The Class Design Effortpost Collection

Hello, FEUniverse! I’m Loog, a fellow who’s done a bit of hacking here and there, and today, I’m here to talk about the Fighter. Frankly, Fighter is not a class I’d have chosen to write about, but as they say, when life gives you lemons, complain a bit before getting on with it. First, let’s define our terms.

What is a Fighter?

The straightforward answer is that they’re axe infantry but not the kind that causes village tilechanges. This definition by non-definition extends to other infantry, too: they don’t have the loyalty implied by the Soldier or the cointhirst implied by the Mercenary. They’ve got an axe, for who knows what reason, and know how to use it, and that’s all you need to know.

This splashability and weapon type makes the Fighter the perfect early game enemy in the average Fire Emblem (Brigands/Pirates are an acceptable substitute). Here, Fighters serve a clear purpose. Thanks to their lackluster Speed, average at best Skill, and reliance on the generally inaccurate Axe weapon type, enemy Fighters have an obsession with putting up the worst numbers you’ve ever seen against any moderately fast Sword user. In that sense, they share common ground with the GBA Soldier, who jobs regardless of their opponent.

But unlike the Soldier, the Fighter always has a place in the player’s army, no matter how small. Let’s take a brief look at how player Fighters have turned out throughout FE’s history.

Fighting For A Deployment Slot

Generally, the answer is “poorly.” It all starts with Archanea, where Fighters couldn’t even promote, a sore point for their future prospects. Admittedly, Barst holds up reasonably well despite this, but Cord and Bord, each deficient to an already unimpressive unit, set the trend of mediocrity that future Fighters tend to follow.

It’s worth mentioning here that the three of them are significantly better in Shadow Dragon, with Barst just having generically great combat. Bord is more interesting to discuss, as he, in my opinion, fulfills the Fighter fantasy better than any other (save a later Warrior): hitting a guy real hard. With his weapon rank advantage over Cord, he can just Hammer an armor or Devil Axe anyone else, and that guy is gonna hurt in the morning. Sure, he gets doubled by almost anything. But so what? Enemies can’t double you if they’re dead. Required watching:

Moving onto Jugdral, they give the Fighter a fresh name in “Axe Fighter”, a very meaningful change. The lone Axe Fighter in FE4 is Iucharba, and unfortunately, he joins in Gen 2, cannot inherit anything from Gen 1, and cannot join unless you choose him over… an Axe Knight. You know, a mounted one. In FE4.

Naturally, Iucharba disappoints, even ignoring the mediocrity of FE4 Axes generally (Brave Axe notwithstanding). With that said, FE4 does introduce a promotion option for Fighters in Warrior, granting them Bows, which is fairly relevant going forward…


But not in FE5. Why? Because Axe Fighters now promote to “Mercenary”, Heroes before they were Heroes. In FE5, your two Axe Fighters tell the tale of FE1 again. Osian, the Barst of this tale, has some of the best combat in the game thanks to his trusty Vouge/Pugi/Bhuj (call it whatever you like), a light, accurate, high crit handaxe with plenty of uses that only he can burn. Couple that with his Follow-Up Crit Multiplier of 3 and the Wrath skill (here, an auto-crit on his first attack when he’s countering), and you have a killing machine.
Halvan, the other axe bro in the equation, is mostly mediocre, as Fighters are wont to be, and there’s very little of note to say about him. Sucks to suck, I guess.

This dichotomy illustrates that while Osian is a good unit, it really has nothing to do with being a Fighter: there’s nothing systemic about Thracia that makes axe infantry particularly good, save the Brave Axe which just about anyone can use. Osian’s good in the way any infantry unit could be if they were Kaga’s special boy and had all the game’s systems propping him up. The way in which Osian succeeds almost feels unethical, in comparison. Thankfully, IS understood this, and with FEGBA, they take us back to mediocrity.


We even go back to the Fighter class name! To be honest, though all of Ward, Lot, Dorcas, FE7 Bartre, and Garcia do have differing use cases and levels of viability, the group kinda melds together into a pot of indistinguishable mush. FE6’s group struggles with some systemic issues around Axe hit, Ward and Bartre are noticeably worse than their counterparts, but all in all, Intelligent Systems returned to their ways of making Fighters that all have a clear and quick expiration date: mediocre bases and mediocre growths do not a deployment make.

Their promoted counterparts, however, actually can justify their own use. To me, FE6 Barte is the first, truly good Fighter (ignoring the prior Thracian nepobaby). He joins with massive HP, Str, and a Brave Axe, giving him fantastic upfront power. Beyond that, unlike his unpromoted brothers, Bartre actually has a usable D Bow rank, and the general strength of Bows in FE6 (due to stronger enemies and many fliers) makes Bartre a flexible force to be reckoned with who lays the groundwork for what a player Fighter should be (which Bord later follows on, somewhat, in SD, though he is significantly worse).
Also, Geitz exists, on some save files, I’ve heard. I cannot confirm or deny this.

Moving on to Tellius, these games actually have generally solid Fighters, in comparison to most of the rest of the series, but these games, more than any other, illustrate the primary issue that Fighters have and why they’re usually bad.
In FE9, Boyd can struggle early with doubling, but with his relatively good Speed growth, he can double often with high Attack later down the line, and he joins early enough to have the resources to do it and has enough HP to tank some hits, too. That said, Path of Radiance is a mount’s game, and Boyd’s only got two feet. He can be carted around by mounts, but he’s hardly the best recipient of this rescue-dropping, and his promotion doesn’t do much for him, given that Bows aren’t a good weapon type here. Ultimately, Boyd is a clear step up from GBA, but still, not that amazing, and notably worse than his successor in FE10.


But Nolan is, in some ways, the opposite of Boyd. His greatest value is in how terrible everyone else around him is early on: his bulk and solid combat is like an oasis in the Dawn Brigade desert. That said, he struggles to justify future investment when better options join Micaiah’s ranks (Jill, Zihark) and doesn’t have that same early carry role once the prepromote brigade rolls in. He does still have his niches, though: Crossbows with Beastfoe makes for a reasonably good combination in Part 3 DB maps, and Tarvos gives him a personal weapon to lean on. He’s certainly better than FE9 Boyd, but he shares the same, recurring issue of Fighters lacking distinctness.

Beyond that, the two share another, more concrete issue: their inconsistent Speed is a big deal! If you don’t double, it’s really hard to kill in these games (and FE broadly, but Tellius enemies are noticeably bulky). Without Speed, most Fighters struggle to contribute outside of some very specific cases, even for otherwise solid units like these two. So, what can we do to make Fighters better, starting with making enemy Fighters a more significant challenge?

Learning To Fight

Well, one simple trick comes to mind immediately: give them Speed. For both Barst and Osian, this is a fairly important part of how they tick, and you’ve seen from Tellius that those two Fighters live or die by their Speed, too.

While this is certainly a valid approach, this tends to homogenize infantry classes, which are already very similar to each other. This provides the player with less unique challenges, and it provides you, the developer, with less tools in the toolbox for your enemy placement. For that reason, I decided to lean into the Fighter identity by giving them tons of Str, HP, and not a ton else. Pictured is the progression from Chapter 1 to 20ish for a Fighter in a group project that I lead, All Hands on Deck.

For context, the game is generally pretty inflated overall, but Fighters specifically have massive HP and Str compared to other classes, and after that, not much else. This allows them to not get taken out in one hit and get their one, big attack in when they counter as enemies.

Pictured here is their performance against a Level 1 Mage on your side, Carmen. If this Fighter had a Steel Axe, this would be a OHKO (but it is Chapter 1, so simpler inventory here). Notably, even though they have that high HP, their lack of Res and low Speed still makes them plenty killable, and certain high Magic units can ORKO them on occasion, like magic sword users.

This approach allows the Fighter to serve as a unique enemy type: they fulfill the absolute limit of “hear me out: what if this guy has high Str”, where you need to address them via ranged attacks or face a large hit back (or, in the context of this specific game and Engage, use a sword unit to Break them, denying a counterattack).

It’s certainly not the only way to stat your enemy fighters, but in my opinion, it is the one that makes them most distinct. Now, let’s take a look at player Fighters in hacks and see how people have approached them.

Fighting In Action

I’m generally an advocate of keeping player units and enemy units of the same class fairly aligned in stats, and as you’ve seen, I’m a big “heavy hitter” Fighter advocate. As a result, I would err on the side of not giving your Fighters much speed at all, unless they are pretty much explicitly intended to be Thracian in nature (read: Mercenaries with Axes). A couple examples of this that come to mind are Alex and Axel from Bells of Byelen, a hack that I worked on with the rest of Team Adversity, and Honeydew/Arckady who are actually called Axe Mercenaries. Pictured below is the Honeydew in question, along with one of the twins.

All of the aforementioned units promote into Heroes, and so, giving them Speed makes sense. That said, they’re really only Fighters in the Axe infantry sense, not the vibes. Still, I figured I’d mention them anyway, since they do fit the category well enough, and Alex/Axel get extra credit for having personal weapons that try (to mixed results) to make them good, similar to Osian.

There is one example of a Fighter’s Fighter (Warrior promo and all) who takes on this Speed leaning, and that’s Victor from Four Kings (by KrashBoomBang).

The closest comparison to vanilla for him is Osian without Wrath (even has his axe), and that’s a pretty good thing to be. His defensive stats are mediocre, and he relies heavily on his Strength hitting and doubling with the Vouge. That said, his HP lets him still have a bit of bulk, and the oneshots that come from fairly consistent critical hits do mimic the idea of the hard hitting Fighter… it just also comes with a nice crit flash. All in all, a pretty fun, if unorthodox, design for a Fighter.

Now, if you just want a Fighter who’s a bit more in line with the big beatdown style, there are a solid amount of examples out there. Natasia of TMGC fame (by Retina) is one.

As you can see from that Str growth and Fiery blood, she’s an expert at dishing out one, big hit. But unlike the Bords and Bartres of the world, she does actually have pretty reasonable Speed, so she’s not exactly a one-trick pony. However, OHKOS past a certain point can start to get pretty tough, so Natasia does have a bit of that Tellius vibe, long-term: if she doesn’t double or it’s not an effective hit, she’s not getting many OHKOs. Still, I enjoyed using her, and she’s a nice, middle of the road Fighter example.

Lastly, here’s one more example of a unit that I think fulfills the idea of the hard-hitting Fighter very well. Let’s talk about Theria from Faces of a Stranger (by ArcherBias).

Faces is unique in that most classes have access to two weapon types at base. Theria here has Swords and Axes, both as a Fighter and Hero. Is that relevant? A little, but what makes Theria cool is simply that she pulls oneshots with the Steel Axe like nobody else. She demonstrates that if you give Fighters stats and give enemies less HP, then units don’t actually require Speed to get things done. Theria is also overleveled and overstatted for the earlygame, in a similar way to Nolan actually, which does help her pull those oneshots, but still, the idea holds: let Fighters OHKO (or ORKO twice, in this case: wowza), and good things happen.

In Conclusion

Fighters are a humble class: they don’t have the movement of the Cavalier, the utility of the Thief or Cleric, or the flashiness of the Myrmidon. It makes sense that so many of them are scrubs, in this respect. But with some tweaks to the class stats and systems, the slow, steady, strong Fighter can be a lot more suited to the game that it’s in. And although I can’t show every piece of context around these units, it is really what decides whether Fighters live or die, so if you want to make your Fighters good, or interesting, take special care when deciding on the little things, because they can all add up in a big way.

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Overclasses Stupid Bullshit

If you’ve read this far into this chaotic orgy of class design dissertations, you will have likely understood a truth by now: there is really nothing objective to say about class design. Anyone who says “you should or must do things this way” is full of shit, and you’ve likely played at least one enjoyable game that runs counter to any such assertion made. However, there is plenty of subjective information to glean. Ultimately, as both player and developer, you take a look at what people are doing, you say “oh, that idea sounds fun, this idea sounds dogshit”, and you develop your own personal sensibilities based on the sensibilities of those that have come before you.

Overclasses are way more fun if you do not do this.

Tellius

This document will not cover Tellius T3s at all. I do not believe there is anything sufficiently interesting to say about them that is not part of a broader and more boring conversation about overall game advancement pacing. They’re just glorified T2s.

image
wow so different

Three Houses


“I’ve always wanted to train in lances to get my magic unit a horse.” - some idiot

Shadows of Valentia

This section of the article will cost an additional $14.99 to unlock.


worth it baby

Blazing Blade

Athos is a cool guy. He’s got a custom animation. He uses all magic. He’s old. But from a mechanical class design standpoint, what does the archsage have to tell us?

Absolutely nothing, which is the point.


bro has high stats, awesome

The archsage is some cool guy who’s hyped up in story and eventually joins you and starts wrecking shit. Many a story does this. However, he does not have to be an archsage. Final Fantasy Tactics, for example, has Thunder God Cid, who is just a ridiculously powerful swordsman. The true utility of archsages, and “cool guy” classes overall, is that they’re a free space for introducing whatever cool guy you want to your setting without respecting any existing class restraints. Whatever unit you put into this class, the class can be fully tailored, gameplay, aesthetics, narrative, whatever, to this unit and their role in the story. Let’s look at some examples, which you should *not* blindly copy because did you read the thesis statement of this post?

Massive spoilers inbound. Like, seriously, think about what you’re reading for a second.

Unrestrained Narcissism

Student: How does one define an Archsage?
Plato: Well, according to Intelligent Systems, an Archsage is a unit that has mastered all four magical weapon types.
Diogenes:


Plato: Uh, Archsages also have good stats.
Diogenes:

Plato: Good enough.

In the first image, you see an Archsage. You may notice that the stats are a little low. This is intentional, as Laguna has been wounded in successive cutscene battles and as a result has to take medical leave from being a baller. What do you envision when you think of someone who is top 5 in continental powerscaling but got severely injured? In my mind, they would still have their S ranks and skill (and luck), but their other stats would be significantly lowered, in particular HP. The idea of a weaker unit with massive ranks could really be applied to anyone, to be honest, and because of its unusual nature, its design inherently free from class constraints. This person could be an Archknight, or an Archbishop, or even an Archer in your game. Just happens to be an Archsage here. Why? I wanted someone who could justifiably warp away in cutscenes. That’s it, really.

In the second image, you see an Archsage. You may notice that she is a younger woman and that she’s also a flying unit. You’ll also note that she has stats more traditionally befitting what one would consider an Archsage. A final little point of interest is that, unlike Athos, this unit is unavailable in the final map of the game, and in fact joins only for the penultimate map. She’s an Archsage because that’s literally the title of her office, as established by the story via her predecessor, the character in the first image.

When you examine these two characters, you will note that they have very little in common. One is a midgame joiner whose utility comes from access to powerful items that other units are less likely to be using yet, as well as being level 1 (hint hint). The other is much more similar to Athos, with dynamics differing more narratively than anything, as her younger age gives her less wizened and more peer-like interactions with the other characters in the player army. Notably, the first unit is actually the typical archsage in plot role, just not starting stats.

However, they’re still both Archsages. This is because, like every other class, Archsage is a class name that has no intrinsic value outside of what you wish to imbue it with. You, or your player, may intuitively think “this has to be an old guy/really strong/late-game/blah blah” but literally none of that is mandatory. You can do what you want with your special one-unit-per-class favorites as long as you have some reason to be doing so, more so than any other class category in this thread.

Cerulean Crescent

Rivian truly does not believe that classes mean anything, and as such every playable unit in this godforsaken hack has a bespoke class line. I just wanted to take some time to point out two specific examples that I particularly liked.


This starchball stole my swag, I can’t believe this shit. (The presence of powerstaff along with not having insane Est-style growths makes Nerysa a significantly different unit from Laguna in basically every way other than having all magic S-ranks, but nuance is for the dogs.)

You can have a chicken be your lategame god-unit if you give her a funny class name like Sovereign. You can give your chicken a funny class name like Sovereign because you can literally do whatever the hell you want; it’s your hack. You can do literally whatever the hell you want and have someone still think it’s cool as long as you’re swag enough because Cerulean Crescent exists. There’s really nothing more to my thesis; the rest of this post is just an excuse to show off funny lategame ballers.

Dream of Five


User Luminescent Blade wanted a lategame sword unit with a special class that has a 1-2 ranged prf sword and a fist that’s literally a lancereaver. Relative to many other members in your army at this point in Dream of Five, Thyra is basically just dragged into the shit circumstantially and has no reason to be this baller. Despite being on a surface level only one step divorced from being a “my OC who showed up to kick ass” character, she’s still a well-regarded character because of insane gameplay presence and looking crispy as fuck with custom animations. The moral of this story is that if you show love to your units, other people will love them too, and spending your “cool guy unique class name/animations” currency goes a long way towards that.

Iron Emblem Gaiden


Your lategame cool guy can be a fucking boat if you want just put water everywhere it’s that easy. Having a dedicated siege unit be your final stretch reinforcement is also a pretty novel idea for a project that is otherwise not super siege oriented (unlike Lords of the Seas and Temple of Ardesia, which are both highly siege-focused after certain breakpoints in the game). Seriously the fleet is so hype when you get it this is the joy of the one-off custom class you can make people feel hype over a boat it’s awesome. As you can tell I have nothing intelligible to say because I really like boat units.

Hag In White


There are many mysteries present in Hag In White. Who is the traitor? What’s Apate really up to? Is Edward a pirate? Where are my pants? One such mystery, which does not present itself immediately as such, is “who’s going to be the final unit that joins?” One answer, which I think many people would not expect, is “the consort of one of the main antagonists who secretly kicks ass (including his) despite the fact that she’s hiding behind a sacred stones NPC map sprite”.

Even the class description doesn’t give up the game. If you want, you can totally spend your late game cool guy class genuinely concealing your late game cool guy behind player preconceptions.

fuck you ATHATH at least i had one example in the bag that you couldn’t steal from me

Search for Seiso


In terms of pure player hype, “cool enemy that joins you” is near the very top of tools you can pull out. In a very Super Robot Wars way, Search For Seiso does this one Yabaillion times, but Kronii is the pinnacle, being just an insane juggernaut who you’ve already seen as an enemy throughout the entire game that greatly relieves pressure in the final maps. Being given a unique T3 class and animation definitely helps sell her as both threat and reward, although admittedly what you’re really here for is the 10 leadership stars.

All this to say that Galzus is even cooler if given a bespoke class and turned into a vtuber.

S4S also has more normal T3s, which are.

Shackled Power


The Dread Knights in Shackled Power are a pair of powerful foes that support the main antagonist of the game, and honestly having “one of a set of two” defect and become playable can be far more intriguing than getting a fully unique unit, if only because there’s tons of classes where only one unit has that class, and exceedingly few where exactly two do. It’s also an efficient character dynamic in using just two units to show a division of loyalties and beliefs in the enemy upper ranks, and is a good example of utilizing T3s for narrative purposes.

honorable mention, sibyl isn’t an exclusive class
but, like, it could’ve been

Temple of Ardesia


You can have an earlygame unit go “I’m going to lock in” and just randomly promote to a T3 class on the last chapter if you want. If nothing else, it’s really funny.

I did say you shouldn’t copy these lmao.

The Morrow’s Golden Country


Of course, normally, you’ll give it a bit more story panache, and the units involved will be something like “lord’s bestie and possible lover” and “guy who’s been on the home team since frame 1”. TMGC is also a good exercise in the radical freedom of T3s; Druid to Druider is boring. Sorc to Baron? Heat. Trickster to Apex Valkyrie? Borderline insane.

Shoutouts to Kenneth having +1 Move just to not lose movement from his T2. Nobody likes losing movement on promotion.

Dies Emblem

I’ve pointedly omitted Dies Emblem from being an example of unrestrained narcissism because, though it be my project, it is largely about other people.


there may be favoritism involved here

Dies has two units that can promote to T3 classes when holding a specific item. What might that item be? How are these two units related? I have no idea.


This guy barely even promotes into a T3; the class name is the same, but he gets +1 to most stats, a cooler animation, and an updated portrait. This is because user Luminescent Blade gave me the requisite assets and I had no reason to say no. This is honestly all the reason you need to make a T3.

Uh, see above.

Play Infinite Kings by BobbyAsaka.

Olivia is a mod in FE Universe. Her stats may not seem like much, but you do have the option of imbuing power into a T3 by using skills.


Camdar is the admin of FE Universe. His stats may not seem like much, but you do have the option of imbuing power into a T3 by using skills.

UltraxBlade is some guy who posts in FE Universe. His stats may not seem like much, but you do have the option of imbuing power into a T3 by using skills.

If you put yourself in a game and don’t give yourself a custom class, are you even living? My stats may not seem like much, but I did have the option of imbuing power into a T3 by using skills.

I just didn’t.

Conclusion

Earlier, I said that overclasses are more fun if you don’t leverage the sensibilities of those that have come before you. This is still true! Everything I’ve shown is an example of cool things other people have done. However, as you may have noticed, most of these examples don’t really intersect with each other. The overclass examples listed here are largely interesting because they’re whatever the developer thought was coolest, with essentially minimal regard for what other people are doing. The untrodden territory for “crazy unique unit you get” is near boundless. The only full overlaps are created by user Rivian Rice who, again, just gave every unit a bespoke class and is in itself a novel approach. I encourage all of you to get out there and print your wackiest favorite cool guy OC units and give them cool guy classes.

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:jarfield:

[redacted per sigmaraven’s request]

Long-Ass Ramble About Implementing Tier 3 Promotions Because People Keep Mentioning Trying to Do Them in FEUcord

Oh, since you brought up the subject of tier 3 promotions (as opposed to units who start in tier 3), I think it’s worth mentioning that if you have an existing unit promote to a t3 (or t2) class with t2 exp gain and this promotion doesn’t happen in, like, endgame, you are very likely going to encounter game balance issues due to the level reset. Aias in Dark Stone is a good example of this, as are Code of the Burger King’s b-sides (basically second seals).

A pretty good solution to this is to just… make the unit’s level not reset when they promote to tier 3. An example of this is Rennac in specifically the SLoP fan-patch, whose level returns to its initial value if you recruit him in the manner that promotes him.

You may also want to use different promotion bonuses for if the unit was tier 1 before promotion vs. tier 2 before promotion, as otherwise the former will miss out on stats compared to the latter. The implementation of L’arachel’s second promotion in the SLoP fan-patch effectively does this by secretly decreasing her stats just before her promotion if she was already in a t2 class. This has a side effect of gaslighting the player into thinking they successfully double-dipped her promotion bonuses, which I think is funny. (The non-troll way to do this would be to either use the difference in class bases promotion patch or promoting the unit to a separate-but-otherwise-identical version of their t3 class that has different promotion bonuses.)

If you want to be, like, Tellius-pilled and make everyone promote to tier 3 classes because your game is just that long and epic, please god narrow down the scope of your game, you’re going to burn yourself out long before you get to chapter 40. If you still want to do that, then find some formal way (rather than the hacky methods used above) of either reducing the EXP gain of t3 units or making their levels not reset upon promotion. There’s an febuilder patch for the latter, but it doesn’t let you mix and match level reset promotion methods with non-level reset promotion methods. Alternatively, accept that your units will ram their (t3) caps and design the game around that, SotF-style.

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very true!

fwiw most of that ramble is talking about t3 plot promotions; only the last paragraph is about tellius “yeah you can just promote to this with an item” promotions

but yeah it’s a side tangent about a pet peeve of mine that’s mostly irrelevant to the main thesis of your post, hence why it’s cordoned off in a spoiler

Alright, on my way to make some epic super special classes units… that are not the lords because the lords are meant to use generic classes…

generic T3s then

edit:

speaking of unrestrained narcissism,

you can have your lord randomly transform into a T3 for two random chapters if you want. you can even have her be permanently berserked in one so she one-shots all of your units.

It too is a little cool.

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Nice

Though generic T3s are for my lord units and most other units on mine

And for the units with the stupid super epic classes will have T3s unique to them

​Putting This Together: Balancing Classes Against Each Other

The posts all in this thread focus on individual classes. I’m crashing the party to make more of a meta-point around designing classes in isolation versus how they compare.

Humans, by their nature, love to rank and compare things to determine what is the best. It’s something we inherited from our ape ancestors that spurs our undying fascination with tier lists and determining who is the GOAT and who is utter trash. Like Japanese macaques, we know which units we will allow to bathe with us in the hot springs (deployed every map and given all of the favoritism) and who deserves to be left out in the cold (the bench).

Classes in Fire Emblem are no exception to this. Listen to or read any let’s play of a Fire Emblem game, and you’ll find a stray remark along the lines of “wyvern lords are really good in this game”, “bows are pretty weak in this game”, or my personal favorite “generals are good because they can use lances indoors”.

​Classes are just one of many factors that determine how useful a unit is in Fire Emblem. It’s one of the easier ones to control for because class attributes provide the foundation for all other factors to build off of, such as unit stats, item stats, and game context (ie the map layout, terrain, enemy composition, etc.).

​When designing class lists, and by extension, a full class tree, you will want to consider not only how each class is useful in isolation, but also what their comparative advantages are relative to other classes. When you don’t consider these comparative advantages, or make certain comparative advantages meaningful, you can easily end up in a situation where one particular type of unit is strictly superior, which can make the game feel uneven or lack unit diversity.

Vanilla Examples:

This is most apparent in vanilla games that offer reclassing, where you can access the most coveted traits like flight and high movement, without giving up much in return. FE16 is a good example of this, where it isn’t uncommon even in casual playthroughs to put many units into wyvern lord classes down the road. Not only do these classes have clear strengths over their peer classes, their stats aren’t bad and the game isn’t punishing enough to make flight or being a wyvern a liability in a meaningful way.

This means that although they get two powerful traits, they don’t meaningfully suffer for having them, either. While certain units have specific traits inherit to themselves that make them better suited for other classes, like how many of your magic units probably don’t have the inherit makeup to be effective as a wyvern lord, many units that specialize in something less useful or don’t have a niche skillset are often funneled into the wyvern lord path. It appears being a wyvern lord is Fodlan’s equivalent of telling the unsure young person “just learn to code, bro”.

Reclass games tend to make this problem feel more acute because you can exploit this inherit imbalance in classes, while other games you’re limited by how many of each class the developers give you. But this isn’t just a modern phenomenon. Uneven class dynamics exist in older games, too.

Let’s go back to the humble Gameboy Advance. Above, Loog talks about the axe fighter and their 30 year struggle to be relevant. In a game like FE6, your early game axe fighters are competing with Marcus for use of axes. While Marcus has less long term potential, he makes much better immediate use of things axe users are good at – using axes to great effect – due to his superior movement and stats. Marcus does the same thing in FE7 to Dorcas and Bartre.

Again, these infantry classes offer no real advantages over paladins in those games, not only because of the inherit factors of the class (a mount, high movement, more balanced statlines, etc.), but also the context. Going back to FE6, Lot and Wade can’t use any axes that Marcus cannot. The main advantage that Lot and Wade have is that they will someday get bows and that Marcus can’t physically do everything at once. However, these are both small wins that are hardly practical considerations. I’m probably going to let Marcus use the hammer and the halberd.

But, you might say, sure, paladins are obviously going to better than axe fighters. And while I don’t think it’s necessarily a problem if some classes are stronger than others inherently, Elibe games take it a bit to an extreme. Even comparing say the axe fighter to the brigand or pirate, the base stats are practically the same. Axe fighters get bows on promotion, while brigands/pirates can natively mountain/water walk, plus they get big crit on promotion. Sure, bows have effective bonuses and range, but does this matter when you can OHKO other units from funny terrain? I think generally, axe fighters lose here on paper, and may only win due to contextual considerations (you’re likely to get more use out of Lot or Dorcas than say Gonzales or Dart because of availability, even if the latter have higher ceilings and more interesting advantages on paper, because the former have more availability and exist when you have fewer options).

I want to keep picking on Elibe a bit more here to illustrate another point. Let’s break down class boundaries and think about usefulness of weaponry. Bows are billed as anti-flier weapons. They can also be used at two and sometimes three range. This makes them well-suited for doing safe chip damage and also putting the hurt on fliers.

However, another weapon type tends to do this much better: magic. Anima magic is fairly prevalent in FE7, and it can do most of what you want from bows: safe chip and flier removal. Wyverns tend to have low resistance and get shredded by magic, sometimes even harder than the 2x bonus you get in the US version of FE7 for bows. Magic also can be used at one range and takes advantage of many units having worse resistance than defense. Being reductive, you can argue that in FE7, magic does the job of the bow better. This is then further exacerbated by the game’s context: bow stats and costs aren’t particularly compelling, you get very few bow units with good stats, and pegasus knights, with their alleged higher resistance, are so paper thin that many other unit types make quick work of them. I’m being simple here to illustrate a broader point that bows are unfortunately, not very useful – leading to many to wander into design meta yearning for the secret truth: how do I make archers good?

These are just some examples, and I’m sure there are niche counterpoints in vanilla that I’m glossing over, but I’m writing about common sentiments I’ve observed over my years in the community and as a player of the games. I’m sure someone can pull up numbers and tell me I’m wrong, but we’re going with ~ vibes ~, chief. How things feel is arguably more important than how they actually are, and much of that is determined by context. You can make bows extra super powerful to make the archer look amazing on paper, but then have a hack with tons of desert maps, no fliers, and loads of generals. Are they still good, then? Maybe not. Again, extreme example, but want you to take away the point about context determining relative class usefulness on top of this.

I’ve alluded to this through these examples, so let’s break down some factors here that can help you when balancing classes relative to each other to make each feel distinct and worthy of use.

Dimensions:

- ​C​lass Type: This category is basically how the class is categorized and any inherit strengths/weaknesses they have, such as infantry, armor, wyvern, horse, etc.

- ​Weapons: Which weapons the class can use at base and at promo. This includes class-locked items (like the myrmidon’s Wo Dao). For player unit design, this also extends to Weapon Ranks.

- ​Stat Spreads: This determines how the unit feels to use and fight against. I’d argue this is most critical for designing classes because you often won’t do custom class stats for enemies. For example, you probably want generic armors to meet the expectation the playerbase has for armors (high defense, low speed). Player units is where you can break norms a bit more IMO. Regardless, you want to consider what spreads exist to help create specific advantages. For example, myrmidons may have better speed while mercenaries have higher strength.

- ​Utility + Skills: What sort of extra benefits does the class provide. This category includes things like mounted aid, waterwalking, native crit, thief skills, etc. If you’re a fancy lad, you may have class skills here. Even more abstract, you may think about the vibe of the class and what that means narratively (like how brigands are often bandits in-story, or how nomads often have strong ties to a specific country or culture narratively). This may justify having classes that are similar because contextually they are meant to feel different (although I’d argue no one really cares about the difference between the freshwater Corsair and saltwater Pirate).

- ​P​romotion Options: What does the class promote into? More relevant when designing games with branched promotions, but an important consideration when looking at a class list holistically.

The last dimension, which doesn’t really fit into the world of spreadsheets, is the game context. This is determined by your story, setting, and your biases as a designer.

For example, when I worked on Vision Quest, I was laser-focused on trying to balance the gap between mounted units and infantry, because so many vanilla games and hacks at that time had mounts almost always as the superior choice.

One way I did this was by making maps smaller and more crowded, so the movement difference mattered less. That kind of thing isn’t necessarily captured in a class tree. I also wanted thieves to feel more useful, so while I didn’t put special focus on their stats, I wanted to lean into their utility by adding lots of stuff to steal (as well as lots of fog) to make them a better choice contextually. Similarly, to make bows more useful, I added an early longbow to give the player access to long range sooner, as well as plenty of fliers to shoot at. If units have specific traits, the game needs to reinforce the use of those traits to make them desirable to have. In vanilla, many of these get underutilized, so things like movement and flight often reign supreme because they are usually all you need to get the job done (again, reductive, but not inaccurate). More niche skills and benefits don’t matter much if the game doesn’t make them matter.

Put another way, it doesn’t make sense to invest in a rice cooker if you never eat rice and you rely on your trusty Le Crueset for everything that requires a pot. However, if you make rice a lot, a rice cooker is a handy tool to have in your kitchen and is often the best way to make rice easily. Fantastic as your Zojirushi may be, it doesn’t matter if you have no use for it because it doesn’t fit your lifestyle. Think about units similarly and you’ll likely figure out which are going to be most useful.

​When designing classes, we then need to evaluate them against these factors and then compare units with similar dimensions against each other.

For example, you will want to compare how all of your bow-wielding classes are similar and different, and why you may want to use one over the other. Similarly, you may want to evaluate all mounted classes to see if any one mount type is strictly superior to the others. Comparing units along similar dimensions helps you figure out which other dimensions need to be tweaked to give each their own advantage. This is critical for enemy design, since you can make classes feel different to fight. For example, myrmidons and sword armors both wield swords, but fighting them is often a different experience because of the other factors that differentiate them.

Enemy design vs. player design

​This gets into another point I want to make. When looking at the class tree and doing this sort of macro-level class comparison, you should be thinking from the lens of the enemies that you are fighting. Enemies are more likely to stick to these generic stats and advantages because who customizes enemy stats and messes with player expectations? Maybe for a one-off you may want to (like making all of the armors really fast because of the story, or making enemy pegasi bulkier to change the map flow), but you probably aren’t going to manually tweak numbers chapter-by-chapter and want to rely on enemy stats + autolevels to do the job. So getting class design right is important for making it easier and more efficient to build your maps.

With players, it’s a bit different. Pending your design philosophy, you may want to stick close to the base classes (like Iron Emblem), while in other cases, you may want to subvert these to make unexpected units, like the aforementioned speedy armor knight. Class design becomes a foundation for additional tweaks to make unique and compelling player units. We see this most often with “christmas units”, where two of the same class have distinct stat spreads and growths that can make them play differently.

For me, I usually like to ensure players get units that feel like the enemy classe (ie your standard armor knight) and then others that feel funkier and break norms. But again, it depends on your game and what you’re working towards.

Conclusion

The TLDR of this post is that it’s good to think of classes in isolation, but to ensure overall cohesion, you need to think about how these classes relate to each other and what’s going to make them comparatively more or less useful compared to other classes with similar traits.

From there, think about the context of your game and create situations where these strengths and weaknesses are emphasized. If you’re building a relatively standard FE experience, you will want to find ways to create compelling tradeoffs between using different units to make players more carefully evaluate who they use and when, as well as allow for player expression in how they choose to build an army, without making any one experience so incredibly optimal that all others are pointless. Class design plays a huge part in how the game feels to play and contributes heavily to how balanced and interesting an experience is.

​As a reminder, you will never get perfect balance. With so many factors to consider, certain classes will inevitably be better than others. So don’t worry too much about achieving perfect balance, and instead avoid making any one choice too obvious or one type of unit so significantly better than its peers. Your goal should be to ensure that the range from the best to the worst is narrow, not that all of them are perfectly equal.

I hope this helps. Thanks for reading.

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A Foreword to the Light Mage Post: Or why Monks are kind of superfluous

Fun fact: The spreadsheet for this actually calls the class Monk. But I didn’t title this post after it. The reason’s fairly simple: I don’t think that monk is a very fitting name for the light magic wielding tier one class. Intelligent Systems has never been able to keep hold of one primary identity for this class, and I hope to reflect that. It’s quite a simple affair, but I, quite frankly, detest the name of “Monk” for this class.

Across seventeen games, there have been two entire monks; Lucius, and Artur. If we expand that to units who primarily wield light magic in tier one, then we can also count Homer and Micaiah. Three fourths of this classification have something in common: They aren’t even the main class in their “classlines.” Bard is one of three classes in Thracia that promote to Sage alongside Mage and Cleric. …And similarly, in the GBA games where it exists, Monk shares its promotion with Cleric and Priest. In short, the classes feel like a second thought. Whilst Micaiah has a more unique identity, having a unique classline due to the fact that she is a lord character, they still feel unspecial. Light Mage, Light *Sage (*although eventually gaining the more unique suffix of “Priestess” in her tier 3). And Radiant Dawn is not lacking in the mage department. There are three mage classes, and three sage classes aside from Micaiah’s, all of which follow the same naming scheme of element plus the appropriate tier at the end. Essentially, Micaiah’s class is also nothing special besides being the only unit to inhabit it. In fact, the same can be said about Soren. He is the only player Wind Sage present in the game, yet his class does not receive that same perceived difference.

Beyond that, the actual weapon rank type itself has never been consistent. It started out as a weapon type that Deirdre and Julia naturally excelled in, and something that units like Lewyn, Sety, and Hawk could use as sages. A special weapon type. One that was primarily wielded by units with shaky availability, and bolstered by Holy Blood, and available – albeit in a far weaker state – to the premier tier two mage class. In Thracia, it was much the same, a weapon type available exclusively to Sages, two thirds of its tier one forms, and High Priests. Eight units total. Two of which are considered to be the game’s Gotohs, presented in the story as distinguished mages with high potency. The other users include one of the Gotohs’ apprentice, two girls of high standing, or high blessing, and…as previously stated, Homer. Light magic was the special weapon type for the first two games, and first setting, that it existed in. And then came Elibe. It was reserved exclusively for Bishops, a tier two class, in Binding Blade, and then extended to Monks, the offensive counterpart, and the class I so loathe the name of, in Blazing Blade. Of course, with the change of settings, the way that it is presented will change. It just became the generic holy weapon type. Not any kind of disrespect toward the weapon type, but a definite downgrade in the most nebulous terms of “vibes.” Further change came once more in Magvel, where the weapon type just became a generic weapon type handed out to damn near every tier two mage class. Sages, Valkyries, and Bishops all had access to light magic. In fact, every magic unit in the game except for Knoll had a way to access the weapon type thanks to the game’s split promotion system. This, I believe, further muddied the kinds of aesthetics present from different classes. The once wisened, seasoned Sage class now had holy connotations to it, Troubadours, which prior, were just horseback healers and swordswomen to daring mage generals, now were holy priestesses on horseback. So while the presentation changed, it was still just “fuck it, you’re holy, so you get it” in terms of accessibility.

This all begs the question: why write on a topic that you feel so negatively about for nearly seven hundred words? Because I need anybody reading this to understand the viewpoint that Intelligent Systems does not care about light magic.

At All.

A footnote to the foreword:

The Monk class means something completely different in the most recent Fire Emblem releases as well. In Fodlan, they are just the basic primary mage class, and in Engage and Fates, they have supplanted Clerics and Priests as healers, while also gaining access to fists in the former title. Due to this, I will not be discussing them at all throughout the remainder of this text. Thank you!

Of course, with all that having been said, this leaves us with only one thing to discuss: how do we handle light magic? When I say “we,” I of course mean ROMhackers. There’s a lot to say there, so I’ll just dive in!

Getting over the Hump of Vanilla:

I’m well aware that I just said that we would be moving on to talking about how hacks handle the weapon type, but quite frankly, this needs to be discussed beforehand. Since almost every Fire Emblem ROMhack is done in the GBA engine, hackers have to work off the base of Sacred Stones’ Light tomes. And. They suck. Period. Full stop. To start with, it has low might compared to the equivalent-rank anima and dark tomes. Second: due to its position as being a secondary weapon type, most units will not realistically be able to grow out their weapon rank in it to even be able to use any of the higher rank tomes. Third: and this is a statement on the verge of becoming aphoristic due to how commonly it’s said – “light magic isn’t light.” However, further than that, the stats on these tomes hardly make sense. They are medium to high weight, middling hit, low mt, low crit weapons. They do not have an actual niche in spite of the weapon’s crit stats theoretically allowing those wielding them to crit more often. Additionally, none of the classes capable of wielding the weapon type have a high CON stat (something similarly reflected by the S-Rank Anima tome being so heavy, that none of the potential sages, one of the light-wielding classes, can benefit from its speed bonus) so it is not as if the whopping fifteen weight of the Aura tome, the most powerful common light magic weapon, can be offset beneficially.

Anyways, now ROMhacks can finally be discussed. We all start with a base ROM that has very weak light-magic, both in terms of weapons and classes, and then we have to decide what we want to do with them. As far as I see it, there are three branches of solutions, and they go as follows:

  • Adapt: Wherein a hacker changes hardly anything about the sandbox, and maintains the status quo with a few adjustments.

  • Buff: In order to fit a changed sandbox, or to make them more viable, stats are changed to be able to function well.

  • Transform: Ground up retooling in order to fit a radically different sandbox. May include absorption into another weapon type or a bestowal of a new role in the sandbox.

Adaptation:

To go more in depth, my prime example of a hack that does an adaptation is The Lonely Mirror by Caladrius. In general, The Lonely Mirror, or as I shall be referring to it as from here on out, LM, barely deviates from vanilla, warts and all. This includes the abysmal stats present on light tomes, and the general lack of properly-equipped classes for them. There is still only one basic light-magic wielding class in Monks, however, instead of sages gaining access to light magic, there is a new class that Monks can promote into called Prophet, which gains access to critical boost. Unfortunately, Bishops have lost the one thing they had going for them: slayer, which I have up until this point neglected to mention. Slayer grants bishops 3x effective damage against the monster classes which are plentiful in Sacred Stones. It just so happens that there are both more monster classes, and more frequent clashes with them in the thirty-four chapter long LM. As some of you may be saying “then what else does the weapon type gain in order to match this?” Nothing! Well, nothing tangibly different… Every single “generic” light tome receives a passive stat boost that hardly affects combat along the lines of +2 speed, or +3 luck. There are also a number of new light tomes, however, compounding the issues that classes wielding light-magic face in vanilla, almost every one of these new “useful” light tomes are locked behind weapon ranks that no single has at base, or will be likely to build up to. Bishops have a base level of D-Rank, which means that the two to three monks that join your army will gain a pitiful +31 to their light rank on promotion. This is compounded by the nearly unchanged player class statlines from vanilla, alongside the generally awful stats that player units will have in comparison to enemies that results in light magic users:

  • Being too slow to double enemies

  • Too weak to deal actual damage.

  • Unable to meaningfully gain weapon exp due to the previous two issues.

Furthermore, every single light magic user in LM is incredibly frail. Something par for the course as far as it concerns mages, but it results in the incredibly powerful foes they face often one-shotting, or one-rounding them. Essentially, by not changing the classes, and any new additions being added at a higher level than is typically achieved in vanilla, light mages still maintain their lackluster performance.

However, on the other hand from Lonely Mirror, hacks such as Westrian War (WW), or Blessed Heart (BH) manage to stick very close to the vanilla formula for light mages to great success. In the former hack, classes follow the vanilla paradigm very closely, especially the magic classes. However, unlike in vanilla, while the stats are very similar on the weapons, the units capable of wielding them have been adjusted to be able to fulfill the roles that light magic was seemingly built to. Speedy, occasionally crit-focused units, with the ability to wield staves. What’s more is that Westrian War even opts to keep the small critical boost that light tomes grant. For all intents and purposes, light-wielders shouldn’t feel all that interesting to use. However, the adjusted unit stats is compounded by the universal twenty stat caps, resulting in the lower attributes of light tomes feeling far more impactful. Blessed Heart also does similar. Weapons and such are very similar to vanilla, but adjustments have been made to units in order to facilitate their viability. Monks can no longer promote into Bishops, and instead have to choose between Sages, or the light and dark wielding Mystics. This, in my opinion, causes light weapons to once again feel superfluous. Upon promotion, a monk will have no real motivation to use the lower might light tomes compared to the more powerful dark or anima tomes they have access to. Both of the class’s promotions decenter its primary weapon type.

While, often, hacks that tend to stick close to vanilla suffer from the same problems, when a hacker provides just enough tweaks to their sandbox in order to not fall into those pits, the results can be a functional environment conducive to potentially enjoyable gameplay. Unfortunately, I do believe that adaptation is the least effective method of handling light magic, and that sticking too close to vanilla may wind up harming a hack more than it helps the hacker create a sandbox.

Buffing:

Buffing is by far the most common route that hackers take when it comes to addressing vanilla light magic’s weaknesses. Hell, that’s what I do in my own hack, Searching for Light (SFL). While it may be incredibly easy to assume that there’s hardly any difference between buffing, and adapting – a misconception more than likely caused by the terminology used – there are many key ways in which the methods diverge from one another. First things first, when I refer to “buffing” I mean a hack that creates its own sandbox divorced from the vanilla stats, and even classes, but still keeps a lot of the same fundamentals, such as weapon types, weapon triangle, et cetera. For example: in my hack, SFL, I have completely retooled both my light mage class – Heliomancer, and the light tome weapons into being a lightweight, high speed, high hit, high resistance classline. There are lore reasons for this, which can impact game design, however, for the purpose of this discussion, I will save that for later in this post. By making these changes, I have allowed for the lower might light tomes to still perform a niche, as those wielding them vastly outspeed the perfectly average mages, and the slow yet powerful dark mages within my sandbox. Additionally, I have diversified the selection of light tomes. For example: I returned the iconic Nosferatu tome to its origins as a light magic weapon, and have added several other options such as a tome that grants a resistance boost, or deals effective damage against dragons. Basically: if you put good things in, you’ll get good things out. Further examples of this method include The Morrow’s Golden Country, Shackled Power, and Souls of the Forest – more on that later. I believe that I can safely say that the buffing method is the most superior method for the needs of the average hacker. In this instance, what I mean by that is somebody interested in preserving the barest skeleton of vanilla systems. By changing either weapon or class stats to be able to perform the roles seemingly indicated by their unedited stats, light magic can become significantly more satisfying to use, while still being able to be recognized as itself.

Transforming:

This third and final method is probably the most self explanatory. Either the role that light magic performs, or the actual weapon type itself has been completely changed. One of my favorite examples of this method is The Hag in White (Hag). Light magic, and the classes that use it are believed to not exist, and religiously outlawed in the hack’s setting. To further accentuate how light magic has become exotic in nature, many classes have access to anima magic, to the point that it has become one of the most notable features of Hag. Myrmidons, Fighters, and Cavaliers promote to classes that have anima access, generals have access to anima as well. However, within the entirety of Hag, only three units have access to light magic: Kyra, during her promotion, Apate, a bishop prepromote, and the titular Hag, and a late-joiner, Tiberius. Their ability to use light magic all stems from Apate’s actions in some way. However, beyond the lore implications, the gameplay dynamics of light magic also changes. It is, by far, the most powerful magic type in the game, having access to spells like nosferatu, or units having the ability to make use of the infamous galeforce skill. It becomes a symbol of power, and something to look out for whenever an enemy comes along that is able to use light magic. On the other hand, certain projects opt to just outright remove light magic by merging it into another of the two magical weapon types. One of these hacks, and my personal favorite among them, Lords of the Seas, combines light magic with staves, fully cutting out the middleman from vanilla, and exclusively making them a sidearm for healers. For all intents and purposes, the knife weapon type takes the place of light magic, being on Isabella, the Troubadour as a secondary weapon type, while offensive “light magic” staves remain rare. I believe that this has the opposite effect of Hag’s handling of light magic. By all but removing the weapons, causing light magic to no longer exist, less of an emphasis is placed on the type, thus resulting in a less mystifying experience. Another hack that handles light magic differently, but in a far more standard way, is Liberty’s Beacon . As the hack takes heavy cues from Fates, the ability to use light magic (and dark magic, however, that is far less relevant here) is communicated via a skill on an individual unit. A distinction that barely needs to be made, but one that exists all the less. Primarily for the purpose of flavor, and not for any meaningful gameplay reasons. Still, the presentation changes the way that the weapon type is perceived, and warrants being mentioned. Overall, the transformation method requires a great deal of consideration from the hacker, and if done with half a mind for detail, can often feel like a last-second addition, or unnecessary.

But what about the units??

This is the part where I drone on and on about specific units and how they represent the class archetype. I’ve gotten through the smarming, and occasionally nonsensically phrased class analysis, and just want to finish this off by ranting about some guys that I think are cool. For all intents and purposes, the intelligent parts of this post are done. lmao

When lords use light…

I think the most iconic example of a lord unit who can wield light magic isn’t even well known for that. Anakin from Blazer’s legendary hack, The Last Promise, is a lord unit, a refresher, and the most premier light magic wielder in the game. This poses an interesting dilemma where it seems that he will only ever want to refresh, however, it is worth noting that for a majority of the game, Anakin is the only light magic user. Tamiko, the cleric, needs to be promoted in order to gain access, and the monk, Arthur, joins really quite late. Ergo, when a powerful, albeit rare, dark magic wielding foe appears, Anakin may be the only reliable and safe answer to it. On top of that, upon promotion, Anakin gains access to healing. Which, really, makes him the ultimate support and combat unit. Ultimately, however, I believe that Anakin suffers from a similar issue to Micaiah; he is an important lord unit, but his access to light magic is a largely peripheral facet of his role in gameplay and in story.

7.8/10 Too much utility.

Furthermore, another notable light-wielding protagonist is Aderyn from Justice and Pride (J&P). Much like Anakin, she is given a significant lead in wielding the weapon type, however, unlike him, she poses no additional utility. Light magic is not central to her character writing, and there is nothing special about the light tomes that she can wield. In a sense, the weapons that Aderyn can wield are entirely superfluous, and if she were an axe-wielding lord, or a lance-wielding lord similar to her late brother, then discussion surrounding her would hardly change. Which, truthfully, means that she is quite faithful to vanilla Sacred Stones light mages in spirit. At least, until she gains a horse and the ability to heal on promotion. Thankfully, somebody else has already discussed classes of these parameters…

Okay, but like, who is that Onyx Dragoon guy??

Unfortunately, that’s really it for notable lords that I am aware of who primarily wield light magic. If you, dear reader, know of any units who can fulfill these criteria, feel free to let me know, and I may update this post!

I also have a hack.

I, while not the most passionate on this topic, do also have, in my opinion, one of the most interesting Light Mages in hacking (Humble, I know).

You see, Ylenia, the first light wielding Heliomancer that you get in Searching for Light, is a dynamic unit. From first glance, you would assume that she is just a standard fare SFL light-wielder. High speed, high resistance, low magic, all of that fun stuff. However, then you take a look at her skill. She’s a summoner. But not just any kind of summon! It’s a support summon.

Ylenia can summon a stationary healer that despawns at the beginning of every player phase, and can only heal allies. This may sound lame, but it is quite a distinguishing feature. Her turn economy is split between wanting to attack with my powerful light tomes, or potentially create a temporary barrier and source of healing. Ultimately, I did wind up creating another scenario where light magic feels largely superfluous to a unit’s identity, however, Ylenia does still possess a potential lead of up to 19 maps as the only light magic user in Searching for Light.

Wow, I can’t believe I fell into the same issues that I’ve been disavowing.

Those others guys. I guess.

And now for some rapid-fire unit overviews as I try to stretch out my slowly dwindling motivation to write on this topic, Thank you for making it thus far!

One of my personal favorite light mages of all time is Maeron from Souls of the Forest (Sotf). He is quite unremarkable, and the game does pretty much everything in its power to make him look mediocre and unappealing. But there’s one fatal flaw to his presentation: Light magic is just straight up good in Sotf. While it is unfortunately true that Rakel, the jagen unit of Sotf, also wields light magic, and does so from atop a horse, there is nothing dictating that one cannot utilize two units with overlapping weapons. Souls of the Forest is, as stated by the hack’s creator, Scraiza, a game where base stats really do not matter. A unit is made (and broken) by their weaponry. So all in all, the difference in bases between the two units hardly matters, and what Rakel can do with a light tome, Maeron can do as well. Perhaps it’s a bit ironic that I’ve been talking about how superfluous light magic feels as a weapon type this entire time, only to then say I like the guy who has nothing unique going for him.

Aaaaaaand. I really can’t think of any more light magic users who really speak to me. If it wasn’t somewhat apparent, the random nature of the assignments for this project meant that sometimes the passion was a bit…lacking. Regardless, I had fun diving into this, and hope that others feel able to share their own opinion on this mess of a weapon type.

Thank you,
Goldblitzx, Writer of Fire Emblem Engage.

13 Likes

Tiberius as in (the Discipline & Elite guy) Tiresias?

i can’t agree more.

i’m definitely a split magic hater and i wish more gbafe hacks ditched the anima/light/dark system.

tomes > everything else. if you want to lock tomes to specific units just make personal weapons.

I’ll keep my split magic because I like how the different magic classes look, thank you very much

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Class is an Illusion: An Essay About Nomads?

Nomads, and their bow knight kin whom moving forward we will implicitly include any time we use the word ‘Nomad’, have had an interesting and varied history throughout the series. I was quite excited to be given this class to write about, as I’m quite a fan of the class. However, quickly after I started thinking about what to say about the class, I realized I would have my work cut out for me.

Part I: Wait, Why Are We Even Talking About This?

You see, this class is actually kind of difficult to write about. Not because it’s a tough class to make good or even merely usable. The opposite in fact: the class is intrinsically good! See, as it turns out, when the two defining features of a class are:

  • Has a horse (really really good!)
  • Has bows (consistently a top tier weapon type across rom hacks!)

It’s really easy to make a unit out of this class the people will want to use. You don’t even have to try, the unit will be usable even by accident. The class speaks for itself. Show’s over folks, you can go home now.

Well, I’ll count my blessings. At least I’m not this guy.
image

Okay okay, I’m being coy. I know that’s not actually why you’re here. There’s one specific topic that the class only really ever comes up in when people ask about nomads. The age old question that has been ask time and time again:

“How do I make horse not better than foot unit?”

The dreaded issue that pops up time and time again in the official games. Horse supremacy, even among bow-locked classes, still holds true. Wolt & Dorothy losing out to Sue & Shin in FE6. Wil & Rebecca to Rath in FE7. Jamka struggling against Midir in FE4. Selphina beating out the other bow users in FE5. Even the trainee Rolf is a less satisfying training project compared to Astrid in FE9. And Neimi who… well, there’s actually no other tier 1 bow user or even promoted nomad to steal the show from her! I’m still not deploying her. That’s an interesting sentence though, and one that reveals a new problem. For me, that is. You see, just don’t make your archers dogshit garbage! It really is that simple, it’s the most obvious solution in the world why-am-I-even-here-send-help.

If you look closely at each of these examples, you see that it’s the issue with most of these examples. Wolt and Dorothy should be contenders because FE6 is The Bow Game™, but have terrible stats. Rath rejoins underleveled but has immediate access to the brave bow and is generally more usable than the archers who you’ve long since benched because they’re bad. Rolf is one of the only units in FE9 who actually has to be raised up and isn’t usable out of the box, which is also true of Astrid, but she joins with fucking paragon (increases exp gains) and on a map filed with flying enemies who give more exp than usual. Bows are actually just bad in FE5, and Selphina is less a stellar unit and more so the only usable bow unit of the bunch. Jamka actually has really solid stats, but FE4 is the single most hostile game to foot-locked infantry in the series, so he loses out to the guy who’s first act in the story is completely jobbing to the goofy brigand boss. That one is more of a system issue rather than a bad unit issue, but systemic issues are also underlying issues with most of the other examples as well.

At this point I realize I am getting into archer design territory, so I’ll just cut this part off here and let the person in charge of the archer paper write about the class and assume you know by now how not to make a sandbox that is unintentionally hostile to specific weapon types or classes. So at that point, it really is as simple as just balancing the units and giving them strengths and weaknesses over each other. I can even give a pretty well worn example.

Now here’s a pair of units with tradeoffs. Vagelis joins earlier and is more strength focused while Sri is more speed focused. Vagelis is more consistent and doesn’t have to hit his strength growths as much as Sri needs to hit his speed growths, which is even more pronounced if playing on hard mode. Notably, this strength lead gives Vagelis a higher floor of damage against slower enemies that they both can double. Sri has better accuracy, in large part thanks to quick burn, and has better mobility because of his horse. Vagelis supports the main character (and therefore also benefits from the lord’s accuracy aura), while Sri supports a troubadour who easily fits into any army. Vagelis gains axes on promo which is much better than swords, though swords are still quite great in Vision Quest. Both have plenty of time to be fielded together. If both end up similarly good, it’s easy to field both once slots become more competitive since bows are really really good in this hack. Even before deployment slots become an issue, they can trade the longbow mid map and work together pretty well. Sri is theoretically better assuming both get blessed because of, yes, his class, but I’ve tended to see Sri in endgame parties less often than Vagelis since he’s less consistent.

Hopefully you can see that there are a lot of levers, big and small, that you have to balance your units. Though I ultimately can’t help you too much beyond this; the biggest silver bullet you have is the knowledge about your own hack. Only you truly know what your hack’s environment will look like and what it rewards, use those to your advantage. Of course, make sure you actually go out, make some rough drafts of it, and playtest it, you’ll discover more about what kind of niches your hack actually rewards as you test and iterate on it.

Part II: Availability is a Wonderful Way to Express Yourself

It’s an intuitive assumption to make when planning out your unit roster that you need to have a balanced and even spread out distribution of classes. Truthfully, I think this assumption can be a bit of a limitation. Granted it’s not the end of the world if you do play into that, there’s plenty of premier hacks that have conventional units join at conventional times and in conventional roles. But your unit distribution is one of the most powerful tools in your belt as a designer, and one that can give your hack a lot of texture.

I even have a strong example to illustrate this, though I’ll need to take a small detour first.

If you ask anyone in the scene who has a few hack playthroughs under their belt what their favorite example of their favorite archer, armor knight, mage, myrmidon, fighter, or any number of classes you’ll find plenty of varied and immediate responses. However, when I tried to think of some examples of nomads for this paper, I struggled a little. The same initial stumbling also happened when I asked others for examples. They did eventually come in, yes, after a bit of thinking and conversation, but they didn’t quite jump out like they would’ve for other classes. Nomads feel kind of more low-key in hacks (which didn’t exactly help with the writing of this paper haha) than other classes.

Except for one.

An example so well known that when asking for suggestions, I had to specifically exclude her and still got her immediately recommended anyways.

One nomad who, if you’ve played the hack she’s from, probably were waiting for me to cover.

A nomad so iconic that she is to the class what Kelik is to myrmidons.

Hornet from Bells of Byelen is a fan favorite who tops the tier lists of anyone who uses her. So, what makes her so special as to warrant all this fanfare? Well, it’s quite simple:

This is why everyone remembers her


Now that’s a skill

Yes, you are reading that right: +2 range. You’re probably also thinking “increased minimum isn’t that huge of a restriction”, and you’d also be right: it is really really easy to play around (even if it adds a slight amount of friction occasionally).

Oh she also has canto+ because mounted units have that in this hack.

She also has prf killer bow that gives her +5 speed and lets her get around her mediocre stats and kills things in emergencies.

Even your other units stand in her shadow, how on earth could an archer possibly compete?

Bells of Byelen has a very interesting sandbox: one of the two main characters is a bow using wyvern rider. Even ignoring hornet down the line, that’s still quite a thing to compete against for any foot locked bow unit. So centralizing he is, that you may feel that you don’t have the space for a conventional archer. Even if that’s not necessarily correct, that is a good feeling to acknowledge as a designer. If you wanted any other infantry archers to join, you’re going to need to be thoughtful.


Yes, I’m aware that Zweiback is an armor knight, but he’s basically an archer in practice

Come chapter 4, and suddenly your amount of bow users triples!

Zweiback joins with a whopping C-rank at bows, making him the exclusive user of the longbow for much of the game, is a tanky unit at a point in the game where that is very rare and valuable, and has a skill that makes him really good at setting up kills. His big downside is that his growths aren’t that great and armors have reduced movement compared to other classes (he has 5 movement in a 6 base movement game which is tremendously better than being a 4 move unit in 5 move base), meaning that eventually other units catch up to his durability without having to deal with the low movement. It’s never quite bad enough that you couldn’t use him if you really wanted to, but he’s an easy bench down the line.

Filone on the other hand is the opposite: terrible now but stellar later. She joins slightly understated and with a E-rank in bows, which is even more debilitating here than the average hack since Bells both reduces WEXP gain and makes each weapon rank require a uniform 50 wexp. Believe me, you are going to feel the lack of good bows on her for a long time. Her saving grace are her growths and her skill. Her growth let her eventually catch up to the rest of the army and even possibly become capped sooner than other units. Her skill allows her to make up for her bad starting stats and weapons and be a unit that is go- …decent at finishing enemies off, while also naturally scaling with the enemy’s ever increasing stats as the game goes on. She’s a classic training project, and while plenty of people like that kind of unit, there are plenty who will live just fine without her.

All of this to say: Filone and Zweiback aren’t conventional showings of the archer class. They don’t just cleanly slot into just any person’s long term army like the average early game archer, they are quite optional. So, when you have a unit like Hornet join in chapter 10, you find that what happens is that she doesn’t actually compete with these units. Seriously, think about the possible outcomes for these units when the player has to think about who to bench.

  1. Hornet vs. Zweiback: ch10 comes along and the player decides to bench zwei in favor of hornet. This is a perfectly desirable outcome, as Zweiback is designed to be benched after a while, and he’s had a good amount of time in the sun.

  2. The player decided to bench Filone early on. Hornet causes no problems here balance-wise since Filone was benched for reasons completely unrelated to her. You can’t compete with someone who was never given a chance.

  3. The player decided to invest in Filone. The kind of person who uses Filone does not care if she’s “bad”, they are in it for the long haul and will not turn their back after investing so much in her already just because a flashier unit suddenly showed up. They will probably deploy both of them at this point. (This is all even ignoring the fact that the same chapter that Hornet joins is the one where faith in Filone will truly pay off, as chapter 10 holds the game’s first promotion item which lets her finally escape her bad weapon rank.)

All and all, there are clearly defined reasons why people would want to deploy or not deploy these units that go beyond just “oh, this unit is an archer/nomad”. Hornet the nomad gets to be the conventional, easy include bow unit, while the others fill more specialized needs.


Another notable example, and one that is perhaps a lot more straightforward, comes from 4 Kings.

Similarly to Bells, this hack makes one of the force deployed lords, who you recruit in chapter 3, a bow user; a lock picking outlaw to be specific. Given how non-optional she is, the hack opts to make the next bow user you recruit, drum roll please, a nomad! This one joins in chapter 7, while the first actual archer that joins is all the way in chapter 11. Even after the all join, they each have different niche: the lord is a glass cannon with thief utility, the nomad has the weakest kill power of the bunch, but has high mobility and a 4-range prf bow(surprising amount of extended range nomads in hacks, go figure), and the archer has a prf brave bow and can promote much earlier than the lord. Once again, clear advantages to each, and you’d probably want to deploy more than just your lord because bows are good …yes, I know that most of the runtime of 4 Kings is full deploy, but this example would still work even if it wasn’t.



Behold, one of the most gracefully designed archers in all of hacking, and friends.
(I swear, if the archer essay doesn’t mention her I am going to kill the writer with hammers)

A Vestrian Tale is a 10 chapter hack that makes your early game archer the Jagen, so by the time that the bow warrior and the nomad join in chapter 5, the halfway point of the game, they are both compelling side grades that the developer is comfortable to see replace the archer who is no longer the centralizing force she used to be.

Helena has an accuracy (in a game where that really matters) and strength advantage, has great bow rank, and has plenty of time to invest. Angelo has great strength, a prf longbow, more well rounded stats with a strength lean (obviously), axe access and, and is already promoted in a hack where there are few enough promotion items that you can’t promote everyone. Firenze is probably the most overlooked of the bunch, but horse access and canto+ (in a hack where mounts usually have regular canto) give him some nice utility, and I’ve heard that he is surprisingly solid if invested to, helped by the fact that he can quickly gains some levels and then promote.


Even though there’s a trend with all three of these examples of having interesting problems caused by forced deployed bow units, I’m not necessarily saying “hey, make a hack with a bow lord” as the solution (Not that you couldn’t either). But next time you design your fancy spreadsheet planning out when all of your units join, try thinking about delaying some standard class options, maybe make some deliberate gaps in your army for a time. Or go the other way: make duplicates, maybe even make them all unconventional freaks in some way. Maybe some of your units are intended to be benched after a while. Uses other classes to act as the more conventional class in response. Heck, try thinking of your units from other starting places beyond their class, work backwards and choose classes to fit the niche you’re going for and solve design problems in your hack. Make creative design problems for yourself, make creative solutions to them, give your hack some texture.

Part III: Nomad is a State of Mind

While I was planning out this paper and looking for examples, a particular one came to mind.

Waluyo from Visions Quest isn’t exactly in the nomad class, and he does use axes instead of swords, but he’s close enough to fall under the umbrella of my paper, right? I thought so and so did literally everyone else I asked, including user Parrhesia, the organizer of this collection of effortposts.
Cool! I can work with this. Waluyo is a nomad.

“Well” I thought “if I Waluyo counts, then oh wait, what about bow fliers, is anyone doing an effortpost about those?” to which the answer was ‘no’ because there aren’t really enough consistent examples even within hacks, let alone vanilla, to have in-depth design discussions about. So then I asked “If no-one is covering bow fliers, does that mean Loewe from Bells of Byelen falls under my jurisdiction?” to which I was answered with “It’s your paper fam, we’re not going to tell you how to live your life”.
Cool! I can work with this. Loewe is a nomad.

So with this train of thought, my essay which started talking about horseback archers is now covering an axe swinging warrior and a sky shooting dragon rider.

I wonder how far I can stretch this definition?

This line of thinking continued to steer the conversation I was taking part in, one thing lead to another and… well, it’s like the old saying goes: Show a man a meme, and you rot his brain for a moment…

Teach a man to meme, and you rot his brain for a lifetime.


Sri - Vision Quest (Bow Scout) | Hornet - Bells of Byelen (Bow Knight) | Bradley – Four Kings (Lance Cavalier)
Divya – Storge (Grand Mahout :elephant:) | Lasara – War on Two Fronts (Griffon Rider) | Jenna – Sun God’s Wrath (Witch)
Faramir – Myrm Emblem (“”Ranger””) | Dazzledart – Cerulean Crescent (Bow Chicken) | Vyland – dies emblem (:chipmunk:)

As silly as the chart was and as self-indulgent as the process was, it did actually remind me of a pretty important point that I have been making for years: the idea that class is completely meaningless the more you think about it.


I swear we were chosen randomly for these essays, the universe is conspiring to typecast me

Yes, there are very useful assumptions and player expectations about classes that you can use to help onboard your players more quickly. Yes, there are class fantasies that the player may want to see fulfilled. But this is the big point I’ve been building up to
over the whole essay: that class actually affects very little.
You even saw me do this earlier when I referred to Vagelis and Zweiback as archers. You could change those units to the literal archer class while keeping their stats exactly the same and it would change nothing about how either play. Meanwhile Jenna’s appearance on the chart was decided when I was informed that she fulfilled the class fantasy of the nomad incredibly, despite being a broom-riding witch!

Once you realize this, you realize more sharply that you are balancing your units instead of the classes. You start to think more about unit niches and the unit’s roles. (I’m personally of the idea that the only 3 “classes” of units are the “fights stuff well guy”, the “bait enemies well guy”, and the “heals you guy”, but I recognize that this is probably a bit reductive). You think more about the tools and match-ups that your units have access to. You think about what kinds of playstyles the units actually have. You consider carefully what kinds of strategies and tools your hack’s unique meta rewards. You think about how your units interconnect and play into your hack’s long-term ecosystem.

Most importantly, you finally realize that Bradley the cavalier is the most iconic nomad in Four Kings.

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there is a conversation to have about how the Elibe experience of nomads and their visual design leads to many hacks introducing a steppe society into their worldbuilding, one generally inspired by the Mongols and other Central Asian peoples, for almost the sole reason of being the origin of their nomad characters…

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amusingly, I did originally have a section about enemy design that lightly touched upon that idea and how literal nomads were a bit tricky to use because of how uniquely culturally coded their flavor is

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I’m Not Good At Class Design Discussion

I will preface this by stating that unlike ATHATH I am not a part of this project, and I am a little grateful I wasn’t asked to be a part in this project because I don’t know whether I would’ve been able to say anything of substance about a particular class and how it functions like everyone else has. I kinda just don’t think often about class design because it’s not that important to my vision as a creator.

I honestly agree with Leche that class really doesn’t really have much sway on actual function and gameplay. I have generally perceived class as more impactful on the overall vibes and aesthetic of a player unit rather than a true measure on how they function mechanically.

But while I don’t really think that “how do you make [X] class good” is a very interesting discussion inherently without proper scaffolding and context, I can see these essays being helpful as a reference point for someone who got stuck figuring out how to make a specific player unit or enemy type unique.

All that is to say, I am not the target demographic of this thread, because I think what makes class design most interesting is not at the fundamental level itself (as others have already discussed)… but rather as a backdrop to draw out certain attributes and elements of specific units that don’t fit in with the quilt you’ve already sewn.

So, let’s talk about that as one additional pebble on this tower of stones.

The Tale Of Ji Gong: When Someone Who Doesn’t Care About Class Design Contributes To A Class Design Thread

Buddhism is a religion centered around releasing all that is ephemeral for the sake of that which is truly eternal—discarding the fleeting things that cannot give you true peace in lieu of what actually can. Buddhist ethics are built around the teachings of the Buddha himself. No eating meat, no drinking wine, etc etc. There were monastic codes that traditional Buddhist monks strove to follow to a letter in their pursuit to do good deeds and achieve enlightenment.

The Buddhist monk known as Ji Gong certainly did not care about any of those. His robes were always torn and stained with dirt. He would drink wine and eat meat and repeatedly ignored all the rules that his peers followed. He’d walk the streets when he should have been chanting sutras with the other monks. He’d sing and sway and laugh and people would wonder whether he was intoxicated or not, eventually seeing him as the local nutcase.

And yet people loved him so much that he eventually became a folk tale, because he lived life his way and did good deeds to the beat of his own drum. All of the stories around him are about him doing his own thing trying to help ordinary people around him, with bystanders often staring in confusion until it turns out his actions led to a better outcome for all. There’s one particular story where he kidnaps a newlywed wife in the middle of her wedding, and everyone in the village chases him out of the temple and outside the village… only for a mountain to fall on top of the village, crushing it. But because everyone was outside the village trying to chase Ji Gong, no lives were lost.

My favorite character from the coolest SRPG ever is explicitly inspired by him. If you’re looking for more romhack inspiration, hop on Hero’s Adventure: Road to Passion

What makes Ji Gong’s tale gripping, in my opinion, is not his behavior in of itself. Rather, it is his behavior when placed adjacent to the rigid rules and expectations of being a Buddhist temple monk. When we see this man who tries to do good in his own way, following his own compass instead of adhering strictly to the rules expected from Buddhism, it invokes a feeling of what I’d almost call purity—a feeling like this man cares more about serving those in need than keeping up appearances.

Ji Gong shines because of the stage that he stands upon, and because of how different his colors are from the environment that surrounds him. His story is made more compelling because he is a monk, despite not being anything like what one might think a monk should be like.

And I bring this all up because understanding the “why” behind what makes Ji Gong’s story compelling is critical to analyzing where class design matters most in romhacks—for reasons that might already be apparent to you.

Sloppy Buddhists In Romhacks

When going into a romhack, it is very likely (almost guaranteed) that people will have some kind of presupposition or expectation about what classes are like, unless they are among the likely-single-digit demographic of “first-time hack trier who has never tried a mainline game before”. These are all natural shortcuts developed through pattern recognition; it’s cognitively efficient to see a myrmidon and immediately know to expect a speedy but frail enemy who wields swords and gets owned by your lance units, or expect a slow but physically bulky opponent who dies to mages from an enemy with an armored sprite. These are shortcuts that we naturally develop as we complete hacks, because they make our time with the game easier and more streamlined.

It also means that, once there is an expectation in our head associated with a given class, any deviations from that pattern stick out a lot, just like Ji Gong does to the rest of the Buddhist monks. This can be used to the developer’s advantage… and this is how some of the units I find most memorable among romhacks came into being.

It is highly likely that vanilla has given you a certain schema of Armor Knights that might vary from person to person, but probably includes high defense and low speed. So when you take your first look at Hute from Shackled Power, his numbers immediately pop out as abnormal.


There are two big deviations here: Hute’s speed growth is actually pretty solid, and his base Defense isn’t actually that good. I mean, Haban from Shackled Powers just a few tiles away has a whole 2 Def more than him!

These are attributes that will immediately pop out about Hute, because he doesn’t fit the Armor Knight mold that you’ve been trained to expect from most knights. But… why? An astute reader might take a look at his portrait, see the awkward straps keeping the set of armor together, and come to the conclusion that it’s because his set of armor is crap.

But the story doesn’t end with observations and headcanon alone. Those who stick with Hute and get his supports will actually see these traits addressed by the script:

Nello (in Hute/Nello C support): You do already seem like you’ve got the walk and mannerisms down to be a good royal guard.
Hute: That may come with having to move around in armor like this. Even better, when this armor comes off… Well, let’s say you wouldn’t want to have to race me.
Nello: Is that a challenge?

It’s easy to infer from this dialogue that Hute is actually a pretty limber and quick guy who’s just encumbered by using armor that’s bulky and poorly fitted for him. So it makes sense that his speed would grow quickly for an armor knight—he’s just getting more accustomed to fighting with his plates.

This isn’t the only place where Hute’s armor comes up in discussion, either.

Hute (in Hute/Barbara B): [My armor is] not one of those standard armor designs though. It’s a bunch of plates I bought at a bazaar and sewed together into something solid.
Barbara: That’s a horrible way to do it. You would have been better off buying the full set. At least the maker would have more experience.
Hute: I didn’t have the money to have it custom-made. Besides… I needed to share the plates too.
Barbara: With who?
Hute: My sister. My village started getting attention from bandits, and we needed someone to watch out for them. My sister insisted that she should do it.

And this brings it all together just the same. Given his background as a poor country boy, of course it makes sense that Hute would have to split his gear with Annie and work with what he had available to him, even if most knights from the capital would dismiss it as insufficient for the job. It’s no wonder his defense isn’t numerically impressive at the start of the game!

These scenes are a big part of what makes Hute memorable and fun to play: he works as a back-and-forth dialogue between the audience and the game. The game provides these distinct points of statistical identity for Hute by having him go against the grain expected of a unit of his class in small ways, and then contextualizes these traits with in-universe lore. In tandem, the curious reader notices these irregularities, and then is rewarded for noticing these things upon discovering that there is a logic behind why he plays the way he does. Understanding his backstory thus develops into an easy mental shortcut to recalling his gameplay niche, and as such he becomes all the more memorable of a unit because of it.

Flaws and Flashes: Putting the “Sloppy” in the Sloppy Buddhist

Dryche from Homecoming is a little bit different from the other swordmasters in the game for reasons that are immediately obvious when she appears.


Why does she have 1 less move than everyone else?

Unlike with Hute, where you get to theorize the answer until you find it in his supports, Dryche is less of a puzzle to solve and more of a LEGO set with an instruction manual included in the box.

It’s a very simple justification, but it works. And while Homecoming’s writing style means there’s little text to go off of beyond this point that addresses it… much of Dryche’s writing is centered around her being an experienced veteran warrior, and with what’s presented on her it’s easy to speculate and let your imagination run its course behind the why and how of her injury.

Dryche is a little different from Hute, because the way she varies from the expected norm comes in the form of a purely negative effect that impacts every action she makes. In my opinion this actually makes her a bit more nuanced and textured than someone like Hute, because her weaknesses are ever-present aspects of her gameplay that you always have to plan around. You simply cannot ignore that she has a crippled leg, because you will always be taking it into account when you deploy her.

This foundation of divergences arising through compelling narrative justification is a critical ingredient to the art of Ji Gong-ening effectively. Without that in-universe explanation, these statistical oddities can come off a lot more, well… jarring, in a form that draws attention away from the game in a negative way.

Hiding the Hand of The Author: Preserving Ji Gong’s Mystique

watsonian: the enchantress cursed the eleven-year-old prince from beauty and the beast and all of his servants because fairies don’t understand why humans would think that’s insane and unfair. I am using in-universe evidence to explain why the character might think or act a certain way, as if belle and the prince and the enchantress are real people.

doylist: the writers didn’t realize that the prince would have been eleven when he was cursed until it was too late to change it, and the servants are also cursed because talking furniture is funny and allows for unique character design. I am explaining this plot point based on an outside knowledge of how writing works and how writers think.

Breaking from established patterns will inevitably shine a spotlight onto the places in which the game deviates from said patterns. And when the reason behind this decision appears to be a flimsy “the dev wanted to for game balance” rather than something that’s been sewn organically into the fabric of the fiction… the developer has drawn the audience’s attention away from the interactive experience and towards the distracting existence of the man behind the curtain off the side of the stage.

William from Lords of the Seas, much like the aforementioned Hute, sticks out as an oddity among Armor Knights at first glance. But he unfortunately stumbles into the pitfalls that Hute strides around because none of his characterization substantially ties into his statistical deviation from the armor knight median. It means these diversions from the norm come off like they were made without an in-universe reason in mind, and were fueled entirely for gameplay balance purposes. Because he is designed to be the guy with the Bolt Axe in gameplay, without a meaningful “why” beyond serving as that tool.

This effect is something that I think should be avoided if you want to convey a cohesive narrative, because it uncomfortably diverts the audience’s attention to the artificiality of the experience you’re providing. If you want to make an arcadesy experience like Westrian War where the units really are just tools and not real characters, this doesn’t matter to you because this really doesn’t matter to your target audience either. But for the hackers who want to tell a story in the video game medium, a design like this shines a light on the developer’s decision process when making the hack, and reminds the audience that they’re playing a game on their computer made by a developer rather than peering into a tale about real people. It’s immersion-breaking and damages suspension of disbelief in a form that I find really unfun, and it’s somewhat comparable to the sensation of participating in a research survey and piecing together that the survey is trying to gauge [this specific variable] based on the wording of the questions. Detecting obvious authorial intent, or even merely thinking that you perceive it even if your assumption is incorrect, will take you out of the experience and sway the way that you interact with the interface the creator has prepared for you.

Now, this is not to say that I think a developer shouldn’t design their exceptions around proper balance when need be; rather, I think it is critical to evoke these design choices in a form that doesn’t make it blatantly obvious that a decision was motivated purely by a vision for gameplay balance. For all I know, Hute’s statline could have been conceived solely because Sphealnuke wanted an armor who didn’t start that much bulkier than everyone else, but became a lot bulkier and faster with investment… and the dialogue about it was created after the concepts were. But he is more than fine in practice, because going in blind I would have never come to this conclusion about Hute (or Dryche, for that matter) with how his story and aesthetic is weaved into his distinct attributes! Conversely, William’s design very well could’ve been narratively driven for all I know—but because the script never stops to wink at or reflect on any possible narrative explanations, this is not conveyed clearly to the reader, so within the vacuum of the hack it comes off more as a choice motivated by pure game balance.

Point being, you can just as easily start with the statline divergences and work backwards to a narrative justification just as much as you can the other way—the important thing when taking that route is making the setpiece convincing and clearing your tracks so the reader doesn’t pick up on it as easily. Making a slow myrmidon? Maybe their flat feet are giving them chronic pain. A mage with a low magic growth? Perhaps he’s just not innately talented or the spirits/gods of magic just really hate him because he’s a sinner or something. A cavalier with piss poor Skill? Perhaps they’re nearsighted or missing an eye, or perhaps they have bad synergy with their mount. Low res? Consult your local lore and worldbuilding. It could be for all kinds of reasons.

Flaws and strengths that don’t align with the expected norm will give the unit a layer of extra texture. But to make them compelling, you have to ensure that they mean something beyond function alone, too—it is vital to always ask yourself “why” a unit functions the way they do, and why it’s important to know or care. Rooting these traits in the story interweaves the two and draws out the best of both aspects of the game in a form that will linger with people long after the experience is behind them.

The confused and unenlightened called the Sloppy Buddhist a degenerate. Were they right?

It’s easy to do this with a class like armor knights who have a really clear and distinct identity. But how do you do this with a class that doesn’t really have an ingrained cultural norm already? Or what if you want to fundamentally approach a class in a different way than the average romhack enjoyer might expect? I mean, there’s like 10 different takes on shamans and monks and cavaliers and overclasses and so on just in this thread alone, so clearly there isn’t a universal schema of what traits are normal for a class to have.

But it would make it a lot easier if everyone’s on the same page, right? As stated in the brigand effortpost, you are always free to (and it would likely be more reliable to) set your own trends and create your own patterns for others to recognize, all within the enclosure of your own project. I highly encourage this.

That said, I think that the lack of a pattern can also draw attention to pattern-breakers in a different way. And I think this comes out super vividly in Dark Lord and the Maiden of Light, specifically with how its soldiers operate.

Let’s talk about Romhack Soldiers

Now, a lot of mainline players’ internal schema of soldiers is probably “mob fodder”. Even some people more experienced with romhacks likely feel this way; there are tons of underwhelming soldiers in hacks, with the trend going all the way back to 2010 or so when Ace first took his first steps into Tactics Universe. If there was a Romhack Soldier writeup in this thread, I probably would’ve made some direct comments about it.

And for the first ten chapters or so, soldiers in DLATMOL are exactly what you’d expect them to be from vanilla. Enemy fodder. Unremarkable, except for the one green soldier in Chapter 2 that has one of the only javelins in the entirety of Ernterre.

Then, after 10 chapters of soldiers being complete losers, this lunatic crushes a jail cell door with his bare hands and pops out screeching:

iamty

Provided by Pushwall.

Wait, he doesn’t sound like that. He actually says this after bursting through the wall.

Meet Ty. Ty is honestly kind of a scrub at this point in the game; he’s probably a bit behind the curve of the rest of your guys and it hurts that he missed 10 chapters of free EXP. But he DOES show up holding a new item that draws the eye.

And aside from kinda sucking in the grand scheme of things, he doesn’t really fit the mold of a soldier. He has a good bit more Con, a fair bit more Strength. Speed that’s okay but not great. The differences are there, enough to draw attention to them—but most are not extreme enough to make any blanket statements yet.

Now, the statistical identity of DLATMOL’s soldiers comes into attention once more when Kathe shows up. Kathe is a prepromoted Halberdier, and at this point you’ve encountered a grand total of two (2) enemy Halberdiers—one boss and one generic who’s a total pushover—so the internal schema is probably either “scrub” or tabula rasa. But Kathe’s statistical strengths and weaknesses are pretty evident from the get-go given how specialized her stat spread is.

Right, one important thing to add: halberdiers also get crit boost in DLATMOL. And with that in mind I think Kathe’s statline speaks for itself: she is very clearly meant to be a speedy swordmaster but with lances. It also recontextualizes the Guan Dao as the halberdier equivalent of the Wo Dao and Short Bow that the other crit classes get.

But if Kathe handles like a swordmaster, is this what should be expected now from DLATMOL soldiers? Certainly not, because Ty is nothing like this. Still, Kathe fitting such a clear mold in a class that normally does not wear that mold (or a mold at all) also brings into attention another question… what IS Ty actually like?

For those who didn’t invest in Ty, this door is shut firmly until you give the game another swing. But for those who did, by the time of Kathe’s join Ty’s growths and stat spread have had ample time to develop into a clear trend, and maybe seeing Kathe jogged the pattern recognition molecules in your brain already and you came to a conclusion about him. Or maybe you saw how he was growing and already noticed the pattern… and then found a support that affirmed your guess behind what he’s meant to be.

Or maybe it happened the other way around: you found the answer already in his supports, so you already expected him to grow the way he did, and you didn’t need Kathe to prime you at all. This is a puzzle with many routes to its solution.

Let’s take a look again at this Ty that I grinded up in the postgame arena for reference:

And just like Kathe, I think it kinda speaks for itself. Ty is, in essence, a berserker wearing a soldier’s armor. His high HP/Str/Con, above average Speed, and low Skill all trend towards the very familiar Gonzales of FE6, and the crit boost and Guan Dao help him feel more like a berserker just like they make Kathe feel like a swordmaster. And while his fairly good bulk diverts a bit from the berserker mold, it’s within reason given his portrait and other implications about him.

Of course, Ty is like this for a reason, but this is something that you’ll never find out unless you dig into who he is. In the main story, Ty is presented as a funny and charming rando without much lore or story presence. His introduction almost makes him feel more like a joke. But his whole shtick as a character comes clearly in supports:

Ty (in Ty/Dakini A): My path began when I murdered an innocent man. And for a time after that, I was a mere brigand as well. I killed, I stole. I was a beast in human form.

Ty (in Ty/Dorothy B): I’ve taken lives I shouldn’t have. There was no reason for it. This was… after you left home. And it is the reason why I am a mercenary in the first place.

Ty (in Ty/Darius A): All men and women have twisted desires, large and small. The people we have fought and killed day after day… Do you ever wonder if they could have been allies?

Ty (in Ty/Dakini C): I just think… it doesn’t have to be this way for people, you know? Salvation is for anyone, as long as they are willing. Why would they deny a second chance…?

In short, Ty’s history aligns with his brigand/berserker statline: he used to be an outlaw who reveled in violence. But he turned a new leaf, donned a new shell, and now wanders the continent as a vigilante.

Just like with Hute, unveiling Ty is a push-pull exchange between the audience and the game that gradually nudges you to comprehend the lynchpin of his character. Almost every piece of Ty’s characterization and dialogue is recontextualized once you can see the full picture, down to previously thoughtless-looking things like why he spawned in from that random room in the random map.

With Ty, the relative subtlety of his traits in his first impression combined with the muddy cultural definition of what a soldier’s stats are “expected” to be leaves one’s expectations from him uncertain. Even if he used to be a criminal, it’s a life he’s tried to leave behind but hasn’t entirely been able to put past him yet, and his stats reflect that; the pattern-recognition footprint is something that’s quiet at first glance but is still there for the observant to catch onto, just like how Mide notices something is off about him in their support chain. Kathe’s design also indirectly feeds into this by drawing attention to the mismatch between the player halberdiers’ statlines and all the other soldiers in the game, implicitly encouraging you to think more about the reason why Ty is the way he is.

And a big part of what makes this all tick is discovering his general growth trends through watching his levels. This is something that’s really hard to replicate in any sandbox where growths are visible. If growth rates were checkable in DLATMOL this whole process would be a lot less intricate and a lot less of a conversation, because it would likely begin and end on checking the growth rates and immediately spotting the trend rather than gradually picking up on it and discovering it organically over time.

When growth rates aren’t just handed to you on a platter, the reader has to make educated guesses based on the details that they know and learn about the character, and that makes the unit more engaging to learn about. DLATMOL has many units with character quirks and details that can translate to distinct statistical oddities like this (like Arthur, who was mentioned in the cleric writeup), but it comes out especially strong with Ty. It’s a lot of fun to learn something new about Ty and compare it with his stats. It’s interesting to watch his level-ups, make an inference about him based on the patterns that you associate with various FE attributes and elements, and then have your guess confirmed or dismissed by the script. This simply wouldn’t function the same if you could just check his growths from the start with the select button.

At the end of the day, Ty is a character who works because of a number of systems that he stands upon. In many ways he is an open-ended puzzle, and there are several avenues to piece together the big picture for him—but class design pattern recognition draws attention to the initial puzzle pieces, cuing in that something’s different about this guy and inviting you to kickstart a dialogue between yourself and the game by searching for more.

He also directly calls out you, the player, and that’s pretty awesome. Art by RisingSunfish.

(Dakini, who was mentioned in the Brigands post, also functions somewhat similarly. But like Dryche she is a LEGO set with instructions included, and her required point of comparison is much easier to miss given that they’re like a bottom 5 character writingwise.)

Yeah, this entire essay was a thinly veiled request for hackers to hide growths and create an environment conducive to Pavlovian conditioning

The most interesting part of class design to me, a person who generally finds class design to be tedious busywork, is how it can be used as a foundation to create patterns in the audience’s head. Having these patterns established then allows the developer to weave something into them that leaps out from the tapestry in a way that’s eye-catching both narratively and mechanically, and it’s often this dance of foreground and background that makes memorable units emerge. Some of the coolest units in romhacks use these patterns behind them as vessels to turn understanding the unit into more of a dialogue that the player actively participates in.

In the end, Hute wouldn’t be as interesting if we didn’t already have a prebuilt image of what an armor knight is supposed to be like. Dryche wouldn’t be interesting without Lasse and the Lord of Dance Gwyngyll standing beside her with their grand 6 move next to her measly 5. Ty works because the schema of what a “romhack soldier” is meant to be flipflops between inconsistent and nonexistent every Sunday. Only when you have built sturdy ground for the reader to comfortably stand on can you flip the script and knock them off their feet in a way that’ll make them cheer for more.

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Yeah I think really this thread is touching on two distinct ideas that draw from the same foundation. Designing the class table is a foundation and often key to enemy design, but becomes a canvas to making more interesting player units that break those conventions established (while also, alternatively, letting players live the fantasy of getting their own cruddy soldier)

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Light Mages: An addendum

(because i really wanted to talk about monks too)

chapter HD 0.ii: what even is a light magic

It’s impossible to talk about Monks* without talking about how bad vanilla Light magic is, and I feel like I need to take the time to talk about why that’s actually important. Why it sticks out like a sore thumb to me that Light magic sucks.

Like many things in Fire Emblem, Light magic as a spell type is in a rather unique position as far as RPGs go as a whole. More often than not, Light is either restricted to one attack spell, lumped in with healing spells under White Magic (something FE has also done as of late), or part of the illustrious ‘beam’ spell type.

To name a few examples off the top of my head: Valkyrie Profile has one Light spell, Mystic Cross, that’s restricted to disc 2 and is also the strongest spell in the game; Pokémon has no unified Light type, and its Light attacks (Flash, Flash Cannon, Aura Sphere, etc.) are all placed under various types depending on the vibe and force they give off; in all but one example, the Mother series restricts its Light attacks (PK Flash, Rockin’, Love and Starstorm) to party members who cannot use other PK attacks (if you played SSB and you thought Ness could cast PK Fire and Thunder, I’m sorry to be the bearer of bad news).

All of the above examples also have a few things in common, though. Light magic is often used as an extremely offensive or defensive tool, with stuff like PK Flash picking every status effect in the game at random (including instant KO) falling somewhere in the middle. They are also exceedingly rare or expensive to cast (excluding Pokémon because PP doesn’t actually matter), and are usually limited to the back half of their respective games.

Being the one type of magic most commonly associated with being diametrically opposed to darkness, it is handpicked as the biggest, meanest spell type there is. FE is the odd one out for making it common enough to stand shoulder to shoulder with nature magic, and that in of itself causes some issues with its design.

The most important issue to overcome when keeping your magic tripartite… a sort of ‘trinity of magic’, if you will… is that you’re just naturally going to end up with the normal magic type (anima) and the weird gross gimmick weapons (light and dark). This is true as much in vanilla as in hacks. The main issue is what IntSys chose as Light’s gimmick.

chapter 1: every vanilla light mage is a gimmick unit, and yours should be too

At least for the Elibe games, it makes sense that Dark magic is the strongest type of magic. It is the one that rips your spirit apart and leaves you a soulless husk if you stare into the abyss for too long. It is the one with the fewest practitioners, and seemingly without any codices or institutions to animate that research. Like it makes sense, but,

Being locked to the weakest, second heaviest and most expensive magic sucks, especially if you don’t have the lasting power or juggernauting potential, or even the staff prowess to back it up. So at least one of those aspects has to go. Personally, I like to think making Light the strongest, heaviest and most expensive type keeps it special.

The Jugdral games don’t even bother locking all but one unit (per generation, per game) to Light magic before promo, because the economy just doesn’t work out. If a Mage is Light-locked in Thracia 776, that’s the game subtly telling you not to use them for combat. Everyone else either becomes a Sage, who can use the plethora of stealable anima tomes available, or is a special unit with their own class that has universal magic access (dark magic doesn’t count, you have to let it go).

Thracia’s honorary Monks*, I suppose, would be Linoan and Sara, whose unique unit builds of a workable base Staff wrank and either already having or being close to B Light means they’re your designated Nostanks for the entire campaign. Like, who else is using it? Homer? Asbel?

Light, it has to be noted in this case, is also by leaps and bounds the best magic type in both games. It is also rare to the point of being easily missable and unique in some cases. Both of these factors, along with the fact that you can’t freely buy Light tomes and enemies don’t carry them much either, give Light magic a sense of mystique that is entirely missing in GBAFE, which you can still replicate to keep the spirit of the great honorary Monks* alive!

The Binding Blade continues the trend of using Light-locked classes magic access as a pity prize for non-combatants, and the only unit who can use both Light and Anima is locked behind beating the game a morbillion times, so it just doesn’t matter for this analysis. As for the other two GBA titles…

Now, the thing that makes the real vanilla Monks*, Lucius and Artur, good is the prospect that you’ll end up with the strictly best promoted mages of the lot. Lucius is overstatted for his level and that does not change with his (relatively) sky high growths, and Artur gets the boon of instant Barrier rank and effective damage on a solid chunk of the remaining enemies in the game. Or cool anims if you’re not lame and don’t pick the best option all the time, you little metaslave. It just takes a while to get there, y’know?

They die to a stiff breeze, they get slowed down by any of the weapons they might want to boost their Atk, and they also conspicuously both lack a functional Luck stat (I think GBAFE just really has it out for male mages in that regard), so they do actually have a decent chance of dying to a low% crit.

Now, your Monk* doesn’t have to be like those two… but they certainly should be! There’s just no reason not to make them overpowered, even if you’ve already buffed their magic type. A unit with high upkeep and low EP potential is going to have to impress the player in other ways to be worth keeping.

chapter 2: live examples and money woes


(phew)

Let’s start off with my favourite Monks* in any romhack!


(you know how I said FE is super unique for splitting light and healing?)

Delilah is the first Monk* to join your army in Chapter 2 of Bells of Byelen. Due to the epic story-gameplay integration present for this thoroughly Mansterian Arcian part of the game, she doesn’t actually join with a Lightning tome, and you’re going to have to wait until things calm down a bit to get her a usable weapon. For now, all she can do is heal and generally be a liability with her exceedingly poor durability and Armour movement.

It’s not a great first impression, and that’s par for the course as I explained earlier. But with some judicious use of your Thief Fighter, you might have exactly 1000G by the time you reach the first armoury in Ch.4. Finally, you can-

Uh oh. It seems that in order to arm Delilah at all, you need to spend every last penny you gathered up to this point! Let it be known, however, that this is entirely optimal and totally worth it. This more or less serves as an introduction to the fact that Light magic is low use, high cost-per-use, freely available…

.. and highly potent! Lightning immediately transforms Delilah from your worst unit during the early escape chapters to an ORKOing monster! Everyone else will have to starve in order to sustain this power, and will continue to do so for the rest of the game. At just 20 uses, it’s even more limited than other basic weapons, and for a very long time you won’t be able to steal more of them either. There’s one Bard in Ch.5 carrying a Lightning and one Monk* with a Purge in Ch.12, which is on a relatively strict (untrackable) timer and it’s not like anybody will be able to use it either.

Bells of Byelen doesn’t exactly throw new Light mages your way either. In Interlude-1 following Chapter 5, you get to choose two out of six units, and two of them are able to wield Light magic. The first I want to highlight is Matthias, because he’s really just a no-frills Monk* who’s good at the two things he can do with no caveats. He even has a Luck stat this time!

Breath of Life is a handy skill that you’re never gonna think makes or breaks a unit, but you’re really gonna notice when you get it to proc on like five units or smth. It’s good stuff. He also has a funny Prf that’s a slightly gimped, higher use, lower weight version of Lightning that can also double dip as a Torch if you feel like using Cromar for prolonged periods of time.

All remaining Light magic users from this point onwards are either Bards, who don’t care about Light magic being expensive, or are promoted and thus don’t matter for this post. It is worth mentioning though that rather than making Light magic exceedingly rare (again, freely buyable from the word ‘go’), it’s Light users who are. Your first one looks very benchable, your next two (more like one, because you’re totally picking Mish… right…?) are entirely optional, and from then everyone else uses Light as a sidearm.

My next example is… Wait, what’s this?

Oh, I can sell her out. I kinda wanna do that, just looking at her bases.

Lucetta is perhaps the least impressive positive example I have for a Monk* today. She joins in Chapter 4 of Drums of War, provided you didn’t… y’know. She joins ripe for promotion at Level 10 with wholly unimpressive stats. Since Light magic is like barely improved from vanilla, it’s not like there’s a unique benefit to using her… right?

Compared to my extremely normal Vivica and the Bishop Chasimir, who joins on the same turn as her with his superior bases, Mov, Con and instant Physic access, there’s just no reason I wouldn’t sell her out! She’s barely competitive with your Mage Felice, or even your Cleric Kadri, if you managed to train either of them up to now.

But she’s got a few tricks up her sleeve! For one, she’s stuck in a hack where nothing has Res, so it’s not like you’ll be looking a gift horse in the mouth. Speaking of, she’s one of two Valkyries in the whole game, and one of three mounted Mages total. The other two join around and past the halfway mark of the campaign, so she’s got more than enough time to really prove her mettle in a sea of 5 Mov stinkers.

Lastly there’s Cometfall, this hack’s version of Thani, and she can put it to use as well as any other Light mage. This isn’t a unique benefit to her, but it’s one she will reap anyway if you decide not to sell or bench her. I also cannot stress enough that no other Magic user but her and Ochulo actually gains Mov on promo. Lucetta offers you the quintessential Monk* experience. She’s worth it, I promise.

chapter 3: unhinged ramblings about my own hacks (but not necessarily my own units)


(look, he’s just a reskinned monk)

Desmond is one of the four lords in my current WIP project, Mountainphone, and he’s a very special boy with special talents (ooh)! Most notably, he’s the only unit in the entire game with Slayer. Rather than relying on his potential after promo to draw players in, he just starts with a class that, barring his 5 Mov, could already pass for a promoted class. His greatest benefit, perhaps, is being the most hinged unit design in the entire hack. His stats are pretty solid for this part of the game - he joins the party in Ch.2 - but those aren’t really the main draw.

There’s a pretty staggering drawback you’re going to have to worry about, however. There are no money drops at all, so if you wanna keep using him for his Light access, you’re gonna have to spend every last penny to do so, and all the shops have really good, high wrank physical weapons you could be buying for the same price! Decisions, decisions…

At least he has a Leadership Star. That way he can contribute even if you’re running out of tomes lol.

As a sidenote, he also has Dark Elder access, though at E base wrank with B rank Nosferatu, it’s going to be really hard to justify getting him to anything higher than Flux Mire, which weighs him down pretty hard, and is also pretty expensive to keep up (less so still with 45 uses per tome ofc). What it does do, however, is make Slayer a little bit stronger with effectively +12 dmg against all monsters compared to Lightning Dazzle, which can be useful against uber buffed promoted monsters that have both the bulk and AS to actually challenge him when sticking to just Lightning Dazzle and Shine Radiance.


(being non-binary has its perks)

Amaran from hidden gem :b:mbers :b:ntwined joins in the middle of the intense escape sequence in Ch.3. A quick glance at the stat screen will reveal that they are monstrously overstatted for this part of the game, where most generics are still walking around with their vanilla statlines at a lower level than them. But the best part is one screen over!

They have innate crit boost! And when you recruit Amaran, you’re given a choice between two situational (read: bad) tomes and one game-changing tome that’s obviously the best choice for the Monk*.

Holy Arrows gives them yet another edge in combat, serving as one of your few reprieves against enemies with Saunions, Arbalests and what have you.

This is just kinda the extent to which you have to go in order to make a Monk* worth using over other mages.

chapter 4: melusine

There’s a special place in Hell for what I think is the worst Monk* I’ve ever used in a hack, but even still it’s not as dire as it looks. Melusine is an interesting case, because she lacks precisely the thing that made the vanilla Monks enticing. Her promo to Sage gives her Anima access, which she doesn’t care about as the dedicated big bungus Mag growth unit, and… no staves! She joins vastly overleveled, but notably this is true of basically every unit who doesn’t join after the first handful of chapters. And, of course, she loses AS to everything that isn’t Lightning.

Despite being your first magic user in the entire game, Melusine doesn’t get a lot of time to impress you, since you’re getting Samuel and Gracia a few maps down from here, who are also ready to instapromote, and both have a horse and staves, while also just not having any notable drawbacks by contrast.

Melusine is probably a good unit. She’s fast, hits Res, and has okay Mov. But like many Monks* in hacks that take away cringe crit and don’t buff tomes, she doesn’t actually make the player care about using her. Being exclusively combat focused without having the bulk or avoid to back it up also means she has no long-term potential, at least compared to better infantry. She doesn’t have that ‘It’ factor. That jay-nay-say-kwah. That dawg in her.

conclusion: okay but are they actually worth using after all of that

At the end of the day, you’re giving the player a choice between a mage who gets the job done and a mage who’s good like 30% of the time on a certain phase of the moon, if you transfer $3000 to their paypal, and you please please please don’t give them anything with high might or they’ll EXPLODE. I think they’re worth keeping, because they’re my favourite class, and having more magic types to ogle at with combat anims on is purely a good thing. But you have to give me a reason to use them, and I sure hope it’s a better one than being a class you don’t have multiple copies of!

Also I [ToggleRed]flipping[ToggleRed] hate the Anima Triangle.

*read as acolyte, adept, thaumaturge, light mage, or whatever else the class may be renamed to.

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i like this comment. im addending this to my post in spirit.

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