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The Impregnable Fortress (Azure Moon)/Taking Fort Merceus

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Taking Fort Merceus

Cm fe16am 20.png

Location

Fort Merceus

Boss(es)

Death Knight

Previous chapter(s)

Saving Derdriu

Next chapter(s)

Assault on Enbarr

Taking Fort Merceus (Japanese: メリセウス攻防戦 Meriseus battle) is the main battle map of the twentieth chapter of Fire Emblem: Three Houses in the Azure Moon route. In this map, Fort Merceus, the Impregnable Fortress, is besieged by the army of Faerghus.

Beginning log

After saving the embattled Alliance, you march south to Empire territory. Fort Merceus, said to be impregnable, stands between you and Enbarr, the Imperial Capital.

Map data

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat the Death Knight Player Partner Other Enemy
Defeat: Byleth or Dimitri dies*, or the player's army is routed* 2–10 {{{partner}}} {{{other}}} 38+∞
Cm fe16am 20.png
Map dimensions:
30 columns by 30 rows

Character data

Characters
New units

None

Required characters
Byleth m 02 ​Dimitri 02 ​
Available characters
Felix 02 ​Ashe 02 ​Sylvain 02 ​Mercedes 02 ​Annette 02 ​Ingrid 02 ​Ferdinand 02 ​Linhardt 02 ​Caspar 02 ​Bernadetta 02 ​Dorothea 02 ​Petra 02 ​Raphael 02 ​Ignatz 02 ​Lysithea 02 ​Marianne 02 ​Hilda 02 ​Leonie 02 ​Constance 04 ​Balthus 02 ​Hapi 02 ​Yuri 02 ​Anna ​Catherine ​Shamir ​Cyril 02 ​Flayn ​Hanneman ​Manuela ​Alois ​Seteth ​Gilbert ​Dedue 02 ​Lorenz 02 ​

Item data

Items
Name Obtainment Method
Is ns01 axe.png Brave Axe Dropped by Caspar
Is ns01 bullion.png Extra Large Bullion Open northeastern chest
Is ns01 stat booster.png Black Pearl Open southeastern chest
Is ns01 potion.png Elixir Steal from Linhardt
Is ns01 potion.png Vulnerary Steal from Linhardt
Is ns01 potion.png Elixir Steal from Caspar
Note: All stealable and dropable items are present on the generic replacements of Linhardt and Caspar

Enemy data

Normal Hard Maddening

Enemy Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma ns01 death knight enemy.gif Death Knight Death Knight 50 1 57 35 21 15 30 12 29 23 8 - Scythe of Sariel*/ Brave Lance*
Murderous Intent Canto Lancefaire Commander Counterattack Mastermind Poison Strike Lance Prowess Lv 5
Glowing Ember
Stands on a heal tile +.
Ma ns01 bishop linhardt enemy.gif Linhardt Bishop 40 1 43 11 28 17 15 23 12 37 9 4 Nosferatu Elixir Vulnerary Heal Fortify
Catnap White Magic Uses x2 White Magic Heal +10 Terrain Resistance Faith Lv 5 White Magic Avo +20 Defiant Res
• Bears the Minor Crest of Cethleann.
• Starts on a heal tile +.
• Begins moving if a nearby Dark Bishop is provoked.
• Replaced by an Imperial General Bishop if he was recruited.
Ma ns01 war master caspar enemy.gif Caspar War Master 40 1 68 38 10 17 28 19 27 10 10 6 Brave AxeThis item is dropped upon this unit's defeat. Elixir
Born Fighter Fistfaire Axefaire Crit +20 Axe Prowess Lv 5 Desperation Battalion Wrath Pass Lancebreaker+
Helm Splitter
• Starts on a heal tile +.
• Begins moving if the central Giant Demonic Beast is provoked or the left- or right-east Paladin is provoked.
• Replaced by an Imperial General War Master if he was recruited.
Ma ns01 bishop enemy.gif Imperial General Bishop 40 1 44 12 23 17 16 23 12 34 9 4 Nosferatu Elixir Vulnerary Fortify
White Magic Uses x2 White Magic Heal +10 Terrain Resistance Faith Lv 5 White Magic Avo +20 Defiant Res
• Starts on a heal tile +.
• Begins moving if a nearby Dark Bishop is provoked.
• Replaces Linhardt if he was recruited.
Ma ns01 war master enemy.gif Imperial General War Master 40 1 65 35 10 17 28 19 22 10 10 6 Brave AxeThis item is dropped upon this unit's defeat. Elixir
Fistfaire Axefaire Crit +20 Axe Prowess Lv 5 Desperation Battalion Wrath Pass Lancebreaker+
Helm Splitter
• Starts on a heal tile +.
• Begins moving if the central Giant Demonic Beast is provoked or the left- or right-east Paladin is provoked.
• Replaces Caspar he was recruited.
Ma ns01 sniper enemy.gif Imperial Soldier Sniper 39 2 38 19 12 28 18 13 16 8 15 - Silver Bow
Bowfaire Bowrange +1
Man Ballistae.
Ma ns01 sniper female enemy.gif Imperial Soldier Sniper 39 1 38 19 12 28 18 13 16 8 15 5 Silver Bow
Bowfaire Bowrange +1
Begins moving unprovoked if any player unit enters the southern area.
Ma ns01 warrior enemy.gif Imperial Soldier Warrior 39 2 49 27 12 12 19 11 19 8 15 5 Silver Axe
Axefaire Axe Crit +10
The southern one begins moving if the nearby Fortress Knight or Dark Bishop is provoked.
Ma ns01 fortress knight enemy.gif Imperial Soldier Fortress Knight 39 6 51 20 12 12 2 10 38 7 15 4 Silver Axe
Axefaire Weight -5
• The southern one begins moving if the nearby Warrior or Dark Bishop is provoked.
• The lower-central one begins moving if the female Fortress Knight or nearby Warlock is provoked, or if any player unit enters the southern area.
• The upper-central two begin moving if they or the nearby War Master are provoked, or if any player unit enters the southern area.
• The northern one begins moving if the nearby Great Knight is provoked or one turn after Caspar* engages in combat, the central Giant Demonic Beast is provoked, or any player unit enters the southern area.
Ma ns01 fortress knight enemy.gif Imperial Soldier Fortress Knight 39 1 51 20 12 12 2 10 38 7 15 4 Tomahawk Silver Axe
Axefaire Weight -5
--
Ma ns01 fortress knight female enemy.gif Imperial Soldier Fortress Knight 39 1 51 20 12 12 2 10 38 7 15 4 Silver Axe
Axefaire Weight -5
Begins moving if the lower-central Fortress Knight or nearby Warlock is provoked, or if any player unit enters the southern area.
Ma ns01 paladin enemy.gif Imperial Soldier Paladin 39 1 44 20 12 16 17 10 26 10 15 8 Spear Silver Lance
Canto Lancefaire Terrain Resistance
--
Ma ns01 great knight female enemy.gif Imperial Soldier Great Knight 39 1 51 22 12 14 7 12 36 10 15 7 Tomahawk Brave Axe
Canto Lancefaire Axefaire
--
Ma ns01 paladin enemy.gif Imperial Soldier Paladin 39 3 44 20 12 16 17 10 26 10 15 8 Silver Lance
Canto Lancefaire Terrain Resistance
• The left-east one begins moving if the right-east Paladin or Caspar* is provoked, or one turn after Linhardt* engages in combat, the central Giant Demonic Beast is provoked, or any player unit enters the southern area.
• The right-east one begins moving if the left-east Paladin or Caspar* is provoked, or one turn after Linhardt* engages in combat or any player unit enters the southern area.
• The upper-east one begins moving unprovoked one turn after Linhardt* engages in combat or any player unit enters the southern area.
Ma ns01 great knight enemy.gif Imperial Soldier Great Knight 39 3 51 22 12 14 7 12 36 10 15 7 Silver Axe
Canto Lancefaire Axefaire
• The northern one begins moving if the nearby Fortress Knight is provoked, or one turn after Caspar* engages in combat, the central Giant Demonic Beast is provoked, or any player unit enters the southern area.
• The southeast two begin moving unprovoked one turn after Linhardt* engages in combat or if either is provoked.
Ma ns01 paladin enemy.gif Imperial Soldier Paladin 39 1 44 20 12 16 17 10 26 10 15 - Silver Lance
Canto Lancefaire Terrain Resistance
Defeating him halts the Paladin reinforcements.
Ma ns01 dark bishop enemy.gif Imperial Soldier Dark Bishop 39 3 38 13 21 14 18 10 12 25 13 - Banshee Θ Miasma Δ Death Γ
Miasma Δ Fiendish Blow Heartseeker
• The northern two man Fire Orbs.
• Defeating the southern one halts the Dark Bishop reinforcements.
Ma ns01 warlock enemy.gif Imperial Soldier Warlock 39 1 38 13 20 13 19 10 12 26 15 4 Ragnarok Thoron
Black Tomefaire Black Magic Uses x2
Begins moving unprovoked one turn after Caspar* engages in combat, the central Giant Demonic Beast is provoked, or any player unit enters the southern area.
Ma ns01 warlock enemy.gif Imperial Soldier Warlock 39 1 38 13 20 13 19 10 12 26 15 4 Fimbulvetr Cutting Gale
Black Tomefaire Black Magic Uses x2
Begins moving if the female or lower-central Fortress Knight is provoked.
Ma ns01 dark bishop enemy.gif Imperial Soldier Dark Bishop 39 3 38 13 21 14 18 10 12 25 13 4 Banshee Θ Miasma Δ Death Γ
Miasma Δ Fiendish Blow Heartseeker
• The southern one begins moving if the nearby Warrior or Fortress Knight is provoked
• The western two begin moving if they or Linhardt* are provoked, or if any player unit enters the southern area or the central Giant Demonic Beast is provoked.
Ma ns01 giant demonic beast enemy.gif Giant Demonic Beast Giant Demonic Beast 39 1 72
72
106
36 3 9 3 0 27 3 0 4 Giant Artificial Crest Stone
Defiant Str Defiant Def Renewal Barrier Vital Defense Armored Blow Latent; active starting from health bar 2 Death Blow Latent; active starting from health bar 3
Arm Press
Is ns01 weakness sword.png Weak to Swords.
• Begins moving if any player unit enters the southern area.
Ma ns01 giant demonic beast enemy.gif Giant Demonic Beast Giant Demonic Beast 39 1 72
72
106
36 3 9 3 0 27 3 0 4 Giant Artificial Crest Stone
Defiant Str Defiant Def Renewal Barrier Vital Defense Armored Blow Latent; active starting from health bar 2 Death Blow Latent; active starting from health bar 3
Arm Press
Is ns01 weakness lance.png Weak to Lances.
• Begins moving if any player unit enters the southern area.
Ma ns01 war master enemy.gif Imperial Soldier War Master 39 1 53 30 12 14 28 13 23 10 15 6 Silver Gauntlets
Fistfaire Axefaire Crit +20
Begins moving if an upper-east Fortress Knight is provoked, or if any player unit enters the southern area.
Ma ns01 warlock female enemy.gif Imperial Soldier Warlock 39 1 38 13 20 13 19 10 12 26 15 - Excalibur Meteor
Black Tomefaire Black Magic Uses x2 Reason Lv 4 Hit +20
--
Ma ns01 bishop enemy.gif Imperial Soldier Bishop 39 1 39 13 18 13 18 10 12 27 16 4 Fortify Ward
White Magic Uses x2 White Magic Heal +10 Terrain Resistance
--
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma ns01 paladin enemy.gif Imperial Soldier Paladin 39 44 20 12 16 17 10 26 10 15 8 Silver Lance
Canto Lancefaire Terrain Resistance
--
Ma ns01 dark bishop enemy.gif Imperial Soldier Dark Bishop 39 38 13 21 14 18 10 12 25 13 - Banshee Θ Miasma Δ Death Γ
Miasma Δ Fiendish Blow Heartseeker
--

Reinforcements

  • Every other turn, starting turn 3
    • 1 Paladin from the southeast, just south of the southernmost Paladin; halted by defeating the Paladin.
    • 1 Dark Bishop from the southwest, just south of the southernmost Dark Bishop; halted by defeating the Dark Bishop.

Boss data

Main article: Death Knight

Normal Hard Maddening

Small portrait death knight fe16.png
Ma ns01 death knight enemy.gif Death Knight
Level 50
Movement -
Crest --
Stats
Max HP 57 Luck 12
Strength 35 Defense 29
Magic 21 Resistance 23
Dexterity 15 Charm 8
Speed 30
Inventory Abilities
Scythe of Sariel*
Brave Lance*
Murderous Intent
Canto
Lancefaire
Commander
Counterattack
Mastermind
Poison Strike
Lance Prowess Lv 5
Combat arts Spells Battalion
Glowing Ember -- --
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
B A C+ D C+ D E C E A E FE16ClassMasteryEmpty.png

Sub-bosses

Main article: Linhardt

Linhardt does not appear if he was recruited and is replaced by an Imperial General Bishop.

Normal Hard Maddening

Small portrait linhardt 02 fe16.png
Ma ns01 bishop linhardt enemy.gif Bishop
Level 40
Movement 4
Crest Is ns01 minor crest of cethleann.png
Stats
Max HP 43 Luck 23
Strength 11 Defense 12
Magic 28 Resistance 37
Dexterity 17 Charm 9
Speed 15
Inventory Abilities
Elixir
Vulnerary
Catnap
White Magic Uses x2
White Magic Heal +10
Terrain Resistance
Faith Lv 5
White Magic Avo +20
Defiant Res
Combat arts Spells Battalion
-- Nosferatu
Heal
Fortify
--
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E E E E E E A B E E E FE16ClassMasteryEmpty.png
Main article: Caspar

Caspar does not appear if he was recruited and is replaced by an Imperial General War Master.

Normal Hard Maddening

Small portrait caspar 02 fe16.png
Ma ns01 war master caspar enemy.gif War Master
Level 40
Movement 6
Crest --
Stats
Max HP 68 Luck 19
Strength 38 Defense 27
Magic 10 Resistance 10
Dexterity 17 Charm 10
Speed 28
Inventory Abilities
Brave AxeThis item is dropped upon this unit's defeat.
Elixir
Born Fighter
Fistfaire
Axefaire
Crit +20
Axe Prowess Lv 5
Desperation
Battalion Wrath
Pass
Lancebreaker+
Combat arts Spells Battalion
Helm Splitter -- --
Skill Levels
Swords Lances Axes Bows Brawling Reason Faith Authority Heavy Armor Riding Flying Class mastery
E E A E A E E B E E E FE16ClassMasteryEmpty.png

Strategy

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

The goal of this map is to defeat the Death Knight. Accounting for the enemies in the way and not accounting for terrain that may hinder non-fliers, the closest deployment positions—the bottom-most two—are 26 tiles away from the Death Knight, equivalent to two full movements of a Strided, 8-move flier; a Strided Dancer in one of the bottom-most deployment positions would need to be only a single tile right or down or have one more move—things which could be achieved with a repositioning skill such as Shove or the March Ring—to get such a flier in the other position to the Death Knight in one turn. A combination of one or more units with Warp, a battalion with the Dance of the Goddess gambit—namely the Blue Lion Dancers—and high-move units with good combat will greatly increase the number of units that could quickly reach the Death Knight, either through increasing their allies' mobility or clearing out enemies in the way.

Due to his fairly high speed and luck as well as his Lance Prowess Lv 5 ability and Reaper Knights battalion, the Death Knight has fairly high avoid, so increasing combat units' hit rates with adjutants or Rally Skill may be necessary. To defeat the Death Knight in one hit, the attacking unit will need (in Normal/Hard/Maddening difficulties) at least 87/102/112 physical attack or 81/95/110 magical attack. To defeat him in two hits, the attacking unit will need at least 60/70/76 physical attack or 53/63/74 magical attack to deal enough damage, and 40/42/50 attack speed to follow up if the Scythe of Sariel was not obtained in The Face Beneath or 29/37/46 if it was; attempting to two-shot the Death Knight is not recommended without a way to attack consecutively, such as with Swift Strikes, as units with the speed to two-shot him will likely lack the bulk to survive a crit or two hits from the Brave Lance—additionally, the Scythe of Sariel's high critical rate may pose a problem even for bulkier units, so a way to negate that, such as the Rafail Gem, may be appreciated. If one- or two-shots are unreliable or undesirable, offensive gambits can provide damage without suffering a counter attack; if too few units can reach him, a bulky unit such as Dedue or Gilbert (neither of whom can survive against the Death Knight in Maddening at base, though Gilbert requires only seven points of protection to survive two non-crits) can lure him closer to the main army.

The Death Knight lacks any bonus damage-nullifying skills, and as such is weak to anti-cavalry effects. Dark Spikes Τ has an effective might of 39 against the Death Knight, and the Spear of Assal has 42; any lance used with Knightkneeler not already effective against cavalry will have its might doubled with a +5 bonus—the Lance of Ruin, for instance, will have an effective might of 49—and using Beast Fang with Blutgang will have a might of 36. Lysithea has a high magic growth and access to Dark Spikes Τ; however, for faster clears, she will likely be preoccupied Warping the dancer or a strong combat unit rather than being that combat unit, and classes with access to spells may either limit her movement with Warlock, have high requirements like Dark Knight, or require DLC like Dark Flier. Units with access to Swift StrikesFerdinand, Sylvain, and Seteth—are effective against the Death Knight, particularly as Wyvern Lords, as A-level lances grants access to both Swift Strikes and the Spear of Assal, getting them over halfway to the attack requirement to two-shot the Death Knight on Maddening; a Sniper with Hunter's Volley can perform similarly due to Hunter's Volley's sequential attacks and increased crit, as can Cyril or Leonie with Point-Blank Volley, which does not require being in the Sniper class but lacks the crit bonus.

Etymology and other languages

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

Taking Fort Merceus

--

Japanese

メリセウス攻防戦

Meriseus battle

Spanish

La toma de Fuerte Merceus

The taking of Fort Merceus

French

L'inexpugnable fort Merceus

The impregnable fort Merceus

German

Eroberung von Merceus

Conquest of Merceus

Italian

La presa del forte Merceus

The taking of fort Merceus

Korean

메리세우스 공방전

Battle for Merceus

Simplified Chinese

梅利赛乌斯攻防战

Merceus siege battle

Traditional Chinese

梅利賽烏斯攻防戰

Merceus siege battle

Gallery


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References

← Saving Derdriu • Taking Fort Merceus • Assault on Enbarr →
Fire Emblem: Three Houses
Playable characters Black Eagles BernadettaCasparDorotheaEdelgardFerdinandHubertLinhardtPetra
Blue Lions AnnetteAsheDedueDimitriFelixIngridMercedesSylvain
Golden Deer ClaudeHildaIgnatzLeonieLorenzLysitheaMarianneRaphael
Other AloisAnnaDLCBylethCatherineCyrilFlaynGilbertHannemanJeritzaManuelaSetethShamir
Ashen WolvesDLC BalthusConstanceHapiYuri
Non-playable characters AbysskeeperDLCDuke AegirFlecheGatekeeperDuke GerthIonius IXJeraltJudithLadislavaNaderRandolphRheaRodrigueSothis
Bosses AcheronAelfricDLCAloisLord ArundelBiasBlaiddydCasparCatherineCharonChilonClaudeCorneliaDaphnelDedueDeath KnightDimitriDominicBaron DominicEdelgardFelixFerdinandFlame EmperorFlaynFraldariusGautierGloucesterGonerilGwendalHubertIngridThe Immaculate OneThe ImmovableJudithKostasKronyaLadislavaLamineLinhardtLonatoLorenzMercedesMetodeyMiklanMysonNaderNemesisBaron OchsDLCOdessePallardóPittacusRandolphRheaRieganRodrigueSetethShamirSolonSylvainThalesWandering BeastThe Wind Caller
Background characters Lord ArundelCount BergliezCorneliaMargrave GautierGlennCount GloucesterCount HevringHolstLambertMonicaPatriciaRufusSeirosSitriTomasTianaCount Varley
Personal weapons and regalia Aegis ShieldAreadbharAsclepiusAthameAxe of UkonvasaraAymrBlutgangCaduceus StaffCirce StaffCrusherFailnaughtFetters of DromiFreikugelThe InexhaustibleLance of RuinLúinOchain ShieldRafail GemScythe of SarielSeiros ShieldSpear of AssalSword of BegaltaSword of MoraltaSword of SeirosSword of the CreatorTathlum BowThunderbrandThyrsusVajra-Mushti
Chapters Part I
White Clouds
P: An Inevitable Encounter • 1: Three Houses • 2: Familiar Scenery • 3: Mutiny in the Mist • 4: The Goddess's Rite of Rebirth • 5: Tower of Black Winds • 6: Rumors of a Reaper • 7: Field of the Eagle and Lion • 8: The Flame in the Darkness • 9: The Cause of Sorrow • 10: Where the Goddess Dwells • 11: Throne of Knowledge • 12: To War Black Eagles, if Byleth sides against EdelgardBlue LionsGolden Deer / Outset of a Power Struggle Black Eagles, if Byleth sides with Edelgard
Part II Silver Snow
Silver Snow
13: Reunion at Dawn • 14: A King Without a Kingdom • 15: Valley of Torment • 16: The Rose-Colored River • 17: The Impregnable Fortress • 18: The Chaos of War • 19: Conclusion of the Crossing Roads • 20: The City Without Light • 21: Following a Dream
Azure Moon
Azure Moon
13: Reunion at Dawn • 14: The Delusional Prince • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The King's Triumphant Return • 19: The Golden Deer's Plea • 20: The Impregnable Fortress • 21: Our Chosen Paths • 22: Oath of the Dagger
Verdant Wind
Verdant Wind
13: Reunion at Dawn • 14: The Alliance Leader's Ambitions • 15: Valley of Torment • 16: The Rose-Colored River • 17: Blood of the Eagle and Lion • 18: The Golden Scheme • 19: The Chaos of War • 20: Conclusion of the Crossing Roads • 21: The City Without Light • 22: Fódlan's New Dawn
Crimson Flower
Crimson Flower
13: Beyond Escape • 14: The Master Tactician • 15: Tempest of Swords and Shields • 16: Lady of Deceit • 17: Field of Revenge • 18: To the End of a Dream
Paralogues Paralogues Part I Black Market SchemeDLCA Cursed RelicDLCDeath TollDividing the World Black Eagles, if Byleth sides against EdelgardBlue LionsGolden DeerFalling Short of HeavenThe ForgottenLand of the Golden DeerAn Ocean ViewOil and WaterRumored NuptialsThe Secret MerchantDLC Blue LionsGolden DeerSword and Shield of SeirosTales of the Red CanyonTrue ChivalryWar for the Weak Blue Lions
Part II Darkness Beneath the Earth Crimson FlowerDividing the World Silver SnowAzure MoonVerdant WindEternal Guardian Silver SnowAzure MoonVerdant WindThe Face Beneath Silver SnowAzure MoonVerdant WindForeign Land and SkyForgotten HeroInsurmountable Crimson FlowerLegend of the LakeRetribution Silver SnowAzure MoonVerdant WindThe Secret MerchantDLC Crimson FlowerThe Silver Maiden Azure MoonThe Sleeping Sand Legend Verdant WindWeathervanes of Fódlan Azure Moon
Cindered Shadows
Cindered Shadows
1: The Fourth House • 2: What Lies Beneath • 3: The Rite of Rising • 4: Danger in the Dark • 5: Betrayal • 6: Return to Me • 7: Wolf Pack
Locations FódlanAdrestiaFaerghusGarreg Mach Monastery (Abyss) • LeicesterAlmyraBrigidDagdaSrengZahras
Groups, objects and concepts 10 ElitesAshen WolvesBlack Eagles (Black Eagle Strike Force) • Blue LionsChildren of the GoddessChurch of Seiros (Knights of Seiros) • Crests (Crest Stone) • Divine PulseGolden DeerHeroes' RelicsInsurrection of the SevenMonstersThose who slither in the darkTragedy of DuscurWar of Heroes
Lists AbilitiesChaptersCharactersClasses (Class change) • Hidden treasureItems (Monastery items) • QuestsScriptsSupportsWeapons
Related topics Music LibraryName chart • Other games (Warriors: Three Hopes) • Pre-release informationUnused contentDownloadable contentClass mastery