Character page for Fire Emblem 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:
Crutch Character: Jagen, considered the epitome of this in the context of FE, was once the Trope Namer, and among the fandom he sort of continues to name it - the "Jagen Archetype" is a Crutch Character who turns out to be utterly terrible as the game progresses, far outstripped by practically everyone else. Related is the "Oifey Archetype", named for Oifey from Genealogy of the Holy War, which refers to crutch characters who actually continue to be a useful unit throughout the rest of the game; this is the more common archetype these days.
Defector from Decadence: Plenty of high-ranking enemies tend to ditch their respectable positions and join your army when asked out of an inclination to do what's right.
Disappeared Dad: If they are even alive, expect them to die five minutes in.
Genius Bruiser: The huge guys in armor or with the axe? They'll often be much smarter than you'd think.
Gonk: Numerous bosses, including a running gag of having Those Two Bad Guys be identical gonk cloudcuckoolanders. As if to compensate and seem vaguely fair, they'll throw one or two gonks in as a recruitable characters. Interestingly enough, most are Axe classes.
Magikarp Power: Among fans, this is referred to as the Est Archetype, which are something of a logical inversion of the Jagen Archetype: they will show up in the last quarter of the game, often the last character before the Eleventh Hour Superpower, will be of an incredibly low level (often Level 5 unpromoted), often will be quite squishy with no defense, and accordingly are incredibly difficult to level up and promote; if they are levelled and promoted, though, bodies start falling.
Missing Mom: The lord's mom often won't even be mentioned. Eliwood is the only protagonist to have his mom alive in the beginning of the game, not counting Dierdre, who was around for the entire first half of the game before Seliph was born.
Somewhere between General Character Tropes and Class related tropes, the series is known for recurring achetypical characters that serve the same role either in gameplay, story or both. More explanation and archetypes can be found here.
A Crutch Character granted early in the game. Known for being either high level or second tier when the game begins but having average to poor stat growths. Relying on this character too much can hurt the team in the long run as they steal the majority of EXP if they're on the front lines. Generally an older mentor figure and body guard to the Lord, almost always of the Paladin Class. The typical excuse for a Pure Jagen's poor potential is usually advanced age or sickness
Crutch Character: THE Epitome of it in the Fire Emblem series. They are quite useful in the early game, but are generally underpowered starting from mid-game.
Disc One Nuke: Starts as this. The end result is... less than optimal. Funnily enough, due to this status, a Jagen tends to not be the considered the worst unit in the game they appear in, compared to the ones that aren't worth using at any point.
Stone Wall: A common tactic with these characters is to remove all their weapons and send them out to lure enemy units into attacking them, as their defense and/or speed is often enough to No Sell any attacks in the early chapters and enemies tend to prioritise attacking units that can't strike back.
A specific type of Jagen that generally fulfills the same tropes but continues to be useful from a gameplay perspective. They are still older than the rest of the starting party but not typically by as much, and their stat growths are much more viable. They are also more likely to have a Bodyguard Crush if they are the opposite sex of the Lord.
Blade on a Stick: Being pretty much a Jagen, the Paladin class Oifeys typically has Silver Lance as their starting weapon. Oifey himself is an exception to this rule, by not having any kind of Silver weapons and specializing in Swords] over Lances.
Cool Horse: Almost all of them are a promoted horse class like the Jagens.
Crutch Character: Unlike the Jagens, though, these guys will typically remain a viable unit for the majority of the game, and maybe even well into the endgame, though Frederick is generally considered much weaker.
Disc One Nuke: Like Jagens, they start as this. Unlike Jagens, the end result is much better.
The antithesis of the Jagen, a character that joins the group late in the game at an extremely low level, and is difficult to level up due to his or her low bases. However, if trained, the character usually turns out to be one of the most powerful unit(s) in the game. After FE3, most Ests tend towards being magic users, though the original Est was a physical unit.It should be noted that most Ests usually lack one or two decent stat(s), generally hp and defense. They also tend to have lower availability rates than most other characters.
A special case can be made for Sophia, who is specifically designed to be as much of this as possible.
Cain and Abel
A Red Oni, Blue Oni pair of characters that join early in the game and are sworn to the main Lord. Almost always of the Cavalier/Social Knight Class. The duo tends to pair off in three ways. Personality, Stats and Color. The original Cain generally is more relaxed or detached, while Abel is more serious or hotblooded. The original Cain started with higher strength and luck, but later grew mostly speed and skill, while the original Abel had high base speed and skill, but later grew mostly HP. The original Cain was red, and Abel was Green. Their successors mix and match these facets, but all three are typically intact.
The first mercenary, joins early to mid game. Has high stat growths, usually ending up well balanced or focused on strength, but may need to be recruited from the enemy side. They tend to be either mercenary leaders, or, in the case that there is no group of mercenaries involved, a mercenary who joins the player army on their own. The latter may need to be recruited from the enemy side. In the case of the former, the leaders are shown as heavily muscled men with scarred faces. Some of them vanish without a trace after the war is over.
Jack of All Stats: Typically comes with good bases, and their growths help ensure that they remain viable.
The first myrmidon, joins early to mid game. Almost always needs to be recruited from the enemy side, stat growths focus on speed, luck, and critical hits. Often carries a Killing Edge to further drive home their critical capacity and make them even more dangerous to recruit. They usually have some relationship with the Lena or Julian character and have a warrior's spirit, hold some kind of code or policy, and are known to take chances. Before they join the player's party, they may have served as a mercenary for bandits. Like Ogmas, they usually fade into obscurity after the war is over.
Critical Hit: Their starting weapon tends to be a Killing Edge or some other high-crit weapon, which makes getting to them to recruit them more dangerous. Ayra is the sole exception, she doesn't have a Killing Edge or sorts, but she has a Meteor skill, which allows her multiple consecutive hits that acts like her Critical Hit.
A trio of pegasus knights that typically join early, mid, and late game respectively. Together they can execute the Triangle attack, guaranteeing a critical hit on that turn. They may be related or simply have a long history of working together.Noticeable for being one of the only archetypes that has been used by the enemy: the pegasus trio of Meng, Maybell, and Bleg appears in Fire Emblem: Genealogy of the Holy War.
Blade on a Stick: Almost all of them can use Lances. Upon promotion, most of them typically gain Swords as well.
For Massive Damage: Weak to Bows due to their status as flying units. Can also potentially inflict this on the enemy through the Triangle Attack.
Fragile Speedster: Most of them tend to be this. However, they tend to gain enough strength to be considered a...
Mage Killer: Because most of them tend to have high Resistance as well.
Rule of Three: Three Pegasus Knights who all know each other and who can initiate the Triangle Attack.
An Eleventh Hour Ranger who joins very late in the game (often on the final or penultimate stage) at max or close to max level, with very high stats. They are often powerful enough to crush the enemies of the final stage by themselves, serving as a final crutch for the player should their army be lacking in powerful characters. Often a mage character, though not always.A good amount of Gotohs tend to be royalty or famous figures In-Universe, often with a title to match. Some of them have even achieved legendary status.
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 are Fighter and Priest respectively* no relation to the basic classes normally known as Fighter and Priest, which don't exist in Gaiden. Other characters of this type of Priest exist in the game, but only Celica can promote and is treated as a Lord., and the class is known as Junior Lord in Genealogy. Ike's initial class is Ranger in Path of Radiance and Hero (a second-tier class) in Radiant Dawn; Micaiah's initial class in Radiant Dawn is Light Mage. Recently introduced in Awakening is the Avatar's exclusive* technically, not quite; it can also be inherited by the Avatar's child Morgan, and Katarina has Grandmaster as a DLC character class Tactician.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 and Princess* no relation to the normal-unit Hero class, here called Swordfighters, or Rackesis's personal class in Genealogy respectively, Seliph and Eliwood promote into the Knight Lordnote Sigurd starts as one, Leif promotes into the Prince in Thracia* Prince is also his basic, first-tier class in Genealogy, Hector, Eirika, Ephraim, Chrom, and Lucina promote into the Great Lord* Hector's Great Lord class is completely different from that of Eirika or Ephraim, in that the former is more like a General, whereas the latter are horseback units; additionally, Eirika, Ephraim, Chrom, and Lucina's Great Lord class was called Master Lord in Japanese, which is also what Roy's promoted class was called, Roy promotes to Master Lord* Based on the precedent of Eirika and Ephraim, many people just call it "Great 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 class.Related are the Prince and Princess 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.
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)
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 In their The Biding Blade Trial Map appearances, Eliwood and Hector actually ''were'' a Paladin and a General respectively, Ike on Mercenaries, and Micaiah on Mages (except with light magic).
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 and Awakening 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 "Free Knight" in Jugdral, Lance Knight, Axe Knight, and Bow Knightnote "Arch Knight" in Jugdral. 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 also appears in The Sacred Stones as a promotion option for Archers and Mercenaries, where it is called the Ranger, 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 not of The Sacred Stones, which is a magic-only class, and the Dark Knight of Awakening, 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.
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.
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, Cavaliers are the only unpromoted class that can wield multiple weapon types. Additionally, Paladins in Elibe games and Great Knights in Awakening 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 in Gaiden, and Marshalls in Radiant Dawn. In The Sacred Stones and Awakening, 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 Jugdral only. They all promote into similarly weapon-specific variants of the Generalnote in Jugdral, only the Sword Armor promotes; the others are enemy-only and thus don't promote, though the Jugdral General can use all four weapon types anyway. In Gaiden, the Armor Knight serves as a second-tier class promoting from the Soldier (see below).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.
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 classnote Forrest in the Jugdral games; no relation to the Forrest Knight, 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 and Awakening, they can branch into a mounted classnote Ranger in Sacred Stones, Bow Knight in Awakening 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.
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 and Awakening, Myrmidons can also branch into Assassins; the latter game allows them to use Bow and Sword, in Accord.
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.
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 and Awakening, they also have the option to promote to Hero.Related are the Brigand/Bandit/Barbarian and Pirate 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 class.
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.
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.
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.)
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).
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 and Awakening, 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 In the very first game, they were two, seperate classes, but unified in Mystery of the Emblem, the mounted, near-identical progentior of an endless line of bow-and-sword-using mounted classes like the Ranger, Bow Knight and Nomadic Trooper.
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 (inferior, fixed-damage weapons) and the Double Bow (a Game Breaker, only available in the finale) can be used both in close-quarters and over a distance.note Though the Double Bow has halved accuracy when used at close range.
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.
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 Path of Radiance just has normal unsplit Mages and Sages, with both being able to wield all three anima magic types from the beginning 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 not to be confused with the normal Bard support class, discussed below, 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.
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.
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.
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 not to be confused with the normal dark-wielding Shaman class, discussed below, 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.
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 before the remakes happened and he became a Sorcerer, Riev, Oliver and Lekain.
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.
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.
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 the Archanea games, all magic types except staves are lumped into one weapon type, so the Dark Mage isn't specifically a Dark user.. 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 majorenemies 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 femaleknights 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 and Queen 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.
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).
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.
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 though in Archanea, these dragons are degenerate wild relatives of those dragons. 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.
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.
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.
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.
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 and Thracia, a magic-wielding class exclusive to Lewyn and Homeros in their respective games. Dancers exist in their normal function in that game, though.
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.
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.
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.
Exaggerated in that unlike most of the classes that were unable to promote in the original Archanea games, they've often found themselves unable to promote. * All Thieves are unable to promote in The Binding Blade and the Archanea remakes, and Sothe is unable to promote in Path of Radiance. With the lowered stat caps that remaining unpromoted curses them with, they'll stay fragile throughout the entire game and not even showering them with stat boosters can prevent this.
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.In Gaiden, 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.
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 there's a bug in the game which allows any unit to be able to learn dark magic, and Sages in this game naturally learn both anima and light magic use all three types of offensive magic.
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.
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, Emperor Hardin of Mystery of the Emblem, Emperor Arvis of Genealogy of the Holy War, Baron Raydrik of Thracia 776, King Ashnard of Path of Radiance (who is also similar to a Dragon Rider), Walhart the Conqueror of Awakening and arguably the Black Knight of the Tellius games.
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.
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.
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.
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.
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.
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.
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.
The games may mostly be Non Linear Sequels, but that doesn't stop a few characters from showing up in multiple canons...
Anna as she appears in Radiant Dawn
Fondly dubbed the Series Mascot and the "RNG Goddess" by the fandom, Anna is a recurring character who has appeared in every installment except Gaiden. Normally appearing in menus and the like, she occasionally gets story roles like appearing in villages, running tutorials or being the owner of Secret Shops. In Awakening, she finally graduated into being a full playable character, in addition to maintaining the game's SpotPass functionality as the keeper of the Other World Gate. During Awakening it is revealed that there is more than one Anna and that the playable Anna is the merchant and other-world keeper Anna's sister.Tropes about Awakening Anna go on the Awakening characters section while tropes about Anna generally go here. Tropes about both playable Anna and NPC Anna can go on both.
Class: Pegasus Knight (FE9, as an NPC in tutorials), Trickster/Merchant, Merchant as a Bonus Boss (FE13)
Anna's love interest. Formerly a citizen of Grust in Archanea during the War of Shadows, he apparently accompanies Anna on her interuniversal travels, including doing a brief stint as one of Fargus's pirates in Elibe. Despite constantly ending up in combat situations, he regularly laments that he doesn't really have that much of a stomach for it all.
Class: Ballistician (FE1, FE11), Pirate (FE7, as a NPC), Warrior (FE12)
Adaptation Dye-Job: The games and supplementary materials can't decide on whether his hair is brown (FE1, FE7) or purple (official art, FE11). It appears this traces back to his and Beck's portraits being swapped in the original Famicom game.
An Axe to Grind: Since ceasing use of his ballista, he's apparently taken a liking to axes.
Put on a Bus: Didn't appear in either book of Mystery of the Emblem. This was remedied in Heroes of Light and Shadow.
Siege Engines: In Shadow Dragon; by the time of New Mystery, he's stopped using it.
What Could Have Been: He - along with Beck, Darros, Wrys, Roger, and to a lesser extent Gotoh - was meant to return as playable characters in Monshou no Nazo, but was scrapped during development.
Click here to see Naga as she appears in Awakening
The Divine Dragon King and protector of humanity, although an aloof and distant one. Over the course of the series's backstory, she did battle with the Earth Dragon tribe, among them Medeus and Loptyr, and the Fell Dragon Grima, said to be her archrival.While Naga eventually passed away, she left a lasting legacy on the world. Her bloodline lives on through her daughter Tiki, her reincarnation Nagi, and the royal family of Grannvale in Jugdral who received it through her pact with Saint Heim. The people of Archanea and Jugdral revere her as a legendary god, though both are largely unaware that she was in fact a female dragon. Many a hero has used holy weapons associated with her to vanquish evil - the Falchion and Shield of Seals wielded by Marth and eventually the Ylissean royal family, and the Naga tome of Grannvale's royalty.
Absolute Cleavage: Her attire in Awakening bares most of her chest down to her midriff.
Aloof Big Sister: To Forseti, and to a degree to the whole of Jugdral. In spite of her sincere desire to protect it, she never was too fond of interacting directly with humanity, unless it was truly needed.
Ambiguous Gender: In-universe - with the exception of her appearance before the Twelve Crusaders at the Miracle of Darna, she is universally assumed to be male by her religious followers. The same applied out-of-universe too until Awakening, where she turns out to be definitively female. Then the Future of Despair DLC Chapters imply that Naga doesn't always have to be the same person, as her daughter Tiki (who died earlier) becomes the new Naga in that timeline, making it wholly ambiguous again.
Our Dragons Are Different: As a Divine Dragon tribe Manakete, she's able to take on the form of a golden-colored dragon with softer features, in contrast to the more reptillian forms of the othe dragon tribes.
Pointy Ears: Her depiction in Awakening has her sport a pair, an indication that she isn't human.
Voluntary Shapeshifter: While Naga did not come up with the idea of assuming human form, she was a firm supporter of it.
You Gotta Have Green Hair: She sports vivid green hair during her appearance in Awakening, if only to reinforce her parentage with Tiki, whose hair is also green.
Tiki as a "child" in Shadow Dragon
Tiki as an adult in Awakening
Naga's daughter, and the sole survivor of the Divine Dragon tribe who is still capable of taking dragon form. As one of her last acts, Naga placed her in an unending sleep to prevent her from degenerating into madness like all the other dragons, but she was eventually unsealed by Bantu. The two travelled the world for a time until she was captured and brainwashed by Gharnef. Upon being freed from the spell by Bantu, Tiki joined the Altean army and took a liking to Marth. After the war, she was put back to sleep by Gotoh, but he allowed her to reawaken for good upon confirming that Marth would be able to restore the Shield of Seals, which would prevent her from degenerating.Eons later, Tiki has grown up and is now revered as the Voice of the Divine Dragon in the Valmese Empire. When Chrom's band travels to Valm, she appears before them to task them with restoring the Shield of Seals, and aids them in challenging the Grimleal. Has the scariest waking up face in the army. Her birthday is Feburary 28th.
Brainwashed and Crazy: By Gharnef in Shadow Dragon, used to guard the Fane of Ronan and by extension the Lightsphere, Starsphere and Geosphere.
Cute Dragon Girl: In the Archanea games, she was the youngest playable character, at least appearance-wise.
Deep Sleep: Twice, no less. The first was Naga's doing before she died, placing her in an unending sleep to prevent her from degenerating into madness like all the other dragons; this was interrupted by Bantu. Then, after the War of Shadows, she was put back to sleep by Gotoh, but he allowed her to reawaken for good upon confirming that Marth would be able to restore the Shield of Seals, which would prevent her from degenerating. And it happened again by the time of Awakening, this time of her own volition, when the Shield was disassembled yet again. Her downtime quotes and supports sometimes make fun of it, often portraying her as very sleepy and lazy.
"I know that to love another, I must watch the world move past him. But such short years make an eternity worth living."
Immortal Immaturity: While she normally acts wise and aloof in Awakening, her B rank support conversation with Say'ri reveals she's not as grown up as she appears. Of course, part of it was a ploy to get Say'ri to lighten up a little.
Mighty Glacier: In Dark Dragon, she can potentially have the second highest defense in the entire series, below Bantu.
Magikarp Power: Well, sort of. She's already good when you get her because the Divinestone, but she has very low HP at that point in the game (HP being the only stat not touched by the Divinestone's bonuses), and even with the Divinestone's bonus to her Speed, she won't be able to double most enemies. Once you level her up a bit, her HP won't be much of a problem and she can double most of her foes with ease.
Our Dragons Are Different: Like Naga, she's able to transform into a golden-coloured dragon which is sometimes depicted with featers. In ''Awakening, her dragon form is more or less a Palette Swap of Nowi, slightly glowing brighter than the latter.
Leitmotif: "The Little Divine Dragon", which shares its melody with that of Naga, using much higher-pitched and eerie instrumentation.
Mercy Kill: In the "Infinite Regalia" DLC chapter of Awakening, her battle quote implies that the Deadlord she's facing is either Marth or one of the parents that died in the Bad Future, leading to this trope.
The Nicknamer: Child example - she refers to Marth as "Mar-Mar" and Bantu as "Ban-Ban".
Wrong Nickname Outburst: As an adult, she accidentally uses "Mar-Mar" to refer to the Avatar, leading to some confusion and for a male Avatar, a hint of her affections.
Overrated And Underleveled: In Awakening, she's no stronger than Nowi and slightly weaker than Nah, despite being the daughter of a god, a potential world ender and an adult when the other two are children. She isn't exactly weak, but does NOT live up to her reputation. However, this might be justified as she's been asleep for a very long time, and several of her interactions in Awakening hint that she has trouble getting accustomed again to the fast-paced world of humans.
Really 700 Years Old: In Awakening, she casually mentions that she's 3000 years old. This actually helps establish just how long after Mystery of the Emblem the game is set. There's something of a Running Gag with Tiki making reference to just how ancient she is by now, especially in her shopping quotes.
Senior Sleep Cycle: She spends a lot of time napping. Technically, she's not elderly, but she is one of the oldest living things on the planet, if not the oldest.
Taking the Bullet: During the second chapter of Awakening's Future of Despair DLC, she sacrifices herself on an attack targeted at Lucina. While she dies, she's later revealed to have taken on the role of Naga, effectively foiling Grima's plan.
Too Awesome to Use: She's considered one of the best characters in all four Archanea games... and she comes mid-late into both games and has very limited usability given the small, finite number of Dragonstones available. This case is slightly averted in Dark Dragon thanks to Divine Dragonstone being an infinite use weapon.
In Shadow Dragon at least, give her the Starsphere. It allows all of the holder's weapons to be used infinitely - Dragonstones included. You'll have to give up the sphere if you want Gotoh to forge Starlight, but until then, have a blast letting Tiki rip through everything! Also, she can use Bantu's Firestones if you want to save up the Divinestone.
There's also the secret shop in New Mystery of the Emblem where you are able to recurit Tiki. You can use the Warp staff that is also obtianed in that chapter to teleport someone to the centre of the north eastern lake, an area that cannot be reached otherwise, and they'll find the secret shop holds one of each non-unique dragonstone in the game, meaning that Tiki, as well as the other Manaketes, have more weaponry and use in the process. This however, cannot be done in Lunatic mode as the warp staff is not available to use.
In both Shadow Dragon and New Mystery of The Emblem you can use the even more limited Hammerne on the Divinestone to make sure that it doesn't run out of use.
Averted properly in Awakening - though they're fairly expensive, Dragonstones and even Dragonstone+'s can simply be bought by the time she's recruitable.
Winged Humanoid: Tiki is depicted with Angel Wings in several depictions such as Mystery of the Emblem.
Who Wants to Live Forever?: Her supports with a female Avatar indicate this, as she has nightmares about Marth leaving her. Her supports with Nah particularly revolve around this trope, as does her love confession scene with the male Avatar. Both, however, also underscore her firm resolve to not let it beat her down.
The 12 Deadlords are a collection of warriors, named Mus, Bovis, Tigris, Lepus, Draco, Anguilla, Equus, Ovis, Simia, Gallus, Canis, and Porcus. They once served the Lopto Empire, and later served the empire's remnants, the Lopto Sect. Very little is known about the Deadlords due to the fact that they are introduced in Seisen No Keifu and are fought before the final battle with little explianation of where they came from. Thracia 776 sheds more info about the Deadlords. The Deadlords are "born" by the Lopto Sect turning other people into them, and both Manfroy and Veld seem to have the ability to do this. This is shown by Raydrik, as well as potentially Galzus, Dadgar, Eyvel, Sara, and Lifis, being turned into Mus, Bovis, Tigris, Draco, Canis, and Porcus respectively.In Fire Emblem Awakeningthe Deadlords were reincarnated by Validar and Aversa of the Grimleal, and some of their number were equpped with the Holy Weapons of the Twelve Crusaders. They were deployed under Aversa's command in order to defeat Chrom, but again failed and were slain. You fight the Deadlords again in a DLC chapter, where they claim to have fallen in a battle with the fate at the world at stake; it is heavily implied that they are in fact the parents from the Bad Future.
Boss Bonanza: Gameplay-wise, their role is to act as this. Thracia 776 can mix this with Boss Rush as well, depending on what units you didn't recruit.
Cool Sword: Simia, Porcus, and Bovis. Also Mus in Thracia 776.
Dark Is Evil/Light Is Not Good: Aside from the name, Gallus always uses Dark Magic, while Lepus uses Staves, and Canis uses either Light Magic or Staves.
Dub Name Change: Awakening, which marks their first international appearance, have different names for the Deadlords in different languages: Seigneurs des Ombres (Lords of Shadow) in French, Todesfürsten (Princes of Death) in German, and Resurgidos (Arisen) in Spanish.
Theme Naming: In the Japanese version, they are named after the numbers 1 to 12 in the German language. In the west, they are given the Latin names of the animals from the Chinese Zodiac.
An obscure character of folklore who is mentioned briefly in several Fire Emblem games, primarily the Akaneia and Tellius ones, and appears to be something of a patron saint of pirates. He also apparently liked to dance on barrels of rum, according to Robin.
Dressed to Plunder: Should be a given, seeing as he's implied to be a "patron saint" of pirates, but he had a pegleg, which Gomer swore on, and a hook hand according to one of the stories Ricken read in his support with Olivia.
Jerk with a Heart of Gold: Though it's quite possible that Anna made it up on the spot given that she was desperately trying to appease a very angry Tiki at the time, apparently this guy founded an orphanage.