Hey all, pushed a very small minor fix to two really annoying visual bugs which I have finally gotten around to fixing: the Affin in the weapon select screen should now display normally, as well as the leadership star icon should now show normally.
Oh hey, it’s finished! What a nice surprise.
Loved the hack! Usually romhacks have very lackluster stories but I found myself really engrossed in the story and characters of this hack. So kudos for very strong writing and for bringing the lore of Fodlan to life.
I personally felt the story was stronger than the gameplay but the gameplay also had its share of standout moments. When the enemy gets Agarthan weapons, it felt like a genuinely scary moment, due to the enemy now having effectiveness against both my cavalry and flyer units. It was also a great gameplay/story integration.
I did feel that the middle of the game that mostly takes place in the mountainous regions did begin to feel kind of samey. Perhaps you could trim down a chapter from this section, or consider integrating a map from 3H like you did with Ailel or Enbarr to spice things up a bit.
Minor bug report, the B. Sand Lance(?) has a bit of jank when animations are off. Namely, healthbars don’t respond to damage taken when a unit is attacked by this weapon. Also, if a player unit dies to this weapon, they will simply vanish off of the map without saying their death quote (rip indech).
Overall, great job on a very memorable and high quality romhack.
Thank you very much for playing! The story was my biggest focus, as that’s what I had more experience in - but I am glad you enjoyed both!
Thank you very much for the feedback as well! Black Sand Lances can be a bit janky because of the item slot they occupy, I’ll investigate and try to fix them for the next round of fixes.
Small question, I am doing a little census of people who’ve played - who’d you give the Crests to?
I really enjoyed this romhack especially the epilogue which was my favorite part.
Thank you very much! The epilogue was on my mind since pretty much when I started working on the hack and I am glad I made it work.
About the crests:
Paul got Cichol, Sieghart got Cethleann, Avreliya got Macuil, and Childéric got Indech just because it made sense narratively
@Augenis Ty for this Absolutely Amazing romhack!!!
For some1 that started to work on this in 2024 and it being your 1st romhack, u did a wonderful job!!!
I look forward to ur next project, this was really great 10/10!!! ![]()
![]()
Thank you very much! I am indeed slowly chipping away at a second hack and I hope to show it off in the future! ![]()
Holy HELL this was so good!!! I’d never actually considered playing any romhacks before but after stumbling across this one in a reddit post I just HAD to give it a look and WOAH this did not disappoint!! This was insanely enjoyable to play! It felt well polished, with pretty minimal bugs, and the characters were brilliantly fleshed out - I adored how Rhea was written and how vicious she could be, with Wilhelm and Cichol keeping her in check as a sort of moral compass The supports that were complete were so enjoyable and felt rewarding to unlock (though I didn’t get the chance to read all of them, the ones that I could were very interesting. I’d love to have seen more! But I also understand that would be a HUGE task to complete with how many characters there are.). I particularly really liked how this felt like the story could very easily be a part of the canon timeline with certain canon events and characters taking place - while at the same time it still has its own unique storyline and creative ideas.
also on the topic of Crest distribution;
Similarly, I did the much the same as some other players have mentioned; Paul with Cichol’s crest, Sieghart with Cethleann’s and Childéric with Indech’s. The only difference I made was to give Macuil’s crest to Ernest (simply because I was using him more often at the time of the choice) though I do wish I gave it to Avreliya as it makes SO much more sense narratively, especially considering how her epilogue implies that she kind of just faded into obscurity, similarly to how his crest does.
Overall, this was an incredibly fun romhack to play, and I’m so excited to see what you create next ![]()
Thank you very much for the kind words, and I am especially glad you enjoyed the story! That mix of “fitting into the canon, yet still its own storyline” was one of my goals so it’s great to know that I pulled it off in your eyes.
Your guess was correct - Avreliya is the “canon” recipient of the Crest of Macuil, and the other three are the “canon” picks as well. Avreliya is generally still a pretty good option for the Macuil crest because she is a pretty good unit in general and also can promote into a magic user, but Ernest is a pretty good unit too!
Broke thinking: Paul got the Cichol crest because Ferdinand has a minor crest
Woke thinking: Erich got the Cichol crest because Caspar’s dad has a major crest
Hiya, so I was playing thru this hack on MGBA on the Steam Deck, and got to Verse XV, promoted the new Dark Mage unit that joined, and completed the map. After saving, I came back later to find my save was back at Verse XV, my units were reverted to how they were at the start of Verse XV’s first playthru, but the items I used in the previous playthru of the map, such as the Guiding Ring I used to promote the Dark Mage were simply gone. As soon as I find where Emudeck stores my saves, I’ll provide the save file, but I feel as if my run just got game ended by a bug I can’t even define how it happened.
If it helps, the emulator Emudeck uses for GBA emulation is mGBA.
That seems… strange, I have not encountered anything like this before. If you have a save, you can throw it to me, and I can try to investigate, but I will probably be as lost as you are.
Alright, just finished the Epilogue. Overall, it was a pretty good experience, especially with full knowledge of the Fodlan canon. That being said, I’ve got some feedback.
Prologue: The boss starts on the left side of the hallway, and moves once you get close enough. Unfortunately, this puts him on the other side of the wall, where he tends to get sniped by a green unit with a Sleagh before you actually get to fight him, depriving Rhea of valuable boss EXP. Maybe move him to the right side of the hallway so he doesn’t get sniped.
Ch6: Indech’s horrible LCK makes him prone to dying extremely soon, even if you move towards him aggressively (you can’t go too fast as there are enemy bow users to shoot Cichol down). He can randomly decide to die before you can reach him and give you a Game Over.
Ch8: Due to the Immaculate One having equal STR and MAG stats, it’s not immediately obvious that her Crest Stone targets DEF, not RES (especially as in Three Houses, the Immaculate One deals adaptive damage on CF and true damage outside of counters in SS). This can be a bit annoying as the intended solution to get the treasures involves leaving Cichol in the Immaculate One’s attack range with the understanding that he will survive one hit when the enemies do not, thus causing the Immaculate One to leave Cichol for last. However, while Cichol survives one hit of 40 physical damage, he doesn’t survive one hit of 40 magic damage, and if the player can’t figure out that the Immaculate One deals physical damage, they may not realize that it’s OK to leave Cichol in range. Also, you keep the Crest Stone after the battle, which can give you a second copy of it later on in the game.
Ch14: Ernest shop is insanely broken. Frankly the only things worth buying are the Sleaghs, but they’re so absurdly broken that you should absolutely spend as much as you can on them. They have 10 MT, 1-2 range, 60 durability and always hit. Also, their unit cost is only 60/use, which is incredibly cheap; for comparison, Short Spears cost 50/use, but are a lot worse. You should absolutely sell off all your unused promotion items to buy multiple Sleaghs for your units to abuse. The other items are nice to have, but don’t break the game nearly as much as the Sleaghs do. Also, ending the map early is very easy as all you need to do is give Macuil the Bolting tome and have him attack Maurice from complete safety. Additionally, Ch14 marks the first appearances of Fusiliers with Hand Cannons. The problem with Hand Cannons is that they are meant to deal effective damage to both horses and fliers, and thus have a separate effectiveness category. This causes the Fili Shield to NOT negate effective damage from Hand Cannons, which seems unintended.
Ch15: Despite the opening dialogue mentioning that the chapter ends once Rhea preaches thrice and then talks to one of Cichol, Indech or Wilhelm, the chapter can automatically end after Rhea preaches to the third village. This can end the map even if the player wants to stick around to fight enemies or preach to all four villages.
Ch17: You get a second Crest Stone in this map as a result of the one from Ch8 sticking around. Also, if you remove the Crest Stone from the Immaculate One’s inventory by trading it away (not possible in Ch8 since the Immaculate One was berserk) then let her enter combat, the Immaculate One will use Myrrh’s untransformed animation (likely a leftover).
Ch18: Petain is set to show that he can move, despite his AI never actually moving; previously immobile bosses were set to have them show 0 move. Additionally, the tile he stands on is considered a Village, creating the appearance that there is a reward for luring Petain away and then rushing someone in to visit the place before taking Petain down. Lastly, Petain is an immobile boss locked to 1-range, which is generally bad design this late into the game.
Ch19: Despite Koch having 3-10 range, she’s still an absolute joke. Maybe it would be a bit better if she had a secondary weapon in case you closed in, and move the Black Sand Blade to another unit to drop. Personally, I would’ve imagined Koch having an Agarthium Blade to gank Rhea or a Wyrmslayer to destroy Wilhelm (and moving to attack anyone that approaches as these are 1-range weapons), so she actually has the means to carry out her revenge.
Ch20: There is no warning that visiting one house closes both, and that the two have different rewards (one of which is much better than the other). Additionally, Orpheus’ gimmick of teleporting around seems to be counterproductive as he starts at the top on turn 1, and then teleports closer on later turns, making the map very easy to clear early. Maybe it would have been better to have him start somewhat close and teleport away from you later.
Ch21A: The Door in the top of the map cannot be opened.
Ch21B: Maurice takes effective damage from the Sword of Seiros and Labarunda, making him trivially easy to kill with one of your two lords, and in spite of neither weapon dealing effective damage to Beasts or Monsters in Three Houses or Three Hopes.
Epilogue: Crusher deals magic damage in both Three Houses and Three Hopes, but here it deals physical damage. Additionally, Daphnel uses a female battle sprite for reasons unknown. Additionally, Cethleann is always given a Divine tome in her starting inventory even if she is promoted to Mage Knight, which cannot use light tomes. This forces her to spend time going through the convoy to properly equip herself.
As for my Crest distribution, it was mostly pragmatic instead of aligning with the lore:
- Cichol went to Ludovica. Mainly because her flier mobility made her have a much easier time positioning herself to activate its effect.
- Cethleann went to Erich. My Erich was stat-blessed and one of my main combat units. Unfortunately, his support partner Paul wasn’t as overpowered and had some trouble surviving big enemy phases, so I gave Erich the Cethleann crest to patch up Paul’s bulk.
- Indech went to Paul. Almost nobody in the game has anything close to a workable LCK stat, and the would-be first pick (Cethleann) is off the table. This leaves Paul and Ernst as the only decent candidates, and Ernst’s lack of bulk and overall combat efficiency meant he got almost no value out of getting extra turns. As a result, Paul got the Crest as he could actually get an extra kill or Vulnerary use out when he activated the extra turn.
- Macuil went to Childeric, mostly because everyone else that I was using got even less value out of it. Childeric had the benefit of gaining tomes on promotion to somewhat use the +2 damage.
Paul is the goat!
The unsung hero who got Nemesis into kill range for Rhea. This guy can proc Indech so many times, you’d think he had infinity turns! Also he one rounds literally every other unit in my army. Amazing! I cleared ch20 in one turn because he kept proccing his crest! The actual goat of Fodlan.
Amazing hack! Hard mode was fun and very challenging. This was an absolute banger.
Tier List:
Writeups:
S Tier
Wilhelm: Force deployed. Good bases, doubles enemies very reliably and has access to 1-2 range. Crucially, he is one of a handful of units in the game with a good LCK stat, meaning he doesn’t face Crit early on and also doesn’t face Crit lategame once enemies are all promoted and come with high SKL stats. Promoting to a 7-move flier instead of an 8-mov one is a bit unfortunate, but his raw combat ability is enough to last all the way throughout the game. Labarunda also gives him a ton of firepower that allows him to one-round almost anything left in the game.
Rhea: Force deployed. Her bases are on the more dubious side, particularly low LCK that leaves her prone to being obliterated by a crit. Fauth is only a stopgap measure as the flat +2 isn’t nearly enough for the midgame, and as such she desperately needs a CritAvo support. However, being a magic user with high bulk makes her very good at wiping out entire armies as, provided her CrtAvo problem is solved, her raw bulk and attacking power makes her great at juggernauting. Late-game, she also gets the Sword of Seiros which is an unbreakable Nosferatu sword, making her almost impossible to kill as long as she has 1-range enemies to fight.
Erich: Of your two starting cavaliers, Erich is the better one, as his low-ish SPD isn’t an issue in Life of Seiros due to the low enemy quality. Meanwhile his high HP, STR and DEF allow him to quickly snowball out of control, especially if he is given a Speedwing or two. His bulk is so high that he can usually afford to get hit by a single Fusalier in the late game and still take on one or two enemies beyond it.
A Tier
Paul: Paul has worse performance than Erich, but he is still very capable at being a good combat unit. His early join means he has more time to get EXP and investment, and his high avoid greatly improves his survivability if he gets onto a forest. Crucially, Paul’s LCK is actually quite good, making him one of the few units who will never have any CrtAvo issues.
Cichol: The resident Jagen and one of your most important units throughout the run. Cichol does a lot of things. Aside from his immediately good combat, he is an 8 MOV flier that can grab side objectives without issue. He also has 14 aid making him one of your best rescue ferries when he isn’t in combat. His stats are so good that a lot of mid-late game filler prepromotes are just flat out worse or less useful than a Cichol fed 5-6 levels of EXP. He also comes with 10 LCK, which is crucial as it makes him one of your few units who will never have a CrtAvo issue.
Cethelann: The resident trainee unit who is very much worth investing in. Cethleann has no issue getting out of her trainee class as the Bandage gives huge amounts of EXP. Her two promotion options are both good for different reasons. Priestess Cethleann immediately gains the ability to fight with very good offensive growths, while having the highest LCK stat in the game ensuring her safety. She is frail, but Angelic Robes are in relatively low demand. Troubadour Cethleann can’t fight, but gains a horse, and 15 Aid, making her a good utility unit. Going Troubadour does make it much harder for Cethleann to gain EXP quickly, but the payoff is having a horse after promotion, which for her isn’t really a downside as it is for other units, as Mage Knight Cethleann gets Sagittae access on promotion to outrange enemy Fusiliers. In any case, Cethleann’s Crest makes her universally good as the -3 damage taken pays off massively when luring strong bosses or fighting multiple enemies.
Macuil: Joins with high base stats and good weapon ranks. His Crest is two free points of damage for the most part, and his +2 personal CON means he almost never gets weighed down by his equipment. 9 base LCK is also acceptable for his join time, and he generally makes most promoted mages obsolete with how solid he is on join.
Saorise: The only late-joiner that is legitimately good, instead of filler at best. Her join bases are absurdly good, with 18 STR and 17 SPD which is more than adequate when using Gauntlets, which are Brave weapons. Additionally, she has 50 HP and 14 LCK, allowing her to fight very safely as she doesn’t face much Crit, and can sometimes get away with tanking the Crit due to her massive HP. She also has Smite so she can serve as great movement utility even if she isn’t fighting, allowing Wilhelm or Seiros to get to side objectives quickly.
B Tier
Myson: The definition of high-functioning filler. Myson joins unpromoted with somewhat dubious base stats. However, this isn’t an issue for him at all because his one and only job is to be able to delete any horse unit from existence. Dark Spikes has 39 effective might, far higher than the 27-30 found on the Horseslayer and Halberd respectively. Combined with 15 base MAG and he has 54 ATK, enough to reliably OHKO almost any cavalry enemy at base, due to targeting their lower RES stat. Because of how common cavalry enemies are, Myson will rarely have nothing to do, and compared to most filler units who struggle to one-round anything promoted, Myson is far better than the rest of the filler by being able to reliably one-round cavalry.
Lev: Another good lategame filler. Unlike Myson, who is a good filler combat unit, Lev is a good filler staffer. He comes with 16 MAG and B-staves, allowing him to use Physic and free up the actions of more combat-capable staffers like Macuil and Cethleann. His own combat is also not horrrendous, as he can use magic swords for workable damage. His low bulk can be a problem, however, as he frequently will die in a single hit or to a Brave weapon.
Ernest: The one thief you have for most of the game. Ernest has a lot of stuff to steal in the earlygame for either cash or for use, including some statboosters. However, he is also workable as a combat unit, especially with his massive SPD and LCK that make him a good dodgetank. His avoid is so high that he can dodgetank enemies who would normally one- or two-shot him, and he can even drop enemies to 0% hit with terrain boosts. His combat is also quite decent, especially as he can passably use magic swords.
Ludovica: Your only other flier for much of the game. She has to compete with Cichol but it isn’t as bad as it looks as Ludovica’s raw offensive growths are great. Low SKL is a bit of an issue early on but ceases to be a problem later, as her stats improve. Additionally, come Ch14 and she can just pick up a Sleagh that will solve any and all accuracy problems. Her actual problem is her low-ish LCK, which can expose her to low% Crits; a single Prayer Ring usually gets her ahead of the curve though.
Tassigny: Another good lategame filler unit. Tassigny has 17 in both offensive stats and A rank bows. At this point in the game, she can use Silver, Brave and Shining bows to effectively destroy enemy fliers with minimal effort, which can make her worth deploying. Even when not facing fliers, she can still take a huge chunk of HP out of them with the Black Sand Bow, or even oneshot frailer prepromotes. She is also effectively a 7-MOV foot unit as she can equip Banshee before moving, then switch to an actual weapon to attack. Her SPD and LCK leave much to be desired, but she is workable as an attacker.
Fabre: The refresher. Unfortunately, his bulk is horrible and his evasion isn’t nearly enough to solve it, so he is very limited in where he can be positioned. This particularly problematic on maps with siege tomes or reinforcements appearing from the sides or rear, as Fabre cannot survive them. As such he isn’t particularly useful for several maps that he can be deployed in.
Sieghart: The first mage you get and the better one. His offenses are great and his avoid is also solid due to his good LCK. Unfortunately, he is also extremely frail, and takes a fair bit of effort to become a powerful unit, which is a hard ask as Macuil joins soon and blows him out of the water. If you keep up with training him he can become a solid dodgetank that can solo enemy squads though.
Avreliya: Magic sword user that joins in the midgame. Her combat is quite good as she hits RES, doubles, and has solid LCK to not get crit. Unfortunately, her join time isn’t the best, and she has to compete with existing units like Seiros for the role. She is perfectly serviceable if trained and promoted, but she doesn’t stand out as Seiros will usually do what she does, but better.
Carlotta: Filler staffer. There is very little reason to seriously use her as Macuil and Cethleann have the role of staffer covered hard. However, she can still be worth a deployment slot if the former two are off doing a lot of combat. Otherwise, she is obsolete.
Khosrow: His bases are fairly workable, including high STR that can one-shot enemies with effective weapons up until the midgame. However, his SPD is low and he sometimes has doubling issues, and his LCK is also not great. He also has to compete for a deployment slot against WIlhelm, who is overall a very good unit. That being said, Khosrow can become a legitimately solid unit if given investment.
Childeric: Overall solid unit but never exceptional. Childeric has workable bases and solid offensive growths, including good SPD. Unfortunately, being bowlocked until promotion means he doesn’t have a lot of enemy phase presence, even with the Mini Bow. When he does promote, he tends to want to use his inferior MAG stat to attack instead of his better STR, due to gaining tomes. His offenses are still useful as he can one-round enemies without too much trouble.
Gerth: Workable offensive cav. His main draw is being very fast while also having horse mobility. However, his STR is not quite high enough to one-round for a fair bit of the game, and may require the Brave Sword for some bulkier enemies. Also, swords have the lowest-MT effective weapons, so he sometimes struggle to kill even when doubling. Finally, his LCK is on the low end, leaving him with risk of being Crit. That being said, due to his nature as an offensive 1-range cav, he doesn’t have the same issue as other cavs in struggling to be positionable whenever a Fusilier shows up; in Gerth’s case, he doesn’t want to be fighting during Enemy Phase at all.
C Tier
Indech: The worst of the Nabateans by far. Indech has one of the worst LCK stats in the game, ensuring he always faces Crit. Even then, his offenses aren’t particularly good, and the Inexhaustible frequently fails to kill enemies either because Indech doesn’t do enough damage or because he is too slow. He often finds himself on chip damage duty with his unimpressive offenses and either the Inexhaustible or a magic sword. He is more usable as a rescue ferry, but even then, he isn’t great. His Crest is also useless on himself as he will almost never activate it.
Emerie: Joins with solid bulk and decent stats. Unfortunately, her SPD is bad and the Curtana can only patch it up for a map or two. She does have the benefit of being a tank without a weapon effectiveness vulnerability, but unfortunately low SPD (and consequently offense) and low LCK prevent her from being truly good at this.
Irina: Joins with mediocre stats that are hard to fix. While she hits hard, she doesn’t double due to low SPD, severely limiting her ability to contribute. Additionally, she is a cavalry unit, which quickly becomes a problem once Ch14 hits and Fusiliers show up everywhere. Unlike the cavalry units further up the list, Irina does a fair bit of her combat during Enemy Phase, where Fusiliers are actually active as a threat.
Flavia: Midgame filler unit with bad stats. Her bases are horrid in that she doesn’t double, doesn’t one-shot and also doesn’t survive much return fire. She does have the benefit of flying, but unlike Cichol or Ludovica, her inability to kill severely limits what she can accomplish. At best, she ends up being a rescue ferry to free up Cichol and Ludovica from the stat penalties. That being said, bow access does allow her to contribute damage against enemy fliers, and Longbow access allows her to safely poke enemies from 3-range, including against most enemies that deal effective damage to her.
Salvatore: The worst mage in the game. Horrible LCK makes him prone to randomly dying, and his offenses are not better than Sieghart, who joins earlier and has had time to train up. Even if Salvatore is given EXP, Macuil immediately renders him redundant, rendering the payoff mostly moot.
Johanna: Mediocre earlygame unit. Her offenses aren’t particularly great as she suffers from low accuracy and forest-filled map design that hamper her ability to kill things. Additionally, she is locked to 1-range with very little prospect in improvement and fixing due to her limited weapon pool. Ultimately, she doesn’t provide too much more than Shove utility.
D Tier
Cassius: Bad midgame unit. 0 LCK in Ch14 is inexcusable, especially as low-LCK units are already competing for the one Hoplon Guard in the game. Furthermore, his base stats are unimpressive for the point of the game he joins as due to the influx of strong prepromotes. His niche of being able to waterwalk and peakwalk is also useless, as the maps remaining don’t make these traits of any use.
Laerke: Bad lategame filler. Her bases are horrible, with insufficient SPD to double, low LCK making her a Crit magnet who can die before you even reach her, and her growths do her no good at all. Her growths skew defensively instead of fixing her unacceptably bad offensive profile, but her HP isn’t good enough to tank much damage in the first place and enemy anti-flier weaponry is all over the place. Whatever flying tank niche she can carve out for herself is instantly filled by the much better Cichol and Wilhelm, and even her 10 aid does her no favors, as Flavia already had that 3 maps ago.
Lestek: Being an armor knight is suffering. Aside from being vulnerable to anti-armor weaponry, which are somewhat common, armor knights in Life of Seiros can’t fix their mobility issue by going Great Knight, because doing so makes them vulnerable to Fusiliers, which are all over the lategame. His bases are also unimpressive, especially as a trained Rhea, Wilhelm or Erich can act as the party tank without much issue, and even training him up is a chore due to his low movement.
Ines: Being an armor knight is suffering. Being an armor knight that joins in the midgame with very bad bases is even more suffering. The already-bad Emerie joins at the same time as Ines, and Emerie doesn’t have movement issues, effective damage vulnerabilities or short-term speed problems. Ines has all of them, particularly her mere 12 DEF in Ch10. Like with Lestek, Ines is basically never worth fixing because you have infinitely better alternatives.
Thank you very much for the detailed feedback! A lot of this is definitely bugs and oversights, I’m going to fix these and adjust in these following days and make a patch update on the weekend! Interesting Crest choices too, and they’re definitely logical, though it’s amusing to me that it basically just ended up the first four characters you get, lol.
Interesting tier list as well, definitely a few unexpected placements there, though your logic behind them checks out to me. At least it’s nice to see someone who doesn’t put Cethleann as the number 1 unit, lol.
Glad you enjoyed the hack, and again thank you for the in-depth analysis!
No wonder Ferdinand is like that, he has to always compare himself to his ancestor
Thank you very much for the kind words, I am glad you enjoyed the hack!

