
7/25/2019 c9
19Consort
Normal peons: the infinity stones are the best set of world- altering gems.
Intelligent nobility: The magic lamp has a broader range of possibilities and is harder to misuse to world-ending means.
But honestly I'm overflowing with so many Thanos quotes... Congrats on only making one reference and keeping things tactful.

Normal peons: the infinity stones are the best set of world- altering gems.
Intelligent nobility: The magic lamp has a broader range of possibilities and is harder to misuse to world-ending means.
But honestly I'm overflowing with so many Thanos quotes... Congrats on only making one reference and keeping things tactful.
11/5/2018 c7 Stitcher
I'm a bit late (as usual since I'm rarely on for extended periods and then binge what I miss) but I digress. Excellent explanation of the 'inhuman' classes :D Especially fun seeing Malsum pop in a lore chapter to explain Swamp Dragons. As I saw another reviewer say, all the chapter was missing was Cydris and the major 'Great Dragons' lore-wise would be complete. Oh well. I can't wait to see whats next for both the lore and the main story.
I'm a bit late (as usual since I'm rarely on for extended periods and then binge what I miss) but I digress. Excellent explanation of the 'inhuman' classes :D Especially fun seeing Malsum pop in a lore chapter to explain Swamp Dragons. As I saw another reviewer say, all the chapter was missing was Cydris and the major 'Great Dragons' lore-wise would be complete. Oh well. I can't wait to see whats next for both the lore and the main story.
10/30/2018 c7 LuciferXIII Trollkaiger Green
Oh yay new chapter of lore. Always fun times. I ALMOST (Keyword being almost) Was disappointed to not see my darling Mineva explain the Succubus class before remembering she has yet to 'officially' appear outside of being mentioned during the last Howe chapter as Casval's right hand and thus hasn't physically appeared yet (not to mention she's probably be a poor match for actually explaining what she does) but alas, definitely interesting to see a chapter with Malsum and Gargec. All they were missing was Cydris and it would have been a gather of the three 'Greats' of the dragons. As for the other class explanations it was super fun and interesting, especially with the constant banter between characters. I know I've submitting like a million antagonists but every time more lore comes out I keep getting tempted to make more MAP bosses. REEEEE XD
Oh yay new chapter of lore. Always fun times. I ALMOST (Keyword being almost) Was disappointed to not see my darling Mineva explain the Succubus class before remembering she has yet to 'officially' appear outside of being mentioned during the last Howe chapter as Casval's right hand and thus hasn't physically appeared yet (not to mention she's probably be a poor match for actually explaining what she does) but alas, definitely interesting to see a chapter with Malsum and Gargec. All they were missing was Cydris and it would have been a gather of the three 'Greats' of the dragons. As for the other class explanations it was super fun and interesting, especially with the constant banter between characters. I know I've submitting like a million antagonists but every time more lore comes out I keep getting tempted to make more MAP bosses. REEEEE XD
10/30/2018 c7
19Consort
Studying this chapter like I've got an exam on it. Need to deduce the best possible class, although also with a degree of foresight since I want them to be good for the upcoming terrain...
Also, RIP Fire/Water/Wind boost. Although I'm actually glad we got one rather than three of four, because Earth boost is nice and thematic and makes good sense as a skill to make your wall sturdier. While Wind Boost means your speedy attacker is investing growth rates they want in Strength/Magic in HP. And Wind/Fire Boost users like falling out of Boost range when hit, unlike Earth Boost which is self-synergistic and helps keep its own effect up.
Rocs and the related classes seem interesting to me, too. I'll have to watch out for miss Ria in the main story... The promotions seem really good too, since I imagine there will be lot of magic users around the endgame that your Roc can heal from. I nearly cried 'overpowered!' at the Ice dragons' Frozen Winds, but remembering it's only for one magical archetype in a game with five different options clears things up. Merric had better watch out if you have a crossover.
Also I'd love to play around with Featherweight and a high attack 1-2 range weapon. Eagle seems like an ideal class to run a featherweight offensive since they can use Brave Bows, and there might be a 1-2 range bow somewhere (hopefully its attack doesn't suck like the Sidelong Yumi). Since that should let you avoid counterattacks from anyone apart from mages...
And Vengeance is redeemed! At last! Now that we have an infantry class that's relatively durable through the Shaitan, I think Vengeance could actually get some work done. Especially since the Shaitan can use tomes for the Distant Counter effect on enemy phase. Magic Leech seems good for when you need to quickly heal (or nuke someone), but I do worry that it's not going to be spectacular in the hands of the player since breaking an enemy weapon may take a while. And some foes drop weapons, so you want to preserve durability there.
It almost seems a shame to have all the wonderfully designed skills locked to classes, but reclassing to make custom builds would probably break the game's balance clean in two (Abyssal difficulty tho?). And I do think that having these skills gives an improved sense of identity to all the characters. But perhaps there are skill scrolls to be found in some Loyalty Missions...
Now, what to see next after the Lords' classes? You did mention a manakete migration that evened the genies' powers in the truly ancient past- but truth be told, I'm honestly more curious about the culture of the Rocs, since I know nothing about them but find them such an interesting premise.

Studying this chapter like I've got an exam on it. Need to deduce the best possible class, although also with a degree of foresight since I want them to be good for the upcoming terrain...
Also, RIP Fire/Water/Wind boost. Although I'm actually glad we got one rather than three of four, because Earth boost is nice and thematic and makes good sense as a skill to make your wall sturdier. While Wind Boost means your speedy attacker is investing growth rates they want in Strength/Magic in HP. And Wind/Fire Boost users like falling out of Boost range when hit, unlike Earth Boost which is self-synergistic and helps keep its own effect up.
Rocs and the related classes seem interesting to me, too. I'll have to watch out for miss Ria in the main story... The promotions seem really good too, since I imagine there will be lot of magic users around the endgame that your Roc can heal from. I nearly cried 'overpowered!' at the Ice dragons' Frozen Winds, but remembering it's only for one magical archetype in a game with five different options clears things up. Merric had better watch out if you have a crossover.
Also I'd love to play around with Featherweight and a high attack 1-2 range weapon. Eagle seems like an ideal class to run a featherweight offensive since they can use Brave Bows, and there might be a 1-2 range bow somewhere (hopefully its attack doesn't suck like the Sidelong Yumi). Since that should let you avoid counterattacks from anyone apart from mages...
And Vengeance is redeemed! At last! Now that we have an infantry class that's relatively durable through the Shaitan, I think Vengeance could actually get some work done. Especially since the Shaitan can use tomes for the Distant Counter effect on enemy phase. Magic Leech seems good for when you need to quickly heal (or nuke someone), but I do worry that it's not going to be spectacular in the hands of the player since breaking an enemy weapon may take a while. And some foes drop weapons, so you want to preserve durability there.
It almost seems a shame to have all the wonderfully designed skills locked to classes, but reclassing to make custom builds would probably break the game's balance clean in two (Abyssal difficulty tho?). And I do think that having these skills gives an improved sense of identity to all the characters. But perhaps there are skill scrolls to be found in some Loyalty Missions...
Now, what to see next after the Lords' classes? You did mention a manakete migration that evened the genies' powers in the truly ancient past- but truth be told, I'm honestly more curious about the culture of the Rocs, since I know nothing about them but find them such an interesting premise.
10/17/2018 c6 LuciferXIII Trollkaiger Green
Well that was certainly amusing, especially with the ending where Saiduq was about ready to have an aneurism from all that blasted singing and dance. (funnily enough, I could see the ever serious and militant Il-Hazaad growing weary and irritated by the dancing and singing). And ofcourse the grand return of Summoner. The best Dark Magic class outside of Necromancer and Dark Druid that isn't related to giant demon dragons. (We're looking at you Arvis and Julius!). As for next chapter, horray, the inhumans including the manakete, djinn, beast, and bird folk. Fingers crossed someone of mine appears :D *thins* Wait... did I upload any non-humans who have actually appeared yet and wouldn't be spoilers? Oh wait... *facepalms* XD
Well that was certainly amusing, especially with the ending where Saiduq was about ready to have an aneurism from all that blasted singing and dance. (funnily enough, I could see the ever serious and militant Il-Hazaad growing weary and irritated by the dancing and singing). And ofcourse the grand return of Summoner. The best Dark Magic class outside of Necromancer and Dark Druid that isn't related to giant demon dragons. (We're looking at you Arvis and Julius!). As for next chapter, horray, the inhumans including the manakete, djinn, beast, and bird folk. Fingers crossed someone of mine appears :D *thins* Wait... did I upload any non-humans who have actually appeared yet and wouldn't be spoilers? Oh wait... *facepalms* XD
10/16/2018 c6 Consort
The song was absolutely the best part of the chapter. While I always love learning about the classes in a story and building the meta-world, getting to have a little minature performance to show off the bard was thematically wonderful AND a nice show of character for everyone involved. Don't you try and stop them, Saiduq!
All the skills seem to give most of the classes defined roles and viable strategies, with one possible exception in the Sorcerer. Malefic Aura, Blood Magic, and Bowbreaker are all great skills that let the Sorcerer do lots of damage and survive the main pest of backline units; suicidal enemy archers (or throwing axes, but that's triangle'd) the problem lies in two remaining skills that fail to pick up the slack: Heartseeker is okayish, just like Fates, but if you're benefiting from it then your mage is in huge danger of getting wrecked by a counterattack or being out of position and vulnerable to more enemies. Vengeance however remains the least useful skill ever, like Fates. Sorcerers tend to be either above 80% health because they tanked some enemy mages, or near 0% because anything else hit them. Combine that with small health pools only letting them boost damage by around 15 points if it DOES trigger, and you have an unreliable skill that only does something if you mispositioned your sorceror and they didn't die instantly. Blood Magic definitely helps alleviate this problem by safely lowering the unit's health, but really both Heartseeker and Vengeance would have been better on mages with higher defence... like the Dark Knight. If I had to suggest a fix to Vengeance sucking, I'd honestly make it passive, so it's a more reliable way of boosting damage.
Otherwise, I think you did an excellent job making fun, balanced skills with one other exception... Quick. Burn. In the names of Tenebris, Lux, Salamander, Forseti, Anankos, Loptyr and Naga this skill is completely broken. We all know and love The Reinhardt, and with this Wyvern Lords too can emulate him by deleting the most powerful enemy in range on turn one, but without much fear of getting blown up in counterattack because it provides a big evasion boost. If you give them a soft version of Distant Counter like a javelin or hand axe they could easily wipe out half the map on the first turn, and thanks to flying movement quickly reach the boss on turn two and hit them with a Brave weapon. I love it and I can't wait to see it in action.
One thing not covered, how do weapon ranks work here? Is 'S' rank locked to certain classes, or can anyone grind up to weilding the good stuff? Also, I'm grinning like a fool because I can absolutely envision Topal getting a lucky Flare activation on an anti-backline enemy and truly fulfilling her character. Made even better because one of the most successful characters I ever wrote was called Flare (You probably remember her, Author!). It feels like a reference, if unintentionally!
The song was absolutely the best part of the chapter. While I always love learning about the classes in a story and building the meta-world, getting to have a little minature performance to show off the bard was thematically wonderful AND a nice show of character for everyone involved. Don't you try and stop them, Saiduq!
All the skills seem to give most of the classes defined roles and viable strategies, with one possible exception in the Sorcerer. Malefic Aura, Blood Magic, and Bowbreaker are all great skills that let the Sorcerer do lots of damage and survive the main pest of backline units; suicidal enemy archers (or throwing axes, but that's triangle'd) the problem lies in two remaining skills that fail to pick up the slack: Heartseeker is okayish, just like Fates, but if you're benefiting from it then your mage is in huge danger of getting wrecked by a counterattack or being out of position and vulnerable to more enemies. Vengeance however remains the least useful skill ever, like Fates. Sorcerers tend to be either above 80% health because they tanked some enemy mages, or near 0% because anything else hit them. Combine that with small health pools only letting them boost damage by around 15 points if it DOES trigger, and you have an unreliable skill that only does something if you mispositioned your sorceror and they didn't die instantly. Blood Magic definitely helps alleviate this problem by safely lowering the unit's health, but really both Heartseeker and Vengeance would have been better on mages with higher defence... like the Dark Knight. If I had to suggest a fix to Vengeance sucking, I'd honestly make it passive, so it's a more reliable way of boosting damage.
Otherwise, I think you did an excellent job making fun, balanced skills with one other exception... Quick. Burn. In the names of Tenebris, Lux, Salamander, Forseti, Anankos, Loptyr and Naga this skill is completely broken. We all know and love The Reinhardt, and with this Wyvern Lords too can emulate him by deleting the most powerful enemy in range on turn one, but without much fear of getting blown up in counterattack because it provides a big evasion boost. If you give them a soft version of Distant Counter like a javelin or hand axe they could easily wipe out half the map on the first turn, and thanks to flying movement quickly reach the boss on turn two and hit them with a Brave weapon. I love it and I can't wait to see it in action.
One thing not covered, how do weapon ranks work here? Is 'S' rank locked to certain classes, or can anyone grind up to weilding the good stuff? Also, I'm grinning like a fool because I can absolutely envision Topal getting a lucky Flare activation on an anti-backline enemy and truly fulfilling her character. Made even better because one of the most successful characters I ever wrote was called Flare (You probably remember her, Author!). It feels like a reference, if unintentionally!
10/8/2018 c4 Consort
Fun fact: In the collar inside-out scene in Fates, the collar of Leo's model actually IS inside-out.
Very interesting to know about Mawdood's takeover being nothing short of a military coup, I imagine that the moment he dies the thieves' guild will scatter. And Sheba is probably not the most loyal servant one could imagine, although she might end up Eldigan'd if she steps out of line at the wrong point.
I think I'd like to learn a bit more of the geography of the lands of Orobia. While I grasp the basics, a greater comprehension might help. Where are certain metals common (like Orichalcum for Argelia), which lands can grow crops easily, where are treasures buried, and where is the outrealm gate?
Otherwise, I guess it would be useful to know what the Heroes skillsets of the main characters would be.
Fun fact: In the collar inside-out scene in Fates, the collar of Leo's model actually IS inside-out.
Very interesting to know about Mawdood's takeover being nothing short of a military coup, I imagine that the moment he dies the thieves' guild will scatter. And Sheba is probably not the most loyal servant one could imagine, although she might end up Eldigan'd if she steps out of line at the wrong point.
I think I'd like to learn a bit more of the geography of the lands of Orobia. While I grasp the basics, a greater comprehension might help. Where are certain metals common (like Orichalcum for Argelia), which lands can grow crops easily, where are treasures buried, and where is the outrealm gate?
Otherwise, I guess it would be useful to know what the Heroes skillsets of the main characters would be.
6/7/2018 c3
1ZenoZen
thank for the lore, maybe you can make a character database sheet on the next chapter.

thank for the lore, maybe you can make a character database sheet on the next chapter.
5/30/2018 c3
19Consort
Um, I think I've got something to ask of curiosity.
Which classes have the famous Luna, Sol and Astra skills in this world, and why (If there's a reason? Like in FE4, Astra was a royal technique of Ayra's family only, inherited by blood.)

Um, I think I've got something to ask of curiosity.
Which classes have the famous Luna, Sol and Astra skills in this world, and why (If there's a reason? Like in FE4, Astra was a royal technique of Ayra's family only, inherited by blood.)
5/30/2018 c1 Consort
Obligatory final boss Dragon LOCATED. Although I do suspect you may curveball us, and the final boss will be something else, given the lore surrounding him.
Ah, lore. Truly the best of things. I'll let you know if I think of anything I want to see.
Obligatory final boss Dragon LOCATED. Although I do suspect you may curveball us, and the final boss will be something else, given the lore surrounding him.
Ah, lore. Truly the best of things. I'll let you know if I think of anything I want to see.
5/15/2018 c1 Stitcher
So checked up on my FF for the first time in awhile to discover the new 'story' of lore has arrived. Yey. Anyways, I love the expansion you did on Malsum, when I designed him I didn't have nearly as much forethought in my writing as you did. I LOVE and I mean I absolutely love the fact that he's not directly engaged in the war aside from providing council to the Argelians and that in ages past that he managed to wreck our resident evil genie and even rivals two of the top-tier 'God' class characters so I really am flattered by that. I also love the expansion on Rerci and her own lore and how the 'god' of Orobia fit into the picture.
So checked up on my FF for the first time in awhile to discover the new 'story' of lore has arrived. Yey. Anyways, I love the expansion you did on Malsum, when I designed him I didn't have nearly as much forethought in my writing as you did. I LOVE and I mean I absolutely love the fact that he's not directly engaged in the war aside from providing council to the Argelians and that in ages past that he managed to wreck our resident evil genie and even rivals two of the top-tier 'God' class characters so I really am flattered by that. I also love the expansion on Rerci and her own lore and how the 'god' of Orobia fit into the picture.