Update 4: Big Update, Big Gains
Last time we proactively kicked some bandit ass, and now we will continue to do so! Even Lukas is on board for it, sort of!
Oh, and this time we'll have more gifs of ass-kicking because we all know gifs are fun. The gifs time around are courtesy of resident
Beachgoer Quackles, of Paper Mario: Master Quest and
The Gostak fame, thus saving us from early onset of the LP Curse.
Music: Act 1 - Where the Wind Rustles |
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Oh, and uh, here's the map music again just in case you want to hear it. It's pretty good.
Anyways, let's get to it because this'n's a long one.
Music: The Incorrigible |
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Eek! Stay away from me! I’m only the stupid watchman! I just WATCH things! Eeeek!
The delivery on these lines are just perfect by the way.
He just fucking books it. Can't say I blame 'em.
Music: Battle Preparations - Deliverance |
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So, here's the prep screen. Nothing's really important about it right now as all of these options are available from the map.
Here's our team, just as a reminder. That little angel symbol is an indicator that the unit can promote. Those with sharp eyes may have noticed that the description card for this map had a similar symbol stamped on it. We'll see what it means by the end of the update, but suffice to say we're getting promotions today.
Oh, and we could just leave to mess with the watchman some more.

What? YOU again?! L-leave me alone! I told you, all I do is keep watch for the others!
Good times. Anyways, let's head on in.
Music: Undercurrents |
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That's right, we're going full 3D now.

It’s foul, like the rogues who crawl about the place.
Every dungeon starts off with these neat, atmospheric lines by our current main character. It kind of reminds me of the ones in Crystal Caravans, personally, which is an entirely unrelated but neat nostalgia trip.
If you're wondering, this mechanic isn't actually new. The 3D part is, but Gaiden did feature walk-around dungeons...though they were handled a bit differently back then.
As we can see, the place is pretty damn dark, so it's a good thing Alm brought his lamp. Also, I don't remember if I've said so, but this remains one of the best looking 3DS games. I hope that comes across somewhat through the .jpeg compression.
Although, soon enough we'll find that we're not alone.

Huh?!
Player Turn Music: The March to Deliverance (Prologue)|
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Enemy Turn Music: The Air of Brutality (Prologue)|
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And bam, like that we've got ourselves a minature battle. You'll note that the brigands are a bit wounded- that comes from having Alm land the first blow in the 3D map. It's minor, but it can help sometimes.
As time goes on, I probably won't cover all these minor battles in much detail, but for now I'll use it as an opportunity to show off important bits.
In this case, I move everyone up, and specifically leave Kliff out in the open to take on both bandits on his own. He can double them, so he'll weaken them for the others.
Music: The Dauntless Blade |
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A bandit takes the bait and hits for paltry damage and-

Now you die.
what even
first hit of the update even
...Whatever, my dude, you put him on 1 HP, I can't complain.
He does what I intended to the other guy, and gets about halfway to a level.
Faye's close to a level so I let her have this one.

Look at that!
She gracefully displays a finishing blow for us in return.
There's also this pretty rad screenshot I caught too.
Such radical moves gets the team's only gal a level.
It's actually a pretty good level. That SPD's going to help for the rest of this dungeon, while that DEF point may go a long way for us.
I didn't feel like letting the last jerk hit one of the team, and Gray was right on top of a level so I gave it to him.
...It sure is a level. That SPD point is only going to be useful depending on which class he enters.

Ahaha-haha! Man, that was too easy!
And that's one band of bandits gone. Alm and Lukas are stuck at 99 because the bonus EXP won't push them over. Looks like Tobin and Kliff are up for another level though.
Music: Undercurrents |
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Back out in the caves again.
Over to our left is some boxes and pots. Like any good adventurer we can show zero respect for people's sense of property and destroy them all.
Smashy smashy
Oh, hey, there's an orange. There's also some sort of cave back here.
Oh, whoops. Guess I better turn around and fight this guy.
Player Turn Music: The March to Deliverance (Prologue)|
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Enemy Turn Music: The Air of Brutality (Prologue)|
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And so we do! If I'd let him touch Alm's back, they'd get a free turn on us. You know, basic stuff.
Anyway, I continue to play overly defensively and try and bait them into attacking Alm and Lukas.
Music: The Dauntless Blade |
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Eh, this is fine enough.
The other guy does go for the latter, giving me a chance to show off his attack animations. They're not too special, but the other specialized animations are pretty nifty.
What's also nifty is this level. My experience with Lukas is that he hates getting Speed. This Lukas nearly has as much as the end-game Lukas on my other file has.
...Yeah.
Keep it up, buddy, and you may even make it to the final fight!
Just showing this to inform you that Supports are in this game. Some are FE3 style supports where they're constant, unspoken buffs.
Can you see Tobin, Kliff, and Grey's faces off to the left there? This symbolizes a support bonus, (as to what, it varies between character,) and you can see their effects represented by those tiny little bars of yellow on Alm's Hit and Crit. These "Passive" supports never generate any conversations, and are kinda minor for the most part, but anything's helpful.
Now for "Conversational" supports / support chains. These are what most people think of when they think of Supports, being ranked C through A, and providing very noticeable bonuses. In this game, they're locked behind both support points gained by fighting near one another, as well as story progression.
Presently, the only person on our team that Alm can support with is Faye. We won't see that one today, but we will see another.
Where were we again?
Right, we were beating up on bandits, not talking friendship.
This is more than enough to land him a level-
- And he does not disappoint
I know it's just his first level, but oh boy, if he decides to keep this up...
While Alm is over here showing off-

Don't push me!
Kliff, what
this is fine
this is even more fine

Ah, that was a fine victory.
Alright, this is getting a bit ridiculous. I'm not complaining though.
Music: Undercurrents |
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Checking at the end of this little cave nook is a big golden chest.
Like any reasonable adventurers, we calmly walk up to it, press A
-and smash the hell out of it with our sword, somehow popping open the lid and launching its contents upon the ground.
"Oh, wow, an iron sword. Big whoop. Don't we already have those by default?"
Is what some people might say, but this is our first weapon upgrade of the game, and quite a useful one to boot.
See, the fun thing about the Iron Sword is that it has no weight value, meaning that it doesn't slow our units down at all to use. Sure, the +2 Atk isn't that much, but it's a free buff in a game where 1 point of SPD can make all the difference.
Oh, and there's also weapon skills too. They're just special attacks that cost a little HP to use, and we gain them by using said weapons a whole bunch. Most skills are exclusive, but quite a few carry over.
Weapon skills will be a more worthwhile later when they're, say our only source of armorslaying, but for now there's not much to say about 'em.
Onwa-
*Sigh*
Looks like all that noise we made brought the last bandits in here to us. Time for another fight, folks.
Strategy for this fight? Let them all beat up on Tobin.
No, seriously.
Doing fine so far, it seems.
damn it
Eh, he's alive.
The other jerk goes for Faye.
She's fine.
After much mental deliberation, I send Kliff to finish that jerk off.

Who do you think I am?
Kliff's fancy new sword does wonders.
Tobin weakens a bandit for Faye, and his health gets low enough to start limping.
*sigh* There.
Faye then takes that guy out, full force. It's enough to finish off that last bit of EXP she was waiting on.
nrughghghr
Well, on the bright side, HP is Faye's weakness, but well, the promotion's probably just going to nullify this...
With that guy down, I just wait and see what he tries to do. Most likely he's going for Tobin.
He's got this though. He can still take one more hit-

This is the part that
hurts!
ahahahaha
haha
ha
i dont even know
At least it was the most stylish one today.

Hah! We really took it to 'em!
ooh, oranges
Back to the matter at hand, sometimes stuff drops from boxes. No, there's no rupees, but there is currency in them.
Thanks for explaining that for me game.
Also, that was all the bandit spawns in the cave we managed to run into, so, uh, have some pictures of this neat cave.
Hey, look, alcohol in a game with teenagers.
Before you ask, no, they don't let you drink it. Datamining has shown that it seems its was planned, (at least two characters were intended to like it,) but at somepoint it was cut. As they are now, alcohol items are mostly for sacrificing, a topic we'll cover later, but personally I tend to sell them given their high selling price.
Would you believe they pay more for a half-drunk bottle of ale than they would for a fresh vegetable? I'm not kidding.
Anyways, let's go ahead and go inside. The blur from dashing makes this seem like some sort of magic explosion, and I'm all good with that.
Music: The Incorrigible |
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Note the girl collapsed on the ground next to him. This is the only range we'll see this sprite, and would you believe it has a higher res version?

You got nerve bargin’ in here just as I was gettin’ to the main event.
Ah, Fire Emblem bandits. They never cease to have a mild amount of yikes to them, it seems. Personally, I want the silly pirates from PoR back.
Anyway, let's get rid of this jerk. We could run away to see this:

Again? Don’t you rats learn? I’ll teach you to meddle in the affairs of others! Kill ’em, boys!
...But it's not really as funny as the WATCHman.
Player Turn Music: The March to Deliverance (Prologue)|
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Enemy Turn Music: The Air of Brutality (Prologue)|
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Time to finish this.
Hilariously, the bandit boss is really no better than his cronies. He does have some Ram Wine, like that old man back in Ram wanted, so I guess that's one sidequest down.
It may be a little hard to see thanks to the flooring and the jpegification, but I've sent Tobin and Gray up the lower left, Alm and Faye up the center left, and left the right side to Kliff and Lukas.
The bandit right next to the boss runs down and goes for Alm.
Music: The Dauntless Blade |
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You can't touch me!
Alm's got enough defense to take only one damage from the enemy, which triggers special taunting lines.
The next two bandits go for Gray, and nothing special happens.
Across the map, Kliff manages to whiff a 9 in 10 chance to hit.
But I can see where his luck went to.
Another bandit goes for him, but he's doing fine.
Clean up time, folks.
It is worth noting that Kliff is halfway on his fatigue now, you know that mechanic I briefly mentioned a long while ago. Basically, the more combats/actions a unit enters, the more their stamina drains. If it hits rock bottom, their max HP is halved until that's remedied.
Fixing it is as simple as giving them food to eat or making a sacrifice of a food item. It's kinda minor, but can really start to show in the longer dungeons and maps.
Alm moves just out of the way to let Faye get a kill and she does her super-stab animation again.
It's pretty good, though it's not nearly as good as one finisher animation we'll see later. Said animation isn't even one of the crazy horse-spins that the cavs do either.
Gray grabs a point of ATK, and I'm fine with that. It's high enough it should translate to any of the class choices.
Tobin makes an effort to finish the other one off, but alas, not this turn.
Lukas weakens a guy for Kliff...

I miscalculated...
...And it pays off. Seriously, Kliff, that's two in a row.
On the enemy turn, Tobin finishes that bandit off, but it really seems like the numbers just aren't on my side.
And now, suddenly they are. I really do wish I could get you all a gif of the dodging jump attack, but the stream's always lagging when it happens.
Anyways, he does take that bandit out.
On our turn, we do nothing but move up in preparation to rush the boss. I've let Lukas and his beefy defense draw in the archer on the side.
-Bait taken-
And we return the favor.
Kliff gets an acceptable level out of the deal.
Given that Tobin only needs one more point to gain a level, I use him to bait the boss and nab that little bit of battle EXP.
Music: Warring Powers (Boss Theme 1) |
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Saving one wench won’t make this world any less of a pit!
Oh, hey, we've got a support ready to go!
Gray & Tobin - Rank C

Uh, do you think you could sound a little less cheerful?

I don't know, you tell me. Why did you have to-

Huh?

Ugh, never mind. Forget it.
Hm. Well, there's something going on there. In order to take out his bottled frustrations, I let Tobin punch the boss in the face.

This one's mine!
consarnit all
Thanks for that killsteal, Tobin. I was saving that one for someone who actally needed it.
Eh, that's the battle. We're fatigued, but this is the end of the dungeon.
Music: Melody of Water |
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Let's go see what's up with this lady.

Wh-who are you? How did I get here?

You’re in a shrine. Some brigands kidnapped you and took you here.

We dealt with them before they could do you any harm.

I see. Thank you, sir. After those ruffians seized me, I passed out… Ugh… I don’t want to think about it.

What’s your name?

I hail from a priory far to the east, on the island of Novis.
Remember this, it's an important detail of sorts.

What brings a woman of the cloth like you so far from home?

I nearly forgot! I must find a man named Sir Mycen. Are we far from Ram Village?

What? You’re Sir Mycen’s…grandson? ……! May I see that mark on your left hand?

What, this? Sure. Pretty strange for a birthmark, huh? And that’s not even the weirdest part. A long time ago, a girl in my village had the same mark on her hand.

Huh? What is it, Silque?

Sir Alm, I have something for you.

Here. Please take this.
Here comes one of the game's new mechanics, and oh boy is it a divisive one. My feelings toward it vary, but we'll cover it in the next update when it matters more. In short, it lets us rewind time in combat.

It’s a relic that contains some of the Earth Mother’s power. I believe it will be of great use to you.

Are you sure? You were supposed to give this to my grandfather, right?

Now that you have left your village and embarked upon an auspicious journey, the Turnwheel will become a vital tool during the trials ahead.

Okay… Well, thank you. I promise to take good care of it. By the way, how do you use it?

You don’t use it. It uses you. When the time is right, the Turnwheel will give you a sign.
How cryptic.
*The screen flashes*

Ah! It appears that Mother Mila already wishes to show you something.

What’s happening?!
*Another screen flash*
Music: The Darkness |
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That’s Zofia Castle! This is our kingdom?
Let's just ignore the little plot hole on how he knows that's Zofia Castle for now.
*Another screen flash*
Music: Melody of Water |
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Sir Alm, what did you see?

It was… It was so clear! Silque, it was horrible!

Be calm. What you saw in the vision is not the present.

Her power is sight.

So the vision is something that’s going to happen?

Something that COULD happen. If the vision was ill-boding, perhaps it was a sign— a sign that the Mother wishes for you to take action in order to prevent it.

……
We got a plot device, yay!
The game also forces us into another conversation with her.

Ah, Sir Alm. In my travels, I have witnessed the sorry state of our kingdom. With no goddess to bless them and no king to rule, most Zofians are at a loss.

I would ask for permission to accompany you on your quest.
Alright, thread, you heard the lady.
Do we take-
Psych, we're taking her anyways. As a rule, I'll be recruiting everyone possible given the way EXP and deployment works in this game. Besides, I'm definitely not passing up a healer.
If you refuse, you just get this dialogue:

Very well. That was not the answer I was hoping for, but I shall respect your decision.
Riveting stuff.
Looking around the room brings up some minor details, but the mana herbs are at least notable in that they restore 20 HP compared to the 10 the others restore. They're classified as rough though, so most people won't really be regaining any stamina from them.
Now it's time for the big part of the update, this Mila's Servant Statue.
Mila's Servant: Present to me those who are worthy. By my master's will shall I bestow upon them new power.
So, if that wasn't clear enough, this is how we promote our units in this game. There's a decent bit to cover regarding it, so I'll save it to the end.
We can also sacrifice food to the statue which prompts it to restore all of our units' fatigue. It's not really necessary for this dungeon given it gets restored on going to the world map, but it'll be useful later.
It also prompts it to spout hints at us. This is good advice.
Heading downstairs has us find two sacred springs. These are hidden in dungeons throughout the game, and provide permanent stat buffs to the unit that drinks from them. These, being common fountains have only three uses, and share uses with the ones next to it.
One of them gets us
Speed while the other gets us
max HP. The SPD is ostensibly the most important one here, but I leave our uses up to the thread. If you all think it's very funny to make Faye incredibly beefy, I'm not going to argue.
(...I'd still rather have the Speed though.)
Speaking of Faye, she's just upstairs. Occasionally, our units will be around to talk with Alm, providing for some more characterization. I actually quite like it.

You always were braver than me. I remember when we were children and those knaves cornered us in the woods... You came to our rescue like a knight in shining armor.
Aww, that was sweet and not stalker-ish at all. She's not afraid to wear her emotions on her sleeve, if that hasn't been apparent yet.
Overall, I just wish they'd written her crush as being a little less obsessive. Then it wouldn't be that unusual.
Anyways, let's ruin this mood by punching more bandits to top off that leftover EXP.

You and me!
what is my response supposed to be to this anymore
Tobin tops off and gets an eh level.

I've had it!
Faye gets a crit as well.
Urgh. Now both Tobin and Gray want to talk to us as well. Don't you guys realize we're running near 200 screenshots already?

Just going into town with Pa for supplies used to be a fight for survival. I worry a little place like Ram won't last long in times like these.

I don't have the kind of direction you do. It's more like I just have a nagging desire to do SOMETHING.
This is something I can relate to. I mean why else would I be spending all this time doing LPs? Pish, surely not for some audience of complete strangers!
(I kid, you folks are great.)

...Me? Well, let's just say I'm figuring things out. Lukas keeps talking about kings and politics, but that does little for me. I'm actually just in it for the gold.

Well, that and I'm not about to let you outshine me!
Tobin's a born mercenary if I've ever seen one. There's actually a lot of mercenary folk in this game.
Anyway, that's it for this update, but we've still got those unit promotions to talk about.
Using Tobin as an example here, promotions work a bit differently in Echoes than they do in other FE games. This time around, there's multiple promotion levels, and to make up for the comparatively bad growths, classes all have a minimum stat value the character is shunted to if needed.
In practice, this means that any stats you gain that fail to get over the class promotion's minimum are wasted, but it does help set a baseline for unit power. When picking our classes for villagers, it's a good idea to consider not only the unit's growths, but how much base stats they gain in the trade.
Also, ladies have a different class selection list:
"Wait a second, Twybil," you say, "they don't get Mercenary!"
No, they don't and it makes me very sad. But, it's worth noting that Peg Knights are very powerful in this game, and that their Mage line goes to an even better class than what the guys get. The gals are usually better units in this game for the most part, actually.
Anyways, I've drug this on long enough, onto the voting.
A Quick Rundown on Classes:
-
Cavaliers are masters of horse and stick. They're adaptable, mobile, and sorta tanky.
-
Mercenaries use swords and go very fast. They're lethal but not as fast to move around.
-
Pegasus Knights are lady cavaliers that fly. They trade off a bit of tankiness for higher speed.
-
Archers shoot bows. They're alright enough, and good for picking on enemy mages.
-
Soldiers are slow but very tanky. If they manage to get lots of speed, it's hilarious.
-
Cleric is the female exclusive healing class. They have some offensive ability, but they have very powerful support abilities.
-
Mage is the magic slinging class that foregoes weapons for fire and lightning. The gals promote to get swords and healing, while the dudes get... more spells, I guess?
*Mages, Clerics, and Peg Knights also only promote one more time. The other classes have a third promotion.
Below are the gains for each of our unit's class choices:
Tobin's are above, I'm not reposting those. Here's his spell list though:
Tobin's Spell List
Excalibur (Lv 6),Recover (Sage Lv 1), Physic (Sage Lv 5)
Tobin may not get much in the way of spells, but Excalibur is light and crits very often, and Physic is just Recover but with a ridiculous range. He makes an acceptable mage.
Gray
Spell List:
Sagittae (Lv 9), Thunder (Lv 10), Recover (Sage Lv 1)
Gray's a hard carry spell-wise. Sagittae hits like a damn train, but a spambot for it is really all Gray will ever be as a mage.
Kliff
Thunder (Lv 4), Excalibur (Lv 9), Sagittae (Lv 15), Aura (Sage Lv 5), Recover (Sage Lv 1)
Kliff's the best choice out of the guys for an offensive mage, especially given that Aura is even more of a ridiculous nuke compared to Sagittae.
Faye's Spell Lists:
Her stats changes are up above, remember?
Mage: Seraphim (Lv 8), Sagittae (Lv 12), Recover (Priestess Lv 1), Freeze (Priestess Lv 6)
Cleric: Physic (Lv 6), Rescue (Lv 10), Seraphim (Saint Lv 1), Anew (Saint Lv 14)
Both spell lists for Faye are very good, and come with special spells. Freeze is kinda pointless, but Seraphim and Sagittae are both quite strong. Getting Physic and Rescue is also great as a Cleric, and though we'll probably never reach a high enough level to see it used, Anew refreshes a unit's turn.
Whew, got all that? Alright, just vote for
which class each villager should promote to and
who to give a Speed or HP boost to aftewards (3 total).
While you're all doing that, I'm going to go sit down and take a break for the rest of the day. Damn, this was a long update.
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Character Profiles:
Silque
(Original: Silk)

->
HP:45 ATK:40 SKL:35 SPD:30 LCK:60 DEF:40 RES:2
Silque loves any rich, sweet, or rough foods, likes plain ones, but hates meaty or refined foods.
Silque is our first healer, and at least has a more notable, if overshadowed part in the plotline. Instead of just being some captured girl, she was on her way to give us the plot device, one that will be more important far later. Mechanically, she'll get a very useful spell soon, one that is incredibly hard to pass up. Visually, she's gotten a good deal older, and sounds it too. All in all, she's pretty chill and I like what I saw of her characterization.