Fe8 hack: The Divine and Desperate
Hello FeUniverse Community!
It’s been almost a year since I last uploaded, but a lot has happened since then! I’m really excited to announce the full release (of Act 1!) of FE: The Divine and Desperate!
where to find
Update v1.0a(current)
FE: The Divine and Desperate patches - Google Drive
oldies(NOT goldies)
Version 0 (old): https://drive.google.com/file/d/1P_IlYicrRD9Lwv4YZSlzlRNDcOA8NFAc/view?usp=drive_link
Update 1 (old): https://drive.google.com/file/d/1BZh2xk6UOWC8cGg5rqN2sgGlrlQ5KeL-/view?usp=sharing
You can also dm on discord (Celery356)
This is a pretty casual-focused hack. I aimed for low redundancy in recruitable classes, and any units that overlap classes have a “feature”
or two to keep them feeling different. This hack much more focused around playing casual mode on hard difficulty. This hack also aims to make every single unit usable without a massive amount in investment, or a single unit that will steamroll the game.
Dont worry about skipping dialogue anymore! Most of it is in its final state and of a quality I am happy with.
This hack was made with 100% human effort. No generative AI was used by me at any point in this hack’s development cycle. Thank you for supporting human-made art!
Cool hack info
Patches / core gameplay changes
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Skillsystems - not super involved, no unique unit skills. Promoted classes usually have 1-2 skills.
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Suspend has been replaced with the “TrnWeel” function. This functions like many other hacks, except it uses the Vesly version where it can reset multiple turns to before you’ve lost a unit. You also have the option to quicksave / battlesave in the turnwheel dialogue.
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Universal infantry shove.
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Units promote at level 10, but their level doesn’t reset. Max level is 30.
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5 (2 in act 1) different trainee classes that have the paragon skill, and promote into one ultimate class.
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Units with proc skills are FEW and VERY far between. Those given units also cannot crit. These kinds of enemies don’t even appear in act 1, so nothing to worry about yet.
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Long range weapons - (ballista, bolting) are unable to crit, as a happy accident of the skillsystem patch, units holding long range weapons are also marked with a (!).
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Qol stuff - enemy ranges health bars, visible growths, talk bubbles, standard skillsystems stuff
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Str/Mag split - Very few units get both magic and melee access, but they’re there!
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“Steel” and “Silver” Bows are now 2-3 range
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Armored units of all move types are immune to critical hits
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In general, most units will have more hp than vanilla fe8 stats and slightly less def and res. I tried to make this, so every unit is a little tankier so that combat is more focused on your formations and tag teaming enemies for kills. this means no being one rounded for no reason, player or enemy. Let me know your opinions on this philosophy.
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Anima mages have access to some thunder-based tomes, being heavy, but are also 2-3 range like a bow.
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Light magic has much more utility, focusing on spells with special effects similar to nosferatu and a tome that is effective against monsters.
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Higher level staves have a little more range than the standard heal staff, but don’t heal as much as they do in vanilla
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Weapon triangle - the weapon triangle itself is mostly unchanged, but the effects are more powerful. Might +3 / hit +30 when attacking with advantage. the penalties are might -1 / hit -10 for attacking with disadvantage. This was largely to encourage player phase action, since defending with advantage is less powerful. Bows gain advantage against all 3 physical types at +2/+20 when initiating, but melee weapons also gain +2/+20 when attacking bows.
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Promoted Units can S-rank every weapon type they have available.
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Branching promotion
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Rescue dropping (duh)
General class changes
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Unique promotions - Almost every base class two unique classes they can promote into. (with one exception)
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Third tier / unique classes - While there aren’t any really exclusive classes, some special characters start in a 3rd tier class, which can be classed into later on, given the right level and resources.
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Tier 3 classes are at best like a slight side upgrade. They’re more for like unique unit feel. (Ex. druids and sages can promote into the sorcerer class, an armored mage that loses staff access but also has the whole trinity of magic available.)
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Movement is generally standard across the whole cast of classes. Infantry units get 6 mov, Thieves and fliers get 7 mov, and cavalry get 8 mov. Armor is no longer its own “type” and can be on any other movement type, with a penalty of 1 mov. (Ex. Cavs have 8 mov, but when they promote into Great knights (Templars), they have 7 mov and the “armored” skill.)
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Base classes are generally restricted to one weapon type. They also cannot go higher than B rank in their respective weapon types.
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Str/Mag combo classes - most base classes have the option to promote into a class with both access to melee and magic weapons.
Some, not all changes to Vanilla classes
- Wyvern Knight no longer gets luna, instead gets axe access.
- Summoners are like Armor mages, essentially. They have access to all magic types, summoning, and have 5 mov. Are also now tier 3 classes.
- Falcoknights can rescue without penalty.
- Generals, now called “battlemasters” have bow access.
- Axe cavs will promote into Gallants, with sword axe access
- Lance cavs promote into normal fe8 paladin.
- myrms do not promote into assassin
- Swordmasters get a skill to double a weapons crit value.
- Mercs do not promote to ranger.
- Armor knights do not promote to great knight.
- Armor knights are immune to crits
- Rogues have 7 mov
- Sages do not get light magic
- Druids do not get anima magic
- Baels are now armor units and are affected by armor effective weapons.
Story and Lore
Long ago, Dragon and humankind lived together on the continent Medterra. for 1000s of years, Dragons relied on magic for the combat prowess as well as their innate draconic abilities, and humans, their minds for crafting tools made of steel.
Humanity was seen as the weaker race but lived under the protection of the more benevolent Dragon deities. The dragons disliked humans for their perceived weakness, but the divine dragons much more for letting the humans live without fighting for their own survival for hundreds of years. The dragons had enough of the gods petty coddling of the human race. Some dragons used their human forms to spread lies and deceit about all of the gods, dividing the humans and turning them against each other, and eventually the Dragon Deities themselves. As tensions rose, a continent-wide war proved to be inevitable. The gods and their human faithful, known as Manaketes, fought against the evil dragons and their followers.
Although blood and essence of every life was shed, the war proved to be most lethal to humanity, who’s numbers had dwindled far below even that of the gods. The gods would end the war by surrendering, on the condition that all dragon kind would make their domain on a separated faraway plane of existence, the paralands. All parties shook hands and went their own ways, but 500 years after, humanity had discovered that they were capable of wielding magic just as the gods had done a century ago. Some began to worship those who could “speak” to the magic itself. Different countries arose, the central Maustland, the largest city where the dragon gods had formerly made their domain, the midland wooded country Aurelia, eastern desert land Porsil, Eurytoneia, the land of cold seas and frozen mountains, and the golden isles, land mass formed from tectonic activity during the great war.
Tahlia and her younger brother Kael Live in Aurelia, a war-torn nation where combat is the most valuable aspect. For decades, Aurelia’s economy mostly comes from trading, odd jobs, and mercenary work. Although royalty, the siblings have not been afforded a cushy palace life, instead taking to the lands to tend the citizens in need of protection from bandits and thieves alike. Relations have been good with the Maustland Empire and their king Zarias for as long as Tahlia can remember. That is until the Maustland army starts to occupy neighboring towns in the name of Zarias’s first son, Zelle. One day, when the Aurelian siblings are on a mission fighting back from the Maustland army, the siblings are approached by the twins of Maustland royalty, Zena and Zephyr. Accompanied by the King Zarias himself, he claims to have been deposed by his eldest son, Zelle. They claim he plans to lay waste to the wretched savage land of Aurelia, Tahlia, and her family included. An alliance is formed. The group moves through the Aurelian, Masutland and Porsillian Territory, seeking to free the lands from harsh New Maustland rule.
our heroes of this story, Tahlia, Zena and Zephyr will come to find that their home continent houses an ancient secret waiting to be unsealed. Something about the war isn’t natural…
Screenshots (minor spoilers)
Hack progress
- Act 1 dialogue - 90% - All that’s left is flavor text.
- Supports - 0% - Lmao
- Act 1 Chapters - 80-85% - one or two gaiden chapters planned
- Act 2 - 15% - map plans, that’s about it
- Act 3 - 1% - major story beats planned
Walkthrough (outdated - wasn't helpful anyway lmao)
The is minimal spoiler guide to each chapter. The dialogue in cutscenes and chapters is not up to date and can make things confusing. Refer to this text rather than the in-game text until the full release.
Chp.0:
After Tahlia’s brother ran from the encounter with Zena and Zephyr. Now with no choice, Tahlia must join the Maustland royalty. Tahlia, Zena, Zephyr and King Zeiman’s first encounter together is a small group of bandits. Eliminate them.
Chp.1:
The gang finds themselves in a lightly guarded outpost on the outskirts of a major city controlling trades. Sharon guards the prisoners of war held inside. Eliminate her and take hold of the fortress. Two cavalry knights will show up. King Zeiman doesn’t address common knights, but Zena, Zephyr, and Tahlia will.
Chp.2:
The gang including the rescued soldiers move on to the major port. There are children fighting that must be rescued. King Zeiman might be able to convince them to stay under our army’s protection for the time being. Warn the villages of danger before a mercenary group takes the remaining loot.
Chp.3:
The Mercenary group apologizes for any damage and returns the items taken from any villages. The Duke stationed inside of the fortress in center port needs to be taken down, for he cannot be reasoned with. The Mercenary group will split up and offer the aid it can to the gang’s army. The group’s thief will reveal herself in the center room. She must meet up with the shaman to be under Tahlia’s command.
Chp.4:
After the defeat of the cowardly duke, The gang makes a plan to travel south to the mountainous deserts of southern Aurelia. About to set off, the inside of the throne room has been modified according to Tahlia’s recollection of when her and her brother would visit the fort on royal business. After some investigation, the gang stumble upon a cult meeting’s chambers, where the leaders appear to be using lost magic to raise monsters and the undead to do their bidding. A new ally, Anna, has her best interest at heart. She’s preparing a teleportation spell to leave the cultist chambers. It would be wise to protect her while the spell is being prepared.
Chp.5:
The cult leader was unable to be captured. The gang decide to continue on the path south toward the mountains. The gang arrives the guarded border between subregions of Aurelia, where the gang waits until night, where the defense of Maustland guard has thinned out. Allies of the mercenary group include a swordsman, an archer, and a troubadour whoa are blending in with the Maustland guard to collect information about the cultist group in the area. Another member of the group should be able to talk with them. The border guard is a honorable, yet sour old man. He will engage you with light magic and a bow.
Chp.6:
A not-so-convenient meet-up with the leader of the mercenary group. Caught out in broad daylight by the Maustland army, Alderan is traveling with a group of people he claims are soon to be test subject for a cult if they aren’t brought to safety. One man has already been transformed into a giant spider like those previously encountered. General Atticus appears to be working with Alderan. It’s not certain what his intentions are. His two companions will help if talked to by a unit with similar interests (magic or a mount). You must escort the citizens to the stronghold guarded by Jacob. Flier reinforcements will get into position after engaging with Jacob. After you eliminate him, flier reinforcements will begin their assault as a last-ditch effort to eliminate the test subjects. Blue units will either escape into the fort or perish in battle.
Chp.7:
Inside the fort, a couple merchants are set up inside. An arena and many shops are open for business. It’s best to stock up on supplies while you still can. The Arena lord seems to be in charge of some of the street performers here. Normally he’d keep them for himself, but he’s willing to give them up since for a small cost fee just for the Maustland royalty. Talk to Anna to leave early.
Chp.8:
Through the night, the entire gang is taken in their sleep to another underground chamber controlled by the cultists. They weren’t very happy Tahlia chose to interfere in their plans more than once. Locked in a giant sacrificial arena, Tahlia and her allies are being toyed with. The boss stands invulnerable in the center of the large room, summoning apparitions every turn and monsters on turns 3 and 5 to block your army. Its main attack while invulnerable are eclipse shots that reduce your unit’s health by half when targeted. The boss will switch to lethal close ranged weapons and drop its defenses when approached. When defeated, the boss will initiate phase two. In phase two, the boss uses its divine power to reset your units position. You will have a moment to prepare in between phases. The boss will summon dangerous monsters to defend itself as its body begins to decay. Engaging in battle with the boss will accelerate its demise. Visit the altar left in its place after the boss’s defeat.
Known bugs
All of the bugs from pre v1.0a have been fixed!
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The system Icons or weather effects are sometimes the wrong colors. This is because I replaced the system icon sheet to make room for my own icons I made, however it seems to be interfering with things like the weapon triangle arrows, the rain colors, supply, the “R-info” and the inventory pointing icon. Suggestions for a fix for this would be greatly appreciated.
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The very last gaiden might be kind of finicky with the coding. It mostly just looks weird.
Don’t be afraid to let me know if here are major or minor bugs I haven’t found yet!
Art Credits
Portraits
- Tahlia - {amema003 (OC 2)}
- Zena - {Levin64} Guiniviera the blue cav [F2E]
- Zephyr - {Levin64, (F2E 10)}
- Kael - {Nickt, (F2U OC Vette)}
- Don - {Smokeguy77_6B}
- Noelle - {Raymond, (OC 14 v2)}
- Ray - {Cravat - (Arcanist Alt2)}
- Elan, Ezra - {Its_Just_Jay} A Boy [F2E]
- Samson - {Nickt - (Lundgren)}
- Nellice - {Imperial - (Fates)}
- Alderan - {JiroPaiPai, (OC 13)}
- Keira - {Levin64, (F2E 13)}
- Callie - {Parrhesia} Renate [F2E]
- Isaac - {LaurentLacroix} OC 5 [F2E]
- Lynthia - {monk-han, (OC Armoured Maiden (version 1))}
- Elias - {MegaCowsamMan} Damian [F2E]
- Zeke - {Citrus, (Bruce)}
- Dorsia - {Parrhesia, (F2E OC7)}
- Kiah- {Alusq} OC 5
- Rose - {Remurin, (1)}
- Sidra - {Roxannity, F2E Lionel}
- Jordan - {DATonDemand} OC 4 (Alt 4) [F2E]
- Aremus - {Caringcarrot, Ephraim (older)}
- Doirend - {Parrhesia} F2E OC 7
- Mayelina - {{JiroPaiPai, OC 18}
- Baal - {OC Black Dragonkin {Fenreir}}
- Jyoti - {Zeldacrafter} OC 2
- Zelle - {Nickt} [F2U] OC Vent
- Atticus - Arran {Kanna}
- Peter - Spider {An odd Dutch Introvert}
- Zara - {MeatofJustice} F2E OC 21
- A - {Lenh} OC 6 (Version 2)
- Khamsin - XVI_Eve
- Zarias - {Nickt} Athilde
- Aiadan - {Lenh} OC 6 (Version 2)
- Morty - {Cygnus} Princess Wolfy [F2E]
- Anna - Anna (Shaman, FE8 colours) {Wasdye}
- Cultist (1) - Mage (No face) {MemeStarAlbert} [F2E]
- Cultist (2) - Mage (No face, version 3) (AmBrosiac}
- Alexander - {AmBrosiac} OC 6
- unnamed - {monk-han} Armour Lord (Version 2) [F2E], {monk-han} Armour Lord (Version 3) [F2E]
- Moze - {monk-han} [F2E] OC Proud Knight (Version 1)
- Mimi - {Generic (Version 2) {Flasuban} [F2E]}
- Nico - {Nickt} [F2U] OC Tybalt
- Z - {Lenh} OC 6 (Version 2)
- Nakasr- {LaurentLacroix_01}
- Jacob - Harken {Lenh}
- Nelson - {Armory} F2U OC 10
- Noire - {Armory} F2U OC WyvernRiderguy
- Rosslin -
- Raph - {Nickt} Fox
- unnamed guy - {Peerless} Human Kishuna [F2E]
- unnamed guy - Barigan (Plant Edits) {WhatIsAnAubin, Plant_Academy, Stitch, Garytop} [F2E]
- Sylva - {MegaCowsamMan} Wayne [F2E]
- Prisca - Dark Mage (Fates) {Glaceo}
- Maricella - {SaintRubenio} Scary scarred merc woman [F2E]
- Amonra - {MeatofJustice} Wyvern Lord [F2E]
- Barc - Bandit Boss (Alt 1) {UltraFenix,Random Wizard}
- Jake - Jake FE11 {Kanna}
- Yvette - {Nickt} Bertram
- Tryphea - {GenericPretsel} Witch Hooded
- Nathan - {LaurentLacroix} OC 13 [F2E]
*Maeve - {LaurentLacroix} OC 19 [F2E]
*sharon - Its_Just_Jay F2E 22
*Angelo - {DarkChibimon} The Sinister Bramimond [F2E]
Classes
-- Version 0 –
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Arbalest - {Skidmarc25, N426, Maiser6}
-Portrait - {Griffon (U) Lance SkidMarc25}
-stand - {Griffon Rider (U) Lance {N426}-stand}
-walk - {Griffon Rider (U) Lance {N426}-walk}
-animations - {[Griffon]%20[U]%20Griffon%20v1%20Repal%20by%20Maiser6} -
Amphiterite - {Flasuban, Leif, Eden, Leo_Link}
-Portrait - Wyvern Rider (U) Axe {flasuban}
-stand - {Wyvern Rider (U) Armless Wyvern Axe{Leif, Eden}-stand}
-walk - {Wyvern Rider (U) Armless Wyvern Axe{Leif, Eden}-walk}
-animations - {[WR_20Reskin]_20[U]_20Armless_20Wyvern_20by%20Leo_Link} -
Armor King - {Blood, Leo_Link}
-stand - {King (U) Bulwark Lance {blood}-stand}
-walk - {King (U) Bulwark Lance {blood}-walk}
-animations - {[Zephiel-Reskin]%20[U]%20Bulwark%20King%20by%20Leo%20Link} -
Dragoon - {Flasuban, SHYUTERz, Nuramon}
-Portrait - {Wyvern Rider (U) Axe {flasuban}}
-stand - {Wyvern Lord (U) Armored Lance {SHYUTERz}-stand}
-walk - {Wyvern Lord (U) Armored Lance {SHYUTERz}-walk}
-animations - {[WL_20Reskin]_20[U]_20Dragoon_20Rider_20by%20Nuramon} -
Assassin - {unkown}
-knife (F) - {[Assassin-Reskin]_20[F]_20Ponytail%20+Bow}
-knife (M) - {[Assassin-Base]_20[M]_20Jaffar_20Vanilla%20+Weapons} -
Goatboss/apparition - {Alexsplode, unknown}
-stand - {Fire Imp (U) {Alexsplode}-stand}
-walk - {Fire Imp (U) {Alexsplode}-walk}
-animations - {[Monster-Custom]_20[M]_20Black%20Fomor} -
Faithbreaker - {Cynon}
-stand - {Mage (U) Court Mage {Cynon}-stand}
-walk - {Mage (U) Court Mage {Cynon}-walk}
-animations - {[Roy-Variant]_20[U]_20Court_20Mage_20by%20Cynon} -
Dark Knight - {UltraFenix, Pikmin, Nuramon, DerTheVaporeon, Leo_Link}
-Portrait - {Dark Knight (M) Fire {Pikmin, Jj09, UltraFenix} 2}
-stand - {Dark Knight (U) {Pikmin, Nuramon, Der}-stand}
-walk - {Dark Knight (U) {Pikmin, Nuramon, Der}-walk}
-animations - {[Dark-Knight]_20[F]_20Leo’s_20Dark_20Knight_20by%20Leo_Link} -
Druid - {Eldritch}
-animations - {[T3%20Necromancer]%20[M]%20Generic%20by%20Eldritch} -
Fighter - {Leo_Link}
-animations - {[Fighter-Reskin]_20[M]_20Tellius-Style_20Clothing_20by%20Leo_Link} -
Crusader - {SamirPlayz, WarPath, unknown}
-Portrait - {Baron (U) Sword {SamirPlayz}}
-stand - {Baron (U) Magic {WarPath}-stand}
-walk - {Baron (U) Magic {WarPath}-walk}
-animations - {[General-Reskin]_20[M]_20Baron_20Cape%20+Weapons} -
General / battlemaster - {unkown}
-Bow - {[General-Base]%20[U]%20Vanilla%20+Weapons} -
Halberdier - {TBA, Topazlight, Feier, Flasuban}
-Portrait - {Halberdier (M) Lance {TBA}}
-stand - {Halberdier (M) 2.0 Alt Helmet{TBA, Topazlight}-stand}
-walk - {Soldier (F) Echoes Lance {Feier, flasuban}-walk}
-animations - {[Custom%20Halb]%20Halberdier%20+Axes%20[M]%20by%20TBA} -
Hero(F) - {Greentea}
-Animations - {[Hero-Reskin]%20Raven%20Repal%20[F]%20by%20Greentea} -
Malig Knight - {Pikmin, Leo_Link, unknown}
-Portrait - {Malig Knight (M) Magic {Pikmin}}
-stand - {Malig Knight (M) Axe {Pikmin}-stand}
-walk - {Malig Knight (M) Axe {Pikmin}-walk}
-animations - {[WK_20Custom]_20[U]_20Malig_20Knight%20Repal} - {Leo_Link - original} -
Marauder / Highlander - {LonkFC, Spud}
-
stand - {Marauder (M) Spud’s {LonkFC}-stand}
-
walk - {Marauder (M) Spud’s {LonkFC}-walk}
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animations - {[Brigand-Style]_20[M]_20Mounted_20Marauder_20by%20Spud}
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Merc(F) - {SALVAGED}
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Animations - {[Mercenary-Variant]%20Mercenary%20with%20pants%20[F]%20by%20SALVAGED}
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Maeldiun - {Seal}
-animations - {[Centaur-Reskin]%20[M]%20High%20Maelduin%20by%20Seal}\ -
Deathgoyle - {Teraspark}
-animations - {[Goyle-Reskin]%20[U]%20Gargoyle%20Promoted%20by%20Teraspark} -
Arch Mogall - {Seal}
-animations - {[Mogall-Reskin]%20[U]%20Gazer%20by%20Seal} -
Wight - {Seal}
-animations - {[Skeleton-Reskin]%20[U]%20Legion%20by%20Seal} -
Elder Bael - {DATonDemand}
-animations - {[Spider-Variant]%20(F)%20Arachne-Empress%20by%20DATonDemand} -
Revenant - {Alexsplode}
-animations - {[Zombie-Custom]%20[U]%20Gore%20by%20Alexsplode} -
Paladin - {unknown}
-axe/handaxe(F) - {[Paladin-Base]_20[F]_20Vanilla%20+Weapons}
-axe/handaxe(M) - {[Paladin-Base]_20[M]_20Vanilla%20+Weapons} -
Triarch (F) - {unknown, MrNight48}
-stand - {Matriarch (F) {Unknown}-stand}
-walk - {Matriarch (F) {Unknown}-walk}
-animations - {[T3.1%20Bishop]%20[F]%20Matriarch%20by%20MrNight48} -
Triarch (M) - {unknown, MrNight48}
-stand - {Patriarch (M) {Unknown}-stand}
-walk - {Patriarch (M) {Unknown}-walk}
-animations - {[T3.1_20Bishop]_20[M]_20Patriarch_20by%20MrNight48} -
Phantom - {TBA}
-animations - {[Monster-Custom]%20[U]%20Phantom%20by%20TBA} -
Rogue - {unknown, community}
-knife (F) - {[Rogue-Reskin]_20[F]_20Repal%20+Staff}
-knife (M) - {[Rogue-Base]_20[M]_20Repal_20+Staff_20(Community%20Effort)} -
Soldier - {Nuramon}
-animations - {[Soldier-Custom]_20[M]_20FE15-Style_20by%20Nuramon} -
Camp - {JonoTheRed}
-animations - {[Misc-Supplier]_20[F]_20Bandana_20Alt_20by%20JonoTheRed} -
Fleet - {Zarg}
-stand - {Ship (U) {daemoth, Zarg}-stand}
-walk - {Ship (U) {daemoth, Zarg}-walk} -
Tactician - {Aruka, Yggdra, TytheBub, Marlon0024}
-Portrait - {Tactician (M) Magic {Aruka, Yggdra} 1}
-stand - {Mage Lord (M) Eliwood {TyTheBub}-stand}
-walk - {Mage Lord (M) Eliwood {TyTheBub}-walk}
-animations - {[Tactician]_20_20[M]_20Tactician_20Mark_20v1_20by%20Marlon0024} -
Theif (F) - {Eldritch}
-animations - {[Thief-Base]%20[F]%20Cath%20Repal%20by%20Eldritch} -
War Monk - {DerTheVaporeon}
-Portrait - {War Monk (M) {Der}}
-stand - {War Monk (M) Axe {Der}-stand}
-walk - {War Monk (M) Axe {Der}-walk}
-animations - {[FE13-Custom]_20[M]_20War_20Monk_20by%20DerTheVaporeon} -
Trainee - {unknown, L95, WarPath}
-animations - {[Journeyman-Base]_20[M]_20Vanilla%20+Weapons}
-stand - {Fighter (M) FE10-Style Sword {L95, Warpath}-stand}
-walk - {Fighter (M) FE10-Style Sword {L95, Warpath}-walk} -
Fighter Princess - {Milia, Shin19}
-animations - {[FE7_20Hector-Reskin]_20[F]_20T1_20FE7if%20Milia}
-stand - {Lord (F) Hector Axe {Shin19}-stand}
-walk - {Lord (F) Hector Axe {Shin19}-walk} -
Cav Knight Princess - {unknown, RobertFPY}
-animations - {[FE7_20Eliwood_20Variant]_20[F]_20Generic_20-Titania%20Knight}
-stand - {Paladin (M) v2 Axe {RobertFPY}-stand}
-walk - {Paladin (M) v2 Axe {RobertFPY}-walk} -
Super Soldier - {Nuramon, unknown}
-animations - {[FE8_20Ephraim-Custom]_20[F]_20T2_20Heavy_20Infantry_20by%20Nuramon}
-stand - {Lord (F) Ephraim Lance {IS}-stand}
-walk - {Lord (F) Ephraim Lance {IS}-walk} -
Harrier - {Ayr, Melia}
-animations - {[Peg%20Custom]%20[F]%20Harrier%20by%20Ayr}
-portrait - {Harrier (F) Magic {Melia}}
-stand - {Custom Flier Harrier (F) {Ayr}-stand}
-walk - {Custom Flier Harrier (F) {Ayr}-walk}
-- Update 1 –
-
Sage - Greentea, DerTheVaporeon, Levin64, HyperGammaSpaces, Nuramon, RJ_Exists, L95, Brendor
-animations(M) - Erk by Greentea
-animations(F) - Ishtar by L95 -
Cavalier - Agro, Leo_Link, Pushwall, team SALVAGED
-map sprites - Cavalier (M) Sword {Agro}-stand, walk
-animations - [Cavalier-Variant] [U] Leo’s sword cavalier long hair by Leo_link
-animations - [Cavalier-Variant] [M] Generic by SALVAGED -
Paladin - RobertFPY, Aruku, Kenpuhu, Nuramon, Lord_Tweed, Mexicancactus2911, SALVAGED, Obsidian Daddy, Zoramine Fae, UltraxBlade
-map sprites - Paladin (M) v2 Sword {RobertFPY}-stand, walk
-animations - [Grand Paladin] [F] Generic Repal
-animations - [Paladin-Variant] [M] SALVAGED + Weapons -
Mercenary - Salvaged, Jay the Count, UltraFenix
-animations - [Mercenary-Variant] SALVAGED Vanilla style [M] by JaytheCount
V1.0a
-
Pegasus rider
- Pegasi (F) T1 Helmet Sword {Sephie, Cornontherob}-stand
- Pegasi (F) T1 Helmet Sword {Sephie, Cornontherob}-walk
- Battle anims - Flasuban, UltraFenix, Leo_link, L95, UltraFenix
-
Falcoknights - dark
- battle anims - shadowofchaos, TheBlindArcher, Sme, Shtick, Camus_Regan
- reuses walk and stand plattes from Harrier
-
Falcoknight - light
- battle anims - Flasuban, Jeorge_Reds, UltraFenix, ShadowOfChaos, UltraxBlade, UltraFenix and CranJam
-
Fellbeast
- battle anims - Nuramon
- Wyvern Wild (U) 16x16 {Faeriefruit}-stand
- Wyvern Wild (U) 16x16 {Faeriefruit}-walk
- Wyvern Wild {Faeriefruit} - {edit by me}
-
Myrmidon reskin
- battle anims - Seliost1
-
F Berserker
- Berserker (F) Hawkzerker Axe {Pikmin, Der}-stand
- Berserker (F) Hawkzerker Axe {Pikmin, Der}-walk
- Battle anims - RedBean, 7743, Seliost1
-
Fletchling
- Battle anims - RenOokami, Knabepicer
- Hunter (M) MeatOfJustice-style {knabepicer}-stand
- Hunter (M) MeatOfJustice-style {knabepicer}-walk
Item Icons
- {2WB} (Vanilla + Blitz) Apocalypse
- {2WB} (Vanilla + Blitz) Divinestone
- {2WB} (Vanilla + Blitz) Maltet
- {Artist Unknown} Staff 1
- {Batima} Brave Lance (DS)
- {Batima} Mulagir
- {Batima} Saint’s Staff
- {Beansy} Blue Tonic
- {Beansy} Green Tonic
- {Beansy} Yellow Tonic
- {CamTech075} (Pack 1) icon 007
- {Celice} Sword 33
- {Dark} Minecraft Book
- {EldritchA, Indogutsu Tenbuki} (Tactics Ogre) Magic Seed
- {Ereshkigal} Bow 9
- {Ereshkigal} Bow 19
- {Ereshkigal} Katana 10
- {Ereshkigal} Sword 13
- {Ereshkigal} Tome 4
- {Ereshkigal} Unique 10
- {Ereshkigal} Unique 27
- {Ereshkigal} Unique 30
- {FuriousHaunter} Bloom Festal
- {Kyrads} Moonlight Greatsword
- {LordGlenn} (ArchaneaIconProject) tile213
- {SacredStones} Urvan
- {Seal} (SacredWar) Lance 17
- {Seal} (SacredWar) Monster 10
- {SMITHYGCN} Lance 4
- {VelvetKitsune} Aurion
- {XVI} Blood Sword
- {Zane} (Icon Blitz 1) Axe 15 - {minor recolor by me}
- {Zarg} Monster 7
- {Zarg} Monster 8
- {Zelix} icon 036
- {Zelix} Spear
- {Zelix} Tomahawk
- {Tactics Ogre LUCT, EldritchAbo, serebii01} Overripe Fruit
- {LordGlenn} Lance 25
- {Dark} Minecraft Book
- {EldritchA, Indogutsu Tenbuki} (Tactics Ogre) Magic Seed
- {Zane} (Icon Blitz 1) Axe 15_2
Magic Animations
- CSA ; Ereshkigal
- Forblaze-kai
- Meteor Lite (Needs Formatting) {7743}
- S RANK Spell Animation (Recolor Version Set) {SHYUTERz}
- 自作アニメーション(バージョンアップ) {SHYUTERz}
- Ballista Arrow {SHYUTERz}
BGs, interface Elements
- Title art - Langrisser II Dark Sword {Fenreir}
- Battle background - Full Battle Screen (Variant 3), {Cynon} Chrono Trigger Inspired Battle Frames {F2E}
- Status screen - {Jiege} Status Screen 11.png (repal by me)
Other Credits
- Fields recolors - {Atlas F2E Palettes 2025}
Link - - - > (https://feuniverse_us/t/atlas-f2e-palettes-2025/30398) (replace _ with .)
Castle 4 recolor (me) (very proud
)
Misc
- {me} - portrait recolors
- {me} iron sword, iron lance, iron axe, crit ring, green gem - vanilla edit
- {Klokinator} - FE-Repo
Feel absolutely free to DM me on Discord (Celery356) or FE Universe (Celery356) if I have misplaced, misused credit for any used assets or if you’d prefer that I didn’t use your artwork for its purpose in FE: the divine and desperate. I encourage to tell me!
As always thanks to the artists whose work used in this hack! I have tried to credit to the best of my ability, but if made any mistakes, I’d be more than happy to solve them.
Update 1 patch notes
-
Gave EVERY class (except trainees) +1 to move.
-
Kent, Sain, Ike, and Bike have been replaced. They are no longer joke characters.
-
HUGE changes to enemy growth rates. I thought it needed to be done since adding bonus
levels in chapter menu messed with the consistency when playtesting. -
changed names of a couple classes to reduce complexity
-
sage F and M have new battle sprites
-
cavaliers and paladins now have distinct map sprites + battle animations
-
new mercenary M battle sprites
-
made bridge on ch0 two tiles wide
-
drastic map changes to ch1 (restart if you’re on that map)
-
minor changes to ch2 map
-
minor changes to ch3 map
-
major gameplay changes to ch3 (restart)
-
minor changes to ch5 enemy composition for more consistency
-
adjusted weapon triangle bonuses (magic no longer receives disadvantage when attacking other magic, made melee receive equal advantage and disadvantage.
-
changed wyvern effective weapons to ruby/sapphire/emerald type weapons
V1.0a patch notes
Gave all infantry units shove (except those with dance)
Replaced suspend with Vesly’s turnwheel, including a battlesave feature
Buffed/Nerfed/sidegraded A LOT of stuff
Buffed cavs, they have two weapon types.
Gameplay modifiers - fixed growth, 1RN, and casual mode are now included before the first chapter starts.
Nerfed rage orbs
changed iron bow equivalent, now 2 range with better power and hit, was 2-3 range before
Special bows like killer bows, brave bows, etc are two range
Raised weapon level requirements for most weapons, irons are no longer completely useless
changed promotion stat gains, redistributed hp into other stats
buffed promotion weapon level changes
changed wyrmslayer type weapons into the bold weapons, weaker brave weapons
buffed weapon hit rates all around
changed order of recruitment for a couple units
completely reworked maps for like, most of the chapters, really just chapter 4 and 7x that didn’t change
Lots and lots of other things
Almost just in time to not play fortunes weave! (Thanks Nintendo!)












