The Scion of Light
|
|
|
|
“
|
I'm surprised we lasted this long against the Empire's legions. It's been half a year already...this may be it.
|
”
|
— Leif to August
|
The Scion of Light (Japanese: 光の公子 The Noble of Light) is the twentieth chapter of Fire Emblem: Thracia 776.
Plot
- Main article: The Scion of Light/Script
Six months have passed since the death of Duke Dryas and the retreat from Ulster. Leif's Liberation Army has been defending Leonster from the Empire's siege under General Baráth, but the Empire has gradually taken the fortress piece by piece, driving Leif's forces into the castle's last corner.
General Reinhardt of Friege meets with Baráth's forces outside of Leonster to report on developments in western Thracia. He informs Baráth that the rebel forces of Seliph have taken over Melgen and defeated Prince Ishtore and Lady Liza. He also informs Baráth that King Bloom is dissatisfied with Baráth's failure to capture Leonster, and urges the general to act quickly, warning him that there will be negative consequences if he does not. Reinhardt then departs, and Baráth orders an all-out assault on Leonster.
Leif's forces try to hold out against the enemy until Seliph's army arrives. They eventually succeed in defending the castle long enough for Baráth's forces to retreat. Diarmuid, Seliph's emissary, arrives at Leonster to inform Leif and August that Seliph has besieged Ulster and that the fortress will fall within a few days, which is why the forces besieging Leonster were forced to retreat.
If Nanna is alive and uncaptured, Diarmuid then meets with her and informs her of the fate of their mother, Lachesis, claiming that Lewyn of Silesse from Seliph's army told him. Lachesis allegedly vanished while trying to get to Isaach, but she is still alive somewhere. Diarmuid promises Nanna that once the war is over, they will look for their mother. Then Diarmuid asks Leif if he can join his army, and Leif agrees.
Chapter data
|
|
|
Victory: Defend the throne for at least 15 turns and defeat Baráth
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Leif dies, or an enemy takes the throne
|
12–16
|
{{{partner}}}
|
{{{other}}}
|
22+88
|
{{{third}}}
|
|
|
Units are arranged based on their position in deployment order after Leif.
The chipped sections of wall can be broken by an enemy that moves to do so; it consumes their turn, and turns the walls and nearby floors into wasteland.
Character data
Item data
Shop data
Armories and vendors
Swords Lances Axes Bows Tomes Staves Items Secret
|
Name
|
Cost
|
|
Heal
|
2,200
|
Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Baráth
|
Baron
|
15
|
1
|
56
|
20
|
13
|
18
|
8
|
10
|
20
|
20
|
6
|
Master Axe • Fortify • Vulnerary • Thrud Scroll Pavise • Immortal*
|
Authority: ★★★★ • Does not move until turn 15, at which point he begins moving unprovoked. • The Immortal skill is removed on turn 3.
|
|
Friege
|
General
|
18
|
3
|
26~46
|
7~20
|
1~20
|
5~20
|
2~20
|
0~20
|
12~20
|
10~20
|
6~7
|
Master Lance • Vulnerary
|
Authority: Baráth Does not move until turn 15, at which point they begin moving unprovoked if Baráth has not been defeated.
|
|
Friege
|
Sword Armor
|
10
|
5
|
20~32
|
4~16
|
0~12
|
0~12
|
0~12
|
0~12
|
8~20
|
9~20
|
5~6
|
Killing Edge • Vulnerary
|
Authority: Baráth Moves to attack units in range; otherwise moves randomly. Begins moving to attack units unprovoked once the door to their cell is opened.
|
|
Friege
|
Lance Armor
|
14
|
13
|
20~36
|
4~20
|
0~16
|
0~16
|
0~16
|
0~16
|
8~20
|
9~20
|
5~6
|
Long Lance • Door Key
|
Authority: Baráth • Most ignore combat and move to open doors, then move to attack units once all doors are open or they have no means of opening doors. • The westernmost, fourth-westernmost, and seventh-, fifth-, and second-easternmost ones (the ones that start in columns 1, 7, 16, 20, and 26) move to take the throne.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Friege
|
Bishop
|
10
|
2
|
20~32
|
0~12
|
5~17
|
2~14
|
2~14
|
0~12
|
1~13
|
4~16
|
5~6
|
Fortify Unlock Thunder
|
Authority: Baráth Does not move.
|
|
Friege
|
Lance Armor
|
15
|
13
|
20~37
|
4~20
|
0~17
|
0~17
|
0~17
|
0~17
|
8~20
|
9~20
|
5~6
|
Great Lance
|
Authority: Baráth Moves to break destructible walls.
|
|
Friege
|
Priest
|
6
|
2
|
16~24
|
0~8
|
3~11
|
2~10
|
1~9
|
0~8
|
0~8
|
4~12
|
5~6
|
Heal • Restore
|
Authority: Baráth
|
|
Friege
|
Priest
|
6
|
2
|
16~24
|
0~8
|
3~11
|
2~10
|
1~9
|
0~8
|
0~8
|
4~12
|
5~6
|
Heal
|
Authority: Baráth
|
|
Friege
|
Mage
|
10
|
13
|
18~30
|
0~12
|
2~14
|
2~14
|
3~15
|
0~12
|
0~12
|
4~16
|
6~7
|
Thunder • Door Key
|
Authority: Baráth Ignores combat and moves to open doors, then moves to attack units once all doors are open or they have no means of opening doors.
|
|
Friege
|
Ballista
|
6
|
4
|
20~28
|
4~12
|
0~8
|
3~11
|
0~8
|
0~3
|
5~13
|
6~14
|
0
|
Ballista
|
Authority: Baráth
|
|
Friege
|
Iron Ballista
|
6
|
2
|
20~28
|
4~12
|
0~8
|
5~13
|
0~8
|
0~3
|
12~20
|
6~14
|
0
|
Iron Ballista
|
Authority: Baráth
|
|
Friege
|
Mage
|
16
|
8
|
18~36
|
0~18
|
2~20
|
2~20
|
3~20
|
0~18
|
0~18
|
4~20
|
6~7
|
Fire • Meteor
|
Authority: Baráth
|
|
Friege
|
Axe Armor
|
18
|
48
|
20~40
|
4~20
|
0~20
|
0~20
|
0~20
|
0~20
|
8~20
|
9~20
|
5~6
|
Hand Axe • Battle Axe
|
Authority: Baráth Moves to take the throne.
|
|
One turn 14, if Baráth had been defeated, all units begin to ignore combat and move to escape south; as Ballistae cannot move, they simply cease attacking.
Reinforcements
- Turn 3
- Two Bishops; one each from the forests east and west of Baráth
- Thirteen Lance Armors; one from the starting positions of each initial Lance Armor
- Two Priests with Restore staves; one each near the Bishops
- Two Priests without Restores; one each near the Bishops
- Turn 5
- Thirteen Mages with Thunder; one from the starting positions of each initial Lance Armor
- Turn 7
- Four Ballistae; two each from west and east of Baráth
- Turn 10
- Turns 12 and 15; halted on turn 15 upon Baráth's defeat
- Four Mages with Fire and Meteor; two from the southwest corner of the map, two from near the southeast corner of the map
- Turns 12–15; halted upon Baráth's defeat
- Thirteen Axe Armors; one from the starting positions of each initial Lance Armor (the westernmost two are blocked by two Mage reinforcements on turns 12 and 15)
Boss data
- Main article: Baráth
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
This section has been marked as a stub. Please help improve the page by adding information.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
The Scion of Light
|
From Fire Emblem Awakening, in which the name of this chapter is used as the title for Seliph's DLC Einherjar card.
|
English (unofficial)
|
• The Child of Light • The Scion of Light
|
• Used in FireLizard's translation. • Used in the Lil' Manster fan translation patch.
|
Japanese
|
光の公子
|
The Noble of Light
|
|
Gallery