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=== Tellius/Lehran's Medallion/Green === In ''Cipher'' characters from these games focus on leveling up and promoting to achieve high power, with abilities that only work if a character has sufficient cards on its stack. This fits with this series' mechanical focus on easy leveling through post-combat XP and skills gained upon promotion. It also has tribal effects for Laguz characters, who appeared only in this era, sans the dragon-shifting "manakete" that make their way into most games but are a tribe of Laguz here, and the "taguel," "wolfskin," and "kitsune," spiritual successors to the Laguz that appear in the 3DS titles. * ''Fire Emblem: Path of Radiance'' (''ファイアーエムブレム 蒼炎の軌跡'', literally ''Trail of the Blue Flames''), released on the GameCube, was the 9th game in the series (though it began development before ''Sacred Stones'' did) and the first console release since the SNES days. When the country of Crimea is invaded by Daein, the mercenary Ike stumbles upon a woman claiming to be the lost princess of Crimea. Their attempts to flee Daein and obtain aid for Crimea take them across the continent and involve them in all kinds of mystical mysteries and political intrigues. It properly reintroduced skills, created the "Forging" mechanic to pay money and custom-upgrade weapons, had a neat shoving/repositioning mechanic that is swiped and reused as a skill in many later titles, and was the first game in 3D. It also introduced the Biorhythm mechanic, which, while artificial complexity bullshit wasn't annoying enough to reach the heights of retardation it would in the next game, offered the ability to level up units between battles via stockpiled XP (meaning level-ups were save-scummable), and introduced the Laguz, beastfolk who could shapeshift between [[monstergirl]]/boy and various animal forms, who, rather than using hard-to-replace Dragonstones to shapeshift into OP animal forms instead had a meter that slowly filled in humanoid form and drained while in animal form... and while in human form they [[derp| could only stand around waiting for enemies to attack them and fill their gauge without attacking back]]. Despite having a lot of bad ideas, it's seen as a series high point, especially in the West, with a very strong story and cast (Ike is notable for being the first Lord in the franchise who is not a nobleman), fun and well-designed maps, and great overall game feel. Unfortunately, it also sold fairly poorly, with the weakest sales in the history of the franchise, whether due to marketing, budgeting, or just being on a less-popular system. * ''Fire Emblem: Radiant Dawn'' (''ファイアーエムブレム 暁の女神'', literally ''Goddess of Dawn'') released relatively early in the Wii's life and was the 10th game in the series. After its defeat three years ago, Daein is occupied by the Theocracy of Begnion. Begnion's occupying forces have proven abusive to the populace, prompting the creation of the rebellious Dawn Brigade, led by the "Silver-Haired Maiden" Michiah, who has mysterious powers, and Sothe, the kid thief from the last game grown into a man. Unusually, the story shifts as the tangled narrative unfolds, with the player controlling different groups for different segments of the tale, often coming to blows with their old PCs. Rushed to market to serve the Wii, the design is all over the place. The shifting focus really makes this obvious, with half the Dawn Brigade being useless and the other half starved for experience, but Ike's forces are capable of destroying everything in their path with minimal effort. On the gameplay plus side, class and skill design is more complex than ever, foreshadowing the high-headroom customization that would define the 3DS era, and the laguz's transformation system has been reworked in an effort to fix some of its core problems. But Biorhythm is such a random bullshit nightmare that later games will eject it outright, the Support system is so shallow it provoked uproar, and they "fixed" the fact that out-of-combat XP spending was save-scummable by breaking it outright, guaranteeing three stat increases on level-up... and making it very easy for capped-out units to improve their bad stats. The story is... well, it's [[skub]]. Some like it for being a different set of cliches from the rest of the series, even if it's still pretty damn cliche in its own way, some hate it for retroactively fucking up a good thing in the last game via haphazard retcons to both story elements and characters. Included height difference in maps with bonuses and penalties for attacking from/against higher ground, but this strangely hasn't been seen since, possibly due to the game's grim reputation. While it received warm-if-not-glowing reviews, a mixture of bad marketing and worse word-of-mouth conspired against it. It sold almost as poorly as ''Path of Radiance'' on an even-bigger budget, and was one of the biggest financial losses in the franchise's history.
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