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The King's Triumphant Return/Reclaiming the Capital

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Not to be confused with Regaining the Capital, the sixteenth chapter of Mystery of the Emblem Book II and its remake.
Reclaiming the Capital

Cm fe16am 18.png

Location

Fhirdiad

Boss(es)

Cornelia

Next chapter(s)

Saving Derdriu

Reclaiming the Capital (Japanese: 王都奪還戦 Capital city recapture) is the main battle map of the eighteenth chapter on the Azure Moon route in Fire Emblem: Three Houses. In this map, Dimitri and co. march on the Kingdom capital of Fhirdiad in an effort to reclaim it for the Kingdom of Faerghus.

Beginning log

After Rodrigue's death, Dimitri reassesses his plan of attack. For the sake of the Kingdom, he chooses to forestall an invasion of the Empire in favor of securing his own capital city of Fhirdiad.

Map data

Normal Hard/Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat Cornelia Player Partner Other Enemy Third
Defeat: Byleth or Dimitri dies* or the player's army is routed* 2–12 {{{partner}}} {{{other}}} 35+2 0+1
Cm fe16am 18.png
Map dimensions:
30 columns by 30 rows
  • Any player unit entering the middle area will cause the Viskam to activate. They can be deactivated by interacting with the lever to the northeast, which will also remove the buffs on the Titanus.
  • The escape point that the third army sniper attempts to reach is not indicated visually; it is located two spaces below Byleth's starting position, where some other unit may start the map.

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 03 ​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 potion.png Elixir Dropped by enemy Dark Bishop
Is ns01 sword.png Wo Dao Dropped by enemy Swordmaster
Is ns01 sword.png Brave Sword Dropped by Kingdom General Swordmaster
Is ns01 bow silver.png Tathlum Bow Dropped by third army Sniper (Reinforcement)

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 gremory enemy.gif Cornelia Gremory 37 1 48 8 40 26 18 12 13+2 38 27+10 - Death Γ Asclepius Luna Λ
Agarthan Technology Black Magic Uses x2 Dark Magic Uses x2 White Magic Uses x2 Reason Lv 4 Defense +2 Poison Strike Defiant Mag Unsealable Magic
Blue Lion Magic Corps Lv 4: Resonant Ice
Stands on a stronghold.
Ma ns01 fortress knight enemy.gif Kingdom Soldier Fortress Knight 35 2 50 19 11 12 2 10 35 7 14+3 4 Silver Axe
Axefaire Weight -5
Kingdom Armored Co. Lv 4: Impregnable Wall
• Both begin moving if either is provoked.
• The right one begins moving if any player unit enters the north-center area.
Ma ns01 bishop female enemy.gif Kingdom Soldier Bishop 35 1 40 12 12 13 17 10 12 25 15 4 Abraxas Physic
White Magic Uses x2 White Magic Heal +10 Terrain Resistance
Begins moving if any player unit enters the north-center area.
Ma ns01 fortress knight enemy.gif Kingdom Soldier Fortress Knight 35 1 50 19 11 12 2 10 35 7 14+3 4 Tomahawk
Axefaire Weight -5 Hit +20
Kingdom Armored Co. Lv 4: Impregnable Wall
• The western one begins moving if the nearby Sniper is provoked.
• The eastern one begins moving if the nearby Bishop, Grappler, or Dark Bishop is provoked, or if any player unit enters the north-center area.
Ma ns01 warlock enemy.gif Kingdom Soldier Warlock 35 2 39 12 20 13 18 10 12 24 14 4 Ragnarok
Black Tomefaire Black Magic Uses x2
• The western one begins moving if the adjacent Swordmaster is provoked.
• The eastern one begins moving if the adjacent Swordmaster is provoked, or if any player unit enters the north-center area.
Ma ns01 swordmaster enemy.gif Kingdom Soldier Swordmaster 35 2 43 21 11 16 31 10 18 8 14 5 Silver Sword
Swordfaire Sword Crit +10
• The western one begins moving if the adjacent Warlock is provoked.
• The eastern one begins moving if the adjacent Warlock is provoked, or if any player unit enters the north-center area.
Ma ns01 falcon knight enemy.gif Kingdom Soldier Falcon Knight 35 1 42 21 11 18 29 12 20 19 15 8 Silver Lance
Canto Lancefaire Avo +10
Begins moving if any player unit enters the north-center area.
Ma ns01 sniper female enemy.gif Kingdom Soldier Sniper 35 2 39 18 11 26 17 13 15 8 1 5 Silver Bow
Bowfaire Bowrange +1
Both begin moving if either of them or the nearby male Sniper is provoked.
Ma ns01 sniper enemy.gif Kingdom Soldier Sniper 35 2 39 18 11 26 17 13 15 8 1 5 Silver Bow
Bowfaire Bowrange +1
• The western one begins moving if the nearby Fortress Knight is provoked, or if any player unit enters the north-center area.
• The central one begins moving if a nearby female Sniper is provoked.
Ma ns01 fortress knight enemy.gif Kingdom Soldier Fortress Knight 35 2 50 19 11 12 2 10 35 7 14+3 4 Tomahawk
Axefaire Weight -5
Kingdom Armored Co. Lv 4: Impregnable Wall
• The western one begins moving if the nearby Sniper is provoked.
• The eastern one begins moving if the nearby Bishop, Grappler, or Dark Bishop is provoked, or if any player unit enters the north-center area.
Ma ns01 bishop enemy.gif Kingdom Soldier Bishop 35 1 40 12 12 13 17 10 12 25 15 4 Abraxas Physic
White Magic Uses x2 White Magic Heal +10 Terrain Resistance
Begins moving if the nearby Grappler, Fortress Knight, or Dark Bishop is provoked, or if any player unit enters the north-center area.
Ma ns01 grappler enemy.gif Kingdom Soldier Grappler 35 4 47 19 11 15 20 10 18 6 14 6 Silver Gauntlets Unarmed
Fistfaire Unarmed Combat
• The northern one begins moving if any player unit enters the north-center area.
• The eastern one begins moving if the nearby Bishop, Fortress Knight, or Dark Bishop is provoked, or if any player unit enters the north-center area.
• The western two both begin moving if either is provoked.
Ma ns01 warlock enemy.gif Kingdom Soldier Warlock 35 1 39 12 20 13 18 10 12 24 14+5 - Ragnarok
Black Tomefaire Black Magic Uses x2
Kingdom Magic Users Lv 4: Resonant Ice
Mans a Fire Orb.
Ma ns01 dark bishop enemy.gif Kingdom Soldier Dark Bishop 35 1 39 12 21 14 17 10 12 23 12 4 Banshee Θ Miasma Δ Death Γ
Miasma Δ Fiendish Blow Heartseeker
Begins moving if the nearby Bishop, Grappler or Fortress Knight is provoked, or if any player unit enters the north-center area.
Ma ns01 fortress knight enemy.gif Imperial Soldier Fortress Knight 35 1 50 19 11 12 2 10 35 7 14 4 Silver Axe
Axefaire Weight -5
Begins moving if any player unit enters the north-center area.
Ma ns01 dark bishop enemy.gif Imperial Soldier Dark Bishop 35 1 39 12 21 14 17 10 12 23 12+5 4 Banshee Θ ElixirThis item is dropped upon this unit's defeat. Miasma Δ Death Γ
Miasma Δ Fiendish Blow Heartseeker
Empire Magic Users Lv 4: Resonant Flames
Begins moving if a nearby Swordmaster is provoked or if any player unit enters the north-center area.
Ma ns01 swordmaster enemy.gif Imperial Soldier Swordmaster 35 1 41 21 11 16 31 10 18 8 14 5 Wo DaoThis item is dropped upon this unit's defeat.
Swordfaire Sword Crit +10
Begins moving if the nearby Dark Bishop or Kingdom General Swordmaster is provoked, or if any player unit enters the north-center area.
Ma ns01 titanus enemy.gif Titanus Titanus 35 2 40
40
60
24+10 4 26+10 3 16 29+10 8+10 0 4 Giant Katar
Sword Prowess Lv 3 Barrier Pavise Aegis Axebreaker+ Latent; active starting from health bar 2 Swordfaire Latent; active starting from health bar 3
Titanomachy
Is ns01 weakness lance.png Weak to Lances.
• Reinforcement removed by activating the northeast lever.
• The southern one begins moving if the west Viskam is provoked.
• The northern one begins moving if any player unit reaches the northern area.
Ma ns01 titanus enemy.gif Titanus Titanus 35 3 40
40
60
24+10 4 26+10 3 16 29+10 8+10 0 4 Giant Katar
Sword Prowess Lv 3 Barrier Pavise Aegis Axebreaker+ Latent; active starting from health bar 2 Swordfaire Latent; active starting from health bar 3
Titanomachy
Is ns01 weakness axe.png Weak to Axes.
• Reinforcement removed by activating the northeast lever.
• The southern one begins moving if the east Viskam is provoked.
• The northern two begin moving if any player unit enters the north-center area.
Ma ns01 titanus enemy.gif Titanus Titanus 35 1 40
40
60
24+10 4 26+10 3 16 29+10 8+10 0 4 Giant Katar
Sword Prowess Lv 3 Barrier Pavise Aegis Axebreaker+ Latent; active starting from health bar 2 Swordfaire Latent; active starting from health bar 3
Titanomachy
Is ns01 weakness sword.png Weak to Swords.
• Reinforcement removed by activating the northeast lever.
• Begins moving if any player unit enters the north-center area.
Ma ns01 bishop female enemy.gif Kingdom Soldier Bishop 35 1 40 12 12 13 17 10 12 25 15+3 4 Abraxas Physic
White Magic Uses x2 White Magic Heal +10 Terrain Resistance
Kingdom Magic Corps Lv 4: Group Ice
Starts on a heal tile +.
Ma ns01 swordmaster enemy.gif Kingdom General Swordmaster 35 1 53 29 10 21 33 14 19 8 12 5 Brave SwordThis item is dropped upon this unit's defeat.
Swordfaire Sword Crit +10
• Begins moving if the nearby Dark Bishop or Swordmaster is provoked.
• Starts on a heal tile +.
Ma ns01 warlock female enemy.gif Kingdom General Warlock 35 1 38 11 24 20 15 13 12 31 15+5 - Ragnarok Meteor
Black Tomefaire Black Magic Uses x2
Kingdom Magic Users Lv 4: Resonant Ice
Stands on a heal tile +.

Third Army data

Normal Hard Maddening

Third Army Units
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Reinforcements
Name Class Lv # HP Str Mag Dex Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma ns01 sniper third.gif Thief Sniper 50 1 46 22 1 27 28 13 20 8 16 5 Tathlum BowThis item is dropped upon this unit's defeat.
Bowfaire Bowrange +1 Stealth Close Counter
Deadeye
Prioritizes escaping via the south.

Reinforcements

  • Upon defeating the westernmost Titanus (Hard and Maddening only) and Warlock, and entering the 3×3 square centered on the northern Grappler
    • 1 Sniper from west of the fire orb

Boss data

Main article: Cornelia

Normal Hard Maddening

Strategy

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

Maddening strategy (can be completed on a normal play through without NG+):

Recommended personnel: Byleth (default), Dimitri (default), Dedue (War Master), Felix (Swordmaster), Ashe (Sniper), Sylvain (Dark Knight or Paladin), Mercedes (Gremory or Bishop), Annette (Gremory or Warlock), Ingrid (Pegasus Knight), additional high movement attacker (i.e. Seteth as a Wyvern Lord), additional healer (Flayn as a Gremory works well), one additional tank (Gilbert as a Fortress Knight)

Recommended equipment: Sword of the Creator (fully repaired), Brave equipment (Swords, Lances, Bows), HP restoring equipment (Spear of Assal, Sword of Moralta, Blessed weaponry, Axe of Ukonvasara, etc.), Hero’s Relics: Luin, Lance of Ruin, Crusher; Shield of Seiros (if available), Parthia (if available), Levin Sword+, Bolt Axe +, Magic Bow+, Longbow, Evasion Rings, Accuracy Rings

Combat Arts: Movement (lots: Draw Back, Smite, Reposition, Swap), Monster Breaker arts, Windsweep (Byleth and Dimitri), Deadeye, Hunter’s Volley, Swift Strikes (Sylvain and Seteth)

Gambits: Impregnable Wall, Stride x2, Blessing, Retribution, four-tile attack gambit (Byleth), Hit boosting gambits for low Dexterity characters

Abilities: Accuracy increasing abilities (Lance Prowess, Sword Prowess, etc.), Hit +20, Rally abilities (Byleth, Annette, Gilbert, etc.), Aegis, Pavise, Avoid and Avoid+, Vantage, Restore

This map can be methodically approached without the need to do a lucky Warp+Dimitri Crest Activating Combat Art combo. It is recommended to do so to obtain the necessary experience to prepare for later battles that will only increase in difficulty.

Our objectives are to safely eliminate enemies on the far east and west paths, have the east squad deactivate the long-range Viskam turrets by reaching the lever to the far northeast, obtain the Tathlum Bow, and defeat Cornelia while maximizing the amount of experience and ability points earned.

Your team is split into three squads to the southwest, south, and southeast. Even with strong characters in your central group, the amount of hard hitting enemies with strong magic and abilities like Quick Reposte will make it difficult to head directly north towards Cornelia and the Titanus monsters have a tendency to clog up the middle path. Additionally, we do not want to use up all of our gambits so quickly at the beginning of the battle dealing with high speed and HP enemies.

Your southwest squad should consist of stronger physical defense characters along with an additional healer who has the second Stride gambit (think Seteth, Gilbert, and Flayn). The southeast squad will consist of a high avoid character with your main healer and your strongest mage (Ingrid, Mercedes, and Annette). Annette or Mercedes should have the Retribution gambit equipped.

That leaves your central team consisting of your tank (Dedue), your two strongest characters (Byleth and Dimitri), Felix, Sylvain, and Ashe. If Sylvain has high enough authority, his Gautier Knights Stride gambit is an excellent fit for this battle and Dedue should have Impregnable Wall.

When the battle begins, have your central squad character use Stride and send one additional character to your east and west squads, leaving you with four characters in the central squad. The central squad will work on eliminating the four Swordmasters and two Warlocks in the middle by aggroing them to one or two characters that have Impregnable Wall active during Turn 1. It may take two or three turns to eliminate this group of enemies so don’t be afraid to have a high hit gambit character (like Byleth) use a gambit to immobilize some of the squad during Turn 2. You can use Impregnable Wall a second time if needed as well. Beware the extended range of the Titanus when doing this as they have a high critical hit rate. Use your movement combat arts as needed to have proper positioning while doing this.

Meanwhile, have your high avoid character in the southeast aggro the Grappler and other nearby enemies then eliminate them safely during turns 2-3. If you have been developing Mercedes’s bow skills, she can be straight up deadly with the Magic Bow+ and if needed, the Curved Shot Combat Art when attacking the eastern group.

Your southwest group will do the same but beware the magical turret a little bit north of your squad. Having a second high avoid character with your southwest group can make aggroing these enemies easier or if you have been developing Gilbert into another tank and he has abilities like Pavise, Aegis and Defiant Defense, he should be able to handle this.

Around Turn 4, Cornelia will activate the Viskam. The turrets are more annoying than deadly although low resistance characters like Dedue can take quite a hit from them. However, high resistance units like healers or Peg/Falc Knights should have no issue with them.

When your central group is done vanquishing the Swordmasters and Warlocks, split the group into two and have one join the east squad and the other join the west. For the southwest group, have a character use a double attack (Seteth with Swift Strikes, Felix with gauntlets or a Brave Sword) take out the enemy at the magical turret and have Flayn use Rescue to pull them back into safety. Further north from the southeast group you will notice a mage with Meteor. Use the Retribution gambit on your mage killer (likely Ingrid) and if they have enough speed, they will counter this spell with a double attack and take out this mage for good.

At this point, your biggest threats left are the Sniper and a Titanus to the west and two Fortress Knights to the northeast along with the annoying Viskam. As soon as the Meteor mage the east is dealt with send your eastern squad to the north to defeat the Fortress Knights and deactivate the Viskam with the lever. The Sniper on the western side can be taken out by anyone and the saved with the Rescue spell if needed. If you’re using a flier to take out the Sniper, don’t forget to use the Dismount command if you aren’t strong enough to defeat the Sniper and avoid certain death from a bow attack. Fighting a Titanus isn’t much different than fighting demonic beasts but they do have a higher critical hit rate. Keep this in mind when attacking the Titanus (low Luck personnel beware).

Once this sequence is finished, use your team to mop up the enemies and Titanus in the northern part of the map.

It is time to obtain the Tathlum Bow. There is some confusion as to how exactly to get the enemy carrying the bow to appear. In the northern part of the map, there are a row buildings on the left side but not the right (in the shape of an L). Three of these buildings in the middle have a little patio/yard that you can move to. Have any member of your team move to the northernmost yard and a Sniper will appear to the southwest of the map carrying the bow. If you don’t have anyone nearby to kill the Sniper, use Divine Pulse, move two or three characters to the area, then repeat this process. The yellow Sniper will try to escape from where you came from (specifically 2 spaces south of Byleth's initial position, which is one of the locations you could deploy units at the start of the map), so you can also send someone to catch him on his way out.

It’s time to approach Cornelia but before you do, you will have to deal with three Snipers equipped with Longbows who all will use the Deadeye Combat Art. Additionally, Cornelia has an attack range of three, a high critical hit rate, and a unique magic staff that cannot be stolen. Aggro the Snipers towards any tanks (use Impregnable Wall if needed) then finish them off during the next turn. After this, you can use gambits, your mage killer, and Combat Arts like Windsweep and Atrocity to finish off Cornelia.

Another option to deal with Cornelia is to use Impregnable Wall to make as many units nigh-invulnerable as possible, and then have said units attack Cornelia with broken weapons to drain her magic uses, since deliberately letting your units get doubled will help make Cornelia expend her magic faster. She only has a total of 12 spell shots to drain, though the last 4 Luna shots only drain once per round of combat since Luna cannot double. Once you drain all 12 shots, Cornelia goes from a threatening magic boss to a helpless, squishy punching bag for your units to finish off, possibly boss-abusing her by swinging at her with broken weapons for EXP.

There is no turn limit or reinforcements to worry about with this map. Take your time and be safe in your approach.


Alternate strategy:

The enemies in this map will wait to be provoked before attacking, and Cornelia starts fairly close to the player but will never move, so this map can be played at as slow or fast a pace as one wishes.

From Byleth's starting location, Cornelia is 15 tiles away in a straight line, or 19 tiles moving around the Snipers in front of her. A flyer could reach her from the middle group of starting positions when boosted by a combination of Stride, Warp, combat arts such as Smite and Reposition, and a Dancer. Alternately, a 15-range Warp—requiring 60 magic—could get Byleth or anyone diagonal to them from their starting location to Cornelia, though the aforementioned combat arts and Dancer could get a unit closer to Cornelia before being warped to reduce the range requirement.

One-shotting Cornelia requires at least 65/77/97 (Normal/Hard/Maddening) physical attack or 88/94/109 magical attack; when using Atrocity with Areadbhar, Dimitri will have 53 attack before accounting for anything else—if his Crest of Blaiddyd activates, he will one-shot her on all difficulties. Two-shotting Cornelia requires 10/17/28 attack speed when she equips Death Γ—requirements are one higher with Luna Λ—and 41/50/65 physical attack or 64/67/77 magical attack; combat arts which automatically follow-up, such as Swift Strikes or Fierce Iron Fist, ignore the attack speed requirements and contribute to the attack requirements. Hunter's Volley is particularly useful, as a Sniper can attack from up to 5 range with it and outrange Cornelia, meaning the attacker has to travel less distance and suffers no retaliation in the event they fail to kill.

The Titanus around Cornelia receive +10 defense and resistance, and are within range of the two Viskam; the lever to deactivate the stat boost and the Viskam is located in the northeast, and the way to it is protected by a Falcon Knight and a Warlock with Meteor. The Titanus' barriers can be broken while the reinforcement is active, partially reducing their threat and stopping them for a turn—gambits with large areas of affect, such as Wave Attack or Resonant Flames, can damage every tile in a Titanus's barrier. Breaking a Titanus's barrier will grant the player with Agarthium, which can be used to repair Devil Swords, Devil Axes, and the Scythe of Sariel. If none of these weapons were obtained or are used, Agarthium will serve little purpose.

The Brave Sword and Wo Dao are both fairly uncommon weapons, but the former can be purchased and both can be forged from more common weapons—a Silver Sword and a Killing Edge respectively—with ores that are not particularly uncommon; they additionally both have relatively high skill level requirements—B for both—that few units will be likely to reach. Both swords are dropped by Swordmasters, which may be particularly hard to defeat on Maddening without decent range or a strong combat art. The Tathlum Bow can only be obtained in this mission, and only by defeating the reinforcement Sniper that appears to the west. It requires a high A level in bows, and, as a Sacred Weapon, heals its user every turn, though it has somewhat high weight. Each of these weapons is strong, but none are especially so, and each requires the player to extend the time they spend on the map, which allows for more opportunities for mistakes or bad luck to occur.

Trivia

  • Unused data exists for Felix and Annette as enemies replacing the "Kingdom General" units, indicating they were planned to potentially leave the party at some point prior to this mission and be fought here.[1][2]

Etymology and other languages

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

Reclaiming the Capital

--

Japanese

王都奪還戦

Capital city recapture

Spanish

La reconquista de la capital

The reconquest of the capital

French

La reconquête de Fhirdiad

The reconquest of Fhirdiad

German

Kampf um die Hauptstadt

Fight for the Capital

Italian

La reiconquista della capitale

The reconquest of the capital

Korean

왕도 탈환전

Kingdom capital recapture

Simplified Chinese

王都夺还战

The battle to reclaim the capital of the kingdom

Traditional Chinese

王都奪還戰

The battle to reclaim the capital of the kingdom

Gallery


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References

  1. DeathChaos, Fire Emblem: Three Houses - Hidden/Impossible Battle Conversations (Blue Lions ch18 SPOILERS), YouTube, Published: August 21, 2019, Retrieved: November 4, 2019
  2. DeathChaos, Fire Emblem: Three Houses - Hidden/Impossible Battle Conversations (Blue Lions ch18 SPOILERS) (pt2), YouTube, Published: August 21, 2019, Retrieved: November 4, 2019
← To War at Gronder • Reclaiming the Capital • Saving Derdriu →
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