I'm Angela, princess of Altena.3D selection
Angela (アンジェラ, Anjera) is one of the six main characters of Trials of Mana. She is 19 years old, 5 ft. 5 in. tall (165 cm), and weighs 106 lbs (48 kg). She is the oldest of the main characters.
Profile
Appearance
Angela is a young woman with long lilac hair and green eyes, described as the image of her mother the True Queen. However, she also has tapered ears, not unlike those of elves. In her default Magician class, Angela's outfit consists of a red leotard with a wrap-around garment at the waist that forms a cape, along with a purple hair ornament, choker, gloves, and boots.
In the remake, her clothing is trimmed with gold accents, her boots have long oriental points as well as more defined high heels, and these along with her cuffs and choker are adorned with gemstones. She also sports a pair of jewel earrings. In both versions, she wields wands and staves as weapons.
As she learns to switch classes in the remake, Angela's attire will change according to the path she takes. Her Light classes give her more coverage overall, emphasizing dresses and fuller capes, while her Dark classes veer toward full bikinis and expose more of her body as they progress upward.
Personality
Owing to a lack of support from her mother, Angela has developed a rebellious air. She was known to play pranks on the Queen's courtiers, for which she was scolded frequently. She often views others as below her and has a quick temper, demonstrated when events do not go her way. Her stubbornness has caused some friction between her and the court mage José, as she has skipped his lessons at times.
Her portrayal in the remake is that of a spoiled princess, when in reality she struggles with her lack of ability as well as rejection by the Queen. In the English script, she speaks in a dialect typical of Southern California.
Story
Wendel, huh? I don't know what awaits me there, but it's better than getting caught in my own kingdom. I'll go. It can't be worse than here. If I learn how to handle my magic, maybe my mother will welcome me back... There's a chance, at least.Angela
Angela is the only princess of the ice-covered Altena, Kingdom of Magicians. Her mother, Valda, the True Queen, uses her magic to keep the Altenish citadel in a perpetual spring. However, like her country, Valda is cold and unfeeling towards her daughter, who has become lonely and selfish as a result of her upbringing. The fact that Angela is the only person in Altena who cannot use magic does not improve her disposition. As the world's mana starts to fade, the Queen's spell weakens, and winter begins to return to Altena. In order for her spell to continue and prevent Altena from freezing over, Valda, following the advice of the Crimson Wizard, decides to invade other nations and claim their Mana Stones. Once done, she would make use of a cursed ancient spell intended to unlock the power of Mana kept in the Stones, opening the way to the infinite power found in the Sword of Mana, letting her spell continue. Unfortunately, the spell for unlocking the power of the Mana Stones requires the user to sacrifice a life when it is cast; Valda decides to sacrifice her own daughter to power the spell.
When Angela learns of this, she unwittingly uses her latent magical powers to teleport out of Altena and into the Frostbite Fields. She soon succumbs to the cold and collapses, but citizens from the nearby town of Alrant find her and nurse her back to health. After receiving counsel from a wandering fortune-teller, Angela decides to travel to the Holy City Wendel and ask the Priest of Light for guidance.
Angela shares many story elements with Duran, who lives in Valsena, one of the many kingdoms Altena tries to invade. If either of them is chosen as the main hero in Trials of Mana, the main villain will be the Dragon Lord and the final dungeon will be Dragonsmaw.
Abilities
Angela is a somewhat stereotypical "mage" character, having weak physical damage but access to a variety of powerful magic. Though Angela cannot use magic at first, she begins to learn moves with the help of the Mana Spirits that join the heroes on their quest. Changing classes allows her to use more powerful moves; Angela's Light and Dark classes primarily allow her to use more powerful Light and Dark magic, respectively. Her Light classes have a larger focus in causing large amounts of damage to multiple enemies while her dark classes focus more on focusing damage on one _target.
Classes
Below is a list of Angela's classes. The first class change takes place at Level 18, while the second one takes place at Level 38, with the latter requiring specific items acquired from ??? Seeds.
Level | Light | Dark | ||
---|---|---|---|---|
Lv. 1 | Magician | |||
Lv. 18 | Sorceress |
Mysticist (Delvar) | ||
Lv. 38 | Grand Diviner (Grand Divina) ( Arcana Book) |
Archmage ( Esotera Book) |
Rune Seer (Rune Master) ( Rune Book) |
Magus ( Omen Book) |
Post-Game (remake only) |
Mystic Queen ( Sage Sphere) |
Spellbinder ( Sage Sphere) |
Note:
- Class 4 path is dependent upon the path of the Class 2 switch. All Class 3 abilities learnt are retained.
Magician
Missing description
Sorceress
The Sorceress is the path both expected of the Magician and respected by all who know the rigors of the arcane, and not without good reason. Having tempered a lust for power with reason and focus, the Sorceress calls down incredible destruction on her foes- blizzards, firestorms, lightning and rock slides all serve as warning to those who would waylay her. While her skill with dark magic wanes, the power of light beckons, offering a powerful ray of scorching light that reduces unholy foes to ash.
Grand Diviner (Grand Divina)
An often mystifying, but all encompassing and wholesome belief spoken of by the respected and famous masters of magic and spellcraft have often said that true magic lies in everything, and is unlocked by doing good and believing in yourself and who you are in life's unpredictability and vastness. With such a maxim held deep in their hearts, Grand Diviners are magicians said to be those who often embody this by their deeds and actions on their paths as practitioners of magic. Beheld by time immemorial to be the purest path of magic, Grand Diviners hold fast to schools and methods to see and commune with the magical world in its natural progression, exploring and studying its manifestations into the natural world to understanding even the most arcane, esoteric, and transcendent phenomena that blurs the fantastical from reality to track even the most minute magical occurrences to their advantage. With this gained precision and magical understanding, Grand Diviners have been witnessed and heralded to make such magical results of phenomenal magnitude as if they were more miracle than magic, and with such grace said to embody the same magic when the Mana Goddess created the world. With such study and training to realize the magical from the ordinary, so are Grand Diviners fonts of power beyond just spells and magical power, with their own being as their own anecdotal source and spell of magic. But should push come to shove and the threat of violence dare to come about, the Grand Diviner's magic is feared just as on par with the dark arts, that the wicked would remain afraid and hesitate to wage open war, as the Grand Diviner does not so much fight evil as she reduces it to very small bits, spreading her magics to envelop enemies in a cornucopia of elemental pain, and makes their potential known to be more than what they asked for.
Archmage
The path taken by those whose practice of magic is for the sake of the practice of magic. Redundant as it may sound, this pragmatic, life-long study of what magic is and is not allows the Archmage to have an understanding of the elementals that is free from both holier-than-thou or megalomaniac mentalities. Her skills with magic go beyond mere recitation of moves, having developed an almost first-name basis relationship with the four prime elementals Salamander, Gnome, Undine, and Jinn. This bond is such that she can call on them directly to wreak havoc on those who would interrupt her study with banditry and other such unsavory diversions, meaning that most Archmages are left well enough alone.
Mysticist (Delvar)
Rather than an interest and focus on the path of methodology, proper rites, and traditionally proven workings of magic to utilize it as it is, the Mysticist has instead directed their focus on seeking the ways of achieving greater magical power itself to bend all phenomena to their whim. However, such a path veers nearest the temptation of achieving power at any cost and the will to even undergo the ways of the dark arts.
Rune Seer (Rune Master)
Considered the true embodiment of the dark arts of magic, the Rune Seer has achieved their mastery through reinforcing their quest for ultimate magic power through controlling such might through the ways of harnessing by incantation and binding such forces upon call through evocation. Utilizing the power of knowledge, the Rune Seer has vigorously studied long lost languages of mystical influence and magical power believed to tie deeply into the fabric of creation itself, and through their influence, summons terrifyingly great forces of nature upon their recital. As such, the might of Rune Seers call upon moves of such order and chaos that though their magic brings about unmatched spell power, their aftermath is dangerously unpredictable to their intended recipients.
Magus
Considered to have strayed far from the path of contemporary magehood, the Magus has reached the echelons of attaining what can be called the ultimate level of magical power. Delving deeper into study than any typical practitioner of magic, the Magus has rediscovered lost and ancient methodologies to apply that excel anything the current world sees in use; however, whether they know it or not, such methods tapped into discovered at their era were decided to be forgotten: considered with potential of great danger and abuse, these ways were then cast down as taboo, and were abandoned for the sake of such forbidden practices to never ravage the world again. Now in command of these forsaken powers, heaven and earth trembles in the face of such magic that indiscriminately destroys and decimates all who stand in the way of its caster.
Mystic Queen
Standing above all others as a leader in respectable, tried and true methods of magic, the Mystic Queen is often not only a leader among spellcasters but a ruler of a nation, for reasons that become immediately obvious should one witness her in battle. Wielding the highest orders of magic known with unparalleled efficiency and having come to know the elemental spirits not simply as vague forces but deep, personal friends, those who mistake her tempered reason and benevolence for an exploitable weakness do so at mortal peril. With a righteous heart guiding her, magic itself is oft reluctant to do her harm or resist her call, and so once reliable resistances and overwhelming magics falter against her superiority. While her power is undisputed, Mystic Queens never wage war without good reason. Should you should find yourself on the wrong end of her spells, it is best to surrender- and then question your soul.
Spellbinder
Having sought power relentlessly and without regard to the cost, those who can truly call themselves Spellbinders are fortunately found once in so many ages- the world would not survive otherwise. Her own reserves of power not deemed sufficiently devastating enough, Spellbinders often sip of the lives of those willing- or pressed- into fighting alongside them to further fuel the destructive power of their spells, sometimes even going so far as to use the dying breath of their allies to reach greater heights of power and then wringing the dregs of life from their vanquished foes to sustain themselves. She wields magic like a whip, leaving the very forces of nature hesitant to disobey her. Despite all this macabre lore, it has been rumored that a few Spellbinders have pursued such a path not simply out of selfish desire, but because they required unmatched power to fight something worse. One shudders to consider what threat could possibly warrant such extremes.
Class Strikes
Below is a list of skill attacks Angela learns across her different classes:
Level | Light | Dark | ||
---|---|---|---|---|
Lv. 1 | Double Slash (Magician) | |||
Lv. 18 | Love Typhoon (Sorceress) |
Pummel Star (Mysticist) | ||
Lv. 38 | Boomerang Spiral (Grand Diviner) |
Dancing Wand (Archmage) |
Ton Shatter (Rune Seer) |
Hotshot (Magus) |
Post-Game (remake only) |
Blessed Pledge (Mystic Queen) |
Ton Annihilation (Spellbinder) |
Moves
As a spell-caster, Angela is capable of learning a plethora of moves, which are all of the offensive variety. Depending on her final class, Angela will also learn an ultimate spell unique to that class as well.
Below is a table of moves Angela learns across her different classes:
Level | Light | Dark | ||
---|---|---|---|---|
Lv. 1 | Holy Bolt Holy Bolt +2D Diamond Shards Diamond Shards +2D Cyclone Cyclone +2D Evil Gate2D Evil Gate +2D Fireball2D Fireball +2D Ice Smash2D Ice Smash +2D ((Magician) | |||
Lv. 18 | Holy Bolt +3D Diamond Shards +3D Cyclone +3D Evil Gate3D Evil Gate +3D Fireball3D Fireball +3D Ice Smash3D Ice Smash +3D Earthquake Explode Spike Freeze Thunderstorm Lucent Beam (Sorceress) |
Holy Bolt +3D Diamond Shards +3D Cyclone +3D Evil Gate3D Evil Gate +3D Fireball3D Fireball +3D Ice Smash3D Ice Smash +3D Dark Force (Mysticist) | ||
Lv. 38 | Earthquake + Explode + Spike Freeze + Thunderstorm + Lucent Beam + Doppelganger (Grand Diviner) |
Earthquake + Explode + Spike Freeze + Thunderstorm + Lucent Beam + Glitter Dust (Archmage) |
Dark Force +
Stun Gust |
Earthquake Explode Spike Freeze Thunderstorm Ancient Curse (Magus) |
- Note 1: Angela is able to _target one/all enemies with all moves learnt during her Magician class after obtaining the corresponding mana spirit.
- Note 2: Angela will learn how to multi-_target 'light' upper-level moves (such as Earthquake and Explode) when she changes class into either a Grand Diviner or an Archmage.
- Note 3: If Angela changes class to a Rune Seer, her Dark Force spell will be upgraded to _target all enemies. The Magus does not learn to multi-_target Dark Force.
- Note 4: Neither the Rune Seer nor Magus can multi-_target the upper-level moves they learn in the four classical elements.
- Note 5: Angela learns the most moves out of any of the playable characters.
Equipment
Weapons
Angela wields wands and staves that are enchanted to help augment and strengthen her magic and mind. As Angela progresses in terms of classes, Sorceress weapons are made to help discipline and draw out its wielder's inner power in balance with its own enchantments, while Mysticists bear staves rooted in construction from occult and even forbidden rituals to bestow its user with unparalleled magic power.
Name | Cost | Location | Class |
---|---|---|---|
Wand | 22 | Starting Weapon | -- |
Staff | 75 | Astoria, Wendel, Maia | -- |
Sorcerer Rod | 180 | Dwarf Village, Valsena | -- |
Twisted Rod | 220 | Beiser, Palo, Jadd Stronghold | -- |
Pewter Staff | 378 | Ghost Ship, Palo | -- |
Ruby Cane | 738 | Tomato Town | -- |
Crystal Staff | 1100 | Alrant, Sirhtan, Diin | -- |
Soul Staff | 2400 | Mintas | -- |
Scepter | 2650 | Mintas | Sorceress |
Cunning Staff | 2795 | Mintas | Mysticist |
Ash Cane | 2650 | Dior | -- |
Will Staff | 2900 | Dior | Sorceress |
Tot's Cane | 3155 | Dior | Mysticist |
Rajin's Cane | 3480 | Altena, Diin, Mintas | -- |
Mythril Rod | 3830 | Altena, Diin, Mintas | Sorceress |
Skull Rod | 4000 | Altena, Diin, Mintas | Mysticist |
Memyl Rod | 6950 | Cats | -- |
Druid Cane | 7015 | Cats | -- |
Revelation Cane | 7200 | Cats | Mysticist |
Nebula Staff | 14335 | Cats | -- |
Yggdrasil Rod | 16400 | Cats | Sorceress |
Ancient Rod | 17335 | Cats | Mysticist |
Oak Cane | 22000 | Pedda | -- |
Eternal Wand | 33470 | Pedda | Sorceress |
Celnunnos Cane | 31375 | Pedda | Mysticist |
Ceryeceon | -- | Gear Seed | Sorceress/Mysticist |
Ganvantein | -- | Gear Seed | Grand Diviner |
Spirit Cane | -- | Gear Seed | Archmage |
Rune Staff | -- | Gear Seed | Rune Seer |
Dragon Rod | -- | Gear Seed | Magus |
Armor
Name | Cost | Location | Class |
---|---|---|---|
Cotton Robe | 16 | Starting Armor | -- |
Silk Robe | 50 | Wendel, Maia | -- |
Witch Robe | 95 | Dwarf Village, Valsena | -- |
Bee Gown | 184 | Beiser, Palo | -- |
Bat Coat | 230 | Ghost Ship, Palo | -- |
Tiger Two-Piece | 234 | Tomato Town, Valsena | -- |
Flower Suit | 600 | Alrant, Sultan, Deen, Mintos, Diorre | -- |
Lapin Dress | 1000 | Mintos | -- |
Owl Coat | 1970 | Diorre | -- |
Zephyr Robe | 2150 | Altena, Deen, Mintos | -- |
Mananan Robe | 3160 | Cats | -- |
Dawn Dress | 3830 | Cats | Sorceress |
Dusk Dress | 3440 | Cats | Mysticist |
Snowy Robe | 7495 | Pedan | Sorceress |
Darkness Robe | 7015 | Pedan | Mysticist |
Dreamdevil Coat | -- | Weapon/Armor Seed | Sorceress/Mysticist |
Myein Dress | -- | Weapon/Armor Seed | Grand Diviner |
Radical Coat | -- | Weapon/Armor Seed | Archmage |
Rune Coat | -- | Weapon/Armor Seed | Rune Seer |
Ancient Robe | -- | Weapon/Armor Seed | Magus |
Helmets
Name | Cost | Location | Class |
---|---|---|---|
Circlet | 42 | Maia | -- |
Sorcerer Hood | 184 | Jadd | -- |
Chryscirclet | 820 | Deen | -- |
Panther Hood | 990 | Diorre | -- |
Silver Circlet | 2300 | Cats | -- |
Snowy Veil | 2795 | Cats | -- |
Misty Veil | 3630 | Pedan | Sorceress/Mysticist |
Moonstone Tiara | -- | Weapon/Armor Seed | Sorceress/Mysticist |
Myein Crown | -- | Weapon/Armor Seed | Grand Diviner |
Eremos Crown | -- | Weapon/Armor Seed | Archmage |
Rune Veil | -- | Weapon/Armor Seed | Rune Seer |
Ancient Tiara | -- | Weapon/Armor Seed | Magus |
Accessories
Name | Cost | Location | Class |
---|---|---|---|
Jewel Ring | 70 | Valsena | -- |
Crystal Ring | 154 | Jad | -- |
Mist Pendant | 645 | Deen | -- |
Protect Ring | 860 | Deen, Mintos | -- |
Snow Crystal | 2000 | Cats | Sorceress |
Fireblaze | 2150 | Cats | Mysticist |
Sage Stone | -- | Weapon/Armor Seed | Sorceress/Mysticist |
Ice Wind Hairpin | -- | Weapon/Armor Seed | Grand Diviner/Archmage |
Firestone Hairpin | -- | Weapon/Armor Seed | Rune Seer/Magus |
Other appearances
Circle of Mana
Final Fantasy Brave Exvius
Nomenclature
Names in Other Regions | |||
---|---|---|---|
Language | Name | Meaning | |
Japanese | アンジェラ (Anjera) | Angela | |
Chinese | |||
French | Angela | ||
German | Angela | ||
Korean | |||
Spanish | Ángela |
Gallery
Behind the scenes
- Although Angela's father is never directly identified, the original SFC game, Heroes of Mana, and especially the remake all imply she is the daughter of Hero King Richard. Richard shows disbelief at the Crimson Wizard describing Valda's goals, hinting he knows her personally. If Angela is in the party, he is shocked to learn the Queen had a child at all and avoids explaining what that means, insisting Angela will figure it out with time. In Heroes of Mana, Richard and Valda are shown to have feelings for each other but refrain from acting on them due to their political responsibilities. In the remake where the supporting cast's eye colors are visible, Angela shares hers with Richard's. Under certain conditions battling the Darkshine Knight, he will comment "The color of your soul... I see, so you're Richard's..." In her Class 4 event, Valda says she sees "strength in [Angela's] gaze," which in the original Japanese phrasing further emphasized her eyes. Not being of pure Altenish heritage would explain why Angela's magical talent took longer to develop. Trying to hide the affair and its consequences likely played a part in the Queen of Reason's outwardly cold attitude toward her daughter, avoiding drawing attention to her and pushing her hard to gain magic. Under the Crimson Wizard's control, she claims she would sacrifice Angela to avoid the shame of scandal. Her actual intent of keeping her daughter safe ultimately wins out, since most of her own countrymen cannot recognize the sheltered princess allowing her to escape Altena and begin her journey.
v · e · d Trials of Mana Characters
|
---|
Heroes |
Duran · Angela · Kevin · Charlotte · Hawkeye · Riesz |
Tree of Mana |
Faerie |
Mana Spirits |
Mana Spirits |
Undine · Gnome · Sylphid · Salamando · Shade · Lumina · Luna · Dryad |
Villains |
Factions |
The Dragon Lord's Faction |
Dragon Lord · Crimson Wizard · Darkshine Knight · True Queen Valda |
The Masked Mage's Faction |
Masked Mage · Goremand · Tainted Soul · King Gauser |
The Dark Majesty's Faction |
Dark Majesty · Belladonna · Malocchio · Flamekhan |
Benevodons |
Benevodons |
Dangaard · Land Umber · Fiegmund · Mispolm · Xan Bie · Dolan · Lightgazer · Zable Fahr |
Non-Player Characters |
Non-Player Characters |
Alma · Aurora Sisters · Chikeeta · Chirry · Donperi · Eagle · Elfin Elder · Elliot · Flammie · Grand Croix · Heath · Hero King Richard · Jessica · José · Josephine · King Joster · Karl · Leron · Li'l Cactus · Liza · Loki · Matelo · Mik · Niccolo · Ponta · Priest of Light · Shela · Simone · Slave Trader · Stella · Victor · Von Boyage · Vuscav · Wendy |