A Cursed Relic
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Location
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Empire Territory
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Boss(es)
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Myson
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A Cursed Relic (Japanese: 呪われし遺産 Cursed Heritage) is a downloadable content paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 8 to Chapter 11. In order to attempt this paralogue, the player must have recruited Constance or Yuri and neither one must have fallen in battle previously. In this chapter, Constance travels to Empire territory to negotiate the transfer of the Fetters of Dromi to the Church of Seiros.
Plot
- Main article: A Cursed Relic/Script
Byleth and Yuri find a completely elated Constance. She explains that she has been ordered to travel to House Gerth of the Adrestian Empire. Constance holds a grudge against House Gerth due to the fact that her family, House Nuvelle, was destroyed in the war against Dagda and Brigid while Gerth retained its prosperity; she hopes for the chance to give Duke Gerth a tongue-lashing. Her mission is to obtain a Hero's Relic in Gerth's possession and return it to the Church of Seiros, which feels that the Relic should belong to them. Yuri further reveals that most of the Relics were returned to the descendants of the 10 Elites ages ago and speculates on how the Relic ended up in Gerth's possession. The group sets out for Imperial territory.
When the party arrives in the Empire, they discover that Duke Gerth is under attack by a pack of brigands and members of "those who slither in the dark" led by Myson. The group drives off the enemies and rescues the Duke. Afterwards, Duke Gerth gives the group the Fetters of Dromi in order to repay them for saving him and repay a debt he owes to House Nuvelle. When the party returns to Garreg Mach Monastery, Yuri reveals that he bears the Crest of Aubin required to use the Fetters of Dromi and convinces Byleth to let him make use of the Relic.
Beginning log
The church has asked Constance to retrieve a mysterious Relic from Duke Gerth, the Empire's Minister of Foreign Affairs. You and Yuri accompany her to the negotiations.
Chapter data
Character data
- Other characters may be available if the paralogue is attempted later.
This paralogue only requires Constance or Yuri to be in Byleth's class. If one of them is not a member of their class, they will be temporarily controllable for this map with the following stats.
Item data
Enemy data
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Dex
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Thief
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Brigand
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16
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3
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36
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16
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6
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8
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16
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8
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10
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2
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11
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5
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Steel Axe Axe Prowess Lv 2
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• The eastern two begin moving to attack if the nearest Thief is provoked. • Begins moving to reach Duke Gerth on turn 4. • Transforms into an Experimental Demonic Beast if he reaches Duke Gerth.
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Thief
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Thief
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16
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2
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33
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13
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6
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13
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21
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8
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10
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3
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11
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5
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Steel Sword Steal • Locktouch • Sword Prowess Lv 2
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• Begins moving to attack if the nearest Brigand is provoked. • Begins moving to reach Duke Gerth on turn 4. • Transforms into an Experimental Demonic Beast if he reaches Duke Gerth.
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Agarthan Soldier
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Sniper
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16
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2
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34
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18
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10
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19
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14
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13
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12
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8
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11
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5
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Steel Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 3
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• The eastern one immediately begins moving unprovoked. • The western one begins moving unprovoked one turn after the reinforcements appear, or if the nearby Brigand is provoked.
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Agarthan Soldier
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Warrior
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16
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2
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40
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22
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10
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12
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15
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11
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14
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8
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11
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5
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Steel Axe Axefaire • Axe Crit +10 • Axe Prowess Lv 3
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• The eastern one immediately begins moving unprovoked. • The western one begins moving unprovoked one turn after the reinforcements appear, or if Myson or the nearby Dark Bishop or Assassin is provoked.
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Thief
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Thief
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10
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1
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30
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10
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6
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13
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16
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8
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8
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2
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9
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5
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Iron Sword • Iron Shield Steal • Locktouch • Sword Prowess Lv 2
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• Immediately begins moving unprovoked. • Transforms into an Experimental Demonic Beast if he fights or is defeated by Duke Gerth.
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Thief
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Thief
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16
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2
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33
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13
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6
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13
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21
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8
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10
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3
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11
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5
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Steel Sword Steal • Locktouch • Sword Prowess Lv 2
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• The northern one immediately begins moving to reach Duke Gerth. • The southern one begins moving to reach Duke Gerth on turn 4. • Transforms into an Experimental Demonic Beast if she reaches Duke Gerth.
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Thief
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Brawler
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16
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3
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35
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13
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6
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12
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21
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8
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10
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1
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11
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5
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Steel Gauntlets • Unarmed Unarmed Combat • Brawling Prowess Lv 2
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• The northwestern one immediately begins moving to reach Duke Gerth. • The other two begin moving to reach Duke Gerth on turn 4. • Transforms into an Experimental Demonic Beast if he reaches Duke Gerth.
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Agarthan Soldier
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Brigand
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16
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1
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36
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16
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10
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10
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14
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8
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9
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5
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11+1
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5
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Steel Axe Axe Prowess Lv 2 Mysterious Infantry Lv 1: Disturbance
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Begins moving unprovoked one turn after the reinforcements appear, or if the nearby Sniper is provoked.
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Agarthan Soldier
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Dark Bishop
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16
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1
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34
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11
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21
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14
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14
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10
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12
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18
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10
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4
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Banshee Θ • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 3
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Begins moving unprovoked one turn after the reinforcements appear, or if Myson or the nearby Assassin or Warrior is provoked.
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Agarthan Soldier
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Assassin
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16
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1
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34
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17
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10
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16
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23
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11
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12
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8
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10+1
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6
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Steel Sword Swordfaire • Locktouch • Stealth • Sword Prowess Lv 3 Mysterious Infantry Lv 1: Disturbance
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Begins moving unprovoked one turn after the reinforcements appear, or if Myson or the nearby Dark Bishop or Warrior is provoked.
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Agarthan Soldier
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Thief
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16
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1
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33
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13
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10
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13
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18
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8
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9
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6
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11
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5
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Steel Sword Steal • Locktouch • Sword Prowess Lv 2
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Begins moving unprovoked one turn after the reinforcements appear, or if the nearby Assassin is provoked.
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Agarthan Soldier
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Assassin
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16
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1
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34
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17
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10
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16
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23
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11
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12
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8
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10
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6
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Steel Sword Swordfaire • Locktouch • Stealth • Sword Prowess Lv 3
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Begins moving one turn after the reinforcements appear, or if the nearby Thief is provoked.
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Myson
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Warlock
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18
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1
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37
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8
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20
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13
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15
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10
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12
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19
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14+1
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4
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Dark Spikes Τ • Swarm Ζ Agarthan Technology • Black Tomefaire • Black Magic Uses x2 • Reason Lv 3 • Unsealable Magic Mysterious Magic Users Lv 1: Resonant Flames
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Begins moving unprovoked one turn after the reinforcements appear, or if the nearby Dark Bishop, Assassin, or Warrior is provoked.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Dex
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Thief
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Brigand
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22
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3
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43
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23
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10
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12
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23
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10
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16
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5
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17
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5
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Steel Axe Axe Prowess Lv 4 • Lancebreaker+
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• The eastern two begin moving to attack if the nearest Thief is provoked. • Begins moving to reach Duke Gerth on turn 3. • Transforms into an Experimental Demonic Beast if he reaches Duke Gerth.
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Thief
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Thief
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22
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2
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39
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19
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10
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16
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28
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10
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16
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7
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17
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5
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Steel Sword Steal • Locktouch • Sword Prowess Lv 4 • Pass
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• Begins moving to attack if the nearest Brigand is provoked. • Begins moving to reach Duke Gerth on turn 3. • Transforms into an Experimental Demonic Beast if he reaches Duke Gerth.
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Agarthan Soldier
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Sniper
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22
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2
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41
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20
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14
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26
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20
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13
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17
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10
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17
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5
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Steel Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage
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• The eastern one immediately begins moving unprovoked. • The western one begins moving unprovoked one turn after the reinforcements appear, or if the nearby Brigand or Dark Mage is provoked.
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Agarthan Soldier
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Warrior
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22
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2
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48
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25
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14
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14
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21
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11
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18
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10
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17
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5
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Steel Axe Axefaire • Axe Crit +10 • Axe Prowess Lv 5 • Lancebreaker+ • Wrath
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• The eastern one immediately begins moving unprovoked. • The western one begins moving unprovoked one turn after the reinforcements appear, or if Myson or the nearby Dark Bishop or Assassin is provoked.
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Thief
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Thief
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10
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1
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31
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11
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7
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13
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18
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8
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10
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4
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11
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5
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Iron Sword • Iron Shield Steal • Locktouch • Sword Prowess Lv 4 • Pass
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• Immediately begins moving unprovoked. • Transforms into an Experimental Demonic Beast if he fights or is defeated by Duke Gerth.
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Thief
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Thief
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22
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2
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39
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19
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10
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16
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28
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10
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16
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7
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17
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5
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Steel Sword Steal • Locktouch • Sword Prowess Lv 4 • Pass
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• The northern one immediately begins moving to reach Duke Gerth. • The southern one begins moving to reach Duke Gerth on turn 3. • Transforms into an Experimental Demonic Beast if she reaches Duke Gerth.
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Thief
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Brawler
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22
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3
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42
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19
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8
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16
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29
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10
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16
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4
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17
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5
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Steel Gauntlets • Unarmed Unarmed Combat • Brawling Prowess Lv 4 • Tomebreaker
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• The northwestern one immediately begins moving to reach Duke Gerth. • The other two begin moving to reach Duke Gerth on turn 3. • Transforms into an Experimental Demonic Beast if he reaches Duke Gerth.
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Agarthan Soldier
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Brigand
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22
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1
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43
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23
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14
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14
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20
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9
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15
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8
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17+1
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5
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Steel Axe Axe Prowess Lv 4 • Lancebreaker+ Mysterious Infantry Lv 1: Disturbance
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Begins moving unprovoked one turn after the reinforcements appear, or if the nearby Sniper or Dark Mage is provoked.
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Agarthan Soldier
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Dark Bishop
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22
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1
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41
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15
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21+2
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16
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20
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10
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12
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19
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16
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4
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Banshee Θ • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 5 • Magic +2 • Seal Strength
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Begins moving unprovoked one turn after the reinforcements appear, or if Myson or the nearby Assassin or Warrior is provoked.
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Agarthan Soldier
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Assassin
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22
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1
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41
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19
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14
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22
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31
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11
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17
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10
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16+1
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6
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Steel Sword Swordfaire • Locktouch • Stealth • Sword Prowess Lv 5 • Pass • Poison Mysterious Infantry Lv 1: Disturbance
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Begins moving unprovoked one turn after the reinforcements appear, or if Myson or the nearby Dark Bishop or Warrior is provoked.
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Agarthan Soldier
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Thief
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22
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1
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39
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19
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14
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19
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25
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9
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15
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10
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17
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5
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Steel Sword Steal • Locktouch • Sword Prowess Lv 4 • Pass
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Begins moving unprovoked one turn after the reinforcements appear, or if a nearby Assassin or Sniper is provoked.
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Agarthan Soldier
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Assassin
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22
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1
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41
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19
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14
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22
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31
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11
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17
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10
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16
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6
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Steel Sword Swordfaire • Locktouch • Stealth • Sword Prowess Lv 5 • Pass • Poison
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Begins moving unprovoked one turn after the reinforcements appear, or if a nearby Thief or Sniper is provoked.
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Agarthan Soldier
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Sniper
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22
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3
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41
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20
|
14
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26
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20
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13
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17
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10
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17+1
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5
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Steel Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage Mysterious Infantry Lv 1: Disturbance
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• The southern one immediately begins moving unprovoked. • The northern two both begin moving unprovoked one turn after the reinforcements appear, or if either of them or the nearby Thief or Assassin is provoked.
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Agarthan Soldier
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Dark Mage
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22
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1
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37
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14
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19
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15
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20
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9
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10
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17
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16+1
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4
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Miasma Δ Miasma Δ • Heartseeker • Reason Lv 4 • Seal Strength Mysterious Infantry Lv 1: Disturbance
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Begins moving unprovoked one turn after the reinforcements appear, or if the nearby Brigand or Sniper is provoked.
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Myson
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Warlock
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24
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1
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44
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13
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27+2
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18
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21
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15
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12
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22
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20+1
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4
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Dark Spikes Τ • Swarm Ζ Agarthan Technology • Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Magic +2 • Seal Defense • Unsealable Magic Mysterious Magic Users Lv 1: Resonant Flames
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Begins moving unprovoked one turn after the reinforcements appear, or if the nearby Dark Bishop, Assassin, or Warrior is provoked.
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Reinforcements
- When the level 10 Thief fights Duke Gerth or is defeated by him, the Thief will transform into an Experimental Demonic Beast. Other "Thief" enemies will also transform into Experimental Demonic Beasts if they move adjacent to Duke Gerth; the Experimental Demonic Beasts do not act on the turn they transform.
- After a player unit ends their turn within two spaces of Duke Gerth, or upon defeating Myson
- 3 Archers; two from just north of the southwestern chest, one from just east of Myson
- 3 Dark Mages; two from the western border of the map, one from the bridge north of the eastern river
- 3 Cavaliers from north of the fountain
- 2 Brigands; one from just east of Myson, one from the bridge north of the eastern river
- 1 Dark Bishop from just north of the southwestern chest (Maddening only)
- 1 Dark Mage with a Mysterious Infantry battalion from the western border of the map (Maddening only)
- 1 Paladin from north of the fountain (Maddening only)
- 2 Snipers from the bridge north of the eastern river (Maddening only)
NPC data
Boss data
- Main article: Myson
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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E
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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E
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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E
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A
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E
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E
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E
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E
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E
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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Maddening strategy (can be completed on a normal play through without needing New Game+):
Recommended abilities: Warp (Lysithea, Lindhardt, Manuela, Hapi), Stride and Impregnable Wall gambits, Silence (Yuri, Marianne, Manuela), Restore, Physic (having a secondary unit with this ability besides your healer can come in handy – Hapi, Dorothea)
Recommended equipment: Evasion Ring, Accuracy Ring
Recommended personnel: Byleth (default), Yuri (default), Constance (default), tank x1, Dancer x1, Flier x1, healer x1, high speed/avoid unit x1 (Assassin), long-range mage x1 (Valkyrie, Lysithea w/ Thyrsus staff), Canto unit x1
It’s not recommended to attempt this paralogue until late in Part One (February). Your units should all be above level 20 and in Advanced or Special classes so they have the necessary strength, speed, and defense to handle the enemies.
Your starting position is the biggest issue with Duke Gerth very far away. He can handle a few enemies so don’t fret if he starts fighting. Immediately use the Stride gambit on your tank and high movement and avoid personnel. Use the Warp ability to warp your tank to fight the two axe and sword wielders in the middle part of the map (the section where there is a Thicket space every other middle spot). Kill or use gambits on the mage, archer, and axe wielder closest to your group. Move the rest of your team east around the edifice towards Gerth and the boss. Ignore the two archers and axe wielder to the north for now.
Be aware that once Myson is defeated a large amount of reinforcements will appear around the edges of the map. It’s important to make sure Gerth is safe before you defeat Myson to prevent Gerth from being killed. Keep your Restore unit near your group even using items like the March Ring or having your Dancer give them another turn to keep them within range of your personnel. A few of the enemies have gambits and rather than lose one because they’re immobilized, use your Restore ability and get them back in the fight.
At the end of round two, Gerth will kill an enemy thief with ease and the enemy will turn into a Demonic Beast. Myson and his group may also start approaching your team and Gerth at the end of the round also. If you want to delay the reinforcements, consider using gambits on Myson to immobilize him and hold off on defeating him.
During the enemy turn after Myson is defeated, the reinforcements will move in. This is where most players get tripped up due to the sheer amount of enemies you’re dealing with. Make sure Gerth is across the bridges (you can use Rescue or movement combat arts to bring him closer) then uses the three bridges as bottlenecks to whittle down the number of enemies you’re dealing with. This is where long-range mages and fliers with Canto can come in handy as you’ll be able to safely eliminate enemies from a distance. Also, the Demonic Beasts will be unable to cross the bridges due to their size, which means you can wait to deal with them until all the approaching enemies are eliminated. If some your personnel aren’t strong enough to bottleneck the bridges, use the Impregnable Wall gambit for a few turns until you have cleared out the enemies. Abilities like Silence come in handy here as well and don’t be afraid to use a Dancer and double up on some these tactics during a single turn. Once you’ve eliminated the approaching enemies, you’re safe to clear out the map at your leisure.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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A Cursed Relic
|
--
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Japanese
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呪われし遺産
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Cursed Heritage
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Spanish
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La reliquia maldita
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The cursed relic
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French
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La relique maudite
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The cursed relic
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German
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Ein verfluchtes Relikt
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A cursed Relic
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Italian
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La reliquia maledetta
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The cursed relic
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Korean
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저주받은 유산
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Cursed heritage
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Simplified Chinese
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被诅咒的遗产
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Cursed heritage
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Traditional Chinese
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被詛咒的遺產
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Cursed heritage
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Gallery
References