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Found 27 results

  1. Guest

    Robin as Myrmidon

    I tried a run where i reclassed instantly robin as myrmidon, and if you want my opinion, it wasnt that bad! He is still a myrmidon, im planning on making him a sword master. Tell me what you think! (and maybe let him marry WHO and WHY) DONT SAY TO ME TO CHANGE CLASS XD
  2. I'm trying to put apocalypse into a romhack of mine, but I can't find a way to get it in, is there someone who can help me with this?
  3. I was watching some FE6 videos a few days ago and I started thinking: Should Legendary Weapons even have uses? They're the arms of ancient heroes, forged to kill dragons, demons, and gods! If they break and disappear forever after 40 or so attacks, doesn't that undermine their significance in the game's lore?
  4. Hi, I'm trying to make 4 magic weapons in TSS with Nightmare. They're supposed to hit res for their MT +1/2 str but my Neimi has 21 MT with 7 str on her 13 damage bow, and she hit Bazba for 13 damage on his throne with 5 def. I don't understand, since she hit a fighter before for 20 damage without terrain bonus. How am I supposed to deal with something that deals different damage in different situations? My 13 str lv 7 Gilliam has 27 MT because of that, while she should have 20-21, it's completely broken since I gave it in chapter 3 chests like the lightning sword in Gaiden/SOV and wanted it to work like Fates magic weapons with half strength being the equivalent of physical units' magic stat (then I'll have to halve the MT to get something not broken from the get go and for the whole game...).
  5. Working on some new ideas for skills. Here's my first one: Ward Type: Command Target: Self Effect: When activated, physical attacks (Swords, Lances, Axes, Bows, Daggers, and non-magical Monster Weapons etc.) target Resistance instead of Defense for 3 turns. Once the effect ends, the user can not use Ward again for 3 turns.
  6. Good Morning I am new to this forum and I am trying to learn to use Photoshop. I have designed a weapon system for fire emblem I hope you like it and I wish to get some feed back on what people think about it and how it will affect class composition and game play etc Weapons Swords will cover all variants on traditional blades: Rapiers, Broad Swords, Sweihandlers and also oriental blades such as katakana and masamune etc Axes are covering blunt weapons such as clubs, scythes and magi-stars. Lances cover piked weapons such a tridents and poles etc Magic Arcane is the new replacement for "dark" magic. I found the term quite archaic so I replaced it with the study of the arcane mostly dealing with space and time. practitioners can use spells such as warp, re-warp, teleport and worm. They will also be able to build nexus's, powerful areas on empty times that serve a variety of functions, for example similar to the light rune from FE-7 and the effects of the barrier staff. These concepts are still a work in progress. Tomes represent the contemporary studies of magic and are concerned with the manipulation of energy in it's terrestrial forms, Fire, Wind, Ice and Thunder. These will all be lumped into a Anima and fall under the Weapon Type of tomes. Not all mages will wield every type, for balancing issues. I am still playing with this concept. Users of Scepters specialize in light magic which can be used to vanquish otherworldly creatures, bestow powerful buffs and deal damaged with excellent accuracy. Projectiles All projectiles have a max range of two from the get-go, some classes many have attributes that modify this to their specialization. Kunai still work as de-buffers but will also receive a new feature, the "set trap" command which can be used on various surfaces to incapacitate, debilitate or eliminate foes. Guns are a new weapon that will be in early stage of development in the story line. Not many classes will wield this weapon as it will be specifically implemented as a siege weapon; Cannons. The application of airships is also something to consider. Considering allowing it's range to be in cardinal directions, only impeded by trees, walls, etc. Bows will have more variety between those that have a 1-2 and a 1-3 range which I hope will redeem archers. Otherwise no changes. Magic Effects Primal: All characters will have access to this in some form or the other whether it be a mount or a beast stone to transform into a creature, dragon, taguel etc. There will not be many major stat boost when it comes to mounts as i feel the extra move and weaknesses will be enough of a trade off. This will require more discussion. Mounts I have in mind are: Alicorns, Griffins, Dire Wolfs, Horse (of-course) and Rolling Calfs(Dark knight Only). Staves have been nerfed and buffed, many of the effects they used to have, have been handed off to wands, however they will retain their healing and status relieving function (heal, physic, fortify, etc) and as a design choice will be mostly composed of wood and other living-esque materials to differentiate them from scepters. Range of most spells are not 1-2 except Recover. Staff users will have some attacks, mostly endgame and boss only magic, based on the earth and water to manipulate terrain. Still researching this. Wands, impose your will upon the flesh using blood magic. Use of wands drain the users health upon casting. Users will have access to spells such as: Warg(Control an enemy, cannot move during this), death(causes instant death, low accuracy, bosses immune), sacrifice(heal an ally using your hp (conversion from hp lost to hp gained will be 1/2 higher.) etc. Please leave comments and feedback, thank you. *This is my first time using Photoshop pls excuse the choppy work.
  7. So im still trying to figure out how to go about this. I want to add fe7 and maybe some fe 8 spell into fe 6. Could someone give me some tips or point me in the right direction?
  8. 1. Osmose: Absorbs an enemy's weapon durability 2. Ultima: 20 Might, Ignores defense but has a measly 40 hit 3. Reraise: Automatically revives a unit the next time they die 4. Libra: Reveals the enemy growths of an enemy unit And the most important one: 5. Banish: Dark Magic that banishes an enemy to the Outrealms, preventing them from being revived
  9. I was wondering, in smash 4, what the use limit and regeneration time on Robin’s tomes (Thunder/Thoron, Arcfire, Elwind, Nosferatu) and the Levin Sword.
  10. Ok, so, upon replaying Gaiden, I noticed something with the magic hit rates, and I want to get something cleared up, in-case I'm wrong. As far as I know, all the Magic in FE 2 have their own special hit rate system, where only the luck stat factors into avoiding a magic attack, not terrain, or anything else. (Other than the Magic shield, obviously.) Meaning, if an enemy has 0 luck, the hit rate for magic is fixed. Like Angel has 80% hit and Nosferatu has 50% hit. And skill does not effect magic, I'm told. However, I noticed that the further I get in the game, the Nosferatu spell, most notable against high level enemies, seems to reduce its hit rate from a 50% to 40%, then 30% and so on. I may be seeing things, but against Zombies, the hit rate for Nosferatu and other magic spells like Thunder and Aura seems to be as accurate as is stated, with the hit rates like 80 and 70 and so on. Inversely, on other enemies like Later Draco zombies, Heroes, and even shamans, the hit rate seems to go down, despite there being no increase in luck. I find that Nosferatu is even more effected by this phenomenon. Where something like fire seems fine against Dread fighters on a fort, Nosferatu, when it is supposed to be a set 50, seems to be around 25 or 30. I can tell because the bar goes down below half, where it is obviously not me mis-reading the bar. Even with the high knights in the lost woods give me this problem, and investing in skill on healers or giving them normal weapons (because the star lance is hard to get) does nothing at all. If I have been reading or hearing things wrong, please tell me. However, if this is some sort of glitch that I'm not aware of, it'd be nice to know. Maybe Nosferatu just works differently than other magic? I don't know what to believe anymore. I'm not an expert on Gaiden, so any help on this matter would be greatly appreciated. Thanks.
  11. Since we do have Alm, Faye, Lukas, and Clair were added when they added at the same day as Fire Emblem Echoes: Shadows of Valentia was released in Japan and China. I do think the developers of Fire Emblem Heroes will might possibly they'll might add Celica and some of her comrades at the same day as Fire Emblem Echoes: Shadows of Valentia will be released outside of Japan on May 19th. But, let's talk about what characters from Celica's team do you think they'll might be with Celica in the Banner and the new Paralogue chapter or the next 11th Main Story Chapter like Ike and Celica's weapon choice if they will either use Sword or Magic do you think we'll might see in the future batch? I possibly think she will might possibly get that Masked Knight similar to like how they added Faye and he's an additional character gotten added in Fire Emblem Echoes: Shadows of Valentia and I am not entirely too sure if what the other two characters from Celica's team going to be in Fire Emblem Heroes, I do like to see if they'll might add either Atlas, Mae, Boey, Deen, or Nomah. And for weapon choice for Celica, I possibly think Celica might use Magic (possibly Fire Magic since that was her default spell) since some of the main characters except Robin (both genders), Hector, Azura, Spring Chrom, Spring Lucina, and Female Corrin used Swords. And if they do added the Masked Knight that was with Celica since he is a Brand New character like Faye, I'm pretty sure he will most likely keep the mask on and keep his Backstory hidden from Kiran, Alfonse, Sharena, Anna, and the other Heroes. Incase if you do not know who is the Masked Knight that was with Celica this is how he looks like in one of the Fire Emblem Echoes: Shadows of Valentia Japanese trailers and we didn't see him have his mask off nor have a backstory shown in any of the trailers and the official website for Fire Emblem Echoes: Shadows of Valentia:
  12. So, while playing the game and going through the characters I have, I noticed something. Magic in Fire Emblem Heroes seems to have fit two Magic types from the main series into each color rather than one: Red contains Fire and Dark. Blue contains Thunder and Light. Green contains Wind and... I don't know. I haven't run across the second Green magic type yet, if there even is one. All I can think of for it would be Hoshidan Spirit Magic, but I don't know if Heroes even has any Spirit Magic-users in it yet. Has anybody gotten a Green Magic-user or run into a Green Mage who uses something other than Wind?
  13. So, in the original Gaiden, Mages/Clerics learned spells at certain levels with different attributes. Additionally, different characters learned spells at different rates, and some were only available to certain characters. Do you think that they'll keep it mostly the same, just update it with modern sensibilities, or they'll change it to the Tomes/Staves we use today?
  14. Ok so I just beat Fire Emblem Fates Revelvations and was going to work on maxing out all my child units stats,I looked up online what each stat should look like maxed out and when I compared the stats from online to my game it doesn't seem to match up.For example,my Rhajat is lvl 27 and is a sorcerer with Hayato and Nyx as parents and her max magic is 42(her magic stat is green),but online it says her max magic is 60.I would really appreciate any help understanding what went wrong/what i need to do to get it to get max stats for my child chacters cause I searched around google for awhile and I am not finding the answers.(I found a guide on youtube about maxing the stats out for children units by class and parents and i tried that but still no luck) Also first post so sorry if I didnt word something right.
  15. This is the strategy I developed for clearing Battle before Dawn on my first run. It got Nino and Jaffar, as well as all four treasure chests, but I suspect Lady Luck had a hand in clearing it (mostly in regards to one element, which I can see being easily remedied). Prerequisites: * Have a unit with a B-rank in staves and at least 10 magic. If you have 18, you could make it simpler. * Have Merlinus promoted. This is a must if you intend to use the 10-magic strats (or at least highly recommended), and is probably a part of this strategy that Hector mode makes easier- you need to get all the Gaiden chapters and not let Merlinus die once to have it happen in Eliwood mode. *Having two thieves is helpful. Ideally, one of these thieves should have enough speed to steal from the enemy thieves on the map. Strategy: * Rush down the right corridor with at least one Lord and one Thief. Make sure that there is enough spare gear in this party to fill an inventory. ** (The other party needs to go down the left corridor, but the exact makeup isn't really that significant- only that it's good.) * Obtain the Rescue staff with a unit with a full inventory, and send it to Merlinus. * Have your staff unit in the corridor between Zephiel's throne room and your starting position, and take the Rescue staff from Merlinus. ** If you have an 18 magic unit, this is where it can be simpler- the extra four tiles of Rescue allow you to use the staff directly from the starting position. * Rescue Zephiel! Gaiden: * You can also use the properties of Rescue (both the staff and the regular technique) to get Nino and Jaffar into the corridor or starting position, and talk to activate the Gaiden chapter. Any half-decent unit should be able to take care of the shaman that appears in the corridor. Thanks to this, I could beat Battle before Dawn with a first-playthrough powered, admitted low-level team (a whole bunch of units got early promotions trying to beat this chapter legitimately, and those that are promoted are level 4-5 at max, and mostly at level 1-2). I apologise if the strategy isn't the most original you've ever seen, but it deals with the part of the chapter I find most difficult to account for: Ursula's Bolting. The Fog-of-War doesn't bother me nearly as much with the regular enemies. It's just not being able to tell how far she can zap that does.
  16. This is what I'm juggling: & I am leaning more towards Saizo because Corrin!Asugi seems overall better than Corrin!Rhajat but I'm no expert on this stuff. Thanks for the advice!
  17. I have absolutely no idea how to use this thing. I'm making a hack in which almost everything and everyone uses magic so I wanted to add some magic items with low durability and accuracy bit high power. Here's an example: Dandelion Uses:5 Mt:8 Hit%:65 Weight:1 Critical%:5 Range:1 Animation:Excalibur Weapon Rank:E But...I literally don't know what does what in this module, if someone can guide me step-by-step to turning the Emblem Sword into this thing I'll gladly listen to them. UPDATE: Thank you everyone for helping me out, with some experimenting and reading I managed to make the Dandelion work properly. Now how do I tag this as answered?
  18. I guess I'll just say exactly what I want to do at this point - I'm programming a Fire Emblem fangame which isn't a hack, and I need sound effects for it. I have already managed to either find or rip most of the sound effects I need, but I'm still missing a good number of magic sound effects. Of course, I could just turn off the BGM and record them straight from the game, but in that case there will always be either a hit or a miss sound effect superimposed on the magic sound effect. I can't think of a situation where you would just hear the magic sound on its own. However, Yeti managed to do it somehow, so I guess it's possible somehow. (No, I can't just steal from Yeti.) If anyone cares, I particularly want the sounds for Aureola, Apocalypse, Excalibur, Luce, Gespenst and the S-Rank tomes from Sacred stones. Does anyone know how I can isolate and/or extract them?
  19. I remember Path of Radiance talk about fairies which mages could communicate with and have them assist in various stuffs, such as moving through sand. It was somewhat stated jokingly, so I dismissed it, but the FE1 manga mention fairies again, with the mages needing to create contracts to wield magic. Anybody got a concrete theory?
  20. Looks like the best blockbuster of next year, though Batman will probably win.
  21. Hey all, So... I like thinking about the mechanics and classes of Fire Emblem and whatnot. I love when people come up with ideas for new classes or new magic users especially. One thing I have been thinking about recently is how... Incomplete the magic of anima, and just magic in general seems in some Fire Emblem games. Obviously Fire Emblem is not an RPG like Final Fantasy or something, but it still strikes me as odd that we have an elemental magic class in Anima that only uses basically 3 elements, whereas the Affinities have at least 2 more, if not 3 depending on the game aside from Light and Dark... So I am wondering do you think the other elements could be used/useful in Fire Emblem? FEif appears to have someone casting ice... But how would you like to see it? My personal idea comes from the 8 elements seen in Path of Radiance... Light/Dark/Anima could still make the greater magic triangle, but then Anima could still have a triangle within itself... Perhaps Light and Dark could be developed into that as well... But anyways, I can see the Anima or Elemental magic as being either two separate but interactive/overlapping magic types... Or if the Anima triangle had separate ranks for each of the three types... Perhaps the one other element could pair with it? But anyways, here is the basic idea. -another form of magic triangle? Wind > Thunder > Fire > Wind... Water > Ice > Earth > Water Earth grounds Thunder, Water puts out Fire, Ice blocks Wind Thunder electrifies Water, Fire melts Ice, Wind stirs up Earth Thunder and Ice are neutral... Fire and Earth are neutral... Wind and Water are neutral as well... ...this idea could do with some tweaking, maybe a visual aid to demonstrate/make it clearer... But what do you guys think? Or are there any ideas for Magic in Fire Emblem you yourselves would like to see?
  22. During a scene in the trailer you can see someone preform Ice Magic which is interesting topic all on itself but something more interesting is a rat thing you see while the magic is preforming the magic spell. Thanks to The Tree's Apprentice's theory i think i may have a theory on what it is. I think the Magic in this game is going to be based on Feng Sui which is the theory that there are five elements these are: Fire,Water, Earth,Wood and Metal: http://upload.wikimedia.org/wikipedia/en/0/07/FiveElementsCycleBalanceImbalance.jpg The Metal element can take the form of ice, and the magic being used in the trailer was Ice magic, represented by a rat spirit. There is something that goes against this theory..The Rat in Chinese mythology is represented by Water not Metal. On the other hand the Rat like the other Chinese Zodiac Animals can be combined with the 5 elements and Water is associated with Ice so it's not a stretch to assume they choose the Rat to represent Ice. This makes me wonder: Will they introduce a Complete Magic Triangle back into the new game with each element being effect and weak to another. Only time will tell. If you are curious about which element each animal represents: Rat: Water Ox: Earth Tiger: Wood Hare: Wood Dragon: Earth Snake: Fire Horse: Fire Ram: Earth Monkey: Metal Rooster: Metal Dog: Earth Pig: Water
  23. Blades. Majestic and precise killing machines. Gaming is just one of the mediums that they are portrayed but it just so happens they are oh so common. Whether it is a certain magical sword or a demonic blade they captivate our imaginations and make us wish we had one. What are your favorite blades in gaming? Don't play games? Any movie or comic book swords you like? My personal favorites in this order: #1 True Master Sword (Skyward Sword): You literally go through so much crap to get it 3 silent realms (shudders), 3 tricky dungeons, 3 brutal bosses (hero mode) and the way its presented is just glorious with Link finally becoming the hero he was meant to be with that iconic master sword tune. The blade is also gorgeous and kills enemies in the game with great ease. #2 Ragnell (Path of Radiance, Radiant Dawn): Being able to use the same blade that killed your father to kill his murderer. Badass. Blade has a solid gold look to it and shoots shockwaves. Oh its also massive but Ike uses it with one arm. O_O #3 Falchion (Awakening): I particularly like this version because of the distinctive tear shaped hole in the middle its exalted look also makes it a true beauty.
  24. (This counts for FE7 and FE8, but not FE6.) I noticed that in FE7 and FE8, light magic is a heck of a lot worse than anima. As a basic example, the stats: Lightning has 4 might, 95 accuracy, 5 crit and a whopping 6 weight. This means that when Serra from FE7 promotes, she won't be able to use the weakest light tome without losing attack speed. (It was unlikely that she'd be used for combat anyway, but you know.) Fire, on the other hand, has 5 might, 90 accuracy, no crit, and a weight of 4. This, at least in my opinion, is a fair bit better than its light counterpart. The only stats that lightning beats it at is accuracy- which is fairly high for most tomes apart from some special dark ones, anyway- and crit, which is nice, but not necessary. In my opinion, light tomes should at least have reduced weight. What do you guys think? Should they be changed completely, along with the stats of all tomes in FE8 and FE7? Should only the weight be reduced a bit to make light magic-users more viable? Or should nothing change at all?
  25. I was thinking quite a bit one day as to how light magic could have been implemented, then it hit me, the same way Path of Radiance did. The Bishop, like in any other game, would be a big resistance tank with all-around other stats, except they'd have no ability to use tomes. Instead, at level five, they'd get Lumina, allowing staff-users to use light magic. This means any staff-using class can use light magic, allowing for more versatility, however light is as weak as wind with no positive side. Again, however, at level 15, bishops get the Slayer skill, which would allow light magic to do triple might against all Risen. So any staff user can do effective damage against common foes at the cost of two skill slots. Any thoughts on my idea? Is the light magic I described too weak or overpowered?
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