An unyielding fighter with an extraterrestrial bloodline.
Biography[]
A brave warrior, taciturn but kind. A remarkable leader who sets examples with his extraordinary combat skills and commanding ability.
He raised Langrisser in the Battle of Yeless and destroyed Bozel's plan to revive Chaos and Gizarof's ambition to rule the world.
"This power was given to me by everyone!"
He lost his parents in the flood and was adopted by Rachel and Ricky's father. When his village was destroyed by Gizarof and Rachel was abducted, he embarked on a journey of rebellion.
Landius met the mysterious swordsman McLaine and the two princesses of the Kingdom of Caconsis during his exile. He joined Caconsis' effort to defend the Union Army's invasion.
On his adventure, he was tricked by Faelart, who turned out to be the Dark Prince Bozel. However, his faith did not falter. Surprisingly, he brandished Langrisser, the sword only usable by Descendants of Light, upholding his righteousness.
"Because I have lost many things...I need to protect the things that are more precious than life itself."
When the war ended, he was known abroad as the brave protector of the Union and the Kingdom.
He rescued the imprisoned General Lanford in a battle with Rainforce and led his troops to defend against the demons. This battle revealed his true identity - the descendant of the Crimzonians, the People of the Red Moon.
Landius, after being summoned, displayed superhuman combat abilities and fought valiantly with everyone on the front line. He also seems to have a natural affinity with Matthew of the Swordsmith Legion.
"Langrisser, Alhazard...their power, is too much."
Max Stats
Class | ![]() |
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Grand Marshal | 5344 | 534 | 247 | 341 | 211 | 118 | 1 | 3 ![]() |
When Unit HP is less than 70%, reduces damage taken by 10% after entering battle | When Unit HP is less than 70%, increases damage dealt by 10% after entering battle |
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Royal Knight | 5032 | 563 | 247 | 295 | 265 | 132 | 1 | 5 ![]() |
When forced into battle, physical damage taken is reduced by 10% | When initiating battle, increases damage dealt by 10% |
Talent
Casting
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Immune to passive silence. For every 1 other allied unit within 3 blocks, DEF increases by 3% (up to 12%). |
Bonds
Bond | Intimacy Level |
Requirements | Bonus | |
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5 | All Solder Stats +10% | ||
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10 | Reach Lv. 30 | All Hero's Stats +10% | |
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15 | Change Class to Royal Knight | Soldier ATK/DEF +15% | |
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23 | Win 1x in the Arena | Hero HP/DEF/MDEF +15% | |
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25 | Complete Gate of Fate 4 for Rachel | ![]() |
Hero ATK/INT/SKILL +15% |
Soldier Bonuses[]
Stat | ![]() |
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Bonus | +20% | +35% | +35% | +10% |
Class Upgrades
Skill: |
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Rout | ![]() Knight |
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Move Again | |||||||
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![]() General |
![]() Highlander |
![]() Swordsman |
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Lance Phalanx | ![]() |
Counterattack | ![]() |
Sun Slash | |||
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![]() Grand Marshal |
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Iron Helmet | ![]() Royal Knight |
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Resplendent Legend | |||
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Vanguard Lancer | ![]() |
Guardian Cavalry | |||||
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Unflinching | ![]() |
Tranquility | |||||
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Guardian Infantry | ![]() |
Templar Knight |
Skills
Skill | Cost | Type | ![]() |
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Description | |
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Peace of Mind | 3 | Active | 3 Rounds | Self | Single | [Passive] Take all attacks for friendly units you are next to and cannot be displaced.
[Command] All friendly units within 2 blocks take 15% less ranged damage, have 30% less chance of being critically hit, and healing effects on them are increased by 15%. [Active] Guard range increased to 2 blocks and Command range increased to 3 blocks. All enemy units within a 2-block radius cannot benefit from Move Again effects. Lasts 3 turns. |
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Iron Helmet | 2 | Passive | - | - | - | [Passive] When attacked with a ranged attack, 25% chance to reduce damage taken by 50% when entering battle.
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Lance Phalanx | 2 | Active | 2 Rounds | Self | Single | [Passive] Takes physical attacks instead of nearby friendly units.
[Active] Guard range increases to 2 blocks, DEF increases by 20%. When attacked with a melee attack, always triggers [Barb] Fixed Damage after battle. Lasts 2 turns. |
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Resplendent Legend | 2 | Fusion Power | 3 Rounds | Self | All | [Fusion Power] Active skill. Significantly increases the offensive and defensive stats of all "Yeless Legends" allies in range and grants them the following effect: Damage increases by 15% when not battling units over which you have a class advantage. Lasts 4 turns. (This effect cannot stack with other Fusion Power skills)
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Rout | 2 | PDamage | 3 Rounds | 1 Block | Single | [Physical Damage] Attacks a single enemy, dealing 1x damage. Inflicts a [Displacement] effect: Pushes the target back 2 blocks and renders them unable to take action in the next round.
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Sun Slash | 2 | PDamage | 2 Rounds | 1 Block | Single | [Physical Damage] Attacks a single enemy, dealing damage equal to 1.5x. After battle, restores HP (30% damage).
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Tranquility | 2 | Active | 2 Rounds | Self | Single | [Passive] Bears all attacks for allied units within 1 block.
[Command] Friendly units within 2 blocks are 30% less likely to be critically hit and also take 15% less ranged damage. [Active] Guard range increases to 2 blocks and Command range increases to 3 blocks. Lasts 2 turns. |
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Counterattack | 1 | Passive | - | - | - | [Passive] Takes physical damage for adjacent allies. When attacked, increases ATK by 12%.
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Move Again | 1 | Passive | - | - | - | [Passive] When attacking, damage increases by 10%. If remaining Mobility is not zero, can move again after attacking.
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Unflinching | 1 | Passive | - | - | - | [Passive] Grants 20% HP upon taking damage that would otherwise have been fatal. Can be triggered once per battle.
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Skill | Cost | Type | ![]() |
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Description | |
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Peace of Mind | 3 | Active | 3 Rounds | Self | Single | [Passive] Take all attacks for friendly units you are next to and cannot be displaced.
[Command] All friendly units within 2 blocks take 15% less ranged damage, have 30% less chance of being critically hit, and healing effects on them are increased by 15%. [Active] Guard range increased to 2 blocks and Command range increased to 3 blocks. All enemy units within a 2-block radius cannot benefit from Move Again effects. Lasts 3 turns. |
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Tranquility | 2 | Active | 2 Rounds | Self | Single | [Passive] Bears all attacks for allied units within 1 block.
[Command] Friendly units within 2 blocks are 30% less likely to be critically hit and also take 15% less ranged damage. [Active] Guard range increases to 2 blocks and Command range increases to 3 blocks. Lasts 2 turns. |
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Resplendent Legend | 2 | Fusion Power | 3 Rounds | Self | All | [Fusion Power] Active skill. Significantly increases the offensive and defensive stats of all "Yeless Legends" allies in range and grants them the following effect: Damage increases by 15% when not battling units over which you have a class advantage. Lasts 4 turns. (This effect cannot stack with other Fusion Power skills)
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Skill | Cost | Type | ![]() |
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Description | |
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Iron Helmet | 2 | Passive | - | - | - | [Passive] When attacked with a ranged attack, 25% chance to reduce damage taken by 50% when entering battle.
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Lance Phalanx | 2 | Active | 2 Rounds | Self | Single | [Passive] Takes physical attacks instead of nearby friendly units.
[Active] Guard range increases to 2 blocks, DEF increases by 20%. When attacked with a melee attack, always triggers [Barb] Fixed Damage after battle. Lasts 2 turns. |
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Resplendent Legend | 2 | Fusion Power | 3 Rounds | Self | All | [Fusion Power] Active skill. Significantly increases the offensive and defensive stats of all "Yeless Legends" allies in range and grants them the following effect: Damage increases by 15% when not battling units over which you have a class advantage. Lasts 4 turns. (This effect cannot stack with other Fusion Power skills)
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Rout | 2 | PDamage | 3 Rounds | 1 Block | Single | [Physical Damage] Attacks a single enemy, dealing 1x damage. Inflicts a [Displacement] effect: Pushes the target back 2 blocks and renders them unable to take action in the next round.
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Sun Slash | 2 | PDamage | 2 Rounds | 1 Block | Single | [Physical Damage] Attacks a single enemy, dealing damage equal to 1.5x. After battle, restores HP (30% damage).
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Tranquility | 2 | Active | 2 Rounds | Self | Single | [Passive] Bears all attacks for allied units within 1 block.
[Command] Friendly units within 2 blocks are 30% less likely to be critically hit and also take 15% less ranged damage. [Active] Guard range increases to 2 blocks and Command range increases to 3 blocks. Lasts 2 turns. |
Skill | Cost | Type | ![]() |
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Description | |
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Counterattack | 1 | Passive | - | - | - | [Passive] Takes physical damage for adjacent allies. When attacked, increases ATK by 12%.
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Move Again | 1 | Passive | - | - | - | [Passive] When attacking, damage increases by 10%. If remaining Mobility is not zero, can move again after attacking.
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Unflinching | 1 | Passive | - | - | - | [Passive] Grants 20% HP upon taking damage that would otherwise have been fatal. Can be triggered once per battle.
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Soldiers
Soldier | Tier | Class | ![]() |
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Skill | |
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Aegis Garde | 3 | ![]() |
45 | 40 | 22 | 20 | 1 | 3 ![]() |
Ranged damage taken -5-15%. When not on defensive terrain, soldier ATK and DEF +7-20%. |
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Dark Guard | 3 | ![]() |
53 | 37 | 23 | 19 | 1 | 3 ![]() |
After attacking in battle, deal fixed damage to the target equal to 5-15% of their Max HP, and restore 10-30% soldier HP. |
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Elven Spear Thrower | 3 | ![]() |
45 | 43 | 24 | 20 | 1 | 3 ![]() |
Soldier ATK +10-30%. When ranged attacked, may counterattack while also gaining physical damage taken -7-20%. |
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Golden Knight | 3 | ![]() |
43 | 43 | 22 | 22 | 1 | 5 ![]() |
When soldier HP is 100%, all damage taken -8-20%. When the Hero's class is [Cavalry], soldier ATK and DEF +8-30%. |
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Guardian Cavalry | 3 | ![]() |
43 | 40 | 23 | 17 | 1 | 5 ![]() |
When attacking and entering battle, damage taken -15-45%. |
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Guardian Infantry | 3 | ![]() |
53 | 37 | 23 | 19 | 1 | 3 ![]() |
When soldier HP > 80%, DEF +15-45%. |
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Heavy Centurion | 3 | ![]() |
48 | 37 | 23 | 17 | 1 | 3 ![]() |
When forced into battle, ATK and DEF +10-30%. |
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Royal Cavalry | 3 | ![]() |
43 | 43 | 23 | 17 | 1 | 5 ![]() |
When soldier HP > 80%, physical damage taken -15-45%. |
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Templar Knight | 3 | ![]() |
40 | 40 | 22 | 26 | 1 | 5 ![]() |
MDEF +15-45%. When battling against Demons, ATK and DEF +15-45% |
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Tide Caller | 3 | ![]() |
45 | 43 | 23 | 20 | 1 | 3 ![]() |
Can trigger the following Aquatic Soldier Technology Effects: [Preemptive Strike], [Air-sea Advantage], [Aquatic Training], and [Water Elf Warding]. Soldier DEF increases by 7-20%. After battle, has a 30-100% chance to treat the terrain the enemy is on as Water for 1 turn. |
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Treant Guard | 3 | ![]() |
43 | 43 | 23 | 17 | 1 | 3 ![]() |
Healing received by soldiers increased by 10-30%. When soldier HP is 100%, ATK/DEF/MDEF +15-45%. |
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Vanguard Lancer | 3 | ![]() |
43 | 40 | 23 | 17 | 1 | 3 ![]() |
When soldier HP < 70%, ATK +15-45%. |
Soldier | Tier | Class | ![]() |
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Skill | |
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Amazon | 2 | ![]() |
31 | 34 | 17 | 16 | 1 | 3 ![]() |
When attacking and entering battle, ATK +10-20%. |
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Elite Cavalry | 2 | ![]() |
31 | 34 | 17 | 13 | 1 | 5 ![]() |
When attacking and entering battle, damage taken -10-20%. |
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Elite Infantry | 2 | ![]() |
34 | 31 | 18 | 14 | 1 | 3 ![]() |
When attacking and entering battle, damage taken -10-20%. |
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Elite Lancer | 2 | ![]() |
37 | 29 | 20 | 12 | 1 | 3 ![]() |
When forced into battle, damage dealt +10-20%. |
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Maid | 2 | ![]() |
28 | 31 | 18 | 18 | 1 | 3 ![]() |
When soldier HP > 80%, ATK +10-20%. |
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Paladin | 2 | ![]() |
31 | 31 | 17 | 20 | 1 | 5 ![]() |
When battling against [Demons], ATK and DEF +20-30%. |
Soldier | Tier | Class | ![]() |
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Skill | |
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Cavalry | 1 | ![]() |
26 | 28 | 14 | 11 | 1 | 5 ![]() |
Basic Cavalry. |