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Sworn Upon a Sword

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Sworn Upon a Sword

Cm fe05 F.png

Location

Munster

Boss(es)

Veld

Previous chapter(s)
Hrm... I fear reinforcements will arrive if we take too long to coordinate this. You need to prepare yourself to sacrifice some of our troops if it means getting rid of the barrier more quickly.
— August, toLeif

Sworn Upon a Sword (Japanese:誓いの剣Sword of oath) is the final chapter ofFire Emblem: Thracia 776.

In this chapter, Leif and his army must simultaneously stand on all six hexagrams located in the center of each of the six rooms, which results in the door to Veld's room opening.

Plot

Main article:Sworn Upon a Sword/Script

Leif's forces enter the Loptian underground temple underneath Munster for a final confrontation withVeld, who is gifted five Deadlords byManfroy to help fight the army off. Leif and his soldiers defeat the Deadlords, kill Veld, and rejoice after their success, as Munster has been successfully liberated from the Empire.Seliph then arrives with reinforcements, but those reinforcements are no longer needed. Leif and Seliph swear a vow of eternal friendship, and agree to free the whole ofJugdral from the Empire's tyranny.

Chapter data

Chapter Data
Conditions
Unit Data
Victory: Seize the thronePlayerPartnerOtherEnemyThird
Defeat:Leif dies6–18{{{partner}}}{{{other}}}37+240{{{third}}}
Cm fe05 F.png

Units are arranged based on their position in deployment order after Leif.

The central door leading to Veld's room does not open like a standard door; it opens at the start of the player phase where a player unit is present on each of the six seals surrounding it.

Character data

Characters
New units

None

Required characters
Leif ​
Available characters
Lifis ​Fergus ​Karin ​Brighton ​Machyua ​Lara ​Dalsin ​Asbel ​Nanna ​Hicks ​Finn ​Safy ​Shiva ​Osian ​Halvan ​Ronan ​Carrion ​Marty ​Dagdar ​Tanya ​Selphina ​Cain ​Alva ​Robert ​Fred ​Olwen ​Mareeta ​Salem ​Perne ​Troude ​Tina ​Glade ​Deen ​Eda ​Homer ​Linoan ​Ralf ​Ilios ​Sleuf ​Misha ​Shannam ​Miranda ​Sara ​Xavier ​Amalda ​Conomor ​Diarmuid ​Saias ​Ced ​Galzus ​Eyvel ​

Enemy data

Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
Enemy Units
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
Ma snes03 dark mage enemy.gifLoptrianDark Mage20624~460~205~20+104~203~200~204~205~206~7HelFenrirJormungandDoor Key
Authority: Veld
Moves to attack units in range.
Ma snes03 dark mage enemy.gifLoptrianDark Mage20224~460~205~204~203~200~204~205~206~7HelFenrirJormungand
Authority: Veld
• Will not act until revealed.
• Moves to attack units in range.
Ma snes03 berserker enemy.gifLoptrianBerserker20732~5412~200~312~2010~200~208~2012~207~8Hammer
Wrath
Authority: Veld
Begins moving if any Berserker is provoked.
Ma snes03 dark mage enemy.gifLoptrianDark Mage20224~460~205~20+104~203~200~204~205~206~7SilenceJormungandRestore
Authority: Veld
• Will not act until revealed.
• Moves to attack units in range.
Ma snes03 dark mage enemy.gifLoptrianDark Mage20124~460~205~20+104~203~200~204~205~206~7Magic UpHelRestore
Authority: Veld
• Will not act until revealed.
• Moves to attack units in range.
Ma snes03 baron enemy.gifMusBaron20156168+30129616206Loptr Sword
PaviseWrath
Authority: Veld; ★★★★
Action:
• Starts on aseal.
• Moves to attack units in range.
Ma snes03 axe armor enemy.gifLoptrianAxe Armor20220~424~200~20+100~200~200~208~209~205~6Master Axe
Authority: Veld
Ma snes03 axe armor enemy.gifLoptrianAxe Armor20220~424~200~20+100~200~200~208~209~205~6Hammer
Authority: Veld
Ma snes03 bow armor enemy.gifLoptrianBow Armor20220~424~200~20+100~200~200~208~209~205~6Meisterbogen
Authority: Veld
Ma snes03 bow armor enemy.gifLoptrianBow Armor20220~424~200~20+100~200~200~208~209~205~6Poison Bow
Authority: Veld
Ma snes03 lance armor enemy.gifLoptrianLance Armor20220~424~200~20+100~200~200~208~209~205~6Master Lance
Authority: Veld
Ma snes03 lance armor enemy.gifLoptrianLance Armor20220~424~200~20+100~200~200~208~209~205~6Poison Lance
Authority: Veld
Ma snes03 dark bishop enemy.gifVeldDark Bishop2018052019201215116PetrifyJormungandVulnerary
AdeptRenewal
Authority: ★★★★★
Action: ★★
• Will not act until revealed.
• Does not move; stands on athrone, the chapter's seize point.
Ma snes03 warrior enemy.gifTigrisWarrior20146174+1014115131810Master Axe
Authority: Veld
Action: ★★★★
• Not present duringpreparations.
• Starts on aseal.
• Moves to attack units in range.
Ma snes03 sage female enemy.gifCanisSage20136320+10201713677NosferatuBerserk
AdeptMiracleWrathParagon
Authority: Veld
• Not present duringpreparations.
• Starts on aseal.
• Moves to attack units in range.
Ma snes03 mercenary enemy.gifBovisMercenary20154209+1020201714187MeisterschwertMaster AxeFlame SwordVulneraryVulnerary
AstraLuna
Authority: Veld
Action: ★★★★★
• Not present duringpreparations.
• Starts on aseal.
• Moves to attack units in range.
Ma snes03 thief fighter enemy.gifPorcusThief Fighter20140149+101420912167Berserk Sword
StealAdeptVantageWrath
Authority: Veld
Action: ★★
• Not present duringpreparations.
• Starts on aseal.
• Moves to attack units in range.
Ma snes03 sniper female enemy.gifDracoSniper20131127+101920139118Meisterbogen
AdeptMiracleWrath
Authority: Veld
Action: ★★
• Not present duringpreparations.
• Starts on aseal.
• Moves to attack units in range.
Reinforcements
NameClassLv#HPStrMagSkillSpdLckPrfWlvDefResChaLckConMovInventory and Skills
Ma snes03 dark mage enemy.gifLoptrianDark Mage156024~410~175~204~203~200~174~205~206~7JormungandHel
Authority: Veld
Ma snes03 berserker enemy.gifLoptrianBerserker206032~5412~200~312~2010~200~208~2012~207~8HammerDevil Axe
Wrath
Authority: Veld
Ma snes03 sniper enemy.gifSellswordSniper156022~395~201~186~207~200~173~207~207~8Silver Bow
Authority: Veld
Ma snes03 mercenary enemy.gifSellswordMercenary156024~416~201~187~208~200~175~208~206~7Silver Sword
Authority: Veld

Reinforcements

  • Turns 5–64; halted upon the door to Veld's room being opened
    • OneDark Mage from the upper-west edge of the map
    • OneBerserker from the upper-east edge of the map
    • OneSniper from the lower-east edge of the map
    • OneMercenary from the lower-west edge of the map

Boss data

Main article:Veld
Portrait veld fe05.png
Ma snes03 dark bishop enemy.gifDark Bishop
Level20
Action★★
Authority★★★★★
Stats
Max HP80Speed20
Strength5Luck12
Magic20Defense15
Skill19Constitution11
Movement6FCM1
InventorySkills
Petrify
Jormungand
Vulnerary
Adept
Renewal
Weapon Levels
Swords--Lances--Axes--Bows--StavesA
Fire magicAThunder magicAFE5RankWind.pngALight magic--Dark magicA

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

The final map ofThracia 776 requires that the six seals be occupied by a player unit to open the final room. Because of this, 6 living units (includingLeif) are required to complete this. If you suffered enough casualties to reach this chapter with less than 6 units, you are softlocked and the chapter cannot be cleared. Additionally, at least one method to open doors, obtain theDoor Keys on this map without expending them when leaving the rooms or bypassing the doors (via movement staves) entirely is necessary for the seals to be accessed.

IfNONE of the above combinations are possible (including requisite staff users for staff-based strategies), the player is alsosoftlocked.

Units are initially deployed in groups of three in front of each of the 6 altars containing a seal. Each altar contains 4 enemies – a Deadlord, a powerfulDark Mage withHel,Fenrir,Jormungand, and aDoor Key, and two armored units with particular weapons: the enemies inMus's room haveMaster Axes, those inDraco's havePoison Lances,Porcus's havePoison Bows,Bovis's haveHammers,Canis's haveMaster Lances, andTigris's haveMaster Bows. The tiles in the altars all give +10 magic to any unit standing on them, and the seals have an additional +20 avoid. The game's fixed deployment can make this chapter very difficult, thoughWarp andRescue users can move units around after the chapter starts.

IfVeld's room is not opened before turn 5, powerful enemy reinforcements will appear from the corners of the map. These will be halted when Veld's room is opened. Because of this, it is recommended to open Veld's room as quickly as possible.

The Dark Mages should be killed on turn 1, as they can be dangerous withFenrir andHel if allowed to attack with them. They can be killed either by a 1-range unit if the door is unlocked or by a 2-range unit if the door is meant to be closed. Actions afterward depend on which room your units are dealing with:

  • Draco can be put to sleep by a unit with at least 18magic. Alternately, as the armors in her room lack 2-range, the unit who killed Draco's Dark Mage could let Draco initiate on enemy phase and defeat her if they are strong enough to do so. It is not recommended to attack her from 2-range on player phase as she has Wrath.
  • Porcus's Berserk Sword makes him dangerous to face head-on, but he lacks 2-range and cannot attack until the door is opened and can be put to sleep by a unit with 20 magic. Porcus's accompanying armors are armed with Poison Bows, which do very little damage, and poison damage is unlikely to kill a unit unless they are hit by a mage with Hel. Additionally, Porcus's AI will always prioritize stealing over attacking, so it is easy to distract him by having someone near him hold a lot of items that Porcus can steal.
  • Bovis's armored troops are only equipped withHammers, so they lack 2-range and are only dangerous to armored units. Bovis himself is a huge threat at 1 or 2-range: he has 35 physicalattack with his Master Axe—which is a brave weapon—and 33 magical attack with hisFlame Sword; 20attack speed, so he cannot be doubled by anyone (except forCed withForseti or a 20 Spd, 9+ ConWind Sword user) and poses a serious risk of doublingyou; and bothAstra andLuna which will kill most units if they activate. For this reason, it is best to put Bovis to sleep on turn 1 with a unit with 20magic, kill him from range while he is equipped with theMeisterschwert, orrescue the Dark Mage-killer to safety.
  • Canis is a huge threat and the most dangerous of the Deadlords.Wrath and Nosferatu make it dangerous to engage her on player phase, andMiracle makes it unlikely that she will be killed on enemy phase if she even attacks—she prefers useBerserk instead. Canis has 30 Magic and guaranteed accuracy with Berserk, and can render a strong unit into a threat and their inventory inaccessible. Thankfully, Nosferatu weighs her down to 8 attack speed. There are three main strategies:
    • A fairly safe but unreliable strategy to incapacitate Canis on turn 1 is with aBlizzard tome, which will put her to sleep if she is hit by it—even if she takes 0 damage. OnlyAsbel orCed can reasonably attain the weapon rank to use Blizzard, and Canis has a bonus from the seal terrain increasing her avoid.
    • A strong unit, particularly one with a brave or high accuracy-weapon orNihil, could bewarped into Canis's room or run in after the door is opened and the Dark Mage is killed and defeat her on turn one. This unit will then have to survive against the Master Lance armors in Canis's room.
    • Yet another option is to useSleep orSilence on Canis on turn 1. This is only achievable withMagic Up orPure Water and either a 19+ magic unit equipped with theFlame Sword or 14+ magic unit standing on a seal, or a 9+ magic unit with the Flame Sword that is standing on a seal. The Flame Sword strategies are only achievable byNanna andAmalda, as they are the only staff users to also use swords, however, Nanna will need a lot of staff experience to get to C-rank staves, and both will will need help from the Crusader Scrolls to reach the magic thresholds. The seal strategies require standing in the Deadlord's rooms, which comes with the risk of getting those units killed by the units in the rooms, while the Magic Up staff requires another staff user to be near the primary staffer and Pure Water means the staffer will need to be danced for or wait a turn; if they wait, then the Magic requirement also increases by 1 as the Pure Water effect will have degraded.
  • Tigris has a Master Axe and while he lacks skills, he hits hard with hisMaster Axe and has 4 action and 4 FCM, while the Armors with him have Master Bows. Attempting to defeat each enemy on enemy phase can be dangerous to the player unit, even with Wrath orVantage. However, their magic stats are low, even with terrain boosts, meaning it's fairly easy to incapacitate them all withSleep. If the player opens the door, make sure that the stairs out of the altar are blocked with a sufficiently strong unit: Tigris has 10 movement and 4 action stars, giving him a very real chance to simply run past strong units to attack weaker units behind them.
  • The enemies in Mus's room have fairly low accuracy with Master Axes and can fairly safely be defeated on enemy phase. Mus has Wrath, making it dangerous to attack him on player phase. A unit with theBragi Sword can deal significant damage to or outright defeat Mus on enemy phase—only certain units can use the Bragi Sword, but Leif, who can use it, will always start in front of Mus. If the Bragi Sword was never obtained, then defeating Mus may not be viable short ofMareeta orGalzus brute-forcing him down withAstra +Luna; it may become necessary to bait him off of the seal and distract him by tanking his hits so that a unit can get onto his seal. He can also be put to sleep with the Sleep Sword (preferably on enemy phase due to Wrath) or Blizzard.

Veld's room opens at the end of the enemy phase after each seal is stepped on, and he and the other units inside do not act until the following enemy phase. With him are two Silence staff Dark Mages and a Magic Up Dark Mage, all of whom are also equipped with Restore staves and are standing on altar tiles that give +10 magic, and to his left and right are two Dark Mages with Hel and Fenrir who move. Before stepping on every seal, moving units to defeat the Berserkers and putting them next to the door will make dealing with Veld and the enemies near him easier. However, performing this while tackling the deadlords requires careful positioning. If the player waits until Veld's door opens to head over, they must be wary of not only the Silence staves but also the Petrify Tome, which has 165% hit when factoring in Veld's stats and petrifies any unit it hits, and the Fenrir tomes.

It is possible to avoid all of the Berserkers and Dark Mages by Warping in a unit to kill Veld and Warping in Leif to seize. Doing so is not easy however, as Veld has 80 HP, 20 magic, and 25 effective defense. Even Ced is not guaranteed to kill him in one round without a Magic Up boost or the +10 magic from one of the altars that are initially occupied.

The line ofBerserkers in front of Veld's room can easily be dealt with by a Berserk staff. Check the stats of each Berserker, and choose the one with the highest overall stats to maximize the chances more Berserkers die to the infighting. Units who are not Berserked act before units who are Berserked, and as a result the healthy Berserkers will all attack the afflicted Berserker and face the Wrath critical before the afflicted Berserker has any chance to get himself killed via Wrath critical on a healthy Berserker. Even if the afflicted Berserker doesn't hit all of his Wrath crits, by the time he goes down he will usually have thinned the crowd out, with most either dead or heavily damaged.

Veld is much less threatening when he isn't besieging with Petrify, though he does still hit hard, has high defenses, and has Adept and 2 action. IfTina removes Veld's Jormungand withThief, Veld can be captured any unit with at least 12constitution, since Petrify does not count towards whether or not a unit can be captured without a fight; Leif can then move or be warped onto the throne to end the chapter. It is advised to take advantage of the altar tiles for their +10 magic to reduce the damage taken by Veld and increase the damage dealt by magic users against him (as due to the throne he takes more damage from magical attacks than physical attacks).

Trivia

Etymology and other languages

Names, etymology, and in other regions
LanguageNameDefinition, etymology, and notes
English
(unofficial)

• An Undying Oath
• Sworn Upon a Sword

• Used in FireLizard's translation.
• Used in the Lil' Mansterfan translation patch.

Japanese

誓いの剣

Sword of oath; refers to the sword that Seliph swears an oath with Leif upon at the end of the chapter.

Gallery

  • Map of the chapter

    Map of the chapter

← The Baron in Black •
← The Loptrian Altar(side quest) •
Sworn Upon a Sword
Fire Emblem: Thracia 776
Playable charactersAlvaAmaldaAsbelBrightonCainCarrionCedConomorDagdarDalsinDeenDiarmuidEdaEyvelFergusFinnFredGalzusGladeHalvanHicksHomerIliosKarinLaraLeifLifisLinoanMachyuaMareetaMartyMirandaMishaNannaOlwenOsianPerneRalfRobertRonanSafySaiasSalemSaraSelphinaShannamShivaSleufTanyaTinaTroudeXavier
Non-playable charactersAltenaArionAugustCoirpreDryasHannibalIshtarJuliaJuliusLewynSeliphTravant
BossesAlphandBaldackBandolBaráthBucksBovisBrookCanisCoddaCohenCulloughCoulterDracoDvorakEichmannEisenauFardenFrausGomezGustafKempfLargoLifisLinecockListMcCloyMerlockMooreMuellerMusNikalafOltophPalmanPaulusPernePorcusRaydrikReinhardtLobosRumeiSaiasSeimetolTigrisTrumanVeldWeismannWolfXavierZaomZyle
Background charactersAlfionaCalfEthlynQuan
Personal weaponsBeo's SwordBragi SwordBlessed SwordBrave LanceDire ThunderDragon LanceForsetiGrafcaliburKiaLands SwordLight BrandLoptr SwordMareeta's SwordVougeRepairThiefUnlock
Chapters1:The Warrior of Fiana • 2:The Coastal Village • 2x:The Corsair Isles • 3:Kelbeth's Gate • 4:The Dungeon • 4x:Hero on the Wind • 5:Mother and Daughter • 6:The Escape • 7:The Shield of Thracia • 8:Mount Violdrake • 8x:Dagdar's Manor • 9:The Banner of Njörun • 10:Nowell Valley • 11:Fort Dandrum • 11x:Murder Holes • 12:The Bandits of Dacia • 12x:The Dandelion • 13:The Walled City • 14:The Onslaught • 14x:Yearning to Breathe Free • 15:Two Paths • 16A:Norden Line • 17A:The Gates of Leonster • 16B:Dark Forest • 17B:The Gathering Storm • 18:The Liberation of Leonster • 19:The Empire's Wrath • 20:The Scion of Light • 21:The War of Liberation • 21x:The Prison Camp • 22:Across the River • 23:The Fiend's Lair • 24:The Baron in Black • 24x:The Loptrian AltarE:Sworn Upon a Sword
LocationsJugdralMunster District (ConnachtLeonsterMunsterUlster) •Thracia (FianaTarrah)
Groups, objects and events12 crusadersAed MassacreBattle of BelhallaCaptureChild huntsDandelion BanditsFall of LeonsterFatigueFiana FreebladesHoly BloodLifis PiratesLoptr Church (BergrosenDeadlords) •Magi
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Related topicsOther games (Genealogy of the Holy WarAwakening) •Name chartPre-release information (Unused content) •Sound RoomTimeline