The cast of Hironobu Sakaguchi's latest masterpiece by Mistwalker: The Last Story.To keep things consistent with the main page, this article uses the new English names throughout. The original Japanese names are included in the title of each character's article. Beware of unmarked spoilers.
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The main playable cast in the game. Led by Dagran, they are a gang of mercenaries who banded together for their own personal reasons and have since forged a strong bond through their shared hardships. To identify themselves as a group, they all wear the same necklace.
The young protagonist of the story. He dreams of becoming a knight so that he can fight for ideals instead of survival. He receives a mysterious power called Gathering that he uses to protect those closest to him.
The Atoner: After the second attack on the Gurak continent, Zael comes to see his involvement as a Moral Event Horizon - or at least close to it - and, while he never says it openly, his desire to atone is very much apparent.
Chick Magnet: Zael starts to attract the attention of a lot of women later in the game. One side-quest involves him gathering a fan club for himself. Also, the woman who gives him the invisible dye will tell him to use it on his shirt.
Counter Attack: Zael gains the ability to Counter once he clears the Tower of Trials. It's very useful on guard happy enemies.
Covert Pervert: Zael isn't exactly a Chaste Hero, he has his own little moments. For example, in one of the earlier chapters, you can choose to have Zael examine the bathroom in Syrenne and Mirania's room. He can either walk in and peek on the girls (and get beaten up for it) or he can choose not to go in and listen to a particularly fan-servicey conversation between Syrenne and "Lisa" (Calista).
Deconstruction: Of romantic RPG protagonists in general. Fell in Love at First Sight with a Rebellious Princess? Congratulations! Now you get to spend the rest of the game trying to woo her over, not realising that everything you're doing is just serving to push her away... and then there's the fact that, even though she loves you, she doesn't want to be with you because she's afraid that you will get trapped in her world of corrupt nobles and backstabbing politicians... and this just convinces you to try harder, which only serves to fuck up even more in the long run. Sometimes, one can't help but feel that Sakaguchi was using Zael to take pot-shots at his earlier, idealistically romantic, games until the ending, that is, where they live Happily Ever After.
Genre Blind / Horrible Judge of Character: He gives Terra a run for his money in this department. When you don't realise that the guy who explicitly wants to genocide the shit out of another race is evil until the start of the third act, you definitely qualify for these tropes.
Nice Guy: Zael's pretty much a pushover and will (if you choose) to do all sorts of petty tasks for the people of Lazulis Island.
No Hugging, No Kissing: His romance with Calista until the epilogue, where he hugs her, and they kiss briefly when they are wed. Especially weird since it's his entire motivation for fighting.
The Nose Knows: Averted, as Zael's sense of smell is apparently total utter crap (according to the rest of the party), and he can't smell anything. Which is a plus for him as he has a tendency to end up in sewers, volcanoes and other smelly locations.
Razor Wind: Zael gains the Gale ability, which makes a whirlwind around the area he chooses to attack. It lets him spread magical effects in any magic circles that his teammates cast into the battlefield.
Shockwave Stomp: Zael's Vertical Slice ability lets him run up a wall and then slam down his sword; creating a shockwave that acts much like his Gales ability.
The Stoic: To a degree. For someone who's always going on about how his friends, like Yurick, should open up and embrace The Power of Friendship, he doesn't really display a great range of feelings himself.
BFS: While Zael, as a melee-type character, can use all the game's weapons (including the daggers used by the mages) most of them are some variation of greatsword; so he'll be stuck with one of these for 90% of the game.
Bow and Sword, in Accord: In the single player mode, Zael is the only character that can normally equip a crossbow along with his melee weapon.
Zael's childhood friend and older brother figure. He is the leader of the mercenaries and handles all their negotiations with prospective employers. His employees trust him without question due to his promise to make them all knights.
A God Am I: Interestingly played. Like Zangurak, he wants to achieve the power of the Outsiders so that he can make the world a better place for him and his mercenaries; his reasoning being that, since they've already lost everything, they should use whatever means are necessary in order to get it all back.
Ambition Is Evil: He starts off just trying to get revenge and get his people ahead in life. Once he gets them ahead in life, he keeps going until he crosses the point of no return.
Anti-Hero: Type IV. The game does a very good job of showing why Dagran is a protagonist rather than a hero. He's ruthlessly pragmatic, totally unafraid of making deals with potential Big Bads in order to get his people ahead in life, will quite happily do dirty dealings in order to bail his people out of tough situations... Despite being one of the more morally grey characters himself, however, he draws the line at being a Villain Protagonist thanks to his various Pet the Dog moments.
Anti-Villain: He's a cross between Types II and III. He's something of a Jerkass Woobie who wants revenge for how his life was destroyed but still clings to his dream of creating the best life possible for his people.
Broken Pedestal: For Zael, by the end of the game. He manipulated more or less everyone so that he could get close enough to Asthar to take revenge for the deaths of his parents and get away scott-free.
Dark Is Not Evil: He is by far the "edgiest"-looking mercenary and gets many scenes that underline just how far he's willing to go to make their dream come true. Despite all this, he's still a Father to His Men.
Dark Is Evil: But, as stated before, he's more of a protagonist than a true hero.
Green-Eyed Monster: He envies the easy life of the knights. This is what drives him to get his mercenaries into Count Arganan's good books. Later, it turns out he desired Zael's Power of the Outsider as well.
Indy Ploy: His Evil Plan was to get close to Count Arganam, rise above suspicion and then, with the Gurak War acting as a smokescreen, kill Asthar and get clean away with it. Sadly, Zael just had to be in the wrong place at the wrong time... so he had to pull a big timeIndy Ploy that creates enough inconsistencies that Therius is encouraged to Pull the Thread.
The Lancer: The pragmatist to Zael's idealism. He later loses this position to Lowell after he begins to drift away from the group in the last act.
Pet the Dog: As well as how he treats his friends in comparison to his normally-ruthless attitude, an NPC in Artisan's Alley tells Zael about a mysterious anonymous benefactor who has been paying his daughter's tuition fees and finds out the same benefactor had been giving money to Orphanages. During the epilogue, said NPC discovers that it was Dagran.
Poor Communication Kills: As it turns out, Asthar didn't kill his family. He simply took the blame for the knights who did because, as their leader, he felt the responsibility should be his alone to bear. Dagran never found this out.
The Quisling: He's revealed to be the man who dealt with the Gurak rather than Jirall. He also reveals that he managed to manipulate them into pushing forward with their plans for war.
Red Right Hand: He gets one when he stabs Zangurak's Red Right Hand and absorbs the power of the Outsider and the Arganan blood it had consumed.
Useless Useful Sword: The sword that Dagran wears on his belt was bought when he and Zael were young. Turns out that it was pretty useless as a weapon, so Dagran simply wears it as a reminder of his and Zael's dream. After the Epilogue, Zael (and Dagran in New Game+) can use that sword. It starts out horrifically weak, but when upgraded properly, it becomes an Infinity+1 Sword.
Weapon of Choice: Heroes Prefer Swords: While, as a melee character, Dagran has the same deal as Zael in terms of equipment, he always carries around their treasured sword. In the finale, he uses it to stab Zangurak's living hand.
Ambiguously Bi: While she has a load of BST with Lowell, she also has a particularly Fanservicey conversation with Calista. Also, during a mission in the Sea Cave, she expresses a wish to take a nice, hot bath... with Mirania. For her smooth, silky skin.
Cool Big Sis: To the rest of the party (save for Dagran and Lowell). Most of her interactions with Zael tend to be flirty teasing, however.
Does Not Like Men: A heart-to-heart with Zael reveals that she hates men because the men in her homeland ran off when an enemy army appeared, leaving the women to fend for themselves. However, she is obviously quite fond of the men in the party.
Why Did It Have To Be Ghosts: Yurick is deathly afraid of ghosts, despite having no problem blasting undead skeletons in earlier chapters. He happens to be one of the party members on your excursion to a Haunted House, and most of the chapter is spent listening to him freak out. Getting shoved into a coffin does not help matters.
An ice mage who is also proficient with swords. Lowell is cheerful, easy-going and hits on anything with a XX chromosome. Despite this carefree attitude, he's one of the most reliable members of the Mercenaries and always steps up to plate when the situation calls for it.
Bi the Way: Subverted. According to a throwaway line of dialogue, he's capable of charming prison guards into "ignoring" escapees with the same kinds of lines that he uses on women. However, he's never shown having any real interest in anything with a Y chromosome.
Big Brother Mentor: He tries to be this to Zael, by teaching him the art of flirting. However, since this is Zael we're talking about, it fails completely.
Rebel Prince: He's actually a former noble. It's never stated why he left but there's a heavy implication that he disliked the intrigues and rituals of court life, especially where romance was concerned.
The niece of Count Arganan. Because she is constantly confined to the castle, trapped in a loveless Arranged Marriage and used as a pawn by her Evil Uncle, she has become somewhat depressive and seeks an escape from her surroundings.
Action Dress Rip: Tears the lower half of her ballgown's skirt when the palace is being invaded.
Aristocrats Are Evil: A firm believer in this. Not going down this route is a fate she desperately wants to secure for herself and the mercenaries.
Barrier Warrior: Her speciality is defensive magic; with her circles boosting defence and granting the Barrier status on diffusion. Her Spirit Magic, "Ancient Barrier", essentially makes Zael invincible for a short time.
Blue Blood: Daughter of the last count before he died and her uncle took power.
Broken Bird: Her uncle's tyrannical methods shattered her idealism about "knights and princesses" long ago and she sees only the Deadly Decadent Court wherever she looks.
Canon Sue / Common Mary Sue Traits: Invoked, as the whole point of her character is to deconstruct the Mary Sue archetype. Despite having great power at her disposal, she doesn't have the spine to stop her uncle. When Zael falls in love with her and starts working so that they can be together, she tries pushing him away so that he won't get hurt and he just getsmoremotivated to achieve his goal. Incredible things happen around her but, because she's a Grade-A Doom Magnet, they're all horrible and usually entail her or the people she loves getting hurt, captured, or both... Basically, her life is utterly craptacular because it has so many Sueish elements. Furthermore, she's fully aware of it too. This leads to a heart-to-heart with Syrenne during the finale where she expresses envy for the mercenaries, who became strong on their own terms and got Character Development, while the plot was demanding that she be everyone's Unwitting Pawn.
Character Development: She's fairly cynical at the beginning of the game, but meeting and traveling with Zael gives her the strength to take control of her own fate, and by the end of the game she's more content with her life.
Consummate Liar: She's surprisingly good at making up an identity for herself on the fly and dupes not only Zael but the entire mercenary squad into thinking that she's just some Lonely Rich Kid rather than the count's niece. Even Dagran seems surprised when the truth comes out. It's implied that she's had plenty of practice, however.
Deconstruction: Of Sakuraba's past RPG heroines, in a similar vein as Zael to the male protagonists.
Despair Event Horizon: She is within nanoseconds of crossing it until Zael refuses her uncle's knighthood and offers to run away with her.
Genre Savvy: She's savvy enough to know that she's the cliched, ignorant-of-the-outside-world princess archetype... so she focuses on learning as much about her world of nobles and politics as she can to warn Zael and the gang not to get involved.
In the Hood: Her preferred method of disguising her identity.
Limit Break: Ancient Barrier; which protects those it affects from damage and fills the Skill Gauge. Also, for one battle only, Ancient Summon; which lets her call forth Mitra to help in the battle with Atar.
The current ruler of Lazulis Island and primary source of business for the mercenaries. He is Calista's uncle and took up the position after the death of her father. Befitting the leader of a city-state, he is very ambitious and resourceful.
Genre Blind: Not him personally but rather how he makes everyone else look. As a result of the game's framing device, the player is allowed to see what Count Arganan's evil plan is long before the heroes figure it out; meaning that, for a good ten hours or so, you may be raging at how ignorant the party is to his evil.
Laughing Mad: When he forces Lazulis Island's Outsider piece to fire its Wave Motion Gun at Gurak Island, he becomes enraptured by the power and attempts to take it for himself. He disintegrates in the process.
Obviously Evil: Zigzagged. Despite being outed as a baddie before he's even truly introduced, the party works for him long enough to realise that, as bad as he is, he has a very pragmatic approach towards his evil ambitions.
Pet the Dog: During the Epilogue you can find Arganan's diary in his chambers. It serves as a big posthumous Pet the Dog; detailing his insecurities, descent into madness and guilt for using Calista as a pawn.
Once one of the highest-ranking officers within the Imperial Army, Asthar is a greatly-respected knight and the embodiment of chivalry. Seeking answers to the mystery behind the land's slow decay, he left his position and embarked on a journey across the world, finally finding himself at Lazulis Island.
A Father to His Men: He acts, quite simply, like a total bro towards Zael and his gang; so much so you could be forgiven for thinking that they're not actually family. His fatherly tendencies are so great, in fact, that he took responsibility for the soldier who incited a rebellion and destroyed Dagran's village in the process by accepting the man's crimes as his own, apologising to all of the victims personally and then leaving his post.
Ambiguously Evil: Both he and Therius have this going for them for much of the first act. The game plays on all the usual RPG tropes associated with characters of their nature to lure you into suspecting both of them. By the start of act two, however, the "Ambiguous" part has dropped off all the actually evil characters and Asthar and Therius have been cleared of all suspicions in the eyes of the player.
The Atoner: Revealed to have been one posthumously.
Duel Boss: Zael fights him in the final stage of the Tower of Trials.
Ensemble Darkhorse: Is considered one in-universe. Even though he turned his back on commanding knights long ago, and thus doesn't have any real power among them anymore, he's still by far the most beloved member of them across the land.
Fallen Hero: He's accused of being one by Dagran. It turns out to be a subversion, however. He didn't actually kill Dagran's parents. He just accepted the blame for it because, as the leader of the knights, he felt that he should take responsibility for their actions. Regardless, he still considered himself to be one, though.
Bonus Boss / Duel Boss: You can fight him during the Epilogue, where he takes the place of Ashtar.
Chick Magnet: Subverted. With his good looks and white knight qualities, there's no reason why he couldn't be this trope. But Asthar implies that his tendency to be overly formal and serious is more likely to drive women away, if his often harsh personality doesn't do it.
Facial Markings: You wouldn't know it from his in-game model, but his concept art shows a set of white markings above his left eye, underneath his bangs. What it means is anyone's guess.
Guest Star Party Member: He accompanies you during certain points of the game, usually when fighting against the Gurak.
Honor Before Reason: As when he refuses to leave the battlefield in the finale, saying that no matter what, a knight must never retreat. This is in spite of the fact that he's badly wounded and very weak, probably a greater burden than of any real use to the crew at that point.
Jerk with a Heart of Gold: He's kind of a dick in the beginning due to his pride as a knight and the frustration with the lack of truly good men in the organisation. He gradually gets a heck of a lot better.
No Sense of Humor: Notable for being quite dour, jokes tend to fly right over his head. It's a testament to his Character Development when, in the Epilogue, he of all people makes a joke about the possibility of Zael running away from his knighthood for the second straight time.
Oblivious to Love: While he has no love interest in the game, General Asthar implies that he's so stodgy and stern that he wouldn't know love if it bit him square on the ass. To wit: "No wonder you're not a hit with the ladies."
Only a Flesh Wound: Uttered nearly word for word after taking a sword through the leg for Zael towards the end of the game.
Peek-a-Bangs: Contributes to his initial shadiness, which had many players thinking he'd be a villain. It's really just for style though.
Big Bad Wannabe: Although he's way more dangerous than the usual examples because of his various political connections and all the strings he can pull with them, he's still nowhere near being the kind of threat to Zael that he'd like to be.
Blatant Lies: He claims to have slain over a hundred Gurak. As you'll learn within the first ten minutes of meeting him, this is an utter lie.
Blue Blood: More so than most of the nobles in his story, as his family has royal blood running through their veins.
"[Calista] always looked at me with such scorn! Always always always always always always always always always always always always always always always always always always!"
"Zael! Kill! Kill kill kill kill kill kill!"
Not Brainwashed: Whether because of Story And Gameplay Segregation or because of intentional design, it's possible to use the Emperor sword without any of the negative side-effects that Jirall gets settled with. It's possible that the weapon may not actually be evil; just powerful. If so, then Jirall's own evil coupled with his decreasing levels of sanity could have been what drove him over the edge rather than the blade itself.
Not Me This Time: While he was constantly trying to antagonize Zael, and was quick to accuse him for murdering General Asthar, Jirall wasn't the one conspiring with the Gurak. Dagran was; and he used his obvious revenge motive to frame Jirall, save Zael, and cover his tracks all at once.
Sword Pointing: Within seconds of meeting Zael, he's got his sword out and trusting it in his general direction. The Gurak assault begins at that point, and he literally drops it and runs away screaming like a little girl.
Then Let Me Be Evil: He was already evil but after Zangurak gives him the Emperor sword to take his revenge on Zael he decides to go along with it because, hey, everyone already thinks he's a Gurak collaborator.
Unwitting Pawn: Arganan planned to use the feckless Jirall as a puppet ruler within the Empire. When Zael emerges as a more suitable pawn for Arganan's ambitions, Jirall is quickly discarded. Later, he gets used as one by Zangurak when he goes off to kill Zael for the final time.
Villainous Breakdown: After being humiliated in public twice by Zael, and then framed for betraying Lazulis Island to the Gurak, Jirall finally snaps and goes into Laughing Mad mode.
Inhabitants of Lazulis Island
Voiced by: Maria Darling(EN)
The bartender of the Mercenaries' favourite bar, "Ariela's Tavern". She is the daughter of the tavern's owner and loves Lazulis Island.
Chaste Hero: Responds to Lowell's blatant flirting by asking him for his order. Either she just doesn't notice or is a stunning example of professionalism.
A criminal who was once a member of the Mercenaries alongside Dagran and Zael. He sold them out for money, and has since become a significant presence in the criminal underworld. Underhanded and slimy, there is nothing he will not do for money.
Face-Heel Turn: Before the game. Dagran is still quite bitter about it.
Heel-Face Turn: During the Gurak invasion of Lazulis Island, he is scared straight(ish) and offers his services to the Mercenaries, using his criminal contacts and supplies to act as a shop and equipment upgrader.
Kick the Dog: The first thing we see him doing is planning on releasing a horde of monsters into town; then using the confusion to ransack houses.
We Used to Be Friends: This is truly why Dagran hates him. Not just because he betrayed the group but because he was their friend.
A mysterious white tiger that appears to Zael and the other Mercenaries, seemingly as an enemy. Its true identity is the Guardian Beast of Lazulis Island.
A young girl staying in Ariela's Tavern with Zael and the other Mercenaries. As the name implies, she makes a living selling weaponry and upgrading it.
A race of Orc-like humanoids who make their home on the appropriately-named Gurak Island. Years ago, they waged a war on humanity that they lost badly, shattering their nation and scattering the various tribes. In recent years a charismatic Gurak named Zangurak has reunited his people under the banner of war, and they are preparing to take revenge.
A God Am I: In a rare example of this trope, however, he isn't just after power. His ultimate goal is to restore the dying land to its natural state and wipe out the humans who are kindasortamaybealittlesinglehandedlyresponsible for it. To do this, he seeks to absorb the power of the Outsider and gain supreme control over the world. As the battle with him progresses, however, it's clear that With Great Power Comes Great Insanity; and his goal shifts more from "I WILL SAVE THE WORLD by becoming a god" to "I will save the world BY BECOMING A GOD".
The Extremist Was Right: He hates humans not only for constantly waging war against his people for no other reason than Fantastic Racism but also because the Lazulis Cannon is more or less one great big "rape the earth" button.
Expy: It's probably not a coincidence that he looks a bit like Ganondorf. His modus operandi is also pretty similar; especially to his Wind Waker incarnation. Zangurak also share's Ganondorf's classic weakness to gag weapons. Just as a fishing rod and a bug catching net can be used to exploit Ganondorf's weaknessess, Prank bananas can be used to open Zangurak's guard.
Eye Scream: He loses an eye during the final battle with him.
Fantastic Racism: His people have been a victim of it for generations; so he's decided to turn it back on the humans. What makes it all the worse is that the points he makes in his Hannibal Lecture are actually right on the money.
Silly Rabbit, Idealism Is for Kids!: He calls Zael out for his idealism; stating that if it was that easy to end the racial conflict between the species that it would have happened ages ago and that war is the inevitable outcome between their peoples. Naturally, Zael doesn't buy it. By the end, Zangurak is shown to be wrong; during the epilogue, humans and Gurak are shown working and living together in peace.
Weaksauce Weakness: Ice. The Gurak race as a whole have a weakness to the element and Zangurak is no exception. This means that a fully-ugpraded Fang or Nameless Nothing, which have the ice element assigned to them, are capable of turning Zangurak into such a Zero-Effort Boss that you don't even need to turn his Zanlance against him.
A mysterious being whose secrets lie at the heart of the game's story. The Outsider is an extraterrestrial lifeform that absorbs energy from its surroundings, giving itself a vast reservoir of energy beyond any mortal means. Though its power was successfully used to end a world war, it began to drain the life from the earth itself and was forcefully split into two to slow the process. Both halves wish to reunite with the other and return to the cosmos; however, while the blue Outsider half in Lazulis Island is consumed by quiet loneliness, the red Outsider half on Gurak Island burns with vengeful hatred towards humanity. In the end, the Outsider is revealed to be a World Seed and the energy it absorbs from its surroundings is eventually used to create a new world.