The youngest sibling in the Askian royal family. Abrasive and immature, his tendency to pick fights causes several problems for the party early on. Leeroy Jenkins: Has a habit of jumping into battle without a plan. Mighty Glacier: The slow but strong one compared to his brother, but can sometimes turn into a full-on Lightning Bruiser if he gets decent luck with his growths. Misidentified Weapons: A glaive is normally a type of polearm that's closer to a spear than an axe, but Walter wields one that looks just like any other axe. Nice Job Breaking It, Hero: Is solely responsible for scaring away 95% of his hired mercenaries within sixty seconds. He spends a majority of the game trying to make up for it. Screams Like a Little Girl: Often after getting surprised by a sudden entrance. Unstoppable Rage: Enters one at the end of Chapter 8, demolishing a bunch of guards chasing after his group with it.

The middle sibling in the Askian role family. His deep-rooted insecurities cause him to frequently butt heads with Walter and ultimately cause their own share of problems. Guile Hero: Prefers to think things through rather than jumping into action right away.


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A mysterious thief hired by Terril. He is the only mercenary who doesn't immediately leave after Walter's rant, instead choosing to stick with them for his own personal reasons. Crutch Character: His Strength cap of 10 will eventually render him useless in combat situations... at least until the final chapter. 11th-Hour Superpower: Gains the unique Spellsword class for the final chapter only. It's effectively similar to the Mage Fighter class, and improves his ability to contribute to combat tenfold. Really 700 Years Old: He's actually Romulus, advisor to King Teodros II 700 years ago.

A bandit noted for her unusually attractive appearance in comparison to her fellow brigands. She ends up willingly being taken prisoner, and her ancestry proves to be a driving force for much of her story arc. Really Royalty Reveal: She's the heir to Teodros. She's not happy to hear it, but ultimately sacrifices her own happiness for the sake of her country.

The king of Askia. A noble, if unpopular ruler, he's the one who sends his brothers off to Behanzin in the first place, and his inability to aid the common folk has its own consequences. Jack of All Stats: To a comical degree. His bases and growths are all exactly the same, aside from his HP and Magic which are fairly high and nonexistent, respectively. Weapon Specialization: Fights exclusively with lances, la Ephraim.

A mercenary-knight of Askia. Chivalrous with a flair for the dramatic, he is quick to rush to the aid of an outnumbered Walter and co., and decides to join his group after he apologizes for yelling at them earlier. Javelin Thrower: His PRF, Saunion, is a heavier Javelin with extra range. Long-Range Fighter: Compared to Shaun, his combat tends to focus on hitting enemies from a distance with his PRF, the Saunion. Mighty Glacier: Compared to Shaun, he's slow but hits hard.

An ex-bandit who has since become a mercenary. He travels with Bradley and, though never afraid to express his disapproval, is willing to go wherever his companion goes. Close-Range Combatant: Compared to Bradley, his combat tends to close in on enemies, with him only wielding swords, which are known to rarely have any 1-2 range aside from magic swords, and his PRF, the Quickblade further emphasizes this. Fragile Speedster: His first PRF, the Quickblade, is a weaker Brave Sword, emphasizing this even further. Magic Knight: His Strength is abysmal, so he'll be relying on magic swords like Light Brands or his second PRF, the Quickbrand, for damage.

The leader of a band of mercenaries called the Travelling Mage Quartet. An adventurous young man, he is quick to action and is perfectly willing to attack some bandits in the middle of the night when he reunites with Walter and company. Critical Hit: With his high Skill and his PRF, the 30-crit Sparks, he'll be doing a lot of this.

A healer with the Travelling Mage Quartet. She has many siblings, among them being the bard Dorian and the wyvern riding knight Locritus. Status Effects: Has exclusive access to the Sleep staff.

An overly excitable mage with the Quartet. He's perhaps too enthusiastic about killing "the bad guys," much to the dismay of his comrades. Cast from Hit Points: His PRF, Darklight, deals 10 damage to Yufin after every round of combat. Casting a Shadow: Gains Dark magic after promoting. Sociopathic Hero: He only desires to kill all of the bad guys. He's just far too eager to enact his justice on them.

A dark mage with the Quartet. He's an incredibly dour loner who prefers to be left to his own devices, yet often finds himself being dragged along to places by his fellow mages. Difficult, but Awesome: While he has no issues surviving combat, actually getting experience out of it will take quite a while due to his poor offenses making his ability to secure kills questionable. Upon promotion however, he becomes even more of a defensive bulwark and gains the ability to heal and summon phantoms, both of which give him easy ways to earn experience without even fighting. Padded Sumo Gameplay: A stark contrast to the usual Rocket-Tag Gameplay of The Four Kings, since the Munio makes him exceptionally tanky at the cost of power and accuracy: his usual gameplay loop is to solo an entire section of the map over the course of the chapter, since he can kill a dozen enemies in five to six rounds before all of them combined can kill him in seven. Stone Wall: His defensive stats are among the best in the army, and his PRF, Munio, boosts them by a whopping 10 points each, making him one of your only units that can consistently live more than two or three hits. Summon Magic: Is the only playable Summoner in the game.

A veteran mercenary and family man living in Askia. After he leaves the job with the royals, he goes after Askia's bandit ring in order to retrieve his daughter from their clutches. The sudden match in objectives with the royal brothers leads to him signing back on to their cause. Happily Married: To Alicia, with a full family to show for it.

A young girl who finds herself kidnapped by Askia's bandit ring. She tags along with the army in order to provide for them just as her father provides for her. Glass Cannon: To an extreme. She hits ridiculously hard with her magic attacks, but will often die to a single physical hit even after promotion. Magikarp Power: Being a trainee lets her get many more levels than other units, allowing her stats to peak far more often. Tagalong Kid: Easily the youngest character in the cast.

A novice Pegasus Knight of Mansa. When the party stops by the country, she is encouraged to tag along by her mother, general Luceil. Mage Killer: Her Defense is terrible, but thanks to her PRF, the Wardlance, she takes almost no damage from mages. Sibling Yin-Yang: The excitable, magic-slaying, carefree one compared to Patty.

A lazy bard with an unusual music style. He stole a magical harp from a corpse and winds up getting convinced to join the party by his sister Lydia after being fired from yet another job. The Alcoholic: It helps him compose, supposedly. Armored But Frail: In spite of his good Def and Res growths, he has low HP to compensate, meaning that's dead on sight against enemies who can pierce his defenses. Robbing the Dead: He got his harp off of a dead body. Stone Wall: His stats are even more lopsided in this direction than Shelby's.

A noble of Teodros. Not exactly fond of the life of a noble, she began working as a wandering mercenary, but ultimately found herself being kidnapped by bandits and rescued by her would-be employers. Magic Knight: Her promotion, Valkyrie, can use both swords and staves.

A loner sellsword who doesn't talk much... at all. He does, however, seem to develop a fondness for Zoe, and has decided to protect her by any means necessary. Fragile Speedster: His PRF weapon, the Main Gauche, emphasizes this even more with its terrible damage and bonuses to Speed and Luck, which both aid in calculating Avoid.

A nomad from the plains of western Behanzin. The party finds him injured in a rockslide, and he agrees to tag along after they stop to defend a nearby village. Arrogant Kung-Fu Guy: Frequently challenges his comrades to shows of honor and skill that he frequently loses. Horse Archer: Being a Nomad, of course. Long-Range Fighter: His Skyshot can reach exactly four squares away from him, allowing him to outrange even longbow users. Inferiority Superiority Complex: A frequent topic in his supports, being outshone by his comrades despite his haughty attitude and insistence on his own honor.

A boisterous fighter from Behanzin. He works together with Ron to fend off a tribe of bandits from their home village, ultimately receiving aid in the form of the players. Lightning Bruiser: He's quite fast, and the high might of Axes should help offset his poor Strength. Mythology Gag: He uses the infamous Vouge as his PRF weapon.

A former soldier of Behanzin who often exaggerates how decorated he really was. He fights alongside Victor in the defense of their village before joining up with the main party. Armor-Piercing Attack: The Justice Pike he wields ignores enemy Defense. Crutch Character: He starts one level away from promotion with better bases than most of the army, and his join map has an obtainable Knight Crest that your cavaliers probably aren't ready for yet: even the villager who gives it to you outright says it's for Ron. He'll be rock solid for a while, but his mediocre class and personal weapon will cause him to fall off soon after as your other characters overtake him in stats. 152ee80cbc

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