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“
|
No, NAH. N-A-H. That's my name. Ugh, why does this always happen...
|
”
|
— Nah, should she speak with Chrom
|
Daughter to Dragons (Japanese: 幼き竜の娘 Daughter of the young dragon) is the sixteenth paralogue chapter in Fire Emblem Awakening. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. The chapter is unlocked after both clearing Chapter 13 and having Nowi married. There are no additional requirements to reach the chapter, as the chapter connects to the area Paralogue 3 took place at.
In this chapter, the Shepherds venture into a haunted house teeming with Risen in order to rescue a young dragon girl inside. As it turns out, the young dragon girl happens to be the daughter of a Shepherd playful beyond her years.
Plot
- Main article: Daughter to Dragons/Script
In a mansion, Nah flees from a Risen; outside, Chrom hears her scream, and orders the Shepherds inside to save her.
During battle, Chrom or Nowi can talk to Nah. If Chrom talks to Nah, he offers to help her and realizes she is a manakete. If Nowi talks to Nah, Nowi reveals herself as a manakete and Nah does the same, then realizes who Nowi is.
After the battle, if Nah survived, she will ask to stay with the Shepherds and fight; Nah then reveals to Nowi that she is Nowi's daughter from the future. If Nah did not survive, Chrom laments his inability to protect a child after the battle.
Chapter data
|
|
|
Victory: Defeat the Risen Chief
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
1–13+1
|
{{{partner}}}
|
1−1
|
34
|
{{{third}}}
|
|
Map dimensions: 26 columns by 25 rows
|
|
|
|
|
Victory: Defeat the Risen Chief
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
1–13+1
|
{{{partner}}}
|
1−1
|
41
|
{{{third}}}
|
|
Map dimensions: 26 columns by 25 rows
|
|
|
|
|
Victory: Defeat the Risen Chief
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
1–13+1
|
{{{partner}}}
|
1−1
|
49
|
{{{third}}}
|
|
Map dimensions: 26 columns by 25 rows
|
|
This chapter features walls that collapse and repair themselves when certain conditions are met. When a wall collapses, it creates a breach that can be traversed, though units cannot end their turn on it. These breaches are two spaces wide, and separated by two-space wide walls. If a door on a wall is opened, all potential breaches in that door's wall become permanently opened. For the first and second walls with doors, the breaches move from east to west before looping back to the furthest east. Breaches also appear to detect how many playable units are nearby one; if the next breach in the pattern has more units nearby it than any other, the breach will not move for a turn, then skip to the one ahead on the second turn after.
On Normal mode, wall changes occur at the start of a turn, before player phase. On Hard mode and above, wall changes instead occur before the start of enemy phase.
- If a unit approaches Nah's chamber (reaching columns 16-26, rows 16-25), or on turn 3, the northwest wall in said chamber will collapse. The wall repairs itself when no units remain in the chamber.
- If a unit enters the southern hallway (columns 1-20, rows 17-25), the first wall's breaches begin opening, starting with one three spaces east of the door.
- If a unit enters the center hallway (columns 1-20, rows 12-15), two breaches appear in the enclosed chamber next to Nah's chamber. The wall repairs itself when no units remain in the chamber.
- If a unit approaches the second door, the first breach in the second wall will close and the second door's breaches begin opening.
- Though the third and final wall does not have any pattern of breaches, two breaches will appear after its door is opened.
Character data
Note: The returning characters list only those recruited by the time this chapter is unlocked. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have recruited more characters than the above by the point the chapter is started. The returning characters list also does not include any characters recruitable in other paralogues, as the player may not have taken on any other available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
Item data
Shop data
After clearing this chapter, the shop at this location will become available.
Armory contents
Normal stock Possible merchant items
Item
|
Price
|
If a merchant is present in Manor of Lost Souls on the world map, a random selection of three of the below items will also be available until the merchant leaves:
|
Killing Edge
|
1,470
|
Killer Lance
|
1,680
|
Killer Axe
|
1,860
|
Killer Bow
|
1,680
|
Armorslayer
|
1,450
|
Levin Sword
|
1,600
|
Beast Killer
|
1,650
|
Hammer
|
1,850
|
Blessed Bow
|
1,540
|
A rare item
|
Varies
|
The following items may randomly appear in any slot designated "Rare item": Hammerne, Seraph Robe, Energy Drop, Spirit Dust, Secret Book, Speedwing, Goddess Icon, Dracoshield, Talisman, Arms Scroll.
|
Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Risen Chief
|
Sorcerer
|
14
|
1
|
51
|
2
|
22
|
15
|
15
|
14
|
19
|
21
|
-
|
Waste • Spirit Dust Anathema
|
--
|
|
Risen
|
Sorcerer
|
7
|
1
|
45~46
|
2
|
17
|
11~12
|
11~12
|
10~11
|
15~16
|
15~16
|
-
|
Mire • Nosferatu Hex • Anathema Can have 0–1 skill(s) at random
|
--
|
|
Risen
|
Sorcerer
|
7
|
1
|
45~46
|
2
|
17
|
11~12
|
11~12
|
10~11
|
15~16
|
15~16
|
-
|
Mire • Ruin Hex • Anathema Can have 0–1 skill(s) at random
|
--
|
|
Risen
|
Sorcerer
|
7
|
2
|
45~46
|
2
|
17
|
11~12
|
11~12
|
10~11
|
15~16
|
15~16
|
6
|
Nosferatu Hex • Anathema Can have 0–1 skill(s) at random
|
• The eastern one begins moving if the nearby Revenant is provoked. • The southern one begins moving if a unit enters the center hallway.
|
|
Risen
|
Revenant
|
25
|
2
|
45
|
18
|
0
|
10~11
|
10~11
|
0
|
8
|
3~4
|
5
|
Blighted Claws Underdog • Even Rhythm • Odd Rhythm • Hex Can have 0–1 skill(s) at random
|
• The western one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The eastern one begins moving if the nearby Sorcerer is provoked.
|
|
Risen
|
Entombed
|
25
|
2
|
47
|
20
|
1
|
13~14
|
13~14
|
20~21
|
10
|
4~5
|
6
|
Blighted Talons Underdog • Even Rhythm • Odd Rhythm • Hex Can have 0–1 skill(s) at random
|
• The southern one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The northern one will not act until the northwestern door is open, at which point it begins moving unprovoked.
|
|
Risen
|
Dark Knight
|
7
|
2
|
48~49
|
13~14
|
16
|
15
|
13~14
|
10~11
|
16~17
|
12~13
|
8
|
Arcthunder • Silver Sword Focus • Hex • Anathema • Slow Burn Can have 0–1 skill(s) at random
|
• The southern one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The northern one begins moving if a unit enters the center hallway.
|
|
Risen
|
Dark Knight
|
7
|
3
|
48~49
|
13~14
|
16
|
15
|
13~14
|
10~11
|
16~17
|
12~13
|
8
|
Arcfire • Silver Sword Focus • Hex • Anathema • Slow Burn Can have 0–1 skill(s) at random
|
• The western one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The southern one begins moving if a unit enters the center hallway. • The northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
General
|
7
|
2
|
53
|
24~25
|
0
|
16~17
|
10~11
|
14
|
23~24
|
9
|
5
|
Spear • Door Key Defense +2 • Indoor Fighter • Rally Defense Can have 0–1 skill(s) at random
|
The northern one begins moving if a unit enters the center hallway.
|
|
Risen
|
General
|
7
|
2
|
53
|
24~25
|
0
|
16~17
|
10~11
|
14
|
23~24
|
9
|
5
|
Spear Defense +2 • Indoor Fighter • Rally Defense Can have 0–1 skill(s) at random
|
The northern one will not act until the northwestern door open, at which point he begins moving unprovoked.
|
|
Risen
|
Warrior
|
7
|
5
|
51~52
|
24~25
|
0
|
18
|
14~15
|
16~17
|
13~14
|
7
|
6
|
Silver Axe • Silver Bow Gamble • HP +5 • Zeal • Rally Strength Can have 0–1 skill(s) at random
|
• The center-northern one and the southern one begin moving if a unit enters the center hallway. • The furthest northern one will not act until the northwestern door open, at which point he begins moving unprovoked.
|
|
Risen
|
Dark Knight
|
7
|
1
|
48~49
|
13~14
|
16
|
15
|
13~14
|
10~11
|
16~17
|
12~13
|
8
|
Arcfire • Silver Sword • Door Key Focus • Hex • Anathema • Slow Burn Can have 0–1 skill(s) at random
|
--
|
|
Risen
|
General
|
7
|
2
|
53
|
24~25
|
0
|
16~17
|
10~11
|
14
|
23~24
|
9
|
5
|
Silver Lance Defense +2 • Indoor Fighter • Rally Defense Can have 0–1 skill(s) at random
|
The southern one begins moving if a unit enters the center hallway.
|
|
Risen
|
Sorcerer
|
7
|
3
|
45~46
|
2
|
17
|
11~12
|
11~12
|
10~11
|
15~16
|
15~16
|
6
|
Ruin Hex • Anathema Can have 0–1 skill(s) at random
|
• The center-northern one and the southern one begin moving if a unit enters the center hallway. • The furthest northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
Sorcerer
|
7
|
1
|
45~46
|
2
|
17
|
11~12
|
11~12
|
10~11
|
15~16
|
15~16
|
6
|
Waste • Chest Key Hex • Anathema Can have 0–1 skill(s) at random
|
Begins moving if a unit enters the center hallway.
|
|
Risen
|
General
|
7
|
1
|
53
|
24~25
|
0
|
16~17
|
10~11
|
14
|
23~24
|
9
|
5
|
Silver Axe Defense +2 • Indoor Fighter • Rally Defense Can have 0–1 skill(s) at random
|
Begins moving if a unit enters the center hallway.
|
|
Risen
|
Dark Knight
|
7
|
2
|
48~49
|
13~14
|
16
|
15
|
13~14
|
10~11
|
16~17
|
12~13
|
8
|
Arcwind • Silver Sword Focus • Hex • Anathema • Slow Burn Can have 0–1 skill(s) at random
|
• The southern one begins moving if a unit enters the center hallway. • The northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
General
|
7
|
1
|
53
|
24~25
|
0
|
16~17
|
10~11
|
14
|
23~24
|
9
|
5
|
Tomahawk Defense +2 • Indoor Fighter • Rally Defense Can have 0–1 skill(s) at random
|
Will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Risen Chief
|
Sorcerer
|
14
|
1
|
59
|
2
|
26
|
18
|
18
|
17
|
22
|
24
|
-
|
Waste* • Spirit Dust Anathema • Vengeance
|
--
|
|
Risen
|
Sorcerer
|
7
|
2
|
53~54
|
2
|
21~22
|
15~16
|
15~16
|
13~14
|
18~19
|
18~19
|
-
|
Mire • Nosferatu* Hex • Anathema • Vengeance • Tomebreaker Can have 0–2 skill(s) at random
|
--
|
|
Risen
|
Sorcerer
|
7
|
1
|
53~54
|
2
|
21~22
|
15~16
|
15~16
|
13~14
|
18~19
|
18~19
|
-
|
Mire • Ruin* Hex • Anathema • Vengeance • Tomebreaker Can have 0–2 skill(s) at random
|
--
|
|
Risen
|
Sorcerer
|
7
|
2
|
53~54
|
2
|
21~22
|
15~16
|
15~16
|
13~14
|
18~19
|
18~19
|
6
|
Nosferatu* Hex • Anathema • Vengeance • Tomebreaker Can have 0–2 skill(s) at random
|
• The eastern one begins moving if the nearby Revenant is provoked. • The southern one begins moving if a unit enters the center hallway.
|
|
Risen
|
Revenant
|
25
|
2
|
54
|
22~23
|
0
|
13~14
|
13~14
|
0
|
10~11
|
4~5
|
5
|
Blighted Claws Underdog • Even Rhythm • Odd Rhythm • Hex • Vengeance Can have 0–2 skill(s) at random
|
• The western one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The eastern one begins moving if the nearby Sorcerer is provoked.
|
|
Risen
|
Entombed
|
25
|
2
|
56
|
24~25
|
1
|
16~17
|
16~17
|
26
|
12~13
|
5~6
|
6
|
Blighted Talons Underdog • Even Rhythm • Odd Rhythm • Hex • Vengeance Can have 0–2 skill(s) at random
|
• The southern one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The northern one will not act until the northwestern door is open, at which point it begins moving unprovoked.
|
|
Risen
|
Dark Knight
|
7
|
3
|
57~58
|
16~17
|
20~21
|
18~19
|
17~18
|
13~14
|
19~20
|
15~16
|
8
|
Thoron* • Silver Sword* Focus • Hex • Anathema • Slow Burn Lifetaker Can have 0–2 skill(s) at random
|
• The southern one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The center-northern one begins moving if a unit enters the center hallway. • The furthest northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
Dark Knight
|
7
|
3
|
57~58
|
16~17
|
20~21
|
18~19
|
17~18
|
13~14
|
19~20
|
15~16
|
8
|
Bolganone* • Silver Sword* Focus • Hex • Anathema • Slow Burn Lifetaker Can have 0–2 skill(s) at random
|
• The western one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The southern one begins moving if a unit enters the center hallway. • The northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
General
|
7
|
2
|
62
|
29
|
0
|
19~20
|
13~14
|
17~18
|
26~27
|
10~11
|
5
|
Spear* • Door Key Defense +2 • Indoor Fighter • Rally Defense • Pavise Can have 0–2 skill(s) at random
|
The northern one begins moving if a unit enters the center hallway.
|
|
Risen
|
General
|
7
|
2
|
62
|
29
|
0
|
19~20
|
13~14
|
17~18
|
26~27
|
10~11
|
5
|
Spear* Defense +2 • Indoor Fighter • Rally Defense • Pavise Can have 0–2 skill(s) at random
|
The northern one will not act until the northwestern door open, at which point he begins moving unprovoked.
|
|
Risen
|
Warrior
|
7
|
9
|
60~61
|
29
|
0
|
21~22
|
18~19
|
20~21
|
16~17
|
8~9
|
6
|
Silver Axe* • Silver Bow* Gamble • HP +5 • Zeal • Rally Strength • Counter Can have 0–2 skill(s) at random
|
• The center-northern three and the southern two begin moving if a unit enters the center hallway. • The furthest northern two will not act until the northwestern door is open, at which point they begin moving unprovoked.
|
|
Risen
|
Dark Knight
|
7
|
1
|
57~58
|
16~17
|
20~21
|
18~19
|
17~18
|
13~14
|
19~20
|
15~16
|
8
|
Bolganone* • Silver Sword* • Door Key Focus • Hex • Anathema • Slow Burn Lifetaker Can have 0–2 skill(s) at random
|
--
|
|
Risen
|
General
|
7
|
2
|
62
|
29
|
0
|
19~20
|
13~14
|
17~18
|
26~27
|
10~11
|
5
|
Silver Lance* Defense +2 • Indoor Fighter • Rally Defense • Pavise Can have 0–2 skill(s) at random
|
The southern one begins moving if a unit enters the center hallway.
|
|
Risen
|
Dark Knight
|
7
|
3
|
57~58
|
16~17
|
20~21
|
18~19
|
17~18
|
13~14
|
19~20
|
15~16
|
8
|
Rexcalibur* • Silver Sword* Focus • Hex • Anathema • Slow Burn Lifetaker Can have 0–2 skill(s) at random
|
• The center-northern one begins moving if a unit enters the center hallway. • The furthest northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
Sorcerer
|
7
|
3
|
53~54
|
2
|
21~22
|
15~16
|
15~16
|
13~14
|
18~19
|
18~19
|
6
|
Ruin* Hex • Anathema • Vengeance • Tomebreaker Can have 0–2 skill(s) at random
|
• The center-northern one and the southern one begin moving if a unit enters the center hallway. • The furthest northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
Sorcerer
|
7
|
1
|
53~54
|
2
|
21~22
|
15~16
|
15~16
|
13~14
|
18~19
|
18~19
|
6
|
Waste* • Chest Key Hex • Anathema • Vengeance • Tomebreaker Can have 0–2 skill(s) at random
|
Begins moving if a unit enters the center hallway.
|
|
Risen
|
General
|
7
|
1
|
62
|
29
|
0
|
19~20
|
13~14
|
17~18
|
26~27
|
10~11
|
5
|
Silver Axe* Defense +2 • Indoor Fighter • Rally Defense • Pavise Can have 0–2 skill(s) at random
|
Begins moving if a unit enters the center hallway.
|
|
Risen
|
General
|
7
|
1
|
62
|
29
|
0
|
19~20
|
13~14
|
17~18
|
26~27
|
10~11
|
5
|
Tomahawk* Defense +2 • Indoor Fighter • Rally Defense • Pavise Can have 0–2 skill(s) at random
|
Will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Risen Chief
|
Sorcerer
|
14
|
1
|
71
|
2
|
31
|
22
|
22
|
21
|
26
|
29
|
-
|
Waste* • Spirit Dust Hit Rate +10 • Anathema • Vengeance
|
--
|
|
Risen
|
Sorcerer
|
7
|
3
|
66
|
2
|
28
|
21
|
21
|
18
|
23
|
24
|
-
|
Mire • Nosferatu* Hit Rate +10 Hex • Anathema • Vengeance • Tomebreaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
--
|
|
Risen
|
Sorcerer
|
7
|
3
|
66
|
2
|
28
|
21
|
21
|
18
|
23
|
24
|
-
|
Mire • Ruin* Hit Rate +10 Hex • Anathema • Vengeance • Tomebreaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
--
|
|
Risen
|
Sorcerer
|
7
|
2
|
66
|
2
|
28
|
21
|
21
|
18
|
23
|
24
|
6
|
Nosferatu* Hit Rate +10 Hex • Anathema • Vengeance • Tomebreaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
• The eastern one begins moving if the nearby Revenant is provoked. • The southern one begins moving if a unit enters the center hallway.
|
|
Risen
|
Revenant
|
25
|
2
|
67
|
29
|
0
|
19
|
19
|
0
|
14
|
6
|
5
|
Blighted Claws Hit Rate +10 Underdog • Even Rhythm • Odd Rhythm • Hex • Vengeance Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
• The western one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The eastern one begins moving if the nearby Sorcerer is provoked.
|
|
Risen
|
Entombed
|
25
|
2
|
69
|
31
|
1
|
22
|
22
|
34
|
16
|
7
|
6
|
Blighted Talons Hit Rate +10 Underdog • Even Rhythm • Odd Rhythm • Hex • Vengeance Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
• The southern one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The northern one will not act until the northwestern door is open, at which point it begins moving unprovoked.
|
|
Risen
|
Dark Knight
|
7
|
4
|
70
|
22
|
27
|
24
|
23
|
18
|
25
|
20
|
8
|
Thoron* • Silver Sword* Hit Rate +10 Focus • Hex • Anathema • Slow Burn Lifetaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
• The southern one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The center-northern one begins moving if a unit enters the center hallway. • The furthest northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
Dark Knight
|
7
|
3
|
70
|
22
|
27
|
24
|
23
|
18
|
25
|
20
|
8
|
Bolganone* • Silver Sword* Hit Rate +10 Focus • Hex • Anathema • Slow Burn Lifetaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
• The western one begins moving unprovoked on turn 3, or if a unit approaches the southern hallway. • The southern one begins moving if a unit enters the center hallway. • The northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
General
|
7
|
2
|
75
|
36
|
0
|
25
|
18
|
23
|
32
|
14
|
5
|
Spear* • Door Key Hit Rate +10 Defense +2 • Indoor Fighter • Rally Defense • Pavise Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
The northern one begins moving if a unit enters the center hallway.
|
|
Risen
|
General
|
7
|
3
|
75
|
36
|
0
|
25
|
18
|
23
|
32
|
14
|
5
|
Spear* Hit Rate +10 Defense +2 • Indoor Fighter • Rally Defense • Pavise Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
• The southern one begins moving if a unit enters the center hallway. • The northern one will not act until the northwestern door open, at which point he begins moving unprovoked.
|
|
Risen
|
Warrior
|
7
|
11
|
72
|
36
|
0
|
27
|
24
|
27
|
21
|
12
|
6
|
Silver Axe* • Silver Bow* Hit Rate +10 Gamble • HP +5 • Zeal • Rally Strength • Counter Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
• The center-northern five and the southern two begin moving if a unit enters the center hallway. • The furthest northern two will not act until the northwestern door is open, at which point they begin moving unprovoked.
|
|
Risen
|
Dark Knight
|
7
|
1
|
70
|
22
|
27
|
24
|
23
|
18
|
25
|
20
|
8
|
Bolganone* • Silver Sword* • Door Key Hit Rate +10 Focus • Hex • Anathema • Slow Burn Lifetaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
--
|
|
Risen
|
General
|
7
|
2
|
75
|
36
|
0
|
25
|
18
|
23
|
32
|
14
|
5
|
Silver Lance* Hit Rate +10 Defense +2 • Indoor Fighter • Rally Defense • Pavise Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
The southern one begins moving if a unit enters the center hallway.
|
|
Risen
|
Dark Knight
|
7
|
4
|
70
|
22
|
27
|
24
|
23
|
18
|
25
|
20
|
8
|
Rexcalibur* • Silver Sword* Hit Rate +10 Focus • Hex • Anathema • Slow Burn Lifetaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
• The center-northern one and the southern one begin moving if a unit enters the center hallway. • The furthest northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
Sorcerer
|
7
|
3
|
66
|
2
|
28
|
21
|
21
|
18
|
23
|
24
|
6
|
Ruin* Hit Rate +10 Hex • Anathema • Vengeance • Tomebreaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
• The center-northern one and the southern one begin moving if a unit enters the center hallway. • The furthest northern one will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Risen
|
Sorcerer
|
7
|
1
|
66
|
2
|
28
|
21
|
21
|
18
|
23
|
24
|
6
|
Waste* • Chest Key Hit Rate +10 Hex • Anathema • Vengeance • Tomebreaker Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
Begins moving if a unit enters the center hallway.
|
|
Risen
|
General
|
7
|
1
|
75
|
36
|
0
|
25
|
18
|
23
|
32
|
14
|
5
|
Silver Axe* Hit Rate +10 Defense +2 • Indoor Fighter • Rally Defense • Pavise Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
Begins moving if a unit enters the center hallway.
|
|
Risen
|
General
|
7
|
1
|
75
|
36
|
0
|
25
|
18
|
23
|
32
|
14
|
5
|
Tomahawk* Hit Rate +10 Defense +2 • Indoor Fighter • Rally Defense • Pavise Will always have Hit Rate +10; can have 0–3 more skill(s) at random
|
Will not act until the northwestern door is open, at which point he begins moving unprovoked.
|
|
Lunatic+ mode is set up exactly the same as Lunatic mode, only varying by enemies having two additional skills at random from the following pool:
NPC data
Boss data
- Main article: Risen Chief
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
This section has been marked as a stub. Please help improve the page by adding information.
Trivia
- Contrary to popular belief, which dictates Nowi is the only one able to talk to Nah to recruit her, Chrom can also recruit Nah, as he can do for any other child character (barring Lucina and Noire, who are not recruited by this method).
- Despite being a Risen-centric chapter, the fact that the enemies in this chapter even are Risen is not touched upon by any character. As a result, this chapter is one of two in the vanilla Awakening game, and one of four in total, to include generic Risen that do not refer to the Risen as such in dialogue, the others being Chapter 1, EXPonential Growth, and Harvest Scramble.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Daughter to Dragons
|
--
|
Japanese
|
幼き竜の娘
|
Daughter of the young dragon
|
Spanish
|
Hija de dragones
|
Daughter of dragons
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French
|
La fille du dragon
|
The daughter of the dragon
|
German
|
Tochter der Drachen
|
Daughter of Dragons
|
|
Gallery
This section has been marked as a stub. Please help improve the page by adding information.