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  1. Update: @Cysx will be helping to collate future information. Check out their own master post here! @kienquocsi will also gather their findings, including some Japanese translations. Here's their bulk post! LAST UPDATED JAN 5TH 2023: Added Emblem Micaiah and Armor unit info. P.S. The above timestamp does NOT speak for the earlier linked posts which are being maintained separately. If something's missing here, they'll likely have you covered 🙂 With the new burst of Emblem Ring info I thought it'd be nice to have a place to keep track of all the gameplay minutiae, for people who want an easy to access way of knowing what's changed from previous titles. Hopefully you'll be able to help fill in the holes I miss. EMBLEM RINGS: Each Ring has a Bond level with a cap of 20. Skills and weapons are unlocked as that level increases. We've seen screenshots (such as this one) where Bond seems to cap at Lv 10 instead. However we've also seen hints of maps based on prior FE titles, so my assumption is that we'll need to complete an Emblem-themed Paralogue to unlock further Bond Levels (maybe 20 isn't the cap either?) We don't yet know if Bond Levels are tied to just the Ring in question or between specific Ring + Unit combinations (i.e. we don't know if you have to farm Bonds with each character you want to use a given Ring with). Emblems grant the following perks: Stat bonuses (these bonuses also increase with the Bond Level) Synchro Skills (that are active as soon as you equip a Ring) Engage Skills and an Engage Attack/ Engage Technique (that are only active while Engaged). Techniques are non-combat special moves. When Engaged, the base unit also gets access to the Emblem's current inventory. Engaging can only be done with a full Engage meter and has a three turn limit (though we've seen units with a 4 turn countdown too). The Engage meters we've seen so far have seven segments that fill up by defeating enemies (Alear's Prf sword, Liberation, has an effect that fills an entire segment when defeating an enemy: it remains to be seen how difficult it'll be for other units/ weapons). The Engage meter can be filled completely by ending a turn on a tile marked with a blue circle, called "Emblem Energy" in Japanese. Aesthetically, the Engaged character's outfit will change to a mostly-white one based on the Emblem's attire, their hair will change to a color associated with the Emblem (e.g. faded blue for Marth, lilac for Sigurd) and they will have "wings" based on their Class' Style (see below). In Alear's case, only the blue parts of their hair will change. With the exception of Sigurd, the "associated color" seems to be the color of the flame each Emblem holds in the mural. P.S. I assume each Emblem will let you use their signature weapon at a high enough bond level, but we only know for sure with Sigurd and Byleth so far. Marth and Corrin have the Falchion and Yato on their persons though, so... (All weapons that are shown equipped by their Emblems but not yet in the lead character's inventory will be marked with (?) after them.) Marth: Beginning Emblem Equipment: Rapier, Mercurius, Falchion(?) Synchro Skills: Perception (increased evasion), Break Defenses (if you break an enemy, gain an extra attack at 50% strength. Stacks with Divine Speed), Unyielding (if unit has <20% of max HP at start of turn, gains 20% HP). Engage Skills: Divine Speed (grant an extra attack with 50% damage, Dragons gain HP equal to damage dealt)*. Engage Attack: Lodestar Rush: deal 30% damage 7 times, 9 times if equipped by a Dragon/ Mystical unit**. Sigurd: Emblem of the Holy War Equipment: Ridersbane, Brave Lance, Tyrfing Synchro Skills: Canter (grants a fixed "Canto 2". Can be upgraded.), Gallop (+5 movement for non-cavalry, +7 for cavalry). Momentum (grants +1 Atk for each space moved before initiating combat. Only applies to the first attack). Engage Attack: Override: deal damage to all enemies in a line and move to the other side of that line. Celica: Emblem of Echoes Equipment: Seraphim (effective damage against Corrupted enemies), Recover (staff), Ragnarok (seen in inventory but only used with Warp Ragnarok thus far) Synchro Skill: Holy Stance (can be upgraded. 50% of damage taken from Corrupted enemies is inflicted on those enemies as well; HP can be reduced to 0 this way), Resonance, Favorite Food Engage Skill: Echo: can attack twice with 50% damage each time. Each attack costs 1 HP (Echoed attacks can still double). Engage Attack: Warp Ragnarok: warp within attacking range (1-2 tiles away) of any enemy within 10 spaces and attack (costs 1 HP). Flying units can warp up to 15 spaces away instead, while Mystical units deal 20% more damage. In Celica's trailer we saw someone able to warp a max of 16 tiles, which suggests the warp range is upgradable somehow. Other Engage Attacks may be upgradable too. Lyn: Emblem of Blazing Equipment: Killer Bow (increased Crit rate), Mulagir, Mani Katti**** (Mani Katti may be the second weapon unlocked instead) Synchro Skill: Desperation: you can make a follow-up attack before the foe can counterattack. Engage Skill: Call Doubles: create afterimages that can attack alongside you in Chain Attacks. They also draw aggro from nearby enemies. Engage Attack: Astra Storm: use a bow to deal (low?) damage x5 from a distance. Covert units get an additional +10 to the range limit. Corrin: Emblem of Fates Equipment: Dual Katana (reverses the weapon triangle), Kodachi, Dragon Fang***, base Yato(?) Synchro Skill: Dragon Vein: change the terrain based on the unit's battle style. Dragons can choose which of these effects to use: Vein of Protection – creates earth pillars that boost Def/Res. For Backup? Vein of Water – creates puddles that lower Avoid. For Cavalry. Vein of Mist – creates mist that boosts Avoid. For Covert. Vein of Greenery – creates ivy that negates Break. For Armoured. Vein of Succor – creates a glow that heals HP per turn. For Fliers. Vein of Flame – creates flames that inflict damage per turn. For Mystical? Vein of Ice – creates ice pillars that hinder movement? For Qi Adept Other Synchro Skills: Dreadful Aura (attacked enemies and those adjacent to them have movement locked to 0 for 1 turn), Dragonic Hex (decreases enemy stats after battle) Engage Attack: Torrential Roar (damage three enemies in a line AND change terrain below them to Vein of Water) Byleth: Emblem of the Academy Equipment: "Heroes' Relics": Byleth will grant equipment based on the user's class style (we don't know if each weapon is exclusive to a given class though). Equipment seen so far (judging by Blutgang, each may retain the effective damage granted by their combat arts in FE16): Dragon: Aymr, Creator Sword, Vajra-Mushti Backup: Blutgang (effective against Dragon and Cavalry enemies) Flying: Luin Covert: Failnaught Mystical: Thyrsus (magic attacks get Range +2) Qi Adept: Rafail Gem (Dancer only?) Cavalry: Areadhbar Armored: ??? Sync Skill: Divine Pulse: If you would miss an attack, Byleth gives a chance of it hitting. Engage Skill: Instruct: boosts a given stat for all allies within two spaces. The stat is dependent on class style: Dragon: +3 to all 7 stats. Flying: Res +5 Mystic: Mag +4 Backup: Str +4 Qi Adept: Lck +10 Cavalry: Skl +10 Covert: Spd +5 Armored: Def +X? Engage Technique: Goddess Dance: all allies in cardinal directions get stat boosts (based on the above breakdown, perhaps?) and another action. (Unlike the other Emblems covered thus far, Byleth doesn't seem to have a specific style of unit he works best with, instead offering unique features to all of them - outside of maybe Dragons getting more weapons.) Roy: Emblem of Binding Equipment: Wyrmslayer, Lancereaver, Binding Blade(?) Synchro Skills: Endure: If your HP is >30% at start of combat, any fatal blow will leave you with 1 HP instead. (Possibly a reference to Binding Blade's innate healing?) Engage Skills: Transcendence: Raises your level by 5 and can breach the level cap (of 20). Dragon characters get 6 levels instead. Engage Attack: Blazing Lion(?): attack enemies three spaces in a horizontal line before the unit (with a second row behind it for Dragons) and sets the terrain on fire in a 3x3 square right in front of you afterwards (similar to Corrin's EA). This fire "hinders movement" (either by inflicting damage as per tradition or straight up denying movement, we don't know). Leif: Emblem of Genealogy Equipment: Like Byleth, Leif has a variety of weapons available (a reference to FE5's Master Knight). His Engage Skill lets him switch to advantageous ones on the fly (see below). Weapons seen: Light Brand, Killer Axe, Master Lance (1-2 range brave lance) Synchro Skills: Vital Shift: reduce damage taken if WTA exists against foe. Vantage Engage Skills: Adapt: When attacked, automatically change the equipped one to one with WTA over the foe. Engage Attack: Tetra Trick: A four part attack with a sword, axe, lance and bow. Can break sword, lance and axe units. Qi Adepts can break all enemy weapon types. Eirika/ Ephraim: Emblem of the Sacred Equipment: Rapier (both?), Sieglinde(?) (Eirika), Siegmund(?) (Ephraim) Sync Skills: Alternate: Freely swap between Eirika and Ephraim, which changes the other available Sync Skills. Lunar Brace (Eirika): boosts damage dealt based on foe's Def, Solar Brace (Ephraim): heal 30% of damage dealt. Luna (Eirika), Sol (Ephraim)? Engage Skill: "Sacred Twins": combines the above Sync Skills into singlular, stronger variants: Sun-Moon/ Eclipse Brace (combines both of the above) Blue Sky (combines "Luna" and "Sol") Engage Attack: Twin Strike: the fused unit and remaining Emblem attack with a sword and lance in unison. So far we've only seen this done with Eirika as the main Emblem: This attack can break both sword and axe units. Ephraim has effectiveness against Corrupted units. Cavalry bonus: Ephraim's damage is increased by 50%. Ike: Emblem of Radiance Equipment: Hammer (this is a unique Hammer that's treated as a heavy weapon, more on that later). Sync Skill: "Resolve" - increase Def and Res by 5 when HP falls below 75% Engage Skill: Anchor; reduce Evasion to 0 but halve all damage taken (Dragon units get 60% damage reduction instead) Engage Attack: "Triumph(?) Aether" - increase Def by 5 (10 for Armored?), Res by 5 and user cannot counter attack that turn. At the start of next turn, release AoE attack to every enemies within 2 tiles and heal proportionally to damage dealt (heal 30% damage dealt, cap at 10 per attack?). Seems to be locked to Sword and Axe (at least not Lance) Micaiah: Emblem of Dawn Equipment: Shine - lights up a 5-radius area around the target after use (so it's going to be useful in fog of war maps). This illumination weakens by one tile at the start of each turn (like torches in past titles). Other weapons are Nosferatu (heals based on damage inflicted) and Thani (effective against cavalry and armor enemies). Sync Skill: Staff Wielder - the wearer can use staves regardless of their current class (as opposed to other Emblems that only unlock other weapon types when Engaged) Engage Skill: Amplify - increases range of staves by 5. Staves will also affect the four adjacent tiles to a target when applied (e.g. healing five for the price of one or changing five tiles of terrain). Engage Technique: "Great Sacrifice": Fully heal all(?) allies at the cost of your own HP becoming 1. Dragons keep 30% of their HP instead. Lucina: Emblem of Awakening Equipment: Noble Rapier Sync Skills: Dual Strike: wielder can Chain Attack even if they aren't of the Backup style Dual Assist: A Backup style unit or one with "Dual Strike" has a 35% chance of performing a chain attacking when a nearby ally attacks. Engage Skill: Bond Shield: has an 80% chance of nullifying damage taken by nearby allies (Qi Adepts have a 100% chance instead) Engage Attack: All For One: all allies within two spaces join in for Chain Attacks. Alear's Dragon style will get all style specific perks. Considering at least some Emblems have two different perks for two different skills, this sets Alear (and any other dragons we get) up as able to get the most out of any given Emblem with such split bonuses, so this is something to keep in mind when planning your loadouts. ABOUT BYLETH (not a spoiler for FE16 or FE17, I'm only isolating it because this is purely speculation)\: * The Engaging with Emblems trailer says this is an Engage Skill, but Alear is seen using Divine Speed without Engaging at 1:04. ** In the Engaging trailer at 4:39, the Mystical Citrinne gets a Type Bonus for this skill, so it's possible that either Mystical units also get the added attacks OR that skill descriptions will change to match Alear's Dragon type when they equip a Ring (the original example showed it getting boosted from the Dragon style). *** We've only seen these equipped when using their respective Engage Attacks so far, so we may need to take this with a grain of salt. **** At 5:04 of the aforementioned trailer, Merrin seems to have Mani Katti in their inventory (based on its appearance in this image). Considering Sol Katti is considered Lyn's strongest weapon in-universe, I'm not sure what to make of its absence even at Bond Level 20. Then again, Byleth's inventory seems to change based on who he's paired with at various points in that trailer, so maybe something similar is happening here. Or maybe each Emblem has their own supply of excess weapons you can swap in and out based on circumstances? EMBLEM BRACELETS: DLC Emblems are introduced inside Bracelets (presumably to avoid plot holes with the "12 Rings" main plot), with the first three of the four DLC Waves introducing some. WAVE 1 (Jan 20th 2023) EMBLEMS Tiki Equipment: Eternal Claw, Smash Tail, Ice Breath Sync Skill: Starsphere's Protection: boost stat growth rates (i.e. increase the odds of stats increasing when levelling up) Engage Skill: Dragon Transformation (turn into a dragon, but we don't know how many spaces this occupies on the map) Engage Technique: Divine Dragon's Blessing: give an ally another health bar. Claude, Dimitri, Edelgard (the active Emblem seems to switch at the start of each turn) Equipment: Failnaught, Areadhbar, Aymr Sync Skills: Working Together Friendly Rivalry: change to a random Emblem at the start of the turn Lineage: Boost EXP gained by 20%. Gambit: Raging Flames (Edelgard). I assume "Wave Attack" and "Ashes and Dust" are here instead when the other Lords are active. Engage Skill: "Combat Art" (some kind of buff?) Engage Attack: "Continuous Flower-Moon-Wind Flash": Attack with Aymr, Areadhbar and Failnaught in that order. CLASSES: Classes are divided into "Styles", that are used to determine (among other things) which Emblems they get bonuses from. Right now we know of the following styles: Dragon - seemingly unique to Alear (as mentioned earlier: Dragons are said to get all style-specific perks from Emblem Rings) Qi Adept - Martial Monk, Dancer (are able to "Chain Guard" when at max HP, which lets them block an attack on an adjacent ally in exchange for 20% of their own HP). Backup - infantry sword/ axe/ lance units (these units can "Chain Attack": if an ally attacks an enemy within their own range, they can join in and attack first - with reduced DMG it seems) Mystical - infantry mages (this style negates enemy terrain bonuses during combat) Covert - infantry archers/ dagger users (this type gets twice the bonuses from terrain) Some (unpromoted?) Covert types such as Thieves have 5 Mov compared to other unpromoted infantry classes' 4 Mov. Flier - guess Cavalry - you have three tries Armored - and the first two don't count. "Flier, Cavalry and Armored" seem to apply to all fliers, cavaliers and armors respectively, regardless of their specific class/ weapon availability. There are nine base classes, each with two branching promotions each (think FE2/ 8/ 15). Of these, one promotion is a direct upgrade to the base class while the second trades some strength in the starting weapon for proficiency in another weapon or a mount. For example, the Sword Fighter (B Rank Sword) can become either a Swordmaster (S Rank Sword) or a Hero (A Rank Sword + B Rank in either Lance or Axe). The secondary proficiency is chosen upon promotion and can't be changed later, a la FE9/ 10's promotions. As you may have noticed, this means classes are once again locked to specific weapons as in titles before FE16. Weapon ranks are also fixed depending on class as in FE4. There are also two "Special Classes" that do not promote: Thief, which can be reclassed into, and Dancer which is specific to a single character, also like pre-FE16 titles. And as with those titles, all classes have a level cap of 20 with the exception of those two special classes. If I had to guess, I'd say those two cap at 40 instead. This isn't proven, but is what happened with Azura's custom Songstress class in Fates. In addition to the above, Alear and the Nobles have unique classes (that otherwise follow the Lv 20 cap rule). Each noble of a given country start in the same base class but promote into unique Advanced Classes. Speaking of Advanced Classes, only these have Class Skills that are unlocked at Level 5 (Special Class Skills are unlocked at Lv 25 instead). List of all generic class stats (as well as one of the Noble's two classes) c/o @Tharne: List of Class Skills and Proficiencies c/o @Hiroki and @Azz: Huge thanks to all three of you! CLASS CHANGING: Class Changing seems to be somewhere between 3H and the 3DS games in terms of flexibility, with some Tellius influences thrown in: Master Seals (can promote to an advanced version of the unit's current class) and Second Seals (can side- or downgrade) return from the latter. Units can switch to any class if they have the required weapon proficiencies (e.g. a character with a talent in axes can promote to any axe class of an appropriate rank). Units can gain other weapon proficiencies from Emblems. Similar to the Tellius games' promotions, there are variants of (some) classes that allow different weapons, e.g. a Hero with sword and lance access alongside a Hero with sword and axe access. WEAPONS/ COMBAT: Weapon durability is gone! Staves (at least healing staves) still have durability though so Celica having a Restore staff could be very helpful (I assume Micaiah will have a staff and/ or Sacrifice too). Weapon durability may have been replaced with a "pros and cons" system a la Fates. For example, some weapons are now called "heavy weapons". When initiating an attack using a heavy weapon (such as Greatblades, Greatlances, Ike's Hammer and Aymr), the user is forced to attack last but will trigger Smash, which pushes foe back 1 tile. If they hit a wall or another unit (i.e the tile they are supposed to go to is occupied), they will be Broken. Heavy weapons cannot double. Weapons can also be forged (adding "+#") to the end of their names. The extent of this is still unknown. Weapons can also be imbued by an Emblem (e.g. here's a weapon with Sigurd's symbol), which grants extra stats based on that Emblem. Each Emblem can only infuse one weapon at a time, but this infusion can be moved around so you aren't locked into a weapon once you infuse it. We've seen some weapons returning from Tellius (e.g. Greatlances) so there seems to be a wider variety of them on offer. On top of the existing weapon triangle returning, we have a new relationship of martial arts (i.e. brawling) beating all ranged weapons. Staves have been split into two categories: red and green. Green staves are healing ones, while I assume red ones are offensive (e.g. "Silence" in older games). About Daggers: Daggers can poison enemies Poisoned units take more damage from attacks and poison can be stacked. Poison can only be cured with Restore Staffs or Antidotes A list of weapons and their stats is being compiled in this spreadsheet by @Cysx. For weapon and skill icons, check out the following image. Thank you for collecting these @Aggro Incarnate, and thank you @kienquocsi for the translations! BREAK: Break is a new mechanic. As mentioned above it can be inflicted by Smashing an enemy into something/ someone, but the primary means of inflicting it is through battle. When attacking with WT advantage, you can "stun" an opponent, leaving them unable to counterattack until their next action. The exact criteria is still unclear though - you may need a high enough weapon rank as well (or maybe a higher rank than the opponent has for their weapon), since we've seen some examples of WTA attacks not breaking the enemy. Breaks can happen in the middle of a fight too, so you can stop an enemy from countering and immediately follow-up if you're fast enough! (I assume Marth's Break Defense makes this easier to do.) However, Armor units are immune to being broken due to WT disadvantage. It's unclear if Smashing can still break them though, or if there's going to be any skills that allow breaking them in battle anyway (like the aforementioned Break Defense, possibly?) OTHER: Characters also gain equal SP in battle to the regular EXP, though we don't yet know what this is used for. Skill assignment as in FEH, perhaps? So far the UI shows room for 8 inventory items: five for each character (with their currently equipped weapon separated from the rest) and three items from their Ring. As mentioned at the end of the Emblem Ring section, it's possible that the Emblems' inventory can be customized or varies for each recipient, so I wouldn't be surprised if they all have more than just three possible items to offer, not just Byleth and Corrin. Not a technical detail per se but maybe an important one lore-wise: all the Emblem characters are explicitly referred to as "Emblem X" (e.g. "Emblem Marth") in subtitles and by Marth himself, so they seem to be copied from other worlds and not taken a la Heroes. They also all have purple eyes instead of their natural ones to further demonstrate this. The Spirits of the Fallen mechanic from Three Houses is back. If you had an online membership, these would appear on the map where other players died (yellow spirits) or their enemies died (purple spirits). Stepping on the former spots would grant EXP and restore weapon durability (maybe they'd add to the Engage Meter here?) while the latter gave items. Just like Dark Souls! Units can be poisoned. The "Xs" next to each of those units may indicate either deeper levels of poisoning or be a countdown until it is healed. Treasure chests are returning, as are thieves that will try to loot them and escape from the battle if you don't catch them in time. Paralogues are present. Buildings you can enter to talk to NPCs are returning. Enemies that can destroy those buildings are also present. Locked doors are present, but these can either be unlocked or broken down (like walls in past games). Breakable walls also seem to be present. DRAGON'S TIME CRYSTAL: This is this game's Divine Pulse/ Mila's Turnwheel. We don't know if damage and accuracy are pre-rolled a la 3H, but it can be used to undo your actions if you make a mistake. Normal difficulty gives you unlimited uses while Hard and Maddening give you ten, though it's currently unknown if this is the starting or even a fixed number of uses. --- I didn't want to talk about characters or plot since that could get spoilery (and I wanted this to act as a source for pure technical info, like a preliminary wiki even). Please let me know what I missed!
  2. Both weapons we have so far have Special acceleration and follow-up effects so I figured they'd all be weapons that "anyone can use" and thought it'd be fun to talk about what sorts of weapons seem feasible for FEH and/ or would be the most useful for their weapon type. For bonus points, feel free to guess who'll introduce them to the game too! For example, I'm certain Thrasir will introduce an Arcane Green Tome since both others we've seen so far have matched the original weapon that their wielders first had (sword for Lif, colorless breath for Grima), just with a different movement type. The weapons also seem to be "cursed" judging by their JPN name and the recent FB, so they'll likely end up with villains or anti-heroes, for further speculation fodder. I know we already have a theorycrafting thread, but that's pretty old and I didn't want to necropost. This is also a bit more specific (I think) so I hope that helps too. Craft away!
  3. Hi, I've done a quick patch for TSS. This includes: - Bow range changes and longbow is a semi-siege weapon - Bows are not anti-air except short bow, renamed Anti-air Bow - Staff range changes - Weapon stats and price changes for better balance - Swords are called Blades and blades are replaced with knives/daggers with stats equivalent to javelin/short spear/spear for the sword line - Better class distinction without altering the way they work - Nerf to mounted units (caps and fliers get 6-7 movement instead of 7-8), most of them can't double the final boss except Eirika/Ephraim (late promo), max def/res nerfed too (+5 from unpromoted class with tweaks due to branched promotions - Great Knight 8 movement, paladin is more like silver knight (lance) while GK is gold knight (axe) - Seth's bases untouched but he falls off towards the end of midgame even at level 20 - Promo gains drastically improved (more like Fates promo bonuses, some are Awakening level like trainees into t1 and knight into general, although the base used is closer to Radiant Dawn t3 promo gains) - Trainees have 5 base move and usable bases (Ewan's bases untouched but he gains better stats on promo to make up for that) - Mage Knight is now a frontline class - Most units got base stats changes due to their class bases improving and some got personally buffed (pegasi mostly) - Lgd weapons give +3 instead of +5, bow gains str instead of luck, Vidofnir is now correctly between Audumla and Garm, Wt is similar to iron/E rank, no monster effectiveness - Naglfar weighs 6, so Lyon doesn't lose spd anymore - Spd capped general with Garm can still double endgame boss (from 19 spd with Garm's +3) - Enemy growths are more balanced, following their class theme (expect promoted enemies to be closer to Fates proportionally to the stat caps of TSS) - Monsters have better bases and follow the same growth pattern as humans (beware of fog maps) - Rogues have 7 movement since thieves have 6 - Everyone is usable, some units fall off (Seth, Forde is what the womanizer cav from FE6 should have been, Garcia but he has a longer lifespan) - Changed the dragonstone a little, now Myrrh is better for the time it lasts - Soldier is now more like Radiant Dawn soldiers, bases and growths (don't put weaklings in their range) - Formortiis has -5 def/res since you don't have effective weapons anymore (except...TA-DAAA! Myrrh's dragonstone! And now she can even double him) - Try different promotions, mounted promotions give less stats than unmounted to classes that don't have a mount in t1, making up for the advantage in mobility and they fall off anyway Link for download (patch US clean ROM with an UPS patcher): https://www.dropbox.com/s/20snosffcvdbek6/FE8%20simple%20patch_full%20balance%20patch.ups?dl=0
  4. I'm hoping to not just hear interesting ideas, but also spark some discussion on FE's weapon balance. Including things like weapon effectiveness or the weapon triangle. Including on my own idea! Especially since I'm kinda weird in that, I personally believe that carefully restricting options makes for a more strategic experience. (I add "carefully restricted options." I hated how FE11-12's idea of difficulty felt like it amounted to removing tools. Similar to early game Radiant Dawn's hard mode.) Ahem. if I was put in charge of determining the weapon balance of the next FE. Here's what I would do/push for. Now as for the magic weapon triangle. Of course I know I did dip into "character balancing" a bit with talk of divine or personal (or both) weapons. But I believe there IS an overlap worth discussing to a smaller extent. (As long as you keep to 'A character's specific thing is having this specific weapon' personally one of my biggest gripes with 3H weapon balancing was that it was TOO inclusive. Making Thunderbrand Catherine's weapon and nobody else's allows you to make Thunderbrand more interesting and in turn make Catherine more interesting.) Regardless. What is your ideal weapon balance system? Or maybe just the magic balance. Do you have anything to add to what me or others have thought up? (Also if I misunderstood the rules of the general FE and this belongs elsewhere. My apologies.)
  5. Which do you think is better and why? Personal weapons are prf weapons like: Marreeta's Sword (Thracia 776) Earth Sword Lughnasadh Caladbolg or (Thracia 776) Brave Lance. And class only weapons are weapons like: Tower Bow - Archers and Snipers only. Wo Dao - Myrmidons, Swordmasters and Lyn only. Amatsu - Myrmidons and Swordmasters only. Nosferatu - Dark Mages and Sorcerers only.
  6. As you probably know, Fire Emblem: Echoes: Shadows of Valentia, introduced Combat Arts: techniques that units could use with certain weapons or equippable items, to varied offensive and defensive effects. This system was expanded on in Fire Emblem: Three Houses: more choices for Combat Arts, now generally costing weapon durability rather than user HP. Most combat arts can be used with any weapon of a certain category (ex. Smash can be used with any axe), but some especially powerful ones can only be used on a certain weapon, by particular characters (ex. Apocalyptic Flame on Freikugel, limited to those with the Crest of Goneril - namely Hilda, assuming no NG+). These are generally limited to Hero's Relics, the principal class of Legendary Weapons in Three Houses. The question I'd like to pose is this: if Legendary Weapons from previous games had exclusive combat arts, what would they be, who could use them, and what would their effect be? For instance, here are ones that I've come up with for the Sacred Twins in Sacred Stones: Sieglinde Siegmund Vidofnir Nidhogg Audhulma Excalibur Garm Gleipnir Ivaldi I have elected not to do one for Latona: it has so few uses to begin with, and I'm not sure what form a "combat art" with a staff would take. In any case, let me know what you think! Do these proposed combat arts sound overpowered, unimpressive, or just right? And what combat arts would you create for classic weapons, Legendary or otherwise? I look forward to reading your replies!
  7. So now that the game has been out for a spell and people have gotten to have a couple of play-throughs, I'd like to see some opinions on something: weapons. In general, what has been your mainstay weapons for your units in each weapon category, do you forge at all, if so, which weapons are worth forging? Did you make conservative usage of hero relics (due to the pain required to repair them), or did you spam them out of the gate? For my own play-throughs so far, I've mostly used forged iron weapons as my units main attacking weapon simply due to the low weight, decent durability, and decent might. I've also sprinkled in some of the brave weapons too. Notably, I haven't really used the hero's relics at all (minus the sword of the creator, and accessories that you can equip, like the Aegis Shield.)
  8. Hi, I'm from FE Universe and I make Weapon Icons for GBA FE titles based on FE:Heroes. I am currently sharing my icons on that forum but would love to share them with Serenes Forest. I noticed I was unable to post a topic to Fan Projects -> Resources though, and was wondering the best way to post these for everyone to use freely.
  9. There have been some interesting weapons and items over the course of Fire Emblem history, and I feel like 3H is in a special place as far as weapons and items go, given its departure from 3ds art style and constraints. Geosphere, or something like it (FE11) In Fire Emblem Shadow Dragon, there is an item that deals damage to everyone on the map called the Geosphere. It's 20 Mt damage dealt to all units, and I feel like an item like that could be useful for strategy. Now, 20 Mt might be too much or too little, but I think the idea has some interesting potential uses. Shaver Tome In NMoTE and Shadow Dragon there is the Shaver tome, which aside from being effective on fliers also has the distinction of being what is essentially a "killing tome". I love and hate killer weapons, but I believe that is the point of them. I like the idea of mages being able to crit as well as melee classes. There are many more, but those are my initial hopes to see return. What do you folks want to see come back?
  10. I am wondering how to make weapons usable on classes that can't equip these weapons. (EX. Sniper able to use axes) Can I use FEFEditor to make this possible?
  11. I was watching some FE6 videos a few days ago and I started thinking: Should Legendary Weapons even have uses? They're the arms of ancient heroes, forged to kill dragons, demons, and gods! If they break and disappear forever after 40 or so attacks, doesn't that undermine their significance in the game's lore?
  12. Hi, I'm trying to make 4 magic weapons in TSS with Nightmare. They're supposed to hit res for their MT +1/2 str but my Neimi has 21 MT with 7 str on her 13 damage bow, and she hit Bazba for 13 damage on his throne with 5 def. I don't understand, since she hit a fighter before for 20 damage without terrain bonus. How am I supposed to deal with something that deals different damage in different situations? My 13 str lv 7 Gilliam has 27 MT because of that, while she should have 20-21, it's completely broken since I gave it in chapter 3 chests like the lightning sword in Gaiden/SOV and wanted it to work like Fates magic weapons with half strength being the equivalent of physical units' magic stat (then I'll have to halve the MT to get something not broken from the get go and for the whole game...).
  13. I finally got Conquest after so, so long, and there's something I'm really curious about: if I have someone in a class that has a certain weapon rank and it's maxed out, then I reclass them in a class whose max weapon rank with the weapon is lower than in the previous class, can that character still use weapons with a higher rank than the new class's rank cap? (ex: If I promote Nyx into a Sorcerer and work up her Tome rank to S, then reclass her into a Dark Knight (whose Tome rank is A), can I still use Excalibur on her as a Dark Knight?). I really need to know, this is gonna affect how I plan out my promotions.
  14. Which of the secondary Weapon Triangles would you like to see more of in future titles?
  15. This is a new version of an old topic because necroposting rules and all that... So, just post some funny forged weapon names/name ideas you have here. My Weapon Names: Killing Edge - Epifex Vex Killer Bow - Goddamn Crits (Short for Goddamn Critical Hits) Explanation: References to a Nuzlocke Comic by the name of Goddamn Critical Hits drawn by Epifex from DeviantArt. Makes sense since these weapons have higher chances of getting crits. Nohrian Blade - Nohrian Scum Should be self-explanatory. Arthur's Iron Axe (+2) - "Lucky" You Because he usually has bad luck but now he's getting a really powerful axe... Hand Axe - Boomerang...? Because of its shape. Hoe - HOEDOWN!!! - Reference to a song that I would hear in primary school. Cupid Bow - Grinder Because that's what it's useful for, considering its ability to restore enemy HP. Grinding for EXP and weapon proficiency. Raider Axe - LĂŠ Stripper Raider Knife - Stripper! (As though you're calling out a stripper.) Raider Yumi - Nudity Alert! Disrobing Gale - Stripper's Tome You should know why these names were picked for this sort of weapon by now. Idea for Shuriken Weapons: Death Star (succeeded by) Death Star V2 (succeeded by) Starkiller Explanation: Shurikens are also called "Ninja Stars" so the Death Star from Star Wars came to mind and Starkiller is a reference to Starkiller base, which is pretty much a more destructive version of the Death star, fitting with the running gag.. Also, someone names their Raider Weapons Send Nudes Spoiler'd because this image seems quite big. ONE BIG NOTICE! You don't have to have actually have had renamed weapons or even have played Fire Emblem Fates to participate in this thread, as I will accept any weapon rename, real or idea, AS LONG AS IT RELATES TO FIRE EMBLEM FATES! There HAVE been ideas on this thread that haven't been put into practice yet, so you may post your unused ideas, just so long as you say something like "I would/plan to/wish I could rename my weapon to this..."
  16. Good Morning I am new to this forum and I am trying to learn to use Photoshop. I have designed a weapon system for fire emblem I hope you like it and I wish to get some feed back on what people think about it and how it will affect class composition and game play etc Weapons Swords will cover all variants on traditional blades: Rapiers, Broad Swords, Sweihandlers and also oriental blades such as katakana and masamune etc Axes are covering blunt weapons such as clubs, scythes and magi-stars. Lances cover piked weapons such a tridents and poles etc Magic Arcane is the new replacement for "dark" magic. I found the term quite archaic so I replaced it with the study of the arcane mostly dealing with space and time. practitioners can use spells such as warp, re-warp, teleport and worm. They will also be able to build nexus's, powerful areas on empty times that serve a variety of functions, for example similar to the light rune from FE-7 and the effects of the barrier staff. These concepts are still a work in progress. Tomes represent the contemporary studies of magic and are concerned with the manipulation of energy in it's terrestrial forms, Fire, Wind, Ice and Thunder. These will all be lumped into a Anima and fall under the Weapon Type of tomes. Not all mages will wield every type, for balancing issues. I am still playing with this concept. Users of Scepters specialize in light magic which can be used to vanquish otherworldly creatures, bestow powerful buffs and deal damaged with excellent accuracy. Projectiles All projectiles have a max range of two from the get-go, some classes many have attributes that modify this to their specialization. Kunai still work as de-buffers but will also receive a new feature, the "set trap" command which can be used on various surfaces to incapacitate, debilitate or eliminate foes. Guns are a new weapon that will be in early stage of development in the story line. Not many classes will wield this weapon as it will be specifically implemented as a siege weapon; Cannons. The application of airships is also something to consider. Considering allowing it's range to be in cardinal directions, only impeded by trees, walls, etc. Bows will have more variety between those that have a 1-2 and a 1-3 range which I hope will redeem archers. Otherwise no changes. Magic Effects Primal: All characters will have access to this in some form or the other whether it be a mount or a beast stone to transform into a creature, dragon, taguel etc. There will not be many major stat boost when it comes to mounts as i feel the extra move and weaknesses will be enough of a trade off. This will require more discussion. Mounts I have in mind are: Alicorns, Griffins, Dire Wolfs, Horse (of-course) and Rolling Calfs(Dark knight Only). Staves have been nerfed and buffed, many of the effects they used to have, have been handed off to wands, however they will retain their healing and status relieving function (heal, physic, fortify, etc) and as a design choice will be mostly composed of wood and other living-esque materials to differentiate them from scepters. Range of most spells are not 1-2 except Recover. Staff users will have some attacks, mostly endgame and boss only magic, based on the earth and water to manipulate terrain. Still researching this. Wands, impose your will upon the flesh using blood magic. Use of wands drain the users health upon casting. Users will have access to spells such as: Warg(Control an enemy, cannot move during this), death(causes instant death, low accuracy, bosses immune), sacrifice(heal an ally using your hp (conversion from hp lost to hp gained will be 1/2 higher.) etc. Please leave comments and feedback, thank you. *This is my first time using Photoshop pls excuse the choppy work.
  17. I was doing some grinding in Warriors to get Azura's Blessed Lance unlocked when I thought about a topic that I thought would be pretty cool. What is your favorite Fire Emblem weapon? It can legendary or common or locked to a certain character? You can give any reason why you like. Feel free to have fun with this one.
  18. 1. Guns: Stuff like Machine guns and sniper riflea 2. Explosives You can bomb your enemies instead of placing landmines like in Fire Emblem 7 3. Flails Has awful accuracy but high might and the brave effect 4. Cudgels Like staves but are weapons And the most important one: 5. Whips: NOW WATCH ME WHIP, NOW WATCH ME NAE NAE.
  19. For some reason, if I click on a unit that has a weapon there range never appears and the unit freezes! Can someone please help!
  20. I'm using Nightmare to hack Shadow Dragon; but it doesn't seem as though there's an option to give stuff like the Falchion stat bonuses like what most other games do with their divine weapons. Does anyone know of a way to do this, or...is that feature just not in Shadow Dragon? Thanks for your time, and God bless you.
  21. This is a really simple patch. Only thing changed is that all of the sacred twin weapons are now indestructible. I've tested it, but if you find any bugs just let me know. Download
  22. I've been looking through the forging upgrades for weapons in preparation for post-game content and it seems as though it would be better to know about which things are more worth getting ahead of time, since gold/skills take a while to farm/grind. Of course it's best to go for variety, but what are the "must-haves" for this game for various types of units? Also, I personally went with rings and shields instead of weapons for healers and armored units, does that seem like a good strat, or maybe just confirmation bias? I made a small list of (imo) some of the best choices. I don't think I'm missing anything, though I haven't done as much research as others have, probably. [Spoiler: Weapon names listed below]
  23. Since the villager class is most likely returning in fire emblem switch (and the rest of the future titles), what weapon do you think they should use going forward in the series? Swords and Lances are both weapons that the villagers have used, but what about axes? I want to see what you think about this. I think that lances fit them the best, but that's just me.
  24. The prequel dlc has arrived in Japan and you're rewarded with weapons at first clear. What happens when you upgrade them? I saw Clair's Lance get -1 weight when maxed.
  25. I'm hacking fe4 using nightmare and I'm trying to make Eldigan/Eltshan drop his Mystletainn when defeated. The problem is if someone other than Raquesis/Lachesis (who I gave major Hezul holy blood) kills Eldigan/Eltshan, I can't sell the Mystletainn and it is stuck in their inventory. Is there any way I can make holy weapons sellable? I know its possible seeing Mangs' FE4 PM. I would really appreciate it if someone told me how to do it. Thanks in advance.
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