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About Ertrick36

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    Creepity Creep
  • Birthday 03/28/1995

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    Wide range of games (e.g. Metal Gear, FE, Sims, The Legend of Zelda, Fallout), politics and themes in creative works, music, lets-plays/streams, friendly discussions, bad hacks or bootleg games, oddities, and sometimes discussions about PC hardware might peak my interests.
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    Zanzibar Island, 5 PM

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  • Favorite Fire Emblem Game
    Three Houses

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    Oboro (FE World)


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  1. There's a very easy way to install mods for the games you play on Citra emulator (at least on PC, I'm not sure how it's done on other devices). There will be two methods for modding the game that'll depend on if you already have mods installed or not, but both will require you to access the mods folder. So first you'll want to open Citra. If you haven't, make sure you link to the directory Fates is located (I can provide advice for this if you don't know how to do it). From the Citra menu, right-click on Fates then select "Open Mods Location". Since you are lost on this I'll assume that the folder you'll be taken to will be completely empty. You'll want to create a new folder here called "romfs". Then inside that folder you'll want to place either the folders contained in "Felicia-Jakob Swap" or "No Swap" (depending on whether you want Felicia to appear for female avatar and Jakob to appear for male avatar, or you just want that aspect to stay as vanilla). For either of these folders, it'll be two folders - "GameData" and "m". Just transfer these as-is into the romfs folder you created. I'll add, however, that the modder also expected the user to have other hacks installed. If you want this mod to run in conjunction with the mods you already have installed (and they change the files contained in this mod), then you'll need to install those mods into the mod folder I told you how to reach (again, under the romfs folder I told you to create, unless the mods come as a romfs folder in which case you merge the two) and then apply the IPS patches as the readme instructed. You'll need BatchLZ77 and Lunar IPS to do this - you can easily find both yourself with a quick Google search. In this case, do not copy over any files within the "Felicia-Jakob Swap" or "No Swap" folders, because they'll overwrite the mods you have installed. To give a quick run down: Open your Citra emulator Right-click on Fire Emblem Fates (whatever version you have) from the Citra menu Select "Open Mod Location" Inside the folder that opens, create a folder named "romfs" (without the quotations) If installing into a fresh game (that is, no other hacks had been installed), transfer the contents of either the "Felicia-Jakob Swap" or "No Swap" folders into this romfs folder you've created - do not transfer the contents of both, just one If there are other mods installed, first reinstall those mods into the romfs folder you created in the mod location Find both Lunar IPS and BatchLZ77 on the internet If any of your other mods changes the files within the directory romfs>GameData>Person (specifically the files with "HANDOVER" in their names) then decompress those files with BatchLZ77, apply the Lunar IPS patches to the corresponding files, and then recompress the files and delete the leftover trash files (that is, whatever files were created when you decompressed - don't delete the newly patched files) If any of your other mods changes the "GameData.bin.lz" file contained within romfs>GameData, then you'll want to do the same as you would with those handover files - decompress, IPS patch the "FloraEarlyGameData" patch onto GameData.bin.lz, recompress, delete trash files, and there you have it Also, try playing the game without any modifications installed. If it doesn't work, then the issue is the ROM is encrypted and needs to be decrypted to play.
  2. AFAIK Thracia 776 is the first place to actually mention it. I don't ever recall it being mentioned in Genealogy - and trust me, I was pretty thorough in reading up the script of the game - and they definitely didn't even talk about it in the earlier games. In Mystery of the Emblem you did have male pegasus knights as enemies, and in earlier games it was kind of ambiguous since... well, there's only so much you can show with NES graphics. The only other time there were male pegasus knights, and the only time they were actually even playable, was in Fates. And the Archanea remakes I think retconned male pegasus knights, so it is canon that Fates is the only FE world where men can ride pegasi. There were later mentions, like in Awakening when Chrom tried to tame a pegasus and it reared up, but was completely calm with Sumia, and likely other places as well. And I also think some conversations with Subaki (particularly a support with Selena) touch upon that fact as well, and apparently pegasi in the world of Nohr and Hoshido are an entirely different breed that is more accepting of men. Regardless, I think it was a deliberate decision given the apparent gender neutrality of pegasi in the games preceding Genealogy of the Holy War. Maybe semi-deliberate, because while there were male pegasus knights in the preceding games, the only pegasus knights that were actually playable were all female, and so perhaps they thought "well what if lore-wise the mount actually was exclusive to women".
  3. I can't believe I've been turned into an East African snack brand. It's probably better than what I actually am, which is a vaguely Germanic North American shitposter, but still.
  4. AFAIK it's generally the same story, but the English version is told in a worse way than it was told originally. The greatest creative liberties definitely came with support conversations and some character personalities, though. I'm not entirely sure, but I think originally Effie wasn't a meathead but rather just small girl who was incidentally freakishly strong. Female Corrin x Rhajat was also different from male Corrin x Rhajat in the Japanese version - gender disparities which also existed with the supports between Corrin and Niles in Japanese. Another notable change was with Saizo and Beruka's C-support, which changed from an actual conversation to just the two trading ellipses in the localization. If there's one good thing that came out of the localization, it was getting rid of a lot of... icky elements in supports with Soleil/Soleil's personality in general. Granted, I still think there are some serious issues with how they handled her in the localization (for some reason she's portrayed in her introduction as very charming and easily able to score dates with girls, but in supports she's kind of a creep to certain girls), but things were way worse in the Japanese version. Also, apparently Mozu originally sounded awful. In the localization she has a fairly cutesy farm girl voice, courtesy of Karen Strassman, but in the Japanese version people have said she had a really bad country accent that was grating to listen to. Generally speaking, though, I think most people consider the localization to be a net-negative in terms of what good and bad it brought in presenting Fates to the western world.
  5. It was just a still from one of the end CGs in Birthright. Probably didn't work because I'm lazy and did a big oopsie hotlink instead of just using imgur; probably will edit and upload it properly in a bit. I think you'd be surprised how much slipped through the cracks in the localization. The studio that localized the game, Tree House, was pretty callous and arbitrary with how they went about their job. I'm not sure what the end cards say in the original Japanese version, but I have to assume they were careful not to accidentally create inconsistencies in the narrative. But again, it's more or less the same entry for Corrin in every ending. The only exceptions I'm aware of are when you marry female Corrin (specifically female Corrin) to Rhajat and when you marry male Corrin (again, specifically male Corrin) to Niles, as the homosexual pairs spawn unique paired endings in this game. Otherwise, they're basically the same. For instance, read this one between Corrin and Xander, and note the bolded part in particular: Notice how the bolded part is literally the exact same as the first two sentences in the ending you shared. This is what I mean by "copy-paste entries". And if you think that maybe this just applies to Corrin x important character, no, lemme share Corrin x Felicia: All that really changes is the placement of Corrin's entry, depending on if Corrin's male or female (because they give preference to males). Everyone technically has a "unique" paired ending with one another, but in reality paired endings are just formatted scripts that work as such: As unbelievable as it may be, they did this exact same thing with Corrin x Azura for some unfathomable reason. They went and made unique endings for the gay pairs, but couldn't be bothered to even make a slight change to the paired ending between two titular characters in the game. It is as ridiculous as it sounds, and the only reason I could think of for why they even bothered making unique endings for the gay pairs is because they couldn't get away with just doing the usual [male entry, female entry] format since, you know, both are the same gender.
  6. I think the main reason the end card says what it says is that it's basically just a copy-paste job. Every paired ending for Corrin in Birthright and Conquest says that Corrin "worked alongside his/her spouse", no matter who it is Corrin pairs up with. It's the same deal with every other character's ending in the game if they're paired up - everyone just has a copy-paste entry for their paired endings. It's likely just an oversight where they didn't think about what if the player married certain characters. Seriously, look it up if you doubt me. Look for other paired endings for Corrin in Birthright or Conquest (because Corrin's ending in Revelation says something different than Corrin's ending in the other two paths) and look for any of Azura's other endings. They always say the same things for those particular characters. Corrin's ending in Birthright and Conquest always tells of Corrin working with their spouse to spread peace in the land and Azura's ending always says she's a historical mystery.
  7. This comment irks me. Lay off that tone, okay? You may think this is a calm, rational thing to say to someone you're debating with, but it's condescending and presumptuous, as you're making the assumption that I was angry about what you said. I wasn't angry - maybe I was being a bit condescending myself, and I apologize for that, but I was not in the slightest bit angry. We've been on this point long enough that it's derailed from the original point of the topic, so I won't respond to the rest of what you said. But maybe have some more respect for the people you debate with, yeah? Because otherwise you will make people angry.
  8. I'm gonna say it's not necessarily general raw strength, but rather a certain set of muscles and muscle memory. Thing is, it sounds like you're talking about using a spear with a grip that's a good ways away from the center of balance. If you try holding a broom by the very tip of the haft completely horizontal, of course it's gonna take a considerable amount of strength to hold it like that - that's just how physics work. But there are ways to hold a spear one-handed that won't require much strength at all, and in a resting position you should always carry it at the center of balance. The nice thing about spears compared to swords is that you can easily slide your hand up or down the haft, even with just one hand. It's a matter of knowing where to hold it at what times. And to further discuss, no, there isn't much need for strength in thrusting the weapon. You need good fitness/stamina to do that, but strength is of secondary or tertiary importance compared to other factors in this respect. I think it's not accurate to say it's "skill" so much as training and practice that makes for a good spearman. I take issue with all of these statements. This is not at all the reason why realism would bog down the game. Moreover I'm gonna take back what I said - realism can make for a fun game if used correctly, as games like Kingdom Come Deliverance and Mount and Blade are honestly quite entertaining games - it's just when you get too bogged down trying to craft the absolute most realistic game ever is when it becomes troublesome. Lords did take to the field to wage wars. Not all the time, as they would have to also ensure they're still around to issue commands to their troops, but they did. If they didn't then dukes and kings would not have died on the field of battle - we wouldn't have seen to the deaths of Charles the Bold or King Harold, two famous cases of higher-caste nobles dying on the battlefield. It really just depend, but lords did train for war and fight on the battlefield directly. If there was a time when they might not have, it'd probably have been post-Medieval period when all the noble families were firmly established and have become even more absurdly wealthy than they were before. But in Medieval times lords did indeed fight. Axemen would not be trash, or else axes would never have even been a type of weapon used on the battlefield. Spears would reign supreme on a battlefield, and swords are great for personal defense, but the advantage of axes is the force they can strike with. You can actually use them fairly nimbly, just not as nimbly as swords. Even taking into consideration they aren't quite as nimble, there are two ways to get around that. Either you get a shield or you get a bigger axe. Yes, seriously, I'm saying you get a bigger axe. Not fantasy bigger, where they make the axe head absurdly large for some reason, I mean you turn it into effectively a polearm like a Dane axe. The extended reach of a Dane axe means you can strike from a safe distance, but it also has more power meaning it's basically impossible to parry it with a one-handed sword. But the biggest advantage to using a weapon with lots of blunt force is dealing with armored foes. A slashing or piercing weapon simply cannot get through plate armor or good quality chain mail (I'm talking riveted, high-grade steel chain mail) - you can maybe get a bodkin arrow to get through the chain mail, but the only way you'll get through plate armor with an arrow is if you get lucky or if, in melee combat, you half-sword. But if you have a blunt-force weapon like a mace or an axe (axe isn't as good because its blade means its force is more easily deflected by the rounded plating of most 15th Century plate armor, but still) then you don't need to pierce the armor - you can jostle the wearer and the blunt force will transfer to wherever you strike without needing to pierce through the armor. Axes also do have a design that allows them to hook things, so you could use it to wrench a weapon from someone's hand (or simply push it aside) or you could grab at an enemy and pull them towards your formation, enabling your allies to easily swarm them. There are other uses for axes as well, but overall axes are not trash weapons in the real life. If you're talking about those dumb speedo-wearing buffoons called "fighters" in the games, yeah they'd suck, but it's because they use oversized axes and don't wear armor, not because axes are inherently a bad weapon. Most "combat classes" is a bit of a misnomer, but it is true that most troops would use spears or bows. Thing is, though, that most troops were not regular soldiers, but levied peasants who were given a measly wage if they were lucky, handed a weapon, and told to stick with their mates as they marched against what feels like an almost certain doom. It wasn't only because of spears generally being better for fighting in formation, but also because spears were exceedingly cheap to produce compared to swords, meaning they could be more easily mass-produced and given to every soldier in the army. You have to keep in mind that for much of the Medieval period there were no standing armies. You really just had three sources of soldiers - your few well-trained knights (who were nobles in their own right), your peasant levies, and mercenaries with questionable methods and allegiance. The last one is tricky because at times they would be willing to turncoat if offered better deals by the opposing side of a conflict, and they may end up turning on that side as well. There is also the fact that when they weren't fighting some nobleman's wars they'd be raiding the countryside and robbing merchants and peasants along the roads, and it might not be the smartest idea to give them funding to do that even more. At the same time though maybe you would want to keep them employed so that they won't pillage your subjects. Either way, not as reliable as your knights, your vassals, and your levies, as they're much less likely to turn on you or cause trouble. On the point about forces being mostly men, you mistake me when I say "realism". I don't necessarily mean the kind of historical realism you see in Mount and Blade where they attempt to accurately emulate Medieval society in a new world. I more mean in the sense of how fighting with swords, spears, axes, and other weapons is concerned, at least for the sake of this discussion. Or if you mean to imply that women can't fight, well, we can have all manners of discussions as to why we didn't see women as combatants as often as we've seen men historically, but women absolutely can fight - you can find women practicing HEMA and participating in HEMA tournaments, and they can do quite well. And of course you also have women in various military organizations in the real world, and you have women in history who've fought duels and battles. But of course, I'm not sure in what way you meant that women not being combatants was "realistic", so if you don't mean it in the latter way then don't take this as me thinking you think that way (though if you do then I'm not gonna cry, kick, and scream and say that you're sexist). They'd also have damage drop-off for the further away they shoot at enemies. When I made the comment about "unique advantages/disadvantages", I meant against certain kinds of weapons. They're no more powerful against a spear than they are against a sword, precisely because they're ranged weapons so all melee weapons have basically the same performance against them. In a fight between a dude with a sword, spear, or axe versus a dude with a bow, you'll want to be the guy with the bow every time. That is, unless the other guy has armor, in which case you'll want to run for the hills. Oh, and with how experience would work, could you just imagine how heavily favored the game would be towards anyone that uses a bow? Cavalry, too. LTCers would literally just use archers and knights. If there'd be a game that'd be appropriate for making bows OP, it'd be one that drew inspiration from Southeast Asian countries as they more strongly emphasized bows than western cultures did (though they still played a very strong role in Medieval combat there - they were strong everywhere). This reminds me of a game I really love, Fallout: New Vegas, and how the leader of one of the factions basically wants to recreate the old Roman Empire (he even calls himself "Caesar"). Mainly how for some reason they want to abandon firearms, but instead of opting to use bows they only use javelins. Like, they have basically their two pilums that they carry into battle as ranged weaponry, and they're fighting against people with high-powered .50 cal sniper rifles and machine guns. Not that bows would make it all that more fair for that little wannabe empire, but it'd be better than just expecting your raw muscles to stop bullets as you charge the enemy, lmao. Well, I'm just judging based off what's being fed to my eyeballs, not what they could be - and I'm just seeing them yeeting knives at samurai and mercenaries and those samurai and mercenaries falling instantly to such attacks. But I guess they'd have to give them combat viability to be useful. Still would probably be better if they used swords, but then there's less setting them apart from all the other classes that use swords, lmao.
  9. Typo, yeah, it's meant to say it's not as easy, lmao. Well, to go further into depth, there are also anti-cavalry pole weapons (pikes, halberds, bills, and voulges) that you cannot use on horseback and are distinct from standard infantry spears which could be used with shields. Regular spears are kind of a tricky category, honestly. Somewhat off-topic, I recall someone tried to argue that Mipha using her trident with one-hand (or rather, holding it one-handed, because she'll use her second hand in some attacks) meant she was stronger than Link - using a spear with one or two hands is hardly a matter of strength, but rather of skill and preference. At the end of the day, there's a reason they keep this relatively simple. If you were to categorize every single kind of weapon there was, you'd either end up with classes using too many different kinds of weapons or weapon types being so restrictive that most units will probably only ever receive one weapon and the ability to carry different weapons would be mostly rendered moot. And honestly, if realism was applied to a T swordsmen would just not be a thing in battles because a sword is a self-defense weapon, not a primary battle weapon that you use in formation with a few dozen other soldiers (of course, this is barring the Romans during a certain period of their history, but they switched back to the spear because it was more effective overall on the battlefield).
  10. I'm not sure what the weapon triangle is to Intelligent Systems (how they feel about it or whatever), but I'll give my opinion. I'll give two, based on gameplay and realism. From a gameplay standpoint, it depends. Some games are able to use the triangle to encourage you to use a wide variety of units. For example it's not as easy to beat the DS games using strictly sword users because many enemies will be wielding spears/lances. Other times it can prove too crippling for some units, such as in Fates how the already severely nerfed mages also have to contend with weapon disadvantage against armor knights and cavaliers. It really just depends on how they implement it and how balanced the game is overall, because the thing the weapon triangle will do is exaggerate the strengths and weaknesses of the wielders. On realism, there was a video made two years back by famous HEMA YouTuber Skallagrim on the topic. But to argue from my perspective, I can definitely see where they were going with it. Sword beats axe because sword is nimbler, spear beats sword because of reach, and axe beats spear because grappling is difficult to contend with for spears. The trouble comes when you consider how many different classes of weapon there are for each category, and take into consideration other tactics that can be employed. I'll also point to hidden weapons and bows being part of the weapon triangle in Fates as a colossally unrealistic situation - bows have no unique advantages or disadvantages against other types of weaponry as they're ranged weapons (no archer would be a total sitting duck when engaged in melee, though, they would brandish a sword and fight if it came to it), and you'd be a fool to use throwing knives and throwing stars as actual weapons meant to kill your foes. And just try to stab a skilled swordsman with a knife - the swordsman will laugh at you as they cut your knife-hand off. Magic in this regard is kinda whatever in terms of realism, but I doubt spells would throw off arrows any more than they'd throw off knives. There's also the magic triangle to talk about, but I'm not really a physicist or meteorologist so I have no goddamn clue if fire would beat wind - with what I know about fire it would depend on if it's a grease fire or not and whether there's any nearby kindle for the fire to catch on. Gameplay-wise I think it may complicate magic a bit too much. I like when magic is more a class of its own and has special properties, instead of when it's paralleled to the physical weapons or just kinda bullied into a corner like it is in Fates. All in all... I can see it continuing to have a place in the series, but I wouldn't exactly miss it if it were to disappear. I generally like it more if the weapons have stats to both balance and reflect their real-life parallels. For instance, cavalry lances having enough weight to almost guarantee they'll only strike a single time and swords being light enough to nearly always double. I'd also like it if they made axes better. Maybe whenever they get around to doing Skyrim Viking Emblem they could make axes strong. Yeah, I know vikings had swords and spears, but you know that'd be the setting where they'd make axes OP.
  11. I don't really know. I kinda hate how the DS games handle difficulty, so I've barely played the hard modes in Shadow Dragon. I think Hard 1 is more or less just Normal except without the Prologue or any of the potential other units, and even on the lowest difficulty Marth's somewhat a liability (viable, but not great). Marth's averages in Strength, Speed, and Defense are all sub-20. It's real rough - he needs stat boosters to be useful in Shadow Dragon. Thankfully they tweaked him in New Mystery so that he isn't a humongous liability. He still has wretched stat caps, but at least he'll actually reach some of them without much aid. Hard 5 Medeus is still a pain to deal with in that game, though, 'cuz he still has 30 Speed on that difficulty. Just like with any other healer, only if you like her/want to form a team of mostly mages. She's definitely got good growths, but Bishop boosts everyone's Weapon Level and Speed stats up to 10 and 14, respectively, if they haven't reached those stats already. 10 Weapon Level is enough to use every tome and staff in the game, and 14 is really damn good speed. I'm not saying this makes her bad, but rather it makes her growths mostly redundant and pointless since the only way you're using her beyond as a staff bot is as a bishop so she'll automatically get that boost up to Speed 14, and no Weapon Level increase matters beyond the one the Bishop promotion typically provides. She'll get to 20 Speed with little effort, which may give her a slight edge over Wendell and Boah, but it doesn't even matter at all since 14 Speed is all that's needed to double a lot of enemies. And there's the matter of the other mages, Merric and Linde, likely hitting this cap as well, making Elice fairly redundant unless, again, you're going for a mages-only playthrough or just really want to use Elice for some other reason. If you're going for efficiency, she's best forgotten about unless you really gotta Aum staff someone back from the dead. And on the Switch version of the game it's silly to need to do that unless you are just inclined to not use rewind/are doing an iron man playthrough.
  12. Kinda, yeah. Marth can keep from getting doubled on lower difficulties, but I think it's a pretty tight window. On the lowest difficulty Marth is only barely able to double Medeus with his speed maxed out, as Medeus has a speed stat of 21 and Marth's max speed stat is 25. In general Marth just has a rough time defeating Medeus, and it's generally preferable to use alternative warriors on higher difficulties. The Medeus dilemma is less of a critical flaw of Marth and more of a symbol for just how bad Marth is in Shadow Dragon because of how grossly unfavorable the game's mechanics are towards him.
  13. I checked, and they are both fixed values, yes. I was thinking of Mystery of the Emblem, where strength modifies attack might and healing amount. Just like every error in judgment I make about this game, it's because I base my knowledge off of its vastly superior successor which honestly should've been the game that was localized, but it is what it is. Also, I still would love to see them localize New Mystery. I know it bombed in Japan, but I think if nothing else it would lead to better appreciation in the West for Marth's story. That was my suspicion. That means their speed and weapon level skyrockets to the point where they can use anything. Which is actually really, really good. They'll basically be other Wendells on the battlefield, meaning they'll more or less cook everything alive except bosses.
  14. I mean, the stats that matter most are weapon level and speed when it comes to mages (mostly because they'll have jack for strength and defense, and the other stats are only passingly important). I don't know how promotions work in this game because I haven't gotten far yet, but Lena and Maria have... serviceable speed and weapon level - enough that they can chip at enemies. Problem is why would you use them when you're already using Merric and Linde, both of whom are likely to be reaching near max stats in weapon level and speed. And if you want to use them as simple staffbots and nothing more, then lemme give you a bit of a news flash: bishop promotion ain't gonna help them do that. Maybe Lena might need to promote to eek out a +1 to weapon level so that she can use literally every staff in the game except Aum (she only needs weapon level 8 to do so), but Maria is already at that point. No other stat is gonna affect how they perform as staffbots. I mean, strength will, but Wendell has the only non-zero growth in that regard and his growth is a hilariously pitiful 10%. In my opinion... they are hella not worth leveling up and promoting. They are barely worth deploying once you get good ol' Wendell. There's only one use for either of them, and it's when Lena is given the Hammerne staff, since it's exclusive for her. But if you were inclined to do a "magic units only" run, then... well, first you'll have to get the point where you even get a mage. Barring that, all mages is a viable run - you'll just have to watch out for the bosses, probably keep Lena and Maria away from them entirely.
  15. I'm gonna lay out a list of good, solid units I think are worth using (or that you may want to consider, at least). These are my opinions, so feel free to contrast them with what other people say. Marth - You may think it's funny that I list Marth here given you're forced to use him, but here's the thing. In the DS game, Shadow Dragon, Marth is atrocious on the highest difficulty - no matter what, he'll even get doubled by the guy he's destined to kill, Medeus. So among western fans he's sorta become an example of what a bad lord might be like. But in the original game - in this particular version of the game - Marth is goddamn good. He won't be as fast as a cavalier and can only level up to level 20, but that just doesn't matter much because he wrecks house in this game. He has some of the most well-balanced stats any unit in this game has, and he becomes your best option for defeating Medeus - rather than how it is in Shadow Dragon Hard 5 where you would rather have Tiki or Nagi kill him instead. Cain/Abel - You can use one or both, it doesn't matter much. The thing is, you get a massive flood of mediocre cavaliers in this game - Matthis is just the icing on the cake (and really, people just meme about the guy because he has a lame personality, I think - he's not good, but he's not the absolute worst cavalier in the game). But Cain and Abel are both really good, solid units. It helps that they're extremely mobile (I think 9 movement was too generous, IS), but even if they weren't I'd say they were still solid. Abel is probably better due to better balanced stats, but you won't go wrong with either of them. Caeda - Her big, glaring issue is her strength - it's pitiful. This is mitigated by her weapon level, which is absolutely insane - infamously you can give Jegan's silver lance to her right from the start and she's immediately able to wield it. Her speed is also obviously good, so she's frequently gonna double most enemies even if she wields the silver lance. You may as well bring her along anyway because she'll be used to recruit a lot of units. Gordin - Honestly, he's not the most impressive archer ever, but he's probably the best you'll get in this game simply by virtue of him being able to promote, thus meaning he has the most room to gain stats. His weapon level growth is solid, though, so he's your best shot at gaining access to the legendary Parthia. Castor has better growths, but unfortunately he can't promote in this game, so really you're just gonna have to accept Gordin. Jagen - Use him only if you really are struggling, and don't let him use the silver lance he starts with. Jagen will be able to keep your units safe for a time, but you'll want to drop him eventually for better cavaliers. Ogma - They don't call him the crit wonder for no reason. This guy hits fast and hard, and he'll generally remain viable into end game. In this game he's not as impressive as his later incarnations, but he's still a good, solid unit. Navarre - Ogma's main rival, Navarre has a better strength growth, yet a substantially worse weapon level growth. The hilarious thing, however, is that the bad weapon level growth just doesn't matter because Navarre's weapon level is already good enough to use the highest level sword, the silver sword. The main trade off for his better strength growth is his base strength stat. But really, both Ogma and Navarre are likely to get fairly high strength stats by the end of the game, so it doesn't matter much - whether you use one, the other, or both, you probably won't be disappointed. Julian - Julian's a case where he's sorta limited by his weapon choice, yet the weapon choice doesn't hurt him too badly. He has a supremely jacked strength growth, yet a wonderful weapon level growth of absolutely nothing. The strange thing is that even with his weapon level stat of 3, he still has access to a nice suite of weapons. He can use an iron sword, a steel sword, the Devil Sword (with his fantastic luck he is probably the best option for this weapon), and an armor slayer. He won't be able to use the wyrmslayer, the levin sword, the killing edge, or a silver sword, but this isn't terrible - it just means he's probably not the best option for fighting dragons or wyvern riders. Lena - I can't really recommend any curate in the game in good faith. This is because the only way to level them - and thus the only way for them to gain stats - is to allow them to get attacked. Normally you'll only want to use curates until you get Wendel, but Lena's the exception because she has exclusive access to the Hammerne staff. But I wouldn't say this makes her worthwhile to level and use as anything more than a healer that you keep well out of danger. And she has pretty terrible growths, so what you see is likely what you get throughout the entire game, so... yeah. Personally I'd say just don't bother leveling her, use her until you get Wendel, then drop her unless you need to repair a weapon you prize dearly. Merric - A solid mage all around, his big main flaw is his inability to promote until very late into the game, as you don't get a Bishop Ring until a late game chapter. Even so, he'll be able to compete with the big league mages, which are fittingly a bunch of old men. Hardin - This depends on if you really want another cavalier or not. Just like Cain and Abel he has solid stats and growths, but his issue is that he joins after Cain and Abel so you probably won't want another cavalier. Otherwise, he's just as solid a unit, and he has a swanky turban, so he gets extra cool points. Wendel - "Hey, why is a dumb ol' prepromote mage with almost non-existent growths here? Obviously he should be bottom tier! Look at that strength growth! And his bad skill and luck!" Nah, he's actually top tier. Look at the stats of Merric and Linde. Look at their growths. Now look at Wendel's. Now, lemme tell you a little something about how mages work in this game. You see, nobody among the magical lot gains strength. In fact, Wendel is the only mage who even has a chance of gaining strength. But what is important? Speed and weapon level. In these respects, Wendel is a god to be worshipped. Okay, maybe that's an exaggeration, but Wendel's got the goods when it comes to these vital stats. What helps, too, is he actually has a pretty good defense stat for a mage - a solid 8 out of 20, which is enough to protect him quite well, particularly with his good HP growths. He isn't hampered by a lack of promotion, either, as he's already promoted and has decent stats for mid-to-late game as-is. Minerva - She's not the absolute best flier, but fliers are good in this game and she's pretty solid. She's likely to get outclassed later on, but her availability makes her potentially more worthwhile than later fliers. Use her until you get the first two Whitewing sisters, use them a bit, and decide for yourself one or two among these three total (Minerva, Palla, and Catria) you'll want to bring into end game. Linde - Just like Merric, she can suffer from the lack of promotion for most of the game. Unlike Merric, however, she has crummy availability, and you'll need to put in some effort to be able to use her effectively. What she has over Merric is stupidly high growths in all the ways a mage in this game can have them - high skill, speed, luck, weapon level, and HP growths. So if you do level her, she will likely turn out to be the best among mages in everything except defense. Boah - He's basically like Wendel, if not slightly more powerful. While I'm talking about the last mage I'll talk about here (apart from Gotoh), I'll say why mages are powerful and don't need much strength. The simple fact is that there exists not a single enemy unit that has a resistance stat that isn't just 0. Not any of the minor bosses, not Jiol, not Gharnef, not Medeus... non except one: Camus. Because of this, the amount of damage you deal to virtually enemy is equal to either one plus your tome's might or two plus double your tome's might if you end up doubling them. So if you're using, say, Aura and Linde doubles the enemy, she'll deal 42 damage to them. Consider that the highest HP stat any enemy gets is 45 - the HP stat of Medeus. Yeah, mages are basically walking, talking nukes in this game. With that said, you'll need to consider whether you want four of these nukes running around, or if you just want to roll with one or two, and I personally think you should just stick with Wendel, Merric, or Linde. Palla/Catria - You can pick one or both - you can probably have four fliers on the map and it wouldn't be a bad idea. I'd personally probably just pick one of them, though. Palla is pretty solid at base while Catria's the "growth" character. Note, however, that Palla's stats at base are more than viable after promotion gains for late game, and so just because she doesn't impress as much with her growths it ultimately matters little as she'll just be good anyway. Catria is the one that'll really need to catch up, but she'll catch up pretty quickly and will have lots of room to really grow into a monster. She definitely has more potential than Palla, but you need to put in a bit of elbow grease to make it happen and leveling her isn't as painful as leveling Est. Xane - Do you want to duplicate an already good unit? Use him. That's really all there is to say. Xane can be used in his base form, but his base form is... well, it's just trash. If you use him, you'll want to use his transform ability. Est - I feel it's only appropriate to mention her, though I really wouldn't recommend using her unless you are fine with the idea of power-leveling her. Strangely enough this is a better appearance for her than later iterations of the Archanea games, but she's still not... great. I mean, she's great once you get her raise up in levels, but good luck doing that without having her grind somewhere. Tiki - Yeah, I'm gonna say Tiki is stupidly powerful in this game. Bantu as well since he's mostly immune to non-mage enemies. Tiki not only basically has max defense, but she's likely to attain high stats all around. Perhaps you'll already have really good units by the time you recruit her, but she'll become pretty powerful an she also won't be nearly as much of a liability as Est because her stone gives her ridiculous defense. Lorenz - I'm gonna say he's viable for end game, despite his poor speed. He can tank hard, and has plenty of room to grow into an even more potent unit. His speed will continue to be bad, but honestly he's a solid unit. Gotoh - You don't even have an option, you're forced to deploy him. But, like, what reason would you even have to hate him? I mean, just look at his stats. You might almost think he's somehow related to Camus as he's the only other unit that has resistance. That's all that needs to be said, just use him.
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