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A fairy girl possessing the Power of the Tides, dedicated to protecting the islands.

Biography[]


She comes from an academic family, yet has no magical talent. She is an island fairy, yet excels in fierce battles. She is an orphan, yet always remains optimistic and cheerful. She is the hero of the children of Tolivar, the General of the Reef Guardians, the Defender of the islands, the "Tidal Blade" Nornorin.

"The 'Tidal Blade' is here! Rely on your dependable companion, the fairy warrior Nornorin!"


Nornorin, born into an academic family, was supposed to have unparalleled magical talent. However, this talent was sealed by her parents. Growing up without her magical talent and in the wake of her family's disappearance, Nornorin was seen as a fool, an orphan, and a poor soul. But the naturally cheerful Nornorin did not become downhearted because of this. With the companionship of her friend Nemia and her mentor, she actively discovered her own strong points, worked hard to communicate with others, and gained friends she could exchange sincere feelings with, becoming the joy of her companions.

"Troubles? No such thing. When the sea breeze blows, it blows all the troubles out of my mind."


To prove herself and protect her family's honor, Nornorin decided to participate in the "Tidal Conquest Tournament" and win the fairies' recognition with her true power. Facing numerous magic experts, Nornorin, a strength-based competitor and deviously agile, broke through with a melee attack style, defeating many formidable opponents and becoming the first dark horse to storm the arena. Nornorin's passionate struggle stirred up a storm among the fairies watching. The audience was infected by Nornorin's exciting battles, and from then on, they looked at this underwhelming fairy with new eyes. Nornorin earned respect for herself and her family with her true power. At this moment, she is unaware that a conspiracy is already baring its scarlet fangs behind her...

"Swift as a gale, moving like the tides! The gallant fairy fighter Nornorin stirs up a tsunami in the arena!"


A crisis occurred in the middle of the arena, sweeping through the gturns. At the critical moment, Nornorin awakened the Power of the Tides that had lain dormant in her heart, saving the besieged audience. After the rescue operation, she fell into a coma due to excessive use of power. An imperial spy seized the opportunity to infiltrate her inner world, attempting to steal the secrets of the elves from Nornorin's sealed memories. However, they were defeated by Nornorin's optimistic spirit and will to protect. After waking up, Nornorin found that the Power of the Tides had become dormant once more. To regain her power, Nornorin ignored the advice of her friend Nemia and insisted on stepping onto the finals stage of the tournament...

"Yes... That is the power to save everything, challenge everything, and achieve all great deeds..."


In the final match against her friend, Nemia, Nornorin finally awakened the "Power of the Tides," fully understanding the will to protect, and claimed the championship. Over the following years, a comic based on her tournament experiences, "Tidal Surge," spread throughout the continent, and Nornorin became a hero to children everywhere, planting the seed of protection in their hearts.
Her remarkable performance caught the attention of the military commanders present, and she was invited to join the Reef Guardians. Years later, having become a general, Nornorin still upholds her original vow: to protect her family, to protect the islands. Everyone believes that, under her leadership, no matter what crises the islands face, they will always emerge victorious.

"As long as the will to protect remains on the islands, the spirit of 'Tidal Surge' will forever shine upon the seas."

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Infantry Reef Commander 4786 588 249 335 281 158 1 3 Water When attacked by enemies with a higher HP percentage, damage taken is reduced by 10% after entering battle. When in Water, physical damage dealt increases by 10%.
Aquatic Tide Master 4439 588 226 358 261 132 1 3 Water When in Water, physical damage taken is reduced by 10%. When forced into battle through a melee attack, damage dealt increases by 10%.

Talent


Tidal Blade
Damage increases by 30%. When taking action in Water, recovers HP equal to 2.5x ATK, excess HP is converted to a [Shield] that cannot be dispelled (up to 25% of Max HP).
After taking action, can choose any position within 5 blocks to cast [Wavecall]: Pushes enemies and caster within the farthest 3 blocks away in 3 straight lines by 2 blocks, and applies the [High Tide] special effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water. If this skill successfully triggers [Displacement], any buffs on the caster do not lose their turn count, and can attack again, but cannot move. ([Trigger Cooldown] Can only trigger again after 2 turns.)
Damage increases by 25%. When taking action in Water, recovers HP equal to 2x ATK, excess HP is converted to a [Shield] that cannot be dispelled (up to 25% of Max HP).
After taking action, can choose any position within 5 blocks to cast [Wavecall]: Pushes enemies and caster within the farthest 3 blocks away in 3 straight lines by 2 blocks, and applies the [High Tide] special effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water. If this skill successfully triggers [Displacement], any buffs on the caster do not lose their turn count, and can attack again, but cannot move. ([Trigger Cooldown] Can only trigger again after 3 turns.)
Damage increases by 20%.
When taking action in Water, recovers HP equal to 1.5x ATK, excess HP is converted to a [Shield] that cannot be dispelled (up to 25% of Max HP).
After taking action, can choose any position within 5 blocks to cast [Wavecall]: Pushes enemies and caster within the farthest 3 blocks away in 3 straight lines by 2 blocks, and applies the [High Tide] special effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water. If this skill successfully triggers [Displacement], any buffs on the caster do not lose their turn count, and can attack again, but cannot move. ([Trigger Cooldown] Can only trigger again after 3 turns.)
Damage increases by 15%.
When taking action in Water, recovers HP equal to 1x ATK, excess HP is converted to a [Shield] that cannot be dispelled (up to 25% of Max HP).
After taking action, can choose any position within 5 blocks to cast [Wavecall]: Pushes enemies and caster within the farthest 3 blocks away in 3 straight lines by 2 blocks, and applies the [High Tide] special effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water. If this skill successfully triggers [Displacement], any buffs on the caster do not lose their turn count, and can attack again, but cannot move. ([Trigger Cooldown] Can only trigger again after 4 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 Reach Lv. 30 All Hero's Stats +10%
Legion's Bond - Honor   Legion's Bond - Honor 15 Complete Time Rift (Elite) 3-1 Soldier HP/ATK +15%
Hero's Bond - Toughness   Hero's Bond - Toughness 23 Complete Gate of Fate 4 with Precia Precia Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Change Class to Tide Master Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +30% +35% +25% +15%

Class Upgrades

Starting
Skill
:
Air Slash

Legacy of the Tides
Tidal Mastery

Reef Gladiator

Waveride Gladiator
Flash
Tidesurge Domain

Reef Commander
Crush

Tide Master
Sweep
Guardian Infantry
Guardian Infantry
Tide Master
Tide Master
Sword Soul
Aqua Blast
Phalanx
Phalanx
Amazon Champion
Amazon Champion

Skills

Skill Cost Type CD Range Span Description
Tide Cleaver 3 PDamage 3 Rounds 1 Block Single
[Passive] When battling enemy units in Water, ignores 20% of the enemy's DEF and nullifies Armor Skills (excluding Max HP) for 2 turns after dealing damage. When the target is a non-player hero, this effect is replaced with "DEF reduced by 25%" for 2 turns.
[Physical Damage] Deals 1.6x damage to a single enemy. Before battle, gains [Command]: "All stats, excluding HP, of enemy units in Water within 3 blocks are reduced by 10%, and they attack second in battle." Lasts 2 turns, cannot be dispelled. Also deals 0.1x AoE damage to all enemy units within 1-ring range. When in Water, this effect's damage and span are doubled.
Flash 2 PDamage 1 Round 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage, Crit increased by 20%.
Sweep 2 PDamage 2 Rounds 3 Blocks Straight
[Physical Damage] Attacks all enemies in 3 straight line, dealing 0.25x AoE damage and inflicting a [Displacement] effect: Knocks back all targets 2 blocks.
Sword Soul 2 PDamage 5 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispels 5 buffs from enemies. Afflicted enemies cannot be healed. Lasts 2 turns. Cannot be dispelled.
Tidesurge Domain 2 PDamage 3 Rounds Self 2 Blocks
[Physical Damage] Deals 0.36x AoE damage to enemies within 2 blocks, affected enemies cannot receive "Act Again" effects for 2 turns, and applies [High Tide] special terrain effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water.
Crush 1 Passive - - -
[Passive] When HP percentage is higher than the enemy's, ATK increases by 12% when entering battle.
Tidal Mastery 1 Active 4 Rounds Self Single
[Active] Active skill. Gains the effect: "When passing through Water, Depths, Swamp, and terrain with an allied [High Tide] effect, gain a chance to mitigate 2 blocks of Mobility Reduction" for 2 turns. Can move an additional 2 blocks and attack again. (After using this skill, cannot cast [Wavecall] after taking action, and any buffs on the caster do not lose their turn count.)

Skill Cost Type CD Range Span Description
Tide Cleaver 3 PDamage 3 Rounds 1 Block Single
[Passive] When battling enemy units in Water, ignores 20% of the enemy's DEF and nullifies Armor Skills (excluding Max HP) for 2 turns after dealing damage. When the target is a non-player hero, this effect is replaced with "DEF reduced by 25%" for 2 turns.
[Physical Damage] Deals 1.6x damage to a single enemy. Before battle, gains [Command]: "All stats, excluding HP, of enemy units in Water within 3 blocks are reduced by 10%, and they attack second in battle." Lasts 2 turns, cannot be dispelled. Also deals 0.1x AoE damage to all enemy units within 1-ring range. When in Water, this effect's damage and span are doubled.
Tidesurge Domain 2 PDamage 3 Rounds Self 2 Blocks
[Physical Damage] Deals 0.36x AoE damage to enemies within 2 blocks, affected enemies cannot receive "Act Again" effects for 2 turns, and applies [High Tide] special terrain effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water.
Tidal Mastery 1 Active 4 Rounds Self Single
[Active] Active skill. Gains the effect: "When passing through Water, Depths, Swamp, and terrain with an allied [High Tide] effect, gain a chance to mitigate 2 blocks of Mobility Reduction" for 2 turns. Can move an additional 2 blocks and attack again. (After using this skill, cannot cast [Wavecall] after taking action, and any buffs on the caster do not lose their turn count.)

Skill Cost Type CD Range Span Description
Flash 2 PDamage 1 Round 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage, Crit increased by 20%.
Sweep 2 PDamage 2 Rounds 3 Blocks Straight
[Physical Damage] Attacks all enemies in 3 straight line, dealing 0.25x AoE damage and inflicting a [Displacement] effect: Knocks back all targets 2 blocks.
Sword Soul 2 PDamage 5 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispels 5 buffs from enemies. Afflicted enemies cannot be healed. Lasts 2 turns. Cannot be dispelled.
Tidesurge Domain 2 PDamage 3 Rounds Self 2 Blocks
[Physical Damage] Deals 0.36x AoE damage to enemies within 2 blocks, affected enemies cannot receive "Act Again" effects for 2 turns, and applies [High Tide] special terrain effect to blocks hit for 2 turns: When this unit and enemies are on [High Tide] terrain, the current terrain is regarded as Water.

Skill Cost Type CD Range Span Description
Crush 1 Passive - - -
[Passive] When HP percentage is higher than the enemy's, ATK increases by 12% when entering battle.
Tidal Mastery 1 Active 4 Rounds Self Single
[Active] Active skill. Gains the effect: "When passing through Water, Depths, Swamp, and terrain with an allied [High Tide] effect, gain a chance to mitigate 2 blocks of Mobility Reduction" for 2 turns. Can move an additional 2 blocks and attack again. (After using this skill, cannot cast [Wavecall] after taking action, and any buffs on the caster do not lose their turn count.)

Soldiers

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Amazon Champion
Amazon Champion 3 Lancer 40 43 22 20 1 3 Walk
When attacking and entering battle, ATK +10-30% and have a 30-75% chance to reduce the target's DEF by 20%. Lasts 1 turn.
Glacial Elemental
Glacial Elemental 3 Aquatic 43 40 22 24 2 3 Water
Normal attacks deal magic damage. After actively attacking in battle, have a 12-50% chance to inflict one debuff. When in water, ATK +12-40% and the unit recieves no melee penalties.
Guardian Infantry
Guardian Infantry 3 Infantry 53 37 23 19 1 3 Walk
When soldier HP > 80%, DEF +15-45%.
Island Ambassador
Island Ambassador 3 Aquatic 43 43 23 22 2 4 Water
ATK, DEF, and MDEF +5-15%. When actively attacking an enemy in Water, ignore 3-10% enemy DEF. When in Water, the above effects are doubled, and this unit does not suffer melee range penalties.
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%.
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.
Tide Master
Tide Master 3 Aquatic 43 40 23 19 1 3 Water
When in water, ATK and DEF +10-30%.
Touch of the Netherworld
Touch of the Netherworld 3 Aquatic 43 40 23 24 2 3 Water
Physical damage dealt by normal attacks is treated as magic damage. Soldier ATK and MDEF increase by 10-25%. When in Water, this unit's attacks are not affected by melee damage reduction, and enemy soldiers within 2 blocks have their ATK and MDEF reduced by 5-15%.

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Amazon
Amazon 2 Lancer 31 34 17 16 1 3 Walk
When attacking and entering battle, 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%.
Merman Lord
Merman Lord 2 Aquatic 34 31 18 14 1 3 Water
When in water, ATK +10-20%.

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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