Thursday, May 19, 2016

Marth



What better way to start this off than with Marth? Being Marth, he's quick and strong, though his defense isn't too hot.


Each class learns four skills by default - like Fates's special classes, they learn them at levels 1, 10, 25, and 35. Everyone just gets 40 levels in this game.

Anyways, Marth's level 1 skill is Charisma. This will raise everyone's Hit and Avoid by 10 - except for Marth. He gets jack. This is one of a specific subset of skills, called "Aura" skills. They all have the effect of affecting everyone but the user, just like their corresponding skills in Awakening/Fates.


Level 10 brings Marth the Guard Stance skill. This lets him reduce someone's damage taken by one-third. Nice, no? Though he can't reduce damage to 0, unless it's already 1 or 2, I believe. Like Guard Stance in Fire Emblem: Fates, Marth cannot act while in Guard Stance (which lasts for 5 turns), but he can't be hit, either.

As a result of the shenanigans that cause Marth to enter the state that causes the can't be targeted/move effects, "NULL" will show up under the +Charisma icon. There's not anything that I can do about that. (Well, I could cause the state to be added to Marth by common event, which is actually probably ideal, especially since no one else can use Guard Stance. But I can't show off my ~mad RPG Maker VX Ace~ wizard skills then.)


Achieving level 25 awards Marth the Speedtaker skill. It does what you might expect from a skill called Speedtaker - it lowers the target's Spd, and raises Marth's. (It isn't based on if you kill the opponent or not because a) that's a lot more impractical in a turn-based RPG and b) I don't know how to add effects that activate if the target dies.)

Also you punch the guy with whichever is higher out of Str or Mag (applied to the appropriate defense). I'm not sure why I bothered including that, really. I guess if I decide to add -taker skills to the equippable skill pool? I mean, unless you go really out of your way (have him wielding the Levin Sword and stack him with Mag +2), Marth is going to have higher Str at all times.

To top it all off, at level 35, Marth can learn the Aether skill. This baby costs 50 SP, and is a standard attack with the following buffs:

  • Marth's Str is doubled for it. (The two-hit nature of the attack)
  • The enemy's Def is halved for it. (Luna)
  • Marth is healed for an amount equal to the damage dealt. (Sol)
Beyond that, Marth has another few tricks that are exclusive to himself. It's spoiler territory to reveal what, but if you played Mystery of the Emblem, you can probably guess what it is.

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