GMD Day 2: Worked on my FE side project today and brainstormed a few things with regard to units. Each unit is tied to a different affinity/element. Affinities give different stat bonuses: Going by elemental logic ( in a way ). Eg. Earth represents durability/defense ( baffled why it boosts Avoid in the actual FE games ( the Anima affinity for the GBA FEs ) , but Avoid can be seen as defensive as well so... ), Fire for power/atk, water for life etc. Earth: +5 Def Heaven: +5 MaxMP Fire: +5 Atk Water: +5 MaxHP Wind: +10 Avoid Thunder: +10 Critical Light: +5 Spd Dark: +5 Mag Some characters have innate support bonuses ( usually siblings or best friends ) as well that grant boosts to Avoid/Evade and the Critical rate ( critical attacks only deal x2 damage ). I was also thinking along the lines of units who have a Fire affinity will absorb Fire, but be weak against Water, Earth units will ( obviously ) absorb Earth but be weak against Wind magic ( or something ). In the original FE games, flying units like Seraph Knights ( a promoted Pegasus Knight ) tended to be weak against Wind by default. And Earth is a pretty hardy element. Logically, it grounds Thunder, absorbs Water and probably even Fire. So, outlined below: Elemental strengths and weaknesses Earth: Half damage from Fire and Water, Nullifies Thunder Heaven: Half damage from all elements Fire: Weak against Water, absorbs Fire, Nullifies Light Water: Weak against Thunder, absorbs Water Wind: Deals effective damage against the Queen and Seraph Knight class Thunder: Weak against Earth, deals effective damage against the Marshall/General and Dragonlord classes Light: Deals effective damage against Dark-aligned units Dark: Weak against Light There are around 30 playable characters, and I want to give the game a high replay value as well. And like all FE games, it is hard. XD And every character has a unique skill set as well to tackle the various Level 60+ enemies. So, that's about it for now. Didn't get much done, tbh.