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Prince of the fallen Salem, a young man bearing the mission of reviving his nation.

Biography[]


"Kind to others... a firm heart... protector of peace and justice... the noble will of light..." The Floating City's residents never hesitate to shower this new protagonist with praise.
Since appearing in the public eye due to the revival of Millennium WS, Zion has naturally become the embodiment of the "Protagonists - whether it's the heroes of the Legion of Glory, the champions of the Empire, or the ambitious individuals of the Demon Army, even the production team members are infected by Zion's words and actions, voluntarily joining in Zion's plans. It seems this young man was born with the charisma of a noble.
However, before the story of Millennium WS spread, no one would have thought that the now radiant Zion had also endured such difficult times.

"Prince Zion of Salem, at your service! For the dawn of peace and justice, please let me join!"


The prince of the Kingdom of Salem, this noble identity by birth did not bring him the corresponding glory. When his homeland fell, he was still an infant and was entrusted by his father to the palace knight Tiana as an adopted son. From then on, the two of them lived in seclusion at Rikkaba Ranch in the mountains, and Zion spent over ten years as a rancher.
While herding in the deep mountains, Zion also learned his family's ancestral divine swordsmanship under the guidance of Master Lukhmaan. As his skills gradually improved, Zion's adventurous spirit began to awaken. Under the careful guidance of Tiana and Lukhmaan, Zion grew into a gentle, peace-loving, and justice-minded young man. This precious quality would soon transform into the hero born to save the world.


Just after his fifteenth birthday, Zion learned of his true heritage and mission to restore his kingdom due to a case of theft. The theft of the ultimate weapon of an ancient civilization, the twin shrine maidens who protected this ultimate weapon, the heritage hidden for over a decade, and mother who suddenly became respectful yet strange... Destiny descended, and faced with the sudden truth and responsibility, Zion became lost.
With the support of the twin shrine maidens and Tiana, Zion had to shoulder the mission of restoring his kingdom and embarked on a series of trials to become king. The tide of history is unpredictable, and no one could have foreseen that the hand of fate would repeatedly take away those important to Zion...


Confronted with immense setbacks, Zion didn't lose heart. Possessing a fortitude akin to an uncut gem, his strong character was honed along the way, gradually shining with a dazzling light. Just like all his heroic predecessors, he ignited the spark of hope in the darkest night, awakening the will of glory. In the end, Zion earned the recognition of the holy sword Langrisser, saving the world from a catastrophic crisis. Under the blessing of the World Tree, the Kingdom of Salem returned to the stage of history, as the radiant flowers of victory blossomed across the sky.


Upon arriving in The Floating City, Zion originally intended to rally companions in a new era and continue the legend of the past. However, he learned that he was mistakenly summoned by the producers as the hero of "Millennium." Faced with the producers' request for his "retirement," Zion felt confused about his own value.
However, for Zion, who had already experienced an identity crisis once before, finding his direction was not difficult. With Yulia's guidance, Zion decided to produce the Time Rift stages himself, with a spirit befitting a hero. This was not only to prove his own worth and that of Millennium WS, but also to reunite with his companions.
In the process of rallying companions and reproducing his legend, the heroic spirit and radiant will in Zion's heart transcended the ages, giving his legend new meaning. This miracle, sparked by a mere mistake and realized through Zion's endurance and the support of the people, transformed into a belief in protection, adding a new will to the world of Langrisser.

"To achieve an impossible victory with a small stature, that's my protagonist's creed!"

Max Stats

Class HP ATK INT DEF MDEF SKILL Range Mobility Heart Bond Lv. 4 Heart Bond Lv. 7
Cavalry Knight Master 4617 594 216 299 270 122 1 5 Ride When attacking, unit's damage taken is decreased by 10% When forced into battle through a melee attack, damage increases by 10%
Infantry Sword Master 4968 594 237 322 289 145 1 3 Walk When Unit HP is 100%, damage taken is reduced by 10% When attacking a unit with a higher HP percentage than yours, damage dealt is increased by 10% after entering battle

Talent


Sword of Mercy
ATK increases by 25%.
After taking action, if this unit has battled this turn and not eliminating the enemy, gains [Royal Fate]: "When initiating battle, damage dealt increases by 20% and attacks before the enemy." Lasts 2 turns.
When initiating battle and dealing fatal damage, can choose to use Mercy on the enemy, causing them to be immobilized, unable to Guard, attack, or use skills on their next turn, and applies [Reluctant Battle]: "Damage dealt and healing received reduced by 30%." Ignores immunity. Cannot be dispelled. Lasts 2 turns. When using Mercy on the enemy, recovers 100% of Unit HP.
ATK increases by 20%.
After taking action, if this unit has battled this turn and not eliminating the enemy, gains [Royal Fate]: "When initiating battle, damage dealt increases by 16% and attacks before the enemy." Lasts 2 turns.
When initiating battle and dealing fatal damage, can choose to use Mercy on the enemy, causing them to be immobilized, unable to Guard, attack, or use skills on their next turn, and applies [Reluctant Battle]: "Damage dealt and healing received reduced by 30%." Ignores immunity. Cannot be dispelled. Lasts 2 turns. When using Mercy on the enemy, recovers 100% of Unit HP.
ATK increases by 15%.
After taking action, if this unit has battled this turn and not eliminating the enemy, gains [Royal Fate]: "When initiating battle, damage dealt increases by 13% and attacks before the enemy." Lasts 2 turns.
When initiating battle and dealing fatal damage, can choose to use Mercy on the enemy, causing them to be immobilized, unable to Guard, attack, or use skills on their next turn, and applies [Reluctant Battle]: "Damage dealt and healing received reduced by 30%." Ignores immunity. Cannot be dispelled. Lasts 2 turns. When using Mercy on the enemy, recovers 100% of Unit HP.
ATK increases by 10%.
After taking action, if this unit has battled this turn and not eliminating the enemy, gains [Royal Fate]: "When initiating battle, damage dealt increases by 10% and attacks before the enemy." Lasts 2 turns.
When initiating battle and dealing fatal damage, can choose to use Mercy on the enemy, causing them to be immobilized, unable to Guard, attack, or use skills on their next turn, and applies [Reluctant Battle]: "Damage dealt and healing received reduced by 30%." Ignores immunity. Cannot be dispelled. Lasts 2 turns. When using Mercy on the enemy, recovers 100% of Unit HP.

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 Tiana Tiana Hero HP/DEF/MDEF +15%
Hero's Bond - Strength   Hero's Bond - Strength 25 Change Class to Darkwalker General Hero ATK/INT/SKILL +15%

Soldier Bonuses[]

Stat HP ATK DEF MDEF
Bonus +30% +40% +15% +20%

Class Upgrades

Starting
Skill
:
Holy Sword of Light

Fighter
DEF Break

Swordsman

Highlander
Roar
Speed Strike

Sword Master
Revivalist's Resolve

Knight Master
Thousand Hooves
Heavy Infantry
Heavy Infantry
Heavy Cavalry
Heavy Cavalry
Sword Soul
Blast
Berserker
Berserker
Griffin Knight
Griffin Knight

Skills

Skill Cost Type CD Range Span Description
Heroic Holy Sword 3 PDamage 5 Rounds 1 Block Single
[Passive] After taking action for the first time or actively using this skill, all "Protagonists" allies gain greatly increased offensive and defensive stats, and deal 15% increased damage in battle. If a single-target skill does not eliminate the enemy, this skill's cooldown is reduced by 1 turn. Lasts 4 turns. (This effect cannot stack with other Fusion Power effects.)
[Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispels 5 enemy buffs. If at least 2 allies have already died, gains [Destiny] before battle: "When initiating battle, damage dealt increases by 30% and attacks before the enemy. When triggering the [Royal Fate] effect, the duration of [Destiny] increases by 1." Lasts 2 turns. Cannot be dispelled. If this skill does not successfully eliminate an enemy, can act again. ([Cooldown Trigger] The Act Again effect can only be triggered again after 2 turns.)
Holy Sword of Light 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage. When entering battle with a melee attack, dispels 3 enemy buffs before battle and can move another 3 blocks again after battle. When entering battle with a ranged attack, this skill's cooldown is reduced by 1. When equipped with melee soldiers, they will also attack. (This skill is not affected by melee damage reduction.)
Revivalist's Resolve 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active skill. Offensive and defensive stats increase significantly for all "Protagonists" allies within range. When using a single target skill, deals 12% increased damage. If the single target skill does not eliminate an enemy, this skill's cooldown is reduced by 1 turn. Lasts 4 turns. (Cannot be stacked with other Fusion Powers.)
Roar 2 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Before battle, dispels 2 enemy buffs. In addition, decreases their ATK & INT by 20%. Lasts 1 turn.
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.
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.
Speed Strike 1 Active 4 Rounds Self Single
[Passive] When there are enemies with [Reluctant Battle] within 3 blocks, they will die instead of this unit when this unit takes fatal damage (the substitute cannot take damage more than 5x its Max HP). This unit also recovers 20% of its HP. ([Cooldown Trigger] This effect can only trigger again after 2 turns.)
[Active] Active Skill. Recovers 30% of unit's HP and gains the [Royal Fate] talent effect for 2 turns. Can also move another 3 blocks and attack again. (After using this skill, any buffs on the caster do not lose their turn count.)

Skill Cost Type CD Range Span Description
Heroic Holy Sword 3 PDamage 5 Rounds 1 Block Single
[Passive] After taking action for the first time or actively using this skill, all "Protagonists" allies gain greatly increased offensive and defensive stats, and deal 15% increased damage in battle. If a single-target skill does not eliminate the enemy, this skill's cooldown is reduced by 1 turn. Lasts 4 turns. (This effect cannot stack with other Fusion Power effects.)
[Physical Damage] Attacks a single enemy, dealing 1.8x damage. Before battle, dispels 5 enemy buffs. If at least 2 allies have already died, gains [Destiny] before battle: "When initiating battle, damage dealt increases by 30% and attacks before the enemy. When triggering the [Royal Fate] effect, the duration of [Destiny] increases by 1." Lasts 2 turns. Cannot be dispelled. If this skill does not successfully eliminate an enemy, can act again. ([Cooldown Trigger] The Act Again effect can only be triggered again after 2 turns.)
Holy Sword of Light 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage. When entering battle with a melee attack, dispels 3 enemy buffs before battle and can move another 3 blocks again after battle. When entering battle with a ranged attack, this skill's cooldown is reduced by 1. When equipped with melee soldiers, they will also attack. (This skill is not affected by melee damage reduction.)
Revivalist's Resolve 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active skill. Offensive and defensive stats increase significantly for all "Protagonists" allies within range. When using a single target skill, deals 12% increased damage. If the single target skill does not eliminate an enemy, this skill's cooldown is reduced by 1 turn. Lasts 4 turns. (Cannot be stacked with other Fusion Powers.)
Speed Strike 1 Active 4 Rounds Self Single
[Passive] When there are enemies with [Reluctant Battle] within 3 blocks, they will die instead of this unit when this unit takes fatal damage (the substitute cannot take damage more than 5x its Max HP). This unit also recovers 20% of its HP. ([Cooldown Trigger] This effect can only trigger again after 2 turns.)
[Active] Active Skill. Recovers 30% of unit's HP and gains the [Royal Fate] talent effect for 2 turns. Can also move another 3 blocks and attack again. (After using this skill, any buffs on the caster do not lose their turn count.)

Skill Cost Type CD Range Span Description
Holy Sword of Light 2 PDamage 2 Rounds 2 Blocks Single
[Physical Damage] Attacks a single enemy, dealing 1.4x damage. When entering battle with a melee attack, dispels 3 enemy buffs before battle and can move another 3 blocks again after battle. When entering battle with a ranged attack, this skill's cooldown is reduced by 1. When equipped with melee soldiers, they will also attack. (This skill is not affected by melee damage reduction.)
Revivalist's Resolve 2 Fusion Power 3 Rounds Self All
[Fusion Power] Active skill. Offensive and defensive stats increase significantly for all "Protagonists" allies within range. When using a single target skill, deals 12% increased damage. If the single target skill does not eliminate an enemy, this skill's cooldown is reduced by 1 turn. Lasts 4 turns. (Cannot be stacked with other Fusion Powers.)
Roar 2 PDamage 2 Rounds 1 Block Single
[Physical Damage] Attacks a single enemy, dealing 1.3x damage. Before battle, dispels 2 enemy buffs. In addition, decreases their ATK & INT by 20%. Lasts 1 turn.
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.
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.
Speed Strike 1 Active 4 Rounds Self Single
[Passive] When there are enemies with [Reluctant Battle] within 3 blocks, they will die instead of this unit when this unit takes fatal damage (the substitute cannot take damage more than 5x its Max HP). This unit also recovers 20% of its HP. ([Cooldown Trigger] This effect can only trigger again after 2 turns.)
[Active] Active Skill. Recovers 30% of unit's HP and gains the [Royal Fate] talent effect for 2 turns. Can also move another 3 blocks and attack again. (After using this skill, any buffs on the caster do not lose their turn count.)

Soldiers

Soldier Tier Class HP ATK DEF MDEF Range Mobility Skill
Berserker
Berserker 3 Infantry 40 43 22 19 1 3 Walk
Critical hit rate +10-30%. ATK +5-15%.
Fang Subjugator
Fang Subjugator 3 Cavalry 43 45 24 17 1 5 Terrain Master
Soldier ATK and DEF increase by 10-25%. When initiating battle, soldiers take 10-30% less damage and recover 10-30% of HP before battle.
Gallant Duelist
Gallant Duelist 3 Infantry 43 43 23 20 1 4 Walk
When attacking and entering battle, soldier ATK and critical hit rate +10-30%. When forced into battle, have a 60% chance to reduce soldier physical damage taken by 10-25%.
Giant Lizard Rider
Giant Lizard Rider 3 Cavalry 43 43 24 19 1 5 Terrain Master
Soldier ATK and DEF +10-25%. When attacking and entering battle, if there are no other enemies within 1 block of the target, then gain a further ATK +8-20%.
Golden Knight
Golden Knight 3 Cavalry 43 43 22 22 1 5 Ride
When soldier HP is 100%, all damage taken -8-20%. When the Hero's class is [Cavalry], soldier ATK and DEF +8-30%.
Griffin Knight
Griffin Knight 3 Flier 40 45 20 23 1 5 Fly
When soldier HP > 80%, ATK and DEF +10-30%.
Heavy Cavalry
Heavy Cavalry 3 Cavalry 40 43 22 17 1 5 Ride
ATK +7-20%.
Heavy Infantry
Heavy Infantry 3 Infantry 43 40 23 19 1 3 Walk
When attacking and entering battle, soldier ATK +10-30%. When forced into battle, soldier DEF +10-30%.
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%.
Steel Wing Warrior
Steel Wing Warrior 3 Flier 43 45 22 22 1 5 Fly
When attacking, soldier ATK +10-30%. When ranged attacked, soldier DEF 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%.
Elite Infantry
Elite Infantry 2 Infantry 34 31 18 14 1 3 Walk
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%.
Warrior
Warrior 2 Infantry 31 34 17 14 1 3 Walk
When attacking and entering battle, critical hit rate +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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