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Not aristocratic in the least, she is an adventurer who never plays by the rules.

Biography[]


Cherie is the Princess of Kalxath, descendant of Lance and Narm, and a Descendant of Light.
Bored with her royal life, and unwilling to shoulder the burdens of royalty, she often slips out of the capital to travel alone, causing trouble for her teacher, Keith.
The first time she appears on the scene, she conceals her appearance. It is quite a surprise to everyone that she is a girl.

"That fool's face is so cute..."


The princess is frank, mischievous, and slightly unruly. Never a pinch of bashfulness.
She is filled with a longing for adventure, with a restless heart, and always up for a challenge.
At first, she doesn't hate war, and even enjoys it. Hein thinks of her as a strong, powerful girl.


Only after witnessing the death of the great general Vargas, who has never even had a chance to meet his newborn child, she realizes that war brings along incredible misfortune.
After that, she continues to work with her companions to end the countless tragedies of war.


Shortly after the war ends, Cherie again escapes the capital to continue on her adventures. After single-handedly defeating the vampire lords threatening Kalxath, she is known as the world's mightiest warrior.
A satisfied Cherie finally returns to the capital to settle down and build the kingdom.


A new era, a new world! Needless to say, Cherie is already heading for a new adventure.

"We're off! Anyone who wants to come with me, tag along!"


After the revival of her nation, Princess Cherie takes the crown and becomes the new queen. Accustomed to freedom as she is, she finds the palace depths stifling, and decides to set out in search of adventure. But in this adventure, our Wild Princess has grown into the Princess Cherie who fights beside her people. She will become a legend in Kalxath that is told for generations to come.

"I will use my freedom to fulfill my duties... and protect my beloved homeland!"

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Flier Dragon Master 3763 607 216 286 333 211 1 5 Fly When Unit HP is below 70%, damage taken decreases by 10% after entering battle AoE damage dealt is increased by 10%
Assassin High Master 3763 547 237 275 278 314 2 3 Walk AoE damage taken is decreased by 10% When forced into battle through a ranged attack, damage dealt is increased by 10%
SP Holy Princess 4232 595 233 290 301 164 1 4 Walk When forced into battle, magic damage taken is decreased by 10% When forced into battle through a physical attack, damage dealt is increased by 10%

Talent


Wild Princess
When there are no allies within 2 blocks, decreases all damage taken by 25%. After eliminating an enemy, can take action again 1 time. [Cooldown Trigger] 2-turn cooldown.
When there are no allies within 2 blocks, decreases all damage taken by 20%. After eliminating an enemy, can take action again 1 time. [Cooldown Trigger] 3-turn cooldown.
When there are no allies within 2 blocks, decreases all damage taken by 15%. After eliminating an enemy, can take action again 1 time. [Cooldown Trigger] 3-turn cooldown.
When there are no allies within 2 blocks, decreases all damage taken by 10%. After eliminating an enemy, can take action again 1 time. [Cooldown Trigger] 4-turn cooldown.

SP Talent


Ambitious Princess
When unit moves, all passable terrain is considered as Plains. When forced into battle, damage taken is decreased by 20%. When initiating battle, ATK increases by 25%. After battle, if there is only 1 enemy or less within 2 blocks, can act again 1 additional time. ([Cooldown Trigger] Act Again effect has a 2-turn cooldown.)
When unit moves, all passable terrain is considered as Plains. When forced into battle, damage taken is decreased by 16%. When initiating battle, ATK increases by 20%. After battle, if there is only 1 enemy or less within 2 blocks, can act again 1 additional time. ([Cooldown Trigger] Act Again effect has a 3-turn cooldown.)
When unit moves, all passable terrain is considered as Plains. When forced into battle, damage taken is decreased by 13%. When initiating battle, ATK increases by 15%. After battle, if there is only 1 enemy or less within 2 blocks, can act again 1 additional time. ([Cooldown Trigger] Act Again effect has a 3-turn cooldown.)
When unit moves, all passable terrain is considered as Plains. When forced into battle, damage taken is decreased by 10%. When initiating battle, ATK increases by 10%. After battle, if there is only 1 enemy or less within 2 blocks, can act again 1 additional time. ([Cooldown Trigger] Act Again effect has a 4-turn cooldown.)

Bonds

Bond Intimacy
Level
Requirements Bonus
Legion Bond - Glory   Legion Bond - Glory 5 All Solder Stats +10%
Hero's Bond - Light   Hero's Bond - Light 10 Win 1x in the Arena All Hero's Stats +10%
Legion's Bond - Honor   Legion's Bond - Honor 15 Complete Time Rift (Elite) 3-1 Soldier DEF/MDEF +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 6 with Keith Keith Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Complete Gate of Fate 7 with Hein Hein Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +10% +20% +35% +35%

Class Upgrades

Starting
Skill
:
Lightning

Hawk Knight


Princess (Cherie)
Gallop
Legion
Holy Thunder
Unicorn
Unicorn

Pegasus Lord

Dragon Knight

Raider
First Aid
Reinforcement
Sneak

Dragon Master
Wind Whisper

High Master
Shadow Raid
Griffin Knight
Griffin Knight
Bandit
Bandit
Lightning Speed
Smoke
Heavy Cavalry
Heavy Cavalry
Elf Master
Elf Master

Skills

Skill Cost Type CD Range Span Description
Raging Storm 3 PDamage 5 Rounds 1 Block Single
[Physical Damage] Deals 1.6x damage to a single enemy. After battle, 100% of the damage dealt will be restored to your HP. When you successfully eliminate a target, its cooldown is reduced by 4 turns, otherwise the enemy will be stunned for 1 turn. (Cannot be dispelled.)
Holy Thunder 2 PDamage 3 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Afflicts a [Displacement] effect: Pushes the target back 2 blocks. After battle, restores HP equal to 20% of damage dealt and disables enemy passive skills. Lasts for 1 turn.
Lightning 2 PDamage 3 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy unit, dealing 1.5x damage. Upon successfully annihilating an enemy, cooldown decreases by 3.
Lightning Speed 2 PDamage 5 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.6x damage. Grants [Gale] and [Windride] after battle. Windride: When HP is above 50%, damage taken from melee attack decreases by 15%. Gale: Target can act again after taking action. Lasts 2 turns.
Shadow Raid 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Direct assault, ignoring enemy guard skills to deal 1.3x damage.
Wind Whisper 2 PDamage 2 Rounds Self 1-ring
[Physical Damage] Deals 0.3x AoE damage and inflicts random debuffs on all enemies within 1-ring range.
First Aid 1 Heal 3 Rounds Self Single
[Heal] Active skill. Heals 100% of your unit's HP.
Gallop 1 Passive - - -
[Passive] Unit Mobility +2. When formed of mixed forces, after taking action, restores 30% of Unit HP.
Legion 1 Passive - - -
[Passive] When Unit HP is above 90%, ATK & DEF increase by 10%.
Reinforcement 1 Passive - - -
[Passive] After taking action, restores 20% Unit HP.
Smoke 1 Passive - - -
[Passive] After attacking, 30% chance to lower all damage taken by 30%. This effect lasts for 1 turn.
Sneak 1 Passive - - -
[Passive] When initiating battle, Crit increased by 10%. Damage taken decreased by 20%

Skill Cost Type CD Range Span Description
Raging Storm 3 PDamage 5 Rounds 1 Block Single
[Physical Damage] Deals 1.6x damage to a single enemy. After battle, 100% of the damage dealt will be restored to your HP. When you successfully eliminate a target, its cooldown is reduced by 4 turns, otherwise the enemy will be stunned for 1 turn. (Cannot be dispelled.)
Lightning Speed 2 PDamage 5 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.6x damage. Grants [Gale] and [Windride] after battle. Windride: When HP is above 50%, damage taken from melee attack decreases by 15%. Gale: Target can act again after taking action. Lasts 2 turns.
Holy Thunder 2 PDamage 3 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Afflicts a [Displacement] effect: Pushes the target back 2 blocks. After battle, restores HP equal to 20% of damage dealt and disables enemy passive skills. Lasts for 1 turn.
Gallop 1 Passive - - -
[Passive] Unit Mobility +2. When formed of mixed forces, after taking action, restores 30% of Unit HP.

Skill Cost Type CD Range Span Description
Holy Thunder 2 PDamage 3 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage. Afflicts a [Displacement] effect: Pushes the target back 2 blocks. After battle, restores HP equal to 20% of damage dealt and disables enemy passive skills. Lasts for 1 turn.
Lightning 2 PDamage 3 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy unit, dealing 1.5x damage. Upon successfully annihilating an enemy, cooldown decreases by 3.
Lightning Speed 2 PDamage 5 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.6x damage. Grants [Gale] and [Windride] after battle. Windride: When HP is above 50%, damage taken from melee attack decreases by 15%. Gale: Target can act again after taking action. Lasts 2 turns.
Shadow Raid 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Direct assault, ignoring enemy guard skills to deal 1.3x damage.
Wind Whisper 2 PDamage 2 Rounds Self 1-ring
[Physical Damage] Deals 0.3x AoE damage and inflicts random debuffs on all enemies within 1-ring range.

Skill Cost Type CD Range Span Description
First Aid 1 Heal 3 Rounds Self Single
[Heal] Active skill. Heals 100% of your unit's HP.
Gallop 1 Passive - - -
[Passive] Unit Mobility +2. When formed of mixed forces, after taking action, restores 30% of Unit HP.
Legion 1 Passive - - -
[Passive] When Unit HP is above 90%, ATK & DEF increase by 10%.
Reinforcement 1 Passive - - -
[Passive] After taking action, restores 20% Unit HP.
Smoke 1 Passive - - -
[Passive] After attacking, 30% chance to lower all damage taken by 30%. This effect lasts for 1 turn.
Sneak 1 Passive - - -
[Passive] When initiating battle, Crit increased by 10%. Damage taken decreased by 20%

Soldiers

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Angel
Angel 3 Flier 43 43 22 26 1 5 Fly
Magic Damage Taken -15-45%. When soldier HP > 50%, ATK and DEF +7-20%.
Bandit
Bandit 3 Assassin 40 40 20 20 2 3 Walk
Critical hit rate +10-30%. ATK +5-15%.
Dragon Trooper
Dragon Trooper 3 Flier 43 43 23 22 1 5 Fly
For every block moved before attacking, soldier ATK +2-6%, up to 10-30%, and damage taken -2-6%, up to 10-30%. After being attacked and taking damage, unit movement +2. Lasts 1 turn.
Dragoon
Dragoon 3 Cavalry 43 43 22 19 1 5 Ride
When attacking and entering battle, ATK and DEF +10-30%.
Earth Elf Knight
Earth Elf Knight 3 Assassin 36 43 20 20 2 5 Walk
Critical hit rate +10-30%. After scoring a critical hit, inflict 1 random debuff and steal 1 buff.
Elf Master
Elf Master 3 Archer 34 40 19 23 2 3 Walk
When in forest or mountain terrain, ATK +10-30%.
Fang Subjugator
Fang Subjugator 3 Cavalry 43 45 24 17 1 5 Terrain Master
Soldier ATK and DEF increase by 10-25%. When initiating battle, soldiers take 10-30% less damage and recover 10-30% of HP before battle.
Griffin Knight
Griffin Knight 3 Flier 40 45 20 23 1 5 Fly
When soldier HP > 80%, ATK and DEF +10-30%.
Heavy Cavalry
Heavy Cavalry 3 Cavalry 40 43 22 17 1 5 Ride
ATK +7-20%.
Mist Dancer
Mist Dancer 3 Assassin 40 37 22 26 2 3 Walk
Critical hit rate +15-45%. After scoring a critical hit, inflict 1 random debuff.
Starprisma Pegasus
Starprisma Pegasus 3 Flier 45 43 22 22 1 5 Fly
ATK, DEF, and MDEF +12-25%. When moving 3 or more blocks before battle, damage dealt +5-15%.
Unicorn
Unicorn 3 Cavalry 43 43 22 22 1 5 Ride
Normal attacks deal magic damage. The unit's movement type is changed to [Terrain Master]. When battling on Grasslands, Mountain, or Forest terrain, ATK and MDEF +10-30%.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Ambusher
Ambusher 2 Assassin 31 31 16 16 2 3 Walk
Critical hit rate +20-30%.
Elite Cavalry
Elite Cavalry 2 Cavalry 31 34 17 13 1 5 Ride
When attacking and entering battle, damage taken -10-20%.
Griffin Rider
Griffin Rider 2 Flier 31 35 16 18 1 5 Fly
When Soldier HP > 80%, damage taken -10-20%.
Kunoichi
Kunoichi 2 Assassin 31 29 17 20 2 3 Walk
Critical hit rate +20-30%. After scoring a critical hit, inflict 1 random debuff.
Paladin
Paladin 2 Cavalry 31 31 17 20 1 5 Ride
When battling against [Demons], ATK and DEF +20-30%.
Pegasus Rider
Pegasus Rider 2 Flier 31 34 18 18 1 5 Fly
When ranged attacked, damage taken -20-30%.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Hawk Rider
Hawk Rider 1 Flier 26 29 13 15 1 5 Fly
Basic Flier.

"If you don't have comrades to trust, no matter how much power you have, you'll never be all-powerful."

Biography[]

Cherie is a Descendant of Light and the princess of Kalxath. Brash, impulsive and capricious in nature, many are shocked to learn she is the princess of a kingdom. Cherie prefers to neglect her official duties in favor of fighting alongside her country's soldiers. Keith, Cherie's teacher and commander of Kalxath's army, is often searching for her after she's run off somewhere.

Story[]

Cherie happens upon Elwin and his companions as they are fleeing the Rayguard Empire, the dominant force on El Sallia that the Kingdom of Kalxath and its fellow rebel nations oppose. After successfully defending Kalxath Castle, Cherie decides to continue traveling with Elwin and his companions, believing the threat of the empire to be too great to ignore.

Beginning Stats[]

Langrisser I & II[]

Stats (Level 8 Hawk Lord)

HP MP MOV ATK DEF MAG MGR AGL DEX
170 20 7 115 89 66 33 61 61

Command Ability

Area of Command
2
ATK DEF MAG MGR
30% 30% 30% 30%

Class Tree[]

Langrisser I & II

I II III IV V
Hawk Knight Hawk Lord Swordsman Ranger High Master
Silver Knight Dragon Knight Sage Princess
Unicorn Knight Dragon Lord Dragon Master
Knight Master

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