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A resolute female warrior with an indomitable spirit.

Biography[]


This soldier acts decisively, and never gives up, displaying unreserved loyalty to the king of Baldea.
She fights for King Illzach, and later restores the homeland along with Prince Ledin.

"Although I haven't read many books, I firmly believe that some lines can't be crossed!"


Serving as cavalry near the head guard, Narm is undoubtedly one of the most formidable fighters of Baldea. Her sense of responsibility and loyalty is above average.


Narm always consciously or unconsciously pays attention to her old enemy Lance, with almost the same tenacity, courage, and fearlessness. The two are attracted to each other.
When Lance chooses to sacrifice himself and stall their pursuers, Narm finally confesses to him, he rebuffs her telling her to wait, giving her a necklace of importance to him.

"I beg you! Be sure to come back alive!"


Lance goes missing after the war, having lost his memory. A chance encounter brings the two back together and they married.
Narm and Lance establish the prosperous Kingdom of Kalxath. Cherie is a descendant of this bloodline.


Being summoned into the present world, she is at a loss. Even now she's fighting for the people she trusts.

"What? Did I also become a hero in the stories? What do the legends say about me?"


Now coupled with her comrade Lance, Ranger General Narm forges ahead in the battle for new territory. Narm has become a guide for her people who lost their homeland, and will give everything to the glory of the newly-founded Kalxath.

"Onward! In the name of Kalxath, we fight for tomorrow!"

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Flier Pegasus Master 4042 488 270 294 371 163 1 5 Fly When attacked with a ranged attack, physical damage taken is reduced by 10% When forced into battle through a melee attack, damage dealt increases by 10%
Archer Ranger 3336 488 244 242 341 208 2 3 Walk When forced into battle through an attack from a debuffed unit, damage taken is reduced by 10% When HP is above 80%, Crit Damage is increased by 10%
SP Archer Ranger General 4370 543 222 290 341 139 2 5 Terrain Master When attacked with a ranged attack, damage taken is reduced by 10% When forced into battle through a ranged attack, damage dealt is increased by 10%

Talent


Diversionary Tactics
When initiating battle, ATK increases by 15%. Decreases the target's Mobility by 3, and renders them unable to Guard. Lasts 1 turn. ([Cooldown Trigger] 1-turn cooldown.)
When initiating battle, ATK increases by 12%. Decreases the target's Mobility by 3, and renders them unable to Guard. Lasts 1 turn. ([Cooldown Trigger] 2-turn cooldown.)
When initiating battle, ATK increases by 10%. Decreases the target's Mobility by 3, and renders them unable to Guard. Lasts 1 turn. ([Cooldown Trigger] 2-turn cooldown.)
When initiating battle, ATK increases by 7%. Decreases the target's Mobility by 3, and renders them unable to Guard. Lasts 1 turn. ([Cooldown Trigger] 3-turn cooldown.)
When initiating battle, ATK increases by 5%. Decreases the target's Mobility by 3, and renders them unable to Guard. Lasts 1 turn. ([Cooldown Trigger] 3-turn cooldown.)

SP Talent


Arrow of Light
When this unit moves, all passable terrain is treated as Plains. Gains 15% increased ATK when initiating battle. After battle, enemy heroes have their Mobility reduced by -1 and take 15% increased damage from Evolved Narm. Stacks up to 2 times. Cannot be dispelled. ([Cooldown Trigger] This effect can only trigger again after 1 turn.)
When this unit moves, all passable terrain is treated as Plains. Gains 12% increased ATK when initiating battle. After battle, enemy heroes have their Mobility reduced by -1 and take 15% increased damage from Evolved Narm. Stacks up to 2 times. Cannot be dispelled. ([Cooldown Trigger] This effect can only trigger again after 2 turns.)
When this unit moves, all passable terrain is treated as Plains. Gains 10% increased ATK when initiating battle. After battle, enemy heroes have their Mobility reduced by -1 and take 15% increased damage from Evolved Narm. Stacks up to 2 times. Cannot be dispelled. ([Cooldown Trigger] This effect can only trigger again after 2 turns.)
When this unit moves, all passable terrain is treated as Plains. Gains 7% increased ATK when initiating battle. After battle, enemy heroes have their Mobility reduced by -1 and take 15% increased damage from Evolved Narm. Stacks up to 2 times. Cannot be dispelled. ([Cooldown Trigger] This effect can only trigger again after 3 turns.)
When this unit moves, all passable terrain is treated as Plains. Gains 5% increased ATK when initiating battle. After battle, enemy heroes have their Mobility reduced by -1 and take 15% increased damage from Evolved Narm. Stacks up to 2 times. Cannot be dispelled. ([Cooldown Trigger] This effect can only trigger again after 3 turns.)

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 Change Class to Ranger Soldier ATK/DEF +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 3 with Lance Lance Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Complete Gate of Fate 5 with Ledin Ledin Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +10% +40% +35% +10%

Class Upgrades

Starting
Skill
:
Roundabout

Archer


Ranger General
Cripple
Aim
Skybreaker Shot
Elven Cavalry Archer
Elven Cavalry Archer

General

Sniper

Pegasus Lord
ATK Support
Snipe
MDEF Command

Ranger
Deadly

Pegasus Master
Last Stand
Elf Master
Elf Master
Holy Pegasus
Holy Pegasus
Deadeye
Sprint
Demon Hunter
Demon Hunter
Heavy Cavalry
Heavy Cavalry

Skills

Skill Cost Type CD Range Span Description
Sunpiercing Arrow 3 PDamage 4 Rounds 2 Blocks Single
[Passive] Damage is increased by 10%. After battle, gains the chance to move another 2 blocks.
[Physical Damage] Attacks a single enemy, dealing 1.6x damage, with a bonus against [Flier] units. Before entering battle, ignores Guard If the target has 2 or less Mobility. Silences the enemy's active and passive skills after battle. Lasts 2 turns. Cannot be dispelled.
Deadeye 2 PDamage 5 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy unit, dealing 1.3x battle damage. Extra effective against [Fliers]. Before battle, damage dealt increases by 30%. After battle, prevents enemy from receiving any buffs. Lasts 2 turns. (This effect cannot be dispelled.)
MDEF Command 2 Passive - - -
[Command] MDEF of all friendly units within 2 blocks increases by 15%.
Skybreaker Shot 2 PDamage 3 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 1.4x battle damage. Super effective against Fliers. Ignores Guard if the target is a Flier. After battle, renders the enemy unable to act again for 1 turn. (This effect cannot be dispelled.)
Snipe 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage, with a bonus against [Flier] units. After battle, has a 50% chance of silencing the enemy's active skills for 1 turn. (This effect cannot be dispelled.)
Sprint 2 Assist 3 Rounds Self 3 Blocks
[Assist] Active skill. Increases the Mobility of all friendly units within range by 1. Increases ATK & INT by 20%. Grants immunity to Mobility reduction and effects that silence passive skills. Lasts 2 turns.
Aim 1 Assist 2 Rounds Self Single
[Assist] Increases unit damage by 10%. Lasts 1 turn. When cast, can move an extra 2 blocks and attack.
ATK Support 1 Passive - - -
[Passive] After taking action, ATK & INT of 1 nearby friendly unit increase by 15%. Grants immunity to ATK & INT reduction, and effects that silence active skills. Lasts 1 turn.
Cripple 1 Passive - - -
[Passive] When this unit is at 100% HP, reduces the target's Mobility by 2 before initiating battle and renders them unable to Guard for 1 turn.
Deadly 1 Passive - - -
[Passive] When initiating, ATK increases by 12%.
Last Stand 1 Passive - - -
[Passive] When Unit HP is lower than 50%, when entering battle, DEF & MDEF increase by 10%.
Roundabout 1 Passive - - -
[Passive] When initiating battle, damage dealt is increased by 10%. Can move another 2 blocks after battle. [Cooldown Trigger] This move again effect can only trigger again after 1 turn.

Skill Cost Type CD Range Span Description
Sunpiercing Arrow 3 PDamage 4 Rounds 2 Blocks Single
[Passive] Damage is increased by 10%. After battle, gains the chance to move another 2 blocks.
[Physical Damage] Attacks a single enemy, dealing 1.6x damage, with a bonus against [Flier] units. Before entering battle, ignores Guard If the target has 2 or less Mobility. Silences the enemy's active and passive skills after battle. Lasts 2 turns. Cannot be dispelled.
Skybreaker Shot 2 PDamage 3 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 1.4x battle damage. Super effective against Fliers. Ignores Guard if the target is a Flier. After battle, renders the enemy unable to act again for 1 turn. (This effect cannot be dispelled.)
Deadeye 2 PDamage 5 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy unit, dealing 1.3x battle damage. Extra effective against [Fliers]. Before battle, damage dealt increases by 30%. After battle, prevents enemy from receiving any buffs. Lasts 2 turns. (This effect cannot be dispelled.)
Cripple 1 Passive - - -
[Passive] When this unit is at 100% HP, reduces the target's Mobility by 2 before initiating battle and renders them unable to Guard for 1 turn.

Skill Cost Type CD Range Span Description
Deadeye 2 PDamage 5 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy unit, dealing 1.3x battle damage. Extra effective against [Fliers]. Before battle, damage dealt increases by 30%. After battle, prevents enemy from receiving any buffs. Lasts 2 turns. (This effect cannot be dispelled.)
MDEF Command 2 Passive - - -
[Command] MDEF of all friendly units within 2 blocks increases by 15%.
Skybreaker Shot 2 PDamage 3 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 1.4x battle damage. Super effective against Fliers. Ignores Guard if the target is a Flier. After battle, renders the enemy unable to act again for 1 turn. (This effect cannot be dispelled.)
Snipe 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage, with a bonus against [Flier] units. After battle, has a 50% chance of silencing the enemy's active skills for 1 turn. (This effect cannot be dispelled.)
Sprint 2 Assist 3 Rounds Self 3 Blocks
[Assist] Active skill. Increases the Mobility of all friendly units within range by 1. Increases ATK & INT by 20%. Grants immunity to Mobility reduction and effects that silence passive skills. Lasts 2 turns.

Skill Cost Type CD Range Span Description
Aim 1 Assist 2 Rounds Self Single
[Assist] Increases unit damage by 10%. Lasts 1 turn. When cast, can move an extra 2 blocks and attack.
ATK Support 1 Passive - - -
[Passive] After taking action, ATK & INT of 1 nearby friendly unit increase by 15%. Grants immunity to ATK & INT reduction, and effects that silence active skills. Lasts 1 turn.
Cripple 1 Passive - - -
[Passive] When this unit is at 100% HP, reduces the target's Mobility by 2 before initiating battle and renders them unable to Guard for 1 turn.
Deadly 1 Passive - - -
[Passive] When initiating, ATK increases by 12%.
Last Stand 1 Passive - - -
[Passive] When Unit HP is lower than 50%, when entering battle, DEF & MDEF increase by 10%.
Roundabout 1 Passive - - -
[Passive] When initiating battle, damage dealt is increased by 10%. Can move another 2 blocks after battle. [Cooldown Trigger] This move again effect can only trigger again after 1 turn.

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%.
Bolt Ranger
Bolt Ranger 3 Archer 40 37 22 19 2 5 Ride
When forced into battle with HP > 50%, have a 30-100% chance to reduce damage taken by 50%.
Demon Hunter
Demon Hunter 3 Archer 36 37 20 20 2 5 Ride
Before attacking and entering battle, 30-75% chance to inflict "Movement -2 and cannot guard" and "DEF -20%". Lasts 1 turn.
Elf Master
Elf Master 3 Archer 34 40 19 23 2 3 Walk
When in forest or mountain terrain, ATK +10-30%.
Elven Cavalry Archer
Elven Cavalry Archer 3 Archer 36 40 20 23 2 5 Ride
ATK +7-20%. When battling on Forest, Grassland, or Mountain terrain, ATK is further increased by 5-15%, magic damage taken -10-30%, and the unit does not receive melee range penalties.
Heavy Cavalry
Heavy Cavalry 3 Cavalry 40 43 22 17 1 5 Ride
ATK +7-20%.
Holy Pegasus
Holy Pegasus 3 Flier 40 43 23 23 1 5 Fly
When attacking and entering battle with soldier HP > 50%, 30-100% chance to reduce damage taken by 50%.
Sky Archer
Sky Archer 3 Archer 36 40 17 23 2 3 Fly
Unit's movement type becomes Flying. When attacking and entering battle, ATK +10-30%.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Ballista
Ballista 2 Archer 24 29 13 16 2 3 Walk
Unit normal attack range +1. When attacking and entering battle, unit damage dealt -40-20%.
Elf
Elf 2 Archer 26 31 14 18 2 3 Walk
When in forest or mountain terrain, ATK +10-20%.
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%.
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
Archer
Archer 1 Archer 22 26 12 15 2 3 Walk
Basic Archer.

"My duty is to protect the prince..."

Biography[]

Narm is a skilled knight and captain of the Baldea Royal Guard. She is known for both her bravery and mastery of the sword. Narm is a Descendant of Light and deeply loyal to the royal family. She has vowed to protect Prince Ledin with her life.

Story[]

The events of Langrisser I begin when the Dalsis Empire launches a siege on Baldea Castle. During the commotion, Narm meets with Ledin to take him partway to Salrath. Though the Prince manages to gather reinforcements from Duke Hawking, King Illzach loses his life while defending the castle. Narm, badly injured from the siege, meets with Ledin in Salrath and informs him of Baldea's loss. Guided by her duty as a knight, she stays by Ledin's side on their journey to liberate Baldea from the Dalsis.

Beginning Stats[]

Langrisser I & II[]

Stats (Level 1 Hawk Lord)

HP MP MOV ATK DEF MAG MGR AGL DEX
170 18 7 110 85 63 29 58 59

Command Ability

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

Class Tree[]

Langrisser I & II

I II III IV V
Fighter Hawk Lord Dragon Knight Dragon Lord
Lord Highlander Knight Master
High Lord Ranger High Master
General

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