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    Monday, November 15, 2021

    Fire Emblem My tribute to Celica, Queen of Valentia

    Fire Emblem My tribute to Celica, Queen of Valentia


    My tribute to Celica, Queen of Valentia

    Posted: 15 Nov 2021 10:29 AM PST

    Autumn Stroll (commission done by @picnicic)

    Posted: 15 Nov 2021 03:32 PM PST

    Got this ad. This is definitely stolen right?

    Posted: 15 Nov 2021 05:49 AM PST

    Fir dressed as Bartre [commission drawn by @WanderstillArt on Twitter]

    Posted: 15 Nov 2021 05:08 AM PST

    i finally finished my painting of golden deer gang in modern clothes!

    Posted: 15 Nov 2021 08:15 PM PST

    Serious question, how do other folks write Byleth?

    Posted: 15 Nov 2021 06:23 PM PST

    I intend to have Sothis present and listening in a bit more frequently than she is in-game. But I'm curious how other writers write Byleth. I personally am going with F!Byleth (mostly because it makes one oc's support chat with them funnier that way) for my support chats.

    I also intend to play it quite straight with how the game handles their dialogue options. Even though I'll only be writing the 'canon' option (generally will be the one that would give support points for choosing it)

    submitted by /u/TheGamingTurret
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    How do you feel about the characterization of Alm?

    Posted: 15 Nov 2021 05:13 PM PST

    Alm is my favorite character in the series, I love everything about him from him being an inversion of Marth down to even his design, his ideals being a mixture of Rudolph and Duma, and his conflicts with people like Berkut, Mycen and Celica. But I can also admit when I'm jaded and have problems seeing flaws for my favorite characters so I always wish to view other people view points.

    submitted by /u/MiuIruma332
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    Since Universal Studios has the theme park rights to Nintendo games and has already made a beautiful Mario land with Pikmin cameos, how would you think they would do a Fire Emblem land/attraction?

    Posted: 15 Nov 2021 06:44 PM PST

    So, I bet all of you have at least heard of the Universal theme parks a lot in your life, and many of you have visited at least one of the parks. I've been to the Island of Adventure in Florida twice: Once when I was a little kid, and once this year to celebrate my birthday. One thing you will know a lot about Universal as members of a subreddit on a Nintendo franchise is that they have the theme park rights to the majority of Nintendo's franchises, most notably Mario which already has its own dedicated land in Universal Studios Japan and is also going to come to a new theme park that's going to open in Orlando alongside the other 2 parks, water park, hotels, and mall(?). The Mario land looks absolutely gorgeous, and hey, it features Pikmin cameos.

    Now, I'm not 100% sure if the Nintendo franchises Universal can make attractions, lands, and/or references of includes Fire Emblem, since its actually developed by a different company (Intelligent Systems), but seeing the awesomeness that is Super Nintendo World over and over again online, I keep thinking to myself. What if they made a ride adaptation of a Fire Emblem game?

    Ever since Super Nintendo World was announced to exist, I had always thought of Universal making a Fire Emblem Awakening ride adaptation there, in the style of Pirates of the Caribbean and Frozen Ever After at Disney World. I had also really loved for them to make a Kid Icarus Uprising flying theater attraction like Soarin and Flight of Passage also at Disney, even though I knew it most likely wouldn't happen due to the series not having a game in several years, and it hasn't really had anything outside of the 3DS reboot and Smash representation. But I'm going to focus on Fire Emblem anyway, because this is the subreddit for it. The reason why I felt of Awakening at first was because the absolutely GORGEOUS cutscenes in the game as well as the other story-relevant scenes could be beautifully translated into a great ride, complete with amazing and well-made animatronics of the characters in their scenes. Well, that's what I thought at first, but if Universal were actually to make an adaptation of a FE game, I feel like they would pick Three Houses, because it's the most recent, a very popular entry in the series, has introduced a lot of newcomers to the franchise, and it is also sort of like Harry Potter. Which wouldn't be bad at all, it would still be very awesome. Seeing how they did their Harry Potter, Jurassic Park, Marvel, and Secret Life of Pets rides justice, I'm up for any Fire Emblem game to be adapted into a PotC, Splash Mountain, Jurassic Park, or Frozen Ever After style dark boat ride by them, except for Fates due its awful story.

    That brings up the question for this post. If Universal were to make a FE ride or other type of attraction, what do you imagine it to be like? Do you think they'll make one in real life? Seeing how it isn't as well-known to the world as Mario and Zelda, I kind of doubt it... ...but who knows?

    submitted by /u/Marcella_Fii
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    Who's your favourite pre-promoted cavalier in FE?

    Posted: 15 Nov 2021 11:25 AM PST

    Hi everyone it's been forever since I've done one of these but here we are...

    Who's your favourite pre-promoted cavalier in Fire Emblem? These are some of the most powerful early game units and sometimes a promoted unit that manages to save your playthrough when your growth units get screwed. Let's show some love to your favourite paladins, great knights and other pre promoted cavalier classes!

    My favourites are Seth and Titania !

    submitted by /u/emtheghost__
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    Birthright low-mid tier units and Corrinsexuals: how to patch their flaws

    Posted: 15 Nov 2021 03:19 PM PST

    Hi,

    Many Hoshidan units are commonly viewed as very bad, not worth using or investing in, etc.

    Here I come with some easy ways to fix them in the vanilla games.

    Subaki, oh Subaki, the ever hated perfectionnist. If you want him to double, well, aside from his join map where he has 19 spd with a Hana pair up, you can give him Setsuna (who will also grant him archer skills). Subaki with Setsuna S has 16 base speed, 21 with darting blow and 24 with a promo. Give him a speed tonic and a rally speed and he's already reached 30 speed. At base. So much for a slow unit in a game where you could double a master ninja with Benny. If you want to fix his strength, well, archer also helps (+2 str pair up and quick draw for player phase). 2 in 1 for you. I've already done a post about this, it's not new. Kagero can also help while giving 1 movement, but she gives 2 less speed than Setsuna, it's up to you.

    Setsuna. She appreciates Hinoka's pair up bonuses in her starting map and Hinoka can transport her around the map to grab exp. Then she wants a strong partner (base Rinkah +4 str should be enough). After that initial struggle, yumi carry her anyway so there's no need for any further investment. Unlike Takumi, from then she doesn't need help to double and forges make up for any trouble in terms of damage. What's even better is that archers are actually good to use silver yumi since they attack more thanks to attack stance than by themselves and attack stance doesn't trigger silver debuffs. So she's just a slow start away from eclipsing Takumi. Since Pineapple's bow doesn't scale at all, he ends up having exactly the same damage output per hit as a forge-using Setsuna, only she doesn't need a backpack to do the same as he does, thus you have an independant archer instead of an archer wasting an unit slot to double. And she doesn't even need tonics, while he needs them if he doesn't want a backpack for speed. In the end, as an independent unit in the archer class, Setsuna is a better long term archer than Takumi, while he requires less effort for equally less benefit in the end. Your choice.

    Hayato. He appears right into training grounds where 2 range is really useful, can get a sky knight support to pick off mages from behind the walls in ch9, or be trained in Mozu's paralogue and net you a much better unit than Mozu, while also easily eclipsing Orochi as long as you don't care for capture. He hits less hard than Orochi, but he's actually able to double after some training, ending up dealing more damage in 2 attacks than she can in 1. Also requires less effort to get to doubling thresholds since he has the same speed as Oboro 4 levels lower than she starts at and is a magic tonic away from her starting damage too since you have to add his personal skill to his damage (+4) until he's reached the enemy's level. He should have the same (11) magic as Orochi at level 5 alongside 9 speed vs 7 (doesn't need a tonic or support to not be doubled by outlaws). He also has a 40% def growth in diviner and 60% like Rinkah in oni or 45% in basara (as well as 70% HP). Is he worth investing in? Maybe, maybe not, but he's certainly a more useful and versatile unit than Orochi and they're the only 2 mages you get naturally in t1, then there's Sakura if you make her an onmyouji and Azama (why would you make Azama an onmyouji?).

    Orochi. She hits hard and her res is okay. I won't defend her, but if you're ggoing out of your way, it's possible for her to ORKO be it by doubling or by OHKOing. With an early promoted Sakura, Orochi could receive early magic rally for +4 damage, but same can be applied to Hayato who can also frontline better than Orochi, so there's really no point using her, unlike Setsuna who at least carries herself after the initial training.

    Hinata: pretty much like Subaki, he gains a lot of speed from promoting to SM, effectively negating the steel katana's -3 while benefitting from the katanas' spd +1. Many units can bring his speed to higher doubling thresholds, since with this he can pack 15 base speed, 7 with Hana backpack (SM) and 2 strength (patching his damage). His natural bulk is enough that he doesn't even need tonics, but he can get them if you want, it won't hurt him.

    Kagero. Give her an HP and def tonic and she has 27 HP and 11 def, give her a speed tonic and she has 15 starting speed instead of 13 and is 1 point slower with a steel shuriken than Takumi with a tonic speed. Give her 1 or 2 level ups and she picks up the pace offesively speaking. She's one of the units who benefit the most from an early investment (seraph robe, tonic hp/spd/def, now you're looking at 27+5 HP, 15 str, 12+4 spd, 9+2 def, 10 res. She can be turned into a mini-Ryoma faster than Saizo and without hurting Kaze (since he wants a dragonshield more than a seraph robe) and she is self-sustaining her offense with mind blowing growths and her bulk is not too different from Ryoma's if she uses tonics (I don't think Ryoma needs tonics, that's why he doesn't get any, why invest gold into an unit that is already gamebreaking when you could make more gamebreaking units instead?). If you use DLC classes, a few levels of dread fighter should help her HP a bit (at least more than master ninja would) with 45% growth instead of 35. Also DF has a higher strength cap, so you might want to use it instead of master ninja as your non canon promotion (I didn't tell you to put her in DF at level 10, I'm just using the class as an alternative promotion in case she gets HP-screwed and as a way to get 80% str growth and cap her strength faster if one wants to).

    Early promoting her also nets you an unit fairly close to Reina in performance except she needs help to reach more than 17 speed (15+shuriken 2). With her growths, 17 strength at 10/1 (the same as Kaze BTW, only she has it at base), she should reach 24 strength at 10/11 and 26-27 at 15, where she grabs shurikenfaire for 31-32, so her performance doesn't drop by early promoting, she'll only need more bulk from items and supports. Like I said, seraph robe gives her 27 base HP (28 in MN) and a tonic adds 5, then she's 4 (3) HP away from Ryoma who comes 3 chapters later as well as 4 def (generic general/GK or GK Silas provide her all she needs to destroy the game).

    Reina: Hp tonics, def tonics, or simply using her player phase only. A general pair up can help too (3 str 5 def goes a long way).

    Scarlet doesn't need supports to break the game on her knee. Give her a hero pair up for speed and late game def (since her def doesn't grow like crazy), maybe get her def +2 from her knight tree, hell she can even grab armored blow for even more fun on player phase, and she doesn't even need to gain def anymore. Tonic spd+def with hero pair up (+3 spd +2 def), def +2 and she sits at 24 speed and 28 def with 0 growths. Since she has 60% in spd and 45% in def, I guess she can easily carry even the lategame (level 11 with 34 HP, 31 str, 30 speed and 32 def seems really fine, give her a tonic HP and she gets to 39 HP).

    Shura is good even if you've got lots of staff users in Birthright: free archer with 7 movement, lucky 7 built in, A bows/yumi, seems like he comes with the spy's yumi and a beaststone + if I have to believe the Wiki (isn't the beaststone + dropped from Keaton?). But whatever, he comes too late to have a dedicated spot on the team I guess, he's just usable filler in BR, it's sad that they didn't level him closer to 15 so he could learn final skills earlier. Starting with Pass would have made him infinitely more useful I guess as a bow user with lockpick, although chests might be quite rare in what's left of the game to sneak pick. I'd say that just like Stefan in RD, he's unnecessary but does the job if you want him to (a berserker pair up should bring him up to par in terms of damage alongside a silver yumi), and unlike Setsuna and Takumi he brings utility on top of bows and is ready to go for the rest of the game.

    I guess that's all for the underappreciated Birthright units.

    submitted by /u/mangasdeouf
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    [ OC ] Messing around with filters (Ft. Lilina)

    Posted: 15 Nov 2021 08:26 PM PST

    My experience with Three Houses over 6 playthroughs.

    Posted: 15 Nov 2021 06:18 AM PST

    tl;dr the way I'm able to enjoy 3h is to pretend that it's a traditional FE and engage with its customization as little as possible for a smooth maddening run.

    I've played Three Houses an unreasonable amount. I'm around 450~ hours with 5-6 complete playthroughs. The first one, I was more or less in love with the game, but as soon as I started the second run I just couldn't stand it. By now, I kind of, sort of like it, at least enough to put it somewhere in the middle of the series instead of completely hating it, and I was wondering what, if anything, changed about the way I approached the game to change how I feel about it.

    First, some background. My first playthrough was on release, and much like all of us, I didn't really know anything about the game. I went black eagles, and while I liked the monastery, I didn't like it enough to talk to people in it, so I accidentally missed Crimson Flower and went straight to Silver Snow. The game's difficulty on hard felt right-ish, with enemies being relatively easy to kill, but packing a decent punch against my units. I didn't even use a dancer, not because I don't realize how strong they are, but rather because I never realized that changing your class has to be done in the inventory menu for some reason. Byleth ended up as a mortal savant too.

    Then, I played Verdant Wild. Big mistake, considering I did Silver Snow first, but besides that I also learned much about the game between the first playthrough and the second. People had gotten better at it and started making recommendations, like what skills to go for, what classes were strong, and so on. I didn't necessarily watch guides, just, you know, I knew that going holy knight made very little sense and things like that, so I went brigand, pegasus, wyvern, that sort of thing in order to get the good stuff. Got through mage for Fiendish Blow too, while on hard I abandoned it before learning the skill. By the time I hit the great bridge, things had become so easy that I felt I was playing Path of Radiance. It just wasn't entertaining anymore.

    Then I came back a while after maddening dropped and having watched a LP that made me pretty confident I could tackle it, and it was sort of fun again! The monastery felt like it mattered, because it actually boosted my units strength in a way that mattered vs the really strong enemies of maddening. I actually had to use all of my tools, rather than just unga bunga forward with regular attacks (why use vengeance when you can just one round an enemy by doubling them out of range with a bow?), and so on. And the knowledge of skills like death blow actually made a pretty big difference as my units started catching up to maddening units, and even one rounding. Then time skip happened, and it turns out that my unit builds were absolute dogshit compared to the builds that maddening expects you to have. The problem is, the game never really teaches you what you're going to need because the game's only difficulties are basically story mode with no challenge, hard with some challenge that goes out the window once you understand the game, and maddening that feels like two steps above hard rather than the one step it advertises itself as. By the end of the game it was just frustrating, with Wrath/Vantage Dimitri being the only unit really able to do anything, along with Shamir.

    This is probably a good time to mention that I think Cindered Shadows hard had a pretty good difficulty where while it didn't expect you to have stupidly strong builds, it still made you use all of your tools, making it a good middle difficulty between hard and maddening. Something like this between hard and maddening would have been great, call it something like "very hard" or whatever.

    Fast forward roughly a year, and we get to my second time playing maddening. This time, having learned from my mistakes of the first time, I made actually good builds. I didn't straight up go for the full LTC warp skip experience, but I had two warpers, everyone was in classes I'd say are optimal for them, I went hard on builds and used adjutant to build class exp for stuff like hit+20 on Lysithea, and so on, and it felt fun-ish again. The monastery was an unenjoyable slog, and still is, once you're past time-skip... But at least the difficulty felt kind of right vs my personal skill level. I felt like I had competent units that were able to take on the enemies relatively well one-on-one, there's just one problem: how samey they were. I count 6 units on wyverns, one dark flier, and 4 units who kill with brave combat arts. It's not exactly the variety hour in here. I did Sniper Yuri cause I wanted to use him, but in actual gameplay he was basically just... Every other archer, honestly.

    Later on, I streamed a maddening church run where I decided to limit myself a bit. I limited myself to three fliers, and tried to do 1-2 of each other class, and it ended up being a lot more fun. The restrictions meant that I had to look for less conventional ways to make units good than just stick them in wyvern... Yet, it ended up being more of the same since even limiting the amount of fliers just means you'll default to the other busted classes like swift strikes paladins and war master.

    Taking it further, in my most recent run, I'm doing a draft. Classes are limited to one of each, and along with being unable to access all of the super strong units that I'd normally use, it's actually made units feel really significantly different. It's actually made it fun again.

    So what's the point? Well, there's a couple. Hard feels, to me, undertuned. If you're going to have a difficulty that can be roflstomped the second you know the smallest things about the game's skill system, that's probably not hard enough. That should be the kind of difficulty that normal takes, and maybe add an easy mode if you're worried about accessibility. Hard should make you use enough tools that it prepares you for maddening.

    The second is that "Good builds" are basically identical for most units, and only through artificially limiting the roster did the game become even the slightest bit interesting. In the real game, swordmaster is quite literally never the answer, unless your name is Catherine and you're between levels 9 and 20, wanting to take advantage of the class' increased growths. Here, it was the answer for Byleth since all of Byleth's good classes were taken. I am not advocating for one of each class to be enforced by the game, of course, but rather that it would be interesting at least from a unit feel standpoint to have the game encourage you to spread out, by making the best class for different units way different.

    Which is kind of where I get to my point, which is that the way I've been able to enjoy Three Houses is to make it as much like the other games as possible by limiting my choices rather than embracing the free choice that Three Houses has.

    submitted by /u/peevedlatios
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    Stupid Questions for everyone to do.

    Posted: 15 Nov 2021 04:51 PM PST

    1: If Robin's female then Grima is a female?
    2: Why do centuries and centuries happen yet tech remains the same? Apparently since the Marth times milenia happen yet they still have medieval technology (Taking out the Agarthans, that is)
    3: When and where does even Fire Emblem Fates happen? Chrom acknowledges that Nohr and Hoshido were ancient kingdoms and Anankos can see the future, so maybe Fates is actually a prequel?
    4: If Naga isn't the Creator , then who is?
    5: What religion do Manaketes have? Or are they Atheist?
    6: They are named the 12 Deadlords, yet they are aproximately 36
    7: How does the afterlife looks like? Is there even one?

    submitted by /u/Playerone345
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    Edelgard sneak peak

    Posted: 15 Nov 2021 12:34 PM PST

    Understanding Berwick Saga Through Character Guides (Part 1)

    Posted: 15 Nov 2021 03:48 AM PST

    What follows is Part 1 of an impromptu series I'm writing primarily to better help myself understand the deeper intricacies of Berwick Saga's mechanics and playable characters. I've decided to frame it as a guide and publish it on the off-chance that it helps someone else, and because there aren't many character guides for this game. A lot of the ones that do exist are either kind of disjointed, incomplete, or are just bare-bones tier lists. I wanted to make one that gives each character a fair shake, even the ones that seem kind of niche or worthless. I'll be going roughly in the order players will initially encounter each unit in a playable context, and structuring the guide in a way that eases readers into mechanics and possibly nudges them into some helpful patterns without discouraging any particular playstyle.

    I'll be including some stat tables that don't exactly tell the whole picture in terms of stat growth and promotional boons, but hopefully help give a somewhat easy-to-digest picture of a character's abilities and path to promotion. S is starting stats, G is growths, P is promotional thresholds, and B is promo bonus (i.e. gains). If there's anything that's just flat-out wrong, please let me know. Feel free to recount your own experiences with these units if you're already at least somewhat familiar with the game.

    This guide will be written from the perspective of playing at a lax pace (since Berwick tends to command such a playstyle in order to obtain everything) and finding at least one positive for every unit. I will be avoiding story spoilers when possible, but not going out of my way to censor anything if it's required to explain anything mechanical. The circumstances of many promotions for example are fun to discover on their own, so if you want to someday experience the game totally blind, you've been warned.

    Without further ado, meet the Map 1 crew:

    Dean

    Axefighter → Berserker

    Lv HP Str Def Spd Mag Axe
    S 4 35 10 3 11 0 17
    G 30% 25% 9% 30% 0% 80%
    P 15 30
    B +1 +2 +1 +1

    The reason we're starting with Dean is because—aside from the fact that he seems to be the consensus number one or two unit in the game—he also will help mitigate a number of concerns new players may have with Berwick's gameplay. He is one of six units with perfect availability, though he is the only one of those six that needs to be hired as a mercenary for at least some of the game, so there is some degree of investment involved. Mercenaries must be hired and rehired for each chapter, and their formulae are dependent on the character's level and some constant values, as well as whether or not the chapter's main mission has already been completed (which cuts mercenary cost by half for the rest of the chapter). In Dean's case, it's 500 + 110 * Level, so his beginning cost is 940. You will not regret paying full price for him at any point in the game, but once he accumulates upward of 60 kills, he will join permanently (provided Izerna is still alive).

    These kills will not take long to rack up, as this is what Dean is designed to do. In a game that encourages you to finesse situations where you can—injure, capture, take prisoner, show mercy—Dean is very much anathema to this entire concept.

    Ikari Warrior

    Dean's signature skill is Wrath, though the fan translation went with "Vengeful." I think this is an OK liberty, because the nature of counterattacking and the Wrath skill itself are notably different in Berwick. In this game, "enemy-phasing" is not really a thing, not just because of simultaneous turns, but because counterattacks are not guaranteed. For most units (player or enemy), if they take damage during a round of combat, that's where the combat ends. If the attacker misses, and the defender is equipped with a weapon that can counter at the relevant range, they will counter, but a unit that's been damaged generally won't strike back.

    Dean is an exception. Vengeful gives him a (3 * Damage Taken)% chance to strike back with doubled hit rate and that damage added on to his own attack power. This means that if Dean gets hit hard enough, he will proc Vengeful, and aside from some very powerful enemies in fortified positions, he will almost certainly hit. Most importantly, he will hit hard—so hard that he can kill virtually any enemy in the game, even some that by all rights he should not be able to bring down. Even when he's not getting hit by heavy blows, he will proc this skill with fair regularity as it is, and even mild Vengefuls will send enemies to early graves.

    He is also one of two characters with Desperation, which is an active skill that skies the user's and target's hit rates and floors the user's defense while allowing the enemy to counter no matter what. The enemy will always hit, but the user only gains +22 Hit, so it's still a gamble, but you'll typically find that even at base, Dean will have reasonable percentages when using this skill. At least, it'll probably be higher than many of the other shots you're taking throughout any given chapter, right? But the other thing with Desperation is that if the user's AS is higher, they will actually add a follow-up attack (which is also mostly non-existent in Berwick). What this means is... Desperation is a great way to finish enemies off more reliably, even if it's not foolproof, and if there aren't too many other enemies around, Dean can try for a one-round at some personal risk.

    However, it should be noted that Dean also has Adept, and though you've probably come to associate Adept with more nimble characters throughout Fire Emblem, Berwick's Adept formula of (Weapon Skill/2 + AS)% actually makes him one of the units that procs this skill most frequently, thanks to the way weapon rank and AS work in this game.

    This is probably a good time to take a detour and talk about promotion in Berwick. Unlike the vast majority of Fire Emblem games and even its predecessor Tear Ring Saga, Berwick Saga will really make you work for your promotions. Though a number of characters like Ward come promoted out of the gate, promotion for others is not guaranteed, and even the one character who does always promote has stipulations for early promotion. It generally requires a character not only reach a certain level but also one or more equipment skill ranks, which is a dicey subject that we'll touch more on once we get to some of the other characters. Luckily, in Dean's case, the concept is somewhat simplified because he only uses Axes. He needs rank 30 to promote, and his 80% growth and simple act of using Axes over and over will get him there in no time. He also needs to be level 15, and while gaining experience can be a challenge for some (chip experience is not a thing in Berwick; you only get credit for kills, captures, and non-attacking Orbs), it is not a problem for Dean.

    Upon promotion, Dean will obtain the Mercy skill, which lets him try not to kill something to assist in captures, and at level 20 he will obtain Fortune, making him one of the few characters that can become crit-immune. Criticals are somewhat rare in early Berwick for the player and the computer alike, but there are some notable spots where Fortune can nullify some comically dangerous situations. Oh, and he also gets a B-durability weapon that grants an extra strike. Are you convinced yet?

    In case I haven't made it clear, the fact that Dean is an axe-fighter does not make him inaccurate like it does in so many of the other games. In point of fact, his skill set actually makes him one of the most accurate units at any point in the game, all things considered. Additionally, as a foot-locked/non-archer unit, he can equip accessories, including the Eagle Brace, which further boosts his Hit. In summation: please use Dean, as he will make your life easier, and you will have fun using him.

    Christine

    Lady Knight → Arrow Knight

    Lv HP Str Def Spd Mag Xbow Bow
    S 1 25 3 4 8 0 8 2
    G 20% 20% 9% 40% 0% 80% 70%
    P 15 20 20
    B +1 +1 +1 +1 +1

    Let's talk next about Christine, who is in many ways the antithesis of Dean.

    Christine is a mounted archer that in Kaga Saga is called "Lady Knight," though unlike the Lady Knights in Tear Ring Saga, Christine cannot use Swords (not until promotion, but let's not get ahead of ourselves on that one). Instead, she uses both Bows and Crossbows, which differ more meaningfully from one another in Berwick. Bows have 1-2 range, while Crossbows have 0-1 range. What is 0 range? Well, I'm not the best person to explain it on a purely technical level. But for Christine, what 0 range means is that she can counterattack with a Crossbow provided she first dodges the enemy's attack, while during her own turn she can safely attack at 1 or 2 range (one or two hexes away) without being countered by 0-range weapons (i.e. melee weapons).

    However, Christine (along with most of the other units in the game) does not derive any sort of real benefit from being left open to counterattack. As a mounted unit, this goes double for her, since horses have their own hit point bar, can die permanently, and are a finite resource that will generally cost money to replace. You can find horses during missions as well, but it will behoove you to take care of them. For many characters, this means Dismounting at certain junctures even on outdoor maps, but in Christine's case she really wants to stay mounted a good portion of the time thanks to Canto.

    Horse Girls, Man

    The good news is that Christine has Horse Lover, which recovers some of her horse's HP at the end of each chapter. Combined with her unique Swap Horse ability (which to my knowledge can only be used on the battlefield), this allows her to do some funny tricks to get other horses in the army healed up if you put your mind to it. This is something of a slow and limited process, but you can potentially extend the lives of some of your more luxurious horses provided you're already using Christine anyway. She is also the only mounted unit that gets the maximum benefit from the Sinon Salad meal, which also heals horses. In a similar vein, she has Armsthrift, which slows her equipment degradation to some degree. Weapons and shields can break very quickly in Berwick, so any help in this regard is welcome, though you probably won't readily pick up on much of a difference.

    Her last skill is Aim, which increases Hit by 33. This is one of several skills in the game that can only be used in place of normal movement, and Christine is one of four characters that can use it. However, what makes her unique is that she can Canto after using it, meaning she can reap the benefit of added Hit and still get back to safety. The way I like to use it is to have Christine move in after all the enemies in an area have used their action, attack from or Canto to a hex near an enemy, then have her use her action first on the next turn.

    Now, there's something else we need to discuss when it comes to promotion. While promotion events in Berwick are generally pretty cool and worth pursuing, not all characters necessarily need to promote to be good, and I feel that Christine is near the top of that list. She gains only +1 in every stat, access to Swords (at a low level), and unlike Dean, no new skills. Additionally, no character gains Move upon promotion (which is only modified by mounts and some rare factors). This wouldn't really be a talking point except for the fact that Christine (on top of reaching level 15) must build up her low Bow rank to 20 along with her Crossbow rank, which is hardly the most ridiculous benchmark in this game, but can still feel tedious. Does that make Christine not worth using? No. If anything, what holds Christine back is just that her overall abilities don't give her much of a combat niche aside from increased accuracy—which isn't nothing, don't get me wrong. Even if you don't like her very much, you'll have to deploy her a few times just because she's often involved in recruitments and side objectives. She will be an asset if you use her well; just don't expect her to move mountains. Horses, maybe.

    Sherlock

    Horseman → Bow Knight

    Lv HP Str Def Spd Mag Bow
    S 3 27 4 2 10 0 9
    G 30% 25% 12% 30% 0% 70%
    P 15 30
    B +2 +2 +1 +3

    You may be tempted to think of Sherlock as some sort of counterpart to Christine, but they handle very differently despite some surface similarities.

    Sherlock or Sherwood?

    Sherlock is locked to Bows, which isn't a bad thing in the grand scheme of things (in fact this is possibly the best FE-type game for archers), but the lesser accuracy of early-game Bows—especially the one he comes with, and especially compared to Christine's Iron Crossbow—means that Sherlock will probably leave a bad impression on first-time players. The good news is that (1) you can buy him better gear that shouldn't outpace his rank and (2) the way to get more accurate in this game is simply to use your weapons over and over. I've intimated this above, but what I mean is that in addition to having a percent chance to increase your weapon rank through leveling, you can also gain weapon rank randomly during combat. And this is great news for Sherlock especially because his Double-Shot and One-Two skills are all about getting more attacks in. They are cooldown-type skills that let him fire consecutive shots and add a follow-up attack respectively, and they can even be used together, making him a machine-gunner of sorts. One-Two even lets you fire at two different enemies with two different loadouts of Bow and Arrow if you wish, making him (I believe) the only character who can potentially down two enemies in one go.

    At level 7, he learns Overwatch. This gives him a chance to end an oncoming enemy's turn prematurely by damaging them with an attack. It's best to couple this maneuver with more accurate arrows like "plus" arrows or Sniper Arrows, since if he misses, the enemy can continue their charge and attack him (and his horse).

    Like Dean, Sherlock will hit his promotion easily given enough use: he requires only to reach level 15 and rank 30 in his sole weapon type of Bows. Unlike Christine, his promotion gives him decent stat boosts, a horse that grants an extra point of Movement, and bumps his Double-Shot skill up to Triple-Shot. Bear in mind that if you manage to procure a Bow that fires more than once at a time on its own, Double- and Triple-Shot won't double or triple that extra attack. This is because most weapons that attack more than once aren't traditionally "Brave," they are only "+1 strike."

    Sherlock is the other unit that tends to top player rankings, so don't sleep on him, but don't expect him to blow your mind right off the bat, either.

    Leon

    Spear Knight → Lance Knight

    Lv HP Str Def Spd Mag Spr SSh
    S 1 28 6 4 7 0 8 4
    G 40% 20% 12% 30% 0% 50% 40%
    P 10 30 20
    B +2 +1 +2 +1

    Leon's undershirt makes him look like the green "Cavalier," but he's actually the red one, though all of that kind of means something different in Berwick. Also, he and Adel only use polearms and not Swords. I say polearms because there's three different types in this game, though we'll be focusing on Spears for now, since that's 99% of what Leon and Adel will be using in early and mid-game. Spears in Berwick are more or less what Lances are considered to be in other games. Lances exist in Berwick, but they're something else, so bear with me.

    Kill or Be Killed

    The cool thing about these guys compared to their counterparts in most of the other games is that they're defined more by their skills and built-in synergies rather than minor stat variations. Leon is one of two playable units in the game that possess a very powerful skill called Deathmatch. If you're familiar with Accost, it functions similarly, locking both units into five rounds of combat that also carry with them the chance to proc any other relevant combat skills (which for Leon means nothing, but that's OK), and as with Desperation, the chance to add follow-up attacks within those rounds provided the user is fast enough.

    Yes, this is dangerous. As the name implies, a Deathmatch will almost always result in the death of one of the units. The good news is that Leon also has Robust, which protects him from injury or crippling and thus the chance that he'd be left disarmed in the middle of a Deathmatch (and in any other circumstance). I believe Axes may still be able to disarm him, but this is rare to begin with. The bad news is that Leon doesn't command the kind of overpowering strength and bulk that makes a unit like FE5 Dagdar so powerful with extra rounds of combat. Having Leon enter a Deathmatch and coming out intact is usually a matter of picking on an enemy that's somewhat puny or heavily disadvantaged to begin with, or one that's already a hit from dying anyway—in which case you probably want combat to continue if the first attack misses, since if they hit you on the counter you doubly want them dead, surely?

    Luckily, there are ways to maximize his capabilities with a bit of mindful planning. For one, Spears (and Lances) ramp up in power (+1 for most Spears) for every hex the wielder moves before attacking (provided the weapon is equipped before moving), and that affects every attack within a Deathmatch. Two, Leon possesses Supporter, which gives him a whopping +20 Hit and +4 Crit if he and Adel are within 3 hexes of one another. Along with Reese's Commander buff, this can make him and Adel a rather reliable battery of mobile Spearing machines. Leon also learns Throw at Level 7, which lets him chuck some Spears like Pilums at increased accuracy, usually without taking a counter.

    Unfortunately, this is where we also get into some truly troublesome promotional issues, as Leon is one of a number of units that need Shield rank to promote (along with level 10 and 30 Spear). It's not impossible, but other than his 40% growth, Leon has to up his rank by exposing himself to attacks, which often makes actively raising Shield rank make you feel like you're playing playing poorly. If you do manage to get him promoted, he also gains access to Lances, which accumulate more hex-augmented power than Spears and cannot be countered at the expense of not being able to counter themselves.

    Adel

    Spear Knight → Lance Knight

    Lv HP Str Def Spd Mag Spr SSh
    S 1 29 4 3 8 0 4 6
    G 30% 30% 15% 20% 0% 30% 80%
    P 10 30 20
    B +2 +1 +2 +1

    The distinguishing feature of Adel compared to Leon (or really anyone) is that he has Vantage. Since we know that damaging an enemy nullifies their counterattack most of the time, Vantage is quite good here. In Berwick, you need to have higher AS than the enemy to proc Vantage. Bear in mind that AS is affected by both weapon and shield weight. For some characters (who can temporarily gain access to Vantage through a food dish) this won't matter, but for Adel it can have some niche benefit to keep an eye on. Oh, Adel also can wield Forks. Good luck obtaining those. He has Supporter just like Leon, making their bonuses mutual. Note that while this is a generic skill, no other player units possess it, so it's really just a Leon-Adel thing. But enemy units can have it, so check groups often. It gives Crit bonus...

    Tips and Tricks

    Adel does not possess Deathmatch or Robust, but he does start the game with Throw. Usually this means that it's most effective to charge in with Adel, Throw at increased accuracy, leave him exposed to exploit Vantage, and then have Leon (or whomever) finish the enemy off. I think this is the intended order of things, though it often means that Leon will accumulate experience faster than Adel. Luckily, Adel also has higher Shield growth than Leon, so he may have a slightly easier time getting to promotion. Shieldfare (increases Shield proc rate) at level 7 helps, too. Like Leon, he can use Lances after promoting. With one exception, they are the only playable units that can ever use them.

    Elbert

    Cavalier → Paladin

    Lv HP Str Def Spd Mag Swd Spr SSh
    S 4 33 8 7 9 0 12 5 11
    G 30% 30% 15% 20% 0% 80% 30% 50%
    P 10 20 20 20
    B +1 +1 +1 +2

    Elbert is the game's actual Cavalier, being able to use both Swords and Spears. Unfortunately, his starting Spear rank is pretty low, so he'll be somewhat inaccurate with them in the beginning. It also further complicates his promotion, which not only needs Shield rank like with Leon and Adel but both Sword and Spear rank as well (plus level 10).

    Talk the Talk and Walk the Walk

    The good news is that Elbert otherwise starts out a fair bit stronger than most of your other starting crew, and possesses the highly useful Provoke skill. Provoke can cause certain enemies to drop everything they're doing and try to kill Elbert instead, which is probably good for your other units, since Elbert is likely hardier than many of them. However, you can abuse enemy pathing by shielding Elbert in such a way that the enemy thinks they can eventually reach Elbert, causing them to effectively waste their turn moving around a barricade of other units. Provoke can't be used on every enemy in the game, but there are a number of dangerous situations that can be trivialized by the skill.

    Elbert also starts with Arrowbane, which lets him reroll his chance to get hit by arrows with a cap of 33%, making him a solid option to charge into Overwatch if need be. He learns Shieldfare at level 11, further increasing his survivability. You will find Elbert rather useful with a fair bit of offense, albeit without some of the more flashy combat skills that are needed to readily take down the game's strongest enemies.

    Reese

    Lord → Knight Lord

    Lv HP Str Def Spd Mag Swd SSh
    S 1 26 5 5 6 0 8 7
    G 40% 30% 18% 30% 0% 60% 80%
    B +3 +2 +2 +2

    Now that we've covered all the units with perfect availability, let's talk about Reese, the game's Lord. Yes, you read that correctly.

    Reese (and Ward) can only be deployed in 17 of the game's 40 maps: the 15 mandatory story missions, and two maps the game tries to pass off as "side missions" that are actually mandatory. Unlike games like Radiant Dawn and Tear Ring Saga, this isn't because the focus shifts to a different army; Reese just plain can't accompany the army in a majority of the game's maps. This doesn't mean that Reese shouldn't be given kills or meals or anything, as he can become quite good in combat, and will be present for most of the game's most difficult maps.

    Free Is Always Good

    First, let's go over the aspects of Reese you get for free. He is Robust, so you'll never have to worry about having to limp him to a Seize point or anything. He has Adept, which is always cool, right? He has Expert, so despite his low starting level, you can outfit him with better stuff right away if you want without having to worry about equipment failure. He has Commander, which gives anyone within 3 hexes +10 Hit. Provided you read the letters you get at the beginnings of chapters, he will also obtain an item that grants him Fortune in Chapter 9. He also gets a slew of free personal equipment at various points, including the shield he starts with.

    Another thing that Reese gets for free is his promotion, which can occur at the beginning of Chapter 10. However, you can actually get him promoted as early as Chapter 6 if you complete some ambitious side objectives during the main story missions to increase your Tactics ranking, which is something you should pursue at least somewhat aggressively. If you get him promoted early at all, you permanently recruit another character. And you get to enjoy Reese's promotional gains earlier.

    Reese can also be made better through furniture. Again, that's not a typo. There's a fellow at the Atelier who sells furniture for Reese's den, which mostly give Reese personal bonuses. You can get one of those items through a mid-chapter sidequest, but most of them command hefty prices. It's up to you whether any of it is worth it. Aside from that, Reese also personally benefits from completing the list of bounties at the Mercenary Guild.

    A good portion of his character is that you get out what you put into him, but you'll find that even an underused Reese will prove useful and capable, so don't give him the Eliwood treatment.

    Ward

    Paladin

    Lv HP Str Def Spd Mag Swd Spr MSh
    S 22 38 11 10 9 0 21 28 25
    G 20% 15% 12% 15% 0% 30% 40% 30%

    Ward is one of the few truly pure Jagen characters the series has seen, though don't let that classification cloud your judgment of him too severely. Ward will never become a liability, but he does lose some effectiveness with each passing chapter, so he'd be hard-pressed to completely take over the game the way other early-game promoted units can. Don't get me wrong—you probably can solo the first few main missions with him, but I would argue that if there's any game where "experience-stealing" is actually sort of a problem, it's Berwick. Remember, there's no chip experience, so units like Sherlock can't just all take a weak shot and let Ward clean up. Ward also won't actually even gain experience from kills for most of the game thanks to his high starting level, so there isn't even that to work with.

    Coupled with the fact that, as we touched on before, "enemy-phasing" is just not typically a thing in Berwick, riding units like Ward too hard will leave you with a somewhat underdeveloped army. You can recruit other units that are powerful right out of the gate, but many of them have some permanent-recruitment conditions that require developing some underleveled units first, so the game will eventually box you out of the most powerful mercenaries if you neglect your weaker units (as mercenaries cannot be recruited anymore after Chapter 13). I'm sure there's a way to make such an approach work, but I wouldn't recommend it for new players.

    Ol' Reliable

    With all that out of the way: Ward is awesome. Like Reese, he's Robust, so as a plot-important character, he'll always be around and able-bodied. His other skill is Guard, which does exactly what it says. It's worth noting that it doesn't just take the hit for the guarded character; Ward enters a normal round of combat with the attacking unit, so if he dodges or fully shields against the attack, he can counterattack. Note that Guard lasts until one of the two characters takes another action, so they'll have to remain still afterward. This is important to remember if you're trying to Guard an allied unit, since they'll most likely leave Ward's protection before you're ready for them to do so. Because Ward is more or less designed to take hits, I would not recommend granting expensive horses to him unless you plan to swap them out with Christine. This goes somewhat for units like Leon and Adel as well, but Ward can really run a horse into the ground quickly, so beware.

    Ward is also a pretty good general combatant aside from that, and the great equipment he comes will only add to that impression. He can use Swords and Spears proficiently, as well as Medium Shields, which none of your starting crew can use at the outset. Once the dust settles, you won't find him overpowering in combat thanks to a lack of combat skills, but you will find him to be reasonably strong and accurate the whole way through, especially thanks to his constant proximity to Reese's Commander buff, as well as the support bonus Reese gives.

    Oh, yeah. Berwick does have built-in supports like some of the other games, active within 2 hexes. I haven't mentioned them until now because most of them are quite paltry. Like, Christine and Elbert each give the other +1 Hit, and Izerna gives Dean +1 Hit. Even in a game with generally low hit rates, that's pretty pathetic. But Reese gives Ward +4 Hit, which I would say at least qualifies as a "boon." You may not agree, but still, I recommend you always deploy Ward when you can (the game makes it out like he's mandatory, but you can undeploy him; you just can't change his deployment slot), even after the rest of your army has caught up to him.

    Izerna

    Cleric → Priestess

    Lv HP Str Def Spd Mag Lgt
    S 1 21 0 0 1 5 6
    G 10% 0% 0% 10% 15% 50%
    P 10 30
    B +1 +1 +1

    Last but not least for the starting crew, we have Izerna. She does not quite have perfect availability, but it's pretty close, so you can feel secure in investing in her development. Luckily, "developing" her is rather straightforward.

    Keep 'em Coming

    To get Izerna going, you really only have to spam heals until she hits level 6 when she learns Expert. Before then, she can only use low-level Orbs without risk of equipment failure, but once she hits that threshold, you won't have any issues for the rest of the game. I recommend just buying a Soothe Orb for this purpose. Luckily, even though Izerna can actually fight, Orb users can just heal for experience like in any other Fire Emblem or Saga game. Izerna only needs level 10 and 30 Light skill for her promotion, so this one will be more or less automatic.

    Upon promotion, Izerna gains Versatile, which lets her switch back to an attacking Orb after healing. This might not sound too useful for a frail healer, but you get a Holy Orb after the Chapter 3 mission (and can begin to buy them), and Holy grants Vantage at 0-1 range, so this actually helps protect Izerna. You can usually protect her just with careful placement, but the truth is that you can't always get Izerna to where she needs to go without exposing her a little, so any help in this regard is welcome.

    And herein lies the problem with Izerna, though this admittedly affects all but one of the game's healers: getting her within range to heal—and safely—is often quite difficult. I will say that being able to mount in Berwick is not the end-all-be-all, best asset any character can have like it is in some of the other games, but for Izerna, movement can be a serious issue. All heals are 1-range aside from Physic and Fortify, but even those are only 3-range, and Izerna will forever be locked to 4 hexes. On top of that, terrain is more of an issue in Berwick, especially cliffs. Other characters will often need to move across some rough terrain just in general or to complete side objectives, and Izerna may not be able to reach them quite readily. Another issue is that many maps involve moving into some deep part of enemy territory and then getting back in time to escape the map. It will sometimes feel as though Izerna needs to start heading for the exit before she even makes it to the frontlines.

    This isn't to say you shouldn't use Izerna. She's free, and her healing is more cost-effective than Vulneraries. You should still have other options, but she will get the job done, and only get better at it with time. Also, she starts with Blessing, which heals anywhere from 0-3 HP to adjacent units at the start of each turn. With all of the above in mind, this won't be a huge asset to you, but it's worth having units with nothing to do (or Canto) hang around her, if they can. She also receives a personal Orb upon promotion that lets you cure crippled units, which is one of the only things that can do that on the spot. Neat!

    submitted by /u/EnormousHatred
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    (warning: cringe) First time attempting an Ironman on FE7 :)

    Posted: 15 Nov 2021 11:54 AM PST

    FE11 H5 Warpless PMU Redux

    Posted: 15 Nov 2021 10:01 AM PST

    Guess who's back, back again, Shady's back, tell a friend.

    So 3 years ago (it's seriously been 3 years, what the hell?) I did one of these and uploaded the ensuing playthrough to my YouTube channel. This time it's more for personal enjoyment, but I'd still like to be hit with the freshest memes this side of town.

    Without further ado, the parameters are as follows:

    • Marth, Jagen, and Vyland are all free to use. Additionally, all of the Chapter 1-3 units are available to use in Chapters 1-3. While it's very possible to get through 1-3 with only Marth, having access to everyone cuts down on the heavy amount of tedious resetting.
    • Unpicked units are free to be used to shop, recruit units, and meatshield, but nothing else. No healing or fighting allowed.
    • I'm allowing a maximum of 2 per promoted class, with the exception of Bishop/Sage which share the same slot for the purposes of this PMU.
    • Specifying both an unpromoted and promoted class for your pick is allowed, however they must share at least 1 common weapon type. For example, Fighter > Hero is allowed as they share axes, but Fighter > General would not since there is no common weapon.
    • The ONE and only exception to the above rule is unpromoted magic class > sword wielding promoted class. I will only accept one of these, but if someone wants to give me a Levin Sword meme unit, by God they can have one.
    • If, somehow, I'm given the exact same unit in the exact same class from my PMU 3 years ago, I'll let you know and ask you to pick again. That list can be found here.

    I think that should about cover all of my bases. Without further ado, give me 13 of your freshest memes, pronto.

    The list:

    1. Mage > Paladin Radd
    2. Hunter > General Ogma
    3. Sage Caeda
    4. Paladin Jeorge
    5. Pegasus > Dracoknight Maria (submitted on Discord)
    6. Sniper Abel
    7. Bantu
    8. Berserker Roger
    9. Hero Macellan (submitted on Discord)
    10. General Cord (submitted on Discord)
    11. Horseman Bord (submitted on Discord)
    submitted by /u/theussab
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    Can I start more than 1 new game + from 1 save file? Like finished 1 house, now use that cleared data to start 2 files for the other houses?

    Posted: 15 Nov 2021 07:35 PM PST

    As the question I want to play all the other paths changing between them, so not wait till I beat a next one.

    Have BL clear data, start new game with BE and new game with GD?

    submitted by /u/Antique_Couple_2956
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    I made a silly little FE6 "battle simulator" in Scratch for Intro to CS, please enjoy.

    Posted: 15 Nov 2021 08:52 AM PST

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