The cast of Bravely Default. Be warned that there are several unmarked, otherwise massive spoilers beyond this point.
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Protagonists as a Whole
Leitmotif: Each character has one that functions as temporary Battle Theme Music when they activate a special move. The effects of the special move last for the duration of the song, which are all roughly 1 minute and 30 seconds in length.
Image Song: Those leitmotifs were expanded into "Vocalized Versions" with lyrics and arrangement done by Revo. They are performed by select vocalists from Linked Horizon.
The Hero, The Leader, and The Heart: Agnès works as a combination of all three. She's the hero as the main character, she's the one who has the final say in group decisions (Tiz is just the more talkative one) and she's the heart because, in the end, she's the one who is keeping them all glued together.
The Lancer, The Heart, and The Face: Tiz works as all three. He's the one most likely to take charge when Agnès can't, his emotions and his love for his friends makes him the heart, and he's the face in that, when the chips are down and talking is needed, he's the one who will do the talking.
The Smart Guy: Surprisingly, despite his nature, Ringabel fits the criteria needed. He's the one piloting your ship, and multiple situations are resolved because of his quick thinking. For example, when Konoe pretends to be a dead maid in the Goodman household, he's the only one who finds that there is something off about the corpse. Also, he's the entire reason Edea was able to avoid being experimented on by DeRosa, as he was able to find the secret passage based on where he last saw DeRosa.
The Big Guy: Edea fits this as, while she's by no means stupid, she herself admits she sees the world in black and white, and she is usually the first to try brute forcing something. Thankfully for her, brute force usually works.
The main protagonist of Bravely Default, Agnès was raised in the Wind Temple near Ancheim, sheltered away from the rest of the world, devoting her life to prayer and tending the Wind Crystal. When the Crystal is consumed by darkness and her attendants killed, she leaves for Caldisla to seek answers, meeting Tiz and the rest of the party there.
Action Girl: Her stats lean her towards being a magic user, but she can kill plenty of stuff with physical weapons just as well as the others. Storywise, she has her moments, such as the one described under Let's Get Dangerous.
Action Survivor: Agnès spent most of her life praying in the Temple of Wind and probably never held a weapon before the start of the game. Needless to say, she grows out of this.
Adorkable: Shows shades of it during party chats, as she's unfamiliar with many things in the world due to her upbringing. Not to mention she is embarrassed at the fact that she has No Sense of Direction.
Always Second Best: In a rare example that isn't negative, Agnès considers her best friend and fellow crystal vestal, Olivia, to be better than her in every way.
Cynicism Catalyst: She viewed Olivia as a big sister of sorts, so her death really hit her like a truck, especially considering it happened literally minutes after they found each other again. In grief, Agnès takes it out on Edea, but she manages to overcome her sorrow with the help of her friends.
Despair Event Horizon: She completely breaks down when Ouroboros starts wiping out several alternate realities. If not for the heroes of the other realities lending her their support, Agnès was prepared to surrender right then and there.
Expy: This isn't the first time Square has told the story of a young girl's pilgrimage of prayer on behalf of a religion holding dark secrets. Also, like certain Final Fantasy leading women before her, Agnès and her journey are the focus of the story, despite an outsider (and later Love Interest) completely unfamiliar with it being the protagonist.
Failed a Spot Check: She apparently sawAiry coming out of the great chasm, but couldn't piece together that she was the cause, until it was too late.
The Heroine: Agnès is the driving force of the game. The morally righteous, but sometimes misguided heroine who relies on her allies to accomplish what she cannot alone.
Heroic BSOD: Suffers a brief one after Olivia's death, which makes her noticeably less sympathetic for a while.
Honor Before Reason: A frequent perpetrator. She believes her duty as the Wind Vestal means she has to undertake her quest alone and tries to insist so to Tiz, Ringabel, then Edea. (to no avail, obviously).
Ignorant of Their Own Ignorance: It turns out the Orthodoxy has a history not as wonderful as what Agnès has spent her whole life believing. She also spends much of the game blindly acting and obeying without question, trusting the courses chosen for her to be correct. This gets lampshadded by DeRosso along with the flaws of the other party members.
Implausible Deniability: The Party Chat "Her First Bow" has Agnès trying a bow for her first time (story-wise, anyway). She attempts, then comes back and says that she could do better with her own hands. Unless you went out of your way to give Agnès (who has the worst physical stats of the party) the Monk job (which is specifically recommended for Tiz) this early in the game, her unarmed attack stat is going to suck Chaugmar, and bows have the attack stat of roughly a sword and a half from the same area (to compensate for the fact that they're two-handed weapons and can't be used with a shield or with Dual Wielding). Of course, she has no idea what an arrow is...
Incorruptible Pure Pureness: Agnès due to her sheltered life and steadfast belief in the crystals and her role as a vestal, is able to stay a pure person through out the game despite the evil encountered.This is Exploited by Airy, who points out that such beliefs made her easy to be manipulated.
Inexplicably Identical Individuals: Bears more than a passing resemblance to the "angel" who told DeRosso and Yulyana about Ouroboros and Airy. It's very heavily implied the "angel" is a version of Agnès who fell through the Holy Pillar following the battle and subsequent slaughter of the party by Airy, succumbing to her wounds not long afterwards.
The Ingenue: At the beginning of the game, Agnès is extremely naïve of the world and how it works. She has a hard time being the strong leader her allies need her to be, but she gradually gets better.
It Is Pronounced Tro PAY: Agnès is pronounced "Ahn-yes", not "Agg-ness". Similarly, Oblige is prounouced "Oh-bleej", not "Oh-bluh-jey" or the normal English pronunciation of "oblige".
It's Personal: Most of the pre-battle banter with the Jobmasters is Edea questioning their motivations (as their former ally), but when it comes to Victoria, even Agnès can barely contain her rage.
I Work Alone: Agnès initially insists that the task of restoring the crystals is a task she and she alone must endure, and that involving others would only bring them harm. It isn't until after the fight with Holly and Barras that she realizes the task might be too big for a single person to handle alone and welcomes Tiz's help.
Last of Her Kind: Agnès finds out that not only is all of the Crystal Orthodoxy obliterated in each temple, but by the end of Chapter 2 she is also the last vestal. She does not take the news well.
The Leader: Type IV. As the Wind Vestal, Agnès is looked up to by the rest of the group and trusted to know what they must do next.
Image Song: "Wind's Direction (Vocalized Version)", performed by Ceui of Linked Horizon.
Let's Get Dangerous: Kicks into full Action Girl mode when Egil is about to fall and slip down into magma, pulling the others with him by accident. Agnès suddenly leaps all over and manages to rescue them all in time. Hell yeah.
Then again during either fight with Airy's pupal form. She calls Airy out on deceiving them and slaying her past selves, Airy taunts her for it, and Agnès hesitates for a moment. Then she screams out her signature "Unacceptable!" her voice breaking halfway through like Kaluha Shuzen. The A.I. script for this fight seems to be designed so that the dialogue between Airy and each party member occurs immediately before that party member's turn on a given round (unless everyone is Defaulting), which means it's probable that Agnès will be blasting her with Meteor or Holy or some other Berserker Tears asskicking like that.
Meaningful Name: Agnès means 'pure' or 'holy'. Oblige means to be morally or dutifully bound to an action or course.
Mysterious Waif: She has the power to save the world. Better stick to her like glue!
Name's the Same: In-universe example when she explains that all vestals adopt the surname of Oblige when they obtain their position.
Nice Job Breaking It, Hero: When the party examined the Water Crystal for the first time, Agnès decided against awakening it because it was proof that the water vestal, Olivia, was still alive but in hiding. She goes through the entire effort of entering Florem's Sacred Flower Festival to contact Olivia, and in turn receives a letter detailing her friend's current location. Victoria and Victor also hear this and pursue the party so that they can assassinate the two vestals. They succeed in killing Olivia, and had no effort been made to leave her in hiding, she would've still remained alive even if her whereabouts were unknown.
The Only One: Awakening the crystals requires training as a vestal or, rather, the knowledge that comes with it: that you are capable of doing so. Since the other three vestals were either killed or driven into hiding by the Duchy of Eternia, it's up to Agnès to purify all four crystals herself.
Ping Pong Naïveté: As a result of her sheltered upbringing, Agnès has little idea of how the world works. In some aspects she catches on fairly quickly but in all the others... to put it one way, she managed to figure out how to fire a bow without knowing that the arrow is the part that goes flying.
The Scapegoat: Many Anticrystalists suspect that Agnès herself was responsible for the appearance of the Great Chasm. Ironically, they turn out to be correct - awakening the four crystals in one world causes the Great Chasm to open up in the next.
Sheltered Aristocrat: As the sacred Wind Vestal, Agnès lived most of her life blissfully untouched by the outside world, her only concern being the maintenance of the Wind Crystal until the events of the game. As a result, she is completely unaware of things such as what colour snow is or what it's like.
Squishy Wizard: The best Intelligence, Mind, and MP stats and third best Agility - but her other stats are the worst of all of them.
Survivors Guilt: Suffers two doses. The first is when all of her retainers are killed at the beginning of the game, and the second is when Olivia dies.
The Unfettered: Has some tendencies regarding this. Almost becomes worse than Airy in this regard after Olivia's death. Thankfully, character development takes her away from this.
Wise Beyond Their Years: She has her unwise moments, but that is excusable as she's still young. Aside from that, she is a lot wiser and more mature than you'd expect a teenager/young woman of her age to be.
The Deuteragonist of Bravely Default, Tiz grew up as a shepherd in Norende with his younger brother, Til, living a relatively peaceful existence. However, when the Great Chasm appears, destroying Norende and killing Til, Tiz is brought to Caldisla as the lone survivor. Believing the answers he seeks may lie in the Crystals, Tiz finds himself allying with Agnès.
Action Survivor: Tiz was a shepherd and probably did not have any kind of military training. That does not make him any less of an impressive fighter.
Adorkable: In the English dub, he has a habit of making puns early on around Agnès.
The Atoner: It's implied that he's so obsessed with Egil's safety because he's (in his mind) trying to make up for his "failure" to save Til.
Audience Surrogate: Having never strayed far from his tiny village, Tiz is new to many concepts in the game.
Big Sleep: In the true ending. Revealed to literally be a Big Sleep rather than the more permanent life ending sort in the Bravely Second teaser trailer.
Chronic Hero Syndrome: The other protagonists have shades of this, but Tiz helps Agnès (a perfect stranger at the time) escape Barras and Holly, gets the party involved in a civil war and after rescuing 20 boys in a mine he decides to storm the enemy fort to rescue the last one. It helps that said last boy reminds him a lot of his dead brother.
Country Mouse: His humble origins gives him a simple outlook of the world, and causes him to have some difficulty adapting to the new environments he finds himself in.
Covert Pervert: One chat has him trying to convince the girls to change into the Spell Fencer class (which look like exotic dancers on the women). When it becomes apparent that they won't fall for it, he dumps the heat on Ringabel.
Friend to All Children: Tiz is the most outraged to hear about the child-slaves in the Mithiril Mines and is willing to go to great lengths to see each one safe and sound. Probably related to his Big Brother Instinct.
The Heart: Tiz is the group's moral compass, pushing for the safety of the innocent, the stopping of misdeeds, and keeping the team together.
The Hero's Journey: Tiz intends to return to a peaceful village life after saving the world, which he accomplishes by the end of the game. In the True Ending, however, he eventually decides to return his life force to the Celestial Beings, and seemingly dies, although he is later revealed to have survived.
Idiot Hero: He can be a bit dense, and sometimes even reckless, but his heart is always in the right place.
Jack of All Stats: He is the second best at almost everything but Intelligence (where he comes in third). However, in a slight subversion, his HP is actually the best of the group while his MP is the worst.
The Lancer: Tiz creates a sharp contrast to Agnès, being the humanistic voice to balance Agnès's devotion to her duty as Wind Vestal. His job is essentially to keep her from making rash decisions, and to support her leadership when needed.
The Leader: Although Agnès is The Hero, Tiz stands on about equal authority as her, being the respected variation of Type IV.
Secret Keeper: He's the initially the first and only person to know Ringabel has regained his memories, and he's also the first person Ringabel tells about Airy's true nature.
Sole Survivor: People state it was a miracle that he survived Norende's destruction. Everyone and everything Tiz knew was lost along with his village.
Supporting Protagonist: He's the viewpoint character but he doesn't really have much to do with the plot besides losing his hometown to the Great Chasm. However, he's also being literally possessed by the player of the game, it's implied that the party succeeds at all due to his existence as the viewpoint character actually receiving guidance from the player.
Sure, Let's Go with That: When he and Agnès have to go into Vestment Cave alone, Ringabel and Edea assume that they just absconded on a date, which they deny. To cover up the story-critical events that just happened, Tiz suddenly reacts like this (to Agnès' surprise).
Survivor Guilt: He loses his entire family at the beginning of the game, and is forced to watch his younger brother fall to his death. His own helplessness haunts him throughout the game.
The Watson: Having never seen the world beyond Norende, he's often the one asking questions about what this place or that place is like. He's also the one to ask the most straightforward questions that the audience is wondering, which makes sense as the Audience Surrogate
You Can't Go Home Again: Norende might be slowly rebuilt if the player so chooses, but after losing everyone that he knows, life will never be the same for Tiz the shepherd.
A flirtatious young man with no memory of his past. He possesses the mysterious "D's Journal", which seems to contain records of the future. Naturally, there's a lot more to his past than anyone realizes.
Agent Peacock: Ringabel is a skilled fighter, pilot and a ladykiller. He's also rather foppish.
Butt Monkey: A lady-killer who never has any luck with the ladies on-screen. His constant getting dumped or rejected is played for laughs.
Can't Act Perverted Toward a Love Interest: Initially averted with Edea, with whom he tends to act suave towards. After finding out of his true identity and his relationship with Edea, he pretty much turns it around.
Casanova Wannabe: Ringabel's attempts at flirting with women tend to be extremely unsuccessful and annoy everyone around him.
Cerebus Syndrome: Becomes more serious after recovering his memories as the Dark Knight Alternis Dim. However, it is not because he is returning to his former self, but because he is now aware of the ulterior motives of their guide, Airy.
Crazy Jealous Guy: Played for laughs (especially given his tendencies with other women). He can't stand the idea of Fiore fooling around with Edea, and he threatens to hurt the two men Edea says are in love with her which is made more hilarious by the fact that one of the two is him, and the other an other-world version of him..
The Dandy: Ringabel "live[s his] life in front of the mirror" by his own admission. Unlike other dandies, though, Ringabel is not afraid of action.
Ringabel: A proper pompadour is a joy and a responsibility. Shoes and belt must match.
Distracted by the Sexy: To absolutely no-one's surprise. This even appears in some of the D's Journal Bestiary entries for female enemies and Horny Devils, since Ringabel is the one who writes them in.
"Just what are these 'techniques'? I stewed on it all night, and came up blank. That does it. The next time I see that Red character, I'm getting a demonstration, one way or another!"
The Dulcinea Effect: Has an instant desire to protect Edea the moment he lays eyes on her, for reasons that he can't quite put his finger on. Edea is mostly annoyed with the notion, since she's an Action Girl who can take care of herself, thank you very much. He's also noted to be by far the most worried when she goes missing on her sting operation with DeRosa and furiously leads the charge to go rescue her. With certain revelations later in the story, this all makes much more sense.
Earn Your Happy Ending: In the True Ending, he's allowed to go back in time to his world to the moment just before Airy slaughtered Edea and her friends—allowing him to make up for his previous failure to save her.
Expy: A Chivalrous Pervert who is very carefree but has a case of Hidden Depths as well as a case of amnesia that prevents them from remember where they came from as well as being quick in battle and being craft? Hello there Zidane!That and both come from another world.
Foreshadowing: There are several subtle hints as to his identity prior to The Reveal. One of which is his pre-battle "ready" stance, which involves him jumping a few times in place like a boxer getting ready to rumble. Astute players will notice that Alternis Dim uses the exact same animation before he fights...
Fragile Speedster: His Dexterity and Agility stats are the best out of all of them, but his Strength and Vitality scores are the third best, and his Mind score is the worst of the characters. However, his Intelligence is the second best out of all the characters, and he ties with Edea for MP, but has better HP than her.
Genre Savvy: Once in a while he'll make some remarks suggesting this, such as how he starts anticipating large, powerful enemies to show up at the end of dungeons without fail. For instance, during the murder mystery plot during the Ninja sidequest, it's implied that he's the only one to think of checking the first victim's body to make sure she's really dead. His suspicions turn out to be justified.
Gratuitous English: He has a tendency to drop a lot of English into his dialogue in the Japanese version, giving him this effect.
Handsome Lech: Agnès has Ringabel pegged as this upon their first meeting and actually didn't want him to tag along with Tiz and her for this very reason. She's not exactly far off on her assumption either.
Chivalrous Pervert: He gradually evolves into this. Despite being a notorious ladykiller, he clearly despises Fiore for abusing women. His feelings for Edea are completely genuine as well, and his determination to protect her is a driving force for him even when he has amnesia. After he remembers his past, his attitude towards her changes greatly.
Heroic BSOD: Gets a mild one pretty late into the game.
Identity Amnesia: From the stoic and serious Alternis Dim came the more suave and passionate Ringabel.
Intergenerational Friendship: Gets along extremely well with Sage Yulyana, since the two of them share an, um, appreciation for fashionable clothing and pretty girls.
Ladykiller in Love: His introduction hints that he's in love with Edea, despite having never met her at that point. Justified, however, as he was subconsciously remembering the Edea from his world.
Laser-Guided Amnesia: Of course. Eventually it's revealed he's actually Alternis Dim, the dark knight who is a part of the Council of Six, but from another dimension.
My Greatest Failure: As Alternis in the world before the game started, he was paralyzed by fear when Airy took her true form, and was too late joining the fray to save Edea and the others. Following their deaths he ended up in the world the game starts in, however he lost his memories in the process. Despite this though, finding Edea is still his first priority, thanks to all the references to her in D's Journal.
My Greatest Second Chance: In the True Ending, where it's implied he returns to his original world in time to protect the Edea of that world and aid the team in battle. Or at the very least implies that the other versions of him don't make the same mistake he did.
OOC Is Serious Business: When Ringabel has nothing to say about his passion for girls (or is being dead serious), it's a sign things have taken a turn for the worst.
Past-Life Memories: As Ringabel is revealed to have come from a previous world than his companions, his life as Alternis counts as this. The Enigmatic Writings section in D's Journal is available in its entirety when Ringabel joins the party, and reading it that early will strongly suggest a connection to the memories he lost.
Perpetual Frowner: Oddly enough, despite having a smirk on his face in his artwork and the opening cutscene, his in-game model is almost always shown with a frown on his face and rarely smiles in cutscenes.
Plucky Comic Relief: His one track mind when it comes to girls does a good job breaking up tension at the right (and sometimes wrong) times.
Punny Name: Does it ring a bell? Doubles over for Anazel, being a partial romanization of "another". This is reflected in his localized name, Alternis. D, could stand for "dimension", which is reflected in his localised surname, Dim. Together, they also make another meaning: "another dimension" for Anazel D or "alternate dimension" for Alternis Dim.
Red Herring: The game actually presents the player with a number of hints that Ringabel has a connection to Alternis or may in fact be him: they never appear in a scene together early on; Ringabel is conveniently missing when Alternis shows up; he gets injured in the same spot Alternis does; he's oddly protective of Edea in a similar way... The surprise twist is that while he is Alternis, he isn't the Alternis seen throughout the first half of the game.
The Scream: When he locked up in terror and watched Edea die in his original world all he could do is hold her lifeless body, go through an emotional breakdown, and scream at the top of his lungs in agony.
Slap-Slap-Kiss: Ringabel and Edea's interactions teeter strongly on this. Ringabel has a tendency to push all of the wrong buttons in Edea, who is very easily provoked. The fact that Ringabel is Alternis contributes a lot, as Edea has a close relationship with Alternis.
The Smart Guy: Ringabel is the most worldly, handy and analytical member of the group, though knowledge on crystals are Agnès and Airy's field.
Spanner in the Works: The exact circumstances surrounding how he got his amnesia are the only reason Airy's plan fell through. If he had been killed along with the rest of the heroes in his universe, Airy would have been able to manipulate the remaining three protagonists as usual, and if he hadn't gotten amnesia, Airy would have killed him on the spot as soon as he tried to reveal her true nature.
Stripperific/No Export for You: The rather revealing DLC outfit he gets in the For the Sequel edition, the Wakoku Warrior only available to Japan. They even went ahead and gave him a full-body shot.
Suddenly Always Knew That: Despite his amnesia, Ringabel sometimes surprises himself when he discovers he has certain skills, like piloting an airship, for one.
Talking in Your Sleep: One party chat has him sleep talking about him practicing as a dark knight from the time before his amnesia
Tomes of Prophecy and Fate: "D's Journal", the book that he carries around, is the "Prophecy" version, carrying information that tells of the future. The further the story advances though, the more it's noted that events are diverging from what D's Journal has (or hasn't) written. Justified, as D's Journal is just Alternis' diary covering events from his original world.
Trauma Conga Line: Before he lost his memory, everything went wrong. The girl he's in love with betrays Eternia and teams up with the enemy, he saves her a few times and gets threatened with a katana for it, she ignores his warnings about re-awakening the crystals, he witnesses her and her friends get killed, and—just like what happens after Chapter 4 for the player controlled party, he ends up in a new version of Luxendarc—only since he was traumatized and without companions to remind him of what they accomplished he forgets everything that happened to him. Oh, and he's left with a journal that tells him all this, only he has no idea what it means.
Trauma-Induced Amnesia: It's implied, since none of the other party members lose their memories after entering the Holy Pillar, that the sheer shock of watching Edea die may have contributed to his memory loss.
A knight in training with the Eternian Forces, Edea was initially sent to capture Agnés. Despite turning on her country to team up with the party, at heart, she wants to make her father proud.
Action Girl: She's a well-trained, but untested soldier.
And a Diet Coke: In one Party Chat, she's going crazy with Eternian special parfaits when the others remind her that she's supposed to be on a diet. She complies... by taking the cherry off the top and leaving the 5 scoops of ice cream and thick pancake intact.
Angrish: Tends toward "Mrgrgr" when she's particularly frustrated or flustered.
Badass Adorable: Being the youngest member of the party, at only 15/18, it was inevitable. However, it gets better once you realize WHY and HOW she's a badass. Despite her age, she is THE best physical force in the party, destroying one of the standards in an RPG where the first character you get is the main physical damage dealer. So, by a technical standpoint, she's badass. Also, despite only having been in the army a grand total of at most a week, she showed her stuff by actually doing fairly well in a practice fight against Kamiizumi, a man who would later kill Qada in a single stroke and is famous for winning a battle with 100 men...against a force 50,000 strong. Sure, she lost, but to be THAT badass that early in life has to mean something.
Big Eater: Anytime the group enters a new town, Edea will be excited to gorge herself on the local food. Her appetite can reach frightening magnitudes.
The Big Guy: She's the strongest fighter, being the only member with formal training, and the most likely to try to brute-force her way through a problem. Her stats also lean this way.
Black and White Morality: Sees the world in this light, for which she is often mocked as "naive" by her countrymen. Her name is a pun on this concept, sounding similar to the word "ideally" This gets deconstructed as the game goes on. Edea's viewing of the world in black and white leads her to, in the first two loops, kill off all of the Eternian Job Asterisks without realizing until it's too late that they were Well-Intentioned Extremist. She nearly goes into a Heroic BSOD after beating her father and Alternis.
Black and White Insanity: Falls into this as the story progresses and it becomes clear that the world is more complicated then she is willing to admit. Many of the more experienced characters (notably Nobutsuna, her father, and DeRosso) advise her that seeing the world in black and white is dangerously childish and that she isn't seeing the whole picture - advice she refuses to listen until several loops later. This can be particularly frustrating to any Genre Savvy players as it becomes painfully obvious early in the first loop that we are missing some key pieces of information.
Boke and Tsukkomi Routine: The tsukkomi to Ringabel's boke. How the situations usually go is Ringabel, in his single-mindedness, makes a perverted comment, which Edea immediately scolds him for, sometimes violently.
Broken Pedestal: Eternia in general becomes this for her once she opens her eyes. On an individual basis, she loses any respect she had for each Jobmaster and each division of the Eternian armed forces once she finds out how morally questionable or flat-out despicable they are.
In line with her Black and White Morality, she likes to describe things as some variation of "black as pitch" (bad) or "white as snow" (good).
Color Motif: Her special outfits all consist of black and white.
Cordon Bleugh Chef: Her idea of cooking is mixing foods that... really do not belong together, like combining meats with sweets. Possibly because of her Sweet Tooth.
Deadpan Snarker: Not usually, but she brings her wit out whenever she responds to Ringabel being... Ringabel.
Determinator: Like her father, she will never back down from what she thinks is the right thing to do... except when it comes to dieting. THAT can wait until tomorrow.
Drowning My Sorrows: When she and Airy get into an argument regarding Ringabel, Edea storms off, vowing to "drown her anger" down at the Drunken Pig... eatingparfaits.
Every Girl Is Cuter with Hair Decs: She sports a big bow on her head (her left, audience's right). This tends to get replaced by other accessories in other classes (like a red rose for Red Mage) if her head isn't covered.
Expy: Knight who questions the orders given, has a sense of morality despite her allies being pure evil which drives her to rebel against her kingdom who happens to be run by her father and has a friend who's a lance wielding warrior they've known since they were a child? Where have we seen that before?
Fake High: In the first drama CD, a drinking game leads to Edea having to take a sip from Ringabel's drink, which is sure to be alcoholic. She boldly does so anyway, and proceeds to become incredibly drunk and touchy-feely over Ringabel before abruptly falling asleep. DeRosa reveals that Edea didn't actually drink alcohol (but a vinegar drink instead), and was able to get the effects of being drunk because she strongly believed she would.
The Gadfly: Has her moments. Like when the party is discussing Agnès' appearance; she invites Tiz to share his opinion, knowing he has a crush on Agnès. Then she laughs when he starts blushing. "That's adorable!" is practically her Catch Phrase.
Generation Xerox: She admits that she's basically her father in several ways, most notably how they're both stubborn to a fault and fight indomitably for what they believe is right. However, she disagrees with what his definition of "right" entails. Lord DeRosso even says that he sees two of the same people when he looks at Braev and Edea, since from his (much older) perspective, their ideological differences are basically nil.
Glacier Waif: Despite looking like a normal girl, she has the best Strength and Vitality scores out of all the party. Her Dexterity and Mind is the third best of the group, but her Intelligence and Agility scores are flat out the worst of group. Interestingly, she ties with Ringabel for second best MP, while her HP is the third best of the group.
Just Following Orders: Edea hates this excuse. After Ominas Crowe causes completely unnecessary destruction while trying to find Agnès, Edea realizes how twisted some of her own allies can be and begins to question Eternia and her father's motives.
Knight in Shining Armor: Likely what she aspired to be, as she starts the story in the Eternian Sky Knights and is both selfless and idealistic. Her unlockable Edea's Garb is basically a more detailed version of her Knight outfit.
Lawful Stupid: Not as much "stupid" as "naive", but still. Similar to Cecil, morality is one of the themes in Edea's character development.
Image Song: "Baby Bird (Vocalized Version)", performed by Miwa Kominato of Linked Horizon.
Lethal Chef: Two party chats point this out. In one she says that her parents were left speechless by her cooking (probably trying not to hurt her feelings considering that one of her delicacies was marshmallow and condensed milk risotto). In another one Sage Yulyana fed the food she cooked to a dog, which gave it to a cat, which dumped it to a crow.
Mouthy Kid: Edea frequently questions the evil deeds of the Eternian Forces, disgusted by the actions of her own countrymen.
My Country, Right or Wrong: Inverted. Edea's strong ideals of right-and-wrong cause her to forsake her homeland and fight for the Wind Vestal instead.
Plucky Girl: A nuanced version. Though mostly mature, she's the most optimistic of the group and always ready to rumble, which can be seen through her frequent enthusiastic smiles. When she isn't, things have taken a nosedive for the worst.
Punny Name: Applies to Edea's whole family when romanized. Edea Lee, when romanized, would be "ideally," referring to her take on her nation's desire to capture Agnès; Brave Lee, or "bravely," would be a nod to the title as well as his own unyielding will; and lastly, her mother, Okae Lee, would be "okaeri" in terms of gladly welcoming her daughter home despite siding with Agnès. In the localization the puns were kept: Edea retained her name, his father was translated as Braev Lee and her mother was renamed Mahzer Lee (Motherly).
Rebellious Princess: Plays this when she defies her father outright and breaks the rest of the party out of the prison basement in the Eternia stronghold.
Royals Who Actually Do Something: She's more-or-less a princess, since her father is Grand Marshall of a duchy. She's also a Badass who is training to become a knight when the story starts.
Shipper on Deck: For Tiz and Agnès. When the two of them have to venture into a cave alone for story reasons, she's practically cheering Tiz on.
Shut Up, Hannibal!: Edea regularly tells Jobmasters to put in a sock in it after they try to reason with her or rationalize their actions. She lampshades to Kamiizumi how the others keep trying to pick on her Black and White Morality to justify their despicable deeds.
Slap-Slap-Kiss: As mentioned above, Ringabel and Edea's relationship can be summed up as this, with a few tender moments in between. It's significantly toned down when Ringabel's memories start to come back, and almost entirely gone by the time he's revealed as Alternis to the others.
Sweet Tooth: D's Journal states that she likes "REALLY sweet things", and it's pointed out in several party chats: she saturates her coffee with sugar, loves parfait and cooks only sickeningly sweet stuff.
Trauma Conga Line: A large portion of the game could possibly be one for her, although she does march onwards despite it. She has to fight a lot of people she's grown up with, and most of them are killed in the process. This includes her sister-figure, her mentor, her father(although he luckily averts being Killed Off for Real) and her childhood friend/love interest. At least, that world's version of him.
A cryst-fairy who acts as the Fairy Companion to Agnès and (by extension) the rest of the party. Though she can be a bit childish, she is undoubtedly the driving force that keeps Agnès focused on her goal of awakening the Crystals.
Bitch in Sheep's Clothing: She usually seems like a nice little fairy but, quite frankly, she can be quite the bitch when she wants to be. As it turns out, Airy is actually the Big Bad and working to resurrect the Bigger Bad. When you find out (chapter 6) the subtitle changes from "Where the Fairy Flies" to "Airy Lies". In the Japanese Version the subtitle "Flying Fairy" becomes "Lying Airy". It's also important to note that at this point Airy becomes something of a Playing Against Type for Stephanie Sheh, as she usually plays soft-spoken anime characters.
Child Hater: It's not given a huge amount of emphasis, but one of her stated dislikes is "children", and she doesn't care for the 8-year-old Egil at all.
Continue Your Mission, Dammit!: Airy will keep nagging you about your main objectives even if you're on a sidequest, and she gets especially impatient with you starting with Chapter 5. Her hint messages in the menu will, without fail, urge you to continue on the main quest and awaken the Crystals again.
Exposition Fairy: Airy fills the group in on the more complex details of how the Crystals work. She also inhabits the player's menu, where she will constantly remind the player to stay on track.
Fairy Companion: She's a Cryst-Fairy, a rare creature who serves the Crystal Orthodoxy. She was Agnès's only companion prior to meeting Tiz.
Fairy Sexy: She's quite attractive for an annoying brat of a fairy.
The Fake Cutie: She sometimes puts on a cute act when she wants others to back her up on something. It turns out everything about her is an act, and she is really a straight up Manipulative Bitch.
Our Fairies Are Different: A cryst-fairy, the collective knowledge of the crystals...or something. We don't get too much detail. Also, she's apparently a type of bug.
Punny Name: Airy assists the Wind Vestal. Derived from "fairy."
Red Right Hand: The number shown on her wings changes depending on how many worlds she has left to connect together via the crystals.
The Unfettered: Starts showing shades of this when you get to Chapter 3 and 4. Awakening the crystals comes first and foremost and everything else matters not, unless they lead to the crystal's whereabouts. In retrospect, her lack of empathy and disregard for anything that's not the vestal and the crystals are major clues to her real personality.
Bearers of the Asterisks, mystical artifacts that grant lifetimes worth of power with minimal training. The vast majority of them work directly for the Eternian Forces, and most of the rest are obliquely aligned with them.
Achilles' Heel: Reflect for any magic user (even healers if it is cast on them instead of the party). Enigma to anything reliant on elemental damage (physical or magical). Dispel for any that make use of buffs. You get the idea. The right setup can completely nullify almost any of them.
Alas, Poor Villain: Few of the Jobsmasters are genuinely sympathetic, but the ones that are usually have the party lamenting that it had to come to violence after the fight. Even some of the more asshole-ish Jobmasters in the first loop get less and less unlikable as the "Groundhog Day" Loop continues, making the party comment how they feel horrible for slaying them.
Alternate Self: After killing them all in the first loop, they are "refought" later in the game by virtue of them being alternate-universe versions that haven't been killed yet. As a result of the different timeline, however, these alternate selves have increasingly greater changes to them, like being more (or less) sympathetic and having their combat tactics changed.
Bonus Boss: At least in the first loop The majority of the Jobmasters are this. In fact the only Jobmasters you are forced to fight are Barras, Holly, Onminas, Heinkel, Victor, Victoria, Braev and Alternis.
Boss Rush: After defeating them for the final time in the last loop, you can go back to fight all of them in their final teams.
The Cavalry: In the true ending, many of them back you up in the battle against Ouroboros.
Evil Is Bigger: A majority of them are taller than your team or anybody else in the world, at least outside of the opening cutscene.
Heel-Face Turn: By the fourth world loop, none of them are truly villains anymore, and all of them back Braev's attempt to make you strong enough to battle the true Big Bad.
Enemy Mine / Evil Versus Oblivion: While some of them clearly make a Heel-Face Turn, it's clear that some of them (Qada, Fiore, etc.) are still not the nicest of people and are only helping out because a) they've been ordered to and, b) because the world(s) will end if they don't help.
Jerkass: A half or a third of them are this, even after seemingly doing a Heel-Face Turn, they still despise you.
Leitmotif: "Visitor" for most of them; "Below the Duchy's Banner" for the Council of Six. All of them also have "That Person's Name Is" as a battle theme.
Motive Rant: Usually each Jobmaster gets a while to rant un-interrupted about who they are or why they do what they do, occasionally combined with a Hannibal Lecture. The party may or may not counter with Shut Up, Hannibal! before the battle starts.
No Cure for Evil: Rather averted for the Jobmasters who possess healing abilities.
Power Copying: These guys are the ones who possesses the jobs you get in the game, and defeating them for good grants you their asterisk so that you can use their jobs and the abilities that come with them. As they're all aligned with Eternia, or an Eternian group, fighting them comes naturally.
Puzzle Boss: Not all of them, but a good part of them are: The gimmicks of the job classes they represent means you have to come prepared into the fights, learn their pattern, and Brave/Default accordingly, and even some of the more basic ones are easier if you've prepared for their attacks. If you don't, they can all become rather difficult Damage Sponge Bosses.
Recurring Boss: Thanks to the "Groundhog Day" Loop going on, they can all be fought anew, multiple times. Some of them are also special cases within the story itself, and will be noted as such.
Sliding Scale of Antagonist Vileness / Sliding Scale of Anti-Villains: These guys are really all over the map. Some are quite noble (Einheria, Kamiizumi); some are pitiable (The Jackal); some are semi-comic relief (Praline); some are obviously insane (Mephilia and Artemia); some are cunning and malicious (Profiteur); and some are utter bastards (Qada, DeRosa). At their best, they follow orders and try to reduce casualties, and they are polite to Edea, preferring to give her warnings rather than killing her outright. This especially holds true for their leader and, oddly enough, Khint. At their worst, they're drugging, kidnapping, and liquefying innocent women to make hallucinogens and pheromones, or ruthlessly using toxic mist to kill thousands.
Squad Nickname: The first 4 groups of Jobmasters form a squad of 4, each with official name. During the final loop, they can be fought together as squads too. As for the mandatory Boss Rush, the Jobmasters form NEW groups and make up names for themselves like Vanguard, Stone Wall, Powerhouses, Mega Magic...
Tactical Withdrawal: All the Jobmasters stationed in the various regions of Luxendarc are preparing for this in the fourth loop, to varying degrees, in order to prepare for a final showdown in Eternia.
Wake-Up Call Boss: You might be able to get away with brute-forcing your way through Holly and Barras, but trying to spam Braves against Ominas will likely lead to death by Fire and Poison. Best get used to using the Default command.
Wolfpack Boss: In the latter loops, you will begin to fight against most or all of the Jobmasters in every group at once. Their final battles have them fight in different groups, using different skills and strategies depending on the theme of the group as a whole.
Eternian Sky Knights
The first Eternian military group encountered in the game. They were charged with conquering the Kingdom of Caldisia.
The Captain of the Sky Knights and holder of the Knight asterisk.
Batman Gambit: Lures the party onto the Eschalot airship by capturing the King of Caldisia. Even if they smell the trap, they can't just let the king be taken as a captive, so they must go after him.
Broken Pedestal: For Edea, who looked up to him as the paragon of the Sky Knights. As it turns out, even Knights have to do dishonorable things in war.
Combat Pragmatist: For all his talk about honor and deciding things with the sword, he's not above having archers fire poisoned arrows with him when he fights.
The Computer Is a Cheating Bastard: Heinkel can automatically use Cover on both of his Sky Knight Archers, regardless of their HP. This is significantly better than your party's Knights, who only automatically Cover allies that are HP-critical and must to use Full Cover (an ability) if they want to protect one ally for one turn.
Dangerously Genre Savvy: Lures the party to the airship in order to trap them with nowhere to go, so that their only freedom is a fight to the death. And if they do defeat him, thanks to no one being able to command the ship, they will die anyway. He did not account for Ringabel's sudden airship piloting skills though, but who would.
For Massive Damage: Has a weakness to Lightning attacks, probably because of the armor he wears.
Flunky Boss: Has two underlings during the boss fight. He can cover them when they get to critical HP.
Genius Bruiser: His prowess with the sword account for the bruiser part. Him luring the party to the airship, knowing that they most likely do not have a way of controlling it should he fall is where the genius part comes from.
Knight in Shining Armor: Most certainly does not act like one, which infuriates Edea. Though that may not be the case depending on your views.
Large Ham: He tends to shout commandingly, even when talking normally would be perfectly acceptable.
Meaningful Name: Argent means "silver," while Heinkel can be traced back to a German aircraft company founded by Ernst Heinkel.
Mighty Glacier: The Knight job as a whole. Heinkel's defense and attacking power are top notch, but your characters should have little trouble outspeeding him.
Taking You with Me: His Plan B is to doom the party and the Caldisian king if he falls, since none of them can pilot the airship they battle on (or so he thinks).
Villainous Valour: Subtle, but it's there. It comes to the forefront in the third loop, where he intervenes in the battle between the party and the third loop's Ominas Crowe.
Violence Is the Only Option: No matter what, Heinkel's response to a challenge or a perceived slight is to "show [them] a knight's valor". Which is, to say, attacking them.
Wake-Up Call Boss: If you haven't learned to identify and exploit elemental weaknesses or can't figure out how to use group-casting to prevent Heinkel from protecting his archers, you will not have a fun time fighting Heinkel for the first time.
Brutal Honesty: As the party notes, he and Holly get along well because neither are afraid to speak their minds at all times.
The Computer Is a Cheating Bastard: He has access to the move Invigorate. When you use it, this move has a chance to fail, deal a portion of your health in damage, and make you lose your turn; when Barras use it, it has no chance of failing until his health gets low at which point he will do nothing but explode, hitting everyone on the battlefield for heavy damage, and is by far his most dangerous move he can use during his "Groundhog Day" Loop fights
Brutal Honesty: As the party notes, she and Barras get along well because neither are afraid to speak their minds at all times.
Disproportionate Retribution: Thinks that having Agnès tortured to near-death then healed (repeatedly) is an appropriate punishment for evading the Sky Knights for weeks and making her and Barras fly around looking for her.
Torture Technician: Implied. Just before the fight with her, she expresses her intention to, upon capturing Agnès, beat her to the edge of death, heal her, then do it again, over and over. Light Is Not Good indeed.
True Companions: With Barras, despite generally looking down on him. During her time loop rematches, she will reveal she greatly cares for Barras, seeing him as a worthy partner.
Pet the Dog: Has a pet dragon named Bahamut whom he dotes on, and he is considerably nicer to it than he is towards the others. And he is genuinely happy when Heinkel and Barras come to his aid in the third loop.
Playing with Fire: His main method of attack is the Fire spell. Come the second loop, and he upgrades to Fira. In the third loop, he is assisted by his pet dragon, Bahamut, which also primarily use fire. In later loops he starts using Firaga
Punny Name: Ominas sounds similar to "ominous." Crowe is one letter away from "crow," a black bird commonly associated with death and bad omens.
Pyro Maniac: "Fire" is even listed as one of his likes in his profile.
The Sociopath: A very mentally unstable and fire-happy individual, his lack of regard for anyone's lives in favor of his own pyromania leads to Edea defecting from Eternia. In fact, his stuttering (which indicates a difficulty with communication) and the fact that he hates working with others makes him a very accurate depiction of a real sociopath.
Speech Impediment: Tends to stutter. It just makes it more apparent at how psychotic he is.
Stay in the Kitchen: He all but says this, though its implied that he's jealous that strong women might be able to match him.
Straw Misogynist: He often voices his distaste for "strong women" such as Holly and Edea.
Team Killer: At one point he snaps and kills a few of his own men.
Villainous BSOD: Snaps as a result of his actions in the first loop, and Edea's "defection or illusion" with the Wind Vestal has him shocked and stuttering before he dies.
We Have Reserves: Doesn't seem at all concerned that he roasts some of his own men as collateral damage in one of his firestorms, which disgusts Edea.
Khamer & Profiteur Mechantry
A merchantry allied with Eternia, they took it upon themselves to spread anticrystalism and technological progress onto the desert land of Ancheim, though it is simultaneously making profits at the cost of its citizens' livelihood.
The Time Mage
King Eloch Quentis Khamer VIII/Malme Konta Matamatto VIII Time Mage Khamer/Matamatto
The king of Ancheim. Hating the vestal and Crystal Orthodoxy, he masterminds a plot to sow dissent in the people of Ancheim towards her, together with Erutus Profiteur. He actually turned his back to the kingdom a long time ago in favor of the duchy of Eternia, and is now a Time Mage, as well as the holder of the Time Mage Asterisk.
0% Approval Rating: Khamer tries to push Ancheim towards Anticrystalism. His substitution for Crystal-generated wind, however, is nearly 24-hour hard labor for every citizen just to power their city for a fraction of its previous energy. The result is Khamer looking like a complete slave driver, his strategy being to build up the people's frustration and dump it all on Agnès, which actually works for a while.
Abdicate the Throne: He is willing to abdicate his throne in order to answer Eternia's request for aid in the fourth loop.
Big Bad Duumvirate: He technically has this relationship with Profiteur. Khamer is the king of Ancheim and partner to Profiteur, which makes him a member of the K & P Merchantry. As a member, he can use his authority as a king to issue decrees favourable to the Merchantry. He has no actual say in how the business itself operates however as Profiteur is the real leader but he can use his authority as king to keep Profiteur in line as shown in the final loop.
The Caligula: City population already hard at work keeping the turbines up and going, but not getting enough power to put it back to how it was before the wind stopped? Take away all their free time by having them work for almost the whole day in order to put it slightly closer to the days of prosperity. Not to mention how he's the mastermind behind the water supply plot.
Dual Boss: Alongside Khint. Unlike his companions, Khamer's money is enough to buy Khint's complete loyalty, so he sticks around this time.
Hidden Depths: Surprisingly, his loyalty to Eternia is genuine, and he's willing to abdicate the throne of Ancheim and his plans in order to help Eternia. When Profiteur proves unwilling to answer Eternia's call for aid, he threatens to freeze the assets of the Khamer & Profiteur Merchantry in order to make him obey.
Impractically Fancy Outfit: His outfit is a cross between a heavy, armor-looking robe, and a clock. "Impractical" doesn't do it justice.
Jerkass: If the above wasn't any indication, watch how he treats Agnès.
Leave No Witnesses: After his evil plan gets found out by Agnès, he basically says screw it and decides to murder the Wind Vestal and her friends.
Man Child: He has very childish behavior, particularly when accused of anything. He is even described as such by the party. Especially ironic since he is one of the oldest Jobmasters at 59 years old.
Meaningful Name: If you read his whole name in quick succession, you'll also be reading out loud "eloquent scammer".
Non-Elemental: During his last fight, he's capable of casting Meteor. As non-elemental magic damage is one of the few things that can't be resisted, this along with his Hasten World ability, actually makes him the most dangerous member of his party, and should be the first one whom you should take down.
Villainous Breakdown: Every accomplishment Agnès makes in spite of Khamer's efforts pushes him steadily closer to snapping. By the time you come to blows he's making childish defenses for his actions and even claims he will pay Khint the entire treasury to dispose of the heroes.
Big Bad Duumvirate: He technically has this relationship with Khamer. Profiteur is the true leader of the K & P Merchantry, while Khamer is only a partner, and is below Profiteur in terms of company rank. But Khamer can use his authority as king of Ancheim to issue decrees and orders favourable to the Merchantry and he's not above using his position to threaten Profiteur into compliance as seen in the final loop.
Cast From Money: Most of the Merchant class's abilities use pg, and Profiteur's Takeover attack has him throw his fortunes at the party to deal damage.
Death by Irony/Ironic Echo: He enacts a scheme to monopolize the water supply and responds to all complaints by basically saying, "It's not my problem if you can't pay." In the boss fight, he is abandoned by Khint because he can't pay the latter's ridiculous fees and even has the gall to complain about it.
Dragon with an Agenda: To Khamer. While Khamer is genuinely loyal to Eternia, Profiteur only cares about making more money. The two eventually come into conflict when Profiteur tries to refuse to return to Eternia, and Khamer threatens to freeze the assets of the merchantry to force him to do so.
Dual Boss: With Khint. Like Jackal before him, Khint abandons him and leaves him to die at the hands of the party. In the first and second loops, you can kill of Khamer and Khint first to leave him fighting solo.
Faux Affably Evil: Profiteur plays a convincing businessman. His smooth talk is enough to subdue the people enough to swindle them out of every cent.
Fixed Damage Attack: Takeover, which sacrifices money to deal fixed damage, unaffected by Default. This makes him rather dangerous to fight, especially since he likes to Default and then use it twice in one turn.
French Jerk: He's a huge jerk, and incidentally has a French accent.
Greed: A ruthless businessman only looking to get rich by any means.
Hidden Badass: You wouldn't think a midget with a funny accent would be all that tough a fight...then he strikes a pose with Khint for battle, and proves VERY quickly who the REAL threat is.
Honest John's Dealership: Sells water for a rather steep price, and the only other source is prowled by thieves who steal the belongings of anyone who tries to get water from there because Profiteur has contracted the thieves to do so in order to get a monopoly on water.
Jerkass: Seeks an absolute monopoly on water in a desert city and is completely uncaring that he's exploiting people for his own gain.
He loves money and doesn't care about anyone else as long as he gets it.
Chapter 5 reveals (provided you don't get the Thief Asterisk before speaking with him) that Profiteur drove Jackal's family into poverty which is why he was abandoned by them before manipulating him for his purposes.
Keep in mind that not getting the Thief Asterisk means that the party was unaware of Profiteur's scheme. He reveals all of his wickedness to the party before trying to kill them, simply because they kept asking innocent questions about his business.
Status Buff: Pay To Play expends money to drastically increase an ally's critical hit rate. In his final battle, he can use Large BP Drink, which basically gives himself or a teammate of his 3 BP, making him the crux of their strategy and that battle's most dangerous foe.
Catchphrase: "We have a contract. You'll get your money's worth."
Dirty Coward: His tendency to leave his clients high and dry when it becomes apparent they might face defeat is repeatedly Lampshaded, but also downplayed.
Dual Boss: With Jackal, until he leaves him to die against the party. Also with Erutus (and yes, he also leaves him too). He is fought for the last time alongside Khamer. He does not run off this time, as Khamer's pockets are enough to make him stay and fight to the end.
Greed: He's probably even worse than Profiteur when it comes to motivation for money. Khamer's promise of giving him the entire kingdom's coffers makes him stand and fight to the end. Justified, however. He needs the money to pay for his daughter's treatment, at least in the second world. This is implied to be true for the first world too if you talk to one of the nurses in the Central Healing Tower.
Health Care Motivation: The illegal kind, since he's an assassin. All his earnings go to paying for his ill daughter's treatments.
Know When to Fold 'Em: He'll withdraw from battle during your first two encounters once either his, or his partner's health reaches 50%.
Magic Knight: Specializes in enchanting his blade with spells.
Meaningful Name: His full name is an anagram for "magic knight," which stands true for both languages.
Moving the Goalposts: He assesses each contract based on the risk to himself and his client (he can't get paid if they die, after all). As a result, he jacks up his price to exorbitant amounts when things go badly. It's considered very unprofessional to back out on a client when you agreed on a price, Khint...
The Berserker: After Khint abandons him, he completely loses it. For the rest of the battle, Jackal will repeatedly spam Brave until he is in the negatives.
Dual Boss: With Khint, up until Khint withdraws and leaves him to die. In the first and second loops, killing Khint and Khamer before Jackal makes him fight solo instead. Also, when you kill of Pralíne's mooks in the third loop, Jackal will arrive to assist her, though they end the battle when one of them gets their health depleted.
Even Evil Has Standards: Have a gander at official art◊ of the Khamer and Profiteur Merchantry jobmasters. The slightly sympathetic Jackal is visibly uncomfortable with his utter bastard bosses, Khamer and Profiteur.
Fragile Speedster: His health is one of the lowest of the Jobmasters and his attack power isn't anything special, but he's extremely fast.
Freudian Excuse: His parents were so poor that they eventually left him to fend for himself. He was taken in by another family, but they eventually ditched him too. It's actually Deconstructed. The Journal notes that Tiz sympathises with him, as he also lost him home, but can't stand the fact that Jackal uses it as an excuse to justify his misdeeds.
Hot-Blooded: Once something ticks him off he becomes extremely hotheaded and aggressive. At the beginning of battle, he backflips into the fray.
Humans Are Bastards: He justifies that in this world, it's rob or be robbed, and he just wants to be ahead of the curve.
In the Hood: He wears a hooded vest. Your characters will also wear one as a Thief.
Jerkass: He mercilessly robs for his own profit and sneers at any attempt to stop him.
The Nicknamer: Calls Khint "Chief" (Sensei in the Japanese version) and Khamer "Old man Tick-Tock". He's so used to the nicknames that he does not know Khint's real name and the third loop version mistakes Kamiizumi for his real name.In the fourth loop, he calls Einheria "Frills".
Not Quite Dead: The second loop version of the Jackal is brought back from the brink of death by the screams of the two orphans he adopted.
Parental Abandonment: His parents left him to die and he wasn't much better off with his second "family". If Khint abandons him mid-fight, he sneers "Fine, leave me! Everyone else always does!"
Parental Substitute: The boss of the thieves who took him in. When the Jackal of the first loop dies, his last words are that he wants to see his boss one last time. He's one for a couple of orphans in the second loop.
Pet the Dog: The second loop version of him adopted two orphans.
An Eternian military force charged with converting the city of Florem from its devout worship of the Crystals; they have taken it upon themselves to turn the once-beautiful city into a wretched hive of sex and materialism.
A dandy who picks up women in Florem with the help of a certain technique... which turns out to be a cologné designed to intoxicate them with desire. He then takes them underground to extract from them the ingredients needed to make more of the drug. When he's cornered, he reveals his identity as the leader of the Blood Rose Legion, and the holder of the Red Mage asterisk.
Added Alliterative Appeal: His name. Also, in one occasion he says he'll send "Man and woman alike fleeing from all manner of malicious magical molestation".
Bad Boss: Making Artemia and Mephilia gather ingredients for his cologne cause the both of them to go insane in the first world.
Broken Pedestal: Ringabel is fascinated with the stylish gentleman he sees with a different woman each night and vows to learn his techniques. Needless to say, he discards the idea of being like DeRosa when he finds out the truth.
Butt Monkey: Despite being the leader of the Blood Rose unit, the fourth loop shows none of the Venus sisters have any respect for him. With good reason, really.
The Casanova: He appears to be one on the surface, but he's really using a chemical cologne to hypnotize women. Typical.
Combos: His fighting style (and the Red Mage class) revolves around gathering enough BP to frequently move multiple times, and multitask their way through with their versatile abilities. It actually makes him a very dangerous foe.
The Dandy: He's a very well-dressed and stylish bastard, which makes it clear to him that Ringabel is one too. The text indicators even call him "Dandy DeRosa" before his full name is revealed.
Dirty Old Man: What the heroes think of him. Even though he's "only" 37.
Even the Guys Want Him: During the fight with him, he can use his cologne to cast Charm on anyone in your party, regardless of gender.
Evil Counterpart: To Ringabel. They may both be Handsome Lechs but, unlike him, Ringabel doesn't treat women as objects and objects strongly to the idea.
Smug Snake: Even when he's dying, his unbearable smugness doesn't falter.
The Sociopath: Utterly remorseless and without any inhibitions, he doesn't particularly care either about the women he uses as playthings or with being a subordinate of Eternia. His only goal is to gain as much power for himself, even scheming to take over Eternia.
The Starscream: Seems to have been this to Eternia. After defeating him you find his plans to plunder the orthodoxy treasury in Eternia. It seems that Khint didn't agree with him, while Profiteur and Qada were his collaborators. In addition, notes from Heinkel found in the Earth Temple gives further background on his insubordination and friendship with Profiteur and Qada. In the first loop, defeating him updates his reports, which shows that his plunder of the treasury succeeded. Eventually, during the third loop he stages a Coup D'Etat, which is foiled by the party. In the final loop, he initially refuses to return to Eternia, but he relents after being forced by Einheria, spoiling his plans to take over.
Death from Above: Jump is this in a nutshell. Better Default before she lands spear-first!
Goomba Stomp: One of her attacks, and a focal point of the Valkyrie job.
Graceful Loser: Upon her defeat, she compliments Edea for growing stronger and besting her.
Honor Before Reason: Does not agree with her superior's orders, but follows them anyway. This ends up breaking her sister Mephilia in several dimensions. Averted in some other dimensions, where she pulls back, unwilling to let harm come to her sisters because she was following Fiore's orders.
Impossibly Cool Weapon: Her Valkyrie armor features spears attached to her hips aimed downwards. This maximizes impaling potential when using her Jump attacks. Although, as Jackal points out, just wearing spears makes you a hazard to everyone, including allies.
Lawful Stupid: She insists on following orders even though said orders are extremely cruel and following them is turning her sisters into sociopaths. It's not until "Groundhog Day" Loop begins that she wises up. Though on the other hand, she recognizes the folly in seeing the world in black and white and chides Edea for it.
Meaningful Name: Einherjar were warriors taken to Valhalla by valkyries. Her name's Einheria, and she's the Valkyrie asterisk holder. Her surname is Venus, Roman goddess of beauty.
My Sister Is Off-Limits!: A ghost on the SS Funky Fransisca implies that she didn't approve of her sister Mephilia's relationship with Suleiman. This is confirmed in "The Sister's Tale" obtained after defeating the "Eternian Board of Girl Power" in the fourth loop.
Nice Job Breaking It, Hero: While not a hero, per se her disapproval of Suleiman and Mephilia's relationship is what led Suleiman to hunt for Susano-o to gain her blessings. His search ended in his death, which cemented Mephilia's mental breakdown in most of the worlds.
Sibling Team: She's part of the same unit as her sisters, Artemia and Mephilia. The sisters fight together against you in the second and fourth loops
Token Good Teammate: Her sisters have been driven insane while her immediate superior is a remorseless, power-hungry sociopath; Einheria is the only officer of the Bloodrose Legion that is actually honorable.
Why Did It Have to Be Snakes?: Her profile states she dislikes snakes. She also sent her sister Artemia to slay Orochi, which are enormous snakes.
The holder of the Summoner asterisk and the middle sister of the Venus sisters. Her mind is broken and she delights in seeing the destruction of beauty. A man named Suleiman (who she is fond of) is searching for Susano-o for her.
Ax-Crazy: She finds the thought of children killing each other amusing. Except her third loop version, thanks to Barbarossa and her sister, and even in the loops before and after, she's more lucid than her first two appearances.
The Bad Guy Wins: Somewhat, the first time you defeat her. She falls to your blade, sure, but she got her fair share of laughs out of the damage she caused to Florem, and she caused the two little girls' death, so she got the last laugh in the end.
Break the Cutie: Brutally slaughtering flower spirits did not do wonders for her sanity. Neither did the news that Suleiman was dead.
Foreshadowing: Her notes foreshadow (and clues you in on) the locations of the game's summons, as well as foreshadowing Suleiman. She also hints at Tiz being reanimated by a Celestial before dying.
Jerkass: That woman is a sadist if there ever was one.
Laughing Mad: She giggles insanely just before battling her.
Meaningful Name: Her name is a combination of the Hebrew word, "mephitz" (to give), and "philia" (lover of). As a whole, her name can mean "loves to give," which may refer to her enjoyment of causing suffering. Her surname is Venus, Roman goddess of beauty.
Of Corsets Sexy: Her outfit features a black corset. She also drops a Star Corset gear when defeated.
The Ophelia: A beautiful, insane young woman with occasional oracular insights.
Sibling Team: She is part of the same unit as her sisters, Artemia and Einheria. The sisters fight together against you in the second and fourth loops.
Summon Magic: Girtablulu. Her class specializes in this to do area-of-effect damage to enemies. Can also summon underlings. In the third loop, she can summon Susano-o as well. In the last fight she can use Promethean Fire.
Meaningful Name: Artemis was the Ancient Greek goddess of the moon and the hunt. Artemia is holder of the Ranger (hunter) asterisk and fights with a bow, Artemis's signature weapon. Her surname is Venus, Roman goddess of beauty.
Multishot: Her most dangerous attack, and her most BP costly skill. She can use it all she wants in her last battle, thanks to Khamer's Hasten World ability.
Raised by Wolves: She was raised by Frosti (ice monsters) due to a complicated series of events that led to both of her sisters thinking the other was watching over her while they left to do their own thing. She was found a year later by Edea and her family, half-starved in the woods. She's surprisingly cheerful about it, all things considered. She even carves extremely detailed Frosti charm bracelets, which are pretty popular.
Sibling Team: She's part of the same unit as her sisters, Mephilia and Einheria. The sisters fight together against you in the second and fourth loops
Super-Deformed: Unlike the other Jobmasters, Artemia's battle model is chibi-fied, and she appears even smaller than the heroes. This is justified by her very young age in the Japanese version.
The holder of the Swordmaster asterisk and leader of the Black Blades, as well as a founding member of the Eternian regime under Braev. He is Edea's teacher.
Anti-Villain: Though he advocates a horrible war, Kamiizumi is ultimately an honorable man and leader.
Badass: Able to rout 50000 soldiers with a force of 100 men. When you fight him for the first time, he's more than capable of one-shotting someone in your party with a counterattack and can slay them with 2-3 regular attacks.
Kamiizumi: If you try to see the world as merely black or white, you'll lose sight of its true nature.
Blood Knight: He admits that the prospect of a being badly outnumbered in a fight is exhilarating for him.
Bond One-Liner: Delivers one to Qada after executing him. Qada has just declared he will rule the world...
Kamiizumi: Not the world of the living.
Counter Attack: Specializes heavily in these, given that he's a Swordmaster.
Co-Dragons: He and Alternis seem to be Braev's two most trusted subordinates, though Alternis tends to play the role more conventionally due to proximity. Braev also considers both of them family.
Even Evil Has Standards: Kills Qada himself, both out of disgust at his cowardice (he had just faked his death and was trying to sneak off at the time) and because the idiot proclaims, aloud, his aim to return with new weapons of mass destruction and conquer the whole world.
A Father to His Men: He's an excellent battle commander and prioritizes the well-being of his troops.
Katanas Are Just Better: Swordmasters specialize in these, and Kamiizumi certainly looks the part. He gives Edea one of his treasured ones as a gift before she sets out with the Sky Knights.
Large Ham: Kamiizumi is a quiet and composed man, except during the third loop boss fight where he basically yells: "Swordmaster Kamiizumi STANDS BEFORE YOU!"
The Leader: The level-headed commander of the Black Blades.
Master Swordsman: Edea's teacher and is repeatedly described as a ridiculously powerful fighter.
One-Man Army: He's famous for routing 5000 soldiers with just a force of 100. According to the survivors' stories he can face groups of over 100 enemies by himself.
The One That Got Away: Rumour has it that in his youth, he once had feelings for Edea's mother, and even fought Braev in a duel over her. Whether it was a case of Defeat Means Friendship isn't clear, though the two men did bury the hatchet and become trusted friends afterwards. The rumor is false. The duel was for Kamiizumi's approval, not over her hand; Kamiizumi actually went to Mahzer and emphatically endorsed their marriage.
The Captain of the ghost ship SS Funky Francisca, and First Mate of the Black Blades. He has fought with Kamiizumi for years, and his freespirited personality makes him well-liked. The reason he commandeers the Funky Francisca is because the ship's former captain, Suleiman, was a friend of his, and he is trying to fulfill Suleiman's last wish, which is to find Susano-o.
For Massive Damage: Is weak against Lightning attacks, most likely because of his profession. Barbarossa himself can also deal massive damage through the use of his debuff skills and Double Damage. In his final battle, he uses Amped Strike which deals four times as much damage as a conventional physical attack.
Graceful Loser: He accepts defeat as evenhandedly as the deadly combat that precipitates it.
The Lancer: Of the Black Blades. In contrast to Kamiizumi who relies on patient countering, Barbarossa's fighting style involves aggressively dishing out big damage.
Large Ham: He does everything in a loud fashion. He even stomps around so hard his feet accidentally break through his ship's floor.
Noble Demon: As far as pirates go, he's not a bad sort of guy.
No Sense of Direction: One of his ghostly crew describes Barbarossa as having horrible direction despite being the captain and main steerer of the ship.
Character Tic: She is completely silent, and only likes talking when she's disguised, at which point she will talk very quickly.
Chekhov's Gunman: Earlier in the Fire Crystal arc, Ringabel mentions spying a pretty lady scoping out Commander Goodman's manor and disappearing very effectively when he seeks her out. Easy enough to dismiss as one of his failed romantic pursuits, until she's revealed to be Kikyo.
Counter Attack: Will counter with Transience if she manages to evade an attack. Guaranteed to happen if she uses Utsusemi, which ensures she will dodge the next physical attack sent her way.
Cuteness Overload: She gushes quite exuberantly over the Frosti charm bracelet Artemia gives her.
Dual Wielding: Two knives. This is also a specialization of the Ninja class.
Faux Death: As a result of her ninja training she's able to convincingly pose as a dead body, even masking her pulse.
Fragile Speedster: Not very beefy for a Jobmaster, but has high evasion and speed to reduce your number of attacks. The Ninja class is built around dodging attacks then countering with fast Dual Wielding hits.
Freudian Excuse: Her inability to speak while undisguised and her rushed speech when she does talk is due to being bullied for being a slow talker in the past.
Hidden Depths: She seems like a remorseless assassin at first, but she shows guilt over the Fire Vestal's death in her last moments.
Highly-Visible Ninja: Actually averted. Kikyo makes frequent use of proper disguises, including (but probably not limited to) a Florem girl, an Eternian Nurse, and the servant Nastassja. Rather, the tight-fitting black garments are her battle wear (though she also uses it during situations in which disguise is not necessary).
Master of Disguise: Her disguises are very convincing, and she actually needs to be disguised in order to talk at all.
Motor Mouth: When disguised, shespeaksveryquicklylikethis. She does this because she was picked on for always talking very slowly in the past. She finally manages to speak normally and undisguised during the final loop.
Mythology Gag: Kikyo only uses a Highly-Visible Ninja Outfit when in battle, or in a situation where disguises are unnecessary. The Fuma Garb was the highest-ranking piece of armour a Ninja could equip in Final Fantasy III; the artwork shows the expected kabuki stagehand gear.
Ninja: Her asterisk. Konoe fittingly displays plenty of classic ninja tricks such as disguises, high speed and knife play.
Professional Killer: She uses these exact words while introducing herself, and sure enough, she is encountered in the process of an attempted assassination.
Shrinking Violet: She is actually a rather shy person, which is why she enjoys using disguises and staying hidden.
Smoke Out: Pops a smoke bomb before disguising or un-disguising. Apparently she just changes her appearance before the smoke fades.
Speed Blitz: Shippujinrai, which allows her to attack immediately at the start of the turn. One of her favorite tactics is to brave and use it twice in a row, often resulting in an instant KO.
Super Reflexes: Utsusemi allows her to dodge one physical attack, which triggers Transience for an immediate counter. The Ninja class, besides Dual Wielding, specializes in skills that increase Evasion and Hit Rate.
One of the Black Blades, and the holder of the Salve-Maker asterisk. Despite his skill in medicine, he prefers making toxins and destructive substances. One of those substances eradicated a major part of the Shieldbearers, and turned a good chunk of the east of Eisenberg into a wasteland. He was charged by Kamiizumi to tend to those affected by the toxin he made, but he's unruly and only wants to make more toxins.
Ax-Crazy: Qada delights in the idea of being known as the man who brought fear to humanity with his toxins.
Black Eyes of Evil: His eyes are empty black voids with strange, black star-like patterns over each.
Damage-Increasing Debuff: If you know the right recipes, you can inflict this on enemies. During his last fight, Qada himself is capable of inflicting Weakness to Fire. Since his party is full of casters which are more than happy to exploit this weakness, Qada becomes the most dangerous enemy and should be nuked down... unless you manage to nuke his other teammates instead, in which case he becomes a sitting duck as he himself has no fire attacks.
Evil Genius: His knowledge of toxins and medicine is without peer. He is also a psychopath.
Evil Is Cool: invoked He definitely thinks so. When given a choice between being going down in history as either a great hero or a diabolical villain, he has a lot of trouble deciding, and seems to lean towards the latter.
Failed a Spot Check: Midway through his boasting after faking his own death, a voice asks him if he truly intends to run away. It's Kamiizumi.
Faking the Dead: He does this courtesy of a special pulse-stopping concoction at the end of the first fight with him. Kamiizumi finishes the job for you.
Fat Bastard: The most rotund of the antagonists, and without a doubt one of the least sympathetic.
For Science!: Qada couldn't care less whether his actions are detrimental to the Black Blades' war effort or not, he just cares about the results of his "experiments".
Item Caddy: Dr. Qada's entire skillset is based around use of items to heal, buff, debilitate, and attack. As is the Salve-Maker class, with a couple of exceptions.
Jerk with a Heart of Jerk: In the second world where he is known to faithfully heal everyone, even captured enemies! Well, he's actually just healing them so that they're healthy when he experiments on them.
Mad Scientist: He has quite the unhinged ego, and takes pride in engineering super weapons that can wipe out hundreds of thousands of soldiers in the most sadistic way possible.
Meaningful Name: Qada means "carrying out" or "fulfilling" referencing to his profession.
The Medic: Dr. Qada has been charged with overseeing the troops recovery. The Salve-Maker class can also be an item-based version of this.
Combat Medic: That said, the class can also function as a fine combatant in its own right.
Monster Clown: His star-like facial markings, outfit, and over-the-top way of speaking evoke a clownish appearance.
Not Quite Dead: Thanks to a concoction he made, he survives his fight with the heroes. Unfortunately for him, Kamiizumi makes sure he's dead shortly after, when he reveals he plans to hightail it out of there and make more toxins. Carries over to gameplay as one of the compounds available allows you to apply Reraise to yourself.
Percent Damage Attack: His main attack compound that he'll use against you is Dark Breath, which does damage equal to the HP that Qada has taken. This makes him rather dangerous once his HP has been knocked down a bit. The Salve-Maker class can use this with the right compounds, but can also use Dragon Breath which does the opposite.
Person of Mass Destruction: An odd example. He's capable of developing poison-gas cocktails that can kill tens of thousands of people in the space of a single day, as well as render the surrounding area uninhabitable for years at a time. He also greatly enjoys doing this, and has absolutely no regard for human life. This is partly why Kamiizumi ultimately kills him, as his sociopathy and megalomania, combined with his immense talent for making weapons of mass destruction, make him too dangerous to be left alive.
Poisonous Person: Loves brewing poisonous substances. In battle, he also converts Hi-Potions into an attack that can cause Poison, which is also a thing that the Salve-Maker can do.
Screw This, I'm Outta Here!: Attempts to do so after your party has seemingly killed him and left the area. Too bad Kamiizumi was around at the time.
Shoot the Medic First: Subverted. During the last fight Qada is the only one capable of curing (thanks to his ability to cast Regen) but that's not why you should focus on him; you should focus on him because he's capable of inflicting Weakness to Fire and is backed by a party full of spellcasters.
Smug Snake: Qada is extremely arrogant due to his toxin creating expertise, and is clearly drunk on his power.
The Sociopath: He loves to test out his toxic weapons on anyone, and he plotted with Fiore to overthrow the Council of Six and take over Eternia.
Status Buff: Capable of buffing himself with regen. The Salve-Maker itself has access to this and countless others with the right compounds.
Standard Status Effects: Qada can Poison you by converting healing items into poisonous substances. The Salve-Maker class can do this as well as making you immune to them or inflict debilitating effects to the enemy.
One of the Black Blades, a song idol, and holder of the Performer asterisk. Her songs bolster her fan club, giving the Shieldbearers stationed at the bridge a lot of trouble. As the bolstered fan club is too much for even the party to handle, they have to fall back, but travelling the world, they come upon the students of a Bard who was said to be able to dispel the effects of such a song. Learning the bard's secrets, they drowned out her song and defeated her in battle, causing her to renounce her status as an idol and leave Eisenberg to go back to being a normal girl.
Anti-Villain: She seems to just want a musical career rather than cause outright destruction.
Bunny-Ears Lawyer: A ditzy celebrity diva who literally wears bunny-ears doesn't seem like Black Blades material, but she remains a top member because of how effective her Magic Music is.
The Computer Is a Cheating Bastard: Her version of My Hero (an ability that adds 1 BP to each member of the user's team, including the user) costs her no BP. It's not hard to see why that would be a hideousGame Breaker in a player's hand.
The Ditz: She's not really aware of the damage that her inspired legion causes; she just cares that she has an adoring fanbase.
Dual Boss: In the third loop, Jackal will sweep in to assist her, though they end the battle if either of them get their HP depleted.
Flunky Boss: She summons two henchmen to assist her in battle, buffs them with her songs (spells), and will replace them if they fall. After all, what's a performance without an audience?
Heart Is an Awesome Power: So how exactly did a celebrity singer get onto the Black Blades, let alone in charge of a crucial chokepoint in a war? In this universe, music is Magic Music and playing bard to an army of Black Blade soldiers can raise their morale and literally make them strong enough to hold off larger numbers of soldiers indefinitely.
Hidden Badass: In much the same vein as Profiteur. Like Profiteur, the skimpily dressed girl doesn't seem that tough- and really, SHE isn't. But behind the voice that makes her sound like a stereotypical 'dumb blonde', she shows herself to be perhaps the strongest force in Eisenburg, INCLUDING her boss. So powerful is her music that she can make her soldiers invincible, and will actually beat back the PARTY if they just try to rush in.
Loud of War: The pre-battle scene boils down to Praline and the party (leading the Shieldbearer Army in a rousing anthem) trying to drown each other out. One voice against an army isn't much of a matchup, so she finally gets fed up enough to fight directly.
Magic Music: Song and dance are the Performer class's tools.
She does this when you beat her, which makes her one of the few asterisk holders not to die in the first couple of worlds.
In the first and second loops, she can be found performing in those world's versions of Grandship's pub, the Sea Slug, once she retires from the battlefield.
Status Buff: Her entire skillset and the class you get from her are based around these. She can buff her teammates' attacks and give them one free BP. In her final battle, since she is the only buffer among a party of 3 physical powerhouses, her buffs make her the most dangerous member, and the prime target to defeat first.
The Eternian Council of Six
The ruling council of the Duchy of Eternia. Founded as leadership of the Anticrystalism movement, they are dedicated to the spread of Anticrystalism all over the world, essential conquering Luxendarc to spread their ideologies.
Edea's father, the Grand Marshal of the Duchy of Eternia, leader of the Council of Six, and holder of the Templar asterisk. He is the leading force behind Eternia's "anticrystallism" ideals. He may know more about the crystals than he lets on.
Anti-Villain: His ideals are noble, but it is by his orders that a world consuming war is ignited, resulting in the death and suffering of countless.
Badass: The Eternian ruler is one tough customer. In and out of gameplay, in fact; turns out that despite both Sage AND DeRosso being pretty big nigh immortal badasses themselves, The Grand Marshal had to beat them to become Grand Marshal. DeRosso and Sage were confined in Vampire Castle and Yulyana Woods respectively because of Braev shunting them there. Going further, Braev had fought and beat Kamiizumi, only making it even more clear how badass he is. These feats show up in gameplay, as well; he isn't exactly a hard boss, being stuck with hitting one person at a time for rather (At this point) piddling damage, but when you beat him... he doesn't give a damn. He simply says, 'You shall not pass.' So you down him again. He grunts and yells 'You shall not pass!'. You down him a THIRD time. He falls this time, but as it turns out, despite beating him to the verge of death three times, he didn't die. That's right. He outdid both Qada and Praline in surviving his boss battle.
Badass Beard: A man of this magnitude should not allow his chin to be cold.
Badass Cape: A red one that flows freely during battle.
Badass In Charge: He assumed leadership of the Duchy of Eternia by besting both DeRosso and Yulyana in combat.
Barrier Warrior: The Templar class knows Rampart, which puts up a barrier that nullifies the damage of one physical attack per ally. In the last battle with him, Braev knows this skill.
The Templar class also has a support skill boosting the Default Damage reduction to 75%, something Braev makes good use of.
Big Bad: As leader of the Eternian Forces, who advocates Anti-Crystalism. Ultimately subverted; he was right all along.
Big Good: Implied to be so in an alternate universe. Rather than trying to stamp out Crystalism and impose a secular empire under his rule by force upon the world, this other version of him actually ends up sending out his soldiers to help the Vestal and her party in their journey. He even gathers his forces together to put the group through a Boss Rush in order to ensure that they're strong enough to take on the actual villains.
BFS: The wields a blade that is easily bigger than any of the heroes.
Career-Ending Injury: After he is defeated, Lester DeRosso states that he may never wield a sword again.
Defend Command: He often Defaults in order to quarter your attacks and save up BP for his techniques.
Despair Event Horizon: The plague that happened 20 years before the game and the actions of the Orthodoxy during the crisis was probably one for him.
Determinator: Won't give up his ideals, regardless of who questions them. This even comes into play during the first fight against him, where he refuses to stay down the first two times you empty his HP.
Disc One Final Boss: As the leader of the Council of Six and of the Eternian Forces, he's your main source of trouble for the first half of the game. He's fought late in Chapter 4, which brings some plot elements to a close and opens up others. However even after he's beaten Alternis ambushes the party in the final minutes of Chapter 4, making this more or less a title they share together.
Easily Forgiven: Well-Intentioned Extremist or not, a lot of innocent people die because of this guy. Averted in the other worlds, where his alternate universe counterparts actually turn out to be far nicer.
Even Evil Has Standards: He disapproves of the fact that about half his officers are psychos, sadists, Blood Knights, or otherwise jerks. In fact, the reason he sent Edea to the Sky Knights was to bring them in line, which unfortunately backfired.
The Extremist Was Right: As cruel as his methods are, he is ultimately more correct about Crystalism than it seemed.
Genius Bruiser: In addition to being a powerful fighter and a competent head of state, he's stated to have worked on the white magic cables and other technologies to benefit the Eternian people.
Genre Savvy: In an alternate universe, his plan for saving the world effectively boils down to gathering all of his best soldiers together and having them fight the Vestal's party so that they can Level Grind, because he knows that they're the only ones capable of doing it and wants them to be at their strongest.
Good All Along: His intentions are for the betterment of the world, however...
The Good King: Though he started a war that is killing innocent lives, he is an effective and well-loved ruler in Eternia.
Happily Married: He's a loving, devoted husband towards his wife, Mazher. He even helps establish the White Magic healing system in part to make sure his wife lives a comfortable life despite her illness.
Hero Antagonist: While his methods are less than pleasant (not to mention those of his more creative subordinates), he truly believes that he's doing the right thing by trying to prevent the crystals from being reawakened. He's more or less correct, too.
I Have No Son: Says to his subordinates that his plan must not be put under jeopardy by familial attachment to Edea, and that they should show no mercy against her. Averted: In a dimension where Edea died he's distraught and is found crying with his wife.
Light Is Not Good: Wields light-based attacks and dresses like a paladin. Responsible for the deaths of thousands of people. Averted in the other worlds.
Light The Way/Holy Hand Grenade: He and the Templar class are skilled in a variety of light-based attacks like the defense-piercing Radiant Blast or the more-hits-per-BP attack Heaven's Gate.
The Paladin: The Templar class has shades of this, using holy arts to utilize light attacks and defend against physical attacks. Averted for Braev, himself, who does not undertake such pure ideals, but he does fight for what he believes to be a just cause.
Pet the Dog: He once saved an ill orphan from death by bringing her back to Eternia in his own arms for treatment and healing. Said orphan turned out to become everyone's favourite Ax-Crazy psycho, Victoria.
Poor Communication Kills: Much of the game would not have happened had he chosen to explain to his daughter and Agnès his motivations. When you confront him, he refuses and basically flat out attacks them.
So Proud of You: The second loop version of him says this to Edea when she defeats him during the Conjurer sidequest. The third loop version also says this to Edea and Ringabel upon defeat.
Stone Wall: Braev's damage output can be high, but not as ridiculous as previous Jobmasters'. However, he is the most beefy Jobmaster (in terms of HP) and protects it well with souped-up Default commands.
Took a Level in Badass: In the past. Looking at him now, it's hard to believe that he used to be a Crystalist cleric who got fed up with their ideals and became a war machine.
The Unfettered: Nothing is too great of a sacrifice to Braev Lee, not even his own daughter if she stands with the wind vestal, though to his credit he at least attempts to apprehend/reason with Edea before he realizes that her mind is made up.
Villainous Valor: Since he sent Alternis Dim away, he sees himself as the last line of defense between the party and the awakening of the last crystal. When you strike him down the first time, he uses Recover then calmly states "You shall not pass." Knock him down again, and he'll Recover then roar "YOU SHALL NOT PASS!"
Hero with Bad Publicity: He's considered a hero in Eternia for a reason, but the rest of Luxendarc sees him as a monster thanks to him instigating a war that is costing many innocent lives.
Violence Is the Only Option: When his daughter tries to reason with him, Braev states that when two people have clashing ideals and neither is willing to submit, then only a duel can properly decide who will prevail.
You Shall Not Pass: A rare villainous version. During his boss fight, when you take him down the first time, he simply declares the trope name. The second time you take him down, he declares the trope name again and has to be brought down a third time in order for him to finally go down for good.
The Dark Knight
Dark Knight Alternis Dim/Anazel D
A Dark Knight who has ties to Edea and her father. He's one of the Council of Six.
All Love Is Unrequited: It's painfully clear he has feelings for Edea. However Edea seems to be oblivious to it, or just does not feel the same.
Anti-Villain: Alternis, unlike his fellow Eternian allies, is a decent and honorable man. He still obeys the Grand Marshall's orders, but always questions their ethics.
Boss Banter: Alternis talks a lot mid-fight compared to the other Jobmasters. He's not taunting the party though, he's trying desperately to reason with Edea, since he has an especially personal connection to her.
The Cavalry: Shows up to defend the party from Airy and do battle with Ouroboros in other dimensions' versions of the final battle.
The Champion: He is Braev's champion. Alternis dedicates himself to the Templar's cause and obeys every command, even if he may disagree with certain decisions.
Climax Boss: For the end of Chapter 4, as well as the end of the first loop. Both times brings major revelations to light and sets up the beginning of the next chapter.
Dark and Troubled Past: He was abandoned by his mother in Florem and forced to fight for whatever scraps of food and shelter he could find and never felt comfort or affection and instead got in touch with his Dark Side. Was finally saved by Braev, who gave him both a "just purpose" and something worthwhile to protect (the Lee family).
Dark Is Not Evil: He's the Dark Knight Asterisk holder, wears black armor, and has a somewhat menacing voice, yet is not a bad guy at all compared to his allies.
Despair Event Horizon: The Alternis from the second loop experiences this, as Edea is dead in that world, and he wishes he could have died instead.
Determinator: After being hospitalized for a month, he is told that it will take at least a week for him to recover his strength. He does it in six days out of spite.
Disc One Final Boss: Gameplay-wise, Alternis is arguably an even more fitting example than Braev, as you fight him after awakening the crystals and he's the last boss you fight before completing chapter 4.
Dramatic Unmask: When he's defeated, his helmet flies off, and the audience finally gets to see what his face looks like. It looks an awful lot like Ringabel!
The Dragon: To Braev, whom he sees as a father figure. He's Braev's most direct and loyal subordinate and the one the Templar places the most trust in.
Dragon Their Feet: In the first world loop, Braev sends him away before the battle with the party, entrusting him with a contingency plan should Braev himself fail to stop them. Sure enough, Braev falls, and it falls to Alternis to ambush the party on Grandship.
Five Second Foreshadowing: After defeating him and obtaining the Dark Knight asterisk, the game cuts to its usual "New Job showcase" explaining the class. As usual, it also shows off the party members in their Job outfits: Agnés, Alternis, Edea, Tiz- wait, WHAT?!
At the start of his boss battle, Alternis' opening animation shows him jumping up and down, exactly like Ringabel's pose. If Ringabel is the first character in your party, he can be seen in the frame when Alternis is introduced so it is possible to see both characters moving exactly the same.
Glass Cannon: In direct contrast to his superior Braev, Alternis hits hard, tends to spam Brave commands when angry, and uses his HP to fuel his non-Minus Strike abilities. Even though he has a lot of HP to begin with, odds are you'll have an easier time wearing it down than with Braev.
Go Mad from the Revelation: While the party is on their way to awaken the Earth Crystal, Alternis learns from Braev the truth behind the crystals that Lord DeRosso and Sage Yulyana told him, and that becomes the reason why Alternis must stop the party from entering the Holy Pillar. He becomes more drastic during his boss battle in Chapter 5, stating outright that Airy is deceiving the party and she needs to be slain. Both times the party does not believe him, and fight because he is their opposition.
Happily Adopted: By Braev. Before being taken in by the Templar, Alternis was abandoned by his mother in the slums of Florem where he lived a miserable childhood.
If I Wanted You Dead...: The first time Alternis confronts the party, he makes it clear that he's looking the other way just this one time instead of capturing the wind vestal by any means necessary. Given how much time passes between then and the point where you can actually stand a chance against him, this threat seems credible.
Last-Second Chance: He repeatedly attempts to persuade Edea to rejoin the Eternian Forces, even while they're locked in combat.
Manly Tears: When 2nd loop Alternis loses that world's version of Edea, he doesn't just cry, he bawls with grief and rage.
Must Have Caffeine: Coffee is listed as one of his likes, and it gets brought up in several of his journal entries.
Nice Job Fixing It, Villain: It was Alternis who saved Tiz at the start of the game, resulting in Tiz joining with Agnés and effectively helping her restore the crystals. He Lampshades this in his Journal at one point.
Number Two: He's Braev's second-in-command and most trusted subordinate. Alternis is entrusted to go to the Holy Pillar so that, if Braev himself fails, the party gets stopped at all costs.
Percent Damage Attack: Minus Strike, the only Dark Knight offensive skill that doesn't do dark damage, which does damage equal to the HP he's lost and will begin spamming it once he's low on HP. With low enough HP, it will become a One-Hit Kill.
Poor Communication Kills: He's as bad as Braev in this regard, preferring to hinder and harass the party away from their goals rather than give anything resembling a clear explanation as to his own motives. Edea outright calls him out on this at the end of the first loop. In fact, had Alternis told Edea his feelings for her right away, instead of revealing midway through his fight with them, she may have listened to him.
Punny Name: His first name is a play on the word "alternus," which means "equivalent" or "interchangeable," though technically Ringabel is the "equivalent" in this case. Dim is a reference to the Dark Knight job. "Alternis Dim" and "Anazel D" could also be read as part of "alternate dimension" and "another dimension" respectively.
Rush Boss: Once he gets below a certain percentage of HP, finish him off quickly before his Minus Strike's One-Hit Kill capacity gets out of hand.
Sanity Slippage: He's prone to this as the thought of Edea getting hurt tends to be his Berserk Button. When she actually dies he loses his memory in one scenario and his will to keep living in another.
Survivors Guilt: He wishes that he died instead of second loop Edea and loses all hope as a result.
Turns Red: Once he reaches a certain HP threshold (either by your attacks, or by his own), he starts spamming Minus Strike which is almost certainly a 1-hit KO for you when his HP is that low. This basically turns him into a Rush Boss, as you will want to deal with him quickly once he does, lest you get caught in a cycle of reviving party members, only to have him attack and down another.
Undying Loyalty: To Braev. This puts him in an awkward position as he also wants to keep Edea safe, which isn't really possible when she's actively opposing her father.
Conflicting Loyalty: He is loyal to Braev and sees him as a father, but sees Edea as a friend and he has romantic feelings for her. This puts him in a brief spot where he can't bring himself to harm her but has to carry out his orders. However, he's forced to fight her after it becomes clear Edea is a threat.
Unrequited Love: He's in love with Edea and even intended to marry her; and while she seems aware of his feelings, it's unclear if she reciprocates at all. Made more complicated by the fact there's a fair bit of ship tease between Edea and Ringabel... pre and post reveal. At the very least, Edea does care about Alternis but it's not entirely clear if she reciprocates his feelings.
One of the Council of Six and the holder of the Spiritmaster asterisk. A doctor whose keen knowledge of white magic has stood out since his youth, and his work made Eternia known as a land of everlasting life. He is in charge of treating Victoria, and he's seldom seen without her.
Affably Evil: He's a genuinely kind and loyal man. The problem is that this attitude applies most strongly towards Victoria, who happens to be evil.
Cut Lex Luthor a Check: Averted. He's a gifted healer and scientist, but he doesn't just use his powers personally, he helped Braev develop the white magic cables that benefit the nation of Eternia as well as other groundbreaking advances in medicine.
Death Seeker: Kill Victoria first, and he'll become this. He'll even thank you for killing him, saying he can join Victoria in the afterlife.
Dual Boss: With Victoria. In the third loop, he fights with Lord DeRosso instead.
Extreme Doormat: He has zero ambition of his own save keeping Victoria alive and well. No matter what harsh words she throws at him, or what monstrous actions she performs, Victor will always take Victoria's side.
For Science!: Has hints of this, since he describes his work on Victoria as his pride and joy. However, he genuinely seems to care for Victoria's welfare and doesn't seem to regard her as a lab-rat.
Half Truth: Edea accuses him of using his monologue about Victoria to stall for time before they fight. He insists that he just wants Victoria to recover from her latest seizure and goes on to explain why. While true, as soon as Victoria wakes up she attacks the party, and Victor just goes with it.
I Let You Win: Their first battle is a rather justified example, as before they actually get to the part where they finish you off, Victoria suffers a seizure, prompting Victor to abandon the battle to get her to safety, and it's very obvious that they'd kick your ass in all manners from Monday to Sunday at that point in time otherwise.
Satellite Character: By the events of the game, everything begins and ends with Victoria for Victor.
Say My Name: Screams Victoria's name if she falls before he does.
Shoot the Medic First: Averted. Despite his buff, his Holy spell, and possessing Curada to heal his and Victoria's wounds, his spells are relatively easy to handle compared to Victoria's, so you want to go for Victoria first. This trope however is fully applicable in his battle alongside Lord DeRosso, as his Curada heals quite a lot there. Again averted in his final fight, as despite packing Curaga and several support spells, Khamer and his Meteor + Hasten World ability combo is the most dangerous of his group.
Smart People Wear Glasses: Not only does Victor himself wear glasses, but the party members will also slip on a pair for no apparent reason when using the Spiritmaster job.
Status Buff: Has one that amplifies all elemental attacks by the one buffed. The Spiritmaster class itself specializes in this, mostly in elemental buffs, and mostly for defense.
Submissive Badass: He's extremely powerful in his own right, but he is perfectly happy being Victoria's stooge.
Taking You with Me: Invokes this if Victoria dies before him; with his sole reason for living gone, he resolves to end his life along with the heroes'.
Talking Is a Free Action: The party even realizes that he's stalling for time so Victoria can heal up, but for some reason lets him finish anyways.
Undying Loyalty: To Victoria, who he even calls "Victoria-sama" in Japanese.
White Mage: His specialty, like Holly Whyte, though he is a master of his field, knowing spells like Curada and Holy and Curaga in his final battle. The class in general has the distinction of outdoing even White Mages when it comes to healing, though obviously needing White Magic as the second command for it.
Yes-Man: For Victoria, no matter how crazed and illogical she gets. As her enabler, all of the death and destruction she causes can be placed at his feet as well.
Ax-Crazy: Enjoys making others suffer just because she couldn't enjoy normal luxuries like everyone else can.
Black Mage: Her specialty, like Ominas Crowe, though she is a master of her field.
Can't Grow Up: Her disease stunted her growth so that she'll look like a little girl for the rest of her life, and she hates it.
Casting a Shadow: Besides Exterminate, she also possesses the Black Magic Dark spell. The Arcanist class specializes in this, capable of inflicting large amounts of shadow damage for little MP so long as conditions are met.
Death Seeker: On some level. If you manage to finish off Victor and Victoria simultaneously during their battle, she will say that she's glad she's finally being allowed to die, after being kept alive and in pain for so long by Victor. She's happy to finally have a way out.
All Victor had done for her is take care of her and try to help keep her alive even though he had nothing to gain from it. He's repayed with a very cruel and hateful Dying Declaration Of Hate from Victoria for that.
Dying Declaration Of Hate: If you manage to finish the two off at the same time during their battle, Victoria will use her dying breath to tell Victor she hates him, for keeping her alive when she wanted to die.
Enemy Mine: She admits she couldn't care less for Braev Lee's visions and only sides with him because of their common enemy: the Crystal Orthodoxy.
From Nobody to Nightmare: From sick little girl dying of the plague to a powerful mage on the Council of Six with a disturbing penchant for bloodshed.
Freudian Excuse: Hates the Crystal Orthodoxy because they abandoned her after they learned she had an incurable illness.
Green-Eyed Monster: Victoria holds a bitter resentment for those who can live freely without worrying about a terminal illness to hold them back.
I Let You Win: Their first battle is a rather justified example, as before they actually get to the part where they finish you off, Victoria suffers a seizure, prompting Victor to abandon the battle to get her to safety, and it's very obvious that they'd kick your ass in all manners from Monday to Sunday at that point in time otherwise.
Ill Girl: She was treated for an incurable illness by Victor, but the treatment left her suffering painful seizures and causes a rather sharp change in her personality, turning her quite cold and brutal. It's revealed in a latter cycle that Victor and his father, Vincent, argued about how they would treat her: Victor wanted to treat her using amplified white magic, courtesy of the cables connected to the Earth Crystal, while Vincent wanted to use a forbidden art of alchemy which both the Templar and Victor were opposed to. The latter's method was the one that were used, and this is the origin of her seizures and childlike body.
Insane Equals Violent: Her constant suffering in her current form slowly destroyed her mind, turning her into a psychopath who casually murders.
Thinks it's perfectly alright to torment and kill people with magic because she's taking "revenge" against the notion that they can grow up and live without a terminal illness and she can't. Seriously. This even extends to Edea, who she hates for throwing her life away and helping Agnes.
They only need one vestal for their plans, therefore she decides it's alright to kill Agnes immediately after mortally wounding the next to last one. Really Victor? You're going to go along with that kind of risk?
Victoria loves causing pain and misery for piety reasons, but she's only alive because of Victor. Since it's Victor who is keeping her alive, she finds it perfectly okay to hate him because despite everything he's done for her and sacrificed for her, she didn't like it that she couldn't die.....even though this means no revenge for her, which is something she really wants to have.
It's Personal: Victoria drops some dialogue in the second battle with her which indicate that the conflict with the Crystal Orthodoxy is personal for her. The Groundhog Day Loops finally give the whole story regarding this.
Living Emotional Crutch: For Victor. Victoria is everything to him, and if she dies before her partner, he will completely break.
More Deadly Than The Male: Victor is the healer and supporter: Victoria is the main damage dealer and status afflicter. In fact, between her Corpse spell, her Poison spell, and Exterminate spell, you will want to go for her first, as Victor doesn't nearly heal enough to make you want to Shoot the Medic First.
Older Than She Looks: The treatment for Victoria's illness actually stunts her growth, and as a result she still appears as a tiny child.
Power Floats: A reference to how powerful she is, Victoria inexplicably floats at all times.
Psychopathic Manchild: Definitely. She (age-wise) should be a young woman by the time of the story's events, but her appearance and attitude is that of a heavily disturbed child with far more power than maturity or stability.
Punny Name: Her full name is a reference to Frankenstein, the story of a scientist, Victor Frankenstein, who unlocks the secret of creating life, but only succeeds in creating a monstrosity.
Standard Status Effects: Can cause Poison... which she usually combos with Exterminate to deal heavy damage against everyone hit. Can also hit a party member with the Doom status. In fact, this is basically the modus operandi for her and the Arcanist class.
Super-Deformed: More than any other character in the game, her body is extremely infantile. A jarring appearance to contrast with the destruction she is capable of.
Sweet Tooth: Lollipops and strawberries are listed among her likes.
Taking You with Me: Invokes this if Victor dies before her; without his treatments she has not long left to live, so she vows to use her last moments to destroy your party.
Tragic Monster: She has a truly pitiable backstory, but the fact remains that Victoria is a remorseless psychopath.
Ungrateful Bitch: She's rude and dismissive to almost every character she interacts with, but seeing this extend to Victor (who rededicated his entire life to keeping her alive and curing her illness) is particularly jarring. This is because the extension of her life, and the seizures that came with it, have literally driven her insane.
Villains Out Shopping: On a whim, she decides to enter Florem's flower festival and wins despite her childish and inhuman appearance after killing and/or scarring three of her competitors beforehand. In the second loop, she forms an all-girls club with Konoe and Artemia.
Note that she joined the Flower Festival because she and Victor went to Florem to pursue the wind vestal and kill her. Their plan succeeded, because Agnès' participation in the festival resulted in Olivia, the water vestal, revealing her hiding location and inadvertently putting herself in danger.
Your Days Are Numbered: She was initially saved from her disease, but the physical effects on her body remained and she gets worse by the day, making it clear that it's a terminal illness. If you kill Victor before you kill Victoria, she'll invoke Taking You with Me because she knows she doesn't have long without Victor's treatments.
One of the Council of Six. One of the two "unseen" ones of the Council of Six, as well as the Archduke of Eternia. He's many centuries old as a result of his accepting immortality from an unknown voice, when he was stripped of his Cardinal title, his land and household burned, and his parents murdered by corrupt members of the Crystal Orthodoxy. He fought many times with Sage Yulyana, up until both of them witnessed an angel descending upon earth, and speaking of ominous things to come. They have since become partners and are fighting to combat the doom that the angel prophesied would befall upon Luxendarc. He is the holder of the Vampire asterisk, though he's not really a vampire, despite his immortality.
Actually Not a Vampire: He's keeper of the Vampire asterisk, and in his introduction, we learn he has a bat form, has been immortal for over a thousand years, and that he recalls a day fifteen years ago when he returned to his Big Fancy Castle to partake in a goblet of wine... When the protagonists learn of his backstory in the Vampire Castle sidequest, they learn Lord DeRosso is immortal, but not actually a vampire. He explains that he copied the appearance and abilities of one to further terrify his enemies, rather than deny the accusations the Orthodoxy pinned on him and his family.
The Ageless: He's some 2400 years old, but doesn't look a day past 30.
Authority in Name Only: He is Archduke of Eternia and senior to Braev the Templar, but the latter is mostly the one in charge of running the nation, as Lord DeRosso remains unseen and is more concerned about a wide-scale plot involving the fate of the world.
Cultured Badass: He's a well dressed man, and his castle is full of paintings that he made himself.
Dark Is Not Evil: Fancies himself a being of darkness, encouraged rumors about his being a terrific Vampire and spent years learning the skills necessary to enforce that image. He's still one of the heroes of the game.
"Surely not the architecture. This castle was built in a fit of boredom and looks every bit the part." (To Victor in Ch.7, asking why he's come to see him)
"Sage... I trust you to contain yourself... Dreary as it is, I prefer my castle standing." (To Yulyana in Ch.8, when the Sage suddenly joins him in battle)
Deal with the Devil: Made a pact with a dark voice to gain Power at a Price when he and his house burned down. He himself doesn't know who gave him this deal. The fight with the True Final Boss implies that the dark voice was himself from the future, setting things up so that he (or at least one version of him) would be able to help seal Ouroboros' power at the cost of his life.
Accept me and I shall grant life everlasting. Though it shall be filled with grief, thou shalt have all eternity to wreak havoc upon thine enemies.
Dual Boss: With Victor S. Court in the third loop, and with Yulyana in his first battle in the last loop.
Faking the Dead: Did this after his long-standing war against Yulyana, so that the Orthodoxy would believe that Yulyana had slain their greatest enemy. However, Lord DeRosso had gone into hiding while Yulyana focused on further taking control of the Orthodoxy from within.
Friendly Enemy: The only hostile thing he does to the team is capture them once. From that point on he is a mentor to both Braev Lee and the heroes.
Heroic Sacrifice/Self-Sacrifice Scheme: In the true ending, he sacrifices himself to seal Ouroboros' regenerative powers. Lester and Yulyana planned this move centuries before the event in the game took place.
Infodump: Gives these about his origins and the history of Luxendarc when the party goes through Vampire Castle. In-Universe, Ringabel recounts in his journal how his three comrades were getting quite confused at all this exposition.
Accept me and I shall grant life everlasting. Though it shall be filled with grief, thou shalt have all eternity to wreak havoc upon thine enemies.
Last Name Basis: He is regularly addressed as "Lord DeRosso", as he told the protagonists to when he introduced himself.
Inverted in the Japanese version, where he is called "Lord Lester" (レスター卿, "Resuta Kyo") instead.
Life Drain/Mana Drain: Besides the monster skills, the Vampire class specializes around draining things like HP, MP, BP, and even stats. Lester himself only drains BP from you, but that's all he needs.
Mr. Exposition: Through the paintings in his castle, he tells the heroes of the history of the Orthodoxy and his backstory.
Mundane Made Awesome: Over the course of his immortal life, he rebuilt his razed down castle and recreated its destroyed paintings close to the original, because he was bored.
No Body Left Behind: With his newly obtained immortality, a young DeRosso was able to escape the destruction of his home. The Orthodoxy freaked when they couldn't find his body, and branded him and his clan as vampires as the reason for that.
Noble Fugitive: House DeRosso was on good relations with the King of Eternia, which was how young Lester was recommended for service as a cardinal in the new Orthodoxy. However, the Orthodoxy turned against the King and any who were still loyal to him, and Lester was only able to survive because he was made immortal. He proceeds to lead war against the Orthodoxy when he is branded as a vampire, and he isn't restored to his title of archduke until several ages later, when all of his and Yulyana's enemies are long vanquished and Braev the Templar establishes Anticrystalism.
Opposite-Sex Clone: Likely. Victor asked for a sample of DeRosso's hair to attempt to make a life-form in his research in alchemy. Lord DeRosso didn't think Victor could do it, since DeRosso's body was made from magic, but he did request that if Victor succeeded, he would name the child Lilia. (His mother's name.) In Praying Brage, there is an Earth Vestal named "Lilia DeRosso Oblige."
Our Vampires Are Different: He's technically not a vampire, but he's immortal and has spent years learning how to be like one, to the point that he basically is, though he doesn't drink blood; indeed, he doesn't even like the smell of it. This technically justifies why "Vampire" is a changeable job in this game, as it's really just the result of his intense training to become like one. The class also serves as the game's version of the Blue Mage.
Power Copying: The Vampire class learns and uses attacks from monsters, and he himself possesses powerful monster attacks like Energy Burst or Bone Crush. In his last fight, he possesses several status-afflicting monster skills like Toxic Whirl, Lullaby, and Paralyzing Pollen.
Rivals Team Up: Lord DeRosso and Sage Yulyana were originally sworn enemies due to the latter being High Inquisitor of the Crystal Orthodoxy and the former being the leading force against said church. Their rivalry was ended after they both discovered the dying angel that gave them prophesies regarding the ominous future of Luxendarc, leaving them as the only ones with such knowledge to prevent it.
Roaring Rampage of Revenge: Went on a particularly epic one of these against the Crystal Orthodoxy right after he was made immortal. It spanned most of the world and lasted five hundred years.
Stable Time Loop: Was given his powers by Ouroboros from the future. Why? Because in the future in the good ending, he takes control of enough of Ouroboros' power to stop Ouroboros' regeneration....and to empower his past self with the power to do so in the first place.
Standard Status Effect: Many learnable monster skills have these, usually as an additional effect to their damage dealing properties. His final battle has him demonstrate some of these moves.
Then Let Me Be Evil: After he became immortal, the Crystal Orthodoxy sought to discredit him by spreading rumors that he and his family were terrible vampires, justifying the murder of his parents to the public. Rather than protest against these claims, he made use of them, doing everything in his power to become as vampire-like in appearance and skillset as possible, in order to better fit the role his enemies had given him and terrorise them more efficiently.
The Voice: Frequently speaks as a voice coming from nowhere before appearing in front of the protagonists.
His ambush attack at Eternian Central Command.
His instruction to the party to find the six keystones needed to enter his castle.
When the party examines his paintings, he will comment on their initial observations and then appear behind them to tell the real story.
Walking Spoiler: As one of the two unseen members of the Council of Six, this is inevitable, and even after he is revealed, his role is much bigger than it seems.
Would You Like to Hear How They Died?: In a non-antagonistic example, Lord DeRosso asks Agnès how the Orthodoxy has officially recorded the death of the first Grand Patriarch. He reveals that said Patriarch did not, in fact, die peacefully in his sleep, but was assassinated along with his Archbishop. He can vouch for this, because he was the assassin.
A perverted old tailor who lives in Yulyana Woods. The party seeks him out to make a new vestal garb, as he's the go-to-guy for his craft. He is actually a member of the Council of Six, but helps the party for reasons unknown. Lord DeRosso reveals that he and Yulyana were once bitter enemies, but that Yulyana came to see the Crystal Orthodoxy's corruption, and when an angel intervened in their final confrontation, they became partners in order to avert a great doom falling upon Luxendarc. To undermine the corrupt Crystal Orthodoxy's power and influence, he created the Job Asterisks. He himself is the Jobmaster for the Conjurer class.
Badass: You have to be if you can blast open strong prison doors like nothing and fight and defeat an immortal man. In the Groundhog Day Loops, you get to fight him for the Conjurer class and witness how badass he really is.
Bait-and-Switch Boss: His appearance in the Chapter 8 boss battle with Lord DeRosso is not announced beforehand; he shows up right at the start of battle!
Boring Yet Practical: His fighting style. All he does is buff his attributes (by invoking summons) to increase the power of his normal attack and Meteor spell. Said normal attack and Meteor will hurt like hell if you're hit with them in their buffed up state.
Colony Drop: Knows Meteor. Pray he hasn't invoked Deus Ex Machina.
Eccentric Mentor: Yulyana is undoubtably wise, but he also makes no effort to hide his ogling of girls.
Elderly Immortal: It's not known if Yulyana is actually immortal, but he has lived almost two millennia so he probably can't die of natural causes. Lord DeRosso eventually reveals that he used a forbidden art to become immortal, all so he could bide his time and guide the world. On top of this, he was already a full hundred years old when he did so, and hasn't aged a day since.
Magic Staff: His walking staff helps facilitate his conjuring. He can also use it as a Simple Staff to beat the heroes with.
Power Floats: He hovers in midair during battle, his staff floating beside him.
Rivals Team Up: Lord DeRosso and Sage Yulyana were originally sworn enemies due to the latter being High Inquisitor of the Crystal Orthodoxy and the former being the leading force against said church. Their rivalry was ended after they both discovered the dying angel that gave them prophesies regarding the ominous future of Luxendarc, leaving them as the only ones with such knowledge to prevent it.
Status Buff: His fighting style, and the Conjurer class, is based upon invoking summons, not for direct damage, but to boost one's own attributes to take on anyone with conventional attacks. In his last fight, he also knows Reflect so that he and Ominas can bounce their Firagas upon your party.
Summon Magic: He and the Conjurer class specialize in invoking summons to buff their own stats in order to kill anyone with conventional attacks. Yulyana especially likes using Promethean Fire and Deus Ex Machina to boost his physical and magical attack stat respectively.
Walking Spoiler: That he is a member of the Council of Six and the keeper of the Conjurer asterisk are surprising in itself, but his true role in the game is bigger than you'd think.
Wizard Beard: Obviously a good portion of his long life was spent growing out that magnificent beard.
The Doom Beasts
Beasts as a Whole
The monsters of darkness that have taken over the crystals. They must be defeated before the crystals can be reawakened.
Puzzle Boss: Like the Jobmasters, they have patterns and moves that make them very challenging bosses if you intend to brute force them without any strategy, as they are all powerful andsoak up lots of damage if you do. Learning their gimmicks and patterns, and what you can do with them, makes them much easier to handle.
Orthros, the Bringer of Doom
The dual-headed beast that guards the Air Crystal.
Breath Weapon: Has both an ice and a fire one. While the two heads are alive he can combine them into the devastating attack Blazzard.
For Massive Damage: Predictably, the ice head is weak to Fire attacks, and the fire head is weak to Water attacks.
Greek Mythology: It's based on the legendary beast Orthrus, a two-headed dog and brother of the more famous Cerberus.
Hoist by His Own Petard: One of the easiest way to defeat him is to use a thief to steal two items from a head and use them on the other one.
Power Nullifier: Water and Fire elemental attacks are this for him. Striking either head with an opposite-elemental attack prevents that head from using its powerful area of effect elemenetal breaths for three turns. If either head is powerless, the other cannot use Blazzard.
Yin-Yang Bomb: The aforementioned Blazzard, which either head can use as long as both haven't been de-powered, douses the party with both fire and ice breath for devastating effect. Despite its appearance, it's actually Non-Elemental.
Rusalka, the Purveyor of Doom
The elemental beast that guards the Water Crystal.
For Massive Damage: Is weak against Lightning attacks, which is not really a surprise, considering it's made almost purely of water. This goes for its duplicates too.
Samus is a Girl: Not that you could tell looking at it, but it is female, according the Journal of D.
The real Big Bad of the game, who's been pulling the strings from behind the scenes. Contrary to her words, Airy is a malevolent being, who's been lying to the party from the very beginning. She's not activating the Crystals to save the world, but to help her boss attack the Celestial Realm. She is the evil sent to seduce the vestal and companions into awakening the crystals for her own malevolent purposes.
Big Bad: Airy is the main antagonist, being responsible for the heroes' woes, wanting to help the Bigger Bad reach the Celestial Realm.
Bishonen Line: Her first two forms look very monstrous but her final form resembles a human-sized version of her original form. Ringabel's journal even describes her final form as being beautiful. Probably intentional, considering what they resemble: a larva, a pupa, and a butterfly.
Bitch in Sheep's Clothing: Turns out the little fairy girl following you the whole time was just using you to destroy the universe. Go figure.
Combos: In her final battle, Airy loves to use a very simple but devastating combo. She'll default one turn, and then brave the next, using Acedia and Zeta Flare in sequence. Acedia not only strips all buffs from the party, it places weaknesses upon the party against all status effects. Like fire, for example. Even if you know it's coming, it can be very hard to survive.
Dark Action Girl: Airy surprisingly packs a mean punch. This is bad news for Agnès and the others.
The Dragon: Is one to Ouroboros, but since he is mostly inactive, she is the Big Bad.
Eaten Alive: You don't get to see it but you do get to hear nasty crunching sounds.
Evil Makes You Ugly: Oh boy, does it! Her larval form and pupal forms are quite horrific sights to behold.
For Massive Damage: All of her forms are weak against Fire. Ironically, she's also able to inflict massive damage to you by debilitating you against all elements and casting her own Fire spells: Flare or Zeta-Flare.
Foreshadowing: You're given ample clues that there's something very strange with the fairy that has been accompanying you on your journey. The second "Groundhog Day" Loop eventually goes just shy of stating it outright... which is around the moment where the subtitle begins to change. In addition, if you read D's Journal, you get to see a drawing of her monstrous larva form, as well as an unfinished drawing of the number six on a fairy's wing. Likewise once the second loop begins, it starts to become more apparent that no matter what is happening in the plot, all she cares about is you reactivating the crystals and dropping what you're doing to go reactivate the crystals.
Hero Killer: She killed at least one alternate version of the party. Considering she's gone through several thousand worlds, and she states in the False Ending that getting this far has taken her eleven hundred million years, it's impossible for them to have been the only ones.
Ironic Echo: During the false ending, she finishes off the Hopeless Boss Fight with "Now, my lambs, to Slaughter!" In the true ending, Ouroboros speaks with the party; when Ringabel asks why he would consume a loyal servant like Airy, the demon explains "She was like cattle, a beastly thrall that has served long. What further use has one for cattle claimed by age or inury, save to be eaten?"
Magic Knight: Of a sort. Airy's first form relies on physical attacks, and her second on magic. Her final form mixes and matches the most dangerous aspects of her first two forms.
Nothing Can Stop Us Now: She gets pretty cocky during the True Ending fight with her, repeatedly receiving support from her master.
One-Hit Kill: Plague, which she uses in her first and third form, does this to all characters that are under a status ailment. Unfortunately, both forms have multiple ways to set status ailments upon your whole party.
One-Winged Angel: Two or three forms, depending whether you're on the Normal Ending or True Ending route. The forms resemble respectively a larva, a pupa and a butterfly.
Edea: You lied to us! Airy: And you made it so easy. A fine pack of puppets, you lot. Not a thought of your own, so eager to obey. Because obeying is so easy, hmm? You're never responsible when you're only following orders. And who would deny what seems so obvious? Who bears the courage to disobey? Precious few. Not one human in a thousand.
Signature Move: Slaughter for Airy's first form, Flare for her second. Her final form utilizes both Slaughter and an upgraded Flare known as Zeta Flare.
Undying Loyalty: She has nothing but the highest adulation for Ouroboros, and seemingly none of it is motivated by fear. The worst she fires off to him as he's eating her!! is to call him unkind.
Up to Eleven: The previous high standard we had on "flare" spells was Bahamut Zero's Tera Flare. Airy's final form goes a few levels past that, right into Zeta Flare.
Walking Spoiler: There's really no way to truly talk about its identity, without spoiling a rather major plot twist in the story.
Was It All a Lie?: Asked this by Agnès in the false ending route. Just to drive the point home that yes, it was, she even briefly pretends to have been possessed.
You Have Failed Me: Ouroboros eventually tires of having to heal her to keep her in the fight against the party, so he simply eats her instead.
The Bigger Bad of the game and the source of the chaos that plagues Luxendarc. A malevolent deity seeking to consume all reality in order to conquer the Celestial Realm and rebuild creation as he wishes.
Faux Affably Evil: He willingly assumes a human form in order to communicate with the Warriors of Light, answer their questions, and consider them a worthy battle... before destroying entire worlds to break their spirit.
For Massive Damage: Does not take well to Water attacks. Ouroboros himself can use Annihilation and Disaster to inflict massive damage to you as well, particularly if he's powered up by Celestial Touch beforehand.
For the Evulz: He finds the celestial realm boring, and wishes to deliver suffering and strife to it, and therefore, excitement.
Hidden Villain: Ouroboros is hinted at in the False Ending. Only in the True Ending is he revealed and faced.
Immortality: He cannot truly be destroyed and, in the false ending, it is made clear that he will eventually return. In the True Ending, he is defeated for good.
The Man Behind the Man: Many of the tragedies that happened in the story can be directly or indirectly traced back to him.
Spacetime Eater: His goal is to consume all of reality, then rebuild it in his own image.
True Final Boss: Agnès's party is left to face the God of Destruction, Ouroboros, after he unceremoniously disposes of his minion.
Villainous Breakdown: As the battle with him progresses. At first he treats you more as an entertaining curiosity then a threat. After his regeneration gets sealed, however, he gets more and more annoyed that you are still alive. After the linked worlds break free of his grasp he flies into a complete rage.
Tiz's brother, whom he failed to save when the Great Chasm appeared and swallowed Norende.
Badass: The version of him in the second loop, though not as much as Tiz. He goes on to defeat Holly and Barras, and tries to rebuild Norende by himself.
Cut the Safety Rope: Discussed. Tiz manages to hang onto his brother's hand as he dangles over the chasm, but Til insists Tiz let him go before they both fall. Ultimately, another tremor loosens Tiz's grip.
I Let Gwen Stacy Die: He dies during the opening, motivating his older brother to close the Great Chasm and protect Agnès. Til also seems to suffer this himself during the second loop when Tiz is the one that died.
Son of the Karl the Innkeep and Captain of the guard in Caldisla. He is mortally wounded by Argent Heinkel while defending the king, and perishes soon after the party finds him.
Badass Normal: Not a Job Asterisk user, a Jobmaster, or anything else. He's simply an average human who fought a strong warrior.
Taken even further in D's Journal. Alternis, who is spying on the city notes that Owen is the only threat the Sky Knights will have, and while he's confident Heinkel will take him easily, he makes it clear Owen is very powerful.
The leader of Florem, and among one of the few who still follows Florem's old ways.
Reasonable Authority Figure: She's supposed to be the leader of Florem, but the Bloodrose Legion has slowly pushed her out over the course of several years.
The vestal of water, and a close friend to Agnès, who's described as more talented and confident than her. Having gone into hiding by the time the party arrives in Florem, Agnès enters the Sacred Flower Festival in order to alert Olivia of her presence.
The Ace: Agnès considers her to be perfect and looks up to her.
Break the Cutie: In one of the loops, Agnès took the blow for her instead, essentially reversing how it happened in the original timeline. Olivia... didn't take Agnès's death well.
The good-natured proprietress on the Drunken Pig tavern on the Grandship. Even when it looks like the Grandship is finally starting to sink, she stands her ground, and she remains as the proprietress of the Drunken Pig tavern when the party turns the Grandship back into an airship.
Cool Old Lady: Her age isn't known, but she's probably quite old.
Going Down with the Ship: When the Grandship starts sinking, she's the only one to refuse to evacuate. The ship doesn't sink because the protagonists restart the engine, and in the end it becomes the party's airship.
Never Mess with Granny: Despite being a little old lady, everyone lives in fear of her short temper and stubbornness.
Supreme Chef: Her bio states she's a great chef, versed in various kind of cuisines
Zatz and Datz
Zatz and Datz
Two soldiers of the Shieldbearer faction from Eisenberg. Zatz looks like a mouse, while Datz is a bulky man. Zatz went out at sea to the Grandship in hopes of finding someone who could help the Shieldbearers win the civil war. They are later given orders to help Agnès and her friends in their quest.
Daniel Goodman is the leader of the Shieldbearers of Eisenberg. He cares greatly for his troops and his wife and is very popular. Eleanor is Goodman's wife, who waits for him patiently in his residence in Hartschild, and who seems just as good-natured as her husband.
Aerith and Bob: In a game full of relatively fantasy-sounding names, Daniel Goodman sounds a lot more contemporary.
Happily Married: The two are very much in love. Not even Daniel's periods of absence can dampen either's devotion.
The Leader: Daniel is the commander of the Shieldbearers.
Mistaken for Cheating: Rumors apparently abound that Daniel is engaged in an affair with Officer Neuer, which the latter has not explicitly denied. It's obviously not true since the Goodmans are very much Happily Married, and Eleanor herself doesn't seem to buy into the idea, but Steiner suggests it as a possible murder motive for Neuer.
Once a man who wanted to find Susano-o for Mephilia (who he is fond of) as well as the Captain of SS Funky Francisca, now a ghost who lingers on the ship. Captain Barbarossa, a friend of his, continues this quest to honor his last wish.
Last Request: His last wish was to find the Susano-o for Mephilia. Barbarossa continues the search until the third loop, where he finally finds it.
Posthumous Character: He's already dead by the events of the story and is only mentioned by those that knew him.
I Just Want to Be Badass: Egil makes it very clear that he wants to follow in his parents' footsteps and become a soldier who can protect everyone.
Replacement Goldfish: Invoked by Tiz. Egil is brought back to Caldisla to live with Innkeeper, Karl, who is having difficulty coping with the loss of his son, Owen. It works because Egil reminds Karl of Owen when he was younger, and Karl reminds Egil of his late grandfather.
Tag Along Kid: For the later half of Chapter 3, Egil follows Tiz's gang around and aids them on their journey to the Fire Temple.
You Never Asked: He leaves out an important detail about getting to the Fire Temple when questioned by Airy, on the grounds that she never asked him about any lever. Airy is not amused.
Steiner and Neuer
Saranish Steiner & Savish Neuer
Two officers under Goodman's command. Steiner appears to be obsessed with climbing up the social ladder, while there's rumors around Neuer that she's dating Goodman (which she hasn't refuted).
Red Herring: Once everyone realises they have an assassin in their midst, both of them make their suspicions about eachother known to the party, and both seem to have plausible motives. And since, for the player, it's obvious no-one in the party could have done it and the only other suspects are Commander Goodman and his wife, both of whom are incredibly sympathetic, it seems obvious that one of them is the killer. Until both drop dead a few moments later.
Mahzer Lee/Okae Lee
Edea's ill mother. She is cared for at Eternia's White Magic hospital.
Insane Forgiveness: After Edea's battle with Braev, Mahzer rushes to her husband's side, but immediately forgives Edea, even though her daughter has crippled her father and the Eternian conquest. Mahzer sees this in a positive light, saying that her war-weary husband may finally rest now.
Open-Minded Parent: Rather than be upset with Edea for betraying the Duchy, she is just happy that Edea is following her heart.
Punny Name: Like her husband and daughter: "Mother" and "motherly" can be made out of her localized name. Her Japanese name forms "okaeri", which means "welcome home".
Your Days Are Numbered: Mahzer is terminally ill and lives most of her days at Eternia's White Magic hospital. Subverted later on when it is revealed that Braev's medical exploits have made great strides, ensuring that Mahzer's treatments will successfully keep her alive.
Vincent S. Court
Victor's father, also deceased. Together with his son, he studied the Earth Crystal, and its power.
Posthumous Character: He's been dead for a while by the time the game starts, but he had an important impact on Eternia and Victoria.
Airy's sister, who wanted to stop her from allowing Ouroboros to invade the Celestial Realm. To do this, she entered the body of Tiz Arrior, and his body has since ran on her life force. She, not Airy, is the fairy from the beginning cutscene, as can be seen from the fact that the number visible on her wings doesn't match up with any of Airy's.