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Fire Emblem Game Idea


SageHarpuiaJDJ
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Hello Serene's Forest!

 

I'm here to post a few ideas a Fire Emblem Fangame that I have. This has been on my mind for quite some time now, but I was afraid of posting it because it's still early in it's idea phase and I can't code or program at the moment. I think that getting the general concept physically drawn out will actually help the idea to grow and improve whenever I get the time to do so. Without further or do, here's my FE game idea!

 

General Gameplay:

This game will a few mechanics from other FE games, but with a few changes to make it unique.

 

General Mechanics:

Spoiler

 

-FE6-13's true hit RNG. It's the most common RNG system and think it works the best for my idea.

-A GBA styled weapon ranking system. So from E to S rank in weapons, and only one weapon can be S ranked.

-Support bonuses a la GBA. The only difference is the amount of support will be up to 6 for normal units and 7-8 for special units.

-Weapon triangle. Something of the lines of Fates Weapon Triangle, but without shuriken/daggers. It would be something of the lines of: Swords, Fire Magic, and Light Magic < Lances, Wind Magic, and Bows < Axes, Ice Magic, and Dark Magic < Swords, Fire Magic, and Light Magic.

-Two tiers of promotions, excluding Lords, who will have unique promotion at the earlygame that doesn't change their current stats and level, but gives them access to a new weapon, then can promote like normal units.

-Levels for unpromoted units will be up to 25 at max, being able to promote at level 15. Promoted units will have a maximum level of 35. Unique classes will have a max level of 40.

-A world map. My favorite game is Sacred Stones. One of the reasons is how the World Map was handled, so it will take inspirations from its world map. You can go back and buy different equipment, go in towns to talk to people who may give you items and tells you about different aspects of the game and the world, and manage your units. It will have time events similar to FE12 and 13's Barracks. You can read support conversations there as well.

-Gaining supports will be like any other FE game: you stand besides a compatible unit. There will be 4 levels: C, B, A, and S or A+. Each unit can have one S support and one A support. You can only have up to 7 supports and 3 partners.

 

 

 

The element system

Not only does it affect support bonuses, but they will also effect the unit's growths. The elements will be:

Fire: Strength +10%, Skill +10%, Speed +5%.

C: Hit + 5, Damage + 0.5, Crit + 2.5; B: Hit +10, Damage + 0.5, Crit + 2.5; A: Hit + 10, Damage + 1, Crit + 5; S or A+: Hit + 15, Damage + 2, Crit + 5

 

Ice: Magic +5%, Skill +5%, Resistance +15%.

C: Protection + 0,5, Avoid + 5, Crit + 5; B: Protection +1, Avoid +5, Crit +5, A: Protection +2, Avoid +5, Crit +7.5, S or A+: Protection +2, Avoid +10, Crit +10

 

Wind: Skill +10%, Speed +15%.

C: Crit +5, Avoid +5; B: Crit +5, Avoid +10; A: Crit +7.5, Avoid +10; S or A+: Hit +5, Crit +10, Avoid +10

 

Nature(or Anima): Strength +5%, Magic +5%, Luck +5% Defense +5%, Resistance +5%.

C: Damage +0.5, Protection +0.5, Crit avoid +2.5; B: Damage +0.5; Protection +0.5, Crit Avoid +5; A: Damage +0.5, Protection +1; Crit avoid +5; S or A+: Damage +1, Protection +2, Crit avoid +10

 

Thunder: Strength +5%, Skill +15%, Resistance +5%.

C: Hit +5, Avoid +5; B: Hit + 5 Avoid +5, Crit +2.5; A: Hit +10, Avoid +5, Crit +5; S or A+: Hit +10, Avoid+10, Crit +10

 

Earth: Strength +5%, Magic +5%, Defense +15%.

C: Protection +1, Crit avoid +5; B Protection +1, Crit avoid +7.5; A: Protection +2, Crit Avoid +10; S or A+: Damage +1, Protection +3, Crit Avoid + 7.5

 

Light: Magic +5%; Skill +5%, Luck +15%.

C: Avoid +5, Crit avoid +5; B: Avoid +5, Crit Avoid +10; A: Avoid+ 10, Crit Avoid+ 10; S or A+: Avoid +15, Crit+5, Crit Avoid +15

 

Dark: Magic +10%, Defense +10%, Resistance +5%.

C: Hit+2.5, Protection +0.5, Damage +0.5; B: Hit +5; Protection +0.5, Damage +0.5; A: Hit +5, Protection +1, Damage +1; S or A+: Hit +7.5, Protection +1, Damage +2

 

 

 

Classes(unpromoted):

Spoiler

 

Max stats:

HP: 60

Str: 30 - 10

Mag: 28 - 10

Skl: 31 - 18

Spd: 31 - 18

Luk: 35 - 15

Def: 30 - 12

Res: 30 - 12

 

Swords:

Duelist: A swordsman with peerless skill and adept ability. Promotes to: Lodestar or Gatekeeper.

General Concept: Mainly to be an alternative to the mercenary. These units will be the main sword units for doing damage to units, since they specialize in Skill and have high strength.

 

Str: 24

Mag:15

Skl: 29

Spd: 26

Luk: 32

Def: 23

Res: 17

Mov: 6

 

Freeblader: A roaming sellsword whose blade cuts deep. Excellent speed and skill, but low defenses all around: Promotes to: Swordmaster or Bounty Hunter.

General Concept: Nothing much has changed from a general myrmidon. Freebladers are the fast, dodgey units that can finish off an enemy with no problem.

 

Str: 22

Mag: 15

Skl: 23

Spd: 31

Luk: 22

Def: 20

Res: 18

Mov: 6

 

Rogue: Relentless fighters from the slums who uses daggers in place of normal weapons. Good strength but low luck. Promotes to: Assassin or Bounty Hunter.

General Use: A rare class that's mainly used by the enemy. It's meant to be a sword alternate to Pirates/Brigands.

 

Str: 26

Mag: 10

Skl: 20

Spd: 27

Luk: 16

Def: 18

Res: 13

Mov: 6

 

Lances:

Armor Knight: Heavy Armored soldiers with excellent defense, but low mobility and magic resistance. Promotes to: General or Great Knight

General Use: Slow units that are mainly used in cramped, small maps for turtling.

 

Str: 28

Mag: 10

Skl: 19

Spd: 18

Luk: 20

Def: 30

Res: 12

Mov: 5

 

Soldier: Common soldiers with hidden, unknown fighting potential. Good skill and defense. Promotes to: Halberdier or Gate Keeper

General Use: Mainly used by the enemy, but great combat units when given to a player. Training unit.

Str: 23

Mag: 10

Skl: 27

Spd: 24

Luk: 25

Def: 20

Res: 14

Mov: 6

 

Pegasus Knight: Pegasi riding knights with excellent mobility and magical resistance. Weak to bows and wind. Promotes to: Falcon Knight or Storm Knight

General Use: Great movement for sneak attacks on terrain based maps. Can move again after an action. Great rescue units and good anti mage units.

Str: 21

Mag: 15

Skl: 23

Spd: 28

Luk: 27

Def: 19

Res: 26

Mov: 8

 

Axes:

Fighter: Powerful Axe swingers soldiers with a lack of true skill or defense. Promotes to: Berserker or Warrior

General Use: High risk units with high damage output. Mainly used on the enemy side.

Str: 30

Mag: 10

Ski: 16

Spd: 22

Luk: 18

Def: 19

Res: 12

Mov: 6

 

Mercenary: Combat professionals with well balance physical abilities. Promotes to: Hero or Warrior

General Use: A unit who doesn't really specialize in anything, but doesn't have any glaring weaknesses. An less risk, but less rewarding alternative to the fighter.

Str: 26

Mag: 10

Skl: 24

Spd: 25

Luk: 20

Def: 21

Res: 14

Mov: 6

 

Wvyern Knight: Soldier that ride the powerful beasts known as wyvern, Excellent strength and defense, but low magical resistance and weak to thunder and bows. Promotes to: Wvyern Master or Serpent Knight

General Use: Alternate aerial killers for pegasus knights. Better for killing than rescuing.

 

Str: 27

Mag: 10

Ski: 22

Spd: 20

LuK: 19

Def: 26

Res: 12

Mov: 7

 

Bows:

Archer: Bowmen with excellent skill and luck that can attack from far ranges only. Promotes to: Sniper or Ranger

General Use: Chip units and anti flying units.

Str: 23

Mag: 10

Ski: 31

Spd: 24

Luk 29

Def: 19

Res: 15

Mov: 6

 

Thief: Criminals who prefer stealing and lockpicking to actual fighting. Promotes to: Outlaw or Assassin

General Use: Not combat units, but units who rely on their skills of stealing items and opening locks.

Str: 18

Mag: 15

Skil: 24

Spd: 29

Luk: 27

Def: 16

Res: 16

Mov: 7

 

Magic:

Fire Mage: Well balances spellcasters who have access to Fire Tomes. Promotes to: Sage or Pyromancer

Str: 14

Mag: 28

Skl: 25

Spd: 25

Luk: 23

Def: 17

Res: 22

Mov: 6

 

Wind Mage: Spellcasters who cast sharp wind magic at fast speeds. Promotes to: Sage or Stormcaster

Str: 10

Mag: 22

Skl: 24

Spd: 29

Luk: 21

Def: 15

Res: 18

Mov: 6

 

Ice Mage: Spellcasters with great knowledge of the art of Ice magic. Good defenses. Promotes to: Sage or Cyromancer

Str: 16

Mag: 24

Skl: 19

Spd: 19

Luk: 28

Def: 25

Res: 23

Mov: 5

 

Monk/Nun: Followers of the Gods who smites enemies with light magic. Great killing power. Promotes to: Bishop or Holy Knight

Str: 10

Mag: 19

Ski: 29

Spd: 26

Luk: 33

Def: 13

Res: 24

Mov: 6

 

Shaman: Gothic monks who use dark and powerful elder magic. Promotes to: Sorcerer or Druid

Str: 10

Mag: 26

Ski: 22

Spd: 20

Luk: 17

Def: 23

Res: 20

Mov: 6

 

Priest/Priestess: Followers of the Gods who refuses to fight in combat in exchange for healing allies with staves. Promotes to: War Priest(ess) or Bishop

Str: 10

Mag: 25

Ski: 18

Spd: 27

Luk: 35

Def: 12

Res: 27

Mov: 6

 

Staff Knight: Non-attacking riders who aids allies with staves. Promotes to: Holy Knight or War Priest(ess)

Str: 13

Mag: 24

Skl: 18

Spd: 23

Luk: 34

Def: 16

Res: 30

Mov: 8

 

Other:

Dancer: Weak performers whose dances refresh soldiers back into action. Defends themselves with Daggers.

Str: 15

Mag: 15

Skl: 26

Spd: 28

Luk: 31

Def: 15

Res: 15

Mov: 7

 

Cavalier: Mounted knights with balanced stats and great mobility. Uses Lances and Swords. Promotes to: Paladin or Great Knight

Str: 25

Mag: 10

Skl: 24

Spd: 23

Luk: 25

Def: 25

Res: 16

Mov: 8

 

 

Classes(promoted):

Spoiler

 

Max stats:

HP: 80

Str: 35 - 15

Mag: 33 - 15

Skl: 35 - 20

Spd: 35 - 20

Luk: 40 - 20

Def: 35 - 15

Res: 35 - 15

 

Paladin: Seasoned cavaliers with great mobility and skill, as well as good resistance.

Weapons: S rank: Swords or Lances; A rank: Swords or Lances

Promotion gains:

HP +5

Str +2

Mag +1

Skl +2

Spd +2

Luk +3

Def +2

Res +4

Mov +1

 

Str: 30

Mag: 15

Skl: 27

Spd: 27

Luk: 30

Def: 30

Res: 27

Mov: 9

 

Great Knight: Cavaliers or Knights with great defenses and mobility.

Weapons: S Rank: Lances or Swords; A Rank: Swords, Lances, or Axes

Promotion Gains:

HP +6

Str +3

Mag +0

Skl +1

Spd +2

Luk +1

Def +3

Res +1

Mov +2 for knights, +0 for Cavaliers.

 

Str: 32

Mag: 15

Skl: 25

Spd: 23

Luk: 25

Def: 32

Res: 22

Mov: 8

 

General: Elite knights with devastating strength and nearly impenetrable defense.

Weapons: S rank: Lances; A rank: Axes

Promotion gains:

HP +7

Str +4

Mag +0

Skl +3

Spd +1

Luk +1

Def +4

Res +1

Mov +1

 

Str: 33

Mag: 15

Skl: 28

Spd: 21

Luk: 26

Def: 35

Res: 18

Mov: 6

 

Lodestar: Honorable duelists whose skills and agility inspires their fellow soldier.

Weapons: S rank: Swords, B rank: Staves

Promotion gains:

HP +3

Str +2

Mag +1

Skl +4

Spd +3

Luk +4

Def +2

Res +2

Mov +1

 

Str: 29

Mag: 20

Skl: 32

Spd: 33

Luk: 37

Def: 26

Res: 20

Mov: 7

 

Gatekeeper: Duelists or soldiers whose defenses are great, especially on terrain and gates.

Weapons: S Rank: Swords or Lances; A Rank: Swords or Lances

Promotion gains:

HP +4

Str +3

Mag +0

Skl +2

Spd +1

Luk +4

Def +2

Res +2

Mov +1

 

Str: 30

Mag: 15

Skl: 29

Spd: 29

Luk: 31

Def: 28

Res: 19

Mov: 7

 

Halberdier: Soldiers who have realized and honed their fighting abilities. Great at killing lunges.

Weapon Rank: S Rank: Lances

Promotion gains:

HP +6

Str +2

Mag +0

Skl +3

Spd +2

Luk +2

Def +2

Res +3

Mov +1

 

Str: 27

Mag: 15

Skl: 31

Spd: 32

Luk: 32

Def: 26

Res: 19

Mov: 7

 

Swordmaster: Freebladers who have mastered their skill of the blade. Masters of killing strokes.

Weapons: S Rank: Swords

Promotion gains:

HP +2

Str +1

Mag +1

Skl +2

Spd +4

Luk +2

Def +1

Res +1

Mov +1

 

Str: 27

Mag: 18

Skl: 30

Spd: 35

Luk: 29

Def: 24

Res: 19

Mov: 7

 

Bounty Hunter: Rough housing bandits who uses a variety of blades. Dangerous skill and strength.

Weapons: S rank: Swords

Promotion gains:

HP +3

Str +3

Mag +0

Skl +3

Spd +1

Luk +0

Def +1

Res +0

Mov +1

 

Str: 29

Mag: 15

Skl: 31

Spd: 33

Luk: 22

Def: 23

Res: 16

Mov: 7

 

Assassin: Professional killers who can kill an enemy in one attack.

Weapons: S Rank: Bows, B Rank: Swords

Promotion gains:

HP +1

Str +1

Mag +0

Skl +3

Spd +3

Luk +0

Def +1

Res +0

Mov +1 for Rogues, +0 for thieves

 

Str: 28

Mag: 15

Skl: 34

Spd: 33

Luk: 20

Def: 19

Res: 15

Mov: 7

 

Outlaw: Professional thieves who are hard to catch and can steal anything when the enemy is weak enough. Doesn't need tools to pick locks.

Weapons: A rank: Bows; B Rank: Staves

Promotion gains:

HP +2

Str +0

Mag +2

Skl +1

Spd +3

Luk +4

Def +0

Res +3

Mov +1

 

Str: 23

Mag: 20

Skl: 28

Spd: 32

Luk: 38

Def: 18

Res: 21

Mov: 8

 

Berserker: Dangerously powerful fighters who strikes fear in their enemies with their axes. Power killing blows.

Weapons: S Rank: Axes

Promotion gains:

HP +4

Str +5

Mag +0

Skl +2

Spd +3

Luk +0

Def +1

Res +0

Mov +1

 

Str: 35

Mag: 15

Skl: 29

Spd: 28

Luk: 20

Def: 21

Res: 17

Mov: 7

 

Warrior: Relentless fighters or mercenaries who never goes down without a fight. Amazing HP and defense.

Weapons: A rank: Axes and Bows

Promotion gains:

HP +6

Str +3

Mag +0

Skl +0

Spd +1

Luk +1

Def +3

Res +1

Mov +1 for mercenaries and fighters, -1 for hunters

 

Str: 34

Mag: 15

Skl: 26

Spd: 25

Luk: 24

Def: 30

Res: 19

Mov: 7

 

Hero: Mercenaries who have reached the status of legend with their great skill and power.

Weapons: S Rank: Axes, A rank: Swords

Promotion gains:

HP +3

Str +2

Mag +1

Skl +4

Spd +3

Luk +2

Def +2

Res +2

Mov +1

 

Str: 31

Mag: 18

Skl: 32

Spd: 30

Luk: 26

Def: 26

Res: 18

Mov: 7

 

Sniper: Skillful archers who hardly miss their targets and can fire at even farther ranges.

Weapons: S Rank: Bows

Promotion gains:

HP +2

Str +2

Mag +0

Skl +5

Spd +3

Luk +4

Def +1

Res +1

Mov +1

 

Str: 25

Mag: 15

Skl: 35

Spd: 30

Luk: 36

Def: 23

Res: 18

Mov: 7

 

Ranger: Mounted archers with great knowledge of close combat and long ranged combat. Great mobility.

Weapons: S rank: Bows, A Rank: Swords

Promotion gains:

HP +3

Str +3

Mag +0

Skl +3

Spd +2

Luk +2

Def +3

Res +1

Mov +2 for archers, +0 for hunters

 

Str: 27

Mag: 15

Skl: 30

Spd: 28

Luk: 28

Def: 26

Res: 18

Mov: 8

 

Sage: Mages with knowledge of all kinds of anima magic.

Weapons: B rank: Fire Magic, Wind Magic, and Ice Magic

Promotion gains:

HP +2

Str +0

Mag +5

Skl +1

Spd +3

Luk +2

Def +1

Res +3

Mov +1

 

Str: 15

Mag: 32

Skl: 26

Spd: 28

Luk: 26

Def: 19

Res: 30

Mov: 7

 

Pryomancer: Fierce scholar fire mages with devastating magic.

Weapons: S Rank: Fire Magic, B Rank: Light Magic

Promotion gains:

HP +2

Str +2

Mag +4

Skl +1

Spd +3

Luk +1

Def +0

Res +2

Mov +1

 

Str: 23

Mag: 33

Skl: 24

Spd: 29

Luk: 26

Def: 18

Res: 28

Mov: 7

 

Windcaster: Wind Mages with excellent agility and speed as well as great magic power.

Weapons: S Rank: Wind Magic, B Rank: Staffs

Promotion gains:

HP +2

Str +0

Mag +3

Skl +3

Spd +4

Luk +3

Def +0

Res +2

Mov +1

 

Str: 15

Mag: 27

Skl: 30

Spd: 34

Luk: 28

Def: 17

Res: 26

Mov: 7

 

Cyromancer: Advanced ice mages with strong defense for themselves and their allies.

Weapons: S Rank: Ice Magic

Promotion gains:

HP +4

Str +2

Mag +3

Skl +0

Spd +1

Luk +2

Def +4

Res +3

Con +2

Mov +1

 

Str: 26

Mag: 30

Skl: 22

Spd: 24

Luk: 29

Def: 29

Res: 29

Mov: 6

 

Bishop: Seasoned priest(esse)s or monks/nuns blessed with the skill of the Gods with their magic.

Weapons: S Rank: Light Magic or Staffs; A Rank: Staffs or Light Magic

Promotion gains:

HP +2

Str +0

Mag +2

Skl +4

Spd +3

Luk +3

Def +0

Res +3

Mov +1

 

Str: 15

Mag: 24

Skl: 34

Spd: 32

Luk: 38

Def: 16

Res: 35

Mov: 7

 

War Priest(ess): Priest(esse)s or staff knights who have asked for the Gods' blessing in combat.

Weapons: S Rank: Staffs or Axes: A Rank: Staffs or Axes.

Promotion gains:

HP +3

Str +2

Mag +3

Skl +2

Spd +2

Luk +5

Def +2

Res +3

Mov +1

 

Str: 29

Mag: 27

Skl: 29

Spd: 28

Luk: 40

Def: 23

Res: 32

Mov: 7

 

Holy Knight: Mounted monks/nuns or promoted staff knights who aids with staffs and fights with light magic and swords.

Weapons: A Rank: Staffs; B Rank; Swords and Light Magic.

Promotion gains:

HP +2

Str +1

Mag +2

Skl +3

Spd +1

Luk +3

Def +2

Res +1

Mov +1 for staff knights; +3 for monks/nuns

 

Str: 26

Mag: 29

Skl: 27

Spd: 26

Luk: 36

Def: 24

Res: 35

Mov: 9

 

Sorcerer: Dark Sages who care not for their enemies' fate and show no mercy.

Weapons: A rank: Dark Magic and Fire Magic

Promotion gains:

HP +2

Str +0

Mag +3

Skl +3

Spd +2

Luk +0

Def +1

Res +2

Mov +1

 

Str: 15

Mag: 31

Skl: 31

Spd: 29

Luk: 28

Def: 25

Res: 19

Mov: 7

 

Druid: Master Shamans whose dark magic imposes fear to its victims before death.

Weapons: S Rank: Dark Magic

Promotion gains:

HP +4

Str +0

Mag +4

Skl +1

Spd +1

Luk +0

Def +3

Res +1

Mov +1

 

Str: 15

Mag: 32

Skl: 26

Spd: 25

Luk: 25

Def: 27

Res: 22

Mov: 7

 

Falcon Knight: Pegasus knights who have mastered resistance and aids with staves as well as fights with lances.

Weapons: S Rank: Lances; B Rank: Staffs

Promotion gains:

HP +2

Str +1

Mag +3

Skl +3

Spd +3

Luk +3

Def +0

Res +1

Mov +1

 

Str: 27

Mag: 25

Skl: 28

Spd: 32

Luk: 30

Def: 20

Res: 33

Mov: 9

 

Storm Knight: Fierce pegasus knights with amazing combat against grounded units.

Weapons: A Rank: Swords and Lances

HP +2

Str +2

Mag +1

Skl +2

Spd +3

Luk +1

Def +2

Res +0

Mov +1

 

Str: 29

Mag: 20

Skl: 27

Spd: 31

Luk: 28

Def: 23

Res: 30

Mov: 9

 

Wyvern Master: Wvyern Knights who swoops in on their enemies with tremendous power.

Weapons: S Rank: Axes; A Rank: Lances

HP +4

Str +3

Mag +0

Skl +1

Spd +2

Luk +1

Def +3

Res +1

Mov +1

 

Str: 33

Mag: 15

Skl: 25

Spd: 26

Luk: 26

Def: 32

Res: 20

Mov: 8

 

Serpent Knight: Wyvern Riders who a ride special, faster, serpent-like wyvern. Excellent mobility.

Weapons: A Rank: Axes and Swords

HP +2

Str +2

Mag +1

Skl +2

Spd +3

Luk +0

Def +1

Res +3

Mov +2

 

Str: 31

Mag: 17

Skl: 27

Spd: 29

Luk: 28

Def: 28

Res: 29

Mov: 9

 

 

Edited by SageHarpuiaJDJ
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Story, Chapters, and Characters:

 

I actually want this game to have quite a decent, if not good story. I don't consider my writing skills to be amazing, though, but you don't learn if you don't do anything.

 

Story intro:

The story tells of a continent that has prospered greatly overtime. It was founded by three legendary commanders who used weapons blessed by the power of the Gods to protect the common man during a great war where the Gods fought against dark forsaken cultists that worshiped the evil deity, Merikh. After winning the war, the commanders decided to each take a piece of the large land and form an allied civilization, but they themselves would not rule it. Instead, each commander chose a person that they considered as worthy of the Gods to be the rulers. The Halberdier Saya, chose a young male priest who healed many of her soldiers. The Ranger Albany, chose a blunt general of his forces who had the second most victories besides Albany himself. And the Warrior Roanoke, made the oddest choice, choosing a random homeless man that wasn't apart of any army, or wasn't even known by any soldier or citizen. Roanoke stated that a man with out a home has seen everything, and has more knowledge than any scholar can ever achieve. The commanders were confused with this reasoning, but decided to trust Roanoke.


Now, in the present, The continent of Saya is now a small holy continent ruled by a head bishop whose nations are centered around religion. The continent of Albany is now a modern sized, militia continent ruled by an emperor and many high branching commanders where many soldiers and warriors go to train and fight. And Roanoke is now the largest of the lands that has a festive culture that is proudly ruled by King Gallon and Queen Elsa.


The story's protagonist is the young princess of the land of Roanoke, Farah. It starts with her training with the highest branching knight and her trusted guardian, Jonas. After training, the two gets a message from Kiki, a pegasus knight and one of Farah's best friends. Kiki states that the message is from the Queen, which leads Farah agitated. Farah knows that the message is about her leadership studies, and she hates studying with a burning passion. She's afraid of having to having to change who she is in order to be a 'proper' ruler, so she hardly studies when she's not at home.

The message was different this time, however. Kiki says that Farah and Jonas must come back to the castle immediately for an emergency meeting. At the Meeting, King Gallon explains that the emperor of Albany, Lord Claus, has called for a counsel meeting with all of the capital rulers at a great castle known as the the Central Tower. Due to Claus' lack of messages and the unknown status of his kingdom, the King believes that Claus is planning an attack of some sorts, and the meeting is nothing more than a set up. He doesn't even think that Claus himself will be there. So for precautions for Roanoke while he's gone, he decides to give Farah full permission to travel the lands and form a secret army. Farah is pleased that she gets to fight, but then her mother steps in and states that this is also a test to see what she has learned about leadership. Farah stays silent at first, but then replies falsely saying that she won't let her down. To help with her army, Jonas will be Farah's first recruit. Now Farah prepares for will become a great story for the three once allied continents.

 

Story Dialougue:

Spoiler

 

Intro

Long ago... There was a great uprising of gothic worshipers of spirit of destruction, Merikh.

 

These people sought out to control and destroy all they can, in hopes of forcing the Gods to surrender to their deity's might.

 

But the gods would not be shaken so easily.

 

In a swift act, the Gods forged 3 powerful weapons, and blessed them to 3 chosen warriors. These warriors would later rally others to aid them, and with the combined power of man and God, the cultists were defeated, and the dark spirit, Merikh, was silenced.

 

Prologue

Now, here we are in the present. The land where that great war was fought, now known as the continent, Trieste, is now united by 3 great capitals known as Grand Trinity.

 

The smallest of the allied lands is the Holy Land of Saya, a cold, snowy land where many weddings and religious festivals are held when the snow has melted. It is located at the central left of Trieste.

 

The second largest of the allied lands is the Soldier's Land of Albany, where many soldiers come to train and become knighted. A very flat, warm land. It is located at the to upper right of Trieste.

 

And the largest of the lands, where our story begins, is the Land of Festivals, Roanoke, where many different events are held and most of the trade is done. It is located on the bottom center of Trieste.

 

The land of Roanoke is ruled by the rough yet understand King Gallon, and the gentle tongue of reason Queen Elsa. They have a young, brass daughter named Farah. She is now training in combat with her guardian, Jonas...

 

 

Story Chapters:

Spoiler

 

 

Characters(playable):

Spoiler

 

Farah (Class: Princess>Hero Princess; Element: Earth)

Joins: Prologue

Weapon Rank: Axes (D)

Inventory: Iron Axe, Vulenary

 

Stats:

HP: 23

Str: 7

Mag: 0

Skl: 8

Spd: 9

Luck: 10

Def: 6

Res: 3

Mov: 6

 

Growths:

HP: 65%

Str: 40%

Mag: 0%

Skl: 60%

Spd: 45%

Luck: 25%

Def: 30%

Res: 15%

 

Bio:

As a princess of the most prosperous capital, Farah has a lot of future responsibly. However, she doesn't seems to act like it. Farah is a very casual, nonchalant princess who behaves like any normal person. She even dresses like a commoner at times since she doesn't like long dresses. In spite of this, Farah is very well aware of her position as a royal. She wants to be a great ruler that gives equal treatment to all classes of wealth. However, her feelings suddenly changed when her mother decided to teach her on the important aspects of being a great ruler. Some of these, in her mind, involved having to change her whole person entirely. As the lessons continued, Farah started to grow less interested in ruling the country, because of what she saw even as more drastic changes to who she is. After awhile, she just started faking her excitement for learning to keep her mother from lecturing her. This would eventually skewer the relationship she has with her mother, and she starts to even hate her mother.

 

Now that she's been assigned as the commander of an army that she must build from the ground up, Farah will now realize that these feelings must be cast aside, and that she must apply her mother's teachings if she wants to assemble a great army.

 

Jonas (Class: Great Knight; Element: Ice)

Joins: Prologue

Weapon Rank: Swords [C], Lances(D), Axes(D)

Inventory: Steel Sword, Iron Lance

 

Stats:

HP: 28

Str: 12

Mag: 0

Skl: 10

Spd: 8

Luck: 6

Def: 10

Res: 6

Mov: 8

 

Growths:

HP: 40%

Str: 25%

Mag: 0%

Skl: 20%

Spd: 25%

Luck: 50%

Def: 15%

Res: 5%

 

Bio:

Jonas is the highest ranking commander and the trusted guardian of Farah. He's a very trusted man among the Royal Family, but it was not always like this. Jonas lived in a land in Roanoke that was prosperous and grand. The people of this land thought that no one could ever touch them, but little did they know that their wealth made them a big target. One faithful day, this land was attacked by bandits that stole all of its wealth and made this land their own. Anyone who opposed this group was beaten or killed on the spot to set an example. When word got out King Gallon, he himself, along with many other soldiers, came to the land to defeat the bandits. Jonas first encounter with the king was when he was asked by the king the location of the leader of the bandits. Jonas escorted the king and his army to the building that the leader made his hideout, which is where Jonas was living at the time. After the king defeated the leader, Jonas asked Gallon if he can be a soldier in his army. After what happened, Jonas wanted to become strong and inspire his people to do the same, something that him and everyone else would have never thought about doing. The king gladly accepted, and Jonas left his home and became a soldier among the Roanoke army. Jonas was a hard working soldier, dealing with rumors that the king gave him special treatment among his peers. His dedication to his goal would lead to him becoming the highest rank general in the army, being respected by everyone.

 

Jonas is now the calming voice of reason for Farah when she gets annoyed by anything involving royalty training. He has gained a strong sense of patience for dealing with his peers during his soldier years. He rarely gets angry at anyone who's not attacking him or is very upset. He is, however, a very strict general when it comes to dedication, and will constantly pester soldiers that he feels are slacking off.

 

 

 

Characters[NPC(Boss or Ally)]

Edited by SageHarpuiaJDJ
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Designs

 

Weapons:

 

Swords(wip):

Spoiler

CfsAiuS.png

poiler]

 

Lances(wip):

 

Axes(wip):

 

Fire(wip):

 

Wind(wip):

 

Ice(wip):

 

Light(wip):

 

Bows(wip):

 

Dark(wip):

 

Staffs(wip):

 

Other(wip):

Edited by SageHarpuiaJDJ
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I guess great minds think alike, because I came up with the idea for a Serpent Knight class a while back. Though, my version was quite a bit different...

Heh. I like the idea too, but I think it's kinda simple. I got the idea from the GBA Wyvern Knights, since they're one of my favorite classes.

Im a little iffy about this idea its not what i would do but hey opinions....

You're good. I'm open to any opinions.

I like the idea of serpent knight. Might have to steal that some time.

Glad you like it!

You really thought this through, didn't you?

You must be very committed, and to think, you chose Mustache Kana as a profile Pic.

Yeah, I am somewhat, haha. I've had the idea for quite a few months now. It's nice to finally have it written down for feedback.

Also, updated the Story, Chapters, and Characters post with the intro and Farah's bio. Also nerfed her growths since they a bit too strong. Got rid of CON as well.

EDIT: I'd also like you hear you guys' ideas for characters and chapters, too! ^^

Edited by SageHarpuiaJDJ
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Okay, this all looks very interesting. Could be here quite a while. Anyways, off the top of my head:

-FE6-13's true hit RNG. It's the most common RNG system and think it works the best for my idea.

I agree, this system works best in most cases. If I were to play devil's advocate, I'd say single RNG systems, as well as whatever Fates uses, do have their uses for putting higher value on the Skill stat, which is otherwise a dump-stat, as well as for creating occasional exciting moments when something doesn't play out quite as expected, and the player is forced to adapt to changing circumstances - though just as often you might get frustrating moments when the RNG just screws you over and gets you killed. Overall, yeah, I'd go for true hit as the better system.

-A GBA styled weapon ranking system. So from E to S rank in weapons, and only one weapon can be S ranked.

Sounds fair enough. So do you plan on having weapon rank also affect combat ability to an extent, like in Awakening and Fates when it dictates how much of a weapon triangle advantage you get?

-Support bonuses a la GBA. The only difference is the amount of support will be up to 6 for normal units and 7-8 for special units.

So where do support conversations take place - are they on the battlefield like in the GBA games, or do you have a base or preparations menu for them like the later supports? Personally, I would definitely recommend the latter system if at all possible; not only is it more convenient, I also feel it helps the supports feel a lot more natural. Otherwise, fully agreed, I definitely think this is a good system to go for. I'm curious why 'special' units are allowed more conversations though. I would assume said units are already stronger than the average character without such a benefit added on. Hmm.

-Weapon triangle. Something of the lines of Fates Weapon Triangle, but without shuriken/daggers. It would be something of the lines of: Swords, Fire Magic, and Light Magic < Lances, Wind Magic, and Dark Magic < Axes, Ice Magic, and Bows < Swords, Fire Magic, and Light Magic.

Very interesting, my only concern is how much getting used to will this take? I know a handful of people already found Fates' doubled up weapon triangle annoying and/or confusing, so would having three weapons on each stage just have the same effect? Not so much a criticism as a concern, I just wonder if it's the sort of thing one can just pick up the game and adapt to right away, or would it take a lot of time to adjust to and/or worse, have to be spelled out in a cutscene.

One other thing, seems a tad odd that Wind Magic loses to Bows, given that an archer has to pay very close attention to the wind, and small changes can throw their shot right off. Also, Dark Magic beats Light magic, which seems a little counter-intuitive, especially given FE and most RPGs have traditionally had them the other way around. I think making the triangle as intuitive as possible is very important, particularly when you have so many weapon types to remember. Your anima magic variations do this well - it's logical for Fire to beat Ice by melting, and Wind to beat Fire by blowing it out, and then Ice beating Wind I guess is just rounding out the triangle, which is okay considering the traditional Swords>Axes>Lances>Swords does that as well, with Axes beating Lances just because balance. But when you have something openly counter-intuitive, like Bows beating Wind and Dark beating Light, that becomes an issue, and is bound to cause a lot of people to make silly mistakes.

That aside, I like the idea of splitting up your magic like that, it gives you a lot of potential for putting forward interesting ideas. From the point of view of being able to get animations for everything, it might be a good idea to group Wind and Ice together and maybe use Thunder as the third magic type, since I believe there's only one animation of each from the GBA games - don't know what fan-made resources are available though, so this might not be an issue at all. One more thing, don't know if you're already doing this or not since you haven't posted weapons yet, but I'd recommend being very careful to make each magic type feel very distinct - think about Awakening, and how Dark Magic in that game all felt very special and unique, while Fire, Thunder and Wind were all practically the same with slightly different stats. That's the trap to avoid falling into.

-Two tiers of promotions, excluding Lords, who will have unique promotion at the earlygame that doesn't change their current stats and level, but gives them access to a new weapon, then can promote like normal units.

-Levels for unpromoted units will be up to 25 at max, being able to promote at level 15. Promoted units will have a maximum level of 35. Unique classes will have a max level of 40.

I'm slightly confused by how you've worded this - I'm guessing levels don't reset when you promote in this game? My only concern with that is it would seem to take away a lot of the incentive to not early-promote units, if you can get the same number of levels overall regardless. I guess early-promoting means you get less experience from enemies, but still. A bit curious about your choice to change max levels, but I'm presuming there's a good reason.

-A world map. My favorite game is Sacred Stones. One of the reasons is how the World Map was handled, so it will take inspirations from its world map. You can go back and buy different equipment, go in towns to talk to people who may give you items and tells you about different aspects of the game and the world, and manage your units. It will have time events similar to FE12 and 13's Barracks. You can read support conversations there as well.

Not one for world maps myself, but I'd never tell you not to use it. One thing I'd watch out for though is making sure there's a very good reason for it being there, and it's not just a glorified transition between chapters - though from the sounds of things, you've already got this covered pretty well. The other thing is that I'd be careful to have some chapters that flow directly into each other, for story reasons, since otherwise you get some weird moments where the flow of the plot is broken completely if the player heads anywhere other than to the next chapter.

Concerning grinding, one thing I'd be careful of is to keep the levels of enemies in grinding chapters quite low compared to the standard level of enemies at the player's stage in the game. The main reasons I say this is that it makes grinding levels more accessible to your weaker units, who need it most, while at the same time discouraging players from simply grinding their strongest units up further into unstoppable powerhouses. It also makes it easier to grind supports, since it's easier to place units appropriately for them if you're not also worrying about getting killed.

-Gaining supports will be like any other FE game: you stand besides a compatible unit. There will be 4 levels: C, B, A, and S or A+. Each unit can have one S support and one A support. You can only have up to 7 supports and 3 partners.

Sounds a good system to me. So long as supports don't take an eternity to build up like in the GBA games, I've no problem with this system.

-I kinda want to have an avatar, but I'm not entirely sure. If I do, then it would be like the lord or special character, having only 7-8 supports depending on the personality chosen.

Speaking personally, I would recommend against it. Avatars lead to a lot of complications, like balancing for lots of different classes, if you offer a choice of that, and writing their dialogue. Even if you don't include them in the plot - and I'd definitely recommend you don't, it's very risky for a number of reasons - there's still supports as you mentioned. You say you're giving personality options, which I feel is definitely a better idea than just giving us either a very bland or predetermined character like in existing FE, but that still comes with a huge workload, and often the closest personality option will still be at odds with what the player wanted to say or think. Even if you give dialogue options, which in itself is an even bigger workload potentially, there's still likely not enough room for the majority of players to act just like they want most of the time.

Hmm, overall, I'd say this project shows promise. I'll be back to comment a bit on the classes as well, right now I've no time, but anyways, I do hope something I've said here is of use to you.

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since this does seem to be turning into a fangame of sorts you cant really do all the sort of mechanics one would want to do (as in step into reality a bit)

i geuss i should points some things out

why would you want to make caps go from 20 to 30 unpromoted i mean having larger caps means higher growths but what does that really accomplish its not like your doing third tiers or anything like that

i did do a wall of text on how i think the weapons should be balanced so id like to hear your own thoughts on this

Swords: middle of the road damage and hit but a small crit stat like gba light magic and there weight is the same and magic swords use half the units strength and there magic stat and targets Resistance, does bonus/effective damage based on Magic Type and have no 2 range (as in swords have no access to 2 range at all)

Lances: Pretty much like how swords used to be in that they have very low might, (it will kinda be counteracted by most lance classes have high strength but wont be doing to much damage non the less) high hit, there original weight and have access to 1-2 rang spears (Javelins, Short Spears, and Spears)

Axes: while this may annoy some axes have their fe6 hit rates (if they dont miss here and there then they will be broken and there isnt truehit so you have to learn to deal with the fe game of chance as a layer of micromanaging) and there might will be a few points higher (in that the S rank axe will have like 25 might) and throwing axes do not exist except for a hatchet that is a personal weapon to a trainee unit and it is the only weapon type to have effective weapons such as hammers, halberds, etc

Bow: there pretty much the same except all bows have 1 more weight (they where kinda light and archers con seems a bit low for their models) longbows are pretty much the same as a steel bow but with kinda low hit and are locked to 3 range now normal bows get 2-3 range and longbows get 3-4 range in the hands of a sniper and get a 10 hit penalty if you go the 3 or 4 range and 1 range shortbows do not exist there just light bows with a 15% crit stat and crossbows exist but are extreamly weak but do triple might agansted fliers

Speaking of Bonus/Effective Damage naturally effective/designed to be effective doubles might but if they stack (like a bow that i specifically designed to take down fliers) and if they dont do effective damage they half the weapons might (that doesn't happen to like bows or legendary's that are effective agansted something)

Anima Magic: pretty much the same the complicated thing is how the weights gonna be which mostly depends on how the base con of classes are.

Light Magic: Very Weak and Accurate the Same Crit Rates as the Orginal, very lightweight. not designed to be a good magic to kill things with just more of a way for bishops to protect themselves

Dark Magic: Pretty tricky to Balance since weight system kinda makes it pretty bad but essentiall it has great might on par with axes, a little better hit rates, the weight i decided to have reduced so some of the better tomes do slow you down so there a risk reward thing and of course they have alot of funky tomes like Nosferatu and Luna (i like the Name Solstice better tho)

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Quite a lot to reply to, but thanks in advance you guys! ^^

Sounds fair enough. So do you plan on having weapon rank also affect combat ability to an extent, like in Awakening and Fates when it dictates how much of a weapon triangle advantage you get?

I haven't thought about that, actually. I'm not really sure on that, at the moment. I need to give some more thought.

So where do support conversations take place - are they on the battlefield like in the GBA games, or do you have a base or preparations menu for them like the later supports? Personally, I would definitely recommend the latter system if at all possible; not only is it more convenient, I also feel it helps the supports feel a lot more natural. Otherwise, fully agreed, I definitely think this is a good system to go for. I'm curious why 'special' units are allowed more conversations though. I would assume said units are already stronger than the average character without such a benefit added on. Hmm.

Yeah, they're at a base like the recent games. As for special units, I mean units relevant to the plot like the lord and a few others.

Very interesting, my only concern is how much getting used to will this take? I know a handful of people already found Fates' doubled up weapon triangle annoying and/or confusing, so would having three weapons on each stage just have the same effect? Not so much a criticism as a concern, I just wonder if it's the sort of thing one can just pick up the game and adapt to right away, or would it take a lot of time to adjust to and/or worse, have to be spelled out in a cutscene.

I wanna try to have a section where the game explains the new triangle as clearly as possible, since I know that getting used to it will be confusing. So maybe either a cutscene or a chapter that showcases it may help.

One other thing, seems a tad odd that Wind Magic loses to Bows, given that an archer has to pay very close attention to the wind, and small changes can throw their shot right off. Also, Dark Magic beats Light magic, which seems a little counter-intuitive, especially given FE and most RPGs have traditionally had them the other way around. I think making the triangle as intuitive as possible is very important, particularly when you have so many weapon types to remember. Your anima magic variations do this well - it's logical for Fire to beat Ice by melting, and Wind to beat Fire by blowing it out, and then Ice beating Wind I guess is just rounding out the triangle, which is okay considering the traditional Swords>Axes>Lances>Swords does that as well, with Axes beating Lances just because balance. But when you have something openly counter-intuitive, like Bows beating Wind and Dark beating Light, that becomes an issue, and is bound to cause a lot of people to make silly mistakes.

I actually goofed on the light beats dark section, lol. It's switched now, and now bows share the same spot as wind magic, although I'm not sure how that will work. Maybe I'll just take off bows, but I want them to be apart of the Weapon Triangle. Not really sure.

That aside, I like the idea of splitting up your magic like that, it gives you a lot of potential for putting forward interesting ideas. From the point of view of being able to get animations for everything, it might be a good idea to group Wind and Ice together and maybe use Thunder as the third magic type, since I believe there's only one animation of each from the GBA games - don't know what fan-made resources are available though, so this might not be an issue at all. One more thing, don't know if you're already doing this or not since you haven't posted weapons yet, but I'd recommend being very careful to make each magic type feel very distinct - think about Awakening, and how Dark Magic in that game all felt very special and unique, while Fire, Thunder and Wind were all practically the same with slightly different stats. That's the trap to avoid falling into.

I actually didn't want to make this a la GBA since it is kinda limited to want I wanna do. And thanks for the tip for the magic. I'll keep that in mind.

I'm slightly confused by how you've worded this - I'm guessing levels don't reset when you promote in this game? My only concern with that is it would seem to take away a lot of the incentive to not early-promote units, if you can get the same number of levels overall regardless. I guess early-promoting means you get less experience from enemies, but still. A bit curious about your choice to change max levels, but I'm presuming there's a good reason.

The reasoning for changing the max levels is that... well I planned on the game to be kinda long, but now I know that it doesn't really make sense. Maybe having items that increases the amount the levels a unit a la Fates would be better. And the first thing, I'm gonna change that. The Lord will only have two promotions. I confused myself writing that lol.

Not one for world maps myself, but I'd never tell you not to use it. One thing I'd watch out for though is making sure there's a very good reason for it being there, and it's not just a glorified transition between chapters - though from the sounds of things, you've already got this covered pretty well. The other thing is that I'd be careful to have some chapters that flow directly into each other, for story reasons, since otherwise you get some weird moments where the flow of the plot is broken completely if the player heads anywhere other than to the next chapter.

Very good advice. Like really good advice. I will make sure to keep this in mind. Thanks!

Sounds a good system to me. So long as supports don't take an eternity to build up like in the GBA games, I've no problem with this system.

I wanna make it so that it only takes 2-3 chapters to build a support, and only have one support gain per 2-3 chapters. Still not sure, though.

Speaking personally, I would recommend against it. Avatars lead to a lot of complications, like balancing for lots of different classes, if you offer a choice of that, and writing their dialogue. Even if you don't include them in the plot - and I'd definitely recommend you don't, it's very risky for a number of reasons - there's still supports as you mentioned. You say you're giving personality options, which I feel is definitely a better idea than just giving us either a very bland or predetermined character like in existing FE, but that still comes with a huge workload, and often the closest personality option will still be at odds with what the player wanted to say or think. Even if you give dialogue options, which in itself is an even bigger workload potentially, there's still likely not enough room for the majority of players to act just like they want most of the time.

Yeah, that's why I was iffy about it. Too much work lol. No avatar it is.

since this does seem to be turning into a fangame of sorts you cant really do all the sort of mechanics one would want to do (as in step into reality a bit)

i geuss i should points some things out

why would you want to make caps go from 20 to 30 unpromoted i mean having larger caps means higher growths but what does that really accomplish its not like your doing third tiers or anything like that

I was actually planning on it not being on the GBA platform, but I can understand what you mean. It's just an idea phase right now, trimming away at what can't be done.

And the reasoning is already stated: I want the game to be long, but that's not really a good reason.

As for the weapon ideas, I like them. Having lances have the same might as swords is interesting, but your reasoning won't seem to affect the classes that use them as much.

Anyways... both posts were updated. Thanks again for the feedback, guys!

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  • 2 weeks later...

You're welcome, heh.

I've actually decided to use make this into an hack using Sacred Stones, meaning that some stuff will have to be changed in my mechanics section, at least for this. I tested the growth rates and bases on without any bonuses besides implied Earth Affinity on Farah using Eirika and I must say...

[spoiler=it's like a slightly nerfed hector with a sword lol.]94294faebb9e6e005c9ab37a24bfd25b.png1bdbee57734d36504f7ec5470a2e2cb7.jpg

Which I suppose work since she uses axes lol.

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Okay. It's fixed in the next sheet, which I'll post after I'm done with the B Swords.

Something for fun:

Farah(Earth; LV.1)
Class: Princess>Hero Princess
Weapons: Axe (D)

Gro:HP:65% Str:40% Mag:0% Skl:60% Spd:45% Luk:25% Def:30% Res:15%
Recruitment: Prologue(Joins at the start)
Inventory: Iron Axe, Vulenary

ii.) Jonas(Ice; LV. 1)
Class: Great Knight
Weapons: Swords ©; Lances (D); Axes(D)
Stats: HP: 26 Str: 12 Mag: 0 Skl: 10 Spd: 8 Luk: 6 Def: 15 Res: 6
Gro:HP:40% Str:25% Mag:0% Skl:20% Spd:5% Luk:50% Def:10% Res:5%
Recruitment: Prologue(Joins at the start)
Inventory: Steel Sword, Iron Lance

iii.) Kiki(Fire; LV. 1)
Class: Pegasus Knight>Falcon Knight or Storm Knight
Weapons: Lances (E)
Stats: HP: 19 Str: 5 Mag: 0 Skl: 8 Spd: 13 Luk: 10 Def: 4 Res: 7
Gro:HP:45% Str:55% Mag:30% Skl:25% Spd:40% Luk:70% Def:25% Res:25%
Recruitment: Chapter 1(Joins at the start)
Inventory: Bronze Lance, Vulenary

iv.) Corvid(Wind; LV. 4)
Class: Archer>Sniper or Ranger
Weapons: Bows©
Stats: HP: 22 Str: 9 Mag: 0 Skl: 14 Spd: 5 Luk: 4 Def: 8 Res: 2
Gro:HP:70% Str:40% Mag:0% Skl:55% Spd:20% Luk:20% Def:35% Res:30%
Recruitment: Chapter 1(Ally, Talk with Farah or Jonas)
Inventory: Iron Bow, Gold Coin

v.) Monty(Dark; LV. 2)
Class: Fire Mage>Sage or Pyromancer
Weapons: Fire(E)
Stats: HP: 17 Str: 0 Mag: 5 Skl: 6 Spd:8 Luk: 6 Def: 7 Res: 5
Gro:HP:50% Str:5% Mag:35% Skl:55% Spd:30%% Luk:20% Def:35% Res:45%
Recruitment: Chapter 2?(Joins at the start)
Inventory: Duskfire, Ember

vi.) Mira(Anima; LV. 5)
Class: Priestess>War Priestess or Bishop
Weapons: Staffs (D)
Stats: HP: 18 Str: 3 Mag: 8 Skl: 0 Spd: 7 Luk: 9 Def: 5 Res: 8
Gro:HP:35% Str:35% Mag:30% Skl:20% Spd:40% Luk:50% Def:20% Res:20%
Recruitment: Chapter 3?(Ally, Talk with Monty)
Inventory: Mend, Freeze

vii.) Samantha(Wind; LV. 2)
Class: Cavelier>Paladin or Great Knight
Weapons: Swords (D); Lances (D)
Stats: HP: 20 Str: 7 Mag: 1 Skl: 9 Spd: 10 Luk: 7 Def: 6 Res: 4
Gro:HP:55% Str:40% Mag:25% Skl:45% Spd:50% Luk:45% Def:30% Res:35%
Recruitment: TBD
Inventory: Armor Slayer, Iron Sword, Hand Axe

viii.) Claude(Light; LV. 2)
Class: Cavelier> Paladin or Great Knight
Weapons: Swords (D); Lances (D);
Stats: HP: 21 Str: 9 Mag: 0 Skl: 7 Spd: 6 Luk: 7 Def: 8 Res: 2
Gro:HP:55% Str:50% Mag:0% Skl:25% Spd:30% Luk:45% Def:40% Res:15%
Recruitment: TBD
Inventory: Iron Lance, Javelin

ix.) Brandon(Ice; LV. 5)
Class: Freeblader> Swordmaster or Bounty Huner
Weapons: Swords ©
Stats: HP: 20 Str: 7 Mag: 3 Skl: 8 Spd: 15 Luk: 5 Def: 4 Res: 4
Gro:HP:35% Str:30% Mag:40% Skl:35% Spd:55% Luk:50% Def:20% Res:25%
Recruitment: TBD
Inventory: Steel Sword, Flame Sword

x.) Cassidy(Thunder; LV. 7)
Class: Theif> Assassin or Outlaw
Weapons: Bows©
Stats: HP: 16 Str: 7 Mag: 5 Skl: 15 Spd: 10 Luk: 9 Def: 4 Res: 7
Gro:HP:40% Str:25% Mag:45% Skl:40% Spd:45% Luk:55% Def:5% Res:20%
Recruitment: TBD
Inventory: Steel Bow, Shock Bow, Lockpick

xi.) Spencer(Dark; LV. 8)
Class: Wvyern Knight > Wveyern Master or Serpent Knight
Weapons: Axes©
Stats: HP: 24 Str: 10 Mag: 2 Skl: 4 Spd: 8 Luk: 3 Def: 8 Res: 1
Gro:HP:65% Str:50% Mag:10% Skl:10% Spd:30% Luk:10% Def:40% Res:5%
Recruitment: TBD
Inventory: Steel Axe, Hand Axe

xii.) Maylene(Thunder; LV. 8)
Class: Freeblader> Swordmaster or Bounty Hunter
Weapons: Swords (D)
Stats: HP: 18 Str: 9 Mag: 0 Skl: 15 Spd: 12 Luk: 7 Def: 2 Res: 3
Gro:HP:65% Str:45% Mag:15% Skl:50% Spd:55% Luk:15% Def:10% Res:10%
Recruitment: TBD
Inventory: Muramusa, Master Seal

xiii.) Preston(Anima; LV. 13)
Class: Knight> General or Great Knight
Weapons: Lances ©
Stats: HP: 25 Str: 13 Mag: 0 Skl: 6 Spd: 4 Luk: 5 Def: 12 Res: 6
Gro:HP:45% Str:40% Mag:0% Skl:5% Spd:15% Luk:30% Def:40% Res:0%
Recruitment: TBD
Inventory: False Lance, Short Spear, Vulenary

xiv.) Lola(Dark; LV. 10)
Class: Shaman> Sorceror or Druid
Weapons: Dark©
Stats: HP: 22 Str: 0 Mag: 10 Skl: 12 Spd: 7 Luk: 14 Def: 9 Res: 5
Gro:HP:45% Str:10% Mag:45% Skl:20% Spd:40% Luk:35% Def:45% Res:10%
Recruitment: TBD
Inventory: Moonlight, Dusk

xv.) Jedah(Wind; LV. 8)
Class: Wind Mage> Sage or Windcaster
Weapons: Wind©
Stats: HP: 25 Str: 1 Mag: 11 Skl: 9 Spd: 14 Luk: 6 Def: 7 Res: 6
Gro:HP:20% Str:5% Mag:40% Skl:65% Spd:50% Luk:40% Def:20% Res:20%
Recruitment: TBD
Inventory: Sirocco, Elwind

xvi.) Angelica(Anima; LV. 4)
Class: Trobadour> War Priestess or Holy Knight
Weapons: Staffs©
Stats: HP: 15 Str: 6 Mag: 6 Skl: 3 Spd: 10 Luk: 16 Def: 4 Res: 4
Gro:HP:45% Str:40% Mag:40% Skl:10% Spd:50% Luk:45% Def:30% Res:30%
Recruitment: TBD
Inventory: Mend, Physic, Balance Text

xvii.) Neon(Thunder; LV. 1)
Class: Halberdier
Weapons: Lances©
Stats: HP: 25 Str: 16 Mag: 8 Skl: 17 Spd: 18 Luk: 20 Def: 7 Res: 9
Gro:HP:35% Str:30% Mag:30% Skl:50% Spd:40% Luk:45% Def:20% Res:25%
Recruitment: 3 chapters before part one end(Joins at start)
Inventory: Trident Lance, Short Spear, Master Seal

xviii.) Merik(Earth; LV. 2)
Class: Assassin
Weapons: Swords(D); Bows©
Stats: HP: 20 Str: 18 Mag: 0 Skl: 12 Spd: 19 Luk: 3 Def: 10 Res: 2
Gro:HP:35% Str:45% Mag:0% Skl:15% Spd:35% Luk:15% Def:10% Res:5%
Recruitment: 1 chapter before part one end(Joins at start)
Inventory: Short Bow, Iron Dagger, Master Seal

Edited by SageHarpuiaJDJ
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45 minutes ago, SageHarpuiaJDJ said:

Made some minor updates to the story posts and removed swords from Cyromancers cause that's kinda silly.

I don't see it as particularly silly. Regardless you should give them some kind of additional weapon type to compete with the other classes. Unless the S rank Ice Tome is just inherently superior to Fire and Wind ones.

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