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* AdultFear: Princess Maria is sold off as a hostage by her own brother Michalis to force their sister Minerva to fight for him when he chose to side with Dolhr. As a result, Maria spends a long part of her life as a hostage, and Minerva can't do anything but fight on the evil Michalis's orders to ensure she won't die.



* HumansAreTheRealMonsters: Humans and Manaketes have a long cycle of mutual oppression with each other.

to:

* IHaveYourWife: Princess Maria is sold off as a hostage by her own brother Michalis to force their sister Minerva to fight for him when he chose to side with Dolhr. As a result, Maria spends a long part of her life as a hostage, and Minerva can't do anything but fight on the evil Michalis's orders to ensure she won't die.
%%*
HumansAreTheRealMonsters: Humans and Manaketes have a long cycle of mutual oppression with each other.
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Official sources use an ampersand in the name of the game.


''Fire Emblem: Shadow Dragon and the Blade of Light'' is the first entry in the ''Franchise/FireEmblem'' series, released exclusively in Japan on the [[UsefulNotes/NintendoEntertainmentSystem Famicom]] in 1990.

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''Fire Emblem: Shadow Dragon and & the Blade of Light'' is the first entry in the ''Franchise/FireEmblem'' series, released exclusively in Japan on the [[UsefulNotes/NintendoEntertainmentSystem Famicom]] in 1990.



This game was a pioneer in the genre of Japanese {{Strategy RPG}}s, becoming the defining archetype which influenced most future games within the genre and being quoted as the reason it became hugely popular among Japanese players. As a precursor of not only the ''Franchise/FireEmblem'' series but also the entire tactical genre, it does suffer from many issues, such as a poorly-aged and confusing interface, along with many cases of EarlyInstallmentWeirdness (a notable one being the lack of the now staple [[TacticalRockPaperScissors Weapon Triangle]] system). Still, while it received heavy criticism from Japanese publications for its complexity and lackluster graphics at the time of its release, player reception was far more enthusiastic, and ''Shadow Dragon and the Blade of Light'' remained the fourth best-selling entry of the series in Japan before it exploded in popularity with the release of ''VideoGame/FireEmblemAwakening''.

to:

This game was a pioneer in the genre of Japanese {{Strategy RPG}}s, becoming the defining archetype which influenced most future games within the genre and being quoted as the reason it became hugely popular among Japanese players. As a precursor of not only the ''Franchise/FireEmblem'' series but also the entire tactical genre, it does suffer from many issues, such as a poorly-aged and confusing interface, along with many cases of EarlyInstallmentWeirdness (a notable one being the lack of the now staple [[TacticalRockPaperScissors Weapon Triangle]] system). Still, while it received heavy criticism from Japanese publications for its complexity and lackluster graphics at the time of its release, player reception was far more enthusiastic, and ''Shadow Dragon and & the Blade of Light'' remained the fourth best-selling entry of the series in Japan before it exploded in popularity with the release of ''VideoGame/FireEmblemAwakening''.



In 2008, a remake for the UsefulNotes/NintendoDS was released called ''Fire Emblem: Shadow Dragon''. It is the eleventh game in the series, and unlike ''Shadow Dragon and the Blade of Light'' was given an international launch. The remake makes a number of changes and additions to the gameplay of the original to make it more in line with its immediate predecessors, expands the story with new chapters and characters, and introduces the ability to reclass units.

to:

In 2008, a remake for the UsefulNotes/NintendoDS was released called ''Fire Emblem: Shadow Dragon''. It is the eleventh game in the series, and unlike ''Shadow Dragon and & the Blade of Light'' was given an international launch. The remake makes a number of changes and additions to the gameplay of the original to make it more in line with its immediate predecessors, expands the story with new chapters and characters, and introduces the ability to reclass units.



''Shadow Dragon and the Blade of Light'' is followed by ''VideoGame/FireEmblemGaiden'', which takes place on the continent of Valentia in the same continuity. The remake ''Shadow Dragon'' is followed by ''Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow'', a remake of ''VideoGame/FireEmblemMysteryOfTheEmblem''.

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''Shadow Dragon and & the Blade of Light'' is followed by ''VideoGame/FireEmblemGaiden'', which takes place on the continent of Valentia in the same continuity. The remake ''Shadow Dragon'' is followed by ''Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow'', a remake of ''VideoGame/FireEmblemMysteryOfTheEmblem''.



!!''Shadow Dragon and the Blade of Light'' contains the following tropes:

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!!''Shadow Dragon and & the Blade of Light'' contains the following tropes:



* EarlyInstallmentCharacterDesignDifference: ''Shadow Dragon and the Blade of Light'' has character design that were altered, reimagined, or downright scrapped as ''Mystery of the Emblem'' more-or-less solidified many of the character's appearances.

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* EarlyInstallmentCharacterDesignDifference: ''Shadow Dragon and & the Blade of Light'' has character design that were altered, reimagined, or downright scrapped as ''Mystery of the Emblem'' more-or-less solidified many of the character's appearances.



** Navarre wearing shoulderpads and gear that would resemble a typical mercenary is a farcry nowadays when many recognized him with his tunic that became a reference design for Myrmidons. Even ''Mystery of the Emblem'' depicts him as the latter, even if he uses the Mercenary sprite due to the lack of Myrmidon class in both ''Shadow Dragon and the Blade of Light'' and ''Mystery of the Emblem''.

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** Navarre wearing shoulderpads and gear that would resemble a typical mercenary is a farcry nowadays when many recognized him with his tunic that became a reference design for Myrmidons. Even ''Mystery of the Emblem'' depicts him as the latter, even if he uses the Mercenary sprite due to the lack of Myrmidon class in both ''Shadow Dragon and & the Blade of Light'' and ''Mystery of the Emblem''.



** The Falchion in ''Shadow Dragon and the Blade of Light'' can be missed if the player doesn't get the Starsphere or neglects to visit Gotoh. Medeus can still be defeated without it.

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** The Falchion in ''Shadow Dragon and & the Blade of Light'' can be missed if the player doesn't get the Starsphere or neglects to visit Gotoh. Medeus can still be defeated without it.



* ViolationOfCommonSense: In order for Curates to gain experience in ''Shadow Dragon and the Blade of Light'', they must '''survive''' an attack. Since they are SquishyWizard, it is a completely asinine decision to place your healers in harm's way.

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* ViolationOfCommonSense: In order for Curates to gain experience in ''Shadow Dragon and & the Blade of Light'', they must '''survive''' an attack. Since they are SquishyWizard, it is a completely asinine decision to place your healers in harm's way.



* CallBack: A few of the conversations added to the remake adds on relationships and plot elements that didn't exist yet in the original ''Shadow Dragon and the Blade of Light'', but established in ''Mystery of the Emblem''.

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* CallBack: A few of the conversations added to the remake adds on relationships and plot elements that didn't exist yet in the original ''Shadow Dragon and & the Blade of Light'', but established in ''Mystery of the Emblem''.
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This game was a pioneer in the genre of Japanese {{Strategy RPG}}s, becoming the defining archetype which influenced most future games within the genre and being quoted as the reason it became hugely popular among Japanese players. As a precursor of not only the ''Franchise/FireEmblem'' series but also the entire tactical genre, it does suffer from many issues, such as a poorly-aged and confusing interface, along with many cases of EarlyInstallmentWeirdness (a notable one being the lack of the now stable [[TacticalRockPaperScissors Weapon Triangle]] system). Still, while it received heavy criticism from Japanese publications for its complexity and lackluster graphics at the time of its release, player reception was far more enthusiastic, and ''Shadow Dragon and the Blade of Light'' remained the fourth best-selling entry of the series in Japan before it exploded in popularity with the release of ''VideoGame/FireEmblemAwakening''.

to:

This game was a pioneer in the genre of Japanese {{Strategy RPG}}s, becoming the defining archetype which influenced most future games within the genre and being quoted as the reason it became hugely popular among Japanese players. As a precursor of not only the ''Franchise/FireEmblem'' series but also the entire tactical genre, it does suffer from many issues, such as a poorly-aged and confusing interface, along with many cases of EarlyInstallmentWeirdness (a notable one being the lack of the now stable staple [[TacticalRockPaperScissors Weapon Triangle]] system). Still, while it received heavy criticism from Japanese publications for its complexity and lackluster graphics at the time of its release, player reception was far more enthusiastic, and ''Shadow Dragon and the Blade of Light'' remained the fourth best-selling entry of the series in Japan before it exploded in popularity with the release of ''VideoGame/FireEmblemAwakening''.
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None


This game was a pioneer in the genre of Japanese {{Strategy RPG}}s, becoming the defining archetype which influenced most future games within the genre and beinf quoted as the reason it became hugely popular among Japanese players. As a precursor of not only the ''Franchise/FireEmblem'' series but also the entire tactical genre, it does suffer from many issues, such as a poorly-aged and confusing interface, along with many cases of EarlyInstallmentWeirdness (a notable one being the lack of the now stable [[TacticalRockPaperScissors Weapon Triangle]] system). Still, while it received heavy criticism from Japanese publications for its complexity and lackluster graphics at the time of its release, player reception was far more enthusiastic, and ''Shadow Dragon and the Blade of Light'' remained the fourth best-selling entry of the series in Japan before it exploded in popularity with the release of ''VideoGame/FireEmblemAwakening''.

to:

This game was a pioneer in the genre of Japanese {{Strategy RPG}}s, becoming the defining archetype which influenced most future games within the genre and beinf being quoted as the reason it became hugely popular among Japanese players. As a precursor of not only the ''Franchise/FireEmblem'' series but also the entire tactical genre, it does suffer from many issues, such as a poorly-aged and confusing interface, along with many cases of EarlyInstallmentWeirdness (a notable one being the lack of the now stable [[TacticalRockPaperScissors Weapon Triangle]] system). Still, while it received heavy criticism from Japanese publications for its complexity and lackluster graphics at the time of its release, player reception was far more enthusiastic, and ''Shadow Dragon and the Blade of Light'' remained the fourth best-selling entry of the series in Japan before it exploded in popularity with the release of ''VideoGame/FireEmblemAwakening''.
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This is false: the GBA games also had multiplayer.


In 2008, a remake for the UsefulNotes/NintendoDS was released called ''Fire Emblem: Shadow Dragon''. It is the eleventh game in the series, and unlike ''Shadow Dragon and the Blade of Light'' was given an international launch. The remake makes a number of changes and additions to the gameplay of the original to make it more in line with its immediate predecessors, expands the story with new chapters and characters, and introduces the ability to reclass units. ''Shadow Dragon'' is also the first game to have a multiplayer mode, wherein two players can battle each other with teams of 5 units on special maps.

to:

In 2008, a remake for the UsefulNotes/NintendoDS was released called ''Fire Emblem: Shadow Dragon''. It is the eleventh game in the series, and unlike ''Shadow Dragon and the Blade of Light'' was given an international launch. The remake makes a number of changes and additions to the gameplay of the original to make it more in line with its immediate predecessors, expands the story with new chapters and characters, and introduces the ability to reclass units. ''Shadow Dragon'' is also the first game to have a multiplayer mode, wherein two players can battle each other with teams of 5 units on special maps.
units.
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Four years after its release, the game received an abridged [[VideoGameRemake remake]] one the UsefulNotes/SuperFamicom as "Book 1" of ''VideoGame/FireEmblemMysteryOfTheEmblem'', the third entry in the series, along with a direct sequel in the form of "Book 2" of the very same game.

to:

Four years after its release, the game received an abridged [[VideoGameRemake remake]] one the UsefulNotes/SuperFamicom as "Book 1" of ''VideoGame/FireEmblemMysteryOfTheEmblem'', the third entry in the series, along with a direct sequel in the form of "Book 2" of the very same game. \n Tropes specific to that version of the game can be found on the ''Mystery of the Emblem'' page.
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''Fire Emblem: Shadow Dragon and the Blade of Light'' is the first entry in the ''Franchise/FireEmblem'' series, released eclusively in Japan on the [[UsefulNotes/NintendoEntertainmentSystem Famicom]] in 1990.

to:

''Fire Emblem: Shadow Dragon and the Blade of Light'' is the first entry in the ''Franchise/FireEmblem'' series, released eclusively exclusively in Japan on the [[UsefulNotes/NintendoEntertainmentSystem Famicom]] in 1990.



This game was a pioneer in the genre of Japanese {{Strategy RPG}}s, becoming the defining archetype which influenced most future games within the genre and beinf quoted as the reason it became hugely popular among Japanese players. As a precursor of not only the ''Franchise/FireEmblem'' series but also the entire tactical genre, it does suffer from many issues, such as a poorly-aged and confusing interface, along with many cases of EarlyInstallmentWeirdness (a notable one being the lack of the now stable [[TacticalRockPaperScissors Weapon Triangle]] system). Still, while it received heavy criticism from Japanese publciations for its compelxity and lackluster graphics at the time of its release, player reception was far more enthusiastic, and ''Shadow Dragon and the Blade of Light'' remained the fourth best-selling entry of the series in Japan before it exploded in popularity with the release of ''VideoGame/FireEmblemAwakening''.

to:

This game was a pioneer in the genre of Japanese {{Strategy RPG}}s, becoming the defining archetype which influenced most future games within the genre and beinf quoted as the reason it became hugely popular among Japanese players. As a precursor of not only the ''Franchise/FireEmblem'' series but also the entire tactical genre, it does suffer from many issues, such as a poorly-aged and confusing interface, along with many cases of EarlyInstallmentWeirdness (a notable one being the lack of the now stable [[TacticalRockPaperScissors Weapon Triangle]] system). Still, while it received heavy criticism from Japanese publciations publications for its compelxity complexity and lackluster graphics at the time of its release, player reception was far more enthusiastic, and ''Shadow Dragon and the Blade of Light'' remained the fourth best-selling entry of the series in Japan before it exploded in popularity with the release of ''VideoGame/FireEmblemAwakening''.

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[[caption-width-right:350:Our tale begins with the Shadow Dragon, the blade Falchion, and the... [[TitleDrop Fire Emblem]]]]

->''Long ago, Medeus, king of the dragonkin, conquered the continent of Archanea, beginning an age of fear and despair for all its people. That tyranny was broken, however, thanks to a miracle. A young man hailing from the Altea region appeared with a divine blade in hand. He stood against the Shadow Dragon, and struck him down.'' [...] ''However, after a century's passing, the Shadow Dragon returned. He forged an alliance with a fiendish sorcerer who sought to rule the world, and their combined might toppled kingdom upon unsuspecting kingdom. Again, darkness threatened to engulf the continent.''

to:

[[caption-width-right:350:Our tale begins with the Shadow Dragon, the blade Falchion, Falchion, ...and the... the [[TitleDrop Fire Emblem]]]]

->''Long
Emblem]].]]

->''"Long
ago, Medeus, king of the dragonkin, conquered the continent of Archanea, beginning an age of fear and despair for all its people. That tyranny was broken, however, thanks to a miracle. A young man hailing from the Altea region appeared with a divine blade in hand. He stood against the Shadow Dragon, and struck him down.'' [...] ''However, after a century's passing, the Shadow Dragon returned. He forged an alliance with a fiendish sorcerer who sought to rule the world, and their combined might toppled kingdom upon unsuspecting kingdom. Again, darkness threatened to engulf the continent.''"''



''Fire Emblem: Shadow Dragon and the Blade of Light'' is the first entry in the ''Franchise/FireEmblem'' series, released only in Japan on the [[UsefulNotes/NintendoEntertainmentSystem Famicom]] in 1990. It stars Prince Marth of Altea, telling the tale of his efforts to win back his homeland and the entirety of Archanea from the Dolhr empire, and of his search for his family's AncestralWeapon Falchion, which is needed if the dragon emperor Medeus is to fall.

The game is a pioneer in the genre of Japanese {{Strategy RPG}}s, but partially as a result, its interface has not aged particularly well. EarlyInstallmentWeirdness also abounds.

In 2008, a remake for the UsefulNotes/NintendoDS was released called ''Fire Emblem: Shadow Dragon''. It is the eleventh game in the series, and unlike ''Shadow Dragon and the Blade of Light'' was given an international launch. The remake makes a number of changes and additions to the gameplay of the original to make it more in line with its immediate predecessors, expands the story with new chapters and characters, and introduces the ability to reclass units. ''Shadow Dragon'' is also the first game to have a multiplayer mode, wherein 2 players can battle each other with teams of 5 units on special maps.

to:

''Fire Emblem: Shadow Dragon and the Blade of Light'' is the first entry in the ''Franchise/FireEmblem'' series, released only eclusively in Japan on the [[UsefulNotes/NintendoEntertainmentSystem Famicom]] in 1990. It 1990.

The game
stars [[WarriorPrince Prince Marth of Altea]], descendant of the legendary warrior who once defeated the nefarious dragon king Medeus. A century after his defeat, Medeus is resurrected by the {{evil sorcerer}} Gharnef, and proceeds to restore his former empire and once more declare war upon the continent of Archanea. Marth is [[NobleFugitive forced to exile himself]] to the island kingdom of Talys during an attack on Altea, telling in the tale midst of which his efforts to win back father is killed and his homeland and the entirety of Archanea sister captured. Three years later, Marth departs from Talys, accompanied by a handful of allies, including the Princess of Talys herself, [[ChildhoodFriendRomance Caeda]]. From then on, the group embarks on a quest to retrieve the [[AncestralWeapon divine blade Falchion]] that was once used to seal Medeus away, traveling to many other kingdoms and recruiting numerous allies along the way to ultimately [[RightfulKingReturns free the continent from the tyranny of the Dolhr empire, Empire once and of his search for his family's AncestralWeapon Falchion, which is needed if the dragon emperor Medeus is to fall.

The
all]].

This
game is was a pioneer in the genre of Japanese {{Strategy RPG}}s, becoming the defining archetype which influenced most future games within the genre and beinf quoted as the reason it became hugely popular among Japanese players. As a precursor of not only the ''Franchise/FireEmblem'' series but partially also the entire tactical genre, it does suffer from many issues, such as a result, its interface has not aged particularly well. poorly-aged and confusing interface, along with many cases of EarlyInstallmentWeirdness also abounds.

(a notable one being the lack of the now stable [[TacticalRockPaperScissors Weapon Triangle]] system). Still, while it received heavy criticism from Japanese publciations for its compelxity and lackluster graphics at the time of its release, player reception was far more enthusiastic, and ''Shadow Dragon and the Blade of Light'' remained the fourth best-selling entry of the series in Japan before it exploded in popularity with the release of ''VideoGame/FireEmblemAwakening''.

Four years after its release, the game received an abridged [[VideoGameRemake remake]] one the UsefulNotes/SuperFamicom as "Book 1" of ''VideoGame/FireEmblemMysteryOfTheEmblem'', the third entry in the series, along with a direct sequel in the form of "Book 2" of the very same game.

In 2008, a remake for the UsefulNotes/NintendoDS was released called ''Fire Emblem: Shadow Dragon''. It is the eleventh game in the series, and unlike ''Shadow Dragon and the Blade of Light'' was given an international launch. The remake makes a number of changes and additions to the gameplay of the original to make it more in line with its immediate predecessors, expands the story with new chapters and characters, and introduces the ability to reclass units. ''Shadow Dragon'' is also the first game to have a multiplayer mode, wherein 2 two players can battle each other with teams of 5 units on special maps.
maps.

An UpdatedRerelease of the original game was released for the UsefulNotes/NintendoSwitch for a limited-time on December 4th, 2020, as part of the 30th anniversary of the ''Fire Emblem'' franchise. In addition to several new quality-of-life features, the port features a complete localization, making it the first time the game has ever officially been released in English.



In 2020, an UpdatedRerelease of the original game was announced for the UsefulNotes/NintendoSwitch for a limited-time release on December 4th, 2020 as part of the 30th anniversary of the ''Fire Emblem'' franchise. In addition to several new quality-of-life features, the port features a complete localization, the first time the game has ever officially been released in English.



!!''Shadow Dragon and the Blade of Light'' contains the following Tropes:

to:

!!''Shadow Dragon and the Blade of Light'' contains the following Tropes:tropes:
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* TheAnimeOfTheGame: ''Anime/FireEmblem'', a two-episode OVA based on the first game was released in 1996 and was licensed by Creator/ADVFilms in 1997. WordOfGod put out that it was supposed to last longer, but did not due to a lack of funds. Marth was voiced by Creator/HikaruMidorikawa, who went on to voice him in future game appearances starting with ''Videogame/SuperSmashBrosMelee''; his dub voice was Creator/SpikeSpencer, who as of yet hasn't reprised the role as the gig of Marth's main English voice years down the line went to Creator/YuriLowenthal instead. The OVA was also the second anime adaptation of a Creator/{{Nintendo}} title (the first one being ''Anime/TheGreatMissionToSavePrincessPeach'', based on ''Franchise/SuperMarioBros''), just a year before the ''Franchise/{{Pokemon}}'' [[Anime/{{Pokemon}} animated adaptation]] appeared in Japan.

to:

* TheAnimeOfTheGame: ''Anime/FireEmblem'', a two-episode OVA based on the first game was released in 1996 and was licensed by Creator/ADVFilms in 1997. WordOfGod put out that it was supposed to last longer, but did not due to a lack of funds. Marth was voiced by Creator/HikaruMidorikawa, who went on to voice him in future game appearances starting with ''Videogame/SuperSmashBrosMelee''; his dub voice was Creator/SpikeSpencer, who as of yet hasn't reprised the role as the gig of Marth's main English voice years down the line went to Creator/YuriLowenthal instead. The OVA was also the second anime adaptation of a Creator/{{Nintendo}} title (the first one being ''Anime/TheGreatMissionToSavePrincessPeach'', based on ''Franchise/SuperMarioBros''), just a year before the ''Franchise/{{Pokemon}}'' [[Anime/{{Pokemon}} [[Anime/PokemonTheSeries animated adaptation]] appeared in Japan.
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Removed redundant entries


** Item durabilities are much less symmetrical than the now standard "multiples of five" setup, and weapons weren't divided as cleanly into sets of equivalent power tiers as in later games. The Iron Sword is the only base weapon labeled with a material (the others being simply Lance, Axe, and Bow), and Marth gets no fewer than three different personal swords throughout the game.

to:

** Item durabilities are much less symmetrical than the now standard "multiples of five" setup, and weapons weren't divided as cleanly into sets of equivalent power tiers as in later games. The Iron Sword is the only base weapon labeled with a material (the others being simply Lance, Axe, and Bow), and Marth gets no fewer than three different personal swords throughout the game.
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Renamed trope


* AnyoneCanDie: With the exception of [[HeroMustSurvive Marth]], each and every one of your units can be killed, [[FinalDeath permanently]].

to:

* AnyoneCanDie: With the exception of [[HeroMustSurvive Marth]], each and every one of your units can be killed, [[FinalDeath [[{{Permadeath}} permanently]].
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** The Falchion is rather unimpressive, essentially being just a Silver Sword with infinite uses you get near the end of the game, that deals bonus damage to Manaketes and Medeus, but for the former you could just forge a Wrymslayer or Dragonpike that's stronger, and against Medeus, Tiki is always going to be much better, while it's also incredibly unlikely that Marth can survive a round against Medeus on the hardest difficulties even if you trained him up to his max level. Now it would be nice to have regardless, but to get it you have to give up the Starsphere and Lightsphere to make a Starlight tome to defeat Gharnef; the Starsphere is incredibly useful as having it in your inventory prevents your weapons losing durability, allowing you to spam your A rank weapons and expensive forges as much as you want, while the Lightsphere negates enemy terrain bonuses when held, useful against bosses who always have +2 Defense and +20 Avoid from being on the seize tile. Players will often consider the spheres more useful than the Falchion and keep them, while just ignoring Gharnef in his chapter as you don't need to defeat him to progress.

to:

** The Falchion is rather unimpressive, essentially being just a Silver Sword with infinite uses you get near the end of the game, that deals bonus damage to Manaketes and Medeus, but for the former you could just forge a Wrymslayer or Dragonpike that's stronger, and against Medeus, Tiki Tiki/Nagi is always going to be much better, while it's also incredibly unlikely that Marth can survive a round against Medeus on the hardest harder difficulties even if you trained him up to his max level. Now it would be nice to have regardless, but to get it you have to give up the Starsphere and Lightsphere to make a Starlight tome to defeat Gharnef; the Starsphere is incredibly useful as having it in your inventory prevents your weapons losing durability, allowing you to spam your A rank weapons and expensive forges as much as you want, while the Lightsphere negates enemy terrain bonuses when held, useful against bosses who always have +2 Defense and +20 Avoid from being on the seize tile.tile, especially against Medeus where Tiki/Nagi or another "Medeus slayer" missing will spell doom for your run. Players will often consider the spheres more useful than the Falchion and keep them, while just ignoring Gharnef in his chapter as you don't need to defeat him to progress.
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Added DiffLines:

** In the original game, the Falchion gave Marth complete immunity to any non-Manakete direct attack, while in the remake the Falchion no longer has any sort of defense-boosting attribute.

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** Pegasus Knights become Dracoknights when they Class Change. This also means that Macedon is one of the only nations in the series that has their military made up of both flying mounts, making it split in two between Minerva's Whitewings (who sided with Marth) and Michalis' Dragoons (the side that stays with Dolhr after his sisters' defection). Later games made the two of them distinct {{Character Class}}es with their own strengths, weaknesses, class family, and factions.



** A number of {{Character Class}}es, such as the Thief and Fighter, are unable to Class Change. Curiously, there exist classes in the game that certainly ''feel'' like they were meant to be promoted versions of other classes (General to Knight, Horseman to Hunter) but wouldn't be made as such until ''Mystery of the Emblem''.

to:

** A number of {{Character Class}}es, such Promotion/class changing works very differently in this incarnation.
*** In general, class changing is treated
as a rather more secretive and uncommon affair than in future games. The needed items are much rarer, and show up much later: you get your first Hero Crest in Chapter 10, your first Knight Crest and Orion's Bolt in Chapter 12, and your first Bishop Ring and Skydrake Whip in Chapter ''19''. In addition, the Thief list of classes who can promote is much shorter; Pegasus Knights, Cavaliers, Archers, Mages, Priests, and Fighter, Mercenaries are unable to Class Change. the only ones capable of doing so. Curiously, there do exist classes in the game that certainly ''feel'' seem like the promotions of Hunter and Knight (Horseman and General), but they were meant to be promoted versions of other classes (General to Knight, Horseman to Hunter) but wouldn't would not be made as such possible promotions until ''Mystery of the Emblem''.Emblem''.
*** By extension, this makes Marth one of the only Lords in the series who cannot promote ''at all'', along with the ''Gaiden'' version of Celica (well, barring [[VideoGame/FireEmblemGenealogyOfTheHolyWar Sigurd]], who is prepromoted). Later Lords would either promote normally or through a story event.
*** Instead of causing a character to gain stat bonuses, promotion raises their stats to be equal to the class bases of their new class. This means that attempting to delay a character's promotion to gain more levels can cause them to gain no stats at all after promoting, making early promotion highly preferable.
*** Likely as a result of the above, promoted classes have significantly higher base stats relative to their unpromoted counterparts, compared to other games in the series. For instance, Paladin goes from 8 base Strength and 11 base Speed here to 7 base Strength and Speed in ''Mystery of the Emblem'', and Bishop goes from ''14'' base Speed to 4.
*** Pegasus Knights become Dracoknights when they promote. This also means that Macedon is one of the only nations in the series that has their military made up of both flying mounts, making it split in two between Minerva's Whitewings (who sided with Marth) and Michalis' Dragoons (the side that stays with Dolhr after his sisters' defection). Later games made the two of them distinct {{Character Class}}es with their own strengths, weaknesses, class family, and factions.



** While most games following the introduction of weapon triangle made the physical weapon types roughly balanced to each other on paper (i.e. every type comes in iron, steel, silver, and legendary varieties, plus a few gimmicks each like effective weapons or magic weapons), this game makes no attempt at all to balance them. There are eight available swords plus three locked to Marth, compared to five types each of lances and axes, and swords weigh far less than the other weapon types in a game where weight can't be counterbalanced. Also, the iron axe and hand axe weigh more ''and'' deal less damage than the iron lance and javelin, silver axes do not exist (and neither do steel lances), the only equivalent to a legendary axe is the Devil Axe, and there's only four axe-users in the game, none of whom can promote--you can't even buy new axes after Chapter 9.

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** While most games following the introduction of weapon triangle made the physical weapon types roughly balanced to each other on paper (i.e. every type comes in iron, steel, silver, and legendary varieties, plus a few gimmicks each like effective weapons or magic weapons), weapons, and have advantages and disadvantages, usually with swords being the most accurate and axes being the strongest), this game makes no attempt at all to balance them. There are eight available swords plus three locked to Marth, compared to five types each of lances and axes, and swords weigh far less than the other weapon types in a game where weight can't be counterbalanced. Also, the iron standard axe and hand axe weigh more ''and'' deal less damage than the iron standard lance and javelin, silver axes do not exist (and neither do steel lances), the only equivalent to a legendary axe is the Devil Axe, and there's only four axe-users in the game, none of whom can promote--you can't even buy new axes after Chapter 9. Similarly, the silver lance is straight-up inferior to the silver sword.
** The game's equivalent to the iron axe and iron lance are simply named "Axe" and "Lance." Swords are the only weapon to get their materials named.



** Item durabilities were much less symmetrical than the now standard "multiples of five" setup, and weapons weren't divided as cleanly into sets of equivalent power tiers as in later games. The Iron Sword is the only base weapon labeled with a material (the others being simply Lance, Axe, and Bow), and Marth gets no fewer than three different personal swords throughout the game.

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** Item durabilities were are much less symmetrical than the now standard "multiples of five" setup, and weapons weren't divided as cleanly into sets of equivalent power tiers as in later games. The Iron Sword is the only base weapon labeled with a material (the others being simply Lance, Axe, and Bow), and Marth gets no fewer than three different personal swords throughout the game.
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** Characters recruited from the enemy do not have personalized statlines; they use the same calculations for their stats as regular enemy units. This means that the lower-leveled characters have ''base'' stats for their classes, including Minerva, Matthis, Astram, and Wendell. Also, instead of having a preset LuckStat, their Luck is randomized. This resulted in many characters getting their stats tweaked for ''Mystery of the Emblem''; most notably, Minerva's Speed was doubled, turning her into a LightningBruiser, while Wendell's Speed and Defense took some hits.

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** Characters In most games, enemy stats are calculated by taking the class's bases and leveling them through a set of "class growths." This is not the case here; instead, every odd-numbered level after the first, the enemy gains +3 to HP and +1 to Strength, Skill, Speed, Defense, and Weapon Level. Also, enemy levels on the whole are much lower, with few-if-any generic enemies being above level 10. Bosses can be higher-level, but use the same stat calculations.
** By extension, characters
recruited from the enemy do not have personalized statlines; they use the same calculations for their stats as regular enemy units. This means that the lower-leveled characters have ''base'' stats for their classes, including Minerva, Matthis, Astram, and Wendell. Also, instead of having a preset LuckStat, their Luck is randomized. This resulted in many characters getting their stats tweaked for ''Mystery of the Emblem''; most notably, Minerva's Speed was doubled, turning her into a LightningBruiser, while Wendell's Speed and Defense took some hits.
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* TheArtifact: This game features the same weight mechanics as the Tellius games (that is, Attack Speed=Speed-(Weight-Strength, minimum 0). However, it uses the same weight stats as the older games, where weight couldn't be counterbalanced at all, and so weapon weights were much lower. Consequently, while using, say, a Silver Lance without taking some Speed loss in ''Radiant Dawn'' required at least 12 Strength, it requires only 6 Strength here. This makes the weight stat almost irrelevant, since characters grow out of taking Speed loss very quickly; likely the reason ''New Mystery'' removed weight altogether.


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* DiscOneNuke: Plenty, on top of the ones in the original.
** The Devil Axe is in rare form, with an accuracy rating of 95%. While it still has its notorious backfire rate, that's also basically the only time it's ever going to miss, and it hits as hard as some legendary weapons despite popping up in Chapter 3. This makes it genuinely a strong option, and one of the better ways to kill Hyman.
** Forging effective weapons is by far the most famous nuke, and a major reason Caeda is so famous.


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* PeninsulaOfPowerLeveling: Chapter 8 includes a section where a large squad of cavaliers and horseman are grouped up near a cluster of forts. If you've changed Wolf or Sedgar into a General, you can warp one of them to a fort, at which their defenses combined with the terrain causes them to take 2-3 damage a hit, even on Merciless, and they're gaining about 10 XP every time they counter one of their assailants with a javelin toss. Once they've gained even one level, the defense gains make the enemy damage even worse, and before long, they're taking no damage at all. It's not hard to get Wolf or Sedgar to level 10 or so this way.

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** There is no Magic stat, and the majority of characters have a Resistance stat of 0 with very few ways to increase it. This effectively makes all spells {{Fixed Damage Attack}}s.
** A number of {{Character Class}}es, such as the Thief and Fighter, are unable to Class Change.

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** There is no Magic stat, and the majority of characters have a Resistance stat of 0 with very few ways to increase it. This effectively makes all spells {{Fixed Damage Attack}}s.
** A number of {{Character Class}}es, such as the Thief and Fighter, are unable to Class Change. Curiously, there exist classes in the game that certainly ''feel'' like they were meant to be promoted versions of other classes (General to Knight, Horseman to Hunter) but wouldn't be made as such until ''Mystery of the Emblem''.



** Knights and Pegasus Knights were able to wield both Swords and Lances, as opposed to being restricted to one weapon type.

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** Knights and Pegasus Knights were able to wield both Swords and Lances, as opposed to being restricted to one weapon type. Generals are a pure sword class, when every game from ''Gaiden'' onward made them either a multiweapon class or a primarily lance-using class.

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*** Resistance does its usual thing of blocking magic damage, but nearly every single character has a flat 0 in it, making every magic attack effectively a FixedDamageAttack. The main way to increase it is to use Barrier or Pure Water (which raises it to 7 but decreases it over time). Notably, the Talisman statbooster actually does behind the scenes is give your unit the same effect as those two but with the decreasing removed. Not only does this make Resistance the only stat to cap at 7, but it also means a character can only have 0 Resistance or 7 Resistance.

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*** Resistance does its usual thing of blocking magic damage, but nearly every single character has a flat 0 in it, making every magic attack effectively a FixedDamageAttack. The main way to increase it is to use Barrier or Pure Water (which raises it to 7 but decreases it over time). Notably, what the Talisman statbooster actually does behind the scenes is give your unit the same effect as those two but with the decreasing removed. Not only does this make Resistance the only stat to cap at 7, but it also means a character can only have 0 Resistance or 7 Resistance.



** While most games following the introduction of weapon triangle made the physical weapon types roughly balanced to each other on paper (i.e. every type comes in iron, steel, silver, and legendary varieties, plus a few gimmicks each like effective weapons or magic weapons), this game makes no attempt at all to balance them. There are eight available swords plus three locked to Marth, compared to five types each of lances and axes, and swords weigh far less than the other weapon types in a game where weight can't be counterbalanced. Also, the iron axe and hand axe weigh more ''and'' deal less damage than the iron lance and javelin, silver axes do not exist (and neither do steel lances), the only equivalent to a legendary axe is the Devil Axe, and there's only four axe-users in the game, none of whom can promote--you can't even buy new axes after Chapter 9.



** Being able to double attack only requires being 1 point faster than the opponent, while later games require a higher lead.

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** Characters' Weapon Ranks are called Weapon Levels, a stat that randomly increases on level-up like the other stats, instead of gradually increasing based on weapon use. They also apply to all weapons a class have access to instead of having separate ranks for each weapon.



** Some stats have noticeably different functions. HP, Strength, Defense, and Movement work just as how they always do, but most others are off in some way. In rough order of how much they've changed:
*** Skill adds just itself to your hit rate with physical attacks, when every game since ''Mystery of the Emblem'' has instead multiplied it in some way (usually x2, sometimes x1.5). Also, it doesn't boost your hit rate with magic at all. This means that a weapon's base accuracy tends to be more important than the user's skill, though many enemies have bad Avoid. It does increase crit rate at the usual value, though.
*** Like Skill, Speed only increases your dodge rate by 1 per point, when it's been x2 or x1.5 in pretty much every game post-''Genealogy of the Holy War''. Much more notable, however, is that doubling thresholds are much lower; in most games, you need to outspeed the enemy by a certain number (usually 4, but 3 and 5 aren't unheard of), but here, you only need to outspeed the enemy ''at all''. There is also no way to reduce a weapon's weight, as Strength does not serve that purpose and Constitution does not exist, making it effectively a variable Speed penalty. Because of this, an individual unit's Speed tends to matter far less for doubling than the weapon they're carrying, and many enemies can have 0 Speed.
*** Resistance does its usual thing of blocking magic damage, but nearly every single character has a flat 0 in it, making every magic attack effectively a FixedDamageAttack. The main way to increase it is to use Barrier or Pure Water (which raises it to 7 but decreases it over time). Notably, the Talisman statbooster actually does behind the scenes is give your unit the same effect as those two but with the decreasing removed. Not only does this make Resistance the only stat to cap at 7, but it also means a character can only have 0 Resistance or 7 Resistance.
*** Luck does not increase hit rate (introduced in ''Thracia 776'') or physical avoid rate (introduced in ''Mystery of the Emblem'') or reduce an enemy's crit rate (''Mystery'' again). Instead, it increases crit rate to the same degree as Skill, and improves a character's Avoid when dealing with magic attacks. Incidentally, this means that there is no way to reduce critical rates; thankfully, most enemies have 0 Luck and abysmal Skill, but keeping your units safe from crits is still a concern.
*** Lastly, there's a stat called Weapon Level, which serves as the game's equivalent to Weapon Rank (a system introduced in ''Genealogy'' and largely standardized in ''Thracia''). Instead of increasing with use, it levels up by chance like any other stat. For instance, any character who can use swords and has a Weapon Level of 9 or better can use a Silver Sword. This applies to all weapons a character can use, as well; characters are always equally skilled with every type of weapon they can wield, making multiweapon classes like Paladins, Dracoknights, and Bishops incredibly strong. Capping it off, it's generally much easier to wield high-rank weapons, with many unpromoted characters being able to use them at base or after one or two lucky levels on a 60-70% growth.



** While weapon weight existed, no stat counteracted it, making it effectively a varying fixed speed penalty attached to each weapon.

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** Enemy units have a stat that displays how much EXP they are worth. In addition, any recruited enemy starts with the experience they had.
** EXP earned from battles that don't result in enemy kills is determined by how much damage dealt by player units, {{cap}}ping at 20.

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** Enemy units have a stat that displays how much EXP they are worth. In addition, any recruited enemy starts with the experience they had.
**
had. EXP earned from battles that don't result in enemy kills is determined by how much damage dealt by player units, {{cap}}ping at 20.20. By extension, this means that EXP gain does not scale to level in any way; a level 10 Paladin gains the same amount of XP from killing an enemy that a level 1 Cavalier does, meaning that prepromotes can actually gain levels fairly quickly.

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** Item durabilities were much less symmetrical than the now standard "multiples of five" setup, and weapons weren't divided as cleanly into sets of equivalent power tiers as in later games. The Iron Sword was the only base weapon labeled with a material (the others being simply Lance, Axe, and Bow), and Marth got no fewer than three different personal swords throughout the game.

to:

** Item durabilities were much less symmetrical than the now standard "multiples of five" setup, and weapons weren't divided as cleanly into sets of equivalent power tiers as in later games. The Iron Sword was is the only base weapon labeled with a material (the others being simply Lance, Axe, and Bow), and Marth got gets no fewer than three different personal swords throughout the game.


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** Characters recruited from the enemy do not have personalized statlines; they use the same calculations for their stats as regular enemy units. This means that the lower-leveled characters have ''base'' stats for their classes, including Minerva, Matthis, Astram, and Wendell. Also, instead of having a preset LuckStat, their Luck is randomized. This resulted in many characters getting their stats tweaked for ''Mystery of the Emblem''; most notably, Minerva's Speed was doubled, turning her into a LightningBruiser, while Wendell's Speed and Defense took some hits.
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* RecurringElement: This is the game that started it all, therefore, most of the archetypes started here, including the Peaceful Lord (Marth), Heroine (Caeda), the dead parental figure (Cornelius), the CrutchCharacter (Jagen), [[ColorCodedForYourConvenience Red-Green Cavalier Duo]] (Cain & Abel), the junior Archer (Gordin), the Armor Knight (Draug), the scarred Mercenary (Ogma), the Axe Fighters (Bord & Cord), the Thief (Julian), the demure Cleric (Lena), the rogue swordsman (Navarre), the Pegasus Trio (Palla, Catria & Est), the Wyvern Duo (Minerva & Michalis, the latter's not playable, but [[EarlyInstallmentWeirdness that's how it is in the earlier days]]), the Secret Noble (Jeorge, his status about the super Archer is established [[VideoGame/FireEmblemMysteryOfTheEmblem next game]]), studious male Mage (Merric), talented female Mage with dead parents (Linde), the magic mentor (Wendell), the MagikarpPower unit (Est), MutuallyExclusivePartyMembers (Arran & Samson), late-game General (Lorenz, [[EarlyInstallmentWeirdness though he wasn't as hard to recruit compared to his successors]]), the EleventhHourRanger (Gotoh), the loyal enemy general (Camus), the ambitious opportunist (Michalis), the backstabbing politician (Jiol), the EvilSorcerer (Gharnef) and the non-human GreaterScopeVillain behind it all(Medeus).

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* RecurringElement: This is the game that started it all, therefore, most of the archetypes started here, including the Peaceful Lord (Marth), Heroine (Caeda), the dead parental figure (Cornelius), the CrutchCharacter (Jagen), [[ColorCodedForYourConvenience Red-Green Cavalier Duo]] (Cain & Abel), the junior Archer (Gordin), the Armor Knight (Draug), the scarred Mercenary (Ogma), the Axe Fighters (Bord & Cord), the Thief (Julian), the demure Cleric (Lena), the rogue swordsman (Navarre), the Pegasus Trio (Palla, Catria & Est), the Wyvern Duo (Minerva & Michalis, the latter's not playable, but [[EarlyInstallmentWeirdness that's how it is in the earlier days]]), the Secret Noble (Jeorge, his status about the super Archer is established [[VideoGame/FireEmblemMysteryOfTheEmblem next game]]), studious male Mage (Merric), talented female Mage with dead parents (Linde), the magic mentor (Wendell), the MagikarpPower unit (Est), MutuallyExclusivePartyMembers (Arran & Samson), late-game General (Lorenz, [[EarlyInstallmentWeirdness though he wasn't as hard to recruit compared to his successors]]), the EleventhHourRanger (Gotoh), the loyal enemy general (Camus), the ambitious opportunist (Michalis), the backstabbing politician (Jiol), the EvilSorcerer (Gharnef) and the non-human GreaterScopeVillain behind it all(Medeus).all (Medeus).
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* OneStatToRuleThemAll: The most important stat for a unit to have in this game is their base Weapon Rank (particularly in Axes and Lances), as besides higher Weapon Ranks granting significant statistical bonuses, how effective a unit will be in combat relies heavily on what weapons they can use (especially being able to use effective weaponry and 1-2 range weapons), while Weapon Ranks build slowly in this game and Arms Scrolls to instantly level them up are extremely limited (you only get ''one'' throughout the entire game before you reach the secret shop in the second-to-last chapter, where you can then buy a few more). For example, one of the reasons Barst is considered one of the best units longterm while Ogma is mediocre is because the former starts with a D Axe rank, allowing him to immediately use Hand Axes and Steel Axes while building more quickly to using the stronger weapons in the best weapon type, while Ogma would have E Axes if reclassed into a Fighter/Pirate or promoted to a Hero and thus will always be lagging behind. Only units with extreme statistical superiority such as a trained Sedgar/Wolf can still be effective while lacking good Weapon Ranks.

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marth has a 70% luck growth, so the odds of medeus critting him are pretty low unless he hasn't been raised at all (which, to be fair, isn't unlikely). but what's easier to come by: 15 luck, or 25 defense?


** Marth is completely pantless, has unkempt hair, and wears a blue tunic in the original installment. His appearance in ''Mystery of the Emblem'' has been used as design since, even if his battle sprite still uses his old appearance.

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** Marth is completely pantless, has unkempt hair, and wears a blue tunic in the original installment. His appearance in ''Mystery of the Emblem'' has been used as his design since, even if his battle sprite still uses his old appearance.appearance. His field and battle sprites also show him using a buckler shield in combat, suggested to be the Fire Emblem.



** A case of PaletteSwap and YouALLLookFamiliar is blatant in this game with many character portraits being more or less the exact same. Several examples are Bord, Cord, and Barst, Dolph and Macellan, Matthis and Vyland, Caesar and Radd, Wendell and Boah, and Gordin, Wolf, Sedgar, and Tomas. Intelligent Systems would design these characters more distinctly from Mystery of the Emblem and onward.

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** A case of PaletteSwap and YouALLLookFamiliar is blatant in this game with many character portraits being more or less the exact same. Several examples are Bord, Cord, and Barst, Dolph and Macellan, Matthis and Vyland, Caesar and Radd, Wendell and Boah, and Gordin, Wolf, Sedgar, and Tomas. Intelligent Systems would design these characters more distinctly from Mystery ''Mystery of the Emblem Emblem'' and onward.



** The Mercenary and Myrmidon class lines were originally a single class line, using the names of the Mercenary-family classes but functioning like a blend of the two.

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** The Mercenary and Myrmidon class lines were originally a single class line, using the names of the Mercenary-family classes but functioning like a blend of the two. (The two weren't properly split until the sixth game.)



** Archers were a bit off: most artwork and sprites depicting them with fairly heavy armor, along with the Archer's lower Movement and oddly high Defense, suggest that it was meant to be the MightyGlacier of the various bow classes. Most Archers since then fit the FragileSpeedster mold, with little if any body armor, equal Movement to other foot classes, and low Defense--a general design originally associated with the Hunter class, which hasn't been playable since in any game not taking place in Archanea.
** The various magic types are not segregated at all. While it's not uncommon for the Anima tomes to be lumped into one category, Aura, Starlight, Imhullu, and Swarm are in the same category, when in later games, they'd be classified as Light or Dark. Additionally, Cleric/Priest and Mage both promote into Bishop; the idea of them having separate promotion paths was introduced in ''Genealogy''.



** If you decide to send a unit into an arena, they will enter with whatever weapon they have equipped at the time, and will degrade its uses with each round of combat, which can potentially leave your unit defenseless if you're not careful. Add the fact that there's no way to yield a fight in the arena[[labelnote:Note]]This feature wouldn't be added until Mystery of the Emblem.[[/labelnote]], and this makes using the arena a very risky venture.

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** If you decide to send a unit into an arena, they will enter with whatever weapon they have equipped at the time, and will degrade its uses with each round of combat, which can potentially leave your unit defenseless if you're not careful. Add the fact that there's no way to yield a fight in the arena[[labelnote:Note]]This feature wouldn't be added until Mystery ''Mystery of the Emblem.[[/labelnote]], Emblem''[[/labelnote]], and this makes using the arena a very risky venture. Conversely, the arena also gives a ''ridiculously'' high payout, up to ten times what you bet, when in later games, that number is only double.



** In chapter 23, only the real Gharnef wields the Imhullu tome, while his clones carry a Swarm tome each instead. The DS remake changes this so that all of them have the same equipment.

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** In chapter 23, only the real Gharnef wields the Imhullu tome, while his clones carry a Swarm tome each instead. The DS remake changes this so that all of them have the same equipment.equipment, and the game even cheats in the battle forecast window to make it look like the fake Gharnefs share his damage immunity (they don't).



** If you lost so many units that you can't fill up all your available deployment slots in a chapter, you will be given generic replacement units to fill up all your missing deployment slots. Now these generics are a lot worse than the actual characters and on the hardest difficulty will really struggle to survive one round with enemies, and have very low growth rates too so they'll barely get better, but they're better than nothing and at worst they're cannon fodder you can use to shield or bait away from your valuable units. This mechanic would not show up in future ''Fire Emblem'' games.

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** If you lost so many units that you can't fill up all your available deployment slots in a chapter, you will be given generic replacement units to fill up all your missing deployment slots. Now these These generics are a lot worse than the actual characters and on the hardest difficulty will really struggle to survive one round with enemies, and have very low growth rates too so they'll barely get better, but they're better than nothing and at worst they're cannon fodder you can use to shield or bait away from your valuable units. This mechanic would not show up in future ''Fire Emblem'' games.



** You know all the fuss of getting the [[SwordOfPlotAdvancement Falchion]]? Well, on [[HarderThanHard Hard-5]], trying to use it to kill [[FinalBoss Medeus]] is actually a really bad idea. You see, Marth is capped at 25 speed and 60 HP, while Medeus has 30 speed, making it so that Marth always gets doubled. [[SerialEscalation Making this even worse]] is that Medeus has 50 attack while Marth's defense is capped at 25, if he gets lucky. Marth will thus need extremely lucky level ups and statboosters to just SURVIVE a single round of combat and not be sent straight to the GameOver screen for trying to kill Medeus like the plot told him to. And we haven't even discussed Medeus' chance to [[CriticalHit crit]], which with his astronomical attack, is a guaranteed OneHitKill on anything without exceptions.

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** You know all the fuss of getting the [[SwordOfPlotAdvancement Falchion]]? Well, on [[HarderThanHard Hard-5]], trying to use it to kill [[FinalBoss Medeus]] is actually a really bad idea. You see, Marth is capped at 25 speed and 60 HP, while Medeus has 30 speed, making it so that Marth always gets doubled. [[SerialEscalation Making this even worse]] is that Medeus has 50 attack while Marth's defense is capped at 25, if he gets lucky.lucky (and Marth's Defense growth is pretty low, so chances are he'll be more around 12-14 at level 30). Marth will thus need extremely lucky level ups and statboosters to just SURVIVE a single round of combat and not be sent straight to the GameOver screen for trying to kill Medeus like the plot told him to. And we haven't even discussed Medeus' chance to [[CriticalHit crit]], which with his astronomical attack, is a guaranteed OneHitKill on anything without exceptions.
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Clearer explanation.


** There are only 4 items slots per character instead of 5, and characters cannot trade items. While items can be given to other characters, giving an item immediately ends the unit's turn.

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** There are only 4 items slots per character unit instead of 5, and characters units cannot trade items. While give items can be given to other characters, giving an item ally units with full inventories. On top of this, units' turns end immediately ends the unit's turn.after they finish trading or equip a weapon.
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Added examples.


** A case of PaletteSwap and YouALLLookFamiliar is blatant in this game. The two duo, Bord and Cord and Dolph and Macellan, use the same portrait for each other when later games gave them some differentiation. Caesar and Radd started off as recolors of each other, and then given designs that diverge from each other later on.

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** A case of PaletteSwap and YouALLLookFamiliar is blatant in this game. The two duo, Bord game with many character portraits being more or less the exact same. Several examples are Bord, Cord, and Cord and Barst, Dolph and Macellan, use the same portrait for each other when later games gave them some differentiation. Matthis and Vyland, Caesar and Radd started off as recolors of each other, Radd, Wendell and then given designs that diverge Boah, and Gordin, Wolf, Sedgar, and Tomas. Intelligent Systems would design these characters more distinctly from each other later on.Mystery of the Emblem and onward.
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** Jagen returns in this role, of being a prepromoted unit you get in the beginning of the game with slightly better base stats and a high enough Lance Rank to use the very powerful Silver Lance that makes him significantly better than your other units at the start, but has very poor growths, which when combined with levelling up a lot slower will have him fall off later in the game. Compared to the original game though his growths aren't as bad this time, with them being increased substantially (with his non-magical growths ranging from 15-40% instead of 0-10%), and you can now reclass him to a Dracoknight that gives him flying utility with better stats and improves his Speed growth to an acceptable 30% that can help him avoid getting doubled for longer. Combine those improvements with ''Shadow Dragon'''s dynamic growths system (where each time you fail to raise a stat its growth rate is increased slightly until you do raise it), and Jagen can maintain his usefulness for a lot longer, even on Hard 5 difficulty he can last into mid game before he truly falls behind.

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** Jagen returns in this role, of being a prepromoted unit you get in the beginning of the game with greater movement, slightly better base stats stats, and starts with a high enough B Lance Rank to use the very powerful Silver Lance that makes him significantly better than your other units at the start, but has very poor growths, which when combined with levelling up a lot slower will have him fall off later in the game. Compared to the original game though his growths aren't as bad this time, with them being increased substantially (with his non-magical growths ranging from 15-40% instead of 0-10%), and you can now reclass him to a Dracoknight that gives him flying utility with better stats and improves his Speed growth to an acceptable 30% that can help him avoid getting doubled for longer. Combine those improvements with being able to forge Riderbanes to slaughter enemy Cavs (which Jagen can use right off the bat thanks to his aformentioned Lance Rank) and ''Shadow Dragon'''s dynamic growths system (where each time you fail to raise a stat its growth rate is increased slightly until you do raise it), and Jagen can maintain his usefulness for a lot longer, even on Hard 5 difficulty he can last well into mid game before he truly falls behind.
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* InventoryManagementPuzzle: You can only give items to another unit, and once you've given an item, the unit's turn ends.
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* InventoryManagementPuzzle: The first game has a very clunky inventory system where units can only hold '''4''' items for unit, as oppose to at least 5 items in later games. In addition, trading can only be done by the initiator and will end the unit's turn and the preparation does not allow swapping items around so trading and inventory management must be done during the battle.

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