--
333
Iron Armor
D
8
1
3
600
30
--
333
Steel Armor
C
12
2
4
2750
50
--
333
Scale Armor
C
9
3
5
2750
50
--
333
Silver Armor
B
15
2
7
4000
60
--
333
Brigandine
B
12
5
5
4000
60
--
333
Mirror Armor
B
6
0
8
4500
30
Equips Counterspell
333
Blessed Armor
A
12
6
7
5500
100
Equips Renewal
333
Optimal Armor
A
14
3
9
5000
90
Equips Armorbreaker
333
Zirconium Armor
A
16
5
11
5500
120
--
333
Dracoplate
S
22
8
13
--
250
Eff. against dark units, grants Miracle skill, (-2 Str)
333
Shields
Compared to Armor, shields are often lighter and provide higher reticence, at the cost of lower firmness. They are often available to classes focused more on offense than defense and provide some additional defensive capabilities for the rare instances when those classes have to defend on the enemy turn.
Name
Rank
Frm
Ret
Wgt
Price
Dur
Notes
Leather Shield
E
2
0
0
600
20
--
333
Shieldfish
E
6
-1
0
600
5
Sells for 1/4th its worth, instead of 1/2th
333
Iron Shield
D
4
0
1
800
40
--
333
Simple Shield
C
3
3
0
800
20
(+1 Wis/Str)
333
Steel Shield
C
6
1
2
2750
40
--
333
Round Shield
C
4
0
2
2750
30
Equips Counter
333
Hexlock Shield
C
1
6
1
2750
30
(-3 Damage from magic)
333
Silver Shield
B
8
1
4
4000
50
--
333
Emperor Shield
B
7
3
6
4000
100
--
333
Supreme Shield
B
11
0
8
4000
15
--
333
Royal Shield
B
5
5
6
4500
100
--
333
Blessed Shield
A
3
9
4
5500
50
Immune to Dark magic
333
Sage's Shield
A
2
10
3
5000
40
Equips Renewal
333
Ryon Shield
A
8
5
5
5500
100
(+3 Str)
333
Fuege Shield
A
5
8
5
5500
100
(+3 Wis)
333
War God's Shield
S
13
9
6
--
250
(+5 Str) (+10 Critical Rate)
An incredible pavise belonging to a long forgotten god of war, carrying his blessing
Dracoshield
S
9
12
9
--
250
Dragon units that attack lose 50% max HP
Stated to be forged out of dragonscales, this shield is embodied by magical powers
Rings
Rings are the most commonly available equipment, although they are more often wielded by magic users. They usually provide no physical defense and only minor reticence, but their secondary effects can be strong when applied correctly.
Name
Rank
Frm
Ret
Wgt
Price
Dur
Notes
Gold Ring
E
0
0
0
6000
--
--
333
Healer's Ring
D
0
1
0
900
--
Restore 5 HP each turn
333
Shield Ring
D
1
3
1
800
--
--
333
Keepsake Ring
D
0
2
0
600
--
(+3 Dex)
333
Coral Ring
D
0
1
0
500
--
--
333
Angel Ring
C
0
2
0
2750
--
Immune to Critical Hits
333
Shield+ Ring
C
2
5
2
2750
--
--
333
Student's Ring
C
0
0
0
3000
--
(+20% Experience)
333
Teacher's Ring
C
0
0
0
3000
--
(+5% Skill Activation)
333
Mage Ring
C
0
3
0
3500
--
(+3 Wis)
333
Speed Ring
B
0
1
0
4000
--
(+6 Spd)
333
Prayer Ring
B
0
3
0
4000
--
Equips Miracle
333
Demon Ring
B
-4
-8
3
4500
--
(+4 Str/Dex/Wis)
333
Sight Ring
B
0
2
0
5000
--
(+2 Range) for Tomes/Staves
333
Haste Ring
A
0
1
0
5500
--
(+1 Movement)
333
Animus Ring
A
0
1
1
5000
--
Equips Counterspell
333
Dragonscale
A
0
0
2
5500
--
Immune to attacks from Dragon units
333
Grimoire Ring
A
0
-1
2
6000
--
(+5 damage deal) when using Dark magic
333
Spirit Ring
S
0
4
0
--
--
(+6 Wis)
333
Peace Ring
S
0
6
0
--
--
Equips Renewal
333
Ancient Ring
S
-10
20
3
---
--
--
A ring of indeterminate form that saps physical constitution and turns it into magical protection
Icarus Ring
S
0
3
0
--
--
(+8 Spd) (+2 Movement)
Like the angel of legend, this ring empowers the wielder to fly on the wind with an enchanted skip in their step
amiibo
In Part 2 of the story, the player can interact with the Statue of Spirits, which will use an intradimensional signal to call forth numerous special characters who all have uniquely powerful Fighting Spirits; Spirits which are so powerful that they have overloaded the mind of the character, wiping most of their memories and leaving behind only scant traces, while also injecting vague memories from the Spirit's living past. IN reality, these characters are being summoned by using their associated amiibo. Like Paralogue characters, each amiibo character has a level that is generated when they are summoned based on the crew's current average level. Although they do not have unique personal Skills like normal characters, they otherwise have their own unique animations, sprites, classes, growth rates, and even support conversations.
Each series of amiibo received its own update to the game to add support, other than the Fire Emblem series amiibo, which were supported from the release of the game. Characters like Chrom, Link, and Zelda who have multiple amiibos will all produce the same character, other than the Archer Link and Rider Link amiibo from the The Legend of Zelda amiibo series which produce different, identically named characters; all other Links will produce the same one as the Smash Bros. series Link.
The The Legend of Zelda amiibo series characters were added in patch 1.1.0, released in September 2021 to coincide with the release of The Legend of Zelda Forgotten Eras
The Kid Icarus amiibo series characters were added in patch 1.1.6, released in November 2021 to coincide with an unanounced title
The Xenoblade amiibo series character was added in patch 1.2.0, released in April 2022 to coincide with the release of Xenoblade Chronicles Remix
The Shovel Knight amiibo series characters will be added in patch 1.3.0, while will be released in the summer of 2022 to coincide with the release of Shovel Knight on the DSGo
Celica
♀
Lvl.?? Sage
HP
70%
Strength
10%
Constitution
40%
Wisdom
150%
Dexterity
90%
Speed
90%
A traveller with amnesia induced by an overly powerful Spirit. Feels incredibly pious, but for a goddess they cannot remember....
Alm
♂
Lvl.?? Warrior
HP
150%
Strength
130%
Constitution
40%
Wisdom
20%
Dexterity
80%
Speed
80%
A traveller with amnesia induced by an overly powerful Spirit. Is strongly patriotic, but for a country they cannot remember....
Chrom
♂
Lvl.?? General
HP
80%
Strength
80%
Constitution
60%
Wisdom
50%
Dexterity
90%
Speed
90%
A traveller with amnesia induced by an overly powerful Spirit. Overcome with love and fatherly feelings for a daughter he cannot remember....
Tiki
♀
Lvl.?? Druid
HP
90%
Strength
50%
Constitution
90%
Wisdom
110%
Dexterity
60%
Speed
50%
A traveller with amnesia induced by an overly powerful Spirit. Constantly tries to "become a dragon," although seems to lack the capability to..
Marth
♂
Lvl.?? Swordsmaster
HP
50%
Strength
100%
Constitution
40%
Wisdom
30%
Dexterity
150%
Speed
130%
A traveller with amnesia induced by an overly powerful Spirit. Calls himself a "Hero-King," referring to a kingdom of old long forgotten.".
Ike
♂
Lvl.?? Vanguard
HP
90%
Strength
120%
Constitution
90%
Wisdom
60%
Dexterity
70%
Speed
70%
A traveller with amnesia induced by an overly powerful Spirit. Overly protective and lacking trust in anyone, citing a past betrayal to which he cannot give specifics..
Robin
♂
Lvl.?? War Monk
HP
70%
Strength
120%
Constitution
80%
Wisdom
120%
Dexterity
50%
Speed
30%
A traveller with amnesia induced by an overly powerful Spirit. Overly protective and lacking trust in anyone, citing a past betrayal to which he cannot give specifics..
Lucina
♀
Lvl.?? Armour Knight
HP
70%
Strength
70%
Constitution
130%
Wisdom
40%
Dexterity
50%
Speed
70%
A traveller with amnesia induced by an overly powerful Spirit. Suspicious of Keanu, due to their soothsaying abilities. Has a mysterious mark on her eye..
Roy
♂
Lvl.?? Paladin
HP
60%
Strength
90%
Constitution
70%
Wisdom
80%
Dexterity
90%
Speed
90%
A traveller with amnesia induced by an overly powerful Spirit. Very passionate and often very angry; red-hot..
Corrin
♀
Lvl.?? Berserker
HP
80%
Strength
150%
Constitution
40%
Wisdom
20%
Dexterity
60%
Speed
100%
A traveller with amnesia induced by an overly powerful Spirit. Sometimes loses herself in battle, fearful of "becoming a dragon," although she never has..
Link
♂
Lvl.?? Swordsmaster
HP
50%
Strength
100%
Constitution
40%
Wisdom
30%
Dexterity
150%
Speed
130%
A traveller with amnesia induced by an overly powerful Spirit. Despite having proficiency only in bows, he constantly asks for other, odd weapons, such as boomerangs..
Link
♂
Lvl.?? Sniper
HP
40%
Strength
90%
Constitution
50%
Wisdom
80%
Dexterity
120%
Speed
70%
A traveller with amnesia induced by an overly powerful Spirit. Appears dejected with modern bow technology, asking for "more powerful arrows.".
Link
♂
Lvl.?? Paladin
HP
60%
Strength
90%
Constitution
70%
Wisdom
80%
Dexterity
90%
Speed
90%
A traveller with amnesia induced by an overly powerful Spirit. Ignores a horse's given names and calls them "Epona" regardless.
Ganondorf
♂
Lvl.?? Sorcerer
HP
50%
Strength
60%
Constitution
60%
Wisdom
130%
Dexterity
100%
Speed
50%
A traveller with amnesia induced by an overly powerful Spirit. Seems to harbour very little empathy for human life..
Zelda
♀
Lvl.?? Bishop
HP
20%
Strength
10%
Constitution
40%
Wisdom
130%
Dexterity
70%
Speed
80%
A traveller with amnesia induced by an overly powerful Spirit. Always interested in some of the old Aecorean technology found by the crew..
Daruk
♂
Lvl.?? Vanguard
HP
90%
Strength
120%
Constitution
90%
Wisdom
60%
Dexterity
70%
Speed
70%
A traveller with amnesia induced by an overly powerful Spirit. Very intent on protecting others and yelling out odd catchphrases while doing so..
Mipha
♀
Lvl.?? Valkyrie
HP
50%
Strength
00%
Constitution
30%
Wisdom
110%
Dexterity
50%
Speed
90%
A traveller with amnesia induced by an overly powerful Spirit. Her healing potential is nearly unmatched..
Urbosa
♀
Lvl.?? Spearmaster
HP
30%
Strength
110%
Constitution
60%
Wisdom
100%
Dexterity
120%
Speed
80%
A traveller with amnesia induced by an overly powerful Spirit. Tends to ask mages about their thunder magics, and shows interest in learning..
Revali
♂
Lvl.?? Bow Knight
HP
40%
Strength
70%
Constitution
20%
Wisdom
90%
Dexterity
100%
Speed
110%
A traveller with amnesia induced by an overly powerful Spirit. Enjoys performing superfluous techniques to showboat..
Pit
♂
Lvl.?? Master of Arms
HP
70%
Strength
90%
Constitution
60%
Wisdom
40%
Dexterity
100%
Speed
40%
A traveller with amnesia induced by an overly powerful Spirit. Believes in a higher plane of existence, but cannot reach it..
Dark Pit
♂
Lvl.?? Master of Arms
HP
70%
Strength
100%
Constitution
50%
Wisdom
40%
Dexterity
100%
Speed
40%
A traveller with amnesia induced by an overly powerful Spirit. Very bitter about his current state of being. Slightly competitive..
Palutena
♀
Lvl.?? Falcon Knight
HP
60%
Strength
100%
Constitution
60%
Wisdom
100%
Dexterity
50%
Speed
60%
A traveller with amnesia induced by an overly powerful Spirit. Perplexed by the lack of devotion among the crew..
Shulk
♂
Lvl.?? Swordsmaster
HP
50%
Strength
100%
Constitution
40%
Wisdom
30%
Dexterity
150%
Speed
130%
A traveller with amnesia induced by an overly powerful Spirit. Sometimes looks into the sky, expecting to see something, and never finds it..
Shovel Knight
♂
Lvl.?? Admiral
HP
90%
Strength
100%
Constitution
150%
Wisdom
40%
Dexterity
70%
Speed
20%
A traveller with amnesia induced by an overly powerful Spirit. Has an odd habit of referring to his lance as a shovel..
Plague Knight
♂
Lvl.?? Druid
HP
90%
Strength
50%
Constitution
90%
Wisdom
110%
Dexterity
60%
Speed
50%
A traveller with amnesia induced by an overly powerful Spirit. Tries to brew potions while off the battlefield for use "against the enemy," hopefully..
Specter Knight
♂
Lvl.?? Sorcerer
HP
50%
Strength
60%
Constitution
60%
Wisdom
130%
Dexterity
100%
Speed
50%
A traveller with amnesia induced by an overly powerful Spirit. No weapon is fitting enough for him, apparently..
King Knight
♂
Lvl.?? Armour Knight
HP
70%
Strength
70%
Constitution
130%
Wisdom
40%
Dexterity
50%
Speed
70%
A traveller with amnesia induced by an overly powerful Spirit. Despite Keanu's wishes, he has convinced some of the army to call him King..
Trivia
Some of the song Skills available are based on the skills exclusive to the Songstress class from Fates, including Song of Peace (Voice of Peace), Song of Inspiration (Inspiring Song), and Song of Nations (Foreign Princess).
Numerous pieces of equipment are resemble those of previous games, often with slight changes to spelling to represent their changed origin:
The Ryon Shield was previously the Rion Shield from Echoes, while the Fuege Shield was previously the Fugue Shield. These two were originally from dueling houses, but now are stated to have belonged to two brothers that the shields were named after
The War God's Lance and War God's Shield were named after Duma's Lance and Duma's Shield respectively, being renamed to allude to a generic god of war rather than specifically Duma, the deity from Echoes
The Gelb Ritter resembles the Wolfberg from Awakening, yet is named after a group from Thracia 776 instead with seemingly no connection; in fact, none of the members of said group can even wield axes
The Captain is the only playable class to have a base stat total which isn't a multiple of 5.
Certain classes are described as "Master Classes" in help files as the only normal advanced classes to have S-rank proficiency in certain equipment while lacking any proficiency in others; these include the Swordsmaster for swords, Spearmaster for lances, Berserker for axes, Sniper for bows, Dragoon for arms, Assassin for knives, Admiral for armour, Vanguard for shields, Paladin for horses, Flier Knight for flying mounts, and Drake Knight for dragons
Certain equipment, such as tomes, staves, and rings, do not have a singular class with S-proficiency; interestingly, these are all typically magical items, and tomes and staves are unique in matching specific categories of magic. As such, by connecting certain types of tomes and staves, Master Classes can be defined, including the Valkyrie for light staves, Bishop for fire, lightning, and wind tomes staves, Sage for fire, lightning, wind, and light tomes, Sorcerer for dark tomes, and Druid for dark staves.
The Dragoon and arguably the Valkyrie are the only weaponry Master Classes to have natural mounts, with both only having horse proficiency, while the Swordsmaster is the only weaponry Master Class to have armour or shield proficiency
The Sage and Bishop are the only normal classes to have exclusively S-proficiencies
The existence of class-specific skills for the Witch class, as well as other aspects in the data, suggests that it was originally intended as a playable class rather than being exclusively for enemy monsters
Although the enemies fought on the S.S. Darros in both Chapter 1 and Chapter 13 are Aecorean, their descriptions are simply "???," as the current available Units do not know Aecor exists
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