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    Pia 
https://static.tvtropes.org/pmwiki/pub/images/pia.jpg
The heroine of Part 1, who sets up shop in Port Fina in order to find a way to cure Port Fever.
  • All-Loving Heroine: She wants to help as many people as she can including her enemies, as shown when she tries to save Remi.
  • Ambiguously Human: Pia was somehow able to sense Marinet's soul when the latter jump off the Faraway Continent, due to her ability to sense souls. Ellevark points out that only Celestials and Infernals should have that ability, but Pia isn't either of those. Her mother states that she's closer to being a "soul" than a human.
  • An Ice Person: She has Ice at element level 4.
  • Book Dumb: Ellevark notes that she's surprisingly good at picking up magic despite having no formal training.
  • Butt-Monkey: Other characters tease her for being slow, especially if she brings up possible ways to die during the collapsing pathway segment.
  • Cutscene Power to the Max: After defeating Ellevark, Pia will become a One-Woman Army capable of defeating Crowa, Silmina, and Necrovia at the same time.
  • Dark Is Not Evil: While Dark isn't her main element and she can't learn any Dark spells, viewing her element graph via the Past Archive in Part 2 reveals that she has Dark element level 5.
  • Decoy Protagonist: In Part 2, Ellevark replaces her as the protagonist and she's nowhere to be seen. The only hint that she's still around is that she attempted to move into Rune Hill, but mysteriously disappeared. While Pia will rejoin in Part 2 Chapter 5, she can no longer be selected as the player controlled character and Ellevark is still the default character on non-combat maps.
  • Determinator: Pia is a downplayed example. Early on, her determination to cure Port Fever leads to her catching the disease and collapsing from overworking herself, nearly resulting in her death. She learns to rely on others more, but her determination to help others still drives the plot at key moments.
  • Does Not Know His Own Strength: In Part 2, everyone retains their levels and strength from Part 1, but Pia doesn't remember the previous timeline and therefore forgets her combat ability. When a giant red slime attacks her, she spends several minutes fleeing until Ellevark tells her to punch the slime. When she does, the slime explodes in one hit, showing that she finally got to accomplish her original milestone of beating a slime with one hand.
  • Gameplay and Story Segregation: It's possible and more practical for her to defeat Ellevark in the last chapter of Part 1 rather than in an earlier chapter. However, the ending cutscene will still have her facing the army outside of Ellevark's house in Erance, even though this army should already be on the Faraway Continent according to the story.
  • The Hero Dies: She's killed by the Dark Lord at the end of Part 1.
  • I Let Gwen Stacy Die:
    • Pia seems to still blame herself for being to late to save Arina, who was struck with Port Fever, late in the story. Averted when Ellevark turns back time and manages to save her life this time around.
    • Pia is also distraught over failing to save Remi despite using a piece of the Philosopher's Stone. Though whether or not Remi will survive Part 2 is currently unknown.
  • Jumped at the Call: Played with. Pia gains the courage to go to Port Fina when she hears Marinet's call for help in Part 1. In Part 2, when time is rewound, she doesn't get a call for help and is unable to muster the courage to leave home until Ellevark finds her.
  • Making a Splash: Her innate element is Water and she starts with Level 5 in that element.
  • Mighty Glacier: Her DEF and MAG growth are above average while her AGI and ATK are low.
  • Multi-Melee Master: She can equip any weapon, though the "master" part depends on how well the player can use the weapons.
  • Only Sane Woman: Occasional ditziness aside, she's usually the one to point out the party's bizarre behavior during their more humorous cutscenes.
  • Spanner in the Works: Marinet points out that Pia is not a character in Faraway Dream, which means the mastermind might try to kill her to eliminate unpredictable elements. She advises Ellevark not to invite Pia back into the party, but Ellevark decides to recruit Pia anyways.
  • Supreme Chef: She and Mimi are considered the best cooks in the party. When cooking duty is unlocked, Pia will produce decent meals even with low-tier outcomes.
  • Surpassed the Teacher: This trope is the entire point of the "A True Battle With Ellevark" mission, since it requires her to defeat her mentor in a duel. However, this trope is defied in gameplay because Ellevark as an ally will always have the same crafting levels as Pia and will scale to her combat level once she hits 45.
  • Took a Level in Badass: She starts the game as weak as most Atelier protagonists. By the end of Part 1, she can be on par with Ellevark in term of combat.
  • The Unchosen One: She is the only party member not to be analogous to a character in Faraway Dream. This is both a good and a bad thing, since while she is more likely to act outside the orchestrator's expectations, the orchestrator also has no reason to keep her alive. Despite that, Ellevark recruits Pia in Part 2 because he considers her one of his True Companions.
  • You Are Better Than You Think You Are: Pia is unsatisfied with how she handled the Port Fina incident, but Karlo points out that the Firefly Flower that she found was used by Ellevark in his cure, showing that her efforts did help.

    Ellevark Cross-Cryude 
https://static.tvtropes.org/pmwiki/pub/images/ellevark.jpg
A Celestial of Time and Creation, who watches over the Faraway Continent. After meeting Pia, he decides to train her in combat and shopkeeping.
  • All of the Other Reindeer: Humans often shun him because his lifespan indicates that he isn't human. This caused him to become jaded with humanity and hole up on the continent.
  • Amazing Technicolor Battlefield: His "Imagined World" Hyper Special will cause the background to change to space for a few seconds. In his boss battle, the background will stay that way for the rest of the battle.
  • Beware the Silly Ones: He has an eccentric personality and is a little too affectionate towards children, but he's one of the strongest party members as well as a tough Superboss.
  • Boring, but Practical: Combined with Brilliant, but Lazy. When he cooks, he always just cooks an ingredient in an incredibly simple way, like when he grilled radishes and called it a meal. Once cooking duty is unlocked in the Mission Board, Ellevark turns out to be capable of making more elaborate meals, like ramen and pizza, but he'll still make grilled radishes and baked apples most of the time.
  • Break the Badass: When he first visits Armonica, Ellevark is very goofy, sociable, and willing to go out of his way to help others, despite having faced discrimination from humans in the past for being a Celestial. Unfortunately, he becomes somber and introverted when the Armonican priest's plan to kill him results in Stella performing a Heroic Sacrifice. He stays like this for nearly thirteen years because he fears an event like this will happen again if he gets too close to humans, though meeting Pia gets him to break out of his shell. He's still unable to revisit Armonica until he completes several Past Archive events.
  • But Now I Must Go: Combined with Heroic Sacrifice in the Ultimate Pharmacist ending. He dies because he completed his mission as a Celestial by training Pia enough so she can protect the continent by herself.
  • Combat Medic: He's one of the best healer characters, but he also has the second highest ATK growth of the current playable characters.
  • Cutscene Power to the Max: In some cutscenes, he can use spells that aren't in his skill tree, like Noah and Cold Vulcan.
  • Death from Above: "Imagined World" will cause elemental meteors to rain down on visible enemies.
  • Dull Surprise: He'll be mildly baffled if Pia manages to defeat him. This also counts as Major Injury Underreaction when he turns to Time Sand afterwards.
  • Experienced Protagonist: He serves the mentor role in Part 1 due to his centuries of experience in combat and crafting, but becomes the main character of Part 2 due to turning back time and having the story's perspective switch from Pia to himself.
  • Friend to All Children: Ellevark has a soft spot for children. This gets to the point where he allows Mimi to join the party without becoming a Duel Boss, simply because he doesn't want her to get hurt. When she takes the leadership exam, Ellevark admits he'd make the dungeon easier for her if the place wasn't based off her imagination, and manages to add a save point anyways.
  • The Gadfly: He's not above poking fun at the party, as shown when he dubs Karnel a "Dark Emperor" in his duel mission title.
  • Healing Hands: His main element is Life, giving him access to powerful healing spells.
  • Large Ham: When taking on the Ellevark duel mission, he'll act like a melodramatic villain, complete with an Evil Laugh.
  • Leeroy Jenkins: In his haste to save Finstaria, he attempts to take on Valgido without any countermeasures to its poison, nearly getting killed for his troubles. In Part 2, you get to play as Ellevark attempting to go through a room filled with Valgido's spores, just to highlight how bad this trope is for him.
  • Lightning Bruiser: He's a Jack of All Stats in everything except ATK, which he has the second highest growth for. His MAG stat is the second lowest, but he can equip staves and books to make up for it.
  • Master of None: His levels for all elements except Life and Ruin are at 3, which means he can't access their higher level spells. Additionally, only his Dark, Light, Ruin, and Life levels can be changed with crystones while all his other levels are permanent.
  • Mentor Archetype: After the Port Fina incident, he accepts Pia's request to train her to become stronger. As such, he's responsible for most of the tutorial missions. He also has his own mentor in Gran, a Celestial who controls the sun.
  • Mentor Occupational Hazard: Played straight in the Part 1 alternate ending, where he turns into Time Sand after Pia defeats him in a duel. Inverted in the canon ending of Part 1, where he survives but Pia and all of Curlenia are swallowed by a wave of darkness.
  • Multi-Melee Master: Like Pia, he can equip any weapon type, but he also has the ability to learn weapon-specific skills.
  • Naked People Are Funny: According to Gran, Ell once ran through a snowy mountain without any clothes.
  • No Body Left Behind: If Pia defeats him in a duel, he'll turn into Time Sand.
  • Noodle Incident:
    • Whatever happened to Ellevark in Armonica was so bad that he gets a headache just from trying to take the road towards that town. In Part 2 Chapter 5, these events can be viewed in the Past Archive. After watching these events, Ellevark brings himself to return to Armonica.
    • He claims that he's done crazier things than what was mentioned in his Naked People Are Funny entry.
  • Poor Communication Kills: His refusal to believe Marinet's warnings caused him to arrive in Port Fina too late to save Arina. Averted in Part 2, where his memories are reset and he forgets his friendship with Marinet, but he chooses to consider to words and goes to the surface earlier, allowing him to save more lives.
  • Power of the Void: In his boss battle, he has access to higher level Ruin spells, even though he shouldn't be able to do so as a playable character unless he uses crystones to change his element graph. His Finisher, Big Crunch, deals heavy Ruin damage and stretches beyond the screen.
  • Really 700 Years Old: Thanks to his Celestial lifespan, he's about 400 years old.
  • Set Right What Once Went Wrong: At the end of Part 1, Ellevark turns back time in order to stop the Dark Lord's revival and find the mastermind behind its resurrection.
  • Sink or Swim Mentor: Outside of a few cutscenes, he doesn't help Pia and the others in battle because he wants them to train without using him as a crutch. He drops this during the Disc-One Final Boss, where failure to defeat Crowa will result in a world war over the Philosopher's Stone. Once he learns the truth about "Faraway Dream," he becomes fully playable in an effort to stop the Dark Lord.
  • Super Move Portrait Attack: Ellevark is currently the only character to have a portrait cut-in when activating his Hyper Special.
  • Superboss: His duel mission is available after you defeat Karnel and is not required by the story. However, Pia has little chance of winning until the end of Part 1.
  • Time Master: As the Celestial of Time, Ellevark is the only living being left who has the power to rewind time. He can do so by using the time hourglass, which is filled with the sand his mother left behind when she returned to earth. However, Ellevark has a high percentage of human blood, making rewinding time extremely risky. Moreover, the Time Sand left behind by his mother is a limited source, and the only Time Sand left in the world, so regardless if he was physically able to, he can't use it whenever he wants.
  • Took a Level in Kindness: After he saves Port Fina from Port Fever, he becomes far more proactive in helping people, regardless if they might eventually fear him for being a Celestial.
  • Training from Hell: He went through rigorous training under Gran, to the point where Erena's brutal reps don't tire him out much.
  • The Worf Effect: Despite being the strongest party member, it's clear that he's outclassed by individual members of the Midage Unit and some boss monsters.
    • He's unable to land a hit on his teacher, Gran, without aiming at the latter's house.
    • He's forced to spend time sand just to get one hit on Necrovia, who was pretty much winning the battle due to her invisibility.
    • It's not possible to max his fire resistance, which means Silmina's Nuclear Fusion will waste him.
    • In Part 1, he got incapacitated by Valgido, though he managed to weaken the monster enough for Pia and Karnel to win.

    Marinet 
https://static.tvtropes.org/pmwiki/pub/images/marinet.jpg
A living doll who wants to cure Port Fever. At first, she tries to ask Ellevark to help, but after being rejected, she works with Pia instead.
  • Crippling Overspecialization: It's possible to unequip her bow to force her AI to only use magic, but this means she'll be nearly helpless if she runs out of MP or is silenced.
  • Crutch Character: She starts a few levels higher than Pia and also has higher alchemy, forge, and shop levels.
  • Crystal Prison: The location of Marinet's real body is in the Philosopher's Stone. However, her soul shouldn't be able to escape the stone, leaving it a mystery as to how she ended up controlling a doll body.
  • Healing Hands: Life isn't her main element, but she has the basic single target Heal spell and some basic Life support spells. Her Life level is at level 5, meaning she can potentially learn the highest level healing spells.
  • Heroic Sacrifice: She helps Pia destroy the Philosopher's Stone, knowing full well that doing so will kill her real body, leading to her doll body eventually dying too.
  • Living Toys: She's a soul attached to a doll body. But her real body is that of a Celestial trapped inside the Philosopher's Stone.
  • Mysterious Past: We know next to nothing about Marinet, where she came from and how she ended up in a doll's body. Nor does the person herself know this. Until the end of Part 1, where we find out that she's a Celestial who was assigned to guard the Philosopher's Stone. In Ragnarok, her body got sealed inside the Philosopher's stone and her soul got sealed into a doll. We still don't know how and why that happened, though.
  • Oh, Crap!: If she's silenced during her Duel Boss battle, she'll be unable to damage Pia at all, causing her to run like crazy until the ailment wears off.
  • Optional Boss: Unlike Karnel and Erena, her Duel Boss fight is not mandatory for the story due to her leaving before the fight with Necrovia.
  • Poor Communication Kills: While Ellevark was being a stick in the mud about believing her, giving up on convincing him wasn't exactly a good idea when she has no other leads for curing Port Fever.
  • Power of the Void: Despite being Thunder elemental and having a Ruin level of 1, her Finisher, Big Bang, is Ruin elemental.
  • Really 700 Years Old: She's a Celestial who was alive since Ragnarok.
  • Shock and Awe: Her main element is Thunder, but she also has high RES to deal with Water spells. This makes her a tough Duel Boss for Pia, who is a Water type.
  • Spam Attack: Her Quartet Hyper Special allows her to quadruple cast her offensive spells.
  • Squishy Wizard: She has very low physical stats while having the highest MAG among the playable characters.
  • Unskilled, but Strong: She lacks experience in cooking and has a chance to burn her product, but when she succeeds, she can make excellent pastries, including ones unique to her.

    Karnel 
https://static.tvtropes.org/pmwiki/pub/images/karnel.jpg
A former Court Alchemist of Erance, who returns to his homeland of Finstaria in order to stop the Black Winds.
  • Casting a Shadow: His main element is Dark, but he doesn't have that many dark spells and instead focuses on support and status abilities.
  • Comically Missing the Point: His idea of a "meal" is to create potions with all the necessary daily nutrients. If he's given cooking duty, he might produce a syringe that injects nutrients directly into the bloodstream. Some of his cooking duty results are proper meals, showing he knows how to cook, but considers potions to be a more efficient source of nutrients than normal cuisine.
  • Dark Is Not Evil: Karnel wears black clothes and uses dark magic, but is one of the good guys.
  • Does Not Like Spam: He dislikes vegetables and sees them as unnecessary for a balanced diet.
  • Fragile Speedster: Downplayed. He has high DEX, AGI, and RES, average DEF, and low HP and ATK.
  • Hard Work Hardly Works: Zigzagged. He manages to become a Court Alchemist through sheer dedication, but then realizes how outclassed he is by other Court Alchemists and hits a wall in researching the Philosopher's Stone. However, his alchemy does come in handy in making a formula to resist Valgido's poison, meaning his hard work was useful after all, at least when applied to problems within the reach of modern alchemy.
  • Heroic BSoD: While he somehow avoided this in Part 1 his Part 2 self nearly gives up on alchemy due to the pressure to doing research on the Philosopher's Stone.
  • Heroic Self-Deprecation: He takes it really hard when he can't make progress in researching the Philosopher's Stone, despite how blatantly impossible the task is for nearly all modern alchemists. He gets more confidence when the Valgido incident shows that his alchemy can accomplish great things.
  • The Smart Guy: He was once a Court Alchemist and when it comes time to debate rules for crafting, Ellevark and Erena fear that he'll come up with more convincing arguments than them.
  • Throw the Book at Them: His main weapons are books, which are weak but usually have interesting effects.
  • Took a Level in Cheerfulness: Ellevark notes that Karnel used to be far less sociable and happy in the past due to focusing on his studies. He relapses into depression in Part 2, but Ellevark eventually convinces him to help take down Valgido.
  • Tranquil Fury: When Ellevark keeps forbidding him from helping with Pia's alchemy, Karnel becomes eerily calm and cold while chuckling. This terrifies Ellevark despite him being at a much higher level than Karnel.
  • Weak, but Skilled: He specializes in debuffs rather than offensive skills. Additionally, he's the weakest party member in terms of magic and cannot learn the dark spells on Ellevark's skill tree, which is why he uses potions and magic circle techniques.

    Erena Franlight 
https://static.tvtropes.org/pmwiki/pub/images/erena_3.jpg
A member of the Franlight mage family, who attempted to enter the castle in order to find her long lost father. Unfortunately, lying about the continent caused her to become wanted by Erance.
  • Clingy Jealous Girl: While all the members of the Girl Graph are displeased if Ellevark raises the affection of the opposite element girl, Erena shows the most obvious jealousy. She gets flustered and hyper-conscious when Ellevark calls her cute, but when he calls Mimi cute and pats her head, Erena throws Ellevark against the wall in anger. When Ellevark promises to train her, but then schedules in shoveling with Mimi, Erena becomes angered once again.
  • Cordon Bleugh Chef: Her cooking looks great appearance-wise, but she doesn't use the right ingredients.
  • Disproportionate Retribution: Erance's government wants to execute her for lying about knowing a way to the Faraway Continent, thanks to a noble with plenty of influence. Fortunately, Remi gets the charges dropped using her own influence.
  • Fiery Redhead: She has red hair and a Hair-Trigger Temper if the party's antics get too annoying.
  • Glass Cannon: Her ATK and MAG growth are both higher than average, but her DEF is slightly low and her RES is very low. Her ATK growth is the highest of the party.
  • Heroic BSoD: She nearly goes into one when Silmina tells her that her father wants her dead. She snaps out of it when Ellevark points out that if this was true, it would have been more convenient for him to kill her after her birth.
  • Master Swordswoman: She can equip lighter swords, but not greatswords. She also has a decent variety of null-elemental sword skills.
  • No-Sell: In Part 2, she gains Aura Burst, which makes her immune to Fire damage for a minute.
  • Lethal Chef: If she's assigned cooking duty, she has a chance of making burnt food or charcoal.
  • Playing with Fire: Her main element is Fire and she's capable of learning all 5 levels of Fire spells.
  • Training from Hell: The first thing she does after passing her leadership exam is to order everyone to join her in doing a thousand push-ups, sit-ups, squats, and sword swings. Her reasoning is that they wouldn't be in a tight spot with the prophecy if they could surpass the Midage Unit.
  • The Unfavorite: Subverted. Silmina tries to make it sound like their father wanted her killed because she's proof of his affair, but after her boss battle, she reveals that he probably loved Erena's side of the family more.
  • Worf Had the Flu: Her boss fight takes place in Northyne, where the cold hampers her Fire abilities. However, she still takes her loss fairly well.

    Mimi 
https://static.tvtropes.org/pmwiki/pub/images/mimi_0.jpg
An ice magician who live alone in the village of Northyne.
  • Adorably Precocious Child: She doesn't like it when Ellevark treats her like a kid, which causes him to dote on her more.
  • An Ice Person: Her main element is ice and she can summon an ice elemental wolf, Fenrir.
  • Book Dumb: She doesn't have formal magic training despite being the second best mage of the party, causing her to be confused during a discussion about element graphs.
  • Canine Companion: One of her summons is Fenrir, which allows her to increase her speed and change her physical attack.
  • Combat Medic: She can summon Moby, a small, rabbit-like creature that regularly casts Heal Circle.
  • Death Seeker: She's resigned to the sacrifice in order to reunite with her mother.
  • Does Not Like Spam: She dislikes carrots and secretly feeds hers to Moby.
  • Dual Boss: She and Fenrir are the bosses of Chapter 5.
  • Head Pet: When summoned, Moby will sit on her head.
  • Human Sacrifice: Her family made a pact with a dragon to protect their town, but the pact requires that one of them is periodically sacrificed to help the dragon store mana.
  • Magic Staff: She can only equip staves, which affect her spellcasting abilities.
  • Squishy Wizard: Combined with Fragile Speedster. Her MAG and AGI are high while her DEF is low. This is enforced by a disadvantageous passive skill that doubles all speed penalties from heavy armor. Worse yet, Fenrir cannot be summoned if she's wearing heavy armor.
  • Summon Magic: Mimi can summon an ice elemental wolf, Fenrir, to aid her in combat and in transportation.
  • Supreme Chef: She and Pia are considered the best cooks in the party. When on cooking duty, she will always produce a decent meal, even with low-tier outcomes.
  • Took a Level in Cheerfulness: After the party takes the weight of saving Northyne off her shoulders, Mimi gets to live a happier life and take part in the party's humorous slice-of-life events.

Midage Unit

King Gollmo Erance chose four elites to inherit fractions of his godlike power and act as his Co-Dragons. Unfortunately for the party, the Unit wants to conquer the Faraway Continent, making them the main antagonists of Part 1.
    Remi Currensia 
https://static.tvtropes.org/pmwiki/pub/images/remi.jpg
The King's Shield, who is the leader of the Midage Unit.
  • Affably Evil: She's a kind pacifist who has plans to create a happy world for humanity, but she believes she can only do so by conquering the Faraway Continent and using the Philosopher's Stone.
  • Alas, Poor Villain: When Remi dies in the final chapter of Part 1, one can't help but feel sorry for her. Pia sobbing while trying to heal her makes it even worse. Her fellow unit members are also upset at her death, despite their differences.
  • Be Careful What You Wish For: She fancies herself the protagonist of a fairy tale due to finding a piece of the Philosopher's Stone. Necrovia reveals that Remi fits the role of the princess in "Faraway Dream," who dies before the Dark Lord is unleashed upon the world.
  • Berserk Button: Combined with Beware the Nice Ones. She slips into Tranquil Fury when the party tries to deny the existence of the Philosopher's stone and when her subordinates abuse their power too much.
  • Big Bad: Subverted. She's leading the effort to claim the Philosopher's Stone, but the end of Part 1 reveals that she and everyone else is an Unwitting Pawn to an unseen mastermind, who disposes of her after she outlives her usefulness.
  • Cassandra Truth: Few of her allies believe her when it comes to the Philosopher's Stone's existence, but she turns out to be correct. However, she isn't aware of the full story behind the stone, like how people destroyed themselves in a war over it and how it's being used to seal a Dark Lord.
  • Dishing Out Dirt: Her main element is Earth, but she also has mastery over Light spells.
  • Evil Counterpart: This is downplayed due to Remi's lack of malice, but her pacifism and goal of using the Philosopher's Stone for good mirrors Pia's All-Loving Heroine ways. Additionally, her obsession with her goals leaves her very tired at the end of Chapter 9, leading to her death. This mirrors how Pia overworked herself into sickness in her goal to cure Port Fever.
  • Exact Words: She's on the receiving end when she orders the rest of the unit to avoid bloodshed. Silmina, Crowa, and Necrovia eventually take Erena's mother hostage in order to force Ellevark to open the pathway to the continent without a fight, which Remi is displeased to learn.
  • The Friend Nobody Likes: Downplayed. Her teammates look down on her worldview and often undermine the intent of her orders, but they seem to be genuinely sad upon finding her dead body.
  • Guest-Star Party Member: Remi temporarily joins the party in order to solve the kingdom's robbery problem.
  • Hazy-Feel Turn: In Part 2, she remembers the events of Part 1 that lead to her death, especially when she finds Necrovia's copy of "Faraway Dream" and learns she is fated to die if she keeps pursuing the stone. Whether or not she'll try to take the continent again is unknown.
  • Heroic Wannabe: After finding a small fragment of the Philosopher's Stone, Remi believed she could find the rest of the stone and use it to create a happy ending for everyone like in a fairy tale. The dragon calls her out for it and accuses her of fighting more for her own desire to be a heroine than for her people.
  • Light Is Good: Her secondary element is Light and she's the Token Good Teammate of her side.
  • Martial Pacifist: She's one of the most powerful characters in the story, but prefers to solve problems without resorting to killing her enemies.
  • Mighty Glacier: She has plenty of magical power and ridiculous defenses, as shown by her boss stats. Her only bad growths are in ATK and AGI.
  • My Country, Right or Wrong: Downplayed. She believes making her kingdom more prosperous is the best path to world peace, but she's willing to disobey orders in some instances, such as when she helps the party escape from the castle and when she lets the thieves off with a warning.
  • Open-Ended Boss Battle: Even if you defeat her in 10 minutes, she wasn't fighting seriously during that battle due to her pacifist principles and Erena is forced to use her backup plan anyways.
  • Personality Powers: She has the defensive powers of the King's Shield. She also prefers defensive tactics and diplomacy over attacking her enemies.
  • Reasonable Authority Figure: Remi lampshades that Erena's death sentence is disproportionate and unprecedented, so she has the orders rescinded and forbids the rest of the unit from harming the party.
  • Red Baron: She's known as the King's Shield due to being a ridiculously powerful Mighty Glacier.
  • Skilled, but Naive: While she has good intentions, she doesn't want to accept that the Philosopher's Stone will most likely cause humanity to destroy themselves by fighting over its power.
  • Sympathy for the Devil: After she, Pia, and Marinet defeat the thieves and take back Ellevark's watch, she gives them something valuable to pawn because they're only stealing out of survival and because the kingdom itself isn't doing enough to address poverty.
  • Time-Limit Boss: Remi has a time limit of a little over 10 minutes before the game just continues with the story. She has only 20000 HP, but makes up for it with high defense and the ability to reflect 25% of physical damage taken, making her a Marathon Boss too.
  • Token Good Teammate: She has the most scruples of the unit and is displeased when the others abuse their power. Unlike most examples, she's also the leader of her team, but her subordinates tend to go against her pacifistic methods.
  • Utopia Justifies the Means: The reason why Remi wants to obtain the power of the Philosopher's Stone no matter what, is because she wants to use that power to create a world where everyone can live happily. Though this is downplayed because she still tries to adhere to her pacifist ethics as much as possible.
  • Well-Intentioned Extremist: Downplayed on the extreme part. Remi wants to claim the Philosopher's Stone for the sake of humanity, despite the risk of Ragnarok repeating. However, she has stricter morals than most examples and refuses to kill the party when they get in her way.
  • Willfully Weak: Her boss stats in no way reflects the actual damage she deals in battle, due to her reluctance to actually hurt the party.
  • Worf Had the Flu: She fights against Pia and Erena, then Erena alone, and then a dragon, causing her to be too tired to survive against an army of skeletons.

    Crowa 
The King's Sword
  • Blow You Away: His main element is wind, though he won't use it and probably won't need it during the first battle against him.
  • Chuunibyou: According to the translator, the way he names his Finisher indicates that he's obsessed with being overly dramatic and cool. This is further hinted at in his second monster book entry, where he states that no one should dare steal his original "Spirit of Wind" skill.
  • Disc-One Final Boss: He gets to the Philosopher's Stone first and uses its power to fight the party. They only manage to win by destroying the stone, which prevents him from reviving.
  • Drunk with Power: He's absolutely giddy when using the Philosopher's Stone to overwhelm the party.
  • Freudian Excuse: He was once a soldier from Brillantfill, but was taken as a POW by Erance after they conquered his country. His only choice to gain freedom was to join Erance's army, causing him to become a Social Darwinist with an obsession for power.
  • Heel–Face Turn: He reluctantly agrees to assist Silmina in investigating about the mastermind in Part 2 Chapter 6.
  • Jerkass: His Establishing Character Moment is to choke Pia for daring to protest his arrest of Erena, and then send her to be executed too. Even after the charges are lifted, he's hostile to the party, to the point where he spends a chapter refusing to join Silmina in helping them, though he eventually relents.
  • Jerkass Has a Point: Crowa is definitely unpleasant, but he's not exactly wrong when he points out that Remi's plan to establish world peace is naive and doesn't really account for human nature. He also recognizes that her plans to increase Erance's prosperity and subsequently create happiness also involves conquering other countries in war.
  • Kick the Dog:
    • He throws Pia into prison simply for trying to speak in Erena's defense.
    • Along with Silmina, he mocks Remi's attempts at peaceful negotiation by pointing out that by using a hostage, they're still fulfilling Exact Words.
    • In Part 2, he sics some soldiers on the party even though he has reason to believe they're trying to help capture Erena rather than help her. If he knew they were trying to do the latter, he probably would have done much worse.
  • No Good Deed Goes Unpunished: See Pet the Dog below. Necrovia accidentally launches his sword into a closet and Silmina drags him away before he can reclaim it. Then Mimi takes the sword and adds it the to party's inventory.
  • Open-Ended Boss Battle: The first battle with Crowa is meant to end in failure due to him being level 50 while the party is in the late 10s or early 20s at best. It's possible to win with a lot of grinding, but Necrovia will defeat the party in the next cutscene anyways.
  • Pet the Dog: One of his few kind moments is when he lends his 15th favorite weapon to Necrovia so she can defend herself at close range.
  • Sinister Scythe: His main weapon of choice, though he has at least 15 other weapons, including a rapier. In battle, the scythe functionally has the same range and hitbox as a spear, making it harder to dodge him.
  • The Social Darwinist: Thanks to his experiences, Crowa believes that human strife is inevitable and that power is the only way to avoid losing everything.

    Silmina 
The King's Heart
  • An Ice Person: She mainly uses Ice spells but this isn't her main element.
  • Arch-Enemy: To Erena, to the point of trying to kill the latter first during her boss battle.
  • Bad Boss: She slaps Crowa for obeying their leader's orders instead of hers, kills a mook for talking back at her on the Faraway Continent, and orders her soldiers to carry ridiculously heavy pianos in the castle hallways.
  • Broken Ace: She's one of the most powerful mages, given that she mastered opposing elements and can change her spells' elements mid-animation. However, she detests her talents because they remind her of her horrible family situation and how she was forced to live for her family's pride.
  • Broken Bridge: Her piano hoarding often blocks the halls of the castle, preventing the party from fulling exploring the place whenever they sneak in.
  • Cain and Abel: She's the Cain to Erena's Abel, due to being her half-sister and an Arch-Enemy.
  • Child Soldiers: She was sent to war at a young age, which she didn't appreciate.
  • Cynicism Catalyst: Silmina's bleak worldview started when her little brother was culled for being too weak in magic, causing her to realize that she was only alive because people valued her talents.
  • Faux Affably Evil: Combined with Soft-Spoken Sadist. She comes off as polite and elegant when threatening to kill or torture others, which only serves to make her scarier than the rest of the Midage Unit.
  • Foil: She and Crowa are the nastiest members of the unit and are more than willing to abuse their rank, but Crowa embraces his lust for power and Social Darwinism while Silmina secretly wishes to have a normal life free of the burdens and expectations of her power.
  • Freudian Excuse: The three great magician families tend to be obsessed with ensuring their strong genes live on, causing them to have arranged marriages with other mage families. Unfortunately, her parents were incompatible with each other and hated each other. Worse yet, both treated her coldly because she reminds them of their loveless marriage and made it clear that they only see her as an obligation.
  • Green-Eyed Monster: She envies Erena for having a loving relationship with her mother and having a normal childhood.
  • Heel–Face Turn: In Part 2, Silmina gives up on hunting Erena and later cooperates with the party in finding out who ordered Erena's execution in the first place.
  • I Just Want to Be Normal: She would rather be a normal and happy commoner than have to deal with her noble family's drama.
  • Jerk with a Heart of Gold: She starts as a Jerkass who wants to torture and kill Erena out of jealousy, but eventually lets go of that grudge and feels regret over her actions. She becomes friendlier with the party and her subordinates think she's become less intimidating to them as well, though she still shows a sadistic side if pushed enough.
  • Kick the Dog:
    • She delivers a cruel Breaking Speech to Erena about how their father never loved her, which comes off as projection after she reveals her motives.
    • She and Crowa mock Remi with Exact Words when she disapproves of them taking Erena's mother hostage to go to the Faraway Continent.
  • Limit Break: An unusual example compared to nearly every other major character in the game. She doesn't have a Hyper-Special or a Finisher, but she does have Nuclear Fusion, a once-per-battle spell that deals far more damage than any Finisher.
  • Playing with Fire: Thanks to being the daughter of the previous Scarlotus Luna head, her Fire spells are stronger than her Ice spells, though she hates her family too much to use it unless she really needs to.
  • Reformed, but Not Tamed: Played for laughs. Despite agreeing to work with the party, she still has a tendency to threaten her underling with heavy pianos and tries to intimidate Crowa into helping her. When Karnel accidentally comes across as rude to her about her innate element, Ellevark can hear his screams from far away.
  • Running Gag: She constantly makes her mooks carry heavy pianos that block various hallways in the castle. Somehow, Ellevark is able to take one of the pianos in her room and use it as equipment.
  • There Is No Kill Like Overkill: Her boss fight opens with an uninterruptible Fire spell, Nuclear Fusion, that deals tens of thousands of points of damage to anyone who isn't completely immune to Fire like Erena. Thankfully, she can only use it once per battle.
  • The Unfavorite: It's implied that the Scarlotus Luna head preferred Erena over Silmina because the former was from a relationship that he reciprocated while the latter was from an arranged marriage. Needless to say, Silmina is not pleased with this situation.
  • Used to Be a Sweet Kid: Her diary implies that she was once a normal girl who was looking forward to having a little brother, at least until her parents killed him.
  • Villain Respect: She thinks of Ellevark as a Worthy Opponent for not immediately dying to her barrage of ice spells.
  • Villains Out Shopping: At one point, she and Necrovia visit Popull's shop at the same time Erena and Pia are there, forcing the latter two to hide under the table.

    Necrovia 
The King's Eyes
  • Ambiguously Evil: She claims to be trying to stop the Dark Lord's revival, yet her actions don't really go against the events in the "Faraway Dream" book despite her knowledge of them.
  • Ambiguously Human: The Monster Book doesn't state her species, making it unclear if she's a human, Celestial, or something else entirely.
  • Casting a Shadow: She uses Dark elemental spells, but it's unknown if this is her main element.
  • Enigmatic Minion: Even after finishing Part 1, her motives and origins are still mostly unknown. This applies to her Monster Book entries, which don't state her species or her elemental alignment.
  • In the Hood: She is never seen without her hood, even when eating at a cafe.
  • Insane Troll Logic: If she is genuine about her goal of stopping the Dark Lord, her methods are very counterproductive to doing so.
  • Invisibility Cloak: Necrovia's cloak can render her invisible as long as she isn't within her opponent's line of sight. Worse yet, it removes her elemental attribute and species to prevent her weaknesses from being targeted.
  • Just Toying with Them: Her entry in the Monster Book indicates that she didn't fight the party seriously. In her second phase, her Hyper Special gauge is filled, but she never activates it because she doesn't see the party as a threat.
  • The Stoic: She's the least expressive of the unit.
  • Power of the Void: She has access to high level Ruin spells, but her Monster Book entry doesn't indicate if that's her main element.
  • Pragmatic Villainy: Unlike Crowa and Silmina, she doesn't care for Kick the Dog moments that don't advance her agenda and cares little for fighting the party unless she has to.
  • Precognition: The power of the King's Eyes is supposed to be this.
  • Prophecies Are Always Right: Necrovia surely seems to think this. Though she did supposedly attempt to stop the Dark Lord's revival.
  • Villains Out Shopping: She and Silmina occasionally dine at Popull's shop.
  • Well-Intentioned Extremist: She's apparently working to stop the Dark Lord's revival, but she does so by going along with Erance's quest for the Philosopher's Stone, which is partially the cause of the revival in the first loop.

Other Erance Characters

    King Gollmo Erance 
An seemingly omnipotent human who establish the Kingdom of Erance in a matter of decades.
  • Ambiguously Evil: He's seen as a great king, but he also gives his soldiers and nobles a bit too much power. As Crowa points out, he has conquered a lot of lands and it's unknown if he shares the same ideals as Remi.
  • Pet the Dog: He entertains Fenny's request to perform in front of him and compliments her.
  • Retired Badass: He passed down four of his secret abilities to the Midage Unit, each of whom is a One-Man Army. Before passing down his power, he considered omnipotent despite being a human.

Northyne Characters

    Dagon 
The shaman of Northyne Village
  • I Did What I Had to Do: She perpetuates the sacrifice of summoners to the Ancient Dragon in order to protect the village. That said, she's genuinely happy for Mimi when the party finds a different solution to protecting the village.
  • Jerkass Has a Point: Played with. While she was harsh about it, she had a point that Maya hurt the village by skipping on duties and that her reluctance to be sacrificed caused her sister to volunteer instead. However, she didn't know Maya was attempting to find a way to save the village without sacrificing anyone.
  • Paper Tiger: In cutscenes, she summons a huge purple snake to scare off Maya. When Maya attacks the village, she realizes Dagon's snake summon is actually an illusion.

    Ancient Dragon 
A dragon who protects Northyne in exchange for sacrifices.
  • Brainwashed and Crazy: Maya uses a summoning spell to take control of him and has him attack the village when she thinks Mimi is going to the sacrifice altar.
  • Easily Forgiven: Despite demanding human sacrifices from Northyne and manipulating Mimi into attacking the party, Ellevark accepts his help in overcoming the Dark Lord.
  • Heel–Face Revolving Door: After the party presents a different solution for the village to survive, the dragon accepts the outcome and later helps them against the Midage Unit. In Part 2, the Orchestrator arranges for Maya to take control of him via summoning, though he's back on the party's side once her plans are ruined.
  • An Ice Person: All of his attacks, except for his melee stomp, are ice elemental.
  • Stationary Boss: He cannot move from the upper middle part of the boss arena.
  • The Unfought: Subverted. He's not a boss in Part 1 because he peacefully accepts the annulment of his contract with Mimi. He ends up as the boss of Part 2 Chapter 4.
  • Unwitting Pawn: The Orchestrator tells him about an upcoming calamity in order to make him demand the sacrifice sooner, all to get Ellevark to follow the prophecy.

    Maya (Major Spoilers) 
Mimi's cousin, who also has summoning magic.
  • Affably Evil: If the player meets her at the earliest possible event, she expresses happiness that Mimi made so many new friends. If the player failed to complete the 72-hour sequence and find any evidence of her survival, they can get an event where she invites them to supper at her cabin. Too bad she still wants to destroy the village.
  • Broken Ace: She's a powerful mage and is actually a harder boss than Silmina and the Ancient Dragon. She is also mentally unstable due to the burden that her family has to carry, as well as the guilt of causing her sister, Rosary, to end up a sacrifice.
  • Cold Flames: One of her summons is Chillfire, an ice elemental flame that follows the enemy and deals minor damage, but stays on the field for a long time. Mimi learns this summon after Maya passes on.
  • Dead All Along: She already died because of her weak body, but came back as a vengeful ghost.
  • Death Equals Redemption: Or in her case, passing on properly equals accepting why Mimi wants to protect the village.
  • Knight Templar Big Brother: She tries to claim that destroying Northyne is for Mimi's own good, since she believes the village is exploiting her family. She also believes (or tries to believe) that the village forced her sister to be a sacrifice.
  • Motive Decay: She started out trying to research a means of saving the village so that her family doesn't have to be sacrificed. After a Breaking Speech from the Dagon, Maya decides that the village is the source of her and her family's suffering, and eventually decides to "save" Mimi by destroying the village before she can be sacrificed.
  • Open-Ended Boss Battle: The story continues whether or not her boss battle is won. This is because her ghost body only has a limited amount of time left, so she has no spare energy to finish off the party without the dragon. Unlike other examples of this trope in this game, Maya has difficulty medals in her bestiary entry.
  • Revenge Before Reason: Despite the party presenting a solution that saved the village in the previous timeline, Maya insists on destroying the village to avenge all the sacrifices her family had to go through.
  • Villain Has a Point: She has a point that the village took her family's sacrifices for granted and that her family will never be able to have any desires or ambition outside of performing their duty. She also believed her efforts were better spent looking for a different way to save the village than to sacrifice herself for the current unsustainable solution.
  • Walking Spoiler: She has no role in Part 1, but is a major antagonist in Part 2, making her existence a big spoiler.

Bell Town Armonica

    Stella 
https://static.tvtropes.org/pmwiki/pub/images/stella_menu_2.png
The daughter of the local glassmaker.
  • Cynicism Catalyst: Her death is the reason why Ellevark is much more withdrawn at the start of the game, since he fears his interactions with humans could end badly again.
  • Guest-Star Party Member: She's only a party member in the Armonica Past Archive segments.
  • Heroic Sacrifice: She uses her only bottle of Chime Water to save Ellevark from the poisoned arrows, but that leaves her with no water to cure her own poison.
  • Jack of All Stats: She's shown to have very balanced stats if the player manages to raise her to the same level as the party.
  • Light Is Good: She can use the light element and is very accepting of outsiders. While she doesn't have offensive light spells, she does have a skill that can illuminate dark maps.
  • Little Miss Snarker: She occasionally gives deadpan remarks when Ellevark acts goofy or tries to skip on church.
  • Long-Range Fighter: She wields a bow and has a skill that lets her rapid-fire arrows.

    The Pope 
The leader of Armonica's church.
  • No Name Given: The game never gives him a name.
  • Pragmatic Hero: The unnamed priest accuses him of selling Chime Water out of greed, but in the present, it turns out that he limits sales so that buyers can only have one at a time, showing that he isn't motivated by greed. His sales policy is a pragmatic means to both ration the water to those who need it and to prevent the possibility that someone will try to buy in bulk and monopolize the water.
  • Reasonable Authority Figure: He's accepting of outsiders, though still insists that they follow the town's customs. When Ellevark displays his healing ability, which is seen as heretical by the priest, the pope is willing to give him the benefit of doubt. In the present, most of the people in the town and the clergy are on board with his views.

    The Priest 
A high-ranking priest of Armonica's church, who has nothing but disdain and paranoia towards outsiders.
  • Dramatic Irony: He has no idea that the man he hates, Ellevark, is actually the apprentice of the god that he worships.
  • Hate Sink: He is devoid of the sympathetic and entertaining qualities found in the game's other villains, and is instead characterized by his hatred and paranoia of non-Armonicans. He claims to be a pious clergyman, yet he displays his hypocrisy by ignoring Gran's teachings of generosity, as shown when he both refuses to help a dying outsider and threatens to punish Stella for helping. He gets worse when he frames Ellevark for trespassing on Armonica Cathedral's roof and orders his soldiers to shoot both Ellevark and Stella with poison arrows, killing Stella and traumatizing Ellevark into fearing interactions with humans. Eventually, his deplorable actions cause one of his subordinates to poison him as a form of karma.
  • Jerkass Has a Point: While the pope does have good intentions with selling Chime Water, the priest has a point that doing so could make the pope and the church look greedy.
  • Karmic Death: He has Stella and Ellevark shot with poison arrows and he's also an abusive boss to the church's soldiers. He's eventually poisoned by one of his subordinates.
  • Knight Templar: Combined with Holier Than Thou. He's convinced that he's following the will of Gran more closely than the pope and that outsiders and non-worshippers will abuse the gifts of the gods. He claims that Chime Water is only for worshipers of Gran and that giving any to outsiders - including injured ones - is heretical. When he learns Ellevark has healing magic, he decides to frame and kill the latter because a healer who could rival the effectiveness of Chime Water is bad for the church's influence. Despite his deceit and murderous intent, he still believes Gran would support him.
  • No Name Given: He's only known as "Priest" in the dialogue boxes, despite how he can't possible be the only priest in the church.
  • Not-So-Well-Intentioned Extremist: He claims that banning outsiders from Chime Water is necessary to prevent them from abusing the church's resources and he wants to kill Ellevark for supposedly using heretical healing powers. Despite his claims of being a devout worshiper of Gran and performing Necessarily Evil actions for the church, he ignores his religion's message of generosity in favor of looking for justification for his bigotry. His transgressions against Ellevark are less to prevent heresy and more to eliminate a potential threat to the church's - and by extension his - influence.
  • Would Hurt a Child: When Stella attempts to give Chime Water to a dying outsider, he threatens to get her exiled. When she stands up for Ellevark, the priest orders his soldiers to shoot them both with poison arrows.

Other Characters

    Gran 
Ellevark's teacher, a Celestial who controls the sun.
  • All-Powerful Bystander: He doesn't interfere with the plot of the game, though he does give Ellevark advice in Part 2.
  • Brilliant, but Lazy: Combined with The Gods Must Be Lazy. He recreates the sun after Ragnarok destroys it, but he didn't remake it exactly the same as the original out of laziness, meaning the old calendar system was no longer in sync with the planet's orbit around the sun.
  • Mentor Archetype: He trained Ellevark for centuries, which explains why Ellevark starts at a higher level than the other party members. In Part 1, he teaches Pia her Limit Break.
  • Power of the Sun: He remade the sun, causing him to be worshipped as the Sun God by the Armonicans.
  • The Power of the Void: Implied. When Karnel presents his "Guy Graph," Gran is positioned opposite of Ellevark, who is Life elemental.

    Frixis Cross-Cryude 
A Celestial who controls the moon, as well as Ellevark's relative.
  • Long-Lost Relative: She was separated from her younger sister ever since Ragnarok, and has yet to find her.
  • Lunacy: She's the one who repaired the moon, and is disappointed that the Armonicans don't pay as much attention to her, especially when her power is the source of Chime Water's power.

    Fraxinus 
The Celestial who manages Yggdrasil.
  • The Speechless: She lost so many of her comrades during Ragnarok that she is no longer able to speak from the trauma.
  • World Tree: The tree she manages, Yggdrasil, is responsible for supporting the earth.

    Karlo 
An adventurer and information broker who hangs out in the bar in Port Fina.
  • And Now for Someone Completely Different: He's briefly playable, but only so he can gather clues about Port Fever in Finstaria.
  • BFS: He's equipped with a greatsword.
  • Gameplay and Story Segregation: He can investigate the number of hidden recipes of any randomized dungeon, no matter where they are. While it's feasible for him to visit most of them, there's no explanation for how he can explore Ragnarok Ruins, which is on the Faraway Continent.
  • Light Is Good: His innate element is light, and he's a helpful NPC who assists in solving the Port Fever outbreak.
  • Ship Tease: Played for laughs. On the "Guy Graph," he's presented as Ellevark's light elemental love interest, but Ellevark immediately rejects that graph.

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