series and the tropes that accordingly apply. Characters for specific games and game universes are on specific pages for that universe, and this page will only cover universal character tropes, archetypes, classes and recurring characters; for more detailed and complete character sheets, go to:
The character classes present in the series also embody tropes, both in gameplay and in the mythology, story role and recurring tendencies present in them.
The class to which The Hero
always belongs, the Lord class functions like a King in chess
in that the death of a Lord character yields a Game Over
. The specific traits of the Lord class vary wildly depending on the game or the specific character in question. Lords are typically sword-wielders, but especially in the last decade there have been plenty of exceptions; they also typically have blue hair, or failing that, something equally outlandish.
Some games give their main characters classes which are Lords in all but name, often having different specialities; among the fandom, pretty much all of these classes are colloquially called Lords. Alm and Celica's base Lord classes in Gaiden
, and the class is known as Junior Lord
. Ike's initial class is Ranger
in Path of Radiance
(a second-tier class) in Radiant Dawn
; Micaiah's initial class in Radiant Dawn
is Light Mage
. Recently introduced in Awakening
is the Avatar
Most Lords who can promote have their own specific class into which they promote. Marth does not promote at all, Alm and Celica promote to Hero
respectively, Seliph and Eliwood promote into the Knight Lordnote
, Leif promotes into the Prince
, Hector, Eirika, Ephraim, Chrom, and Lucina promote into the Great Lord*
, Roy promotes to Master Lord*
, and Lyn promotes into a Blade Lord
. Ike is an odd case in that Lord
is actually his promoted class in Path of Radiance
; in Radiant Dawn
he can promote into the third-tier Vanguard
class. Micaiah promotes into the Light Sage
class, then again into the third-tier Light Priestess
class. The Avatar promotes into the Grandmaster
Related are the Prince
classes in the Jugdral games, exclusive to Leif of Leonster and Raquesis of Nordion respectively. In Genealogy
, they're not true Lords in that their death does not end the game, but are otherwise quite similar; they promote into the Master Knight
, which can use every weapon type except dark magic. In Thracia 776
, the Prince is Leif's promoted class. In his DLC appearances in Awakening
, Marth has the unique Lodestar
class; he can use Rapiers and the Falchion, but does not act as a true Lord. Also, at various points in Radiant Dawn
, Elincia, Geoffrey, Lucia, Nephenee, and Tibarn all act as the Lord character of certain chapters.
Playable characters of this class family: Marth, Alm, Celica; Sigurd, Seliph, Leif, Raquesis; Roy, Eliwood, Hector, Lyndis; Eirika, Ephraim; Ike, Micaiah; Chrom, Lucina, Avatar
- Competitive Balance: They fall all over the place on this one. The Avatar is notable in this regard, as he/she can be anything, depending on the player's choices, but starts as a Magic Knight.
- Fragile Speedster: Lyn, Eirika
- Glass Cannon: Chrom, Lucina (depends on the mother)
- Mighty Glacier: Alm and Hector (if you're unfortunate)
- Jack of All Stats: Marth, Roy, Eliwood, Chrom, Lucina. The Tactician and Grandmaster classes are also prime examples; before taking personal modifiers into account, their stat caps are completely uniform.
- Lightning Bruiser: Sigurd, Seliph, Ephraim, Ike, Hector (if you're lucky), Chrom and Avatar (through reclassing), Lucina (through reclassing, but also depends on the mother)
- Magic Knight: Celica, Avatar
- Squishy Wizard: Micaiah, Lucina (depends on the mother)
- Master of All: The Avatar thanks to the ability to change into any class in the game, except for special classes and those exclusive to the other gender. Since skills are tied to classes and all skills can be equipped regardless of class, this allows the Avatar access to a ridiculous range of skills, letting the character do almost literally anything.
- Expy: Most character-specific Lord class variants are based on other classes: Lyn is based on the Myrmidon line with elements of the Nomadic Trooper, Hector on Generals, Eliwood on Paladinsnote , Ike on Mercenaries, and Micaiah on Mages (except with light magic).
- Heroes Prefer Swords: Only Ephraim, Hector (who gains them as a secondary weapon after promoting), and Micaiah don't.
- Royals Who Actually Do Something
- Sword of Plot Advancement: Most promotions of Lord characters are story-tied events which can't be avoided, often even if the character isn't at the right level to promote. Sometimes they're tied to obtaining a literal Sword of Plot Advancement.
- We Cannot Go On Without You: The death of a Lord is an instant Game Over; in some games, other ally characters will invoke this trope almost word-for-word when the Lord is dying.
- You Gotta Have Blue Hair: Almost every Lord has blue, or otherwise unnaturally-coloured, hair. That Leif instead has a downright normal hair colour is what actually stands out among them.
Cavalier (Social Knight)
One of the most common and basic of classes, Cavaliers are horse-mounted knights. The player will almost always start off with two cavaliers, one wearing red armour and one wearing green. In almost every game, Cavaliers promote into Paladins
; The Sacred Stones
also allow them to promote into Great Knights
. The third-tier promoted classes for the cavalier tree are the Gold Knight
(lances in Gaiden
, swords and axes in Radiant Dawn
) and as of Radiant Dawn
, the Silver Knight
(lances and bows).
The Judgral and Tellius games split the Cavalier class into four separate horseback classes, each specializing in a different weapon type: the Blade Knightnote
, Lance Knight
, Axe Knight
, and Bow Knightnote
. The Tellius games have them all promote into Paladins (in Radiant Dawn
, the Paladin class is split similarly), but the Jugdral games give them all their own promoted class: the Forrest Knightnote
, Duke Knight
, Great Knight
, and Bow Knight
Distantly related is the bow-wielding Nomad
class of the Elibe games, which is pretty much a Bow Knight with a tribal flavouring and slightly different stat distribution. They promote to the Nomadic Trooper
class, which gains the use of swords
as well. Also related is the Mage Knight
of the Jugdral gamesnote
, and the Dark Knight
, which wield both magic and swords. The Conqueror
class, a class exclusive to Walhart, is also related to this line, being similar to the Great Knight and even using the same weapons.
Playable characters of this class family: Cain, Abel, Jagen, Hardin, Roshea, Vyland, Midia, Arran, Clive, Camus/Zeke/Sirius, Mycen, Cecile, Rody, Luke, Robert, Leiden, Belf; Alec, Noish, Lex, Quan, Finn, Midayle, Beowolf, Oifey, Delmud/Tristan, Lester/Dimna, Johan, Ares, Brighton, Felgus, Hicks, Carrion, Kain, Alva, Robert, Fred, Glade, Amalda, Conomore
; Alan, Lance, Marcus, Sue, Noah, Treck, Zealot, Shin, Perceval, Dayan, Sain, Kent, Rath, Lowen, Isadora; Seth, Franz, Forde, Kyle, Orson, Duessel; Titania, Oscar, Kieran, Astrid, Makalov, Geoffrey, Fiona, Renning
; Frederick, Stahl, Sully, DLC!Ephraim
- Armor-Piercing Attack: Awakening Great Knight can learn Luna skill to halve opponent's defence.
- Automaton Horses: There's no sign that the horses used by Cavalier variants ever need rest; odds are they do after battles, but it's never discussed.
- There was a pseudo exception to this with the dismount feature in some of the older games, but the feature proved unpopular.
- Blade on a Stick/Cool Sword: All outright Cavaliers wield lances and swords.
- An Axe to Grind: Upon promotion in the Elibe games, and also if you promote to Great Knight in Sacred Stones and Awakening.
- Bow and Sword, in Accord: Typical for the promoted bow-using variation, whether it is part of the Cavalier line or not.
- The Cavalry: Many enemy armies treat them as thus, bringing in waves of cavaliers and related classes as mid-level reinforcements; this is particularly effective given their high movement rate, allowing them to quickly sweep in and potentially ruin the player's shit.
- Cool Horse
- For Massive Damage: Horse-slaying weapons, like Poleaxe and Longsword, and majority of lords' exclusive weapons can deal effective damage to them.
- Jack of All Stats:
- Lightning Bruiser: Really, really common. Cavaliers generally have balanced growths in all area and amazing base stats.
- Life Drain: The Gold and Silver Knights' mastery skill, Sol.
- Loads and Loads of Characters: The Cavalier class family is easily the most populous in the franchise, with there being more recruitable cavalier-esque characters in any given game than of any other class.
- Multi-Melee Master: With the exception of Jugdral and Tellius canons (and Awakening's Tactician if you count tomes), Cavaliers are the only unpromoted class that can wield multiple weapon types. Additionally, Paladins in Elibe games and Great Knights in Awakening and The Sacred Stones can use all three melee weapons.
- The Paladin: Averted; the Paladin class has nothing to do with holy warriors and cannot use any sort of magic. They're generally upstanding, moral, and loyal knights, but not holy by any means.
Knight (Armor Knight)
A counterpart to the Cavalier, Knights are heavily-armoured footsoldiers. Generally, the player will gain access to one within the first few chapters, and just a few others through the course of the game. They generally promote to Generals
. Third tier Knights are known as Barons
, and Marshalls
in Radiant Dawn
. In The Sacred Stones
, they have Great Knight
as a branched promotion option.
The Jugdral and Tellius games split the Knight class into four separate armoured classes, each specializing in a different weapon type: the Sword Armor
, Lance Armor
, Axe Armor
, and Bow Armornote
. They all promote into similarly weapon-specific variants of the Generalnote
. In Gaiden
, the Armor Knight serves as a second-tier class promoting from the Soldier
Related to this class is the Emperor
class exclusive to Hardin in Mystery of the Emblem
and its remake, and the King
class exclusive to Zephiel in Binding Blade
. Also related is the Black Knight
of Radiant Dawn
, a class which is exclusive to the Black Knight/Zelgius
. The enemy-only Baron
class of the Jugdral games (not to be confused with the third tier Baron of Gaiden
) is also related to the class, but is able to use all three kinds of Anima Magic + Staves in addition to all physical weapon types.
Playable characters of this class family: Draug, Roger, Lorenz, Valbar; Arden, Hannibal, Dalsin; Bors, Barth, Wendy, Douglas, Wallace, Oswin; Gilliam; Gatrie, Brom, Tauroneo, Meg
; Kellam, Kjelle
- Armor-Piercing Attack: The General and Marshall's mastery skill, Luna.
- Blade on a Stick: In games where the class isn't split up into weapon-specific variants, they always wield lances. Generals get a secondary weapon type which varies depending on the game in question.
- For Massive Damage: Anti-armor weapons, like Hammer and Heavy Spear; and again, most of lords' exclusive weapons.
- No Sell: Great Shield(translated in later games as Pavise), a skill belonging to this class in the Jugdral and Magvel games, completely protects the unit from any damage whatsoever when it randomly activates.
- Stone Wall/Mighty Glacier: The defining trait of this class category is enormous Defense and great Attack, with minimal Speed.
- 24-Hour Armor: Like the Cavaliers' Automaton Horse, possibly. The only time a Knight variant is ever seen without their armour is Brom's first appearance in Radiant Dawn, and that's only because he was out farming before the fight came along.
- Wake-Up Call Boss: Traditionally, a General will appear as the boss of the eighth or tenth chapter as the first promoted boss, and will accordingly serve this role. A good amount of them tend to be Climax Bosses as well.
The basic sword-wielding footsoldier classes. Mercenaries are generally defined as just that
— soldiers-for-hire. They promote into the Hero
, and in Gaiden
they promote again into the third tier Dread Fighter
. The class was technically replaced by the Myrmidon
class (see below) in the Jugdral games; the equivalent class was called Swordfighter
, aka the Myrmidon class, but in function said class is a mix of the Mercenary and the Myrmidon; several Swordfighters promote to Hero/Forrest as per usual, while some promote to Swordmaster
, depending on the character. Likewise, Mercenaries do not exist in the Tellius games. In Sacred Stones
, they can branch into a mounted classnote
which can use Bow and Sword, in Accord
The Dread Fighter reappears in a limited capacity in Awakening
. Acting as a reward for completing Alm's DLC package (Alm himself is this class here), any male unit can promote to it by use of a Dread Scroll. Here, their weapon set adds axes and magic.
Related are the aforementioned Myrmidon class and Ike's various Lord classes in the Tellius games, which are functionally Mercenaries.
Playable characters of this class family:note Ogma, Navarre*, Caesar, Radd*, Astram, Samson, Savor, Jesi, Deen, Samto*, Malice*; Dieck, Ogier, Echidna, Raven, Harken; Gerik; Gregor, Inigo, Severa, Flavia, Priam, DLC!Roy, DLC!Alm, DLC!Ike
Myrmidon (Swordfighter, Blade)
A class closely related to the Mercenary, originally deriving from Mercenaries with specifically different gameplay constitutions; whereas Mercenaries are balanced, Myrmidons turn up the speed to near-ridiculous levels at the expense of defense. They promote to the Swordmaster
class, and in Radiant Dawn
promote further to the Trueblade
class. The Myrmidon class technically replaced the Mercenary class in the Jugdral games (and thus, some could promote to Hero/Forrest
), but was functionally a bit of a mix of the two; the full, separate Myrmidon class in and of itself as we know it today debuted in the Elibe games.
In Sacred Stones
, Myrmidons can also branch into Assassins
; the latter game allows them to use Bow and Sword, in Accord
Playable characters of this class family: Navarre, Radd, Samto, Maris, Athena; Ayra, Holyn, Larcei/Radney, Ulster/Roddlevan, Shanan, Eyvel, Machyua, Shiva, Mareeta, Trewd, Ralph, Shanam, Galzus; Rutger, Fir, Karel, Guy, Karla; Joshua, Marisa; Mia, Zihark, Lucia, Stefan, Edward
; Lon'qu, Say'ri, Owain, Yen'fay, DLC!Seliph, DLC!Lyn, Spotpass!Eirika
- Cool Sword: Typically their only weapon.
- Critical Hit Class
- Death of a Thousand Cuts: The Astra/Shooting Star skill; it's the mastery skill for Swordmasters and Trueblades in the Tellius games, and is pretty much exclusively associated with the Isaach royal family (all of whom are Swordfighters, Swordmasters, and Forrests) in the Jugdral games.
- Divergent Class Evolution: The Myrmidon class originated as the Gaiden equivalent of the promoted Hero (as "Hero" was Alm's personal promoted class). In the Jugdral games, the class was a functional mix of the Mercenary and Myrmidon classes, promoting to both the Swordmaster and Forrest. Starting from the Elibe games, the two classes have become distinct from one another.
- Flash Step: A general tendency of Swordmasters.
- Fragile Speedster
- Spell My Name with an "S": In Japanese, they just can't decide on a consistent name: they've been variously known as the Swordfighter, the Blade, or the Myrmidon. The English games just call all of them "Myrmidon".
Fighters are axe-wielding footsoldiers practically defined by their wild style relying primarily on power; it's again quite common to receive at least one at the start of the game. They promote to the Warrior
class, and in Radiant Dawn
promote again to the Reaver
class. In the branched promotion lines of The Sacred Stones
, they also have the option to promote to Hero
Related are the Brigand/Bandit/Barbarian
family, which is pretty much the same thing except less reputable in-universe and capable of crossing mountains and water respectively; both promote into the Berserker
Playable characters of this class family: Barst, Bord, Cord, Darros, Ymir, Jake; Johalva, Orsin, Halvan, Dagdar, Marty; Lott, Wade, Gonzales, Geese, Bartre, Garrett, Dorcas, Dart, Hawkeye, Geitz; Garcia, Dozla; Boyd, Largo, Nolan
; Vaike, Basilio
- An Axe to Grind
- Always Male
- Bandit Mook: Brigands and Pirates, when in the service of the enemy.
- The Berserker: Guess. That said, playable members of the class are normally an aversion, bearing no such tendencies beyond their class name.
- Big Fucking Axe: Common, especially among Berserkers.
- Bigger Is Better: The basis of the Warrior's mastery skill, Colossus, in Path of Radiance - it deals more damage if the user's Constitution is greater than that of the enemy. This was changed in Radiant Dawn, where Colossus merely triples the user's Strength.
- Fighters and their related classes are typically fairly large as well.
- Boisterous Bruiser: Traditionally.
- Everything's Better with Spinning. Warriors' criticals in the GBA games, and the Reaver's mastery skill Colossus in Radiant Dawn.
- Glass Cannon:
- Fighters and Warriors have massive strength and decent skill and/or speed, but low defense.
- The Pirate/Brigand/Barbarians and Berserkers, however, have good speed on top of their massive strength, but have even worse defense than the Fighter and Warrior, and are usually more inaccurate as well.
- Gonk: They have a tendency to be this or to avert Generic Cuteness.
- Horny Vikings: Most portrayals of the Berserker.
- Roar Before Beating: The critical hits of Brigands in the GBA games. Berserkers do this when Colossus is activated in Path of Radiance.
- Unskilled, but Strong: A good part of the characters in this class, particularly those that promote into Berserker, get rather bad skill. (Which is funny, considering that critical hits are a huge part of the Berserker's shtick.)
- Walking Shirtless Scene: Often applies, especially with Berserkers.
- Warm-Up Boss: Because Lords often use swords, an unpromoted axe user will often serve as the first boss the player will meet, so that the developers can create a challenging unit on the surface but still be easy to defeat thanks to the weapon triangle.
In most games, the Soldier class are the mook class — they're enemy-only, they're weak, they serve as little more than cannon fodder, and the game itself is more than ready to point that out to you. Then came the Tellius games, and suddenly Soldiers became a viable fighting class which functions as the lance-wielding counterpart of the Fighter, Myrmidon, and Archer. In the Tellius games, they promote to the Halberdier
class, then again in Radiant Dawn
to the Sentinel
class. In Gaiden
, Soldiers served as a first tier class which promoted into the Armor Knight
class (see above).
- Blade on a Stick: The pure-lance infantry class, much like Myrmidons are to swords.
- Critical Hit Up to Eleven: Normal critical hits and mastery skills deal three times the damage. The Impale mastery skill available to Sentinels deals four times the damage.
- Divergent Character Evolution: Started out as unpromoted Armor Knights.
- Jack of All Stats: In the Tellius games, with generally a slightly higher focus on defense.
- Mook: Their sole purpose everywhere except the Valentia and Tellius canons.
- Took a Level in Badass: Naturally, since they're playable and not Joke Characters. Soldiers have been buffed up and able to promote, so later on enemy Soldiers/Halberdiers/Sentinels remain as threatening as other enemies too.
- What Could Have Been: There's evidence Soldiers were once intended to be playable in Mystery of the Emblem.
Lightly armoured soldiers wielding bows. Archers don't have much in the way of defense or other related stats, but that's the thing — that's not why they exist. They're supposed to take down the enemy from afar using their bows, and if you're throwing them into the thick of things, you're doing it wrong. They promote to the Sniper
class, then again to the Bow Knight
class in Gaiden
and the Marksman
class in Radiant Dawn
In Sacred Stones
, they can choose to promote into Ranger
and Bow Knight
respectively, gaining the ability to wield Bow and Sword, in Accord
Related are the Ballisticians
of the Archanea and Jugdral canon, a class which exclusively uses Siege Engines
, an ability which in other games is available just to Archers. Also related is the Hunter
class, exclusive to the Archanea games, which is pretty much the Archer with slightly different stat distribution and the ability to traverse forest easier; they promote to Horsemannote
, the mounted, near-identical progentior of an endless line of bow-and-sword-using
mounted classes like the Ranger, Bow Knight and Nomadic Trooper.
Playable characters of this class family: Gordin, Norne, Castor, Wolf, Sedgar, Jeorge, Tomas, Jake, Beck, Python, Leo; Jamke, Briggid, Faval/Asaello, Tania, Ronan; Wolt, Dorothy, Klein, Igrene, Wil, Rebecca, Louise; Neimi, Innes
; Rolf, Shinon, Leonardo
; Virion, Noire
- Always Accurate Attack: Deadeye/Sure Strike, the Sniper and Marksman's mastery skill. It's a bit of a Power-Up Letdown, in that by the point they have access to it, a Sniper/Marksman will have such high Skill that they don't need an accuracy boost. It becomes more useful in Awakening, as this is the only game to allow promoted units to dip into other classes for their skills.
- Crippling Overspecialisation: By design, they can only attack over distances and as such are incapable of retaliation when attacked at close-quarters. The only game to change this is Radiant Dawn, where crossbows (fixed-damage weapons that as a result are generally inferior to bows, which take strength into account, except against flying units, which, due to their ludicrous weapon might that gets tripled against flying units, can instantly kill pretty much anything that flies, including Tibarn) and the Double Bow (a Game Breaker, only available in the finale) can be used both in close-quarters and over a distance.note
- For this reason, Archers and Snipers functioning as bosses is extremely rare; one of the few, in Radiant Dawn, wields a crossbow.
- Fake Balance: For some reason, Intelligent System think that making a group of units who is typically slow, weak, fragile, has average mobility, and is locked to 2 Range Combat with the ability to kill flying units slightly more effectively than others is such a nice idea.
- No Arc in Archery: No Fire Emblem game depicts archers or other bow users as arcing their shot. Could be considered a subversion, however, in that generally units are too close for arcing to be needed, the ballista users, who do fire at that kind of range, are generally shown firing at an angle. In addition, since arrows can be shot over walls in all games, one can only assume that, while it's not shown in the animation, their shots are being arced there.
- Took a Level in Badass: Archers and Snipers are way better in Awakening, for four big reasons:
- If the sniper is the rear unit of a pair, then their range issues are irrelevant, because the support unit can dual-strike whenever their lead unit attacks, regardless of range.
- Bow users' inability to counter in melee is actually an advantage when they fight somebody who has the notorious "counter" skill, which causes all melee damage you inflict to be inflicted right back at you as well. Thus on Lunatic+, where enemies with Counter are literally everywhere, inability to use a weapon other than bows hardly matters.
- Archers and Snipers are the only classes that can use Longbows and their variants, which allow you to attack at 2-3 range and are generally extremely useful as a result.
- The addition of the one skill to rule them all, Galeforce, which allows you to have one extra turn per turn after successfully killing an enemy, and the resulting high emphasis on hit-and-run tactics and player phase combat, generally make bow users' shortcomings during the enemy phase a moot point, and their stats and pair-up bonuses, particularly having the highest skill cap and the highest skill pair up bonus (which helps if you're trying to get your dual strike rate to 100%) make them extremely useful.
- Siege Engines: They're the only class family which can use ballistae and similar weapons.
- Weak, but Skilled: Their standout point tends to be their ridiculously high Skill. Too bad this is about the only stat where they excel at. For the ones whose Speed is higher than the norm, they still tend to fall into this, in part due to the Archer's Crippling Overspecialization as detailed above.
The basic offensive magic class, dealing in the three "anima", or nature, magic types. Mages almost always promote into the Sage
class, and in Radiant Dawn
, promote further to the third-tier Arch Sage
class (which also existed in FE7 as the exclusive class of Athos). The Sacred Stones
also allows Mages to promote into the mounted Mage Knight
class. In the original Archanea games, Mages promoted into Bishops
like every other magic user; the Sage class was implemented in the remakes.
The Jugdral games and Radiant Dawnnote
split the Mage class into three variant classes, each specialising in one of the three anima magic types: the Fire Mage
, Wind Mage
, and Thunder Mage
. In Radiant Dawn, they promote into similarly split Sage variants; in the Jugdral games, all four variants promote promote into one of two other promoted classes: the Mage Fighter
and Mage Knight
, which are generally identical in that both wield swords alongside three anima magic types, differing only in that the Mage Knight rides a horse and the Mage Fighter can also wield staves.
In Sacred Stones
, they can choose to promote into Mage Knight
, but unlike the Jugdral version, this particular Mage Knight can only use magic and staves, making them more similiar to the Valkyrie
class. In Awakening
they can instead choose to promote into a class similiar to the Jugdral one: the Dark Knight
Related is the Bardnote
, a class exclusive to the Jugdral games which wields all three types of Anima Magic and Light Magic and also promotes to Sage. Also related is the Empress
class, exclusive to Sanaki in Radiant Dawn
, which also can wield all three types of Anima Magic and Light Magic, but does not promote to or from anything.
Playable characters of this class family:note Merric, Wendell*, Linde, Gotoh*, Luthier, Dyute, Mae, Boey, Sonia, Nomah, Yubello, Ellerean, Katarina; Azel, Lewyn, Tailto, Arthur/Amid, Teeny/Linda, Ced/Hawk, Asvel, Olwen, Homer, Eyrios, Miranda; Lugh, Lilina, Hugh, Erk, Pent, Nino, Athos; Lute, Saleh; Soren, Ilyana, Tormod, Calill, Bastian, Sanaki
; Miriel, Ricken, Laurent, Emmeryn, DLC!Celica
- Badass Cape/In the Hood: Most Mages wear capes, and occasionally hoods.
- Black Knight: The Dark Knight class.
- Fire, Ice, Lightning/Blow You Away/Playing with Fire/Shock and Awe: Mages have access to the three "anima" classes of magic - fire, thunder, and wind. The Archanea, Elibe, and Magvel games lump them into one magic type, whereas Jugdral and Tellius split them into three separate types.
- Holy Hand Grenade/Casting a Shadow: In the Archanea games, all magic types (staves aside) are one and the same, meaning that Mages also wield ostensibly "light" and "dark" tomes like Starlight and Swarm. Sages in Sacred Stones also learn light magic naturally and can be taught dark magic by exploiting a bug in the game.
- Life Drain: The Arch Sage's mastery skill, Flare.
- Magic Knight: The Mage Knight and Mage Fighter, only in the Jugdral games; the Magvel Mage Knight doesn't fall under this trope, as it is just a mounted mage and doesn't do physical weapons. Awakening also features the Dark Knight, which is similiar to the Jugdral Mage Knight.
- Squishy Wizard
- Glass Cannon: In the GBA games, where their Defense cap, and especially Resistance cap, are lower than the Bishop. However, outside of Sacred Stones (where you can grind for stat boosters to reach their caps), you will not see this often.
- Red Mage: Typically, after promotion, being able to attack and heal. The exception is usually if you promote to a Magic Knight class.
One of two medic classes, Priests only wield magical staves which can heal allies, inflict status effects on enemies, or teleport allies. The class can be either gender, but some games split female Priests into the separate but otherwise identical Cleric
class. In Shadow Dragon
, male priests are instead known as Curates
. Priests and Clerics both promote into the Bishop
class, whereupon they gain access to offensive Light magic; in Gaiden
and Radiant Dawn
, their final promotion is the Saint
class. In Awakening
, Clerics and Priests can instead choose to promote into War Cleric/Monk
, which gives them the use of axes, or the Sage
class, which gives them the use of magic tomes.
In the Tellius games, the Cleric variant is exclusive to Mist. She is generally identical to normal Priests (which still exist), but does not have the association with religion, and in Radiant Dawn
can also use swords. She promotes to the Valkyrie
class, which in Path of Radiance
allows her to use swords as well.
Related is the Monk
class, an offensive magic class exclusive to the GBA games which uses light magic; they also promote into Bishops, and so are considered part of this class tree. Also related is the Light Mage
and its promotions, Micaiah's Lord class in Radiant Dawn
, and the Shamannote
, Dierdre's and Julia's class in Genealogy
, which promotes to Sage
. Also related is the Chancellor
class of the Tellius games (which uses dark magic in addition to light magic and staves), which is exclusive to Sephiran/Lehran
Playable characters of this class family: Wrys, Lena, Maria, Boey, Elice, Silk, Jenny, Malliesia, Frost, Nyna; Adean, Claude, Lana/Mana, Corpul/Sharlow, Safy, Tina, Linoan, Sleuf, Sara, Cyas; Ellen, Saul, Yodel, Serra, Lucius, Renault; Moulder, Natasha, Artur; Rhys, Mist, Laura, Oliver and Lehran
; Lissa, Libra, Brady
- For Massive Damage: The Bishop's Slayer skill in The Sacred Stones, which triples damage against monsters.
- Light Is Not Good/Sinister Minister: Bishops who support the enemy, are morally questionable, or are outright evil and heretical are a recurring feature throughout the franchise — the most prominent examples are Gharnefnote , Riev, Oliver and Lekain.
- Light The Way
- The Medic
- Religion Is Magic: Light magic, at any rate. In most canons, light magic has a strong association with the dominant religion of the world (which more often than not has some connection with one of the world's legendary heroes who also used light magic). Light-wielding units not affiliated with the clergy are rare, with Micaiah being the only one in Tellius. Discussed by Knoll and Natasha in The Sacred Stones, pondering the differences between the roots of their magic of choice (light/religion for Natasha, dark/knowledge for Knoll).
- Simple Staff: Normally, they don't have offensive use in line with this trope, but Radiant Dawn allowed staff-wielding units to use them to strike back when attacked. Some staffs have a 100% critical rate, but almost no-one has the strength to actually deal any damage in such a situation.
- Squishy Wizard: Significantly more so than the Mage line.
- Technically averted by the War Cleric which is significantly more robust, but the characters that promote into it by default tend to fall into this anyway by virtue of rather poor Strength and Defense growths.
- Red Mage: Typically, after promotion, being able to cast offensive spells and heal. The exception is if you promote to War Monk/Cleric.
- White Mage/White Magician Girl: They're frequently female (or at least effeminate, like with Libra and Lucius).
A far less common offensive magic class, Shamans are a slower, bulkier counterpart to Mages, specializing in dark magic. They promote to the Druid
class, or can become the Summoner
class in The Sacred Stones
. The class is also known as the Dark Mage
in the Archanea and Jugdral games, with the Druid being called the Sorcerer
in Archanea and the Dark Bishop
in Jugdral; it's an enemy-exclusive class in the Jugdral gamesnote
. In Awakening
, Dark Mages can use both normal magic and dark magic
, and they can also promote into the Sorcerer, which continues to use dark magic, or Dark Knight
, which allows them use of Swords
, but restricts magic use to normal tomes only.
Related is the Dark Sage
, a second-tier class which also wields thunder magic, exclusive to King Pelleas in Radiant Dawn
; it promotes into a variant of the Arch Sage
. Also related are the Dark Prince
, Dark Druid
, and Necromancer
, dark-wielding classes exclusively belonging respectively to the final boss Julius, and the penultimate bosses Nergal and Lyon.
This class is not to be confused with the Shaman
class of Genealogy
, which is a light-wielding class exclusive to Dierdre and Julia, or with the third-tier Light Priestess
class, which was called "Shaman" in the original Japanese version of Radiant Dawn
- Casting a Shadow: Also, while they have often been portrayed as the magical equalient to axes, dark magic in the GBA games and in Awakening have effects on their general weapons that other magic will never have.
- Dark Is Not Evil: And Canas will make a point of reminding you of that fact. However, Dark Magic users tend to be major enemies in the series none-the-less.
- Expy: Dark Druid Nergal and Necromancer Lyon's classes are based upon the Druid and Summoner classes respectively, but more powerful. Dark Druid also serves as an expy and foil to Athos's Archsage class.
- In the Hood: Almost every similar unit wears a heavy hood completely obscuring their face.
- Mighty Glacier: Significantly slower than Mages and have worse Skill, but generally have better Defence and HP, and relatively equal Magical Attack.
- Red Mage: Typically, after promotion, being able to attack and heal. The exception is if a Dark Mage promotes into the Dark Knight class. Done wierdly with the Sorcerer in Awakening, who gets to use Black Magic in addition to normal magic, but cannot heal.
- Necromancy: The Summoner and Necromancer can create phantom warriors to assist you in battle.
- Unique Enemy: A couple of Dark Magic users in the series often gets their own class (Julius is a Dark Prince, Nergal is a Dark Druid, Lyon is a Necromancer) and their own exclusive Dark Magic tome. They are typically fought before the Final Boss, with the exception of Julius, who is the Final Boss of his own game. They typically appear on the field as an enemy unit at least once before their last fight as well.
A female-exclusive medic class which makes occasional, if inconsistent appearances. The Troubadour is basically a Priest, except on a horse
The Troubadour class is one of the most variable in the series in terms of promotion and weaponry. In most games, they wield only staves, but additionally wield swords in the Jugdral games. They normally promote into the Valkyrie
, which like the Priest, adds the ability to use offensive magic (anima or light depending on the game) in every game except the Tellius games; in said Tellius games, where the class is exclusive to Mist, they add the ability to use swords instead. In the Jugdral games, they instead promote into a female-exclusive variant of the Paladin
class which can use staves.
In Sacred Stones
, they can choose to promote into the Mage Knight
, which uses anima magic (Valkyries use light magic in that game). In Awakening
, they can instead choose to discard their mount and promote into War Cleric
, which gains the use of axes.
One of two flying mounted class, Pegasus Knights are female knights who fly on pegasi
defined by excellent speed and resistance at the cost of pathetic defense and HP; they're generally considered to be great for eliminating mages. They usually promote to the Falcon Knight
class, which adds the ability to use either swords or staves depending on the game, and in Radiant Dawn
promote further to the Seraph Knight
. In Awakening
, Pegasus Knights gain the alternate promotion Dark Flier
, which allows them use of magic. In The Sacred Stones
, they had the alternate promotion Wyvern Knight
(see below), and in the Archanea games, Dragon Knights were their only promotion (though the remakes allowed them to promote to Falcon Knights instead using a DLC item).
Related are the Princess Crimea
classes, exclusive to Elincia in Path of Radiance
and Radiant Dawn
respectively; both classes wield swords and staves, but are otherwise identical to the normal pegasus classes.
Playable characters of this class family: Caeda, Catria, Palla, Est, Claire; Ferry, Fee/Femina, Karin, Misha; Shanna, Thite, Juno, Florina, Fiora, Farina; Vanessa, Tana, Syrene, Marcia, Tanith, Elincia, Sigrun
; Sumia, Cordelia, Cynthia, Aversa
- Action Girl: Due to being offensive units and Always Female, the class as a whole certainly qualifies.
- Always Female: Early Installment Weirdness aside.
- Blade on a Stick: The starting and main weapon for Pegasus Knights.
- Cool Sword: In FE 1 and FE 4 they can wield swords immediately. In most other games they get swords upon promotion to Falcon Knight.
- Early Installment Weirdness: Pegasi become dragons in the Archanea games? Huh?
- Pegasus Knight Mooks appeared to be male in Monsho no Nazo.
- The stat interface suggests that they're male in the GBA installments as well, as their "Rescue" stat (which is pretty much irrelevant to enemy units since they never use the rescue command unless you use the enemy control glitch to take control of them) is 25 minus their Constitution (same as your male mounted units; your female ones are only 20 minus their Con).
- For Massive Damage: Bows and wind magic.
- No Sell: The Iote/Delphi/Fili Shield in the Archanea, Elibe and Magvel games is an item which, when held by a flyer, negates their weakness to bows. In Awakening, Iote's Shield is a skill instead, acquired through DLC.
- Fragile Speedster
- Geo Effects: A class-limited aversion; flyers completely ignore terrain bonuses and penalties, because after all, they can fly. They still get healed by forts and thrones, though.
- Mage Killer: They're frequently lauded as such, given their high Resistance and access to physical weapons.
- Magic Knight: Dark Fliers use offensive magic, while Falcon Knights in the Jugdral games and Awakening use healing staves.
- Winged Unicorn: Normally they look like this after promotion to Falcon Knight, though it's entirely possible that the horn is just part of the pegasus's head armour.
- Rule of Three: Traditionally, there are three available pegasus-riding units, often related to each other either through family or through job, who can execute a "Triangle Attack" when together. The Jugdral games are the only exceptions; the player never gets more than two Pegasus Knights in the same game, and in Genealogy the two are in different generations. Genealogy actually has a trio of enemy Falcon Knights who can Triangle Attack! Awakening is also an exception, kind of: You get three Pegasus Knights, but they can't execute the Triangle Attack.
- Spell My Name with an "S": "Falcon Knight" has been variously rendered as "Falcoknight", "Falconknight" and "Falcon Knight" in the English games.
- Zettai Ryouiki: Almost every Pegasus Knight does Grade B with boots and a miniskirt.
The other flying mounted class, this time flying on the backs of dragons; sometimes known instead as the Wyvern Rider
class. Originating as the promoted class of Pegasus Knights in the Archanea games, Dragon Knights were later were spun off into their own entirely separate class family. Compared to their pegasus counterparts, they tend toward hardier, bulkier compositions at the expense of speed.
Dragon Knights promote into the Dragon Master/Wyvern Lord
class, the name depending on the game; in The Sacred Stones
, they can alternatively promote into the Wyvern Knight
. In Radiant Dawn
, they can promote into the third-tier Dragonlord
class. The Jugdral games feature the weaker Dragon Rider
class, which was made the first tier to the (now second tier) Dragon Knight in Thracia 776
. In Awakening
, they gain the alternate promotion Griffon Rider
, a generally well-balanced class
Related is the King Daein
class, exclusive to Ashnard in Path of Radiance
Not to be confused with the "normal" dragons which figure heavily into the plots of most gamesnote
. Nintendo of America certainly thought this'd be the case
, so for a while this class became the "Wyvern Rider" in English; this was later reverted to "Dragonknight" in Radiant Dawn
. They were changed back
to Wyvern Riders in Awakening
- Armor-Piercing Attack/Game-Breaking Bug: The Wyvern Knight's skill, Pierce, in The Sacred Stones. Its usefulness is offset by being linked to a nasty glitch which locks up the game under certain circumstances which, oddly enough, only occurs in English copies of the game.
- Blade on a Stick: Traditionally this is the family's primary weapon.
- An Axe to Grind: In the Archanea games, Radiant Dawn and Awakening, this is been their preferred weapon instead.
- Depending on the Artist/Your Size May Vary: There's pretty much no consistency with the appearance of the dragon mounts between games; it's pretty much justified by the different universe, except in the case of Tellius.
- Divergent Class Evolution: The dragon-riding family slowly evolved from the pegasus family into the distinct class tree with different strengths it is today.
- Dragon Rider: You don't say. Averted with the Griffon Rider.
- For Massive Damage: Bows and wind magic. Radiant Dawn changed things up a bit by making them strong to wind magic but weak to thunder magic.
- No Sell: The Iote/Delphi/Fili Shield, as mentioned above
- Geo Effects: A class-limited aversion; flyers completely ignore terrain bonuses and penalties, because after all, they can fly. They still get healed by forts and thrones, though.
- Giant Flyer: In the GBA games and Radiant Dawn in particular, they're downright enormous.
- Heel-Face Turn: Typically, the dragon mount species is associated with an/the enemy kingdom (Macedon, Thracia, Bern, Grado, Daein) and dragon riders are a mainstay of the respective army, and so almost every allied Dragon Rider is recruited from the enemy.
- Mighty Glacier/Lightning Bruiser: Depending on the game, as a bit of a counterpoint to the Fragile Speedster status of Pegasus Knights.
- Mythology Gag: The Wyvern Knight class in FE 8 rides a mount identical to the Draco Knights of FE 3 and can be promoted from Pegasus Knights.
- Our Dragons Are Different: The appearance of the Dragon/Wyvern Mounts vary wildly even in games taking place in the universe(compare the quadruped dragons in Radiant Dawn to the Bipedal Wyverns in Path of Radiance). What varies most are whether they stand on two legs or four and if they have no arms like a wyvern or their arms like a western dragon.
- Spell My Name with an "S"/Inconsistent Dub
- There is one hell of a naming inconsistency clusterfuck with this class family. For Blazing Sword, the first English release, they were renamed "Wyvern Rider" and "Wyvern Lord" to distinguish them from the proper dragons which figured heavily into the plot of the game; Sacred Stones and Path of Radiance stuck to this. The Japanese version of The Sacred Stones introduced the "Wyvern Knight" class, ostensibly separate from the dragons of the Dragon Rider class and looking more like traditional wyverns; they were still called "Wyvern Knights" in the English version and the matter of their physical difference wasn't addressed. Radiant Dawn's translation discarded the "wyvern" name for the classes themselves, going with variations of "Dracoknight"; however, in dialogue, the species are still called wyverns, again to differentiate from the game's fairly important actual dragons. This remained the case for Shadow Dragon, then in Awakening, it's back to Wyvern Rider and Wyvern Lord.
- The Japanese version alone isn't much better. The base class is called Dragon Rider in most games, but the Jugdral games and Radiant Dawn call it Dragon Knight. The promoted class is called either Dragon Master or Dragon Lord depending on the game, which becomes really fucking confusing when you consider the name of the third-tier promoted class from Radiant Dawn: Dragonlord(Lindwurm in Japanese).
A pair of recurring support classes, with the Dancer being more common. These classes put on magical performances which allow adjacent units which have already moved in a turn to move again. The Heron
laguz in the Tellius games serve the same purpose, using their galdr
This Bard class is not to be confused with the Bard
class of Genealogy
, a magic-wielding class exclusive to Lewyn and Homeros in their respective games. Dancers exist in their normal function in that game, though.
- Dance Battler: In the Jugdral and Archanea games and Awakening, in which they also wield swords... just not very well.
- Magic Dance/Magic Music
- Spoony Bard: Actually not that spóony. It's true that they have (depending on the game) little or no means to defend themselves and low-to-average defense, but a well-trained character of this clas can have massive Speed and Luck, thus they will dodge a good part of the attacks thrown at them. (Additionally, Tethys has good HP growths).
- Unique Unit: In every game, only one of these characters are usable at any given time. This is justified as having two of them on one map would allow them to continuously grind for experience by dancing/singing for each other.
- Wandering Minstrel: Most of them come across as this initially.
A support class specialising in, well, stealing things. Thieves can steal items from enemy units, and unlock chests and doors with lockpicks instead of keys. What they promote into depends on the game: the Jugdral games promote them into the Thief Fighter
class (though Lara can optionally promote into Dancer instead), and most games from Elibe onward allow them to promote into the Assassin
, a powerful offensive class, or the Rogue
, an extension of the thief's theft abilities. In Radiant Dawn
, Rogues promote further into the third-tier Whisper
class, and Assassins are treated as a separate third-tier class whose only member comes as one and thus doesn't promote. In Awakening
, they gain the alternate promotion of Trickster
, which can use staves.
Playable characters of this class family: Julian, Rickard; Dew, Patty/Daisy, Lifis, Lara, Pahn; Chad, Astol, Cath, Matthew, Legault, Jaffar; Colm, Rennac; Sothe, Volke, Heather
; Gaius, Anna, Gangrel, DLC!Leif
- All Swords Are the Same: A particularly amusing exaggeration: in the Elibe and Magvel games, all swords look like knives when used by members of the Thief class family!
- Bandit Mook: When they're enemies.
- Bow and Sword, in Accord: Assassins in Awakening.
- Combat Medic: Tricksters gain the use of staves.
- Flash Step: Assassins are practitioners of this art.
- Fragile Speedster: Unpromoted thieves have horribly lackluster defenses, but make up for it with their immense speed, allowing them to dodge practically everything not backed by a weapon triangle or terrain advantage.
- Gentleman Thief: Most allied thieves tend toward this; the only real exception is Lifis.
- HP to One: Bane, the mastery skill of Whispers.
- Kleptomaniac Hero: When allied.
- Knife Nut: Almost every one of their appearances draws their swords as knives for some reason; they didn't become full-fledged knife-wielders until Tellius, when knives became a weapon type.
- Magic Knight: The Trickster class uses both Swords and Staves.
- Magikarp Power: You'd be mad to put a thief in the thick of combat. Then they become Assassins. Shit starts dying en masse.
- One-Hit Kill: Silencer/Lethality, the mastery skill of Assassins.
- Video Game Stealing
The "trainee classes" are a set of four classes which are Magikarp Power
incarnate: they start out much weaker than any other class, but have excellent potential for growth and have incredible versatility in their main draw: their ability to promote to a wide range of classes, allowing the player to bolster their forces specifically to their tastes.
, the only trainee class is the Villager
, which has the ability to promote at random to any of five classes: Mercenary, Soldier, Archer, Mage or Cavalier; if the Mercenary route is taken, the third-tier Dread Fighter class can promote right back around to Villager, allowing for an effective infinite stat-gain loop. The Villager class returns in Awakening
, but oddly cannot promote in and of itself, instead relying on Second Seals to promote to other classes.
In The Sacred Stones
, there are three trainee classes, each exclusive to one ally character: the Pupil
, the Journeyman
and the Recruit
. Each has a choice of two classes to promote to: the Pupil can promote to Mage or Shaman, the Journeyman to Fighter or Pirate, and the Recruit to Cavalier or Knight. In accordance with the promotion tree system of The Sacred Stones
, each thus has three or four options for their final promotion.
- Magikarp Power
- New Game+: Kind of. In The Sacred Stones, once one completes both Eirika and Ephraim's stories at least once, the trainees have the option to promote to "Super Trainees": that is to say, promoting to the trainee classes again and again. The final-promotion versions of these classes gain special bonuses; the super Journeyman and Recruit gain increased critical rates, while the super Pupil is the only class in the game which can normallynote use all three types of offensive magic.
- Weapon of Choice
A common feature of most titles is the existence of the Manakete tribe, a species of sentient dragon shapeshifters who appear as humans with a few differences. They fight using dragonstones, rare gems which allow them to transform into their dragon form to attack.
Related are the dragon laguz
of the Tellius canon, which are pretty much the same thing but fitting into the laguz concept of that universe, and by extension the rest of the laguz.
- Breath Weapon
- Cute Monster Girl: Only three recruitable Manaketes are not little girlsnote , and of the three, just one is male.
- Chuck Cunningham Syndrome: The other Manakete Tribes are nowhere to be found in Awakening despite major roles in the Archanea series.
- Gold and White Are Divine: Divine Dragons have this color scheme.
- Hidden Elf Village: Normally.
- Lightning Bruiser: In and of themselves Manaketes tend to have rather poor stats, but with a dragonstone they shoot through the roof and turn them into this, almost to the point of game-breaking.
- Light Is Good/Always Lawful Good: Every Divine Dragon that shows up in the series has been friendly.
- Our Dragons Are Different
- Too Awesome to Use: Often, there's only one dragonstone with finite uses available in the course of the game. While it's often enough to level a Manakete to level 20, you're not going to get all that much use out of them once you start, so it's quite common to hesitate to use Manaketes.
- Eleventh Hour Superpower: While they usually become available earlier than this, games in which there are only a finite number of uses to the dragonstone tend to lend themselves to using them on the final couple of levels, which are usually filled with enemies that the dragonstone does massive damage to (dragons in the Archanea games and Binding Blade and monsters in Sacred Stones.)
- Averted in Awakening, where you can buy Dragonstones (although they are not cheap).
- Reptiles Are Abhorrent: Divine Dragons who are always friendly are either non Reptilian or at least less so then the other Dragon Tribes.
- Winged Humanoid: Divine Dragons tend to have feathery wings similar to Angels, the other Dragon tribes have dragon wings in Manakete form.
If the final boss isn't a dark magician, a dragon, or a god, this is what they'll be — a king decked out in enormous armour or finery, dwarfing every other unit (except maybe Manaketes/laguz) in sheer size, wielding a really fucking huge ancestral weapon, and possessing astronomical physical stats. More often than not, though, there'll be a True Final Boss
after them. Specifically, this refers to King
Zephiel of The Binding Blade
Hardin of Mystery of the Emblem
Arvis of Genealogy of the Holy War
Raydrik of Thracia 776
Ashnard of Path of Radiance
(who is also similar to a Dragon Rider), Walhart the Conqueror
and arguably the Black Knight
of the Tellius games.
Playable characters of this class: Walhart
- Ancestral Weapon: All of them wield personal weapons.
- Big Fucking Sword, Lance or Axe
- Averted by Arvis, who uses the magic tome Valflame instead.
- Expy: Much like the Lords, a good number of them actually seem to be another class but better, and with a different weapon at times. King Zephiel, Emperor Hardin, and the Black Knight, have similiarities with the General class (but Zephiel uses a sword in a game where Generals don't use swords, and the Black Knight is related to the third-tier class Marshal by proxy), Emperor Arvis is essentially a souped up Baron (which itself is a General with access to magic, and is used by Raydrik), King Ashnard seems like a better version of the Wyvern Lord class (but also uses a sword), and Walhart the Conqueror is similiar to the Great Knight class.
- Final Boss: Often, but there'll frequently be a True Final Boss after them.
- Large and In Charge
- Tin Tyrant
- Unique Enemy: Will always be the only one of their kind in their games.
In addition to the usual human and draconic enemies, Fire Emblem: The Sacred Stones
contained a wide variety of monstrous enemies, some of which had also appeared in the earlier Fire Emblem Gaiden
. They come in the following types:
- Revenants/Entombed: Zombie-like creatures that attack with claws. They have high HP but extremely low stats otherwise. In addition to appearing in both Gaiden and Sacred Stones, they reappeared in Fire Emblem: Awakening as a type of Risen.
- Bonewalkers: Skeletal soldiers that wield a variety of weapon types. Their "promoted" equivalent is the Lich in Gaiden and the Wight in Sacred Stones
- Mogalls (Bigls in the Japanese version): Small floating eyes that wield Dark magic. In Sacred Stones only, they have a "promoted" version called Arch Mogalls.
- Baels/Elder Baels: Spiderlike creatures exclusive to Sacred Stones. They attack with deadly claws that may sometimes be poisoned.
- Tarvos/Maelduins: Centaurlike creatures exclusive to Sacred Stones. They wield axes, and the "promoted" Maelduins also use bows.
- Gargoyles: Flying creatures wielding lances. Their "promoted" equivalent is the Balrog in Gaiden and the Deathgoyle in Sacred Stones
- Mauthe Doogs/Gwyllgis: Speedy demon dogs that attack with fangs. Exclusive to Sacred Stones.
- Gorgons: Scaly creatures hatching from eggs that wield a variety of nasty dark magic spells. Exclusive to Sacred Stones.
- Cyclopes: Massive axe-wielding creatures exclusive to Sacred Stones. Their HP cap is higher than that of other units.
- Draco Zombies (Dragon Zombies in the Japanese version): Like dragons, only deader. In Gaiden only, they have a "promoted" version called White Dragons.
- An Axe to Grind: Tarvos and Maelduins
- Big Creepy-Crawlies: Baels and Elder Baels, which are absolutely huge spiders.
- Blade on a Stick: Gargoyles/Deathgoyles and some Bonewalkers/Wights.
- Boss In Mooks Clothing: Draco Zombies (and White Dragons in Gaiden). In fact, unless you do the Lagdou Ruins in their entirety as soon as they become available, the first one you encounter in Sacred Stones will actually be a boss, complete with unique sprite! Though technically speaking, his class is still listed as Manakete...
- Wolfpack Boss: The aforementioned Lagdou Ruins ends with a stage containing eight Draco Zombies and no other enemies.
- Casting a Shadow: Mogalls/Arch Mogalls and Gorgons.
- For Massive Damage: All monsters are weak against the Bishop's Slayer skill and the Sacred Twin weapons (except for Gleipnir). In addition, Gargoyles/Deathgoyles and Draco Zombies are treated as flying units and are thereby weak to bows and the Wind Sword, and Tarvos/Maelduins are treated as mounted units and are weak to weapons that do additional damage to them.
- Fragile Speedster: Mauthe Doogs and Gwyllgis.
- Good Bad Bug: The Gorgons' Stone spell is treated as a regular Dark Magic spell rather than a monster-exclusive attack, but it lacks a proper weapon level, so if acquired via hacking or the enemy control glitch, it can be used by any of your units except Myrrh. As there are no E-ranked Dark Magic tomes in Sacred Stones, it takes 8 uses of the Stone spell to permanently teach a unit Dark Magic. This is primarily used to give Tethys attacking capabilities and allow Sages access to all four types of magic.
- Hellhound: Mauthe Doogs and Gwyllgis. The latter has the traditional three heads; the former has only one.
- Me's a Crowd: Mogalls possessed the ability to make copies of themselves in Gaiden.
- Mighty Glacier: Cyclopes.
- Name's the Same: The axe-wielding Tarvos shares its name with Nolan's personal axe in Fire Emblem: Radiant Dawn.
- Not Using the Z Word: Averted in the Japanese version, where Revenants are called Zombies.
- Oculothorax: Mogalls and Arch Mogalls
- Piñata Enemy: Revenants and Entombed are fairly unimposing aside from their large stores of HP, but give out great amounts of EXP—the latter is pretty much a guaranteed level-up for an unpromoted unit. (This has carried over to Awakening.) Also, Gorgon Eggs are immobile and incapable of attacking and give out exactly 50 EXP when destroyed regardless of the attacking unit's level. Also, they start out with only a few HP and start healing every turn at a certain point, and if allowed to heal to full they turn into Gorgons.
- Squishy Wizard: Mogalls and Arch Mogalls.
- Taken for Granite: Gorgon enemies can cast a spell called "Stone" which petrifies your units. Petrified units cannot move and any attack against them will have a 100% chance of hitting and a 30% chance of being a critical hit.