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Found 7 results

  1. Hello everyone! Ya boi Arden here. So I'm making an FE4-style hack on FEGBAeditor, and I made a bunch of holy weapon sprites for it, and I thought I'd share them all with you! Granted, I'm new at sprite art (like very new) and most of these sprites I made using an incompatible palette and had to drag them through the GBAeditor filter in order to use them in-game, but I hope you all enjoy! I would make a drop box and share them with everyone, but I think I'll wait to make a drop box for the full rom hack. The sprites use different design inspirations. Some are based on their original sprite art, some are based on their concept art, some even use tcg art, although I didn't really use Awakening designs, since I find most of them ugly. I didn't include a Mystletainn sprite cuz I'm still working on it. I don't know why, but I cannot for the life of me make a half-decent looking Mystletainn. Ares is hiding that crap. Pls halp. The List: Balmung uses concept/tcg art, All the magic tomes use in-game sprites, Gae Bolg/ Gungnir use concept art, Helswath uses concept art, Tyrfing is a mix between in-game sprite and concept art, Yewfelle uses in-game sprite, and Valkyrie uses the very specific in-game sprite you see on the holy blood character screen. Edit: Sorry the images are so smol, nothing I can do about that.
  2. I just started playing Genealogy of the Holy War, and I gotta say, I'm loving it. I'm currently up to Chapter 1, and I've already planned my pairings. I know that kids inherit the items in their parents' inventories, and that the only way to trade items is by selling and rebuying them, so item management is much more important than it is in Awakening. I'm just wondering, what items should I give to the parents so their children can perform the best? Here's the pairings I'm planning on doing: Sigurd x Deirdre (obvs) Quan x Ethlyn (also obvs) Lex x Ayra Midir x Aideen Beowulf x Raquesis Lewyn x Erin Azel x Tailte Holyn x Bridget Claude x Sylvia So, what items should each unit have before the end of Chapter 5? I'll use a guide so I know where items like the Brave Axe and Pursuit Ring are located, and I'm planning on buying everything from the armoury that I can, so obtaining the items isn't a problem. Thanks!
  3. I just started playing FE7 and I'm nearing the end of Normal Lyn Mode. I'm wondering if the assets are determined by the items of full price, or if they are halved by this sale equation for shops? What about prices that have decimals in the calculations, are they rounded up or down? I'm wondering because I'm trying to save up for Lyn's White/Blue/Red Gem that she gets when she's recruited in Chapter 15, and if I've already dropped below the wealth threshold, if I did, I might as well use the knight crest & energy ring to my liking. From what I've found what gem you get is determined this way: For reference, I've used the glitch to take Wallace's Knight Crest, and I used the Angelic Robe on Florina since I intend on using her as much as possible. Would using the Knight Crest on my preferred unit (Kent) & using the Energy Ring on who ever needs it be more beneficial or would trying to save up for the gems be more beneficial?
  4. There have been some interesting weapons and items over the course of Fire Emblem history, and I feel like 3H is in a special place as far as weapons and items go, given its departure from 3ds art style and constraints. Geosphere, or something like it (FE11) In Fire Emblem Shadow Dragon, there is an item that deals damage to everyone on the map called the Geosphere. It's 20 Mt damage dealt to all units, and I feel like an item like that could be useful for strategy. Now, 20 Mt might be too much or too little, but I think the idea has some interesting potential uses. Shaver Tome In NMoTE and Shadow Dragon there is the Shaver tome, which aside from being effective on fliers also has the distinction of being what is essentially a "killing tome". I love and hate killer weapons, but I believe that is the point of them. I like the idea of mages being able to crit as well as melee classes. There are many more, but those are my initial hopes to see return. What do you folks want to see come back?
  5. What the title states. What if we could put armour in our unit's inventory and have them give bonus in stats, skills, or status effects. I feel this would really work well with Three Houses and what looks like a pretty big inventory with 7 spaces. Armoured classes can have basic armour with different types (I.e. Iron, Steel, Silver) and there being special armour that give +5 DEF and maybe skills like Pavise. Would that work well?
  6. Hi, I wanted to see if people were thinking the same as me, so I went to look on the net for topics on it, but I didn't find any. Awakening and Fates, the latter even more, are stupid in early game, especially in early game. Why? Because. BECAUSE...: EARLY GAME units simply don't come with any kind of healing items, while ennemies hit as hard if not harder than ever and your units have low bulk and trash avoid, + terrain bonuses went through axe nerfs (literally cut forest avoid bonus in two). You have like 1 potion, 3 uses on 10 hp regen, for 3 chapters, and weak ass healers to patch up for this when heal staves have also been nerfed with an axe in their skull and a stick in their ahole. You have to waste gold on potions if you want some just because you don't get any before long. Remember GBA FEs? 80% of the playable units came with a healing item, sometimes 2 (usually potion+elixir). Were the games easy? NO. You literally need the jaegan in FE6 on the highest difficulty if I must believe people who played it, and he's needed for FE7 (another easy FE) on HHM. SO potions can be given in numbers to the player without lowering difficulty, and actually LET THE PLAYER position his units as he wants, because he doesn't have to protect a weak ass healer who get 2HKOed by E-rank weapons from the 1st chapter till the end of the game. Canto even let your mounted units use items and move again! The game is so malicious it even gives you mid-game skills that you want at any cost in order to change this, because you can't waste much money on healing items when you have to use it after each EP on chokepoints (it also makes it safer than using healers who can be targetted by 2 range ennemies). This is especially true for conquest, where you can't buy 1-2 range staves without visiting castles. In previous games, the sole accumulation of free hp recovery items allowed you to go on without needing to buy any most of the time, meaning: 1. you could heal without putting anyone in danger; 2. you could use your money to buy weapons that broke instead of costing your arms and legs for being unbreakable while having hp recovery; 3. you could still buy it when you were short on it but it was rare. You could also keep a 6 man or more team fully deployed wihout needing to dance for healers to keep up with everyone's 2 hp. Another point is that, unlike in previous games, Fates is NO HP EMBLEM. Which means, seal def or 1 shuriken hit and you're gone within 1 or 2 turns without an ELIXIR. Hell, previous FE games gave you a second healer with a tier 2 staff that had 20 base hp recovery, but Conquest gives you only basic staves forever (I'd gladly trade my 4 uses freeze and 2 uses rescue for 2 tier 2 healing staves any time! ANY TIME biatch! freeze is useless if it can't hold those groups of 3 ennemies coming all at once and abusing attack stance on my 10-14 def units with 17-23 damage EACH, not even talking about the absurd seal def faceless that come from the beginning even in hard difficulty in chapter 7). If I had to compare with my most played game, the easy TSS, it would be like this: << Hey guys, my Franz has been def blessed! he has 9/10 def at level 5 on chapter 2/3! - Don't be too full of yourself, fool. The ennemies in the next chapter hit for 15 damage with 95 accuracy and drop your def by 5. - WHAT THE F!!! - Not a game for casuals, sorry noob! >> All this while forcing you to waste your ridiculously low initial gold into potions if you want to play differently than just going out of your way to protect your healers who have to heal 3 units from all sides of a little but bush heavy map which helps both you and your ennemies tank more hits while being a pain for your healers to keep up while not dying themselves. Final point, promise: 3 uses potion. 2 uses concoction. 1 USE ELIXIR!!!! (Intelligent systems, whoever may have designed the game this way, fire him/her, make them GTFO of your designer team.) It's only FAKE DIFFICULTY and it's already said that fake difficulty is a piss poor way to give the player some challenge (like having 3 difficulties with a crazy jump between each to the point we wish there was 1 more difficulty between normal which is a walk in the park for the most part and hard which can make you tear your hair apart. Not even talking about lunatic I think it's nonsense in any 3DS game but hardcore gamers seem to like it so call it "Hell mode" or "Armageddon mode" or anything cool from Diablo 1/2/3 instead of lunatic (a lunatic person has good moments and bad ones, FE lunatic has bad moments and very bad ones). What are your thoughts on this topic guys? Open debate! Edit: more readable, corrected some mistakes. Edit 2: Also, forcing you to waste gold to reach stat thresholds just to survive is also fake difficulty and a poor design where you could just buff a little the base stats for your units not to need 1000 gold of tonics per chapter per unit to stay healthy enough not to be in death range for the whole chapter (like in chapter 10 conquest, children paralogues in FE 13 and 14 and Donnel in his paralogue in Awakening). Mages don't have to suck for us not to use them for soloruns. They can just be good but not gamebreaking. Have a little def could let them play like they are average physical units (not knights like FE13 dark mages) but not just plain useless because of 0 accuracy or 0 dodge or 0 avoid or 0 hp etc. Mage balance is a great work of Fire Emblem and it still has to find a good state. Just ask for my opinions on mage balance and you would have the same classes as physical in magic (magic myrmidons, magic knights, magic cavaliers etc.) or just let every cass be hybrid so you can halve your work on classes and use the time gained to balance units instead (Odin vs Xander, most obvious garbage balance example, or RD Tormod vs RD Haar, or Micaiah vs Ike).
  7. For me, one of the stranger idea introduced in Radiant Dawn was arcane cards. I felt there were poorly implemented in the game due to few non magical characters in the game having a high enough magic stat to use it properly. In addition to the 1-2 range, and low which made it difficult to use. If it were going to be in up coming Fire Emblem game, it can benefit hybrid classes the most. Perhaps it can have different properties such as debuffing, or lower movement?
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