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A guardian fulfilling a contract who finds great power again amidst a desperate situation.

Biography[]


She is the night guardian of Rosius Manor. Together with the ancient stars, she bestows tranquility upon the long night in silence, upholding a long-standing contract. As the moon sets and the sun rises, as people come and go, her presence and gaze remains fixed and unwavering.
Between dreams, a distant call resonates from beyond - "Portal Defender", that is the name by which she will soon be known throughout Gelpais.

"I am Elisse. To protect is the mission for which I was born in this world."


Centuries ago, Madam Rosius saved Elisse from her troubled past. In matters of identity, origin, and belonging, the naive Elisse, who had yet to understand human emotion, formed a contract with Madam Rosius, a renowned alchemist from the borderlands of Gelpais. As a result, she became the guardian of Madam Rosius' manor.

"I once promised her that I would protect this place."


Throughout those long centuries, Elisse witnessed everything that transpired within the Rosius family - the nameless curse that befell them, the servants who rebelled out of fear, and the once glorious Rosius Manor ultimately reduced to smoldering ruins...
Inside the defensive barrier constructed by the alchemist Celica at the cost of her own life, Elisse stands alone, facing the demons that emerge again and again from the depths of the dark night, and defends her "home" which has been reduced to a barren graveyard.


As night turns into day, her will is unbreakable. As the protective barrier weakens and the minions of Chaos swarm, it is the power of the Portal Defender that is reborn amidst despair.
Guided by Tourmilque from afar, Elisse, undaunted by the brutal truth, once again resolutely raises her spear, determined to crush the designs of chaos with her unwavering determination to protect.

"The contract, friendship, love... I will give everything and fight until the very end."


Now, fragments of Elisse' memories and power have returned. She remembers who she is, a member of the gatekeeper clan. With the help of her new companions, the awakened Elisse repairs the barrier and embarks on a journey homeward through the portal, following the voices in her memory.

"Farewell, Rosius family."

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Cavalry Eternal Nightsworn 4512 605 278 295 255 135 1 5 Ride When initiating battle, unit's damage taken decreases by 10% When attacked with a melee attack and entering battle, damage increases by 10%
Holy Sacred Portal Key 4824 574 278 318 275 121 1 5 Ride When Unit HP is below 70%, damage taken in battle decreases by 10% When actively attacking a unit with a higher HP percentage than you, damage dealt increases by 10% after entering battle

Talent


Defender of the Night
Mobility is unaffected by terrain. DEF increases by 20%. ATK increases by 5% for every 1 block moved (up to 20%).
Starts with 2 [Key of Protection]. After taking action, they can be consumed to place [Key of Protection] at up to 2 target locations. After Elisse takes action, if she is on an allied [Key of Protection], the [Key of Protection] terrain effect is removed and she can move 4 additional blocks and attack again (this effect can only trigger once per turn, and any buffs on the caster do not lose their turn count)." [Key of Protection] lasts 2 turns, and can only be cast again after being removed. Allied [Key of Protection] cannot be placed within 3 blocks of each other. When a [Key of Protection] is placed on defensive terrain, it maintains higher terrain coverage priority.
Mobility is unaffected by terrain. DEF increases by 15%. ATK increases by 4% for every 1 block moved (up to 16%).
Starts with 2 [Key of Protection]. After taking action, it can be optionally consumed to place [Key of Protection] at up to 2 target locations. After Elisse takes action, if she is on an allied [Key of Protection], the [Key of Protection] terrain effect is removed and she can move 4 additional blocks and attack again (this effect can only trigger once per turn, and any buffs on the caster do not lose their turn count)." [Key of Protection] lasts 2 turns, and can only be cast again after being removed. Allied [Key of Protection] cannot be placed within 3 blocks of each other. When a [Key of Protection] is placed on defensive terrain, it maintains higher terrain coverage priority.
Mobility is unaffected by terrain. DEF increases by 10%. ATK increases by 3% for every 1 block moved (up to 12%).
Starts with 1 [Key of Protection]. After taking action, they can be consumed to place [Key of Protection] at the target location. After Elisse takes action, if she is on an allied [Key of Protection], the effect is removed and she can move 4 additional blocks and attack again (this effect can only trigger once per turn, and any buffs on the caster do not lose their turn count)." [Key of Protection] lasts 2 turns, and can only be cast again after being removed. Allied [Key of Protection] cannot be placed within 3 blocks of each other. When a [Key of Protection] is placed on defensive terrain, it maintains higher terrain coverage priority.
Mobility is unaffected by terrain. DEF increases by 5%. ATK increases by 2% for every 1 block moved (up to 8%).
Starts with 1 [Key of Protection]. After taking action, they can be consumed to place [Key of Protection] at the target location. After Elisse takes action, if she is on an allied [Key of Protection], the [Key of Protection] terrain effect is removed and she can move 4 additional blocks and attack again (this effect can only trigger once per turn, and any buffs on the caster do not lose their turn count)." [Key of Protection] lasts 2 turns, and can only be cast again after being removed. Allied [Key of Protection] cannot be placed within 3 blocks of each other. When a [Key of Protection] is placed on defensive terrain, it maintains higher terrain coverage priority.

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 Reach Lv. 30 All Hero's Stats +10%
Legion's Bond - Honor   Legion's Bond - Honor 15 Change Class to Eternal Nightsworn Soldier ATK/DEF +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 4 with Adankelmo Adankelmo Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Complete Gate of Fate 5 with Tourmilque Tourmilque Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +25% +35% +25% +15%

Class Upgrades

Starting
Skill
:
Smash

Dark Knight (Elisse)
Blast

Night Guardian

Outsider Guest
Javelin
DEF Break

Eternal Nightsworn
Nocturnal Punishment

Sacred Portal Key
DEF Intimidate
Templar Knight
Templar Knight
Guardian Cavalry
Guardian Cavalry
Thousand Hooves
Purification of the Night
Griffin Knight
Griffin Knight
Exorcist
Exorcist

Skills

Skill Cost Type CD Range Span Description
Unrivaled Brilliance 3 PDamage 4 Rounds 2 Blocks Single
[Passive] When triggering talent's Act Again effect, recovers 30% of unit HP and gains "damage dealt increased by 20%" for 1 turn.
[Physical Damage] Attacks a single enemy in a straight line, dealing 1.6x battle damage. This attack ignores 30% of the enemy's DEF. When equipped with melee soldiers, they will also attack. After battle, causes a [Displacement] effect: Repels the enemy 2 blocks and reduces their Mobility by 2 for 1 turn. Cannot be dispelled. If the enemy is pushed into another unit or inaccessible terrain, they are rendered unable to take action on their next turn. Cannot be dispelled. After attacking, can move another 2 blocks in straight lines and gains "damage taken decreased by 20% " for 1 turn.
DEF Intimidate 2 Passive - - -
[Passive] After taking action, decreases DEF of all enemies within 2 blocks by 15%. Lasts 1 turn.
Javelin 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 0.8x damage. Damage increases by 20% (up to 60%) for each block moved before battle. After battle, gain the chance to move another 2 blocks. If you have melee soldiers, they will also attack. (This skill is not affected by melee damage reduction.)
Nocturnal Punishment 2 PDamage 3 Rounds Self 2 Blocks
[Physical Damage] Deals 0.36x AoE damage to all enemies within 2 blocks, and applies "DEF decreases by 20%" and "MDEF decreases by 30%" for 2 turns. If the enemy is on an allied [Key of Protection], [Nocturnal Punishment] deals 20% more damage to them.
Smash 2 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks an enemy unit, dealing 1.4x damage, and inflicts a [Displacement] effect: Pushes the target 2 blocks while reducing their DEF by 20% and rendering them unable to Guard for 2 turns.
Thousand Hooves 2 PDamage 5 Rounds 1 Block Single
[Physical Damage] Attacks an enemy unit, dealing 1.7x damage. After battle, enemy suffers -2 Mobility and cannot Guard for 2 turns. Cannot be dispelled.
Blast 1 Passive - - -
[Passive] When attacking, if Unit HP is above 80%, damage taken is reduced by 30% during battle.
DEF Break 1 Passive - - -
[Passive] Before battle, 50% chance to reduce enemy's DEF by 20%. Lasts 1 turn.
Purification of the Night 1 Active 3 Rounds Self 1-ring
[Active] Active Skill. Steals 1 random buff from all enemies within a 1-ring range. If there is an allied [Key of Protection] within this skill's range, the [Key of Protection]terrain effect is removed, and its Act Again talent effect is triggered instantly.

Skill Cost Type CD Range Span Description
Unrivaled Brilliance 3 PDamage 4 Rounds 2 Blocks Single
[Passive] When triggering talent's Act Again effect, recovers 30% of unit HP and gains "damage dealt increased by 20%" for 1 turn.
[Physical Damage] Attacks a single enemy in a straight line, dealing 1.6x battle damage. This attack ignores 30% of the enemy's DEF. When equipped with melee soldiers, they will also attack. After battle, causes a [Displacement] effect: Repels the enemy 2 blocks and reduces their Mobility by 2 for 1 turn. Cannot be dispelled. If the enemy is pushed into another unit or inaccessible terrain, they are rendered unable to take action on their next turn. Cannot be dispelled. After attacking, can move another 2 blocks in straight lines and gains "damage taken decreased by 20% " for 1 turn.
Nocturnal Punishment 2 PDamage 3 Rounds Self 2 Blocks
[Physical Damage] Deals 0.36x AoE damage to all enemies within 2 blocks, and applies "DEF decreases by 20%" and "MDEF decreases by 30%" for 2 turns. If the enemy is on an allied [Key of Protection], [Nocturnal Punishment] deals 20% more damage to them.
Purification of the Night 1 Active 3 Rounds Self 1-ring
[Active] Active Skill. Steals 1 random buff from all enemies within a 1-ring range. If there is an allied [Key of Protection] within this skill's range, the [Key of Protection]terrain effect is removed, and its Act Again talent effect is triggered instantly.

Skill Cost Type CD Range Span Description
DEF Intimidate 2 Passive - - -
[Passive] After taking action, decreases DEF of all enemies within 2 blocks by 15%. Lasts 1 turn.
Javelin 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 0.8x damage. Damage increases by 20% (up to 60%) for each block moved before battle. After battle, gain the chance to move another 2 blocks. If you have melee soldiers, they will also attack. (This skill is not affected by melee damage reduction.)
Nocturnal Punishment 2 PDamage 3 Rounds Self 2 Blocks
[Physical Damage] Deals 0.36x AoE damage to all enemies within 2 blocks, and applies "DEF decreases by 20%" and "MDEF decreases by 30%" for 2 turns. If the enemy is on an allied [Key of Protection], [Nocturnal Punishment] deals 20% more damage to them.
Smash 2 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks an enemy unit, dealing 1.4x damage, and inflicts a [Displacement] effect: Pushes the target 2 blocks while reducing their DEF by 20% and rendering them unable to Guard for 2 turns.
Thousand Hooves 2 PDamage 5 Rounds 1 Block Single
[Physical Damage] Attacks an enemy unit, dealing 1.7x damage. After battle, enemy suffers -2 Mobility and cannot Guard for 2 turns. Cannot be dispelled.

Skill Cost Type CD Range Span Description
Blast 1 Passive - - -
[Passive] When attacking, if Unit HP is above 80%, damage taken is reduced by 30% during battle.
DEF Break 1 Passive - - -
[Passive] Before battle, 50% chance to reduce enemy's DEF by 20%. Lasts 1 turn.
Purification of the Night 1 Active 3 Rounds Self 1-ring
[Active] Active Skill. Steals 1 random buff from all enemies within a 1-ring range. If there is an allied [Key of Protection] within this skill's range, the [Key of Protection]terrain effect is removed, and its Act Again talent effect is triggered instantly.

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%.
Exorcist
Exorcist 3 Holy 40 37 22 20 1 3 Walk
When battling against demons, ATK +10-30%. Otherwise, DEF +10-30%.
Griffin Knight
Griffin Knight 3 Flier 40 45 20 23 1 5 Fly
When soldier HP > 80%, ATK and DEF +10-30%.
Guardian Cavalry
Guardian Cavalry 3 Cavalry 43 40 23 17 1 5 Ride
When attacking and entering battle, damage taken -15-45%.
Heavensguard
Heavensguard 3 Cavalry 36 43 22 22 1 5 Ride
For every block moved before attacking, soldier ATK +5-15%, up to 15-45%.
Mechanical Dragon Knight
Mechanical Dragon Knight 3 Flier 43 45 24 18 1 5 Fly
ATK/DEF +12-25%. When melee attacked, physical damage taken -12-25%.
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%.
Templar Knight
Templar Knight 3 Cavalry 40 40 22 26 1 5 Ride
MDEF +15-45%. When battling against Demons, ATK and DEF +15-45%
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
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%.
Monk
Monk 2 Holy 31 29 17 16 1 3 Walk
When battling against Demons, ATK +20-30%.
Paladin
Paladin 2 Cavalry 31 31 17 20 1 5 Ride
When battling against [Demons], ATK and DEF +20-30%.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Cavalry
Cavalry 1 Cavalry 26 28 14 11 1 5 Ride
Basic Cavalry.

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