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This page is a character sheet for Triangle Strategy.

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Other Characters

    Clarus Brokker 

Clarus Brokker

Voiced by: Kenjiro Abekawa (Japanese), Devin Hennessey (English)

https://static.tvtropes.org/pmwiki/pub/images/clarus.png
Class: Magnate
A delegate from the Consortium, a guild of merchants that work with Hyzante in order to trade salt across the country.
  • Ambition Is Evil: In the Liberty route, he's already tempted to raise arms against Serenoa by Benedict's prodding, but it's Tenebris' suggestion that he might become Sorsley's replacement as Guardian of Salt if he succeeds that leads to him commanding a cavalry charge.
  • Cavalry Refusal: In the Liberty ending route, Benedict purposely aggravates him so he'll team up with Tenebris and try to lead an attack on Serenoa, diverting Hyzante's attention while Aesfrost sets up their siege weapons. To sweeten the deal, Benedict also forges a letter from Roland claiming that the disgraced prince will provide Clarus with backup, leaving a fooled Clarus to think he's a victim of this.
  • Corrupt Corporate Executive: He gives off this look from a glance, Frani describes him as the one heading the Consortium, and it is said in the game that the Consortium is corrupt in how it handles its salt trade. He's also party to Tenebris's underground tournament where the stakes are real and very lethal, being the sponsor of it.
  • Honest Corporate Executive: On the other hand, in the Morality and Conviction endings, he helps out the party at a great danger to himself in order to help free the Roselle from slavery in the source. He admits that it would profit him, but more than that it would lead to a free market of salt trade, benefiting Norzelia as a whole.
  • Let's Get Dangerous!: In the Morality and Conviction ending routes, he takes care of one of the guards at the Goddess' Shield before they can blow House Wolffort's cover.
  • Only in It for the Money: Similar to Lionel Khapita, he emphasizes that he does what will net him a profitable outcome working with those he is allied with, though unlike Lionel who will always serve House Wolffort no matter what route is taken, Clarus is more of a wild card in that his allegiance can swing one way or the other whether that involves working with Hyzante to supplant them as new Minister of Salt or even helping the Roselle escape whether in the Morality Route or the Conviction Route.
  • Route Boss: He's only fought on Chapter XVIII's Liberty route. Every other ending sees him disappear or become an ally of House Wolffort.
  • Punny Name: Much like Lionel Khapita, his family name is a corruption of the word "broker" which fits his position as one who heads the Consortium and manages how salt and iron are sold throughout Norzelia.
  • Slasher Smile: Has a positively menacing one on his face. Despite this, he's by no means a menace except during the Liberty route.
  • What Happened to the Mouse?: It's unclear what happens to him in the Morality endgame after he helps Frederica and co. break into Hyzante; he's last seen attacking the guards and is only given a quick mention afterwards.

    Rufus Tyran 

Rufus Tyran

Voiced by: Ryo Sugisaki (Japanese), Demetri Goritsas (English)

https://static.tvtropes.org/pmwiki/pub/images/rufus_92.png
Class: Cudgel Fighter
A brigand-for-hire employed by Silvio to attack the Wolffort Demesne should Serenoa and co. refuse Silvio's offer to take Roland to the Telliore Demesne.
  • Berserk Button: Do not ever try to renege on your payment to him unless you want him to kill you in very brutal fashion as Silvio almost found out firsthand.
  • Blood Knight: His greatest joy in life is said to be cutting down confident warriors to size, and he expresses some mildly positive surprise that he was actually beaten back by Serenoa's forces. It's implied that the entire reason he became a criminal is because he got so caught up in the excitement of the sparring match that would have inducted him into knighthood that he killed the proctors (one of whom was his own father) and injured several more.
  • The Bus Came Back: Completely disappears from the story after you fight him and Silvio, but returns in the Morality ending where he now serves Gustadolph directly, alongside Benedict.
  • Carry a Big Stick: A massive spiked club that he uses as his personal weapon, to be exact.
  • Dual Boss: With Silvio in either Chapter XI or XII depending on the choice made in the former.
  • Everyone Has Standards: Despite being a money-hungry Blood Knight, Rufus lacks respect for people who are weak-willed, as he calls out Silvio a couple times and develops some mild respect for House Wolffort.
  • Guest-Star Party Member: He is a nonplayable ally in Chapter XI if the Wolfforts choose to surrender the Roselle to Hyzante.
  • Know When to Fold 'Em: He'll run away rather than fight to the death. Despite his love for combat, he won't give up his life over a fight, since he knows he can't get his monetary reward if he — or the guy paying him — dies.
  • Names to Run Away from Really Fast: "Herosbane", a moniker he earned for himself through the felling of strong warriors, is a good indicator of how powerful the guy is and that he spares no one. His actual name, Rufus Tyran, also sounds a bit like "Ruthless" and "Tyrant".
  • Nemean Skinning: Wears the head of a boar as a sort of pauldron/shoulder guard.
  • Only in It for the Money: It's said that he is only loyal to coin and will work for whoever hires him no matter how much he may personally dislike that person (as shown with his constant calling Silvio out).
  • Recurring Boss: He can be fought up to three times on a single playthrough, tying for the most potentially-recurrent boss in the game with Travis & Trish, Sycras, and Exharme in the Conviction endgame.
  • Route Boss: He has the most variety of potential fights in the game, with five different maps: both versions of Chapter VIII, should Morality be chosen in Chapter VII; Chapter X if Utility was chosen in Chapter IX and Morality in Chapter X; and as a Dual Boss with Silvio, in either Chapter XI’s Morality or Chapter XII’s Utility path (the only unavoidable fight with him).
  • Screw This, I'm Outta Here: After Silvio meets his end after either choosing to surrender the Roselle or protect them, Rufus decides it's not worth getting himself killed fighting House Wolffort and leaves, but not without warning them that Silvio already set them up and sold them out to Hyzante.
  • Self-Made Orphan: A wanted poster of him can be found revealing he was the son of a nobleman who proceeded to kill his father and some of his men, which marked the beginning of his life as a mercenary.
  • Villain Respect: He has a bit of this when Serenoa declares his desire to keep following his path no matter how treacherous, shooting Silvio a look and calling him out on his opportunistic cowardice.

Generic Units

    Soldiers, Shortswords, Bowmen, and Mounted Units 
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Glenbrook Soldiers/Shortswords/Bowmen
https://static.tvtropes.org/pmwiki/pub/images/aesfrostisoldier.png
Aesfrosti Soldiers/Shortswords/Bowmen
Click here to see Sycras's Spy 
https://static.tvtropes.org/pmwiki/pub/images/hyzantianrogue.png
Hyzantian Soldiers/Shortswords/Bowmen/Spear Knights
Click here to see Sorsley's Guard Captain 
https://static.tvtropes.org/pmwiki/pub/images/banditrogue.png
Bandit Shortswords/Bowmen
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Rosellan Bowmen
Class: Soldier → Swordfighter/Mounted Soldier
Class: Bowman → Archer/Mounted Bowman
Class: Shortsword → Dagger Fighter
Class: Spear Knight
Units that often focus on up-close combat primarily armed with swords, knives, and bows. Some are instead mounted units who fight with spears on horseback.
  • Achilles' Heel: Both variety of mounted units are weak against a specific weapon: lances for horseback units and arrows for hawkback units. For the elementally inclined archers, the opposite element usually spells their doom if they are hit with them since, unlike magic users, their own magical stats are not so great.
  • Automaton Horses: The horses themselves already don't get thought throughout the game and are largely just a gameplay element. Tellingly, one of the only times the condition of horses are ever brought up include a very literal case of this trope where Idore chases Frederica's group down with automaton horse prototypes the late Minister Lyla was developing during the endgame of Frederica's route since regular horses would not do the trick.
  • Classical Hunter: The Rosellan bowmen have this angle going for them as the village they live in boasts a good selection of hunters who provide for House Wolffort out of gratitude for being given asylum. The pelts they wear and the fruits they gather back make up a significant amount of House Wolffort's capital as Anna explains it. Of the two Rosellan combat classes, both are fashioned appropriately after the common tools the hunters of old relied on.
  • Demoted Boss: Both Sycras's spy and Sorsley's Guard Captain can show up on certain mental mock battles as random enemies.
  • Devious Daggers: The shortswords and dagger fighters fight with these, and many possess the ability to throw them from a distance. The dagger fighters in particular use daggers that may as well be short swords or longknives.
  • Fragile Speedster: Shortswords and dagger fighters tend to go first because of their high speed and are the more evasive kinds of units, frequently possessing abilities that let them go twice or scale very high tiles, and they tend to have a good jump stat outside of hawkback units. However, they don't hit particularly hard most of the time and usually go down in a solid few number of hits.
  • Glass Cannon: Mounted units are among the more dangerous units given their good speed stats often allows them to go first which when combined with their weapons of choice (mostly either the ranged spears or the ranged bows) make them surprisingly scary hard-hitters. That being said, they naturally have weaknesses to exploit thanks to their respective mounts' weapon banes, and they do not take too many hits to take out disregarding that (though not to the extent of the shortswords and dagger fighters).
  • Horse Archer: Much like Hughette, the mounted bowmen snipe at their enemies from hawkback.
  • Horse of a Different Color: The Aesfrosti forgo horses entirely for their mounted units and instead ride giant hawks to give them much greater range to traverse.
  • Jack of All Stats: The sword users are typically among the more well-rounded units to fight with no particularly glaring weaknesses to exploit, though they tend to be limited in a wider variety of techniques outside of having harder-hitting attacks. As such, they are the most commonly fought variety of enemy in the game.
  • Long-Range Fighter: The bowmen/archers are normally unable to attack up close and have largely inferior statistics compared to the soldiers/swordfighters (strangely barring their magic stat which they don't use anyways), but they are deadly from higher ground where their range, accuracy, and damage output all improve the higher up they are. Among the factions, the Rosellans strictly employ archers for this build instead of having swordsmen or knife users.
  • Mage Marksman: Archers from either Glenbrook or Aesfrost can carry elemental arrows of either fire or ice respectively. Downplayed in that these arrows draw from the user's strength and target their enemies' physical defense.
  • Mounted Combat: The recruit-tier spear knights ride atop their horses, and the veteran-tier mounted soldiers and mounted bowmen ride atop giant hawks instead.
  • Status Infliction Attack: Shortswords and dagger fighters along with bowmen and archers more often than not make use of debilitating attacks to land status ailments to hinder or cripple Serenoa's party. Moves that do not cause damage tend to be more successful at landing their status ailments if not outright guaranteed to impede allied units. Poison and sleep are the most common of status effects they tend to inflict on the unit.

    Pikemen, Shieldbearers, and Staffwielders 
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Glenbrook Pikemen/Shieldbearers
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Aesfrosti Pikemen/Shieldbearers
https://static.tvtropes.org/pmwiki/pub/images/hyzantianknight.png
Hyzantian Pikemen/Shieldbearers
https://static.tvtropes.org/pmwiki/pub/images/banditbrute.png
Bandit Staffwielders
https://static.tvtropes.org/pmwiki/pub/images/rosellanbrute.png
Rosellan Pikemen
Class: Pikeman → Lancer
Class: Shieldbearer → Guardian
Class: Staffwielder → Cudgel Fighter
Units that exclusively focus on up-close combat typically armed with either a spear, a shield, or a club.
  • The Ace: In-universe, the Blackirons made a name for themselves in the Saltiron War and are often referred to as the best of the best between all of Norzelia's soldiers. One such soldier boasts that even their rank and file would be a match for any elite soldier from any other nation. For better or worse, their reputation does not translate into gameplay where the Blackiron pikemen and shieldbearers are no more dangerous than their Glenbrook or Hyzantian counterparts.
  • Badass Cape: The portraits depict the Aesfrosti Blackirons and the Hyzantian knights with these, but they are absent for their sprites as pikemen and shieldbearers. They do get fancier ones as lancers and guardians.
  • Carry a Big Stick: The bandit staffwielders and cudgel fighters carry around cudgels to bash their opponents with, and they are always among the hardest heavy hitters whenever they are present, though they lack the range of the pikemen and lancers as well as the sheer physical survivability of the shieldbearers and guardians which makes the bandits the simpler units among them.
  • Classical Hunter: The Rosellan pikemen's village is home to some fine hunters who go out and hunt game in addition to foraging for fruits which Anna says makes up a large portion of the Wolffort Demense's capital comes from the pelts and other goods that the Roselle produce in thanks to Symon's graciouis hospitality. Their combat classes are fittingly modeled after wielding some of the earliest hunters' tools.
  • Dark Is Not Evil: The Aesfrosti Blackirons are completely covered from head-to-toe in black armor which is the origin of their name, and though they are largely enemies for the majority of the game they are not inherently malignant.
  • I Shall Taunt You: Bandit staffwielders and cudgel fighters can infuriate Serenoa's party into only targeting the one who infuriated them, forcing them to only use basic attacks and more often than not only attacking from the front or sides instead of the back as would be standard AI fare. However, felling the one who infuriated the party member will instantly cure all aflicted party members who were targeted by that specific bandit.
  • Luckily, My Shield Will Protect Me: The sturdiest of the heavy hitters carry shields as their weapon.
  • Mighty Glacier: This is especially pronounced among the shieldbearers and guardians. Overall, these types have a good amount of HP and a solid physical defense with respectable attack power, but their movement and/or speed leave them lagging behind or being jumped on first.
  • Shield Bash: A very common favorite among the shieldbearers and guardians. They are particularly troublesome on maps where there are many steep heights one can be pushed down from and take fall damage, and as to be expected these units will make liberal use of it to send Serenoa's party hurtling down to their potential doom. They can also shield bash an enemy into another enemy to cause collision damage to both parties.
  • Stone Wall: When the shieldbearers and guardians are compared to their fellow armored or less armored units, they have quite a bit more HP to spare along with an even higher physical defense to let them soak up hits from physical attackers (and in a surprising twist they tend to have better evasion). To compensate, they only barely hit harder than their spear-wielding counterparts at best but have less range thanks to their shield's point-blank range—let alone being unable to deal bonus damage against horseback units.
  • Weak to Magic: As expected of physical tanks, these units have the worst of it when dealing with magic, and of them the shieldbearers and guardians have the worst of it where they can easily be taken down with two or three magic spells despite their high HP stat.

    Arcanists and Menders 
https://static.tvtropes.org/pmwiki/pub/images/glenbrookmage.png
Glenbrook Mages
https://static.tvtropes.org/pmwiki/pub/images/aesfrostimage.png
Aesfrosti Mages
https://static.tvtropes.org/pmwiki/pub/images/hyzantianmage.png
Hyzantian Mages
Click here to see Plinius's Reseachers 
https://static.tvtropes.org/pmwiki/pub/images/banditmage.png
Bandit Mages
https://static.tvtropes.org/pmwiki/pub/images/rosellanmage.png
Rosellan Menders
Class: Arcanist → High Mage
Class: Mender → Curist
Units that exclusively focus their energies into magical feats either for combat or for support, wielding either a tome or a staff respectively to suit those ends.
  • Achilles' Heel: Arcanists and high mages from either Glenbrook or Aesfrost (as well as Plinius's reaserchers) are typically resistant to one element, but this always means that they have a weakness for another element to compensate. Glenbrook and Plinius-aligned arcanists and high mages have a resistance to fire but a weakness to ice while the opposite is true for Aesfrosti arcanists and high mages. Hyzantian arcanists and high mages do not appear to have an elemental weakness or resistance thanks to their use of two opposing spells which seemingly cancel out strengths and weaknesses, and bandit arcanists more often than not do not have any such weaknesses or resistances despite using fire magic.
  • An Ice Person: Aesfrosti arcanists and high mages favor ice spells, and with it they gain a resistance to the ice element naturally.
  • Black Mage: Arcanists and high mages are the typical offensive spellcasters as opposed to the menders and curists. They typically get many attack spells but not many if any non-attack spells.
  • Blow You Away: Hyzantian arcanists and high mages utilize wind spells, but just like with their usage of lightning spells they do not have a resistance to wind or a weakness to lightning.
  • Carry a Big Stick: Menders and curists have their staves as their main weapons but may find themselves not getting much physical use out of them, what with their low strength stat and all.
  • Glass Cannon: In general, arcanists and high mages can dish out a lot of magical damage to many enemies at once, quickly whittling down their numbers, but they do not have a good amount of HP to spare and their physical defenses will spell doom fast should they be hit with a reasonably good physical attack.
  • Herd-Hitting Attack: The majority of the fire, ice, and wind spells in the game are capable of hitting multiple opponents at once.
  • In the Hood: Both Glenbrook mages and bandit mages have hoods over their heads, though the bandit mages' hoods more appear to be shawls rather than being hooded robes like the Glenbrook mages.
  • Military Mage: Due to the design of the game. Many times, when Serenoa's party opposes the armies of Aesfrost or Hyzante, these mages accompany the foe.
  • Playing with Fire: Glenbrook arcanists and high mages favor fire spells, and with it they gain a resistance to the fire element naturally. Most bandit arcanists also use fire, but they do not get any sort of resistance to the element.
  • Red Mage: Rosellan menders stradle an odd line with this. They do not get any damage-dealing spells like arcanists or high mages do, but they do have access to one supportive spell that heals while conferring stat buffs onto allies and one offensive spell that inflicts stat penalties onto enemies.
  • Status Buff: More than any other enemy, menders and curists are most likely to confer stat buffs to their allies.
  • Shock and Awe: Hyzantian arcanists and high mages utilize lightning spells, but just like with their usage of wind spells they do not have a resistance to lightning or a weakness to wind.
  • The Smurfette Principle: The Rosellan menders are the only visibly female mages seen among the group, simultaneously making them the only visibly female generic units in the game (save for the Hierophant clones and the automatons she spawns).
  • Squishy Wizard: Their physical stats are nothing to write home about, so they pick up the slack with their magical prowess, providing good defense against such attacks and are extremely vital to the battlefield with either their high magical attack power or their magical utility as supporting units.
  • Throw the Book at Them: Very rarely, an arcanist or high mage may opt to attack an opponent with their tomes, though given their weak strength the most damage they could hope to do with them is if they got in a backstab.
  • Unique Enemy: The researchers fought in Plinius's revolt are only ever seen that one time in the game. Compared to the standard Hyzantian mages, they all have a distinctly more Ancient Egyptian design instead of one more Middle Eastern like the standard mages.
  • Witch Doctor: Rosellan mages do not come in tome varieties unlike the other factions and stick with their staves, and compared to even the bandit mages who at least have a familiar robed mage look, the Rosellan menders have a distinct hunter/shamanic flavor to their design.
  • White Mage: Menders and curists do not have much in the way of offensive capability, let alone direct offensive power, but they do make up for this with indispensable healing and an array of other supporting abilities to give their allies the edge.

Alternative Title(s): Project Triangle Strategy

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