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The second game in the Fire Emblem series and was available exclusively in Japan for the Famicon in 1992. It was remade in 2017 for the Nintendo 3DS, under the name Fire Emblem Echoes: Shadows of Valentia. It takes place on Valentia, an distant continent that's to the west of Archanea.
Several generations ago, there were two gods watching over the people of Valentina; the benevolent Mila, and her brother, Duma. While Duma believed in one's personal strength and self-sufficiency, Mila preferred to nurture the humans. The pair didn't get along and their arguments where less than civilized. The pair eventually ended their conflict and went their separate ways. Duma and his followers claimed the northern half of Valentia to found the Empire of Rigel, and nation with an strong emphasis on militaristic might. While Mila and her followers settled in the south, creating the kingdom of Zofia; which was renowned for it's fertility and luxury. As time passed, the people of both countries took their gods' teachings an little bit too literally and now Rigel is preparing to invade Zofia, which has been overcome by the greed and personal ambitions of an few key leaders.
- Actually Four Mooks:
- Fights on the global map are usual represented by a single character. Challenge them and you'll have an small army to contend with.
- And in a similar vein, an single enemy patrolling an dungeon represents several on the battlefield.
- Adaptational Attractiveness:
- One of the selling points of the 3DS remake is the improved artwork for the character portraits of just about everyone.
- Nuibaba, in particular, went from being an grotesque green monster to an attractive witch who's been trying to preserve her beauty for as long as she can.
- An Axe to Grind:
- The bandits that are encountered early on in the game attack with axes as opposed to fighting with swords or lances.
- And certain types of Terrors also use them, but these are kind of rare.
- Anti-Air: As usual, arrows deal more damage to flying enemies.
- Anti-Magic:
- In addition to automatically gaining five Resistance points, Dread Fighters have another skill that halves the damage they take from magical attacks. For reference, this is an game where there's an large number of enemy magician and hardly anybody else, besides the archers, is geared towards fighting them.
- And there's also a status effects that prevents magicians from casting spells. Although it's usually Terrors who can inflict this.
- And there's an few Combat Arts that can temporarily seal an enemy's magic.
- Blade on a Stick: The weapon of choice for cavalry and armored soldiers is an lance.
- Cast From Hit Points:
- Nearly every magical spell drains the caster's health, and using stronger spells normally carries an higher price than the weaker ones.
- And using most of the Combat Arts also drains the wielder's health.
- Cosmetic Award: The 3DS remake has an large list of medals that earned for completing certain milestones, like slaughtering an certain number of Necrodragons, for example.
- Crippling Overspecialization: Due to how most of the classes are vulnerable to magic, it's kind of tempting to field magicians. However, they aren't known for their endurance and they also need to be regularly healed in order to cast their magic; if not, then they'll be rendered defenselessness.
- Dracolich: As their name implies, Necrodragons are undead dragons. What makes them bad news is that they're supposed to outclass your team, can easily cover an lot of ground, and the one at the Seabound Shrine has gained an reputation at Novis Greatport for guarding the entrance to it.
- Dronejam:
- An good way to protect the Clerics/Saints, archers, and your magicians is to arrange most of your army in an line or L-shape, with the cavalry at the edges of it and whoever that can tank physical hits at wherever the enemy is going to attack. As the enemy spends their turn picking fights that they can't really finish, your next move should be using your ranged attackers and melee combatanta to finish off the first wave and have your cavalry weaken the next wave of enemies.
- Bear in mind that this does not work with fliers, since they can't be pinned down like this.
- And this also works in Alm's route when you can have one unit to physically block the only bridge on a bisected map to avoid being overun by the enemy cavalry.[1]
- An good way to protect the Clerics/Saints, archers, and your magicians is to arrange most of your army in an line or L-shape, with the cavalry at the edges of it and whoever that can tank physical hits at wherever the enemy is going to attack. As the enemy spends their turn picking fights that they can't really finish, your next move should be using your ranged attackers and melee combatanta to finish off the first wave and have your cavalry weaken the next wave of enemies.
- Glass Cannon: Generally speaking, magicians of all stripes have problems taking damage on account of their mediocre health. Throwing in the fact that they have to spend their health points to cast their magic exacerbates the problem. But with the exception of the Dread Fighters, other magicians, and certain Terrors ; hardly anything else can handle being attacked by magic.
- Life Drain: The Nosferatu spell heals the caster half of what the spell dealt as damage.
- Mighty Glacier: Knights and Barons can take an beating from conventional weaponry and they also have the strength to provide an good fight, as well. But their movement range is among the worst of the playable classes.
- Scratch Damage: An negative result in damage calculation is an single point of damage to whoever being attacked. It doesn't matter how high the defender's Resistance or Defense is, they'll still lose one of their fifty or so hit points.
- Soul Eater: Want to be imbued with an lot of power? Why not offer up someone else's soul to Duma? Apparently, he'll give you more power if it was an loved one or someone important.
- ↑ For context,