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Live Blogs Alfric's Fire Emblem Liveblog Encyclopedia!
Alfric2011-12-14 19:16:16

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Prologue: Welcomes and information

Hello, all who are currently reading this! This is the opening page of what will be the storage place for all my liveblogs of the Fire Emblem series of games. In here, I will be updating chapter by chapter as I play through the games and hopefully make those updates as fun to read as possible!

The next page will be a Table of Contents, since this will eventually get fairly large, and it will make categorizing which games are being covered in which liveblog installments much easier.

Continue forth onto the next page, and hopefully enjoy your time reading!

Comments

AstraSage Since: Dec, 1969
Jun 3rd 2012 at 8:27:58 PM
Wait until you get your third Staff-user before you plan to ditch Ellen: if by then the Cleric didn't take advantage of having the second best Magic growth in the game, she'd be a lost case. Also keep in mind that, unlike FE 7, if you want a good Light Magic user, you have to promote him/her.

Parallely, Clarine's strength doesn't come from her growths (as a healer, she makes a better Blink Tank): it comes from the fact she makes a monstrous Support Triangle with Rutger and Dieck...
hnd03 Since: Dec, 1969
Jun 3rd 2012 at 8:15:36 PM
2 RN. Rutger and Clarine make a great support pair, with great evasion and crits. Neither are extremely powerful, but Rutger has one of the highest Skill growths and decent HP. Clarine gets a lot of Speed, Res, and Luck, making her fairly hard to hit.

There's a Myrmidon later who is stronger, but not as resilient.
montagohalcyon Since: Dec, 1969
Jun 3rd 2012 at 10:18:56 PM
Remember, Swordmasters and Berserkers get a higher-than-normal crit boost in this game. You should definitely take at least one; I used both in Hard mode and they kicked butt.

Dieck is awesome, and I'd say him, Rutger, and/or Miledy are probably the best units in the game. You should continue to rely on him for everything. The other Merc later has better growths though and is also a terrific unit when trained.

Clarine will never deal much damage but will be an amazing dodge tank after promotion. And with Thunder and an A support with Rutger she can churn out a decent number of criticals lategame to make up for low Magic.
JonnasN Since: Dec, 1969
Jun 4th 2012 at 12:42:58 AM
I find Rutger somewhat overrated (on Normal Mode, at least), but other than that, I agree with the advice that has been given.

You mentioned the Hero Crests, and you would be right to think of them. By the time your units reach Level 20, you'll have found, like, 2 or 3 of them, for a ton of useful units that use them. And Pirates also use Hero Crests in this game.

Also, I thought FE 6 used a 1 RN system?
hnd03 Since: Dec, 1969
Jun 4th 2012 at 1:56:09 AM
They stopped after 5. It's harder to tell simply because your hit is in the 60-80 range more often than in the later games, with more enemies being at least 30% which still gives their True Hit a decent chance to connect. The engine is too similar that I doubt they would reprogram the RN for a game that would come out in a year as opposed to the 5 years and console change from 5-6
Alfric Since: Dec, 1969
Jun 4th 2012 at 4:05:01 AM
So it is 2 R Ns. I guess Rutger just got less than lucky the first time around huh. I may use him, since I have heard he is quite good, and I do like me some Swordmasters. I'm also glad to hear that Miledy is pretty good too, since I figured I'd recruit her, and I like dracoknights.

As for Light mages, I'm gonna need to promote for one? Darn. Well, hopefully Ellen's magic growth kicks in, because that 1 base isn't looking so good, although she's only gotten one level so far. I've now noticed I'm also going to need a good number of Guiding Rings, although I remember those being far more liberally given out in the other games, so hopefully that applies here.
hnd03 Since: Dec, 1969
Jun 4th 2012 at 2:22:19 PM
In a single playthrough, there are 4 Guiding Rings, but the Secret Shop in chapter 16 sells them, and you'll hopefully have found the Silver Card in Chapter 14. Same goes for Hero's Crests. There are 5, although you can get a 6th if you go to Sacae, Knight's Crests. 2 or 3 Orion's Bolts, the 3rd coming from if you go to Ilia. 4 Elysian Whips, which is exactly enough.
Alfric Since: Dec, 1969
Jun 4th 2012 at 2:47:52 PM
Thanks for the info, and I'm glad to know there is a Silver Card in chapter 14 (that's the desert, I'd assume), since I'm likely going to be supplying far more units than I normally would in this game.
HamburgerTime Since: Dec, 1969
Jun 4th 2012 at 3:07:42 PM
I'll try not to spoil too much since you want to play blind, but I'll offer you one hint that I hope won't be too specific: if a chapter looks particularly climactic to you, for instance if the boss is an important villain or it looks like a plot twist or Reveal is coming up, it's probably in your best interests to finish it as quickly as possible.
Alfric Since: Dec, 1969
Jun 4th 2012 at 4:15:18 PM
Those kinds of chapters lead to Gaiden's I would assume? I won't need to worry about those, since I will be looking at a list of Gaiden chapters so that I don't miss any, since I want to get all of the chapters.
hnd03 Since: Dec, 1969
Jun 4th 2012 at 4:33:43 PM
I'll just go ahead and list them. I'll try to avoid as many names as I possibly can.

  • 8X: Lilina survives Chapter 8
  • 12X: Complete Chapter 12 in 20 turns. Bard must be alive if you went B route for 10 and 11
  • 14X: Complete Chapter 14 in 25 turns. Sophia must survive
  • 16X: Douglas (enemy) must survive Chapter 16
  • 20X Ilia: Complete Chapter 20 in 25 turns. Yuno and Zealot must be alive
  • 20X Sacae: Same as Ilia, but all Nomads must be alive
  • 21X: Complete Chapter 21 in 30 turns. Miledy and Zeiss must be alive
  • 23 on: Complete Chapter 22. All Divine Weapons must have been recovered and still intact
Alfric Since: Dec, 1969
Jun 4th 2012 at 4:58:08 PM
Cool, and I get a Divine Weapon per gaiden? Gonna be packing some serious heat come endgame, I must say.
hnd03 Since: Dec, 1969
Jun 4th 2012 at 5:18:01 PM
Yup, but they only have 20 uses each. However, they are vastly more usable than Blazing Sword because A) the Divine Weapons only require S Ranks, and in 6, units can have multiple S Ranks, B) their weights are much lower. Durandal only has 12 Weight compared to 16 while Armads weights 13 as opposed to 18. Forblaze may as well not weigh anything.
Greener223224 Since: Dec, 1969
Sep 11th 2013 at 3:24:33 PM
You forgot about Fa being alive for 23 on.
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