Supplemental: Social Links Part 2, or How To Linkmaxx Your School Life
Been meaning to get to this for awhile, but busy busy busy. Anyway!
The Emperor
In all versions of Persona 3, The Emperor is represented by
Hidetoshi Odagiri and is associated with Gekkoukan's student council. This is the first "club" link we'll be covering in Arcana order, though the first actual club link you can initiate is Chariot. Odagiri is somewhat unique in that though he is a school related link and follows the normal calendar restrictions those have, his association with the protagonist is largely professional and your only option to earn points for his link outside of Rank Up events is relationship fortunes (Okay Reload has a second option, but it's available very late in the game). Mitsuru will approach you on 4/27 and give you the option to up your membership for the student council, though you can put it off for awhile if you want to work on other links that are available at the time. The student council meets on Mon, Weds, Fri and Sat(except in Portable where Saturday is dropped). Odagiri is also sort of the platonic ideal of a streamlined link, as in all versions except for Vanilla and one rank in Portable, having a matching Persona and picking the correct answer will let you complete the link in 10 interactions. From FES to Reload, the Rank up requirements are,
Initial | 1(22) | 1(7) | 15(22) | 15(22) | 15(22) | 15(22) | 22(22) | 22(22) | Max
Initial | 1(22/34) | 1(7/11) | 15(22/34) | 15(22/34) | 15(7/11) | 15(22/34) | 22(22/34) | 22(22/34) | Max
Initial | O | O | O | O | O | O | O | O | Max
As you can see, Odagiri is pretty easy to max out due to his frequent availability and low requirements. He does need an Oracle burned on him for 1 day in Portable, but the FemC has almost nothing to do on Sunday's until the Sun Social Link enters the picture so that's not really a big deal. For the most part, I don't plan to cover Vanilla progression for these write ups since Vanilla is not the main focus of this LP, but I do want to cover interesting niche cases, and Odagiri is definitely one of them. In Vanilla, his progression is a lot more obnoxious.
Initial | 1(22) | 10(0) | 25(22) | 25(22) | 25(22) | 25(22) | 25(22) | 25(22) | Max
Remember that without a matching Persona, those 22's are actually 15's and that the point bonus you get for attending a non-rank up social link event without a matching Persona is 10. Also note that Relationship Fortunes don't exist in Vanilla and Odagiri never rings you up to hang out. That's right, in Vanilla not only does every single student council meeting have forced downtime after a rank up, there is no point in the link where having a matching Persona actually makes it go any faster, resulting in a link that takes almost twice as long to complete. It also has the unique distinction of being the only dialogue choice driven Social Link in the series where giving the correct answers matters, but having a matching persona doesn't. It's not a semi-automatic link like Devil or Sun, it's not a sidequest driven link like Hermit in 4, it's not like time limited Social Links added in re-releases that are essentially Semi-Automatic with choices in them to screw yourself out of finishing it, it's a just a weirdly annoying link to route in. Onto what Personae we get from this!
For FES and Portable, we have,
Forneus: Level 7
Oberon: Level 15
Take-Mikazuchi: Level 24
King Frost: Level 30 (Special Fusion, requires an item from an Elizabeth request to create)
Naga Raja: Level 36
Kingu: Level 46
Barong: Level 52
Odin: Level 57 (Unlocked at Max Rank)
Emperors serve as our early game Elec access, though many of the Personae found within also double as decent physical attackers. The main outlier is King Frost, who requires a sidequest to be completed to create him anyway. Emperors also have a solid function as easy ways to access good skills that you can then fuse down onto more powerful Personae. Forneus picks up Auto-Sukukaja, Take-Mikazuchi has innate Auto-Tarukaja, Naga Raja has Matarukaja, Kingu has Mediarama and Barong has the very situational Null Poison (but the situation you want it for is absolutely critical). Take-Mikazuchi is also part of the extremely overpowered Thunder Call fusion spell, but the main draw of this Arcana is its Ultimate: Odin. Odin picks up one of the most broken spells in the history of MegaTen in general, Thunder Reign. Thunder Reign is the ultimate Elec spell that deals more than double the damage of Ziodyne, obviously already a good thing. What puts it over something like say, Ragnarok, is its secondary effect: It has a 100% chance of Shocking anything not immune to the status. Remember that Shock guarantees all physical attacks against the affected enemy are now Critical Hits. This is unbelievably broken for multiple reasons. Aside from ratcheting up your party's damage, almost nothing in the game is actually immune to Shock, including the Reaper who can easily be cheesed with this skill. Anything not immune to Knock Down also can be smashed down with All Out Attacks, and if it some how survives you can just fire off another one with the next critical hit in line. It has a bit of RNG to contend with in non-story battles due the randomness of turn order in those, but if you're willing to just reset on The Reaper until you get a good turn order then that hardly matters. The only limiting factor is that Odin himself only picks up Elec Amp and not Boost in addition like Surt does with his passives, so you need to fuse it into him to maximize the damage of Thunder Reign itself. That's relatively easy to accomplish though, so it's not that big of a deal. Due to the excess amount of free time you have to play Arcade games in FES, there's also not really any reason to fuse Odin upward once you have him, so he essentially is just the best Elec Persona in the game. Now for Reload,
Forneus: Level 7
Oberon: Level 16
Take-Mikazuchi: Level 23
King Frost: Level 34 (Special Fusion, requires an item from an Elizabeth request to create)
Naga Raja: Level 43
Belphegor: Level 53
Barong: Level 63
Odin: Level 74 (Unlocked at Max Rank)
Pretty similar, actually, with some of the later reps having their levels slid back a bit. This is hardly noticeable though due to Reload's different level curve. Belphegor is a new addition, being a pretty solid Dark caster, and King Frost now has the added benefit of being one half the extremely powerful King and I Theurgy, though obviously you don't need to have him specifically on hand to cast it after you fuse him initially. Thunder Reign has been nerfed a bit, being a 60% chance to proc Shock instead of 100%, and more things actually resisting that status like you'd expect. He's worth running through to get the spell, but changes to how your nights are spent and the replacement of stat cards with incenses means that like with Surt, you'll likely fuse him up not long after creating him.
The Hierophant
A link actually represented by a duo in all versions of the game, specifically the kindly elder couple Bunkichi and Mitsuko who run the Bookworms used bookstore! This link opens up early on, (with it starting on 4/25 in FES) and is our first example of an "out-of-school" link. It has no direct connection to our day-to-day in Gekkoukan and its schedule runs completely independently of school events that lock us out of "in-school" links. Naturally, this means these links are best pursued when in-school links are not available to pursue. I think these links might also not fall into the Neglect mechanic like in-school links in FES, but I'm not sure on that. At least partially because you get a full week to pursue these links every month. The only major difference between versions for this link is that in Vanilla and FES, it's available Monday-Saturday, while in Portable and Reload it's available Tuesday-Sunday. The reason for this change in Portable is likely the repurposing of the Hermit link for the FemC, making it an in-school link and leaving her with no links to pursue directly on Sundays for awhile otherwise. Reload keeps this change since it generally hews closer to Portable's structure and script beats with a few exceptions. Onto progression!
Initial | 1(29) | 20(29) | 20(29) | 20(14) | 20(22) | 20(21) | 20(29) | 30(7)| Max
Initial | 0(44/67) | 20(29/45) | 20(29/45) | 20(14/22) | 20(22/34) | 20(21/33) | 20(29/45) | 30(7/11)| Max
Initial | O | O | O | O | O | O | O | X | Max
As you can see, the couple is a pretty archetypical streamlined link, with only two notable stopgaps at Rank 5 and Rank 9 potentially resulting in 3 extra timeslots being dedicated to them. FES can get around this for Rank 9 by attending a Walk event with Koromaru that results in a meeting with Bunkichi and getting the link done in 12 days, while the FemC can use her Charm bonus to bypass that altogether and get it done in 12 straight link events. Theoretically she can also bypass the Rank 5 stopgap with the same bonus, but you're not exactly spoiled for choice of who to hang out with early on so it's not super practical, but you could get the link done in 11 days if you put it off at that point. In Reload only the Rank 9 stopgap remains, and there's a new mechanic later on that will allow us to completely bypass that and it get it done in just 10 days spent on it. What are we looking at for Personae here?
In FES and Portable, the Hierophant link grants us the following,
Omoikane: Level 7
Berith: Level 13
Shiisaa: Level 26
Flauros: Level 33
Thoth: Level 41 (Must complete an Elizabeth Request to get the item to Normal fuse him)
Hokuto Seikun: Level 47
Daisojou: Level 53 (Special Fusion, Pentagon Spread)
Kohryu: Level 66 (Special Fusion, Cross Spread, Unlocked at Max Rank)
Hierophant is kind of an early game hero Arcana. Omoikane grants access to Zio skills as well as the ever useful Auto-Rakukaja, Berith is just a good beater with Auto-Tarukaja and a decent ST stat, and Shiisaa is amazingly useful in FES, bringing wide coverage in Ice Boosted Mabufu, Mazio and the ever useful Gale Slash. The Arcana kind of tapers off at that point, with Flaurous and Hokuto Seikun being kind of mid, though Hokuto is at least an easy high level access to Elec Boost. Thoth is also easy access to Mediarama, though that's more useful to the MC who's going to have a much lower Lovers Rank at the time Saki Mitama becomes available. Daisojou is a pretty great pick up in FES also, with Hama Boosted Samsara being essentially guaranteed insta-death on Light weak enemies, and pretty close to it against things that are neutral. It's also an easy material for Growth 3, though I prefer the Sun Persona Jatayu for that who doesn't need a special fusion to be created directly and also produces the card for the skill. Kohryu is kind of mid for an Ultimate Persona honestly, with plenty of things besides him bringing Mediarahan and Samarecarm to the table, though he does pick up the Null Strike and Null Pierce passives with enough levels.
Over in Reload,
Omoikane: Level 7
Berith: Level 13
Shiisaa: Level 23
Flauros: Level 33 (Special Fusion)
Thoth: Level 40 (Once again, needs an item from Elizabeth to Normal fuse)
Mishaguji: Level 48
Daisoujou: Level 59
Kohryu: Level 71 (Special Fusion, Unlocked at Max Rank)
Remarkably similar to the older versions for once, and kind of to its detriment. The lower rungs have most of the same stuff they did originally, though Berith lost Auto-Taru for more physical attacks while Shiisaa dropped Mazio and Gale Slash to pick up Herculean Strike at level 29, which isn't a bad trade per se. Flauros is a bit more appealing here, picking up both Crit Rate Boost AND Apt Pupil, serving as easy material for chain fusing those skills into something beter. Mishaguji provides easy access to Deathbound and Ziodyne, which can also potentially be helpful. Daisojou is relatively less helpful here since like Portable insta-kills aren't quite as reliable but it can be a fun way to mix things up if you're willing to foot the 40 SP cost per cast for Samsara. Since he's a Normal Fusion now, he's also a relatively better source for Growth 3 though again not a super necessary one (not the least which because a lot of things have picked up Growth 3). Kohryu has been buffed up a bit to provide access to some more appealing skills, namely Concentrate (aka Mind Charge) and Spell Master, a passive that halves SP consumption. He's not the only means of getting that passive, but with the Lovers Major Arcana card in effect he can learn it on fusion. He also comes with Makougaon by default, making him a good Light caster if you get him the necessary passives for it.
The Lovers
The Lovers Arcana is represented across all versions of the game by fellow SEES member
Yukari Takeba, and is another potential romantic Social Link for the MC. Yukari's link notably gets a huge shifting around for the FemC: for the male Protagonist Yukari is not available until July 25th at the earliest, requires Max Charm, and provided you do start her link at the first chance, Summer Vacation quickly stomps out any opportunity to seriously advance it until September. By contrast, Yukari is the FemC's full on gal-pal and is available to hang out with as early as 4/28 with no special requirements to link with her. In a moment of give and take, Yukari is only available to hang with on Tuesdays and Fridays for the FemC, while the MC can chat her up on Mondays, Wednesdays, Thursdays and Saturdays. Naturally, this has implications on how useful the Lovers Arcana is within the various different versions of Persona 3, but we'll cover that in more detail below. As far as progression goes, Yukari is one of the more demanding links in the game, just like Fuuka.
Initial | 1(29) | 0(15) | 22(22) | 30(22) | 30(22) | 35(22) | 40(22) | 55(22) | Max
Initial | 0(22/34) | 15(0) | 22(22/34) | 22(0) | 30(44/68) | 30(0) | 35(22/34) | 40(22/34) | Max
Initial | O | X | O | O | O | X | O | X | Max
Yukari's progression is a bit interesting, as she hits several stopgaps but at the same time is slightly less demanding when it comes to points compared to say, Fuuka. She enters at a very crowded point in the schedule, so this is much appreciated. Funnily enough, her progression is probably even slower for the FemC, with basically no opportunities to get the link done any faster even if you have the max Charm bonus. Likely an accommodation of how much earlier she enters the link pool mixed with just how few links the FemC has to choose from compared to the MC at that point. Reload largely follows the FES progression, though with a few less moments where you need to do extra work to keep her moving along. Like Fuuka, it's desirable to leave Yukari's last couple events for the end of the game due to a mechanic that will help keep this link moving smoothly at that point. Just as one other notable thing, Yukari is notorious for being the one social link that regularly sees players blundering into a dialogue that prompts a reversed link, at least in the PS2 versions. Her Rank 5 event has a final choice that will put the link in Reverse if you pick it, though if you do screw that up it is possible to correct this with a relationship fortune or the rarely seen Make Up events. Reload made this choice more overtly negative to steer players clear of it, which kind of makes it a lot funnier if you pick it. Onto Personae!
In FES and Portable we have,
Pixie: Level 2
Alp: Level 6
Tam Lin*: Level 13
Narcissus: Level 20
Queen Mab: Level 27
Saki Mitama: Level 39
Titania: Level 48
Raphael: Level 61
Cybele: Level 68 (Unlocked at Max Rank)
*Exclusive to Portable
The Lovers is the first Arcana where I can't really say anything in it is super notable. Admittedly, this is pretty heavily impacted by the Arcana being an early game one with a relatively late link, meaning nearly every other Arcana available alongside it gets considerable fusion bonuses while Lovers slums it a bit. Narcissus of course yields us the incredibly helpful Narcissus Flower, and he at least has a pretty solid resistance spread. I also have a tendency to have Raphael as my auto-team buffer since he has innate Auto-Maraku while several Personae below him can be fused up with Auto-Mataru and Masuku. Cybele is a fairly bad Pierce attacker with Samarecarm and Bow Mastery for flavor, though she is one of the options for getting Spell Master if you're so inclined. The Arcana is more appealing in Portable for the FemC since she can max out the Lovers social link well before the MC can even start it. Considering this, Saki Mitama and Titania jump up a bit in usefulness. Saki Mitama secures Mediarama immediately and is one level shy of learning Divine Grace, while Titania will fuse in with both of those skills and picks up Ice Amp within one more level. Still not an Arcana I'm super hot on, but they have a bit more going for them when used by the FemC. Oh yeah, Tam Lin was also added and he is extremely whatever.
In Reload we have,
Pixie: Level 2
Silky: Level 5
Tam Lin: Level 13
Narcissus: Level 23
Queen Mebd: Level 28
Saki Mitama: Level 36
Titania: Level 49
Raphael: Level 60
Cybele: Level 67 (Unlocked at Max Rank)
Alp has been traded out for Silky (A proto Jack Frost ice caster) but otherwise the Arcana is fairly similar in use to how it is in Portable. Most of the Personae within either draw/fuse in with their core skills already learned, or pick them up within a single level up from their base. Saki Mitama, for instances, only requires a single level up to get Medirama instead of the ridiculous three he needed in prior versions to do so (with the added perk of a maxed out link also affording him Divine Grace). Titania loses her healing and Ice amp for a wider spread of ice spells, Freeze Boost, and Concentrate. Raphael picks up the somewhat unique Angelic Grace Passive, which gives a decent evasion boost against all magic elements, in addition to Heat Riser, while Cybele has a more complacent role as a Light caster with Makougaon and Light Amp. She also picks up Mediarahan in lieu of Samarecarm while also retaining Spell Master. Still a pretty whatever Arcana for my money, but there a bit easier to swing in this version.
The Chariot
The Chariot Arcana is represented by
Kazushi Miyamoto (or Kaz for short) in FES and Reload, as well as for the MC in Portable. The Chariot social link is first available on 4/23, though you are not forced to start it right away. That said, if you have not joined a club by 5/26, the game forces you to on 5/27. Once started, you can advance the link on Mon, Tues, Thurs and Fri. This is the first school club social link you are faced with, and unlike the previously discussed club link you're actually given a choice of multiple clubs to join for the link rather than how The Emperor is singularly represented by the Student Council. Unlike Persona 4 though, this has almost no bearing on the script for the link. You can join the Track team, the Swim team, or the Kendo team and in all instances reality will be re-written to make sure Kaz is on the same team as you. The team choice mostly just serves as set dressing with some minor bits of flavor text getting subbed out within the link itself. Due to the lack of any real meaning to the choice and the fact that Kaz (and the later met Mamoru for that matter) are so obviously intended to be Track stars, Reload decided to drop this choice and just make the Track variant of the link the only one. A little disappointing as far as flavor goes, but I'm not super pressed about it. The other main notable thing about this link is that it also directly unlocks the Strength social link, with the Rank 3 event feeding directly into the Strength 1 event if you've made the right choices. The progression for Kaz's link is as follows,
Initial | 1(7) | 15(14) | 15(22) | 15(29) | 15(21) | 22(29) | 22(7) | 22(22) | Max
Initial | O | X | O | O | O | O | X | O | Max
Like Kenji who unlocks pretty much alongside him, Kaz is not an overly complicated link in terms of extra work needed to progress it, though he is somewhat infamous for his counter-intuitive dialogue choices when it comes to his preferred answers. Past that though, he's a pretty easy link to max out and is regularly available during a standard school week, so it's rare to see a playthrough that doesn't have him maxed out before October or even before the Summer begins.
For the FemC in Portable, Kaz is replaced with
Rio Iwasaki and you're are faced with the two team choices of Tennis or Volleyball. I'm not sure why the FemC gets less options here, effort I guess. Rio's link can be started on 4/24, and is available to advance on Mon, Weds and Fri. Like with the MC's Chariot link, you're forced to start Rio's link on 5/27 if you haven't done so by then. Rio has no association with the Strength link, though she does pick up the event flag for unlocking the Tower link. Rio's progression is as follows,
Initial | 0(15/22) | 15(15/22) | 15(45/66) | 22(0) | 30(22/34) | 15(45/66) | 0(30/44) | 40(15/22) | Max
Not an overly complicated link to advance by any means, with some of the later levels being bizarrely light in their requirements even. There's only one point in the link where Max Charm is necessary to keep it moving at full speed, and conveniently it's at a point where you've unlocked many other links to pad out the days until you can shift back to Rio and get her moving again. For our schedule, we finish her a bit later than Kaz, but you can totally get her done in around the same time as him if you so desire. But what does the Chariot Arcana grant us in gameplay?
For FES and Portable, the Chariot Arcana has,
Ara Mitama: Level 6
Chimera: Level 9
Zouchouten: Level 14
Ares: Level 19
Oumitsunu: Level 30
Nata Taishi: Level 37 (Requires an Item from Elizabeth to fuse)
Koumokuten: Level 43
Thor: Level 53 (Unlocked at Max Rank)
Chariot is the first major Physical Arcana you see in the game, and they are definitely the lesser of the two early game physical reps. Physical in general is a bit of an underwhelming specialization in FES and Portable, Persona 3 definitely favored Magic on all fronts in its earlier versions. The Physical inheritance types have the unfortunate rub of being completely incapable of inheriting any attacking magic that isn't Almighty type, meaning you can't even really have them function as mixed attackers beyond what they come with. And since by and large they don't have any kind of ways to boost their damage beyond the ST stat, Physical attackers have tendency to punch softer than you'd expect. As for Chariot itself, the Arcana mostly focuses on Strike and Counter skills, and this does give them some unique applications in fusion at least. The only ones among them though that jump out to me as awesome, or at least good enough to use out of the box, are Nata Taishi and Thor. Nata Taishi picks up Herculean Strike, a decently strong Strike AOE. Nata Taishi himself has pretty solid stats, so he can do well using it without any need to immediately fuse him off into something better. The Portable version produces a Card for Herculean Strike, creating a mixed blessing of Nata Taishi being desirable to level up but even easier to drop from the roster depending on how you've been playing. Thor is genuinely pretty good, and the only non-physical inheritance type among the Arcana. Thor picks up Elec Amp, Auto Mataru, High Counter AND Vicious Strike. He also combines with Take-Mikazuchi to create the Thunder Call fusion spell in FES, which is an AOE Elec spell with a 100% chance to shock like Thunder Reign. It's quite a bit weaker than Thunder Reign in terms of damage, but it has its niche uses. Note that in Portable I have maxed out the ST of an Ares, but that had nothing to do with Ares himself having any notable traits. He just happened to be the physically strongest Persona I had when I decided to invest in a ton of ST boosting cards.
For Reload, we have,
Ara Mitama: Level 6
Chimera: Level 9
Zouchouten: Level 14
Mithras: Level 24
Oni: Level 31
Shiki-Ouji: Level 45
Koumokuten: Level 52
Thor: Level 64
Quite a few new faces here! Chariot fares much better in Reload due to physical attacks just being way stronger (both having actual boosting passives as well as more favorable damage calculations) and having some actually interesting reps plus skill access. Mithras is highly important to fuse to get a very good Theurgy later, Shiki-Ouji has his trademark good physical resistances (though Slash attacks slip his guard in this game), Koumokuten picks up the highly valuable Enduring Soul Passive and Thor is among your earliest options for getting access to the all powerful God's Hand skill. Sadly Thor has lost Auto Mataru, reducing his innate support ability, but he's still a pretty solid Elec and Physical hybrid. He can be like having two Akihiko's! Reload's inheritance system also makes Chariots a lot less singular in use, and you scoop up way more Skill Cards than you do in Portable, so its fairly easy to customize them into reliable beat sticks.
The Justice
The Justice Arcana is represented by the Student Council member
Chihiro Fushimi for FES, Reload, and the MC in Portable. There's a fairly convoluted sequence of steps you must take to gain access to this link, first and foremost being that you must actually be a member of the Student Council in order to even have Chihiro manifest in the game. Once you start the Emperor Link, Chihiro will appear in the second floor hallway on her regularly scheduled days (Tues, Thurs, and Sat ) and you must speak to her on 3 separate occasions and provide her with the correct answers. In order, these are "I want to talk", "I am Male", and "Hello" into "Let's Walk Home Together". Once that's accomplished, she'll agree to hang out the fourth you talk to her and the link begins properly. Assuming you deduce all that, Chihiro is almost assuredly the first romance you will encounter in FES since she comes into the picture fairly early and advances to a romantic stage very quickly considering her personality. Chihiro's progression for FES and Reload is as follows,
Initial | 1(36) | 22(14) | 22(22) | 22(58) | 30(29) | 30(14) | 30(7) | 40(21) | Max
Initial | O | X | O | O | O | X | O | O | Max
Not a super complicated link altogether, a couple phone calls and standard events need to be taken in order to keep her moving as fast as possible, but about 14 days of investment is not at all bad for a Romantic link. As per usual, it's even lighter in Reload with only 12 days being needed to round this link out. One thing to note about Chihiro though is that she goes Romantic super early compared to other links in FES. Chihiro's Romance kicks in at Rank 5, causing the jealousy mechanic to become a consideration much quicker. That said, her only perceived rival at the time is Yuko, who has availability asynchronous with Chihiro most of the time, so you're not too likely to run afoul of jealousy here. Best to get Chihiro done and dusted before Fuuka enters the picture though. Reload moves the Romance up to Rank 9 and makes it optional, as per usual. One other notable thing about Chihiro is that she has an instant reversal landmine at Rank 5, same as Yukari coincidentally enough. You'd have to be seriously dense to blunder into this one by contrast though, so it isn't too much of a concern.
For Portable, the Justice Arcana is instead represented by fellow SEES member
Ken Amada. Ken's Social Link can be initiated by speaking to him as early as the first Tuesday after he joins, which is 9/1. Ken is a Night time social link, and is available to hang out with on Tues and Thurs. A limited set of days to be sure, but he joins early enough and at point where you're just polishing off your academics, it really shouldn't be much of an issue to get him done well before December even begins. One thing that applies to Ken and fellow link replacer Koromaru is that their usual nights to interact can be sidelined due to ongoing story events. To a certain extent, this is also true of other SEES members, but because most of them are daytime school links, plot events that sideline them tend to coincide with periods of inactivity for other school links anyway. Disregarding that, Ken's progression is as follows,
Initial | 0(37/56) | 15(51/79) | 22(22/33) | 30(58/90) | 31(30/44) | 35(15/22) | 40(22/34) | 40(22/34) | Max
There is actually an alternate set of point requirements for Ken in the last couple ranks of his link but uhhhhh we're not gonna talk about that. Regardless, Ken doesn't really take that much effort to max out. He slows down a bit by the end of the link, but the FemC finds herself flush with daytime freedom much sooner than the MC does, so it's pretty easy to work in Oracles for him among your day to day. Moving onto our Justice Personae.
For FES and Portable, we have,
Angel: Level 4
Archangel: Level 10
Principality: Level 16
Power: Level 25
Virtue: Level 32
Dominion: Level 42
Throne: Level 51
Melchizedek: Level 59 (Unlocked at Max Rank)
Perhaps unsurprisingly with all the Angel reps, the Justice Arcana focuses heavily on the Light element and all Personae within it are Light inheritance type except for Angel (wind) and Melchizedek (strike). This actually makes the Arcana somewhat interesting as far as fusion goes, as there's less of a limit on the magic they can inherit. True they can't pick up physical, death, or ailment skills, but everything else is fair game. Their direct specialization in Light magic is whatever for a good chunk of the game, but it becomes pretty good by the back half of Vanilla and FES due to boosted Hamoans being fairly reliable. This is less the case in Portable, and regardless the Arcana as a whole gets blown out on this front by Daisoujou. All that said though, nothing particularly great fuses into the Justice Arcana for most of the game and the more interesting reps are fairly backloaded. Dominion is your earliest access to Hama Boost Hamaon, which is quite good, and he has some innate Elec coverage in addition to whatever you can fuse onto him. Throne is an extremely easy way to access Mediarahan, making him worth fusing on that merit alone. Melchizedek isn't as cracked as the Elemental Specialist ultimate Personae, but he does come in with some pretty good stuff. On fusion he'll have Mediarahan, Fist Master/Weapons Master, and Akasha Arts. With a few more levels, he patches out his Dark weakness with Repel Dark and picks up the ever helpful God's Hand. Not my favorite Arcana, but they're solid enough. Sadly they suffer just a tad in Portable, where the Justice Social Link is available way later, at a point where the MC has almost certainly maxed it out already.
In Reload, the line up looks like,
Angel: Level 4
Archangel: Level 10
Principality: Level 16
Power: Level 25
Virtue: Level 32
Dominion: Level 42
Throne: Level 52
Melchizedek: Level 66
The Justice Arcana is remarkably similar to the older versions of the game, in stark contrast to what we've covered so far. Angel and Dominion have swapped Inheritance types, and Melchizedek is Elec Inheritance for some reason, but that matters considerably less because Fusion Inheritance is much more flexible in Reload compared to FES/Portable, not even just considering you can outright pick what skills carry over now. There's not really too much interesting to say about the Arcana though. Power has a slightly more interesting role as a reliable physical attacker now, but otherwise the bulk of the changes is just some healing skills being dropped and the Kouha line of skills being slid into a few of the reps. Throne and Melchizedek have become notably worse in this version. Throne has traded in Mediarahan for Maragion, which sucks, and Melchizedek has lost Auto Mataru and Weapon Master in exchange for Hama skills and Revolution, the former of which just kind of sucks and the latter is just whatever to me. I definitely care for this Arcana as a whole much less in Reload, even though we still have Chihiro to try and make the Arcana an early game hero.
The Hermit
For FES, the MC in Portable and Reload, the Hermit Arcana is represented by the mysterious
Maya, a player in a familiar sounding MMO who is totally not someone the protagonist knows in real life. What would the chances even be! The link is not automatically initiated, but is made available very early on with no work required on the player's part. Junpei will gift the MC Innocent Sin Online the evening before the first holiday off of school, in this case 4/28 with the link being an option to start on 4/29. The Hermit link is available on Sundays and Holidays only, giving it the somewhat unique nature of having both a rigid and extremely flexible schedule. In Vanilla, FES and, curiously enough given how quality of life the port introduced, Portable, this link also has the obnoxious unique trait of consuming your entire day to pursue. You don't even get the Late Night timeslot in Vanilla and FES, it is the only player engaged activity that automatically transitions you to the next day straight away. For a fun bit of trivia, there is one bizarre edge case it doesn't do this in Vanilla: On the day of the Summer Festival (which is not a forced event in Vanilla), hanging out with Maya advances you to evening like any other event would. Very strange. Regardless, this link is available at a point where there is close to no competition for it in FES, and literally no competition in Vanilla since you can't spend time at Bookworms on Sunday in the PS2 versions and relationship fortunes didn't exist. Portable and Reload make it a bit more of a hassle to work in with no late night time slot and Bookworms being available on Sunday but not Monday instead, but you still have pretty slim pickings when this link comes up. It is advisable to knock it out quickly though, as Sunday becomes a hotly contested day once school resumes post-Summer vacation and you really don't want to be sacrificing entire days to this link. The progression for it is as follows,
Initial | 1(40) | 20(29) | 20(22) | 20(29) | 20(29) | 20(29) | 20(29) | 20(14) | Max
Initial | O | O | O | X | O | O | O | X | Max
Thankfully considering the obnoxious penalty of losing your entire day when hanging out with her, Maya is very much a Streamlined link. There's only one point in the link where you don't get enough points from dialogue choices, and in Portable that can be circumvented with max charm for a clean 10 day link. This is the one time where a link is actually slower in Reload, albeit that's probably a compensation for the fact that there's no major time loss tied to this link anymore and that the other links it can share days with go by much quicker. One thing to note about the one time where dialogue choices alone are not enough to keep the link going, FES did us a solid with the addition of the Relationship Fortunes, allowing us to develop Maya's affection at the same rate with no additional time loss. It's not super important by the time it becomes relevant, but it's a nice little efficiency.
For the FemC, the link is instead represented by the Library/Health Committed member
Saori Hasegawa. Saori's version of the link begins on 5/8 when the FemC is forced to pick between the Library or Health Committed, with Saori employing Schrodinger's Club Member to materialize in whichever one you pick. Interestingly, while the link is initiated on a Friday, Saori can only be hung out with on Tues and Thurs, competing with Junpei (and Yukari on Tues) for affection. Saori is kind of the reverse of Ken, replacing a link that had dedicated time slots for itself with a standard school link, albeit this is less notable a distinction in Portable since the first two exam week leadups don't lock you out of in-school links. Saori is also notable for having one of the more depressing links in the game, but that's neither here nor there. Saori also contains one of the rare instances for the FemC where the same link triggers another link despite being represented by a different character. In this case, Saori tips the FemC off on Tanaka and the Devil link much like Maya does for the MC. Her progression is as follows,
Initial | 0(30/44) | 15(30/44) | 15(29/45) | 22(15/22) | 22(29/45) | 0(22/34) | 40(44/68) | 22(44/68) | Max
Very Streamlined link we have here, with only one instance where we need maxed out charm. Half the time, we don't even need to have a Hermit Persona to keep Saori moving along, even if we don't have Max Charm. Since she shares her availability with Junpei's and half of Yukari's schedule, we can easily delay her until she becomes a clean 10 days. Delaying the emotional destruction! On a gameplay level, this isn't much of a big deal due to the next section.
In FES and Portable, the Hermit Arcana has the following as its Personae representatives,
Yomotsu Shikome: Level 9
Naga: Level 17
Lamia: Level 25
Mothman: Level 32
Taraka: Level 38
Kurama Tengu: Level 44
Nebiros: Level 50 (Requires an item from Elizabeth to fuse)
Kumbhanda: Level 56
Arahabaki: Level 60 (Special Fusion, Unlocked at Max Rank)
Talk about a one-hit wonder Arcana. Yomotsu Shikome is a fantastic early game Persona, having innate Bufu and picking up Auto-Tarukaja at Level 11, immediately achievable with a Rank 3 Social Link. Since she's more than likely going to be fused off of Jack Frost, she can have Ice Boost to augment the damage even further. Her Death inheritance type also allows her to grab any core element spells that happen to be in the fusion pool. Past that, there's just nothing super notable in the Arcana. Its Phys reps in Naga and Taraka are extremely vanilla and not super potent. Most of the Arcana focuses on Ailment skills which are not that great in Persona 3, sad to say. Kurama Tengu is an easy way to get Growth 2, but Quetzacoatl also has that and it's less helpful in Portable when you can just get skill cards instead. Nebiros is designed to set up the Ghastly Wail combo, which just isn't a practical thing to do when he's available at a time where you can insta-kill things with raw damage through Personae like Surt and Odin. Arahabaki is not the physical wall she often is, with her main notability being picking up two passives that nullify her existing weaknesses, which require additional leveling past what the Social Link bonus rewards to even get. Kumbhanda is notable for having innate Auto-Masukukaja, which means I often fuse him into a Melchizedek, who I then turn around and fuse to create Raphael, easily giving me all Auto Team Buff passives on a single Persona. Kumbhanda does pick up Fire Amp, but that's not too helpful when Surt starts with Fire Boost AND picks up Fire Amp via leveling. Just a lackluster Arcana all around save for some early game dominance with Yomotsu Shikome.
In Reload, what we're looking at is,
Onmoraki: Level 8
Naga: Level 17
Lamia: Level 25
Mothman: Level 31
Dakini: Level 38
Kurama Tengu: Level 46
Nebiros: Level 52 (Requires an item from Elizabeth to fuse)
Kumbhanda: Level 61
Arahabaki: Level 68 (Unlocked at Max Rank)
Pour one out for Yomotsu Shikome, she's on the outs for this game. A lot of the returning reps are quite similar to how they are in FES and Portable, though some have gotten some tune ups. Kurama Tengu now gives access to Garudyne, Nebiros picks up some Death skills, and Kumbhanda has become a hybrid Wind/Pierce attacker with Myriad Arrows and Magarudyne, plus some flavor skills like Dekunda and Insta-Heal. The new reps are actually quite good, Onmoraki is your earliest access to Eiha skills while Dakini picks up Herculean Strike and Strike Boost, plus High Counter. Arahabaki has been buffed up considerably, innately repelling Slash and Pierce attacks, and picking up Strike repel via leveling to patch out a strike weakness. They pick up a weakness to Dark which they also get a Repel passive for, though the trade off here is an Ice weakness that they DO NOT patch out by default. Not my favorite Arcana still, but it at least has some interesting Niche picks. Arahabaki is a great wall, an unusual thing to find in Persona 3, though she has little output with damage if you aren't doing some skill carding or precise fusing for her.