Retribution
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“
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Your father was by no means a great ruler. But it was Lord Arundel who stoked the fury of the people and directed that fury at your father. Duke Aegir is not perfect, but he's not the villain in this.
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”
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— Lysithea, to Ferdinand
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Retribution (Japanese: 因果応報 Retribution) is a paralogue chapter in Fire Emblem: Three Houses. It is available from Chapter 17 /Chapter 17 to Chapter 20 /Chapter 21 /Chapter 21 and is unavailable on the Crimson Flower route. In order to attempt this paralogue, the player must have recruited both Ferdinand and Lysithea, and both must not have fallen in battle previously. In this chapter, Ferdinand tracks down the whereabouts of his disgraced father, Duke Aegir.
Plot
- Main article: Retribution (paralogue)/Script
Duke Aegir is captured by rogues who want revenge on him for his previous abuses of power during his time as the Prime Minister of Adrestia. A soldier reports this turn of events to Ferdinand and explains that after escaping from house arrest in Enbarr, he was last seen fleeing through Hrym territory; the territory has erupted in rioting. Accompanied by Lysithea, Ferdinand sets out to rescue his father. The group arrives in Hrym territory and puts down the revolt, but learns from its leader that Duke Aegir is already dead, much to Ferdinand's shock and horror.
After the group returns from Hrym, Lysithea recounts the events that led up to the riot. When Emperor Ionius IX tried to consolidate power during his reign, the Hrym family tried to defect from Adrestia to Leicester with the support of House Ordelia of the Alliance. The Empire suppressed the rebellion and installed Duke Aegir as a puppet leader. Fearing that the emperor would seize total control of power in Adrestia, the six great noble families—Houses Bergliez, Hevring, Varley, Vestra, Gerth, and Aegir—plus House Hrym launched the Insurrection of the Seven and reduced Ionius IX to a figurehead. Duke Aegir harshly taxed the people of Hrym during his reign, until he was eventually removed from power and replaced by Lord Arundel. Arundel proved to be an even worse governor; he taxed the people even more heavily and conscripted them for military duty on pain of execution, and claimed to be acting in the name of Duke Aegir. Lamenting the late Duke's fate, Ferdinand vows to atone for his father's sins.
Beginning log
Amid riots in Hrym territory, Ferdinand learns that his missing father, Duke Aegir, has been found. Lysithea, who knows the area well, goes with him to investigate.
Chapter data
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Dimitri /Claude dies*, or Ferdinand or Lysithea dies
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3–11
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{{{partner}}}
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{{{other}}}
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41+∞
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{{{third}}}
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Map dimensions: 25 columns by 25 rows
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Dimitri /Claude dies*, or Ferdinand or Lysithea dies
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3–11
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{{{partner}}}
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{{{other}}}
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49+∞
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{{{third}}}
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Map dimensions: 25 columns by 25 rows
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Byleth or Dimitri /Claude dies*, or Ferdinand or Lysithea dies
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3–11
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{{{partner}}}
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{{{other}}}
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57+∞
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{{{third}}}
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Map dimensions: 25 columns by 25 rows
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Character data
Item data
Enemy data
- On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 17 of the Azure Moon and Verdant Wind routes, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 17 of the Silver Snow route, Chapter 18 of the Azure Moon and Verdant Wind routes, and later, at which point the enemies gain two levels.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Dex
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Rogue
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Grappler
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42~44
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1
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64~66
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32~33
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17~18
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22~23
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28~29
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16~17
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31~32
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14~15
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25~26+1
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-
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Killer Knuckles • Unarmed Fistfaire • Unarmed Combat • Brawling Prowess Lv 4 • Seal Defense Rogues Lv 5: Disturbance
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Defeat saves the two western villages.
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Rogue
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Swordmaster
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42~44
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1
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59~60
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34~35
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17~18
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24~25
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42~43
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16~17
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31~32
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13~14
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25~26+1
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-
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Killing Edge Swordfaire • Sword Crit +10 • Sword Prowess Lv 4 • Seal Strength Rogues Lv 5: Disturbance
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Defeat saves the two eastern villages.
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Rogue
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Sniper
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42~44
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1
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54~55
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31~32
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17~18
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37~38
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25~26
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19~20
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30~31
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15~16
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25~26+1
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-
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Killer Bow • Silver Shield Bowfaire • Bowrange +1 • Bow Prowess Lv 4 • Seal Speed Rogues Lv 5: Disturbance
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--
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Rogue
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Fortress Knight
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40~42
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2
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66~68
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32~34
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15
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22
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14
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16
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38~40
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7
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24~25+1
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4
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Tomahawk • Silver Axe Axefaire • Weight -5 • Axe Prowess Lv 5 • Armored Blow • Defiant Def Rogues Lv 5: Disturbance
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• The western one leaves the map if the boss Grappler is defeated. • The eastern one begins moving if the nearby Grappler, Sniper, or Wyvern Lord is provoked. • The eastern one leaves the map if the boss Swordmaster is defeated.
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Rogue
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Dark Bishop
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40~42
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2
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53~55
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25
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23+2
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24
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31~33
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16
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19
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27~29
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22+1
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4
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Banshee Θ • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 5 • Magic +2 • Seal Strength Rogues Lv 5: Disturbance
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• The northern one begins moving if the nearby Warrior is provoked. • The southern one begins moving if the nearby Sniper is provoked.
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Rogue
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Wyvern Rider
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40~42
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1
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58~60
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37~39
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13
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23
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34~36
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16
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30~32
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9
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24~25+1
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7
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Silver Axe Canto • Axefaire • Axe Prowess Lv 5 • Lancebreaker+ • Weight -3 Mysterious Wyvern Co. Lv 5: Disturbance
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Begins moving if a nearby Wyvern Rider is provoked.
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Rogue
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Wyvern Rider
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40~42
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6
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58~60
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37~39
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13
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23
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34~36
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16
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30~32
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9
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24~25
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7
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Silver Axe Canto • Axefaire • Axe Prowess Lv 5 • Lancebreaker+ • Weight -3
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• The northwestern two both begin moving if either of them or the nearby Wyvern Rider with a battalion is provoked. • The center-northern one begins moving if a nearby Grappler or Dark Bishop is provoked. • The northeastern two both begin moving if either of them, Swordmaster west of them, or the nearby Mortal Savant is provoked. • The southeastern one begins moving if the nearby Grappler or War Master is provoked. • The southeastern one leaves the map if the boss Swordmaster is defeated.
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Rogue
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Assassin
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40~42
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4
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53~55
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32~33
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15
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32~34
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48~50
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17
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28~30
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13
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22
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6
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Silver Sword Swordfaire • Locktouch • Stealth • Sword Prowess Lv 5 • Pass • Poison
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• The southwestern two both begin moving if either is provoked. • The southwestern two leave the map if the boss Grappler is defeated. • The eastern two prioritize destroying villages; they begin moving if the boss Grappler is fought. • The eastern two leave the map if the boss Swordmaster is defeated.
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Rogue
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Swordmaster
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40~42
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1
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58~60
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34~36
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15
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26~28
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47~49
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16
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29~31
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11
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24~25
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5
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Brave Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Axebreaker+ • Quick Riposte
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Leaves the map if the boss Grappler is defeated.
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Rogue
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Swordmaster
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40~42
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4
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58~60
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34~36
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15
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26~28
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47~49
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16
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29~31
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11
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24~25
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5
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Silver Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Axebreaker+ • Quick Riposte
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• The upper southwestern one begins moving unprovoked on turn 3. • The lower southwestern one prioritizes destroying villages. • The western two leave the map if the boss Grappler is defeated. • The lower northeastern one begins moving if a nearby Wyvern Rider or Mortal Savant is provoked. • The upper northeastern one begins moving if the nearby Swordmaster is provoked.
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Rogue
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Grappler
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40~42
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5
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63~65
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33~34
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15
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25
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34~36
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16
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29~31
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12
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24~25
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6
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Silver Gauntlets • Unarmed Fistfaire • Unarmed Combat • Brawling Prowess Lv 5 • Tomebreaker • Defiant Spd
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• The southwestern two leave the map if the boss Grappler is defeated. • The southeastern one begins moving if the nearby Fortress Knight, Sniper, or Wyvern Lord is provoked. • The southeastern one leaves the map if the boss Swordmaster is defeated. • The northern two both begin moving if either of them or the nearby Wyvern Rider or Dark Bishop is provoked.
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Rogue
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Assassin
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40~42
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1
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53~55
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32~33
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15
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32~34
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48~50
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17
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28~30
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13
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22
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6
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Venin Edge Swordfaire • Locktouch • Stealth • Sword Prowess Lv 5 • Pass • Poison
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• Prioritizes destroying villages. • Leaves the map if the boss Grappler is defeated.
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Rogue
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Swordmaster
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40~42
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3
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58~60
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34~36
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15
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26~28
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47~49
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16
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29~31
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11
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24~25+1
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5
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Silver Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Axebreaker+ • Quick Riposte Rogues Lv 5: Disturbance
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• The western one leaves the map if the boss Grappler is defeated. • The eastern one begins moving if the nearby Warrior is provoked. • The eastern one leaves the map if the boss Swordmaster is defeated. • The northeastern one begins moving if the nearby Swordmaster is provoked.
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Rogue
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Warrior
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40~42
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1
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64~66
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39~41
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15
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22
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32~34
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17
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29~31
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13
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24~25
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5
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Hammer Axefaire • Axe Crit +10 • Axe Prowess Lv 5 • Lancebreaker+ • Wrath
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• Begins moving if the nearby Swordmaster is provoked. • Leaves the map if the boss Swordmaster is defeated.
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Rogue
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Warrior
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40~42
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5
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64~66
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39~41
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15
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22
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32~34
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17
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29~31
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13
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24~25
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5
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Silver Axe Axefaire • Axe Crit +10 • Axe Prowess Lv 5 • Lancebreaker+ • Wrath
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• The upper northwestern one begins moving if the nearest Dark Bishop is provoked. • The center-northwestern one begins moving if a nearby Sniper or Dark Bishop is provoked. • The northeastern one begins moving if the nearby Warlock is provoked.
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Rogue
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Sniper
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40~42
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5
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53~55
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31~33
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15
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38~40
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31~33
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19
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28~30
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13
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24~25
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5
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Silver Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage
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• The far southeastern one begins moving if the nearby Fortress Knight, Grappler, or Wyvern Lord is provoked. • The southeastern two leave the map if the boss Swordmaster is defeated. • The southwestern one leaves the map if the boss Grappler is defeated.
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Rogue
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Grappler
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40~42
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1
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63~65
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33~34
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15
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25
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34~36
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16
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29~31
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12
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24~25+1
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6
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Silver Gauntlets • Unarmed Fistfaire • Unarmed Combat • Brawling Prowess Lv 5 • Tomebreaker • Defiant Spd Rogues Lv 5: Disturbance
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• Begins moving if the nearby Wyvern Rider or War Master is provoked. • Leaves the map if the boss Swordmaster is defeated.
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Rogue
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Swordmaster
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40~42
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1
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58~60
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34~36
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15
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26~28
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47~49
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16
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29~31
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11
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24~25
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5
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Silver Sword Swordfaire • Sword Crit +10 • Sword Prowess Lv 5 • Axebreaker+ • Quick Riposte
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Leaves the map if the boss Swordmaster is defeated.
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Rogue
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Warrior
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40~42
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2
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64~66
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39~41
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15
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22
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32~34
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17
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29~31
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13
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24~25+1
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5
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Silver Axe Axefaire • Axe Crit +10 • Axe Prowess Lv 5 • Lancebreaker+ • Wrath Rogues Lv 5: Disturbance
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The southeastern one leaves the map if the boss Swordmaster is defeated.
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Rogue
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Warrior
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40~42
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1
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64~66
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39~41
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15
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22
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32~34
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17
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29~31
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13
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24~25
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5
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Tomahawk Axefaire • Axe Crit +10 • Axe Prowess Lv 5 • Lancebreaker+ • Wrath
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Leaves the map if the boss Swordmaster is defeated.
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Rogue
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Sniper
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40~42
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1
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53~55
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31~33
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15
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38~40
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31~33
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19
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28~30
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13
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24~25
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5
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Longbow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage
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Begins moving if a Dark Bishop or Warrior east of him is provoked.
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Rogue
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Dark Bishop
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40~42
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3
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53~55
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25
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23+2
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24
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31~33
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16
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19
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27~29
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22+1
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4
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Banshee Θ • Miasma Δ • Death Γ Miasma Δ • Fiendish Blow • Heartseeker • Reason Lv 5 • Magic +2 • Seal Strength
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• The center-northern one begins moving if a nearby Grappler or Wyvern Rider is provoked. • The northwestern one begins moving if the nearest Warrior, Sniper, or Dark Bishop is provoked.
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Rogue
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Warlock
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40~42
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1
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53~55
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25
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22+3
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23
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32~34
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16
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19
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28~30
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24~25
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4
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Ragnarok Black Tomefaire • Black Magic Uses x2 • Reason Lv 5 • Magic +2 • Seal Defense
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Begins moving if the nearby Warrior is provoked.
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Rogue
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Sniper
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40~42
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1
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53~55
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31~33
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15
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38~40
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31~33
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19
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28~30
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13
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24~25
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5
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Brave Bow Bowfaire • Bowrange +1 • Bow Prowess Lv 5 • Poison Strike • Vantage
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Leaves the map if the boss Grappler is defeated.
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Rogue
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War Master
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40~42
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1
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68~70
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42~44
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15
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22
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41~43
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17
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29~31
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13
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24~25
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6
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Silver Axe Fistfaire • Axefaire • Crit +20 • Axe Prowess Lv 5 • Brawling Prowess Lv 3 • Tomebreaker
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• Begins moving if the nearby Wyvern Rider or Grappler is provoked. • Leaves the map if the boss Swordmaster is defeated.
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Rogue
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Mortal Savant
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40~42
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1
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58~60
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33~35
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21
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23
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28~30
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24~25
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30~32
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26~28
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24~25
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6
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Bolganone • Silver Sword Swordfaire • Black Tomefaire • Reason Lv 5 • Sword Prowess Lv 5 • Seal Magic
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Begins moving if a Swordmaster or Wyvern Rider west of him is provoked.
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Rogue
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Wyvern Lord
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40~42
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1
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59~61
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39~41
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13
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23
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39~41
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16
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31~33
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13
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24~25
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8
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Silver Axe Canto • Axefaire • Avo +10 • Axe Prowess Lv 5 • Lancebreaker+ • Weight -3
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• Begins moving if the nearby Fortress Knight, Grappler, or Sniper is provoked. • Leaves the map if the boss Swordmaster is defeated.
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Reinforcements
All reinforcements are halted upon defeating the Grappler and Swordmaster bosses.
- On odd-numbered turns
- 1 Assassin from near the northern border of the map
- On even-numbered turns
Boss data
- On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 17 of the Azure Moon and Verdant Wind routes, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 17 of the Silver Snow route, Chapter 18 of the Azure Moon and Verdant Wind routes, and later, at which point these bosses gain two levels.
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Skill Levels
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E
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E
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E
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E
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A
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E
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E
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E
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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A
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E
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E
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E
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E
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E
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E
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Skill Levels
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E
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E
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E
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E
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A
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E
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E
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E
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E
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E
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E
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Skill Levels
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A
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E
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E
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E
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E
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E
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E
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E
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E
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E
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E
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Skill Levels
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A
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E
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E
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E
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E
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E
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E
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E
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E
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E
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E
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Skill Levels
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A
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E
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E
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E
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E
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E
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E
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E
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E
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E
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E
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Skill Levels
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E
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E
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E
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A
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E
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E
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E
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E
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E
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E
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E
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Skill Levels
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E
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E
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E
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A
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E
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E
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E
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E
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E
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E
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E
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Skill Levels
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E
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E
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E
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A
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E
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E
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E
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E
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E
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E
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E
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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Greater rewards are earned in this paralogue based on the number of villages saved; villages are saved when the enemy that targets them is no longer on the map, which can be accomplished in two ways: defeating the enemy directly, or defeating the boss they start closest to. Defeating the Grappler or Swordmaster bosses will cause all the enemies that start in their section of the map to leave, creating safer areas to the south and greatly reducing the number of enemies that must be defeated; defeating both halts the reinforcements. However, attacking the boss Grappler will cause the Assassins near the boss Swordmaster to begin moving towards the villages; as such, it is best to only attack the Grappler once the Assassins can be intercepted or Swordmaster defeated. The enemies to the south are the closest threat, and the villages south are the closest to being taken by enemies, so focusing on the south first is more beneficial.
The bosses themselves never move, do not stand on defensive terrain, and have stats comparable to the other enemies present—each of them has lower speed, slightly lower strength, and slightly higher defense and resistance than other enemies of the same class. None of the bosses have any sources of effective damage—beyond Atrocity and War Master's Strike—but all have fairly low resistance; they can be defeated by strong magic users or simply overpowered.
Over terrain, the boss Grappler starts 11 tiles away from the nearest starting position, 13 going around enemies; a 7-move flier boosted by Stride can reach the boss to attack at 1-range. There is a point north of the boss from which a unit with 5 range could attack, however it is blocked by a Swordmaster, in range of two other Swordmasters, a Grappler, and a Fortress Knight with a Tomahawk, and is six tiles away at closest, out of the movement range of Snipers and Mages. The boss Swordmaster starts 20 tiles away from the nearest starting position, requiring some combination of Stride, Warp, and a Dancer to reach him on turn 1. The boss Sniper starts 12 tiles away from the nearest starting position going through enemies, 14 going around. Defeating the Sniper does not cause any enemies to leave like the other two bosses, so there is no added benefit to defeating him early.
Clearing this paralogue in one turn is possible; however, it requires defeating at least 28 enemies on Maddening in one turn—only 11 enemies can be defeated on player phase at most, though every player unit cannot be used to attack while also defeating both southern bosses. Wrath, obtained from mastering Warrior, Vantage, available on Hero or from mastering Mercenary, or their battalion forms Battalion Wrath and Battalion Vantage are greatly helpful in enemy phase combat, as is the Sacred Shield gambit. Notably, Dimitri learns both Battalion Wrath and Battalion Vantage through his authority—which he has a boon in; Petra learns Battalion Wrath at C authority and has a boon in swords and axes, making it easier for her to certify for Mercenary and Hero; and Sylvain learns Battalion Vantage at C authority and has a boon in axes, easing his access to Warrior. The Retribution gambit is practically required to clear this in one turn, available to Silver Snow, Azure Moon, and Verdant Wind through the Indech Sword Fighters battalion (which requires A authority to equip), or through the Kingdom Archers only in Azure Moon; alternately, the Counterattack ability can be granted through the Chalice of Beginnings, available through DLC.
At least three units are needed to be in range of every enemy that does not leave with the Grappler and Swordmaster bosses; there is no position in range of both the Sniper boss and the central Warlock or the Warlock and the easternmost Swordmaster. Additionally, while the position three tiles east of the Sniper boss is in range of every unit to the west, the Wyvern Riders present may block the Warrior south of them, so defeating one of the Wyvern Riders or the Warrior may be required for a one-turn clear. For slower clears, the enemies north will not begin moving until they are provoked; the southern enemies will wait as well, but the enemies moving towards the villages encourage faster play, at least until they are saved.
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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Retribution
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--
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Japanese
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因果応報
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Retribution
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Spanish
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Justicia poética
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Poetic justice
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French
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Qui sème le vent...
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"Who sows the wind...". A portion of the phrase "for they have sown the wind, and they shall reap the whirlwind", originating from Hosea 8:7 of the Tanakh, meaning "every decision has consequences"; similar to the expression "you reap what you sow".
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German
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Vergeltung
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Retribution
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Italian
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Castigo
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Punishment
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Korean
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인과응보
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Retribution
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Simplified Chinese
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因果报应
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"Retribution" or "karma".
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Traditional Chinese
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因果報應
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"Retribution" or "karma".
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Gallery
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References