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A shield of glory wielded by the defenders of justice.

Biography[]


The ark is a source of hope for the Elysians, but the loss of their leader caused them to become increasingly desperate in their fight on Gelpais. Elma witnessed all of this.
She is the Bishop of Lushiris on the Ark of Elysium, and a most pious devotee of the Goddess... She is eager to use her power to rescue the suffering and to safeguard Elysium and her friends.

"The cloud of war that hangs over the land has pushed everything to the edge of the abyss... The only way we can make a change is by uniting as one!"


Since arriving on the continent of Gelpais, the Flame of the Goddess has all but disappeared from within Elma, afflicting her with constant doubt... Elma has thus decided to use a new power to lead the Church of Lushiris... The sword and the shield, which represents the will to explore and the determination to protect.
As Bishop, Elma's duty is to look after the children on the ark while also acting in the best interests of Ares. She guides the Goddess' followers on the right path.
She hopes that Elysium can develop peacefully so that their descendants need not suffer from war. But her vision differs from that of Ares, and the two have grown apart as a result...


Elma is puzzled by the cruel decisions of Ares in his leadership of the ark... She feels that although the ark needs energy, it should not be obtained by stealing it from the natives.
When Elma questions him, Ares is reluctant to explain much about his decision or let her interfere. Although Elma is in vehement disagreement with Ares, she does not let this get in the way of her duty to protect him, even going so far as disobeying orders in critical moments to do so.

"Perhaps I never really understood Ares... The man I thought I knew would never have become a bigoted aggressor whose actions fly in the face of justice!"


Unable to stop his decisions, Elma decides to focus on helping those who suffered as a result of Elysium's warmongering. In the process of this, she gradually comes to understand the simple way in which the natives live their lives, and their spirituality... She believes that the innocent natives should not be victims of Elysium's destructive ambitions, that the ark has long since strayed from its original intended course, and that this will eventually end in its own destruction.

"In our efforts to escape the floods, we sacrificed so much... Yet even the survivors are now disappearing one by one..."


With the change in leadership on the ark, Elma has come to realize that she no longer identifies with its mission. Unable to accept its cruel way of doing things, she decides to leave. Now that she has taken up her sword and shield once again, what sort of path will she make for herself?

"I'm glad that, after leaving the ark, I came across a group of people who share my vision..."

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Holy Holy Guardian Apostle 5068 260 567 320 348 94 1 3 Walk When initiating battle, unit's damage taken decreases by 10% When attacked with a melee attack and entering battle, damage dealt increases by 10%
Infantry Light Shield Guard 5068 260 567 348 311 141 1 3 Walk When unit is above 80% HP, chance of taking a critical attack decreases by 10% When attacked with a ranged attack and entering battle, damage dealt increases by 10%

Talent


Mirror Shield Dazzle
Damage taken decreased by 25%.
After taking action, gains 3 stack of [Mirror Light]: INT increases by 2%. When a buff is dispelled from this unit, [Mirror Light] is prioritized. Stackable up to 5 times.
When taking fatal damage, instead of dying, 50% of HP is restored, and the unit gains 5 stacks of [Mirror Light]. This effect can only be triggered 1 time.
Damage taken decreased by 20%.
After taking action, gains 2 stack of [Mirror Light]: INT increases by 2%. When a buff is dispelled from this unit, [Mirror Light] is prioritized. Stackable up to 5 times.
When taking fatal damage, instead of dying, 40% of HP is restored, and the unit gains 4 stacks of [Mirror Light]. This effect can only be triggered 1 time.
Damage taken decreased by 15%.
After taking action, gains 2 stack of [Mirror Light]: INT increases by 2%. When a buff is dispelled from this unit, [Mirror Light] is prioritized. Stackable up to 5 times.
When taking fatal damage, instead of dying, 30% of HP is restored, and the unit gains 4 stacks of [Mirror Light]. This effect can only be triggered 1 time.
Damage taken decreased by 10%.
After taking action, gains 1 stack of [Mirror Light]: INT increases by 2%. When a buff is dispelled from this unit, [Mirror Light] is prioritized. Stackable up to 5 times.
When taking fatal damage, instead of dying, 20% of HP is restored, and the unit gains 3 stacks of [Mirror Light]. This effect can only be triggered 1 time.

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 Complete Time Rift 3-6 All Hero's Stats +10%
Legion's Bond - Honor   Legion's Bond - Honor 15 Change Class to Guardian Apostle Soldier HP/ATK +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 4 with Emperor Lovina Emperor Lovina Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Complete Gate of Fate 5 with Saintess of the Ark Saintess of the Ark Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +30% +30% +25% +15%

Class Upgrades

Starting
Skill
:
Discipline

Defender
Mirror Guard

Defender (T2)

Light Shield Envoy
Light Flow
MDEF Support

Holy Guardian Apostle
Retribution

Light Shield Guard
Strengthen
Exorcist
Exorcist
Guardian Infantry
Guardian Infantry
Mass Resist
Holy Shield Bash
Templar Knight
Templar Knight
Phalanx
Phalanx

Skills

Skill Cost Type CD Range Span Description
Devotee's Glow 3 Active 3 Rounds Self All
[Passive] Take all attacks for adjacent allies. Immune to displacement, heal reversal, and Curse of Wounding.
[Command] All allied units within 2 blocks have a 20% reduced chance of receiving crit damage, and Holy allies' DEF is increased by an extra 10% .
[Active] Guard range increases to 2 blocks, Command range increases to 3 blocks, and 15% of INT is added to DEF & MDEF. The unit can counterattack against ranged attacks within 2 blocks, and the unit and all other Holy allies on the battlefield greatly increase the offensive and defensive stats. Lasts 4 turns.
Discipline 2 MDamage 1 Round 2 Blocks Single
[Magic Damage] Attacks an enemy unit, dealing 1.5x damage. After battle, restores HP equal to 20% of damage dealt. If you have melee soldiers, they will also attack. (This skill is not affected by melee damage reduction.)
Holy Shield Bash 2 MDamage 3 Rounds 2 Blocks Single
[Magic Damage] Deals 1.5x damage to a single enemy, and increases damage by 15% for each ally that dies on the battlefield, up to a maximum of 45%. When equipped with melee soldiers, the soldiers will attack too. Upon eliminating a target, this skill's cooldown is reduced by 2 turns. (This skill is not affected by melee damage reduction.)
Mass Resist 2 Assist 2 Rounds 3 Blocks 3 Blocks
[Assist] Active skill. Increases the MDEF of multiple units within range by 30%. Immune to stun, buff block, and Mobility reduction effects. Lasts 2 turns.
Mirror Guard 2 Active 2 Rounds Self Single
[Passive] Take all attacks for adjacent allied.
[Active] Guard range increases by 2 blocks, and 15% of INT is added to DEF & MDEF, and can counterattack ranged attacks within 2 blocks. Lasts 2 turns.
Retribution 2 MDamage 3 Rounds Self 2 Blocks
[Magic Damage] Deals 0.3x AoE damage to all enemies within 2 blocks and dispels 2 buffs.
Light Flow 1 Active 2 Rounds Self Single
[Active] Dispels 2 debuffs and gains 2 stacks of [Mirror Light] and 2 random immunity effects for 2 turns.
MDEF Support 1 Passive - - -
[Passive] After taking action, MDEF of 1 nearby friendly unit increases by 20%. Grants immunity to stun, Mobility reduction, and buff block. Lasts 1 turn.
Strengthen 1 Assist 1 Round 3 Blocks Single
[Assist] Active skill. Unit ATK & INT increase by 20%. Grants immunity to ATK & INT reduction, and effects that silence active skills. Lasts 2 turns.

Skill Cost Type CD Range Span Description
Devotee's Glow 3 Active 3 Rounds Self All
[Passive] Take all attacks for adjacent allies. Immune to displacement, heal reversal, and Curse of Wounding.
[Command] All allied units within 2 blocks have a 20% reduced chance of receiving crit damage, and Holy allies' DEF is increased by an extra 10% .
[Active] Guard range increases to 2 blocks, Command range increases to 3 blocks, and 15% of INT is added to DEF & MDEF. The unit can counterattack against ranged attacks within 2 blocks, and the unit and all other Holy allies on the battlefield greatly increase the offensive and defensive stats. Lasts 4 turns.
Mirror Guard 2 Active 2 Rounds Self Single
[Passive] Take all attacks for adjacent allied.
[Active] Guard range increases by 2 blocks, and 15% of INT is added to DEF & MDEF, and can counterattack ranged attacks within 2 blocks. Lasts 2 turns.
Holy Shield Bash 2 MDamage 3 Rounds 2 Blocks Single
[Magic Damage] Deals 1.5x damage to a single enemy, and increases damage by 15% for each ally that dies on the battlefield, up to a maximum of 45%. When equipped with melee soldiers, the soldiers will attack too. Upon eliminating a target, this skill's cooldown is reduced by 2 turns. (This skill is not affected by melee damage reduction.)
Light Flow 1 Active 2 Rounds Self Single
[Active] Dispels 2 debuffs and gains 2 stacks of [Mirror Light] and 2 random immunity effects for 2 turns.

Skill Cost Type CD Range Span Description
Discipline 2 MDamage 1 Round 2 Blocks Single
[Magic Damage] Attacks an enemy unit, dealing 1.5x damage. After battle, restores HP equal to 20% of damage dealt. If you have melee soldiers, they will also attack. (This skill is not affected by melee damage reduction.)
Holy Shield Bash 2 MDamage 3 Rounds 2 Blocks Single
[Magic Damage] Deals 1.5x damage to a single enemy, and increases damage by 15% for each ally that dies on the battlefield, up to a maximum of 45%. When equipped with melee soldiers, the soldiers will attack too. Upon eliminating a target, this skill's cooldown is reduced by 2 turns. (This skill is not affected by melee damage reduction.)
Mass Resist 2 Assist 2 Rounds 3 Blocks 3 Blocks
[Assist] Active skill. Increases the MDEF of multiple units within range by 30%. Immune to stun, buff block, and Mobility reduction effects. Lasts 2 turns.
Mirror Guard 2 Active 2 Rounds Self Single
[Passive] Take all attacks for adjacent allied.
[Active] Guard range increases by 2 blocks, and 15% of INT is added to DEF & MDEF, and can counterattack ranged attacks within 2 blocks. Lasts 2 turns.
Retribution 2 MDamage 3 Rounds Self 2 Blocks
[Magic Damage] Deals 0.3x AoE damage to all enemies within 2 blocks and dispels 2 buffs.

Skill Cost Type CD Range Span Description
Light Flow 1 Active 2 Rounds Self Single
[Active] Dispels 2 debuffs and gains 2 stacks of [Mirror Light] and 2 random immunity effects for 2 turns.
MDEF Support 1 Passive - - -
[Passive] After taking action, MDEF of 1 nearby friendly unit increases by 20%. Grants immunity to stun, Mobility reduction, and buff block. Lasts 1 turn.
Strengthen 1 Assist 1 Round 3 Blocks Single
[Assist] Active skill. Unit ATK & INT increase by 20%. Grants immunity to ATK & INT reduction, and effects that silence active skills. Lasts 2 turns.

Soldiers

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Exorcist
Exorcist 3 Holy 40 37 22 20 1 3 Walk
When battling against demons, ATK +10-30%. Otherwise, DEF +10-30%.
Fang Guard
Fang Guard 3 Infantry 40 43 22 20 1 5 Walk
Soldier HP and ATK +10-30%. When entering battle with a melee attack, reflect 7-20% of damage taken, and after battle, restore HP equal to the amount of damage reflected.
Fighting Monk
Fighting Monk 3 Holy 40 40 19 23 2 3 Walk
When attacked, the unit will not receive melee range penalties. Hero's healing effects +5-15%. Soldier DEF +8-25%. When hero is Holy class, soldier ATK +10-30%.
Guardian Infantry
Guardian Infantry 3 Infantry 53 37 23 19 1 3 Walk
When soldier HP > 80%, DEF +15-45%.
Holy Guard Mage
Holy Guard Mage 3 Holy 48 37 24 24 1 3 Walk
Normal attacks deal magic damage. When forced into battle, DEF and MDEF +10-30%, and if the hero is Holy class, ATK +10-30%.
Phalanx
Phalanx 3 Lancer 48 37 26 16 1 3 Walk
Physical Damage Taken -10-30%.
Royal Protector
Royal Protector 3 Infantry 43 40 22 23 1 3 Walk
When attacked, soldiers gain +1 range, ATK is increased and magic damage taken is decreased by 10-30%.
State Guard
State Guard 3 Lancer 43 43 22 22 1 3 Walk
Soldier ATK +10-30%. When attacking and entering battle, soldiers ignore 5-15% of the target's DEF. Before being forced into battle, for every block moved by the enemy, soldiers deal +2-6% damage (up to +10-30%)
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%
Tide Caller
Tide Caller 3 Lancer 45 43 23 20 1 3 Water
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.
Treant Guard
Treant Guard 3 Lancer 43 43 23 17 1 3 Walk
Healing received by soldiers increased by 10-30%. When soldier HP is 100%, ATK/DEF/MDEF +15-45%.
Zealot
Zealot 3 Holy 36 40 20 20 1 3 Walk
When soldier HP > 80%, for every buff on the unit, soldier ATK/DEF/MDEF +5-15%, up to 15-45%.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Elite Infantry
Elite Infantry 2 Infantry 34 31 18 14 1 3 Walk
When attacking and entering battle, damage taken -10-20%.
Elite Lancer
Elite Lancer 2 Lancer 37 29 20 12 1 3 Walk
When forced into battle, damage dealt +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
Infantry
Infantry 1 Infantry 28 26 15 12 1 3 Walk
Basic Infantry.

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