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| Trying to bring Julius down is unarguably the hardest of the four options, and has you fight the final boss early for questionable gain (unless you didn't pass down the Leg Ring, in which case, defeating him is the only way to get the Leg Ring in the second generation). The Loptous tome's innate effect halves the target's attack power, meaning that critical hits do as much damage as a normal attack towards everyone else, and normal attacks will only scratch Julius for mostly single digit damages, and your own powerful Holy Weapons are subject to this. While this makes Julius insanely tanky, breaking through isn't impossible, albeit incredibly difficult: to break through his insane defenses, short of extensive use of Luna, crits are mandatory, the best units to use will need weapons with [[Kill bonus]]es or have the Critical skill themselves. Usually, such a unit would need to have been undergoing training and acquiring funds to properly gear themselves several chapters in advance, and in the case of child units, inheritance prep on part of their parents. You will need to bait him out first, and due to his leg ring, you also need to bait him out to bait out Ishtar; even if you intend to defeat Ishtar, you still need to bait Julius. Baiting Julius is risky business - He hits marginally harder than Ishtar, and also has Accost, which can give him an extra attack to kill you if you're unlucky, though since your bait unit needs to be faster than him (or else Julius doubles), the chances are better than Ishtar's. | | Trying to bring Julius down is unarguably the hardest of the four options, and has you fight the final boss early for questionable gain (unless you didn't pass down the Leg Ring, in which case, defeating him is the only way to get the Leg Ring in the second generation). The Loptous tome's innate effect halves the target's attack power, meaning that critical hits do as much damage as a normal attack towards everyone else, and normal attacks will only scratch Julius for mostly single digit damages, and your own powerful Holy Weapons are subject to this. While this makes Julius insanely tanky, breaking through isn't impossible, albeit incredibly difficult: to break through his insane defenses, short of extensive use of Luna, crits are mandatory, the best units to use will need weapons with [[Kill bonus]]es or have the Critical skill themselves. Usually, such a unit would need to have been undergoing training and acquiring funds to properly gear themselves several chapters in advance, and in the case of child units, inheritance prep on part of their parents. You will need to bait him out first, and due to his leg ring, you also need to bait him out to bait out Ishtar; even if you intend to defeat Ishtar, you still need to bait Julius. Baiting Julius is risky business - He hits marginally harder than Ishtar, and also has Accost, which can give him an extra attack to kill you if you're unlucky, though since your bait unit needs to be faster than him (or else Julius doubles), the chances are better than Ishtar's. |
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| | Trying to run past and seize the castle is arguably easier, but only if you have the necessary resources to do so. The idea is to have Seliph go from outside of Julius' range to Miletos Castle in a single turn, where he, or other units ahead of him, kill Zagam on the same turn. The Zagam-killer should be either mounted, or have the Leg & Knight Rings if they are infantry. Seliph, the Zagam-killer and up to 2 more backup Zagam-killers should then move forwards and wait in a + formation to be danced in range of the dancer's movement. Then, Lene/Laylea dances them up. The Zagam-killers should then attempt to kill him, and in the event that they fail to kill, canto out of the way of the gate to ensure Seliph can seize. If the Zagam-killer can't be moved out of the way from the gate, Warp/Return/Rescue becomes necessary to dislodge them. Seliph seizes and Julius and Ishtar decide that playtime is over and go home. |
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| ===Tyrfing=== | | ===Tyrfing=== |
- Not to be confused with Light and Shadow, the endgame of Mystery of the Emblem and New Mystery of the Emblem.
- For the skill in Fire Emblem Heroes, see Light and Dark (skill).
Light and Dark
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Light and Dark (Japanese: 光と闇と Light and Darkness) is the tenth chapter of Fire Emblem: Genealogy of the Holy War and the fifth chapter of the second generation.
Plot
- Main article: Light and Dark/Script
This section has been marked as a stub. Please help improve the page by adding information.
Chapter data
Chapter Data
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Conditions
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Unit Data
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Victory: Seize Chalphy Defeat: Seliph dies or Peruluke Castle is seized
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Player: 23
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Partner: 6+6
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Other: 0
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Enemy: 40+65
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Chapter Map
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Map dimensions: 62 columns by 62 rows
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Combatants and castles
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Army
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Commander
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Affiliation
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Units
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Castles
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Guardian
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Notes
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Seliph's
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Seliph
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Player
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23
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Peruluke
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--
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Home castle
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--
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--
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Partner
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6+6
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--
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--
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• Does not have a faction, castle, or phase, and moves at the end of Seliph's phase. • Additional units appear once Miletos Castle has been seized.
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Chronos
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Hilda
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Enemy
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16
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Chronos
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Hilda
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The rampart leading to Miletos is lowered when Chronos and Rados are seized.
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Rados
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Riddell
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Enemy
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19
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Rados
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Morrigan
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Miletos
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--
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Enemy
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5+25
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Miletos
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Zagam
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• The Miletos army emerges once Chronos and Rados are seized. • The bridge connecting Miletos to Chalphy is raised once Miletos is seized.
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Chalphy
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Julius
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Enemy
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2+36
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Chalphy
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--
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Julius and Ishtar emerge once Chronos and Rados have been seized; the army appears once Miletos has been seized.
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Arvis
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Arvis
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Character data
Note: Julia leaves the party automatically at the start of the chapter.
Item data
In addition, six villages are present on the map, which can be visited to obtain up to 5,000 gold each.
Castle data
- Additionally, the armory will sell anything not bought in the previous chapter.
Event data
Unit data
Citizens
Six civilians are present from the start of the chapter. Additional civilians alongside Palmarch emerge once Miletos Castle is seized.
Chronos
The Chronos army is present from the start of the chapter.
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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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Skill
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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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Loptrian
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Dark Mage
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19
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4
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59
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1
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15
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13
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13
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0
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8
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15
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5
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Jormungand
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Authority: Loptous Bishop Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
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Loptrian
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Dark Mage
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19
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2
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59
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1
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15
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13
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13
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0
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8
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15
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5
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Hel
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Authority: Loptous Bishop Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
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Mercenary
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Forrest
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21
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2
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61
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18
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5
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18
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18
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0
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13
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5
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6
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Silver Sword Follow-Up
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Authority: Loptous Bishop Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
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Mercenary
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Sniper
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21
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2
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61
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18
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2
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18
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18
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0
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13
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5
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6
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Silver Bow Follow-Up
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Authority: Loptous Bishop Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
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Loptous Bishop
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Dark Bishop
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24
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1
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64
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2
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22
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17
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17
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0
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12
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19+5
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5
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Fortify • Barrier Ring* Follow-Up
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Authority: ★★ Moves to attack anyone in range of any unit under the his authority.
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Loptrian
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Dark Mage
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22
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2
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62
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2
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16
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14
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14
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0
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9
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16
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5
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Fenrir
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Authority: ★ Immobile.
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Loptrian
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Dark Mage
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22
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2
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62
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2
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16
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14
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14
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0
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9
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16
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5
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Sleep
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Authority: ★ Does not move.
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Hilda
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Queen
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27
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1
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70
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12
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30
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21
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24+5
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5
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19
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30
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6
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Bolganone • Speed Ring Follow-Up • Charm
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Authority: ★★★ Does not move, guards Chronos Castle.
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Rados
The Rados army is present from the start of the chapter.
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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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Skill
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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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Loptrian
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Dark Mage
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17
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3
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57
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1
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15
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13
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13
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0
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8
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15
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5
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Hel
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Authority: Morrigan Will not move while Morrigan is alive.
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Morrigan
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Dark Bishop
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25
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1
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65
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2
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22
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17
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17
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0
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12
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19
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5
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Fenrir • Jormungand Follow-Up
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Authority: ★★ Does not move; guards Rados Caslte.
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Riddell's Squad
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Great Knight
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22
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3
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62
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18
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2
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13
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13+5
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0
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16
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5
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9
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Silver Axe • Speed Ring
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Authority: Riddell Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
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Riddell's Squad
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Duke Knight
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22
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3
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62
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18
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2
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13
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13+5
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0
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14
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5
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9
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Silver Lance • Speed Ring
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Authority: Riddell Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
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Riddell's Squad
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Mage Knight
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22
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3
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62
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11
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14
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13
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13+5
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0
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9
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11
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9
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Elthunder • Speed Ring
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Authority: Riddell Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
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Riddell's Squad
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Bow Knight
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22
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3
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62
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16
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2
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14
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14+5
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0
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14
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5
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9
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Silver Bow • Speed Ring
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Authority: Riddell Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
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Riddell's Squad
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Troubadour
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16
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2
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42
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7
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4
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10
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10+5
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0
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6
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4
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8
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Mend • Speed Ring
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Authority: Riddell Does not use her full movement range unless she or any units under Riddell's authority have something to attack.
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Riddell
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Paladin
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28
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1
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65
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21+5
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9
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21
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22
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15
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21
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11
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9
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Brave Sword • Power Ring Follow-Up • Critical
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Authority: ★★★★ Does not use his full movement range unless he or any units under his authority have something to attack.
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Miletos
The Miletos-affiliated pirates are present from the start of the chapter. The Miletos army emerges once Chronos and Rados have been seized.
Chalphy
Ishtar and Julius emerge once Chronos and Rados have been seized. The Chalphy army emerges once Miletos Castle is seized.
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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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Skill
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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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Rot Ritter
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Knight
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25
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3
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65
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16
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2
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12
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10
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0
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17
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2
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5
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Brave Lance
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Authority: Commander (Baron) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Bow Armor
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30
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4
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70
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18
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3
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14
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12
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0
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19
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3
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5
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Brave Bow
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Authority: Commander (Baron) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Commander
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Baron
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30
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1
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75
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21
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10
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16
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16
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0
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21
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10
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5
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Silver Lance • Fortify Pavise
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Authority: ★★ Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Priest
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25
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3
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51
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2
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14
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13
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13
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0
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3
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14
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5
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Physic
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Authority: Commander (Bishop) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Fire Mage
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30
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4
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56
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3
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19
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15
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15
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0
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4
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14
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5
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Elfire
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Authority: Commander (Bishop) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Commander
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Bishop
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30
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1
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65
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3
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19
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17
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14
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0
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6
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17
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5
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Sleep • Fortify
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Authority: ★★ Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Duke Knight
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25
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3
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65
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19
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2
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14
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14
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0
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15
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5
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9
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Silver Lance
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Authority: Commander (Mage Knight) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Great Knight
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25
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2
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65
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19
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2
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14
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14
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0
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17
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5
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9
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Silver Axe
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Authority: Commander (Mage Knight) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Bow Knight
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25
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2
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65
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17
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2
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15
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15
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0
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15
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5
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9
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Silver Bow
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Authority: Commander (Mage Knight) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Commander
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Mage Knight
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30
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1
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70
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14
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16
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16
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16
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0
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11
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13
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9
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Elfire • Slim Sword
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Authority: ★★ Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Loptrian
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Dark Mage
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15
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4
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55
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1
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14
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12
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12
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0
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8
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14
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5
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Jormungand
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Authority: Loptrian Moves to attack Palmarch's group, attacking any units along the way.
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Loptrian
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Dark Mage
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15
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1
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55
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1
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14
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12
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12
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0
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8
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14
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5
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Jormungand
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Authority: ★ Moves to attack Palmarch's group, attacking any units along the way.
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Rot Ritter
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Fire Mage
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25
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5
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51
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2
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17
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13
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13
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0
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3
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12
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5
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Meteor • Elfire
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Authority: Arvis Immobile.
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Rot Ritter
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High Priest
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25
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1
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60
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2
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19
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16
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15
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0
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5
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15
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5
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Fortify
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Authority: Arvis
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Arvis
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Emperor
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30
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1
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80
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27
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30+10
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30
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30
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4
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30+10
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30+10
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5
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Valflame • Silver Blade Pavise • Charm • Nihil
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Authority: ★★★★★ Does not move; guards Chalphy Castle.
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Major units
Citizens
- Main article: Palmarch
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Inventory
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Skills
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Mend 3,000 Gold
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--
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Weapon Levels
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--
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--
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--
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--
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A
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B
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B
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B
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--
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--
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- Palmarch is the boss of the unnamed Civilian faction. He and the additional children appear once Miletos has been seized.
Chronos
- Main article: Hilda
- Hilda is the guardian of Chronos Castle and the boss of Chronos.
Rados
- Main article: Morrigan
- Morrigan is the guardian of Rados Castle and is a sub-boss affiliated with Rados.
- Main article: Riddell
- Riddell is the boss of Chronos.
Miletos
- Main article: Zagam
- Zagam is the guardian of Miletos Castle. He and the Miletos army appear once Chronos and Rados have been seized.
Chalphy
- Main article: Ishtar
- Ishtar is a sub-boss affiliated with Chalphy. She and Julius appear once Chronos and Rados have been seized.
- Main article: Julius
- Julius is the boss of Chalphy. He and Ishtar appear once Chronos and Rados have been seized.
- Main article: Arvis
- Arvis is the guardian of Chalphy Castle and the boss of Chalphy. He and the Chalphy army appear once Miletos has been seized.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This section has been marked as a stub. Please help improve the page by adding information.
Castle Chronos
The chapter begins with Hilda ordering Riddell to ride out and deprive you of 6 level-ups via civilians to distribute at your leisure. Riddell and his squad, however, do not move at full speed and give you some time to race them there. After the customary trip to the Arena and Blacksmith, the first objective is to break through the Chronos vanguard, comprised of 4 Jormungands, 2 Hels, 2 Silver Sword Heroes, 2 Silver Bow Snipers, 2 Fenrirs, 2 Sleep staves and a commander who can't do anything except spam Fortify. While most of the stuff should be fairly familiar, the Hel mages are new. Hel is a very inaccurate tome that cripples the user's AS only marginally less than a broken weapon does, but drops the target's HP down to 1 on a successful hit (and does absolutely nothing except waste the caster's time if the target is already at 1 HP). This means that on the off chance your units do get hit and don't have Miracle, the remaining enemies will gang up on and kill said unit. That being said, any half-decently dodgy unit on a forest that isn't being hit by WT disadvantage should have no issue dodging Hel. The Chronos army is close enough that some of your cavalry can engage immediately on turn 1, but if you try to do this, you will find that you are unable to kill the rest of the army in the forest, and will get slaughtered by the remnants. Instead, only attack the nearest enemies and canto back to safety while your infantry takes up positions in the nearby forest with the intention to push forward next turn and wipe the remainder out all in one sweep. Also, don't leave your Restore user in range of the Sleep staves - you will waste valuable time waiting around for them to wake up.
You can actually ignore Hilda for now - she poses no immediate threat, unlike Riddell who does. Riddell's squad will not begin moving at full speed until one or more of them have something to attack. This means one of two things. You can either put a strong unit in their collective attack ranges and try to wipe out most of them before the rest of your units move in to clean up, or you put a unit in the range of only the most forward enemy and try to clear them all out on player phase. Either way, don't let Riddell get the first hit. Riddell is incredibly strong for a boss without a Holy Weapon, being incredibly accurate due to high Authority and using a Brave Sword, hard hitting due to his Power Ring and Brave Sword, and is capable of both critting and quadding your units. Forseti still melts him, assuming it wasn't given to unpromoted Coirpre. Otherwise, Larcei can fight him safely due to having more speed and Nihil for negating enemy crits.
Hilda isn't all that impressive. 17 AS for a Fire magic user is surprisingly high, but her 50 ATK just doesn't pose any OHKO threat to basically every unit faster than her, meaning most of your sword users will tear her to shreds.
Castle Rados
If Seliph has already moved a turn's worth of riding or further past Chronos by the time Hilda is dead, he should continue advancing to Rados and seize Chronos on the way back, but otherwise its fine to seize it now to give your units somewhere to fix up their gear, especially that Restore staff. Anyone not involved in capturing Rados can hang around the rampart, or save the civilians for some well-deserved levels. Rados is guarded by your standard-issue Dark Bishop boss, something you've already dealt with earlier twice, and will deal with in the future. His Dark Mage guards aren't noteworthy either, other than the fact that like other 3-unit castle guards, they move if the castle boss is dead.
Once both Chronos and Rados are captured, the rampart will lower and the Miletos army will sortie.
Castle Miletos, Julius, and Ishtar
The Miletos army consists of more unimpressive Heroes, Snipers and Dark Mages, with a few surprisingly non-threatening Warrior thrown into the mix. Routing these is fairly simple, especially as the mountain passage can be used as a chokepoint to deal with the aggressive enemies to separate them from their immobile Physic/Sleep/Fenrir support. Likewise, fliers can easily reach and kill the pirates trying to go after the villages.
After this is done, you are safe for the time being - there are no time sensitive objectives until after you seize Miletos. Pick off enemies at your lesiure, but don't approach the castle just yet.
Ishtar and Julius have decided that the best way to spend their time is to see which of them can kill one of your units first. What they don't say is they will also leave if you defeat one of them, or if you manage to run past them and seize Miletos Castle. Both are very dangerous, but Ishtar is significantly squishier than Julius. They will also leave if they manage to get a kill. Pick your solution from one of the following: Defeat Ishtar, Defeat Julius, Run past and seize the castle or let them get a kill (and revive the sacrificial decoy later if the Valkyrie staff can be used).
Trying to bring Ishtar down is reliant on having someone that can defeat her before she gets a counterattack. With 58 Magical Attack and ludicrously overkill accuracy, she will kill just about any unit. Don't celebrate too early if you have someone that can survive a Mjolnir either - if Ishtar is lucky, they die from Adept anyways. However, her durability is poor, with only 50 HP and 10 DEF, which is low enough that Shannan, Ares and Altena can defeat her by themselves if they're lucky (Astra, Critical, Critical respectively). So can a unit with 21 STR and a Killer Bow crit. Furthermore, if Febail/Altena has 20 or more strength, Yewfelle/Gae Bolg OHKO's by raw power. If none of these are options, your next best bets are Larcei with Astra and the Forseti user with a crit. Regardless, whoever you send to fight Ishtar probably won't survive retaliation, so they'd better do it in one go, and have as much accuracy-boosting support as possible (Charm, Leadership, Sibling/Lover bonuses) to make that happen.
Trying to bring Julius down is unarguably the hardest of the four options, and has you fight the final boss early for questionable gain (unless you didn't pass down the Leg Ring, in which case, defeating him is the only way to get the Leg Ring in the second generation). The Loptous tome's innate effect halves the target's attack power, meaning that critical hits do as much damage as a normal attack towards everyone else, and normal attacks will only scratch Julius for mostly single digit damages, and your own powerful Holy Weapons are subject to this. While this makes Julius insanely tanky, breaking through isn't impossible, albeit incredibly difficult: to break through his insane defenses, short of extensive use of Luna, crits are mandatory, the best units to use will need weapons with Kill bonuses or have the Critical skill themselves. Usually, such a unit would need to have been undergoing training and acquiring funds to properly gear themselves several chapters in advance, and in the case of child units, inheritance prep on part of their parents. You will need to bait him out first, and due to his leg ring, you also need to bait him out to bait out Ishtar; even if you intend to defeat Ishtar, you still need to bait Julius. Baiting Julius is risky business - He hits marginally harder than Ishtar, and also has Accost, which can give him an extra attack to kill you if you're unlucky, though since your bait unit needs to be faster than him (or else Julius doubles), the chances are better than Ishtar's.
Trying to run past and seize the castle is arguably easier, but only if you have the necessary resources to do so. The idea is to have Seliph go from outside of Julius' range to Miletos Castle in a single turn, where he, or other units ahead of him, kill Zagam on the same turn. The Zagam-killer should be either mounted, or have the Leg & Knight Rings if they are infantry. Seliph, the Zagam-killer and up to 2 more backup Zagam-killers should then move forwards and wait in a + formation to be danced in range of the dancer's movement. Then, Lene/Laylea dances them up. The Zagam-killers should then attempt to kill him, and in the event that they fail to kill, canto out of the way of the gate to ensure Seliph can seize. If the Zagam-killer can't be moved out of the way from the gate, Warp/Return/Rescue becomes necessary to dislodge them. Seliph seizes and Julius and Ishtar decide that playtime is over and go home.
Tyrfing
After Castle Miletos is seized, a cutscene will play where the Grannvale Emperor Arvis orders Bishop Palmarch to escort five children to safety, additionally entrusting him with Sigurd's sword, the Tyrfing, to implicitly have him deliver it to Seliph. When the bridge to Castle Chalphy is lowered, the Chalphy army will emerge to attack you. At the same time, a group of five Dark Mages will move in to attack Palmarch and the children, who are trapped and cornered at the eastern cliffs. To reclaim the Tyrfing, you need to have Seliph speak to Palmarch. While Seliph is very likely to be promoted at this point, and will have a mount to reach the Bishop in time, getting to him is easier said than done. This is because the Chalphy army is prone to clogging up the narrow bridge, forcing you to waste time to clear them out so that your mounted units have a clear path to make a beeline towards the Dark Mages to stop them.
Arvis
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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Light and Dark
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From the Light and Dark skill in Fire Emblem Heroes.
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English (unofficial)
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• Light and Darkness • Light and Dark
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• Used in the Project Naga fan translation. • Used in online fan resources.
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Spanish
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Luz tenebrosa
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Shadowy Light; from Heroes.
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French
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Ombre et lumière
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Darkness and Light; from Heroes.
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German
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Licht und Dunkel
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Light and Dark; from Heroes.
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Italian
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Luce e oscurità
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Light and Darkness; from Heroes.
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Portuguese (Brazil)
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Luz e escuridão
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Light and Darkness; from Heroes.
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Traditional Chinese
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光與闇
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Light and Dark; from Heroes.
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Gallery
If Seliph ends his turn in the red area after he kills Arvis, an event will begin.
References