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“
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Ch...Chro...
|
”
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— Emmeryn, trying to say her brother's name
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A Hard Miracle is the twentieth 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. It is one of a group often called the "SpotPass paralogues", as the chapter is unlocked via a SpotPass interaction and also requires beating chapter 25 in order to play. This chapter is unlockable via SpotPass starting May 31, 2012 in the Japanese version, March 14, 2013 in the North American version, and May 29-30, 2013 in the PAL version.
In this chapter, the Shepherds investigate the goings-on on an island where the Grimleal are killing girls via sacrificial rites and are tasked with protecting a girl the Grimleal have their eyes on--who turns out to be Emmeryn, the amnesiac former exalt of Ylisse.
Plot
- Main article: A Hard Miracle/Script
We cut to an area on an island off the Valmese southern and eastern coasts, where an elder says he can't believe Frederick came to their aid, thanking Frederick; Frederick reveals that the Shepherds have heard rumors of girls being snatched by the Grimleal for use in sacrificial rites, to which the elder reveals are true--his own village has already lost three girls to this practice. The elder asks Frederick to see that no more girls are to be allowed to suffer such a cruel fate; Chrom cuts into the conversation and promises that the Grimleal have stolen their last victim. Frederick asks where the Grimleal gather, to which the elder reveals that one of the village girls escaped and made her way to this area and that perhaps she could tell Frederick more; the elder tries to explain the girl's traits, but gives up and states he'll just bring her.
We then cut to Robin coming face-to-face with Emmeryn, who gives a silent reaction, to which Robin gives a shocked reaction in return; Chrom also gives a shocked reaction and asks Emmeryn if she's really her, with Lissa also giving a shocked reaction afterward. Emmeryn struggles to recognize Lissa as her sister, to which Lissa reintroduces herself; Chrom asks what kind of magic is going on and why Emmeryn doesn't recognize them, with Emmeryn struggling to attempt a response. The elder reveals the group is upsetting Emmeryn (also confirming Emmeryn as the girl the elder was talking about in the previous scene), as she doesn't comprehend the way he or Chrom does; Chrom demands an explaination, to which the elder reveals he himself doesn't know much about the situation as Emmeryn doesn't hail from this area and has been like this since the night she first arrived in his village; when Emmeryn speaks, it's with the words of a small child, and the elder says it pains his heart to imagine the horrors that drove her to such a state. Emmeryn again struggles to form a response, to which Lissa cries over the situation and Chrom also has trouble responding; a villager arrives on the scene and says he bears ill news--the Grimleal are making for his village! The elder tells the villager they can't allow any more innocent girls to be hurt, to which Chrom says the same is true of the Shepherds and asks them to prepare for battle. Preparations take place at this point; Emmeryn is shown on the battlefield.
It appears that Emmeryn escaped the village during the battle preparations phase, as once preparations are complete, Chrom asks the elder what he means about her not being in the area; the elder apologizes, revealing he looked away for one moment and she disappeared--she thought the Grimleal had come to take her back and wanted to spare the villagers, to which Chrom reveals sounds like something Emmeryn would do. Chrom states that Emmeryn can't have gotten far and asks the Shepherds to move. We cut over to Emmeryn, who struggles to recognize Chrom; the battle begins at this point. Emmeryn triggers special conversations should Chrom, Lissa, or Frederick talk to her; however, these conversations have no impact on the outcome of the chapter.
Once the battle ends, Emmeryn struggles to thank Chrom, to which Chrom tells Robin he's torn--if Emmeryn somehow regains her memory, it may mean greater pain for her; Robin says that could be true, to which Chrom states he wants his sister back--he wants Emmeryn to remember him and Lissa, to simply talk to her again. Chrom asks Robin if what he's saying is selfish, as he knows he'd be returning Emmeryn to a world that nearly killed her once already; Emmeryn would remember all the taunts, guilt, and pressure she lived under, to which Robin says it's a difficult situation and he/she doesn't know what to say. Chrom says Emmeryn's alive and free, and for that he should be doubly grateful, yet it's not enough for her to be alive in her current state. Emmeryn asks Chrom not to cry, to which Chrom shockingly reacts to that phrase and Lissa also joins in on the celebration--Emmeryn always used to say that phrase when she was younger, with Lissa saying she knew Emmeryn would come back to them. Chrom tells the Shepherds that there is to be no more crying for any of them--Emmeryn was strong for Chrom once, now it's his turn to keep her safe from now on.
Website summary
The Grimleal have kidnapped villagers to offer up as sacrifices to Grima, the Fell Dragon. En route to battle them, Chrom and his allies are reunited with Chrom's sister, Emmeryn, whom Chrom had thought dead. However, she is no longer the sister Chrom remembers...[1]
Chapter data
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|
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Victory: Defeat Ardri
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Player
|
Partner
|
Other
|
Enemy
|
Third
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Defeat: Chrom or Robin dies
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15
|
{{{partner}}}
|
1
|
36
|
{{{third}}}
|
|
|
|
|
|
Victory: Defeat Ardri
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
15
|
{{{partner}}}
|
1
|
38
|
{{{third}}}
|
|
|
|
|
|
Victory: Defeat Ardri
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
15
|
{{{partner}}}
|
1
|
42
|
{{{third}}}
|
|
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The chapter's map is 26 columns by 26 rows.
Character data
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. The returning characters list also does not include any characters recruitable in other paralogues, as the player may not have taken on any other available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
Item data
Shop data
After clearing this chapter, the shop at this location will become available.
Armory contents
Normal stock Possible merchant items
Item
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Price
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If a merchant is present in Mountain Village on the world map, a random selection of three of the below items will also be available until the merchant leaves:
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A rare item
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Varies
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A rare item
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Varies
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A rare item
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Varies
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The following items may randomly appear in any slot designated "Rare item": Hammerne, Seraph Robe, Energy Drop, Spirit Dust, Secret Book, Speedwing, Goddess Icon, Dracoshield, Talisman, Arms Scroll.
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- Column 6, row 13: One square north, one square east from a Ruin Sorcerer
- Column 22, row 12: Two squares east, one square north from a Ruin/Mire Sorcerer
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.
|
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Name
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Class
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Lv
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#
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HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
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Con
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Mov
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Inventory and Skills
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Grimleal
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Sorcerer
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20
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2
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60~61
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2
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25~26
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18~19
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18~19
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17~18
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21~22
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22~23
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-
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Ruin • Mire Hex • Anathema Can have 0-1 skill(s) at random
|
--
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Grimleal
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Assassin
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20
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6
|
54~55
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28~29
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0
|
36
|
34
|
18~19
|
16~17
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8~9
|
6
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Silver Sword • Silver Bow Avoid +10 • Vantage • Movement +1 Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
|
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Grimleal
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Sorcerer
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20
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2
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60~61
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2
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25~26
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18~19
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18~19
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17~18
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21~22
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22~23
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6
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Waste Hex • Anathema Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
|
|
Grimleal
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Sorcerer
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20
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2
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60~61
|
2
|
25~26
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18~19
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18~19
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17~18
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21~22
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22~23
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6
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Ruin Hex • Anathema Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
|
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Grimleal
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Dark Knight
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20
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4
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64~65
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20~21
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23~24
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23~24
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20~21
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17~18
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23~24
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18~19
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8
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Bolganone • Silver Sword Focus • Hex • Anathema • Slow Burn Can have 0-1 skill(s) at random
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• The western two and the northeastern one begin moving unprovoked on turn 2. • The center one begins moving if Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
|
Grimleal
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Dark Knight
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20
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3
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64~65
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20~21
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23~24
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23~24
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20~21
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17~18
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23~24
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18~19
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8
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Thoron • Silver Sword Focus • Hex • Anathema • Slow Burn Can have 0-1 skill(s) at random
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• The western one and the northeastern one begin moving unprovoked on turn 2. • The center one begins moving if Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
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Grimleal
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Dark Knight
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20
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2
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64~65
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20~21
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23~24
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23~24
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20~21
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17~18
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23~24
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18~19
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8
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Rexcalibur • Silver Sword Focus • Hex • Anathema • Slow Burn Can have 0-1 skill(s) at random
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• The northeastern one begins moving unprovoked on turn 2. • The western one begins moving if Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
|
Grimleal
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Dark Flier
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20
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3
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50~51
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17~18
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23~24
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26~27
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30~31
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28~29
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16~17
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28~29
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8
|
Thoron • Silver Lance Speed +2 • Relief Can have 0-1 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The northeastern two both begin moving if either of them, Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
|
Grimleal
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Dark Flier
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20
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5
|
50~51
|
17~18
|
23~24
|
26~27
|
30~31
|
28~29
|
16~17
|
28~29
|
8
|
Bolganone • Silver Lance Speed +2 • Relief Can have 0-1 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two both begin moving if either of them, Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
|
Grimleal
|
Dark Flier
|
20
|
5
|
50~51
|
17~18
|
23~24
|
26~27
|
30~31
|
28~29
|
16~17
|
28~29
|
8
|
Rexcalibur • Silver Lance Speed +2 • Relief Can have 0-1 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two both begin moving if either of them, Ardri, a center Dark Knight, or a northeastern Dark Flier is provoked.
|
|
Grimleal
|
Dark Flier
|
20
|
1
|
50~51
|
17~18
|
23~24
|
26~27
|
30~31
|
28~29
|
16~17
|
28~29
|
8
|
Thoron • Silver Lance • Bullion (M) Speed +2 • Relief Can have 0-1 skill(s) at random
|
Will not move until a unit is in range of at least two of the following—her or the four nearby Dark Fliers—or until one of them is fought; in either case, she begins moving.
|
|
Ardri
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Sorcerer
|
20
|
1
|
65
|
2
|
32
|
25
|
24
|
22
|
28
|
28
|
-
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Waste • Mire • Talisman Hex
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Stands on a fort.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
69~70
|
2
|
30~31
|
22~23
|
22~23
|
20~21
|
24~25
|
25~26
|
-
|
Ruin* • Mire Hex • Anathema • Vengeance • Tomebreaker Can have 0-2 skill(s) at random
|
--
|
|
Grimleal
|
Assassin
|
20
|
7
|
62~63
|
32~33
|
0
|
41
|
39
|
21~22
|
19
|
10~11
|
6
|
Silver Sword* • Silver Bow* Avoid +10 • Vantage • Movement +1 • Pass Can have 0-2 skill(s) at random
|
• All except the one closest to Ardri immediately begin moving unprovoked. • The one closest to Ardri will not move until a unit is in range of at least two of the following—him, Ardri, the three center Dark Knights, the six northeastern Dark Fliers, or the Dark Knight closest to Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
69~70
|
2
|
30~31
|
22~23
|
22~23
|
20~21
|
24~25
|
25~26
|
6
|
Waste* Hex • Anathema • Vengeance • Tomebreaker Can have 0-2 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
69~70
|
2
|
30~31
|
22~23
|
22~23
|
20~21
|
24~25
|
25~26
|
6
|
Ruin* Hex • Anathema • Vengeance • Tomebreaker Can have 0-2 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Grimleal
|
Dark Knight
|
20
|
5
|
73~74
|
23~24
|
28~29
|
27~28
|
24~25
|
20~21
|
26~27
|
21~22
|
8
|
Bolganone* • Silver Sword* Focus • Hex • Anathema • Slow Burn • Lifetaker Can have 0-2 skill(s) at random
|
• The western two and the northeastern one begin moving unprovoked on turn 2. • The center one and the eastern one will not move until a unit is in range of at least two of the following—Ardri, the two center Dark Knights, the six northeastern Dark Fliers, or the Assassin closest to Ardri—or until one of them is fought; in either case, both begin moving.
|
|
Grimleal
|
Dark Knight
|
20
|
3
|
73~74
|
23~24
|
28~29
|
27~28
|
24~25
|
20~21
|
26~27
|
21~22
|
8
|
Thoron* • Silver Sword* Focus • Hex • Anathema • Slow Burn • Lifetaker Can have 0-2 skill(s) at random
|
• The western one and the northeastern one begin moving unprovoked on turn 2. • The center one will not move until a unit is in range of at least two of the following—him, Ardri, the two center Dark Knights, the six northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Knight
|
20
|
2
|
73~74
|
23~24
|
28~29
|
27~28
|
24~25
|
20~21
|
26~27
|
21~22
|
8
|
Rexcalibur* • Silver Sword* Focus • Hex • Anathema • Slow Burn • Lifetaker Can have 0-2 skill(s) at random
|
• The northeastern one begins moving unprovoked on turn 2. • The western one will not move until a unit is in range of at least two of the following—him, Ardri, the two center Dark Knights, the six northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Flier
|
20
|
3
|
58
|
20
|
27~28
|
30~31
|
34~35
|
34~35
|
19
|
32~33
|
8
|
Thoron* • Silver Lance* Speed +2 • Relief • Rally Movement • Galeforce Can have 0-2 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the three center Dark Knights, the four northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, both begin moving.
|
|
Grimleal
|
Dark Flier
|
20
|
5
|
58
|
20
|
27~28
|
30~31
|
34~35
|
34~35
|
19
|
32~33
|
8
|
Bolganone* • Silver Lance* Speed +2 • Relief • Rally Movement • Galeforce Can have 0-2 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the three center Dark Knights, the four northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, both begin moving.
|
|
Grimleal
|
Dark Flier
|
20
|
5
|
58
|
20
|
27~28
|
30~31
|
34~35
|
34~35
|
19
|
32~33
|
8
|
Rexcalibur* • Silver Lance* Speed +2 • Relief • Rally Movement • Galeforce Can have 0-2 skill(s) at random
|
• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the three center Dark Knights, the four northeastern Dark Fliers, or the Assassin or Dark Knight closest to Ardri—or until one of them is fought; in either case, both begin moving.
|
|
Grimleal
|
Dark Flier
|
20
|
1
|
58
|
20
|
27~28
|
30~31
|
34~35
|
34~35
|
19
|
32~33
|
8
|
Thoron* • Silver Lance* • Bullion (M) Speed +2 • Relief • Rally Movement • Galeforce Can have 0-2 skill(s) at random
|
Will not move until a unit is in range of at least two of the following—her or the four nearby Dark Fliers—or until one of them is fought; in either case, she begins moving.
|
|
Ardri
|
Sorcerer
|
20
|
1
|
74
|
2
|
36
|
28
|
27
|
25
|
31
|
32
|
-
|
Waste* • Mire • Talisman Hex • Anathema • Vengeance
|
Stands on a fort.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
80
|
2
|
38
|
29
|
29
|
25
|
29
|
32
|
-
|
Ruin* • Mire Hit Rate +20 • Vengeance Hex • Anathema • Tomebreaker Will always have top row's skills; can have 0-3 more skill(s) at random
|
--
|
|
Grimleal
|
Assassin
|
20
|
9
|
75
|
39
|
0
|
48
|
46
|
26
|
23
|
13
|
6
|
Silver Sword* • Silver Bow* Hit Rate +20 • Pass Avoid +10 • Vantage • Movement +1 Will always have top row's skills; can have 0-3 more skill(s) at random
|
• All except the three just west of Ardri immediately begin moving unprovoked. • The three just west of Ardri will not move until a unit is in range of at least two of the following—any of them, Ardri, the six northeastern Dark Fliers, or the three Dark Knights east of Ardri—or until one of them is fought; in either case, all three begin moving.
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
80
|
2
|
38
|
29
|
29
|
25
|
29
|
32
|
6
|
Waste* Hit Rate +20 • Vengeance Hex • Anathema • Tomebreaker Will always have top row's skills; can have 0-3 more skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Grimleal
|
Sorcerer
|
20
|
2
|
80
|
2
|
38
|
29
|
29
|
25
|
29
|
32
|
6
|
Ruin* Hit Rate +20 • Vengeance Hex • Anathema • Tomebreaker Will always have top row's skills; can have 0-3 more skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Grimleal
|
Dark Knight
|
20
|
6
|
80
|
30
|
36
|
34
|
31
|
25
|
33
|
26
|
8
|
Bolganone* • Silver Sword* Hit Rate +20 • Anathema Focus • Hex • Slow Burn • Lifetaker Will always have top row's skills; can have 0-3 more skill(s) at random
|
• The western three and the northeastern one begin moving unprovoked on turn 2. • The three closest to Ardri will not move until a unit is in range of at least two of the following—any of them, Ardri, the six northeastern Dark Fliers, the three Assassins just west of Ardri, or the Dark Knight east of Ardri—or until one of them is fought; in either case, all three begin moving.
|
|
Grimleal
|
Dark Knight
|
20
|
3
|
80
|
30
|
36
|
34
|
31
|
25
|
33
|
26
|
8
|
Thoron* • Silver Sword* Hit Rate +20 • Anathema Focus • Hex • Slow Burn • Lifetaker Will always have top row's skills; can have 0-3 more skill(s) at random
|
Begins moving unprovoked on turn 2.
|
|
Grimleal
|
Dark Knight
|
20
|
3
|
80
|
30
|
36
|
34
|
31
|
25
|
33
|
26
|
8
|
Rexcalibur* • Silver Sword* Hit Rate +20 • Anathema Focus • Hex • Slow Burn • Lifetaker Will always have top row's skills; can have 0-3 more skill(s) at random
|
• The northeastern one and the western one begin moving unprovoked on turn 2. • The southeastern one will not move until a unit is in range of at least two of the following—him, Ardri, the six northeastern Dark Fliers, the three Assassins just west of Ardri, or the two Dark Knights east of Ardri—or until one of them is fought; in either case, he begins moving.
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|
Grimleal
|
Dark Flier
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20
|
3
|
70
|
24
|
35
|
37
|
42
|
43
|
23
|
40
|
8
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Thoron* • Silver Lance* Hit Rate +20 • Galeforce Speed +2 • Relief • Rally Movement Will always have top row's skills; can have 0-3 more skill(s) at random
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• The northwestern one begins moving unprovoked on turn 3. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the four northeastern Dark Fliers, the three Assassins just west of Ardri, or the three Dark Knights east of Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Flier
|
20
|
5
|
70
|
24
|
35
|
37
|
42
|
43
|
23
|
40
|
8
|
Bolganone* • Silver Lance* Hit Rate +20 • Galeforce Speed +2 • Relief • Rally Movement Will always have top row's skills; can have 0-3 more skill(s) at random
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• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the four northeastern Dark Fliers, the three Assassins just west of Ardri, or the three Dark Knights east of Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Flier
|
20
|
5
|
70
|
24
|
35
|
37
|
42
|
43
|
23
|
40
|
8
|
Rexcalibur* • Silver Lance* Hit Rate +20 • Galeforce Speed +2 • Relief • Rally Movement Will always have top row's skills; can have 0-3 more skill(s) at random
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• The northwestern one begins moving unprovoked on turn 3. • The southern two will not move until a unit is in range of at least two of the following—either of them or the three nearby Dark Fliers—or until one of them is fought; in either case, both begin moving. • The northeastern two will not move until a unit is in range of at least two of the following—either of them, Ardri, the four northeastern Dark Fliers, the three Assassins just west of Ardri, or the three Dark Knights east of Ardri—or until one of them is fought; in either case, he begins moving.
|
|
Grimleal
|
Dark Flier
|
20
|
1
|
70
|
24
|
35
|
37
|
42
|
43
|
23
|
40
|
8
|
Thoron* • Silver Lance* • Bullion (M) Hit Rate +20 • Galeforce Speed +2 • Relief • Rally Movement Will always have top row's skills; can have 0-3 more skill(s) at random
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Will not move until a unit is in range of at least two of the following—her or the four nearby Dark Fliers—or until one of them is fought; in either case, she begins moving.
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Ardri
|
Sorcerer
|
20
|
1
|
80
|
2
|
42
|
33
|
32
|
30
|
36
|
37
|
-
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Waste* • Mire • Talisman Hit Rate +20 • Hex • Anathema • Tomebreaker • Vengeance
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Stands on a fort.
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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:
NPC data
Boss data
- Main article: Ardri
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This section has been marked as a stub. Please help improve the page by adding information.
Trivia
- The Grimleal enmies fought in this paralogue, curiously, utilize Risen voice clips instead of their usual human ones.
- This chapter is one of four paralogue chapters in Awakening that connect only to other paralogue chapters on the world map. The others are paralogues 4, 9, and 15.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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A Hard Miracle
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Italian
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Un amaro miracolo
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A bitter miracle
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References