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Sickle to Sword: Difference between revisions

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(→‎Chapter data: Revised AI notes + maps)
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{{Quote|Fight and get stronger, he says... Guess it can't hurt to try. I sure hope I don't get in the way! Gosh, that would be just awful...|Donnel}}
{{Quote|Fight and get stronger, he says... Guess it can't hurt to try. I sure hope I don't get in the way! Gosh, that would be just awful...|Donnel}}


'''Sickle to Sword''' is the first paralogue chapter in {{FE13}}. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. In this chapter, the [[Shepherds (group)|Shepherds]] assist a [[Donnel|young boy]] in rescuing his fellow villagers from a swarm of bandits.
'''Sickle to Sword''' (Japanese: {{hl|弱き者、それは|Yowakisha, soreha}} ''The very weak'') is the first paralogue chapter in {{FE13}}. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. In this chapter, the [[Shepherds (group)|Shepherds]] assist a [[Donnel|young boy]] in rescuing his fellow villagers from a swarm of bandits.


==Plot==
==Plot==
{{main|Sickle to Sword/Script}}
{{main|Sickle to Sword/Script}}
The [[Shepherds (group)|Shepherds]] arrive on an island off the southeast coast of [[Ylisse]]. [[Chrom]] is immediately greeted by a villager named [[Donnel]], who immediately asks him for help. Chrom asks Donnel to slow down and asks what happened. A brigand shows up on the scene and reveals he's spotted the "wee piglet", to Chrom's disgust. The brigand notices Chrom and at first thinks him to be a weak opponent--until he notices the rest of the Shepherds. Chrom gives the brigand a choice: run and live, or fight and die; the brigand runs away. Once the brigand's gone, Chrom again asks Donnel what happened in the area; Donnel attempts formality but has trouble, which Chrom asks Donnel to hold off on formality and asks for his name. Donnel introduces himself and reveals he lives in the village just beyond their location. Chrom again asks Donnel what happened; Donnel reveals that the bandit Chrom just scared off attacked Donnel's village, and that Donnel was the only one to escape, and even then just barely. The bandits were rounding up the other villagers to be hauled off to a bandit camp. Donnel asks Chrom to save his fellow villagers, and reveals that his mother is one of them--all Donnel has in this world. Chrom notices that the ongoing war appears to spawn new evils by the day, and accepts Donnel's offer, asking Donnel to lead the way.
The [[Shepherds (group)|Shepherds]] arrive on an island off the southeast coast of [[Ylisse]]. They are immediately approached by a village boy named [[Donnel]], who informs them that bandits have raided his village and are abducting the citizens to take to their camp. [[Chrom]] immediately agrees to help him, and encourages Donnel to fight alongside them to protect his loved ones.


Upon nightfall, the leader of the brigands, [[Roddick]], asks one of the brigands if he's sure of the presence of Chrom and the Shepherds, which the brigand confirms by swearing on the grave of his sainted mother. Roddick sees Chrom would fetch a high ransom from noble folk, and reveals that he'll have Chrom squealing for mercy in no time. A mother figure among the villagers states that the villagers have nothing left for the brigands to take, and asks Roddick to let the children go; Roddick demands silence from the woman. The brigand underling reveals the woman to be Donnel's mother; Roddick reveals that he knows her, she's the wife of the man who broke Roddick's rib the last time he was in the area, and Donnel's mother reveals that Roddick killed him over it, wishing that situation had gone the opposite way. Roddick insults Donnel's intelligence, and states that fact is no wonder if this woman is his mother, and that they'll see for themselves when they catch Donnel; Roddick even states they may make her watch as they kill Donnel. The woman asks that Roddick spare Donnel, that he's just a young boy.
The Shepherds storm the bandit camp, defeat their leader, rescue the villagers, and reunite Donnel with his mother. If Donnel gained a level and was not incapacitated during the fight, Chrom praises his valor. With Chrom's blessing, Donnel joins the Shepherds. If Donnel did not gain a level or was incapacitated, Chrom encourages him to continue honing his strength, although Donnel is regretful that he couldn't contribute more.
 
Donnel has led the Shepherds to the bandits' camp, the Farfort. Chrom asks Donnel to stay close; Donnel reveals that he can't fight, that he hasn't even stuck a pig before. Chrom apologizes for his mistaken assumption, and asks Donnel to stay where he is and he'll be fine. Donnel states he wishes he was as strong as the Shepherds--if he was, he'd kick out the bandits single-handed, to which Chrom asks that Donnel fight and grow stronger. Donnel is about to say he isn't something, but Chrom states that no man is born a warrior, and that farm work makes for fine training, comparing a sickle to a sword; bandits may be tougher than wheat, but the principle is the same. After mulling over for a short moment, Donnel accepts the offer to fight; he may be no warrior, but the hostages are his people, and he has to do what he can.
 
A short while later, Chrom asks if everybody is in place, with Donnel revealing that he's ready. [[Preparations]] take place; afterward, Donnel attempts to gain confidence by repeating Chrom's words of wisdom, that it wouldn't hurt to try; he hopes that he doesn't get in the way. The game reveals the conditions necessary to retain Donnel's services right before the battle begins.
 
Once Roddick is defeated, and if Donnel gained at least one level during the chapter, Donnel reveals that the group did it, that the village is rid of bandits once and for all. Chrom calls it a worthy first victory for Donnel. Donnel reunites with his mother, who was worried near to death but is now relieved to see him safe; Donnel's mother thanks Chrom for saving both her son and her village. Donnel's mother asks him where his manners are, and asks him to take a knee and thank Chrom. Donnel thanks Chrom, saying he can't begin to repay all what he did for his people. Chrom revealed that it was Donnel that led the charge, the Shepherds simply picked off the stragglers, asking Donnel to hone his potential and use it to keep the village safe. Donnel asks Chrom to wait, Chrom wondering if something is wrong; Donnel requests that Chrom take him with them, that he's good with livestock. Donnel's mother attempts to silence him, but Donnel reveals he wants to hone his skills and be able to keep the village safe, that he once thought he never thought he was good for anything more than shoveling dirt; Chrom showed Donnel that there's more he can do and needs to be doing. Donnel's mother tells him that he needs to know his place, that a farmhand is no fit for something of royal designation; Donnel's mother doesn't get to finish, as Chrom reveals he'd be glad to have Donnel aboard with his group--the Shepherds need every good man they can find, and Donnel fought bravely. Donnel's mother tells Chrom that he's kind to say what he said, and quickly sighs before agreeing to let Donnel make his own decision. Donnel's mother does ask him one last favor, to come home safe, that she'll see that the village is still standing when he returns a hero. Donnel's mother prepares to see him off, and Donnel reveals he's fighting for her--but if he does find glory, he'll be sure to bring it home.
 
If Donnel either failed to gain a level or was defeated within the chapter, the part up to where Chrom refers to Donnel's "worthy first victory" is skipped, and the scene plays out differently after Donnel thanks Chrom. In this case, Chrom tells Donnel that he did enough, but he's still young and that, given time, he'll eventually be able to defend the village single-handedly. Donnel apologizes to Chrom, saying that he's sorry he wasn't more help.


==Chapter data==
==Chapter data==
Line 34: Line 26:
|victory=Defeat [[Roddick]]
|victory=Defeat [[Roddick]]
|defeat=[[Chrom]] or [[Robin]] dies
|defeat=[[Chrom]] or [[Robin]] dies
|ally=8{{hover|+1|Upon Donnel arriving}}
|ally=1–8{{h|+1|Upon Donnel arriving}}
|enemy=16
|enemy=16
|map=[[File:Cm fe13 1x.png]]
|map=[[File:Cm fe13 1x.png]]
|col=18
|row=16
}}
}}
|content2={{ChapData
|content2={{ChapData
|victory=Defeat [[Roddick]]
|victory=Defeat [[Roddick]]
|defeat=[[Chrom]] or [[Robin]] dies
|defeat=[[Chrom]] or [[Robin]] dies
|ally=8{{hover|+1|Upon Donnel arriving}}
|ally=1–8{{h|+1|Upon Donnel arriving}}
|enemy=20
|enemy=20
|map=[[File:Cm fe13 1x h.png]]
|map=[[File:Cm fe13 1x h.png]]
|col=18
|row=16
}}
}}
|content3={{ChapData
|content3={{ChapData
|victory=Defeat [[Roddick]]
|victory=Defeat [[Roddick]]
|defeat=[[Chrom]] or [[Robin]] dies
|defeat=[[Chrom]] or [[Robin]] dies
|ally=8{{hover|+1|Upon Donnel arriving}}
|ally=1–8{{h|+1|Upon Donnel arriving}}
|enemy=22
|enemy=22
|map=[[File:Cm fe13 1x l.png]]
|map=[[File:Cm fe13 1x l.png]]
|col=18
|row=16
}}
}}
}}
}}
The chapter's map is 18 columns by 16 rows.


===Character data===
===Character data===
Line 60: Line 56:
{{ChapChars
{{ChapChars
|game#=13
|game#=13
|newunits=1
|newunit1={{NewUnit
|newunit1={{NewUnit
|name=Donnel
|name=Donnel
Line 67: Line 62:
|HP=16
|HP=16
|lv=1
|lv=1
|inventory={{Item|13|Bronze Lance}}<br>{{Item|13|Vulnerary}}
|recruitment method=Automatically from turn 1<br>To keep at chapter's end, he must gain at least 1 level within the chapter
|recruitment method=Automatically from turn 1<br>To keep at chapter's end, he must gain at least 1 level within the chapter
}}
}}
|return1=chrom l
|forced1=chrom l
|return1article=Chrom  
|forced1article=Chrom  
|return2=avatar {{#var:A}}-default
|return1=robin {{#var:A}}
|return2article=Robin
|return1article=Robin
|return3=lissa
|return2=lissa
|return4=frederick
|return3=frederick
|return5=sully
|return4=sully
|return6=virion
|return5=virion
|return7=stahl
|return6=stahl
|return8=vaike
|return7=vaike
|return9=miriel
|return8=miriel
|return10=sumia
|return9=sumia
|return11=kellam
|return10=kellam
}}
}}
<small>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.</small>
<small>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.</small>
Line 139: Line 135:


===Enemy data===
===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.''
{{Tab
{{Tab
|width=100%
|width=100%
Line 144: Line 141:
|tab2=Hard
|tab2=Hard
|tab3=Lunatic(+)
|tab3=Lunatic(+)
|content1={{ChapEnemies
|content1={{ChapUnitHdr|type=Enemy|platform=3ds01}}
|platform=3ds01
{{ChapUnitCellFE13
|name1=Ruffian
|name=[[Roddick]]
|class1=Thief
|class=Barbarian
|lv1=4
|lv=7
|#1=1
|#=1
|inventory1={{Item|13|Iron Sword}}<br>{{Item|13|Locktouch}}
|hp=29
|notes1=Prioritizes opening the upper [[chest]], then escaping via the south.
|str=13
|-
|mag=0
|name2=Ruffian
|skill=8
|class2=Barbarian
|spd=10
|lv2=4
|lck=4
|#2=6
|def=5
|inventory2={{Item|13|Iron Axe}}
|res=1
|notes2=• The eastern one immediately begins moving unprovoked.<br>• The center-southern two both begin moving if either of them or the nearby [[Archer]] is provoked.<br>• The western one begins moving if the nearby Archer is provoked.<br>• The center one will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
|inventory={{Item|13|Steel Axe}} • {{Item|13|Hand Axe}}
|-
}}
|name3=Ruffian
{{ChapUnitCellFE13
|class3=Archer
|name=Ruffian
|lv3=4
|class=Thief
|#3=5
|lv=4
|inventory3={{Item|13|Iron Bow}}
|#=1
|notes3=• The eastern one immediately begins moving unprovoked.<br>• The center-southern one begins moving if a nearby [[Barbarian]] is provoked.<br>• The southwestern one begins moving if the nearby Barbarian is provoked.
|hp=18~19
|-
|str=5~6
|name4=Ruffian
|mag=0
|class4=Thief
|skill=8~9
|lv4=4
|spd=12~13
|#4=1
|lck=3~4
|inventory4={{Item|13|Iron Sword}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Locktouch}}
|def=1~2
|-
|res=0~1
|name5=Ruffian
|mov=5
|class5=Barbarian
|inventory={{Item|13|Iron Sword}}<br>{{Item|13|Locktouch}}
|lv5=4
|notes=Prioritizes opening the upper [[chest]], then escaping via the south.
|#5=1
}}
|inventory5={{Item|13|Iron Axe}} • {{Item|13|Door Key|type=drop}}
{{ChapUnitCellFE13
|notes5=Will not move until a unit is in range of both him and the nearest Barbarian; or until either of them is fought; in either case, he begins moving.
|name=Ruffian
|-
|class=Barbarian
|name6=Ruffian
|lv=4
|class6=Archer
|#=6
|lv6=4
|hp=22~23
|#6=1
|str=9~10
|inventory6={{Item|13|Iron Bow}} • {{Item|13|Chest Key|type=drop}}
|mag=0
|-
|skill=4~5
|nameb=[[Roddick]]
|spd=5~6
|classb=Barbarian
|lck=2~3
|lvb=7
|def=3~4
|inventoryb={{Item|13|Steel Axe}} • {{Item|13|Hand Axe}}
|res=0~1
|notesb=Immobile.
|mov=5
|inventory={{Item|13|Iron Axe}}
|notes=• The eastern one immediately begins moving unprovoked.<br>• The center-southern two both begin moving if either of them or the nearby [[Archer]] is provoked.<br>• The western one begins moving if the nearby Archer is provoked.<br>• The center one will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Archer
|lv=4
|#=5
|hp=19~20
|str=6~7
|mag=0
|skill=9~10
|spd=6~7
|lck=2~3
|def=2~3
|res=0~1
|mov=5
|inventory={{Item|13|Iron Bow}}
|notes=• The eastern one immediately begins moving unprovoked.<br>• The center-southern one begins moving if a nearby [[Barbarian]] is provoked.<br>• The southwestern one begins moving if the nearby Barbarian is provoked.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Thief
|lv=4
|#=1
|hp=18~19
|str=5~6
|mag=0
|skill=8~9
|spd=12~13
|lck=3~4
|def=1~2
|res=0~1
|mov=5
|inventory={{Item|13|Iron Sword}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Locktouch}}
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Barbarian
|lv=4
|#=1
|hp=22~23
|str=9~10
|mag=0
|skill=4~5
|spd=5~6
|lck=2~3
|def=3~4
|res=0~1
|mov=5
|inventory={{Item|13|Iron Axe}} • {{Item|13|Door Key|type=drop}}
|notes=Will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Archer
|lv=4
|#=1
|hp=19~20
|str=6~7
|mag=0
|skill=9~10
|spd=6~7
|lck=2~3
|def=2~3
|res=0~1
|mov=5
|inventory={{Item|13|Iron Bow}} • {{Item|13|Chest Key|type=drop}}
|last=y
}}
{{ChapUnitFtr}}
|content2={{ChapUnitHdr|type=Enemy|platform=3ds01}}
{{ChapUnitCellFE13
|name=[[Roddick]]
|class=Barbarian
|lv=7
|#=1
|hp=34
|str=15
|mag=0
|skill=9
|spd=12
|lck=5
|def=5
|res=1
|inventory={{Item|13|Steel Axe}} • {{Item|13|Hand Axe}}<br>{{Item|13|Gamble}}
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Thief
|lv=4
|#=2
|hp=22~23
|str=6~7
|mag=0
|skill=10~11
|spd=14~15
|lck=4~5
|def=1~2
|res=0~1
|mov=5
|inventory={{Item|13|Iron Sword}}<br>{{Item|13|Locktouch}} • {{Item|13|Underdog}}<br><small>Will always have Locktouch, but may not have Underdog</small>
|notes=• The southeastern one immediately begins moving unprovoked.<br>• The northern one prioritizes opening the upper [[chest]], then escaping via the south.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Barbarian
|lv=4
|#=7
|hp=28~29
|str=11~12
|mag=0
|skill=5~6
|spd=7~8
|lck=3~4
|def=3~4
|res=0~1
|mov=5
|inventory={{Item|13|Iron Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0–1 skill(s) at random</small>
|notes=• The southeastern three immediately begin moving unprovoked.<br>• The western two both begin moving if either of them or the nearby [[Archer]] is provoked.<br>• The center one will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Archer
|lv=4
|#=6
|hp=24~25
|str=8~9
|mag=0
|skill=11~12
|spd=8~9
|lck=4~5
|def=3~4
|res=0~1
|mov=5
|inventory={{Item|13|Iron Bow}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience|link=Prescience (Awakening)}}<br><small>Can have 0–1 skill(s) at random</small>
|notes=• The southeastern two immediately begin moving unprovoked.<br>• The southwestern one begins moving if a nearby [[Barbarian]] is provoked.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Thief
|lv=4
|#=1
|hp=22~23
|str=6~7
|mag=0
|skill=10~11
|spd=14~15
|lck=4~5
|def=1~2
|res=0~1
|mov=5
|inventory={{Item|13|Iron Sword}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Locktouch}} • {{Item|13|Underdog}}<br><small>Will always have Locktouch, but may not have Underdog</small>
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Barbarian
|lv=4
|#=1
|hp=28~29
|str=11~12
|mag=0
|skill=5~6
|spd=7~8
|lck=3~4
|def=3~4
|res=0~1
|mov=5
|inventory={{Item|13|Iron Axe}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Gamble}}<br><small>Can have 0–1 skill(s) at random</small>
|notes=Will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Barbarian
|lv=4
|#=1
|hp=28~29
|str=11~12
|mag=0
|skill=5~6
|spd=7~8
|lck=3~4
|def=3~4
|res=0~1
|mov=5
|inventory={{Item|13|Hand Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0–1 skill(s) at random</small>
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Archer
|lv=4
|#=1
|hp=24~25
|str=8~9
|mag=0
|skill=11~12
|spd=8~9
|lck=4~5
|def=3~4
|res=0~1
|mov=5
|inventory={{Item|13|Iron Bow}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience|link=Prescience (Awakening)}}<br><small>Can have 0–1 skill(s) at random</small>
|last=y
}}
{{ChapUnitFtr}}
|content3={{ChapUnitHdr|type=Enemy|platform=3ds01}}
{{ChapUnitCellFE13
|name=[[Roddick]]
|class=Barbarian
|lv=7
|#=1
|hp=43
|str=19
|mag=0
|skill=11
|spd=15
|lck=7
|def=5
|res=1
|inventory={{Item|13|Silver Axe}} • {{Item|13|Short Axe}}<br>{{Item|13|Gamble}}
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Thief
|lv=4
|#=2
|hp=28
|str=9
|mag=0
|skill=15
|spd=19
|lck=7
|def=2
|res=1
|mov=5
|inventory={{Item|13|Steel Sword}}<br>{{Item|13|Locktouch}} • {{Item|13|Underdog}}<br><small>Will always have Locktouch, but may not have Underdog</small>
|notes=• The southeastern one immediately begins moving unprovoked.<br>• The northern one prioritizes opening the upper [[chest]], then escaping via the south.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Barbarian
|lv=4
|#=6
|hp=37
|str=16
|mag=0
|skill=8
|spd=11
|lck=6
|def=4
|res=1
|mov=5
|inventory={{Item|13|Steel Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0–1 skill(s) at random</small>
|notes=• The southeastern three immediately begin moving unprovoked.<br>• The western two will not move until a unit is in range of at least two of the following—either of them or the nearby [[Thief]] or [[Archer]]—or until one of them is fought; in either case, both begin moving.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Archer
|lv=4
|#=6
|hp=32
|str=11
|mag=0
|skill=16
|spd=11
|lck=7
|def=4
|res=2
|mov=5
|inventory={{Item|13|Steel Bow}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience|link=Prescience (Awakening)}}<br><small>Can have 0–1 skill(s) at random</small>
|notes=• The southeastern two immediately begin moving unprovoked.<br>• The southwestern one will not move until a unit is in range of at least two of the following—him, the nearby [[Thief]], or the two nearby [[Barbarian]]s—or until one of them is fought; in either case, he begins moving.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Barbarian
|lv=4
|#=2
|hp=37
|str=16
|mag=0
|skill=8
|spd=11
|lck=6
|def=4
|res=1
|mov=5
|inventory={{Item|13|Steel Axe}} • {{Item|13|Short Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0–1 skill(s) at random</small>
|notes=Immediately begins moving unprovoked.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Thief
|lv=4
|#=1
|hp=28
|str=9
|mag=0
|skill=15
|spd=19
|lck=7
|def=2
|res=1
|mov=5
|inventory={{Item|13|Steel Sword}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Locktouch}} • {{Item|13|Underdog}}<br><small>Will always have Locktouch, but may not have Underdog</small>
|notes=Will not move until a unit is in range of at least two of the following—him, the two nearby [[Barbarian]]s, or the nearby [[Archer]]—or until one of them is fought; in either case, he begins moving.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Barbarian
|lv=4
|#=1
|hp=37
|str=16
|mag=0
|skill=8
|spd=11
|lck=6
|def=4
|res=1
|mov=5
|inventory={{Item|13|Steel Axe}} • {{Item|13|Short Axe}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Gamble}}<br><small>Can have 0–1 skill(s) at random</small>
|notes=Will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
}}
{{ChapUnitCellFE13
|name=Ruffian
|class=Barbarian
|lv=4
|#=1
|hp=37
|str=16
|mag=0
|skill=8
|spd=11
|lck=6
|def=4
|res=1
|mov=5
|inventory={{Item|13|Steel Axe}} • {{Item|13|Hammer}}<br>{{Item|13|Gamble}}<br><small>Can have 0–1 skill(s) at random</small>
|notes=Will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
}}
}}
|content2={{ChapEnemies
{{ChapUnitCellFE13
|platform=3ds01
|name=Ruffian
|name1=Ruffian
|class=Barbarian
|class1=Thief
|lv=4
|lv1=4
|#=1
|#1=2
|hp=37
|inventory1={{Item|13|Iron Sword}}<br>{{Item|13|Locktouch}} • {{Item|13|Underdog}}<br><small>Will always have Locktouch, but may not have Underdog</small>
|str=16
|notes1=• The southeastern one immediately begins moving unprovoked.<br>• The northern one prioritizes opening the upper [[chest]], then escaping via the south.
|mag=0
|-
|skill=8
|name2=Ruffian
|spd=11
|class2=Barbarian
|lck=6
|lv2=4
|def=4
|#2=7
|res=1
|inventory2={{Item|13|Iron Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0-1 skill(s) at random</small>
|mov=5
|notes2=• The southeastern three immediately begin moving unprovoked.<br>• The western two both begin moving if either of them or the nearby [[Archer]] is provoked.<br>• The center one will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
|inventory={{Item|13|Short Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0–1 skill(s) at random</small>
|-
|name3=Ruffian
|class3=Archer
|lv3=4
|#3=6
|inventory3={{Item|13|Iron Bow}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience}}<br><small>Can have 0-1 skill(s) at random</small>
|notes3=• The southeastern two immediately begin moving unprovoked.<br>• The southwestern one begins moving if a nearby [[Barbarian]] is provoked.
|-
|name4=Ruffian
|class4=Thief
|lv4=4
|#4=1
|inventory4={{Item|13|Iron Sword}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Locktouch}} • {{Item|13|Underdog}}<br><small>Will always have Locktouch, but may not have Underdog</small>
|-
|name5=Ruffian
|class5=Barbarian
|lv5=4
|#5=1
|inventory5={{Item|13|Iron Axe}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Gamble}}<br><small>Can have 0-1 skill(s) at random</small>
|notes5=Will not move until a unit is in range of both him and the nearest Barbarian; or until either of them is fought; in either case, he begins moving.
|-
|name6=Ruffian
|class6=Barbarian
|lv6=4
|#6=1
|inventory6={{Item|13|Hand Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0-1 skill(s) at random</small>
|-
|name7=Ruffian
|class7=Archer
|lv7=4
|#7=1
|inventory7={{Item|13|Iron Bow}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience}}<br><small>Can have 0-1 skill(s) at random</small>
|-
|nameb=[[Roddick]]
|classb=Barbarian
|lvb=7
|inventoryb={{Item|13|Steel Axe}} • {{Item|13|Hand Axe}}<br>{{Item|13|Gamble}}
|notesb=Immobile.
}}
}}
|content3={{ChapEnemies
{{ChapUnitCellFE13
|platform=3ds01
|name=Ruffian
|name1=Ruffian
|class=Archer
|class1=Thief
|lv=4
|lv1=4
|#=1
|#1=2
|hp=32
|inventory1={{Item|13|Steel Sword}}<br>{{Item|13|Locktouch}} • {{Item|13|Underdog}}<br><small>Will always have Locktouch, but may not have Underdog</small>
|str=11
|notes1=• The southeastern one immediately begins moving unprovoked.<br>• The northern one prioritizes opening the upper [[chest]], then escaping via the south.
|mag=0
|-
|skill=16
|name2=Ruffian
|spd=11
|class2=Barbarian
|lck=7
|lv2=4
|def=4
|#2=6
|res=2
|inventory2={{Item|13|Steel Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0-1 skill(s) at random</small>
|mov=5
|notes2=• The southeastern three immediately begin moving unprovoked.<br>• The western two will not move until a unit is in range of at least two of the following—either of them or the nearby [[Thief]] or [[Archer]]—or until one of them is fought; in either case, both begin moving.
|inventory={{Item|13|Steel Bow}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience|link=Prescience (Awakening)}}<br><small>Can have 0–1 skill(s) at random</small>
|-
|last=y
|name3=Ruffian
|class3=Archer
|lv3=4
|#3=6
|inventory3={{Item|13|Steel Bow}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience}}<br><small>Can have 0-1 skill(s) at random</small>
|notes3=• The southeastern two immediately begin moving unprovoked.<br>• The southwestern one will not move until a unit is in range of at least two of the following—him, the nearby [[Thief]], or the two nearby [[Barbarian]]s—or until one of them is fought; in either case, he begins moving.
|-
|name4=Ruffian
|class4=Barbarian
|lv4=4
|#4=2
|inventory4={{Item|13|Steel Axe}} • {{Item|13|Short Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0-1 skill(s) at random</small>
|notes4=Immediately begins moving unprovoked.
|-
|name5=Ruffian
|class5=Thief
|lv5=4
|#5=1
|inventory5={{Item|13|Steel Sword}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Locktouch}} • {{Item|13|Underdog}}<br><small>Will always have Locktouch, but may not have Underdog</small>
|notes5=Will not move until a unit is in range of at least two of the following—him, the two nearby [[Barbarian]]s, or the nearby [[Archer]]—or until one of them is fought; in either case, he begins moving.
|-
|name6=Ruffian
|class6=Barbarian
|lv6=4
|#6=1
|inventory6={{Item|13|Steel Axe}} • {{Item|13|Short Axe}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Gamble}}<br><small>Can have 0-1 skill(s) at random</small>
|notes6=Will not move until a unit is in range of both him and the nearest Barbarian; or until either of them is fought; in either case, he begins moving.
|-
|name7=Ruffian
|class7=Barbarian
|lv7=4
|#7=1
|inventory7={{Item|13|Steel Axe}} • {{Item|13|Hammer}}<br>{{Item|13|Gamble}}<br><small>Can have 0-1 skill(s) at random</small>
|notes7=Will not move until a unit is in range of both him and the nearest Barbarian; or until either of them is fought; in either case, he begins moving.
|-
|name8=Ruffian
|class8=Barbarian
|lv8=4
|#8=1
|inventory8={{Item|13|Short Axe}}<br>{{Item|13|Gamble}}<br><small>Can have 0-1 skill(s) at random</small>
|-
|name9=Ruffian
|class9=Archer
|lv9=4
|#9=1
|inventory9={{Item|13|Steel Bow}} • {{Item|13|Chest Key|type=drop}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience}}<br><small>Can have 0-1 skill(s) at random</small>
|-
|nameb=[[Roddick]]
|classb=Barbarian
|lvb=7
|inventoryb={{Item|13|Silver Axe}} • {{Item|13|Short Axe}}<br>{{Item|13|Gamble}}
|notesb=Immobile.
}}
}}
{{ChapUnitFtr}}


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:
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:


{{div col|13em}}
*{{Item|13|Pass}}
*{{Item|13|Pass}}
*{{Item|13|Hawkeye|link=Hawkeye (skill)}}
*{{Item|13|Hawkeye|link=Hawkeye (skill)}}
Line 325: Line 573:
*{{Item|13|Aegis+}}
*{{Item|13|Aegis+}}
*{{Item|13|Pavise+}}
*{{Item|13|Pavise+}}
{{div col end}}
}}
}}


Line 387: Line 636:
==Strategy==
==Strategy==
{{Strategy}}
{{Strategy}}
As [[Donnel]] is a rather weak unit, it may be wise to give him a forged E-rank lance to grant him a slight advantage in this paralogue.
As [[Donnel]] is a rather weak unit, it may be wise to give him a forged E-rank lance to grant him a slight advantage in this paralogue. Make sure to deploy one of your two Cavaliers so they can ferry Donnel around for a free kill.
 
On Lunatic+, it is wise to play this paralogue after completing Chapter&nbsp;4 in order to maximize your experience while still earning the Rescue staff in time for Chapter&nbsp;5. Send Frederick to immediately kill the northeastern Thief and have Chrom/Robin take out the southeastern Barbarian. Chrom/Robin needs to hold the southwest chokepoint to keep your squishier units safe; Lon'qu/Vaike can help against enemy Barbarians. Donnel can attack targets of opportunity if he sees them, but there's plenty of time for him to get his level up. Once the first wave is dead, your next objective is to kill the Thief who is trying to make off with your Killer Lance. Have Frederick take out the southwest and Killer Lance Thieves and have Chrom/Robin or Lon'qu/Vaike take out the southwest Brigand.
 
Once all of the immediately mobile enemies are dead, you're pretty much in the clear. Lure in enemies one at a time as you make your way towards Roddick. The safest enemies to feed to Donnel are Archers, who cannot counterattack him if he whiffs an attack; just make sure to keep an eye out for Counter and Pavise+. Counter will not trigger on a killing strike. The northwest Archer is very badly positioned and vulnerable to be boxed in as long as he doesn't have Counter or Pass; pair up Donnel with Sully or Stahl for some free support points, use the Cavalier's mobility to corner him, and poke him to death. If he does have Pass, you can use sheer numbers to plug up any spaces he can reach and use Frederick with a Defense pairing to tank his attacks. The only really troublesome enemies left are the pair of Barbarians who are in a room, aggro together, and have a Hammer to give Frederick a nasty surprise; your Levin Sword is probably your safest bet for killing them, especially if you can get a Dual Strike in.


{{sectstub}}
Completing this chapter allows you to buy all four Iron weapons, so make them standard issue among your units.


==Trivia==
==Trivia==
Line 397: Line 650:
{{Names
{{Names
|eng-name=Sickle to Sword
|eng-name=Sickle to Sword
|eng-mean=
|jpn-name={{h|弱き者、それは|Yowakisha, soreha}}
|jap-name={{hover|弱き者、それは|Yowakisha, soreha}}
|jpn-mean=The very weak
|jap-mean=I am a Weakling
|span-name=Indefensos
|fren-name=
|span-mean=Defenseless
|fren-mean=
|fren-name=Guerrier malgré lui
|span-name=
|fren-mean=Contrary warrior
|span-mean=
|ger-name=Die Schutzlosen
|ger-name=
|ger-mean=The defenseless Ones
|ger-mean=
|ital-name=Zappa e spada
|ital-name=
|ital-mean=Sickle and sword
|ital-mean=
}}
}}



Latest revision as of 16:33, 28 March 2024

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Sickle to Sword


Location

The Farfort

New units

Donnel

Boss(es)

Roddick

Fight and get stronger, he says... Guess it can't hurt to try. I sure hope I don't get in the way! Gosh, that would be just awful...
— Donnel

Sickle to Sword (Japanese: 弱き者、それは The very weak) is the first 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. In this chapter, the Shepherds assist a young boy in rescuing his fellow villagers from a swarm of bandits.

Plot

Main article: Sickle to Sword/Script

The Shepherds arrive on an island off the southeast coast of Ylisse. They are immediately approached by a village boy named Donnel, who informs them that bandits have raided his village and are abducting the citizens to take to their camp. Chrom immediately agrees to help him, and encourages Donnel to fight alongside them to protect his loved ones.

The Shepherds storm the bandit camp, defeat their leader, rescue the villagers, and reunite Donnel with his mother. If Donnel gained a level and was not incapacitated during the fight, Chrom praises his valor. With Chrom's blessing, Donnel joins the Shepherds. If Donnel did not gain a level or was incapacitated, Chrom encourages him to continue honing his strength, although Donnel is regretful that he couldn't contribute more.

Chapter data

Normal Hard Lunatic

Chapter Data
Conditions
Unit Data
Victory: Defeat Roddick Player Partner Other Enemy
Defeat: Chrom or Robin dies 1–8+1 {{{partner}}} {{{other}}} 16
Cm fe13 1x.png
Map dimensions:
18 columns by 16 rows

Character data

Characters
New units
Donnel
Small portrait donnel fe13.png
Villager
HP
16
Inventory
Bronze Lance
Vulnerary
Level
1
Automatically from turn 1
To keep at chapter's end, he must gain at least 1 level within the chapter
Required characters
Chrom l ​
Available characters
Robin f ​Lissa ​Frederick ​Sully ​Virion ​Stahl ​Vaike ​Miriel ​Sumia ​Kellam ​

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.

Item data

Items
Name Obtainment Method
Is 3ds01 chest key.png Chest Key Dropped by enemy Thief
Is 3ds01 chest key.png Chest Key Dropped by enemy Archer
Is 3ds01 door key.png Door Key Dropped by enemy Barbarian
Is 3ds01 killer lance.png Killer Lance Open northern chest in the treasure room
Is 3ds01 rescue.png Rescue Open southern chest in the treasure room

Shop data

After clearing this chapter, the shop at this location will become available.

Armory contents

Normal stock Possible merchant items

Item Price
Is 3ds01 iron sword.png Iron Sword 520
Is 3ds01 iron lance.png Iron Lance 560
Is 3ds01 iron axe.png Iron Axe 600
Is 3ds01 iron bow.png Iron Bow 560

Event tiles

  • Column 12, row 9: In a dead-end nook two squares east of a floor tile that is itself adjacent to a plain tile.
  • Column 3, row 10: Two squares east of a one-tile wall.

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.

Normal Hard Lunatic(+)

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma 3ds01 barbarian enemy.gif Roddick Barbarian 7 1 29 13 0 8 10 4 5 1 - Steel Axe Hand Axe
--
Ma 3ds01 thief enemy.gif Ruffian Thief 4 1 18~19 5~6 0 8~9 12~13 3~4 1~2 0~1 5 Iron Sword
Locktouch
Prioritizes opening the upper chest, then escaping via the south.
Ma 3ds01 barbarian enemy.gif Ruffian Barbarian 4 6 22~23 9~10 0 4~5 5~6 2~3 3~4 0~1 5 Iron Axe
• The eastern one immediately begins moving unprovoked.
• The center-southern two both begin moving if either of them or the nearby Archer is provoked.
• The western one begins moving if the nearby Archer is provoked.
• The center one will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
Ma 3ds01 archer enemy.gif Ruffian Archer 4 5 19~20 6~7 0 9~10 6~7 2~3 2~3 0~1 5 Iron Bow
• The eastern one immediately begins moving unprovoked.
• The center-southern one begins moving if a nearby Barbarian is provoked.
• The southwestern one begins moving if the nearby Barbarian is provoked.
Ma 3ds01 thief enemy.gif Ruffian Thief 4 1 18~19 5~6 0 8~9 12~13 3~4 1~2 0~1 5 Iron Sword Chest KeyThis item is dropped upon this unit's defeat.
Locktouch
--
Ma 3ds01 barbarian enemy.gif Ruffian Barbarian 4 1 22~23 9~10 0 4~5 5~6 2~3 3~4 0~1 5 Iron Axe Door KeyThis item is dropped upon this unit's defeat.
Will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
Ma 3ds01 archer enemy.gif Ruffian Archer 4 1 19~20 6~7 0 9~10 6~7 2~3 2~3 0~1 5 Iron Bow Chest KeyThis item is dropped upon this unit's defeat.
--

Boss data

Main article: Roddick

Normal Hard Lunatic

Small portrait garrick fe13.png
Ma 3ds01 barbarian enemy.gif Barbarian
Level 7
Movement -
Stats
Max HP 29 Speed 10
Strength 13 Luck 4
Magic 0 Defense 5
Skill 8 Resistance 1
Inventory Skills
Steel Axe
Hand Axe
--
Weapon Levels
Swords -- Lances -- Axes C
Bows -- Tomes -- Staves --

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

As Donnel is a rather weak unit, it may be wise to give him a forged E-rank lance to grant him a slight advantage in this paralogue. Make sure to deploy one of your two Cavaliers so they can ferry Donnel around for a free kill.

On Lunatic+, it is wise to play this paralogue after completing Chapter 4 in order to maximize your experience while still earning the Rescue staff in time for Chapter 5. Send Frederick to immediately kill the northeastern Thief and have Chrom/Robin take out the southeastern Barbarian. Chrom/Robin needs to hold the southwest chokepoint to keep your squishier units safe; Lon'qu/Vaike can help against enemy Barbarians. Donnel can attack targets of opportunity if he sees them, but there's plenty of time for him to get his level up. Once the first wave is dead, your next objective is to kill the Thief who is trying to make off with your Killer Lance. Have Frederick take out the southwest and Killer Lance Thieves and have Chrom/Robin or Lon'qu/Vaike take out the southwest Brigand.

Once all of the immediately mobile enemies are dead, you're pretty much in the clear. Lure in enemies one at a time as you make your way towards Roddick. The safest enemies to feed to Donnel are Archers, who cannot counterattack him if he whiffs an attack; just make sure to keep an eye out for Counter and Pavise+. Counter will not trigger on a killing strike. The northwest Archer is very badly positioned and vulnerable to be boxed in as long as he doesn't have Counter or Pass; pair up Donnel with Sully or Stahl for some free support points, use the Cavalier's mobility to corner him, and poke him to death. If he does have Pass, you can use sheer numbers to plug up any spaces he can reach and use Frederick with a Defense pairing to tank his attacks. The only really troublesome enemies left are the pair of Barbarians who are in a room, aggro together, and have a Hammer to give Frederick a nasty surprise; your Levin Sword is probably your safest bet for killing them, especially if you can get a Dual Strike in.

Completing this chapter allows you to buy all four Iron weapons, so make them standard issue among your units.

Trivia

  • This chapter is one of only two non-SpotPass paralogues to not include a green NPC faction at any point in the chapter including the preparations phase; the other such non-SpotPass paralogue is paralogue 14. These two paralogues also happen to be the only paralogues that take place in Ylisse.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Sickle to Sword

--

Japanese

弱き者、それは

The very weak

Spanish

Indefensos

Defenseless

French

Guerrier malgré lui

Contrary warrior

German

Die Schutzlosen

The defenseless Ones

Italian

Zappa e spada

Sickle and sword

Gallery


This section has been marked as a stub. Please help improve the page by adding information.


Sickle to Sword • The Secret Seller →
Fire Emblem Awakening
Playable characters AnnaAversaBasilioBradyChercheChromCordeliaCynthiaDonnelEmmerynFlaviaFrederickGaiusGangrelGeromeGregorHenryInigoKellamKjelleLaurentLibraLissaLon'quLucinaMaribelleMirielMorganNahNoireNowiOliviaOwainPannePriamRickenRobinSay'riSeveraStahlSullySumiaTharjaTikiVaikeVirionWalhartYarneYen'fay
Non-playable characters HollandMaidenNagaOld HubbaPhila
Bosses AlgolAnguillaArdriAversaBovisCampariCanisCassiusCervantesChalardDalenDaltonDracoEquusExcellusEzraFarberGallusGangrelGarrickGeckoGrimaGyralIgnatiusJamilLepusMarthMorristanMusMustafaNelsonNombryOrtonOvisPherosPorcusPriamRaimiRisen ChiefRoddickRugerSimiaTigrisValidarVastoVictorVincentWalhartXalbadorYen'fayZanth
Background characters First exaltKe'riMarth
DLC characters AlmCatriaCelicaEirikaEldiganElinciaEphraimEstIkeKatarinaLeifLynPrince MarthMicaiahPallaRoySeliph
SpotPass characters Shadow Dragon CaedaGharnefLindeMerricMinervaNavarreNynaOgmaPrince MarthTiki
Gaiden AlmBoeyCelicaClairCliveDeenLuthierMycenNomahValbar
Mystery of the Emblem AthenaCatriaEtzelHardinHoraceKatarinaKing MarthLegionMaliceNorne
Genealogy of the Holy War G1 ArdenArvisAyraDeirdreEthlynJamkeLewynQuanRaquesisSigurd
Genealogy of the Holy War G2 AltenaAresArthurCedFeeJuliaJuliusLarceiSeliphUlster
Thracia 776 DagdarEyvelFinnLeifMareetaNannaOlwenRaydrikSaiasSalem
Binding Blade CeciliaLilinaLughPercevalRaighRoyShannaSophiaWoltZephiel
Fire Emblem EliwoodFlorinaHectorJaffarKarelLynMatthewNergalNinoSerra
Sacred Stones AmeliaEirikaEphraimInnesL'ArachelLuteLyonMarisaMoulderSeth
Path of Radiance AshnardElinciaGeoffreyIkeLuciaMiaMistSorenTitaniaZihark
Radiant Dawn Black KnightBromEdwardLeonardoMicaiahNepheneeSanakiSephiranSigrunSothe
Others CamusIshtarLinusLloydNarcianOliverPetrineSelenaTravantUrsula
Regalia and personal weapons AmatsuArmadsBalmungBook of NagaDouble BowExcaliburFalchion (Exalted FalchionParallel Falchion) • ForsetiGáe BolgGoddess StaffGoetiaGradivusGrima's TruthGungnirHauteclereHelswathMercuriusMissiletainnMjölnirMystletainnNidhoggNoble RapierParthiaRagnellRapierSol KattiTyrfingValflameWolf BergYewfelle
Chapters Main story Pm: Invisible Ties • P: The Verge of History • 1: Unwelcome Change • 2: Shepherds • 3: Warrior Realm • 4: Two Falchions • 5: The Exalt and the King • 6: Foreseer • 7: Incursion • 8: The Grimleal • 9: Emmeryn • 10: Renewal • 11: Mad King Gangrel • 12: The Seacomers • 13: Of Sacred Blood • 14: Flames on the Blue • 15: Smoldering Resistance • 16: Naga's Voice • 17: Inexorable Death • 18: Sibling Blades • 19: The Conqueror • 20: The Sword or the Knee • 21: Five Gemstones • 22: An Ill Presage • 23: Invisible Ties • 24: Awakening • 25: To Slay a GodE: Grima
Paralogues 1: Sickle to Sword • 2: The Secret Seller • 3: A Strangled Peace • 4: Anna the Merchant • 5: Scion of Legend • 6: A Man for Flowers • 7: Noble Lineage • 8: A Duel Disgraced • 9: Wings of Justice • 10: Ambivalence • 11: Twin Wyverns • 12: Disowned by Time • 13: Rival Bands • 14: Shadow in the Sands • 15: A Shot from the Dark • 16: Daughter to Dragons • 17: The Threat of Silence • 18: The Dead King's Lament • 19: Irreconcilable Paths • 20: A Hard Miracle • 21: Ghost of a Blade • 22: The Wellspring of Truth • 23: The Radiant Hero
Xenologues Champions of Yore 1Champions of Yore 2Champions of Yore 3The Golden GaffeEXPonential GrowthInfinite RegaliaLost Bloodlines 1Lost Bloodlines 2Lost Bloodlines 3Smash Brethren 1Smash Brethren 2Smash Brethren 3Rogues & Redeemers 1Rogues & Redeemers 2Rogues & Redeemers 3Death's EmbraceFive-Anna FirefightRoster RescueHarvest ScrambleSummer ScrambleHot-Spring ScrambleThe Future Past 1The Future Past 2The Future Past 3Apotheosis
Locations YlisseFerox (Arena Ferox) • Outrealm Gate (Outrealms) • Plegia (Dragon's Table) • YlisseValmChon'sinRosanneValm
Groups, objects, and concepts AwakeningEinherjarFire EmblemGrimleal (Deadlords) • RisenShepherds
Lists ChaptersCharactersClasses (Class change) • Hidden treasureItemsScriptsSkillsSupportsWeapons
Related topics Ancient LettersBirthdayDouble DuelDownloadable contentName chartNintendo Dream comics • Other games (GaidenGenealogy of the Holy WarShadow DragonNew Mystery of the Emblem) • Pre-release information (Unused content) • Unit Gallery (Soundtrack) • SpotPassStreetPassTimelineWorld map